The Dungeon faction, or the Warlocks’ faction, has long been a fan favorite and integrates seamlessly into the narrative of Heroes of Might Magic: Olden Era. Our initial exploration of Jadame introduced us to creatures that have always been tied to the Dungeon faction and possess their own domains on the continent. This enabled developers to craft a faction deeply rooted in tradition yet infused with novel ideas.
Image: steampowered.comIf we had to summarize the Dungeon faction’s essence across the series in two words, "power" and "outcasts" come to mind. Revisiting the world of Enroth allows us to redefine these formidable warlocks. Inspired by the lore of Jadame (particularly Might and Magic VIII the Alvaric Pact reimagines the Dungeon faction).
Once-perceived monsters now ally with red-skinned dark elves, historically shunned for their pragmatic ways. Together, they grow stronger through diplomacy, trade, and strategic pacts—a significant shift from earlier versions of the faction.
Throughout the Heroes series, skilled warlocks and commanding leaders have been staples of playable cities. Each installment portrayed them differently:
- In Heroes I and Heroes II servants of Lord Alamar and King Archibald sought power and gathered like-minded creatures under their banners.
- In Heroes III Nighon’s warlords upheld the belief that strength justifies dominance, ruling from underground tunnels while dreaming of conquering Antagarich.
- In Heroes IV chaotic sorcerers and thieves inhabited Axeoth’s swamps, rallying rogues to claim territory in the emerging world.
- In parts five through seven, Ashan’s dark elves partnered with Dragon-Goddess Malassa and the underworld, weaving a complex tale of intrigue.
Main image: steampowered.com
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