The Dungeon faction, also known as the Warlocks' faction, has captivated fans throughout the Heroes of Might & Magic: Olden Era series. Our initial exploration of the continent of Jadame introduced us to creatures inherently linked to the Dungeon faction, each possessing their own unique domains. This foundation allowed developers to create a faction that honors its rich history while embracing innovative concepts.
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If we were to encapsulate the Dungeon faction's core identity across the series in two words, "power" and "outcasts" would be fitting. Revisiting the world of Enroth presents an opportunity to reimagine these formidable warlocks. Drawing inspiration from Jadame's lore, particularly from Might and Magic VIII: The Alvaric Pact, the Dungeon faction undergoes a transformative reimagining.
Once viewed merely as monsters, these beings now forge alliances with red-skinned dark elves, who have historically been ostracized for their pragmatic approaches. Together, they strengthen their position through diplomacy, trade, and strategic alliances—a marked evolution from the faction's earlier iterations.
Throughout the Heroes series, the Dungeon faction has been characterized by skilled warlocks and commanding leaders, each game presenting them in a unique light:
- In Heroes I and Heroes II, servants of Lord Alamar and King Archibald pursued power, rallying creatures under their banners.
- In Heroes III, Nighon's warlords embraced the philosophy that strength equates to dominance, ruling from underground tunnels with ambitions of conquering Antagarich.
- In Heroes IV, chaotic sorcerers and thieves resided in Axeoth's swamps, rallying rogues to claim territory in the nascent world.
- In parts five through seven, Ashan's dark elves allied with the Dragon-Goddess Malassa and the underworld, crafting a narrative rich in intrigue.