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Thread: [AU: Enroth] Heroes Factions in Chronological Order | |
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Star_mage
Adventuring Hero
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posted October 29, 2024 03:06 PM |
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[AU: Enroth] Heroes Factions in Chronological Order
After diving deep into the Might and Magic Ancient Universe’s lore for the Ruins campaign, I’m still discovering new facets of these games! I’d love to kick off a new serious lore thread with intriguing, chronological insights into the canonical factions and then later on, some theories about the (semi-canonical) VCMI factions.
I’ll aim to delve into the histories and evolution of each faction present in the Heores of Might and Magic series on the planet Enroth, Ancient Universe. Your comments, insights, and corrections are welcome! It would actually help me find my mishaps.
So let's start from the beginning of Heroes...
In Heroes of Might and Magic I, Morglin Ironfist, the protagonist, enters the world of Enroth from the world named VARN-4 (referenced in Might and Magic I) through a portal. Upon arrival, he establishes Castle Ironfist and founds the mighty lineage of Enroth's first knights. In Enroth, Morglin encounters three prominent factions: the Barbarians, Sorceresses, and Warlocks, who, based on existing power dynamics, appear to have been established prior to his arrival.
For reference, the events take place in the 1110 A.S. Meanwhile, across the world in Antagarich (the setting for Heroes of Might and Magic III), in the same year of 1111 A.S., King Nicholas Gryphonheart is born, father of Queen Catherine, and in Jadame, events set in Might and Magic VII occurred approximately a century earlier.
After the Silence is a turning point in history, marked by the cosmic event that severed connections between gods and mortals, leaving humanity without divine guidance.
Following the events of Heroes I, Morglin rises to prominence and unites the human factions of Enroth under a single nation. His legacy extends through his sons, Roland and Archibald, who, 25 years later, spark the events of Heroes of Might and Magic II in a struggle for succession following Morglin’s death. In this second installment, Roland is portrayed as the hero, representing “good,” while Archibald embodies the opposing “evil” forces. Roland faces off not only the sccucessors of the original factions—Sorceresses, Warlocks, and Barbarians—but also two newly emerged factions: the Wizards and Necromancers. The canonical storyline follows Roland’s ascension as his is the “official” ending, confirmed later in Might and Magic VI.
While the canonical storyline in Heroes of Might and Magic II follows Roland’s victory, players gain substantial background through Archibald's perspective. In this alternate path, Archibald—known for his alignment with necromancy—appoints the player, referred to as "The Commander" (a hint by the Wake of Gods team with the implementation of the feature with the same name), to lead his army. His forces are backed by the established Necromancer’s Guild, an institution that extends across the other two continents of Antagarich and Jadame, further showing the Magic Power of Necromancy’s young influence.
One notable figure in this storyline is Sandro, an undead character born on Enroth, who appears as the sole undead entity in Heroes of Might and Magic I. Sandro’s presence hints at the early foundations of necromancy on Enroth, with a fresh cult for the undead gradually taking hold.
Now, regarding the Wizards, we have two possibilities: they’re either an ancient faction or a relatively young one. To determine this, let’s take a step back and zoom out a little bit...
The Succession Wars, which span 1151-1154 A.S., are followed closely by the events of Heroes of Might and Magic III: The Shadow of Death, starting with Gem who clears the Contested Lands. Heroes of Might and Magic III: Restoration of Erathia then takes place in 1164-1165 A.S., even after the events of Armageddon’s Blade expansion, 1160 AS.
In Heroes of Might and Magic III, the storyline shifts to the continent of Antagarich, bringing a new set of factions, histories, and dynamics into focus because while some faction types may be similar (undead, humans, elves, barbarians, warlocks, wizards), each is distinct in its characteristics and lore..
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LordInsane
Known Hero
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posted October 29, 2024 04:46 PM |
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Star_mage said: For reference, the events take place in the 1110 A.S. Meanwhile, across the world in Antagarich (the setting for Heroes of Might and Magic III), in the same year of 1111 A.S., King Nicholas Gryphonheart is born, father of Queen Catherine, and in Jadame, events set in Might and Magic IV occurred approximately a century earlier.
Not sure where you're getting that Might and Magic IV/Jadame thing from. Clouds of Xeen took place on, well, one side of Xeen. Jadame mostly is outside the matter of canonical HOMM faction chronology (Shadowspire's Guild seems to have been fighting separately from the Guild's Antagarichan and Enrothian chapters until some elements of the aforementioned sought refuge there in the wake of the Restoration War), though there is one group there that had a minor HOMM3 campaign presence without a proper town of their own (but would get one with mods): Regna. MM7 and MM8 establishes via dialogues and item descriptions that Regna was captured by Hareck I in the latter half of the 6th century A.S., with the Empire of the Endless Ocean fully established by Hareck's death in 590 A.S.
One interesting element of the Kingdom of Enroth is that both H2 and much more firmly MM6 has text written as if the Kingdom of Enroth preceded Morglin's arrival. Given there were reference to the H1 war as the First War of Enrothian Succession, it seems very likely that Morglin re-united a shattered kingdom more so than founding a fully new one.
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Star_mage
Adventuring Hero
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posted October 29, 2024 05:22 PM |
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Unfortunately, my understanding of Might and Magic lore relies primarily on the Wiki pages, which, admittedly, is a bit of a limitation. Initially, I assumed the setting for the storyline in question was Jadame from Might and Magic VII - I made the modification. Thank you for the clarification.
As for the name "Enroth," it’s a bit unclear. From what I’ve gathered, there were likely at least two human kingdoms predating Heroes I, likely from a pre-Silence era. Interestingly, the Morglin letters from the HoMM 1 game don’t reference Enroth, nor is there a Wiki mention of Enroth tied to pre-HoMM1 events. All mentions of "Enroth" seem to occur post-HoMM1.
https://mightandmagic.fandom.com/wiki/Kingdom_of_Enroth
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Star_mage
Adventuring Hero
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posted November 06, 2024 02:08 PM |
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Before diving into the next part of this analysis, it’s important to highlight one crucial point: much of the information we have is fragmented and scarce. To truly unravel the mysteries of the Might and Magic universe, we must rely on inference, piecing together clues from various parts of the saga.
Take, for example, the legend of the Elemental Lords, as seen in Might and Magic II (CRON) and Might and Magic III (Terra). While details about these events are limited, we can reasonably assume that similar patterns of conflict, truce, and power struggles played out across various planets, including Enroth. What sets Enroth apart is that its truce lasted for 10,000 years—significantly longer than the typical spans seen in other worlds. This truce’s end coincides with the events of Heroes Chronicles: Masters of the Elements, where Tarnum launched a daring counteroffensive, venturing into the Elemental Planes to strike before the Elemental Lords could attack Enroth as a unified force.
This pivotal moment likely occurred between 1 and 500 AS.
Though the Conflux faction first appeared in Armageddon’s Blade, marking it as one of the youngest factions, it also represents a timeless force. The Elementals and their Lords are eternal beings, able to transcend time and influence the past, present, and future. This fluidity of time allows the Conflux to form alliances across eras, united for a common cause that we can only begin to comprehend through the saga’s many interconnected stories.
The Colonial Government and the Age of Wonders
Long before recorded history, a single, powerful nation governed all continents across the world of Enroth and other worlds under its control, known as the Colonial Government. This era was called the Age of Wonders. This period was defined by an advanced technology granted by the Ancients—mysterious, omnipotent beings believed to have existed since the dawn of time. These Ancients harnessed the forces of Elemental Manipulation, creating intricate ecological and social microcosms as part of their grand experiment. Their technology drew power from the stars, allowing them to establish complex societies on developing worlds, with each world playing a role in the Ancients' expansive vision.
The Crossing: Humans, Elves, Dwarves, Gnomes, and Half-Orcs
The central playable races in the early Might and Magic games are Humans, Elves, Dwarves, Gnomes, and Half-Orcs, each with unique traits:
• Humans are versatile, resistant to mind and poison effects, highlighting their resourcefulness.
• Dwarves possess a natural resistance to physical and magical attacks.
• Elves are connected to spirituality and valued for their accuracy.
• Gnomes are renowned for their speed and luck.
• Half-Orcs exhibit resistance to physical damage and limited intellect, inheriting resilience to mind spells from their orc ancestry.
The inclusion of Half-Orcs as protagonists raises questions about their unique role, especially compared to the light-skinned Humans, Elves, Dwarves, and Gnomes. Half-Orcs stand out with their orcish features—green skin and brute strength—suggesting a divergent origin.
The Worlds and Their Purposes
The known worlds of the Might and Magic universe are VARN-4, CRON, Terra, Xeen, Enroth, and Axeoth.
• VARN-4 (Vehicular Astropod Research Nacelle), CRON (Central Research Observational Nacelle) and XEEN (Xylonite Experimental Expansion Nacelle) are experimental biospheres, sections of a larger interstellar vessel. Each is designed for specific types of research: VARN-4 focuses on alien ecosystems, while CRON is more observational, studying cosmic conditions. The Xylonite nacelle suggests at a peculiar ore (the Xylonite) which is a topic for another time.
These nacelles serve distinct yet interconnected purposes, potentially sharing resources and data, and allowing for transit between them.
• Terra is the first planet that we explore, created by the Elemental Lords.
• Enroth and Axeoth, as their names suggest, may be sister planets. We know Enroth was created by the Elemental Lords, while VARN-4 and CRON were likely created by the Ancients, who manipulated elemental forces to construct artificial worlds. This suggests that, unlike the natural planets Enroth and Axeoth, VARN-4 and CRON are engineered environments.
Through these self-contained environments, the Ancients conducted scientific experimentation and societal development, creating diverse ecosystems across multiple worlds.
The Heavenly Forge
The Ancients’ technology, known as the "Heavenly Forges," were tools of creation used by the Colonial Government to craft powerful artifacts. Named for their celestial origins, the Heavenly Forges ceased functioning after the Ancients' mysterious disappearance, known as the Silence, with the last Forge breaking down in 113 AS. The Forge faction—believed to embody the Ancients' technological legacy—was likely populated by the original races such as Humans, Elves, Dwarves, Gnomes, and Half-Orcs, instead of the undead and zombies beings we see today.
The Creators and Their Minions
The Ancients faced an ancient enemy: the Creators. Bent on eradicating the Ancients' civilizations, the Creators unleashed the Kreegans, a relentless and devilish race programmed to destroy the Ancients' colonies. The origins of the Kreegans remain obscure, though they are infamous as embodiments of destruction.
It is believed that the Kreegans and their Inferno faction were the consequence of the Ancients' machinations, emerging after the Colonial Governments had achieved a period of prosperity.
The Age of Silence and the Rise of Monsters
After the Age of Wonders came the Age of Silence, a period marked by the Ancients' abrupt disappearance and the loss of their guidance. With the breakdown of centralized control, societies fragmented, giving rise to the Age of Monsters.
During this era, much of southern and western Antagarich fell under the control of the Empire of Bracaduun, one of the largest and most powerful nations in Antagarich's history, with its capital established at Steelhorn.
The Empire of Bracaduun was a wizocracy—a blend of "wizard" and "autocracy"—ruled by the Wizard-Kings, an elite group of powerful wizards. This ruling class exerted absolute control, subjugating the barbarian tribes of the Wastelands and the gnolls and lizardmen of the Mudlands (later known as Krewlod and Tatalia, respectively). Beyond Krewlod and Tatalia, Bracaduun’s influence extended over a significant portion of human provinces, securing its dominance across much of Antagarich.
The Vori Elves of Their Isolated Homeland
Although the origins of the Vori Elves remain shrouded in mystery, it is clear that they are at least as ancient as the Bracaduun Empire, and it’s likely that they coexisted during that era. One could even argue that the Vori Elves and the Empire of Bracaduun are two remnants, or shards, of the once unified Colonial Empire.
Societal Structure and Classes
The rest of Antagarich during the Age of Wonders appears to have been a patchwork of distinct societies, largely defined by their environments and resources, each developing unique social structures in response to Bracaduun's dominance. With limited information from this era, much can only be inferred, drawing upon hints from later installments in the series.
After the Year of Silence—the event that severed communications between the Colonian Government (likely the precursor to Bracaduun) and other territories—the Age of Monsters began. This era likely saw the division of society into two primary classes:
• The Poor: Comprising farmers, villagers, and tribes, who lived off the land with minimal resources.
• The Wealthy: Residing in cities and castles, the wealthy had the means to create monsters, leading to powerful magical and military innovations. These classes produced creatures such as orcs, lizardmen, medusas, beholders, and griffins, reflecting the gap in power and resources.
Regional Powers and Factions
Antagarich was likely dominated by varied groups, each controlling regions suited to their culture and resources. As you may notice, these are the main factions in Heroes I and II.
1. Knights and Farming Societies: These agricultural societies inhabited the fertile plains, where knights and local lords governed over vast farms and villages. They likely represented the common human population, many of whom would later join forces against Bracaduun’s rule.
2. Sorceresses of the Northern Forests: Ruling over the lush, mystical forests in the north, these Sorceresses harnessed natural magic to guard their territory along with magical creatures such as Pegasi, Unicorns, Dendroids. Notably, the land known as Deyja was originally part of this forested heartland, untouched by the darkness that would later transform it into a wasteland. Only later did a group of renegade Vori Elves leave the Frozen Island, venturing to the mainland to settle within the lush Northern Forests of Antagarich and establish the Kingdom of AvLee.
3. Barbarians of the Plains: Fiercely independent tribes inhabited the rugged Wastelands, living off harsh lands in Krewlod. Long subjugated by Bracaduun, these Barbarians eventually rose against the empire, spearheaded by heroes like Tarnum.
4. Warlocks of the Mountains: Skilled in forbidden chaotic magic, Warlocks ruled the treacherous mountain regions, hiding from Bracaduun’s reach while perfecting their mastery over monstrous creatures. These Warlocks laid the foundation for the future Dungeon faction, residing in the isolated mountain strongholds and caves on the Nighon Isle.
The Battle of Steelhorn and the Fall of Bracaduun
The Empire of Bracaduun met its end at the hands of Tarnum during the events of Heroes Chronicles: Warlords of the Wastelands, in a timeframe spanning approximately between 100 Before Silence (BS) and 100 After Silence (AS), when he famously crossed the Wallpeaks—an unprecedented feat. Following Bracaduun's downfall, by the year 500 AS, the former empire fragmented into a variety of smaller factions, many of which emerged from the territories once controlled by the Wizard-Kings. These child-factions reshaped the political landscape of Antagarich, filling the void left by Bracaduun's collapse.
The Emergence of New Factions: Krewlod and Erathia
Probably the most direct consequence of the fall of the Empire of Bracaduun was the unification of the barbarian tribes into the nation of Krewlod. For centuries, these tribes had lived in small, oppressed communities, enslaved by the Wizard-Kings. However, it was only with the aid of Tarnum that they were able to rise and form a unified nation, breaking free from their long-standing servitude.
The Knights of Antagarich had existed long before the fall of the Empire of Bracaduun, originally controlled by the Wizard-Kings. However, it was only after Rion Gryphonheart, the first of the Gryphonhearts, gathered the remaining human forces and, with the aid of the Griffins, migrated to establish the Empire of Erathia, with its capital at Steadwick. This pivotal event marked the beginning of a new era for the human knights and the rise of the mighty Erathian Empire.
Bracada, the successor of Bracaduun
Moving on to the younger factions, Bracada stands as the first, and perhaps the only, true successor to the great Empire of Bracaduun. With its name slightly altered, Bracada was founded by the Immortal King Gavin Magnus, and its legacy was cemented with the construction of the capital, Celeste, in 499 AS. This marks a 500-year gap between the fall of Bracaduun and the establishment of the Bracada Empire.
The First Necromancers on Antagarich
Deyja is one of the next factions to emerge chronologically. While Necromancy had been practiced since the pre-Silence era, it wasn’t until the Empire of Bracada that a group of wizards, obsessed with mastering Dark Magic, were cast out for their dangerous ambitions. These exiled wizards migrated northward, eventually settling in the heart of the Northern Forests, where they founded what is now known as Deyja.
The question remains: what transpired during their journey from the South to the North? What secrets and dark rituals might they have uncovered on the way, and how did their pursuit of forbidden magic shape the land and people they would come to rule?
The Revolt of the Beastmasters
Tatalia is one of the younger nations in the history of Antagarich. The Lizardmen and Gnolls, initially living in tribal villages, began constructing Fortresses between 1 and 500 AS, following their unification by Tarnum during the Revolt of The Beastmasters, after defeating the Mad King Gryphonheart. This event suggests that it took place after the rise of the Erathian Empire.
Given that the Wizards had delved into forbidden magics, could it be that they were involved in the creation of these lesser races—Gnolls, Lizardmen, Orcs, and Trolls—much like how the Warlocks were responsible for the creation of Harpies and Beholders? It's a peculiar coincidence that many of these races were once annexed by the once-mighty Bracaduun Empire.
Back to the oldest factions
Much later, around 1000 years after the rise of the younger factions, we see the emergence of some of the older factions we discussed on Antagarich: Inferno, Conflux, and Forge—in that order. However, the story of Forge is a much more complex and extensive topic to explore.
While these factions are ancient in the grand timeline of the universe, they only begin to make their presence known on Antagarich after the events of Heroes of Might and Magic III.
The Inferno faction, tied to the demonic forces of the Kreegan, ripped the world's skies apart, while the Conflux represents the return of the Elementals and their ancient alliance with the Elemental Lords. The Forge, which remains one of the most enigmatic factions, introduces a unique blend of technology and magic, signifying a new era in the power dynamics of Antagarich.
***
Next time, and likely the final part of this thread, I’ll focus on exploring the new and notable factions such as Bastion, Grove, Abyss, Cathedral, Highlands and others, examining how they might fit into the world of Enroth.
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avatar
Promising
Supreme Hero
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posted November 06, 2024 03:54 PM |
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Edited by avatar at 15:55, 06 Nov 2024.
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You have some hints in Ruins (pdf manual) and Courtyard (invitation letter) than can help you to fit these factions into MM universe.
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Star_mage
Adventuring Hero
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posted November 06, 2024 04:04 PM |
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I know, I wrote the Ruins manual
but thank you.
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avatar
Promising
Supreme Hero
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posted November 06, 2024 04:08 PM |
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Ah, silly me. I'm sorry
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