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Alustria

The Isles of Alustria

"Laniatus terram non liberabit"


Go to the introduction
Go to the scenario rules
Go to the strategy hints
Go to the city descriptions
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Introduction

Excerpts from the diary of Sir Roland Minfald, admiral in service of King Balador.
The oldest written words found on the Isles of Alustria:

Day 1: Land! We found land! Let's take a good look around and report everything to King Balador. This was my exclamation of happiness. I have been searching several months for new land to conquer and I have finally found land. Balador thinks his empire is too small and he wants more. Always more. What I found on the new island was not what I really hoped. It was a great waste, it was cold and it looked and smelled like death and decay. Several volcanos were to be seen in a distance but frankly no trees grew on these tundras where I landed with my boat "Rejuvenation". My compass said we were east of Pejron, island of Balador.
Day 6: The desolation is really large. My people are losing hope of finding new land and I am thinking of returning to the ship and sailing homewards. I saw some gnomes but they did not say anything, stunned by fear or under some sort of spells.
Day 43: This island is cursed! On our trip to our ship we encountered a pack of skeletons. They attacked me and my men and we were slaughtered. The survivors, me and my navigator Scramdin, were brought to some sort of fortress. The fortress was shrouded in a black cloud and its tops reached into the skies. As soon as we reached the castle , we were roughly taken downstairs and thrown into a dark prison without any explanation. The prison was cold and wet, it was really terrible. We were fed rats every day and we were allowed to drink some water, but that was about it. Every three days someone was taken away and never to be seen again. In the prison we met Tera and Plardi, two Gnomish inventors. They told us that we were inside the fortress of a necromancer called Caizarius. Caizarius and his three brothers are controlling this island, have subdued the people and imprisson all that come by ship. He once tried to flee with a flying machine but he was caught in a storm and dropped down. He was trying to dig a hole in those prison walls, and he thought there were tunnels behind those walls. After several days we found a hole and through that hole we escaped.
The last pages of his diary have never been retrieved although his diary was found on Kasfahl, a desolate and faraway island.


Excerpt from "La Historia" written by Velizal the Scribe in order of Kind Gailtar of Pejron.
This book was written 30 years ago.

...Island after Island fell to Caizarius and his minions. It all happened eighty years ago. Caizarius, liche lord of Kasfahl, was once a great necromancer in ages past. He was killed by several strong magicians about 200 years ago because they thought he was one of the most dangerous men in the world. He was raised however by one of his younger brothers, called Tarik. In his new form as a Liche Lord he possessed even more power than in his normal life, and he started his conquest of the isles. To make sure there would be no arguments about who should get the power, Caizarius killed his three brothers. He assigned three generals to lead his armies and he remained on Kasfahl to give orders and to summon new troops to his cause. He also ordered them to construct a giant maze of underground tunnels to make sure other mages could never track him down and kill him once and for all. During his conquest several dark mages joined his cause and after ten years of conquest he controlled half of the world. On strategic places he constructed so called 'Necromantic Foci' to be able to summon his skeletons in the fray right away. But as empires rise and fall, his empire has fallen as well. A combined attack of Dwarves, Elves and Humans drove his troops back and after about ten years of battling his troops were forced back to Kasfahl and several other small unimportant Isles. The world was saved and mages began searching Caizarius but they were unsuccessful...


Excerpt from "Bulletin of the Next Day", a newspaper written by the council of druidic wizards whose task is to prevent Caizarius from doing the same as 110 years ago.

... Greetings people of the Isles. We fear Caizarius is preparing an assault again. He needs help though and we should make sure he will not get that help. As you know his empire is scattered, his generals have been forced back and his Necromantic Foci have fallen into decay. It is rumoured Caizarius is on Kasfahl, so if we make sure he remains there he can never do the same as 110 years ago. But if he should get help, then... prepare thyselves for years of horror and pain my friends!


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The Scenario Rules

  • Victory Conditions

    Wizards on the isles of Alustria can obtain victory in different ways. Generally said, on the Isles of Alustria, there are three different ways to achieve victory:

    • "Overthrow thy neighbours" is probably the easiest to understand. You and your allies have to be the only one remaining on the isles of Alustria. The world will not be changed very much, and it is not needed to kill Caizarius to achieve victory. The future will not be blessed with peace. In 100 years, people will write the same stories as in the past. (look at introduction). You are allowed to have three allies.

    • "Death to Caizarius" is more difficult, and will require a more strategic approach. Your goal will be to totally eradicate the presence of Caizarius and his armies of death from the isles. You will have to be a druidic mage to be allowed to achieve victory on this way. Additionaly you are allowed to have only two allies to achieve this victory condition. (who should be druidic as well). Erasing Caizarius from the world means:
      1) Caizarius has to die.
      2) His generals have to die.
      3) At least 4 central shires of the Isles of Terror have to be controlled
      4) The Palace of Caizirius has to be controlled and explored.
      If three wizards manage to achieve these goals, then the people of the isles will forever remember them as the savers of the land, and they will drive all the other wizards away from their towers.

    • "Glory to The Darkness" is also more difficult than the first victory condition, and again, a more strategic approach will be needed to achieve this victory condition. You will have to be a dark wizard to be allowed to obtain this goal, and you are allowed to have only two allies for achieving this goal, who also should be dark. Your goal will be to bring the darkness back on Alustria. This can be done by using the powerfull necromantic foci that Caizarius built and by making sure Mordith, capital of the dead, is either controlled by dark wizards or by Caizarius. So:
      1) There may be no druidic presence in Mordith, capital of the Dead.
      2) The (real) Undead Foci must all be controlled and explored.
      3) At least 4 central shires of the Isles of Terror have to be controlled His generals and Caizarius are allowed to die as these Dark Wizards want to resurrect the darkness and not necessarily Caizarius himself. Once these conditions have been reached, the three wizards that accomplished this task will destroy all the other wizards with their dark powers.



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    Strategy Hints

    This part gives advices which can aid you in your quest.

    • For Druidic & Dark Mages
      • It is important to know who your allies are, and what intentions they have. As you know, the special victory condition for the druidic and dark mages can only be achieved by three wizards. Therefore you need to watch out for cheating wizards. A cheating wizard is someone who belongs to more than one alliance. An example: You are allied to Jaque and Mirma. Mirma is allied with you and Jaque, but Jaque is also allied with two other druidic mages. This wizard Jaque can win this game with You and Mirma but also with his two other allies. Hence, Jaque has better chances to win.
      • It is not forbidden to ally with a mage with different magic. If you can cooperate with a wizard very well, then why should you not be allied, even if he is dark\druidic? It is true that you can only win by accomplishing the first victory condition(stay alive till the others are gone) if you stay allied but allying to a wizard of the other side also gives advantages. A dark and druidic wizard working together can aid each other in battles as their spells are more or less supplementary. If you ally to a wizard of the other side you should at least make sure that both druidic and dark alliances cannot obtain victory. As you might understand, the choice of magic is more important than normal. If you have two allies that are dark, then your choice can be very important for the future.

    • Hints when playing a druidic wizard and intending to achieve the special victory condition:
      • Caizarius has to die: Caizarius is residing somewhere, so you should first track him down. He has his own maze of tunnels, and will be hard to track. Furthermore he leads an army of walking dead which will defend him in case he is attacked. So it is important to gain knowlegde about his position, by either using magic, or exchanging information with other mages. If you seem to be far away from Caizarius, then it might be usefull to have an ally which is nearer, and magically aid him in his quest to track Caizarius down.
      • His Generals have to die: His generals are easier to kill. They were banished to faraway located islands, and have little defences. The problem is that they are scattered throughout the land, and therefore hard to kill on your own. Again, allies or a sound strategy might prove to be useful.
      • All Undead Foci have to be controlled. This will be harder than killing his generals. They are well defended but more importantly, there are also fake ones constructed by Lichlords that were less potent than Caizarius. You could either find out which are the real ones (there is no difference in size, shape and other physical things, the fake ones are just less potent) and try to conquer these, but you could also try to conquer them all. A great chance the real ones will be among them! The real ones can be explored though this might not be very smart. It has a side effect which is that Dark has to take control of the foci and also has to explore them. So if you explore the foci, they will be more than happy. The good thing about exploring the foci is that they stop producing wandering creatures and you get a nice little bonus, and possibly some extra knowlegde about the world.
      • Caizarius' Palace has to be explored and controlled: Once Caizarius is gone, his presence has to be swept from the surface as well. His palace needs to be scorched and his palace should remain under control of your druidic ally, or yourself. Once you've killed Caizarius, controlling his castle shouldn't be too hard. Note that Caizarius is more or less a player on himself, leading hoards of skeletons and wandering zombies. He can defend himself very properly!

    • Hints when playing a dark wizard and intending to achieve the special victory condition:
      • Conquer the undead foci: You need to control all the undead foci and explore them. The problem is that there are also fake undead foci, they are unexplorable, and any hero trying to explore them will be dead in a wink. So finding out which foci are real and which are not is vital. This can be done by exchanging knowlegde about these structures with other wizards, some region descriptions or names might contain information while special places can prove to be useful as well.
      • Caizarius' Generals: Caizarius' generals are allowed to be killed. However, if there is such a general in your neighbourhood, then you might also consider to let him live, even when you have enough forces to wipe him out. By doing this, you make sure that druidic mages cannot achieve their victory condition, on the other hand you will have some territory less.

    • General Remark:
      • Achieving these victory conditions will be quite hard, and it is not expected that they will be achieved before at least turn 20. With 20 players, 3 taking several shires and exploring foci across the world is just not likely. However, when played strategically well, it is possible to obtain this victory condition even though you are not a super power. The only thing to do is to control several shires, and finish off some men in most cases. You don't need an empire of 100 shires to achieve that, you need a clear mind, a strategic approach and above all, a good overview of what is happening in the country, which alliances are getting ground, and which alliances are forced back. Also important is that you make sure you are part of some sort alliance. It is not expected that alliances will grow large as it is not allowed to win with more than 3 players (unless you choose for ViCon I). Everyone has no allies at the start so everyone starts with equal chances, and everyone depends on allies in this game.


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City Descriptions

DARK ELVES

The Dark Elves are living deep below the surface of the world. Splitting from their high elven cousins many millenniums ago, the two are now almost as separate as humans and gnomes. The slim build, dark complexion and white hair of this race makes any dark elf stand apart from all others. Their society, dominated by female priests, is one which revolves around combat and treachery.

KAYSERI - Kayseri is located deeply under the surface of the world. Many centuries ago Elves from Marydale left in search for more minerals. They crossed an ocean gab and found tunnels in the darkness containing large quantities of minerals. The town of Kayseri is since then feared for its well-trained armies and skilled leaders. Later, when these Elves started to explore these caverns better, it seemed that they were living in the northern part of a tunnelnetwork which they called the 'finger of terror'.
Player Number = 09

MALATRON - Malatron has been founded by Elves from Kayseri to strengthen the power of the Dark Elven race on the isles of Alustria. They have never been conquered by the forces of Caizarius because they kept their tunnels under constant surveillance. Even till now, no hostile soldier ever made it into the so called 'finger of pain' as the Elves from Malatron call these tunnels.
Player Number = 14

DERVISHES

The tall tower spires of the Dervish cities can be seen from many miles away. The merchant cities are often arid and devoid of natural riches but always supply enough valuable resource for trade. Many of the Dervish are both merchants and scimitar wielding warriors, though mercenaries are frequently hired to battle instead. The Dervishes are a powerful trading ally but have many means to make themselves a deadly enemy.

FORT ARTIS - Fort Artis situated on the island of Pejron is inhabited by Dervishes. These Dervishes have caused the decease of Caizarius' empire several decades ago. Living on a peninsula consisting of several different terrain types, they don't have to fear many neighbours and they can fully concentrate their efforts on Caizarius and his foul minions.
Player Number = 18

GNOMES

The fascinating Gnomish cities often appear to be technological feats. Examples of cities appearing to hang off the edge of a sheer cliff wall with a strange array of cables and struts supporting their structure may be found in many lands. The back of their castles often extend back into caves and tunnels where the remainder of the cities population reside. Deep within the labyrinth of caves lie many inventors' workshops. From these areas come contraptions that will both amaze and bemuse. Although the practicality of many of these inventions may be questioned the gnomes' creativeness is one quality that makes them such a strong race.

ASTRAL LAJUS - Holliwican, as the astral plane is called by Gnomes, is dominated and mainly populated by Gnomes. Astral Lajus is one of the two great Gnomish towns found on this island in the clouds. Myths tell that Holliwican used to be connected to Sleesh, but it has never been confirmed. Sleesh is a smaller island in the clouds inhabited by fearsome Lizards.
Player Number = 02

VALDORAMAX - Valdoramax is situated on Holliwican, an island of thin air drifting on the clouds. Valdoramax is slightly smaller than the other Gnome town on Holliwican, called Astral Lajus. They have never been attacked by Cairarius and his minions being securely locked up amidst these clouds.
Player Number = 05

WACKIR OUTPOST - Wackir Outpost has been founded by gnomes who lived among the clouds and who couldn't bare the absence of decent minerals anymore. They found Mt Wackir on the southern point of Cirkas, which these Gnomes call 'The Isle of the Half Moon'. On Mt Wackir they founded their outpost which has grown into a decent sized town in a couple of decades.
Player Number = 13

HALFLINGS

The Halflings are a joyful race of small demi-humans. Known for their lack of height and hairy toes, Halflings form together in towns known as shires. The Halflings favourite territory is hills, which they build their burrow homes in. The relaxed life style of the Halflings can be vigorously defended when threatened. Halfling slingers and pony riders may quickly be gathered to repel any unwelcomed visitors.

SARRO BANKS - Sarro Banks is the only Halfling capital on the isles of Alustria. Located on a lone island in the sea called Sadalta they have never been the target of megalomanic leaders like Caizarius. It is rumoured though that somewhere on this island corridors from the clouds come to an end. The halflings have never really investigated this myth as their island provides them with everything they need.
Player Number = 06

HILL DWARVES

Hill Dwarves are renowned throughout the lands as master weapon smiths. They have a passion for using minerals harvested from the earth to forge exquisite trinkets, superb armor, and mighty artifacts. They are a short stocky race, but their reputation as warriors (and drinkers) preceeds their size. Aided by their mighty artifacts the Hill Dwarves have been known to crush enemies. Their valor in combat, and loyalty to their kith and kin is unsurpassed. It is said that in dire circumstances, several dwarves will fight to the death as 'rearguard', just to allow a majority of their comrades, and allies to escape.

KARAK TARUN - Karak Tarun is the last Hill Dwarf capital on the isles. With humans of different forms they battled for Mahalton, meaning 'land of promesse' in Dwarven tongue. The Dwarves were beaten back but a ceasefire followed when Caizarius invaded Mahalton, allowing the Dwarves to regain their strength. The wars never continued after Caizarius lost power, and the people of Mahalton are now living in peace.
Player Number = 03

HIGH ELVES

The High elves are one of the most ancient and noble races on the face of any world. Long flowing blond hair, sharp facial features and a slight build are the characteristics that make this race stand apart. The architecture of the elven cities is something many a traveller has journeyed to see in safer times. But now that troubled times approach, the cities will be seen as defensive stronghold rather than cities of great aesthetics.

MARYDALE - Marydale is not part of the glorious Elven empire on Cirkas. Located on Pejron they have adapted to the way of the humans that populate this island. As most people on Pejron, they have suffered heavily from the assaults of Caizarius. As a result this once lovely Elven fortress turned into a center of warfare, struggling to survive.
Player Number = 11

VILEA GROVE - Vilea has been founded on a treeless area in the Vilea Forest. These Elves living at the other side of Caizarius and his undead have been allowed to build up a glorious empire together with their kindred from Yzaldra. A lot of scientists, even Gnomes, and even more philosophers are living in these great Elven towns.
Player Number = 04

YZALDRA - Yzaldra is very similar to Vilea. Yzaldra forest is slightly smaller than Vilea but that is because the marshes which seperates these towns have confiscated a greater area from Yzaldra than from Vilea Forest. Living in a volcanic area, these Elves are capable of equiping their troops with the finest Elven armours... in case someone attacks their lands.
Player Number = 17

HIGHLANDERS

Highlanders are a human race who love the crisp air of the hills and mountains. They live a very traditional lifestyle, residing in clans. They are fierce warriors and wars between the clans frequently flare up. Their religion is two fold, believing in one god but also that the world also possess lesser gods known as the chosen ones. These chosen are virtually immortal barring complete decapitation. The immortals are both revered and feared, never accepted by any of the clans and forced to live in secrecy or wander the earth eternally.

HIGH ALFAX - The people of Alfax have been battling Hill Dwarves in the past, and the war was stalemate until Caizarius came invading their island. They stopped battling the Dwarves, and they started to fight against the shared foe. Their terrain is quite hilly, as High Alfax and the surrounding mountains used to be surrounded by 'The Isle of the Half Moon'.
Player Number = 19

ICELANDERS

Choosing to live in the frozen regions, Icelanders have learnt to use the elements of arctic terrain to their upmost advantage. Riding Mammoths into war and building defences of ice, little can stop an Icelander army fighting in their home terrain. The communities generally live peacefully however, hunting and fishing the lands to gain food and skins to protect themselves from the cold.

HEYERVALLEN - Heyervallen is one of the two great Icelander towns on Isarna, the island of snow, cold and ice. Only Icelanders can survive on these barren arctic fields and dead taigas. Many seers have tried to find an explanation for the fact that it is always freezing on Isarna. Rumours tell that Caizarius put his curse on this island as he feared the determined and coldhearted Icelanders.
Player Number = 01

JOR SUYERHECKE - Jor Suyerhecke is one of the two great Icelander outpost on the island of snow. It is rumoured that underworld tunnels have been dug under this island inhabited by Dark Elves. Fortunately no tunnel leading to these underworld caverns has been found as of yet.
Player Number = 15

TEKKE MARNUS - The town of Tekke Marnus is not located on Isarna. Nobody knows how these Icelanders ended up on Pejron, maybe it is because a lot of Icelanders fled from Heyervallen when galleons of death landed on the shores of Isarna. These cowardly Icelanders formed the outpost of Tekke Marnus on the southern desolation of Pejron.
Player Number = 08

LIZARDMEN

The unique Lizardmen are one that is feared due to both legend and apperance. The tall warriors of the race wield weapons with strength and precision while the lash of a tail gives them an extra avenue of attack. The trident and javelin troops alone would form an army requiring strong forces to resist. These troops pale in comparison to the Lizardmens most powerful weapon. The Chameleon Assasins. These warriors are almost impossible to spot before cold steel through the heart alerts one to their presence. Apart from their strong array of troops, very little is known of this strange race.

GYSH S'ARMUÍNE - Gysh, as this Lizardmen temple city is often called is located on the far end of Cirkas. They were once neighbouring the Lizardmen from Quazar but for unknown reasons they got seperated. However, seers forecast that a connection will soon be established again and that the Lizardmen race will thrive.
Player Number = 16

QUAZAR - Quazar finds itself surrounded by gems, gems and even more gems. Located on an astral island, which they call Sleesh, they possess the largest gem deposits on the isles of Alustria. It is said that this part of the astral plane was once part of Holliwican, though no connection has been found as of yet.
Player Number = 20

OGRES

Ogres are a brutal race of large humanoids. Although not known for their intelligence, they can produce a rare cunning that has brought the demise of many opponents. Their general lack of Intellect, combined with a powerful frame, far stronger than the average mans, makes this race a popular choice to be coerced into war by manipulative villains.

The Ogre race is divided into classes with the lowly Underlings doing the most menial of tasks. This class system is almost entirely based on physical size with Underlings being far smaller than standard Ogres, who are in turn dwarfed by the Chieftains. Ogres prefer to reside in the Mountains where they fight at their best.

FORT BARAGKUL - Fort Baragkul is located on the southern peninsula of Pejron. These ogres can produce quite of lot of minerals around their capital which makes them feared by the nearby races, on the other hand their gigantic strength combined with an array of quality weapons helped a lot in defeating Caizarius.
Player Number = 07

PLAINSMEN

Plainsmen live off the land of their home region. They are tribal in nature and manage to exist in harmony with both animals and nature. There are major gatherings of plainsmen situated across the surface of many lands

REERT - The plainsmen have always been outnumbered on the isles by races like Dwarves and Elves, still one city remained. This city called Reert can be found on the southern plains of Mahalton. They have battled Caizarius with several other Plainsmen tribes. Unfortunately Reert was the only one to remain.
Player Number = 12

UNDER DWARVES

Under Dwarves are stocky demi-humans who spend the majority of their time in the tunnels and caverns of the Underworld. They are masters of obtaining the ground's wealth, and mine in constant pursuit of the sacred metal Mithril. The largest Under Dwarven Kingdoms are generally underground fortresses which are near impenetrable to assailants.

DRON VALS MINING COLONY - Dron Vals is the town of mining and tunneling. The center of this Underdwarven empire based on the production of weapons from raw materials lies in the Underworld, called the 'finger of terror' by the Dark Elves that also have their residence in the underworld. The Underdwarves don't fear the Dark Elves, as these Dwarves will be superior in a war in case the Dark Elves decide to attack the Mining Colony.
Player Number = 10


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This world has been developed by Korneel Duyvesteyn. Send bugs, spelling mistakes, remarks, questions and other feedback about this world to him. He can issue rewards for possible bugs and spelling mistakes.
Thanks go to Ivan McIntosh for helping with designing this world.

Disclaimer Message from the creator: WoW games is NOT responsible for any bugs/unbalanced things on this world unless it is caused by the program itself or by other programs of the WoW team. Most of my previous maps were quite well, so I hope this one will be enjoying to play as well. I wish everyone a lot of fun and enjoyment when playing on this map.

Andoria (Tournament)

Tournament rules

 

  • 2 teams of 2 players will fight each other each round. It is not possible to change allies.
  • A dropout system is used.
  • The rounds last until one team has been vanquished or surrenders.
  • The maximum length of one round is 25 turns. If both teams are still alive after 25 turns, The winners will be determined by their empire scores. The team score is the square root of the multiplication of individual empire scores. If one player has been vanquished, (s)he counts as having an empire score of nill.
  • The games are run twice per week as not much time for diplomacy is needed. Once the games get more exiting (after eg turn 10), games will be run once per week if players like that.
  • The costs are only $1.00 per turn.
  • Each round a completely new map will be used. This way veterans have no advantage over newer players
  • The maps are slightly different than usual maps. Resources, especially the ones you need to build up an economy, are found in abundance, so trade with your ally is not vital. On the other hand, there are much more connections and secret passages between you and your opponents. There are at least 4 different routes to the capitals of your enemies, allowing you to use a vast range of tactics, from boats, flying and tunneling attacks to attacks via the underworld or astral plane. A third point is that the maps will be completely balanced. No one has an advantage in speed or resources. Same chances for everyone.
  • Prizes will be given to the winners of each round. These could be credits, or other things like wow t-shirts

 

Andoria - Round 1

Hail Great Warlords!!

The Emperor Bedalius of the Gnomes has announced a new tournament to be held! The old Gnome can't run the empire anymore and wishes to seek a new leader for his Gnomish people. He announced that candidates from any race can compete for this position. The candidate should be strong and dedicated, but more importantly he or she has to be a good leader and general for the people. Candidates will be tested on their skills on economics, military, magical and diplomatic skills. Only the best lord will be allowed to take the throne!

In each round teams of 2 candidates will fight each other on remote isles in the faraway ocean of Andoria, land of the Gnomes. These isles are inhabited but Gnomes and Halflings, but rumours say deep below the surface of the world other creatures dwell, willing to support the leader who offers highest prices.

Each candidate will be sent out to the isles with a force of 50 militia to start their campaign and a large sack of gold. Also, the magic treasury will be opened and each candidate will receive some valued artifacts.

GNOMES

The fascinating Gnomish cities often appear to be technological feats. Examples of cities appearing to hang off the edge of a sheer cliff wall with a strange array of cables and struts supporting their structure may be found in many lands. The back of their castles often extend back into caves and tunnels where the remainder of the cities population reside. Deep within the labyrinth of caves lie many inventors' workshops. From these areas come contraptions that will both amaze and bemuse. Although the practicality of many of these inventions may be questioned the gnomes' creativeness is one quality that makes them such a strong race.

BOMBANDARIC - The glowing forrested hills of Bombandaric contains the ancient Gnome city of Bombandaric. The Gnomes live a peacefull life here with lots of beef and eggs and didn't like the decision that the grand tournament will be started here and that one competitor will lead them to victory or to...

CARLTON HEIGHTS - The Gnomes living in Carlton Heights have long since left their homeland in desperate search for a quiet place to settle. Wood and food can be found in abundance on these glowing hills, so they thought they had found their paradise, until Emperor Bedalius made his infamous decision.

YRUNDYROC - Inhabiting the western part of the isles, they are supposed to ally with their friends from Carlton Heights and they are supposed to wage war with their own kin. The Gnomes living in Yrundyroc don't understand it at all.

NEABUDARA - Living on the southern most island, these Gnomes are a cheerfull people. The pubs are always filled and laughter is the main sound heard on the streets. Together with their friends from Bombandaric they are determined to rouse those boring Gnomes from Carlton and Yrundyroc.

 

Andoria - Round 2

Hail Grand Wizards!!

The Emperor Bedalius of the Gnomes has announced a new tournament to be held! The old Gnome can't run the empire anymore and wishes to seek a new leader for his Gnomish people. He announced that candidates from any race can compete for this position. The candidate should be strong and dedicated, but more importantly he or she has to be a good leader and general for the people. Candidates will be tested on their skills on economics, military, magical and diplomatic skills. Only the best lord will be allowed to take the throne!

Bedalius is impressed by the skills that You showed on the far away isles of Andoria, but now he has an even greater challenge for you. This round he wants to focus attention on Leadership and Diplomacy. Your skills with managing your people and with working together with your ally will be put to the test as the new Emporer of the Gnomes should possess both these skills. You are cast away on the southernmost isles of Andoria where no sane creatures dare to live as food and wood are scarce. You are to become clan chief of a clan of misdevious Orcs that only want violence and destruction. These Orcs you should organise and in the end outclass your opponents. As wood is scarce you will have to find different means of leaving your isle in search of enemy territory.

On your vessel to these uninhabited you will be accompanied by 50 of the strongest Orc slaves to help you gain control of the town and to start exploration. You are not allowed to take your magic books along but we will provide some magical artifacts to help you restrengthen your magical abilities. Good luck on this new journey...

ORCS

The kingdoms of Orcs are often based deep within the swamps only slightly above the stagnant mud or alternatively in the dark, damp underworld. The Orcs, bitter and twisted are reknowned for their cruelty. The heads of enemies mounted on spiked stakes surrounding Orcish castles, are displays of the Orcs cold blooded ruthlessness.

ERG ERINH - blood.... more blood.. BLOOD.. The Orcs of Erg Erinh are known for their violent behaviour, everything they see and that is not green has to die as soon as possible. The berserkers of Erg Erinh are known throughout the isles of Andoria.

BORABUDUR - The savages from Borabudur are very organised in terms of Orc-organisation. Their tribal leaders don't demand orc sacrifices and condamn the smashing of skulls in the streets.

RAKH TOREN - On the peaks of the Toren Mountains live these Orcs. They are longing for a good leader who can bring organisation to their anarchic civilisation.. even though the Orcs themselves don't realize that!

GRASHIN - The Orcs from Garashin have always wanted to smash the skulls of other Orcs in the near vicinity so they don't bother that an unknown wizard with probably vast powers wants to take over control of their once 'peaceful' village.

 

Andoria - Round 3
Hail Great Wizards

The Emperor Bedalius of the Gnomes has announced a new tournament to be held! The old Gnome can't run the empire anymore and wishes to seek a new leader for his Gnomish people. He announced that candidates from any race can compete for this position. The candidate should be strong and dedicated, but more importantly he or she has to be a good leader and general for the people. Candidates will be tested on their skills on economics, military, magical and diplomatic skills. Only the best lord will be allowed to take the throne!

It is time for the third and final test. You have been tested on magical skills, militaristic skills and diplomatic skills. It is time to find out whether you can govern an empire or not.The location for the third and final test lies in the center of the Anduran empire. The Nexis as this is called consists of all kinds of different isles interconnected through magical tunnels. It is considered holy ground among Gnomes as the magical energy on these isles can be felt even on some distance. The isles on The Nexis are mainly inhabited with strange creatures who seem to be unaffected by the magic that surrounds this place.
Your task will be to govern an empire on The Nexis, to govern an empire populated by strange creatures. You will be accompanied by 50 fierce female warriors and 300 peasants who are somewhat expected to be able to handle the strange climate and magical forces at work on The Nexis.

AMAZONS

Amazons are a race of jungle dwelling warriors. Both their males and females are the fittest of nearly all humans. The Amazonian cities blend almost perfectly into the jungle. The amazons are formidable opponents, especially in their own territory. Poison darts seem to fly from naught but trees at any that enter their domain.

VASCELONSOS - The Amazonian outpost of Vascelonsos has been founded by the Gnomes to allow the Gnome leaders to prepare for their finale struggle for becoming the new Gnome King. Vascelonsos is location to the north, although a compass will not help you much on these magical lands.

MITIYA - Deep within the jungles of the Western Isles, the outpost of Mitiya has been founded by one of the Gnome competitors for the grand price. Exploration based on instinct will be required from this point on.

DEEP HANYA - There was just enough space among the trees of the Deep Hanya jungle to build homes to hold 300 Amazons. For the people of Deep Hanya it will be critical to find some new lands on these magical plains.

RAMALYR - The Amazons from Ramalyr allied themselves with the people from Mitiya. On these magical lands, some allies might come in handy.. even for fierce Amazon female warriors.

 

This world was developed by Korneel.

Arragoth II

Arragoth II - The Domain of Arragoth


The history of the past is well known by all. Arragoth son of the Fire Gods, ruled the Isles cruelly and mercilessly. But then came his Slumber. The races of the Isles reformed their cities, and retook control of their own destinies. Over the centuries Arragoth was forgotten. Then came the REAWAKENING.

One year before the second rise of Arragoth, the wizards began late preparations for the return of the Son of the Fire Gods. Twelve great masters of the arts, led each of the Isles races in defense of their cities. Many fell as the vicious minions of Arragoth, the Lava Legions, burnt soldiers and peasants alike. But a great alliance was formed. As one, the counter-attack was strong. The central volcanoes, Arragoths' main avenue of control, were retaken. The Fire Gates were taken and the Domains of Control surrounded. It was time to take the battle to the Fiery One.

A great hero was able to open the first Fire Gate. This opened a magical pathway to the central Island of Arragoth. There took place the greatest battles of this time. Lava Legions and other inhospitable creatures battled the advancing allied armies. Together the races advanced to the Fortress of Arragoth.

What happened next is subject to debate. Each race has their own tales of how their own hero was the one to challenge and defeat the mortal body of Arragoth. The exact details are of little consequence. The remaining races triumphed at the Fortress of Arragoth. With the fall of this fortress, the Domains of Control were now vulnerable. Celebrations spread across the Isles as the last of the Lava Legions flaming bodies were destroyed. The Isles were once again safe.

That is where the common legend, as told in every tavern, ends. If only that was the end. Upon the defeat of Arragoth the wizards of the land secretly gathered. They new the truth. The depths of the catacombs below the fortress had revealed the Portal of Fire. A link between the Isles and the world of the Fire Gods. The incantation of Arragoth may have been slain, but Arragoth in his true form still thrived on the far side of the Portal. The enraged demi-god would surely return to wreak havoc on the Isles in a destructive fury never before seen. There remained only one feasible option. The wizards would enter the Domain of Arragoth and once more combat his might. The gathered masters had a thorough understanding of how much more powerful Arragoth would be in his own world, but no other option remained. Bravely, the chosen wizards stepped through the portal to once again lead the inhabitants of a strange land against the might of the Lord of Fire.


 

AMAZONS

Amazons are a race of jungle dwelling warriors. Both their males and females are the fittest of nearly all humans. Cities of the Amazons blend almost perfectly into the jungle. Not even this protects them from Arragoths' reach. The Amazons are formidable opponents, especially in there own territory. Poison darts seem to fly from naught but trees at any that enter their domain. Mila is the sole Amazonian city in the Domain of Arragoth.

MILA - Hidden in the jungles, the Amazons are still enslaved like all the other races on the Isle of Slaves. Arragoths' particular hatred of the humans of this Isle has had unfortunate consequences for all its residents. Those Amazons who refuse to work are hunted through the trees and vines they know so well, inevitably meeting a fiery death. Smoke raising above the tree line is an indication that a rebellious Amazon has been caught somewhere in the vast jungle. Despite the harsh conditions imposed by the master of this domain, the Amazons remain fit and with keen spirits. The arrival of a user of the arts has rekindled the spirits of the warriors, who are ready to repay the thousands of atrocities they have suffered.

DARK ELVES

Deep in the underworld, the dark elves reside. Splitting from their High Elven cousins many millenniums ago, the two are now almost as separate as humans and gnomes. The slim build, dark complexion and white hair of this race makes any dark elf stand apart from all others. Their society, dominated by female priests, is one which revolves around combat and treachery. The sole city of the Dark Elf race is Darthnil.

DARTHNIL - The Dark Elves have escaped the clutches of Arragoth residing in the sealed underworld. This has meant that they have been force to occupy their time warring with Under Dwarves rather than more challenging fiery opponents. However, the impressively engineered Dwarven Fortress has proven to be annoyingly hard to conquer just like the stubborn creatures inside. Many a drawn out siege has frustrated the Dark Elves into considering a change in direction, to once again confront the forces of Arragoth.

DERVISHES

The Dervishes are a race of nomadic tradesmen. They converse with all races yet can also stand alone against any. The major dervish trade center is the town of Boforth.

BOFORTH - Of all the cities of the Isle of Slaves, Boforths' residents probably endure the least suffering. Although they are forced to spend time labouring to produce for Arragoth, the Dervishes manage to fill their quotas with relative ease. Skillful trading with the other races of the Isle, allows them to gather gems and ores without so many hours toiling in the mines. Despite their relatively good life style, the hate the fact that they are forced to simply hand over the profits of their trade. Careful thought is being given to plans of escaping the rule of Arragoth. The time is nearing to execute some of these plots.

GNOMES

Gnomes are small demi-humans known especially for their weird and wonderful inventions. Another peculiar trait is their fast and continuous speech. The Gnomish capital of the Domain is Darnfiasbernenus (it's full name being almost unpronounceable in under a day).

DARNFIASBERNENUS - The Gnomes spend their days engaged in endless conversations or creating crazy gadgets. Although the practicality of many of these inventions may be questioned the gnomes' creativeness is one quality that makes such a dangerous opponent. Although rarely bothered by the Fire Lord, they have come up with several ingenious ways to cool off his fiery minions. A recent spate of raids by the fiends of Arragoth has lead to thoughts of revolt.

HALFLINGS

The Halflings are a joyful race of small demi-humans. Known for their lack of height and hairy toes, Halflings form together in towns known as shires. The relaxed life style of the Halflings can be vigorously defended when threatened. Halfling slingers and pony riders may quickly be gathered to repel any unwelcome visitors. The major Halfling shire of the Domain is Hamish Hollow.

HAMISH HOLLOW - The Halflings of Hamish Hollow have endured very little hardship under Arragoth in comparison to the humans of the Isle of Slaves. This fact has apparently been lost on them as the occasional cruel conditions of enslavement (being forced to miss an afternoon nap to tend to crops) and starvation (no meals between lunch and afternoon tea) has lead to calls for a revolt against the forces of Arragoth. No longer will the indignity of tea without scones be suffered. A pipe shall never again be set down until it's entire contents has been smoked. The time has come for the Halflings to retake their FREEDOM.

HILL DWARVES

Hill Dwarves are renowned everywhere for their skill as weapon smiths. The short stocky race also has a passion for forging the earth's minerals into many types of objects and artifacts. The only sizeable population of Hill Dwarves is on Mount Zamus.

MOUNT ZAMUS - Time spent in the mines for Arragoth, bothers the dwarves less than the other races. What does bother them is the theft of their precious artifacts. Pieces that had taken hundreds of hours over the smelter to create, gone in minutes as the troops of Arragoth crash through the town. Arragoth has left many of the towns buildings standing due to the fact that they are used to create these priceless objects. This fact offers little comfort to the Hill Dwarves who one day swear to retake their treasures.

HIGH ELVES

The High elves are one of the most ancient and noble races. Long flowing blond hair, sharp facial features and a slight build are the characteristics that make this race stand apart. Sacred Forest, the main High Elven city, is filled with residents which are both craftsmen and scholars, living a peaceful life.

SACRED FOREST - Sacred Forest is much smaller than it once was. Arragoth continually toys with the High Elves, having the outer trees burned by his armies. The High Elves patrol the edges of the forest, attempting to preserve the lives of their sacred trees. Their archers often bring down the troops of Arragoth. This aggression is tolerated by the son of the Fire Gods, only because he reveals in the frustration shown by the High Elves, as the try in vain to save their precious forest.

ICELANDERS

Icelanders manage to live in the harsh frozen conditions of the arctic lands. They survive hunting the sea mammals and fish that inhabit their regions. The sole frozen regions that Arragoth permits in his domain are based around Himalayak.

HIMALAYAK - No troops of fire enter the region of Himalayak but still its people are the slaves of Arragoth. The one piece of terrain in which they can comfortably survive can easily be taken from the if they do not do the bidding of the Lord of Fire.

LIZARDMEN

Lizardmen are fierce creatures who thrive on vicious battle. The more developed of the race have special traits that make them even more fearsome in combat. The main clan of Lizardmen gather on the Isle of War at Bansha.

BANSHA - The Lizardmen enjoy their existence on the Isle of War. Plenty of adversaries to pray upon and little interference from Arragoth, is as much as the Lizardmen could ask for. Still, in the back of their minds the Lizardmen dream of the greatest victory of all. The defeat of Arragoth.

MINOTAUR

Minotaurs are clearly one of the most fearsome races to frequent the lands. Their culture revolving around the warriors ensures only the strongest survive. Standing 8 to 10 feet tall with a bull's head atop a tort human torso they intimidate any they meet in battle. The major Minotaur city is Fort.

FORT - A simple name, Fort aptly describes the town. The sole purpose of the town is too house warriors and act as a defensive base. The Minotaurs thrive on the Isle of War, where they battle the other races, unaware that it is solely for the amusement of the Fire Lord. Occasionally, when the Minotaur forces are growing strong, troops of Arragoth cut the soldiers of Fort down to size. The Minotaurs are ready for their next confrontation with these troops, determined to better them.

ORCS

These evil creatures are renowned for their ruthlessness and lack of compassion. The main Orcish kingdom of the Domain is located on the Isle of War, where the Orcs continually fight other races and amongst themselves.

GRA FAUK - This is the only city on the Isle of War where Arragoth has actively enslaved the population. He has set up pits where the Orcs who cower from charging into battle with Fearsome Minotaurs and Lizardmen are placed.and put to work in the quarries. With this prompting, the Orcs are now putting more effort into the wars and are holding their own against the other violent races.

PLAINSMEN

Plainsmen live off the land of their home region. They are tribal in nature and manage to exist in harmony with both animals and nature. The Isle of Slaves hosts the largest plainsman population in the settlement of the Bantha Mines.

BANTHA MINES- Underneath the ground in a confined space is the last place a Plainsmen would wish to dwell. The constant searing of a fiery whip is the only way Arragoth can force them to produce. The town is basically a prison camp, patrolled by the minions of Arragoth. Escape has been attempted and failed. A complete overthrow of Arragoth is the only path to freedom.

SANDPEOPLE

The Sandpeople are a mysterious race of desert dwellers. Few know how they survive in such a barren environment or how their society functions. The only contact others seem to have is having caravans raided under the cover of sand storms. These people seem to appear and disappear into the sand itself. A large population of Sandpeople is said to exist on the Isle of War.

SASHNA - The population of Sashna are not prepared to play in Arragoths' little games. They strike only defensively and never advance beyond their desert boundaries. These tactics allow them to conserve their resources for a more important cause. The Sandpeople appear to be the only race on the Isle of War, intelligent enough to realize why the most warlike races have been placed together. The strongest warriors of the Domain continually slaughter each other making Arragoths' Domain all the more easy for the Son of the Fire Gods to control.

UNDER DWARVES

Under Dwarves are stocky demi-humans who spend the majority of their time in the tunnels and caverns of the Underworld. They are masters of obtaining the grounds wealth, and mine in constant pursuit of the sacred metal Mithril. The main Under Dwarven kingdom of Free Marton is no longer under the control of Arragoth.

FREE MARTON- Initially the Under Dwarves efficiently mined all that Arragoth could want. They mined deeper and deeper claiming the grounds riches. This continued until one day the mining shafts burst out into a huge underground expanse. These caverns could support a huge population of Under Dwarves. Content to exist underground the Dwarves sealed the surface entrance to their mines collapsing leagues of tunnel. Unable to reach the Under Dwarves, Arragoth took out his fury on the humans, forcing them to produce what he could no longer take from the Under Dwarves. Unfortunately a new woe arrived for the recently saved Dwarves. Dark Elves who also sheltered from Arragoth in these caverns, had finally been presented with an opponent to slay in battle for their gods. The wrath of Arragoth was soon forgotten as the Under Dwarves were placed under siege by the Dark Elves. A siege which has continued to present day.

Elemental Isles

The Elemental Isles



Fire, Ice, Air and Earth. These are the four powers that make up this world. An Island devoted to each forms the lands of it's inhabbitants. With the coming of the wizards one Island, one city, one race, one element, one leader will rule supreme.
 

AMAZONS

Amazons are a race of jungle dwelling warriors. Both their males and females are the fittest of nearly all humans. The Amazonian cities blend almost perfectly into the jungle. The amazons are formidable opponents, especially in there own territory. Poison darts seem to fly from naught but trees at any that enter their domain. The major Amazon city of Amiton is located on Fire Isle.

AMITON - Living deep within the sweltering tropics of Fire Isle, reside the people of the Jungle. Living a life over shadowed by fear of the surrounding Volcano's, regular sacrifices are made to try and appise the gods of fire. The Amazons keep to the east of the island, attepting to avoid all contact with the inhabbitants of the western deserts.

DARK ELVES

Deep in the underworld, the dark elves reside. Splitting from their High Elven cousins many millenniums ago, the two are now almost as separate as humans and gnomes. The slim build, dark complexion and white hair of this ra ce makes any dark elf stand apart from all others. Their society, dominated by female priests, is one which revolves around combat and treachery.

BRETIZON - The Underworld city is divided into 11 families or houses, as they are known. The Ruling house Mizandril has its temple situated in the centre of the city. The other houses are scattered around the central temple. The incredible swordsmanship of the Dark Elves is reknowned throughout the Isles. Over the past centuries several individual houses have lead a united city in wars against the Under Dwarves. Infighting between the houses has always denied the race total victory. However an uneasy alliance between the houses under the guidence of a wizard has lead to grander plans involving an assault on the surface world.

DERVISHES

The Dervishes are a race of nomadic tradesmen. They converse with all races yet can also stand alone against any. The major dervish trade centres is the town of Cor Pilma

COR PILMA - The spires of tall towers of the Dervish city can be seen from throughout the wasteland it lies in. The arid land provides few resources but still the Dervishes muster enough resources to very successfully trade. Many of the Dervishes are both merchants and scimitar wielding warriors but frequently mercenaries are hired to battle instead. The defenses of Cor Pilma have thus far been the match of any who have tried to breach them

GNOMES

Gnomes are small demi-humans known especially for their weird and wonderful inventions. Another peculiar trait is their fast and continuous speech. The major Gnomish capital of the Isles is Kalindidlezar (it's full name being Kalindidlezarfinopitanolipfosperationbar, quite a short title by Gnomish standards).

KALINDIDLEZAR - The fascinating city of Kalindidlezar is formed by a number of large structures connected by an array of cables and struts supporting the structures. Wheeled vehicles ride along the cables providing transport between the buildings. In one of the strangest buildings, a Dodecahedron shaped structure contains the many inventors' workshops of the city. From these areas come contraptions that will both amaze and bemuse. Although the practicality of many of these inventions may be questioned the gnomes' creativeness is one quality that makes such a strong race. The one question that has elluded all of the greatest Gnomish minds is, How did the city end up on the Astral Plane? The oldest, wisest and most senile of the race swear that it was not always situated of Air Isle. They just c an't remember where it used to be, though they are sure it has something to do it was that confounded magic.

HALFLINGS

The Halflings are a joyful race of small demi-humans. Known for their lack of height and hairy toes, Halflings form together in towns known as shires. The Halflings favourite territory is grassland which they farm with skill and build their burrow homes in. The relaxed life style of the Halflings can be vigorously defended when threatened. Halfling slingers and pony riders may quickly be gathered to repel any unwelcome visitors. The major Halfling shire of the isles is Fellows Meadow.

FELLOWS MEADOW - The Halflings of Fellows Meadow are farmers in a peace loving community. They trade their aggriculture regularly at Cor Pilma for the tobbaco and all the comodities that make their life such a comfort. In times of war, highly developed agricultural skills and requiring little food for sustenance the Halflings manage to survive prolonged sieges. The centre-piece of this small shire is the Town Hall where the towns Mayor Bilco Hairynose resides. The mayor runs what is an efficient yet laid back community. Having survived many centuries the robust Halflings of Fellows Meadow may be considered strong, even if not in physical strength

HILL DWARVES

Hill Dwarves are renowned everywhere for their skill as weapon smiths. The short stocky race also has a passion for forging the earth's minerals into many types of objects and artifacts. The only sizeable population of Hill Dwarves is in the city of Goldvale.

GOLDVALE - The Hill Dwarf Citadel of Goldvale sits atop high rolling hills over looking ocean. The city has gained it's name from the Gold Vein atop which it is situated. There near by Astral Mountains supply the other required materials for the craft around which the dwarves life revolves. Unlike their Under Dwarf cousins the hill dwarves like to spend the majority of their time on the surface. The hours spent by dwarven smiths in the smelters have given the hill dwarves an armoury that makes all envious

HIGH ELVES

The High elves are one of the most ancient and noble races. Long flowing blond hair, sharp facial features and a slight build are the characteristics that make this race stand apart. The architecture of the elven city is something many a traveller has journeyed to see in safer times. But now that troubled times approach, the city will be seen as defensive stronghold rather than a city of great aesthetics.

LOLASIS - In deep within a wintery forest of Ice Isle lies Lolasis. It's tall spiraling towers and ornately designed buildings make this arguably the most enchanting city seen. Lolasis' residents are both craftsmen and scholars, living a peaceful life. The city is protected by the legendary Heart Bowmen. The sacred warriors patrol the forest handing out justice to any who enter with evil intentions.

MINOTAUR

Minotaurs are clearly one of the most fearsome races to frequent the Elemental Isles. Their culture revolving around the warriors ensures only the strongest survive. Standing 8 to 10 feet tall with a bull's head atop a tort human torso they intimidate any they meet in battle. The major Minotaur city is Basilton, located on Air Isle. It is believed that this Astral Plane area is the origin of their race.

BASILTON - The city formed from blue rock sits on one of the few raised areas of the Astral Plane. The proud Minotaur city revolves around a class system. The Minotaur nobles being the strongest and greatest of the race. The natural aggression of the race leads to a continual struggle to gain status through brawling with other members. The labour in Basilton is all performed by slaves of other races. Kobolds are kept in pits beneath the city. Peasants, the lowest class of Basilton, wield whips to flail the minor races to work or death. Any who venture near the city of minotaurs generally find themselves joining the ranks of slaves

ORCS

These evil creatures are renowned for their ruthlessness and lack of compassion. The main orcish kingdom of the Isles is Gra Shliak.

GRA SHLIAK - Sitting in the low peaks of the Mountains of Earth Isle lies this new city. After centuries of warring the Orcs have been vanquished from the Underworld of Earth Isle. Bitter in defeat they are no longer content to live on the surface and will soon force their way back into their dark home. The mountain top castle of the ruling clan the "Gralint" looks over the many huts and cave dwellings below. The lower classed orcs work the many mines stemming from the cave dwellings leading this city to have a plentiful supply of the earthen metals.

PLAINSMEN

Plainsmen live off the land of their home region. They are tribal in nature and manage to exist in harmony with both animals and nature. The hot dry plains of Fire Isle are host to the largest plainsman settlement of Ditaram.

DITARAM- The traditional nomadic lifestyle of make shift villages has given way to the construction of the semi permanent city of Ditaram. Since its construction, the plainsmen have been able to fend of all enemy raids, it's walls standing unbreached.

SANDPEOPLE

The Sandpeople are a mysterious race of desert dwellers. Few know how they survive in such a barren environment or how their society functions. The only contact others seem to have is having caravans raided under the cover of sand storms. These people seem to appear and disappear into the sand itself. It is rumoured that a massive Sandpeople kingdom exists it the western deserts of Fire Isle. No living man has been able to confirm this however.

LASTAR - Amid the hot parched sands of the Western Deserts lies Lasatar. Well hidden, travellers will not see this city until it is all to late. Lastar is ruled by a council known as the Conclave. The people of this area know all the oasis's and caves which allows living with ease in the harsh environment

UNDER DWARVES

Under Dwarves are stocky demi-humans who spend the majority of their time in the tunnels and caverns of the Underworld. They are masters of obtaining the grounds wealth, and mine in constant pursuit of the sacred metal Mithril. The largest Under Dwarven Kingdom is found deep beneath Earth Isle.

OLD MICHEN- Recently retaken in the ever lasting war against the Dark Elves the traditional home of the Under Dwarves has been retaken. The tempory city of New Michen is being allowed to fall back into ruin as the Dwarves have sworn to die defending the city before ever making the mistake of falling back again. Dark Elven infighting has created a break in the continual raids, a rest that will not last forever. Preparations for the next onslaught are already being made. The bearded creatures spend their days mining the earth's resources and then turning them into weapons of war.. Equiping an army of well trained soldiers, to battle any would be invaders.

Elven Nation

The World Of The Elven Nation


The Elven Tomes of Old state that in the beginning the gods created the Chosen Ones. The Chosen Ones were slender, graceful and either fair or dark depending on which version of the Tomes are to be believed. Later the gods created the lesser races. The lesser races lacked the wisdom to thrive, and abused rather than embraced their natural surroundings. Their lackings lead to the destruction of their cities and almost to their extinction. It was not only their foolishness but their weakness that cost them a place in The Elven Nation. The Dark Elves hunted and killed all who were not worthy of an existence in the Nation. Some were quickly slaughtered while others only fell after great battles. The Purification Wars, as they are now known, lasted for many centuries. The dominance of the Dark Elves was supreme in the underworld but their accursed cousins the High Elves were their match on the surface.

The High Elves were not aggressive towards the races that shared their surface world. They only watched as poor management and respect of nature lead to disease and famine. The once great cities of the other races fell as quickly as they had risen.

An uneasy truce came across the land, and both the Elves above and below the surface remained at peace. Until now that is. The omens and augeries being performed now all point towards a "Time of reckoning". Only the greatest and most dominant of the Chosen Ones will be selected to reside with the gods. All others will be left to live out eternity in the Elven Nation. Doomed to live forever in the earthen realms, with no possibility of a higher calling. Pride has lead to the belief that each of the respective Elven cities are to be the Chosen One's. Armies are slowly being mobilized to force the point. The ultimate victors reward is simple. A place in the heavens. This prize is worth any cost.
 

DARK ELVES

Dark Elves control the underworlds of The Elven Nation. Hating their High Elven cousins, the two are almost as separate as Humans and Gnomes. The slim build, dark complexion and white hair of this race makes any dark elf stand apart from all others. Their society, dominated by female priestesses, is one which revolves around combat and treachery. The dark elf society is divided into cities ruled by families known as a house. The houses of the underworld are constantly dueling each other for supremacy while ensuring all other races obey their will or die. After a millennium of fighting only the three strongest houses remain, Shadowfelz, Uganthon and Quazipar. All cities believe their prowess will prove that they are to be the chosen members of the chosen race, Dark Elves.

SHADOWFELZ - The most dangerous of all Dark Elves reside in this city of renegades. Rather than a sole house, this city is formed by several mercenary groups, held together by fear of the cities priestesses. Their early rejection from other houses has lead the cities people into a frenzy for revenge and to prove their worth to the other cities and the gods.
 

UGANTHON - This powerful Dark Elven city is controlled by the house Uganthon. Their skilled warriors were almost solely responsible for the purification of the underworld. The city now intends to extend their purification to all non-Uganthon aligned Dark Elves.
 

QUAZIPAR - This city is feared for its deadly array of beasts. Giant Lizards patrol the surrounding caverns, protecting the city from any approaching enemies. Slaves are used as food for the beast pits rather than forced to work making death preferable to capture when battling this house.
 

DERVISHES

The Dervishes are nomadic tradesmen of The Elven Nation. They may survive anywhere by trading for huge profit, no matter how little resources they may have. Many of the Dervish are both merchants and scimitar wielding warriors but frequently mercenaries are hired to battle instead. They converse with all races which has in part lead to their survival.

MANTACK MINING COLONY - The demise of the Dwarves lead to the formation of this Dervish colony to trade with the forest cities of the surface world. It is the only major human city remaining in existence, mostly due to its trade with the High Elven cities.
 

HIGH ELVES

The High Elves are the most ancient and noble race of the Nation. Long flowing blond hair, sharp facial features and a slight build are the characteristics that make this race stand apart. The architecture of the Elven cities is something many a traveler has journeyed to see in safer times. Now that the competition to be proven is on, many of these cities are defensive strongholds rather than cities of great aesthetics.

AMILAGON - The capital of this mighty island kingdom lies deep within the Amilagon forest. The High Elven city is thought to be the oldest and original domain of the High Elves. With this in mind, the residents see it as only logical that they are the chosen few.

FOUR STAR GROVE - The thick forest lets no light penetrate from above other than in the central grove. In this grove lies the city of Four Star Domain. Named after a ring of the skies four brightest stars which shine through the break in the trees and onto the blessed city. The four stars are believed to be a sign of favour from the gods. Assuming the people of Four Star Grove can remain in control of their city, they will surely be elevated to the higher plane on the day of reckoning.

KILISTAR - These High Elves attempt to live a simple existence. The forest provides all they need and the inhospitable terrain to the north and south leaves little reason to travel far from their city. This humility is a trait that the proud other cities lack. A quality that makes them stand out in the eyes of the gods.

DILIMANAS - The High Elves of Dilimanas are expert foresters. They work hard to preserve their home terrain and hold back the ever expanding Trent Desert from destroying the outer trees. They believe they will be rewarded for their service to nature when the day of reckoning comes.

HEAVENS PINNACLE - The population of Heavens Pinnacle believe they have already been selected by the gods. Already dwelling high above all other cities, the gate to the gods should open on the day of reckoning. However, should they be required to return to the surface to prove themselves once more, they are more than ready.
 

ORCS

These evil creatures are renowned for their ruthlessness and lack of compassion. However, they have been humbled in the Purification Wars and now only survive in hiding. This enforced banishment from the major areas of the underworld has lead to even more bitterness. They yearn for revenge against the Dark Elves and this unrest of the coming times may be the most opportune time to strike.

DARK CAVERN - The Orcs of this city are securely hidden from the Dark Elves of the Underworld. In a move of desperation the Orcs sealed all exits, isolating the city and escaping the genocide of the Purification Wars. With great warriors emerging through their ranks and the vulnerability of the Elves during the coming period, the time to strike back has finally come.
 

Equilibria

 

The World Of Equilibria:

Since ancient times Druids, the protectors of nature, ruled the lands of Equilibria in peace. With time passing several minor races developed amongst their children. As the Druids had to care for more and more people another power slowly but constantly grew in power. The peaceful people turned towards the dark side of nature. Led by the ruthless Lords of Chaos they started to devastate the lands and slaughter every Druid they could find. The once peaceful landscapes turned red from the blood of the slain Druids and their companions. The Druids were nearly vanquished and the Lords of Chaos already believed their victory to be complete as the four last remaining druids gathered their fellow wizards, raised armies from their remaining children and marched against the castles of the chaotic lords. The battle lasted long but in the end the armies of the Druids were slain in the siege of the mighty castles of their enemies.

However, the Druids themselves could flee from the battlefield and joined again to use a last chance to defeat their foes. They started to recite an ancient spell. With the last word spoken the Druids died in an infernal outburst of energy. The powers that created the world of Equilibria once again stroke the lands and hit the castles of the chaotic Lords. Volcanoes erupted and the surrounding lands sank into earth itself. As the dust settled the shape of Equilibria had changed once again. Moreover, with the Druids gone, the remaining children of the Druids and the furious servants of the chaotic Lords start to fight for the future of Equilibria.

The world Equilibria is a strictly symmetrical world with a preset victory condition. This way it will be very well balanced. Even if a starting position or starting race (see below) does not seem to be very good considering the description you can be sure that Veit and I tried to offer each player an equal chance. This was our main purpose while designing the world. Equilibria inhabits 20 wizards who will compete for control in 87 land and 68 ocean regions. So each player should get between 4 and 5 regions to start with. There are 4 underworld, 4 astral and 12 ground positions. Each player will meet approx. 5 neighbors. So diplomacy will play a very important factor in this game. Also, this world recommends a certain amount of experience not only because of the amount of diplomatical work, but also because the amount of wandering monsters on this world is above the average.

PRESET VICTORY CONDITION - In order to win the game a maximum of three allied wizards has to control all 9 vulcano towns on the ground plane of Equilibria for at least one turn. If this happens the allied wizards can directly draw upon the raw power of the ancient druids in which case all other non allied wizards will immediately be vanquished. If there are more then three players in such an alliance the raw power of the 9 vulcano towns will not be enough to enable a victory.

 


 

STARTING POSITIONS ON EQUILIBRIA:

 

 

AMAZONS - Amazons are a race of jungle dwelling warriors. Both their males and females are the fittest of nearly all humans. The Amazonian cities blend almost perfectly into the jungle. The amazons are formidable opponents, especially in there own territory. Poison darts seem to fly from naught but trees at any that enter their domain.

Jungle of Light - This area is inhabited by the Amazons of Light who got their names as a result of their marvelous craftsmanship in the creation of jewelry from gems they trade with the neighboring races. Rumors spread that their town hall is made of pure gems which spread light throughout the whole jungle.

Amazonia - This jungle is inhabited by a mighty tribe of Amazons. They once were member of a great amazon empire in another plane but were driven off to Equilibria as Fire Spirits invaded their homes and turned the whole plane into ashes. Although they liked this jungle, they didn't want to stay and planned to re-conquer their old homes. With the end of the Great War the situation changed as the link to their home plane was destroyed. They now try to reach a dominant position in this area and are constantly at war with their neighbors.

 

 

DARK ELVES - From deep in the underworld, the dark elves have recently resurfaced. Splitting from their high elven cousins many millenniums ago, the two are now almost as separate as humans and gnomes. The slim build, dark complexion and white hair of this race makes any dark elf stand apart from all others. Their society, dominated by female priests, is one which revolves around combat and treachery.

Dark City - This region never saw the light of the sun. The dark elves that live here worship the Spider Queen and often sacrifice captured neighbors to their bloodthirsty goddess. The dark elves have perfectly adapted to this environment and now are the unchallenged rulers of this area.

Dark Curse - The Dark Elves that live in this area once were the proud rulers of this area until hordes of invaders from the surface world drove them back to this location. To defend here, they used the powers of their goddess the Spider Queen and transformed some of their best warriors into Driders, powerful warriors that even make a minotaur noble flee in panic.

 

 

DERVISHES - The Dervishes are nomadic tradesmen of the desert. They converse with all races yet can also stand alone against any.

City of the seven Skies - For a long time the Dervishes of Tormost lived in peace in the astral plane of Jelongar. Some time ago a quake shook this plane and several new links to another world opened up. From this time on, the once peaceful plane was target to several major assaults from the plane of Equilibria. Moreover, the quake destroyed the links to the nearby sister plane of Tergar. As the chaos has now been cleaned up, the Elders decided to search for new ways to reach their brethren there. As other races have wandered to Jelongar and conquered the lands that rightfully belong to the dervishes and their sandpeople cousins of Frongor, these races have to be conquered first.

Trade City - For a long time the Dervishs of Loringar lived in peace in the astral plane of Tergar. Some time ago a quake shook this plane and several new links to another world opened up. From this time on, the once peaceful plane was target to several major assaults from the plane of Equilibria. Moreover, the quake destroyed the links to the nearby sister plane of Jelongar. As the chaos has now been cleaned up, the Elders decided to search for new ways to reach their brethren there. As other races have wandered to Tergar and conquered the lands that rightfully belong to the dervishs and their sandpeople cousins of Norgard, these races have to be conquered first.

 

 

GNOMES - Gnomes are small demi-humans known especially for their weird and wonderful inventions. Another peculiar trait is their fast and continuous speech.

Jungle Castle - The gnomes of the Left Hand once settled in the nearby mountains but were driven into the jungle in the Great War. After a while they accepted their fate and built a new town. The gnomes are known for their craftsmanship but as well for the defects of their machines.

Blood Jungle - This jungle is home to the gnomes of the Bloody Hands. They got their name from their constant war against their direct neighbors that try to invade their forest homes. Till now, the gnomish warriors managed to drive off any attack with their mighty war machines turning the soil red with the blood of fallen enemies.

 

 

HALFLINGS - The Halflings are a joyful race of small demi-humans. Known for their lack of height and hairy toes, Halflings form together in towns known as shires. The Halflings favourite territory is hills, which they build their burrow homes in. The relaxed life style of the Halflings can be vigorously defended when threatened. Halfling slingers and pony riders may quickly be gathered to repel any unwelcome visitors.

Slumber Hills - These hills got their names from the resident halfling clan. In their opinion life is too short to be wasted at work. Hence, they sleep most of the days and only leave their resting places to get some food. Life could be very easy if there were not the Chief Elders that constantly urge people to do the necessary work.

Tiny Castle - This area is inhabited by the peaceful halfling clan of Han Dar. As the world changed they had to face lots of refugees moving through their lands. As not all of them were of peaceful nature, the halflings of Han Dar erected a castle that should have protected them. Yet, they made a mistake and forgot that their enemies are much bigger. As a result their castle is not of much use.

 

 

HILL DWARVES - Hill Dwarves are renowned everywhere for their skill as weapon smiths. The short stocky race also has a passion for forging the earth's minerals into many types of objects and artifacts.

Kingdom of Phar Tol - This is an area of low hills that is inhabited by the old race of the Hill Dwarves of Phar Tol. According to historians they did arrive at Equilibria after their cousins from the Kingdom of Lon Dar. There is no one still alive that could witness, so this matter is a reason for constant discussions and at times of hostilities between these two factions. The dwarves live in peace with their neighbors.

Kingdom of Lon Dar - This is an area of low hills that is inhabited by the old race of the Hill Dwarves of Lon Dar. Legends say that the Dwarves settled here as of the first races that entered this world. The mountains that once reached for the skies have now eroded to the hills that form the surrounding lands.

 

 

HIGH ELVES - The High elves are one of the most ancient and noble races. Long flowing blond hair, sharp facial features and a slight build are the characteristics that make this race stand apart. The architecture of the elven cities is something many a traveler has journeyed to see in safer times, but now that troubled times approach, the cities will be seen as defensive strongholds rather than places of great aesthetics.

Cold Forest - This area is inhabited by the High Elves of Faor. The Elves are not very fond of this forest as cold winds from the north make living here very hard. They do not know much about the northern arctic as they rarely travel northwards.

Ice Forest - This forest is inhabited by the peaceful High Elves of Hun Wei. The Elves are well respected by the neighboring races as they stay in the area although their forest is slowly but constantly buried by the ice from the southern arctic. As the elves had to turn their powers towards the battle against the invasion of the ice, the hostilities with the neighbors ended.

 

 

ORCS - These evil creatures are renowned for their ruthlessness and lack of compassion.

Orcs of Jar Hal - The Orcs of Jar Hal once were a mighty clan ruling large swamps near the castle of one of the Lords of Chaos. At the end of the Great war only a few of them managed to escape. They brutally conquered this jungle and are now constantly at war with the neighboring races.

Orcish Pride - This area is inhabited by the Orcs of Formol. Legends say that this tribe lost its way as it entered this world and was found by one of the Druids. He stayed with them for a while and taught them a lot of mystical knowledge. As a result this orc tribe was able to develop marvellous skills in architecture and establish peaceful relations with the neighbouring races.

 

 

SANDPEOPLE - The Sandpeople are a mysterious race of desert dwellers. Few know how they survive in such a barren environment or how their society functions. The only contact others seem to have is having caravans raided under the cover of sand storms. These people seem to appear and disappear into the sand itself.

City of Light - For a long time the Sand People of Frongor lived in peace in the astral plane of Jelongar. Some time ago a quake shook this plane and several new links to another world opened up. From this time on, the once peaceful plane was target to several major assaults from the plane of Equilibria. Moreover, the quake destroyed the links to the nearby sister plane of Tergar. As the chaos has now been cleaned up, the Elders decided to search for new ways to reach their brethren there. As other races have wandered to Jelongar and conquered the lands that rightfully belong to the sandpeople and their dervish cousins of Tormost, these races have to be conquered first.

Astral Heaven - For a long time the Sand People of Norgard lived in peace in the astral plane of Tergar. The once peaceful plane was target to several major assaults from the plane of Equilibria. Moreover, the quake destroyed the links to the nearby sister plane of Jelongar. As the chaos has now been cleaned up, the Elders decided to search for new ways to reach their brethren there. As other races have wandered to Tergar and conquered the lands that rightfully belong to the sandpeople and their dervish cousins of Loringar, these races have to be conquered first.

 

 

UNDER DWARVES - Under Dwarves are stocky demi-humans who spend the majority of their time in the tunnels and caverns. They are masters of obtaining the ground's wealth, and mine in constant pursuit of the sacred metal Mithril.

Great Hall - This area is home to the mighty clan of the Underwarves of Tular. In former times they carved this system of caves from the surrounding stone, but as other races started to invade their homes, they withdrew and now live in peace with their direct neighbors who do not dare to attack their stronghold.

Huge Cave - This huge cave is home to the peaceful underdwarves of Fir Latyr. In ancient times they started to carve this caves from the surrounding stones and only stopped as hordes of invaders from the world above infiltrated their homes.

 

 

This world has been developed by Veit Ströttchen and Matthias Frost.
Please send any questions, suggestions or other remarks concerning this world to one of us.

Kalander

The World Of Kalander


In the beginning the races of Good, Evil and Neutrality existed in their separate planes. The Good ruled the surface world. Living in peace and harmony, their lives were rich and happy. Below them the forces of evil constantly battled in the underdark where unimaginable acts of torture and cruelty were performed. Only the strong survived, the weak dying in slavery. The neutral races resided high above on the Astral Plane, leading their balanced lifestyles, acting in only their own interests.

The division of the races remained for many millennium, until the first coming of the wizards. Through magic the divisions placed by the gods in the days of creation were broken, leading to the War of the First Coming. Magical Jump gates were created allowing the armies of evil to invade the surface world. Hordes of Orcs were magically portalled into the forests of the High Elves. Tunnels from the Underworld were extended up and emerged on the island of Waicol. The forces of good also used the newly found Jump Gate magic to teleport troops to the deserted Waicol Island, forcing the evil races back into the depths. On the other side of Kalander the High Elves also prevailed but at great cost. Nothing was left at the site where the Orcs had first materialized leaving a stagnant swamp where once a great section of forest had stood. The wizards of good then resealed the underworld in an attempt to keep evil contained forever. Unfortunately nothing lasts forever.

The War of the First Coming had drained almost all magic from Kalander and the surviving wizards were forced scatter, no longer having the powers to protect even themselves. Life returned to the way it previously had been on all three planes. This continued for many centuries until the second coming of the wizards.

The impact of the return of magic was far more gradual than that of the first coming. Races moved between the planes with little resistance. Under Dwarves mined deeper and deeper until they entered the rich caverns of the Underworld. The races of neutrality were led by great heroes through the Astral Towers and onto the surface. The opening up of Kalander led to exploration and trade by all. The wizards were prudent, not creating new jump gates and leaving the existing gates sealed. Twenty cities were formed, each lead by a master of the arts. However it soon became obvious that few would settle for a solitary city. Expansion would occur, eventually leading to collision. The War of the Second Coming was nigh.

 

AMAZONS

Amazons are a race of jungle dwelling warriors. Both their males and females are the fittest of nearly all humans. The Amazonian cities blend almost perfectly into the jungles of the surface world. The Amazons are formidable opponents, especially in their own territory. Poison darts seem to fly from naught but trees at any that enter their domain. The main city of Amazons is located on the tropical island of Tikatu.

JIMIRILAN - The great Amazonian city of Jimirilan exists on the tropical island of Tikatu. These people live a secluded existence, producing everything they require from the jungle in which they live. The Hamatar Jungle has been mastered by the Amazons but any other races trying to enter will soon experience the crush of a cobra or the sinking of quicksand. If ever any were to survive the natural hazards a volley of poison blow darts would soon end their streak of luck.
 

DARK ELVES

Dark Elves live exclusively in the Underworlds of Kalander. Hating their High Elven cousins, the two are almost as separate as humans and gnomes. The slim build, dark complexion and white hair of this race makes any dark elf stand apart from all others. Their society, dominated by female priestesses, is one which revolves around combat and treachery. The dark elf society is divided into cities ruled by families known as a house. The houses of the underworld are constantly dueling each other for supremacy while still trying to evilly enslave all other races. After a millennium of fighting only two strong houses remain, Ominaltian and Xanderval. Both cities believe that they will soon eliminate the other and have turned thoughts to dominating other races.

OMINALTIAN - The house of Ominaltian controls this city of the northern underworld. The old path of their armies to attack rivals Xanderval have recently been blocked by the formation of the Under Dwarf city of Carvian. Attempts to destroy the structure have thus far failed, demanding time and attention to be temporarily be pulled away from the enemy house.
 

XANDERVAL - Feared for its army of beasts, the city ruled by House Xanderval has been responsible for demise of most of the other Dark Elven houses. The huge Temple of Darkness forms an imposing center piece to this city. Slaves are used as food for the beast pits rather than forced to work making death preferable to capture when battling this house.
 

DERVISHES

The Dervishes are nomadic tradesmen of Kalander. They may survive anywhere by trading for huge profit, no matter how little resources they may have. Many of the Dervish are both merchants and scimitar wielding warriors but frequently mercenaries are hired to battle instead. They converse with all races yet can also stand alone against any.

FLINDERS KEEP - The Dervish noble, Lord Flinder was the first to bring a caravan to the Astral Plane. The amount of trading done by this first Dervish caravan has lead to the formation of this trading post, named in Lord Flinders honour. The plentiful supply of gems gives the Keep a strong base from which to trade. Lord Flinders merchant foresight, envisaging that the return of the wizards naturally brings the desperation for magics crucial resource.
 

GNOMES

Gnomes are small demi-humans known especially for their weird and wonderful inventions. Another peculiar trait is their fast and continuous speech. In all Gnomish cities many inventors' workshops can be found. From these areas come contraptions that will both amaze and bemuse. Although the practicality of many of these inventions may be questioned, the gnomes' creativeness is one quality that makes such a strong race.

TOMUTCHTIYMONHANS- It is fitting that the most curious of all races have established a city in the most intriguing of all planes. The Astral Plane is the subject of much research. This research is constantly overshadowed by the need to develop ways of repelling the mindless bullmen of Welmrash. Although out thinking the Minotaurs is little challenge for the great Gnomish minds, developing new ways to infuriate the aggressive race on the battle fields consumes many hours.
 
 

HALFLINGS

The Halflings are a joyful race of small demi-humans. Known for their lack of height and hairy toes, Halflings form together in towns known as shires. The Halflings favourite territory is hills, which they build their burrow homes in although they may be found in any terrain of a pleasant climate. The relaxed life style of the Halflings can be vigorously defended when threatened. Halfling slingers and pony riders may quickly be gathered to repel any unwelcome visitors. Having highly developed agricultural skills and requiring little food for sustenance the Halflings manage to survive prolonged sieges and have on many occasion won out with sheer patience. A quality their attackers severely lack.

COMRODION HOLLOW - The lush grasslands of Comrodion Hollow are inhabited by a shire of Halflings. The pleasant area is enhanced by the good cheer of it's peace loving inhabitants. The burrows of the city surround the largest structure, the Town Hall. It is here that Mayor Haglund Hairytoes sits in office. With no enemies the Halflings of Hairy Hollow live a quiet life of smoking pipes and farming the areas lush fields. They have occasional contact with the Icelanders to the south and Dwarves to the west, but generally have no reason to leave their small Utopic society.

HILL DWARVES

Hill Dwarves are renowned everywhere across Kalander for their skill as weapon smiths. The short stocky race also has a passion for forging the earth's minerals into many types of objects and artifacts. Unlike their Under Dwarf cousins, the hill dwarves like to spend the majority of their time on the surface of Kalander. The hours spent by Dwarven smiths in the smelters have given the hill dwarves an armoury that makes all envious.

MAGNA HALL - Positioned on the edge of a volcano, the city of Magna Hall is uniquely designed to minimize damage from eruptions. The intense heat of the inner volcano is used in forging some of the greatest weapons in Kalander. The metals mined are vital and used for almost all implements as there is little wood to be scavenged from the surrounding ocean and desert.

TANKERVILLE - The city of Tankerville sits high in the mountains of the Wok Ring. The highly skilled Dwarven smiths have outfitted some of the greatest of histories armies, which have defended the surface world from the evil below. Lately armies have been massed in anticipation of a different enemy. The Second Coming has brought Lizardmen from above to share the Wok Ring with the Hill Dwarves. Mistrustful of other races by nature, forces have quickly been gathered in anticipation of the War of the Second Coming.
 

HIGH ELVES

The High elves are one of the most ancient and noble races on the face of Kalander. Long flowing blond hair, sharp facial features and a slight build are the characteristics that make this race stand apart. The architecture of the Elven cities is something many a traveler has journeyed to see in safer times. But now that troubled times approach with the Second Coming, the cities will be seen as defensive stronghold rather than cities of great aesthetics.

MILIAN - Situated a short distance from its twin city of Ulasis, Milan is a populated by a content population. The forest provides wood while the neighbouring plains and mountains provide all the required food and metals. With no need to expand the High Elves have lived happily in their own domain but with the Second Coming, comes fears that all they have may be jeopardized.

ULASIS - The Elves of Ulasis have still not fully recovered from the War of the First Coming. The ruined neighbouring forest of Kilington, was the site that armies that Orcs appeared, using the magic of the jump gates. A swamp now remains on the site where thousands of high Elves gave their lives to keep the surface world pure. Now with the time of the Second Coming at hand, Ulasis braces itself for a possible repeat of times past.
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ICELANDERS

Choosing to live in the frozen regions, Icelanders have learnt to use the elements of arctic terrain to their upmost advantage. Riding Mammoths into war and building defences of ice, little can stop an Icelander army fighting in their home terrain. The communities generally live peacefully however, hunting and fishing the lands to gain food and skins to protect themselves from the cold.
 

HISTKA
  The Icelanders of Histka survive off the frozen Lake Berg. Beneath the thin ice seals and fish are easy prey for the skilled Icelander huntsmen. Histka is located in a frozen section of Mandaler, well removed from other civilizations. Occasional visits are paid by those Halflings, hardy enough to leave the comfort of their warm burrows. There is also evidence that a jump gate once existed nearby, connecting to the deserts on the far side of Mandaler. Several traces of Sandpeople artifacts from the time of the First Coming, have been located. However, all are wary of opening up magical connections, as the bringing the races within reach of each other has proved devastating before.

ARSALON The people of Arsalon have lived in solitude on their frozen island for centuries. The males spend their days fishing the surrounding seas while the women and children journey to Blackwood Forest, gathering wood. The Icelanders have occasionally had to defend their coasts against raiders but avoided participation in the War of the First Coming. They always fear intrusion from the other planes being always vigilant of the islands Astral Tower and network of unexplored ice caves.

LIZARDMEN

The unique Lizardmen are one that is feared due to both legend and apperance. The tall warriors of the race wield weapons with strength and precision while the lash of a tail gives them an extra avenue of attack. The trident and javelin troops alone would form an army requiring strong forces to resist. These troops pale in comparison to the Lizardmens most powerful weapon. The Chameleon Assasins. These warriors are almost impossible to spot before cold steel through the heart alerts one to their prescence. Apart from their strong array of troops, very little is known of this strange race.
 

JIKARATH - Lead by the great hero Kilrath this colony of Lizardmen managed to travel through an Astral Tower, emerging to settle in this mountainous region. The young city of Jikarath is rapidly growing from strength to strength. As is the Jikarath army, ready to challenge any who dispute the Lizardmens claim to this plane.
 

GRAKILNA - The ancient home of the Lizardmen race, Grakilna is a large and developed city. With a similar warring culture to that of the Minotaurs, the Lizardmen of Grakilna constantly develop their warriors prowess. The strange appearance of the population matches the equally unusual setting of the surrounding Astral Plane.

MINOTAUR

Minotaurs are clearly one of the most fearsome races to frequent Kalander. Their culture revolving around the warriors ensures only the strongest survive. Standing 8 to 10 feet tall with a bull's head atop a human torso they intimidate any they meet in battle. The proud Minotaur civilization revolves around a class system. The Minotaur nobles being the strongest and greatest of the race. The natural aggression of the race leads to a continual struggle to gain status through brawling with other members. The labour is all performed by slaves of other races. Kobolds are kept in pits beneath the city. Peasants, the lowest class, wield whips to flail the minor races to work or death. Any who venture near the city of Minotaurs generally find themselves joining the ranks of slaves.

WELMRASH - The city of warriors has had little glory of late. The only adversaries to be found being the Gnomes. Opponents without honour who rely on tricks and traps in combat, rather than direct melee on the field. The Second Coming has lead to much excitement in Welmrash as the surface world may become accessible, allowing a race of true quality to be found and destroyed.
 

ORCS

These evil creatures are renowned for their ruthlessness and lack of compassion. They have a passionate desire to escape the depth of the underworld, taking every opportunity to invade the surface world. Although hating the light the surface world should provide far softer enemies than the skilled Dark Elf warriors they have been forced to battle for millenia.

MULERIANS' DEN - Defeated in the War of the First Coming, the Orcs wait for another great wizard to open the Jump Gate, allowing them a chance of revenge against the cursed High Elves. The past centuries have been spent battling the High Elves equally hated cousins, the Dark Elves in the tunnels of Gashmot Straight. The hatred and bitterness has built up over the years and is ready to be unleashed on any the Orcs come across. For years they have yearned for the War of the Second coming. Now it has arrived.
 

PLAINSMEN

Plainsmen live off the land of their home region. They are tribal in nature and manage to exist in harmony with both animals and nature. They also produce a great number of highly skilled warriors and tradesmen combining to make a powerful force.

GANTHORIAN- The lush plains of Ganthorian support a large population of Plainsmen. The Plainsmen respect and work with nature, with similar beliefs to the Amazons with which they share the island of Tikatu. The plentiful food creates a happy society without care or threat. The population spends their days hunting and farming, while most nights are filled with festivities.
 

SANDPEOPLE

The Sandpeople are a mysterious race of desert dwellers. Few know how they survive in such a barren environment or how their society functions. The only contact others seem to have is having caravans raided under the cover of sand storms. These people seem to appear and disappear into the sand itself.

SANVINAN - The haze of this flat desert somehow hides the massive Sandpeople city of Sanvian. The people of the area know enough oases and caves to be able to live with ease in the harsh environment. The nearby planes and grasslands are also easy sources of food that are often raided. Travelers or scouts who venture close enough to spot the city are soon disposed of, making a guess of its size or status impossible to other races. The prophets of the sandpeople have foreseen that evil from below shall rise up through the sands in the time of the Second Coming. A prophecy the people take seriously as they prepare for war.
 

UNDER DWARVES

Under Dwarves are stocky demi-humans who spend the majority of their time mining the tunnels and caves of Kalander. They are masters of obtaining the ground's wealth, and mine in constant pursuit of the sacred metal Mithril. The dwarves spend their days mining the metals, which make the weapons, that they war their enemies with.

HAMMER SHAFT- After centuries of mining the mountains of Kalander, the Under Dwarves eventually tunneled all the way into the Underworld. Rich in all the metals they desired, the dwarves formed this great city at the base of Hammer Shaft. The arrival of the Under Dwarves below the surface has drawn the hatred of the races of evil. Unable to cross the planes themselves, they now despise the Under dwarves for entering the domain of evil.
 

CARVIAN- Unlike most Under Dwarves, the residents of Carvian spend their time in pursuit of the perfect vein of stone rather than metal. Dwarven engineers create brilliant structures formed from rock of the ideal strength and weight. The great fort of Carvian is solid enough to provide protection from the many Dark Elf sieges that have occurred.
 

Kaunas

The World Of Kaunas

"Laniatus malorum rerum terram liberabit"


Go to the introduction
Go to the scenario rules
Go to the city descriptions
Go to the chronicles of time
Read the designer's disclaimer message

The History of Kaunas

Kaunas was a desolate world until the Gods of Nature had pity upon it. For eons, they cared and nutured it until they felt it became one of their marvels. Having seen the beauty they had created and knowing of other worlds, they departed after having constructed large towers and other structures that would help protect Kaunas. Large numbers of various "Guardians" helped maintain Kaunas when the Gods of Nature left.

Upon their departure, other gods of jealous natures assailed Kaunas. They hated the beauty that they could not create themselves. They created the races of Dark Elves, Minotaurs, Orcs, Lizardmen, Sandpeople and Amazons to perform their bidding of destroying the beauty on Kaunas. They brought down several of the towers of nature. But, as these races were all born from jealousy, they soon began to quibble amongst themselves. For many a year now, the jealousy has turned to hate amongst the evenly devided races.

The jealous gods have mostly forgotten about Kaunas, finding other worlds to pester. But the desire for conquest of Kaunas still remains with the races that have populated this world.

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The Scenario Rules

  • DEATH AND DECAY - The beauty has been destroyed on Kaunas. The towers of nature have been brought down and the walls of the cities of the good races have been destroyed. The capitals of the 'righteous' wizards have fell into decay. The wizards remaining are all dark minded and want to achieve their goal by using terrible spells and armies of wandering skeletons. The air has turned dark and terrible times are ahead on Kaunas. Seers suspect the total destruction of Kaunas. The wizards are allowed to become druidic, but since all druidic towers have been ruined during the wars and several lich lords started to use these as a place to summon skeletons, dark might in most cases be a better choice.

  • PYRAMIDS OF NATURE - The capitals of Gnomes, Halflings, High Elves, Dervishes and Plainsmen have all been destroyed. However, to the disappointment of the Dark ones, some strange buildings could withstand the power of darkness - these were the pyramids of nature. Strange pyramid-like buildings of 30 by 30 feet. Strange tingles of magical power are felt by those who come near. Anyone who tries to explore these pyramids will have the power of nature unleashed on them. The aura of the pyramid keeps unwelcomed visitors out. These pyramids seemed to be able to withstand the power of darkness so far - and are thus still standing among the ruins of the old, once verdant capitals of the rightious ones. Rumours speak about ways to disable that magical aura which protects the pyramids, but the dark seers haven't found out how that can be done. If the magical aura has been disabled then the pyramid can be explored.

  • THE PYRAMID OF THE VOID - The pyramid of the void is a very strange pyramid of nature. It does not represent any of the four elements yet it has been built. The pyramid of the void cannot be explored because there is no one left who understands the powers of this structure. Any who enters will never come out and will be for ever lost in the void...

  • PRIMARY AND SECONDARY VICTORY CONDITIONS - Victory on this world can be achieved in different ways. Generally there are two ways to win this game:
    • You or your allies are the only survivors. This is just the same as any other game.

    • You control all the five Pyramids of Nature together with your allies. There are some rules/restrictions though on this rule...

      • 1)The Pyramids need to be explored to be counted.
          If you and your allies control all five pyramids, they still haven't won. They first need to be explored. This might seem easy, but the pyramids have an aura which prevents any hero from entering, which should first be disabled. Note that the pyramid of the Void cannot be explored, and thus does not need to have been explored when achieving the victory condition.

      • 2)You are only allowed to achieve the victory condition with 2 allies.
          If all pyramids of nature have been explored and controlled by five different wizards, and these wizards decide to ally, then they still haven't won yet. All the pyramids of nature need to be controlled by only 3 different allied wizards to ensure victory.

      • 3)All your allies should be allied to each other as well to ensure victory.
          If you and your 2 allies control all explored pyramids of nature, you (and they) still haven't won. Those two allies have to be allied to each other as well. So you need a tight alliance to ensure victory

      These rules probably seem quite difficult to understand. Therefore, if you don't understand these rules prefectly, or if you are confused about these rules during the game, you are always allowed to contact the creator to ask for enlightment. He will answer those questions with first priority.

      Here are some things to consider:

    • If one player has many allies it can be easy for him to establish victory.
        Imagine this: There are 2 groups of allies. One consists of: one Minotaur, one Amazon. The other one consists of: 1 Sandpeople and 1 Orc. Horidu, the Dark Elven mage, try to be sneaky and have allied with both these two alliances. Both these alliances remain small enough to achieve the victory condition. No matter which alliance achieves his victory condition, Horidu always wins, either with the Sandpeople and the Orc, or with the Minotaur and the Amazon.

    • You can annoy your enemies on different ways
        The Aura's of the Pyramids have to be removed. If you know how they can be removed, ( this is quite easy to discover, there are several information outposts on the world which explain how this can be done, and where this can be done) you can prevent the aura's from being removed. If the pyramid is in hostile terrain, they will be faced by hoardes of strong wandering creatures, but since he can't explore the *damn* pyramid the creatures will continue to come. And your opponent can't attain his victory condition, since that *damn* pyramid can't be explored. Once the pyramid has been conquered by an ally, you can remove the aura and he can explore the pyramid. hehe. Note that removing the aura will give advantages to the one who does it, but it might even be more advantageous to the controller of the Pyramid! So, watch out what you do.

    • The Weak can also win
        For the stronger empires, the 'normal' victory condition might become interesting: vanquish all hostile wizards. However, for the smaller, weaker empires, the victory conditions might become interesting. Remember that those pyramids are just plain special places, standing in a shire. In theory, you and your allies, only need to control their capital shires and the five pyramids. If you are a weaker empire and will probably loose if you go for war directly, then you might consider to try and capture those pyramids, and try to explore them. With schooners you can travel fast, with fast flyers and tunnelers you can perform sneak attacks, and there are more ways to sneaky take one shire. If the defending wizard does not suspect an attack he might not defend the pyramid too well. So, even the 3 lowest ranked wizards can win this game easily, if the pyramids are not well defended.

    Message from the creator: The victory condition has been made with the intention to make the game more interesting to play. In plain games, where the only victory condition is to destroy all opponents, it is quite normal that the highest ranked players win. In such a game even the lower ranked players can easily win by playing very tactically. Note, that it is quite hard to make such a victory condition perfectly balanced, but I tried hard and I hope I have succeeded. Difficult and complicated rules were needed to make this condition as balanced as possible, I hope everyone manages to understand them.



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City Descriptions

AMAZONS

Amazons are a race of jungle dwelling warriors. Both their males and females are the fittest of nearly all humans. The Amazonian cities blend almost perfectly into the jungle. The Amazons are formidable opponents, especially in there own territory. Poison darts seem to fly from naught but trees at any that enter their domain. Jethryn and Luvardin are the two remaining Amazon towns on Kaunas.

JETHRYN - The Amazons of Jethryn live in one of the hottests parts of Kaunas. The jungle of Jethryn is just an extension of the great Astak Deserts. They constantly fear invasions from sandpeople dawnriders.
Player Number = 08

LUVARDIN - Luvardin is the city of Bards and other merrimen. The amazons of Luvardin like amusement in these hard times. They are not as evil as most other races who survived the wars of old ages. Living in the north western Luvardin jungles they are quite happy.
Player Number = 10

DARK ELVES

Deep in the underworld, the dark elves reside. Splitting from their High Elven cousins many millenniums ago, the two are now almost as separate as humans and gnomes. The slim build, dark complexion and white hair of this race makes any dark elf stand apart from all others. Their society, dominated by female priests, is one which revolves around combat and treachery.

KASHAR - Sheltered from all sunlight lies Kashar, famous of its beastmasters. The underworld has survived the wars, although some corridors have been collapsed. The Dark Elves are constantly living in fear of more collapsions and that they are forever lost in these dark caverns.
Player Number = 03

YRILIATH - Yriliath is the greatest and most promising Dark Elven outpost. The underworld around Yriliath has been more or less saved and the Dark Elves of Yriliath are quite optimistic about the future, unlike their friends from Kashar.
Player Number = 04

MINOTAURS

Minotaurs are clearly one of the most fearsome races on Kaunas. Their culture revolving around the warriors ensures only the strongest survive. Standing 8 to 10 feet tall with a bull's head atop a tort human torso they intimidate any they meet in battle. The major Minotaur cities are Bullock and Krog Tukbax.

BULLOCK - High in the skies lies Bullock, verdant capital of the minotaurs. The plane where they are living in has been seriously damaged during the wars. Most gems have lost their beauty and power.
Player Number = 02

KROG TUKBAX - Due to a powerful spell cast in the times of the great wars the minotaurs of Krog Tukbax got separated from the mainland. They are now living in isolation although there are rumours of strange tunnels leading to the darkness.
Player Number = 09

ORCS

These evil creatures are renowned for their ruthlessness and lack of compassion. The Orc towns are located on the great vulcano plateau where the island of Servad has emerged around.

SHAGRAG - Stupid and Strong is the best way to describe the Orcs from Shagrag. The people of Shagrag live near great volcano's and thereby living in constant fear of an eruption. The lava from the mountains never reached the steaming swamps around Shagrag though.
Player Number = 05

MORTANG - Mortang is the base of all evil on Kaunas. The orcs are totally evil. In times of war they raped and humilated all beings that could pronounce the word "good". They are living on the great volcan plateau together with their brothers from Shagrag.
Player Number = 12

SANDPEOPLE

The Sandpeople are a mysterious race of desert dwellers. Few know how they survive in such a barren environment or how their society functions. The only contact others seem to have is having caravans raided under the cover of sand storms. These people seem to appear and disappear into the sand itself.

ASTAK IZMIR - Deep within the great Astak deserts lies Astak Izmir. The food is scarce in these deserts but the sandpeople managed to adept. They now thrive and are ready to pester the world with their presence. The world fears Astak Izmir, their great deserts allow strong magicks.
Player Number = 01

AL'MUIN - Al'Muin is situated on a small island on the great ocean. The Sandpeople always prefered to live isolated lifes and they immediately took the opportunity to migrate to this small unhabited sticky island, when scouts had spotted it. They were never really involved in the great wars.
Player Number = 07

LIZARDMEN

Lizardmen are fierce creatures who thrive on vicious battle. The more developed of the race have special traits that make them even more fearsome in combat.

TRAXCAN - Slicky and Sly are the Lizardmen of Traxcan. Somehow they got stuck in the cold north. Maybe it is because of the trees they found there. The origin of the Lizardmen of Traxcan got lost during the wars, to the despite of many a Lizard.
Player Number = 06

XUILA MOANTEC - The Lizardmen of Xuila Moantec are famous of their chameleon assassins. The environment in where they live provides enough gems and mithril to afford the armour and extensive clothing of these excellent warriors.
Player Number = 11

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Chronicles of Time

...Brought to you by Scarvael, your dark reporter.
I have been studying the chronicles of time quite intensively, but during the wars most libraries were plundered, especially those in "druidic terrain". The Dark ones did not care much about literature, so it had been damn hard to form a good view about the days of old. Below are the most important passages of books that remained:


Scarvael:The writer was referring to an island called Servadig in his story. The story below probably takes place on that mysterious island.
... Kael, Mordank move! Those stinking pesky Elven shit is running away! Let's unite! For once, let the communication between Lizardmen and Orc troops be ferious! Xla tepec Xliunhi Trax Trax... responded the Lizardmen commander. Well, it seems like cooperation will be damn hard between the two races after all. Fortunately we orcs are strong enough to blast away some Elven slime ourselves....
Scarvael: And then some pages are lost. The story continues...:
After many days of besiege, the Elves stop resisting, and Lizardmen from the northern woodlands and Orcs from the southern vulcan plateau storm the castle. In the middle of the town an impressive pyramid is still standing, without any scratch of battle. Something for the Lizardmen mages to research. The generals strike at the pyramid but the strikes are reflected by some sort of magical shield. Hmm..... and the orc said: "But what shit! That stupid tower was down in a wink! Bull Shit!... eh no minotaurs around?"



Scarvael: Some discussions between minotaurs. I don't know when or where it is written:
"... work! ... work! ... WOOOOORK!" "Yes sir, yes sir, I am working", said Klanx. Brugzak the minotaur king answered to Klanx: "But you aren't doing nothing!, ehhh, anything...". Klanx now gotten angry and some lighting bolts came out of his head: "Look! A magical portal to our brothers is not as"
Scarvael: Then most is lost, some small pieces are remaining though:
"AAAAAH, I am going" - "Well, I don't know how I can" - "You better buy an a" - "instead of this usel" - "Hel".



Scarvael: The following letter was found in the capital of the plainsmen.
Greetings leader, I have to admit that our search for the sponge was fruitless. I hope wars around Paldor Mountain are still going smoothly? I heard the junglemen aren't worth much high in the mountains. I will promise I will find the sponge soon. Although I am a quite fussed. I searched all land, found all towers and visited all friendly capitals, though there was no sponge tower, anywhere. My men are losing hope but I am telling them we must go on, since Paldor relies on us. If you have any clues about the sponge, then please PLEASE let us know... signed off, Frali Reert.



Scarvael: The above pieces was all that could be recovered. Here are some scratches of text. I don't know when and where they were written or even found. I don't think they are of any use, but here you go:
"The bakery is burning, HELP!" Elves everywhere! Shall we unlea"
"Why an eruption on such an important time, the gods are a"
"When the light goes out, the gods of nature"
"Bulls everywhere!"
"When... I am going .... flee!"
"We must stay and protect, because this important structure of air must not fall into the hands of the ugly smelly terrible..."
"I am sitting in the gar..."
"My love! Where is my love! I want my love! I hate Dark Elves!"




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This world has been developed by Korneel Duyvesteyn. Send bugs, spelling mistakes, remarks, questions and other feedback about this world to him. He can issue rewards for possible bugs and spelling mistakes.
The introduction of this world has been written by Daniel Sundre (aka: Archimedes, Tyranosaur, Candor)
Spelling and General checks have been performed by Justin Frick (aka: JustOne)

Disclaimer Message from the creator: WoW games is NOT responsible for any bugs/unbalanced things on this world unless it is caused by the program itself or by other programs of the WoW team. This world has been checked by me and some people of great respect and experience so there aren't many (if any) bugs on this world and/or unbalanced things. My two previous maps, Khaydon and Ithilia, both seemed quite balanced even with very unbalancing game objectives. I hope everyone who plays this map will enjoy it!

Lich Masters of Crynn

Lich Masters of Crynn


"The difference between bad and true evil, is intelligence" Ramagail, Grand Wizard of the Council, Year 113

Once, so the story goes, the Council of Wizards embraced all forms of magic. There were a large number of wizards spread across the lands, all practicing their arts unrestricted. This freedom had its price!

The instinct of self-preservation is foremost, in all animals. Man is no exception. Some men, live their life to the fullest before moving to the after-life, managing to accept their fate when their time comes. Others make mistakes and dread judgement following the end of their time. Despite what some may say, wizards are mortals like you and I. They have the same hopes and fears. Some will enter and depart this world with grace. Others have trouble accepting the inevitable. No mater how powerful a mortal may become, immortality shall always be the sole domain of the gods.

Year 0 (defined as the year the Council of Wizards was formed), was a momentous year in many respects. Not only was it a time when wizards came together, to combine and advance their knowledge, but it was a year of great prosperity. The rapid development of magic over the following years made life far easier for not only the elite but also the peasants of the land. Crops were blessed, Fireworks entertained the masses. Life was good.

This period of prosperity lasted for over a century until the Commoners Uprising. Led by Yohan Ironbark, a simple Blacksmith whose daughter had vanished, thousands of peasants rebelled. Fueled by claims that the wizards were abducting the young for perverse experiments, the commoners laid siege to the towers of many wizards. Amazed by these actions the members of the Council defended their domains against these offensives. Convinced these attacks were due to the greed and jealousy of the ungrateful peasants, the Council rallied their forces driving back the rag-tag armies. Confident that no member would have violated the wizards code, the Council felt justified in the measures used to quell the rebellion. Many a commoner fell to summoned phantom armies or Tornados that appeared from clear sky. In a final stand Yohan Ironbark and the last members of his Militia were engulfed in a ball of flames as the pursuing wizards ended the conflict with brutal force. "Daniella", his daughters name was the final agonizing scream of Yohan.

It was only at the end of the war, that several wizards revealed their suspicions. The Council heads were devastated to learn that there may indeed have been some elements of truth to the peasants claims. Adding weight to these claims, of the thousands of peasants killed in the Commoners Uprising, only several hundred of the deads bodies had been found.

A panel of inquisition was formed by the Council heads. The matter of whether any wizards had been violating the code, was to be settled once and for all. After only a few weeks, the trail of evidence led to a small group of mages. They had unleashed some devastating spells in the previous war, the most potent of which being the Death Ray. Not only was their testing of this spell on the fleeing armies questioned but also the origin of the spell itself. The band was summoned to face the Council and explain their actions in the war and the extent of their research into the Dark arts.

The accused wizards never arrived. Deeply disturbed by these events a large section of the Council traveled south to the towers of these accused wizards. Few were prepared for the horrors that awaited them. Reaching the crest of a hill they gazed upon a soulless army of more than a thousand undead. This army of the damned, guarded several towers which were all clouded by darkness. Unprepared for war the retreating wizards of the Council barely escaped with their lives. This incident led to the Wizard Wars, a war the scale of which had never been seen. The Commoners Uprising palled in comparison to the magnitude of these battles.

Sheer weight of numbers eventually lead to the members true to the Council, winning the Wizard Wars. Eventually breaking into the towers shrouded in darkness, all that was found was a large number of gems and the soulless corpses of several peasants. Amongst these corpses lay the remains of Daniella Ironbark. There were no signs of the guilty wizards and it was assumed they had fled their fate via the Dimensional Jump spell, leaving this world forever.

The war left the Council significantly weakened and it had little influence over the peasants who now resented it. The Council did everything in its power to prevent a reoccurrence of these events. Reducing the available gem supply was seen as the best way of guarding against further abuses of power. By sealing off the Astral Plane, wizards could no longer access the large quantities of gems which were used by the Dark wizards in the Wizard Wars. For each section of the Astral Plane, an elemental Gem Lord was created to guard against intruders, should anyone access the plane above. The reduction of gems led to magic diminishing everywhere. Over the centuries wizards became wise leaders of cities rather than practicers of the arts. The Council as a body faded away, gradually being replaced by various alliances between cities. They once again became accepted by the people who under their guidance returned to their former prosperity. All was once again well......

Unbeknownst to the wizards of the former Council, all was not well. In fact they faced their greatest peril since the Wizard Wars. Their old adversaries had not fled to another dimension but merely off the main land to hidden islands. The undead army had bought them enough time to finish their research and shield their escape. The sole goal of these wizards was immortality. This they had partially achieved. They had cheated death by embracing it. Their mastery of Necromancy and the Dark arts had allowed them to complete their transformation into Liches. Beyond any other undead creatures, the powerful magics they still possessed made them Lich Masters. Centuries of further research led to the discovery of the final steps required to return themselves into living beings once again. Living beings without the burdens of a body susceptible to Death. However, the completion of this research required vast quantities of gems. Far beyond the amounts able to be produced in their underworld mines, the Lich Masters had only one option. Returning to conquer the continent of Crynn and reopening the Astral Plane. To achieve this objective they enlisted the people of several monstrous races, far superior to the humans they had once mixed with. The last Wizard Wars had been unwinable from the start. With a solid preparation this time would be different.
 

AMAZONS

Amazons are a race of jungle dwelling warriors. Both their males and females are the fittest of nearly all humans. Cities of the Amazons blend almost perfectly into the jungle. The Amazons are formidable opponents, especially in there own territory. Poison darts seem to fly from naught but trees at any that enter their domain. Carossa is the sole Amazonian city of Crynn.

CAROSSA - Carossa exists inside one of the few jungle regions left on Crynn. Development of the non-Amazonian races has led to the destruction of many tropical forests. The people of Carossa work hard to preserve their jungle home and the Amazonian lifestyle. An ancient tribal elder passes on the wisdom required for this task.

DERVISHES

The Dervishes are a race of nomadic tradesmen. They converse with all races yet can also stand alone against any. The major dervish trade center is Castor Fields.

CASTOR FIELDS - This Dervish city has been erected in one of the most fertile regions in all of Crynn. Its riches are readily traded away, to return large profits. This prosperous trading town attracts many visitors, not only for trade but the rich cultural diversity of this barter town.

HIGHLANDERS

Highlanders are a human race who love the crisp air of the hills and mountains. They live a very traditional lifestyle, residing in clans. They are fierce warriors and wars between the clans frequently flare up. Their religion is two fold, believing in one god but also that the world also possess lesser gods known as the chosen ones. These chosen are virtually immortal barring complete decapitation. The immortals are both revered and feared, never accepted by any of the clans and forced to live in secrecy or wander the earth eternally.

LACHLAN SPUR - Residing high in the hills of Lachlan, these people live a traditional Highlander lifestyle. Many festivals break up the daily routine of hunting and farming. Men occasionally wander down out of the hills to the sea but very rarely stay long away from their beloved high country.

ICELANDERS

Icelanders manage to live in the harsh frozen conditions of the arctic lands. They survive hunting the sea mammals and fish that inhabit their regions.

CRYSTAL PATH - Legend says that a trail of gleaming crystals led their ancestors to the location of this arctic city. There are also many more recent tales from the time of the Wizard Wars. Tales implying that the wizards of darkness remain on islands out to sea. Although few believe these stories, few men hunt whales far beyond the coast line, just in case there is some element of truth to these rumours.

LIZARDMEN

Lizardmen are fierce creatures who thrive on vicious battle. The more developed of the race have special traits that make them even more fearsome in combat. The main clan of Lizardmen gather on a small Isle in the Death Sea.

DRAKILAK - The physical appearance of the Lich Master is no more strange to the lizardmen than that of normal humans. Humans which they hate with a passion. The opportunity to sack the human cities of Crynn and humble the humans pride, is eagerly awaited. Although they enjoy the swampy terrain of their homeland, they look forward to the riches they will conquer abroad.

MINOTAUR

Minotaurs are clearly one of the most fearsome races to frequent the lands. Their culture revolving around the warriors ensures only the strongest survive. Standing 8 to 10 feet tall with a bull's head atop a taut human torso they intimidate any they meet in battle. The major Minotaur city is in the Boarlands.

BOARLANDS - The Minotaurs eagerly make preparations to leave their mountainous island and invade the human cities of the mainland. A strong leader has finally come to guide their conquest step by step. The armies of the minotaurs are eager to experience the blood lust of battle and return to the Boarlands with the skulls of many adversaries.

OGRES

Ogres are a brutal race of large humanoids. Although not known for their intelligence, they can produce a rare cunning that has brought the demise of many opponents. Their general lack of Intellect, combined with a powerful frame, far stronger than the average mans, makes this race a popular choice to be coerced into war by manipulative villains. The Ogre race is divided into classes with the lowly Snotlings doing the most menial of tasks. This class system is almost entirely based on physical size with Snotlings being far smaller than standard Ogres, who are in turn dwarfed by the Chieftains. Ogres prefer to reside in the Mountains where they fight at their best.

SAWTOOTH - Completely mesmerized by the magics of the Lich Master who has found them, the Ogres are willing to follow the new lords rule. The promise of war has further strengthened the Lich Masters following amongst the Ogres. Although simple beings, it can easily be seen what a powerful army by could be formed here by the Ogres, eager to leave their mountain homes and lay siege to the mainland of Crynn.

ORCS

These evil creatures are renowned for their ruthlessness and lack of compassion. The main Orcish kingdom lies in the mountains of an Isle in the Death Sea where the Orcs continually fight amongst themselves.

CRAKEN - The Orcs have quickly become obedient servants of their new lord. Terrified of the Lich Master after his first few brutal acts, they are ready to do his biding at any stage. There is a small group of chieftains who actually respect the Lich Master and his power, believing this could be the leader who will take them to a new and better life.

PLAINSMEN

Plainsmen live off the land of their home region. They are tribal in nature and manage to exist in harmony with both animals and nature.

GABTON- Residing on the coastal plains, the people of Gabton live a peaceful life. The plains supply everything their simple life requires and few go wanting. They live in harmony with the wild creatures of the plains, taming the wolves and other creatures to guard against any unwelcome intrusion.

SANDPEOPLE

The Sandpeople are a mysterious race of desert dwellers. Few know how they survive in such a barren environment or how their society functions. The only contact others seem to have is having caravans raided under the cover of sand storms. These people seem to appear and disappear into the sand itself. A large population of Sandpeople is said to exist in the Jaffna desert.

JAFFNA - The deserts of the sandpeople are vigorously guarded. These lands remain as the largest supply of gems on Crynn now that the Astral Realms have been sealed. Always wary, the people of Jaffna are ready for any volatile conflict that may suddenly arise.

NOTE TO PLAYERS: There are no specific scenario rules for this world. The distribution of resoureces, graveyards and druidic towers will encourage players to keep to the story line but there is no obligation.

Merrigon

Merrigon


"Perfection is more subjective than failure." Gronan, High Priest of Neutrality, Year of the Rabbit

In the beginning the Gods created the world of Merrigon. Mountains rose, rivers flowed, grass grew and flowers bloomed. For many a millenia the gods worked on all aspects of their creation. Each trying to add to the beauty of their world while also flavouring it with some of their own personality.

Then came the day when one God gave birth to the greatest cration of all. He created his children the Elves. All of the gods acknowleged their beauty and craved to have their own. Despite their desires, the God of the Elves refused to share the secrets of life. For centuries the other gods begging and pleaded but to no avail. Meanwhile the God of the Elves affectionatly worked with his children who also developed by themselves. Clans seperated to form the races today known as High and Wood Elves.

Eventualy some of the other gods became so jealous and angered that the heavens were on the brink of war. Knowing a war in the heavens would carry over to destroy his children below, the God of the Elves compromised. He revealed the basics of creation to all gods but with attached conditions. The others creations would have to reside in a seperate land, and once created the gods would never again be able to intervien with the creatures of their world.

The other gods eagerly agreed. Each of the gods in turn tested their new knowlege. It soon became apparent that they would never be able to replicate the Elves, no matter how hard they tried. The other gods were struck with grief as they created intelligent life which was hideously deformed. One by one the attempts were made on a seperate island. First came the Orcs, then Orgres, Lizardmen and Minotaurs. In their rage they vowed to destroy the beautiful Elves who were a constant reminder of their failure. Prevented from directly crushing the Elves with their divine power, by the pact they had made earlier, the gods filled their deformed children with malice and rage. One god went a step further not even trying to replicate the Elves but creating the Chaos Minions with the sole hope of destroying them.

Only one god came close. The Dark Elves were similar in structure if not colouring. Empathising with his brothers however, he also filled them with evil intent. He also stretched the pact to the limit by placing them on the Isle of Elves but beneath the surface.

It was not that way for all of the gods. Some never intended to copy the Elves. They made unique children. Small and peaceful these children would endevour to carry on the work of the gods by forging and creating from the minerals of the earth. They filled these children with skill and curiosity. The Gnomes would invent, the Dwarves would create and the Halflings would enjoy. They placed these children on an island seperate from the others so they could peacefully follow their calling.

All the gods had now finished their task and were banned from interfering further by their pact. All they could now do was view the years unfold, hoping their children would achieve their desires.
 

CHAOS MINIONS Where volcanos break the surface of the earth and sparkling streams of magical power erupt, the creatures of Chaos can enter our world. Not only flesh hounds, hydras and spawn are inevitably drawn to these places, but also ruthless sorcerers gather there who are longing for powers no mortal should possess. Enslaved kobolds are working in their cities and scouting for their raiding parties, while the backbone of their armies is formed of the fierce blood warriors. The undisciplined fighters excel in wild melees where they sacrifice the blood of their enemies to the dark gods of war.

DIABLACK - Rising high above the Isle of Evil, a solitary volcano is home to the Chaos Minions of Diablack. The explosions from this mountain are believed to be caused by the gods of chaos themselves. Only their minions are permitted to survive.

FIREMORE - Chaos Minions seep out of their evil lair within the heart of Firemore volcano. The cities powerful forces who are regularly searching for battle, are eager to display their might to honour the Gods of Evil.

DARK ELVES

Dark Elves live exclusively in the Underworlds. Splitting from their High and Wood Elven cousins many millennia ago, they are now almost as separate as humans and gnomes. The slim build, dark complexion and white hair of this race makes any dark elf stand apart from all others. Their society, dominated by priestesses, is one which revolves around combat and treachery. The dark elf society is divided into cities ruled by families known as houses. The houses of the underworld are constantly dueling each other for supremacy while still trying to evilly enslave all other races.

XARSHBAK - This city of Dark Elves lies in the caverns appropriatly placed underneath both the Isles of Evil and Elves. The House of Xarshbak has controlled the city and entire underworld for centuries. It constantly masses armies to defend against the attacks from the Isle of Evil, inadvertantly protecting their distant cousins on the Isle of Elves. House Xarshbak is known for it's particular affinity with the magic arts and hence is feared by all.

GNOMES

Gnomes are small demi-humans known especially for their weird and wonderful inventions. Another peculiar trait is their fast and continuous speech. In all Gnomish cities many inventors' workshops can be found. From these areas come contraptions that will both amaze and bemuse. Although the practicality of many of these inventions may be questioned the gnomes' creativity is one quality that makes them such a strong race.

MIDULOVLILISLE - The Gnomes live peacefully in this region, spending their days creating usless inventions. This settlement sits high in the hills on the Isle of the Little People. The nearby mountains and ocean give the curious Gnomes plenty to explore.

HALFLINGS

The Halflings are a joyful race of small demi-humans. Known for their lack of height and hairy toes, Halflings form together in towns known as shires. The Halflings favourite territory is hills, which they build their burrow homes in. The relaxed life-style of the Halflings can be vigorously defended when threatened. Halfling slingers and pony riders may quickly be gathered to repel any unwelcome visitors. Having highly developed agricultural skills and requiring little food for sustenance, the Halflings manage to survive prolonged sieges and have on many occasion won out with sheer patience - a quality their attackers severely lack.

TUFNELL BURROWS - The Halfings of this region reside deep inside the hills at night, while enjoy the grassy outdoors by day. The peaceful inhabitants of this Halfling community are known as masters of farming and fishing, many a season's worth of food has been stored in barrels safely below ground. A network of tunnels allows the Halflings to continue existing for months without threat of having to venture outside, away from the fireplace and into a cold winter.

HIGH ELVES

The High elves are one of the most ancient and noble races on the face of Merrigon. Long flowing blond hair, sharp facial features and a slight build are the characteristics that make this race stand apart. The architecture of the Elven cities is something many a traveler has journeyed to see in safer times, but now that troubled times approach, the cities will be seen as defensive strongholds rather than cities of great aesthetics.

HAILSTAR - The grand High Elven city Hailstar has much of its incredible beauty hidden by the tall oaks of the forest. They live a peaceful life on the Isle of Elves but have armies capable of repelling any would be invaders.

HILL DWARVES

Hill Dwarves are renowned everywhere for their skills as weapon smiths. The short stocky race also has a passion for forging the earth's minerals into many types of objects and artifacts. Unlike their Under Dwarf cousins the Hill Dwarves like to spend the majority of their time on the surface world. The hours spent by Dwarven smiths in the smelters have given the Hill Dwarves an armoury that makes all envious.

BRONZEDALE - The Dwarves of Bronzedale trade with their cousins below to obtain the raw materials for their beautiful crafts. The Dwarven city is actually a fortress, although the protecting is not needed on the peaceful Isle of the Little People. The Dwarven Citadel sits atop rolling hills over the surrounding seas.

LIZARDMEN

Lizardmen are fierce creatures who thrive on vicious battle. The more developed of the race have special traits that make them even more fearsome in combat. The main clan of Lizardmen gather on the Isle of Evil.

Sssslithmar - Lizardmen reside in this region devoting their lives to their godess Sssslithmar. The city is filled with reptiles of all descriptions. Although they enjoy the jungle terrain of their homeland, they look forward to the riches they will conquer when travelling to war abroad.

MINOTAUR

Minotaurs are one of the most fearsome races to frequent the lands. Their culture revolving around the warriors ensures only the strongest survive. Standing 8 to 10 feet tall with a bull's head atop a taut human torso they intimidate any they meet in battle.

BULANDER - Fierces minotaurs roam this fertile plane, waiting for intruders to battle. The Minotaurs conquered this valuable region many generations ago and have inhabbited it since. A strong leader has finally come to guide their conquest further. Step by step the hope tp take the Isle of Evil, then all of Merrigon. The armies of the minotaurs are eager to experience the blood lust of battle and return to the Bulander with the skulls of many adversaries.

OGRES

Ogres are a brutal race of large humanoids. Although not known for their intelligence, they can produce a rare cunning that has brought the demise of many opponents. Their general lack of Intellect, combined with a powerful frame, far stronger than the average mans, makes this race a popular choice to be coerced into war by manipulative villains. The Ogre race is divided into classes with the lowly Underlings doing the most menial of tasks. This class system is almost entirely based on physical size with Underlings being far smaller than standard Ogres, who are in turn dwarfed by the Chieftains.

BROK - The barren tundra of the Isle of Evils south is home to the simple but brutal Ogres of Brok. Completely mesmerized by the magics of the wizard who has found them, the Ogres are willing to follow the new lords rule. The promise of war has further strengthened the following amongst the Ogres. Although simple beings, it can easily be seen what a powerful army by could be formed here by the Ogres, eager to leave their chilly homes and lay siege to more hospitable lands.

ORCS

These evil creatures are renowned for their ruthlessness and lack of compassion. The main Orcish kingdom lies on the Isle of Evil.

NEW GARATH - The Orcish settlement of Garath has recently been moved out of the swamps into the fertile grasslands. Out in the open the Orcs are now forced to regularly battle the surrounding Chaos Minions. With some initial success in battle the arrogant Orcs believe they can now conquer all the Isle of Evil and perhaps all of Merrigon.

UNDER DWARVES

Under Dwarves are stocky demi-humans who spend the majority of their time in the tunnels and caverns underneath Merrigon.They are masters of obtaining the ground's wealth, and mine in constant pursuit of the sacred metal Mithril. The Dwarves spend their days mining the metals, which make the weapons that they battle their enemies with.

UNDERVILLE - The city of Underville is sunk deep in the Dwarven Caverns. This Under Dwarf mining settlement has grown to such an extent that it is now referred to as a city. Dwarves work the mine shafts constantly, unearthing many precious metals which they regularly trade to their Hill Dwarven cousins who are the masters of processing them.

WOOD ELVES In ancient times, when the first marvellous elven cities were built, some elven clans could not bear the thought to leave their beloved forests. These Wood Elves, as other races call them, still build their homes in the tops of large, old tress which they guard fiercely. In battle, their graceful movements appear like a dance, and the deadly precision of their swordmasters has earned the respect of physically stronger races. But the elven armies are not the only reason why few enemies dared to intrude into their forests. There are rumours that all animals and trees will respond to the call of their guardians in times of need.

ASTRINA - The Wood Elves of Astrina live a peaceful life on their forest peninsula. The beautiful city blends almost perfectly into the forest - the difference between city, grove and woodlands is very difficult to distinguish. The thick woods extend all the way down to the beach which surround three sides of the city.

LALINE GROVE - A thick forest surrounds the Wood Elven home of Laline Grove. The grove is situated in a continuing forst which is shared with the High Elves of Hailstar. The residents of Laline Grove do not always see eye to eye with the High Elves, who many regard as arrogant. The two races are however, always civil to each other.

Pirates of Pendrake

Pirates of Pendrake

"He who controls the sea, controls Pendrake. However, only with all the wood in the all forests of the kingdoms could we build a fleet to quash the Pirate Lords." Mangor, Chief Advisor to Emperor Yor, Year of the Shark.

It was many centuries ago that a leader strong enough to unify the island continents of Pendrake stood.  The Emperor Yor pillaged his lands for the resources he thought would enable him to crush the rogues who roved the seas.   Only with free movement across the oceans could he hope to rule all the islands of Pendrake effectively.  As it currently stood the majority of his taxes were plundered long before they reached his home shores and troops could no longer be safely transported to areas of rebellion.  With his home lands left ravaged by the strain of raising his Armada to rule the waters of Pendrake, he set sail.

Many legends of the battles at sea have been passed down through the generations.  Few facts are known but the Emperor never returned to his lands.  The peasants that had been enslaved to build his precious fleet soon rose up in rebellion and over through what remained of the bureaucracy left behind.  The islands became isolated from one another as none dared enter the seas which had claimed their former ruler.  In time the islands became autonomous and few remember the time when they had been an unified empire.

Centuries later, a new breed of leaders have come to the islands.  While there is no doubt that the descendants of the Pirate Lords still roam the seas, hopes have been raised of reunifying the empire under a great ruler.  Only time will tell is the seas will be freed from the Pirates of Pendrake!!!!

 AMAZONS

Amazons are a race of jungle dwelling warriors. Both their males and females are the fittest of nearly all humans.  The Amazonian cities blend almost perfectly into the jungle. The Amazons are formidable opponents, especially in their own territory. Poison darts seem to fly from naught but trees at any that enter their domain.

JEWEL RIVER - This fertile jungle is riddled with waterways floating down towards the sea.  A large Amazon community resides on the edge of one of the larger rivers.  The river regularly floods carrying silt across the flat lands which makes them extremely fertile.

CHAOS MINIONS

Where volcanos break the surface of the earth and sparkling streams of magical power erupt, the creatures of Chaos can enter our world. Not only flesh hounds, hydras and spawn are inevitably drawn to these places, but also ruthless sorcerers gather there who are longing for powers no mortal should possess. Enslaved kobolds are working in their cities and scouting for their raiding parties, while the backbone of their armies is formed of the fierce blood warriors. The undisciplined fighters excel in wild melees where they sacrifice the blood of their enemies to the dark gods of war.

AZAZAL - This Volcano is the site of many horrors.  It is inhabbited by as large population of the Chaos Minion.  They fear no one and are eager to expand beyond their island to conquer all.

DAR FETH - Gems of several varieties are scattered across the surface of this region.  Slaves from the Chaos city are sent out to gather the precious stones or face the whip.  The large number of gems available allows magical minions to be added to those bred in the evil beast pits.

DERVISHES

The Dervishes are nomadic tradesmen of Pendrake. They may survive anywhere by trading for huge profit, no matter how few resources they may have. Many of the Dervishes are both merchants and scimitar wielding warriors, but frequently mercenaries are hired to do battle as well. They converse with all races yet can also stand alone against any.

PORT YARAS - Port Yaras is situated in a desert region.  It exports minerals from the north and food from the south.  It is a vital centre of trade for the Dervish community.  The city is eager to expand its trade to other islands in the world of Pendrake if they can safely transport goods across the oceans.

ICELANDERS

Icelanders manage to live in the harsh frozen conditions of the arctic lands. They survive hunting the sea mammals and fish that inhabit their regions.

CRYSTAL CAVES - Deep caverns extend into the arctic coastline, creating a base for the Ice Pirates of the Crystal Caves.  While only really using ships for whaling and fishing they keep the pirate fascade up to avoid continual raids from the Pirate Lords.

LIZARDMEN

Lizardmen are fierce creatures who thrive on vicious battle. The more developed of the race have special traits that make them even more fearsome in combat. The main clan of Lizardmen resides in the Astral Realm above.

SARMITHIA - There is little to be seen in this relativly barren astral region.  The sizeable Lizardman colony of Sarmithia rises out of the centre of this otherwise empty region.  The Lizardmen are eager to expand into the world below and away from their mundane home.

MINOTAUR

Minotaurs are one of the most fearsome races to frequent the lands. Their culture revolving around the warriors ensures only the strongest survive. Standing 8 to 10 feet tall with a bull's head atop a taut human torso they intimidate any they meet in battle.

RUBY FIELDS - Rubies are spread across the surface of this astral region.  Kobold slaves are forced to harvest as many of the precious stones as they can from the dark soil.  The gems are being stockpiled to be used in an assult of the surface world below.

OGRES

Ogres are a brutal race of large humanoids. Although not known for their intelligence, they can produce a rare cunning that has brought the demise of many opponents. Their general lack of Intellect, combined with a powerful frame, far stronger than the average mans, makes this race a popular choice to be coerced into war by manipulative villains. The Ogre race is divided into classes with the lowly Underlings doing the most menial of tasks. This class system is almost entirely based on physical size with Underlings being far smaller than standard Ogres, who are in turn dwarfed by the Chieftains.

GRU - The Ogres of Gru inhabit this rugged mountain region.  While not fond of the water and its ability to wash away years of dirt, the Ogres accept that they are going to have to expand into the seas to find opponents worth crushing.

WOOD ELVES In ancient times, when the first marvellous Elven cities were built, some Elven clans could not bear the thought to leave their beloved forests. These Wood Elves, as other races call them, still build their homes in the tops of large, old tress which they guard fiercely. In battle, their graceful movements appear like a dance, and the deadly precision of their swordmasters has earned the respect of physically stronger races. But the Elven armies are not the only reason few enemies dare to intrude into their forests. There are rumours that all animals and trees will respond to the call of their guardians in times of need.

FALLEN FOREST - Wood Elves still inhabit what remains of their once beautiful homeland.  Once a tall Ash forest, the region has been reduced to swampland.  Despite this horrid transformation, the Wood Elves refuse to leave their true home.  One of its few redeeming features is the putrid waters filled with decaying vegetation offer heat which can not be found in the south of the island.

Rodari Revolution

Rodari



Although once a kind leader the King of Rodari has for many years now been regarded as a tyrant and responsible for many of the kingdoms woes. Huge taxes are enforced brutally, the whip finding any who can't pay. Press Gangs steal the young from villagers making them virtual slaves at the castle. Despite several poor seasons of crops, the starving peasants are forced to contribute nearly all they farm to catter for the many feasts at Castle Rodari.

The commoner population of Rodari has had enough. All they require is a strong leader to rise and guide them to reclaiming the kingdom from the clutches of their cruel monarch.

HIGHLANDERS

Highlanders are a human race who love the crisp air of the hills and mountains. They live a very traditional lifestyle, residing in clans. They are fierce warriors and wars between the clans frequently flare up. Their religion is two fold, believing in one god but also that the world also possess lesser gods known as the chosen ones. These chosen are virtually immortal barring complete decapitation. The immortals are both revered and feared, never accepted by any of the clans and forced to live in secrecy or wander the earth eternally.

Lillican - Hidden away in the hills, far away from Castle Rodari, the Highlander villages have rallied behind their wizard leader to free themselves from oppression. The hills by the sea are a perfect place from which to launch a revolution
NOTE: This is a solo game. You will be battling a horde of wandering monsters to try and conquer Castle Rodari and the evil behind the lands recent troubles.

Shadowmoth II

The World Of Shadowmoth II: The Return



Shadowmoth is a large world of several continents and planes. The cities of this world had long been under the tyrannical rule of the Dreadlord, but with the return of the wizards and the banishment of the Dreadlord, Shadowmoth became a land of opportunity. With the common enemy removed, cities now turned on each other, all determined that they will be the one to remain.

This lead to the Great War. More destruction occurred than even in the days under the Dreadlord. After many years of war an alliance claimed victory and the surviving cities returned to peace.

Centuries passed. Even with their magically prolonged lives, the wizards who lead the cities of the Great War passed away and with them the lessons that had been learned. Now a new batch of apprentices have arisen. With silver tongues or gruesome threats, the modern cities of Shadowmoth are beginning to follow these enchanting leaders. The vast lands of Shadowmoth are a prize worth winning but at what cost.

The surface of Shadowmoth still consists of the main continent of Mooncrest and the two Islands of Firestone and Icelarna. Expanses of Astral Plane float above while the Shadow Stretch and Shadow Claw (now united) sit below in the Underworld. New sections of the Astral Plane and Underworld have been discovered and with them strange new races. The Great War was big but it appears The Return may even be bigger.
 

AMAZONS

Amazons are a race of jungle dwelling warriors. Both their males and females are the fittest of nearly all humans.The Amazonian cities blend almost perfectly into the jungle. The Amazons are formidable opponents, especially in their own territory. Poison darts seem to fly from naught but trees at any that enter their domain. There are many Amazon cities scattered throughout the jungles of Shadowmoth.

HITE - This jungle, dominated by nature, still allows the Amazons of Hite to co-exist. However, any other races trying to enter will soon experience the crush of a python or the sucking of quicksand. If any were to survive the natural hazards a volley of poison blow darts would soon end their streak of luck.

DEEP VINLA - This jungle city is situated in the hollow of the Basfma Basin. The surrounding mountains shelter the tropical forest and its Amazonian inhabitants from the elements. Almost untouched by other civilizations, few make it far enough into the dense region to cross any of its people. The jungle provides the wood and food required to support their primitive but powerful culture.
 

CHAOS MINIONS

NEW ZANITAR - Mount Casterton has become the site for New Zanitar. While the earth quakes in old Zanitar grew, the Volcano settled from its formerly volatile state, allowing the new settlement. These phenomenon were believe to have been performed by the gods of chaos, whose minions have reaped the benefits.

GAMBLATAR - The dark city of Gamblatar sits atop a high plateau in a corner of this Astral Plane. The cities powerful forces who were not included in the original Great War, are eager to display their might.

CLEAVER - Named after the preferred weapon of this regions residents, Cleaver can be a terrifying region for unwelcome visitors. Public butcherings of trespassers entertain the inhabitants of this city on a regular basis.

HELL HEIGHTS - Hell Heights continually battles the forces of Heavens' Rise who are trying to purify the area.

DARK ELVES

Dark Elves live exclusively in the Underworlds of Shadowmoth. Splitting from their High Elven cousins many millennia ago, the two are now almost as separate as humans and gnomes. The slim build, dark complexion and white hair of this race makes any dark elf stand apart from all others. Their society, dominated by priestesses, is one which revolves around combat and treachery. The dark elf society is divided into cities ruled by families known as houses. The houses of the underworld are constantly dueling each other for supremacy while still trying to evilly enslave all other races.

KLAZAR - The house of Klazar controls this city in the central Shadow Claw. It constantly masses armies to defend against the attacks of the other three houses in the area. House Klazar is known for it's particular affinity with the magic arts and hence is feared above all others by the enemy houses.

BLAZAR - Feared for its army of beasts, the city ruled by House Blazar is given a wide berth by all sensible creatures. The huge Temple of Darkness forms an imposing center piece to this city. Slaves are used as food for the beast pits rather than forced to work, making death preferable to capture when battling this house.

VLAZAR - This house wars the other three houses of the area with expert swordsmanship. The Dark Elven city produces some of the finest Duel Warriors ever seen. The dome shaped castle that looks over the city would be a wondrous sight if not for the dark mist which constantly hides it.

XLAZAR - The lowest ranked of the four Dark Elven houses located in the Shadow Claw is Xlazar. An ambitious group of young nobles intend to change this as the war council meets regularly to lay plans for legendary victories. Although small, Xlazar has some of the finest buildings in the underworld and resources to ensure that their expansion is not limited.

THRUSHBILE -This solitary Dark Elven house has formed a city far from any others of their race. This means that they are forced to turn their aggression to cities other than opposing houses. The city ensures that it is always protected by a guard of elite warriors - a guard which may march to attack as well as stand and defend.
 

DERVISHES

The Dervishes are nomadic tradesmen of Shadowmoth. They may survive anywhere by trading for huge profit, no matter how few resources they may have. Many of the Dervishes are both merchants and scimitar wielding warriors, but frequently mercenaries are hired to do battle as well. They converse with all races yet can also stand alone against any.

STAR OUTPOST - With the fall of Crossroads, Star Outpost was founded as a new trading post on the Astral Plane. Many lessons have be learned from the Great War. Defensibility has been considered rather than pure trading exposure when placing and building this city.

GODS VEIN - The Dervishes have set up a successful mining colony extracting the wealth of this very rich vein of minerals. This newly discovered section of the underworld offers countless trade opportunities.

GNOMES

Gnomes are small demi-humans known especially for their weird and wonderful inventions. Another peculiar trait is their fast and continuous speech. In all Gnomish cities many inventors' workshops can be found. From these areas come contraptions that will both amaze and bemuse. Although the practicality of many of these inventions may be questioned the gnomes' creativity is one quality that makes them such a strong race.

JUNGOLIMBOLS - This settlement was formed in the jungle after one Gnomish experiment lead to the formation of a lava gushing volcano and the destruction of their old homes in the neighbouring region. The Gnome responsible, Finiasyyiplebal Digaholefartodeepforowngood, was banned from attempting any more thermal energy experiments for 100 years (a relatively short period in the lifespan of a Gnome). The new home provides plenty of food and proved to be quite defendable during the Great War.

HIABUVANYWERZUS - An ill thought out Gnomish experiment has led to this city being located on the edge of the Astral Plane. The Gnomes are constantly fascinated by their position and the make up of their region. The Astral Plane is able to mystify the simplest of minds but it keeps a Gnome constantly thinking for centuries.

DEAPUNDAROC - The Gnomish inventors of this city are constantly challenged to come up with defensive devices to repel the regular Dark Elf sieges. Deapundaroc is one of the few Gnome cities that remained underground rather than exiting to explore Shadowmoth. Despite the constant threat of Dark Elf invasion, the Gnomes live happy and content lives.
 

HALFLINGS

The Halflings are a joyful race of small demi-humans. Known for their lack of height and hairy toes, Halflings form together in towns known as shires. The Halflings favourite territory is hills, which they build their burrow homes in. The relaxed life-style of the Halflings can be vigorously defended when threatened. Halfling slingers and pony riders may quickly be gathered to repel any unwelcome visitors. Having highly developed agricultural skills and requiring little food for sustenance, the Halflings manage to survive prolonged sieges and have on many occasion won out with sheer patience - a quality their attackers severely lack.

MELHAY RISE - The peaceful inhabitants of this Halfling community adapted well to survive the Great War. Attacks can be spotted early and burrows sealed, from the high ground on which they are situated. Being the masters of farming, many a season's crop has been stored in barrels safely below ground. A network of tunnels allows the Halflings to continue existing for months without threat of outsiders.

GOTHAMER - The agricultural village of Gothamer has soils so fertile that the population has swelled to the size of a city. The Halfling farmers are renowned for their crops of large vegetables and barley. The barley is used to create some of the finest ale in the land.

HILL DWARVES

Hill Dwarves are renowned everywhere in Shadowmoth for their skill as weapon smiths. The short stocky race also has a passion for forging the earth's minerals into many types of objects and artifacts. Unlike their Under Dwarf cousins the hill dwarves like to spend the majority of their time on Shadowmoth's surface. The hours spent by Dwarven smiths in the smelters have given the hill dwarves an armoury that makes all envious.

MISTLEVEIN - The strong Hill Dwarves of Mistlevein mine some of the richest materials in Shadowmoth from their mountains. The Dwarven city is actually a fortress, protecting their precious produce from the many enemies that come forth. Clans of Orcs were completely eliminated from the surrounding swamps in the Great War but now more seem ready to journey leagues to do battle. The Dwarven Citadel sits atop rolling hills over looking slushy swamps to one side and parched deserts to the other.

MUDVALE - The once thriving hills of Fairhale have been turned into a submerged bog. By angering a witch on one of his many adventures, Dwarven Lord Lowbeard brought this curse upon his City and people. Mudvale, a cruel nickname which has stuck, refers to the remaining collection of buildings. Forever stubborn, the Hill Dwarves shall not give up, and work ever harder to restore their city to its former glory. This tenacity brought them through the Great War virtually Unscathed.

ASTRAL DIGMAR - The Hill Dwarves residing here magically entered the Astral Plane many years ago, to use its plentiful supply of gems. The first settlers created this sister city of Kalintal and the craftsmen have successfully worked here ever since. Their wares were frequently traded with the Dervish city of Crossroad before its destruction in the Great War.
 

HIGH ELVES

The High elves are one of the most ancient and noble races on the face of Shadowmoth. Long flowing blond hair, sharp facial features and a slight build are the characteristics that make this race stand apart. The architecture of the Elven cities is something many a traveler has journeyed to see in safer times, but now that troubled times approach, the cities will be seen as defensive strongholds rather than cities of great aesthetics.

FINILAS - The enchanted Forest of Finilas stands out like of jewel from the putrid swamp surrounds. The High Elves that populate Finilas are often referred to as the Moon Elves. Their pale skin and sparkling eyes remind many of the night sky. The Elves worship the moon gods and treat the nearby Inland Moon Lakes as a holy site. The Great War led to many bitter battles with the nearby Orcs but it hasn't tainted the purity of these people in any way. They remain a strong race that will hold out against evil, no matter the odds.

GALIFIL - The tree top city of Galifil is home to a large number of high elves. Sitting in the tall oaks of the ancient forest, archers protect the High Elves from any aggressors below. In the workshops up high, the craftsmen carve the forest's wood into many valuable and useful works.

HIGHLANDERS

FINTON HEIGHTS - These rolling hills contain the ruins of the Halfling shire that was destroyed in the Great War. In the centuries since, these hills have been settled by Highlanders.

HEAVENS' RISE - Heavens' Rise is inhabited by the highest of Highlanders. They nobly fight against the evil forces of Chaos to try and secure the heavens for the forces of good.
 

ICELANDERS

ICEVALE - Although the former inhabitants of this region referred to themselves as Ice Dwarves, the elders of their race knew that they were decedents of Hill Dwarves exiled from the mountains. After victory in the Great War they returned to their mountain home, leaving the city of Icevale to the previously nomadic Icelanders.

LIZARDMEN

HIKVALIS - The Wretched Swamp formerly contained the cursed High Elves of Hikvalis. After gaining freedom in the Great War, they soon made a return to their nearby forest home. The ruins of Hikvalis have recently become inhabited by the Lizardmen of the swamp.
 

FLICKSTAR - These strange lizard like creatures reside on the equally unusual Astral Plane. They spend their existence battling the Chaos Minions between which their city is caught.

MINOTAUR

Minotaurs are clearly one of the most fearsome races to frequent Shadowmoth. Their culture, revolving around the warriors, ensures that only the strongest survive. Standing 8 to 10 feet tall with a bull's head atop a human torso they intimidate any they meet in battle. The proud Minotaur cities revolve around a class system - the Minotaur nobles are the strongest and greatest of the race. The natural aggression of the race leads to a continual struggle to gain status through brawling with other members. The labour is all performed by slaves of other races. Kobolds are kept in pits beneath the city. Peasants, the lowest class of Minotaur, wield whips to flail the minor races to work or death. Any who venture near the cities of Minotaurs generally find themselves joining the ranks of slaves.

FLASHMAR - Atop the rolling hills stands the city of Flashmar. The scene of many wars and sieges. A key central city in Northern Mooncrest, it has been inhabited by many races over the centuries. The last one hundred and fifty (including The Great War) years being occupied by a fearsome clan of Minotaurs.

GRANDFOR -Standing high atop the mountains sits the proud Minotaur city of Grandfor. Lines of Kobold slaves haul supplies from all around to the pinnacle on which the city stands. Many collapse and die being flailed to death by a Minotaur's whip. The hot conditions of Firestone Island do not worry the huge beasts who are settled and will not move for any army or other menace. The Minotaurs figured prominently in the Great War and Grandfor held against several sieges.

AZIR - Minotaurs are rumoured to be the only race to have their origins on the Astral Plane. The twin cities of Azir and Riza give some support to this theory. Azir is the most well developed city on the plane having structures dating back thousands of years. Azir is the southern most of the twin Minotaur cities.

RIZA - Riza is the more modern of the twin Astral cities. Although younger, Riza has a population to match that of Azir. The two cities are competitive in many ways, leading to disputes which often result in war. Recently the two cities have been at peace, both considering reforming the alliance which was so successful in the Great War.
 

OGRES

BOMBAS - This is the first Ogre city to come into contact with the known world of Shadowmoth in the years that followed the Great War. The Ogres are desperate to expand out of their cramped surroundings.

DISTARC - This is one of the oldest Ogre cities in Shadowmoth. Like all cities in this section of underworld, it was not involved in or threatened by the original Great War.

HUL - A large number of dwellings are formed in hollow Stalagmites. The Ogres have built very little and only use natural formations. Strong but simplistic, the Ogres are keen to capture other races and their knowledge.

LAK - These underworld caves house the fearsome Ogres of Lak. Eager for war, the Ogres will not mind which city they are to sack first.

ORCS

These evil creatures are renowned for their ruthlessness and lack of compassion. There are many Orcish kingdoms spread across the world of Shadowmoth, all places of pure evil.

GARASHLINT - Garashlint is home to the sole survivor of what was once many swamp Orc clans in the area. Their particular ruthlessness against other clans and races during the Great War led to their survival. The stagnant swamp in which they still reside only swells the anger and hatred of this clan.

DEEP MALISH - The Orcs hide in this city from the harsh sun in the world above. Having given up almost all hope of a better life, the Orcs dwell here waiting for death. Constant bickering between themselves is all that keeps their pitiful society going.
 

BARREN CAVERN - The Orcs scrape enough resources to survive in this region. Regular raids into the surrounding shires has allowed the city to prosper.

PLAINSMEN

Plainsmen live off the land of their home region. They are tribal in nature and manage to exist in harmony with both animals and nature. They also produce a great number of highly skilled warriors and tradesmen combining to make a powerful force.

RIANSDALE - The lush plains of Riansdale support a large population of Plainsmen. The plentiful food creates a happy society without care or threat. The population spends their days hunting and farming, while most nights are filled with festivities.

GOISH - These once fertile plains of Icelarna have succumbed to the bitter cold becoming frozen tundra. The plainsmen residents of Goish may soon move to the nearby thawed grasslands. The Plainsmen have a well developed city however and will most likely persist with the cold for the structures they have built.
 

SANDPEOPLE

The Sandpeople are a mysterious race of desert dwellers. Few know how they survive in such a barren environment or how their society functions. The only contact others seem to have is having caravans raided under the cover of sand storms. These people seem to appear and disappear into the sand itself. It is rumoured that there are many great cities of Sandpeople in the deserts of Shadowmoth.

MIVSALAR - The haze of this flat desert some how hides the massive Sandpeople city of Mivsalar. The people of the area know enough oases and caves to be able to live with ease in the harsh environment. Travelers or scouts who venture close enough to spot the city are soon disposed of, making a guess of it's size or status impossible to other races.

DALIBAR - Situated in the Great Western Desert, a thick cover of buildings forms the largest city on the surface of Shadowmoth. It is a huge population that few outsiders are aware of. Surrounded by Ocean and more desert the Sandpeople of Dalibar have managed to maintain the isolation they desire. This is one factor that helped them survive The Great War.

JAVAC - This city of sand is situated on a strange border between The Great Western Desert and Forest. The Sandpeople of Javac are some of the few members of their race who communicate with outsiders. Although not engaging in dialog, trade has commenced with the High Elves, situated in the nearby forest. For their plentiful supply of gems the people of Javac receive wood to expand their city and build their armies.

SAND HAVEN - The city of Sand Haven is situated in the Sand Caves beneath the Great Western Desert. The natural springs and rock pools make this a natural oasis beneath the dry surface above. The Sandpeople rarely have the need to venture up into the desert and do so with extreme caution.
 

UNDER DWARVES

Under Dwarves are stocky demi-humans who spend the majority of their time in the tunnels and caverns of Shadowmoth.They are masters of obtaining the ground's wealth, and mine in constant pursuit of the sacred metal Mithril. The dwarves spend their days mining the metals, which make the weapons that they battle their enemies with.

KHAYMAY - This Under Dwarf mining settlement of Khaymay has grown to such an extent that it is now referred to as a city. Shifts of Dwarves work the mine shaft constantly, unearthing many precious metals. The bellows are also constantly working to process the ores found.

MITSALON - This is the first Under Dwarf settlement outside the Shadow Stretch. The experiment appears to be a success with a strong group of healthy Dwarves mining and smeltering the metals of the region. The choice to settle in a peaceful area on the end of Shadow Claw has proven to be a wise decision.

WHIBING HALL - The dwarves of Whibing Hall are constantly training troops to defend against the ongoing Dark Elven attacks. Those not training are working as weapon smiths, producing strong reliable weapons to slay scrawny elves with.

UNITING TUNNELS - This large Under Dwarven project has linked the underworld sections of Shadow Claw and Shadow Straight. Many diggers from the project still reside in the camp which has become a city.

VOPEHALL - Although still residing in the underworld, the dwarves of Vope Hall are the first to consider venturing to the surface - a move which has enraged the elders - but the youth of the Hall yearn to explore the surface and conquer its wealth as the Under Dwarves did back in the Great War..
 

WOOD ELVES

RIVERS GROVE - Dividing the Eastern Firestone Sea in half is Rivers Grove. A city is formed on the river Hilton from which the famous Elven fleet often sails. Over the centuries the control of the city has shifted from the royal blooded High Elves to their cousins the Wood Elves. The High Elves who reside in the city are famous shipwrights and navigators. The beautiful city blends almost perfectly into the forest - the difference between city, grove and woodlands is very difficult to distinguish.

Shrelna

The Icelands of Shrel'na

"Laniatus terram malorum rerum liberabit"


Shrel'na

Shrel'na is the name of the icelands of Guzzak, an unknown and hostile world... The climate on Shrel'na is very cold, but it has been blessed by the gods of nature and fertility, which made life on Shrel'na much nicer. In the beginning only Icelanders populated the Icelands, but since the blessing other races conquered their place on the Icelands. Resources can be found in plenty which attracted many kinds of races: High Elves, because the forests look greener than any other forest, Dervishes with their trading motive, Orcs because of the iron and mithril and Gnomes because of the minerals and gems that can be found in plenty.

However, the Icelanders still have an advantage considering power. All cities which are currently built on Shrel'na are all populated by Icelanders. The greater towns are ruled by mages which are people with great expansionistic ideas. They intend to subdue the other races to fight for their cause. The problem is that there are four great cities, thus four great wizards. In the north live the Icelanders of the Sacred Bear, in the south live more rationalistic Icelanders. They are more concerned about trade. These two groups of Icelanders have sworn to kill each other. They will both continue until the enemy is gone, or until they are gone themselves...


Tournament Rules

Shrel'na is used for tournaments. These are the rules of a tournament:

  • There are 4 wizards on this world. There are two factions of 2 wizards. Only one faction can survive. You can win by completely demolishing the enemies, or when your enemies give up.

  • The world is completely balanced, which means:
    • Every player gets the same amount of regions in case of perfect expansion. (5.5 on average)
    • Every player gets the same sort of regions.
    • There are no special places.
    • There are few regions which can be hit by a disaster (eg Bush Fire, Flood)
    • Each player starts with the same amount of druidic artifacts which are: 1 spirit smoke, 5 spirit lava. So together with your ally you have 2 smokes and 10 lavas.

  • Some general rules:
    • You need to choose your ally. All players with a commercial account are listed in the commercial ranking list.
    • A knock-out system is used (just like with grand-slam tournaments with tennis). If you loose then you are knocked out, if you win you go on to the next round. For standard tournaments there will be 16 competetors (8 teams), so there will be quarter finals, semi finals and finals. This might vary from time to time, in case of less/more players.
    • Each game takes 25 turns (or until one faction gives up/is gone). After turn 25, the empire rankings of the two allied players will be multiplied and the square root will be taken. The team with the highest score will be appointed as the winner.
    • In case your enemies give up, they will count as being vanquished, giving you more points on the commercial rankings table.
    • Each game will be run twice a week.
    • The fee is half of a 'normal' game, thus 1.00 A$ per turn! The normal $10 start up cost applies.
    • There are prizes at the end of each round. Players who win round one, will receive 5.00 A$ each, winners of round 2 will win 10.00 A$ each, and the winners of round 3 will receive 40.00 A$ each. So, the final winners will will receive overall a total of 5 + 10 + 40 = 55.00 A$ each.
Note that the 'roleplaying factor' is not very high on this world, since the world is more or less symetrical and everyone has the same sort of regions. Do not expect very much interesting texts, this world is purely meant as a tournament world.

City Descriptions

ICELANDERS

Icelanders manage to live in the harsh frozen conditions of the arctic lands. They survive hunting the sea mammals and fish that inhabit their regions. All capital towns are inhabited by Icelanders.

ROLE - In Röle religion is important. Sacred hunters are the common fighters of the town. They allied with Fralde to counter the threat from the south.

FRALDE - Fralde is famous of its sacred hunters. Religion plays an important role in the community of Fralde. They are allied with Röle.

TRIGOLDE - Trigolde is the city of traders. They are dedicated to defeat their so called 'religious' brothers in the north of the icelanders. They allied to Kelna for necessity.

KELNA - Kelna is one of the four glorious Icelander cities on the Icelands. These icelanders are well aware of the imminent coming war and have started preparing themselves. They are allied with Trigolde and trade with the outer lands. Their community is much harder than the communities of the Icelanders in the north.




This world has been developed by Korneel Duyvesteyn. Send bugs, spelling mistakes, remarks, questions and other feedback about this world to him. He can issue rewards for possible bugs and spelling mistakes.

Disclaimer Message from the creator: WoW games is NOT responsible for any bugs/unbalanced things (if possible) on this world unless it is caused by the program itself or by other programs of the WoW team.

The Dimensional Prision

THE DIMENSIONAL PRISON

"War often seems to be naught other than Chaos and Carnage, but there are still rules!" Gofrond, Grand General of Yor

Many a wizards frequents our universe. Since the Dimensional Jump spell was first discovered by Koraz the Red, the wizards have spread to many a world. Some seeking peace, most seeking conquest! The gods of magic accept this behaviour. It is human nature to desire more and to become a wizard this desire must be great. However, the gods tolerance is not unlimited!!!

In their quest for power across the many worlds of this universe, several have gone too far, affronting the gods themselves. In their rage the gods went further than ever before. Stripping the wizards of their power was not enough. An example had to be made. Eight were chosen and banished to a world specifically designed to inflict suffering. The Dimensional Prison!

Here the tale does not end. For the gods underestimated the resourcefulness of these wizards. Their continued law breaking had reaped rewards. Although stripped of their powers, they had not lost the ability to learn again. Soon they began to study their lost magical arts. As they had many times before, they also rallied the natives to their cause, soon controlling the small shires they had been banished to.

Falling back into the familiar pattern of building and expansion, the wizards were no longer viewing this world as a punishment. It was yet another challenge. The Dimensional Prison was nothing but another playing field on which to via against opponents for total domination.
 

CHAOS MINIONS

Where volcanos break the surface of the earth and sparkling streams of magical power erupt, the creatures of Chaos can enter our world. Not only flesh hounds, hydras and spawn are inevitably drawn to these places, but also ruthless sorcerers gather there who are longing for powers no mortal should possess. Enslaved kobolds are working in their cities and scouting for their raiding parties, while the backbone of their armies is formed of the fierce blood warriors. The undisciplined fighters excel in wild melees where they sacrifice the blood of their enemies to the dark gods of war.

PRISON OF FIRE - The burning heat of dungeons inside this regions volcanos, now torture the prisoners of it's original occupant. The denizes placed their to torture the banished wizard, now serve. This place of unspeakable horror has been turned into a vast stronghold from which to attack the other prisons of this world.

HIGHLANDERS

Highlanders are a human race who love the crisp air of the hills and mountains. They live a very traditional lifestyle, residing in clans. They are fierce warriors and wars between the clans frequently flare up. Their religion is two fold, believing in one god but also that the world also possess lesser gods known as the chosen ones. These chosen are virtually immortal barring complete decapitation. The immortals are both revered and feared, never accepted by any of the clans and forced to live in secrecy or wander the earth eternally.

PRISON OF PAIN - Despite all the discomforts placed here by the gods the hills allow the Highlanders of this shire to live a traditional lifestyle. Many festivals break up the daily routine of hunting and farming. Defences have been built against the roaming creatures the most horrific of which have been trapped in the prison which once held the now ruling wizard. The bad times have not been forgotten however, and the villagers remain ever wary.

ICELANDERS

Icelanders manage to live in the harsh frozen conditions of the arctic lands. They survive hunting the sea mammals and fish that inhabit their regions.

PRISON OF FROST - The biting cold of this region is only just kept out by the furs of it's inhabitants. Shards of ice, constantly fall, stinging any uncovered skin. The local Icelanders have adjusted to this way of life but few others can. The surrounding regions are far less hostile and many wish to escape this frozen prison and leave to a fairer place.

LIZARDMEN

Lizardmen are fierce creatures who thrive on vicious battle. The more developed of the race have special traits that make them even more fearsome in combat.

PRISON OF STENCH - The smell of death and decay in this region is truly overwhelming. There is little to recommend it to any other than the insects and lizardmen who inhabit it. Initially guards for the prison of this region the Lizardmen now for a garrison for the ruling wizard, once incarcerated here. Their cruel nature is now turned towards the external world rather than their shires prisoners. With strong leadership they plan to battle their way out of this swamp and onto glory.

MINOTAUR

Minotaurs are clearly one of the most fearsome races to frequent the lands. Their culture revolving around the warriors ensures only the strongest survive. Standing 8 to 10 feet tall with a bull's head atop a taut human torso they intimidate any they meet in battle.

PRISION OF VISIONS - The illusions which sent many insane have now been mostly banished by the new wizard lord of the plains. The nightmares viewed by many were a part of the punishment created by the gods. Now, under the guidance of a strong leader the plains have been turned into a prosperous base from which to venture forth. The minotaurs are not fleeing the visions but seeking lands to conquer in their and their masters name.

OGRES

Ogres are a brutal race of large humanoids. Although not known for their intelligence, they can produce a rare cunning that has brought the demise of many opponents. Their general lack of Intellect, combined with a powerful frame, far stronger than the average mans, makes this race a popular choice to be coerced into war by manipulative villains. The Ogre race is divided into classes with the lowly Snotlings doing the most menial of tasks. This class system is almost entirely based on physical size with Snotlings being far smaller than standard Ogres, who are in turn dwarfed by the Chieftains. Ogres prefer to reside in the Mountains where they fight at their best.

Prison of Torment - Sitting deep in the forest is the Prison of Torment. Not naturally found in the woodlands the Ogres of this region were specifically placed here to cruelly torment those who were placed here. However, being dim of wit, the Ogres were soon serving their former prisoner as master. The resources of this forest and the strength of the Ogres have provided much with which it's new lord can work.

ORCS

These evil creatures are renowned for their ruthlessness and lack of compassion. The main Orcish kingdom lies in the mountains of an Isle in the Death Sea where the Orcs continually fight amongst themselves.

PRISON OF GALES - The Orcs have quickly become obedient servants of their new lord. Like many races of the Dimensional Prison, they quickly failed their original task of tormenting the wizards, quickly become servants rather than captors. They yearn to escape the constant icy winds of these mountains and find other races to inflict pain upon. A dream their new lord may well help come to fruition.

SANDPEOPLE

The Sandpeople are a mysterious race of desert dwellers. Few know how they survive in such a barren environment or how their society functions. The only contact others seem to have is having caravans raided under the cover of sand storms. These people seem to appear and disappear into the sand itself.

PARCHED PRISON - The burning sun continually beats down upon this region, devoid of shelter. The Sandpeople of this desert have adjusted to enable survival but lead a harsh existence. The arrival of a new leader has given hope and all are ready to venture out in search of water and riches.

Avon

Avon

VICTORY CONDITIONS

 
This game has specific conditions for victory.  There are no restrictions on alliances but victory can be  gained if 2 players have a combined Empire Score of 8000, declare it via email to everyone in the game  immediately after the turn on which they achieve the score and then still hold a score of 8000 three turns latter (it can drop below during that time). If a score of 8000 is not held three turns latter then the process begins again if they do go onto regain a score of 8000 and they will have to declare the score to the group then still hold the score 3 turns latter.

 

BACKGROUND

 

Three separate wars raged on Avon, each of which had lasted many millenniums.  Ballads were sung of great battles, heroic deeds and acts of treachery.  The armies engaged in each of these wars knew the history of every battle that had been fought by the generations before them.  Yet none knew that as every drop of blood was spilled on their own plane, soldiers were falling in equal numbers in wars elsewhere.  In fact to the residents of the surface world, the Underworld and Astral Plane were regarded as myth and legend.  Likewise the people of the underworld could not fathom a world without a ceiling.  Those in the Astral Plane saw no evidence of anything but their gem covered lands.  The armies of Avon would have continued to war for dominance of their own plane for thousands of years more had a young mage’s experiments not lead to “The Joining”.

Terraforming, the magical theory of drawing power from above and below to change an entire shire’s terrain had been taught at the Magic Colleges for centuries.  Originally proposed by Grandmaster Finus, the complex algorithms required to channel magic to change features of land were the bane of many students.  The subject was particularly unpopular as the branch of magic had very little practical use.  The gems required to change even a small patch of ground made the expense of casting spells to change significant amounts of land preposterously expensive.  Too expensive that was until Ulnar Barvinus the prodigy apprentice discover gem amplification.  Through arranging crystals amongst gems in a specific order, the powers of the gems were multiplied exponentially when applied to Terraforming magic. 

With the senior council of mages in tow, Ulnar sailed out into the great lake where he intended to prove the worth of his breakthrough by transforming the terrain of an entire island.  With a large pile of gems donated by many benefactors laid amongst specially selected crystals, Ulnar began to chant.  Rays of light and power came down from the skies above.  The earth below shook and began to open.  While Ulnar had an understanding of magic far beyond any on the council, he was still unable to comprehend the power of the combined gems and crystals.  Waves crashed across the Great Lake sinking the boats fleeing the island as the spell spiralled out of control.  The sky cracked open and the bridges of light began to solidify, while the cracks in the ground below open wide revealing new lands below. 

The world as it had been know was now gone.  The planes had been joined.  New lands, allies and enemies were out there.  The stalemate that had formed in three separate wars was now broken.  A wizard who could find a powerful ally and demonstrate their combined power to the lands of the underworld, surface and astral plane would rule Avon forever!     

 

CITIES

DARK ELVES

Deep in the underworld, the dark elves reside. Splitting from their High Elven cousins many millenniums ago, the two are now almost as separate as humans and gnomes. The slim build, dark complexion and white hair of this race makes any dark elf stand apart from all others. Their society, dominated by female priests, is one which revolves around combat and treachery. The twin cities of the Dark Elf race are Milshar and Hilshar.

MILSHAR - Milshar is a city that was founded solely as a base from which to launch attacks on the Granite Stronghold.  The close proximity to the enemy under dwarf city does not cause issues as counter attacks from the enemy are rare.  However, as a defensive structure the Granite Stronghold has proven too difficult to conquer.  With the Dark Elf cousins of Halshar covering to the north, the armies of Milshar continue their siege hoping to one day break through to victory.  

HALSHAR - While also built as a base to attack the Granite Stronghold, Halshar is a safer distance from the enemy an as such is more a town than a fortress.  Roving bands of Dark Elves patrol the surrounding tunnels rather than relying on defences built in the city itself.  While allie in the war against the Under Dwarves, Halshar in may ways resents the richer city of Milshar.

 

CHAOS MINIONS

Where volcanos break the surface of the earth and sparkling streams of magical power erupt, the creatures of Chaos can enter our world. Not only flesh hounds, hydras and spawn are inevitably drawn to these places, but also ruthless sorcerers gather there who are longing for powers no mortal should possess. Enslaved kobolds are working in their cities and scouting for their raiding parties, while the backbone of their armies is formed of the fierce blood warriors. The undisciplined fighters excel in wild melees where they sacrifice the blood of their enemies to the dark gods of war.

 

HELLS PEAK - The Chaos Minions of Hells Peak are ready to leave their isolation in the Astral Realm and unleash their horrors on the world below.  The Portal Guardians have prevented recent invasions into the Minotaurs territory and the forces of the city are marshalled for war.

 

GNOMES

Gnomes are small demi-humans known especially for their weird and wonderful inventions. Another peculiar trait is their fast and continuous speech. The Gnomish capital is Telefor (it's full name being almost unpronounceable in under a day).

TELEFOR - The Gnomes of Telefor have thankfully gone unoticed by the warring Dark Elves an Dwarves in the underworld.  With cunning technology they have hidden their city and booby trapped the surrounding shires.  Technology that has unfortunately been destroyed by the cataclysmic cave ins resulting from "The Joining".  With their anonymity gone, the Gnomes must prepare their defences for war.   

 

HILL DWARVES

Hill Dwarves are renowned everywhere for their skill as weapon smiths. The short stocky race also has a passion for forging the earth's minerals into many types of objects and artifacts. The only sizeable population of Hill Dwarves is in Ironville.

IRONVILLE - The Hill Dwarves of Ironville have built a large mining community here.  Smelters burn day around as the ore from the ground is processed and then forged.  The ornate items produced by blacksmiths fetch a high price across Avon. 

 

HIGH LANDERS

 

Highlanders are a human race who love the crisp air of the hills and mountains. They live a very traditional lifestyle, residing in clans. They are fierce warriors and wars between the clans frequently flare up. Their religion is two fold, believing in one god but also that the world also possess lesser gods known as the chosen ones. These chosen are virtually immortal barring complete decapitation. The immortals are both revered and feared, never accepted by any of the clans and forced to live in secrecy or wander the earth eternally.

MCNURRUM - The Highlanders of McNurrum have defended their highland homes for many generations.  During the winters the Icelanders climb up through the snow to raid the lands while in the summer arrows from the Elves fly in territorial battles.

 

ICELANDERS

Icelanders manage to live in the harsh frozen conditions of the arctic lands. They survive hunting the sea mammals and fish that inhabit their regions. The sole region with an Icelander city is the Frozen Citadel.

FROZEN CITADEL - The Icelanders of the Frozen Citadel are the kings of the arctic.  The citadel itself is carved into a glacier and provides a perfect base from which to raid other lands for the supplies not provided by the frozen lands.

 

LIZARDMEN

Lizardmen are fierce creatures who thrive on vicious battle. The more developed of the race have special traits that make them even more fearsome in combat. The main clan of Lizardmen gather in Sssslander.

SSSSLANDER - The Lizardmen of Sssslander completely dominate the jungles of Avon.  The last Amazons were hunted down and killed many centuries ago leaving the Lizardmen unchallenged as lords of the jungle.

 

MINOTAURS

Minotaurs are clearly one of the most fearsome races to face on the field of battle.. Their culture revolving around the warriors ensures only the strongest survive. Standing 8 to 10 feet tall with a bull's head atop a human torso they intimidate any they meet in combat. Capturing and breeding slaves they also accumulate an enviable supply of resources.

MINTHON - The minotaurs of Minthon are prepared to send their armies beyond their astral realm to enslave all others.  With battles against the Chaos Minions stopped by the Portal Guardians, the opportunity to attack downwards has been very timely.

 

OGRES

 

Ogres are a brutal race of large humanoids. Although not known for their intelligence, they can produce a rare cunning that has brought the demise of many opponents. Their general lack of Intellect, combined with a powerful frame, far stronger than the average mans, makes this race a popular choice to be coerced into war by manipulative villains

RAH - The Ogres of Rah are ready to rush from their mountain lairs and to war.  The recent frustration of being thwarted by inhospitable terrain when marching on the Lizardmen and Sandpeople cities may be relieved through new lands being opened up for conquest.  

 

ORCS

These evil creatures are renowned for their ruthlessness and lack of compassion. The main Orcish kingdom is Stenchmar where the Orcs continually fight other races and amongst themselves.

STENCHMAR - The Orcs of Stenchmar control the strategic land bridge dividing the Great Lake.  Being just under the waterline in many places the city of Stenchmar provides a ford for armies crossing Avon..

 

SANDPEOPLE

The Sandpeople are a mysterious race of desert dwellers. Few know how they survive in such a barren environment or how their society functions. The only contact others seem to have is having caravans raided under the cover of sand storms. These people seem to appear and disappear into the sand itself. A large population of Sandpeople is said to exist in the Hasham Dunes..

HASHAM DUNES - The Sandpeople have built this trading town into a major desert city.  The town is under constant threat by the Ogres of Rah but the desert heat provides a natural defence against disorganised an poorly supplied ogre units.

 

UNDER DWARVES

Under Dwarves are stocky demi-humans who spend the majority of their time in the tunnels and caverns of the Underworld. They are masters of obtaining the grounds wealth, and mine in constant pursuit of the sacred metal Mithril. The main Under Dwarven kingdom is the Granite Stronghold.

GRANITE STRONGHOLD - The Granite Stronghold has held against thousands of years of Dark Elf attacks.  Its defensive structures are almost impenetrable but unknown to their enemies the water supply has been diverted by the quakes during "The Joining". The Under Dwarves will need to emerge from their fortress to secure supplies. 

 

WOOD ELVES

In ancient times, when the first marvellous elven cities were built, some elven clans could not bear the thought to leave their beloved forests. These Wood Elves, as other races call them, still build their homes in the tops of large, old tress which they guard fiercely. In battle, their graceful movements appear like a dance, and the deadly precision of their swordmasters has earned the respect of physically stronger races. But the elven armies are not the only reason why few enemies dared to intrude into their forests. There are rumours that all animals and trees will respond to the call of their guardians in times of need.

MOON WOODS - The Wood Elves guard this forest from all threats.  They occassionally have to attack the Highlanders who come down to log timber from the sacred trees.

Playtest Worlds

Arragoth

The Isles of Arragoth

In the beginning the Gods of Fire ruled the Isles. As the sacred flame of the gods dwindled, they spawned Arragoth. Arragoth the son of the Fire Gods, ruled the Isles and all the creatures upon them. He enforced his rule via the Lava Legions. Molten troops which marched from the Volcano based on each of the Isles. Any who opposed Arragoth were quickly brought to a fiery death.

The rule of Arragoth was absolute for many a millennium, until the worlds orbit reached its' furthest point from the Sun. At this point the world cooled and Arragoth power waned. Not wanting to risk fading out of existence like the Gods of Fire before him, Arragoth went into hybernation. Sealed inside his volcanic fortress he sank into a deep slumber.

As the centuries passed the various races retook control of the Islands surrounding Arragoths' domain. The Lava Legions remained dormant inside each islands central volcano. Eventually Arragoth was only a legend of the past.

Nearly five centuries after depature of Arragoth from the surface world, the ground is beginning to rumble. While many pass it off as natural phenomenon, the oracles realise the truth. In one year (12 turns) to the day, Arragoth will return. Unleashing his legions to reclaim the peripheral islands of his former domain. The wizards of the Isles have emerged to attempt to take control of this situation. Gathering forces in large cities, they prepare to fight each other and Arragoth for control of the Isles. Most realise that they will be no match for an awakened Arragoth, and hence hasten to storm his domain while the son of the Fire Gods is vulnerable.
 

AMAZONS

Amazons are a race of jungle dwelling warriors. Both their males and females are the fittest of nearly all humans. The Amazonian cities blend almost perfectly into the jungle. The Amazons are formidable opponents, especially in there own territory. Poison darts seem to fly from naught but trees at any that enter their domain. Varossa is the sole Amazonian city in the Isles of Arragoth.

VAROSSA - Still living in fear of Arragoth return, the people of Varrosa still carry out the rituals of old. Regular sacrifices are made to try and appease the Gods of Fire. The tribal warriors of the city hunt a plentiful supply of game but also have the strength to repel invaders.

DARK ELVES

Deep in the underworld, the dark elves reside. Splitting from their High Elven cousins many millenniums ago, the two are now almost as separate as humans and gnomes. The slim build, dark complexion and white hair of this race makes any dark elf stand apart from all others. Their society, dominated by female priests, is one which revolves around combat and treachery.

BARACKAS - The Underworld was once filled with Dark Elven cities, each controlled by an individual family or house as they are known. After millenniums of continued battling, the wars of attrition ended with Barackas the sole survivor. This remaining city is filled with the greatest warriors of their race. The incredible swordsmanship of the Dark Elves is renowned throughout the Isles. With the lesser members of their race destroyed, the city of Baracas turns its attention to the other major cities of the Isles.

DERVISHES

The Dervishes are a race of nomadic tradesmen. They converse with all races yet can also stand alone against any. The major dervish trade center is the town of Traders point.

TRADERS POINT - The rich grasslands of Traders Point provide plentiful supplies of food, which the Dervish people in turn trade for any commodity of value. Many of the Dervishes are both merchants and scimitar wielding warriors but frequently mercenaries are hired to battle instead. The defenses of Traders Point have thus far repelled any raiders that have tried to breach them.

GNOMES

Gnomes are small demi-humans known especially for their weird and wonderful inventions. Another peculiar trait is their fast and continuous speech. The Gnomish capital of the Isles is Farawayfromorl (it's full name being Farawayfromorlthoznastyorcsandbeastindidlezarfimanilogobutomalikmabil).

FARAWAYFROMORL - The city of Farawayfromorl rises out of the planes, being formed by a series of interlinking towers. These large structures counter balance each other via an array of cables and struts. Wheeled vehicles ride along the cables providing transport between the buildings. The Gnomes spend their days engaged in endless conversations or creating crazy gadgets. Although the practicality of many of these inventions may be questioned the gnomes' creativeness is one quality that makes such a dangerous opponent.

HALFLINGS

The Halflings are a joyful race of small demi-humans. Known for their lack of height and hairy toes, Halflings form together in towns known as shires. The relaxed life style of the Halflings can be vigorously defended when threatened. Halfling slingers and pony riders may quickly be gathered to repel any unwelcome visitors. The major Halfling shire of the Isles is Cropers Wood.

CROPERS WOOD - The Halflings of Cropers Wood are farmers in a peace loving community. The woods provide shelter from both the elements and enemies alike. The center-piece of this small shire is the Town Hall where the towns Mayor Mariso Redbottom resides. The mayor runs what is an efficient yet laid back community. Having survived many centuries the robust Halflings of Cropers Wood may be considered strong, even if not in physical strength.

HILL DWARVES

Hill Dwarves are renowned everywhere for their skill as weapon smiths. The short stocky race also has a passion for forging the earth's minerals into many types of objects and artifacts. The only sizeable population of Hill Dwarves is in the shanty town of Camp Jollymount.

CAMP JOLLYMOUNT - Originally the Hill Dwarves dwelled in their large fortress atop this islands central volcano. The volatility of the region eventually forced them to abandon their homes and flee. The only free land they could find was the swamplands that this refugee camp has been created on. While many would have given up after such disastrous events, the Hill Dwarves remain in high spirits. Their new home named Camp Jollymount to mock the terrifying volcanic mountain. The Dwarves plot to bring down Arragoth and return the volcano to its dormant state, reclaiming their homes.

HIGH ELVES

The High elves are one of the most ancient and noble races. Long flowing blond hair, sharp facial features and a slight build are the characteristics that make this race stand apart. Starlight Forest is filled with residents which are both craftsmen and scholars, living a peaceful life. However, being the bastion of the High Elves it will be the chief hope for survival in the approaching times of danger.

STARLIGHT FOREST - The serene city of Starlight Forest will be transformed into a defensive stronghold with the approaching troubled times. The council of elders already meets nightly to discuss tactics for survival. The city is already protected by several score of the legendary Heart Bowmen, the sacred warriors who patrol the forest handing out justice to any who enter with evil intentions.

MINOTAUR

Minotaurs are clearly one of the most fearsome races to frequent the Isles. Their culture revolving around the warriors ensures only the strongest survive. Standing 8 to 10 feet tall with a bull's head atop a tort human torso they intimidate any they meet in battle. The major Minotaur city is Bulls Canyon.

BULLS CANYON - Although the deep ravine in which this city sits does not offer much of a strategic advantage in defense, it is a perfect barrier protecting the city from the elements. The gale force winds of the region, rush across the tundra surface ripping most unprotected objects from the ground. The minotaurs are hardy enough to survive the harsh conditions but are ready to fight their way into more prosperous lands.

ORCS

These evil creatures are renowned for their ruthlessness and lack of compassion. The main orcish kingdom of the Isles is located in the depths of the underworld, sheltered from the light the orcs hate with a passion.

NIGHTSCAR - A place of nightmares, the city of Nightscar is the site of horrible atrocities. The more powerful Orcs treat the lesser members of their and other races with cruelty as they act as mining slaves. The lower classes of orcs work the many gem shafts running below the city while those unfortunate captured members of other races are put to work in the quarries.

PLAINSMEN

Plainsmen live off the land of their home region. They are tribal in nature and manage to exist in harmony with both animals and nature. The rich plains of their home Isle are host to the largest plainsman settlement of Granola.

GRANOLA- The plainsmen exist in harmony with the other peaceful inhabitants of their Isle. The greater warrior Plainsmen use their weapon skills only for the purposes of hunting. With troubled times approaching, they are fully prepared for the possibility of facing more than the game of the plains.

SANDPEOPLE

The Sandpeople are a mysterious race of desert dwellers. Few know how they survive in such a barren environment or how their society functions. The only contact others seem to have is having caravans raided under the cover of sand storms. These people seem to appear and disappear into the sand itself. A large population of Sandpeople is said to exist on the northern most point of a strange Isle. No living man has been able to confirm this however.

NAZIR - Amid the dunes of deserts sands lies Nazir. Disguised by the haze, the low buildings are difficult to see until already inside the town. Many travelers discover this city when it is all to late. Nazir is ruled by a council known as the Conclave. The people of this area know all the oasis's and caves which allows living with ease in the harsh environment. This environment suit the sandpeople though and they will do anything to avoid the colder regions to the south east.

UNDER DWARVES

Under Dwarves are stocky demi-humans who spend the majority of their time in the tunnels and caverns of the Underworld. They are masters of obtaining the grounds wealth, and mine in constant pursuit of the sacred metal Mithril. The largest Under Dwarven Kingdom is found on one of the richest iron veins ever discovered.

BLACKROCK- What began as a rich mining colony has turned into the major Under Dwarven stronghold of this world. The plentiful iron supplies more than make up for the lack of other resources. The iron is forged into tools that in turn mines even more wealth from the ground. Regularly attacked by the Nightscar Orcs, greeding for the city wealth, a strong garrison has been formed that has thus far been the match of any adversaries.

The Proving Grounds

The Proving Grounds


The Universe of the Gods of WoW is vast. Between the Universes' numerous worlds, jump the wizards. Beings of great power, looking for a world a people who can be lead to global domination. The 'Dimensional Jump' spell is the vehical of the wizards, used to seek worlds to conquer. While great knowledge and power are required to cast this complicated incantation, the key element is an artifact, created by the Gods themselves at the dawn of time. The Trans-Dimensional Amulets are objects prized above all else amongst wizards.

Years of study have brought you to a level of competency where the Dimensional Jump spell is within your reach. With it you can escape this minute world in which you dwell to meet and challenge others from across the Universe, eventually claiming a kingdom worthy of your power. First though you must rally your subjects to help you claim a Trans Dimensional Amulet from the heavens where they rest in the 'Shrine of Passage'. Rumour has it that the only way to reach the Astral home of the amulets is through the monster riddled Under Tunnels.

The time has come to turn your home city and its people into a force capable of reaching the Shrine of Passage and returning its treasure to you. First this world, then the Universe.

HALFLINGS

The Halflings are a joyful race of small demi-humans. Known for their lack of height and hairy toes, Halflings form together in towns known as shires. The relaxed life style of the Halflings can be vigorously defended when threatened. Halfling slingers and pony riders may quickly be gathered to repel any unwelcome visitors. The major Halfling shire of your world is Halfling Hollow.

HALFLING HOLLOW - The Halflings of the Hollow are farmers in a peace loving community. The Hills provide shelter from both the elements and enemies alike. The center-piece of this small shire is the Town Hall where the towns Mayor Mariso Redbottom resides. The mayor runs what is an efficient yet laid back community. Having survived many centuries the robust Halflings may be considered strong, even if not in physical strength.

HILL DWARVES

Hill Dwarves are renowned everywhere for their skill as weapon smiths. The short stocky race also has a passion for forging the earth's minerals into many types of objects and artifacts. The only sizeable population of Hill Dwarves is in the town of Hillsdale.

HILLSDALE - Hillsdale is a large settlement of Hill Dwarves sitting on the ridgeline of a vast set of rolling slopes. They are spend their days molding the minerals below into object of great beauty.

HIGH ELVES

The High Elves are the most ancient and noble race of the Nation. Long flowing blond hair, sharp facial features and a slight build are the characteristics that make this race stand apart. The architecture of the Elven cities is something many a traveler has journeyed to see in times of peace.

GLIMALISA - These High Elves attempt to live a simple existence. The forest provides all they need for their fair city. They work hard to preserve their home terrain and believe they will be rewarded for their service to nature by the protection their forest gives them.
 

MINOTAUR

Minotaurs are clearly one of the most fearsome races in existence. Their culture revolving around the warriors ensures only the strongest survive. Standing 8 to 10 feet tall with a bull's head atop a tort human torso they intimidate any they meet in battle. The major Minotaur city is Boars Gate.

BOARS GATE - Although the deep ravine in which this city sits does not offer much of a strategic advantage in defense, it is a perfect barrier protecting the city from the elements. The gale force winds of the region, rush across the mountains surface ripping most unprotected objects from the ground. The minotaurs are hardy enough to survive the harsh conditions but are ready to fight their way throguh anything in service of their master.

ORCS

These evil creatures are renowned for their ruthlessness and lack of compassion.

GARNLASH - The Orcs of this city have been forced to fight amongst themselves for too long. With stong leadership the great warriors emerging through their ranks will leap at the chance to branch out into the caverns below, and beyond.
 

SANDPEOPLE

The Sandpeople are a mysterious race of desert dwellers. Few know how they survive in such a barren environment or how their society functions. The only contact others seem to have is having caravans raided under the cover of sand storms. These people seem to appear and disappear into the sand itself.

NAZIR - Amid the dunes of deserts sands lies Tunisla. Disguised by the haze, the low buildings are difficult to see until already inside the town. Many travelers discover this city when it is all to late. The people of this area know all the oasis's and caves in the region which allows them to live in the harsh environment.

Old Worlds

Ithilia

The World Of Ithilia

"Laniatus terram malibus liberabit"


The History of Ithilia

"The Beginning"

Darkness covered the world and the climate was hot and humid. Deamons and other foul creatures roamed the world... The world existed of one great island, Pangeïs, surrounded by a great ocean and maybe other islands. There were no sentient beings as we now know them. Some plants and animals inhabited the world, but they were controlled by the creatures of darkness, and their leader Belial. The animals suffered, and whole species of plants almost became extinct.

At this moment, sentient life began to develop. Some creatures developed to Elves and Dwarves. The Humans, Halflings and some less important races came later. Belial, God of Darkness and ruler of worlds, ordered his minions to subject these people, to let them suffer and to let them work on the fields. The Dwarves, the best in mining and construction, were ordered to build immense factories where dark sentinels could be constructed. These were gigantic black statues, which could fight if being ordered to or if being attacked. These warriors made of stone were strong enough to keep any threat away. And so it happened. The humans, Elves and Dwarves were set to work under the supervision of the dark sentinels. They were not happy, but what could they do... ?

"The First Era, The War of the Gods"

One day something unexpected happened. Pangeïs was under attack by creatures of light. Angels, Archangels and their soldiers came from the air. The Dwarves, Elves and Humans felt as if they were being freed, but the opposite appeared to be true. The so called "War of the Gods" began and lasted for many decades. The angels, led by Archangel Michaelus, tried to drive away the deamons and their deamon king Belial. But, the sentinels constructed by the Dwarven smithies were as tough as they expected to be. Many good angels died, but many sentinels were destroyed as well. The stream of creatures of life seemed endlessly. Hordes and hordes of angels, lesser and greater ones, came flying to attack Pangeïs. Belial did not have an eternal amount of Sentinels, so he made up a new plan: The best fighting race would join their ranks and become their soldiers. Of course, the poor Dwarves were unlucky again. They were raised in shining black armour, but they proved to be no match against the forces of light. Not even a single Dwarf survived the "War of the Gods". The sentinels lost more and more ground against the forces of light. At "The battle of the Cracks" Belial himself was faced by Michaelus, king of angels, assisted by many a dozen Angels. Belial saw no other alternative then to call upon the forces of hell. The air turned black, it began to rain and thunder was in the air. The Angels were scared stiff like never before... The earth began to crack, and Belial and his last comrades just sunk into the earth, never to be seen again! The thunder lasted for several hours, but when it ended, the war was over. The world was split into several different islands. The angels left the ground and flew upwards, nobody knows whereto... Nothing was heard again from Belial...

"The Second Era, The Rise of the Druids"

And so it was that the first era ended. The land was divided into three separate islands, and so were the races. Trade between the three islands started quickly. However, cultures were changing. First the people traded all kinds of goods and information, and were eager to hear all kinds of gossip. This slowly faded away... On one island, Hichilis, the people developed a civilisation based on trust, care, health, welfare and love. The majority of the people were Halflings, High Elves and Gnomes. On another island, Faron, the civilisation was hard, because everyone fought for his own rights. The rule of the strongest counted. Trade, haggling and bribing were common things to be seen. The people living on this island were Dervish, Plainsmen and Sandpeople. On the last island, Rutax, the climate was very hot and humid, and many humans and Elves set sail to another island. The races remaining were not the brightest, Minotaurs and Orcs were ruling the island. Their civilisation was based on fighting, war and strength. The survival of the fittest was a golden rule. So you might understand that the contact between the three islands slowly became less and less... The memories about the ancient history also faded away, the war of the dark gods ended a long time ago, the economies were flourishing, and the people were happy, each on its own way.
One day, a clan of druids visited the island where Dervish and Plainsmen were living. They were mysterious people, totally clad in white robes and having long beards. The people loved them, because they introduced new ways of thinking. Many people were getting fed up with the hard society they lived in and needed something completely different. The druids brought spirituality. They also erected orders of the elements on the island, and they became places of holiness, where the spirit world ruled. The druids proclaimed they could get even more power when they were in possession of the so called "spirit artifacts". Therefore many druids left the island to find the "spirit artifacts". They have visited the islands of Kurax and Hichilis. They also erected Orders of the Elements but they were much less impressive than those on Faron. They never returned to Faron though. Finally the remaining druids also left Faron. They were never seen again. The end of the druids was sudden and unexpected.... However, the people on Faron sticked to the ideas of the druids and began to wonder what would happen if they could gather the forces of the elements, like the druids have explained.... But after a long period the Orders of the Elements fell down in decay and the old society on Faron returned, the hard and individual life seemed to fit the people there...

"The Third Era, The Wizards Rule"

The world is currently in its third Era. The three island are all inhabited by wizards. These wizards want to expand their empire and want to rule the world on their own, they will use any method they can think of. The memories of the ancient history have become popular again. People are in doubt about the history. The wizards think the history is like a wheel of time, happenings always return. They think they can use the old history to conquer the world by letting the history return. Whole disputes are held in cities about the truth of the old stories, black trade between the islands has grown to get more information. The wizards will need to learn a lot more though about the history before they can actually use the books of the old days, and to make history come alive!


The Scenario Specialities

Ithilia is a scenario world. These are the scenario specialities:
  • FACTIONS - The world is divided into three islands. Each island developed their own society. Therefore there are differences in culture between the people inhabiting the three islands. The people on one island can cooperate perfectly with each other, but not with the people from other islands. The same counts for wizards. Therefore all wizards starting on one island will be allied at the start of the game. The faction on the island of Rutax, where the Orcs and Minotaurs are ruling, is described as 'The Order of Darkness', consisting of the Lizardmen, Dark Elves, Orcs and Minotaurs. The faction on the island of Hichilis, inhabited by Halflings, High Elves, Icelanders and Gnomes, is called the 'Order of Light'. The people of Faron are called 'the Order of Balance', consisting of the Dervishes, Sandpeople, Amazons and Plainsmen. The name of the faction is based upon the magic the wizards use. Wizards may ally to those of different factions, and they may start a war with people of their own faction, but it is not very advisable though... Anyway, peace is ruling Ithilia at the moment, but this will probably change now megalomaniac wizards rule the major cities

  • GAME OBJECTIVES - As said, all the wizards want to rule the world on their own, at least they want the people inhabiting their island to rule the world. There are many ways to achieve victory.

    • For the 'Order of Light" the task is simple. Conquer and control a determined number of capital towns. 7 will be enough to convince the remaining hostile wizards to leave the world. Then the 'Order of Light' will be victorious. But there is also another alternative: The creatures of the light, told about in the ancient history books might be able to help the Order of Light. The wizards of the Order of Light think the angels appreciate the society on Hichilis, at least the enlightened people on Hichilis think so... The only problem is that they don't know if the angels are still somewhere in the great unexplored land. If they do find remnants of the old Angel world, they need to build a portal in the centre of the angel world. The portal will enable the Angels to return to the world and drive away the evil wizards. The problem is that the Order of Light does not know if these beings are still somewhere, and if they are somewhere, where should they be? And where is the so-called 'Centre'? Maybe the old ruins of the War of the Gods might proof to be helpful.

    • For the 'Order of Balance' the world will be theirs if they conquer and control 7 capital cities There is also another way to win the game for the order of Balance. There are rumours that there are still Druids left on the world. Where they are, no one knows. Explorers say the Druids are just before the world ends in the great ocean on their own island. They have built up their own society, but nothing of this can be approved. If the Order of Balance can solve the mystery of the Druids, a mighty power will be unleashed upon the world and its poor inhabitants. The island of Faron will be spared off course, and the Order of Balance will win. What they need to do is to find and locate the Druids, if they are still alive, to take over their island and make them work for the Order of Balance, and to give them where they asked for according to the old books. Thus, gaining or making the ancient spiritual artifacts, and conquering the four elemental orders of the Druids.

    • The 'Order of Darkness' needs to conquer and control 7 of the capital cities on Ithilia to claim victory. The other races will flee before the feet of the dark lords. There is also another way to finish the game for them: Find Belial, and make the foul Deamons work for the 'Order of Darkness'. Sounds pretty easy.... The races of Rutax know Belial is still alive, they just feel it. But according to the books, he just sank into the earth, so where should he be now and where did he sank into the earth... How much did he do since the time he was vanquished, and is he preparing a new invasion? Or is he just waiting to be killed, dying in his own misery... The remnants of the War of the Gods might explain a lot. These questions still remain unanswered till now. If they do find the deamon lord alive, they know what to do to impress his possible minions: Kill the master! The foul creatures will accept the people who are stronger than their previous master as their new leader, and the creatures of Chaos will be unleashed upon the poor wizards living on Faron and Hichilis. They will probably have time to escape, but the victory will imminently be for the 'Order of Darkness' But, what will happen if another faction would kill Belial? Only time will tell...

  • THE RULE OF THE SPIRIT WORLD - The spirit world, where the angels and the forces of darkness still possibly live, has other laws of physics and magic than in other parts of the land. Therefore the spells 'Teleport', 'Shadow Jump' and 'Dimensional Jump' will fail when being used to rematerialise in the spirit parts of the worlds. The rematerialisation will fail, and the troops will be lost forever, their souls locked up between heaven and earth. The Archdeamons also have developed a protection against the devastating effects of a Tornado or an Earthquake.
    These rules will not be implemented. If the creator detects an unautorised teleport/shadow jump, Tornado etc, he has the rights to change things manually.



Faction Descriptions

FACTION #1 'The Order of Light'

The Order of light consists of Halflings, High Elves, Icelanders and Gnomes and they are all living in harmony. The society is not based on making war, so not much iron or mithril will be produced on Hichilis. The people care for everything without 'dark' in the name: They care for nature, the plants and the animals. Civil war is least expected on this island, but now that strange wizards have taken over the command of Hichilis' most important towns this might change. However, the wizards controlling the four main cities on Hichilis are are also 'common' people of the island, just a little more intelligent than the normal farmer.
The wizards have put most of their time in the research and study of the elements of nature. The wizard of the Icelanders is slightly different. He is living in the cold north, and is a little isolated from the rest of Hichilis. He is practising the dark magic, but the wizards of the Halflings, Elves and Gnomes and the wizard of the Icelanders have already shown mutual respect, so no wars are expected. The goal of the wizards is to fight with armies armed with weapons made from the elements of nature, for example: Elven archers, Halfling slingers, Ents, and Gnomish spearmen. But if global war is imminent and there is an urgent need for guardians, the wizards will just transform some of the raw natural materials into mithril and iron. The people of Hichilis want to restore peace, harmony and love to all regions of Ithilia, therefore they need to invoke the help of the higher beings...

The cities on Hichilis are as follows:

FIRLINT - The Halflings of Firlint have concentrated on the production of food. Granaries and bakeries are common sights on the landscape around Firlint. The Halflings live in the centre of Hichilis and are living like one great family. The cute Halflings share everything with each other.

MONTAROS - The Gnomes are living on the most southern point of Hichilis. They are living on the so-called lone mountains. The mountains seem to continue in the skies, and the Gnomes are sometimes seen above the clouds. The gnomes most of the time live on ration. The food is scarce in the high lands. They have put a lot of their time in the production of technical devices. No breakthrough was made however, but will soon be made.

TYR ELYN'S VALE - The High Elves inhabit the woods of Hichilis. They have concentrated on the training of marksmen and the production of bows. They are in contact with the Icelanders of Tade Kirson, and they often trade resources. The Elves can live with the fact that the rulers of the Icelanders are not following the druidic path. They also paid a lot of time in the research of magicks, as they call it.

TADE KIRSON - The Icelanders of Tade Kisron mainly live on their own. They do not trade much, only with the Elves on Hichilis. They live by fishing on the seas, but the food is scarce in the cold north. But, there are not many other alternatives: not much food can be found on the harsh cold arctic lands as well! They are practising the dark path and will never step over to the druidic side.


FACTION #2 'The Order of Balance'

The Order of Balance consists of Dervishes, Plainsmen, Sandpeople and Amazons. They trade a lot, but the trade is hard, or at least, used to be before the coming of the wizards. No one knows what will change now that the wizards took over the command of the cities. The races are only focused on themselves, they don't really care whether their neighbour and partner practises the dark or druidic magic. The people have one common goal: to expand! They need the Druids for that though. The people of Faron are a dangerous foe. In the hard society they have learnt to show discipline and perseverance, tenacity and stamina
The Sandpeople and Amazons practice the dark arts, while the Dervish and Plainsmen people have concentrated on the druidic arts.

The cities on Faron are as follows:

KALARON - The Dervish people of Kalaron live in the cold north of Faron. There are rumours that there are underground tunnels made under Kalaron, maybe these will lead to the empire of Belial? The Dervish people never examined the tunnels carefully though. The people live by trade. The stocks of the Dervish people are always fairly high and the market place is always fairly busy.

DEEP CHAPECAY - The Amazons of Deep Chapecay live isolated lifes. They are situated in the south of Faron. The climate is quite humid but that is caused because of nearby vulcanos. They produce their food themselves, and they trade less than the Dervish people. They often receive food from the plains though. They have concentrated on the production of wood, and therefore always have enough wood in their stockpiles.

TAOMO TABR - The Sandpeople of Taomo Tabr live on the hottest piece of the world, but they all live on ration and are therefore able to survive the circumstances. They can produce quite a lot of resources, and are not depending on trade. Instead, they put their time in developing their social strength, the inns and taverns always result in happiness and joy among the people.

LORENTZ DALE - The plainsmen of Lorentz Dale really depend on trade. They mostly trade with the Amazons. They are producing vast amounts of food, and therefore started training wolves to be suited for battle. The training can not be done, but the food is there... The plainsmen are situated on a strategically very important point on Faron.


FACTION #3 'The Order of Darkness'

The Order of Darkness consists of Minotaurs, Orcs, Lizardmen and Dark Elves. The society of these races, especially the Orc and Minotaur society, is based on physical strength and the survival of the fittest. This culture made these people really fearsome, they are probably the best fighting Order on Ithilia plus they have access to the best mineral containing regions. They are not very fond of magic, but should they use any magic, it will be dark, to blast away the foe. The Lizardmen are an exception to the rule, they practise the druidic side of magic. Since the beginning of time they sticked to the rule of the elements.
The inhabitants of Rutax are fearsome, strong, greedy for blood and determined, the worst foe you can imagine!

GROND KHAR - The Dark Elves of Grond Khar are separated from the rest of Rutax. Trade has not yet been established. They are the only race on Ithilia who are living in the underworld. Dark Elves always spent a great of deal on the training of new soldiers, preferably dual warriors. The castle walls of the Dark Elven city reaches high into the sky, almost to the top of 'the roof'.

TRUNKAR - The Minotaurs of Trunkar are always training and training. The rest of the time they spent on mining new raw resources to make deadly new weapons. Any person foolish enough to enter Trunkar will be punished for his foolishness. The Minotaurs always have a lot of mithril and iron in reserve.

PARTRAX - The Orcs of Partrax live in the centre of Rutax. They are doomed to live in the eternal swamps of Ithilia. But, they motivated themselves, and began building up an economy. They failed of course. Now, a wizard rules Partrax. Will he be able to do a better job? The Orcs, in their attempt to build up an economy, have built a strong wall around their city which is still standing.

IXI BANZAY - The Lizardmen of Ixi Banzay are the only druidic race on the southern part of Ithilia. They live in the east jungles of the island Rutax. They have spent a lot of time on the research of magic, and they have been rewarded. They haven't paid a lot of time to economy, but with the iron discipline of the Lizardmen, they will surely succeed catching up with the rest.




This world has been developed by Korneel Duyvesteyn.
Please send any questions, suggestions or other remarks concerning this world to him.

Khaydon

The World Of Khaydon

"Laniatus terram malibus liberabit"

Many ages have past since where we now are: the current Khaydon. Once, Khaydon was home to many tiny miniscule creatures, until the Old Ones arrived from an another dimension. They developed some of these tiny creatures into beings that were able to work and fight. The species were called 'Lizards' and are the predecessors of the creatures which are currently known as Lizardmen.

Suddenly a terrible disease came, and the Old Ones died, except for one - Kirion, master of power. Kirion saw other species develop, the Elves, Dwarves and Humans. He set out expeditions to eradicate the newly developped races. He destroyed the Orcs, and the Humans. To his annoyance the Dwarves were a sturdy race, which didn't give up very easily. Also the Icelanders were a bunch of irritating guys, where they lived, no Lizardman could ever live. Kirion also didn't bother much about the High Elves and Dark Elves. They were in constant war, and didn't pose much of a threat. Kirion also possessed an item, known as the spirit root. With that thing, Kuan-Wu, home of the Lizardmen, looked very fertile - a truly awesome item.

When this was all done Kirion decided to travel beyond Kuan-Wu. His mental strength was very good, but his physical strength was not! He moved over the water, and found a vulcano. On the vulcano he encountered several never-seen-before creatures, like giant scorpions. When Kirion noticed their rather primitive way of thinking, he quickly made an end to their pathetic lives, but one creature was resistant to the mental attack. It was Arakar, old and beardy Dwarven runelord, living around, in and on the vulcano, friend of the local creatures. Arakar appeared hostile, and attacked with help from powerful Magical Items. The fight ended quickly. Even though Kirion knew himself to be invincible, he could not withstand Arakar. Arakar killed and took the spirit root and threw it into the vulcano - Arakar died 56 years later.

In the meanwhile The Dark Elves had finished off the High Elves. The Dwarves have rebuilt their empire. The Lizardmen were leaderless, and needed new mage priests and even the humans began flourishing again. Now, many centuries later, the lizardmen have new leaders. They will show the other races who the leaders of the world are!


There are 5 factions in this world:

FACTION #1 Lizardmen - Continent: Kuan-Wu

Once, Khaydon was a world totally inhabited by Lizardmen. After a while the other races began developing, The Lizardmen lost control of the situation when their great leader and lord Kirion found his death, the supremacy was over. The last Generation of New Ones founded a holy Alter to remember Kirion. They formed a great barrier around it securing that no mage priest should ever enter. The Alter was for powerfull heroes to enter and find new magic powers. Many of the other races want to control and (ab)use the great power contained in the Alter. The Lizardmen decided to defend their Altar with utmost determination, and to show the other races who were, and are, the leaders of Khaydon. If the Lizardmen manage to totally eradicate another race, Dark Elf, Humen or Dwarf, the remaining two races will stop their resistance, and try to flee from Khaydon before the Lizardmen can get them as well.
The Lizardmen are specialised in the working of water. They pay quite much time in researching new watery spells. The Old Ones also made a mighty artifact to secure no ships can enter their island Kuan-Wu. They are still in search of the personal artifact of Kirion. It is said the crops will flourish when that thing has been found. They are also masters of calling up the devastating Tornado where they want. No Lizardmen will ever practice the dark arts.

There are currently 7 Lizardmen Towns on Khaydon:

XLA-TEPEC - The youngest Lizardmen city has a great view over the eastern seas, and over the barren deserts of Xla-Tepec. This place used to be jungle, but the Dwarven hordes once conquered it, and cut down all trees.

XLARIAN - The oldest of lizardmen temple city is situated in the midst of the jungle of Kuan-Wu. Due to very humid and hot conditions this city is the home of many varying reptiles and unknown creatures. The holy Altar can be found in its backyard.

TIPIXANTEC - This temple city is laid in the midst of earth. These lizardmen haven't seen the daylight for centuries, and only feed themselves with trunks, and small insects living underground.

AERIATEPEC - This proud Lizardmen colony can be found in the skies. The palace of the current mage king is made of pure gems, and enjoys great respect among his people. This city is one of the greatest lizardmen temple cities in the world.

DABARTICI - Home to yet another Lizardmen folk. This city is famous of its chameleon assassins, because they are needed to prevent the dark elfs of getting near their ancient and precious temple city. Many a Dark Elf has found his end near Dabartici.

TENOCHTITLAN - The most isolated of the lizardmen ancient temple cities. They always have been a race of lizardmen fond of trading with orcish raiders coming from the southern seas of Kuan-Wu. These orcs do not seem to have a real 'homebase'.

HUIXI-REGARTEC - The city always practised farming at a very high rate. Due to a nearby Vulcano, the lands are all as fertile as a Lizardmen lady. Sometimes they are hindered by raiders of the snow, mysterious people entering Kuan-Wu from the north.


FACTION #2 Dwarves - Continent: Karobax

The Dwarves of Khaydon live on the warm island of Karobax. The Dwarves adore the hills and mountains nearby. They mainly use their magic to make precious magical items to increase the strength of their heroes. A great deal of time is spent on finding and inventing better items. Some Dwarven mages have specialised in the way the nature works; They especially use heat and fire in their magicks. They also use this heat in their building. It is said Dwarves can be build as fast as a Dwarvish Runner can run.
The great goal of the Dwarves in to invoke their gods to make the world full of mountains, hills and other iron-full regions. Every race will accept their supremacy then, but it will only be possible when they find, and take control of the Holy Altar of Kirion. The mages of the Dwarves will draw its power. The earth will tremble when that is reached - beards will have their growing speed dubbled, mountains and hills will come forth from the seas.

There are currently three Dwarven cities on Karobax:

GARABOR - City of one of the Hill Dwarven Kings. They are living so high in the mountains, that they actually live in the skies. The food is very sparse, but the precious gems, which can be found here in vast quantities make up the miss of food.

OLD KIRCHTEN - The Underdwarves prefere to live more near the ground. They live on the flat plains of Karobax. The always go mining in the nearby hills and mountains and have good contacts with the Dwarves of Arabar and Garabor.

ARABAR - This Hill Dwarven Colony is situated in the midst of the mountain plateau of Karobax. The people always fear that the lizardmen of Xla-Tepec will come for them, because of their grugde, because the Hill Dwarves of Arabar cut down all trees around Xla-Tepec many centuries ago.

FACTION #3 Humans - Continent: Ariatna

The Humans of Khaydon are living on the northern island, called Ariatna. They are very peaceful to each other, but also to other races. They want to make the world a better place, which can only be reached by finding, and taking control of the holy altar of Kirion, the once mighty Mage-Priest of the Lizardmen, and draw the power of the holy altar.
The humen wizards spend a great time on sitting behind their crystal balls, searching for the holy altar of Kirion in order to restore peace on Khaydon. One dervish clan managed to flee the onslaught of the Lizardmen and fleed to Ariatna.

There are 3 houses living on Ariatna:

NORE KJOLDEN - These icelanders once left the cold of the arctic regions in search for better places to grow large. The leaders of these houses were always concentrated on economics and trade. They are now settled on the most southern taiga's of Ariatna.

HALGON - This Dervish trade post was found many centuries ago. They were in constant war with the inhabitants of Ariatna, the icelanders, but now they have found peace with the Icelanders, and a great symbol of peace is standing in Halgon, remembering the peace on Ariatna.

KREGAR TOREN - These Icelanders never left the cold harsh environments on the arctic regions. They are in peace with the people of Halgon and Nore Kjolden, and they wish to remain so until the end of time arrives.

FACTION #4 Dark Elves - Continent: Cerialis

The Dark Elves eradicated the High Elves am age ago. They are now the only Elven race left on Khaydon. Their masters adore great buildings, the castles of the current Dark Elf commanders are the biggest of all, and all cities are surrounded by a high castle wall.
The Dark Elves never practised the druidic arts, their mind, body and way of thinking is purely dark. Their soul rippings will be long remembered in the Lizardmen chronicles.
The Goal of the Dark Elves is to make all people as wicked as they are themselves. This can be reached by snatching, and taking control of the Holy Altar of Kirion on Kuan-Wu. The dark gods will come alive when a dark elf mage enters the Holy Altar, all races will have their minds tormented.

The Dark Elves are all practising Black Magic.

There are three dark elf houses still remaining on Khaydon, situated on the island of Cerialis.

CAELIARIZ - This city is situated in the warm south of Cerialis. It contains the best practisers of the dark arts of all dark elves, because they can draw their strength from the nearby deserts.

HURATAR - This dark Elf house always gives great feasts because of the high food production nearby. They also build the most boats of all Dark Elf races. The forests provide them with enough wood.

BLARIAN - The Dark Elves of Blarian often live on ration. However, they always have plenty of iron and stone. Their castles are the biggest of all, and the walls reach up into the sky. The city is in the middel of Cerialis.

THE PIRATE COAST

Far away in the cold south there is the home of the pirate orcs, the last remainors of the orcs holocaust ages ago done by the Lizardmen. They still haven't forgot this deed, but they know the mighty Lizardmen can easily 'dispatch' them, even without Kirion. They have been doing kind to the lizardmen, and now they are in quite good relationship with the Lizardmen, but in their tiny brains they still remember the holocaust. They will never be able to kill all Lizardmen, nor will they be able to steal the holy artifacts within Kuan-Wu. However, the saga of Kirion is well known in the Pirate Coast. They will search the artifact Kirion dropped in the hot vulcano long ago. The item what will cause tremendous quakes all over the world. The God Utrak Bonecrusher will come down to punish the Lizardmen and all other races for the evil they have done to the orcs with the help of that artifact.

The Orcs will rejoice, when the orcs can give the 'original' artifact to their God.

The Orcs have been blessed with mighty artifacts from their god Utrak. They are practising the druidic path.

PIRATE COAST - The home to the last remaining Orc clan. In their cold lands, they do not fear a great invasion of another folk. They are constantly in search of the vulcano where Arakar dropped the mighty artifact of Kirion after Arakar killed him.


Khaydon - A Scenario World

Khaydon is a scenario world, which means some things are slightly different compared to a 'normal' world. These are all the special features Khaydon offers:

  • PRESET ALLIES - Each wizard starts the game with several allies. These groups of allies are called 'Factions'. Members of Factions may betray members of the same faction. They may also ally to members of different factions. Although, these two options might not be the best for the players. See 'preset victory conditions' for more information. On Khaydon, there are five factions. One faction is represented by seven members, three with three players, and there is one "faction" of one player

  • PRESET VICTORY CONDITIONS - The world of Khaydon has preset victory conditions. Each faction can win the game, before the whole opposition is weeded out. The faction of the Lizardmen needs to eradicate one other faction, excluded is the Pirate Coast of the Orcs. The Dwarves, Humans and Dark Elves need to take control of the holy altar, while the Orcs need to find the earth artifact, the spirit root.

    CLOSE DETAILS:

    • If the Lizardmen kill 2 players of one faction, while the last one gets killed by another player, the Lizardmen win the game. If they kill one member of a faction, while others kill the remaining 2, the Lizardmen DO NOT win the game. If a faction of 3 is totally killed by another faction of 3, the Lizardmen also haven't won. So, the Lizardmen need to have killed two members of a dead faction.
    • If the Dwarves, Dark Elves, or Humans take control of the shire, which contains the special place: "Holy Altar of Kirion", they automatically win the game. If 2 allied factions enter the shire, then none has won. There can only be one faction in the shire, to secure a victory.
    • The Orcs will have won when they dig up the spirit root, the old artifact of Kirion. They need to transfer the artifact to their 0 hero first to secure victory. There is also a way to magically create the artifact. This will not secure an auto victory. Only the original spirit root will do the trick. Hint for the Orcs, and all other players: Exploration can be done by undercover heroes.

    The Lizardmen, with their knowlegde of both water and air magic, will theoretically be able to totally dig themselves in. To make sure they need to play somewhat aggresively, the Lizardmen will all be vanquished when one Lizardmen player gets killed by an Armageddon.

    There will be no code, which automatically detects when a factions fulfills its task. Therefore, when one faction thinks they have fulfilled their mission, they should give the proof to the creator, who will declare the game winners then, if the mission was fulfilled succesfully.

  • TRADE WITH THE OUTER WORLDS - To prevent that players get advantages by making news, this special feature is implemented. Every turn, each faction can trade with the outer worlds. Each faction can ask a certain amount of resources every turn. Every player can ask 500 resources or 2000 gold every turn. These are the profits made by trade with the outer worlds. If a player doesn't ask the resources for one turn, the resources will be added to the totall amount of resources that can be asked for. So, if a player hasn't asked resources for 10 turns, he can use 5500 resources in one turn
    These resources will make sure no faction will suffer a great shortage on any resource. Please send your wishes to the creator (grimnir@dds.nl). News can be made as normal. Instead of sending your news article to WoWgames, send them to the creator. He will make sure the news will be in place every turn. The blurbs won't change, and will be for resources as normal.

  • PRESET RESEARCH PATH - The Lizardmen and Orc will always start as druidic wizard. The Dark Elves will always be Dark. This has been done to make the game more realistic. The Dwarves and Humans can choose to be druidic or dark themselves. It is recommanded that at least one of both these races becomes a druidic mage.

This world has been developed by Korneel Duyvesteyn. Please contact the creator for questions and remarks concerning this world. His address is grimnir@dds.nl A designor's request: Please send all game related messages (trade with the outer world, news) with "Khaydon" and the subject of the message in the subject line (trade, news). The player number would also be nice to know. For instance: "WOW Game 16 Khaydon News turn 12 Player 8". Thanks ahead. I hope everyone who plays this maps enjoys it much!

Shadowmoth

The World Of Shadowmoth


Shadowmoth is a large world of several continents and planes. The cities of this world had long been under the tyrannical rule of the Dreadlord, but with the return of the wizards and the banishment of the Dreadlord, Shadowmoth is now a land of opportunity. with the common enemy removed, cities now turn on each other, all determined that they will be the one to remain.

The surface of Shadowmoth consists of the main continent of Mooncrest and the two Islands of Firestone and Icelarna. An expanse of Astral Plane floats above while the Shadow Stretch and Shadow Claw sit below in the Underworld.
 

AMAZONS

Amazons are a race of jungle dwelling warriors. Both their males and females are the fittest of nearly all humans.The Amazonian cities blend almost perfectly into the jungle. The amazons are formidable opponents, especially in their own territory. Poison darts seem to fly from naught but trees at any that enter their domain. There are many Amazon cities scattered throughout the jungles of Shadowmoth.

GILITA - The great Amazonian city of Gilita may be found buried deep within the Southern Mishlon Jungle. These people live a secluded existence, producing everything they require from the jungle in which they live. They have never been involved in wars but have easily dispatched any scout who has ventured too close to their secluded city.

HITE - The jungle, dominated by nature, still allows the Amazons of Hite to co-exist. However any other races trying to enter will soon experience the crush of a cobra or the sucking of quicksand. If any were to survive the natural hazards a volley of poison blow darts would soon end their streak of luck.

DEEP VINLA -This jungle city is situated in the hollow of the Basfma Basin. The surrounding mountains shelter the tropical forest and its Amazonian inhabitants from the elements. Almost untouched by other civilisations, few make it far enough into the dense region to cross any of its people. The jungle provides the wood and food required to support their primitive but powerful culture.
 

DARK ELVES

Dark Elves live exclusively in the Underworlds of Shadowmoth. Splitting from their high elven cousins many millennia ago, the two are now almost as separate as humans and gnomes. The slim build, dark complexion and white hair of this race makes any dark elf stand apart from all others. Their society, dominated by priestesses, is one which revolves around combat and treachery. The dark elf society is divided into cities ruled by families known as houses. The houses of the underworld are constantly duelling each other for supremacy while still trying to evilly enslave all other races.

KLAZAR - The house of Klazar controls this city in the central Shadow Claw. It constantly masses armies to defend against the attacks of the other three houses in the area. House Klazar is known for it's particular affinity with the magic arts and hence is feared above all others by the other houses.

BLAZAR - Feared for its army of beasts, the city ruled by House Blazar is given a wide berth by all sensible creatures. The huge Temple of Darkness forms an imposing centre piece to this city. Slaves are used as food for the beast pits rather than forced to work, making death preferable to capture when battling this house.

VLAZAR - This house wars the other three houses of the area with expert swordsmanship. The Dark Elven city produces some of the finest Duel Warriors ever seen. The dome shaped castle that looks over the city would be a wondrous sight if not for the dark mist which constantly hides it.

XLAZAR - The lowest ranked of the four Dark Elven houses located in the Shadow Claw is Xlazar. An ambitious group of young nobles intend to change this as the war council meets regularly to lay plans for legendary victories. Although small, Xlazar has some of the finest buildings in the underworld and resources to ensure that their expansion is not limited.

THRUSHBILE -This solitary Dark Elven house has formed a city far from any others of their race. This means that they are forced to turn their aggression to cities other than opposing houses. The city ensures that it is always protected by a guard of elite warriors - a guard which may march to attack as well as stand and defend.
 

DERVISHES

The Dervishes are nomadic tradesmen of Shadowmoth. They may survive anywhere by trading for huge profit, no matter how few resources they may have. Many of the Dervishes are both merchants and scimitar wielding warriors, but frequently mercenaries are hired to do battle as well. They converse with all races yet can also stand alone against any.

NEW FLASHMAR - This recently constructed trading post has been set up as a temporary Dervish base, the Dervish's true home being not in the harsh desert but in the city of Flashmar. Displacing the Minotaur invaders has not proven to be easy - since being forced out fifty years ago the Dervishes have survived quite comfortably trading the many gems that blanket the desert. However, pride drives them to try to retake the city that is rightfully theirs.

PORT HARLINGTON - This lumber and ship building site is the source of much of the Dervish Merchant Fleet. Ships are both constructed and repaired in this wooden city. The forest, turned initially into the site of a small lumber yard, now holds an entire city of merchants loading and unloading cargo and tradesmen producing wooden goods. The majority of the population work on the ships which keep this trade centre on the Northern Firestone Sea alive.

DILMA - This dervish outpost is known for its exquisite jewels. Tradesmen put up with the cold only for the constant supply of fine precious stones available. The Jewellers of this town have formed a cartel which monopolises the entire Shadowmoth market. The riches of this town are also well guarded with mercenary soldiers standing watch outside most buildings.

CROSSROADS - A large trading post, the Dervishes have somehow made their way to the Astral Plane and established a very profitable trade centre. Peace with all the surrounding cities is vital as the region is a major thoroughfare. This increases the market value of the city but decreases it's defensibility should someone not be happy with the deal they received.
 

GNOMES

Gnomes are small demi-humans known especially for their weird and wonderful inventions. Another peculiar trait is their fast and continuous speech. In all Gnomish cities many inventors' workshops can be found. From these areas come contraptions that will both amaze and bemuse. Although the practicality of many of these inventions may be questioned the gnomes' creativity is one quality that makes them such a strong race.

JUNGOLIMBOLS - This new settlement was formed in the jungle after one Gnomish experiment lead to the formation of a lava gushing volcano and the destruction of their old homes in the neighbouring region. The Gnome responsible, Finiasyyiplebal Digaholefartodeepforowngood, was banned from attempting any more thermal energy experiments for 100 years (a relatively short period in the lifespan of a Gnome). The new home provides plenty of food.

HIABUVANYWERZUS - An ill thought out Gnomish experiment has led to this city being located on the edge of the Astral Plane. The Gnomes are constantly fascinated by their position and the make up of their region. The Astral Plane is able to mystify the simplest of minds but it keeps a Gnome constantly thinking for centuries.

DEAPUNDAROC - The Gnomish inventors of this city are constantly challenged to come up with defensive devices to repel the regular Dark Elf sieges. Deapundaroc is one of the few Gnome cities that remained underground rather than exiting to explore Shadowmoth. Despite the constant threat of Dark Elf invasion, the Gnomes live happy and content lives.
 

HALFLINGS

The Halflings are a joyful race of small demi-humans. Known for their lack of height and hairy toes, Halflings form together in towns known as shires. The Halflings favourite territory is hills, which they build their burrow homes in. The relaxed life-style of the Halflings can be vigorously defended when threatened. Halfling slingers and pony riders may quickly be gathered to repel any unwelcome visitors. Having highly developed agricultural skills and requiring little food for sustenance, the Halflings manage to survive prolonged sieges and have on many occasion won out with sheer patience - a quality their attackers severely lack.

HAIRY HOLLOW -The pleasant Grasslands of Hairy Hollow are inhabited by a shire of Halflings. The pleasant area is enhanced by the good cheer of it's peace loving inhabitants. The burrows of the city surround the largest structure, the Town Hall. It is here that Mayor Triman Wonkynose sits in office. With no enemies the Halflings of Hairy Hollow live a quiet life of smoking pipes and fishing.

MELHAY RISE - The peaceful inhabitants of this Halfling community steer well clear of their Minotaur neighbours. Attacks can be spotted early and burrows sealed from the high ground on which they are situated. Being the masters of farming, many a season's crop has been stored in barrels safely below ground. A network of tunnels allows the Halflings to continue existing for months without threat of outsiders.

GOTHAMER - The agricultural village of Gothamer has soils so fertile that the population has swelled to the size of a city. The Halfling farmers are renowned for their crops of large vegetables and barley. The barley is used to create some of the finest ale in the land.

FINTON HEIGHTS - These rolling hills contain the burrows of a thriving Halfling community. They live a peaceful existence, never creating trouble by straying too close to Bastion Swamp. They farm the gentle slopes of the hills supplying plenty of food for themselves and to trade with the colder northern regions of Icelarna.
 

HILL DWARVES

Hill Dwarves are renowned everywhere in Shadowmoth for their skill as weapon smiths. The short stocky race also has a passion for forging the earth's minerals into many types of objects and artifacts. Unlike their Under Dwarf cousins the hill dwarves like to spend the majority of their time on Shadowmoth's surface. The hours spent by dwarven smiths in the smelters have given the hill dwarves an armoury that makes all envious.

MISTLEVEIN - The strong Hill Dwarves of Mistlevein mine some of the richest materials in Shadowmoth from their mountains. The dwarven city is actually a fortress, protecting their precious produce from the many enemies that come forth. Clans of orcs have been completely eliminated from the surrounding swamps but now more seem ready to journey leagues to do battle.The Dwarven Citadel sits atop rolling hills over looking slushy swamps to one side and parched deserts to the other.

MUDVALE - The once thriving hills of Fairhale have been turned into a submerged bog. By angering a witch on one of his many adventures, Dwarven Lord Lowbeard brought this curse upon his City and people. Mudvale, a cruel nickname which has stuck, refers to the remaining collection of buildings. Forever stubborn, the Hill Dwarves shall not give up, and work ever harder to restore their city to its former glory.

KALINTAL - Situated in a volcanic region, the Hill Dwarves of Kalintal use the heat advantageously, aiding their metal crafts. The lava and steam aid the smiths to forge weapons, tools and objects of tremendous quality and worth. These fine armaments are regularly required to fend off raids from the nearby Minotaur city of Grandfor.

ICEVALE - Although the inhabitants of this region refer to themselves as Ice Dwarves, the elders of their race know that they are descendants of a group of Hill Dwarves exiled from the mountains into the frozen wastelands. Despite their past the Ice Dwarves have built a solid town which is run fairly and wisely.

ASTRAL DIGMAR - The Hill Dwarves residing here magically entered the Astral Plane many years ago, to use its plentiful supply of gems. The first settlers created this sister city of Kalintal and the craftsmen have successfully worked here ever since. The wares are frequently traded at the Dervish city of Crossroad.
 

HIGH ELVES

The High elves are one of the most ancient and noble races on the face of Shadowmoth. Long flowing blond hair, sharp facial features and a slight build are the characteristics that make this race stand apart. The architecture of the elven cities is something many a traveller has journeyed to see in safer times, but now that troubled times approach, the cities will be seen as defensive strongholds rather than cities of great aesthetics.

FINILAS - The enchanted Forest of Finilas stands out like of jewel from the putrid swamp surrounds. The High Elves that populate Finilas are often referred to as the Moon Elves. Their pale skin and sparkling eyes remind many of the night sky. The Elves worship the moon gods and treat the nearby Inland Moon Lakes as a holy site. Continual war with the bitter Billak Orcs hasn't tainted the purity of these people in any way. They remain a strong race that will hold out against evil, no matter the odds.

RIVERS GROVE - Dividing the Eastern Firestone Sea in half is Rivers Grove. The city is formed on the river Hilton from which the famous Elven fleet often sails. The High Elves who reside in the city are famous shipwrights and navigators. The beautiful city blends almost perfectly into the forest - the difference between city, grove and woodlands is very difficult to distinguish.

GALIFIL - The tree top city of Galifil is home to a large number of high elves. Sitting in the tall oaks of the ancient forest, archers protect the High Elves from any aggressors below. In the workshops up high, the craftsmen carve the forest's wood into many valuable and useful works.

HIKVALIS -The Wretched Swamp contains the cursed High Elves of Hikvalis. Unable to return to their nearby forest home, the elves remained trapped between the sea and the forest they long to return to.
 

MINOTAUR

Minotaurs are clearly one of the most fearsome races to frequent Shadowmoth. Their culture, revolving around the warriors, ensures that only the strongest survive. Standing 8 to 10 feet tall with a bull's head atop a human torso they intimidate any they meet in battle. The proud Minotaur cities revolve around a class system - the Minotaur nobles are the strongest and greatest of the race. The natural aggression of the race leads to a continual struggle to gain status through brawling with other members. The labour is all performed by slaves of other races. Kobolds are kept in pits beneath the city. Peasants, the lowest class of Minotaur, wield whips to flail the minor races to work or death. Any who venture near the cities of Minotaurs generally find themselves joining the ranks of slaves.

FLASHMAR - The city of Flashmar has been the scene of many wars and sieges. A key central city in Northern Mooncrest, it has been inhabited by many races over the centuries. In the last two it has been occupied by a fearsome clan of Minotaurs. Despite several attempts to retake the city by the Dervishes they displaced, Flashmar has remained solely under the control of it's half bull owners.

CORNICK PASS - The warrior Minotaur race has built a fortress city on this key region of hills. The pass must be crossed to travel by land between southern and central Mooncrest. The tall stone walls of the city look imposing to any would be attackers. The Golden Horn crest flies on the flags that flutter above the cities' towers. The residents take great pride in the military importance their city holds and are always ready to bear arms and defend it.

GRANDFOR -Standing high atop the mountains sits the proud Minotaur city of Grandfor. Lines of Kobold slaves haul supplies from all around to the pinnacle on which the city stands. Many collapse and die being flailed to death by a minotaur's whip. The hot conditions of Firestone Island do not worry the huge beasts who are settled and will not move for any army or anything.

AZIR - Minotaurs are rumoured to be the only race to have their origins on the Astral Plane. The twin cities of Azir and Riza give some support to this theory. Azir is the most well developed city on the plane having structures dating back thousands of years. Azir is the southern most of the twin Minotaur cities.

RIZA - Riza is the more modern of the twin Astral cities. Although younger, Riza has a population to match that of Azir. The two cities are competitive in many ways, leading to disputes which often result in war. Recently the two cities have been at peace, both having eyes looking towards the valuable city of Crossroad.
 

ORCS

These evil creatures are renowned for their ruthlessness and lack of compassion. There are many orcish kingdoms spread across the world of Shadowmoth, all places of pure evil.

BASTION - The main feature of this swamp is the gigantic Stone pillar raising from its centre known only as the Bastion. The orcs of this region worship the object, building a holy city at its base. The fanatical Orcs will slay any creature that enters the sacred region and will never leave despite the unpleasant environment the swamp provides.

BILLIAK - Built on one of the few solid pieces of mud in Billiak swamp, the huts of its citizens form a shambled city. The wretched orcs of Billiak are at constant war with the elves of Finilas forever trying to fight out of the hated swamp and onto the dry lands. Hunting the deadly creatures that reside in Billak swamp ensures whelps can handle a weapon from a very young age.

CAMOTH - A large tidal swamp supplies plenty of nutrients for the Orcs that reside within. A diet of mudfish and swamp root allow these beings to survive. They ever search and raid however, for the precious gems that their shamans crave. Surrounded almost entirely by ocean the swamp dwellers have never sailed the seas. The most ancient of elders have foreseen, however, that a great Orc warlord shall harness the sea's power and then lead his people to the mountains of fire to claim the hordes of precious stones which await.

GARASHLINT - Garashlint is home to yet another of the many swamp orc clans in the region. The twisted and bitter creatures live to war against other clans or any other races they may find. The stagnant swamp in which they reside only swells the anger and hatred of this clan.

DEEP MALISH - The orcs hide in this city from the harsh sun in the world above. Having given up almost all hope of a better life, the orcs dwell here waiting for death. Constant bickering between themselves is all that keeps their pitiful society going.
 

PLAINSMEN

Plainsmen live off the land of their home region. They are tribal in nature and manage to exist in harmony with both animals and nature. They also produce a great number of highly skilled warriors and tradesmen combining to make a powerful force.

RIANSDALE - The lush plains of Riansdale support a large population of Plainsmen. The plentiful food creates a happy society without care or threat. The population spends their days hunting and farming, while most nights are filled with festivities.

ZALTIMAR - The once flat plains of Zaltimar now are a series of rolling hills. The volcanic activity of the unstable Firestone Island drastically altered the region. The plainsmen of Zantiar have been forced to change their nomadic existence, gathering together to form Zaltimar, while adjusting to new land form and lost resources that were associated. The inhabitants of the new city have weathered the changes well and now begin a slightly different life on Firestone Isle.

GOISH - These once fertile plains of Icelarna have succumbed to the bitter cold becoming frozen tundra. The plainsmen residents of Goish may soon move to the nearby thawed grasslands. The Plainsmen have a well developed city however and will most likely persist with the cold for the structures they have built.
 

SANDPEOPLE

The Sandpeople are a mysterious race of desert dwellers. Few know how they survive in such a barren environment or how their society functions. The only contact others seem to have is having caravans raided under the cover of sand storms. These people seem to appear and disappear into the sand itself. It is rumoured that there are many great cities of Sandpeople in the deserts of Shadowmoth.

MIVSALAR - The haze of this flat desert some how hides the massive Sandpeople city of Mivsalar. The people of the area know enough oases and caves to be able to live with ease in the harsh environment. Travellers or scouts who venture close enough to spot the city are soon disposed of, making a guess of it's size or status impossible to other races.

KI - This bottom section of the Great Western desert is roamed by the mysterious Sandpeople of Ki. The desert city is constructed of small hovels hidden amongst the dunes. The size of the city cannot be judged other than from the air above.

DALIBAR - This section of desert situated in the Great Western Desert is covered with buildings forming the largest city on the surface of Shadowmoth. It is a huge population that few outsiders are aware of. Surrounded by Ocean and more desert the Sandpeople of Dalibar have managed to maintain the isolation they desire. The society functions extremely well considering it's size and lack of organised guidance.

JAVAC - This city of sand is situated on a strange border between The Great Western Desert and Forest. The Sandpeople of Javac are some of the few members of their race who communicate with outsiders. Although not engaging in dialogue, trade has commenced with the High Elves, situated in the nearby forest. For their plentiful supply of gems the people of Javac receive wood to expand their city and build their armies.

SAND HAVEN - The city of Sand Haven is situated in the Sand Caves beneath the Great Western Desert. The natural springs and rock pools make this a natural oasis beneath the dry surface above. The Sandpeople rarely have the need to venture up into the desert and do so with extreme caution.
 

UNDER DWARVES

Under Dwarves are stocky demi-humans who spend the majority of their time in the tunnels and caverns of Shadowmoth.They are masters of obtaining the ground's wealth, and mine in constant pursuit of the sacred metal Mithril. The dwarves spend their days mining the metals, which make the weapons that they battle their enemies with.

KHAYMAY - This Under Dwarf mining settlement of Khaymay has grown to such an extent that it is now referred to as a city. Shifts of Dwarves work the mine shaft constantly, unearthing many precious metals. The bellows are also constantly working to process the ores found.

MITSALONHALL - This is the first Under Dwarf settlement outside the Shadow Stretch. The experiment appears to be a success with a strong group of healthy Dwarves mining and smeltering the metals of the region. The choice to settle in a peaceful area on the end of Shadow Claw has proven to be a wise decision.

WHINING HALL - The dwarves of Whining Hall are constantly training troops to defend against the ongoing Dark Elven attacks. Those not training are working as weapon smiths, producing strong reliable weapons to slay scrawny elves with.

ABLERTHALL - This wise King Ablert celebrates his 647th birthday during this year which also marks the 500th Anniversary of his founding of the city. The city has grown from a few small buildings and cave dwellings to one of the largest cities in the underworld of Shadow Stretch.

VOPEHALL - Although still residing in the underworld, the dwarves of Vope Hall are the first to consider venturing to the surface - a move which has enraged the elders - but the youth of the Hall yearn to explore the surface and conquer its wealth.
 

Varlania

The World Of Varlania

Varlania, a large continent surrounding a great Inland Ocean. The cities that appear in this rich land are of a great diversity. The races of this world are also many and varied. These cities have long remained autonimous and without guidence for expansion. The coming of the wizards has changed this. All localised race wars have ended as the new city heads, gifted in the arts, wield populations towards the greatest battle of all .
 

AMAZONS

Amazons are a race of jungle dwelling warriors. Both their males and females are the fittest of nearly all humans. The Amazonian cities blend almost perfectly into the jungle. The amazons are formidable opponents, especially in there own territory. Poison darts seem to fly from naught but trees at any that enter their domain. There are two major Amazon cities on opposite sides of Varlania. To the east Glialle and in the far west lies Cairino.

GLIALLE - Bordered by swamp and jungle, this large amazonian city supports many of its people. While the difficulty, traversing the surrounding terrain is seen as hindrances to many, the wise elders of the race realise it is a valuable defence against the nearby Minotaur population. The people of Glialle are provided with plentiful food and supplies by their home region but the external threats always loom near

CARINO - The dense jungle of the west hides the city of the fearsome Carino amazons. This city is made up of a single warrior tribe. The jungle areas once inhabited by many tribes are fertilised by the blood of many wars. Now only one tribe, the Kilma, stand. Known for their cannibalism traits and bone armour, the Kilma tribe of Carino are often though of as mere savages. However the cunning and underlying intelligence of these people soon become apparent to any adversaries

DARK ELVES

From deep in the underworld, the dark elves have recently resurfaced. Splitting from their high elven cousins many millenniums ago, the two are now almost as separate as humans and gnomes. The slim build, dark complexion and white hair of this race makes any dark elf stand apart from all others. Their society, dominated by female priests, is one which revolves around combat and treachery. The only Dark Elven city on Varlania's surface is that of Mitzron

MITZRON - The city is divided into 5 families or houses, as they are known. The Ruling house Duandril has its temple situated in the centre of the city. The other four houses are situated on each point of the compass from the central temple. The incredible swordsmanship of the Dark Elves has for the past centuries been limited to wars between the houses. However an uneasy alliance between the houses five houses has lead to the surrounding regions becoming increasingly nervous
 

DERVISHES

The Dervishes are nomadic tradesmen of the desert. They converse with all races yet can also stand alone against any. The major dervish trade centres is the town of Cazil

CAZIL - The spires of tall towers of the Dervish city can be seen from many miles away. The arid desert in which it lies produces little food but its riches in gems and the such provide an even more valuable resource for trade. Many of the Dervish are both merchants and scimitar wielding warriors but frequently mercenaries are hired to battle instead. The only other race managing to survive the northern deserts are the sand people, a force with whom skirmishes frequently occur. However the defenses of Cazil have thus far been the match of any who have tried to breach them
 

GNOMES

Gnomes are small demi-humans known especially for their weird and wonderful inventions. Another peculiar trait is their fast and continuous speech. The major Gnomish capital of Varlania is Goopantrophsville (it's full name being Goopantrophsvilleprankdispentalcartonmaniraspinflutsworthcarnia).

GOOPANTROPHSVILLE - The fascinating city of Goopantrophsville appears to hang of the edge of a sheer cliff wall with a strange array of cables and struts supporting the structure. The back of the castle extends back into caves and tunnels where the remainder of the cities population reside. Deep within the labyrinth of caves lie the many inventors' workshops. From these areas come contraptions that will both amaze and bemuse. Although the practicality of many of these inventions may be questioned the gnomes' creativeness is one quality that makes such a strong race
 

HALFLINGS

The Halflings are a joyful race of small demi-humans. Known for their lack of height and hairy toes, Halflings form together in towns known as shires. The Halflings favourite territory is hills, which they build their burrow homes in. The relaxed life style of the Halflings can be vigorously defended when threatened. Halfling slingers and pony riders may quickly be gathered to repel any unwelcome visitors. The two major Halfling shires of Varlania are Bagonsville and Farrow Banks

BAGONSVILLE - The Halflings of Bagonsville are farmers in a peace loving community. This peace is continually over shadowed by the ever-present threat of nearby Orcs and Minotaurs. Having highly developed agricultural skills and requiring little food for sustenance the Halflings manage to survive prolonged sieges and have on many occasion won out with sheer patience. A quality their attackers severely lack. Having survived many centuries the robust Halflings of Bagonsville may be considered strong, even if not in physical strength

FARROW BANKS - Living peacefully with High Elves in an area of well removed from danger, the Halflings of Farrow Bank live a relaxed lifestyle. They have a plentiful food supply fishing the surrounding waters and running stock on the surrounding hills. The centre-piece of this small shire is the Town Hall where the towns Mayor Bromo Puddyfoot resides. The mayor runs what is an efficient yet laid back community
 

HILL DWARVES

Hill Dwarves are renowned everywhere in Varlania for their skill as weapon smiths. The short stocky race also has a passion for forging the earth's minerals into many types of objects and artefacts. The only sizeable population of Hill Dwarves is in the city of Silverdale

SILVERDALE - The Dwarven Citadel sits atop rolling hills over looking ocean. There nearby underworld Entrance supplies the required materials for the craft around which the dwarves life revolves. Unlike their Under Dwarf cousins the hill dwarves like to spend the majority of their time on Varlania's surface. The hours spent by dwarven smiths in the smelters have given the hill dwarves an armoury that makes all envious
 

HIGH ELVES

The High elves are one of the most ancient and noble races on the face of Varlania. Long flowing blond hair, sharp facial features and a slight build are the characteristics that make this race stand apart. The architecture of the elven cities is something many a traveller has journeyed to see in safer times. But now that troubled times approach, the cities will be seen as defensive stronghold rather than cities of great aesthetics. The two greatest of the elven cities a Falnaile and Negolasis. Once a single city, the two were split in the War of Souls. Kilthas (one of the greatest of elven sorcerers) eventually ended the war by creating an earthquake, which literally tore the city in two. The dividing crack now forms a part of the Great Central Ocean

FALNAILE - On the western edge of the water lies this High Elven city. It tall spiraling towers and ornately designed buildings make this arguably the most enchanting city in Varlania. Falnailes' residents are both craftsmen and scholars, living a peaceful life. The city is protected by its location and is well removed from any regions containing aggressive races

NEGOLASIS - On the Eastern edge of the water lies the other half of the once whole city. By necessity the people of Negolasis have turned from pursuits of the arts to those of war. With the ever-present threat of vile Orcs and their Dark cousins, Negolasis has become an elven fortress. The city boasts the lands greatest archers. In particular the Heart Bowmen are known in every pocket of Varlania for their deadly aim. Negolasis has been involved in many wars since the War of Souls but instead of weakening the great city, these trials have only strengthened its' will and the might of its' people

MINOTAUR

Minotaurs are clearly one of the most fearsome races to frequent Varlania. Their culture revolving around the warriors ensures only the strongest survive. Standing 8 to 10 feet tall with a bull's head atop a tort human torso they intimidate any they meet in battle. In the hills to the north of the great swamps lies the Minotaur capital of Soliman. Unbeknownst to many, a new minotaur settlement, New Dantron has been formed in the Mountains of the far west

SOLIMAN - The proud Minotaur city revolves around a class system. The Minotaur nobles being the strongest and greatest of the race. The natural aggression of the race leads to a continual struggle to gain status through brawling with other members. The labour in Soliman is all performed by slaves of other races. Kobolds are kept in pits beneath the city. Peasants, the lowest class of Soliman, wield whips to flail the minor races to work or death. Any who venture near the city of minotaurs generally find themselves joining the ranks of slaves

NEW DANTRON - Built on the ruins of the original city of Dantron, a large population of Minotaurs have recently migrate to form this community. Many the descendant of the ancestors who were slaughtered there by an alliance of Plains men and Amazons in the "War of the Blood Stone". This factor alone is enough to stir the city into a warring frenzy. From the tall mountains in which it stands the Minotaurs of New Dantron will send forward many a legion to extract revenge
 

ORCS

These evil creatures are renowned for their ruthlessness and lack of compassion. The two main orcish kingdoms on the face of Varlania are Gnardak and Rashmak

GNARDAK - Based deep within the swamps of Darlak the orcish city lies on a plateau only slightly above the stagnant mud. The community is made about by a mixture of outcasts from several tribes. It is this fact that makes its members even more bitter and twisted than the other members of their race. The actual city looks rather make shift, with mud huts scattered in what seems to be a random order. The centre piece of plateau is a large castle sitting above the rest of the structures, on a raised mound. A wall of spiked stakes surrounds the castle. Several orc bodies of those who displeased their ruled hang impaled on the sharpened structure

RASHMAK - Among the peaks of the Yalmilt Mountains lies this, the largest of all cities on the face of Varlania. The mountain top castle of the ruling clan the "Raks" looks over the many huts and cave dwellings below. The city sprawls over 3 mountains known as the "Three Bastions". The area is avoided by all who are not of the villainous race. The cities existence revolves around war and it devotes far more time to organising raiding parties to pillage food than create it's own. The lower classed orcs work the many mines stemming from the cave dwellings leading this city to have a plentiful supply of the earthen metals
 

PLAINSMEN

Plainsmen live off the land of their home region. They are tribal in nature and manage to exist in harmony with both animals and nature. There is a major gathering of plainsmen on either side of the Great central Ocean. To the north lies Laman and to the south lies Kanton

LAMAN - Recently, Laman has been fortified into a strongly defended city. This change was forced upon the Plainsmen by the number of refugees streaming in after Minotaur attacks on the outer villages. The sudden influx of population has lead to a chaotic sprawl of buildings and disorganisation. However it has also lead to a great number of highly skilled warriors and tradesmen combining to make a powerful force. With vast plains and grasslands on all sides there is plentiful supply of food and resources.

KANTON- After centuries of having makeshift villages destroyed by raiding Orcs the Stronghold of Kanton was built as a secure base for the Plainsmen. Since its construction, the plainsmen have been able to fend of all raids of the Orcish hordes. In addition, the calm seas and adjoining plains insure a rich supply of food for their growing population.
 

SANDPEOPLE

The Sandpeople are a mysterious race of desert dwellers. Few know how they survive in such a barren environment or how their society functions. The only contact others seem to have is having caravans raided under the cover of sand storms. These people seem to appear and disappear into the sand itself. It is rumoured that there are two cities of Sandpeople in the North of Varlania. Moustar and Galnai

MOUSTAR - Amid the swirling sands, travellers will not see this city until they enter it, which will be all to late. Moustar is ruled by a council known as the Conclave. The people of this area know all the oasis's and caves to be able to live with ease in the harsh environment

GALNAI - The smaller of the two cities, Galnai is closer to civilisation and by necessity is more rigorously concealed. The Conclave of Galnai plan all attacks and vents meticulously to prevent the disclosure of their cities position or even existence
 

UNDER DWARVES

Under Dwarves are stocky demi-humans who spend the majority of their time in the tunnels and caverns of Varlania. They are masters of obtaining the grounds wealth, and mine in constant pursuit of the sacred metal Mithril. The two largest Under Dwarven Kingdoms are separated by the Great Central Ocean. In western mountains is Malkal Hall while to the East is Mandor Hall

MALKAL HALL- In the centre of the Talil Mountains lies the tunnels which for thousands of years have been home to the Under Dwarves of Malkal Hall. The bearded creatures spend their days mining the earth's resources and then t turning them into wondrous wears. Malkal Hall is rarely threatened by intruders but an army of well equipped soldiers, waits to great any who try

MANDOR HALL - Rising from the edge of the jungle comes the mountains which form the home of the Under Dwarves of Mandor Hall. The dwarves spend their days mining the metals, which make the weapons, that they war the Orcs of Rashmak with on a regular basis. Mandor Hall is a stronghold with an amazing array of defensive devices allowing almost any siege to be repelled. War is a way of life for the residents of Mandor Hall and in the coming troubled times they will stand against all adversaries

Westentasia

The World Of Westentasia


Westentasia, is a very small world. With only six cities, all under the control of Gnomish mayors. The leadership of wizards is now needed to take over these cities, and hence take total control of all the lesser races that are not yet as sophistocated as the Gnomes in this world. These gnomes, although smart and great builders have lacked the abiltiy to converse with the outside would. Until now.
The world of Westentasia, was created by a very logical god and hence is of a very symetrical nature. Hence those wizards who like perdictability will enjoy this small but interesting world.
The cities in this world were all built on top of large gem mines with deposits that seem to be endless. So magic will be very prominant within this world.
Starting wizards in this world get a very large initial research points value. This will allow them to get stuck right into magic very early on in the game. They also start with a few more basic buildings completed, larger population and more starting resources.
 

GNOMES

Gnomes are small demi-humans knownespecially for their weird and wonderful inventions. Another peculiar traitis their fast and continuous speech. In all Gnomish cities many inventors' workshops can be found. From these areas come contraptions that will both amaze and bemuse. Although the practicality of many of theseinventions may be questioned the gnomes' creativeness is one quality that makes such a strong race.

WESTOCK- Situated in the west of this world. A small gnomish workshop grew into a bustling town and hence with time into a large city.
 

EASTOCK - Situated in the east of this world. A large city of Gnomes that has been around for as long as all the residents can remember.
 

VONNORTH - Situated in the north of this world. The gnome clans of the east and the west, had a dispute hundreds of years ago. That dispute had lead to two gnome armies marching towards each other, heading north as the Ringwon Ocean was in the way. As the distance travelled very large, and as the mayors who had had the dispute didn't bother to go along with the army. The army captians had all forgotten that they were going to fight enemy Gnomes So by the time they meet each other they dicided that they must be just friends. They also couldn't be bothered walking all that way home again so they founded the city of VONNORTH.
 

VONSOUTH - Situated in the south of this world. A gnomish hunting party, that was equipped with the latest in Gnomish navigation technology, whilst returning home to VONNORTH, found that when they got to where it was supposed to be according to their device, that it wasn't there. They thought that their breathen while away had had a terrible accident, and that the city had vanished. So they took it upon then selves to start building a new city. Many years later the gnome that had lead the hunting party, looked at his navigation equipment again, turning it over he found some instructions that said, "Hold this way up". He had been holding it upside down and walked to the other side of the world. "Opps". He said, and promptly left the now bustling new city he had helped built, and starting walking home, to VONNORTH.
 

WONASTRA - Situated in the astral plane of this world. These gnomes had a craving for the high places. They built a device that would take them up and up. Eventually the found the Astral Plane. As they hadn't built a down button into their device, that stayed in the Astral Plane and founded a new city.
 

WONUNDER - Situated in the underworld. Gnomes that were afraid of the light, (They can be a paranoid race at times.) fled the light places and headed for the underworld. Here a city grew. Though occasionally gnomes get inquisivity about the bright sunlight and venture back into the overworld, and rejoin their kinsmen.