The Dungeon faction, also known as the Warlocks' faction, has long captivated fans and seamlessly integrates into the rich tapestry of Heroes of Might & Magic: Olden Era. Our journey into the continent of Jadame unveiled creatures intrinsically linked to this faction, each possessing their unique territories. This discovery allowed the developers to craft a faction that honors tradition while embracing innovative concepts.
Image: steampowered.com
If we were to encapsulate the essence of the Dungeon faction across the series in just two words, "power" and "outcasts" would suffice. Re-exploring the world of Enroth offers a chance to redefine these formidable warlocks. Drawing inspiration from the lore of Jadame, particularly through the lens of Might and Magic VIII: The Alvaric Pact, the Dungeon faction is reimagined.
Creatures once regarded as mere monsters now forge alliances with red-skinned dark elves, who have historically been ostracized for their pragmatic approach. Together, they strengthen their position through diplomacy, trade, and strategic pacts—a marked evolution from the faction's earlier iterations.
Throughout the Heroes series, the Dungeon faction has consistently featured skilled warlocks and commanding leaders within playable cities, though each game presents them in a unique light:
- In Heroes I and Heroes II, the servants of Lord Alamar and King Archibald pursued power, rallying creatures under their banners who shared their ambitions.
- In Heroes III, Nighon's warlords upheld the belief that strength justifies dominance, ruling from subterranean tunnels while harboring dreams of conquering Antagarich.
- In Heroes IV, chaotic sorcerers and thieves took residence in Axeoth’s swamps, rallying rogues to stake their claim in the burgeoning world.
- From Heroes V through Heroes VII, Ashan's dark elves allied with the Dragon-Goddess Malassa and the underworld, weaving a complex narrative of intrigue.