I propose a new race – a personal project (not a copy of previous ones)
Thanks to colleague Moses for the idea with the third level!
City: Atlantis
Hero: Atlantean (waiting for more suitable names)
Color: Blue, Light Blue Symbol: Sea shell - Ammonite
Philosophy: Peace and harmony through oblivion and isolation.
Revered deity: Alantia, Dragon of the water element, goddess of the seas and oblivion.
Legend: A mysterious underwater race lived for centuries in isolation from the upper world, full of wars, greed, and cunning. Hiding in the seas and underwater caves, the inhabitants of Atlantis lived peacefully in a closed, harmonious state. The riches of small islands and underwater resource springs were very great. By studying water magic, mastering the elements, and exploring sunken ships, they learned the secrets of construction, language, pictograms, and art. Magnificent coral cities were built in underwater caves; created magical artifacts provided light over the cities where sunlight was lost.
Their existence was long and peaceful. But then came the sixth eclipse. A terrible war with demons shook the universe. Even the lords of the sea felt the rage in the sea air and human blood diluting the water. And so, by the council of underwater lords, the first city on an island was created – the same island of Toros, abundant in rivers and lakes. Surrounded by a magical dome, transparent as sea water itself, this city stood almost unnoticed. It was ruled by the allies of the sea lords, the sirens. But the sea lords did not wish to enter into contact with the inhabitants of the land, and soon the city lost its purpose as a diplomatic embassy and remained only a link between land and sea. But suddenly misfortune befell Atlantis – a monstrous underwater earthquake destroyed many cities in the underwater caves; almost all the water left them. Through monstrous efforts of magic, the remaining intact underwater cities were saved. But most terrible of all – after the earthquake, cracks and passages to the earthly dungeon opened. The sea dwellers had only to wait and prepare for inevitable contact with the inhabitants of the land.
Creatures (description of skills and creatures below)
Creature level, creature – upgraded creature, building – upgraded building.
1) Crab – Combat Crab. Depression – Sea Rift
Stats: attack: 2 defense: 2 damage: 1 – 3 health: 3 speed: 5 initiative: 8
Skills: sea creature, crippling blow.
Stats: attack: 2 defense: 3 damage: 2 – 3 health: 5 speed: 6 initiative: 9
Skills: sea creature, crippling blow, bone shell.
2) Coral Man – Coral Warrior. Sea Fields – Coral Fields
Stats: attack: 4 defense: 4 damage: 4 – 6 health: 18 speed: 4 initiative: 6
Skills: sea creature, magical consciousness.
Stats: attack: 5 defense: 5 damage: 5 – 6 health: 25 speed: 4 initiative: 8
Skills: sea creature, magical consciousness, poisonous spines, poisonous claws.
3) Mermaid – Triton. Mermaid Hive – Coral Hive
Stats: attack: 5 defense: 3 damage: 3 – 6 health: 17 speed: 3 initiative: 10 arrows: 5 mana: 10
Skills: shooter, sea creature, caster.
Stats: attack: 6 defense: 5 damage: 5 – 7 health: 30 speed: 4 initiative: 10
arrows: 6 mana: 15
Skills: shooter, sea creature, caster, no penalty in melee combat.
4) Water Horse – Sea Horse. Sea Pasture – Sea Mound
Stats: attack: 10 defense: 8 damage: 10 – 12 health: 45 speed: 7 initiative: 11
Skills: large creature, sea creature, rage.
Stats: attack: 13 defense: 9 damage: 11 – 15 health: 55 speed: 8 initiative: 12
Skills: large creature, sea creature, rage, poisonous horn.
5) Screamers – Sirens. Tower of Fear – Tower of Rage
Stats: attack: 12 defense: 12 damage: 13 – 13 health: 50 speed: 5 initiative: 11
arrows: 7
Skills: shooter, semi-sea creature, banshee scream.
Stats: attack: 16 defense: 15 damage: 18 – 18 health: 60 speed: 5 initiative: 11
arrows: 7
Skills: shooter, semi-sea creature, banshee scream, love scream, rage scream,
immunity to mind control.
6) Octopus – Squid. Sea Grove – Sea Forest
Stats: attack: 23 defense: 18 damage: 17 – 22 health: 105 speed: 5 initiative: 8
Skills: large creature, sea creature, four-tentacle attack,
enemy does not resist.
Stats: attack: 25 defense: 21 damage: 22 – 33 health: 125 speed: 6 initiative: 9
Skills: large creature, sea creature, eight-tentacle attack,
enemy does not resist, ink, obstacle bypass.
7) Sea Serpent – Sea Dragon. Underwater Cave – Cave of Radiance
Stats: attack: 25 defense: 25 damage: 28 – 52 health: 160 speed: 7 initiative: 11
Skills: large creature, sea creature, sea scales.
Stats: attack: 31 defense: 28 damage: 38 – 60 health: 210 speed: 8 initiative: 13
Skills: large creature, sea creature, sea scales, snake strangle,
immunity to water element.
Description of creatures and their abilities
1) Crab: A sea creature that since ancient times helped other sea dwellers wear down corals so that the cities would be more beautiful. The crab always moves sideways, and one claw is larger than the other. With this claw, it inflicts deep bleeding wounds.
Sea creature: in battle on land, creatures of this faction experience discomfort and uncertainty due to not being in their native element; because of this, creatures lose 1 morale and 1 luck, as well as 10% initiative. However, in a sea battle and on the deck of a ship, they always feel focused and confident, gaining 1 morale, 1 luck, +1 speed, and +20% initiative.
Crippling blow: see dwarf race – spear thrower abilities.
Combat crab: Adapted for battles, the combat crab is stronger and, thanks to a powerful bone shell, more durable than its colleague.
Bone shell: reduces damage from shooter attacks by 50%.
2) Coral man: Needing powerful infantry, the sea lords created a humanoid creature from corals and endowed it with a magical mind.
Magical consciousness: immunity to mental spells (blindness, mind control, etc.).
Coral warrior: soon the corals from which the warriors were created grew poisonous spines, and smooth people turned into dangerous warriors studded with sharp needles, with equally dangerous claws instead of fingers.
Poisonous spines: creatures attacking in melee will receive, in addition to a counterattack, 10% damage back from the damage dealt to the warrior and poisoning for 4 turns (damage depends on the number of creatures).
Poisonous claws: besides normal damage, the creature attacked by this unit will be poisoned.
3) Mermaid: Mermaids are the primary representatives of their race; having lived in oblivion for centuries, they learned the secrets of human language and diplomacy, which allows them to enter into contact with representatives of other races. Using tridents, mermaids can attack from afar and cast spells. Casts anti-magic and confidence.
Confidence: a spell that removes land negative effects from a selected friendly creature of this faction. Cost 5 mana.
Tritons: (change of gender) the council of sea lords consists of the oldest tritons. They are the ones who decide all important problems of the state. Covered in thick white beards, younger tritons engage in city construction and other economic issues. Casts anti-magic, lightning, and confidence.
4) Water horse: Peaceful by nature, water horses entertained the inhabitants of Atlantis with various sea races and games. But they strongly dislike quarrels and fights, which is why they instantly wedge themselves between those arguing and end the conflict.
Sea horse: The need for fast offensive troops forced the sea lords to create a more formidable sea horse from the water horse. Armed with a sharp poisonous horn shifted toward the middle of its head, this horse is the main competitor to elven unicorns.
Poisonous horn: besides normal damage, this creature also poisons the enemy.
5) Screamers: screamers are mysterious relatives of sea creatures, more adapted to land. Their screams make sailors terrified and sail far away.
Semi-sea creature: unlike their brethren, semi-sea creatures tolerate battles on land more easily and do not receive penalties. However, at sea, like the others, they receive all sea creature bonuses.
Sirens: mythical creatures who drove sailors mad with their singing, causing their ships to perish by running onto reefs. Sirens are the main intermediaries between sea and land and are often used as diplomats since they know how to get their way with maximum benefit.
Love scream: a siren is able to hypnotize a living creature with her singing to use it against her enemies. Duration 3 turns; the hypnotized creature loses 20% initiative; while the love scream is active, the siren cannot take control of another creature. The ability does not work on undead, elementals, and mechanisms.
Rage scream: a siren imposes rage on an enemy squad with her scream. The effect is similar to the spell of the same name.
6) Octopus: giant sea octopuses helped build underwater cities and earned an honorable place among the creatures of Atlantis. Octopuses are able to extend their tentacles, meaning the enemy cannot reach them to respond to a strike.
Four-tentacle attack: attacks four cells in front.
Squid: dark blue relatives of octopuses always differed from their brethren by living in dark sea forests. Squids are able to traverse any terrain regardless of obstacles, flowing around them like water itself. Also, myths about creatures that sank ships are associated with squids.
Eight-tentacle attack: in addition to the front four cells, it attacks two side cells.
Ink: a squid is able to spray ink over the four front cells, thereby blinding all creatures in front for 3 turns. The effect is completely identical to the blindness spell.
Obstacle bypass: thanks to extending tentacles and suckers on them, the squid easily overcomes any obstacles, similar to a flying creature.
7) Sea serpent: it is believed that sea serpents are descendants of the goddess Alantia who did not reach full perfection in the form of dragons, but this was no reason not to worship them.
Sea scales: over long years of adaptation to the sea element, the scales of sea dragons and serpents adapted to caustic salt water, which provided 25% protection from same-shooter attacks.
Sea dragon: sea dragons acquired a serpentine form back when they first began to inhabit the oceans, separating from other representatives of their species. Since then, these dragons are revered by sea creatures just as other dragons are by land creatures. Also, myths about saving both sea and land creatures from death are associated with sea dragons.
Snake strangle: instead of a normal attack, a sea dragon is able to coil around a creature and squeeze it with its powerful body, dealing 75% of normal damage each turn; meanwhile, the bound creature cannot move or attack. The dragon can attack but will not be able to move. If the dragon moves from its spot, if it is attacked, or if the same creature it has bound is attacked, the strangle action ends and the dragon "slides" to a position nearby.
City and heroes (appearance and independent abilities)
The city on the map is located in a transparent magical bubble, while the fort itself is outside.
Architecture: the city resembles a light-blue tower narrowing toward the top, created from corals (let it be reminiscent of the underwater city from "Disney's Little Mermaid"). Inside at the base and on the plateau where the city stands, caves and dwellings of creatures are visible. The sea-style tavern is located in a peculiar air pocket, in the form of an air bubble in water.
During a siege, let the castle architecture be similar to the city architecture. Instead of minefields or a moat, there are sharp coral poisoning growths; on the towers are mermaids with tridents. Creatures feel normal during a siege, without penalties or bonuses.
By additionally building a certain structure, let them feel a bonus.
Heroes: the hero looks like a mermaid with a trident riding a Steller sea lion (that is, a sea lion) or a humanoid creature in the form of a siren riding the same. By nature, does not require a ship. In battle, releases lightning, like a titan, or just a single charge. Casts with a trident in the form of an image of a figure being pierced by the trident or raised above the head.
Racial skill
in the brainstorming stage (waiting for ideas)
Side skills from the racial skill
Tidal wave: once per battle, the hero is able to use the "tidal wave" ability, which for three turns will give creatures confidence that they are in a sea battle and they will gain all the bonuses of their element. Only for 3 turns.
Confidence: the hero can freely cast confidence on creatures of their faction (description above, see mermaid abilities) as many times as desired in battle.
Sea link: in battle, water elementals will appear at the location of one of the killed friendly squads in an amount equal to 35% of the number of killed creatures of level 3 and higher, and less for creatures below level 3.
Super skill
Universal confidence: the hero can cast confidence on all creatures of their faction at once.

