The Dungeon faction, also known as the Warlocks’ faction, has captured the hearts of fans and seamlessly woven itself into the fabric of Heroes of Might & Magic: Olden Era. Our initial journey into Jadame revealed creatures inherently linked to the Dungeon faction, each possessing their unique territories on the continent. This discovery allowed developers to create a faction that honors its rich heritage 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. By revisiting the world of Enroth, we have the opportunity to reimagine these formidable warlocks. The lore of Jadame, especially as depicted in Might and Magic VIII: The Alvaric Pact, has significantly influenced this reimagining of the Dungeon faction.
Creatures once seen as mere monsters now form alliances with the red-skinned dark elves, a group historically marginalized for their pragmatic approach. Together, they strengthen their position through diplomacy, trade, and strategic alliances, marking a notable departure from the faction's earlier iterations.
Across the Heroes series, the presence of skilled warlocks and commanding leaders has been a constant in playable cities, though each game portrayed them in unique ways:
- In Heroes I and Heroes II, the servants of Lord Alamar and King Archibald pursued power, rallying creatures under their banners who shared their ambitions.
- In Heroes III, Nighon’s warlords embraced the philosophy that strength equates to dominance, ruling from subterranean tunnels with dreams of conquering Antagarich.
- In Heroes IV, chaotic sorcerers and thieves made their home in Axeoth’s swamps, gathering rogues to seize territory in the newly forming world.
- From Heroes V to Heroes VII, Ashan’s dark elves allied with the Dragon-Goddess Malassa and the underworld, crafting a narrative rich with intrigue and complexity.