The Lost Chapters A Solo campaign designed by Guildenstern INTRODUCTION Men have somehow managed to survive the long war against Soulblighter, but they have not found peace. The Myrkridia have returned the lands of Myth and there is no hero who can stop them. Alric, an old, childless man was all that stood against them. After his demise, the Cities of the Province have turned against each other while the task of rebuilding still awaits incomplete. THE CHARACTERS They all fight for the succession to the throne of Alric. And the King of Muirthemne is taking over the others. He was once known a great general, and he is now enslaving the Province with his iron fist. He is hunting down all his enemies, without leniency or exception, and so few of them remain already. He did not hesitate to seek the help of the minions of the Fallen, and with them he could not be stopped. All his opponents were scattered and in disarray, until Eriol of the Blazing Sun spoke to them with words of wisdom. When they asked his whereabouts he claimed to be the descendant of Ceiscoran, the last true emperor of the Cath Bruigh, and they all believed him. After then Eriol has gathered an army of outcasts and freemen, the Exiled: all he needs now is an open fight against the King's armies. He's been long preparing himself for this moment. But should the King win. there will be only desperation... Many valiant men have joined Eriol in his last attempt to free the Province. Thraern the champion from the Northern Lands, some greater Avatars from the citadel of Illuan, and the Warlock Seanshaid. The most famous captains from the Southern Province seek revenge for their cities, and they have brought along their companies. Eriol can also rely on her daughter Noa. Tough a woman, she is well trained, and shows in combat a rare charisma. The King of Muirthemne knows very well a troop draws strength from strong leaders. He has then sent his most trusted lieutenants to the West. They are mostly avatars, and the few captains of the heron guard who swore loyalty to him, but there are also shade Sycorax and Cu'Roi on his side. THE WORLD OF MYTH AFTER SOULBLIGHTER We thought a new eve would have begun. Indeed the world has changed, for much has been lost. Of the Province we used to know, only a few settlements on the coast remain untouched, everything else is reduced to an endless wasteland filled with ruins and corpses. Few people stand a chance to endure their wretched life in the wilderness. Battles have been raging over a decade, and the Myrkridia run amuck everywhere. Their breed spread all over the Cloudspine and they started hunting down humans to their very homes. Muirthemne which Alric tried to rebuild, stands as an island in a sea of emptiness. No one can say what is happening to its people. From there, the self proclaimed King, has dispatched several armies to secure his supremacy over the Province, but still he has not able to end the last fires of rebellion. THE CAMPAIGN Our story unfolds several years after the end of the Great War, and it deals with two main issues, the fight for the succession to King Alric, and the return of the Myrkridia. The Lost Chapters are a four map campaign, where you are asked to help the armies of the Exiled along their desperate fight against the minions of the King of Muirthemne. The maps have been designed for both single and coop player. The Mirror of Nix and Desperation are to feature their own variants for a more enjoyable coop experience. 1. The Mirror of Nix (status: mesh mounted, units ready, map script is missing) Berserk hero Thraern has assembled a small team to venture into the Mirror of Nix. The Mirror of Nix is frozen lake hidden somewhere in the Cloudspine. It is a sacred place to the Trow. But it is also haunted by the Myrkridia. You arrive by spring when the ices are starting to melt. Fight your way through the ices to the core of the lake. Warlock Seanshaid is already there and awaits your assistance. The Trows are keeping a Runestone there, they won't easily surrender it but you badly need it. Take it by any means, even if Trows will hate you for that. From your starting location you have to go southwards to the Shrine. Light units, Trows and Myrkridia will be acting as separate teams. You can both fight or avoid fight, the most important thing is that your berserk hero must stay alive. When you join Seanshaid and his escort, Seanshaid will lure the Trow away from the Runestone asking for a parley. Your berserks must exploit the moment and steal the artifact. When the Trow realize it they will hunt you down to the last. Carry the runestone all the way back to where you started. Seanshaid has teleported there. If you are lucky, the eight Trows guarding the Mirror of nix will be delayed by the Myrkridia. 2. Madman (status: pregame art ready, only the colormap is complete) Eriol the Red, the leader of the Exiled, is to engage the minions of the King of Muirthemne on the battlefield. Meanwhile he has dispatched a warrior captain, and and a few men to get the Runestone. You control the captain warrior and his group and you have rendez vous with Thraern and the other survivors from the first mission on top of a ruined citadel. You land on the southern beach, and you have to head northwest to the meeting point. When you find your allies, just escape the ruins to the northern beach. Trows have been following Thraern and his comrades all the way from the Cloudspine. Your enemy, the king of Muirthemne has granted the Trow full command of a small army of slaves, archers and thralls. If taken singled handledly your enemies are not a threat, but they will come in numbers... The bearer of the Runestone must stay alive, no matter what is the price. 3. Using a runestone (status: colormap complete, only basic scripting) The battle against the King of Muirthemne is turning nasty, and the Exiled will be likely butchered. However, there is still one little hope: the runestone has been delivered, and one of your avataras know how to use it . Your target is Radagast, he is an avatara like yours: if he dies, the right flank of the King's army will remain clueless and leaderless, and your allies will be able to retreat. All you need now is to lead a strike attack and kill the general. The mission is set somewhere in the province. You dwell on a large battlefield filled with bodies. Make your way through with the help of you brand new runestone, avoid if possible the skirmishes underway (to be scripted) and head to the ruins in the centre of the map. Kill the enemy avatara, and watch the final cinematic. 4. Desperation (status: colormap and mesh are complete, pregame music, the map has only basic scripting) The battle against the King of Muirhtemne is lost, Eriol your leader is dead. You barely survived, and your army has camped behind the walls of a deserted fortress. This walls are your last defense but also your prison. All you have got now is to repel a retaliation attack and survive the night. Fight hard and buy your next day! The map is inspired by Helm's Deep from LotR and Across the Gjol. The enemy will attack you from two breaches. However they do not know there is a secret path in the East. Keep the attackers busy, while a small group scouts (controlled by computer) for an escape route. If you resist until the vanguard returns, the battle is won.