ahah true. I'll start giving you less cues as well, so you can focus on the challenges :D
By the way, nice posts everyone! The story is getting very exciting and I can see it (very) slowly coming together. I'll post a bit more of setting lore once I sort all the notes and re-read everything, so you are all moving in the same direction :D
Also, we have some human eating ogres and goblin/orc hordes. This is great, but remember you don't have to make single uniform races. If you want to have ogre elsewhere being vegan, go for it! You can twist even in-game notions and have some civilized "barbarian" orcs fully integrated in the Empire or alcoholic elves being dragged home by their non-drinking dwarven buddies xD Play around with region/culture as well if you want (as long as it is consistent)
I'm using the faction names from the original game as a guideline:
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Barbarian (might): Barbarian creatures are generally slow, but have high Attack skills and hit points. Barbarian ignores all terrain penalties, allowing them to more easily launch surprise attacks or intercept enemy heroes on or from swamps, snow, and sand. Based on the original Plains faction and associated with the
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Knight (might): Knights are considered to be the "normal" faction; their troops are composed entirely of humans, and aside from their lack of flying units, Knights have a good variety of units with different specialties.
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Sorceress (magic): Sorceress creatures are generally very fast, but have low hit points. The combination of speed, flying, and range attack becomes incredibly potent. Supposedly have greatly increased movement range while embarked on a ship.
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Warlock (magic): The Warlock units are slow and expensive, but have high hit points and good Attack and Defense skills. Apparently bonus scouting!
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Wizards (magic): The Wizards lead a union of mystic troops with a noticeable emphasis on ranged (magic) combat. Wizard creatures have a little of everything, some toughness, some speed, some range strike ability.
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Necromancers (magic): Necromancers command armies of undead, capable of constantly bolstering their ranks. While weak at the low levels, become much more powerful at the high levels. All Necromancer units (and ghosts) are undead, and are therefore immune to mind affecting spell.
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Neutral: These are "hired" or just random enemies. Withe the notable exception of the rogue, all are assigned to a faction in later games