The Dungeon faction, also known as the Warlocks' faction, has long captivated fans and seamlessly integrates into the rich narrative of Heroes of Might & Magic: Olden Era. Our initial exploration of Jadame introduced us to creatures intrinsically linked to the Dungeon faction, each possessing their own domains on the continent. This allowed developers to craft a faction that is deeply rooted in tradition while also introducing fresh and innovative ideas.
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If we were to encapsulate the essence of the Dungeon faction across the series in just two words, "power" and "outcasts" would be fitting. Revisiting the world of Enroth provides an opportunity to redefine these formidable warlocks. Drawing inspiration from the lore of Jadame, particularly Might and Magic VIII: The Alvaric Pact, the Dungeon faction is reimagined in a compelling way.
Creatures once perceived as mere monsters now form alliances with red-skinned dark elves, who have historically been shunned for their pragmatic approaches. Together, they strengthen their position through diplomacy, trade, and strategic pacts—a significant departure from the faction's earlier iterations.
Throughout the Heroes series, skilled warlocks and commanding leaders have been central to the playable cities. Each installment has portrayed them in unique ways:
- In Heroes I and Heroes II, servants of Lord Alamar and King Archibald sought power, rallying like-minded creatures under their banners.
- In Heroes III, Nighon's warlords upheld the belief that strength justifies dominance, ruling from underground tunnels while dreaming of conquering Antagarich.
- In Heroes IV, chaotic sorcerers and thieves inhabited Axeoth's swamps, rallying rogues to claim territory in the emerging world.
- In parts five through seven, Ashan's dark elves partnered with the Dragon-Goddess Malassa and the underworld, weaving a complex tale of intrigue.