The Dungeon faction, known also as the Warlocks’ faction, has always captured the hearts of fans in the Heroes of Might & Magic: Olden Era series. Our journey into Jadame unveiled creatures intrinsically linked to this faction, each with their own territories on the continent. This rich backdrop allowed developers to weave a faction that honors its storied past while embracing fresh 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 apt. Revisiting Enroth offers us a chance to reimagine these powerful warlocks, drawing inspiration from Jadame's lore, especially through the lens of Might and Magic VIII: The Alvaric Pact.
Creatures once viewed as mere monsters now forge alliances with the red-skinned dark elves, a group historically marginalized for their pragmatic approach. This union fosters growth through diplomacy, trade, and strategic alliances—a marked departure from the faction's earlier iterations.
Across the Heroes series, the presence of adept warlocks and formidable leaders has been a hallmark of the playable cities. Each game has presented them in unique ways:
- In Heroes I and Heroes II, they were depicted as servants of Lord Alamar and King Archibald, amassing power and rallying creatures with similar ambitions.
- Heroes III introduced Nighon’s warlords, who championed the notion that strength equates to rightful rule, operating from subterranean lairs with ambitions to conquer Antagarich.
- Heroes IV showcased chaotic sorcerers and thieves in Axeoth’s swamps, uniting rogues to stake their claim in a burgeoning world.
- In parts five through seven, the narrative shifted to Ashan, where dark elves allied with the Dragon-Goddess Malassa and the underworld, crafting a saga rich in subterfuge and complexity.