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War of Wizards - Copyright WoW Games 1996-1998

Worlds Heading.

The World Of Shadowmoth

Shadowmoth is a large world of several continents and planes. The cities of this world had long been under the tyrannical rule of the Dreadlord, but with the return of the wizards and the banishment of the Dreadlord, Shadowmoth is now a land of opportunity. with the common enemy removed, cities now turn on each other, all determined that they will be the one to remain.

The surface of Shadowmoth consists of the main continent of Mooncrest and the two Islands of Firestone and Icelarna. An expanse of Astral Plane floats above while the Shadow Stretch and Shadow Claw sit below in the Underworld.
 

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 their own territory. Poison darts seem to fly from naught but trees at any that enter their domain. There are many Amazon cities scattered throughout the jungles of Shadowmoth.

GILITA - The great Amazonian city of Gilita may be found buried deep within the Southern Mishlon Jungle. These people live a secluded existence, producing everything they require from the jungle in which they live. They have never been involved in wars but have easily dispatched any scout who has ventured too close to their secluded city.

HITE - The jungle, dominated by nature, still allows the Amazons of Hite to co-exist. However any other races trying to enter will soon experience the crush of a cobra or the sucking of quicksand. If any were to survive the natural hazards a volley of poison blow darts would soon end their streak of luck.

DEEP VINLA -This jungle city is situated in the hollow of the Basfma Basin. The surrounding mountains shelter the tropical forest and its Amazonian inhabitants from the elements. Almost untouched by other civilisations, few make it far enough into the dense region to cross any of its people. The jungle provides the wood and food required to support their primitive but powerful culture.
 

DARK ELVES

Dark Elves live exclusively in the Underworlds of Shadowmoth. Splitting from their high elven cousins many millennia 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 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 duelling each other for supremacy while still trying to evilly enslave all other races.

KLAZAR - The house of Klazar controls this city in the central Shadow Claw. It constantly masses armies to defend against the attacks of the other three houses in the area. House Klazar is known for it's particular affinity with the magic arts and hence is feared above all others by the other houses.

BLAZAR - Feared for its army of beasts, the city ruled by House Blazar is given a wide berth by all sensible creatures. The huge Temple of Darkness forms an imposing centre piece to this city. Slaves are used as food for the beast pits rather than forced to work, making death preferable to capture when battling this house.

VLAZAR - This house wars the other three houses of the area with expert swordsmanship. The Dark Elven city produces some of the finest Duel Warriors ever seen. The dome shaped castle that looks over the city would be a wondrous sight if not for the dark mist which constantly hides it.

XLAZAR - The lowest ranked of the four Dark Elven houses located in the Shadow Claw is Xlazar. An ambitious group of young nobles intend to change this as the war council meets regularly to lay plans for legendary victories. Although small, Xlazar has some of the finest buildings in the underworld and resources to ensure that their expansion is not limited.

THRUSHBILE -This solitary Dark Elven house has formed a city far from any others of their race. This means that they are forced to turn their aggression to cities other than opposing houses. The city ensures that it is always protected by a guard of elite warriors - a guard which may march to attack as well as stand and defend.
 

DERVISHES

The Dervishes are nomadic tradesmen of Shadowmoth. 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.

NEW FLASHMAR - This recently constructed trading post has been set up as a temporary Dervish base, the Dervish's true home being not in the harsh desert but in the city of Flashmar. Displacing the Minotaur invaders has not proven to be easy - since being forced out fifty years ago the Dervishes have survived quite comfortably trading the many gems that blanket the desert. However, pride drives them to try to retake the city that is rightfully theirs.

PORT HARLINGTON - This lumber and ship building site is the source of much of the Dervish Merchant Fleet. Ships are both constructed and repaired in this wooden city. The forest, turned initially into the site of a small lumber yard, now holds an entire city of merchants loading and unloading cargo and tradesmen producing wooden goods. The majority of the population work on the ships which keep this trade centre on the Northern Firestone Sea alive.

DILMA - This dervish outpost is known for its exquisite jewels. Tradesmen put up with the cold only for the constant supply of fine precious stones available. The Jewellers of this town have formed a cartel which monopolises the entire Shadowmoth market. The riches of this town are also well guarded with mercenary soldiers standing watch outside most buildings.

CROSSROADS - A large trading post, the Dervishes have somehow made their way to the Astral Plane and established a very profitable trade centre. Peace with all the surrounding cities is vital as the region is a major thoroughfare. This increases the market value of the city but decreases it's defensibility should someone not be happy with the deal they received.
 

GNOMES

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.

JUNGOLIMBOLS - This new settlement was formed in the jungle after one Gnomish experiment lead to the formation of a lava gushing volcano and the destruction of their old homes in the neighbouring region. The Gnome responsible, Finiasyyiplebal Digaholefartodeepforowngood, was banned from attempting any more thermal energy experiments for 100 years (a relatively short period in the lifespan of a Gnome). The new home provides plenty of food.

HIABUVANYWERZUS - An ill thought out Gnomish experiment has led to this city being located on the edge of the Astral Plane. The Gnomes are constantly fascinated by their position and the make up of their region. The Astral Plane is able to mystify the simplest of minds but it keeps a Gnome constantly thinking for centuries.

DEAPUNDAROC - The Gnomish inventors of this city are constantly challenged to come up with defensive devices to repel the regular Dark Elf sieges. Deapundaroc is one of the few Gnome cities that remained underground rather than exiting to explore Shadowmoth. Despite the constant threat of Dark Elf invasion, the Gnomes live happy and content lives.
 

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. 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.

HAIRY HOLLOW -The pleasant Grasslands of Hairy Hollow are inhabited by a shire of Halflings. The pleasant area is enhanced by the good cheer of it's peace loving inhabitants. The burrows of the city surround the largest structure, the Town Hall. It is here that Mayor Triman Wonkynose sits in office. With no enemies the Halflings of Hairy Hollow live a quiet life of smoking pipes and fishing.

MELHAY RISE - The peaceful inhabitants of this Halfling community steer well clear of their Minotaur neighbours. Attacks can be spotted early and burrows sealed from the high ground on which they are situated. Being the masters of farming, many a season's crop has been stored in barrels safely below ground. A network of tunnels allows the Halflings to continue existing for months without threat of outsiders.

GOTHAMER - The agricultural village of Gothamer has soils so fertile that the population has swelled to the size of a city. The Halfling farmers are renowned for their crops of large vegetables and barley. The barley is used to create some of the finest ale in the land.

FINTON HEIGHTS - These rolling hills contain the burrows of a thriving Halfling community. They live a peaceful existence, never creating trouble by straying too close to Bastion Swamp. They farm the gentle slopes of the hills supplying plenty of food for themselves and to trade with the colder northern regions of Icelarna.
 

HILL DWARVES

Hill Dwarves are renowned everywhere in Shadowmoth 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. Unlike their Under Dwarf cousins the hill dwarves like to spend the majority of their time on Shadowmoth's surface. The hours spent by dwarven smiths in the smelters have given the hill dwarves an armoury that makes all envious.

MISTLEVEIN - The strong Hill Dwarves of Mistlevein mine some of the richest materials in Shadowmoth from their mountains. The dwarven city is actually a fortress, protecting their precious produce from the many enemies that come forth. Clans of orcs have been completely eliminated from the surrounding swamps but now more seem ready to journey leagues to do battle.The Dwarven Citadel sits atop rolling hills over looking slushy swamps to one side and parched deserts to the other.

MUDVALE - The once thriving hills of Fairhale have been turned into a submerged bog. By angering a witch on one of his many adventures, Dwarven Lord Lowbeard brought this curse upon his City and people. Mudvale, a cruel nickname which has stuck, refers to the remaining collection of buildings. Forever stubborn, the Hill Dwarves shall not give up, and work ever harder to restore their city to its former glory.

KALINTAL - Situated in a volcanic region, the Hill Dwarves of Kalintal use the heat advantageously, aiding their metal crafts. The lava and steam aid the smiths to forge weapons, tools and objects of tremendous quality and worth. These fine armaments are regularly required to fend off raids from the nearby Minotaur city of Grandfor.

ICEVALE - Although the inhabitants of this region refer to themselves as Ice Dwarves, the elders of their race know that they are descendants of a group of Hill Dwarves exiled from the mountains into the frozen wastelands. Despite their past the Ice Dwarves have built a solid town which is run fairly and wisely.

ASTRAL DIGMAR - The Hill Dwarves residing here magically entered the Astral Plane many years ago, to use its plentiful supply of gems. The first settlers created this sister city of Kalintal and the craftsmen have successfully worked here ever since. The wares are frequently traded at the Dervish city of Crossroad.
 

HIGH ELVES

The High elves are one of the most ancient and noble races on the face of Shadowmoth. 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 strongholds rather than cities of great aesthetics.

FINILAS - The enchanted Forest of Finilas stands out like of jewel from the putrid swamp surrounds. The High Elves that populate Finilas are often referred to as the Moon Elves. Their pale skin and sparkling eyes remind many of the night sky. The Elves worship the moon gods and treat the nearby Inland Moon Lakes as a holy site. Continual war with the bitter Billak Orcs hasn't tainted the purity of these people in any way. They remain a strong race that will hold out against evil, no matter the odds.

RIVERS GROVE - Dividing the Eastern Firestone Sea in half is Rivers Grove. The city is formed on the river Hilton from which the famous Elven fleet often sails. The High Elves who reside in the city are famous shipwrights and navigators. The beautiful city blends almost perfectly into the forest - the difference between city, grove and woodlands is very difficult to distinguish.

GALIFIL - The tree top city of Galifil is home to a large number of high elves. Sitting in the tall oaks of the ancient forest, archers protect the High Elves from any aggressors below. In the workshops up high, the craftsmen carve the forest's wood into many valuable and useful works.

HIKVALIS -The Wretched Swamp contains the cursed High Elves of Hikvalis. Unable to return to their nearby forest home, the elves remained trapped between the sea and the forest they long to return to.
 

MINOTAUR

Minotaurs are clearly one of the most fearsome races to frequent Shadowmoth. Their culture, revolving around the warriors, ensures that only the strongest survive. Standing 8 to 10 feet tall with a bull's head atop a human torso they intimidate any they meet in battle. The proud Minotaur cities revolve around a class system - the Minotaur nobles are 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 is all performed by slaves of other races. Kobolds are kept in pits beneath the city. Peasants, the lowest class of Minotaur, wield whips to flail the minor races to work or death. Any who venture near the cities of Minotaurs generally find themselves joining the ranks of slaves.

FLASHMAR - The city of Flashmar has been the scene of many wars and sieges. A key central city in Northern Mooncrest, it has been inhabited by many races over the centuries. In the last two it has been occupied by a fearsome clan of Minotaurs. Despite several attempts to retake the city by the Dervishes they displaced, Flashmar has remained solely under the control of it's half bull owners.

CORNICK PASS - The warrior Minotaur race has built a fortress city on this key region of hills. The pass must be crossed to travel by land between southern and central Mooncrest. The tall stone walls of the city look imposing to any would be attackers. The Golden Horn crest flies on the flags that flutter above the cities' towers. The residents take great pride in the military importance their city holds and are always ready to bear arms and defend it.

GRANDFOR -Standing high atop the mountains sits the proud Minotaur city of Grandfor. Lines of Kobold slaves haul supplies from all around to the pinnacle on which the city stands. Many collapse and die being flailed to death by a minotaur's whip. The hot conditions of Firestone Island do not worry the huge beasts who are settled and will not move for any army or anything.

AZIR - Minotaurs are rumoured to be the only race to have their origins on the Astral Plane. The twin cities of Azir and Riza give some support to this theory. Azir is the most well developed city on the plane having structures dating back thousands of years. Azir is the southern most of the twin Minotaur cities.

RIZA - Riza is the more modern of the twin Astral cities. Although younger, Riza has a population to match that of Azir. The two cities are competitive in many ways, leading to disputes which often result in war. Recently the two cities have been at peace, both having eyes looking towards the valuable city of Crossroad.
 

ORCS

These evil creatures are renowned for their ruthlessness and lack of compassion. There are many orcish kingdoms spread across the world of Shadowmoth, all places of pure evil.

BASTION - The main feature of this swamp is the gigantic Stone pillar raising from its centre known only as the Bastion. The orcs of this region worship the object, building a holy city at its base. The fanatical Orcs will slay any creature that enters the sacred region and will never leave despite the unpleasant environment the swamp provides.

BILLIAK - Built on one of the few solid pieces of mud in Billiak swamp, the huts of its citizens form a shambled city. The wretched orcs of Billiak are at constant war with the elves of Finilas forever trying to fight out of the hated swamp and onto the dry lands. Hunting the deadly creatures that reside in Billak swamp ensures whelps can handle a weapon from a very young age.

CAMOTH - A large tidal swamp supplies plenty of nutrients for the Orcs that reside within. A diet of mudfish and swamp root allow these beings to survive. They ever search and raid however, for the precious gems that their shamans crave. Surrounded almost entirely by ocean the swamp dwellers have never sailed the seas. The most ancient of elders have foreseen, however, that a great Orc warlord shall harness the sea's power and then lead his people to the mountains of fire to claim the hordes of precious stones which await.

GARASHLINT - Garashlint is home to yet another of the many swamp orc clans in the region. The twisted and bitter creatures live to war against other clans or any other races they may find. The stagnant swamp in which they reside only swells the anger and hatred of this clan.

DEEP MALISH - The orcs hide in this city from the harsh sun in the world above. Having given up almost all hope of a better life, the orcs dwell here waiting for death. Constant bickering between themselves is all that keeps their pitiful society going.
 

PLAINSMEN

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. They also produce a great number of highly skilled warriors and tradesmen combining to make a powerful force.

RIANSDALE - The lush plains of Riansdale support a large population of Plainsmen. The plentiful food creates a happy society without care or threat. The population spends their days hunting and farming, while most nights are filled with festivities.

ZALTIMAR - The once flat plains of Zaltimar now are a series of rolling hills. The volcanic activity of the unstable Firestone Island drastically altered the region. The plainsmen of Zantiar have been forced to change their nomadic existence, gathering together to form Zaltimar, while adjusting to new land form and lost resources that were associated. The inhabitants of the new city have weathered the changes well and now begin a slightly different life on Firestone Isle.

GOISH - These once fertile plains of Icelarna have succumbed to the bitter cold becoming frozen tundra. The plainsmen residents of Goish may soon move to the nearby thawed grasslands. The Plainsmen have a well developed city however and will most likely persist with the cold for the structures they have built.
 

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. It is rumoured that there are many great cities of Sandpeople in the deserts of Shadowmoth.

MIVSALAR - The haze of this flat desert some how hides the massive Sandpeople city of Mivsalar. The people of the area know enough oases and caves to be able to live with ease in the harsh environment. Travellers or scouts who venture close enough to spot the city are soon disposed of, making a guess of it's size or status impossible to other races.

KI - This bottom section of the Great Western desert is roamed by the mysterious Sandpeople of Ki. The desert city is constructed of small hovels hidden amongst the dunes. The size of the city cannot be judged other than from the air above.

DALIBAR - This section of desert situated in the Great Western Desert is covered with buildings forming the largest city on the surface of Shadowmoth. It is a huge population that few outsiders are aware of. Surrounded by Ocean and more desert the Sandpeople of Dalibar have managed to maintain the isolation they desire. The society functions extremely well considering it's size and lack of organised guidance.

JAVAC - This city of sand is situated on a strange border between The Great Western Desert and Forest. The Sandpeople of Javac are some of the few members of their race who communicate with outsiders. Although not engaging in dialogue, trade has commenced with the High Elves, situated in the nearby forest. For their plentiful supply of gems the people of Javac receive wood to expand their city and build their armies.

SAND HAVEN - The city of Sand Haven is situated in the Sand Caves beneath the Great Western Desert. The natural springs and rock pools make this a natural oasis beneath the dry surface above. The Sandpeople rarely have the need to venture up into the desert and do so with extreme caution.
 

UNDER DWARVES

Under Dwarves are stocky demi-humans who spend the majority of their time in the tunnels and caverns of Shadowmoth.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.

KHAYMAY - This Under Dwarf mining settlement of Khaymay has grown to such an extent that it is now referred to as a city. Shifts of Dwarves work the mine shaft constantly, unearthing many precious metals. The bellows are also constantly working to process the ores found.

MITSALONHALL - This is the first Under Dwarf settlement outside the Shadow Stretch. The experiment appears to be a success with a strong group of healthy Dwarves mining and smeltering the metals of the region. The choice to settle in a peaceful area on the end of Shadow Claw has proven to be a wise decision.

WHINING HALL - The dwarves of Whining Hall are constantly training troops to defend against the ongoing Dark Elven attacks. Those not training are working as weapon smiths, producing strong reliable weapons to slay scrawny elves with.

ABLERTHALL - This wise King Ablert celebrates his 647th birthday during this year which also marks the 500th Anniversary of his founding of the city. The city has grown from a few small buildings and cave dwellings to one of the largest cities in the underworld of Shadow Stretch.

VOPEHALL - Although still residing in the underworld, the dwarves of Vope Hall are the first to consider venturing to the surface - a move which has enraged the elders - but the youth of the Hall yearn to explore the surface and conquer its wealth.
 


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