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War of Wizards - Copyright WoW Games 1996-1998

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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 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


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


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 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


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 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


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


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


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 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.


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 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

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