The Dungeon faction, or the Warlocks’ faction, has always captured the hearts of fans and seamlessly weaves into the rich tapestry of Heroes of Might & Magic: Olden Era. Our initial foray into Jadame introduced us to creatures intrinsically linked to the Dungeon faction, each possessing their own domains on the continent. This allowed developers to create a faction that honors tradition while embracing fresh, innovative concepts.
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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. By revisiting the world of Enroth, we have the opportunity to reimagine these formidable warlocks. Drawing inspiration from the lore of Jadame, especially from Might and Magic VIII: The Alvaric Pact, we reimagine the Dungeon faction.
Once perceived as mere monsters, these warlocks now form alliances with red-skinned dark elves, a group historically marginalized for their pragmatic approach. Together, they strengthen their position through diplomacy, trade, and strategic pacts, marking a significant departure from their earlier depictions in the series.
Throughout the Heroes series, skilled warlocks and commanding leaders have been central to the faction's cities. Each game presented them in a unique light:
- In Heroes I and Heroes II, the servants of Lord Alamar and King Archibald sought power and rallied creatures who shared their ambitions.
- In Heroes III, Nighon's warlords believed that strength justified dominance, ruling from subterranean tunnels while harboring dreams of conquering Antagarich.
- In Heroes IV, chaotic sorcerers and thieves resided in Axeoth's swamps, mobilizing rogues to seize territory in the newly emerging world.
- In parts five through seven, Ashan's dark elves aligned with the Dragon-Goddess Malassa and the underworld, crafting a narrative rich with intrigue.