The Dungeon faction, often referred to as the Warlocks' faction, has captivated fans throughout the *Heroes of Might & Magic: Olden Era* series. Our initial journey into the continent of Jadame revealed creatures intrinsically linked to the Dungeon faction, each with their own territories, allowing developers to weave a faction that honors tradition while embracing fresh concepts.
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If we were to encapsulate the essence of the Dungeon faction across the series, the terms "power" and "outcasts" would aptly describe it. By revisiting Enroth, we get the opportunity to reimagine these powerful warlocks, drawing inspiration from Jadame's lore, particularly from Might and Magic VIII: The Alvaric Pact, to redefine the Dungeon faction.
Creatures once considered mere monsters now form alliances with the red-skinned dark elves, a group historically marginalized due to their pragmatic approaches. Through diplomacy, trade, and strategic alliances, these former outcasts have grown stronger, marking a significant evolution from their earlier iterations in the series.
Throughout the *Heroes* series, the Dungeon faction has been characterized by its skilled warlocks and commanding leaders, each game presenting them in a unique light:
- In *Heroes I* and *Heroes II*, they were servants of Lord Alamar and King Archibald, seeking power and 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 *Heroes V* through *VII*, Ashan’s dark elves partnered with Dragon-Goddess Malassa and the underworld, weaving a complex narrative of intrigue.