Pancho wrote:The story sounds *lemony goodness* to be honest. Sounds like the writer has either never played Heroquest or has a big enough ego/delusion that he thinks he can do better.
In your opinions how easy would it be to change the story so that the good orcs (
) are completely replaced by another race? Humans from Bretonnia, or Tilea, for example, or even Norsemen?
Bretonnians could be a good option because they have a strong tradition of chivalry (for the Bard) and it lies right on the border of the Elven realm.
We know in the original lore Goblins were slaves of Orcs in many cases, so they would be a put upon group. But yes, you could easily substitute just about anything for the "friendly" Orcs if you wanted. The only thing is that in some cases you'll encounter them and not realize they're allies yet (that is, they're blended into the monster groups you encounter). So it might be a little less of a surprise if there is one human sitting there in a room with a bunch of Orcs. BUT if you have a few spare mercs, we've all seen that these guys can be used as good OR bad in official quests, so making one of them a turncoat/traitor/prisoner-forced-to-fight would work. A similar thing happens in the Elf Quests where you can have some of the elven soldiers switch sides. Using your imagination you could do whatever you liked.
Let me give an example of a comparable scenario... you enter a room and there are three "enemy" mercs. Two crossbowmen and a swordsman. Turns out the swordsman is a defector. If you can detect him (that is, pause a moment before you take out the whole group like normal), he'll fight for your side.
We've known all along that the good guys in HQ span a variety of peoples, as do the forces of Chaos. Not all elves and humans are good and so forth. I would say the change would be quite easy, and if you wanted to tie it into some greater story you could do that too with a little effort. It's just that gameplay wise they're going t have Orc-like stats if you want to keep the difficulty the same.
The generic "they" I presume is because since there are now explicitly female Orc models, whatever you have left is used for the character so it's a placeholder (could be male or female). I wouldn't personally read any more into it. It's probably the way reason they make Zargon's gender unspecified (because it could be a little girl playing the GM). Frankly I'm all for imagination and "playing a role" but that's me, I'm guessing that was their thought process there. The original KK I believe had one Fimir that could cast rust spells and they referred to the Fimir as "it" which is odd (all the others are referred to in the generic masculine). In Warhammer fantasy lore I discover that magic using Fimirs are usually female. So who knows.
But back in the day we didn't worry about that so much. We used the Chaos Warlock to represent Sir Ragnar and nobody batted an eye. "Hey there sir, glad we rescued you, but why are you dressed like the Witch Lord and holding your arms up like that?" "Oh, no reason..." The miniatures were cool but meant as placeholders for whatever your imagination saw that character as, within the generic framework of what it was meant to be (Orc, Barbarian, Zombie, wounded knight, etc). Maybe your Barbarian had a mohawk haircut and a scar across his chest. Maybe that Orc had an eyepatch and a funny tattoo. Maybe the elf had
blue gray eyes...
But if we can sell you more minis...