StoryIt is a darker time. Much of the magic and technology has faded from the world. Old hatred is flaring once again. Alliances break. Old lands are forgotten.
Territorial greed and hunger for power drive the races of the world. As the memory of former glory days fades, darker times dawn.
The remaining magicians and scholars of the Empire have become corrupt and power-hungry, just like their leaders. They protect their knowledge enviously, not sharing it with anyone, to strengthen their power.
Yet, old evil magik still exists. And its servants are once more wandering upon this earth, yet unnocticed by the wary mortal nations of the world.
Waiting to awaken...
Design intentI wanted to create a story-driven experience, even though the game is multiplayer-focused. Every unit, every faction is supposed to have a background. The player is supposed to have certain associations with units.
Every unit is given a character. I really wanted to create that sense of uniqueness with every unit. Not only does each unit serve a diffenent role in the game, but it is supposed to have a wicked 'soul' to it.
This is why there is unit spotlights below, delivering intel on many unit types both gameplay-wise and storywise. This is supposed to further elaborate the units' uniqueness.
Peasants[reaction=https://www.hiveworkshop.com/media/peasant_screen_100x100.129167/full?d=1583341003]Squad members: 1
Price: 30 Gold
Abilities: Build Farm, Build Wall, Build Golden Wall, Build Guard Tower, Build Marketplace, Build Catapult, Build Ballista
Allegiance: Imperial Forces of the Old Kingdom, Protectors of Mankind[/reaction]descriptionIn the tradition of azerothian peasants during the First War these steadfast rural folk reliably till the fields of human realms. In doing so, they support mankind’s armies and help stem the approaching darkness. Even the increasingly frequent raids of the brutish orcs do not deter the hardy peasants of the kingdom from fulfilling their duties.Guards[reaction=http://www.hiveworkshop.com/forums/members/217402-albums7606-picture89254.jpg]Squad members: 4
Price: 60 Gold
Allegiance: Imperial Forces of the Old Kingdom, Protectors of Mankind[/reaction]descriptionThese are noble captains of war. Selected among the best and most talented recruits of human barracks all over the kingdom, these soldiers earned their prestigious place near the royal house. Some of the best among them form the King's bodyguard.
Guards units are valued for their discipline, sense of honor and noble spirit. They are fantatic strugglers for Mankind. Sometimes tending to fanatism and a certain despise towards other races, they are fearsome adversaries.
Many are known heroes and veterans, most likely to be sung about in the songs of tomorrow.Crossbow Archers[reaction=https://www.hiveworkshop.com/media/archer_crossbow100x100.129165/full?d=1583341003]Squad members: 4
Price: 50 Gold
Allegiance: Imperial Forces of the Old Kingdom, Protectors of Mankind[/reaction]descriptionWell-equipped and disciplined, these men form the backbone of any human army. Their crossbows fire their bolts with high velocity, piercing through even the toughest of armor.Knights[reaction= https://www.hiveworkshop.com/media/knightnew_100x100.129166/full?d=1583341003]Squad members: 3
Price: 120 Gold
Abilities: Ride down (Passive), Break Morale (Passive)
Allegiance: Imperial Forces of the Old Kingdom, Brotherhood of the Horse[/reaction]descriptionIn the spirit of the famed "Brotherhood of the Horse", proud mounted knights once again stand guard over human realms. They ride out from Castles and Forts to patrol the plentiful farmlands and forests that span across the kingdom. The thundering hooves of their unruly war horses and the great flails swung above their heads strike fear in the hearts of even the bravest among their enemies.
Some members of this order are driven by an almost fanatical hatred of other races, fueled by stories about the orcish brutalities against human civilians during the First and Second Orc War.Conjurers[reaction=http://www.hiveworkshop.com/forums/members/217402-albums7606-picture89262.jpg]Squad members: 1
Price: 125 Gold
Abilities: Firebolt, Frost Nova, Rain of Fire
Allegiance: Imperial Forces of the Old Kingdom, Tower of Magicians[/reaction]descriptionThese scholars have become decadent. They use their magiks and their knowledge to strengthen their own position. Their interest is in influence on the weak-minded rulers of human counties.
They are still some of the most potent spellweavers in the lands, but this is why certain groups want to get rid of them. The human rulers distrust the Conjurers because of their eccentric ways and their power.Laborers[reaction=https://www.hiveworkshop.com/media/laborer100x100.129169/full?d=1583341003]Squad members: 1
Price: 25 Gold
Abilities: Build Smithy, Build Iron Wall, Build Cannon Tower, Build Mine Shaft
Allegiance: Dwarfs of Khaz'Modan, Dwarven Mining Guilds[/reaction]descriptionDwarven Laborers are jolly, hardworking folk with a strong sense of comradery. Besides their building and gathering duties, they also function as the skillful tunnelers of dwarven armies, allowing dwarven troops to lay ambushes through the use of Mine Shafts.
Laborers are known for their greed when stumbling upon valuable resources while mining, as well as their thirst for adventure, which is why they often participate in expeditions to distant lands that hold promise of undiscovered riches.Defenders[reaction=http://www.hiveworkshop.com/forums/members/217402-albums7606-picture89253.jpg]Squad members: 6
Price: 50 Gold
Abilities: Sprint, Defensive Stance, Ale
Allegiance: Dwarfs of Khaz'Modan, combined forces of the Iron Guard and the Engineering Guilds[/reaction]descriptionIn the times of great hardship, before the traditional, more heavily armored Iron Guard was finally reinstituted, it lay in the hands of these brave citizens of Ironforge to defend their homeland from harm. Often hunters and simple craftsmen, they took up arms when the old protectors of the land were long gone, being nothing more but the memory of greater days.Iron Guards[reaction=https://www.hiveworkshop.com/media/iron_guard100x100.129389/full?d=1585323235]Squad members: 4
Price: 100 Gold
Allegiance: Dwarfs of Khaz'Modan, combined forces of the Iron Guard and the Engineering Guilds[/reaction]descriptionThe Iron Guard of Khaz Modan are heavily armored elite troops following an ancient warrior tradition. Their weapons and armor plates are engraved with age-old enchanted runes so that the dwarven gods may watch over them.Demolition Teams[reaction=http://www.hiveworkshop.com/forums/members/217402-albums7606-picture89260.jpg]Squad members: 2
Price: 50 Gold
Abilities: Lay Mines
Allegiance: Dwarfs of Khaz'Modan, combined forces of the Iron Guard and the Engineering Guilds[/reaction]descriptionThe ingenious tinkers of the famed dwarven Engineering Guilds sport a certain contempt for death by nature. As such it is no surprise that the so-called Demolition Teams they have formed to bring explosives to the frontlines or blow up high priority targets often will not hesitate to give their lives in the fullfilment of their duty - the protection of dwarvenkind!Siege Tanks[reaction= http://www.hiveworkshop.com/forums/members/217402-albums7606-picture96856.jpg]Squad members: 1
Price: 125 Gold
Allegiance: Dwarfs of Khaz'Modan, combined forces of the Iron Guard and the Engineering Guilds [/reaction]descriptionDisplaying pure ingenuity, the Dwarves have developed armored engine-driven siege vehicles which sets them ahead of all other factions participating in the conflict. Though cannons often were mounted on top of these leviathans in the older days, the dwarven engineers have returned to their older prototypes, equipping these heavily armored machines with easier-to-handle, powerful hydraulic maces.Gryphon Riders[reaction= https://www.hiveworkshop.com/media/gryphonrider100x100.129170/full?d=1583341003]Squad members: 1
Price: 300 Gold
Allegiance: Dwarfs of Khaz'Modan, Gryphon Aviary of Ironforge[/reaction]descriptionThe mighty stormhammers of these wild dwarven warriors are as dangerous as the sharp claws and beaks of their majestic yet deadly mounts. During the Second War the Gryphon Riders earned fame through their relentless battle against the Orcish Dragonriders.Rangers[reaction=http://www.hiveworkshop.com/forums/members/217402-albums7606-picture89326.jpg]Squad members: 3
Price: 60 Gold
Abilities: Flaming Arrows (Passive)
Allegiance: High Elf Castes of Quel'Thalas, Ranger Caste[/reaction]descriptionThe Rangers are a positive influence in elven society. They are simple, hard-working and have a strong bond with nature; a bond that the highborn class (and the magicians) have lost in their political struggle.
While these two camps have been fighting for power, blinded by visions of order, the Rangers have never abandoned their duty to protect the lands. They patrol the outer borderlands and have always been loyal to their people.Outriders[reaction=http://www.hiveworkshop.com/forums/members/217402-albums7606-picture89257.jpg]Squad members: 3
Price: 90 Gold
Allegiance: High Elf Castes of Quel'Thalas, Ranger Caste[/reaction]descriptionThe riding scouts of the elven defense forces. Mainly called upon in defense of their native homeland, their natural ground of action is the forest area. But they have also started to prove themselves capable in scouting out the plains of bordering foreign territory. Lacking the punch and the pure brute force of other races, the elven doctrine puts a greater emphasis on scouting and battlefield intelligence.
When the highborn leading caste decided to turn their back on the dark past of their people, skepticism towards the heavy reliance on magic (in almost every aspect of their lifes) began to arise, making way for a revival of old military doctrines, including the formation of new Outrider squads (from the ranks of the Ranger guilds) to patrol the contested regions of the borderlands.Warriors[reaction=http://www.hiveworkshop.com/forums/members/217402-albums7606-picture89255.jpg]Squad members: 6
Price: 40 Gold
Abilities: Frenzy, Build Outpost
Allegiance: Orcish Raiding Groups[/reaction]descriptionCountless great warriors lost their lifes over the course of the tragic orcish brotherwar which led to the demise of shamanism in orcish culture. This new generation of warriors is less experienced, but eager to prove themselves. They are bloodthirsty and ravenous, driven by the new, aggressive ideology of the reigning warlock caste.Hunters[reaction=http://www.hiveworkshop.com/forums/members/217402-albums7606-picture89266.jpg]Squad members: 6
Price: 50 Gold
Allegiance: Orcish Raiding Troops, Hunters' branch[/reaction]descriptionOften performing scouting duties, hunters are adept at laying traps, scouring the area and tracking enemies. They often scout invaded lands for valuable targets of orcish raiding troops.
Unlike their warrior brothers, they are less prone to the dark influences of the bloodthirst. Hunters maintain a close, almost harmonic bond with the wilderness, granting them a stronger, less fragile, and well-rounded personality than the young, eager warrior classes.
They are a thorn in the eye of the Shadow Council's intrigues. Even though they have never ploted, they are seen as representing some of the old values of the shaman culture, which is why the council sees them as a potential source of unrest.Warlocks[reaction=http://www.hiveworkshop.com/forums/members/217402-albums7606-picture89259.jpg]Squad members: 1
Price: 125 Gold
Abilities: Chaos Missiles, Disease Cloud, Rain of Fire
Allegiance: Orcish Raiding Groups, Shadow Council[/reaction]descriptionDeeply entangled in tribal politics and intrigue, these secretive spellweavers have seized control over most of the Horde in recent years. They hold their secret meetings in tradition of the Shadow Council, and decisions are made in the spirit of this ancient organisation. This new council has put great effort into spreading their ideology amongst young orcs. With Shamanism gone (vanquished by the intrigues of the power-hungry Warlocks), this new orcish society puts emphasis on the Path of the Warrior and the ruling council is seen as the bringer of long-needed change.
Pestilants[reaction=http://www.hiveworkshop.com/forums/members/217402-albums7606-picture89256.jpg]Squad members: 1
Price: 100 Gold
Abilities: Acid Bomb, Disease Cloud, Pest Healing, Summon Zombies
Allegiance: Plague Squads of the undead Pest Doctors[/reaction]descriptionPart of the leading clique of the Scourge, these mysterious masked travellers strike fear into the hearts of their enemies. Whilst Necromancers are responsible for rising the skeletal regular forces, these sadistic masterminds are more specialized in the expertise of working with rotten flesh. Accompanied by horrid monsters, they work constantly to create new monstrosities in the service of the Scourge. Being naturally talented alchemists, the Pestilants have developed numerous - and creative - ways of spreading disease that serves their efforts.Fallen Ones[reaction=https://www.hiveworkshop.com/media/fallenone100x100.129506/full?d=1586283412]Squad members: 4
Price: 30 Gold
Abilities: Painless (Passive)
Allegiance: Plague Squads of the undead Pest Doctors[/reaction]descriptionThe Dead are walking the Earth again! In the bloody civil war that the Necrolytes and Pestilants of the Scourge brought upon the people of the Old Kingdom, countless souls lost their lives, only to be raised again as mindless servants of the diabolic Necromancers, who - without hesitation - brought a deadly brotherwar upon their own kin for selfish reasons.Cultists[reaction= http://www.hiveworkshop.com/media/cultist100x100.111580/full?d=1476472166]Squad members: 6
Price: 25 Gold
Abilities: Summon Rift, Corruption
Allegiance: Rural Heretic Cults, Traitors to the Empire[/reaction]descriptionHuman worhippers of the demonic powers. While not necessarily powerful, their lifeforce and devotion feeds the daemons of the void.
These men and women have turned fanatic and obedient as the harsh life in the oppressive Old Kingdom drives them into secretive demonic cults in ever greater numbers.Daemons[reaction= http://www.hiveworkshop.com/media/greaterdemon100x100.111579/full?d=1476472166]Squad members: 1
Price: 50 Gold
Abilities: Fly, Demonic Shield
Allegiance: Rural Heretic Cults, Demonic Legion Command[/reaction]descriptionScriptures of the First War already mention this species of demons. It is assumed they were the first hellish creatures to ever step into our world. To this day, humans usually associate the term "daemon" with these muscular, winged beasts.
While many of them seemed stranded and cut off from the demonic legions for the past decades, some have been seen leading small routs of lesser demons or lingering near portals in more recent times...Hell Cannoneers[reaction= http://www.hiveworkshop.com/media/hellcannoneer100x100.111577/full?d=1476472166]Squad members: 1
Price: 50 Gold
Allegiance: Rural Heretic Cults, Infernal Invasion Army[/reaction]descriptionThe mighty guns that once were mounted on the infernal machines guarding the numerous Dark Citadels of the Demon Lords are now carried into battle by massive warriors.
Scholars of the kingdom believe that it is a breed of demons already mentioned in the old records of the Third War as "Felguard".Forts[reaction= https://www.hiveworkshop.com/media/fort-100x100b.107977/full?d=1465614370]Function: Unit Training, Doctrinal Research
Price: 80 Lumber
Technologies: Guards, Paladins, Royal Armor, Garrison, Golden Walls, Forward HQ
Allegiance: Imperial Forces of the Old Kingdom, Protectors of Mankind[/reaction]descriptionThe Old Kingdom secures its territories and numerous counties by building huge military fortifications. These central hubs coordinate all military operations in the area, whether it be the deployment of troops or the collection of supplies from the surrounding farms.
In times of great peril, these strong fortifications serve as a retreat for peasants and civilians. They have offered reliable protection against the orcs' brutal raids numerous times, so that smaller routs of plundering greenskins tend to fully avoid these heavily guarded garrisons by now.Mine Shafts[reaction= https://www.hiveworkshop.com/media/mineshaft2_100x100b.129168/full?d=1583341003]Function: Unit Transportation Network
Price: 20 Lumber
Allegiance: Dwarves of Khaz'Modan, Dwarven Mining Guilds[/reaction]descriptionTraditional dwarven warfare tactics have always included the use of tunnels and mine shafts to ambush enemy troops. Since the separation from the Alliance, new emphasis has been laid on this doctrine. Over the course of progress, the efficacy of dwarven tunnel networks has greatly improved: A network of railways connects the mine shafts across the lands, allowing for quick travel – though its transport capacity is limited.Mage Towers[reaction= https://www.hiveworkshop.com/media/magetower-100x100.107979/full?d=1465614371]Function: Unit Training, Doctrinal Research
Price: Starting Structure
Technologies: Ballista Support, Field Engineering, Fire Runes, Outrider Squad, Bolster Ranger Squads, Ranger Stealth
Allegiance: High Elf Castes of Quel'Thalas, Magicians’ Caste[/reaction]descriptionElves are naturally drawn to magical places – due to this, the study towers of elven scholars and wizards often become pulsating veins of elven life around which entire communities can emerge.Furnaces[reaction= https://www.hiveworkshop.com/media/furnace-100x100.107974/full?d=1465614370]Function: Resource Production
Price: 10 Lumber
Allegiance: Orcish Raiding Troops[/reaction]descriptionThe furnaces of war burn once again in orcish occupied territory. Whilst smoke out of dark chimneys beclouds the skies, the relentless greenskins cut deep into the forests of the Empire to fire their war machinery.
The land remains scared, its earth scorched for ages to come…
This savagery has also brought the particular hate of the nature-bound Elves upon the Orcs.
This map was created and tested with Warcraft 3: The Frozen Throne patch version 1.26. However, it should work with following versions as well.