The Evolution of the Dungeon Faction in Heroes of Might & Magic: Olden Era
The Dungeon, or Warlock, faction has long been a fan favorite in the *Heroes of Might & Magic* series, seamlessly woven into the rich tapestry of *Heroes of Might & Magic: Olden Era*. Our initial exploration of Jadame introduced creatures intrinsically linked to the Dungeon faction, each possessing their own unique territories on the continent. This allowed us to create a faction deeply rooted in established lore, while simultaneously incorporating fresh and innovative ideas.
Image: steampowered.com
If we had to encapsulate the Dungeon faction's essence throughout the series in just two words, they would be "power" and "outcasts." 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*, we reimagine the Dungeon faction. Once perceived as monstrous, these warlocks now forge alliances with red-skinned dark elves, historically ostracized for their pragmatic approaches. Together, they rise through diplomacy, trade, and strategic alliances—a stark departure from previous iterations of the faction.
Throughout the *Heroes* series, skilled warlocks and commanding leaders have been cornerstones of playable cities. Each installment presented a unique interpretation:
- 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 subterranean tunnels while plotting the conquest of Antagarich.
- In *Heroes IV*, chaotic sorcerers and thieves inhabited Axeoth's swamps, rallying rogues to claim territory in the burgeoning world.
- In *Heroes V* through *VII*, Ashan's dark elves formed alliances with the Dragon-Goddess Malassa and the underworld, weaving a complex narrative of intrigue.



