Marzhin wrote:The bandits lords Emilia is fighting against at the beginning of the Order campaign are most certainly natives. So are the Red Dwarves. In the beginning of Gauldoth's story he fights against a "nature" community led by a druid, they are not from the old world (refugees from AvLee arrived in Axeoth far in the south) so they are probably natives. The Merfolk from Tawni Balfour's campaign are natives too.
But it's true the "civilized" lands of Axeoth are on the "western" side of the world (Channon and Chedian to the north, Uludin, Merlion and Lodwar to the south)
You are wrong Marzhin, beacause the barbarian leader Gurg, apparantly when he gets drunk, he boasts of bieng Kilgor's successor. The barbarians are certainly not 'natives', beacause a native would not declare himself Kilgor's successor. The barbarians in the Emilia Nighthaven campaign, are almost definately a spillover from the Might Campaign.
The Tribal Land barbarians, are not natives either, they care and think a great deal about Kilgor's successor. The hero cast of the game, suggests a lack of native inhabitants, simply beacause for the most part, the Heroes III heros have carried over from Heroes III.
Natives would have be a whole faction in their own right, with their own spells, heros and creatures. No such faction exists, nor is there a single hero who is mentioned as bieng native.
Merfolk are not natives, Merfolk were in Heroes III. I think Sea Monsters may be native though.
It is likely the merfolk simply migrated to the seas of the Axeoth, through underwater portals.
As for the nature community in the Death Campaign, remember that while the main population in Heroes III, is always located in their main kingdom, in elves case Av Lee, there are also elven communities in Heroes II, that is Antagarich, which are not (I don't know too much about this) concentrated in such a way.
Also, there are often communities located within the area of another main races domain, in Heroes II, it also seems to be the case that migration happened for political reasons too, as allies set up towns (say Bracada in Erathia), in order to help the other race in their time of peril.
In the Nature campaign, isolated communities, isolated from Aranorn are mentioned and Elwin run's across one, called Dandelion.
The refugees did not neatly arive in the same place, nor were their communities even located neatly in a particular place. There was a great level of overlap between the regions of the various aligments and this led to places getting dragged far away from the rest. This is officially the case, in game.
The Red Dwarves are not natives, definately not. The reason is that they are loyal to the Immortal King, and happily help him build Dragon Golems , even if they manage to destroy most of them beacause they have a riot due to an unknown disagreement.
No, the Red Dwarves are most likely a dwarf community deep within Bracada in origin. They don't get on too well with the 'normal' dwarves, which lived among, strangely enough the elves of AvLee.
This explains why Gavin Magnus was able to enlist their aid, while others had found them isolationist and disinterested in the surface world. Their aid to CONQUER THE WORLD. Not a small thing.
I reckon that the campaign starts around 20 years after the Reckoning, this gives characters who were only children when the reckoning happened to grow up, and also time for people to build homes and get out of the basic settler mode.
The Nature faction coped particularly well, while the Might faction, coped extremely badly. The reason is that the nature faction, quite happily takes up root in any suitable area, and come to terms with natural changes by adapting. They are relatively sedentery, happy to establish a patch of ground and focus on getting the most out of the enviroment, and fiercely defending it from others.
Whilst the Might Faction, is by nature semi-nomadic and at the time was in a state of total war. If they don't like a place, they move on and find (or take) a better patch. Once there they exploit the area with the intention of getting the most out of it for a few years, before moving on. Combined with the extreme militerism that Kilgor had created, and the bloodlust he had encouraged, this boded badly for both internal peace and social stability.
I am most interested about Tatalia, what happened to the Gnolls and Lizardmen? I reckon that Tatalia (based on a clue from a hero) took a beating in war and was pushed back further and further into it's native swamps, when the reckoning occured, they found themselves in an area with no portals, or maybe portals going to another world entirely.