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Features  → Might and Magic History

by Jay Kaplon

This article was originally published here, and is reprinted with permission. A special thank you to CJ, for providing the information on Might and Magics 1-7.

BEGINNING STORY (not an actual game) - These beings known as the Ancients, though we are not yet sure what they are, have been "seeding" the galaxy with microcosms, which are small biospheres supporting life. The microcosms in the first 5 Might and Magics are all flat planets. We don't know why they did this.

The Ancients got into a really bad war with the demon race known as the Kreegans. A large part of the galaxy was cut off from the direct influence of the Ancients. It is in these worlds where the Might and Magic games occur. Many of these worlds had appointed "guardians", who were sent to guide those flat planets to their appointed place in the galaxy. One of the guardians was named Sheltem, who was the guardian of Terra. Sheltem has gone funny in the head. But Terra is very important to the Ancients, and they aren't taking any chances, so they send Corak to check things out. Corak is either an Ancient, or just a servant made by the Ancients, I don't know.

Corak got Sheltem and began taking him back home to check him out. Somehow in some way, Sheltem escapes and begins going on a rampage. Corak begins his quest to chase after Sheltem. Here begins the Might and Magic series.

Might and Magic: Secret of the Inner Sanctum - Sheltem lands on VARN (Vehicular Astropod Research Nacelle). He defeats the good King Alamar and masquerades in his palace. A group of adventurers, with hopes to uncover the secret behind the Inner Sanctum, accidentally discover Alamar is really Sheltem. Sheltem, realizing his cover was blown, escapes through a magic portal before anybody else finds out who he really is.

Might and Magic II: Gates to Another World - Sheltem escaped by a magic portal and has landed on CRON (Central Research Observational Nacelle). Sheltem has driven it off of its course and is hurling it towards the sun. While our adventurers are trying to stop CRON from being destroyed, Sheltem escapes again.

Might and Magic III: Isles of Terra - Sheltem has escaped back to Terra, where everything started. But our adventurers find out what he's doing behind the scenes and they drive him off course. Sheltem escapes (again) in a space shuttle. Corak goes after Sheltem in another shuttle. Our 8 adventurers take a third shuttle and follow Corak and Sheltem. Sheltem safely lands on XEEN (Xylonite Experimental Environment Nacelle). But Corak lands a lot less safely (I don't know exactly what happened to him). As for the party of 8 adventurers, they never landed! They are supposedly never to be seen again. (Please remember these adventurers because they will become very important as the story goes on.)

Might and Magic IV: Clouds of Xeen - A new party of adventurers is formed with a vision of peace to defeat a new undead calling himself Lord XEEN, dwelling in the Clouds of XEEN, a world in XEEN's sky. When our adventurers do defeat him, we see a vision from Sheltem saying "You may have defeated my lieutenant, but the Darkside of XEEN will always be mine. BWAHAHAHAHAHAHA!!!!!".

Swords of XEEN - (This game was not created by 3DO. It was only distributed by them.) This doesn't have much to do with the whole story line. After Lord Xeen was defeated, the portal that he came from was discovered. A group of 6 adventurers travel through the portal, and find total chaos. This world has grown barren, and is slowly being conquered by an evil force. These 6 people must stop the world from being lost to an insane god.

Might and Magic V: The Darkside of Xeen - Sheltem is again masquerading as Alamar and is still driving planets into their suns. The Dragon Pharaoh summons our adventurers, and they have to perform many tasks to set things with the planets right again. The adventurers find Corak's shuttle. They find something called a "Soul Box". With this device, they can smuggle Corak's essence into Sheltem's castle without Sheltem knowing. When the adventurers finally get there, they release Corak, and the two confront each other. Sheltem has grown much bigger and stronger over time, and it seems that Sheltem will win. But Corak grabs Sheltem and activates his self-destruct mechanism, destroying them both. This ends the first story in the Might and Magic world. (World of XEEN is a combination of both Might and Magics IV & V in case you were wondering.)

Heroes of Might and Magic: A Strategic Quest - (I cannot find any detailed story to this. In this game there is someone named Lord Ironfist. This could be the same lord Ironfist from M&M1) We begin on a new planet, on the continent of Enroth. We see here a power struggle between 4 rulers. It is an all out war between Lord Ironfist of the knights, Lord Slayer of the barbarians, Queen Lamanda of the sorceresses, and Lord Alamar of the warlocks. (Note that in the game, you have a choice to play as either of the 4, but for storytelling's sake, we'll say you chose Lord Ironfist.) So now Lord Ironfist is the King of Enroth.

Heroes of Might and Magic II: The Succession Wars - After ruling for many years, Morglin Ironfist has died of old age. He left two sons. Archibald was greedy, cruel, and power hungry. But Roland was good, honourable, and you would be proud to call him your king. By tradition, the choice of who would be the next king is up to the royal sire. Unfortunately, the sire died in a boating accident, his replacement fell out of a castle window, his replacement was killed by a dragon, and his replacement died of food poisoning. Archibald used these coincidental deaths to his advantage, and accused Roland of murdering them all. Roland abandoned his castle and went into hiding, where he would eventually declare war against his brother. With Roland out of his way, Archibald had a chance to "influence" the new sire (looking at the intro film, it looked like a bribe). So the sire chose Archibald, and he began a reign of terror in Enroth. Three years later, Roland declared war. (Again, you have a choice of playing for either side, but for storytelling purposes, let's say you chose Roland.) When Roland defeats Archibald, he turns Archibald to stone, and puts his statue in the library of Castle Ironfist.

(Note, the Heroes of Might and Magic II Expansion Pack (The Price of Loyalty), does not have anything to do with the story line, so I'll leave that out.)

Heroes of Might and Magic III has 2 add-ons, The Shadow of Death, and Armaggedon's Blade. The games occur at different times, so please pay attention to the titles to avoid confusion.

PRELUDE TO THE NEXT GAMES - For a little while, nothing happened. Roland has restored order to Enroth and everyone is happy. Roland receives a letter from Nicolas Gryphonheart, the king of Erathia, a country on a new continent called Antagarich. The note said he wished for his daughter, Catherine Gryphonheart to marry Roland. Roland accepted, and the two were married. This was the first time for many of the citizens of Enroth to hear about this new continent called Antagarich. Many heroes left Enroth to live in this new continent.

Heroes of Might and Magic III: The Shadow of Death - (This is a long story, but every detail is important.) One of the travelling heroes from Enroth was Sandro, a crazy power-hungry undead freak-of-nature necromancer. He wanted to rule all of Antagarich. He wanted to build 2 combination artifacts that would give him this power. The artifacts were the Cloak of the Undead King, and the Armor of the Damned.

Another hero was the Gem the sorceress, travelling to the country AvLee. Sandro disguised himself as a human, and called himself a wizard's apprentice. He convinced Gem he was performing anti-necromancy research, and needed three artifacts to study and destroy. Little did Gem know that these were the pieces to the Cloak of the Undead King. When Gem gives him the artifacts, Sandro runs off.

Another hero was the barbarian Crag Hack, who was travelling to the barbaric country of Krewlod. Sandro convinced Crag that he was looking for a number of artifacts that were stolen by evil people. These were the artifacts of the Armor of the Damned, which Sandro said him and his master would destroy. When Crag gets them, Sandro takes them all and runs off.

In the mean time, in another part of AvLee, Gelu is being trained for the forest guard. He had to find the pieces of the Elixir of Life, and he began working for Lord Faloral of AvLee.

Also, in the country of Bracada, a wizard named Yog has travelled to Krewlod to become a barbarian. To do this, Yog had to disperse the pieces to a sword known as the Angelic Alliance. (You'll find out why this is important a little later.)

Back with Sandro, he is travelling to the country of Deyja, the country run by necromancers. He defeated his old warlock master Ethric (In Heroes 1, Sandro was a warlock), and he made an ally, Finneas Vilmar. After making some accomplishments, Sandro made Finneas the new king of Deyja. With Sandro's artifacts, and Finneas' rule, they began invading the rest of the continent of Antagarich.

Gelu discovers that Lord Faloral was a vampire and he wanted the Elixir of Life to destroy it, not use it in defense. (It turns out that Lord Faloral was killed by Sandro and raised as a vampire, and was sent by Sandro to destroy the Elixir of Life). Gem discovers that Lord Fayette (another person of power in Avlee), has been killed and raised as vampire. Crag Hack and Yog have also been having problems with necromancers. The 4 heroes meet, and decide to investigate. They soon learn Sandro's true ambitions, and they decide to do something about it. Yog remembers the Angelic Alliance sword, and the heroes retrace its pieces, and build it. With the sword they steal Sandro's artifacts and destroy them.

But the story does not end here. Sandro still won't give it a rest. He comes up with a new plan. He convinces Lord Haart to poison King Gryphonheart, Catherine's father, who is the king of Erathia. With the king gone, Sandro continues his plan to conquer all of Erathia. After helping out the Kreegan race, the countries of Eofol and Nighon joined Sandro's cause. Sandro had to build a tunnel for the Kregans to use in their invasion. (This tunnel becomes important later on.) In the end, Finneas Vilmar (still the king of Deja), plays a trick on Sandro, which eventually gets Sandro thrown in prison, so Finneas can take all the credit for Sandro's idea. Nighon used the tunnel Sandro built to invade Erathia from underground, and Eofol also used this tunnel to invade from the east. Deyja invaded from the north.

Might and Magic VI: The Mandate of Heaven - (In a sub-plot, there is a character named Lord Kilburn, this may or may not be the same Lord Kilburn from Might and Magic I. Also, Might and Magic I begins in a town called Sorpigal, and Might and Magic VI begins in a town called New Sorpigal.) Back in Enroth, Catherine has heard of her father's death, and has departed for Erathia to attend King Gryphonheart's funeral. The Ancients and the Kreegans have still been at war for 900 years. Their battles are headed towards Enroth and Antagarich (MM6 takes place in Enroth). The Kreegans have kidnapped Roland and took him to the demon kingdom of Eofol back in Antagarich. This leaves Roland and Catherine's young son Prince Nicolai in charge. A new group of adventurers discovers the cult of the temple of Baa are in league with the Kreegans. The oracle of Enroth tells us that we need to free the stoned Archibald, because he has a magic item that will teleport the Kreegan Queen's hive in north-western Enroth to the void while we destroy it, without destroying the world. We succeed in destroying the Enrothian Kreegans, but now Archibald is free. (It should also be noted that there is a place in Enroth called the Tomb of Ethric the Mad. This could be the same Ethric that Sandro killed in the Shadow of Death.)

Heroes of Might and Magic III: The Restoration of Erathia - (Note, it is believed that HoMM3 and MM6 occur at the same time.) In Erathia, things have gotten MUCH worse. The Kreegans from Eofol and Nighon have taken Steadwick, the Capital of Erathia. In the western part of Erathia, the Countries of Tatalia and Krewlod are using the Kreegan invasion to their advantage, and are taking lands in the west. However, when Tatalia and Krewlod soldiers meet, they break out in their own war. Catherine lands in Erathia and finds a NIGHTMARE. Erathia is being invaded literally in all directions! Catherine makes allies with the Angels of Angel Gate, and the griffins from Griffin Cliff. With her allies, she retakes Steadwick. With help from AvLee, they free Roland Ironfist, and with the help from Bracada, she pushes Tatalia and Krewlod back into their borders. She also takes over the tunnel Nighon used to invade Erathia. Unfortunately, while all this was happening, Deyja invaded King Gryphonheart's tomb, and raised him as an undead lich. They also freed Sandro from his prison. Deyja got rid of Finneas Vilmar, and replaced him with King Gryphonheart. But King Gryphonheart became too powerful, and Deyja did something nobody expected. They asked Erathia for help. Catherine reluctantly accepts, but in return the Deyjan lords told Catherine that it was Lord Haart who murdered King Gryphonheart. Catherine fights through Deyja, and brings Lord Haart to her undead father, and King Gryphonheart kills his traitor. Then Catherine kills her undead father, to give him his final peace.

After this, Archibald has travelled to Deyja to start his new reign.

Might and Magic VII: For Blood and Honor - Remember those eight adventurers from Might and Magic III, who never landed on XEEN? Well, they just crashed off the coast of Antagarich. Four of them are travelling to Bracada, where they hope to trade their technologies and build a portal back to the ancients. The other four are travelling to Deyja, where they are working with Archibald to build a "forge", a machine which will give them weapons powerful enough to dominate the world. You can choose to be with the good guys or bad guys. For the story, let's just say you went with the good guys. If you choose the good guys, you will build the portal back to the Ancients, where we learn more about them and the Kreegans.

HERE IS THE BEGINING TO MIGHT AND MAGIC 8, BUT MIGHT AND MAGIC 8 HAS NOT YET STARTED - The Ancients have a policy, saying that the Kreegans may not settle on any part of our galaxy. If they do, the people of the planet have a certain amount of time to get rid of the Kreegans before the Ancients take matters into their own hands. There are still Kreegans in the countries of Eofol and Nighon, and they have been there for too long. The Ancients have a servant named Escaton, the most powerful Planeswalker in the world. Escaton is asked to destroy the world because the Kreegans are still there. Escaton uses the elementals to destroy the world. But, they are peaceful when in order, so Escaton kidnaps the 4 elemental lords of earth, fire, air, and water, and puts them in horrible prisons where they start to die slow and painful deaths, bringing chaos in the elemental plains. Escaton travelled to the continent of Jadame, and summoned the Crystal Conflux, which opened portals to the 4 elemental plains. The elementals began coming out of the plains, and once they reach this crystal, all will be destroyed.

Heroes of Might and Magic III: Armageddon's Blade - Xenofex was an Eofol king that was defeated in Might and Magic VII. When he died, Lucifer Kreegan came to power. On the night he died, Xenofex sent Lucifer a message from beyond the grave, telling him to build Armageddon's Blade, a sword that will destroy all of Antagarich and Enroth, leaving only the Kreegans left, giving them the whole planet.

Lucifer sends Xeron to find its pieces, and bring them to Khazandar, who will build it for them. Catherine learns of his plans, and invades. Catherine attacks Eofol from the south west, and Gelu of AvLee's Forest Guard from the north. Both Catherine and Gelu noticed these strange new towns where elementals are summoned (Note this might be a coincidence, or it could be caused by Escaton's crystal. I don't know.) These new towns are called Confluxes, and their heroes all say they were summoned by the elemental gods (They might mean the Ancients) to destroy the Kreegans.

Xeron finds the pieces to Armageddon's Blade, and is travelling back to Eofol. Roland Ironfist closes the western border of Eofol, which finally gives Erathia and AvLee a chance to invade. Gelu, Roland, and Catherine steal Armageddon's Blade, with this, Roland and Catherine quit their jobs as king and Queen of Erathia, and with Gelu and the new Conflux armies, destroy the Kreegans of Antagarich, and take Eofol. Catherine gives Armageddon's Blade to Gelu, and he disappears into the woods with it and nobody has seen him since (hmm.....). Roland and Catherine depart for Enroth and the Confluxes are beginning to disappear.

Might and Magic VIII: Day of the Destroyer - The Kreegans have been destroyed, and Escaton is not allowed to undo what he has already done. Now this gives us somewhat of a problem. One MAJOR problem. Because even though the Kreegans are gone, the elementals are still headed towards the crystal! You have been chosen by the dark elves of Alvar in Jadame to do what you can to stop the cataclysm. You form an alliance between three major parts of Jadame, with their help, you should be able to stop this cataclysm.

Roland and Catherine Ironfist, along with a powerful magician named Xanthor are being blocked by a Regnan Pirate fleet. When you sink the fleet, Xanthor tells you to travel to the elemental plains and find the hearts of the elements. Xanthor builds a key which gives you entry into Escaton's Crystal, where you are teleported to the Plane between Plains, where you free the elemental lords from their prisons, saving their lives. The elemental lords don't use the crystal to destroy the world, but to destroy Escaton. They destroy the Crystal, closing the portals to the elemental plains, saving the world and destroying Escaton. In the end we see a vision from Escaton saying "Tell them I have failed." (He might mean the Ancients.) Roland and Catherine Ironfist continue back to Enroth, and the Ironfist dynasty is back on track.

Might and Magic the Book: The Sea of Mist - (Though this does not have to do with the main story line, there are a few characters from the Heroes games in it, and it looks like the events in this book occur sometime after Heroes 3, but it's unknown as to actually when.) A boy only 6 years old by the name of Praz has been trained by the demoniac Nymus (Nymus is in Heroes 3.) Praz finished her training, and got the suffix "El" to the end of his name, making his new name Praz-El. El is an earned name showing that this person is, or has been well trained by a demon (Nymus was a demon). Praz was sent to Sarrone. Praz knew nothing of his family, until he was invited to a land called Murlank, where all would be explained. Before he could go there, he must stop 2 people across the Sea of Mist, who have discovered the power of the gods, and are growing to be invincible. The Sea of Mist is ruled by a demon named Sendark, and he can summon thousands of zombies from the deadly sea in the blink of an eye. In the end, Praz-El defeats the 2 evil gods-to-be, and continues to Murlank.

NEXT (though this itself is not a game), the new king of Krewlod, Kilgor, has grown very greedy, ruthless, and power-hungry. He basically declares war on the entire world, because he wants it to be his. In his travels he finds something called the "Sword of Frost". Kilgor's armies eventually find Gelu, who still has with him Armageddon's Blade. As the two armies fight, Gelu and Kilgor dash at each other, and they swing the two swords at each other, and when the two swords clash, BOOM! The world is immediately covered in fire, and many people die instantly, including Kilgor and Gelu. But, before it's too late, survivors open a portal to a new world called Axeoth, where the survivors of Enroth, Antagarich, and Jadame will have to form the new world.

Heroes of Might and Magic IV - By this time, the survivors have been settling themselves in over many long and laborious years. But conflicts are beginning to arise. A civil war breaks out between the new Elven country, which could destroy everything they worked so hard on to rebuild. Surviving barbarians are battling each other, which could possibly bring an end to the barbarian race. Erathia's new home breaks out in war as an impostor claiming to be the last of the Gryphonhearts tries to steal the throne. A female pirate attempts to take entire bodies of water and rule them all. And the once-great king Gavin Magnus has gone insane, and Emilia Nighthaven, Solymr, and General Tharj must stop him before he enslaves the world.

If you find any mistakes, or want to add any more info, please Email me.

Back to Contents


Marzhin at 2007-07-23 08:41 wrote:
@ LedeniBaron : have a look here : http://www.celestialheavens.com/viewpage.php?id=28 :)

LedeniBaron at 2007-07-23 08:31 wrote:
nice work but as someone said before me, the heroes chronicles storyline is missing.

Silverblade at 2006-05-25 09:27 wrote:
Wow Echo_ this brought up some memories :') Kudos for all the typing work!
jedipimpin at 2006-04-22 15:26 wrote:
Ok Im just reaching out for any help by luck. Im playing M&M1 on the nes which I remember playing when it came out and creating my own party. Yet I cannot seem to do that now. Can you create your own party and name your characters on the nintendo version?

ThunderTitan at 2006-03-28 20:43 wrote:
Then it's good I still have some "get out of jail free" cards.

Now, one of the Mods must put the letter somewhere on the site, toghether with all the ones from the other games. Maybe in this history page.

Echo_ at 2006-03-28 20:33 wrote:
Echo_ Points to ThunderTitan "He did it!" ;|

Thus, since it doesn't look good I point to you and say it was HIM and I don't get in trouble becaseu they arrest you for embarrassing the article writer.

ThunderTitan at 2006-03-28 20:28 wrote:
"never mind."

Spill it. Ur not getting away that easily.


Actualy that was sarcasm on the part of the narrator/game designers in the intro clip.

Cleanpea at 2006-03-28 20:13 wrote:
Very good writing, although there are many mis-spellings:)
Uh. It wasn't a boating "accident," or "coincidal" anything. As you see in the opening scenes, they are all clearly murdered. One by one. But you knew that of course, right? - you only imply that it is extremely obvious coincidents, right?

Anyway! Keep writing, it is interesting!

Echo_ at 2006-03-28 19:52 wrote:
never mind.

ThunderTitan at 2006-03-27 23:36 wrote:

Echo_ at 2006-03-27 22:50 wrote:

Echo_ Points to ThunderTitan "He did it!" ;|

ThunderTitan at 2006-03-27 22:39 wrote:
Because it takes as much space if not more as the Article itself! 8|

Echo_ at 2006-03-27 22:08 wrote:
Maybe you shouldn't have put this in an Articles thread... it doesn't look so good here: http://www.celestialheavens.com/viewpage.php?id=373!

I don't understand. Why doesn't it look good ...

ThunderTitan at 2006-03-27 21:12 wrote:
Maybe you shouldn't have put this in an Articles thread... it doesn't look so good here: http://www.celestialheavens.com/viewpage.php?id=373!

Pol at 2006-03-27 20:38 wrote:
I'm also happy. Thanks Echo ;)

...even if that raised more question than before but that's fate of knowledge...

theLuckyDragon at 2006-03-27 20:31 wrote:
Thanks for posting it! It was a very interesting read.

So CRON was out of alignment... with the other Nacelles probably? It makes more sense then, if it is a spaceship part.

Echo_ at 2006-03-27 20:16 wrote:
Here it is:

An account of Corak the Mysterious' unsettling disappearance as told by his apprentice, Gwyndon the Young:

Corak has always held many dire secrets, but recently he had shown signs of being outwardly distressed. This troubled me greatly as what could disturb one so powerful and composed as Corak the Mysterious? Was he not only High Priest as well as being regarded by all as a most accomplished warrior and being the most powerful Archmage other than King Kalohn the Vanquished? He was all that the knowledgeable strive to be and what the ignorant claim to be.

Corak used to tell me stories of different, wondrous worlds with hideous monsters and mighty warriors. He once even mentioned that he came from another world. I thought his stories mere fables or myths meant to entertain me. Little did I know that he spoke the truth and that a problem would arise from this truth that would drive him mad.

One day while I was working on translations of a sorcerous scroll, Corak burst into the library with a harried look on his brow. He told me of an alien criminal from another reality who had escaped into our beloved CRON! Corak then promptly forgot that I was present and proceeded to curse and mumble profusely as he searched through the books for some lost text which contained a gleaming of information which might help him expel the dangerous alien. Being insatiably curious, I attempted to eavesdrop on the conversation he was having with himself. He spoke of CRON being out of alignment with other worlds, of a highly destructive alien being named Sheltem, and of an anointed champion who could realign CRON before a horrific wave of fiery destruction would sweep across and destroy the land.

After his foray in the library, Corak acted quite strangely during the next few days. He would lock himself up in his private study for hours at a time. Frightful noises emanated from behind the locked door and then, suddenly, they would stop. He would emerge changed each time in some subtle fashion. He would enter the study after devouring almost an entire banquet by himself and exit with an appetite as if he had not eaten in days. Other times he would be wan and pale from long hours of intensive research done in the library. He would then go to the study and exit in a few hours with a tan as if he had just returned from Murray's Resort Isle, basking in the sun there for a week.

This weird behavior continued for almost a fortnight. One day, he left his study after an unusually long session and immediately started screaming about the end of the world and how he could not stop it. Amazingly, he was covered in snow and yet it was mid-summer! He then looked about in desperation and withdrew a strange, four-taloned claw which I had never even seen before. Corak then uttered a spell which caused a blinding glow of sheer power to envelope his body. He was terrible to behold, bathed in an eerie shower of what must have been pure ethereal energy, just standing there, exalting in his newfound might.

Seconds later, a clap of thunder shook the building and Corak was gone. I believe that he transported himself away in order to try to stop the mystifying doom which lay upon CRON. Unfortunately, I have my doubts.
Maybe the spell of power was too much for Corak the Mysterious and he brought about his own destruction. I do not know anything for sure. After all, I am now only an apprentice without a master to tell me if I am right or wrong.

A week later, Lord Pinehurst visited and went into Corak's study. The strange, eerie noises started again and Lord Pinehurst was gone. I entered the study and noticed that one of Corak's machines was missing. Next day I received a sealed letter delivered by special courier from Lord Pinehurst. He wrote that he was fine, not to worry and that I should travel to Castle Pinehurst to continue my studies. I go now and hope that this growing chaos in my life will soon end.

History of CRON
This being a synopsis of the histories of CRON as gathered by Corak the Mysterious and found in his study in the Luxus Palace Royale by Gwyndon the Young:

I, Corak, called the Mysterious, have gathered these histories of the world aptly called CRON through personal experiences gained by the use of a magical artifact which allows travel through the very fabric of time itself.

At first, there was only void. Yet, in the nothing something arose. An ethereal substance capable of supporting life came into existence. From the time of this forming shall I, as do all in CRON, reckon time. The shaping of this etherealness took well-nigh one century to occur and develop into recognizable form.

Next, water in vast amounts came from disorder and remained to mix with the ether. Strange beings arose out of this chaotic union. Elemental lords of great power warred for control of the waters. The greatest of these was powerful Acwalandar, mightiest and most majestic of all the Water Kings. Preternatural fierceness combined with uncanny intelligence allowed him to hold unquestionable dominion over all of the other elementals. He reigned supreme for three score and a generation of years, then turmoil erupted.

Potent creatures from an unknown, mystical land charged into CRON with conquest of the brutal Water Lords as their goal. A battle which would last centuries began. Acwalandar and his minions were taken by surprise and the strange beings gained a foothold which they would not release. Puzzlement and fear of the unknown swept through the ranks of the normally stolid water elementals. Who were these warriors who suddenly came
from nowhere? They were Spirits of the Air come from afar to expand their empire. Their lord was terrible indeed, a creature of tumultuous air named Shalwend who could call upon tremendous legions of vicious air elementals to blow back the shocked Water Lords. Air fought with Water for over a century, until reaching a level of equilibrium which neither side could change.

Seeking to upset the deadlock and gain the momentum in the war against the air elementals, Acwalandar charged his servitors to create an ultimate weapon. He received much more than he wanted. His vassals summoned forth incredibly powerful creatures of destruction that would remain under the Water Lords total dominance. Fire elementals were issued forth. These hateful monsters sole purpose in life was to destroy, and at destruction their like will never be approached. They sucked the life out of the Air Spirits without mercy, forcing them to endure a slow, consuming burn until there was nothing left. However, the Fire Lords were few in number and could not totally destroy the Masters of the Wind.

The leader of the burning horde, Pyrannaste, Master of Flame, disliked the iron-fisted rule of Acwalandar and the Water Lords. Any hesitation of a fire elemental in carrying out an order issued by a Water Lord would result in extinguishment. Pyrannaste waited, for he was patient, and even though he and his vassals chafed under the rule of the water elementals they hated Shalwend and the air elementals even more.

Eighty years of servitude and war passed for the Fire Lords until Pyrannaste deemed the time proper for rebellion against Acwalandar. Wanting only to escape servitude while still being able to crush the ranks of the despised Shalwend, the Master of Flame attempted to break away peacefully from the air elementals. At first they succeeded, but resentment and overconfidence built up in the Legions of Water, Are not the fire elementals our servants, brought forth by us to serve our Heeds? Can we not crush them as we crushed the Masters of the Winds? This the armies of Acwalandar thought, forgetting that the might of the air horde must be fought once again without aid. Also forgetting that in order to extinguish a fire elemental, a Water Lord loses much of himself in the struggle that ensues.

Shrewd Acwalandar realized that the Water Lords could not hope to end victorious in a war against both the air and the fire elementals. However, his counsel fell upon deaf ears. What good is the voice of reason to an angry mob? For fifty years Water fought Air and Fire, Fire fought Water and Air, and Air fought Fire and Water. Battles were bloodthirsty; and allies were nonexistent. CRON had transformed into a chaotic battlefield with no one group able to assert itself over the others.

And then came disaster. From places vaguely rumored to exist came the most fearsome creatures yet. Emperors of Earth they called themselves. They were led by Gralkor the Cruel. In one fell stroke they invaded CRON and caused the petty struggles between Water, Air, and Fire to come to an utter halt. Ancient enemies were forced to unite for survival against the new, common enemy. At first, the earth elementals appeared invulnerable. Eighty years and innumerable battles later, a method was found to stop them. Acwalandar and the Water Lords would soak the earth elementals with a flood of water. Then, Pyrannaste and the Fire Lords would bake the dissipated creatures into dry silt. Finally, Shalwend and the Air Spirits would lift the silt into the sky and spread all of the particles across the world, leaving the earth elemental utterly eradicated.

Alas, the effort by the three elemental tribes was too late to stop Gralkor the Cruel and the Emperors of Earth. They had pooled together and formed a giant mass of earthen matter which floated upon water, was immune to fire, and which would not scatter as leaves upon the wind. For twenty more years the elementals attempted to overcome the earthen landmass of Gralkor the Cruel. They failed miserably and the Emperors of Earth assumed command of what would become CRON.

By the year 500, Gralkor and the earth elementals were busily constructing a fixed land area with the toil of their slaves. For almost one hundred years all of the elementals, Water, Air, Fire, and Earth, struggled to perfect the landmass. What they tame up with is what we know as the physical land of CRON.

Rumor of CRON spread to other worlds somehow and an inexorable flow, of what were to the elementals, small, pitiful creatures began to populate the world of Gralkor in the seventh century. The creatures were of many different humanoid types, but they all had basic similarities and resistances which enabled them to survive in CRON. Water beaded off them, air swirled past them, fire did burn them, but only under extremes, and mighty earth they trod upon. The humanoids were able to extract properties from each of the four element's features and use it for their own benefit. But perhaps most important of all, they could weave magic. At first, there were few of these pathetic creatures, but they multiplied rapidly and spread across the landmass. The humanoids strengthened after years of toil and pain. Ambitions grew and they attempted to make CRON their own. This aroused the attention of Gralkor the Cruel and forced him into action.

Unfortunately for the elementals, Gralkor acted too late. The humanoids had been in CRON for over seventy years and had acclimated themselves to all the difficulties which the elementals could produce. They had weapons and spells which could immobilize all but the most powerful elemental lords. Gralkor did not realize this and made a most fatal error, he attacked. He marshaled his forces for the obliteration of the feeble humanoids. The humanoids knew what to expect and lay a trap for the elemental forces.

All of the most powerful spell-casters gathered on the isle of the Ancients and combined their efforts to create an orb of power. This orb had a mystic receptacle, a four taloned claw. There was a talon for each elemental force, and alone that talon could control the elemental creatures it represented. The four talons could be combined to form a holder for the orb. This formed a weapon of incomparable power which could guarantee the complete submission or destruction of any and all elemental creatures. Many tests were made in order to perfect this weapon. Gross mutilations and horrible deaths were the results of most of these. In the latter part of the eighth century there was a human male weak in magic but strong in courage named Kalohn who tested the orb and survived unmolested. Many humanoids died before this because of Gralkorís attack and the testing of the orb. Kalohn resolved to end it all immediately.

He went to the tallest mountain in all of CRON alone. He then challenged the four elemental lords to do battle. Much damage to the land followed, including the transformation of the mountain into the crater we know as The Dead Zone. Kalohn, armed with the orange, glowing orb emerged victorious and then banished each of the four elemental tribes to a separate corner of CRON and formed barriers to keep them imprisoned. Within each elemental zone he placed the corresponding talon of the mighty claw in the order of the elementals' appearance, water, air, fire, and earth. He kept the orb for himself.

With the elemental forces banished from direct interaction with the humanoids of CRON, civilization evolved and everyone prospered. Kalohn gained much magic power due to his battle with the elementals and his frequent use of the orb. He became King Kalohn the Conjurer and ruled wisely for thirty or more years. Peace spread throughout the land. Education began of the young and living conditions improved. Communities formed and trade developed. People were happy and content.

Then in the mid ninth century, the elementals struck back. Unable to physically enter CRON and maddened at the elementals' defeat at the hands of a single, puny human, Acwalandar studied that which defeated him, magic. He had a great aptitude for sorcery and learned quickly by studying the humanoids who ventured near his realm. He gained particular skill in forming and summoning. Using this skill, Acwalandar formed a fell creature of enormous girth and power. He filled it with life from many of his followers and endowed it with the most fearsome of weapons known to him, fire. He had created the first dragon, a creature of mindless destruction and incredible strength. This dragon was formed just outside of the water barrier and left Acwalandar with the intent to destroy Kalohn and then CRON.

King Kalohn the Conjurer sensed the dragon's creation and the threat it posed. He sought it out to vanquish it and quell the elemental lords forever. He met the dark creature in the beautiful Savannah of Plenty. Unfortunately, mighty as he was, Kalohn had only the power of the now faintly glowing orb with him and perished after a disappointingly quick battle. The dragon breathed barrels of flame and engulfed Kalohn entirely, consuming him in a bath of fiery death. Kalohn had attempted to cast a spell which would form a shield of water to protect himself, but the spell was changed as a last minute surge of power from the orb went through Kalohn's body and caused a flood to ravage the Savannah. For all the might of the dragon, he could not fly without wings and was too heavy to swim. He died a slow death, powerless against the natural habitat of his master.

Aftereffects of the battle were numerous and disastrous. The Savannah of Plenty was destroyed and became the Quagmire of Doom, an area of great evil. However, it is rumored that the orb still exists somewhere in the Quagmire, though no one has ever found it. Dragons entered CRON through once closed corridors and wreaked havoc among the populace. Princess Lamanda, Kalohn's daughter, assumed a tentative command of the land. All of these factors led to regression and the ultimate downfall of the level of civilization which had been achieved.

Now it is the tenth century and chaos reigns. Swords and sorcery have replaced law and order as the way of life. Monsters roam the lands of CRON freely and do as they please. Isolated areas hold out against barbarism, but are doomed to fall. All that remains of CRON's glorious past are old wives' tales of mighty warriors and wizards doing battle against evil hordes and of a tragic lord, King Kalohn the Vanquished.

theLuckyDragon at 2006-03-27 20:11 wrote:
You could do like Kareeah did and take a picture of the story... (and this answers the question you asked in the other thread ;) )

Pol at 2006-03-27 20:09 wrote:
I found a prolouge to MM2 and the HISTORY OF CRON in my MM2 manual. Its quite long if you want to read it all.

Yes, if you could, please put it here :beg:

Echo_ at 2006-03-27 20:03 wrote:
I found a prolouge to MM2 and the HISTORY OF CRON in my MM2 manual. Its quite long if you want to read it all.

ThunderTitan at 2006-03-27 19:04 wrote:
Yeah, I noticed. I also remembered that I already saw this. So, anyone know a good place to get the full history behind the M&M games?

theLuckyDragon at 2006-03-27 18:55 wrote:
(hey TT! over here!)

Paladin said they were parts of a spaceship. :|

kage at 2005-11-30 00:06 wrote:
parts of a spaceship? i dont get how it works, but ok cool

Paladin at 2005-11-29 11:18 wrote:
@kage: The first worlds - VARN, CRON, and XEEN - were parts of a spaceship.

I love this mix of fantasy and science fiction. It makes the series quite unique.

kage at 2005-11-29 07:32 wrote:
...but why are the original worlds called Nacelles?? THis is straight out of a dictionary, but
-"commonly used in the worlds of aviation, nautical and spacecraft design, in order to refer to a covered housing, separate from the fuselage, which usually holds engines, fuel, or equipment. In some casesómost notably the WW2-era P-38 Lightning airplaneóthe cockpit may also be housed in a nacelle."

Thats kinda a weird name for a world.

kage at 2005-11-29 07:29 wrote:
seems pretty accurate, 'cept for the Tarnum thing. I only started with Heroes 3, so I'm relatively new to the series. I had no idea it was that old.
Ard Rhys Magien at 2005-11-24 21:39 wrote:
I noticed the whole storyline involving Tarnum the Immortal Hero is missing (from Heroes Chronicles).

* Clash of the Dragons
* Masters of the Elements
* Conquest of the Underworld
* Warlords of the Wastelands
* The World Tree
* The Fiery Moon
* Revolt of the Beastmasters
* The Sword of Frost

Sauron at 2005-09-28 09:57 wrote:
Where is M&M9 storyline?

vinius at 2005-09-12 17:55 wrote:
its really the best (but in Polish) history of MM world.

gravyluvr at 2005-08-11 20:09 wrote:
As the release of HOMM5 draws closer, I think a lot people may look to this page as a history. I think CH would do well to also include a section in (or branched from) the History link to fan based fiction that takes place in the Might and Magic Universe.

Marzhin at 2005-08-03 09:04 wrote:
"Genesis" is a nickname given to Heroes IV by the fan community IIRC. And title of MM9 was "Writ of Fate", even if it has been removed for some reason.

Lich at 2005-08-02 11:34 wrote:
There is a title for Heroes 4, which is same as MM9 - Genesis of the New World. And you forgot to add Necropolis storyline to Homm4...

Aspiriins at 2005-04-09 13:25 wrote:
yeah, and what could possible be add from Heroes V? For now - nobody knows...
nowhere at 2005-03-21 07:43 wrote:
seems close enough to me.

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