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War of Wizards - Copyright WoW Games 1996-2002

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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 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.


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.


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 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 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.


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 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.

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