The Dungeon faction, also known as the Warlocks’ faction, remains a beloved staple, seamlessly woven into the storyline of Heroes of Might & Magic: Olden Era. Our first journey through Jadame introduced creatures inherently linked to the Dungeon faction, each commanding their own territories on the continent. This foundation allowed developers to create a faction steeped in legacy yet enriched with fresh concepts.
Image: steampowered.comIf the Dungeon faction’s core could be captured in two words, "strength" and "exiles" stand out. Returning to Enroth’s world lets us reshape these powerful warlocks. Drawing from Jadame’s lore, particularly the Alvaric Pact in Might and Magic VIII, the Dungeon faction is reimagined with depth and nuance.
Once-feared creatures now forge alliances with red-skinned dark elves, long ostracized for their practical approach. Together, they build power through diplomacy, commerce, and tactical agreements—a bold departure from the faction’s earlier iterations. Across the Heroes series, masterful warlocks and authoritative leaders have defined playable cities, with each chapter presenting them uniquely:
In Heroes I and Heroes II, followers of Lord Alamar and King Archibald pursued dominance, uniting like-minded beings under their banners.In Heroes III, Nighon’s warlords embraced the credo that might validates rule, governing from subterranean lairs while plotting to seize Antagarich.In Heroes IV, chaotic sorcerers and rogues roamed Axeoth’s marshes, rallying outlaws to carve out domains in a nascent world.In parts five through seven, Ashan’s dark elves aligned with Dragon-Goddess Malassa and the underworld, crafting a intricate saga of schemes and ambition.