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 land home to creatures intrinsically linked to the Dungeon faction, allowed us to create a faction deeply rooted in its history while embracing fresh, innovative elements. The image below showcases the evolution of this iconic faction.
If we had to encapsulate the Dungeon faction's essence throughout the series in just two words, they would be "power" and "outcasts." Re-exploring the world of Enroth allows us to redefine these formidable warlocks. Drawing inspiration from the lore of Jadame, particularly *Might and Magic VIII: The Alvaric Pact*, we've reimagined the Dungeon faction.
Creatures once considered monsters now forge alliances with red-skinned dark elves, a race historically shunned for their pragmatic approach. Through diplomacy, trade, and strategic alliances, they achieve a newfound strength—a significant departure from previous iterations of the faction.
Throughout the *Heroes* series, skilled warlocks and commanding leaders have been central to the playable Dungeon 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 while dreaming of conquering Antagarich.
- In *Heroes IV*, chaotic sorcerers and thieves inhabited Axeoth's swamps, rallying rogues to claim territory in the burgeoning world.
- In *Heroes V-VII*, Ashan's dark elves forged alliances with the Dragon-Goddess Malassa and the underworld, weaving a complex tapestry of intrigue.