Characters: Heroes of Might and Magic

Meet the team! note 

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Knight's Town (I, II) / Castle (III) / Haven (IV, V, VI, VII)

The Knight in Shining Armor faction, and now the only one to have been present in any of the base games. Their troops were all humans in the first two games, composed from various classical soldiers (archers, swordmen, cavalry, etc.), before the introduction of Griffins and, most importantly, Angels. Typically the most balanced and the beginner's faction, they started gaining more flavor with the fourth game by gaining the resurrection ability. Their Might Hero is the Knight and Magic Hero the Cleric/Priest.
  • Weapon of Choice: Swords (and BFSes), lances and crossbows are the most common ones.
  • We Have Reserves: Any time peasants show up directly among their troops.
  • White Magic: Usually their prefered school of magic, along with some of the creatures having abilities that qualify, such as Angels being able to resurrect their allies.

    Haven's Iconic Characters 

Morglin Ironfist (I)

The leader of the "Knight" faction in Heroes of Might and Magic I, and the canonical winner of the war against Lord Slayer the Barbarian, Lady Lamanda the Sorceress, and Lord Alamar the Warlock. His father, the King of Varn, was killed by his brother, who then seized the throne for himself and was in turn succeeded by his son Ragnar. Morglin then (probably) tried to have his cousin Ragnar assassinated in order to reclaim the throne of Varn, but when the attempt failed, he fled to the Varnal Hills, where he found a mysterious portal...
  • Revenge by Proxy: His father was murdered by his uncle, and he probably tried to get revenge for his father by murdering his cousin.
  • Rightful King Returns: Subverted. He never reclaimed the throne of Varn from Ragnar, and after conquering Enroth, he didn't really want to.
  • Unreliable Narrator: His first few letters to Ragnar attempted to deflect accusations of attempted murder (including some pretty incriminating pieces of evidence), but from the last few letters, written when he was much better established in Enroth, it's pretty clear that Morglin was guilty as charged. In his later letters, Morglin's only complaints about Guthbert, the man who carried out the attempt on Ragnar's life, were that he had a "loose tongue and couldn't strike a mouse dead", and after conquering Enroth, he considered it fortunate that Guthbert had failed to kill Ragnar.

Catherine Gryphonheart (III, M&M)

Queen of Erathia, Roland's wife, and the Big Good of the third game, where she leads the good factions to liberate Erathia from multiple invaders after her father's death.

Lysander (IV)

The founder and king of the little kingdom of Palaedra, populated by the refugees of Erathia after their original world was destroyed and they had to flee to another planet. The Heroes IV's The True Blade campaign deals with him searching for the titular sword, a sign of appartenance to the Griffonheart family that an imposter, Sir Worton, claims to have, challenging Lysander for the throne.
  • Sadistic Choice: Having to choose between asking the Oracle of the Dawn either where his lost siblings are, or who the imposter Worton's true parents are.
  • Not So Stoic: Right before the final one-on-one battle against Sir Worton, he cracks a joke about how he's going to make Milton the city's new seneschal, a "thankless position" that will require Milton to have lots of contact with pretty women.
  • The Stoic: According to Milton, he rarely smiles, and he often has little patience for Proetho's Boisterous Bruiser personality - at one point, the two of them even come close to blows.
  • Tomato in the Mirror: The campaign ends with Lysander accidentally drawing the sword from its sheath, thus proving that he himself is a Griffonheart.

Isabel (V)

The main character of V's campaigns, Isabel is the new spouse of Nicolai, the King of the Griffin Empire, forced to repel a sudden demonic invasion.
  • Action Girl: The Haven campaign starts with her refusing to sit and do nothing while her husband-to-be, Nicolai, is off fighting demons. So she assembles a militia, deals with some rebels, then frees a number of cities from the Demons... All the while fighting alongside her army. However, she spends a lot of time - including a part of the last mission of her own campaign - as a Damsel in Distress, and Godric and Freyda are the ones representing the Empire and fighting on its behalf in all important battles, which may place her in the Faux Action Girl territory.
  • Awesome Moment of Crowning: At the end of the Haven campaign, after Nicolai's death, she becomes the Queen of the Holy Griffin Empire (as it was his dying wish).
  • Break the Cutie: For a given value of "cutie", anyway. The story isn't particularly kind to her, which results in some quite big Nice Job Breaking It, Hero/What an Idiot decisions on her part.
  • Damsel in Distress: Spends quite a big part of the campaing(s) as this.
  • Deal with the Devil: More like a Deal with the Necromancer, in case of Markal, who offers to resurrect Nicolai and does just that.
  • Died in Your Arms Tonight: Nicolai, in Isabel's.
  • Fake King: Not Isabel herself, but Biara, when she impersonates her and takes her place as the Queen.
  • Good Is Dumb: That's what many players seem to think of her, anyway.
  • The Hero: Of the Haven campaign. Also, the whole Heroes V saga revolves around her.
  • Horrible Judge of Character: Really, Isabel, trusting Markal wasn't a good idea.
  • Knight Templar: As described under the Lawful Stupid entry below, Isabel will not tolerate anyone who shows disloyalty to the Empire. The first two missions of her campaign are all about her dealing with rebels... mostly by killing them.
  • Lawful Stupid: A particularly Egregious example: the first map starts with an encounter with some peasants refusing the conscription. Her reaction?
    Isabel: "You will fulfill your oaths to your lord, even if you must do it in chains! Get them!"
  • Lady of War: Looks the part, other parts... not so much. If anything, she's closer to being The Lad-ette. By her own admission, she's "more comfortable in a camp than at court"; the intro also has her wondering if she's looking stupid in her wedding dress.
  • Medical Rape and Impregnate: What Kha-Beleth does to her.
  • Perfectly Arranged Marriage: Seems like her marriage to Nicolai was like this. Unfortunately, a demon invasion and Nicolai's subsequent death prevent them from becoming Happily Married.
  • Rightful King Returns: Played with. She does reclaim her throne from Biara, but only to make Freyda the next Queen, thus starting the Unicorn dynasty.
  • Roaring Rampage of Revenge: Swears revenge twice - first after being captured by Agrael and learning about the real Beatrice's death at the hands of Biara, and later again after Agrael kills Nicolai. Then there's the whole deal with Biara impersonating her... It didn't go well at first, but at the end, she succeeds in killing Biara. Agrael is... another matter.

Godric (V, Clash Of Heroes)

Nicolai's uncle (and Freyda's father and commander), tasked by Isabel to get help from the Wizards, much to his dismay.

Freyda (V)

Godric's daughter and a major Haven character in Hammers of Fate.

Anton (VI)

First legitimate son of the Duke of Griffin Slava, and new Duke after his father's assassination, apparently by the hand of his sister Anastasya.


Barbarian's Town (I, II) / Stronghold (III, IV, V-TotE expansion, VI, VII)

"We walk our own path, alone."

The Barbarian Tribe faction. Populated with Goblins, Orcs, Cyclops and the like, with the exception of the fourth game, where Orcs and Goblins were replaced by human barbarians and beastmen. The Brute Force Faction, they are since the fourth game pure might (though still able to gain magic skills an to eventually learn spells), while in the last two games they more or less totally drop magic, gaining instead the Warcries' ability, filling the troops with Unstoppable Rage. Their Might Hero is the Barbarian, and their Magic Hero the BattleMage/Shaman.
  • Grim Up North: In the first and second games, they live in the Frozen Wastes to the north.
  • Half-Human Hybrid: In V and VI, somewhat of. There, orcs are a result of demon blood being injected in human body.
  • Leeroy Jenkins: The Berserker unit in IV, who can't be controlled. In V, it's actually encouraged through the Blood-rage mechanic, and the official Orcs' strategy motto in VI is "Rush now, think later!".
  • Mayincatec: In VI. In V, they were closer to Mongols.

    Stronghold's Iconic Characters 

Lord Slayer (I)

The leader of the Barbarian faction in Heroes of Might and Magic I, he was initially involved in a three-way war with Lady Lamanda and Lord Alamar, but was defeated by the newcomer Morglin Ironfist. Later he allied with Lamanda and Alamar against Ironfist but was unable to stop him from conquering Enroth. Supposedly, his bones are buried in the foundations of the Barbarians' Coliseum in Heroes II.

Crag Hack (I-II-III-IV, mentioned in V and VI)

A classical Barbarian Hero, Crag Hack (who shares his name with a Might and Magic dwarf hero), has is Day In The Limelight in III-Shadow of Death, where he was part of a group of four heroes aiming to stop the necromancer Sandro's Evil Plan, after having been his Unwitting Pawn. With Sandro and the genie Solmyr, he is one of the few character of the old universe deemed by Ubisoft as sufficiently of an Ensemble Dark Horse for gaining a Continuity Cameo in Ashan's backstory, apparently as The Dreaded.

He got his own DLC campaign for VI called "Pirates of the Savage Sea".
  • Accidental Misnaming: He is not pleased with being constantly called "Mister Hack" by Sandro in Shadow of Death.
  • Author Avatar: Originally a Jon Van Caneghem tabletop game's character.
  • Badass Armfold: His artwork for Pirates of the Savage Sea has him doing this.
  • Continuity Cameo: In V and base VI. The Ashan incarnation is the main character of the first DLC for VI, Pirates of the Savage Sea.
  • Cool Helmet: He's usually wearing a helmet with two horns pointing upwards and two pointing downwards. It's even an artifact in VI!
  • Dumb Muscle: In the old continuity, to the point that even other barbarians comments on it (this was a person with decades of mercenary experience across at least two continents — and he still hadn't picked up that mister is a title, not a name!). His Ashan incarnation, on the other hand, is clever enough.
  • Eye Patch Of Power: His Ashan incarnation sports one on his right eye.
  • Handicapped Badass: His lack of depth perception hasn't stopped him from being a renowned mercenary and Ashan's pirate king.
  • Heroic Sacrifice: Might and Magic X reveals that this is how his Ashan incarnation ended his days, as a way to make the best out of a bad situation (it was either die from other reasons, and break the curse he was under, or die from the curse, and be Ret Gone).

Tarnum (Heroes Chronicles, NPC in IV)

"But a warrior is not just a killer. He's a protector! You must have respect for life, and an even greater respect for your ability to take it. Otherwise, you're just a murderer."
The main protagonist of Heroes Chronicles, Tarnum started out as a bloodthirsty warlord, but "the Ancestors" decided to punish him after he died by denying him access to the afterlife, systematically ressurecting him as a hero in any Antagarich's factions, charged to perform various heroic deeds. Tarnum eventually atoned, taking a young Waerjak as his adoptive son. He is also the second most important protagonist in IV's barbarian campaign, acting as The Mentor for Waerjak, before being captured and presumately killed by a warlord. Waerjak eventually find him Back from the Dead, and Tarnum reveal to him his past and how he finally redeemed himself but chose to stay among the mortals.
  • Badass Bookworm: Unlike his barbarian fellows, Tarnum became a well educated man, learning languages and customs from various cultures, and teached Waerjak so, who notes that it doesn't stop him for being even more Badass than the average Barbarian Hero.
  • He Who Fights Monsters: In his first campaign, he gradually went more and more brutal, especially after the death of the woman he grew to love. He gets better, but only after his death, trials, and resurrection.

Waerjak (Heroes Chronicles, IV)

The Hero of IV's barbarian campaign, Waerjak grew the same concern than his adoptive father Tarnum: already weakened by the destruction of Enroth (the world of I-II-III), the barbarian were also stupidly fighting themselves instead of uniting their force. Waerjak eventually decided to do unite them himself, peacefully if possible, but is confronted to a Sadistic Choice when he has to chose between saving Tarnum from a barbarian warlord, or liberating barbarian slaves.

Sandor (VI)

First, but illegitimate son of the Duke of Griffin. With his sister Irina and the Orc Kraal (the Duke's master-of-arms) as his only friends, and finally fed up with his life, he flees to the Orc's Pao Islands to become a Barbarian.


Warlock's Town (I, II) / Dungeon (III, V, VI SoD, VII) / Asylum (IV)

"Hide, listen, watch, learn... And when the time is right, strike from the shadow."

The Evil Sorcerer faction, specializing in power, both in creatures and in destructive magic. While they are powerful, they are often limited by the expensive prices of their armies and lower growth rates. It has largely remained the same with each game, despite having dark elves in V and VI. Their Might is either the Overlord or the Thief, and their Magic Hero the Warlock/Sorcerer.
  • Black Mage: At least in V, Warlocks have a Chaos Magic affinity and possess vast destructive spellpower.
  • Blind Seer: One of the heroes in III is a troglodyte who can 'see' magical energy, making it easier for him to learns spells via the Eagle Eye skill.
  • Bloody Murder: Hydras in V, spilling acid blood when hurted.
  • Casting a Shadow: The Dark Elves worship Malassa, the Dragon of Darkness, in V and VI.

    Dungeon's Iconic Characters 

Lord Alamar (I, II, III)

The leader of the Warlocks of Enroth in Heroes of Might and Magic I, he was defeated by Morglin Ironfist but escaped to other lands. Decades later, he returned to Enroth to serve Archibald Ironfist but was again forced to flee when Archibald was defeated. He fled to Nighon, where he helped the Overlords invade Erathia following the death of King Gryphonheart, but Nighon's invasion was ultimately repelled by Queen Catherine.
  • Iron Buttmonkey: Consider how many times he has found himself on the losing side... and that he still comes back for more.

Archibald Ironfist (II, M&M VI and VII)

The "not so good" brother of Roland, Archibald accused him of killing the seers charged to chose a successor after their father's death. Given how obvious who the real murderer was, Roland, after flying the royal castle, started a civil war against his brother. Archibald canonically lost, and was Taken for Granite, until the PCs in Might and Magic VI freed him so that he helps them save the world. He then became a prominent member of the Necromancers' guild.
  • The Archmage: Turns out he both has an extensive knowledge of magical rituals (which is why he has to be freed) and is better at necromancy than many necromancers despite being a Warlock rather than a Necromancer.
  • Badass Moustache: He's an archmage royal who actually did things while he still young enough that his father was only recently deceased. He also keeps to his moustache, unlike his brother.
  • Big Bad: Of the second game.
  • Cain and Abel: Cain to Roland's Abel. Downplayed in that at the end, neither brother is willing to go all out and kill the other.
  • Even Evil Has Standards: In Might and Magic, he can't stand for Roland to be imprisoned by the Kreegans.

Mutare (III, Heroes Chronicles)

A young woman from Nighon who took advantage of the infighting among the various Overlords to seize power for herself. After defeating Ordwald with the aid of the Vial of Dragon's Blood, she sought to conquer all of the dragons.

Tawni Balfour (IV)

"Honor among thieves? Hah! Any thief who invokes such rubbish is a hypocrite! The instant they have the opportunity to stab their best friend in the back, you know they won't even hesitate. A pirate, on the other hand, lives by a different motto. "The last one standing gets the gold."."

The main character of IV Chaos' campaign. A ruthless Pirate Girl, Tawni Balfour was way too happy at the death of her father, the feared Captain Black, and took the opportunity to conquer the Gold Sea above all pirates.
  • Luke, I Am Your Father: Eight-Fingers Oba, a Cool Old Guy who serves as her Morality Pet, turns out to be her true father.
  • Pet the Dog: Her final conversation with Eight-Fingers Oba, where she makes him retire because she fears that he's lost his killer instinct and can no longer survive as a pirate.

Raelag/Agrael (V, VI)

The protagonist of the Inferno and Dungeon campaigns in V, Raelag starts out as Agrael, the (secretly elven) Dragon of the Big Bad Kha-Beleth.
  • The Atoner: For what he did as Agrael. Later revealed to be two-fold: he also destroys the Soul Scar clan that he led to worshipping demons in his backstory.
  • Dark Is Not Evil: As Raelag. He may be a Dark Elf and a Warlock, but he's not evil, and wants to stop Kha-Beleth as much as anyone else.
  • Evil Sorcerer: Agrael sure looks like one - and likely was a real one before experiencing how Love Redeems - but as Raelag he completely averts it. He's described as a very powerful spellcaster, but, as noted above, he's not actually evil.
  • Defector from Decadence: Betrays Kha-Beleth and teams up with the "good" guys to stop his plans.
  • Heel-Face Turn: Starts out as a servant of the Big Bad, only to change his mind and decide to oppose him later.
  • I Did What I Had to Do: That's how he tries to justify Beatrice's death to Isabel. It doesn't work - if anything, it only makes her even angrier.
  • Love Redeems: One of his main reasons for betraying Kha-Beleth is his love for Isabel.
  • Noble Demon: As Agrael. Going as far as offering to run away with Isabel, and promising to protect her after she refuses and calls him a monster.
  • Put on a Bus: In the Hammers of Fate ending. He doesn't even appear in Tribes of the East.


Sorceress' Town (I-II) / Rampart (III) / Preserve (IV) / Sylvan (V, VII)

The Nature Faction. Originally serving as the counterpart to the warlocks in the first two games, they eventually became more associated with elves from the third game onward. As one might expect with a faction of elves, they are more associated with speed than the other factions at the cost of defense, and favor nature-themed magic. Their Might Hero is the Ranger/Archer, and their Magic Hero the Sorceress (I and II)/Druid (III and IV).

    Sylvan's Iconic Characters 

Queen Lamanda (I)

The leader of the Sorceresses of Enroth in Heroes of Might and Magic I. She was defeated by Lord Ironfist.

Sister Eliza (II)

The leader of the Sorceresses of Enroth in Heroes of Might and Magic II. She was attacked by Archibald because of her public support for Roland. Roland defended her and her guild against Archibald, and she swore allegiance to him.


Gem was one of the greatest Sorceresses that Enroth had ever seen, serving King Roland Ironfist during the Succession Wars. Shortly after Roland had secured the throne of Enroth, Gem left for Erathia, finding a new home in Avlee.
  • The Ageless: She appears in Heroes of Might and Magic games I-IV, a time period which spans approximately 80 years, yet still appears young. IV explains that she maintained her youth by drinking from a special fountain; however, she no longer has access to this fountain as of IV and has started to age normally again, which may explain her absence in later games.
  • Fantasy Character Classes: Though she is listed as a "Druid" in her HOMM III appearance (as the game does not have a Sorceress class), the Shadow of Death expansion for III lists her as Sorceress, the only hero in III to have a unique class name.
  • Friend to All Living Things: As befitting her character class. However, according to her campaign scenario in III, it took her a little while to warm to the Sylvan Castle's dragons, though one could hardly blame her given her experiences with them in II.note  She also appeared to be uneasy of the Dendroids at first, due to an unexplained incident in her past.
  • Hair of Gold, Heart of Gold: Despite being at the "heart of over 80 years of conflicts and wars," she has maintained her gentle demeanor.
  • Nice Job Breaking It, Hero: Prior to III, Sandro tricks her into gathering an artifact for him (along with Crag Hack), then uses it to install a puppet king to invade Erathia, kickstarting the events of the main game. To be fair, she does band together with Crag Hack and two other heroes to defeat him later.

Gelu (III-AB and SoD, intro of IV)

A half-elf Ranger assisting Catherine and Roland in Armaggeddon's Blade, and the heroes Crag Hack, Gem and Yog in Shadow of Death. In a quite egregious case of Nice Job Breaking It, Hero, he ends up destroying the world with the aforementionned sword when it clashes with another Infinity+1 Sword, the Sword of Frost. Easily recognizable due to his red hair and black and white skin.

Elwin and Shaera(IV)

Two elves whose romantic story drives IV's Nature campaign, as Lord Haarke try to keep Shaera for himself.
  • Friend to All Living Things: The debut of the first mission is basically Elwin learning to do this to survive.
  • Genre Blind: Changing the colors of the sails to indicate something to the loved one? Elwin, even heard of Theseus?


Necromancer's Town (II) / Necropolis (III, IV, V, VI, VII)

"Life is change, chaos, filth and suffering. Death is peace, order, everlasting beauty."

The Undead Faction. First seen in Heroes II, the necromancers serve as a counterpart to the wizards. Their strategy is primarily to overrun their enemies with hordes of undead, with their Necromancy skill and their higher growth rates to emphasize this. In IV they were merged with the demons, but from V onward they were back to strictly commanding the undead. Their Might Hero is the Death Knight, and their Magic Hero the Necromancer.
  • Clown-Car Grave:
    • The Necropolis' creature dwellings are nearly all graves, and they let you hire undeads each week.
    • Due to bugs in IV and V, you can theorically raise more corpses with necromancy than ennemies killed.
  • A Commander Is You: Spammer faction.
    • In VI, they switch from "produce more" to "lose nothing"
  • Dark World: All their townscreens are in the dark.
  • The Necrocracy:
    • Altern between Types I and II, even if the fourth game implies they have a decent part of living subjects.
    • Might and Magic VI and VII between them weakened this for the Enroth setting, making clear both that it was entirely possible for living humans to lead the most powerful faction of necromancers, and that liches were a relatively recent development. VII also revealed that Deyja has a decent amount of living citizens — they just don't play as important a role in the necromancers' armies as the undead.
  • Glowing Eyelights of Undeath: A side effect of the Namtaru venom with a Lich/Vampire's bloodstream.
  • Spiders Are Scary: Mother Namtaru is the spider avatar of Asha's nightmares. The spider cult of Heresh consequently refer to Asha as the Spider Goddess.
  • Zombify the Living: Sometimes has access to an Undead Transformer, which can convert living units from other factions into undead.

    Necropolis' Iconic Characters 

Sandro (I-II-III-IV, mentioned in V and VI, M&M)

Arguably the most popular character of the entire series, Sandro was the only undead hero of the first game (as a Warlock). A lich with the classical necromancers' obsession to Take Over the World, Sandro was nearly successful in doing so by basically planning the entire events of the third game's campaign, as seen in the prequel The Shadow of Death, thus being the mastermind behind the invasion of Erathia. Unfortunately for him, his first plan, involving two Artifacts of Doom, was foiled by a group of four heroes (including Crag Hack and Gelu), and the credit for his second plan was stolen by the lich he was planning to control as The Man Behind the Man. Sandro make a Continuity Cameo in V and VI, being regularly mentionned as The Mentor of Markal and several necromancers, sadly Killed Off for Real.

He got his own DLC campaign for VI called "Danse Macabre"
  • One Steve Limit: It's not all that easy to reconcile The Shadow of Death with Sandro being an active open lich during the First War of Enrothian Succession without resorting to there being two necromancers named Sandro who became high-profile heroes. From the same source, it is impossible to reconcile his mentor Ethric as being the in-universe most famous Ethric, despite sharing a similar story (a mage who became a lich).

Gauldoth Half-Dead (IV)

The main character of IV Death's campaign, Gauldoth earned his nickname when, as a young necromancer apprentice, he tried to cast a spell to survive the destruction of Enroth (the world of I-II-III). It... '''partially'' worked, leaving him Two-Faced, with one side of his body becoming undead. The campaign deal with him creating the small nation of Nekross, finding his old master, and ultimately having to fight him when he's revealed to be serving an Omnicidal Maniac mysterious figure.
  • Dangerously Genre Savvy: His Kick the Dog moment involve letting a priestess he just befriended finish a ritual he started. Said ritual was never achieved before, and for a good reason: it automatically kill the one finishing it.
  • Genre Savvy: One of his most interesting traits. Gauldoth don't even try to Take Over the World, even when given the perfect opportunity, saying that it always fail for the necromancers to try so.
  • Go Mad from the Isolation: Particularly explicit at the very start of his campaign, since he's been running around in the woods for years on end, just trying to survive. Any humans who catch sight of him tend to scream in horror and/or try to kill him.
  • Muscles Are Meaningless: Way physically stronger than he appears on his undead side.
  • Pet the Dog: Sure, Gauldoth raises deads and summons demons, but he's very careful to protect his living subjects from them. This earns him the name "Father Gauldoth".
  • Unholy Holy Sword: Gauldoth find at one point in the campaign that the Angel's Blade, a powerful weapon against Demons, was created by a Demon to begin with. But since he only need it to open a teleporter, it doesn't bother him too much.

Markal (V)

A Necromancer desiring to avenge the death of his master Sandro, killed by the Wizards.

Arantir (V-TotE, Dark Messiah)

A Necromancer trying to prevent the Dark Messiah prophecy. The Big Good of TotE Necropolis' campaign, previously seen in Dark Messiah Of Might And Magic as the main antagonist and final boss.

Anastasya (VI)

  • Creepy Twins: Subverted. She is a necromancer, Kiril is a demon master, but both are friendly.
  • Dark Is Not Evil: Try to find friendlier necromancers than her and Sveltana. She has the sweetest personality out of the five siblings, even as an undead.
  • Deadpan Snarker: On occasion.
    Sveltana: These are ghouls. They are the spirits of murderers that we have trapped in undead bodies as a form of punishment.
    Anastasya: How appropriate... we have so much in common.
  • How Do I Shot Web?: Anastasya is a novice necromancer, giving Sveltana an opportunity to teach her (and the player) the basics of raising and controlling undead.
  • Interspecies Romance: With the Archangel Uriel.
  • Meaningful Name: Come on, look it up.
  • Never Trust a Trailer: She's set up as an antagonist in the intro, with her undead army fighting Anton, which never happens in the actual campaign. Being narrated from Anton's perspective, the intro is intentionally misleading.
  • Self-Made Orphan: Accused of having killed her father at the start of VI. Her campaign is dedicated to finding out who brainwashed her into doing it.

Sveltana (VI)

  • Cool Aunt: To Slava, and then to his daughter Anastasya.


Wizard's Town (II) / Tower (III) / Academy (IV, V, VII)

The Magocracy Faction. Debuting in II, the wizards are rivals to the Necromancers and the Warlocks. They specialize in magic and ranged attackers at the cost of weaker melee creatures, as well as costly prices. In II and V they were in a desert settingnote , while in III and IV they were native to the snow. Their Might Hero is typically the Alchemist, and their Magic Hero the Wizard/Mage.
Golem: The traditional ones in all their appearances, plus the Dragon-Golems in IV.
  • Mage Tower: The usual Mage unit's dwelling, and the town itself in III.
  • Steampunk: A little shade of it, most notably with IV's Dragon Golems, and the Gremlins in V being the only ones to avert Fantasy Gun Control.
  • War Elephants: Wizards use elephants as steeds in V, providing them a good view of the battlefield from which to cast spells.

    Academy's Iconic Characters 

Roland Ironfist (II, III-AB expansion, M&M)

One of the two sons of Morglin Ironfist, the canonical winner of the first game's campaign. "Good, kindly and honorable", Roland was forced to flee when his "not so good" brother Archibald blamed him for the murders of the various seers charged with finding a successor to their dead father. Calling his Knight, Wizard and Sorceress allies, he started a civil war against his brother, a conflict constituing the plot of the second game's campaign. Canonically the winner, he turned Archibald to stone until the future generations take pity of him. Later married to Catherine Ironfist, Roland came to her aid in the Armaggedon's Blade campaign against the demon Kreegans, who imprisoned him during the M&M's VI.
  • Rightful King Returns: Sort of. He was kidnapped after II and was held for several years before being rescued, and his introductory scenario in III-AB is called "The Return of the King"... but his return to his actual kingdom occurs offscreen some time after the game.
  • Royals Who Actually Do Something: He goes on the field personally for the final battle of the Succession War. As a Wizard, oddly enough (he is a Knight every other time he shows up in a Heroes game — including the penultimate battle of his campaign in Heroes II).
  • What the Hell, Hero?: Done by the ghost of his father after having retrieved the Armaggeddon's Blade and still marching to eradicate the Kreegans. Although later (and therefore more easily missed) dialogue (with both the ghost and others) indicates that it is not so much the march to eradicate the Kreegans as Roland's motivations that is the problem — too much hatred and a desire for vengeance, not enough understanding of the fact that the Kreegan simply can't co-exist with ordinary mortals in the long run.

Gavin Magnus (IV, background of III)

The inexplicably immortal ruler of the wizard faction of Bracada, and later the Big Bad of IV's Order campaign The Price Of Peace, where he tries to brainwash the entire world to end all wars. It turns out even a god-slaying sword can't kill him.
  • Face-Heel Turn: He was the leader of the good side in Might and Magic VII, even if he left a lot of things in the hands of his Terran advisors. The destruction of Enroth caused him to jump off the slippery slope, however, culminating in most of the other tropes describing him here.
  • Humanoid Abomination: Not even himself know how he became immortal. He also has some weird abilities, like writing with an uncanny perfection, or spotting even an insignificant error in the construction of a room, while being at the other end of it.
  • Sorcerer King: With the minor exception of his title (he used Grand Vizier instead. He was still openly and legally the one in charge, note), he was this (understandable, as the ruler of the Wizards' nation of Bracada), before Enroth's destruction. The event was... not good for his mental health, and he went off the deep end.

Solmyr ibn Wali Barad (III, IV, mentionned in V)

A Genie in a Bottle who gave his word to serves the man who liberated him "as long as he will walk this earth", and the man turned out to be Gavin Magnus, the immortal ruler of Bracada. Eventually, Solmyr had to betray his master when he had to oppose Emilia Nighthaven and help Gavin Magnus brainwash the entire world.
  • Spell My Name with an "S": His name is spelled "Solymr" in IV, where he gets his own half of a campaign, but the spelling from III is better remembered, even though he was just a generic hero there (although well-liked due to starting with the powerful Chain Lightning spell).

Emilia Nighthaven (IV)

The main protagonist of IV's Order campaign The Price of Peace. A few years after miraculously escaping the destruction of Enroth, she united refugees of her old world in the nation of the Great Arcan, hoping to resist the various warlords of the region and introduce a bit of order. She would eventually clashes with Gavin Magnus and his plans. She ends the war victorious, but with her legs paralysed.

Sar-Elam (Background of V, VI and Dark Messiah)

The greatest spellcaster ever in the history of Ashan, who ascended to the form of (yet another) Dragon-God. His disciples went on to found the Academies, the background monastic orders of the Dragon-Knights and of the Blind Brothers, and Necromancy. His dragon skull is a plot point in Dark Messiah. The role-model of every Wizard.

Zehir (V)

Son of The Archmage Cyrus, and twice protagonist and Big Damn Hero, in V vanilla and Tribes of the East. Most of his involvement in the plot consists of him cleaning up the mess left by the other heroes. He even lampshades it.


Inferno (III, V, VI, coupled with Necropolis in IV)

The Legions of Hell faction, composed from various demons, like imps, cerberi and devils. From the fifth game onward, they rely heavily on Summon Magic (though the fourth game had some similar spells, too). Generally considered to be one of the weakest factions in terms of stats, and they also lack flyers and shooters. Their Might Hero is the Demoniac/Demon Lord and their Magic Hero the Heretic.

  • Always Chaotic Evil: So far, the only Demon hero to (partially) avert this was Suraze in IV, who works with the protaganist because he realised that his old boss intends to betray him. The other non-Evil Inferno heroes are Agrael (secretely a Dark Elf) from V and Kiril (a Human) from VI.
  • Big Bad: In V, Inferno and characters related to it serve as the main villains throughout the main game and both its expansions, with even Dungeon and Necropolis, the other "evil" factions, fighting against them.
  • Even Evil Has Standards: It's implied that there are some things that even Demons won't do, as shown by the description of one of the human Death Knights in IV; she's capable of evil deeds that 'even the demons balk at'.
  • Order Versus Chaos: In V, VI and VII, Demons are the spawn of Urgash, the god of Chaos. Thus, they are at odds with all the other factions of Ashan, but particularly with the Necromancers, who worship Asha, the goddess of Order.
  • Our Demons Are Different: Up to the fourth game they were Kreegans, Sufficiently Advanced Alien Invaders. In the Ashan universe, they're the spawn of the Dragon-God of Chaos.
  • Playing with Fire: Most of their spells are Fire-based.
  • The Power of Hate: Pit Fiends from VI are the minions of the Demon Overlord of Hate, and have several hate-themed abilities.

    Inferno's Iconic Characters 

Kha-Beleth (V, Dark Messiah, VI)

The Demon Sovereign and the Big Bad of V, where he's setting up his masterplan to create the Dark Messiah, the only one capable of liberating him from Sheogh.
  • Satanic Archetype: Meets the criteria by the virtue of being the supreme leader of the Demons, thus being an enemy of not only the Good factions, but even the other Evil factions.
  • Sealed Evil in a Can: He is unable to leave Sheogh; not that it stops his plans.
  • Tin Tyrant: He's basically a red Sauron with a BFS. Less so in VI, where he gets a more "organic" armor.
  • You Have Failed Me: Executes one of his minions for failing to capture Agrael/Raelag.

Kiril (VI)

Anton's younger brother and Anastasya's twin, thrust against his will into the demon prison-world of Sheogh by the angel Sarah.
  • Creepy Twins: Subverted. He is a Demon Lord, his sister is a Necromancer, but they are neither creepy nor evil.

    H3 Fortress 

"H3 Fortress" (III)

The nation of Tatalia is home to this Fortress faction. Consisted of lizardmen and beasts from the swamps, they are the definition of a technical faction, relying very much on the abilities their creatures have. Also, when the Stronghold focus on Attack, the Fortress focus on Defense, making them another Brute Force faction. Their Might Hero is The Beastmaster, and their Magic Hero is the Witch.

Not to be confused with the Heroes V faction with the same name, which is focused on the dwarves.
  • A Commander Is You: Technical, so very, very much. The only creatures they have that don't have any particular ability are the Gnoll and the Lizardmen.
  • Deadly Gaze: The Gorgons (different from the Medusas, being based on the Dungeons & Dragons design - that is, a scaled cow) have a Death Stare that can instantly kill the top creature in the targeted stack.


Conflux (III-AB expansion)

When the original Forge faction was scrapped due to fan complaints, the Conflux was introduced instead. Consisting of elemental creatures, their armies were weaker than most, but made up for it with boosted growth rates, with the Phoenix in particular being the only tier 7 creature with an initial growth rate of 2. Their Might Hero is the Planeswalker, and their Magic Hero the Elementalist.
  • The Phoenix: Noted for being the fastest creature whenever appears and being immune to fire.

    H5 Fortress 

"H5 Fortress" (V)

A faction of dwarves exclusive to Ashan. Their heroes use a special magic, Rune magic, that uses resources and can be applied to creatures throughout battle. As is expected of the dwarves, they specialize in defense, with several abilities nodding to this. Their Hero is the Runemage.
  • Shock and Awe: The Thanes and Thunder Thanes, and there is also a hero, Svea, who specializes in this.
  • War Elephants: Their heroes ride into battle atop mammoths, who gore the enemy with their tusks while the hero casts spells.

    Fortress' Iconic Characters 

Wulfstan (V-HoF and TotE)

The protagonist of the Fortress campaign in Hammer of Fate, and token dwarf. Only Sane Man among the dwarves, teams up with the Heroes.


Sanctuary (VI)

"We strive for perfection in Shalassa's worship."

The first naga and aquatic faction in the series. Their battle system is based around all aspects of water as well as honor, favoring to fight enemies one on one. Their Might Hero is the Samourai, and their Magic hero the Monk.
  • Conservation of Ninjutsu: Their special ability is a defensive bonus triggerable when fighting enemies one-to-one.
  • Dummied Out: Sanctuary was considered for inclusion into Heroes V early during development, but was cut. Some concept art (apparently based on India rather than Japan) and references to the faction in the game resources in V are all that was left.
  • Making a Splash: They worship Shalassa, the Dragon-Goddess of Water, and have a close bond with this element.
  • You Are The Translated Foreign Word: The upgrades to a few of the creatures are basically the creatures' names in Japanese. For example, the Snow Maiden becomes the Yuki Onna, which is pretty much the same thing.
  • Walk on Water: A Sanctuary hero can cross water without using a boat, if their army consists of only Sanctuary units.

    Sanctuary's Iconic Characters 

Irina (VI)

The first daughter of the Duke of Griffin, forced to accept an Arranged Marriage with the family's long antagonist Duke Gerhart of the Wolf Duchy. Liberated by her brother Sandor, she then integrates the Sanctuary faction.
  • Arranged Marriage: Leading to I Have You Now, My Pretty, leading to Groin Attack against the Duke, leading to pregnancy.
  • Creator Cameo: Subverted: One of the developers is named Irina, but she joined only after the character was named.
  • Determinator: Hinted in the loading screen text for her first mission. "Tether a Griffin's wings, and she'll learn to fly with her claws."
  • Like a Fish Takes to Water: Literally, in her case. She quickly learns the naga customs and rises higher among them than realistically could back in the Empire. It helps that they respect beating people's faces in, whereas her father trying that is what got her married to Gerhart in the first place.