The Dungeon, or Warlock, faction has long been a fan favorite in the *Heroes of Might & Magic* series, fitting seamlessly into the narrative of *Heroes of Might & Magic: Olden Era*. Our exploration of Jadame introduced creatures intrinsically linked to the Dungeon faction, each possessing their own territories on the continent. This allowed us to create a faction deeply rooted in tradition, yet brimming with fresh ideas.
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If we had to encapsulate the Dungeon faction's essence across the series in two words, it would be "power" and "outcasts." Revisiting Enroth allows us to redefine these formidable warlocks. Inspired by the lore of Jadame (particularly *Might and Magic VIII: The Alvaric Pact*), we've reimagined the Dungeon faction. Once perceived as monsters, they now forge alliances with red-skinned dark elves, historically ostracized for their pragmatic approach. Together, they grow stronger through diplomacy, trade, and strategic alliances—a significant departure from previous iterations.
Throughout the *Heroes* series, skilled warlocks and commanding leaders have been cornerstones of 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 while dreaming of conquering Antagarich.
- In *Heroes IV*, chaotic sorcerers and thieves inhabited Axeoth's swamps, rallying rogues to claim territory in the nascent world.
- In *Heroes V-VII*, Ashan's dark elves partnered with the Dragon-Goddess Malassa and the underworld, weaving a complex tapestry of intrigue.