The Dungeon faction, or the Warlocks' faction, has always captivated fans and is seamlessly woven into the narrative fabric of Heroes of Might & Magic: Olden Era. Our initial exploration of Jadame introduced us to creatures that are intrinsically linked to the Dungeon faction, each possessing their own distinct domains on the continent. This setting allowed developers to craft a faction that honors its rich traditions while introducing fresh, innovative elements.
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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 fitting. Revisiting the world of Enroth provides an opportunity to redefine these formidable warlocks, drawing inspiration from the lore of Jadame, particularly the reimagined Dungeon faction in Might and Magic VIII: The Alvaric Pact.
Creatures once perceived as mere monsters now form alliances with the red-skinned dark elves, a group historically marginalized for their pragmatic approach. Together, they bolster their strength through diplomacy, trade, and strategic pacts—a notable departure from the faction's earlier iterations.
Throughout the Heroes series, skilled warlocks and commanding leaders have been central to the playable cities. Each game has offered a unique portrayal of the faction:
- In Heroes I and Heroes II, the 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 allied with the Dragon-Goddess Malassa and the underworld, weaving a complex tale of intrigue.