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Custom Race: The Eternal Dynasty 3.0

Updated to 3.0

Introduction

-Custom Race: The Eternal Dynasty-

This is an undead custom race that was inspired by Tomb kings from WarHammer Fantasy and Age of Mythology.

Made with Reforged: Classic graphics (Can be played with HD Graphics). This is an edit of the melee map Divide and Conquer to include The Eternal Dynasty as a playable race.
To play The Eternal Dynasty, select Undead and click handicap 90-60.

The Eternal Dynasty is a faction defined by controlled survival, where units decay outside sacred aura networks and must fight within zones of divine preservation to remain effective. Their identity is shaped by a permanent devotion to either Ka, favoring healing and resilience, or Neithis, embracing curses, death conversion, and relentless attrition.

AI:


90%AI Devotion to Neithis
80%AI Devotion to Ka
70%Generalist AI.
60%Randomized AI

Showcase:

Version 2.0

Faction Lore:

Before memory learned to behave itself, the world broke in a way that never truly healed.

The ancients do not describe the Cataclysm as fire or flood, but as forgetting made physical—a desiccation-blight that seeped into matter and taught it the concept of ending. Stone began to unwrite itself. Rivers forgot their paths mid-flow. Flesh aged not forward, but sideways, as if time had lost patience with continuity. The gods did not reverse this collapse. They responded by carving exceptions into reality: sacred geometries—Pyramids, Obelisks, impossible alignments—where existence could temporarily pretend it still had permission to persist. Outside those zones, the world quietly returns everything to its pre-name state. Inside them, reality behaves as if being observed is enough to justify staying real.

From this contradiction the first Dynasty was not founded—it was coagulated.

Survivors of the unmaking learned quickly that identity was a liability unless it could be anchored. So they began binding themselves to permanence that was not truly permanent: skin traded for stone, breath folded into mineral memory, living essence preserved in ritual wrappings like sealed arguments against oblivion. These were not enhancements. They were negotiations. To remain “human” was to be temporary. To remain anything at all required structural compromise with eternity. Their cities followed the same logic—too burdened to remain rooted, too sacred to collapse completely. Entire strongholds lifted from the earth and drifted like wounded gods refusing burial, carried along invisible currents of divine attention.

And then came the Schism—not political, not philosophical, but ontological. Ka and Neithis were not chosen; they were recognized. Ka is what refuses disappearance: the stubborn continuation of form, the insistence that something must persist even when it no longer resembles itself. Neithis is what insists that persistence is theft: that all things must eventually be reclaimed, reduced, and returned to the world’s neutral hunger. The Dynasty did not debate these forces. They built themselves between them, like a civilization suspended over a bottomless argument that never stops speaking.

From that tension, war became incidental.

Their so-called armies are not assembled—they are recalled. Stone-bound giants that wake only when preservation demands violence. Wrapped revenants whose identities are unrolled like scrolls of intent. Obsidian hierarchs whose thoughts are too heavily layered to belong to a single lifetime. Every act of battle is simply the world testing whether something still qualifies as allowed to remain.

Death does not interrupt them. It processes them.

A fallen Dynasty warrior does not end. They are redistributed into the ecology of persistence—broken into scarabs of memory, rewritten into drifting ash-patterns, reinserted into another vessel that has agreed, for now, to continue being them. Even cities participate: when they fracture, they do not collapse—they multiply their ruin into new architecture.

And above it all, the gods remain distant not out of neglect, but because attention is the only force strong enough to stabilize existence—and even divine attention has fatigue.

In time, outsiders would mistake them for an empire. But the Dynasty was never an empire. It was a collective answer to a single, ancient question spoken by a broken world:

How long can anything remain itself before the universe remembers it was always meant to be dust?


Faction Mechanics

363698-98f374d5d071a88261d793e332560809_tn2.jpg
I. Environmental Decay & Spatial Control (Degradation / Conservation)

The Eternal Dynasty is built around territory-based survival where units constantly degrade outside protective zones. Conservation Auras from pyramids, obelisks, idols, and ascendant structures prevent decay and instead grant regeneration, making positioning essential. This creates a tug-of-war over controlled zones, where holding aura networks is critical to sustaining armies. Combat effectiveness is therefore tied not just to unit strength but to maintaining supply lines of spiritual infrastructure. Losing map control quickly turns elite units into liabilities as they rot over time.

86221-14c8f92ddd79675e9062930d9f3387d1_tn.jpg
II. Dual Deity Alignment & Faction Identity (Ka vs Neithis / Devotion)

The faction splits into two divine paths—Ka (solar life, buffs, resurrection) and Neithis (death, curses, summons). Devotion systems permanently shape unit availability, upgrades, and combat identity, locking players into asymmetric strategic styles. Ka emphasizes sustained pushes, healing, and battlefield empowerment, while Neithis focuses on attrition, debuffs, and spawning units from death. This creates meaningful strategic divergence similar to tech trees but with ideological consequences. Army composition and spell access evolve around divine allegiance.

356103-c69cc189cd11831d58af0632f64cc145_tn.jpg
III. Hero-Centric Battlefield Control (Champions & Skill Kits)

Heroes act as tactical command centers with highly specialized battlefield manipulation abilities. Units like the Dune Warder, Champion, Battle Vizier, and Hierophant provide crowd control, buffs, summons, or nukes that can swing engagements. Hero spells often combine AoE control with strong modifiers like armor reduction, attack speed shifts, or resurrection effects. This system rewards micro-intensive play and timing over raw army size.

334007-c6d2d7ad0cbd0afef771aa5fc2b3eec6_tn.jpg
IV. Persistent Army Evolution & Death Economy (Summons, Corpses, Transformation)

Combat heavily rewards death-based and transformation mechanics that convert battlefield losses into resources. Units spawn from deaths (Scarab swarms, Bound Sorcerers, Dune Flyers), while others evolve into stronger forms or revive via idols and avatars. Structures and units can also shift states (Ascend, levitate, transformation into avatars). This creates a layered “death economy” where losing units can still generate value. The battlefield becomes a cycle of transformation rather than simple attrition.

Screenshots


384108-059e5a0e6039b6f8e2ce38dfae276c41.webp
384109-80830b091b1e6fd8e7ee91b8d2815359.webp

Credits:



Hawkwing
Avatars Lord
67chrome
Blizzard Entertainment
Fasolace
Daenar7
67chrome
Vinz

3.0
Dead Tree
Mummy_by67chrome.blp
ObsidianScarab.blp

Changelogs:





- Uploaded to map development

- Uploaded the map section.
-Small misc changes
-replaces doodads with correct tileset ones
-Fix blight placement on desecration

Visuals:
  • Fixed UI Tile 5 and 6
  • New Health bar and selection
  • Tooltips/lore more inline with the Nehekharan Pantheon
  • Added Train/Build time to Tooltips
  • Theme changed from “Undead” to “Living Statues”
  • Replaced Unit models
  • Replaced Unit Icons
  • Goldmine now has visual feedback for upgrades.
  • Added Custom Music

Requirements:
  • Carrion Rider now Tier 3
  • Carrion Rider moved to Ancient Burial Mound
  • Living Idol moved to Clay Shaper
  • Fixed Items

Mechanics:
  • Removed base game undead Mechanics
  • New Caster Units
  • New unit abilities
  • New Items
  • Unit production Buildings Ascend
  • Added Degradation And Conservation Mechanic
  • Degradation; Certain Eternal units will passively lose 2 hp per second.
  • Conservation: All Eternal Buildings have Conservation aura that increase the regeneration of - - Eternal units.





Terrain & Visuals​

  • Edited Textures: New tile set and Doodads
    • Color Tint reduced: (R) 255 → 175, (G) 255 → 125, (B) 255 → 200
  • Edited Structure: All Structures
    • Color Tint reduced: (R) 255 → 150, (G) 255 → 150, (B) 255 → 150
  • Edited Tooltips
    • Recolored, rewritten, and expanded
    • Reduced references to Tomb King lore




Structures​

General Changes​

  • Pyramids
    • Now auto-entomb Goldmines on map initialization and after construction
    • No longer have an attack
  • Entombed Goldmine
    • Plays correct animations
    • Gold income now affected by Upkeep




Renames / Model Changes​

  • Ancient Burial Mound → Burial Vault
  • Clay Shaper → Sculpting Site (HighBornSlaughterhouse → HighBornNightelfShipyard)
  • Temple of Gods → Duat Spire (HighBornAranceSanctuary → HighBornMageTower)
  • Royal Burial Chamber → Cartographer (HighBornMageTower → HighBornAranceSanctuary)
    • Button moved to 1,2
  • Grand Ossuary
    • Button moved to 2,2
  • Cairn
    • Button moved to 0,2
    • Can learn Scarab Nest ability




Structure Function Changes​

  • Repository
    • Now a lumber drop-off point
    • Contains only unit attack & armor upgrades
  • Spirit Obelisk
    • Can learn Solar Javelin ability




Units​

Renamed / Reworked Units​

  • Necrotect → Djinn
    • Skeleton Worker → Sand Elemental
    • Now Summoned (was Undead)
    • Removed Degradation
  • Tomb Guard → Shabti Ka Guard
    • New ability: Sunward Bulwark
    • Cost: 180 → 165
    • Build time: 30 → 24
    • Removed Undead / Turen classification
  • Tomb Watcher → Shabti Ka Auxiliary
    • New ability: Solar Javelin
    • Cost: 155 → 140
    • Build time: 22 → 21
    • Removed Undead / Turen classification
  • Carrion Rider → Cabalist
    • Vulture Rider → Carpet Rider
    • New ability: Summon Evil Eye
    • Cost: 245 → 175
    • Build time: 35 → 26
    • Removed Undead classification + Degradation
  • Sand Worm → Dune Wyrm
    • Now Hero Summon
    • Burrow removed (Active) → Burrow (Death Passive)
    • Lightning Breath based on Freezing Breath
    • HP: 1250 → 900
    • Armor: 5 → 3
  • Adherent of Phakth → Ushabti Ka Adherent
    • Removed Shearing Winds, Incantation of Protection
    • New: Blessing of the Sun Disk, Radiant Ward
    • Removed Undead / Turen classification
  • Mummy
    • Scale: 0.8 → 1.1
    • Now a Creep
  • Living Idol → moved from Clay Shaper to Pyramid
    • Removed Hibernation
  • Sand Troll Creeps → Replaced with Guardians
  • Ogre & Gnoll Creeps → Replaced with Mummies
  • Golem Creeps → Replaced with Genies
  • Apostle of Djia → Ushabti Neithis Apostle
    • Removed Mummification
    • New: Tomb Curse of the Devoured
    • Removed Undead / Turen classification
  • Devotee of Asaph → Removed
  • Viperpult → Removed
  • Ushabti → Shawabti Guardian
    • Jackal Guardian → Crocodile Guardian
    • New ability: Mighty Strike




Hero Removals​

  • Tomb King
  • Liche of Usirian
  • Priest of Khsar
  • Hunter of Sokth




New Heroes​

  • Dune Warder (Agility)
    • Control, disables, summons
    • Land & air attacker
    • Skills: Crook of Binding Winds, Dune Reversal, Dustborne, Lord of the Dunes
  • Champion (Strength)
    • Disruption + buffs allies
    • Land attacker
    • Skills: Catacomb Shockwave, Verdict of Ka, Dominion Retaliation, Solar Flare
  • Battle Vizier (Agility)
    • Anti-hero assassin
    • Land attacker
    • Skills: Shadow Lance, Soul Bind, Kinesthetic Strike, Heavy Counter
  • Hierophant (Intelligence)
    • Ally survivability support
    • Land & air attacker
    • Skills: Crook of Duality of Faith, Seal of Neithis, Face of Ka, Metasis




New Units​

  • Ascendent Pyramid
    • Mobile Black Pyramid
    • Cannot produce units
    • Leaves Tier 1 Pyramid behind
    • Provides 12 food + lumber income
    • Limit: 1
  • Evil Eye
    • Flying scout summon
    • Can learn Duat Sight
  • Bound Sorcerer
    • Summoned floating mummy
  • Shabti Neithis Combatant
    • Alternate form unit (land attacker)
  • Shawabti Siege Giant
    • Long-range siege unit
    • Can learn Radiant Ward Glyph or Scarab Block
  • Tomb Warder
    • Anti-magic enforcer unit
    • Mana Sever + Judgment Intercept
  • Giant Scarab
    • AoE damage unit
    • Acidic Blood death explosion
    • Can learn Acid Spit
  • Broodspinner
    • Summoner/control unit
    • Reeling Strands, Flesh Eater Scarabs
    • Can learn Parasite Egg, Web




New Creep Units​

  • Ancient Mummy (ranged, Deathcoil, Tomb Curse)
  • Greater Mummy (light ranged, Mummification)
  • Genie High Priest (magic immune healer)
  • Genie Mercenary (heavy melee, bash)
  • Guardian Snake (light ranged)
  • Guardian Crocodile (Faerie Fire)
  • Guardian Jackal (Trueshot Aura)
  • Shawabti Siege Golem (siege ranged, Boulder Throw)




New Buildings​

  • Obelisk of Knowledge
    • Provides upgrades for Eternal Dynasty




Upgrades​

  • Glyphs of Power → Ascendent Pyramid +3 damage dice
  • Devotion to Ka → unlocks Ka path content
  • Devotion to Neithis → unlocks Neithis path content
  • Acidic Spit → enables DoT attack
  • Counter Glyphs → reduces siege damage
  • Judgment Intercept → anti-caster interrupt
  • Parasite Egg → spawn Dune Flyer on death
  • Radiant Ward Glyph → aura + debuff field
  • Scarab Block → defensive + spawn mechanic
  • Obsiusite Blades → lifesteal chance
  • Shadowward Shield → defense upgrade
  • Solar Javelin → ranged divine attack
  • Summon Evil Eye → Cabalist summon
  • Web → ground-air immobilization




Abilities (General Units)​

  • Sunward Bulwark
    • 40% damage reduction
    • 20% melee reflect
    • AoE slow retaliation
  • Solar Javelin
    • 5 damage + DoT burn (5 sec)
  • Evil Eye
    • 30s summon, flying magic attacker
  • Dune Wyrm
    • Lightning breath + building stun
    • Death burrow + regen escape
  • Blessing of Sun Disk
    • +10% damage, regen aura, AoE chip damage
  • Radiant Ward
    • Armor + invis reveal + enemy debuff
  • Shadowward Shield
    • 20% damage reduction + ranged reflect
  • Convert to Ka
    • Unit transformation system (Ka / Neithis branching)
  • Tomb Curse of the Devoured
    • Armor reduction + DoT
    • Unit resurrects as Bound Sorcerer
  • Mighty Strike
    • AoE cleave proc attack
  • Scarab Block
    • Spawn Scarab Nest on hit
  • Radiant Ward Glyph
    • Aura + mana drain + damage field
  • Mana Sever
    • Mana burn + damage conversion
  • Spellbreaker Aegis
    • 75% magic reduction + spell negate
  • Judgment Intercept
    • Spell cancel + sleep punishment
  • Acidic Blood / Spit
    • Death explosion + AoE pool damage
  • Reeling Strands
    • Pull target unit
  • Flesh Eater Scarabs
    • Bonus damage + corpse spawn scarabs
  • Parasite Egg
    • DoT + spawn Dune Flyer on death
  • Counter Glyphs
    • Siege damage reduction




Mechanics​

  • Devotion System
    • Align to Ka or Neithis
    • Unlocks units, upgrades, abilities
  • Cheat Code: Honored Dead
    • Enables Tiny Tomb Vault item
    • Spawns unit-training building




Items​

  • Potion of Invisibility
    • 120s invisibility
    • Breaks on action
  • Glyph Stone
    • +5 regen aura (600 radius)
    • Does not stack with Conservation Glyphs
Previews
Contents

The Eternal Dynasty 3.0 (Map)

Reviews
deepstrasz
The shop could have unique things, especially the orb. It could definitely use more triggered/custom spells and mechanics but it's good. Approved. If you want more reviews, you should participate in the The Grand Review Exchange! R U L E S Site...
Hello, Mr. Seyahnayr. The map is very good. And report three problems.
1. Sandworms will still be attacked by enemy after burrowing into the ground.
2. The last item in the store cannot be purchased.
3. Buildings cannot enlarge the area of decaying ground.
 
Last edited:
I tried out this race and overall all it's very well done.

There's a few small issues that I found. Such as the Ascend disabled icon still having a border around it, the orb of sand being in the wrong XY position. There are also various small tooltip errors like extra spaces between words, wrong icons for buffs, and wrong buffs overall. The Avatar unit and the Carrion Rider both have teamcolor issues. The Avatar seems to mix its colors, so if you're a blue player he looks purple and so one. The Carrion Rider straight up does not have team color.
The custom UI could be fixed. As of now it shows Undead style for Tile05 and Tile06.

THINGS I LIKED:
  • The tooltip and descriptions on structures and units is very much like I do it, providing lots of info with visually pleasing and relevant colors to the faction.
  • The description you have on this page is very nice. I can see a lot of hard work and care went into presenting your ideas. There are a few spelling errors in such in there though.
  • Plenty of interesting idea on how the race operates. With the blight spreading, the slow marching army, and the moving structures.
  • Custom abilities with some nice ideas. Even just changing a simple spell to have a more varied effect goes a long way.
  • Good, varied selection of units and heroes.
  • Good selection of models and effects.

THINGS I DID NOT LIKED:
  • Though you have a lot of custom icons, there are still many that are just vanilla icons. I am personally not a fan when there is so much vanilla content.
  • I was not terribly impressed with the heroes. Some has nice kits and interesting ideas, but I felt the majority of the ideas were just too generic and didn't fit well with the rest of the race.
  • Same could be said about a few of the units. Particularly the 2 spellcasters.
  • Items for the race only have one semi-custom item. Aside from the T2 stuff, I feel all custom races should have something unique. Right now it is all vanilla Undead items.


All in all, good job. Keep up the good work.
 
The shop could have unique things, especially the orb.
It could definitely use more triggered/custom spells and mechanics but it's good.

Approved.


If you want more reviews, you should participate in the The Grand Review Exchange!

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M A P - C R E A T I O N - G U I D E S

If you're not satisfied with the review and wish another opinion, contact the other reviewers or use the staff contact:
Wazzz
Alexen
https://www.hiveworkshop.com/forums/staff-contact.692/
 
The Sand Worm feels a bit janky with its animations and movement and the circle that indicates that it's affected by an aura is above-ground, meaning mid-air, but the race itself is very thematic for a Tomb Kings adaption and I think is a relatively original take on the undead. I'd love to use them in my campaign as a replacement for the generic undead, but unfortunately they'd be extremely out of place amongst all other stuff that is HD and not SD, which is a shame.

If you have the motivation and ability to do so, I'd love to see this for HD and I'd 100% use the race :) Good job overall, but needs some polish ^^
 
Before I make the thicc review, here's some remarks :
You don't get an auto haunted mine at start.
Mummy model a bit small
Early heal is extremely harsh, it is either too long or too expensive to heal heroes, this locks strategic choices early on since the priority is to get a healing hero (and the only one is underwhelming at that role)
When a new Pyramid is build it instantly disappear
5% of chances to spawn a hostile doom guard when a Ushabti dies... what the what ? Free russian roulette money, mana & XP.
Again, balance is 1.0 Warcraft 3 melee, set it to latest patch. Do not forget to change the default data of your units afterward.
 
Before I make the thicc review, here's some remarks :
You don't get an auto haunted mine at start.
Mummy model a bit small
Early heal is extremely harsh, it is either too long or too expensive to heal heroes, this locks strategic choices early on since the priority is to get a healing hero (and the only one is underwhelming at that role)
When a new Pyramid is build it instantly disappear
5% of chances to spawn a hostile doom guard when a Ushabti dies... what the what ? Free russian roulette money, mana & XP.
Again, balance is 1.0 Warcraft 3 melee, set it to latest patch. Do not forget to change the default data of your units afterward.
Thanks for the quick review. I'll give some quick answers. This started as a small update to fix some of the bugs mentioned in old reviews, but derailed into a semi-remake.
  • I was having trouble replacing the haunted mine with the entombed mine; the best i could do at the time was get a normal gold mine.
  • It was a little higher than I intended.
  • i didn't have a problem with the pyramid. I'll take a look at it.
  • I forgot about the $, XP, and Mana bonuses. The idea was that the demon housed in the Ushabti was the resolute of the eternals, who tried to defeat it in the past but bound it instead.
  • forgot to check that when i made it. I've been making sure to change it in new maps after you told me that in the IC review.
I have the old 1.1 version if you want take look at what was changed.

Report a bug:
The last item in the store can't be purchased.

2023/03/30
Report a problem of 2.0 version:
During playing the map, sometimes game is automatically ended and return to the upper menu.And this problem doesn't happen every time.
Thanks for the heads up.
Do you have any ideas about what caused it. What where you doing/training/researching when it happened?
 
Last edited:
Thanks for the quick review. I'll give some quick answers. This started as a small update to fix some of the bugs mentioned in old reviews, but derailed into a semi-remake.
  • I was having trouble replacing the haunted mine with the entombed mine; the best i could do at the time was get a normal gold mine.
  • It was a little higher than I intended.
  • i didn't have a problem with the pyramid. I'll take a look at it.
  • I forgot about the $, XP, and Mana bonuses. The idea was that the demon housed in the Ushabti was the resolute of the eternals, who tried to defeat it in the past but bound it instead.
  • forgot to check that when i made it. I've been making sure to change it in new maps after you told me that in the IC review.
I have the old 1.1 version if you want take look at what was changed.


Thanks for the heads up.
Do you have any ideas about what caused it. What where you doing/training/researching when it happened?
Now this problem doesn't happen again. I don't know why.
 
I forgot about the $, XP, and Mana bonuses. The idea was that the demon housed in the Ushabti was the resolute of the eternals, who tried to defeat it in the past but bound it instead
Good ideas often make terrible concepts, because they collide with many other game systems by generating side effects. You can simply replace the doom guard by making the Ushabti hostile & invulnerable for a short duration when it dies before dying for good (I roughly did the same for my ADHD Youngster's YOLO ability). No more out of place unit spawn. However this is very double edged since the unit is a bit expensive for what it can field (not much tanky). In my opinion this is quite gimmick and doesn't bring much to the faction gameplay-wise, but that's just one detail.
I was having trouble replacing the haunted mine with the entombed mine; the best i could do at the time was get a normal gold mine.
Simply order the Pyramid to entomb the nearby goldmine just after they are both created.
 
Decent work, heroes needs a lot more work.
Settra Rules!
MogulKah, thank you for the review.

Wa666r said the same thing about the heroes.

I’ve actually just started my second attempt at the next update. The current plan is to have new hero kits and add/replace unit abilities. Replace remaining undead units with "living" alternatives as well and add a few new units. I hope to have a functioning AI and maybe new voicelines. Progress will be slow as I'm returning to work soon.
 
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