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War of Wizards - Copyright WoW Games 1996-2001

Worlds Heading.


"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 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 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.


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.


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 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 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.


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 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.


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 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.

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