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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Orcish town of Asylum (just a wish...)
Thread: Orcish town of Asylum (just a wish...)
TDL
TDL


Honorable
Supreme Hero
The weak suffer. I endure.
posted December 06, 2005 09:35 PM bonus applied.
Edited By: TDL on 13 Dec 2005

Orcish town of Asylum (just a wish...)

Well, hello again, mates. Nice to see you all here, gadding along, still pondering about the upcoming part of the series and posting your ideas

Due to the recent attempts (well, they were about a week ago, but still, they are recent ), I have come once again to post, to share my ideas, my proposals. It was/is/will be a new and a strange way for me to realize my ideas. I thought I could only discuss what others say, but now, it proves wrong and I am glad about it. I seem to find a whole bunch of great posters around the forum, which can not only expand the thoughts of the others, but also to create their very own and provoke interesting discussions.

And again, here are my proposals about the Orcish town (which is not included in the series; these are just my imagination).

HEROES V : ASYLUM FACTION - GENERAL INFO


Might is our weapon, fighting is our strength, therefore, fight with rage, live with honor, die with pride.


AKA: The Orcs; The Barbarians

ASSOCIATED COLORS: Sand Yellow, Blood Red, Orange

WORSHIP: The orcs have never worshipped anyone, nor given respect to as they were created as loyal servants of the wizards of the Seven Cities and never did they care about the deities. They only believe in their strength, their might and their endurance. Never do the orcs cower. However, the shamen of the orcish tribes often prayed to Malassa, the God of Darkness and Urgash, the God of Chaos.

CORE PHILOSOPHY:"Might is magic, magic is might, therefore the might is equal to magic. The wizards are followers of magic, we are followers of might, therefore we are equal."

COUNTRY / KINGDOM: Khard'jharn, the Crumbling Lairs

CAPITAL CITY: Jordgland, the Spire of Chaos

KEY SYMBOLS: The Flame of Chaos; Two Crossed Swords

DESCRIPTION:


The orcs, else known as the barbarians, are terrible beasts, once created as slaves for the wizards. Their muscular, large bodies seem to be as strong as of the most powerful warriors of the Falcon empire. Their haggard dark-brown-green skin is like a shield against the attacks. These wicked creatures that rebelled against the magical forces of the wizards formed an unbreakable alliance in the Barrier Islands. Orcs are thirsty for war, they only retreat when the fate of their bloodline is at stake. Never do the orcs maintain peace, only sometimes, within their lands. They only maintain relationships with the demonic forces that inhabit the volcanoes and the rifts in the eastern part of the islands.

The orcs are not only known for being merciless and strong warriors, using brutal force wherever they can, but also good navigators of the seas. The pirates of the seas agreed to help them, trained them as sailors and as warriors when the combat is engaged at sea. Also, the orcs are good tacticians when speaking about the war machines. The rams, catapults, ballistae seem to be of extensive use when they are handled by the orcs.


BRIEF STORYLINE:


THE ORIGINS

330 YSD: THE WAR OF THE BLOOD MOON - CREATION OF THE ORCS

A total lunar eclipse provokes a massive rupture of the Demon Prison. The Demon Lords force their way out and raven across Elven lands. Caught by surprise, they are rapidly overwhelmed. Called upon for assistance, the wizards of the Seven Cities send their forces into battle. They experiment with demon blood, which they inoculate into human slaves and criminals. The monstrous Orcs are created as a result. Bolstered by the Orc shock troops, the Alliance defeats the Demons. The Demon Lords are cast down, and the surviving demons banished back to their hellish prison. In the wake of this second demon war, Orcs are re-settled in the Falcon Empire as well as the Seven Cities. They are not granted their freedom, but instead serve as indentured troops.

372 YSD: THE ORCISH ALLIANCE

A secret alliance between the orcs of both Haven and Academy is formed. The orcs - orc warriors, shamen and elite warlords - plan an outbreak in the following years. The wizards of the Silver Cities seem to be unbearable, while the orcs in Falcon empire, where the people pray for the gods, refuse to believe in them.

466 YSD: THE OUTBREAK

The so-called and planned outbreak is finally there. Orcs rebel against their masters, rejecting the dragon gods (although some of them actually pray for them) and declaring themselves free. Hordes of these powerful beasts break free.

467-504 YSD: THE ORC CRUSADES

The Falcon empire declares war and starts the Crusades of the orcs. The Haven tries to subjugate them and return to their former worship (the dragons), though no orc did actually believe that. Brutal wars begin, as most of the orcs do not do what they are told. Forming hordes, they fight against the Crusaders of the Falcon empire. However, they are relentlessly driven back. Eventually, the orc forces are scattered, hordes of them are destroyed. The remnants run to the southern deserts and to the Barrier Islands in the east. A great storm sinks the Haven fleet that was prepared to follow the Orcs to their island refuge. The Falcon Emperor declares this a sign from the Dragons, and formally ends the Orcish Crusades. However, the hordes of Crusaders in the south still pursue the remaining orcs until they are all killed.

510 YSD: THE FIRST KINGDOM

The orcs in the Barrier islands create a new vast kingdom amongst the deserts, mountains and volcanoes. They name it Gordwhern, the Hidden Fort.

512 YSD: THE CREATION OF THE BEAST-MEN

The Beast-men (minotaurs, centaurs, harpies) are created as servants, playthings, and guards in the Seven Cities. Their stated purpose is to replace the Orcs.  

533-535 YSD: THE SEASHORE WARS - THE BARBARIAN ALLIANCE

The orcs and the pirates from the nearby seas fight each other. A terrible war spreads all over the islands. The orcs are unable to fight pirates at sea while the pirates are much weaker on land. Therefore, the orcs declare peace.

567 YSD: THE OUTBREAK OF BEAST-MEN

Following the example of the orcs, the beast-men, created in the Seven Cities run away. Mysteriously, a hideous horde of orcs manage to get into the Academy. As soon as they hear of the plans of the beast-men, they plan an outbreak, however, a silent one, in order not to attract too much unnecessary attention. The gate guards of the Seven Cities are killed at night, the gates opened and the beast-men finally free. With the help of the pirates and the orcs buccaneers, they all manage to reach the Barrier islands. Peace is declared between these various races, from then called the Barbarians. A new alliance is formed.

712 YSD: THE ETERNAL KINGDOM

The orcs expand and rename their kingdom to Khard'jharn. An eternal alliance with the newcomers - the beast-men - and the raiders of the seas is formed. No one may ever dream to destroy this place of eternal glory.

818 YSD: THE WARS OF THE ORCS

The orcs are most commonly known for participating in fierce combats against the humans, elves and the wizards. The dwarves and the lizardmen retire from the battles as they do not find those necessary at that time. Orcs are often heard to have joined the demonic forces, situated somewhere in the mainland. The wars for the glory of the orcs begin.


HEROES V : ASYLUM FACTION - THE ACTUAL INFO


HEROES: Berserker (MIGHT) and Oracle (MAGIC)

TERRAIN: Rough

RACIAL SKILLS: Navigation ; Artillery

NAVIGATION

The pirates that formed the alliance with the orcs eventually revealed their secrets of navigation. They taught the orcs how to man the ships, how to control them, how to fight on water. They even taught how to use the artillery skills of the orcs wisely in the sea fights. Therefore, orc heroes, depending on the level of the skill, get various bonuses for themselves (primary skills), their units (attributes). They also are able to move more at sea, evade obstacles caused by whirlpools - BUT only at certain levels of the skill.

ARTILLERY

The orcs are the masters of the war machines. They are able to use them almost everywhere and in whatever way they can. They can even upgrade them, make the enemies' war machines yours. Therefore, they can get an extended amount of them, comparing to the others. Also, the orcish heroes increase the damage done by the war machines and build new ones which cannot be used by other factions, depending on the skill and on the level of the hero. New ones are different from any other that is to be found. They need a certain amount of creatures to be used 100% capacity (ie.: rams - six orcs carry the ram and attack the city walls, may damage large creatures (dragons, hydras, etc.)).


CREATURES:



LEVEL 1


CREATURE : GNOLL

CREATURE UPGRADE : GNOLL WARRIOR

CREATURE DWELLING : STONED TUNNELS

Gnolls aren't a creation of the wizards, even though they resemble the others. These hyena-men are offsprings of the volcano eruptions. The orcs suspect that the demonic forces brought them into this world. And they were absolutely right, as the gnolls were sent to help the orcs, when the demons became aware of the newcomers. They settled in the tunnels where the orcs used to mine the necessary material, below the crags of the behemoths. Gnolls use flails as their weapons in order to concuss the enemies. Their strong arms can stun almost any opponent.

SPC : Concussion (10% chance to stun for two turns)

SPC UPGRADE : Concussion (30% chance to stun for one turn; 10% chance for two turns)


LEVEL 2


CREATURE : HARPY

CREATURE UPGRADE : HARPY HUNTRESS

CREATURE DWELLING : HARPY NEST

The harpies are a creation of the wizards. However, the wizards never succeeded in upgrading the harpies, and the huntress upgrade is just a consequence of the evolution, when they came to the Barrier Islands. These pesky, annoying creatures are truly a powerful ally when fighting against enemy units that attack from range. Harpies, as they are winged beast-like women, use their wings to fly, get past various obstacles on the battlefield. The good side of the harpies, which almost always turns out to be bad for the enemies, sometimes even for the players, is that the harpies are not retaliated against and the huntresses return to their previous location after executing an attack.

SPC : Flying ; No Retaliation

SPC UPGRADE : Flying ; No Retaliation ; Cautious Attack (else known as Strike and Return)


LEVEL 3


CREATURE : CENTAUR

CREATURE UPGRADE : CENTAUR COMMANDER

CREATURE DWELLING : CENTAUR GROVES

The centaurs were created by the wizards to serve as slaves, as play-things or as steeds for the greater magicians. However, they weren't mindless creatures and never agree with the mages on that. Most of them ran away to the forests of Irollan, but when the outbreak of the beast-men began, they immediately rushed to aid their relatives in their fights. When the whole fleet arrived, they occupied the woodlands without thinking twice. But they didn't go into the exile. They still remained in contact with the orcs. Even though the orcs were forcing them to work for them, the centaurs didn't do anything as they were very tired. In modern times, the centaurs are used as the front lines of the Asylum's armies. Their sharp eyes and ability to attack from range without any distance penalties allowed the orc army to defeat their enemies more easily, though the centaurs weren't stronger than most of them.

SPC : Ranged ; Sharpshooter (no distance penalties; shoots units behind others)

SPC UPGRADE : Ranged ; Sharpshooter (no distance penalties; shoots units behind others) ; Arrow Volley (five arrows, one for each target adjacent to the selected tile; damage is 65% of when hitting only one target)


LEVEL 4


CREATURE : ORC WARRIOR

CREATURE UPGRADE : ORC ELITE

CREATURE DWELLING : ORC BARRACKS

Orcs, first to have rebelled against the wizards, were also first to settle down in the islands. They explored the surrounding lands immediately and established their first outposts. The orcs built the whole kingdom there. The orcish hordes are formed of orc hunters, scouts, warriors and elites. The warriors, which are the main attacking force of the faction, are powerful creatures. They not only resist charging attacks, but are well-versed in blocking attacks. That is almost everything the orc is taught at first. The elite warriors are skilled at penetrating enemy defence, whereas the defence of the enemies seems to be ignored.

SPC : Resist Charge ; Physical Block (20% chance to block physical attacks)

SPC UPGRADE : Resist Charge ; Physical Block (25% chance to block physical attacks) ; Penetrating Strike (15% of target's defence is ignored)


LEVEL 5


CREATURE : SPHINX

CREATURE UPGRADE : GREATER SPHINX

CREATURE DWELLING : TEMPLE OF CONFUSION

The sphinxes are also a creation of the mages. Their main purpose was to help the wizards relax after the studies, the work or to test their knowledge by posing different questions and asking riddles. The lizardmen were fascinated by these creatures, but soon the sphinxes became 'old' and 'retired'. None may have ever said that the sphinxes are possibly the fiercest fighters of the Academy faction. During the outbreak, they slayed more than the other beast-men could have ever possibly imagined. Sphinxes are gifted fighters. Their swift attacks and strange resemblance to the griffins allows them to execute most extraordinary attacks against the enemy forces. The orcs enjoyed their company for a while, but soon grew wary of them, so the sphinxes retired to the woodlands.  

SPC : Flying ; No Retaliation

SPC UPGRADE : Flying ; No Retaliation ; Dive Bomb (same as griffin's)


LEVEL 6


CREATURE : CAVE TROLL

CREATURE UPGRADE : WAR TROLL

CREATURE DWELLING : CRUMBLING CLIFFS

These creatures, along with the behemoths, were and are the oldest and fiercest inhabitants of the Barrier Islands. They live in wide mountain crags and in orcish and goblin tunnels where they can feast by eating cave lizards and other animals. These trolls were trained to attack the enemy with such a brutal force, that only the most powerful creatures could withstand. Their haggard skin protects them from magic and their immense, muscular arms are known to deal loads of damage and displace enemy units. However, these units weren't known for their swiftness (as the sturdiness was always a better word to use for them), but they are surely strong and deadly.

SPC : Magic Immunity ; Displacement (attacks and the creature moves a few spaces backwards)

SPC UPGRADE : Magic Immunity ; Displacement (the creature moves more steps back and creatures up to level four are stunned when attacked for one turn)


LEVEL 7


CREATURE : BEHEMOTH

CREATURE UPGRADE : ANCIENT BEHEMOTH

CREATURE DWELLING : BEHEMOTH CRAGS

Behemoth - isn't it the same as King Kong? NO! Hell NO! Behemoths are immense - even bigger than trolls and as tall as Hydras themselves. Their brutality is commonly known even amongst the ranks of Ygg-Shal, the Dark Below. These magnificent creatures have never been tamed, the orcs did not succeed in doing that either. The behemoths simply willingly joined the ranks as they always wanted to find more places where to breed and where to find more food. Their strength and brutality earned respect for them. They were as tough as rocks, although they were easily harmed by magical attacks. But no one, I say no one, could ever defend itself against their attack. They ignore the target's defence almost completely. Also, these beasts have the abilities to attack the city walls directly and suffer less damage from ranged attacks.

SPC : Wall Siege (attack on city walls) ; Toughness (25% more HP) ; Penetrating Strike (20% of defence ignored)

SPC UPGRADE : Wall Siege ; Toughness ; Penetrating Strike (30% of defence ignored) ; Oakskin (20% of ranged damage inflicted on them is resisted)


CREATURES (with pictures):

These are not how the creature should look like (well, more or less they should, but the graphics would still be changed), but simply the concept pictures...

NB: sorry for immense dimensions...

LEVEL 1 - GNOLL



NB: this looks awesome, although no shield should be there... and a flail instead...

LEVEL 2 - HARPY



NB: I hope this pic is not against the Code of Conduct - all the harpy pics tend to be similar...

LEVEL 3 - CENTAUR

- none -

NB: hmmm... the link is not working anymore... anyway, y'all know the centaur artwork... that's the way

LEVEL 4 - ORC

This link seems not to work, but if typed in the address bar, it works well :http://lefalaipe.free.fr/Fond%20d'ecran%20grande%20taille/war3%20-%20orc.jpg

LEVEL 5 - SPHINX



NB: could not find anything similar to what I hope...

LEVEL 6 - TROLL



LEVEL 7 - BEHEMOTH



NB: could not find anything as fierce and as powerful as this...

These are everything I can possibly think of now. When the game is released, I will try to change them (add new ones ).

And now, you are able to freely comment my ideas and add your own... about the Orcish towns...

P.S. I INSIST! Comment them! I need to know others' opinions about them

P.P.S. You must have noticed these in the thread I created a few days ago... I decided to re-post these ideas here AND divide the thread until I add certain things to it.

P.P.P.S. (lol, many P.S's ) Thanks for the bonus... I appreciate it I will try to prove I am worth it and will try to update this topic, so-to prove this thread is worth it. Yet there are more of them - to ESSENTIALLY update

VERSION HISTORY: v 1.1

Changed - Hieracosphinx to Greater Sphinx : the name seems to be more of an age of mythology one, than a heroes' series.
Changed - Fury to Harpy Huntress : hmmm... I don't think this is a proper name, but the harpies should not change their whole concept in order to upgrade themselves.
Changed - Abilities : most percentages of abilities are a bit changed.
Added - creatures with pictures : list of pictures aligned to each creature of my post.

VERSION HISTORY: v 1.2

Changed - Behemoth Picture : the link seems not to work anymore

VERSION HISTORY: v 1.3

Added - Dwelling Entitlements : I seem to have forgotten them, thanks to blitzkrieg_boy I remembered to add them But they still aren't good

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Lord_Crusader
Lord_Crusader


Promising
Supreme Hero
UHU!! supreme!
posted December 10, 2005 06:52 PM

Nice ideas... I guess this info can be more considered if you put it on the official forum

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jesse1734
jesse1734

Tavern Dweller
posted December 10, 2005 07:32 PM

I have an idea for a Stronghold Town where the Orcs were joined by rebel Alchemists.

History
467-504 YSD: A few Alchemists join in the Orc Rebellion, and accompany them in their exile to the Barrier Isle.

504-969 YSD: In centuries of exile the Alchemists have improve their material animation abilities, and have managed to strengthen their Orc allies with this power.

Creatures
1)Goblin Rider/Goblin Raider
Goblins now ride fierce tigers that are native to the Barrier Isle and are armed with pikes.
2)Sharpshooter/Sniper
These men have no affinity for alchemy or magic, and have trained in archery instead. They have developed powerful compound bows that will not only harm one enemy, but go through them to hit anyone behind them.
3)Iron Orc/Steel Orc
An Orc fused with a golem to produce a four armed, axe wielding, magic resistant maniac. Attack is so overwhelming that retaliation is impossible.
4)Marble Roc/Jade Roc
These Gargoyle~Roc hybrids absorb magic attacks and in turn release them when they attack. Beneficial spells are also more effective on these creatures.
5)Ogre Sage/Ogre Mage
While traveling the seas of the Barrier Isle, Ogres have developed a talent with Water/Ice magic. They have the teleport ability, and any contact with them may result in freezing.
6)Cyclops/Cyclops King
The Cyclops has been armed with magic arm bands that create exploding projectiles for them to throw not only at enemies, but castle walls.
7)Carbon Behemoth/Diamond Behemoth
So ancient they have carbonized, Behemoths are now faster and better armored against physical and magical attacks while keeping their defense ignoring attack.

The Goblin Raider is pretty much undeveloped.  I haven't had a good idea for them.
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Vlaad
Vlaad


Admirable
Legendary Hero
ghost of the past
posted December 22, 2005 08:22 AM
Edited by alcibiades at 11:18, 06 Jul 2009.

According to the latest info, it was said there were not going to be Orcs in H5:

Quote:
"Question: There were orcs in history of Academy. Are they going to be neutral units or they will get their own castle in add-on?

Answer: In the series of Heroes of Might and Magic V there will be no Orcs at all."





Moderator's note:This topic has been closed, as it refers to an older version of the game. To discuss Heroes 3, please go to Library Of Enlightenment, to discuss Heroes 4, please go to War Room Of Axeoth, to discuss Heroes 5, go to Temple Of Ashan.

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