The Nameless Land

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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. Master 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

xxx The Nameless Land Heroes Chronicles
2 Total Players / 1 Human Player
Underground disabled Size 1 (36×36) - S
Conquer the Inferno town known as Blackdome. Do not lose Tarnum. All Heroes are limited to level twelve, and all spells, skills, artifacts, and experience carry over into the next map. One of Tarnum's best Captains will carry over as well.
Victory condition:
Capture Town: Blackdome
Loss condition:
Lose Hero: Tarnum
Allies: Tan Enemies: Red
Choose a bonus:
Start with +2000 Gold
Start with +10 Wood & Ore
Difficulty 2: Normal - The player starts with a moderate advantage in resources, and the computer plays reasonably well.
Carried to next scenario:
Tarnum (Barbarian)
 1 strongest heroes
Max level:


Unnamed male historian: The deserts turned to hills, and the hills to mountains. Tarnum marched forward with the knowledge that a new enemy waited for him, making him fight for every step. Somehow, he knew these Demons and Devils must be allied with Vorr, but why and for what objective?


Timed events[edit]

Day 1 - day 1
We've come to a remote region where few dwell. Ahead, a nameless mountain range blocks us. Most of the peaks disappear into the clouds, and I feel a shiver run through my body because I know in my heart that I must travel beyond those clouds.
Day 3 - day 3
I've learned that this land is not entirely abandoned. More of the Demon dwellings have sprung up before me, and a Barbarian tribe lives here as well. I believe their leader is a worshipper of Vorr, so they may present a problem.

And this morning I received a warning from some place called Blackdome burned into the bark of a tree at the edge of camp. It simply read:

GO BACK OR DIE - Blackdome

Day 8 - day 8
At first, I thought these Demon-kind were in my way purely by coincidence, but no longer. They seemed too organized, as if they're purposefully trying to get in my way or as if they knew where I was going. And then there is the warning.


Day 13 - day 13
Today, some of my men caught a Familiar lurking in the bushes outside our camp. It looked so weak and bloody that I feared its injuries had been caused during its capture, but my men swear they never touched the creature except to bring it to me. So, I turned the Familiar over to one of my healers.

"Do what you can," I ordered, my tone letting them know that I would not be too upset if the Familiar didn't survive. I would be surprised if it did.

Day 14 - day 14
I was summoned into the healer's tent this morning where I found the captured Familiar bandaged, but awake. It was missing one of its large ears and both wings. According to the healer, one of its arms was broken as well. It was lucky to be alive, and for a moment I grew furious at the thought that some of my men might've caused such wounds.
Day 20 - Day 20
This time, I summoned the Familiar to my tent once it had an opportunity to heal more. Two guards pushed it inside and waited, but I dismissed them. The day I can't handle a single, half-crippled Familiar is the day I crawl into a hole and hide forever.

"Hungry, Skizzik?" I asked, gesturing to the bread lying on a small table.

Without so much as a thank you, the Familiar snatched up the entire loaf and started shoving it in his mouth.

"You eat well for a corpse," I said.

"Me a bucket-kicker, that's right!" Skizzik said, spitting crumbs everywhere.

"You realize, just because you say you're dead doesn't make it true?"

"Of course! But you don't know Skizzik's problem. You don't know, he got himself many people mad at him. All because I left the stupid door open! Silly to me, it is!"

"What door?"

"To the cell where the big guy keeps the shiny people," said the Familiar. It took me a second to realize he was talking about Vorr and the Ancestors.

Quickly, I grabbed Skizzik's good arm and said, "Now listen carefully! You know where the Ancestors are?"

"Me know."

Again, I waited, but when I was certain Skizzik wouldn't respond I opened my mouth to speak.

"I know, I know," Skizzik interrupted. "You want to know, don't you!"


Day 21 - day 21
I'm not sure what to make of Skizzik's account. The Familiar claims Vorr took the Ancestors to the Fiery Moon, imprisoning them in a magical prison while he left to handle something else. That's when Skizzik first saw the Ancestors. He was one of the prison workers - the water bearer. Shortly after the arrival of the Ancestors, however, he left the door open briefly. The Ancestors didn't escape, but the Demons and things were really upset with him. Something about them being able to call for help, but Skizzik swears the Fiery Moon has nothing but Demons and things on it.

Perhaps the call that urged me to save the World Tree had been the cry the Demons were talking about. If that was so, then I finally understand why the Ancestors have been so quiet.

So, when the Demons found out about Skizzik's mistake, they tried to kill him, but the Familiar managed to escape. He fled the Fiery Moon through something called the Sparkling Bridge, and despite his many injuries managed to make it this far. A brave creature, I have to admit.

Day 29 - Day 29
I met with Grumba, my Ogre commander and the shaman, Wern, today because they were concerned about Skizzik.

"You know that thing's a spy," Grumba said with distaste.

"I'm not so sure," I said. "It almost died, didn't it Wern?"

Reluctantly, the shaman nodded.

"The injured deserter is an old spy trick," Grumba said.

"Yes, I know, but you don't hurt the spy so badly that they die!"


"But nothing! I don't think he's a spy, but I'm not stupid, Grumba! I'm not about to trust the creature with any vital information, and I've already passed the word that if he tries to escape he is to be killed."

Day 34 - Day 34
We were marching along when Skizzik suddenly ran toward me. Grumba must've been keeping an eye on the Familiar, because the Ogre reached Skizzik before he could get to me.

Grumba's massive hands circled around the Familiar's scrawny neck. With one squeeze, he could crush the life from Skizzik.

"No! Put him down, Grumba!" I ordered.

The Ogre reluctantly set Skizzik on the ground.

"What were you so excited about?" I asked the Familiar.

Skizzik pointed off toward a distant hill and said, "Me see some Demons bury some Gold they stole. Me see them over in them hills, back before me become a bucket-kicker - I hides in a cold bush and sees them!"

"Gold?" I said doubtfully. Could this be a trap? Could I be wrong about Skizzik?.

Day 35 - Day 35
Against Grumba's advice, and my own instincts, I decided to let Skizzik lead me to this hidden treasure. We could use all the Gold we could get right now.

The entire time, however, I expected a Demon army to spring from the rocks and attack. But Skizzik came through. He took us right to a spot in the middle of an open field and told us to dig. It was difficult cutting through the frozen ground, but eventually we found the sacks of Gold Skizzik was talking about.

"How did you find this place again? It's in the middle of no where," I said.

"I can smell the Gold!" the Familiar explained. That could be a useful talent.

Resources: +7430 Gold Gold



Location Message
6, 11, 0 A half-starved band of robbers charge down the hill toward you. You have no choice to fight these desperate creatures.

Guardians: 8 Cyclops Cyclopes, 14 Ogre Ogres, 8 Cyclops Cyclopes, 14 Ogre Ogres


Location Color Type Name
2, 21, 0 Stronghold
18, 32, 0 Tan Stronghold
29, 24, 0 Red Inferno
31, 4, 0 Red Inferno Blackdome


Location Color Hero
18, 33, 0 Tan Tarnum Tarnum the Barbarian
29, 25, 0 Red Marius Marius the Demoniac
31, 6, 0 Red Axsis Axsis the Heretic


Location Type Message
13, 19, 0 Sword of HellfireSword of Hellfire At first, this tiny valley appealed to you as a possible camping spot, but as you enter it you find a pack of Demons working around a massive forge. They work furiously like a blacksmith under the deadline of an insane king, finally completing the Sword of Hellfire.

Do you want to fight the Demons for the Sword?

Guardians: 4 Devil Devils, 4 Devil Devils, 1 Arch Devil Arch Devil, 4 Devil Devils

35, 12, 0 Pendant of NegativityPendant of Negativity You catch a sparkling reflection of the sun in the distance and ride toward it. Thunderbirds have built nests in these mountains, and you discover the glint came from a magical pendant that dangles from one of the large nests.

Do you fight the Thunderbirds for the artifact?

Guardians: 8 Thunderbird Thunderbirds, 8 Thunderbird Thunderbirds, 9 Thunderbird Thunderbirds