The Dungeon faction, also known as the Warlocks' faction, has always been a beloved element in the Heroes of Might & Magic: Olden Era series, seamlessly blending into the game's rich narrative. Our initial exploration of 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 introducing fresh and innovative concepts.
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If we were to encapsulate the essence of the Dungeon faction throughout the series in just two words, "power" and "outcasts" would be fitting. Revisiting the world of Enroth provides an opportunity to redefine these formidable warlocks, drawing inspiration from the lore of Jadame, particularly through the lens of Might and Magic VIII: The Alvaric Pact, which reimagines the Dungeon faction.
Creatures once perceived as mere monsters now form alliances with red-skinned dark elves, who have historically been marginalized due to their pragmatic approach. Together, they strengthen their position through diplomacy, trade, and strategic pacts, marking a significant evolution from the faction's earlier iterations.
Throughout the Heroes series, the Dungeon faction has been characterized by skilled warlocks and commanding leaders, each installment 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 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 parts five through seven, Ashan's dark elves partnered with the Dragon-Goddess Malassa and the underworld, weaving a complex tale of intrigue.