The Dungeon faction, also known as the Warlocks’ faction, has consistently captured the hearts of fans in the Heroes of Might & Magic: Olden Era. Our journey through Jadame introduced us to creatures intrinsically linked to this faction, each with their own territories across the continent. This setting allowed developers to weave a faction that respects 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 two words, "power" and "outcasts" would suffice. Returning to the world of Enroth provides a unique opportunity to reimagine these formidable warlocks. Drawing inspiration from Jadame's lore, particularly Might and Magic VIII: The Alvaric Pact, we reimagine the Dungeon faction in a new light.
Creatures once seen as mere monsters now forge alliances with the red-skinned dark elves, who were historically marginalized for their pragmatic approaches. Through diplomacy, trade, and strategic alliances, they have grown stronger, marking a significant evolution from the faction's earlier iterations.
Throughout the Heroes series, the presence of skilled warlocks and commanding leaders has been a hallmark of the playable cities. Each game has offered a unique portrayal of these characters:
- In Heroes I and Heroes II, the followers of Lord Alamar and King Archibald pursued power, rallying creatures who shared their ambitions under their banners.
- In Heroes III, Nighon’s warlords championed the belief that strength justified dominance, ruling from underground tunnels with dreams of conquering Antagarich.
- In Heroes IV, chaotic sorcerers and thieves took refuge in Axeoth’s swamps, mobilizing rogues to stake their claim in the emerging world.
- In parts five through seven, Ashan’s dark elves formed alliances with the Dragon-Goddess Malassa and the underworld, crafting a narrative rich with intrigue.