The Dungeon faction, also known as the Warlocks' faction, has always been a beloved element among fans and seamlessly integrates into the 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 territories on the continent. This allowed developers to craft a faction that honors tradition while incorporating fresh, innovative concepts.
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If we were to encapsulate the essence of the Dungeon faction throughout the series in just two words, "power" and "outcasts" would be the most fitting. Revisiting the world of Enroth gives us the opportunity to redefine these formidable warlocks. Drawing inspiration from the lore of Jadame, particularly Might and Magic VIII: The Alvaric Pact, we reimagine the Dungeon faction in a new light.
Creatures once perceived as mere monsters now form alliances with red-skinned dark elves, a group historically marginalized for their pragmatic approach. Through diplomacy, trade, and strategic pacts, these once-isolated groups grow stronger together, marking a significant evolution from their earlier portrayals in the series.
Throughout the Heroes series, skilled warlocks and commanding leaders have been central to the playable cities. Each game has portrayed them in unique ways:
- In Heroes I and Heroes II, servants of Lord Alamar and King Archibald pursued 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 with aspirations of conquering Antagarich.
- In Heroes IV, chaotic sorcerers and thieves resided in Axeoth’s swamps, rallying rogues to claim territory in the emerging world.
- In parts five through seven, Ashan’s dark elves allied with the Dragon-Goddess Malassa and the underworld, weaving a complex narrative of intrigue.