The Dungeon faction, also known as the Warlocks’ faction, has consistently captivated fans and seamlessly weaves into the rich tapestry of Heroes of Might & Magic: Olden Era. Our journey into Jadame unveiled creatures inherently linked to the Dungeon faction, each with their own territories on the continent. This allowed developers to construct a faction that honors its traditional roots while injecting fresh, innovative concepts.
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If we distill the essence of the Dungeon faction across the series into two words, "power" and "outcasts" encapsulate it perfectly. Our revisit to the world of Enroth presents an opportunity to redefine these influential warlocks. Drawing inspiration from the lore of Jadame, especially from Might and Magic VIII: The Alvaric Pact, we reimagine the Dungeon faction in a new light.
Creatures once considered mere monsters now form alliances with red-skinned dark elves, a group historically ostracized for their pragmatic approach. Together, they bolster their strength through diplomacy, trade, and strategic pacts, marking a notable departure from the faction’s earlier iterations.
Throughout the Heroes series, the presence of skilled warlocks and commanding leaders has been a hallmark of the Dungeon cities. Each game has offered a unique perspective on these characters:
- In Heroes I and Heroes II, the followers of Lord Alamar and King Archibald pursued power, rallying creatures that shared their ambitions under their banners.
- In Heroes III, the warlords of Nighon championed the idea that strength justifies dominance, ruling from subterranean tunnels with dreams of conquering Antagarich.
- In Heroes IV, chaotic sorcerers and thieves populated the swamps of Axeoth, uniting rogues to seize territory in the nascent world.
- From Heroes V through Heroes VII, Ashan’s dark elves allied with the Dragon-Goddess Malassa and the underworld, crafting a narrative rich with intrigue.