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.
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