The Dungeon faction, also known as the Warlocks' faction, has captivated fans throughout the Heroes of Might & Magic: Olden Era series. Our journey into Jadame unveiled creatures intrinsically linked to this faction, each with their own territories across the continent. This allowed developers to weave a faction that honors its rich heritage while embracing 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 suffice. By revisiting Enroth, we can reimagine these formidable warlocks. Drawing inspiration from Jadame's lore, especially from Might and Magic VIII: The Alvaric Pact, we see a transformed Dungeon faction.
Once considered mere monsters, they now form alliances with the red-skinned dark elves, who have long been marginalized for their pragmatic approaches. Together, they harness strength through diplomacy, trade, and strategic alliances—a notable evolution from their earlier iterations.
Throughout the Heroes series, skilled warlocks and commanding leaders have been pivotal to the playable cities. Each game presented a unique portrayal:
- In Heroes I and Heroes II, servants of Lord Alamar and King Archibald pursued power, rallying like-minded creatures under their banners.
- In Heroes III, Nighon's warlords upheld the doctrine that might makes right, ruling from subterranean tunnels while harboring ambitions to conquer Antagarich.
- In Heroes IV, chaotic sorcerers and thieves dominated Axeoth's swamps, gathering rogues to stake their claim in the emerging world.
- In Heroes V through VII, Ashan's dark elves aligned with the Dragon-Goddess Malassa and the underworld, crafting a narrative rich with intrigue.