The Dungeon, or Warlock, faction has long been a fan favorite in the *Heroes of Might & Magic* series, seamlessly woven into the narrative of *Heroes of Might & Magic: Olden Era*. Our exploration of Jadame introduced creatures intrinsically linked to the Dungeon faction, each with its own domain on the continent. This rich foundation allowed us to create a faction deeply rooted in tradition while incorporating fresh, innovative elements.
Image: steampowered.com
If we had to encapsulate the Dungeon faction's essence across the series in two words, they would be "power" and "outcasts." Re-exploring the world of Enroth allows us to redefine these formidable warlocks. Inspired by the lore of Jadame, and particularly *Might and Magic VIII: The Alvaric Pact*, this reimagining of the Dungeon faction presents a compelling evolution.
Once perceived as monstrous, these warlocks now forge alliances with red-skinned dark elves, historically ostracized for their pragmatism. Through diplomacy, trade, and strategic alliances, they achieve unprecedented strength—a significant departure from previous iterations of the faction.
Throughout the *Heroes* series, skilled warlocks and commanding leaders have been central to playable cities. Each installment offered a unique portrayal:
- In *Heroes I* and *Heroes II*, servants of Lord Alamar and King Archibald sought power, uniting like-minded creatures under their banners.
- In *Heroes III*, Nighon's warlords believed strength justified dominance, ruling from underground tunnels and dreaming of conquering Antagarich.
- In *Heroes IV*, chaotic sorcerers and thieves inhabited Axeoth's swamps, rallying rogues to claim territory in the burgeoning world.
- In *Heroes V-VII*, Ashan's dark elves formed alliances with the Dragon-Goddess Malassa and the underworld, creating a complex narrative of intrigue.