The Dungeon faction, also known as the Warlocks' faction, has long been a fan favorite in the Heroes of Might & Magic: Olden Era, seamlessly blending into the game's rich narrative. Our initial foray into Jadame introduced us to creatures intrinsically linked to the Dungeon faction, each possessing their own domains on the continent. This allowed developers to create a faction that honors its traditional roots while embracing fresh 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. Revisiting the world of Enroth provides an opportunity to redefine these formidable warlocks. Drawing inspiration from Jadame's lore, particularly from Might and Magic VIII: The Alvaric Pact, the Dungeon faction is reimagined.
Creatures once viewed as mere monsters now form alliances with the red-skinned dark elves, who have been historically ostracized for their pragmatic approach. Through diplomacy, trade, and strategic pacts, they grow stronger, marking a significant departure from the faction's earlier iterations.
Throughout the Heroes series, skilled warlocks and commanding leaders have been a constant presence in playable cities, each game presenting them in unique ways:
- In Heroes I and Heroes II, the servants of Lord Alamar and King Archibald pursued power, rallying like-minded creatures to their cause.
- In Heroes III, Nighon's warlords embraced the philosophy that strength justifies dominance, ruling from underground tunnels while dreaming of conquering Antagarich.
- In Heroes IV, chaotic sorcerers and thieves resided in Axeoth's swamps, mobilizing 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, weaving a complex narrative of intrigue.