The First Law

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Only available in Heroes Chronicles.

Campaigns
1 - Restoration of Erathia Restoration of Erathia 1 - Restoration of Erathia
1. Homecoming
2. Guardian Angels
3. Griffin Cliff
1. A Devilish Plan
2. Groundbreaking
3. Steadwick's Fall
1. Borderlands
2. Gold Rush
3. Greed
1. Steadwick's Liberation
2. Deal With the Devil
3. Neutral Affairs
4. Tunnels and Troglodytes
1. A Gryphon's Heart
2. Season of Harvest
3. Corporeal Punishment
4. From Day to Night
1. Safe Passage
2. United Front
3. For King and Country
1. The Grail
2. The Road Home
3. Independence
2 - Armageddon's Blade Armageddon's Blade 2 - Armageddon's Blade
1. Catherine's Charge
2. Shadows of the Forest
3. Seeking Armageddon
4. Maker of Sorrows
5. Return of the King
6. A Blade in the Back
7. To Kill A Hero
8. Oblivion's Edge
1. Culling the Weak
2. Savaging the Scavengers
3. Blood of the Dragon Father
4. Blood Thirsty
1. Crystal Dragons
2. Rust Dragons
3. Faerie Dragons
4. Azure Dragons
1. Razor Claw
2. Taming of the Wild
3. Clan War
4. For the Throne
1. Farming Towns
2. March of the Undead
3. Burning of Tatalia
1. Lost at Sea
2. Their End of the Bargain
3. Here There Be Pirates
4. Hurry Up and Wait
3 - Shadow of Death Shadow of Death 3 - Shadow of Death
1. Clearing the Border
2. After the Amulet
3. Retrieving the Cowl
4. Driving for the Boots
1. Graduation Exercise
2. Cutthroats
3. Valley of the Dragon Lords
4. A Thief in the Night
1. Bashing Skulls
2. Black Sheep
3. A Cage in the Hand
4. Grave Robber
1. On the Run
2. The Meeting
3. A Tough Start
4. Falor and Terwen
5. Returning to Bracada
1. Target
2. Master
3. Finneas Vilmar
4. Duke Alarice
1. Harvest
2. Gathering the Legion
3. Search for a Killer
4. Final Peace
5. Secrets Revealed
6. Agents of Vengeance
7. Wrath of Sandro
8. Invasion
9. To Strive, To Seek
10. Barbarian Brothers
11. Union
12. Fall of Sandro
1. Poison Fit for a King
2. To Build a Tunnel
3. Kreegan Alliance
4. With Blinders On
4 - Horn of the Abyss Horn of the Abyss 4 - Horn of the Abyss
1. Pirates and Palms
2. Master of the Island
3. Devil Sunrise
1. Prisoner of Doom
2. Evenmorn
3. The Shores of Hell
4. The Freedom of the Nix
5. In Search of the Horn
6. Treachery
1. Frontier
2. Heart of Water
3. Horn of the Abyss
4. All Hands on Board!
1. World on Fire
2. Beyond the Horizon
3. Dead or Alive
4. Tomb Raiders
5. Deus Ex Machina
6. Tarred and Feathered
7. New Order
8. Homecoming
5 - Heroes Chronicles Heroes Chronicles 5 - Heroes Chronicles
1. A Barbarian King
2. The Criminal King
3. Ultimatum
4. The War for the Mudlands
5. Siege of the Wallpeaks
6. Trapped!
7. Slash and Burn
8. Steelhorn
1. Cerberus Gate
2. The Boatman
3. Truth Within Nightmares
4. Twisted Tunnels
5. Jorm's Ambush
6. Old Wounds
7. The Queen's Command
8. Never Deal with a Demon
1. The Trouble with Magic
2. Walking on Clouds
3. Don't Drink the Water
4. Hard Place
5. The Secret in the Flames
6. The Magic that Binds
7. Birds of Fire
8. Masters of the Elements
1. The Dragontalker
2. Dragon's Blood
3. The Dragon Mothers
4. Dragons of Rust
5. Distrust
6. Dragons of Gossamer Wings
7. Dragons of Deepest Blue
8. Clash of the Dragons
1. A Distant Cry
2. Senseless Destruction
3. The World Within
4. The Roots of Life
5. Rebirth
1. The Endless Sands
2. The Nameless Land
3. The Sparkling Bridge
4. The Fiery Moon
5. Vorr, the Insane
1. Hopewielder
2. The First Law
3. By Royal Decree
4. The King's Son
5. The Ransom
6. Beyond the Borders
7. Naming a Nation
8. The First Tatalian War
1. Tarnum the Overlord
2. The Land of the Vori
3. A New Enemy
4. A New Ally
5. The Capture
6. Tunnels of Ice
7. The Barbarian's Wife
8. The Protectors of the Sword
The First Law The First Law Heroes Chronicles
2 Total Players / 1 Human Player
1
2
Size 1 (36×36) - S Underground disabled
Tarnum must defeat Baron Paglon and all of his troops. All Heroes will be limited to level 14, but Tarnum and his two best Captains will transfer to the next scenario.
Victory condition:
Defeat All Enemies
Loss condition:
Lose Hero: TarnumTarnum
Allies: Orange Enemies: Red
Choose a bonus:
Start with +1 Power on Tarnum
1
Start with +1 Knowledge on Tarnum
1
Difficulty 2: Normal - The player starts with a moderate advantage in resources, and the computer plays reasonably well.
Carried to next scenario:
Tarnum (Beastmaster)Tarnum (Beastmaster)
 2 strongest heroes
Max level:
14

Prologue[edit | hide | hide all]

Unnamed male historian: It has been said that Tarnum came at the perfect moment in the history of the Mudlanders. After his small victory over the cruel Lord Onsten, hundreds of slaves threw off their bonds and sought to join his army.

Scenario[edit | hide]

Timed events[edit | hide]

Day Title Message
Day 1 At Orange:
day 1
At first, our little uprising was seen as just another problem with the slaves, but when word of Lord Onsten's death spread through the Kingdom the nobility became enraged. It is said that Mad King Gryphonheart killed the messenger who brought him the news, and then he burned down his own stables.

Now, we've got their attention.

Which only means every step of our journey is going to be more difficult. I've hidden away the women and children and most of the warriors in an empty part of the swamp while I deal with my latest problem - Baron Paglon. The Baron stands in our way and has already let it be known that he will kill us on sight.

Effect: +10 Wood Wood, +5 Ore Ore
Day 2 Day 2 "Send me a scout!" I ordered.

Soon a lean Lizardman entered my tent and dropped to his knees.

"I am your commander, not your master. Get up!" I said.

The Lizardman came to his feet and nodded.

"Good. Now, I want you to go back to where the others are hiding and tell them to send some troops, but make sure they don't send the experienced ones. Someone has to protect the children in case they are attacked," I said.

"Yes, sir!"

"Hurry! I need those troops yesterday."

"I want you to seek out every group of Gnolls and Lizardmen. We must reach them before Baron Paglon forces them to fight for him. We will not win if they work for him instead of being freed by us. Move quickly!"

Day 7 Day 7-a I was awakened early this morning by the sounds of a scuffle coming from somewhere outside. I grabbed my sword and jumped to my feet, almost stepping on the tail of a Basilisk. The huge reptile hissed, and for a moment I thought it would turn me to stone.

"Sorry I moved so quick," I said in a calm voice. I hadn't even known the creature had been sleeping in my tent.

It hissed again as I circled around it, but it didn't attack.

Day 7 Day 7-b By the time I got outside, a large group had gathered around the two combatants. Somehow while on guard duty, a Gnoll and a Lizardman had come to blows. Now the two were rolling in the mud, clawing and screaming at each other.

"Enough!" I shouted.

I jumped into the brawl, lifting the two combatants away from each other. The Lizardman swiped at the Gnoll and missed, but scratched shallow furrows across MY face. The wounds burned, igniting my fury.

I released the Gnoll and punched the Lizardman so hard he flew ten feet into the mud. Just to be fair, I turned on the startled Gnoll and pounded him in the stomach, doubling him over.

"Bind their hands and feet and throw them in a cage together! They can work out their differences there," I said.

When no one moved to follow my orders, I said, "Can't you hear?"

"Uh, yes, sir," said a meek-looking Gnoll, "but they're not slaves anymore. Surely you don't want to enslave them."

Of course! These Mudlanders have been slaves for so long that shackles only mean enslavement to them. They have no understanding of crimes or laws. They don't even know about their own culture.

"I'm punishing them for doing something wrong," I said. "I'm not enslaving them. Now, lock them up!"

Day 9 Day 9 Today, I released the two soldiers who got in the fight to show the others that I still didn't agree with slavery.

But to be sure I don't have that misunderstanding again, I summoned one of the Gnoll leaders to my tent.

"What's your name?" I asked the Gnoll when he entered.

"Brellick, sir."

"I have a task for you, Brellick. I need you to gather a few of the wisest members of our camp and form a system of laws."

"Laws?"

"Yes. Figure out what actions you think are crimes, and then figure out what the proper punishment for that crime would be. I'll even get you started. A law against slavery can be your first law."

Brellick seemed overwhelmed by what I was asking him to do, but he would figure it out.

Day 12 Day 12 "Why do I have to do this again?" Brellick said. He was having a little trouble getting started with his list of crimes.

"Because you don't want me punishing soldiers who fight each other by lopping off their heads, do you?"

"Uh, no, that doesn't seem fair."

"Exactly!" I said. "Laws protect everyone. They make things as fair as they can be. Think of it that way. This is a very important task, Brellick. I trust you'll do a good job."

From the expression on Brellick's face, I could tell he wasn't convinced.

Day 16 Day 16 "Bad news, sir," the scout said, "Erathian troops were seen marching toward both of Baron Paglon's towns!"

"The King's troops?" I asked.

"They were flying the King's banner, yes. And one of the columns had a wagon of resources as well."

That's just great! If Erathia gathered all her forces against me now, this rebellion was over before it had a chance to get started. I had been counting on the arrogance of the nobility to discount my actions either as unimportant or not worth their attention.

Perhaps if I hadn't killed Lord Onsten they wouldn't see me as a threat. If we were just escaping slaves, they might ignore us. Now, we're rebels and murderers.

Day 19 Day 19 There is something to be said for these Mudlanders. Once they get an idea in their heads, they really carry through with it.

Brellick and his assistants showed me their list of laws last night. They had written them on the back of sheets of bark stripped carefully from the stubby swamp trees. It took hours to read through them all. There was a law for everything!

They began, as I suggested, with a law against slavery and from there moved through murder, theft, and other crimes. Then they made laws for governing their work habits, eating habits, and even how much sleep is too much.

I asked for it. Now, what was I going to do with this monstrosity?

Day 21 Day 21 "Well, Brellick," I began, "you've got a long list here. How is anyone going to remember it all?"

"We have to remember it too?" the Gnoll asked. Did he think the laws would enforce themselves?

"How else are you going to follow them?"

Brellick lowered his head, overwhelmed.

"But I have an idea," I said. "Maybe you could combine some of the laws. For instance, laws 243 through 478 are all about stealing. Don't steal another's food and things like that. They are essentially the same thing, don't you think?"

"Sounds easier, that's for sure. I'll do it!" Brellick said.

It took four Gnolls to help Brellick carry the laws from my tent.

Day 24 Day 24 The old Gnoll Witch, Adamina, rejoined my army today. I had sent her away to hide in the swamp with the other non-combatants, but here she was again.

"Why have you come?" I asked her.

"I've heard that you ordered Brellick to put together a system of laws for our people," she said.

"Yes."

"So, how has that been going?" Adamina asked. From her expression, I could tell she already knew the answer.

"There have been some problems. Why?"

"I've come to help before things get out of hand. You may be good at directing these creatures in battle, but you don't know much about them, do you? Never give a Gnoll male a job that requires organization! They'll fail. If you want it done, give it to a woman."

"I see."

"Give me what you have so far. The other women and I will put together something that makes sense at least," Adamina suggested.

I had a feeling Brellick would be relieved if I took the task away from him, so I agreed. Adamina certainly knew her people better than I.

"It's yours then," I said.

Objects[edit | hide]

Events[edit | hide]

Location Message
21, 35, 0 You hear some rustling in the bushes, but when no ambush comes you decide to investigate.

Instead, you find a family of Basilisks all caught in a pit trap. The creatures are exhausted but still furious. Your advisors warn you not to approach - Basilisks are even more dangerous when enraged - but you don't listen to them.

You chop down the nearest tree and drag it into the pit, giving the creatures a chance to climb out and earning their loyalty.

Contents: 7 Basilisk Basilisks

Towns[edit | hide]

Location Player Type Name
29, 31, 0 Orange Fortress -
6, 10, 0 Red Castle -
27, 4, 0 Red Castle -
15, 22, 0 Fortress -
Town timed events[edit | hide]
Day Title Message
Day 4 At Orange Fortress (29, 31, 0):
Day 4
Some of the slave warriors have finally caught up with my advance forces. They arrived at town today and will be ready for battle once they receive a little more training.
Effect: 27 Gnoll Gnoll Marauder Gnolls and Gnoll Marauders, 19 Lizardman Lizard Warrior Lizardmen and Lizard Warriors
Day 15 At Red Castle (6, 10, 0):
day 15
For Computer - DO NOT TRANSLATE
Effect: 15 Pikeman Halberdier Pikemen and Halberdiers, 12 Archer Marksman Archers and Marksmen, 3 Griffin Royal Griffin Griffins and Royal Griffins
Day 15 At Red Castle (27, 4, 0):
day 15
For Computer - DO NOT TRANSLATE
Effect: +10 Wood Wood, +10 Ore Ore, +3 Gem Gems, +4000 Gold Gold

12 Pikeman Halberdier Pikemen and Halberdiers, 12 Archer Marksman Archers and Marksmen, 5 Griffin Royal Griffin Griffins and Royal Griffins, 4 Swordsman Crusader Swordsmen and Crusaders

Heroes[edit | hide]

Location Player Hero
6, 11, 0 Red EdricEdric Edric the Knight
20, 32, 0 Orange Your most powerful hero from Hopewielder.
25, 27, 0 Orange Your most powerful hero from Hopewielder.
27, 5, 0 Red AdelaAdela Adela the Cleric
29, 32, 0 Orange TarnumTarnum Tarnum the Beastmaster

Note: Your two most powerful heroes are carried over despite the map specifying your most powerful hero twice.

Monsters[edit | hide]

Location Type Message
1, 22, 0 Rogue Rogue "There's a bounty on your heads, and we plan to collect!"
3, 34, 0 Rogue Rogue "Look what we got here, boys! Seems some more of them escaped slaves want to make us rich. Capture as many of the little guys as you can - we'll sell them back to the Baron. The head of the Hero is worth cash, though."
4, 20, 0 Crusader Crusader "Bad slaves! No Crystal for you!"
6, 25, 0 Gnoll Gnoll "Thank goodness you've come to rescue us. Baron Paglon's troops have been scouting around in the north. We were afraid he'd catch us first. Please let us join you!"
8, 28, 0 Marksman Marksman The Marksmen were training at the Mercenary Camp when you approached, but they turn their crossbows away from the hay dummies to you.
11, 33, 0 Gnoll Gnoll "Some doubted you would come, but we stayed to join your army."
17, 31, 0 Halberdier Halberdier "Halt! You are in violation of the law. Prepare to die!"
18, 28, 0 Gnoll Gnoll "You're the one who's freeing the slaves! Oh, will you let us join you?"
23, 27, 0 Gnoll Gnoll "Thank you for coming for us! We want to run free in our homeland, not toil all day for these brutal Knights. Let us join your forces and we will fight by your side!"
23, 34, 0 Gnoll Gnoll "We are rescued!" the Gnolls bark gleefully.
25, 32, 0 Halberdier Halberdier "For the murder of Lord Onsten, the King has ordered your death!"
33, 18, 0 Crusader Crusader "Ha! The Baron thought you'd try to take the Alchemist's Lab. You shall touch this Mercury over our dead bodies!"
33, 25, 0 Crusader Crusader "This is the King's Gold! Stand back, dogs!"

The Crusaders form a line before the mine and refuse to move.

33, 34, 0 Halberdier Halberdier "For the murder of Lord Onsten, the King has ordered your death!"

Artifacts[edit | hide]

Location Type Message
0, 19, 0 Buckler of the Gnoll KingBuckler of the Gnoll King "I am the Gnoll King! Bow to me or die!" shouts a huge Gnoll among a sea of others.

Guardians: 20 Gnoll Gnolls, 10 Gnoll Marauder Gnoll Marauders, 10 Gnoll Gnolls

3, 14, 0 Clover of FortuneClover of Fortune A little luck can go a long way, so you pin the Clover onto your collar.
26, 9, 0 Sandals of the SaintSandals of the Saint The Monks transporting these Sandals to their Monastery refuse to surrender the artefact. Do you want to fight the Monks for the Sandals of the Saint?

Guardians: 15 Monk Monks, 15 Monk Monks

32, 27, 0 Greater Gnoll's FlailGreater Gnoll's Flail "We don't need no human leading us to freedom! We can do it ourselves, and we could use your army as well," the Gnolls shout.

"And this," says their leader, swinging the Greater Gnoll's Flail above his head, "will bring us victory!"

Do you want to fight these thugs now?

Guardians: 20 Gnoll Marauder Gnoll Marauders, 20 Gnoll Marauder Gnoll Marauders