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Heroes Community > MapHaven Guild > Thread: Wathinerdomian campaign (Had it worked)
Thread: Wathinerdomian campaign (Had it worked)
fortress_fan
fortress_fan

Disgraceful

posted February 01, 2006 07:15 PM

Wathinerdomian campaign (Had it worked)

Hello!
I was writhing an campaing for Heroes IV winds of war. The campaign takes place in a continent called Insan´herita (I have maps, but I don't know how to uppload them) I hadn't come long, I was testing the second map in the fist of five planned campaings. And then my map editor crashed of some reason!
Anyway, this was what I where working on:

Description: The continent of Insan´Herita lies in ashes after a fifteen year long war. In that war, the empire of Wathinerdom (Chaos) where seeking to conquer the Crystal mines of Terrol (Northen mounitan barbarian lands) but they where catastropical defeated. When the Barbarian hordes raided the Wathinerdomian lands, the mortal enemies of Wathinrdom, the elvs of Sollianderia saw theyr chanse and invaded frome the east. So did also the wizards who ruled over Lyandorr in the south, but they have to deal whit the Whatinerdomian puppets controlling the swamp region of Gordomillia in southwest.
The imperial army of Wathinerdom where defeated at Skarna after fourteen years of figthing. Skarna lie wery near the imperial capitol of Hanleepolis (renamed Wathinerpolis after the war) When the elvs of Sollianderia marched towards the Wathinerdomian capitol the people understanded that the threehundred old regime of Emperor Hanlee was ended and they started a revolution against him. They massakerd the imperial house, but they coudn't find Hanlee anywhere. That was because he fleed to the burning lands in the west along whith many of hes serverants. (He was a lich, of course. No one can live in threehundread years)
Afther the slaugther, Saklion where appointed to imperial ruler of what was left of the empire. He was, however, owerthrown of the crusaders of the Holy ribbon order.

First campaign: Wathinerdomian revolt

Heroes: Sakilon (Heretic) and Melham (Thief, emerges first in map two)

Map 1: First hope

Description: Saklion has been hiding for two years in the region of Stonefall in the easten part of the Ribbon empire. Sudently, some wanted rebels finds him and persuade him to lead a revolt against the crusaders. He has decided to eliminate the prince of this region as their first task. But to do this, he needs the support of the lokal population.

Victory conditions: Kill prince Echas

Lose condition: Lose Saklion.

Dificulty: Advanced

Carry over: Saklion (Limited to Level 10)

Hero starting description: Saklion starts out as a level five heretic whit twenty bandits and five goblin knigths. He starts whit basic Chaos magic, basic pyromancy, basic sorcery ,basic live magic and basic resurection. He can cast: Bloodlust, Magic Arrow, Haste, Bless and Spiritual Armor.

Map 2: The peoples wrath

Description: After claiming the stonefall region, Saklion marshes towards the northwestern parts of the former empire. He want to capture the fallen city of Skarna to gain the opportunity to atack Wathinerpolis frome both north and east. He has convinced the northen barbarian lords to assist him. This is to well, because Skarna and the regions around it is guarded by the forest squard, an elite force among the elves.

Victory conditions: Capture Skarna

Lose condition: Lose Saklion or Melham

Dificulty: Advanced

Carry over: Melham & Saklion (Saklion reaperas in the fourth scenarion, not in the third; Both are limited to Level 17)

Starting description: You start whit three heroes: Saklion, Melham (a level four thief whit advanced scouting, advanced parthfinding and basic shtealt) and Grom-hum (Level two barbarian whit advanced magic resistance)
The situation are resonable hard. You start whit two towns, an alysum in south and a stronghold in north. In the middle it is three elven towns. The barbarian town start whit breeding pits and a centaur stable (no longhouse). It has both level 4 buildings disabled and also the cyclopes dwelling. Note that this problem can be fixed by capture the fenished gashier dwelling neraby. The alysum town starts whit only the black dragon dwelling disabled and whith both orcish and bandit dwellings.

Map 3: The blade of gods

Description: Melham, the rigth hand of Saklion, has leaded an expedition to the Middlelands. He is seeking the blade of gods who is keppt by a mysterios necromancer in the region. (HANLEE!!!) But before he can deal whit this necromancer he must figth against the crusaders controlling the region.

Victory conditions: Kill the mysterious necromancer

Lose condition: Lose Melham.

Dificulty: Normal

Carry over: Melham (Limited to Level 23)

Hero starting description: Melham starts whitout a town but whit 30 orcs and 20 bandits and a bunch of healing potions. He can easely capture the haven town (where angels are disabled) north of him before three days. The rest of the scenario can be won whit good tactics untill he gett upp to the northen corner of the map where Hanlee resides. Only he can pas in to Hanlee, but he will lose whitout any healing\imortality potions. Hanlee is a level 25 shadow mage who can cast all level 4 death-order spells so it is important ot try to delop both magic resistance and some kind of magic skill. (probaly life magic) Hanlee is guarded by 15 ghosts, but the coud be defeated whit direct damange spells (life holds mutch anti-undead spells) before Hanlee uses cerate illusion on them. Melham will be suprised to meet Hanlee and when Hanlee is defeated he is swearing to take revange before he steps into a burning portal back to the Burning lands.

Level 4: Against all odds

Description: Saklion is launching an attack on Wathinerpolis when Mellham comes back whit the news that Hanlee acually lives as an undead lich. (He don't know where he resides) Saklion is woried about the news and does some reshach in the lands he had counqered whit the results of finding a great number of necromancer inposters. Too bad, this delays the offensive and alows the crusaders to build up their defences. Saklion must however, continiue the ofensive to gain back Vathinerpolis.

Victory conditions: Capture Wathinerpolis

Lose condition: Lose Saklion or lose Melham

Dificulty: Champion

Carry over: Saklion and Melham (Limited to Level 30)

Starting description: You start whit an alysum in east of the map whit the minotaur dwelling (labyrint) aldery builded as well as an city hall and a cittadel. It is five havens in west. It is grannisions evrywhere and Wathinerpolis lie in the most western part of the map. This is hard, but if you lokate Wathinerpolis, you may strike directly against it. Otherwise, you need to battle a five-doubble supeirority.

Map 5: Enemies and Allies

Description: After the crushing victory in Wathinerpolis Sakilion have now gained the upper hand against the crusaders. They are nothing more than token resistance. Bu the barbarians are still lieing north of Skarna and they have refused to leving the region even for tons of gold. Skailion must crush them to take the last step in the liberation of Wathinerdom.

Victory conditions: Be the only player of all towns.

Lose condition: Lose Saklion or Melham

Dificulty: Normal

Starting description: You start whit one town (Skarna whit a city hall and a orc dwelling. The enemy starts whit three towns whit only villigae halls and longhouses. In the west some crusader towns lie whit both level fourth dwellings disabled. This is the final scenario in the camapign.

Next campaign: Season of death (Hanlee/Death campaign) Comming soon...

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