The Dungeon, or Warlock, faction in *Heroes of Might & Magic: Olden Era* has always been a fan favorite, seamlessly woven into the game's rich narrative. Our exploration of Jadame, a region home to creatures intrinsically linked to the Dungeon faction, allowed us to create a faction deeply rooted in tradition while embracing fresh, innovative ideas. The image below showcases this evolution.
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 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.
Creatures once perceived as monsters now forge alliances with red-skinned dark elves, historically ostracized for their pragmatic approach. 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 powerful leaders have been central to the playable cities. Each installment presented them in a unique light:
- 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 this burgeoning world.
- In *Heroes V-VII*, Ashan's dark elves formed alliances with the Dragon-Goddess Malassa and the underworld, creating a complex tapestry of intrigue.