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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 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.


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.


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 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.


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 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.


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 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 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.


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.


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 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.


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 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.

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