The Dungeon faction, also known as the Warlocks' faction, has always captivated fans of Heroes of Might & Magic: Olden Era. 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 traditions while embracing innovative concepts.
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If one were to encapsulate the essence of the Dungeon faction throughout the series in just two words, "power" and "outcasts" would suffice. Revisiting Enroth offers a chance to reimagine these powerful warlocks, drawing inspiration from Jadame's lore, especially from Might and Magic VIII: The Alvaric Pact, which reshapes the Dungeon faction's narrative.
Creatures once viewed as mere monsters now forge alliances with the red-skinned dark elves, a group historically marginalized for their pragmatic approach. This newfound partnership thrives on diplomacy, trade, and strategic agreements, marking a significant departure from the faction's earlier iterations.
Across the Heroes series, the Dungeon faction has been characterized by its skilled warlocks and commanding leaders, each game presenting them in unique ways:
- In Heroes I and Heroes II, the faction's members served under Lord Alamar and King Archibald, seeking power and rallying similar creatures to their cause.
- In Heroes III, Nighon's warlords embraced the philosophy that strength justifies dominance, ruling from subterranean tunnels with ambitions to conquer Antagarich.
- In Heroes IV, the faction transformed into chaotic sorcerers and thieves dwelling in Axeoth's swamps, uniting rogues to seize territory in the evolving world.
- From Heroes V to VII, Ashan's dark elves allied with the Dragon-Goddess Malassa and the underworld, crafting a narrative rich with intrigue and complexity.