I'm not too sure about factions. But, I think you should take a closer look at what you want to explore, and let the lore implications dictate the story. Least, that seems easier to me.
Any dungeoneering 2 would need to have some relevance to Daemonheim. Otherwise, what's to make it different from entering any other dungeon in the world?
There are three big story components to Daemonheim that I think make it unique (and justify the need for a special set of skills to explore it).
-The Dragonkin, its creators, masters of its shifting floors, and researchers of the Curse of Jas.
-The legacy of Bilrach, who recreated the site as a locus of portals and strange beasts to summon and serve Zamorak.
-The Rift itself, whether an Elder artefact, a Dragonkin creation, or a random anomaly, responsible for Daemonheim's warped energies.
Levelling Dg makes our adventurer sturdier and more resilient against the twisted magics of Daemonheim, able to react against creatures and phenomena more aggressively transformed by its energies, and even able to wield items touched by Daemoheim's chaos beyond its walls.
So, dungeoneering 2 would need to see us contending with the same type of magical influence. There are a few possibilities.
-Similar Rifts have been strongly suggested to exist both on Teragard and on one of Tuska's devoured planets. A Teragard-set Dg could tie in strongly with the magisters, competition between their houses, and possible interference from Saradomin or the Kin.
-Dragonkin have had a presence all over Gielinor. Some of their less-explored involvements include the Kharidian Desert and the far east. A new dungeon or island could open up myriad possibilities and influences.
-Bilrach's a little iffier, since we know where he spent all his time. Still, he could have possibly created waystations in his jaunts to other planes.
Also, remember - ring of KINship. Kin magic keeps dungeoneers alive.
31-Oct-2016 20:20:35