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A year ago, we began creating a campaign called "The Great Goal".
We completed the first mission, found people for character voice acting, and recorded several cinematic clips. However, the map maker, who handled the technical side and worked on the scripts, disappeared and hasn't appeared even in social networks for a year. Finding him is impossible. It is unknown what happened to him. There is no contact with him.
All developments vanished along with him; only the script remains, so everything will have to be done again from scratch. I am posting the plot of the 1st mission of the campaign. Perhaps someone will take on the implementation.
The campaign presents an alternative development of events occurring during the times of Heroes of Might and Magic V. During this time, Necromancers led by Markel decide to suddenly attack the mages and seize the cities of the Silver League located in the southern deserts.
Campaign One: The Great Goal
Mission One: Big Plans
Starting mission bonus (choose one):
15 Skeleton Warriors,
500 gold,
5 units of ore
Prologue
"Life is pain, vanity, vice, and suffering. Death is peace, order, and eternal beauty".
Having separated from the mages in their time, Necromancers study death magic to achieve eternity. Necromancers know how to control the spirits of the dead and raise the deceased from their graves. Necromancers believe that all pleasures are sensory and every pleasure leads to pain. Therefore, the solution is the acceptance of death, which is perfection due to the cessation of all sensory organs. Necromancers believe in an eternal, unchanging, detached life, preferring abstinence and moderation in all things. Higher Necromancers become Vampires—eternally young, beautiful, and powerful, but equally cold and unfeeling toward everything.
(the prologue will be voiced)
Introduction, Part 1.
All inhabitants of the Necropolis are living dead. The laws of morale do not apply to dead creatures: they cannot be lured by wealth, for money is useless to them; they do not fear dying, for that which is dead cannot die. They cannot be poisoned or have their minds influenced—for they are already dead and possess no consciousness. Furthermore, some undead can drain the life force of their opponents or remain invulnerable to non-magical attacks.
Necromancers lead an extremely ascetic lifestyle. Fleshly pleasures and passions are discouraged, as is any fun or celebration. Necromancers spend birthdays in solitude and repentance. Procreation, as a rule, is also condemned, as it distracts from higher matters.
Necromancers worship Asha—the Original Dragon of Order, or rather, her distorted aspect—"Death". Necromancers reject chaos and disorder, and thus reject emotions, desires, and even life itself. Their aggressive pursuit of order and peace led them to attempt to take control of time itself, so that death would become the beginning of a new existence which they could govern. Only the most worthy are fit for this high goal; others are destined to be, at best, obedient servants, or at worst—pawns doomed to eternal suffering.
(the introduction will be voiced)
Introduction, Part 2.
Key heroes of the first mission:
Markel.

A devoted student of everything necromancy has to offer, Markel rose to the highest peaks possible among Necromancers. A former official of the imperial palace, an astrologer and favorite advisor to Queen Fiona who held the throne in the Empire of the Griffin, Markel created a strong (but secret) base of Death cultists. However, the spiritual leaders of the Church of Light began to suspect his unholy deeds and, when Fiona died, exiled him beyond the borders of the Empire.
Understanding that after the kiss of the Spider Goddess he can no longer move freely through other kingdoms of Ashan, Markel advances Erish's goals through diplomacy and cunning intrigue.
The only thing that matters to Markel is achieving his goals.
Markel believes: anyone who opposes goddess Asha must be defeated or placed on the list of the doomed. He is obsessed with his goals and believes that everyone should be killed until Asha sends someone capable of stopping him. Asha turns everything to benefit.
Arantir
He ascended high and counts on eternal life—or the afterlife. Devoutly believing and dedicated to the worship of the goddess and the destruction of her demon enemies, Arantir is a magnificent leader. This undoubtedly wise Necromancer was not taken seriously by the powerful lords of the undead at first. At first... But after long years of studying accumulated knowledge, fanatical faith that "Asha turns everything to benefit," and humility before the will of the dragon of order, he was chosen by Asha as an instrument of her will. As a sign of his election and her favor, Asha gave him the ability to summon the Avatar of Death, a special spectral dragon.
Arantir's motto: "I am devoted to Asha. Her will is my will"
Giovanni

In the past an imperial count, later a higher vampire and one of Erish's lords. Once Giovanni was a count in the Duchy of the Bull. After some time, he grew tired of ruling the county and set out to find a more responsible post. He followed the path of his sister Lucretia, seeking power and authority in the art of necromancy. Now, as a mighty lord of vampires, Giovanni controls an important region on the border with the Empire of the Griffin. After Arantir came to power in Erish, Giovanni supported the new supreme overlord and presented him with the Necropolis—Illuma-Nadin as a gift.
Giovanni managed to create a secret network of cultist Necromancers loyal personally to him.
(the 2nd part of the introduction will be voiced)
Introductory Cinematic.
Markel: Once we coexisted peacefully with the mages and shared our secrets with one another. But limited minds, ruled by fear, exiled us. They did not join us voluntarily! Well then, so be it—dead mages are easier to control! I tell you truly: the mages are our original enemies!
Arantir: As for humans, they believe in Elrath; they have rejected the true God—Asha! These fanatics who chose the role of "bearers of the holy Light" deserve only one thing—death. We shall reap the harvest of war in the form of their corpses, wherever they may go!
Markel: Right now, while the mages do not expect our strike, we must march immediately! Arantir, you and Giovanni will need to seize the cities of the Silver League located in the southern deserts. After we deal with the mages, we will attend to the humans. Do you have any questions?
Giovanni: My lord, my secret agents report that the mages have many scouts; seeing the movement of large troops, they may suspect something is wrong and report our offensive. If the mages prepare for our invasion, it will be hard for us—together they will be able to repel our forces.
Markel: You are right. Your secret network justifies its existence. Given these circumstances, we should develop attack plans more carefully and act stealthily with small forces, gradually accumulating strength for the decisive battles. Yes, attacking with small forces??! That is worth thinking about. Does anyone have ideas?
Giovanni: My lord, we can call upon the Demons of Sheol to serve us and pit them against the mages!
Markel: Demons! Are you in your right mind? We wish to find peace in death, not ruin and devastation. Their philosophy leads to increasing chaos, recklessness, and conflict. Ours orders the world and brings serenity. We cannot be aligned with them—every step we take must bring them repulsion and resistance!
Giovanni: That is true, my lord, but sometimes one can play upon the desires and ambitions of an enemy to make them an ally. We can promise to free all demons from the prison of Sheol, located in the core of Ashan.
Arantir: Free them? Is that not too much honor?
Giovanni: Well, promising doesn't mean marrying! My agents have a contact with the demon prince—Kirill.
Markel: That is good news! Giovanni, you surprise me more and more with your insight, unlike Arantir, who has clearly relaxed.
The plan is as follows: You—Arantir—together with Giovanni must immediately free Vayer from captivity and bring him to Kirill; by this we will earn trust from Kirill. And Kirill will introduce us to the demons who actually make the decisions! Together with the demons, you will seize the cities of the Silver League located in the southern deserts. Is everything clear?
Arantir: Right now the mages are very strong, and it may happen that even with the demons we cannot overcome them. What should we do in that case?
Markel: While you are occupied, I will set out to find an ancient artifact. This artifact will allow me to summon a Great Necromancer, once exiled by the mages.

Together with him, we will provide you support and deal a crushing defeat to the mages. Do you have any more questions?
Arantir: I am devoted to Asha. Her will is my will!
Giovanni: For the glory of Asha!
Deidra: For the glory of Asha!
(the introductory cinematic will be voiced)
Plot of the first mission for the first campaign:
In order to gain the favor of the demons, Arantir and Giovanni must free Vayer from captivity at any cost. Hard, grueling battles await them ahead. After freeing Vayer, they must find Kirill and deliver Vayer to him safe and sound! Enemy garrisons and squads of hostile demons stand in their way. For the Great Goal, the Heroes are ready for anything!
Restrictions:
- In the first mission, level is only up to 10th
- Ban on the following spells: regeneration, resurrection, vampirism, blindness, subjugation
- Ban on the skill Fight to the Last (БДП)
Main Objectives:
1) Arantir and Giovanni must survive
2) Talk to the prophet (to do this, you must fight an enemy squad)
3) Complete the prophet's task:
Free loyal undead squads. The prophet will illuminate the locations where the loyal warrior squads are located
free 75 Skeleton Warriors
free 50 Zombies
free 20 Ghosts
free 12 Vampires
free 7 Liches
free 4 Undeads
free 2 Bone Dragons
Note: there will be an enemy squad before each undead squad.
After freeing all loyal squads—a short cinematic. The warriors rejoice and praise Arantir and Giovanni
4) Lift the siege from the castle
Four powerful stacks of humans stand before the castle—after killing them, the castle becomes interactive and is captured in our favor. These are the main objectives.
Note: city construction is limited to level 5. The Tavern cannot be built.
After capturing the city, 3 more tasks are added to the main objectives
5) Capture the outpost with Skeleton Warriors within 2 weeks
(there will be a 1st trap before the outpost—a small enemy squad; this trap adds intrigue)
6) Capture the crypt with Zombies within 2 weeks
(battle with an enemy Hero—Alastor—before the crypt)
7) Capture the crypt with Ghosts within 2 weeks
(there will be a 2nd trap before the crypt—a medium enemy squad)
Note: these tasks are needed to give the player some level 1, 2, and 3 units. Time to complete all three tasks: 2 weeks.
After completing these three tasks (5, 6, 7), new ones are added:
8) Capture the garrison within 2 weeks
9) Find the portal to the Archlich within 2 weeks (to do this, you must fight an enemy squad)
10) Talk to the Archlich. To reach the Archlich, you will need to defeat Grol
After defeating Grol—a short cinematic of the meeting with the Archlich
11) The Archlich gives new tasks
12) Defeat Marbas (Marbas guards Vayer's dungeon) within 1 month
13) Free Vayer from the dungeon within 1 month
14) Find Kirill and deliver Vayer to him. Vayer must survive, within 1 month
note_1: Vayer is very weak and cannot fight; troops cannot be transferred to him
note_2: To reach Kirill, you must complete tasks 15 and 16, as well as fight an enemy hero—Nimus
15) Find the Ring of Sinners and bring it to the Archlich. Upon completing this task, the player receives a key to the red tent
16) Find the Staff of Enslavement and bring it to the Archlich. Upon completing this task, the player receives a key to the green tent
Meeting with Kirill. Final cinematic
We completed the first mission, found people for character voice acting, and recorded several cinematic clips. However, the map maker, who handled the technical side and worked on the scripts, disappeared and hasn't appeared even in social networks for a year. Finding him is impossible. It is unknown what happened to him. There is no contact with him.
All developments vanished along with him; only the script remains, so everything will have to be done again from scratch. I am posting the plot of the 1st mission of the campaign. Perhaps someone will take on the implementation.
The campaign presents an alternative development of events occurring during the times of Heroes of Might and Magic V. During this time, Necromancers led by Markel decide to suddenly attack the mages and seize the cities of the Silver League located in the southern deserts.
Campaign One: The Great Goal
Mission One: Big Plans
Starting mission bonus (choose one):
15 Skeleton Warriors,
500 gold,
5 units of ore
Prologue
"Life is pain, vanity, vice, and suffering. Death is peace, order, and eternal beauty".
Having separated from the mages in their time, Necromancers study death magic to achieve eternity. Necromancers know how to control the spirits of the dead and raise the deceased from their graves. Necromancers believe that all pleasures are sensory and every pleasure leads to pain. Therefore, the solution is the acceptance of death, which is perfection due to the cessation of all sensory organs. Necromancers believe in an eternal, unchanging, detached life, preferring abstinence and moderation in all things. Higher Necromancers become Vampires—eternally young, beautiful, and powerful, but equally cold and unfeeling toward everything.
(the prologue will be voiced)
Introduction, Part 1.
All inhabitants of the Necropolis are living dead. The laws of morale do not apply to dead creatures: they cannot be lured by wealth, for money is useless to them; they do not fear dying, for that which is dead cannot die. They cannot be poisoned or have their minds influenced—for they are already dead and possess no consciousness. Furthermore, some undead can drain the life force of their opponents or remain invulnerable to non-magical attacks.
Necromancers lead an extremely ascetic lifestyle. Fleshly pleasures and passions are discouraged, as is any fun or celebration. Necromancers spend birthdays in solitude and repentance. Procreation, as a rule, is also condemned, as it distracts from higher matters.
Necromancers worship Asha—the Original Dragon of Order, or rather, her distorted aspect—"Death". Necromancers reject chaos and disorder, and thus reject emotions, desires, and even life itself. Their aggressive pursuit of order and peace led them to attempt to take control of time itself, so that death would become the beginning of a new existence which they could govern. Only the most worthy are fit for this high goal; others are destined to be, at best, obedient servants, or at worst—pawns doomed to eternal suffering.
(the introduction will be voiced)
Introduction, Part 2.
Key heroes of the first mission:
Markel.

A devoted student of everything necromancy has to offer, Markel rose to the highest peaks possible among Necromancers. A former official of the imperial palace, an astrologer and favorite advisor to Queen Fiona who held the throne in the Empire of the Griffin, Markel created a strong (but secret) base of Death cultists. However, the spiritual leaders of the Church of Light began to suspect his unholy deeds and, when Fiona died, exiled him beyond the borders of the Empire.
Understanding that after the kiss of the Spider Goddess he can no longer move freely through other kingdoms of Ashan, Markel advances Erish's goals through diplomacy and cunning intrigue.
The only thing that matters to Markel is achieving his goals.
Markel believes: anyone who opposes goddess Asha must be defeated or placed on the list of the doomed. He is obsessed with his goals and believes that everyone should be killed until Asha sends someone capable of stopping him. Asha turns everything to benefit.
Arantir
He ascended high and counts on eternal life—or the afterlife. Devoutly believing and dedicated to the worship of the goddess and the destruction of her demon enemies, Arantir is a magnificent leader. This undoubtedly wise Necromancer was not taken seriously by the powerful lords of the undead at first. At first... But after long years of studying accumulated knowledge, fanatical faith that "Asha turns everything to benefit," and humility before the will of the dragon of order, he was chosen by Asha as an instrument of her will. As a sign of his election and her favor, Asha gave him the ability to summon the Avatar of Death, a special spectral dragon.
Arantir's motto: "I am devoted to Asha. Her will is my will"
Giovanni

In the past an imperial count, later a higher vampire and one of Erish's lords. Once Giovanni was a count in the Duchy of the Bull. After some time, he grew tired of ruling the county and set out to find a more responsible post. He followed the path of his sister Lucretia, seeking power and authority in the art of necromancy. Now, as a mighty lord of vampires, Giovanni controls an important region on the border with the Empire of the Griffin. After Arantir came to power in Erish, Giovanni supported the new supreme overlord and presented him with the Necropolis—Illuma-Nadin as a gift.
Giovanni managed to create a secret network of cultist Necromancers loyal personally to him.
(the 2nd part of the introduction will be voiced)
Introductory Cinematic.
Markel: Once we coexisted peacefully with the mages and shared our secrets with one another. But limited minds, ruled by fear, exiled us. They did not join us voluntarily! Well then, so be it—dead mages are easier to control! I tell you truly: the mages are our original enemies!
Arantir: As for humans, they believe in Elrath; they have rejected the true God—Asha! These fanatics who chose the role of "bearers of the holy Light" deserve only one thing—death. We shall reap the harvest of war in the form of their corpses, wherever they may go!
Markel: Right now, while the mages do not expect our strike, we must march immediately! Arantir, you and Giovanni will need to seize the cities of the Silver League located in the southern deserts. After we deal with the mages, we will attend to the humans. Do you have any questions?
Giovanni: My lord, my secret agents report that the mages have many scouts; seeing the movement of large troops, they may suspect something is wrong and report our offensive. If the mages prepare for our invasion, it will be hard for us—together they will be able to repel our forces.
Markel: You are right. Your secret network justifies its existence. Given these circumstances, we should develop attack plans more carefully and act stealthily with small forces, gradually accumulating strength for the decisive battles. Yes, attacking with small forces??! That is worth thinking about. Does anyone have ideas?
Giovanni: My lord, we can call upon the Demons of Sheol to serve us and pit them against the mages!
Markel: Demons! Are you in your right mind? We wish to find peace in death, not ruin and devastation. Their philosophy leads to increasing chaos, recklessness, and conflict. Ours orders the world and brings serenity. We cannot be aligned with them—every step we take must bring them repulsion and resistance!
Giovanni: That is true, my lord, but sometimes one can play upon the desires and ambitions of an enemy to make them an ally. We can promise to free all demons from the prison of Sheol, located in the core of Ashan.
Arantir: Free them? Is that not too much honor?
Giovanni: Well, promising doesn't mean marrying! My agents have a contact with the demon prince—Kirill.
Markel: That is good news! Giovanni, you surprise me more and more with your insight, unlike Arantir, who has clearly relaxed.
The plan is as follows: You—Arantir—together with Giovanni must immediately free Vayer from captivity and bring him to Kirill; by this we will earn trust from Kirill. And Kirill will introduce us to the demons who actually make the decisions! Together with the demons, you will seize the cities of the Silver League located in the southern deserts. Is everything clear?
Arantir: Right now the mages are very strong, and it may happen that even with the demons we cannot overcome them. What should we do in that case?
Markel: While you are occupied, I will set out to find an ancient artifact. This artifact will allow me to summon a Great Necromancer, once exiled by the mages.

Together with him, we will provide you support and deal a crushing defeat to the mages. Do you have any more questions?
Arantir: I am devoted to Asha. Her will is my will!
Giovanni: For the glory of Asha!
Deidra: For the glory of Asha!
(the introductory cinematic will be voiced)
Plot of the first mission for the first campaign:
In order to gain the favor of the demons, Arantir and Giovanni must free Vayer from captivity at any cost. Hard, grueling battles await them ahead. After freeing Vayer, they must find Kirill and deliver Vayer to him safe and sound! Enemy garrisons and squads of hostile demons stand in their way. For the Great Goal, the Heroes are ready for anything!
Restrictions:
- In the first mission, level is only up to 10th
- Ban on the following spells: regeneration, resurrection, vampirism, blindness, subjugation
- Ban on the skill Fight to the Last (БДП)
Main Objectives:
1) Arantir and Giovanni must survive
2) Talk to the prophet (to do this, you must fight an enemy squad)
3) Complete the prophet's task:
Free loyal undead squads. The prophet will illuminate the locations where the loyal warrior squads are located
free 75 Skeleton Warriors
free 50 Zombies
free 20 Ghosts
free 12 Vampires
free 7 Liches
free 4 Undeads
free 2 Bone Dragons
Note: there will be an enemy squad before each undead squad.
After freeing all loyal squads—a short cinematic. The warriors rejoice and praise Arantir and Giovanni
4) Lift the siege from the castle
Four powerful stacks of humans stand before the castle—after killing them, the castle becomes interactive and is captured in our favor. These are the main objectives.
Note: city construction is limited to level 5. The Tavern cannot be built.
After capturing the city, 3 more tasks are added to the main objectives
5) Capture the outpost with Skeleton Warriors within 2 weeks
(there will be a 1st trap before the outpost—a small enemy squad; this trap adds intrigue)
6) Capture the crypt with Zombies within 2 weeks
(battle with an enemy Hero—Alastor—before the crypt)
7) Capture the crypt with Ghosts within 2 weeks
(there will be a 2nd trap before the crypt—a medium enemy squad)
Note: these tasks are needed to give the player some level 1, 2, and 3 units. Time to complete all three tasks: 2 weeks.
After completing these three tasks (5, 6, 7), new ones are added:
8) Capture the garrison within 2 weeks
9) Find the portal to the Archlich within 2 weeks (to do this, you must fight an enemy squad)
10) Talk to the Archlich. To reach the Archlich, you will need to defeat Grol
After defeating Grol—a short cinematic of the meeting with the Archlich
11) The Archlich gives new tasks
12) Defeat Marbas (Marbas guards Vayer's dungeon) within 1 month
13) Free Vayer from the dungeon within 1 month
14) Find Kirill and deliver Vayer to him. Vayer must survive, within 1 month
note_1: Vayer is very weak and cannot fight; troops cannot be transferred to him
note_2: To reach Kirill, you must complete tasks 15 and 16, as well as fight an enemy hero—Nimus
15) Find the Ring of Sinners and bring it to the Archlich. Upon completing this task, the player receives a key to the red tent
16) Find the Staff of Enslavement and bring it to the Archlich. Upon completing this task, the player receives a key to the green tent
Meeting with Kirill. Final cinematic