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Dungeon Might Heroes

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Hello Councillors,

Dark Elves are a pragmatic people, and bribery and assassination are often cheaper than raising an army. Their generals believe that a war is better won with persuasive words, devious stratagems, and a poisoned daggers than with an army in the field, and as such they have no hesitation about sending out spies, saboteurs and assassins as instruments of their policy.
  • Shadow Slayer,
  • Darkblade,
  • Trickster.
In case you missed it, discover Dungeon's faction skill: Shroud of Malassa

Shadow Slayer

Shadow Slayers are the military leaders of Ygg-Chall. Able to travel far and quickly to lead their concealed armies to battle, their mastery of warfare and offensive manoeuvres is unrivalled among the dark elves.

Main skills: Shroud of Malassa, Offense, Warcries

Darkblade

Darkblades know all the secret tunnels and subterranean passages of Ashan. Skilled in the art of war, they are decent diplomat and magic users. But their main role is to establish new outposts just below the enemy's feet.

Main skills: Shroud of Malassa, Warfare, Exploration

Trickster

As their name implies, Tricksters are the masters of deception, always coming with new schemes to take the upper hand over their enemies. Armies placed under their command move across the battlefield like an army of shadows.

Main skills: Shroud of Malassa, Defense, Paragon

Dungeon Magic Heroes

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Hello Councillors,

Servants of Malassa, Magic Heroes of the Dungeon faction are seekers of forbidden lore and masters of Dark Magic. They totally accept the murmurs of the Darkness and are capable of finding the information that they want. Coils of darkness reach out to smite their enemies, torches extinguish themselves, and blindness descends on their enemy eyes.
  • Dark Prophet,
  • Sorcerer,
  • Shade Weaver.
In case you missed it, discover Dungeon's faction skill: Shroud of Malassa

Dark Prophet

Dark prophets are great generals, and Dark Elves trust their powers to lead them to victory. Eager to travel and conquer more territory under and above ground, they master the arts of Dark and Earth Magic to deceive and hurt their enemies.

Main skills: Shroud of Malassa, Offense, Dark Magic

Sorcerer

Favoured of Malassa, Sorcerers are the quintessential Dark Elf scholars. Educated, studious, their thirst for knowledge is not easily quenched, and they can go to great lengths to unravel the mysteries of Ashan's darkest shadows.

Main skills: Shroud of Malassa, Prime Magic, Dark Magic

Shade Weaver

Shade Weavers are priests of Malassa. Entirely dedicated to the Dragon of Darkness, they fiercely defend the Dark Elves' underground realm in the name of their Goddess.

Main skills: Shroud of Malassa, Defense, Dark Magic

Dungeon’s Hall of Heroes

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Today, we wanted to share with you the portraits, bios and specializations of some of the Dungeon Heroes you’ll be able to hire in the Hall of Heroes in skirmish or multiplayer maps. While they are not the main characters of the campaigns, some of these characters might play a role in the stories. Longtime Heroes fans might also recognize some familiar faces :)

Keep in mind all of this is still work in progress, especially the class attributions and specializations.


ASHBETH

Race: Dark Elf

Affinity: Might

Class: Trickster

Specialization: Explorer (Hero starts with the Explorer skill at rank 1 and the Logistics ability for free)

Biography: The wife of an up-and-coming Elven noble, silver-haired Ashbeth never found her place at King Arniel's court. Her favourite topic of gossip was Tuidhana, the rebellious Queen of Tarlad, then a scandalous figure in Elven society. This fascination slowly grew into an obsession. Already drifting away from her family, Ashbeth decided to betray her own people and stood with the Dark Elves after the Day of the Tears of Fire, eventually joining them in their subterranean exile.
 



DARKSTORM

Race: Minotaur

Affinity: Magic

Class: Dark Prophet

Specialization: Minotaur General (Increases the production of Minotaurs and Minotaur Guards by 1 in the area of control.)

Biography: Back when he was a slave in Al-Rubit, Darkstorm made sure nobody would be aware of his arcane abilities. Under a mask of obedience, he used every opportunity to observe his Wizard masters, slowly learning their craft. When he had learned enough, he murdered them with the very Magic they believed was their prerogative. His reputation preceding him like the dark clouds before a thunderstorm, Darkstorm recently traveled to Ygg-Chall to lead his Minotaur brethren.
 
  

YESHTAR

Race: Dark Elf

Affinity: Might

Class: Darkblade

Specialization: Gladiator (the hero starts with +2 Might)

Biography: A master assassin, Yeshtar, also known as the Black Whisper, only accepts one form of payment: dream shards. Sad dreams, joyful ones, she only accepts to kill if the client is ready to share the purest and the strongest sentiments, which she then crystallizes for her collection. She is loyal to her current employer, but will never tell you his name. As for her ultimate purpose, not even the clan could pierce her secret. Some say she is just biding time until the moment comes when she can keep her promise to the dead Queen Tuidhana.



SINITAR

Race: Dark Elf

Affinity: Magic

Class: Sorcerer

Specialization: Mana specialist (Hero starts with the Prime Magic skill and Novice Mana regeneration as free ability.)

Biography: Sinitar's boundless ambition and utter lack of scruples make him a deadly adversary. But what makes him truly special among the sorcerers of Ygg-Chall is his ability to regenerate his spiritual energy, allowing him to keep on casting spells when his enemies have long become exhausted. Sinitar fears no one... except maybe his hated rival, Eruina. Last time they crossed paths, Sinitar only survived by making terrible bargains with the Black Dragons -- bargains than took a heavy toll on both his body and mind.

Dungeon Townscreen

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Hello Councillors,

It is now time to discover the Townscreen of the Dungeon Faction in details!

"The Dark Elves are underground-dwelling renegades from the Elf forests who have made a pact with the mysterious Faceless. Deadly schemers in the darkness, their whole nation is imprinted by Malassa’s mark. Forced to hear the constant whispers of the world, the Dark Elves know that the border between sanity and madness is very thin… thin like a dagger’s blade."


This article only focus on main buildings of the townscreen but the game will offer more variety and options (growth building etc.)

Click for full size

Dwellings:

Core Creatures
  • Chthonian Abyss: Allows to recruit Chthonian
  • Halls of the Black Heart: Allows to recruit Shade
  • Shadow Ring: Allows to recruit Tracker

Elite Creatures
  • Frozen Statuary: Allows to recruit Medusa Sorceress
  • Labyrinth: Allows to recruit Minotaur Guard
  • Soulless Forge: Allows to recruit Soulless

Champion Creatures
  • Dragon Pinnacle: Allows to recruit Black Dragon
  • Rattling Temple: Allows to recruit Dark Hydra

Warfare Units
  • Chamber of Whispers: Allows to recruit support warfare unit.
  • Dark Watch: Provides the town with 3 towers in siege combats.
  • Pillar of Eyes: Allows to recruit attack warfare unit.

Buildings:

  • Capitol: Raises the daily income to 4000 gold / day. There can be only one Capitol per player and per map.
  • Mark of Malassa: Provides 5000 gold / day and additional great bonuses.
  • Hall Of Heroes: Allows to recruit Heroes.
  • Magic Guild Level 4: Allows Heroes to learn spells (4 levels).
  • Town Portal: Allows Heroes to be teleported to this town (only if it is the closet town and with dedicated spell).
  • Thieves Guild: Provides the town screen window to spy enemies and give overview of the game status.
  • Spies Guild: You can send your spies on a “plunder” mission: Plunder a random resrouce site of a target player
  • Hall of Intrigue: You can send your spies on a “sabotage” mission: Sabotage a random town dwelling of a target player to have its weekly production halved.
  • Soulvenom Crucible: At start of combats with a hero (controlled by the town owning player) inside the town's area of control all enemy creatures get a debuff "Poisoned".
  • Poisoned (earth): The creature gets 40 earth damage at start of its turn. Lasts for 3 turns.
  • Overlook Tower: Increases the visiting hero's initiative by 10 for the next 3 battles.
  • Marketplace: Provides the town screen window to trade resources.
  • Shadowsteel Refinery: Produces 1 Shadowsteel per day.
  • Chthonian Deposit: Produce 2 Ore per day.
  • Black Market: Allows you to buy and sell artifacts.

The Spy Master: Jorgen

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Hello, friends.

I have recently realized that, while our friend the Spy Master has revealed his… ahem… “identity” a while ago, many among you might want to know a thing or two about his story. Being a Faceless, he’ll never reveal his secrets by himself, but I’ve known him for a while now and I’ve learnt a few of them. So let me tell you some things about Jorgen, Duke Ivan’s Spy Master.

Ask anyone what they know about Jorgen, and they’ll probably describe him thus: a loyal servant of the Griffin household. A man who is versed in the lore of many disciplines.

Depending on who you ask, they might cite medicine, mysticism, politics, history, cartography… or some other field of expertise. Some may be bold enough to conjecture under whose tutelage he received such as broad education, although they might remember that it is a well-known fact that Jorgen travelled widely in the past, and probably enjoyed the company of some of the finest minds of Ashan during his wanderlust…

The “Jorgen” persona, however, is just an elaborate mask he crafted a long time ago, during the reign of Duke Slava of Griffin. Jorgen’s real history and true name are shrouded in darkness – as you know, he is not even Human, but one of the mysterious Faceless, Malassa’s first children. As he would say: “he is many, and Jorgen is one of them”. Whatever that means.

Discovered and nearly killed by the Inquisition during the Second Eclipse, Jorgen then disappeared from the surface world, reputedly to help the establishment of the Dark Elf kingdom of Ygg-Chall. Not much is known of his activities during that time, but I believe he maintained a watchful eye on the Griffin dynasty, helping them from the shadows without their knowing. Why he is so attached to the Griffin family remains a mystery. I suspect it may be at least partly connected to the fact that the Falcon dynasty was a bit too… “Elrathian” for Jorgen’s tastes, with its tendency to go on bloody crusades against all servants of Malassa every now and then. The Griffin line, on the other hand, is more open-minded. But while that explains his agenda, that doesn’t explain his enduring loyalty.


Jorgen possess immense knowledge and a timeless wisdom, but like all Faceless, he has an unnerving tendency to speak in riddles and metaphors. He’s likely to answer a question with another question, never giving straight answers. As a result, any discussion involving Kente and Jorgen is an endless source of entertainment.

The reasons of Jorgen’s open return to the court of a Griffin Duke are known to only a few. That particular story is not for me to tell. What I can say is that with the Demon-worshipping Soulscar clan taking control of the subterranean realm of Ygg-Chall, Jorgen and the remaining Faceless were forced to scatter and hide. For Jorgen, the best hiding place was in plain sight – at Duke Vassily’s side.

When Vassily and his eldest son Fedor were killed in a suspicious “hunting accident”, Jorgen proposed his services to the surviving son, Ivan, and helped him solve the mystery of their deaths. From that point on, he became Ivan’s Spy Master, and also his friend. I believe Ivan is one of the few people in the Empire fully aware of Jorgen’s true nature, but I wouldn’t be surprised if others have their suspicions…



So Kaspar has told you about me.

Do not worry, I’m not angry. What is done is done. I actually think it’s better that way. After all, how the old saying goes? Ah yes -- “The Faceless know no truth”. The day I tell you my story, you would be wise not to believe any word I say.

Although you shall be even wiser to also remember that the same proverb also states that “Angels cannot lie”…


MMH7 Closed beta is coming!

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Hello Councillors,

MMH7 Beta 2 is fast approaching and we are preparing to provide you with the best possible experience on Wednesday!

Closed Beta 2 will be available from 26th August until 2nd September and you still can register to the waiting list to join the adventure! https://mmh7.ubi.com/en/beta

Discover today the new trailer of this closed beta and stay tuned for more information coming soon.



Please refer to dedicated FAQ https://mmh7.ubi.com/en/beta for more information.

We welcome you back and enjoy the beta.

The M&M Team

Closed Beta 2 Now Available!

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Hello Councillors,

Today we are thrilled to announce that MMH7 Closed Beta 2 is now available on Steam & Uplay!

Join the fight and participate to the last beta phase of the title before its release on September 29th!

During this beta you will experience:
  • 4 playable Factions:
 
Haven   Academy
The Knights and Priests of the Holy Empire worship Elrath, the Dragon God of Light, who grants them magical powers based on his elemental dominion. Their objective is to lead a life worthy of Elrath's ideals of Truth and Purity, to shape the world in his image, and to spread his sacred Light...
  Wizards are proud seekers of knowledge, and subjugators of the natural order. They prize knowledge and research above all, and their great weakness is their desire to seek for these things in places - and in ways - that might be best left unexplored. Intellectually competitive, sybaritic, and Machiavellian, others often find them arrogant and supercilious.
     
 
Sylvan   Dungeon
The Elves are graceful and patient souls who live in close harmony with the lands and forests. They are in tune with Sylanna, the Dragon of Earth. Her deliberate nature and ancient wisdom are reflected in their approach to life and worship. They view the forests and living things as their responsibilities, and do not shrink from punishing those who defile them.
  The Dark Elves are underground-dwelling renegades from the Elf forests who have made a pact with the mysterious Faceless. Deadly schemers in the darkness, their whole nation is imprinted by Malassa’s mark. Forced to hear the constant whispers of the world, the Dark Elves know that the border between sanity and madness is very thin… thin like a dagger’s blade.
  • 4 Different maps:
 
Bad Neighbours (2 players)
  Fire and Blood (3 players)
Enough is enough! This time, your neighbour has gone too far, and you're going to teach him a lesson. Of course, he claims you are the one who is always provoking him and looking for a fight, but you know who is right and who is wrong. You have the means and the cause -- now you only need to find a way to reach his lands...
  The Sahaar desert is one of the most inhospitable regions of Ashan: scorching hot during the days, freezing cold during the nights, with little food and even less water. Yet ancient tales speak of lost mines, relics of forgotten heroes, and Dragon citadels buried under the sand. There are fortunes to be made across the blistering sands -- if one is strong enough to survive their countless trials, of course.
     
 
Irresponsible War (8 players)
  The Dried Lands (4 players)
Having found balance and purpose, this land used to be a haven of peace. Then new cities were built, old ones were turned to dust, and the fragile harmony was destroyed forever. Having lost all common sense, eight lords now fight for total domination above and underground.
  Made possible by Titan workers, the great dam of Al-Sadd is one of the great achievements of the Wizards of House Materia.  Its construction -- and the subsequent drying of the southern valleys -- revealed mysterious ruins hidden below the sands of the Sahaar. Unfortunately, their rumoured treasures have attracted all kinds of raiders, conquerors and warmongers seeking to control the Dried Lands by force of arms.

  • Solo mode (Skirmish: Player vs IA) and Multiplayer mode (Skirmish: Players vs IA, Hot Seat, Sim Turn, LAN).

Please keep in mind that the game is still in development and this Beta will be of great use for our team to identify areas of improvements thanks to your feedback. For more information about bug reporting and known issues please refer to the following article and dedicated forums.

CB2 - Readme

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Hello

The beta is now here and we would like to thank you again for your participation to this new session! This time again we are looking forward receiving your feedback and the team will continue to work in order to improve your experience. In case you missed it, please check out the “Word from the team” article.

This article will give you the main directions for the Beta and will be updated on a regular basis to answer your questions and share known issues.

Please don’t forget to use official CB2 forums for more enquiries about the beta and to use following buttons to guide you :)



1. Keys/Game Activation

a) How to redeem my Beta Key

If you have any questions regarding the redeem process of your beta access, please refer to the following FAQ. For more information about key activation please check those links Activate a game on Steam / Activate a game on Uplay.

Additional help:
- Uplay: 16 digits (4*4), example = XXXX-XXXX-XXXX-XXXX
- MMH7 Beta page ( https://mmh7.ubi.com/en/beta) : 12 digits, example = XXXXXXXXXXXX
- Steam: 15 digits (3*5), example = XXXXX-XXXXX-XXXXX

b) Can't find my game

There is no direct link to download the beta.
  • If you pre-ordered the game from Steam, the beta should available as a second entry in your game library. Activate a game on Steam
  • For all other retailers, you will need to download Uplay Launcher and be sure to login with the Uplay account you used to buy the game or redeem the code. Activate a game on Uplay.
  • If you registered to the waiting list you also need to use Uplay Launcher with your linked account.
It may happen that if the game is activated but is not available on your Uplay library you will have to reinstall Uplay launcher. If you have difficulties finding the game in your library please contact our customer support.

c) I have a question/issue about my key

If you have any concerns regarding your pre-order key and previous points were not able to help you, we recommend you to directly contact our Customer Support and explain them your situation.

2. Bug report

a) Where can I find known issue list?

We are tracking all the bugs we are receiving and will update on a regular basis this Known Issues list. Of course this one do not include all reported bugs at the moment but are the main ones we were able to identify. Please check this thread first, you might find precious information. If you are experiencing issues not included here, please refer to following point (b).

b) How to report bugs and issues?

(Don’t forget to check Known Issues thread first) If you want to share your feedback about the game or bugs, we recommend you to check this forum thread first for more details about our bug acknowledgment process.  This will help us to ensure that testers have all the necessary information to reproduce your issues and provide a potential workaround and fixes.

c) I need help with the beta (technical, how to etc.)

If you are experiencing issues with the beta we recommend you to join dedicated forum so our expert will be able to help you. Do not hesitate in the meantime to open a ticket on our Customer Support.

d) I'm unable to post on Beta forums or use Beta feedback form on the website

If you have access to the Beta but can’t access those forums or have no “report a bug” button on this page please contact our Customer Support for additional help.

3. Known Issues

Don’t forget to check Known Issues thread on a regular basis for more information and this topic for bug reporting advices.

// Update in progress





CB2 - A word from the team

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Hello Councilors,

Since Closed Beta 1, our team has been hard at work to finish the game content while integrating your feedback and bug reports from the Closed Beta 1. Thanks again for those who took the plunge and endured the extra delay and the occasional hiccups. The game is now content & feature complete for a month now, and these days we are purely focusing on improving the experience, bug fixing like there is no tomorrow, and polishing the title even more. This is the very last run before the finish line and we throw all our forces into the battle to meet our deadline and a high quality bar. And this is not the end, as we will of course continue to support the game well after its release with tweaks, balancing and a few surprises as well. More on that later on.

This second Closed Beta is the occasion for us to do a last live test before closing curtains and doors to finalize the project. You will be able to experience two new factions, voted by you, the community, to feature in this Second Beta phase, as well as two new beautiful skirmish maps, in additional to the original content of Closed Beta 1. We also included some of your feedbacks from the first beta. For instance:

  • We have iterated on the spell acquisition: we have introduced a new Arcane Knowledge system and added new adventure buildings granting spells
  • We have completely redesigned and rebalanced the Meta Magic skill
  • Battlesites have been added (not all of them, we keep a couple for release just for you)
  • Countless changes to the game interface, both big and small. Signs & feedbacks have been greatly improved.
  • AI overhaul (still a big topic at Limbic)
  • Sim turns!
  • Multiple languages support
  • Adventure Map camera visibility has been improved, atmospheric fog has been adjusted in terms of density, whilst the depth of field has been entirely removed.

Of course, you will have to wait the full game release on September 29th to explore the campaigns and the other game modes.

We are eager to read your feedback and comments on the Shadow Council and the Ubisoft forums. Your take on balancing and user experience is priceless and will help us improve the game further on.

We would like also to tackle two topics you might encounter today. Remember this is beta, not the final game, and hence we still have a lot of things to improve. But right now, here are the most pressing at the moment:

  • Multiplayer: We have a troubling issue on the Multiplayer side, we have some issues to reproduce entirely: basically, certain combinations of army may lead to a hang during combat. The game is still responsive, but the game logic breaks down. You will be able to exit gently by returning to the main menu. On this one, we would really appreciate if you could share the occurrences on which you encounter this issue. That will really help pinpoint what is going on. Of course, this won’t happen each time you try multiplayer, but you may encounter it a couple of times.
  • AI: AI in Heroes has been a source of perpetual headache since the series beginning, and this one is no exception. We have made good progress on that front, and we will continue to do until the game release and beyond. But keep in mind we have still a lot of optimization to throw in and the AI turns can be quite long when you play a large map with a lot of AI playing against you. Nothing to report especially on that part, but we prefer to be open on that topic and let you know we are still working on it.

Again thanks for your time and dedication. Your feedback, your comments and your passion during this new Beta will really help us to cross the finish line in the best shape possible.

Waiting for you on the Ashan battlefields!
Your Heroes 7 team.


Closed Beta extended until September 7th

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Hello Heroes,

Today, we are thrilled to announce that Heroes 7’s Closed Beta 2 will be extended until Monday September 7thth at 12PM (CEST)!

You still have time to join the fight by registering to participate here.

We would like to thank you for all your feedback and commitment during this beta which will help the team identify areas of improvement before release on September 29th!

For more information about bug reporting and known issues please refer to the following article and dedicated forums.

The M&M Team.

Map Editor Livestream and 20th Anniversary Celebration.

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Hello Councillors!

Join us on September 8th at 6pm CEST (GMT+2) for a special Might & Magic Heroes VII live stream with our Lead Level Designer.

As your host, Julien Pirou will offer you an introduction to MMH7 map editor but also share some exclusive insights and great surprises at the occasion of the 20th Anniversary of Heroes!

Be sure not to miss this event on http://www.twitch.tv/ubisoft/!

Beta is now over! Thank you again!

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Hello Councillors,

First of all we would like to thank you again for your participation in this second MMH7 closed beta session. This time again, you showed us true expertise and passion towards the Might & Magic franchise and our team will give its best until the end of the month to provide the best Heroes experience.

We received during this Closed Beta 2 a great amount of feedback and we will continue to listen to your inputs to improve the game for release and during post-launch. Among those feedbacks, we identified some key topics we would like to take the time to discuss today.


  • AI
As you may have noticed if you played both Closed Betas, AI have been improved since CB1. But we still have a great amount of work on this very topic. Huge progresses have been made in terms of AI decision making process and we will continue improving it even better in the upcoming weeks. However, the main issue during this CB2 was AI speed, especially in the 8 player’s map where some AI turns could last for up to 6minutes. We are glad to announce we have already reduced this time to 40s (total AI turn) for instance, and we are still working to optimize even further– in case you missed it, Limbic Twitch showcased this improvement http://www.twitch.tv/limbic_entertainment/v/13890748. We will continue to improve the AI until the very end of the development and will tweak it even during post launch following your feedback.
  • Debugging
This time again you reported a great number of feedback and bugs during this closed Beta. Even if at first sight the numbers can appear quite important, most of them are minor issues that can be easily solved now that the game is content & features complete. Hundreds of bugs are solved every day and the team is now dedicated to this only task to make sure the game is in great shape at the release. We learned our lessons from past Heroes release and will commit ourselves to provide a great support well after the release.
  • Balancing
Now that you had the opportunity to try more factions and content of the game, your feedback has been of great help for us to refine the balancing of the game. Our game designers are currently working on it for the upcoming weeks, but it is also important to keep in mind that we will continue to monitor your inputs after the release to improve it further.
  • Desync
During this Closed Beta, some of you experienced various desync issues while playing in online multiplayer modes. This issue has been identified as one of our top priorities for the studio and we already managed to fix several of them at the time being. We will continue to make tests and work on those issues until the release to make sure you can play the game online in the best conditions.
  • Multiplayer combat-view
Closed Beta 2 allowed you to see your opponent combats while playing in multiplayer modes. Your feedback on this particular feature have been loud and clear and it will be available in the game for the release ONLY as an option.
  • Save issues
Some users reported save issues during CB2 and our team are currently investigating those as part of our top priorities as well
  • Crashes
Game stability has been improved and we will continue to hunt down all memory leaks and instabilities until release and after.


Thank you again for your great passion Councillors, we are looking forward showing you our progress in the upcoming weeks!

The M&M Team.

[Replay available] Map Editor & 20th Anniversary Stream

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Hello Councillors,

Stream is unfortunately now over but you can catch-up anytime with the replay available here:  http://www.twitch.tv/ubisoft/v/15062040 ! :)

It was a pleasure for us to see many of you there, we hope you had a great time with us and enjoyed our 20th Anniversary’s surprises :)

Hello Councillors,

The day has come for a new livestream session with the team! Meet us on Twitch today at 6pm CEST.

At the menu: Introduction to the map editor/modding tools and great surprises at the occasion of the 20th Anniversary of Heroes!

Only 20 minutes to go, don’t miss it! www.twitch.tv/ubisoft/

The M&M Team.

The Griffin Dynasty, Part 2

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Greetings, shadow councillors.

The time has come to discuss the fates of Cate and Slava’s children, as well as several other members of the great Griffin dynasty.
 
Please note that I won’t talk of Anastasya today, as her life has already been discussed at great length in this very Council.




Sandor



Born of Slava and his mistress, Elisabeth, Sandor grew up as a perpetual shadow hanging over the ducal court. While he inherited his father's rough strength and his mother's intensity, Sandor's circumstances of birth prevented him from hoping for any sort of respectable position or role in the Duchy.

Sandor found an outlet for his frustration and anger alongside the Orc Kraal, Slava’s master-of-arms. Never considering Sandor anything less than his son, Slava raised him as a shadow right hand, able to do the things that Anton could not do politically or for reasons of ethics.

For his part, Sandor had tired of needling Anton, who was always serious, and teasing Anastasya and Kiril, who were too young to be any fun, so he ended up befriending Irina and spending most of his time with her. The two of them became inseparable, crossing swords, knives and axes with Kraal.

When Irina was married to Gerhart, the Duke of the neighbouring Wolf duchy, Sandor had hard words with his father over that and decided that the Griffin duchy was too small to fit himself, his father, and the rest of his siblings.

Sandor enlisted Kraal’s help to rescue Irina from Gerhart’s clutches, an incident that made him an outlaw in the Holy Empire. He rebuilt his life among the Orcs of the Pao Islands, eventually rising to the position of warchief and earning from the Orcs the nickname Kunyakti, “small Kunyak”, which is high praise indeed.

Deciding he was never made to be a Griffin, Sandor chose a new name for himself: Raven, and it is as Sandor the Raven that he was known in his last years. His descendants have all been great warriors in their own right, often fighting as mercenaries and Windswords in the Free Cities.

Anton


Anton was the first legitimate child of Duke Slava and Duchess Cate of Griffin. His early childhood was ideal: loving parents, healthy siblings and an earnest education in swordplay, politics and the dominant religion of the Holy Empire, the Church of Light. There was one sour note, though: Anton was plagued by mysterious voices as a child, a mystical affliction he had inherited from his mother, Cate… or rather Deirdre. His father hired a special councillor to help him block the voices out of his mind. I was successful in this endeavour… to an extent.

Cate left the family one day and was never heard from again, with her children still too young to understand. Soon thereafter, Slava had to give the hand of his daughter Irina over to Wolf. Anton grew bitter, and though he continued to learn the skills necessary to assume his future function as heir to the Duke, he began to question his father’s priorities, but he never had the time to confront his father man to man. On Anton’s 21st birthday, Slava was assassinated by his younger daughter, Anton’s little sister Anastasya. Suddenly the Voices that Anton had nearly forgotten returned to him, blaming the Faceless. Anton, as new Duke, went on a witch-hunt to rout out the Faceless from his lands, declaring that the only religion acceptable in the Griffin Duchy was faith in Elrath, the Dragon of Light.

This proclamation certainly pleased Emperor Liam and his Angel councillors but caused Anton to lose the support of many of his vassals. Several counts and barons decided to take up arms against their lord to defend their right to worship Ylath as well as Elrath, and soon the whole Duchy was in a state of civil war. Hoping to put an end to this madness, I revealed myself as a Faceless to Anton, an act I do not regret as I believe it eventually helped him realize the error of the path he was treading upon… although it did earn me a rather unpleasant stay in the Inquisition’s dungeons.

The wars of the Second Eclipse finished breaking Anton’s fanaticism as he pieced together how the Angels, led by Uriel, had been deceiving his family and himself for decades with the goal of engineering a new Elder War. Anton took part to the battles against Ahribban, the Demon Prince of Hatred, and saved the life of princess Gwendolyn – although he was too late to save her uncle, the Emperor Liam. As the extent of Uriel’s Deception was fully revealed, Anton became a vocal advocate of the separation between church and state. These reforms would later be called the Charter of the Griffin.

After the war, Anton became Gwendolyn’s consort. They had three children: their first son, Morvan, became the next Emperor. Their second son, Vyacheslav, inherited the Griffin Duchy. Their last child, a daughter named Sorsha, enlisted in the military and became known as a strong defender of justice and honesty.

Irina


Though not particularly unhappy as a child, Irina understood from an early age that her value was in her beauty and in whom she might marry. Disgruntled at her lack of opportunity and disinterested in sewing, music, poetry, and dance, she fell in with her rough-and-tumble half-brother, Sandor. Sandor was the first who convinced her to study swordplay on the sly; they trained together with Kraal when nobody was looking.

Despite her feisty nature, Irina would have been ready to respect her father’s wishes and put up with her married life had she not been betrothed to Gerhart, the Duke of Wolf. She found him odious and repulsive, and these feelings were intensified by his actions on their wedding night. A rough man overwhelmed by lust, Gerhart forced himself upon Irina who in turn wounded – and scarred – him severely. Rather than hatred, Gerhart's desire turned to a need to dominate and control his fiery wife. Locked in a dungeon, Irina would have died there out of pride had Sandor not come to her rescue.

Sandor delivered Irina to a Naga temple, hoping Irina would find safety and solace among the Priestesses of Shalassa. But Irina was done letting others make choices for herself. She lent her services to a local Daimyo, Lord Hiroshi, who wanted to take control of the nearby trading post of Strandholm. It is during this time that Irina discovered she was pregnant, and from there an audacious plan for revenge hatched in her mind: her son would become the next Duke of Wolf, but Gerhart would not live to see it.

Hiroshi made Irina one of his vassals, and trained her in the ways of the Nagas. He trained her so well that before long she had challenged him and taken his place. Known as Daimyo Jubo among the Naga, Irina used the Second Eclipse as an excuse to lead her forces to the Wolf Duchy. She crushed the Demons’ forces in the Duchy by destroying the abomination known as the Breeder Queen, then proceeded to eliminate Gerhart himself.

Now the Duchess of Wolf, Irina removed – sometimes with great prejudice – all those who had been loyal to Gerhart from positions of power. Soon after the Second Eclipse, her son Alexander was born, cementing her claim to the Wolf’s throne. For the rest of her life, Irina ruled the Wolves with an iron fist and a Griffin’s heart.

Kiril


Anastasya’s twin brother, Kiril is one of the most mysterious members of the Griffin Dynasty. After their mother’s departure when they were only 8 years old, the twins were assigned Angel tutors by Emperor Liam himself for their religious and military education. Anastasya became the student of the Angel Uriel, while Kiril was given over to the Angel Sarah. Weeks of study turned to years, and the brother and sister grew apart more due to circumstance than any desire on either’s part.

Kiril came to adore the beautiful, legendary angel, Sarah. In spite of Kiril’s questioning, and all-too-Griffin, nature, Sarah – masterful in swordplay and patient in religion – succeeds in forging within his rebel soul a devout love and faith for the Dragon of Light, Elrath. By all accounts Sarah appreciated Kiril’s dry sense of humour and his tremendous temerity, and often encouraged him, saying that he was destined for great things.

When Anastasya was controlled magically and used to assassinate their father, Slava, Kiril was broken with rage. Believing the Faceless to have come back and attacked the house of Griffin,        Kiril accepted a perilous mission proposed by Uriel and Sarah. Sarah sought to forge a weapon of Chaos in order to destroy the Invisible Library, the source of the Faceless’ power. Kiril saw it as his duty to avenge his father and clear his sister’s name, while protecting Sarah on her quest, especially as said quest would take them to the bowels of Sheogh itself.

And that is when Kiril disappears from history and enters the realms of legend. There are some who claim to have met him at various points through the centuries, sometimes with a fiery Angel at his side, sometimes accompanied by a seductive succubus. Some stories claim he became a Demon himself, or that his soul was fused with one. One thing I can say for sure: he did succeed at removing the Invisible Library from Ashan. But rather than destroying it, he somehow managed to transport it to Sheogh, out of reach of both Angels and Faceless. What happened to him after that, or what he became, are not things I can confirm.

Vassily


Ivan’s father, Duke Vassily was a just but stern ruler. It is said of him that he never unsheathed his sword without good reason, and under his guidance the Griffin Duchy knew many years of quiet and peace. In his private life, too, Vassily was blessed, for he was able to marry his childhood love (and distant cousin) Ilona, third daughter of Duke Ekhard of Wolf. Ilona soon gave birth to two strong sons, Fedor and Ivan, who filled Vassily’s heart with pride and joy.

But the Blind Brothers’ predictions, foreseeing a new Bloodmoon Eclipse in the next three decades, cast on the children a rather ominous shadow. Not wanting to increase their son’s considerable burden, Vassily and Ilona were probably too lenient and permissive when raising Fedor who as a result never quite showed his father’s morality and strength of character. Ivan, sent to the seminaries of Flammschrein at a young age, fared considerably better, all things considered.

Fedor managed to hide his darker side to his parents, but to those who thrive in the shadows his frequentation of the seedier districts of Eastalon was well known. A taste for gambling and a competitive strike proved his undoing, as he found himself indebted to the criminal organization known as the Blackfang. Rather than repay the fortune he owed them, Fedor raided the Blackfang’s hideouts across the Duchy and had the organization’s leaders publicly executed, making it look like justice was guiding his arm.

If Fedor had been smarter, he would have known that the Blackfang is not so easily destroyed. The thieves and cutthroats simply went into hiding, waiting for the storm to pass.

A couple of years of safety dulled Fedor’s vigilance, until the organization finally struck back. As Vassily and Fedor were hunting a Wyvern said to terrorize the eastern borders of the Duchy, they were separated from the rest of the party and ambushed by the Blackfang’s assassins. Both father and son were slain. As we all know this tragic turn of events led to Ivan inheriting the Duchy.

Ivan always suspected Vassily and Fedor’s deaths were not a simple hunting accident, despite the Blackfang’s best efforts to make them look that way. At the time, I was serving the Duchy as a simple spy and informant, but Ivan immediately guessed there was more to me than met the eye. He enlisted my help to discover the truth, which I did. I won’t detail what he did to the assassins – as well as a couple of corrupted nobles – when we tracked them down, but I will say as much: all debts with the Blackfang were settled, there and then.

You might wonder why Ivan didn’t go on a vengful rampage against the Blackfang as a whole, but even in his young age he understood that a thieves’ guild has its use… especially with a skillful Spy Master like myself to keep them on a leash.

Interview with Jon Van Caneghem

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Hello Councillors,

In case you missed it during our  livestream, discover today one of our Heroes 20th Anniversary celebration’s gift: an interview with the creator of the M&M franchise Jon Van Caneghem.



On behalf of the whole MMH7 team we would like to thank JVC again for this great opportunity (and for his whole creation of course)!
As you can guess, it was quite a childhood dream for Marzhin ;)

// As you may have notice, we had important server issues in the last few days, we are working on the problem and are doing our best to fix this in the best delays! Sorry for the inconvenience Councillors.


Lost Tales - Q&A with Terry Ray

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As you know by now, we’ll celebrate the 20th anniversary of Heroes by releasing later this year the first of two Lost Tales of Axeoth for Might & Magic Heroes VII.

Set on the world of Axeoth, these two free bonus campaigns, Unity and Every Dog Has His Day, were written by Heroes IV’s master bard: Terry B. Ray. We have asked Terry to tell us more about these two lost stories, and his work on Might & Magic in general.

  • Can you tell us about yourself?
I’ve been a writer slightly longer than I’ve been a gamer. I wrote my first story around age nine and I’ve played video games ever since Pong. I flipped Asteroids in the arcade, but I sucked at more games than I was ever good at. Still had fun though. Been a father less than both but it has influenced my life in much greater ways.

My father was in the Army, so I had the great pleasure of living in Europe during my high school years. I consider that time in Europe some of the most important years in my development. It gave me a global outlook, not one that was centric to my nationality, and an open mind. I wish everyone had the chance to do that.

Today, I have recommitted myself to telling stories. I am, at my core, a writer. You can’t deny something like that. I learned that the hard way. So, who am I? Writer, father, gamer, trickster, humorist, amateur philosopher, and lover of grilled salmon.

  • How did you become involved with the Might & Magic series?
Honestly, I owe my involvement to my best friend Joseph McGuffin, who was the Art Director, and to David Mullich, who is one of the best bosses I have ever had. David wanted a writer. Back then, there weren’t that many writers applying for jobs in the gaming industry and he wanted one who could really bring life to the characters and campaign. Thankfully, he liked my stuff. I interviewed with five or six people sitting across the table from me throwing questions one after the other. I made them all laugh. I think that’s why I really got the job.

I was also a fan of the series so I kind of knew what I was talking about. I played Heroes II and III and loved them both. I played Might & Magic too. I also ran D&D campaigns since I was fourteen so I knew how to develop a fun game. A lot of varied experience as you can see.

  • Can you tell us about your work on Heroes of Might & Magic IV?
There was so much fun throughout the project! That’s what I remember most. Of course, there was a lot of tension too, especially during the last six months. That’s probably true for every video game.

For me, the project began with creating the campaign story ideas. Sometimes, people had to wait for me to create characters or aspects of the stories before they could do their job. Thankfully, I’m relatively fast when it comes to writing. Once I was done, I would help the others in whatever way I could. I made maps, edited the stories, worked on the manual, and wrote other content.

All told, I was hired to work on Heroes IV, but also wrote the Heroes III Chronicles series. I wrote for other games produced by 3DO too. It was a really busy time but I remember it fondly.


  • Heroes IV began with a shocking scene for longtime Heroes fans: the destruction of the beloved world of Enroth and the transportation to a whole new world, Axeoth. How was created the world of Axeoth, the continent of Iranese where Heroes IV took place, and how was it connected to the larger mythos of the Might & Magic games (the cosmic conflict between the Ancients and the Kreegans)?
This was actually a decision that was made before I got there. It is my understanding that the teams ( Might & Magic and Heroes) felt they had written themselves into a corner. Sort of like how Marvel and DC reset their universes every once in a while because no one can keep track of what has been going on. If Marvel can do it, then it’s okay with me.

So, when I walked in the door they already knew they wanted to blow everything up but they didn’t just want to move to another world and start all over. They wanted to keep the characters that people loved. They also wanted to keep the town types and the Kreegans and, I believe, the Ancients. I didn’t have much to do with the Ancients while I was there, but I was pushing for making them a more prominent story line in future products. I had ideas. Wonderfully evil and fun ideas.

Wait, that just made me sound like some kind of Bond villain. Sorry.

Anyway, for a writer it gave me a somewhat clean slate to start with. I got to create the kingdoms, their philosophies, their leaders, and more. I realized it was a shocking event to begin the game. Two guys, two swords, and a big explosion. Usually, that’s the end of the story. But that is what Heroes IV was to me, a tale of exodus and rebuilding. It is the kind of an archetypal tale that is part of every human being. Natural disasters happen all over the planet but the people who are devastated by them don’t have the luxury of running away to another continent. They rebuild, often in the exact spot where they were before. Katrina. The tsunami in Indonesia. Haiti. So many more. That is human endurance. THAT is heroic.

Look at all the Heroes IV stories again. If there is a theme to the game, it is about the human potential to crawl out of the ashes of destruction no matter what.

  • What was the writing process on Heroes IV?
I am fortunate that I was trusted to create my stories and left mostly on my own, but anything that had text attached to it was run through me. It was my job to give it an overall appeal.

I had a cubicle right next to the break room, which meant if someone brought in free food I was one of the first to get at it. Anyone who has worked for a game company knows just how quickly free food disappears. I think it’s about twice the speed of light. I kept my own coffee maker on my desk because I like my coffee so strong and bitter my ancestors feel it. Other than that, I came in and wrote and created levels for the campaigns and talked to everyone in every department. I feel like everyone accepted me with open arms. A great bunch of people, really, because I also feel I was kind of an outsider when I started there but a friend when I left.

About my process, my bosses gave me just a few rules such as a campaign for every town type. Then I would create the central character for each story, really create who they were inside and out, and then the story would write itself. In the writing world, I would be called a seat-of-the-pants writer. I don’t plot everything out. I let the characters and their choices in given situations write the story. Yes, I know that sounds almost mystical, but that’s what I love about it.
 

  • What can you tell us about the two “lost” campaigns, Unity and Every Dog Has His Day? Do you remember why they were not produced back then?
Essentially, they came about when I had a little extra time on my hands and still had stories running through my head. This was also during a time when we were still unclear on where we were going with expansions. The future of Heroes was uncertain. So, I put some of the stories down just so they would be ready when the time came, and I figured if I needed to revamp them to fit whatever gaming requirements were established later I could still make them fit.

The two I wrote down were the ones that were the clearest in my head. The Unity campaign was one I would hope would appeal to most of the Heroes audience. The game is titled “Heroes”, after all. But I admit, I have a fondness for characters that fit in a gray area, or sometimes downright black. So, that was how Dogwoggle was born. I fell in love with him the instant I came up with the name. His personality and his story came to me quickly, and I saw him as a character that I could write more on in the future.

As for why they were not produced, they simply did not fit into the plan for Heroes IV, and I was no longer involved after that. Maybe no one knew they existed…until now. 
  • Your script notes reveal some secrets about some of Heroes IV’s characters. For instance, the fact that Lysander, Waerjak and Gauldoth were actually brothers, the illegitimate sons of King Nicholas Gryphonheart with a woman named Iduna. What was your “master plan” with the storyline?
Ah, you caught me! Knew I should have burned those notes.

Whenever I had free time, I often played around with the story lines, the characters, and more. That is how my brain works. My commute to work each day was about an hour and a half on average. Another strange thing about my brain is it comes up with some of its best ideas while I am driving or in the shower. If I could put a shower in my car I would be the Einstein of writing.

When I looked on the future of the story line, I wanted to select three characters that would be pivotal in future games. I wanted these characters to share the same blood. Not like they were all from the same mother, but all from the same bloodline. That is where Lysander, Waerjak, and Gauldoth came in. In my defense, this idea was never completely developed. I was toying with other options too, but these three characters were at the top of the list. What may not be in the notes is the fact that Tawni Balfour, the Pirate Queen, was probably going to be the major villain. I wanted a bad guy that was real, and among all the characters I created for Heroes IV she was probably the most ambitious and the one with the most potential for cruelty.

So, what were my plans exactly? I didn’t have the stories figured out completely. My writing process depends on the characters doing most of the work. I can say that Gauldoth would not have been the bad guy, and Lysander would not have been all good. I know the fantasy genre loves its black and white characters, but I feel we have so much more fun when we’re surrounded by the gray. That’s one of the reasons I think the Gauldoth campaign is so popular. In my eyes, he is a hero.


  • The expansion packs for Heroes IV, the Gathering Storm and Winds of War, were very different in tone from the base game and featured new lands and new characters, with no connection to the stories of Emilia, Gauldoth and co. Were you involved in their conception and writing?
No, I wasn’t involved in those titles. That was after me. When Heroes IV shipped, most of the company was let go. That’s when I left the industry. I tried other things for a while and ultimately ended up teaching high school English. I enjoy teaching, but it’s not writing.

I have mixed feelings about that decision actually. I think I would have enjoyed being involved in writing for video games all these years and maybe would be involved in some of the really great story-driven games of today. But that long departure from writing also brought me back to writing for my own audience. I can’t really complain.

  • The Might & Magic IX team was crafting their own corner of Axeoth, Chedian, while you were working on Heroes IV. How was the collaboration between the two teams?
The collaboration between the two teams was awesome actually, especially when it came to programming and art. On my side, however, there wasn’t a huge amount of talk about the product. Oh, we played each other in ping pong or LAN games every day, talked all the time, and got along great. But at that time the story lines for each product were being kept separate.

I don’t find fault or anything with how things were done. At the time, we considered them two games with two different directions. Nothing wrong with that. In hindsight, yeah, maybe it would have been nice to blend them into a single story line that made people want to play both.

  • What is your best memory of working on Might & Magic, and what are your favourite characters?
Oh, when I think of that time, I think of the camaraderie we had. We crossed over the walls of artists, programmers, and designers and just became friends. We had this ping pong table in one room where we had serious cutthroat games during our breaks. Then there were the LAN games during lunch. Unreal Tournament was the most fun. People in cubicles and offices screaming things like, “Headshot!” or “M-m-m-multikill!” And then there was the time when the entire office outlawed my use of the goop gun because I was just THAT GOOD.

As for characters, I created them all so I like them all. Well, I didn’t create the ones we resurrected from previous games but I did reimagine them. I like every character for different reasons, but I’m not going to chicken out and say that.

Number three was Solmyr. Actually, I wish I had done more with him. He surprised me sometimes. Tarnum from the Heroes Chronicles series is a close second. He is my Crag Hack, my very first D&D character that I brought to life in many tales.

But hands down and far ahead in this race for my love like a cheetah running against sloths is Gauldoth Half-Dead. I set out to make Gauldoth the opposite of every necromancer from every fantasy story and he became so much more during the writing process. That’s my favorite thing about being a writer – when characters gain a life of their own. Gauldoth certainly did.

He’s still very real to me, and to this day I do annual searches about him just to see what people have been saying. Despite his horrible life, he’s a philosopher and probably wiser than anyone around him. He is not ruled by a quest for power like most necromancers, but he sees the purpose and usefulness of power. He is neither good nor evil. He sees chaos and order, creation and destruction all as one thing dependent on each other. I wanted him to be a metaphor for all Mankind. Because of that, I think he is the one and only hope for peace in the troubled realms of the Might & Magic universe.

For years, I have been telling my friends I would love to write a Gauldoth book, or maybe a series of books. When I say things like that, I feel like an ancient god who molded a figure out of clay, breathed life into it, and released him upon the world. Gauldoth will forever be my child. May he live and unlive forever.

  • Did you try the latest Might & Magic and Heroes games? What did you think?
Sadly, I haven’t played the Might & Magic series since but I have played Heroes. Someday, I’ll probably pick up the Might & Magic games I’ve missed. There simply isn’t enough time in the day or the year for me to do all the things I want or have to do, and for the last couple years writing has taken all my free time after work. I can’t seem to stay away from strategy games though. Even when I should be working on other things, I tend to gravitate toward them. I played both Heroes V & VI. I enjoyed VI more because of the character drama. A game with an epic fantasy quality like Heroes should, I believe, always have intense stories. Yes, at its core it is a strategy game but the genre is fantasy. We lovers of fantasy love a good, long, dramatic tale. That is really what keeps us coming back.


  • Are you happy the two unused campaigns are finally getting made for Heroes VII?
At first, I was stunned. Ever seen one of those scenes where people are opening up a time capsule? It was buried twenty or fifty or a hundred years ago and no one really knows what is inside. Then they open it and out pops those giant floppy discs from the 1980’s and you laugh at the memory. That, exactly, was my initial response. Frankly, I had forgotten about those campaigns. But they are stories that I wrote, and I write my stories for other people to experience and hopefully enjoy. So, yes, I love that they are going to finally come to life, but most importantly Dogwoggle is finally going to get his day. I thank you for the opportunity.
 

  • What are your current projects?
Currently, I am working on a career as a novelist. The new explosion of independent (or digital) publishing has made it easier for a writer to seize control of his own career. Not that I have anything against traditional publishing, but making a living in that venue alone is next to impossible. That is my dream though – to live entirely by creating stories.

Anyway, Indie publishing puts much of the control in the hands of the writer, which I love. This puts the writer closer to the reader. Plus, the reader has access to a greater variety of fiction than ever before. I now write under the name T.B. Ray. Like always, even dating back to Heroes, my fiction is strongly character oriented, plus I love action. I currently have a near-future scifi mystery series out with the first book, Hour 13, already on Kindle and Kobo. It should be out in other forms soon. I also have an apocalyptic series out there called Zycho. Future projects will venture into other genres, especially one of my favorites – fantasy. Getting my stories to my audience is my primary goal.

Anyone who is interested in looking me up can find information at my website tbraybooks.com.

  • Do you have any message for the Might & Magic fans?
I am going to be greedy and give you two.

First, whenever I read the message boards I inevitably come across the arguments about which game in the series is best. These are normally amusing, sometimes upsetting. I understand the impulse. I’ve been a fan of the Denver Broncos football team since early childhood. Some years I remember with pure joy, and others pure pain. But I still love the Broncos.

As for Heroes and Might & Magic, I try to look at them as a whole. Yes, maybe one version is not as appealing to you as another, but that doesn’t mean it is a vile tumor that must be excised from all memory. Love and support the series as a whole so it will stay alive forever (like I hope Gauldoth will), but if someone disagrees with you don’t freak out. Remember, they love the same thing you do.

Second, I know the word “fan” has its origins in “fanatic” and maybe some of you consider yourselves true believers. That’s okay. But I see the fans as those who have given life (or breath) to this very long series of games. There are few out there who can even come close to the number of games that have been set in the Might & Magic universe. That is an achievement gained because of you, the Fans. Congrats!

The fact that I am answering these questions at this point in my life is also a testament to your love. That humbles me, and might even bring a little salty sting of moisture to the corners of my eyes when I think about it too much.

Thank you all. You are wonderful.

 
Thank you very much :)
(Special thanks to David Mullich and George Almond.)

// Presentation of the Lost Tales available here

The Lost Tales of Axeoth

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Dear Might & Magic and Heroes fans,

2015 marks the 20th anniversary of the Heroes series, and to celebrate these two decades of strategic quests, the Might & Magic Heroes VII team is proud and honoured to invite you back to the lands of Iranese, on the world of Axeoth, for two brand new adventures penned by Heroes IV’s legendary storyteller, Terry B. Ray.


As you already know if you’ve watched our live stream dedicated to maps and mods on September 9th, we were able to unearth two scripts originally written for Heroes IV but never produced back then: Unity and Every Dog Has His Day. Featuring a cast of both familiar characters and new faces, these Lost Tales of Axeoth will finally come to life in Heroes VII in the form of two free campaigns that will be released through patches in the coming months.

The first one, Unity, will be released in late 2015. Players will take control of the Academy faction across 5 maps. The story follows the characters Genevieve Seymour and Pherlon as they embark on a journey to the Broken Isles in search for a greater understanding of magic. Genevieve knows in her heart that in the past magic users have forced magic into an unnatural organization based on the elements. There must be another way… and Genevieve is determined to discover it.

The second campaign, Every Dog Has His Day, will be released in early 2016. Players will take control of the Stronghold faction across 3 maps, and more specifically the barbarian hero, Dogwoggle. At the height of his career, Dogwoggle was one of King Kilgor's barbarian generals, but he soon learned that Kilgor was quite mad and leading the world of Enroth toward destruction. Having managed to flee to Axeoth, Dogwoggle now finds himself hunted by his former allies. As it turns out, Dogwoggle might be slightly responsible for the end of the old world…


Iranese, one of the continents of Axeoth, where the campaigns of Heroes IV took place.
Apart from the brand new maps and storylines, the Lost Tales of Axeoth will feature new content that users will be able to freely integrate into their own maps:
  • 68 new Hall Heroes, most of them based on the original art of Heroes III and IV’s portrait artist, George Almond.
  • 8 new Story Heroes, including main characters Genevieve Seymour, Pherlon and Dogwoggle, as well as their friends and foes.
  • Several Heroes IV music tracks used under license from Rob King and Paul Anthony Romero, to recreate Axeoth’s enchanted atmosphere.
  • New (and old) artefacts.
  • And of course… surprises!
Last but not least, we’ve asked Terry Ray himself to tell us more about these two stories, and about his experiences working on Heroes IV. You can read it here :) 

The Journey of Ivan‘s FIgurine

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Hello Councillors,

Today we would like to share with you an article about a secondary journey of Ivan during the development of MMH7.

Indeed, Ivan not only conquered the throne in the world of Ashan but also the top spot in MMH7 Collector’s Edition! We know some of you are enthusiast collectors and so wanted to give you an overview of the creation process of such figurine from the early beginning to final production.

First of all, this was an evidence that we would create a Collector’s Edition for Heroes VII and the figurine was for us a mandatory content for such version. Since game scenario is based on the ascension of the warrior Ivan, we decided to dig the possibilities offered by such character.

To do so, we started to draft various posing to identify the best concepts we could come up with. Our artists proposed almost ten of them and we had in addition to select to the best potential ones, be sure that those were also technically achievable. This is an important step in figurine creation since if your concept is not well-balanced, it will break eventually or just seems “odd” in the end. Moreover, we did some “live-testing” to verify the coherence of those posing by taking picture of team members levering swords!


Some Ivan’s posing concepts


After internal deliberations, 2 models stood out and even if we had our own preference here, we really wanted not be the one deciding in the end since a collector is first and foremost for the fans. Thus, we reiterated those 2 concepts to propose full 2D arts for both of them and put them to vote in the Shadow Council. After a full week of debate and vote, you decided to go for Ivan the Strategist!


You have chosen: The Strategist!


We then took this result and contacted an old fella: Hugues Martel, former artistic director for the Might & Magic franchise. Hugues is now in charge of a company called Pure Arts, dedicated to the realization of quality figurine especially for the Gaming industry (you might already have seen some of their previous creations on other games).


Hugues finalizing Ivan’s polishing


A few words from Hugues:
  • What is your connection with the M&M Franchise?
Hugues Martel: Might & Magic is a franchise really kind to my heart and I had the opportunity to develop this universe as Senior Artist Director during several years. Even today, I’m still regularly involved in design meetings for the development of potential new games in the franchise. This was for me a great pleasure to return to my “old loves” with the creation of this new figurine for MMH7.
  • Do you have any anecdotes to share concerning Ivan’s figurine?
Hugues Martel: During the creation process of Ivan’s figurine we listed the death of 1800 paintbrushes, only by doing the “gold brush” on his armor! Moreover, all “blood” drops on the bottom part of Ivan’s cape were produced with the good old method of the “toothbrush splash”. However, we lost track of the number of victims here.

A first prototype was elaborated entirely by hand with clay based on our 2D art. The objective of such preliminary step was to confirm the feasibility of such creation but also its potential final quality.


From clay prototype to first 3d renders


Excited by this project kind to his heart, those specialist really wanted to obtain top notch quality with this figurine and decided for the following steps to create a full detailed 3D model of Ivan. Thanks to the CGI trailer of MMH7 announcement we already had the face of Ivan but all the others parts were still to be worked. Pure Arts decided to create their own 3D model of Ivan allowing a perfect anticipation of their future needs.
  • First render already was surprisingly good but we still made some changes to make it even better. Some fans requested a helmet during the vote and we also wanted to see what it could bring to the character so we made the decision to propose both of them! One head with a face, one head with a helmet. By using different heads we were also able to ensure a better sturdiness of this griffin armor piece. Designing the helmet was quite an adventure since we had no visual for this one ready. After researches we found in our database an old visual with a suiting helmet but the picture size really was “small” so we had to entirely redesign it from this reference.
  • Moreover, on the original concept Ivan was putting his foot on a rock but he was more than just posing here so we shifted this for a Stag helmet, crushed under the will of this fierce warrior.
  • Some elements were particularly difficult to design since they could become the weak points of such figurine and could easily break, for instance the sword and cape. A too heavy cape could also make the character fall down. Thanks to many iterations, we managed to ensure a well-structuring of the whole concept.

After weeks of work and conception a final prototype is realized and would become the basis for ultimate review and tweaking. This prototype was stressed in various ways such as colors quality, shape resistance, no breaking elements, stability etc.


Final Prototype is coming!


Once this review was done and the final prototype approved, we were finally able to launch the production of the figurine in order to be able to meet delivery deadlines of the Collector’s Edition.

The final step was to conceive a box that would be able to pay tribute to this figurine while integrating all different elements of the Collector’s Edition: Artbook, litographies, tarot game and soundtrack. It is now time for us to conclude this journey of Ivan with its final version featured in his own diorama!


Ivan is now ready for battle…

Solmyr Bonus Map

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Hello Councillors,

As you already know, the Deluxe & the Collector’s Edition for Might & Magic Heroes VII will feature the new incarnation of a beloved hero of the Academy faction: the djinn, Solmyr. Owners of those editions will be able to use this unique character in skirmish and multiplayer maps, but also in a special scenario map recounting one of his many adventures.

Solmyr

As with other “classic” heroes such as Darkstorm, Edric or Minasli, this Solmyr is not the exact same individual seen on Enroth or Axeoth, but a separate incarnation native to Ashan. Just like there was a Yog on Xeen and another Yog on Enroth (and now a third Yog on Ashan as well), this version of Solmyr both has similarities and differences with his previous incarnations.


  • Race: Djinn
  • Affinity: Magic
  • Class: Djinn Lord (you can read more about it below)
  • Specialization: Chain Lightning Master (the hero starts with the Chain Lightning spell, and can cast the spell without any restrictions in regard to Arcane Knowledge.)
  • Biography: Legendary in Wizard tales for his strong sense of honour and duty, as well as his mastery of the school of Air, Solmyr was actually the very first Djinn to manifest on Ashan when Sar-Elam discovered the Plane of Magic. In the last decades however Solmyr has been spending more and more time with the Blind Brothers, helping them keep records of the events that shaped the world of Ashan -- many of which he has witnessed firsthand.

  • Solmyr’s unique class: Djinn Lord


The Djinn Lord class is Solmyr’s unique class, and is essentially the most Magic-oriented class of Heroes VII. Solmyr has access to all magic schools, with the notable exception of Earth, and can attain Ultimate or Major ranks for most of them.

The downside of Solmy’s versatility when it comes to the arcane arts is, of course, his lack of Might skills. He does have access to Exploration, Paragon and Destiny, but only at the Minor rank.

Solmyr’s adventure


As mentioned above, Solmyr will also star in his own scenario map. We won’t reveal too much about it as we don’t want to spoil its surprises, but here is the gist of this map’s storyline:

565 YSD. A cry for help resonating in the depths of the Spirit World sends Solmyr on a quest to the far reaches of the Sahaar desert… But his journey through oases, badlands, swamps and ruins will be filled with dangers, from zealous Necromancers to bloodthirsty Orcs, not to mention the dark secret sleeping in the cursed volcano known as Mount Iblis. To rescue someone dear to him, Solmyr will have to face a familiar adversary who might be more than the Djinn Lord’s match.




Dive into a MMH7 journey

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Hello Councillors,

The time has come for a brand new video of Might & Magic Heroes VII to prepare its release on September 29th!

Let us guide you through the massive content Might & Magic Heroes VII has to offer, from playable factions to the various game modes offered by the title and even more...



Get ready to discover the story of the ascent of Ivan on the throne and the precious learnings from the past of his fellow Councillors with this new official wallpaper :)


Release is just around the corner but we would like to thank you all again for your participation to Closed Beta 2 and share with you some key facts about this last event!

The M&M Team.


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