The Dungeon faction, also known as the Warlocks' faction, has captivated fans throughout the Heroes of Might & Magic: Olden Era series. Our journey into Jadame, a continent rich in lore, introduced us to creatures intrinsically linked to the Dungeon faction, each with their unique domains. This backdrop allowed developers to weave a faction that honors its traditional roots while embracing fresh, innovative 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. Our return to the world of Enroth provides an opportunity to reimagine these powerful warlocks, drawing inspiration from Jadame's rich lore, especially from Might and Magic VIII: The Alvaric Pact, which redefines the Dungeon faction.
Creatures once seen as mere monsters now stand alongside red-skinned dark elves, a group historically marginalized for their pragmatic approach. Through diplomacy, trade, and strategic alliances, these once-rivaled groups have forged a formidable partnership, marking a significant evolution from the faction's earlier iterations.
Across the Heroes series, warlocks and their commanding leaders have been central to playable cities, with each game presenting a unique portrayal:
- In Heroes I and Heroes II, followers of Lord Alamar and King Archibald pursued power, rallying creatures under their banners to achieve their ambitions.
- In Heroes III, Nighon's warlords embraced the philosophy that strength justifies dominance, ruling from subterranean tunnels with aspirations of conquering Antagarich.
- In Heroes IV, chaotic sorcerers and thieves dominated Axeoth’s swamps, assembling rogues to seize territory in a world in flux.
- 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.