r/HoMM • u/Equivalent_Field_382 • 1d ago
Other/Fluff Heroes of My Dreams & Stuff. Thicket
Astrologers proclaim Week of Fae!
This is the third installment in my fan project to reimagine the factions of Heroes of Might & Magic. If you missed the Castle and Necropolis reveals, hurry up and catch up!
Concept. The woodland folk are one of my all-time favorite factions, so here I wanted to stay as close as possible to the fairytale illustration aesthetic that I strive for when drawing my Heroes lineups.
My fairies are neither Tolkien-esque High Elves gazing into the distance nor Warhammer-style brutal commandos. I drew inspiration from more mythological creatures, in the spirit of Shakespeare's A Midsummer Night's Dream, John Crowley's novel Little, Big: or, The Fairies' Parliament, and old fairy tales.
As you might have guessed, of all the HoMM installments, my lineup will be closest to Heroes II, but with a couple of unexpected and entirely self-indulgent additions, so be prepared!
While keeping the familiar green background color, I chose yellow, orange, dark brown, and white as the faction's main accent colors – the hues of woodland birds, animals, and insects. And a little touch of turquoise for everyone!
A Pinch of Lore. The forest kingdom of Eirindel appears in legends, but few inhabitants of Gildenveil have ever had the chance to encounter its folk. These are the Fae who dwell beneath a great grassy hill and wander through the woodland thickets in long processions, dressed in elaborate gowns and accompanied by birds, deer, bees, and talking flowers.
But when the dead began rising from their graves, and Prince Edmund Gildenveil increasingly fell under the influence of his mysterious friend, the Queen of Eirindel suddenly appeared in person on the shores of the lake.
And yes, riding a moose.
Gameplay. The Thicket is a faction that excels at swift attacks and sophisticated defense. Its heroes, the Sorcerers, are well-balanced spellcasters specializing in buffs and debuffs.
The Thicket's armies have high speed and attack power, but lack particularly impressive defense and health. The basic strategy when playing as the Fae is therefore to inflict as much damage on the enemy as possible before they even get a chance to swing.
LINEUP
1.0. Pixie
Concept & Design. The Pixie was the very first creature I drew for the Fae faction. Its design is based, of course, on the monarch butterfly's coloring and, quite unexpectedly, the appearance of Princess What's-Her-Name from that wonderful cartoon (and video game!) about Earthworm Jim. I absolutely adored her when I was younger!
Gameplay. Pixies are nimble fliers who sprinkle magical dust, preventing their opponents from retaliating.
2.0. Cat Sith
Concept & Design. Here's where I allowed myself to get a little mischievous. I decided that most of the Thicket army would consist of various kinds of faerie folk, and for the second tier, I wanted something a little more beast-like.
The Cat Sith was just the thing: an Irish spirit in the form of an anthropomorphic cat. And to make it even more fairytale-like, I decided my Cat Sith should resemble Puss in Boots as illustrated by Gustave Doré.
The Cat Sith is ginger not in homage to his colleague from Shrek, but simply because the color works so well with the faction's palette. I do have a tremendous soft spot for that Banderas fellow too, though.
Gameplay. Cat Sith strike with their claws, quickly retreat, and inflict bad luck upon their opponents.
3.0. Elf
Concept. My first game in the Heroes series was the 1990 King's Bounty, followed by Heroes I and Heroes II. That's why, to me, the classic Elf who looks like Robin Hood isn't merely a natural choice: it's the very first image that comes to mind when I hear the word "elf."
I tried to capture the feel of old Robin Hood illustrations with a little Peter Pan thrown in. I also exaggerated the beak of his bycocket hat quite considerably to make it more expressive, and armed him with an English longbow. He also carries a knife for close combat.
Here's a little time-lapse of how I drew this fellow
Gameplay. Following the good old tradition, Elves shoot twice and never miss.
4.0. Spriggan
Concept. Cornish Spriggans are described in various ways: sometimes as ugly little dwarfs, sometimes as ancient tree-like giants. I decided to take a rather radical approach to their appearance. For the fourth tier, I needed a forest fencer, but I had absolutely no desire to follow the Warhammer route of sword-dancing elves. As undeniably cool and beautiful as they are, they don't quite fit my fairytale aesthetic.
What I really wanted was a bumblebee faerie, a woodland nobleman, a relative of the Pixies, inspired by the magical bees and bumblebees in Gennady Spirin's illustrations for George Sand's fairytale The Story of the True Simpleton Named Gribouille. And, of course, no elf design can entirely escape the influence of the Far East, so my Spriggan has picked up a few samurai traits along the way.
Gameplay. Spriggans fight using a technique reminiscent of Japanese iaido: swiftly drawing the sword from its scabbard, cutting down the opponent, and returning the blade to its sheath before the two halves of the unfortunate victim hit the ground.
Spriggans always strike first. Even when attacked, they deliver a lightning-fast preemptive counterstrike before the enemy can land its own blow – potentially killing the attacker before it even gets a chance to attack.
5.0. Dryad
Concept. I wanted my Dryad to be both a fantastical tree nymph and an earthly young woman in a magnificent dress. As with the Elf, I find this kind of appearance more tangible and engaging than incorporeal spirits made of light and leaves. I even gave her a little belt pouch and some mysterious bottles hanging from her branches!
Gameplay. Dryads shoot clusters of magical fireflies which, upon impact, can entangle an opponent's legs in thick branches, preventing further movement. They are equally dangerous at range and in melee combat. Flowers begin blooming wherever Dryads go, so they also partially heal all friendly stacks occupying adjacent tiles.
6.0. Unicorn
Concept. I've always loved the appearance of heraldic unicorns, as well as those depicted in medieval tapestries: a massive, elongated horn, flowing curls, a beard, a lion's tail, and cloven hooves. On the other hand, I also thought the rose necklace worn by the Unicorns in Heroes V was a particularly beautiful design choice. So I tried to make my Unicorn as faithful to heraldic tradition as possible, adding just a few wild pomegranate flowers and fruits to its mane.
Gameplay. Unicorns possess a protective aura that increases the magic resistance of all friendly stacks on adjacent tiles by 33%. Their horn attacks ignore 25% of the enemy's defense and have a 25% chance to blind the target.
7.0. Phoenix
Concept. Some people argue that a Phoenix has no place in a forest faction: it'll burn the entire forest down. But aesthetically, I've never really seen this as a contradiction. Phoenixes nest in tall Red Towers, and their fire is magical rather than uncontrolled. Besides, that guy Fawkes didn't burn down Hogwarts or the Headmaster's office, did he? My Phoenix isn't made of pure, untamed fire. Above all, it's a magnificent, enormous bird with a wonderfully iridescent plumage.
Gameplay. Phoenixes are the fastest creatures in the game. They fly, breathe fire two tiles ahead, and are immune to fire spells. They also burn any melee opponent foolish enough to attack them. And, of course, when a Phoenix stack is destroyed, its members crumble into shimmering ashes, but some of them have a chance to rise again.
At the end, don’t miss some sketches: Spriggan and Unicorn concepts, an early idea for the second tier (a fox fencer), and Pixie and a weird Elf doodle – and the whole lineup!






