Monsterjaeger wrote:Is there sth like a storyline that runs through all (official) expansions? I am not so deep into that whole HQ universe although I own 4 expansions (EU ones).
If there is no such thing I am eager to know why you consider playing them in a special order (level of difficulty?). For example why is the dark company last in line?
It would help to explain it to my friends.
The overall storyline is vaguely explained:
Mentor's former apprentice Zargon or Morcar (depending if you're playing the EU or NA version) turned to the dark side becoming lord and master of evil. His armies were defeated long ago and he laid low for a while, gathering his strength.
The heroes of the past that defeated Zargon have long since died (apparently Mentor and Zargon no longer age) and Mentor has trained the new 4 heroes to save the Empire. This is where the game system starts off. The heroes starting out as mercenaries for the Emperor to prove themselves through the first quest book.
Most quests in the Game System are orders from the Emperor, as they deal with orcs and Chaos Warriors who have made transgressions against the Empire.
Then the heroes accidentally awaken the Witch Lord when retrieving the Star of the West so the Emperor can unite the lesser kingdoms against Zargon.
While the Emperor leads his armies against Zargon the heroes must retrieve the Spirit Blade and defeat the Witch Lord so he cannot attack the Emperor's armies from the rear.
The assault against Zargon was a failure and the Emperor holds up in Karak Varn. Keller's Keep is thus there heroes attempt to go through the ancient Dwarven City to rescue the Emperor.
Return of the Witch Lord is next as he hadn't died, so the heroes venture to the fallen city of Kalos to defeat the Witch Lord ance and for all. He would be too great a threat if he were to become allies with Zargon.
Against the Ogre Horde is next. The Emperor's assault on Zargon apparently dwindled his armies; although victorious at the Black Mountain Pass he doesn't have the armies to overthrow the Empire. So he sends Festral to form an alliance with Ogres. The story of Against the Ogre Horde is the heroes breaking that alliance, defeating Festral and the Ogre Lord. From there the heroes are allowed to lead the Emperor's armies.
From there Zargon (Morcar) gets really frustrated at the Chanpions of the realm and sends his 4 Wizards to deal with them in Wizards of Morcar. Though it's more so the heroes attacking them. I take this as the Empire winning back outposts held by Zargon/Morcar.
Frozen Horror, Mage of the Mirror and Dark Company don't necessarily fit in any order. Most players will do Mage of the Mirror next, followed by Frozen Horror and the Dark Company because of difficulty.
I actually prefer playing Frozen Horror after Wizard's of Morcar as it's more concentric with mercenaries. It's much more difficult, yes, but you can play this storyline as another attempt by Zargon to one-up the Empire. He's trying to resurrect the ancient evil known as the Frozen Horror way up in the North.
After that doesn't work he tries to take over the Elven Kingdom by means of Sinestra. The heroes here don't have mercenaries as they're no longer in the Empire, they're aiding a foreign kingdom, but it's relevant as Zargon would use this to extend his power.
Next it's Dark Company, which deals with a group of ordained knights that join forces with Zargon. The Champions are sent in to deal with these traitors. Dark Company doesn't have to go last if you wish to fit it somewhere in between. But due to the length and sheer difficulty it's a good way to end it all.
That's right, there's no quest the entails the actual defeat of Zargon.