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Heroes Community > Age of Heroes Coliseum > Thread: ICTC VII War-overlord's Stronghold
Thread: ICTC VII War-overlord's Stronghold
War-overlord
War-overlord


Responsible
Undefeatable Hero
Presidente of Isla del Tropico
posted February 01, 2013 02:00 PM
Edited by War-overlord at 10:37, 17 Mar 2013.

ICTC VII War-overlord's Stronghold

Warning this is work in progress. Any and all things seen are subject to change. War-overlord LLC. retains the right to ignor unconstructive critique and/or suggestions that do not fit the company outline.
Disclaimer: this project is indefinitely on hold, untill the creators writersblock passes.

Even though I dislike some of the outcomes, I realy liked the concept of the Heroes VI tiering system and the possibilities of advancing a hero down one path or another. Which is why I'm sticking to those systems. But, opposed to other projects of mine, I'm stepping away from Ashan as a setting. This will be a personal reimagining of my altime favorite faction. Also, I'm going to use this as an opportunity to introduce my concept of Racial Magic.
Another note, abilities with no description are things I have yet to work out, but have a rough idea about. Also I will often use mathmatical variables like X, Y & Z when describing the workings of skills and abilities, this is because I have no idea whatsoever of balance and how that would corrospond with actual numbers. That does not, however, mean that the one X is the same in another description.

Stronghold

Aka: The Orcs, The Greenskins
Associated colors: Red, Green, Brown
Worship: The Totem-spirits, the Ancestors
Core Philosophy: "The weak serve the Strong."
Core philosophy: "Pride, Honour, Strength"
Country / kingdom: The Badlands (Terrain: Rough/Steppe)
Capital city: Gornac Crag, The Mountain Stronghold
Key symbols: The Crossed Axes, The Totem

Races
Stronghold is comprised of two Races of beings: The Orcs and the Goblins.
Orcs: Orcs are a race of greenskinned humanoid that stand roughly the same height as humans, though they would be larger if they could be bothered to stand up straight. Orcs are considerably more burly and strong than humans and weigh at least half as much. Their arms are generally long and add to their already hulking composure. As with humans, Orc females are more shapely than the males, but unlike humans Orc females are physically on par with the males. Orc comprise mostly of meat, yet when in season they will eat any manner of fruits, vegetables and nuts. Accordingly, Orc teeth are shaped to process anything but tend to be sharper than humans, in addition to they sport a pair of porcine tusks. Orcs tend to be brave to the point of recklessness, boisterous and blunt like a hammer.
Goblins: Goblins are another races of greenskinned humaniods, though they stand roughly the height of a humans waist. Goblins are far more spindly, weak and cowardly than Orcs. Though it is fairly obvious that Orcs and Goblins are related, it is not known how the two species diverged like they did. Goblins are characterised by two long floppy ears and needly teeth. Dietary, Goblins are oppertunistic and will eat anything and everything they can get their hands on. It is nearly impossible for a non-greenskin to tell a male Goblin from a female. Goblins generally have the demeanour of a whipped dog that just pooed on the carpet, often with reason, and act guilty and avoiding even when innocent. Goblins breed like rodents and Orcs that know what goes down during courting/mating stress that you realy don't want to know.
Both species share a common trait of lazyness. A greenskin won't do anything if he can bully a weaker member into doing it for him. This usualy results in Orcs bullying Goblins into doing most work for them, though when there aren't any Orcs looking a Goblin will try to do the same to weaker Goblins. Though Orcs can overcome that lazyness where hunting or fighting is concerned, which they view as honourable and proper occupations for Greenskins.(Though Goblins, being cowardly runts, may disagree with that viewpoint.)

Worship
Greenskins, in particular Orcs as Goblins are usually too busy surviving to see the next morrow, worship two institutions: They both worship their ancestors, in particular the progenitor of the lineage, and they worship the Totem-spirits. Most Orcs worship the Totem-spirits indirectly, since they directly pray, honour and sacrifice to their ancestors to intervene on their behalf with the Totem-spirits. Shamans and other magically gifted worship and communicate with the Totem-spirits directly. Orcs take an "alchemical" view to the world and see everything as of a single or of multiple elements and therefore have a Totem-spirit for each of the six elements, with each of them connected directly to something of Orc significance. There are:
The White Herald, the Totem of Light and the day;
The Gloom Hunter, the Totem of Shadow and the night;
The Burning Spider, the Totem of Fire and wildfire;
The Condor Father, the Totem of Air and the wind;
The Serpent Fish, the Totem of Water and the rain;
The Mountain Bear, the Totem of Earth and the forrest.

Recent History

Social Organisation
Greenskins cluster together in rough-hewn tribes led by a Chieftain. The rough-hewnness is exemplified by the fluid nature of the hierarchy, an Orcs position is just a beating away. Meaning that any Orc can take the social position of another by giving the previous occupant a severe beating. That being said, the more organised/civil tribes don't allow for just any sort of violence and have strengthened the social controll of the tribe and only allow such transitions after a ritual duel in a fighting-pit/arena. This does mean that any position is open to any Orc, given s/he has the prowess. The only exception to this is the position of shamanry, where a talent in magic is required but otherwise equally "democratic". This also tends to mean that the Chieftain of any tribe is it's best warrior. Another example of the fluid nature of Orc society is the fact that any tribe only exists as long as its members can be bothered. Orcs are free to leave their tribe is they so desire and if they find enough like-minded individuals, they are perfectly able to form their own tribe. However that doesn't mean that tribes are forming and breaking left, right and centre. There are plenty of tribes, large and small, that have existed for centuries on end. Tribes can merge, just as they can split. Most often this is done either by outright conquest or by the challenging of the Chieftain by another Chieftain whereby the victor gets to rule both tribes. Although it is not unheard of that tribes merge by popular vote.  This is often, derogatingly, referred to as "Orc Democracy" and is also the reason why grudges are a very alien concept to Orcs.
Orc Strongholds rely mainly on their hunters and livestock herders for food. This is due to the mainly carnivorous diet of its occupants, but also due to the fact that the barren Badlands do not lend themselves for agriculture. Other than herding and hunting, Orcs tend to make a living for themselves as professional warriors or as manufacturers of weapons and armour. Most other forms of labour are done either by Goblins or Cyclops, both of which need constant supervision by Orc overseers. What with Goblins being just as prone not to do any work as their masters but much more easily cowed than other Orcs and Cyclops being rather dim and needing constant instructions. That being said, Orcs do not use slave labour in the prevailing sense of the word. Orc do not own their labourforce; they do not, because they cannot force a Cyclops even if they would've liked to. Goblins are forced, but if they were to rise against their overseers, that would be and is viewed as all good sport and along the lines of "Orc Democracy".
Goblins form a sort of underclass in Greenskin tribes. Given their nature Goblins have trouble coping with "Orc Democracy" and can realy only apply this amongst themselves or if they are an overwhelming mayority in a tribe. That being said, Goblins are able to make a decent living either as poachers or as willing "servant" to an Orc. Goblin servants are most often provided room and board by their masters and if they are good at what they do, they are marked in some way by their masters which afford them their protection.
Together the tribes of the Badlands form a loose confederation. The Orc Capitol, Grand Strong Rock, is home to the largest and/or most powerfull tribe and it's Chieftain may call him/herself Lord/Lady-Chieftain. Every Chieftain may come to Grand Strong Rock and call a Gathering of the Tribes to speak to all Chieftains and Shamans on matters that concern, in their eyes, all of Orcdom. In such a gathering decisions are usually either made by popular vote or by ritual combat between the champions of the given positions in the matter. Champions are chosen in the same manner.

Magic

Warfare

Stronghold Units

Core

Goblin Archer - Goblin Poacher
(Goblin Archer) As counternatural as it is for them, Goblins are often found on the fields of battle and as often in large numbers. It has been debated that the reasons for Goblins are trifold. First there is the natural fear of what their Orc masters might do to them if they don't tag along. Second the prospect of loot and left-overs can prove very appealing for the downtrodden Goblins. And lastly, Goblins will likey jump at every opportunity to inflict grief and pain upon others to feel beter about themselves. Still that doesn't mean that Goblins rush headlong into battle alongside the Orcs, they're far to nasty, devious and cowardly for that. The way Goblins prefer to do battle is from afar with bow and arrows, before the other has a chance to get close and hurt them.
(Goblin Poacher) The best of Goblins are the ones who provide for themselves. Instead of living of the scraps of Orcs, the wiliest Goblins go hunting for themselves with the prospect of not having to share their food and making some coin on the side. Though unlike Orc hunters, Goblins do not down their prey with force and strength of arms, but rather with well placed arrows and sneaky snares and traps. These Poachers have learned the best ways to hide themselves from their prey and how best to kill them. They have also learned that Orc heroes will pay well for their services.

Scurry for Cover (Basic + Upgrade) Any Goblins worth his ears will think of his own hide before anything else, those that don't tend to live very short lives. Therefor whenever it is possible a Goblin will make a mad dash for safety, even if there is no threat in sight. Even those who see and work with Goblins all their lives may be surprised how fast Goblins can be. When a Goblin even feels a modicum of safety, he will start thinking of other things again. [When moving into cover, this unit has an X% chance of being able to make a shooting attack at reduced Y% of normal damage]
Cowardly Courage (Basic + Upgrade) When Goblins think themselves safe from harm or retribution, they get a lot more daring. Mostly because their near natural paranoia gets soothed and their equally natural vindictiveness pops up. And in a battle sittuation that means that a Goblin will shoot you where it hurts the most. [When this unit starts it's turn in cover, shooting attacks do X% additional damage]
Mantraps (Upgrade) Goblin Poachers know how to bring down the greatest of beasts with the most cruel of traps. Gleefully calling them Mantraps, these are most often spring-propelled toothed clamps. And those that have stepped into one of these devices know that those that lost their leg to it are the lucky ones. [Activated ability: When used a tile upon the battlefield becomes trapped. When a unit moves over this trap, the unit gets dealt X physical damage and looses Y Movement]
Specifics: Damage = Physical; Range = Full; Greenskin;
Dwelling: Goblin Shantytown > Goblin Slum

Dire Hyena - Warg
(Dire Hyena) Hyenas are to Orcs what dogs are to Humans. Feral Hyenas tend to be attracted by the refuse and carrion that will inevitably start piling up around Strongholds and if they have no Hyenas of themselves the Orcs there will start capturing, taming and domesticating those predators. Hyenas preform most jobs Humans would use most of their domesticated animals for, from guarding, vermin-control and hunting beasts, to pets and pit-fighters. The largest breed, the roughly pony-sized Dire Hyenas, are used exclusively for hunting and war. Their ferocity, pack-instinct and relatively high intelligence make them very trainable for such purposes. Though if the packs are large enough, the Hyenas need little encouragement to attack anything that isn't an Orc. There are always a few hungry enough to incite the rest of the pack.
(Warg) No Orc may consider himself a true warrior untill he has brought back a feral Warg to the tribe. Wargs are without question the dominant predators in the territories they inhabit, these highly competative and voracious beasts will oust or kill any predator they do not consider prey. Which is exactly why Orcs consider them such good sport. Larger Orc tribes will eventually try capturing and breeding these beast for war and bloodsport, though they will never try to break them and preferr them as vicious as possible. Wargs are smart enough to recognise Orcs as their oft harsh masters and know better than to try to attack anything that smells remotely of greenskin. And Orc packmasters know that the only thing needed to sick his Warg packs on something, is roaring in the general direction of the intended target.

Laughter (Basic)
Ravenous Slavering (Upgrade)
Bone Crusher (Basic + Upgrade)
Specifics: Damage = Physical; Range = None;
Dwelling: Hyena Kennels > Warg Kennels

Brute - Warrior
(Brute) The saying goes that a strong Orc is a fat Orc. As much truth as there is to that saying, the inverse is the case as not all strong Orcs are fat, but fat Orcs must be strong. As living in the harsh Badlands, one cannot grow fat unless one is strong enough to bully, beat or threaten other into doing work for them. Orcish Brutes exemplify this concept as they have grown fat of choice meats they've gotten off others. Yet despite their bulk, they keep up their prodigious strength and fighting skill in the fighting pits. Since they know that would they grow slobbish, they'd quickly fall down the pecking order and have to start actually doing some work.
(Warrior) Orc Warriors tend to be Brutes who have turned fighting into their livelyhoods. Making coin by betting on the results of their own fights or other such ventures, they have raked in enough to afford themselves better weapons and armour. The status and wealth that this affords them tend to make these fighters go greedy and those that become dissatisfied in either the coin they're makig or the fights organised, quickly start to look for new ventures. Therefor it is hardly uncommon for Warriors to start to take up mercenary work or join the armies of Orc Heroes.

No Guts, No Glory (Basic + Upgrade)
Assault (Upgrade)
Specifics: Damage = Physical; Range = None; Greenskin;
Dwelling: Fighting Pits > Battle Arena

Elite

Totemic - Hexer
(Totemic) Totemics are Orcs born both blessed and cursed. They are not true Shamans, but they can see the magic of the Totem-spirits run through the world. To most of them, this appears as a cacophony of colours running through the world. Something that can be quite maddening at times and some of them are driven insane by this spirit-vision. Yet most, through intensive training and meditation under the guidance of a Shaman, can master their ability over time. Able to shut it out, they can live relatively normal lives. And those with even a shred of magical talent can even direct this magic with the help of talismans and other charms.
(Hexer) Hexers are those Totemics who through further training have learned to call upon the Totem-spirits. Not fully Shamans, Hexers use what Magic talent they have as a weapon, the way a Warrior would use his strength and axe. Moreover Hexers have learned the secrets of powders and potions and how to use them to hex themselves and others to their own advantages.

Spirit Vision(Basic)
Spirit Calling(Upgrade)
Hex(Upgrade)
Mass Hex(Upgrade)
Specifics: Damage = Elemental; Range = Full; Greenskin;
Dwelling: Spirit Lodge > Hexing Lodge

Boar Rider - Boar Raider
(Boar Rider) Where riding mounts are concerned, Orcs favour temperament and pigheadedness as much as they favour strength, endurance and speed. And in this way, the feral Boars the Orcs ride upon satisfy all of those traits in addition to be rather bulky like their riders. Prone to foul moods, boars can easily turn on their riders and Orcs go so far as to claim that a truly good boar is never realy tamed, just biding it's time. Therefor Orcs have to show their boars continually who's boss and a true Orc wouldn't have it any other way since a boar should be able to abide by the same life philosophy as it's rider. When the time of war arrives, those with boars to ride grab for a spear and shield and band together to function as the army's outriders and shock-cavalry.
(Boar Raider) It is said that in ages past, one wise Orc Chieftain saw himself to need to moderate between his Warriors on one hand and his Boar Riders on the other on the matter of who was best. Rather than have them fighting eachother and see the tibe engulfed in state of civil war, he decreed that those Orcs who could fullfill both their own job, but that of the other as well, was truely the best. To pigheaded to back down, both sides did so and a handfull of both sides actually managed and the Chieftain appointed them his honourguard and the best and finest of the tribe. It is said that this is how the tradition of Boar Raiders began. Only the best of their tribes can aspire to this position which is somewhere between that of a band of marauders and that of knights. There being little doubt that these Orcs ride the finest boars, use the finest gear they can get their hands on, demand the greatest spoils and need only pay respect to their Chieftain and Shaman. However, Orc tribes being what they are, Boar Raiders need to continually prove their worth.

Hog Charge (Basic + Upgrade)
Feral Bucking (Basic + Upgrade)
Glory Hogs (Upgrade)
Specifics: Damage = Physical; Range = None; Greenskin; Large;
Dwelling: Boar Pens > Boar Stockade

Dire Condor Rider - Zuu Rider
(Dire Condor Rider) The Badlands are home to a greater variety of creatures than one might expect from such a harsh environment, but due to the nature of the lands only the strongest of creatures thrive. This leads to a relative abunance of carrion and causes those that feed on the remains of the unfortunate to grow large indeed. Roughly the size of a Griffon and roughly as deadly, Dire Condors are the greenskins of the avian world. Prone to agression and infighting, but essentially lazy and oppertunistic. As many others, Dire Condors flock naturally towards Strongholds to feed on the excess of carrion that tends to pile up there. Orcs hold Dire Condors in high regard as the children of their Totem Spirit of Air and they would ride them into battle if one could carry them aloft. But since Orcs are too heavy for that, that particular honour is given to the few Goblins that are brave enough to do so. Surprisingly, Goblins quickly grow a spine when given the opportunity to extend their power with such a powerfull creature.
(Zuu Rider) The creatures the Orcs call the Zuu are known by a variety of other names such as Wyvernbirds or Fell Buzzards. Few dare to contemplate how such a horrible avian has come into being and those that do can come to few other explainations than magical experiments or a cruel joke of the Gods. But Greenskins tend to not bother themselves with such inquiries but focus on the good points of such nasty pieces of work. Good points like how much carnage one could wreak amongst enemies. Still, nothing short of a Dragon could bear an Orc aloft and they have to pass, albeit reluctantly, to ride such beasts into battle. This honour tends to be reserved to those Goblins who have outlived their Dire Condors.

Bravado (Basic + Upgrade)
Carrion Bird (Basic + Upgrade)
Toothed Beak (Upgrade)
Specifics: Damage = Physical; Range = None; Greenskin; Large; Flying;
Dwelling: Cliff Nests > Cliff Eyrie



Champion

Cyclops - Cyclops Dreadnaught (Small disclaimer, the Cyclops depicts the general appearance of one. The Dreadnaught only depicts the armour one would wear, in case you had not guessed already.)
(Cyclops)
(Cyclops Dreadnaught)




Hero Classes

Barbarian

Warchief

Pit Champion

Shaman

Spirit Seer

Totem Seer
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Vote El Presidente! Or Else!

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War-overlord
War-overlord


Responsible
Undefeatable Hero
Presidente of Isla del Tropico
posted February 01, 2013 02:00 PM
Edited by War-overlord at 21:33, 02 Feb 2013.

Reserved post.


Reactions:
Thanks GunFred and Vindicator. Blizz, Cyclops have to be Bestial and Ugly, otherwise they're just half-blind Giants. Gnomes, I hope your traditional dislike of Stronghold won't affect the judgement too much. And I dislike the nomer or remake, it makes it sound like I'm just slapping on new graphics.
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GunFred
GunFred


Supreme Hero
Sexy Manticore
posted February 01, 2013 04:25 PM

Well chosen unit pictures.

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Vindicator
Vindicator


Supreme Hero
Right Back Extraordinaire
posted February 01, 2013 10:27 PM

Seems interesting so far, always good to take a look at your competitors. Like GunFred said, good picture choices.
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blizzardboy
blizzardboy


Honorable
Undefeatable Hero
Nerf Herder
posted February 02, 2013 12:50 AM

Why oh why did I have to click on the Cyclops link?
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"Folks, I don't trust children. They're here to replace us."

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gnomes2169
gnomes2169


Honorable
Undefeatable Hero
Duke of the Glade
posted February 02, 2013 07:47 AM

Because you totally weren't going to get any sleep tonight anyway.

And hmm... let's see how you do with these orcs. Just a warning, Stronghold hasn't been my favorite faction throughout my HoMM years (except in H5 because Bloodrage OP)... mostly because they have no insta-nuke kill spells but that's beside the point. This remake (hell, ANY remake) will have to knock my socks off to get full points from me. Good luck, and have fun sir.

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