Naming a Nation

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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

Naming a Nation is the seventh scenario of the Revolt of the Beastmasters campaign in Heroes Chronicles Heroes Chronicles.

Campaign

Prologue

File:H3x2 NBe.png

Tarnum had thought it would feel good to command Barbarians once again, but the experience was tainted by the mercenary attitude of his own people. The Barbarians no longer lifted a sword for honour, but only for gold or the pleasure of the kill.

Scenario

Map description

Joining with the Barbarians, Tarnum must strike against Mad King Gryphonheart's forces before they get too strong. Tarnum and his two best Captains will transfer to the next scenario, but will be limited to level 35.

Starting options

Timed events

Orange Day 1 - Day 1
Not trusting anyone else to know how to handle the Barbarian mercenaries who came to help us, I took command of them myself. Meanwhile, my two Captains should be able to lead the Mudlanders until our two forces can join up again.

As part of my agreement with the Barbarians, I have to pay them 1000 Gold every week. The wisewomen, who are already upset with me for making this deal without their consent, feel it's a waste of money, but I know these Barbarians are capable of turning the tide of battle.

So, today we begin our campaign against King Gryphonheart himself. It feels good to take the battle to our enemy instead of running all the time.

Day 4 - Day 4
I suggested the Mudlanders claim these swamps as their own and order King Gryphonheart out. That way, Gryphonheart would be seen as an aggressor instead of a King trying to control his own people.

The wisewomen liked the idea of starting a Mudlander nation, but they realized the name they have used for themselves all these years was one given to them by outsiders. If they were going to have their own nation, they needed a name as well.

At first, this honour fell to me, their leader, but I refused.

"Something as important as this should be the responsibility of the community, not one man," I had said. Not to mention, I didn't feel right naming the people I once subjugated.

Adamina and the wisewomen agreed and set about the task of naming a nation. Of course, I wasn't going to hold my breath. They still hadn't come to a decision about Droglo becoming my official second. At this rate, the boy would be grown up by the time they decided if he was too young to lead.

Day 8 - day 8 (every 7 days)
Once again, you have to pay your Barbarian mercenaries.
Day 10 - Day 10
Of course, King Gryphonheart's response to our claim that these swamps belong to a free Mudlander nation was rage. He sent our letter back to us in ashes along with a second rambling letter telling us that we can't claim this land since we are slaves with no right to speak anyway.
Day 24 - Day 24
In an elaborate ceremony today, Adamina and the other wisewomen announced the name of their new nation.

"We shall call it Tatalia after a word from the Forgotten Language of our Ancestors used today only by our Witches!" said Adamina.

The Mudlanders cheered, obviously agreeing with the new name. I looked around at these people, at how close they had become over the last months. Except for the scars on their bodies, there was no indication that they had been slaves a short time ago.

When the ceremony was over, I pulled Adamina aside and asked her what Tatalia meant.

"Community," she said. "You gave me the idea, actually, when you told me this was a task for all our people, not just one."

"Oh, well, I'm glad to be of help," I said.

Community - it was a fitting name.

Day 32 - Day 32
For once, I received good news. A tired Erathian messenger entered camp today with a letter from Prince Niven.

"Dear Tarnum,

I hope this letter finds itself to you in time. With my father away from Erathia, it has given me the chance to talk freely with the rest of the nobility. They all agree that my father has dragged our once proud nation into dishonour, so they assembled no more than an hour ago and named me the true King of Erathia!

Tomorrow, I will muster whatever troops I can and march immediately to your aid. Hold on a little longer! Help is on the way, but first I must ask one more favour of you. Can you possibly force my father's troops to the place I have indicated on the map? I'm sure you will notice the strategic benefit of this location, plus it will place my father's troops in a location from which he cannot flee. If victory is to be ours, he must not escape!

I will meet you there - I swear - and together we will put an end to all the pain!

Your True Friend,

Niven Gryphonheart, King of Erathia"

Day 36 - Day 36
Today, I prepared a new battle plan. Instead of just hurting Gryphonheart's forces, we must drive them out of this region to the rendezvous spot on Niven's map. The only way I'm going to get Gryphonheart to retreat in that direction, though, is to hit him hard and fast.

Such a risky assault will likely cost me the assistance of my mercenary Barbarians when they take heavy losses, but if Niven can keep his promise I will no longer need them.

Day 41 - day 41
I got a chance to sit down with Droglo today and discuss our future battle plans. If Droglo has a fault, it is his lack of tactical sense. With some training, he will learn, but I fear that Droglo will always think he's in command of a skirmish unit meant for small ambushes, not columns of soldiers designed for massive combat.

"How would you like to ride ahead and meet up with Niven?" I asked Droglo.

"Sure," he said, excited to see his friend again.

"I can handle things here, but I want you to make some of these preparations for me before I arrive."

"I will, but are you sure the wisewomen are going to let me go?"

"Why wouldn't they?" he said.

"Because they just named me your second-in-command. Didn't you hear?" Droglo said.

"No."

I tried not to get too upset. Ever since I asked the Barbarians to join us without consulting them first, they have purposefully kept me in the dark. It was petty, sure, but someday soon I wouldn't be here to lead these people anymore so I wasn't too upset.

Day 46 - Day 46
My scouts reported today that Mad King Gryphonheart has already started withdrawing some of his troops toward the region where I am supposed to meet Prince Niven. So far, so good! As long as I can keep the pressure on, everything will go as planned.

Objects

Towns

Location Color Type
4, 52, 0 Orange Fortress
11, 4, 0 Fortress
23, 21, 0 Fortress
50, 25, 0 Red Castle
54, 56, 0 Red Castle
66, 12, 0 Orange Stronghold
69, 46, 0 Red Castle
Colors
Orange Orange Player
Red Red Enemy

Heroes

Location Color Hero
4, 53, 0 Orange Your most powerful hero from Beyond the Borders.
9, 48, 0 Orange Your most powerful hero from Beyond the Borders.
50, 25, 0 Red Sylvia Sylvia the Knight
54, 56, 0 Red Ingham Ingham the Cleric
66, 13, 0 Orange Tarnum Tarnum the Beastmaster
69, 46, 0 Red Edric Edric the Knight

Monsters

Location Type Message
65, 5, 0 Ogre Ogre You can tell by the look in their beady eyes that these Ogres are more interested in smashing in your brains than joining a noble cause.

Artifacts

Location Type Message
1, 26, 0 Scales of the Greater BasiliskScales of the Greater Basilisk
Guardians: 9 Greater Basilisk Greater Basilisks, 9 Greater Basilisk Greater Basilisks, 9 Greater Basilisk Greater Basilisks
3, 6, 0 Greater Gnoll's FlailGreater Gnoll's Flail A defiant band of Gnolls and Lizardmen call this portion of the swamp their home. Not only do they have large stores of resources, but you notice their leader carries the Greater Gnoll's Flail. Do you want to fight them for this magical weapon?

Guardians: 30 Gnoll Marauder Gnoll Marauders, 14 Lizard Warrior Lizard Warriors, 30 Gnoll Marauder Gnoll Marauders, 30 Gnoll Marauder Gnoll Marauders, 14 Lizard Warrior Lizard Warriors, 30 Gnoll Marauder Gnoll Marauders

23, 3, 0 Tunic of the Cyclops KingTunic of the Cyclops King Napping next to the Tunic of the Cyclops King are some Cyclopses. Are you willing to battle them for this artefact?

Guardians: 15 Cyclops King Cyclops Kings

24, 70, 0 Helm of ChaosHelm of Chaos As you approach the Helm of Chaos, a large, serpentine head swings out from the bushes. You barely avoid a nasty bite from the Chaos Hydra, but as you back away you discover two more of the creatures crawling out of the swamp toward you. Do you want to fight them for the Helm?

Guardians: 3 Chaos Hydra Chaos Hydras

27, 36, 0 Buckler of the Gnoll KingBuckler of the Gnoll King A throng of Gnolls jumps from cover. Their leader, a fat Gnoll with a cracked wooden crown remains behind, shouting orders to his troops. Are you interested in fighting the Gnoll King for his Buckler?

Guardians: 40 Gnoll Gnolls, 20 Gnoll Marauder Gnoll Marauders, 40 Gnoll Gnolls, 20 Gnoll Marauder Gnoll Marauders

37, 17, 0 Targ of the Rampaging OgreTarg of the Rampaging Ogre The Trolls must have considered this magical shield an important possession because they left some guards standing over it. Do you fight the guards for the Targ of the Rampaging Ogre?

Guardians: 15 Troll Trolls, 15 Troll Trolls, 15 Troll Trolls