War of Wizards - Copyright WoW Games 1996-1999
The World Of Ithilia
"Laniatus terram malibus liberabit"
The History of Ithilia
"The Beginning"
Darkness covered the world and the climate was hot and humid. Deamons and other foul creatures roamed the
world... The world existed of one great island, Pangeïs, surrounded by a great ocean and maybe other islands.
There were no sentient beings as we now know them. Some plants and animals inhabited the world,
but they were controlled by the creatures of darkness, and their leader Belial. The animals
suffered, and whole species of plants almost became extinct.
At this moment, sentient life began to develop. Some creatures developed to Elves and Dwarves. The Humans,
Halflings and some less important races came later. Belial, God of Darkness and ruler of
worlds, ordered his minions to subject these people, to let them suffer and to let them work on the
fields. The Dwarves, the best in mining and construction, were ordered to build immense factories
where dark sentinels could be constructed. These were gigantic black statues, which could fight if being ordered to
or if being attacked. These warriors made of stone were strong enough to keep any threat away. And so it
happened. The humans, Elves and Dwarves were set to work under the supervision of the dark sentinels.
They were not happy, but what could they do... ?
"The First Era, The War of the Gods"
One day something unexpected happened. Pangeïs was under attack by creatures of light.
Angels, Archangels and their soldiers came from the air. The Dwarves, Elves and Humans felt
as if they were being freed, but the opposite appeared to be true. The so called "War of the Gods" began and
lasted for many decades. The angels, led by Archangel Michaelus, tried to drive away the deamons
and their deamon king Belial. But, the sentinels constructed by the Dwarven
smithies were as tough as they expected to be. Many good angels died, but many sentinels were destroyed as well.
The stream of creatures of life seemed endlessly. Hordes and hordes of angels, lesser and greater ones, came
flying to attack Pangeïs. Belial did not have an eternal amount of Sentinels, so he made up a new plan:
The best fighting race would join their ranks and become their soldiers. Of course, the poor Dwarves
were unlucky again. They were raised in shining black armour, but they proved to be no match against the forces
of light. Not even a single Dwarf survived the "War of the Gods".
The sentinels lost more and more ground against the forces of light. At "The battle of the Cracks"
Belial himself was faced by Michaelus, king of angels, assisted by many a dozen Angels.
Belial saw no other alternative then to call upon the forces of hell. The air turned black, it began to rain
and thunder was in the air. The Angels were scared stiff like never before... The earth began to crack, and Belial and his last
comrades just sunk into the earth, never to be seen again! The thunder lasted for several hours, but
when it ended, the war was over. The world was split into several different islands. The angels left the ground
and flew upwards, nobody knows whereto... Nothing was heard again from Belial...
"The Second Era, The Rise of the Druids"
And so it was that the first era ended. The land was divided into three separate islands, and
so were the races. Trade between the three islands started quickly. However, cultures were changing.
First the people traded all kinds of goods and information, and were eager to hear
all kinds of gossip. This slowly faded away... On one island, Hichilis, the people developed
a civilisation based on trust, care, health, welfare and love. The majority of the people
were Halflings, High Elves and Gnomes. On another island, Faron, the civilisation was hard,
because everyone fought
for his own rights. The rule of the strongest counted. Trade, haggling and bribing were common
things to be seen. The people living on this island were Dervish, Plainsmen and Sandpeople.
On the last island, Rutax, the climate was very hot and humid, and many humans and Elves set sail to another island.
The races remaining were not the brightest, Minotaurs and Orcs were ruling the island. Their
civilisation was based on fighting, war and strength. The survival of the fittest was a golden rule.
So you might understand that the contact between the three islands slowly became less and less...
The memories about the ancient history also faded away, the war of the dark gods ended a long time ago,
the economies were flourishing, and the people were happy, each on its own way.
One day, a clan of druids visited the island where Dervish and Plainsmen were living. They were mysterious people, totally
clad in white robes and having long beards. The people loved them, because they introduced new ways
of thinking. Many people were getting fed up with the hard society they lived in and needed something
completely different. The druids brought spirituality. They also erected orders of the elements on
the island, and they became places of holiness, where the spirit world ruled. The druids proclaimed they
could get even more power when they were in possession of the so called "spirit artifacts". Therefore many
druids left the island to find the "spirit artifacts". They have visited the islands of Kurax and
Hichilis. They also erected Orders of the Elements but they were much less impressive than those
on Faron. They never returned to Faron though. Finally the remaining druids also left Faron. They were never
seen again. The end of the druids was sudden and unexpected.... However, the people on Faron sticked to the ideas
of the druids and began to wonder what would happen if they could gather the forces of the elements, like
the druids have explained.... But after a long period the Orders of the Elements fell down in decay and
the old society on Faron returned, the hard and individual life seemed to fit the people there...
"The Third Era, The Wizards Rule"
The world is currently in its third Era. The three island are all
inhabited by wizards. These wizards want to expand their empire and want to rule the world on
their own, they will use any method they can think of. The memories of the ancient history have become popular again.
People are in doubt about the history. The wizards think the
history is like a wheel of time, happenings always return. They think they can use the old history
to conquer the world by letting the history return. Whole disputes are held in cities about the truth of the old stories, black trade
between the islands has grown to get more information. The wizards will need to learn a lot more
though about the history before they can actually use the books of the old days, and to make history
come alive!
The Scenario Specialities
Ithilia is a scenario world. These are the scenario specialities:
-
FACTIONS - The world is divided into three islands. Each island
developed their own society. Therefore there are differences in culture between the people
inhabiting the three islands.
The people on one island can cooperate perfectly with each other, but not with the people from other
islands. The same counts for wizards. Therefore all wizards starting on one island will be allied at the
start of the game. The faction on the island of Rutax, where the Orcs and Minotaurs are ruling, is
described as 'The Order of Darkness', consisting of the Lizardmen, Dark Elves, Orcs and
Minotaurs. The faction on the island of Hichilis, inhabited by
Halflings, High Elves, Icelanders and Gnomes,
is called the 'Order of Light'. The people of Faron are called 'the Order of Balance', consisting of the Dervishes, Sandpeople,
Amazons and Plainsmen. The name of the faction is based upon the magic the wizards use.
Wizards may ally to those of different factions, and they may start a war with people of their own
faction, but it is not very advisable though... Anyway, peace is ruling Ithilia at the moment,
but this will probably change now megalomaniac wizards rule the major cities
- GAME OBJECTIVES - As said, all the wizards want to rule the world on
their own, at least they want the people inhabiting their island to rule the world. There are
many ways to achieve victory.
- For the 'Order of Light" the task is simple. Conquer and control a determined number of capital towns.
7 will be enough to convince the remaining hostile wizards to leave the world. Then the 'Order of Light' will be
victorious. But there is also another alternative: The creatures of the light, told about in the ancient
history books might be able to help the Order of Light. The wizards of the Order of Light think the
angels appreciate the society on Hichilis, at least the enlightened people on Hichilis
think so... The only problem is that they don't know if
the angels are still somewhere in the great unexplored land. If they do find remnants of the old
Angel world, they need to build a portal in the centre of the angel world. The portal will enable the Angels to
return to the world and drive away the evil wizards. The problem is that the Order of Light does not know
if these beings are still somewhere, and if they are somewhere, where should they be? And where
is the so-called 'Centre'? Maybe the old ruins of the War of the Gods might proof to be helpful.
- For the 'Order of Balance' the world will be theirs if they conquer and control 7 capital cities
There is also another way to win the game for the order of Balance. There are rumours that there are still
Druids left on the world. Where they are, no one knows. Explorers say the Druids are just before the world
ends in the great ocean on their own island. They have built up their own society, but nothing of
this can be approved. If the Order of Balance can solve the mystery of the Druids, a mighty power will
be unleashed upon the world and its poor inhabitants. The island of Faron will be spared off course, and the Order of Balance will
win. What they need to do is to find and locate the Druids, if they are still alive, to take over their island and make
them work for the Order of Balance, and to give them
where they asked for according to the old books. Thus, gaining or making the ancient spiritual artifacts,
and conquering the four elemental orders of the Druids.
- The 'Order of Darkness' needs to conquer and control 7 of the capital cities on Ithilia to claim victory. The other
races will flee before the feet of the dark lords. There is also another way to finish the game for them:
Find Belial, and make the foul Deamons work for the 'Order of Darkness'. Sounds pretty easy.... The races of Rutax know Belial is
still alive, they just feel it. But according to the books, he just sank into the earth, so where should he be now
and where did he sank into the earth... How much did he do since the time he was vanquished, and is he preparing
a new invasion? Or is he just waiting to be killed, dying in his own misery... The remnants of the War of the Gods might
explain a lot. These questions still remain unanswered till now. If they do find the deamon lord alive, they know what to do to impress
his possible minions: Kill the master! The foul creatures will accept the people who are stronger than their
previous master as their new leader, and the creatures of Chaos will be unleashed upon the poor
wizards living on Faron and Hichilis. They will probably have time to escape, but the victory will imminently
be for the 'Order of Darkness'
But, what will happen if another faction would kill Belial? Only time will tell...
- THE RULE OF THE SPIRIT WORLD - The spirit world, where the angels
and the forces of darkness still possibly live, has other laws of physics and magic than in other parts
of the land. Therefore the spells 'Teleport', 'Shadow Jump' and 'Dimensional Jump' will fail when being
used to rematerialise in the spirit parts of the worlds. The rematerialisation will fail, and the troops will
be lost forever, their souls locked up between heaven and earth. The Archdeamons also have developed a protection against the devastating effects of a Tornado or an Earthquake.
These rules will not be implemented. If the creator detects an unautorised teleport/shadow jump, Tornado etc, he has the rights to change things manually.
Faction Descriptions
FACTION #1 'The Order of Light'
The Order of light consists of Halflings, High Elves, Icelanders and Gnomes and they are all living in
harmony. The society is not based on making war, so not much iron or mithril will be produced on
Hichilis. The people care for everything without 'dark' in the name: They care for nature, the plants
and the animals. Civil war is least expected on this island, but now that strange wizards have taken
over the command of Hichilis' most important towns
this might change. However, the wizards controlling the four main cities on Hichilis are
are also 'common' people of the island, just a little more intelligent than the normal farmer.
The wizards have put most of their time in the research and study of the elements of nature.
The wizard of the Icelanders is slightly different. He is living in the cold north, and is a little isolated
from the rest of Hichilis. He is practising the dark magic, but the wizards of the Halflings, Elves and
Gnomes and the wizard of the Icelanders have already shown mutual respect, so no wars are expected. The goal
of the wizards is to fight with armies armed with weapons made from the elements of nature, for example:
Elven archers, Halfling slingers, Ents, and Gnomish spearmen. But if global war is imminent and there is an urgent need
for guardians, the wizards will just transform some of the raw natural materials into mithril and iron. The people
of Hichilis want to restore peace, harmony and love to all regions of Ithilia, therefore they need
to invoke the help of the higher beings...
The cities on Hichilis are as follows:
FIRLINT - The Halflings of Firlint have concentrated on the
production of food. Granaries and bakeries are common sights on the landscape around Firlint.
The Halflings live in the centre of Hichilis and are living like one great family. The cute
Halflings share everything with each other.
MONTAROS - The Gnomes are living on the most southern
point of Hichilis. They are living on the so-called lone mountains. The mountains seem to continue
in the skies, and the Gnomes are sometimes seen above the clouds. The gnomes most of the time live on ration.
The food is scarce in the high lands. They have put a lot of their time in the production of
technical devices. No breakthrough was made however, but will soon be made.
TYR ELYN'S VALE - The High Elves inhabit the woods of Hichilis.
They have concentrated on the training of marksmen and the production of bows. They are in contact with
the Icelanders of Tade Kirson, and they often trade resources. The Elves can live with the fact that the
rulers of the Icelanders are not following the druidic path. They also paid a lot of time in the research of
magicks, as they call it.
TADE KIRSON - The Icelanders of Tade Kisron mainly live on their own. They do not trade much, only with the
Elves on Hichilis. They live by fishing on the seas, but the food is scarce in the cold north. But, there are not
many other alternatives: not much food can be found on the harsh cold arctic lands as well! They are
practising the dark path and will never step over to the druidic side.
FACTION #2 'The Order of Balance'
The Order of Balance consists of Dervishes, Plainsmen, Sandpeople and Amazons. They trade a lot, but the
trade is hard, or at least, used to be before the coming of the wizards. No one knows what will change
now that the wizards took over the command of the cities. The races are only focused on themselves, they
don't really care whether their neighbour and partner practises the dark or druidic magic. The people
have one common goal: to expand! They need the Druids for that though. The people of Faron are a dangerous
foe. In the hard society they have learnt to show discipline and perseverance, tenacity and stamina
The Sandpeople and Amazons practice the dark arts, while the Dervish and Plainsmen people have concentrated
on the druidic arts.
The cities on Faron are as follows:
KALARON - The Dervish people of Kalaron live in the cold north of
Faron. There are rumours that there are underground tunnels made under Kalaron, maybe these will lead to
the empire of Belial? The Dervish people never examined the tunnels carefully though. The people live
by trade. The stocks of the Dervish people are always fairly high and the market place is always fairly
busy.
DEEP CHAPECAY - The Amazons of Deep Chapecay live isolated lifes. They are
situated in the south of Faron. The climate is quite humid but that is caused because of nearby vulcanos.
They produce their food themselves, and they trade less than the Dervish people. They often receive food from the
plains though. They have concentrated on the production of wood, and therefore always have enough wood in their
stockpiles.
TAOMO TABR - The Sandpeople of Taomo Tabr live on the hottest piece of the
world, but they all live on ration and are therefore able to survive the circumstances. They can produce quite
a lot of resources, and are not depending on trade. Instead, they put their time in developing their
social strength, the inns and taverns always result in happiness and joy among the people.
LORENTZ DALE - The plainsmen of Lorentz Dale really depend on trade.
They mostly trade with the Amazons. They are producing vast amounts of food, and therefore started training
wolves to be suited for battle. The training can not be done, but the food is there...
The plainsmen are situated on a strategically very important point on Faron.
FACTION #3 'The Order of Darkness'
The Order of Darkness consists of Minotaurs, Orcs, Lizardmen and Dark Elves. The society of these
races, especially the Orc and Minotaur society, is based on physical strength and the survival of the
fittest. This culture made these people really fearsome, they are probably the best fighting Order
on Ithilia plus they have access to the best mineral containing regions. They are not very fond of magic, but
should they use any magic, it will be dark, to blast away the foe. The Lizardmen are an exception to the rule, they
practise the druidic side of magic. Since the beginning of time they sticked to the rule of the elements.
The inhabitants of Rutax
are fearsome, strong, greedy for blood and determined, the worst foe you can imagine!
GROND KHAR - The Dark Elves of Grond Khar are separated from the rest
of Rutax. Trade has not yet been established. They are the only race on Ithilia who are living in the underworld.
Dark Elves always spent a great of deal on the training of new soldiers, preferably dual warriors.
The castle walls of the Dark Elven city reaches high into the sky, almost to the top of 'the roof'.
TRUNKAR - The Minotaurs of Trunkar are always training and training. The rest
of the time they spent on mining new raw resources to make deadly new weapons. Any person foolish enough
to enter Trunkar will be punished for his foolishness. The Minotaurs always have a lot of mithril
and iron in reserve.
PARTRAX - The Orcs of Partrax live in the centre of Rutax. They are doomed
to live in the eternal swamps of Ithilia. But, they motivated themselves, and began building up an economy.
They failed of course. Now, a wizard rules Partrax. Will he be able to do a better job? The Orcs, in their
attempt to build up an economy, have built a strong wall around their city which is still standing.
IXI BANZAY - The Lizardmen of Ixi Banzay are the only druidic race on the
southern part of Ithilia. They live in the east jungles of the island Rutax. They have spent a lot of time
on the research of magic, and they have been rewarded. They haven't paid a lot of time to economy, but with
the iron discipline of the Lizardmen, they will surely succeed catching up with the rest.
This world has been developed by Korneel Duyvesteyn.
Please send
any questions, suggestions or other remarks concerning this world to him.
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