The Dungeon faction, also known as the Warlocks’ faction, has always captivated fans and seamlessly weaves into the rich tapestry of Heroes of Might & Magic: Olden Era. Our journey into the world of Jadame unveiled creatures intricately linked to the Dungeon faction, each with their own unique domains on the continent. This allowed the developers to build a faction steeped in tradition while injecting fresh, innovative concepts into its core.
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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. Returning to the realm of Enroth gives us the opportunity to reimagine these formidable warlocks. Drawing inspiration from the lore of Jadame, particularly Might and Magic VIII: The Alvaric Pact, we see a fresh take on the Dungeon faction.
Once viewed as mere monsters, these creatures now form alliances with red-skinned dark elves, historically ostracized for their pragmatic approaches. This partnership fosters growth through diplomacy, trade, and strategic pacts, marking a notable departure from the faction's earlier iterations.
Throughout the Heroes series, the Dungeon faction has been represented by skilled warlocks and commanding leaders, each game presenting a unique portrayal:
- 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 harboring ambitions to conquer 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 partnered with the Dragon-Goddess Malassa and the underworld, crafting a complex narrative of intrigue.