
Since the dawn of the series, the mystical and fable-like forest towns have been one of the mainstays of the Heroes of Might and Magic games, with only one notable absence in Heroes VI. Though present all around, nature factions varied a lot from one game to another. In Heroes I and II it was represented by magical, almost fairy-tale-like towns of Sorceress. Heroes III included mystical Rampart and elemental-based Conflux. Heroes IV focused its Preserve around animal creatures — both mythical and real — and in the world of Ashan the central figures of the Sylvan faction were wood elves.
To summarise, each game tried to showcase a different aspect of nature. In Olden Era, we have decided to fuse the two themes of Sorceress town from Heroes II — the fairy-tale-like and the elemental sides of it. This way we are bridging it closer to its original form that was split in two in Heroes III. Fusing the elemental and forest themes back into one town gave us a unique opportunity to reimagine the four elements and give them forms that are more in-tune with the original motif behind the Sorceress. To do this, we have ventured into some less known and popular mythologies, using their stories and depictions to form the basis for our creatures such as the iriyads or aqualotls.
Focusing on the powers of the natural world and grandeur of elements, descendants of Sorceress’ faction ebbed and flowed like the waves on the coast and changed their forms like the seasons — each change showcasing a different aspect of the living world — yet at their core they have always remained a Forest town, where nature and mysticism are at their highest.
[h2]How does that translate to gameplay in Olden Era?[/h2]

Before we talk about the faction skill, let us introduce to you Focus and Focus Charges — a special combat resource in Olden Era. It is used by Unit and Hero Abilities and is generated by attacking and taking damage, casting certain spells and at the beginning of each round. Its generation can be further boosted by some subskills and some of them can even take it away from your enemy. Focus Charges are shared between all of your units, so you have to be wise about spending them.
Without further ado let’s talk about Murmuring, the Sylvan faction skill. It’s exclusive to Wardens and Druids, who always start with it. At the beginning of each combat, it generates up to 3 Focus Charges based on its level. In addition, its subskills can give you more options on how to spend the charges and even expand their limit beyond the default one.
Just like all the other factions, Sylvan will have access to Faction Laws. They are a new feature available to all factions that acts like a technology tree for them. We would like to mention a few examples: some of the Sylvan’s faction laws will further enhance their strengths by making the most of their units’ abilities. For instance, one of them expands the Focus Charge limit even further for all heroes, another makes all of your elemental units’ abilities require fewer charges to be used. There are also Laws that improve your economy and empower your heroes, as well as increasing unit growth for your town or dwellings.

As we have already showcased it during one of the unit reveals, one central aspect of Sylvan’s elemental units are their awakenings, which heavily boost their stats and unlock their special, very powerful abilities. For example, Thunder Qilins can exchange all of their defense for additional attack to deliver one major, lethal blow or use Ball Lightning to suddenly teleport across the map and deal area damage once awakened.


However, Sylvan units will also have other abilities, Phoenix’s Rebirth being the most iconic one. Depending on which upgrade you go for, they will either turn into a pile of ashes that has to be destroyed to stop them from coming back or continuously regenerate themselves over time.

As a faction closely attuned to nature, Sylvan heroes are more likely to learn Primal Magic and many of them will specialise in spells from that school. This means that when expanding your mage guild, it is wise to focus on upgrading primal spells as they are the most likely to be unlocked in Sylvan towns. Of course, the choice is always up to you.
One last thing — with Kelarr still nowhere to be found, we’ve initiated a searching party for him. In the meantime, a courier from Murmurwoods brought an intricately crafted letter to him from Miss Vatawna. Perhaps we can gain some insight from her missive.
…What may appear to be the most wondrous of sights within Murmurwoods is perhaps the grand forest itself. The Mycelium root network twists below, connecting all that sprouts from the ground. Every tree, every mushroom, every blade of grass here is part of this web, infused with primal mystical power.
In some ways, what you shared in your notes about Tularean Forest does compare to Murmurwoods, but in others these two natural wonders are vastly different. In particular, Murmurwoods haven’t developed a mind of their own. Rather, the Mycelium acts as a conduit for the mingling of all minds of those who dwell above and beside it. All creatures in Murmurwoods — from the smallest insects to the lumbering trolls — can feel the Mycelium to some degree. Many are not conscious of it, only subtly interacting with the surrounding forest’s mystical entanglement, but others are much more aware of it.
The roots that bind Murmurwoods run deep, tapping into the very elemental forces that form our world. While there is no doubt that the Mycelium is an organic part of nature, I cannot help but feel an aura of intelligent design about it. And indeed, folktales and druidic studies point to the Mycelium’s origins lying somewhere in that Time of Wonders before the Silence, when great powers shaped the world using fantastical tools. Naturally, as with many aspects of that nearly forgotten era, details are clouded, the truth elusive. However, if the enigmatic, godlike benefactors the Forefathers spoke about are not a mere legend, it would likely be them who created the Mycelium; or perhaps the Four Scholars themselves have done so under their guidance. Its connection to the elemental forces is so unique that the elements imbue the very plants and animals that surround me and my fellow druids. This unique attunement also allows mirrored energies of light and dark to make their presence known through wisps. Yet it all pales before the sight of the majestic phoenixes, which embody the endless cycle of life, death and rebirth, and remind us of fire’s beauty as a source of warmth.

I believe there is some sort of seasonal cycle to the forest’s connection to the elements. From what I was told by the older druids, in the last few centuries the roots have been much more “awake” — and the bridge betwixt realms much more frequently crossed — than in the eons past. Much residual elemental energy stems from that and mixes with raw mana that permeates Murmurwoods, colouring its many glades and meadows a beautiful shade of scarlet. But through all the change that has been to Murmurwoods since at least the time of the Silence, two intermingling groups have been greatly in tune with the forest and its Mycelium: sprites, fauns, satyrs, leprechauns and other faerie creatures abound in the deeper Murmurwoods, dwelling in a variety of lairs and villages — commonly known as the fey, the sídhe or the seelie, my very distant kin. No less fickle than the elements, the feyfolk can be anything from innocently playful to dangerously cruel. Alongside them are the druids of many lineages — who have studied the forest for centuries and raised many henges to focus its energies. The unicorns also live in Murmurwoods, yet remain unapproachable to most and seem to have their own goals under their king’s guidance.
I may still be a novice, compared to many other druids within the woods, yet I have already learned much from them, as well as the Mycelium itself. Once you and your colleagues are able to visit, I will gladly help you deepen your understanding of its marvels.
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