Know Your Lore – Time and History in Might and Magic

The history of the Might and Magic series is a tale of two distinct eras: the Ancient Universe and the Ashan Universe. This transformative shift came after Ubisoft acquired the franchise following the bankruptcy of New World Computing (NWC) and 3DO. It marked a turning point, redefining the series’ lore, gameplay, and artistic vision. Join us as we explore the journey of these two universes and their impact on shaping the legacy of Might and Magic.
The Ancient Universe
Often referred to as The Original Universe, this foundational lore of the Might and Magic series is divided into three great eras: Time of Wonders, Age of Monsters and Age of Men. These era names originate from the inhabitants of the planet Enroth, but they carry a much broader significance. Since the Ancients wield (or used to) control over multiple planets, it’s only natural that each world would adapt these eras to its own context, naming them differently while still reflecting the pervasive influence of the Ancients.
The Time of Wonders – Before the Silence

Figure 2: Cover artwork by Kevin Murphy, depicting Hitch shielding himself from Jassad Attqua’s golden ship.
As we discussed in our previous article, the Time of Wonders feels like a distant and mysterious chapter of history—a golden age when civilizations thrived in close contact with the Ancients. Unfortunately, details about this era are scarce. The only glimpses we have into what life might have been like for the Colonial Governments during this time come from the Might and Magic books: The Shadowsmith and The Dreamwright.
The Ancients’ influence stretched across countless planets in the Web of Worlds, connecting civilizations through technologies like the Webstation Beta. A prosperous and transformative era known as The Crossing marked the time when the Ancients seeded their colonies with intelligent humanoid creatures. But then, something—or perhaps someone—severed this connection. The Ancients fell silent, leaving an abrupt and deafening void that echoed across the cosmos. On the planet of Enroth, this cataclysmic event is remembered simply as The Silence.
The downfall of the Colonial Governments remains one of the greatest enigmas in the history of the Might and Magic universe. Some believe their collapse was brought about by “terrible weapons that none could be trusted to wield (…) and men’s folly,” leading to the catastrophic events known as The Silence and the Fall. Others argue that the events overlap the cosmic invasion of the Kreegan—a malevolent race of demonic aliens, believed to be bent on annihilating the creations of the Ancients and erasing their influence from the universe.
In the wake of this mysterious disappearance, the once-great technological civilizations crumbled, forcing the survivors to rebuild from the remnants of their lost grandeur. What followed was a slow and arduous journey to recover what was left of a once-glorious age.
The Silence – Year 0
After the Age of Wonders came the Age of Silence, a dark and uncertain period defined by the sudden disappearance of the Ancients and the loss of their invaluable guidance.
In the aftermath of the Colonial Government’s collapse, a new power rose to prominence: the Wizard-Kings, who established the mighty Empire of Bracaduun and ruled over the southern and western Antagarich. To the people they oppressed, the Wizard-Kings were symbols of tyranny and control.
In an effort to maintain their reign, the Empire outlawed oral historians, the bards—those who preserved and shared the heroic tales of the past. These stories, often celebrating the courage and strength of the Barbarian clans, were seen as dangerous sparks of rebellion. By silencing these voices, the Wizard-Kings hoped to extinguish any flames of resistance
Those who had once held power within the Colonial Government—or their descendants—quickly sought to assert their superiority over the rest. Society devolved into a brutal contest of survival, where might often dictated right.
The Age of Monsters – 0 – 800 A.S.

Figure 5: HoMM 3 Dungeon line-up by Iana Venge on artstation.com
As one of the largest and most powerful nations in Antagarich’s history, its capital, Steelhorn (later known as Rionpoint), the Empire of Bracaduun became a symbol of dominance. Yet their rule was far from absolute.
The Vori Elves likely stood as a powerful, self-sustaining society that remained fiercely independent, secluded in their icy domain. Similarly, the Warlocks of Nighon carved out their own path, resisting the reach of Bracaduun’s influence.
While little is known about the isolated Vori Elves, the Wizard-Kings and the Warlocks became infamous for their experimentation in playing gods. The Wizard-Kings focused on enslaving lesser races (gremlins, orcs, goblins, swamp folk) and creating inanimate constructs through Alchemy, such as golems made of stone, iron, gold, or even diamond, alongside towering Giants and Titans. They also sought to replicate the fearsome Kreegan in stone and obsidian and created the Gargoyles.
Meanwhile, the Warlocks turned to the manipulation of flesh, creating grotesque hybrids, infamously called golems of flesh. Their experiments resulted in creatures such as Harpies, Minotaurs, Beholders, and Medusas—beings born of their dark ambitions.
Rebellion was not uncommon. The barbarian orcs of Krewlod and the swamp folk of TaTalia frequently rose up against their oppressors, proving that the Wizard-Kings could never replicate the unifying control once wielded by the Colonial Government.
As the Age of Monsters progressed, new paths emerged for the people of this fragmented world. Humans rose to prominence, with Knights embarking on quests for their villages, Sorceresses forging bonds with nature, and Necromancers defying life itself in rebellion against the living. From this chaos and transformation, the Age of Men began to take shape, setting the stage for the next chapter in Enroth’s tumultuous history.
The Age of Man – 800 – Now A.S.
Around 780-800 AS, Mekorig the Blind, a legendary dwarven smith, forged countless powerful artifacts in hopes of ending the Age of Monsters and ushering in the Age of Man. His creations, scattered across Enroth and Antagarich, became key symbols of strength during a time of upheaval. Rremembered as the Master of the Mekorig Foundry, his exact birth and death remain unknown, but his influence remains undeniable.
Among his most famous works were the Graceful Sword, the Mighty Halberd, Gibbet, the Forge Gauntlets, and Mind’s Eye. He also wielded Mekorig’s Hammer, and the Noble Plate Armor that bore the initials of his son, Kasev Mekorig, suggesting a legacy of craftsmanship passed through generations.
During this era, the known kingdoms solidified their identities, establishing themselves as independent powers that acknowledged one another in a fragile balance of order. However, this stability was soon shattered. In 1162 A.S., the cosmic invasion of the Kreegans descended upon Enroth in an event forever remembered as the Night of the Shooting Stars. On that fateful night, a cluster of meteor-like spaceships streaked across the sky, crashing to the earth like a celestial rainstorm. From these vessels emerged the Kreegans, who swiftly drove the Halflings out of Eeofol, claiming the land as their own.

Figure 7: Kreegans
The Kreegans’ conquest did not stop at military domination. They infiltrated the very fabric of society by establishing the Cult of Baa, a network of demon-worshipping temples that spread across all continents, beginning with Enroth. This insidious cult became a tool for the Kreegans to sow chaos and further their sinister ambitions.
The nations now find themselves confronted by an ominous new threat—one so great that it could eclipse their differences and force them to unite. This looming danger was far greater than any one kingdom can face alone, leaving them with no choice but to set aside their rivalries and stand together against the rising darkness.
The Young Universe

Figure 8: A map of Thallan distributed with Heroes of Might and Magic V Deluxe Edition.
The Ashan Universe or how I like to call it, the Young Universe, has a history divided into three major periods: the Mythic Age, the Ancient Age, and the Historical Age.
The Mythic Age marks the dawn of the world—its creation and the seeding of sentient life by the Primordial Dragon Gods. This is the age of legends, when the very fabric of Ashan was shaped, and its foundations laid.
The Ancient Age follows, characterized by the establishment of the world’s races and civilizations. It is during this era that the Primordial Dragon Gods, having created their offspring, ceased to intervene directly in their lives. This withdrawal allowed the races of Ashan to begin forging their own paths, though echoes of divine influence persisted.
Finally, the Historical Age encompasses all subsequent events and is the only period where the reckoning of years began. Though it may not be the longest of the three, it is by far the most eventful, shaping the Ashan we know today. All of the games in Ubisoft’s Might and Magic continuity are set during this age. Its chronology is well-documented, with time measured from the Year of the Seventh Dragon (YSD), established with the revelation that solidified Ashan’s timeline and its connection to the dragon gods.
Conclusion

Figure 9: The leaked initial map of Ashan, later substantially revised
The question of whether the Ancients extend their influence across all universes or exist only within the Ancient Universe is a fascinating one. While Ashan seems isolated, with its inhabitants unaware of a broader cosmic connection, subtle hints—like mid-development mentions of Axeoth and the technologically advanced Shantiri Empire—similar to the Colonial Government on Enroth. Ubisoft’s efforts to tie Ashan to other colonies, such as VARN, CRON, Terra, XEEN, Axeoth and Enroth, hint at a shared legacy shaped by the Ancients’ overflowing presence.
Perhaps it’s time to move past the notion of a strict divide. Instead of viewing the Ashan Universe and the Ancient Universe as entirely separate entities, we could see them as interconnected chapters of a larger, unified universe—a tale where the influence of the Ancients echoes across the cosmos, with Ashan as part of the fabric of this vast, singular universe.
My personal opinion is everything after HoMM4 is not canon, even HoMM4 itself is not really canon to me. From the premise of where the old world is destroyed and the game taking place in a new world where some of the old world residents escape through portals is just like a kick below the belt. HoMM4 was just a mistake IMO from gameplay to setting and subsequent games aren’t much better. In a way, I’m glad they left Enroth and Antagarich behind, IMO, Axeoth could have been a cool setting if it was differently introduced – some of the HoMM3 characters and residents get mysteriously transported there and try to find a way to get back, not because of some cataclysmic event, and if the gameplay was more like HoMM3, just with a little bit more attention to heroes, not what they actually did. I must say, the intro trailer for how the old world is destroyed is a bit sad in a way and in general the music of HoMM4 feels pretty sad and depressing to me, like the ending of something good (HoMM3) and the beginning of something bad (HoMM4 and other games).
The Ubisoft games were also very bad and immersion-breaking in my opinion so I don’t consider them part of the lore at all. Ubisoft had good games – the first 3 Prince of Persia games for example, but they have done a lot of bad things horribly, like killing Prince of Persia for Assassin’s Creed – big mistake and now the latest entry Shadows causing controversy every step of the way. So in my opinion, Ubisoft being at the helm of anything, means disaster.