The Dungeon faction, also known as the Warlocks' faction, has consistently captivated fans and seamlessly weaves into the rich tapestry of Heroes of Might & Magic: Olden Era. Our journey into the realm of Jadame unveiled creatures intrinsically linked to the Dungeon faction, each boasting their unique territories across the continent. This discovery allowed developers to craft a faction that not only honors tradition but also embraces fresh, innovative concepts.
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If we distill the essence of the Dungeon faction across the series into two words, "power" and "outcasts" encapsulate their core. Returning to the world of Enroth offers a chance to reimagine these formidable warlocks, drawing inspiration from the lore of Jadame, particularly through Might and Magic VIII: The Alvaric Pact, which reimagines the Dungeon faction in a new light.
Creatures once perceived as mere monsters now stand alongside red-skinned dark elves, who have historically been ostracized for their pragmatic approach to life. Through diplomacy, trade, and strategic alliances, these once-marginalized groups have grown stronger—a marked departure 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, 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 subterranean tunnels with dreams of conquering Antagarich.
- In Heroes IV, chaotic sorcerers and thieves occupied the swamps of Axeoth, gathering rogues to seize territory in the emerging world.
- From Heroes V through Heroes VII, Ashan's dark elves allied with the Dragon-Goddess Malassa and the underworld, crafting a narrative rich with intrigue and complexity.