“Rage of Mages” lore


Cosmos

The world of Allods, and worlds parallel to it, are surrounded by the astral and the ether. The astral and the ether can be perceived as borderline worlds, or as states (psychological or physical). Through the ether, “material” worlds are able to connect with their energetic foundations and prototypes — such as fire, water, air, earth, and possibly some other less important constituents. Through the astral, contact with other worlds can be made — not merely elemental planes, but worlds such as Hell, Heaven, Chaos, and others, on which intelligent life may exist (demons, angels).

Proposed terms: worlds of the Allods type — material worlds; their energetic prototypes (fire/water) — inner worlds; worlds of the Hell type — outer worlds. Alternative: outer worlds are the same as material worlds. Alternative: inner worlds come in a pack per each material world, or are shared by all. It is also implied that outer worlds are divine, and inner worlds are magical. Suggestion: additionally introduce (as an option) negative, positive, and shadow inner worlds. Visible pitfalls: teleportation within a single allod is more logically achieved through the ether, between allods — through the astral; in general, weak mages should work with the ether rather than the astral. But in principle one could simply merge ether and astral into a single “astral.”

Ether (ethereal plane)

The ether is like an additional dimension of the material world, through which contact with the inner worlds becomes possible. Mages draw their power either from the ether or through it. It is possible to exist “in the ether” without being in either the material world or any of the inner worlds. For example, a mage can enter the ether and, while in an ethereal state, pass through walls, etc. This can also be used for teleportation, divination/clairvoyance, invisibility, etc.

Astral (astral plane)

The astral is analogous to the ether but is not the shell of a given material world — it is the shell of all of them. Figuratively speaking, it is an ocean in which each island is a world with its own ethereal shell. All contact with other worlds passes through the astral. Contact with gods, demons, and others; prophecies requiring superhuman knowledge or foresight; summoning beings that do not exist in a given world; and so on — all of this is magic that makes use of the astral.

Inner Worlds (inner planes)

The inner worlds are not material worlds but rather their constituent elements. It is not necessary to imagine them as three-dimensional space. The primary inner worlds are the worlds of Fire, Water, Earth, and Air. There are also others — the Negative, the Positive, the Shadow plane, and more.

Outer Worlds (outer planes)

The outer worlds are fairly “normal” worlds. Their essence lies not in energetic or material foundations but in intellectual and philosophical ones. Degenerate cases of outer worlds include Heaven or Chaos.


The World of Allods

Gods

This world has been little touched by the gods. The Great Gods have long since ceased to manifest themselves. The Lesser Gods act either through religious organizations or, rarely, through avatars (primarily in the form of artifacts). In any case, their influence is fairly local. The principal manifestations of the gods are chaos/order and support for specific races. The gods of crafts, nature, and good/evil barely manifest at all.

Main Races

The main races are humans, elves, orcs, dwarves, goblins, and minotaurs (among humanoids). Dragons and ogres are also important. Humans and elves are largely non-aggressive toward one another. Orcs typically dominate goblins. Dwarves and minotaurs stand on their own, though dwarves may establish relations with humans and elves, and minotaurs may form alliances with orcs. But there are always exceptions. Ogres and dragons are essentially loners who rarely form large settlements and lack governmental structure. Their alliances depend on the individual. There are also many semi-intelligent fairy-tale races found in small numbers throughout the world.

Here is a list of intelligent and semi-intelligent races that are not a major political force but are encountered in the world of Allods (names are broadly provisional; for clarity, some equivalents from AD&D have been used):

  • sylvan: dryad/nymph, centaur, pixie/nixie, sprite, pegasus, satyr, unicorn, brownie.
  • evil humanoids: mind flayer, doppelganger, gremlin/imp, harpy/siren, lizardman, rakshasa, sahuagin.
  • evil monsters: genie, giants/cyclopes/titans, naga, sphinx.
  • other: beholder/IQ devourer, dinosaurs, elemental kin, phoenix, merman, lycanthrope.

Great Mages

The primary power in Allods is that of the Great Mages — especially after the Cataclysm. There are several dozen Great Mages; approximately each generation produces a new one and one of the old ones disappears, so their number remains roughly constant. Most Great Mages are elves and humans, but many humans are divided into clans and act together, while elves are mostly solitary. There is no formal system (society, council, union) of Great Mages as such. Almost all tasks are handled alone or by clans, though if several clans unite to accomplish some task, more than half of all Great Mages may work on it together.

By definition, a Great Mage is a sorcerer capable of seriously wielding astral magic. This leads to such abilities as immortality, prophecy, contact with gods and other worlds, and much else that is beyond the reach of “ethereal” spellcasters. After the Cataclysm, being a Great Mage also implied having an allod — that is, a mage capable of “holding” an allod in the astral is a Great Mage. Consequently, the number of Great Mages can decrease but cannot grow. If one of the old mages departs, one may hurry to replace him with one of the most powerful “free” (allodless) mages — and if that mage succeeds in “holding” the allod, he becomes a Great Mage. It is quite possible for a “free” mage to be stronger than some sitting Great Mage, yet he will only be recognized as Great once he acquires his own allod. This opens the door to many complications in the form of clan wars, attempts by new mages to displace old ones (with the possible loss of allods), and so on.

Following discussion: the term “Great Mage” refers primarily to the Conclave of powerful mages, which handles certification, conflict resolution, information exchange, and similar matters among its members. That is, the holder of an allod may be a powerful “astral” mage and yet not be officially recognized as “Great.”

Continents

Before the Cataclysm there were several continents, differing from one another in climate as well as in the races and states they hosted. After the Cataclysm the continents broke apart into many islands. The following description will refer only to the continent of Jul, which broke into approximately 30 allods.

States

After the Cataclysm the old states lost their meaning. Previously there were several large states sharing the territory of the continent (Jul) among themselves. Chief among these were the human empires of Kania and Kadagan, followed by orc territory and the elven kingdom. Since allods formed around the mages who held them, the cities of the largest states were not lost. Some allods that had previously belonged to the same state united, giving rise to something like a union of allods. This is how the empires of Kania and Kadagan continued, though they lost portions of territory where there were no mages. The elves retained their kingdom almost entirely; the orcs were left with only a small fraction of their former domain, with pieces barely connected to one another — since orcs themselves are weak in astral workings.


The Continent of Jul

The continent of Jul is one of the largest continents in the world of Allods. It comprises three large islands and many smaller ones. After the Cataclysm it was reduced to some 30 allods. The continent is divided into three regions — the eastern region, populated mainly by humans; the western region, populated by orcs; and the northern region, inhabited by elves. The continent lies in the southern hemisphere. Its climate ranges from temperate, where snow falls in winter (the far south of the eastern region), to equatorial (the northern region). The eastern region is characterized by dense forests, an abundance of rivers, and mountain ranges. The western region is largely a steppe plateau, but also includes deserts and hilly terrain. The northern region stands out for its abundance of jungles and lake/swamp areas.

After the Cataclysm the continent is conventionally divided into the regions of Kadagan, Kania, the Elves, and the Orcs. The main changes to the continent are the absorption of the northern part of the eastern region — where tribes of human barbarians had lived in equatorial forests — and the disappearance of most of the orcs’ territory. It should also be noted that the elves retained the greater part of their lands, which is apparently explained by the widespread prevalence of magic among them. On maps the corresponding regions are marked with flags: purple for Kadagan, blue for Kania, green for the elves, and red for the orcs.

Before the Cataclysm
Before the Cataclysm
After the Cataclysm
After the Cataclysm

History

Formation of States

  • Minotaurs raid orcs, pushing them southeast.
  • An orc Horde passes through the eastern human cities from south to north, but is stopped by the northern barbarians.
  • Orcs settle in the west of Jul.
  • The Conclave of Great Mages is founded.
  • Several human cities unite against the Horde.
  • The united cities form the Empire of Kania.
  • The orc Horde is destroyed by the forces of Kania.
  • The northern barbarians join Kania.
  • Nezeb arrives.
  • Followers of the Cult of Nezeb declare the secession of Kadagan from Kania.
  • The War of Kadagan’s Independence.
  • Tensis comes to Kania and becomes the Emperor’s Advisor.
  • Kadagan makes an unsuccessful attempt to seize elven lands.
  • Skrakan declares the separation of Umoyr from Kadagan and an alliance with Kania.
  • The War for Umoyr.
  • The elves make peace with the minotaurs.

After the Cataclysm

0 The Cataclysm.
118 Nezeb establishes contact with the allods of Kadagan.
123 Nezeb’s forces take control of four allods.
156 Nezeb attempts to seize Umoyr.
158 Tensis and Skrakan establish contact with the former allods of Kania.
162 Six allods declare the restoration of the Empire of Kania.
189 Conflict over Umoyr between Kania and Kadagan.
312 Skrakan declares the independence of Umoyr.
576 Skrakan covers Umoyr with a dome.
626 Another escalation of tensions between Kania and Kadagan.
646 Skrakan is freed.
653 The war between Kania and Kadagan ends.
672 Death of the Great Mage Suslanger.

Races

Humans (humans)

The most intellectually developed race. Crafts and magic are reasonably advanced. Lifespan around 70 years. One of the “new” races. Being almost as numerous as orcs, they have spread across the world. They live primarily in open fields near water. Among humans there are several varieties — aro, ugra, zem, and jun.

Aro (white)

They live in temperate zones, predominantly in fields and forests. Their states are feudal in character; they actively build cities. They produce large amounts of food. Many mages appear among them, including several Great Mages. About 200,000 of them live on Jul, mostly in Kania and Kadagan.

Ugra (barbarians, black)

Found mainly in tropical/equatorial climates. They do not build cities and have a way of life close to a primitive communal one. They have almost no command of magic. Distinguished by dark skin. About 50,000 lived on Jul, but practically all their lands have been lost, and they can now be encountered only in small groups on allods close to Kadagan.

Zem (yellow)

They live in temperate zones and the tropics. They settle in large metropolises and are very skilled in magic. Great Mages appear among them. Yellow skin. No large Zem settlements exist on Jul.

Jun (ancients, red)

Presumably the oldest variety of humans. They formerly lived in desert sands, in a hot climate, often settling in tunnels carved through mountains. This variety almost completely disappeared many centuries ago, though feral representatives still turn up occasionally. The first human Great Mages came from the “ancients,” which is detectable by their slightly reddish skin tone.

Elves (elves)

The most magically gifted race. Skilled in working rare metals, especially strong at crafting magical items. Talented in fine crafts. Lifespan around 300 years. As one of the most ancient races, they are spread across almost the entire world. They have several large states. Elves are divided into several varieties — sun elves (the most numerous), moon elves (lake elves), star elves, and dark elves.

Forest (wild, forest, wild elves)

They live mainly in forests, are skilled in water and air magic, and produce many talented archers. Green skin, dark hair. Feudal state structure. They live in nature and build no cities. From a human point of view they are fairly wild (uncivilized). The most common type of elf; more than 70,000 live on the continent of Jul. Persistent hostility toward orcs and goblins. Stats: +10 spirit, +20 agility, −20 intellect, −10 strength.

Forest elves are much thinner and slimmer than humans. Being slightly shorter, they have narrow hips and proportionally longer arms and legs. Narrower, sharper shoulders and a thinner, taller neck are their distinguishing features. The elven skull is narrower than a human’s. The forehead is high, the cheekbones narrow, the chin pointed. Also characteristic are ears with elongated lobes. Their hair is always straight and mostly dark. The skin has a greenish tint, which can take on a brownish hue with a tan. Forest elves are the most flexible and graceful of intelligent races.

Moon (lake, moon, lake elves)

They live in lakes. They possess some specific magic (divination, underwater breathing). Dark skin, light hair. Good swimmers who can go without air for extended periods. Organized as a league of tribes, though they sometimes unite around oracles or religion. Settlements are predominantly “pile-dweller cities” located both above and below the water. About 5,000 live on Jul. Stats: +20 spirit, +10 agility, −10 intellect, −20 strength.

Star (faerie, star, faerie elves)

Primarily loners. They live in family groups, usually in enchanted family castles far from other creatures. They often enchant a mountain or an island and remain there in seclusion for centuries. They are presumably the first variety of elves. They live for very long periods and it is unknown whether they can reproduce. Several Great Mages appear among them. A few families live on Jul, each with several elves. They have almost no contact with the outside world. Stats: +45 spirit, −5 intellect, −30 strength.

Dark (underground, dark, deep elves)

Presumably mutated star elves. They differ from the latter in preferring to settle underground and occasionally taking part in political life. None have been observed on Jul. Stats: +35 spirit, −15 intellect, −15 strength.

Dwarves (dwarves)

The finest craftsmen. They control the extraction of rare metals. Skilled in stoneworking, strong in construction. Lifespan around 100 years. Practically the most ancient race. Their states are caste-based, typically uniting many clans. They live mostly deep underground, and therefore rarely interact with other races. They are divided into mountain dwarves and deep dwarves. There may be very great differences depending on caste and clan. Whether dwarves are present on Jul is unknown.

Mountain (mountain dwarves)

They live in mountains, primarily inside them. Earth-priest castes that wield corresponding magic have great influence. Other important castes are warriors, smiths, and builders. They typically live in large caves as a single clan. Stats: +20 strength, −20 agility.

Deep (dark, deep/dark dwarves)

They live deep in the bowels of the earth and never come to the surface. They have specialized visual and respiratory organs. Organized into states with absolute priestly authority. Their magic is more developed than their crafts. Many of them command the elements of fire and earth. Stats: +10 strength, −25 agility, −10 intellect, +20 spirit.

Orcs (orcs)

In fighting qualities they yield only to minotaurs. Very strong and hardy, but weak in crafts or magic. Lifespan around 30 years. One of the “new” races. They unite into Hordes for raids and lead a predominantly nomadic life, though they sometimes settle. When they do settle, they prefer the steppes. They govern goblins as a lower caste. Shamans appear among orcs and carry great authority in the Hordes — sometimes even leading them. Vast stretches of the western steppes of Jul are populated by them and goblins. Stats: +10 strength, +10 agility, −10 intellect, −10 spirit.

Goblins

A weak race that exists mainly thanks to its alliance with the orcs and an incredible capacity to reproduce under favorable conditions. They lead an almost animal existence and live around 20 years. They prefer to live in forest-steppe zones. They worship the orcs. Stats: −10 strength, +20 agility, −30 intellect, −20 spirit.

Minotaurs

The strongest race. Weak in magic and crafts, but very capable in military matters. Lifespan around 50 years; not numerous. Organized into tribal or feudal communities. They live primarily by animal husbandry and wage periodic wars. On Jul they are represented by a small pirate state in the north of the orcish territories. Stats: +25 strength, −15 intellect, −10 spirit.

Ogres (ogres)

A race of giant humanoids of incredible strength and immeasurable stupidity. They typically live alone or in family groups, if there is enough food to go around. No rudimentary states or even tribes have been observed. Stats: +50 strength, −20 agility, −30 intellect, −30 spirit.

Dragons

Dragons mostly live as loners or in family groups. They have very good magical aptitude, but low intelligence effectively prevents them from studying complex spells. They live for hundreds of years but rarely reproduce. They nest in caves, on mountain peaks, in swamps — different varieties prefer different settings. Stats: +50 strength, −10 agility, −20 intellect, +40 spirit.

Trolls

Trolls live in colonies. They have no social structure to speak of. Due to an almost complete absence of intellect they resemble enormous beasts more than a sentient race. Stats: +50 strength, −40 agility, −40 intellect, −10 spirit.


Allods

The region contains 32 known allods: 8 large ones on the scale of kingdoms, 9 smaller ones the size of a duchy, and 15 small regions attached to the towers of Great Mages. 7 allods belong to Kania, 10 to Kadagan; elves hold 4; orcs and goblins make up the main population on 11. The largest allod is the elven kingdom. The Jul region is home to more than 20 Great Mages.

Allods of Kania

Temperate climate, relatively warm in Umoyr and fairly cool in Forox. Consists of six allods, three of which (Kvatokh, Ingos, Forox) belong to the Empire of Kania under Emperor Valir IV. The rest maintain friendly relations with the Empire. These allods are populated primarily by aro humans.

Kania was created long before the Cataclysm as an alliance of several human cities. Its structure is closer to a federation. Cities retain considerable independence. Guilds hold the greatest political influence. There is no dominant religion. After each Emperor dies, the Duke of another city becomes the new one; consequently there is no royal family, rather several ruling lineages. The most important Mage in this region is Tensis, permanent Advisor to the Emperor, residing on Kvatokh. The Empire of Kadagan once belonged to Kania, but after the Cult of Nezeb took root there it broke away, and the two empires have been in constant enmity ever since.

Kvatokh

Kvatokh is a large allod. Here stands the former capital of Kania, the city of Kvatokh. The Great Mage of this allod is Tensis. The imperial palace is also located here, in the city of Kvatokh. The current Emperor of Kania is Valir IV. About 70,000 people live here.

The allod holds one large city with a population of nearly 30,000. This city, Kvatokh, gave its name to the allod itself. Also located here are dozens of villages of varying sizes and several ancestral castles. The Emperor’s Palace in Kvatokh is a unique architectural structure. The city is surrounded by a high wall that could accommodate the entire allod population. Houses in the city are predominantly one to two storeys, occasionally three, with stone walls and bright tiled roofs. Kvatokh is the wealthiest allod in Kania.

Kvatokh has many lakes and rivers. The terrain is hilly, dotted with small forests. The climate is warm and continental, with a mean temperature of around 17°C. Nymphs can be found in the lakes.

The City Council of Kvatokh consists of representatives of the largest guilds. The most important seats are held by delegates from the Smiths’, Bakers’, and Weavers’ guilds. The City Council works closely with the Emperor. The Emperor and his family cannot join any Guild and belong to the allod’s aristocracy. There are not many aristocratic lineages, and they trace their roots back to the first bands and armies of Kania. They therefore represent the main military force, which is maintained on the City Council’s payroll. The Duke of Kvatokh (its ruler) comes from an aristocratic lineage but must reckon with the merchants who make up the City Council. At present the Duke of Kvatokh is simultaneously Emperor of Kania, though this was not always the case; in past times the Emperors of Kania were Dukes of other cities.

Crafts and agriculture are highly developed on Kvatokh. Kania’s finest smiths live on this allod. Working iron from Ingos into steel, they forge practically the finest weapons ever made by human hands. Kanian axes are especially prized, though swords are also of high quality (particularly celebrated are blades enchanted by the mages of Forox).

Peasants grow potatoes and flax as well as wheat. Thanks to Tensis’s efforts, there are almost no crop failures on Kvatokh, and most of the food surplus goes on sale. The excess reaches the city, where it is exchanged for manufactured goods, and from there disperses to all the allods.

Kvatokh is the trading hub of Kania. With three portals — to Ingos, Forox, and Umoyr — it sits in a very advantageous position. As a result the annual Fair held here enjoys well-deserved popularity. The City Council levies a duty on goods entering Kvatokh, both from surrounding villages and from other allods; this is one of the factors behind its wealth.

The people of Kvatokh fall into several strata — peasants/apprentices, townspeople/craftsmen, wealthy merchants, and aristocracy. Becoming an aristocrat is only possible through distinguished service to the Duke in the military; wealth and influence are irrelevant. Any craftsman or tradesman who grows rich enough can become a merchant. Merchants form the City Council; aristocratic lineages contend for the Ducal throne. In practice there is no sharp boundary between peasants and merchants, yet the boundary between the aristocracy and commoners exists and is maintained.

Political power in Kvatokh is shared between the Emperor (or the Duke, if the Emperor is on another Kanian allod) and the City Council. The City Council oversees the budget, trade, and domestic policy. The Duke handles law enforcement, defence, and interstate relations. Kvatokh’s army consists mainly of the retinues of aristocrats — barons and counts — which are assembled and trained on their ancestral estates. The Duke’s own retinue is funded by the City Council and is stationed in the city near the Palace. When the reigning Duke is also Emperor, the forces of Kania gathered from various allods join his retinue. Kvatokh has several religious movements, but none of them wield significant political influence.

Kvatokh’s contribution to Kanian forces consists above all of its light infantry. Wearing reinforced leather armour or steel chainmail, these troops wield weapons from the allod’s finest smiths. Highly mobile, this infantry is indispensable in city assaults and surprise manoeuvres on the battlefield. The Duke of Kvatokh’s retinue has always been the largest component of Kania’s army.

In reality, Kvatokh’s foreign policy is determined by the Duke’s permanent Advisor, Great Mage Tensis. He controls all inter-allod portals and negotiates with Mages of other allods on matters of contact with Kania. However, Tensis does not interfere in Kvatokh’s internal political or economic life. Even so, he is the most powerful force on the allod and his word is decisive in any conflict.

Being the central allod of Kania, Kvatokh is the keystone of its defence. Even though Umoyr has become a kind of shield separating Kvatokh from Kadagan, the first blow against Kania has always been aimed here.

Forox

Forox is a large allod. It is home to one of the largest cities of former Kania, the city of Forox. This allod is allied with Kvatokh and belongs to the Kanian union. The Great Mage of this allod is Aidenys, former military commander of Kania and protégé of Skrakan. About 50,000 people live here.

The allod holds one large city, Forox, with a population of around 10,000. Also of great importance is the Fortress of Urg, which houses the Chair of Sword and Fire as well as the Tower of Aidenys. Both settlements are well fortified, surrounded by high stone walls with tall towers. Houses on Forox are typically built of grey stone with flat roofs and rounded corners. Houses more than one storey high are extremely rare.

Most of Forox is covered by broad fields, with several small rivers. Despite a relatively southern location, the climate is much warmer than on Ingos, possibly due to the proximity of the ocean. Mean temperature is around 15°C. Rain falls more frequently than on Kvatokh, but strong winds are almost absent. The small forests of Forox still shelter satyrs, and the paladins of the Chair have yet to exterminate all the cyclopes.

The allod is ruled by the Duke of Urg, the knight Gwynerd. The Chamber of Lords, which includes the counts and marquesses of the allod’s most illustrious families, also carries weight. Despite the fairly firm grip of the aristocracy, it cannot be said that the people here are greatly oppressed. This is because virtually all the aristocracy descends from paladins, graduates of the Chair, and by ancient martial tradition they honour their Code of Honour. The Code sets out the virtues a paladin must display and the sins he must avoid — and it strongly censures any exercise of arbitrary power by the aristocracy over peasants and other inhabitants.

Forox is in effect Kania’s military forge. Renowned for its paladins and battle-mages, the Chair supplies Kania’s army with a very great military force. It also trains the finest commanders, many of whom have won glory for their names. It is therefore unsurprising that in times of war the Duke of Forox, who has always been a strong military leader, very often becomes Emperor of Kania.

Forox is essentially an agricultural allod. Crafts here are developed mainly in those areas sponsored by the state during conflicts. Thus the building of fortresses has produced many skilled builders; the enchanting of weapons has produced capable enchanters; a large cavalry requires vast pastures and herds of fine horses.

The basic population of Forox is peasants, who grow wheat mainly. There are also many pastures where herdsmen raise horse herds or cattle. Forox’s main export products are wheat, horses, and dairy and meat goods. Forox is also renowned for its weapon-enchanting mages; at the fair in Kvatokh their stalls attract perhaps the largest crowds of spectators, though few can afford such items. There are not many urban dwellers and craftsmen on Forox, and most of the population lives in villages. Yet its weavers, for instance, can quite hold their own against the Weavers’ Guild of Kvatokh, if not in the quality of the cut and embroidery then in the quality of the cloth.

Political power on Forox is concentrated in the Fortress of Urg — specifically in the Chair of Sword and Fire. The founder of the Chair is Great Mage Aidenys himself. The Chair is a military institution that accepts sons of aristocratic families not only from Forox but from other Kanian allods as well. It trains the paladins who make up Kania’s celebrated heavy cavalry, as well as Fire battle-mages. Any nobleman’s son who wishes ever to rise in title or join the Chamber of Lords must pass through the Chair.

The Chamber of Lords of Forox is located within the Chair and consists of representatives of the most influential aristocratic families. They decide who shall become the new Duke and can influence the Duke’s decisions on matters of governance. Although Chamber members are formally equal, in practice a few of the largest and oldest families hold decisive influence.

Forox is home to many ancestral castles of various counts, marquesses, and other nobility. Each is a genuine stronghold with high walls and a powerful garrison, always ready for attack. Although serious combat has not occurred on Forox for quite some time, historically this was fully justified: Forox was always the first target of orc and goblin Hordes, and it repelled the raids of minotaur pirates as well. Its martial history therefore led to especially strong security measures across the allod.

Forox’s heavy cavalry consists of the Chair’s finest paladins. Equipped with powerful armour and heavy swords and spears, they are capable of inflicting devastating losses on the enemy. Some units even wield enchanted weapons. Extremely disciplined and brave, these forces are truly elite. Also worthy of note is the unique institution of the Fire battle-mages — Aidenys’s innovation that has served well, especially in battles against orcs who fear the supernatural. These mages are typically embedded within larger cavalry units to support them in battle. In normal times all these forces are subordinate to the Duke, but in the event of war against an external aggressor they generally join the combined Imperial forces. However, as already noted, such times very often see the Duke of Forox become Emperor himself.

Forox has only a single portal, leading to Kvatokh. This portal is very heavily guarded by round-the-clock sentries, and a small fortress with high stone walls has been built around it.

Ingos

Ingos is a large allod. The king of this allod, whose residence lies near the city of Ingos, has concluded an alliance with Kvatokh, bringing his kingdom into Kania’s fold. The Great Mage of this allod is Im Lokhar.

This allod has no city in the conventional sense of the word. Ingos is more a very large village, with a population of over 3,000. The allod has around 15,000 inhabitants, almost all living in small villages. Houses on Ingos are built of wood — not the simple wooden sheds one might see on Kvatokh or Forox, but genuine manor houses, often two or three storeys high, built from logs nearly a metre in diameter. Even the fortified wall around Ingos is made of logs, yet it is no weak wall.

The vast majority of the allod is covered in dense forests. Pines, spruces, birches, poplars, oaks — the species vary by area, but the forest never ends. At the same time, Ingos is perhaps the most mountainous allod on Jul. Cliffs and mountains appear everywhere, yet even the steepest slopes are covered in coniferous trees. Ingos is the coldest allod not only in Kania but on the entire continent of Jul. Cold currents from the Ice Ocean keep it cool year-round. Mean temperature is around 12°C. Piercing winds blow constantly, though they are barely felt inside the forests. Dryads and centaurs, former undisputed masters of the local forests, are not very well disposed toward humans.

This allod has no ruler as such. Ingos is governed by a Council of Elders, which has no serious organized power and merely resolves matters important to the allod as a whole — typically trade, forest and mineral reserves, defence, and relations with other allods. Local matters are decided by local leaders, each village having its own. The “city” of Ingos grew up near a rocky massif where the allod’s inhabitants found large deposits of iron ore. It was this proximity to rock that saved it, for the former regional capital, Port Eskarlo, was swallowed by the astral together with the ocean shore. Since Im Lokhar preferred not to settle in a densely populated area, only the adjacent empty regions and the rocky massifs survived, being more resistant to collapse.

Ingos is renowned above all for its timber operations. Previously, the largest shipbuilding docks were located here, but they were lost after the Cataclysm. Even so, Ingos continues to supply lumber and wooden goods across Kania. Local craftsmen are also renowned for their bows, which, while not as fine as elven ones, are the best made in Kania or Kadagan. Some time ago deposits of precious stones and metals were discovered in the mountains of Ingos, opening a new source of income.

The inhabitants of Ingos live mainly by hunting. Fishing was once widespread here as well, but that trade has since declined. Lean years occur occasionally, and the Elders are sometimes forced to purchase Foroxian wheat or Kvatokh potatoes. Forest fires are especially feared, as they consume entire villages and scatter the game. The allod also has the beginnings of a mining industry — metals and precious stones are the main extractive products.

In the villages of Ingos a few families of loggers and hunters typically live together. Mining villages also exist. Local leaders invent their own laws and sometimes organize units of local militia. Even so, the deep interior of Ingos is a fairly wild region — though this does not deter those hoping to grow rich quickly by finding a diamond deposit or a gold seam. While lucky strikes do occur, more often such adventurers are found riddled with arrows from forest centaurs or cut down by axes of local brigand bands.

Ingos is also famed for another trade that offers a quick path to wealth. This allod is the largest supplier of mercenaries on Jul. The “woodsmen” of Ingos — outstanding scouts and archers — are known everywhere for their effectiveness and cunning.

Ingos has no standing army as such; however, the Elders have at critical moments managed to raise quite large detachments of archers and axe-wielding infantry from former hunters and woodsmen. The sturdier build of this allod’s inhabitants, combined with their sharp eye, makes them invaluable in Kania’s army. The Archery Tournament held on Ingos twice yearly demonstrates that locals have an obvious edge over other entrants. Five hundred Ingosian archers were one of the decisive factors in Kania’s last battle against the orc Hordes.

The portal on Ingos was built near the largest mine, beside which the “city” of Ingos stands. It leads to Kvatokh and is used primarily to supply raw materials to the other allods of Kania.

Umoyr

Umoyr is a large allod. It contains one large city, Plagat. Despite Umoyr being legally a neutral allod, it is in practice allied with Kania, owing to the good relations between its Great Mage Skrakan and Tensis. The last king of Umoyr was slain and at present the allod has no king.

Andis

Andis is a small allod — a small parcel of land formerly part of the territory of Ingos, now separated from it by the astral. The allod is held by a Great Mage who arrived just before the Cataclysm. He is not a member of Kania, though his Great Mage, being a student of the mage of Ingos, effectively guarantees an alliance between Andis and Kania.

Ovus

Ovus is a small allod. There were no large settlements on the allod, so almost no one lives there. Thanks to the tower of one of the Great Mages it was not swallowed by the astral, yet despite this it has acquired no great political significance. Having a predominantly human population, this allod is most likely to cooperate with Kania in future, and has provisionally been assigned to the Kanian region.

Allods of Kadagan

The climate is warm — Igsh resembles an Astrakhan-style climate; Kadagan5 is closer to equatorial. Consists of nine allods, all part of the Empire of Kadagan. Populated predominantly by aro humans, though representatives of the ugra appear on the northern allods.

Kadagan was founded by Great Mage Nezeb, who is its undisputed ruler. It is in essence a totalitarian, centralized state with a developed ecclesiastical system. Before the Cataclysm Kadagan also held vast ugra territories, now lost. The greatest political force in Kadagan is the Cult of Nezeb, which controls practically every sphere of life in the Empire. Nezeb is in constant rivalry with Kania. After losing Kadagan’s northern portion the rivalry has quieted somewhat — but only for a time.

Since Kadagan is a more totalitarian state than Kania, its allods have less individuality, and some aspects of their description are better placed here rather than for each allod separately. This applies especially to the Empire-wide political structure.

Although Kadagan does have an Emperor (currently Yazer the Wise), he is in effect more of Nezeb’s commander-in-chief. The most important political force in the allod is the Inner Circle of Nezeb’s priests. This is where all critical decisions are made; the Inner Circle speaks in Nezeb’s name. Equipped with the lever of the Holy Inquisition, the Inner Circle can apply pressure to any internal state structure.

Kadagan’s society is caste-based. There are four main castes — slaves, free citizens, aristocracy, and clergy. Slaves are generally owned by aristocrats and priests; ordinary citizens are not permitted to own them (though they may hire serfs from the local baron’s slaves, for instance). Citizens are predominantly craftsmen, officials, and merchants. A special category of citizen is the military estate, which holds far greater rights than ordinary townspeople. The aristocracy of Kadagan consists of several ancient lineages; virtually all senior positions in the army are held by them. The clergy, however, form a caste apart. One does not become a priest by inheritance — in theory any townsperson or aristocrat can become one (slaves cannot). They hold the greatest rights: for example, only a priest can arrest a priest; even the Emperor lacks that power. Those born as slaves may eventually obtain their freedom, but this depends entirely on the will of their master.

The structure of the Cult of Nezeb deserves special mention as the most important element of Kadagan’s power. The Cult consists of several institutions — parish or field priests, warrior monks (paladins), and inquisitors. Ordinary priests carry out propaganda, maintain the proper attitude among the population, and do routine work. The most important priests oversee the functioning of state organs and often hold significant positions in industry, government, etc. Paladins live and train in the Cult’s monasteries and are used for very specific tasks (generally at the inquisition’s direction). The Inquisition is a special institution for overseeing the ideology of the priests themselves, conducting intelligence and counter-intelligence work, monitoring senior aristocratic figures, and the like. The Inquisition also functions as the judicial authority. Paladins answer to the Inquisition, which in turn answers to the Inner Circle, which reports directly to Nezeb. There is also the so-called Outer Circle, which convenes once every few years to decide the most global matters of the Cult. If the Inner Circle represents primarily executive power, the Outer Circle represents legislative power.

Kadagan’s army comprises both ordinary and “elite” troops, the latter being the Kadagan knights, drawn exclusively from the sons of aristocratic lineages. In every unit of the Kadagan army there is a priest monitoring ideological questions. The army also performs internal security and police functions. Senior command posts are held by distinguished aristocrats, though all appointments pass through the Inner Circle. Although the army answers to the Inner Circle, the relations between ordinary soldiers and priests are rather cold. Warriors and aristocrats are especially uneasy about the Paladins, the Cult’s monk-soldiers.

While the Inner Circle is based in the Temple of Nezeb on Igsh, its influence is felt on every allod of Kadagan. This influence is exercised primarily through Cardinals, one present on each island. Although each allod has its own Duke — who serves as both head of the local army and police and as the authority on regional executive matters — the Grand Inquisitor represents executive power on an imperial scale. He reports to the Inner Circle personally and may also appear before the Inquisition in the event of particularly serious incidents. The Inquisition can dispatch one of its Grand Inquisitors to any allod; these hold the widest possible authority.

Kadagan’s army consists of infantry, archers, and cavalry, but the main striking force is the knights — heavy cavalry composed of chosen sons of the aristocracy. Strengthened by the Cult’s combat priests, this cavalry is one of the most powerful fighting formations on Jul. In special circumstances the Paladins may also be deployed, but their small numbers generally limit them to minor operations. Paladins are notable for combining strong combat skills with command of magic, making them a unique type of troop; they are typically reinforced by inquisitors who wield both combat and ritual magic to perfection.

Igsh

Igsh is a large allod. Its Great Mage is Nezeb. The Temple of Nezeb, the centre of his cult, is located here.

This allod contains three large cities — Shlegerlokht, Kartales, and Tarsh. Shlegerlokht is considered the capital of Igsh; the Imperial Palace of Kadagan stands here. But the true centre of power in Kadagan (and in Igsh) is the Temple of Nezeb, which serves as this Great Mage’s residence. About 80,000 people live on Igsh: around 10,000 in Shlegerlokht, roughly 5,000 each in Kartales and Tarsh, and about 3,000 in the vicinity of the Temple of Nezeb.

Houses on Igsh are predominantly stone, one to two storeys.

Igsh has a mountainous landscape. There are also quite a few forests and modest rivers, predominantly broad-leaved; temperate-zone trees in the north give way to more tropical species. The temperature here is lower than one would expect for this latitude, explained by the cold current of the Eastern Ocean. Mean temperature is around 18°C. Of the sylvan races, nagas are the most significant — the Priests of Nezeb have managed to establish quite close contact with them.

Igsh is the most industrially developed allod of Kadagan. Ore and other minerals are extracted from the mountains. Agriculture is also reasonably developed, though less so than industry. Animal husbandry is almost non-existent. Among the crafts, smithing, stonework, and glassblowing stand out. Kadagan smiths are renowned above all for their armour, the finest on Jul. Weapons are also made to quite a high standard. Thanks to its stonemasons, Igsh has the highest concentration of stone houses, walls, castles, and monasteries in the entire region. Glass from Igsh is popular not only within Kadagan but even beyond its borders. The truly enormous mining industry of Igsh is also worth noting — oriented mainly toward slave labour, this industry has produced a good many skilled workers, and slave miners represent a genuine “elite” within their caste.

Shlegerlokht is the largest city on Igsh and the capital of Kadagan. The Imperial Palace of Kadagan stands here. The city grew up around the largest fortress on the eastern coast of Jul. Houses in the city are of dark stone, and the city itself is surrounded by a wall. Shlegerlokht is Kadagan’s most important commercial and cultural centre. Crafts are highly developed here, with a great many smiths and glassblowers in particular. This is where a warrior can find the finest armour on Jul, and from here the famous clay and glass mosaic-work radiates. The city contains many temples of the Cult of Nezeb; the streets are patrolled by troops and priests; a curfew is in force. The Doors leading to Kartales, Tarsh, and the Temple of Nezeb depart from this city. These Doors are very heavily guarded; all who pass through them are searched by inquisitors.

Kartales is the agricultural capital of Igsh. It does not have as many inhabitants; many houses have thatched roofs. The city has no surrounding wall and is not an ideal defensive position. It has been attacked many times — mostly by Kania — has burned down on several occasions, but has always been rebuilt. Around Kartales lie the most fertile lands on Igsh, from which food is brought into the city. Being somewhat provincial in character, this city nevertheless occupies one of the key positions. The atmosphere here is calmer than in Shlegerlokht; there are no patrols. One Door leads from here to Shlegerlokht.

Tarsh is the centre of Kadagan’s mining industry. A simple miners’ settlement eventually grew into a large city and continues to grow despite the closure of some mines. The city holds a great many smithies, furnaces, and other production facilities. Being a key link in Kadagan’s production chain, it is strictly guarded by troops and priests. Those entering Tarsh are searched. The city itself gradually gives way beyond the city wall to suburbs that thin out into separate small settlements. The castles of many local aristocrats are located around Tarsh, and a Cult monastery stands quite nearby. The city lies beside a mountain range and once narrowly escaped being engulfed by lava from a nearby erupting volcano. Due to the region’s seismic activity, houses here are low, mostly single-storey or even semi-basement, with narrow streets. One Door leads from here to Shlegerlokht.

The Temple of Nezeb is not so much a single building as an entire complex. At the centre, atop an enormous extinct volcano, stands the Temple of Nezeb itself — a magnificent structure of white marble that Kadagan’s slaves built over the course of several centuries. The Temple gradually became encrusted with pilgrims’ settlements, monasteries, guard castles and fortresses, and various structures belonging to priests and rulers of every rank. It is now an enormous complex, practically an entire city. The strictest rules apply here — constant patrols and searches, many priests. The Temple is guarded by monk-paladins from the surrounding monasteries, while military patrols sweep the surrounding territory. Only priests are admitted into the Temple itself, but a great many pilgrims, residents, merchants, and others fill the area around it. A Door from Shlegerlokht leads here — not into the Temple itself but nearby. There is said to be a secret Portal inside the Temple leading to Yakhch, but only the priests know this for certain.

Yakhch

Yakhch is a large allod. Its Great Mage is Gurluhsor, Nezeb’s apprentice. Gurluhsor is one of Nezeb’s most influential priests and is perceived by the island’s inhabitants as a demigod.

Suslanger

Suslanger is a medium-sized allod. Though its Mage belongs to the Conclave of Great Mages, he takes no active part in political life and does not impede the Cult’s actions on his allod.

  • Kadagan4 — medium-sized allod.
  • Kadagan5 — medium-sized allod.
  • Kadagan6 — small allod.
  • Kadagan7 — small allod.
  • Kadagan8 — small allod.
  • Kadagan9 — small allod.

Allods of the Elves

Hot climate, practically equatorial.

This region is inhabited predominantly by elves. The climate ranges from tropical to equatorial. Most of it is occupied by the Elven Kingdom, headed by the King of the Forest. Further east lie the lands of the Lake Elves (moon elves). Elves have lived in these parts since long before the arrival of humans, but rarely venture beyond them.

Il-Anrik

Il-Anrik is a large allod, almost entirely covered by jungle. The Elven Kingdom (Elven Kingdom) is located here, founded thousands of years ago by the forest elves. It is held by the Elven Spellweavers (of the House of Mysteries). Political power is divided among several Houses, the most important of which are the House of Mysteries (Mystic House), the House of Gardeners (House Gardener), and the House of Warriors (House Warrior). Elves live in small family clans of a few to several dozen members each. They build no cities and settle primarily in the trees, sometimes creating small “hanging” settlements. Comparatively undeveloped production is offset by extensive magical knowledge and agriculture. About 70,000 elves live on this allod.

The Elven Kingdom has little contact with the outside world. Its main relations are with An-Damal, where the lake elves live. Forest elves are not interested in mining metals or minerals; almost everything is made from plants and hides. Trade and barter are conducted primarily with the sylvan races living within their forest. Thus satyrs sell them wine, centaurs — livestock wool, nymphs — aquatic plants and fish, and even sprites bring berries. The elves themselves are skilled at making cloth, bows, and musical instruments; building cosy dwellings in tree hollows or on branches; and producing almost any utensil from wood or clay. The House of Gardeners has the means to grow entire settlements from correctly placed tree seedlings. The House of Mysteries can imbue various objects with magic and, using complex rituals, can enchant a large swathe of forest. Elven magic, drawing mainly on the spheres of Water and Air, is oriented primarily toward healing, improving fertility, illusions, and the like. The House of Warriors trains outstanding archers, though elves also frequently use short spears.

The King of the Forest (King of the Forest) is chosen each spring from among the Elders of the House of Gardeners. The House of Warriors and the House of Mysteries each elect from their number a Keeper of the Forest (Keeper of the Forest) and a Spellweaver of the Forest (Spellweaver of the Forest). While the King oversees the public life and internal affairs of the Forest Kingdom, the Keeper and the Spellweaver have the right to veto on matters of defence and magic respectively. Marriages between Houses are not encouraged but do occur. A family of elves belongs to one House; if one of its members shows a special talent for another craft, he or she must also change families. The House of Mysteries, unlike the Houses of Gardeners or Warriors, practises matriarchy, which is why practically all Spellweavers of the Forest throughout history have been women. The Houses have no “centres” as such, though the residence of the current King, Keeper, or Spellweaver may become a place of pilgrimage for other elves.

The forest in which the elves live is most unusual. It consists mainly of deciduous trees, but oaks are interspersed with palms, and apple trees with peach trees. The trees are significantly larger than ordinary ones — a single oak may be more than a hundred metres tall. These trees are very ancient, and centuries of Gardener and Spellweaver art have left their mark on them. Large areas of the forest are also occupied by gardens — not geometrically regular ones as humans would make, but composed of fantastical arrangements with glades and unobtrusive paths. Elves cultivate not only trees but also fern thickets, poppy gardens, and entire fields of moss and mushrooms.

The Elven Forest contains several large settlements. Typically elves settle in hollow trunks or on branches, sometimes among roots, and even in earthen burrows. Their “houses” are usually “grown” with the aid of Gardeners and Spellweavers: through special care and corresponding charms, branches and trunks take the desired form, and vines and leaves achieve the needed shape and density. Sometimes elves create truly astonishing trees, comparable in complexity to human palace towers.

Settlements usually encompass several giant oaks many dozens of metres tall with several “rooms” on various branches and in hollows, connected by suspension bridges or equipped with “lifts” and “swings.” Such settlements are typically located near freshwater bodies and areas rich in fertile plants. There are no regions belonging to a single House. Families from different Houses live side by side and exchange goods — Gardeners provide fruit and help grow houses; Warriors bring game from the hunt and protect others from attack; Spellweavers enchant gardens and weapons and heal wounds and illnesses. Since each depends on the others, a fairly even distribution of elves arises naturally.

The subsistence economy of the elves rests on extensive wild gardens with berries and fruit, and on the tending of certain animals (from squirrels to dinosaurs). Typically such animals are simply fed but not penned or caged — they are left free to move about the forest. Elves also hunt predators and other animals that cannot be “tamed” but provide especially fine meat, wool, hides, horn, and similar goods. Foods consist of water, juices, milk, fruit and berries, plant leaves and nuts, as well as meat and grain.

Every elf has the right to seek apprenticeship with one of the Masters of any House. Usually this is the same House in which the elf’s family lives, but it may be a different one. Especially outstanding apprentices may be taken into the Master’s family even if they come from another House. The House of Mysteries teaches magical craft as well as history and wisdom. The House of Warriors teaches hunting, archery, spear-wielding, and self-defence. The House of Gardeners teaches how to cultivate gardens, attract animals, and practise various musical and visual arts (weaving, wood-carving, playing the flute). An apprentice who succeeds becomes a Warrior, Gardener, or Enchanter respectively. The finest Warriors are declared Master Warriors; the other Houses follow the same pattern. The oldest and wisest Masters are Elders and may aspire to become heads of Houses (King, Keeper, Spellweaver). That said, members of, say, the House of Warriors are not entirely without knowledge of magic or gardening; many may have undertaken apprenticeship in other Houses while preferring to remain with their own family. Almost all elves can handle a bow to some degree, cast basic spells, and “grow a house.”

Elves use bows and spears as their main weapons. Elven bows are very powerful and virtually all elves shoot well. Arrow and spear tips are made from “ironwood,” shells, animal shells, or crystals — metal ones are rare. The Forest Kingdom produces the finest bows and spears on Jul. The wood for them is grown by the best Gardeners, Warriors craft weapons from it following ancient recipes, and the Spellweavers use Air magic (and sometimes Water) to make them fly farther, hit harder, and strike more precisely.

They also excel at making light leather armour and bone cuirasses. Working the thick hides of animals — typically dinosaurs or sea lizards — elves can produce very sturdy “jackets” and shields (though they rarely use shields). They also make strong armour from the shells of giant tortoises or the skeletons of enormous beasts. By treating these leather and bone armours with various preparations and reinforcing them with magic, elves can create very light, flexible, yet durable armour. Unlike the most solid and powerful dwarven armour, elven armour allows silent, swift movement and easy evasion of blows, while its magic can even make the wearer practically invisible or blurred in an opponent’s eyes.

Elves are known for their unusual culture. They are very musical and particularly love playing flutes, lutes, and dulcimers. Their feasts are usually accompanied by beautiful music, astonishing magical effects, and dancing. A “dance-narrative” culture is developed among them: a dancer can tell various heroic legends, fairy tales, and other stories — without uttering a single word, merely portraying different characters. Professional dancer-storytellers are often found in families. Also worth mentioning is the art of wood-carving — which other races have seen on bows, mages’ staves, and utensils made by the elves. Some objects a master carver labours over for decades, and the result has no equal among the works of other races.

An-Damal

An-Damal is a medium-sized allod consisting mainly of swamps and lakes, inhabited by the moon elves. Political power rests with a Council composed of the finest Diviners. Elves live in small family groups in “pile-dweller” settlements or underwater caves. They have almost no contact with the outside world. They are capable of creating very fine objects imbued with magic (predominantly of the Water and Air spheres). About 5,000 elves live here.

An-Inrel

An-Inrel is a small allod — a fragment of An-Ramil held by one powerful Diviner.

Allods of the Orcs

Temperate to subtropical climate. Contains one large allod, Izun, populated mainly by orcs and goblins, and a great many small ones.

Izun

Izun is a large allod, consisting mainly of steppes, though deserts appear to the north and forests to the south. The Orcish Khanate is located here. The Khanate comprises a multitude of Hordes, both nomadic and settled. Each Horde consists of several “clans” of orcs and goblins. Hordes are led by Khans and Shamans. The Khanate is headed by the Supreme Khan. The Supreme Shaman is identified only upon the death of the previous one and holds the position for life. Orcish Shamans primarily command fire magic but are also capable of fairly complex ritual magic (divination using animal entrails, summoning nature spirits, etc.). The Cult of the Jackal is widespread among orcs. As a rule their knowledge is limited to ethereal magic. Settled Hordes practice animal husbandry and hunting, but sooner or later move on to more fertile locations or go raiding. On average about 200,000 orcs and two to three times as many goblins live on this allod.

The orcish allod has no cities, and most remarkably, no Great Mage (no one, apart from the Supreme Shaman himself, takes him seriously as such). There is no centralized state as such either. The orcs are organized into Hordes, both settled and nomadic. Sometimes Hordes unite around a strong leader, but more often they are at odds with one another. When one Khan declares himself Supreme, a fairly broad conflict among the Hordes typically breaks out at once, during which the orcish population may be halved. There have been moments when orcs had two, or even three, Supreme Khans simultaneously. All of this is rooted in the old orcish memories of how the First Khan K’run led his battered Horde to a new paradise called Izun (the hive filled with honey), and of his great raids on neighbouring lands. Since then orcs have constantly striven to recapture their former glory, and there is never any shortage of contenders for a new Supreme Khan.

Orcish Shamans are priests of the Cult of the Jackal. At the centre of this cult stands the Jackal (the father-jackal; in orcish he is called U’Tso, as distinct from plain tso, meaning a jackal) — the great deity of the steppes and patron of the orcs. Orcs also venerate the spirits of other animals and the spirits of nature, but the Jackal is considered the most powerful and the most favourably disposed toward them. Mummified jackal heads mounted on spear shafts are a traditional feature of orcish villages. Shamans may serve as priests not only of the Jackal but of other, lesser spirits. Those who serve the Hyena, the Locust, and the Whirlwind hold especial power. Shamanic magic is predominantly fire and air magic. They also command complex ritual magic that allows them to work with the negative element. The summoning of spirits — both elemental forces and the spirits of dead animals — lies at the heart of all orcish cults.

The Supreme Shaman is the one who has earned the respect of the other shamans — typically through threats and direct demonstrations of power. The Supreme Shaman is deemed responsible for the elements and speaks in the name of the orcish gods. Differences between cults have occasionally driven orcs to wars in which one cult is declared heretical and a holy war is launched against the Hordes that follow it.

Ancestry and clan membership carry little weight among orcs. Strength and martial skill are valued far more. The Khan is the orc who is strongest in his Horde and can prove it. Any orc has the right to challenge the Khan to a mortal duel; the survivor becomes (or remains) Khan. The Supreme Khan, however, is not chosen by duel. Here the size of his Horde and the support of the Supreme Shaman matter more. By ancient tradition, it is the Supreme Shaman who may proclaim the Supreme Khan — but sometimes the opinion of a given Horde may not align with the Supreme Shaman’s, leading to yet another inter-Horde war.

The political order among orcs most closely resembles slaveholding. Each Horde is divided into two castes: orcs (upper) and goblins (lower). Within the orc caste there is further division into commoners, warriors/hunters, and priests. Although priests are considered the most honoured caste, it is effectively the warriors who rule the Horde. A child of an orc from the warrior caste may become a priest if the parents pay a large ransom to the priests and give the child into their service, and if the child shows aptitude. By the same token the child may end up among the commoners if the parents cannot afford to pay for warrior training, renounce the child, and so on. In general, a child’s caste membership is determined first and foremost not by the parents’ caste but by their wealth and power. Thus some of the Khan’s children typically become priests, and even whole ruling lineages may form — until the Khan falls in a duel.

Orcs live in tents or dugouts; goblins usually live in huts. They have no fortified strongholds, though the central settlement of a large settled Horde may contain clay or even stone single-storey buildings.

Besides raiding, orcs live by animal husbandry and hunting. They do not practice agriculture. Since orcs and especially goblins are very prolific races, food stores are practically never adequate. Food shortages, epidemics, disease, and other misfortunes occur very often among orcs. Such things sometimes drive them to raid the territory of other races, even when that raid is pure madness. After the Cataclysm even such raids have become virtually impossible.

Periodic famine and discontent have driven orcs through several bloody internecine wars, and their resentment of the outside world has only grown. Fortunately, no Shaman is capable of opening any Portal to other allods. Yet one after another, Great Shamans speak of the day when the orcs will be ready for war and the Jackal will open a Portal to a rich and well-fed world where food and treasures will suffice for all the Hordes. They call this event the New Feast (in contrast to the Old Feast that the Jackal arranged for the orcs when he first brought them to this world). If such a Portal is ever opened, the current Great Khan will have no difficulty rousing the orcs for another global war.

Izun is predominantly covered by steppes, transitioning to deserts in the north. A plateau with sparse forests begins to the south. The climate is dry and continental. Strong winds blow periodically. Both droughts and rainy periods occur at intervals. Mean temperature ranges from 18°C in the south to 27°C in the north. It is said that nature spirits (genies) can be encountered in the steppes, and that sphinxes still remain in the deserts.

Orcs engage in almost no external trade, partly because of their poverty and backward technology, and partly because of their reputation as raiders and cheats. Although some Hordes or some particularly cunning individual orcs are capable of doing business with humans and even minotaurs, their partners must constantly be on guard. After the Cataclysm such contacts have practically ceased, since very few humans and minotaurs remain on Izun. Trading with the local centaurs or rakshasas is something orcs have never learned to do.

Orcish and goblin weapons are predominantly stone (axes, halberds) or rope-and-hide (slings, lassos). Iron items are extremely rare and are generally imports from other countries. After the Cataclysm, locked on their allod, orcs have attempted to mine ore and forge swords themselves, but their products have little in common with even moderately decent human weaponry.

Ark

Ark is a medium-sized allod, formerly a rocky coastline separating Izun and Il-Anrik. The remnants of the minotaurs live here. The minotaurs have a fairly well-defined militarized state structure. They were formerly known as pirates and cattle-breeders. After the Cataclysm their ships were abandoned. This allod is held by an elven Great Mage who does not interfere in the island’s political life.

  • Goblins1 — small allod.
  • Goblins2 — small allod.
  • Goblins3 — small allod.
  • Goblins4 — small allod.
  • Goblins5 — small allod.
  • Goblins6 — small allod.
  • Goblins7 — small allod.

Great Mages

Old Great Mages are those who became Great before the founding of the Conclave — those who created it. Young Great Mages are those who became Great after the Conclave was founded. Beginning Great Mages are those who came after the Cataclysm.

The Conclave

The Conclave consists predominantly of mages of the aro human tribe. People from the Zem and Jun tribes, as well as Lake and Faerie elves, are also found there. There are currently no dwarf representatives or representatives of other elven varieties in the Conclave.

The Conclave comprises about 40 mages. Among them, seven form the Council, which is the Conclave’s permanent governing body. The Council includes the most ancient and wise mages from among the Old. The Jul region is represented on the Council by the mages Nezeb and Skrakan. More than ten of the mages who belong to the Conclave also live in the region.

Any mage has the right to attempt the Test and enter the Conclave. The Test is a mortally dangerous trial requiring outstanding command of magic — both ethereal and astral. Upon joining the Conclave, a mage gains on one hand the support of other mages in situations approved by the Council, including the ability to exchange information with fellow mages and access to some of their “published” knowledge. On the other hand, the mage takes on the obligation to observe the Conclave’s Charter. Of particular current importance is the exchange of the Binding Ritual among Conclave members — thanks to this, all members know how to hold allods back from absorption by the Astral and need not conduct dangerous experiments on their own islands. New Great Mages who have passed the Test also learn this ritual and, in the event of misfortune, are capable of replacing those who have departed.

The Conclave’s Charter primarily regulates relations between mages and civil authorities. It also contains clauses on maintaining the balance of magical forces in the world, certain inter-mage relations, and so on. It should be noted that the Charter was drawn up by the Conclave’s founders, who were very ambitious individuals — and so the Charter grants mages quite considerable freedom. At the same time it not only restricts mages in their relations with secular powers but also draws a boundary between them, elevating and separating the Great Mages from ordinary ones. This includes limits on the number of apprentices, restrictions on the freedom to disseminate knowledge, and measures to maintain a certain “price floor” for astral magic. The most ominous provisions are directed against those Great Mages whose actions might undermine the Conclave’s exclusivity.

The Spellweaver of the Forest

The Spellweaver of the Forest is one of the female Elders of the House of Mysteries within the Elven Kingdom. Unlike humans, elves possess an innate knowledge of magic that is passed from generation to generation. Among humans there is a fairly clear boundary between mages, ordinary people, and Great Mages; among elves no such sharp division exists. Virtually all elves command magic to some degree, while Masters and Elders of the House of Mysteries may or may not possess power comparable to that of the Great Mages. There is therefore no fundamental difference between the magical power of the Spellweaver of the Forest and other Elders of the House. However, some ancient rituals are available only to the Spellweaver, and other elves do not know such capabilities. It is hypothesized that by no means only the Spellweaver can hold the elven allod back from absorption — that many of the Elders could manage this — but at present all responsibility rests with the Spellweaver alone. Since the elves of the Forest Kingdom have never joined the Conclave or taken the Great Mages’ Test, nothing precise can be said about their power. What is known is that Nezeb failed in an attempt at magical confrontation with the elven mages — which means they lay claim to being the most powerful magical force in the region.

Nezeb

Being one of the oldest Great Mages, Nezeb is one of the most powerful human mages in the world of Allods and the most powerful on the continent of Jul. Having been one of the founders of the Conclave of Great Mages, he now has almost no relations with his colleagues. He is one of the few mages ever to have changed his Place of Power for reasons unknown to anyone. There is an opinion that his former place of residence is hopelessly cursed as a result of mysterious magical experiments, and that the inhabitants of Kadagan face the same fate in due course — though even the Conclave does not know this for certain. What is a fact, however, is that Great Mages do not abandon their established places without an extremely pressing reason. Arriving in Jul after Skrakan yet being an older and more powerful mage, Nezeb initiated a struggle for power in the region.

Skrakan

Being one of the founders of the Conclave, Skrakan takes an active part in its affairs. Inferior to Nezeb in power but not in wisdom, he maintains the balance between Nezeb and the community of younger mages from Kania. Patronizing Tensis, he invited him to take a Place of Power adjacent to his own. As one of the main factors that led to the formation of Kania, Skrakan also called upon Tensis as an ally as soon as Nezeb appeared in the region.

Tensis

Young (for a Great Mage) yet very talented, Tensis was the primary organizer of the human alliance in the region — representing the part of Kania that stood in opposition to Kadagan (modern Kania).

Gurluhsor

Nezeb’s apprentice — fairly young, yet in possession of many of his Master’s secrets — Gurluhsor is Nezeb’s right hand and an important figure in Kadagan.

Aidenys

Aidenys stands apart from the other Great Mages. Long ago, when Skrakan was just laying the foundations of Kania, he was a great military commander among the humans living on Jul. Serving as Skrakan’s right hand in the struggle against the orcish Hordes, he became Skrakan’s favourite. Recognizing a keen mind, he gradually aspired to become not only a great warrior but also a mage. Skrakan was his patron and helped him secure apprenticeship under one of the junior Great Mages — though he himself, for reasons unknown, never took apprentices. Several centuries later Aidenys returned to Jul no longer as a commander, but as a full member of the Conclave. Despite this, the years spent in warfare still make themselves felt.

Im Lokhar

An old friend of Tensis, the young mage hails from the Zem tribe and appears to be their sole representative on Jul. The fact that he chose distant Jul over his homeland demonstrates once more the strength of his alliance with Tensis. To a stranger he will seem very unsociable, and there are reasons for this. When he arrived on Jul he settled in the most remote and lifeless spot, evidently seeking peace. His Tower stands on the summit of a massive cliff in a dense forest; he takes no part in the political or economic life of the allod. The last time the inhabitants of Ingos saw their mage, he stood shoulder to shoulder with Tensis during the decisive battle against the orcish Horde.

The Supreme Shaman

The current Supreme Shaman of the orcs lays claim to a Great Mage’s status. He asserts that it is his very presence that holds the allod back from absorption. But to other Great Mages it is obvious that the Shaman possesses far too little mastery for such a task. What exactly holds the orcish allod “afloat” is not known. The answer may perhaps be found in the depths of this island. Clearly, no Supreme Shaman of the orcs has ever entered the Conclave.


Legends of Allods

Collected here are mainly those historical events that set entire races in motion and had a global scale.

The Battle of the Elves and the Minotaurs

(section under development)

The Battle of Kania against the Orc Swarm

Backstory

Under pressure from the elves, the minotaur people began moving southward in search of refuge. There they periodically clashed with and displaced orcish Hordes. This triggered the migration of orcs from the northern part of the island toward the south. As a result the south became overpopulated, leading to famine and periodic internecine wars among the orcs. The situation was further aggravated by the humans’ construction of a new stronghold — the fortress of Drazik, guarding the isthmus between the orcish steppes and the human continent — making impossible the raids that orcs customarily carried out in times of famine.

The Great Shaman of the orcs, repeatedly blamed for the famine and the dire state of affairs, stood on the verge of lynching. To justify events and divert blame from himself onto others, he advanced a new theory: the New Feast. The idea was as follows — the Great Shaman declared that the Jackal himself had appeared to him and indicated that the orcs must cross over to the eastern lands, settled by weak humans, where they would find great treasures and be able to settle in fertile country.

The Khan of one of the migrant Hordes, U’Rsa, managed to unite several nomadic Hordes under his command, creating a large and warlike force that had never managed to find its footing in the new territory. He was the Supreme Shaman’s choice. This Khan was proclaimed Supreme, and still more Hordes joined his alliance. The Khan was confident that humans were no match for minotaurs in military strength, and that by uniting many orcs they could easily seize and plunder their lands.

Over time the Shaman’s idea, with the Khan’s backing, gained the support of the overwhelming majority of orcs. Virtually all Hordes agreed to take part in the raid; those who were opposed were either forced out to the desert or compelled by force. In this way a new Swarm was formed — a union of Hordes with a single common purpose — a Swarm like that first Swarm that had come to Jul during the Old Feast.

At that time the Conclave did not yet exist, and the human Great Mages on Jul were represented by Skrakan alone (Nezeb was outside the region at the time). Several scattered human settlements — Kvatokh, Plagat, Forox, Knush, Ovus, Kartales, Drazik, Andis, Urgos, and others — had not yet united into the future empire of Kania. The isthmus connecting the orcish lands with the human continent was vigilantly guarded by the fortress of Drazik, built to defend against orcish raids. In all, approximately 150,000 orcs and 400,000 goblins set out; about 50,000 orcs and 200,000 goblins remained, having taken shelter in the deserts.

The Beginning of the War

When the orcs massed before the isthmus, the Great Shaman began the most complex of his rituals. For several days he and the Shamans of various Hordes chanted hymns to the Jackal, and the Jackal opened the way to them — an unprecedented ebb tide occurred, and the isthmus became wide. The Hordes rushed to attack Drazik. Within a few hours the battle was over — Drazik lay in ruins and the orcs dispersed to plunder the surrounding settlements. But word of the Swarm’s attack had already begun to spread to the human cities.

At first the humans failed to grasp the threat of the orcish invasion. They assumed it was merely another raid on border settlements — temporary, and threatening trouble for only a small number of people. Rumours about the number of orcs gathered were dismissed as exaggerations. Nevertheless humans began preparing their defences, especially in the border zone. Somehow, though, this attack attracted the attention of Skrakan himself, who for a long time had taken no part in the political life of the region. Most probably this was connected with the Supreme Shaman’s ritual that had caused the ebb tide at the Drazik isthmus. Skrakan began attempting to assess the threat by his own, magical means.

Soon the Supreme Khan U’Rsa gathered the marauding orcs to continue the advance deeper into the continent. Here disagreements emerged between him and the Supreme Shaman — the Supreme Shaman insisted on an immediate dash and assault on Plagat. U’Rsa, however, like most of the Khans, wished to march south into the fertile lands and plunder the rich and lightly guarded cities of Ovus and Andis. It was decided to march on Knush, and from there either to Plagat or to Ovus, depending on future events.

Skrakan quickly grasped the threat posed by the Swarm. Possessing phenomenal magical ability, he made contact with the authorities of various cities and spoke with them — something strange in itself, since he had previously lived as a hermit. Skrakan tried to warn the rulers of Knush of the danger threatening them, but without success. Previous orcish raids had all failed to breach Knush’s defences. It was a large city with a substantial army, and the orcs had limited themselves to plundering surrounding villages. In fact, the armies of Knush had even been known to chase orcs to destroy them. The city’s authorities were therefore confident in their own strength and were not persuaded — all the more so since Skrakan recommended they withdraw to Plagat and combine forces. Despite his failure with Knush, Skrakan managed to reach an agreement with his old ally Kvatokh — evidently because this trading centre depended greatly on the safety of trade routes and suppliers. Kvatokh’s forces could not reach Knush in time and therefore marched directly to Plagat. This also made sense in light of Kvatokh’s struggle for leadership among the human cities and its role as the region’s guardian-father; Plagat was the first stronghold on the road from Knush to any city such as Kvatokh, Ingos, Urgos, or Kartales.

Soon the orcs reached Knush and besieged it. The city held out for little more than two days before being taken by the Shamans’ magic and the innumerable hordes of orcs and goblins. About 30,000 people were killed, including the city’s own two-thousand-strong retinue. The orcs destroyed and burned Knush and set upon the surrounding settlements. The Great Shaman tried to persuade them to stop the looting, unite, and march swiftly on Plagat — but without success. The orcs had been driven mad by the sight of Knush’s riches and would not listen; and the Great Khan was certain his army needed rest and food after all the preceding hardship.

The Great Shaman nevertheless managed to persuade several Hordes to set out for Plagat, having arranged for U’Rsa to follow within a day. He intended to invest Plagat before any reinforcements arrived, and above all to destroy “the humans’ chief shaman,” Skrakan. Thus the Swarm split: a small portion with the Great Shaman marched toward Plagat (about 30,000 orcs and 80,000 goblins), while the main body gave itself over to plundering around Knush.

The Formation of Kania

When news of the fall of Knush spread among the humans, the authorities of various cities understood the nature of the threat they faced. They realized they were dealing not so much with a raid as with genocide — and that the orcs had come this time not to plunder and leave, but to stay and entrench themselves in new lands. It was then that the idea of a union of cities was born — one that would later become known as the Empire of Kania. Skrakan managed to persuade the authorities of Urgos and Kartales to send forces to Plagat. Kvatokh’s forces had already arrived at the city walls. Unfortunately, Ingos’s army consisted mainly of small retinues, and it needed time to raise a militia — though they too had no objection to the alliance.

The authorities of Forox were willing, but the probability that the orcs would march on Ovus, Andis, and ultimately Forox itself was too great. They therefore refused to send reinforcements to Plagat until it became absolutely clear that the orcs would strike there. Ovus and Andis found themselves in an extremely difficult position — these cities were poorly defended, and mounting the primary resistance to the orcs at their gates was highly unfavourable. Yet withdrawing to the well-defended Forox meant abandoning their cities to plunder. The authorities of these two cities soon decided to evacuate as much of the population to Forox as possible, leaving mobile retinues in the cities against raiders.

Shortly afterwards a union of eight cities was officially declared, henceforth called the Empire of Kania. The then-Duke of Kvatokh was placed at the head of the union and was proclaimed Emperor. The union comprised Plagat, Kvatokh, Urgos, Ingos, Forox, Kartales, Ovus, and Andis. The forces of five cities were directed to Plagat; in Forox an army was being formed under Duke Aidenys, which in the event of orc approach could be quickly reinforced by the retinues of Ovus and Andis.

The Battle for Plagat

The Great Shaman’s Hordes reached Plagat before the Urgos detachments could arrive — but Kvatokh’s army already awaited them behind the city walls. The siege began. This time, however, things did not go as before. First, the orcs were far fewer than previously. Second, they were opposed not by one army but by two — including the army of the largest human city, Kvatokh. The combined forces numbered around 12,000 warriors. Since Plagat was well fortified, the strengths of the orcs and humans were comparable. When the orcs launched their assault Skrakan summoned a powerful gale blowing from Plagat, which rendered the orcs’ bows practically useless. Moreover, the attacking forces in the open field faced severe disadvantages. The Supreme Shaman sent his orcs into attack after attack, but all were repulsed by the fortress’s defenders. The Shaman then sent all his remaining forces in one decisive assault while himself wielding sorcery. He attempted to counter Skrakan’s gale — but only managed to diminish it slightly. Far more effective were his most powerful spells: Fire spells. The Shaman managed to set Plagat ablaze; the fire was magical and virtually impossible to stop. Most buildings in Plagat at that time were wooden, and the blaze began to spread rapidly. Seeing this, the Emperor ordered the gates opened and the orcs attacked. Skrakan teleported to the orcish camp and attacked the Shaman. The Supreme Shaman lost his duel with the Great Mage. Meanwhile a fierce battle raged between the remaining orcs and the humans. But lacking cavalry and unable to use archers, the orcs were losing. When Skrakan rejoined the humans and the Shaman was defeated, the orcs panicked and fled.

So the Great Shaman perished, and part of the Swarm was routed — thanks to the gale and the cavalry the humans suffered few losses, retaining most of their forces. About four thousand warriors fell, but the roughly eight thousand who remained still represented a serious force. After the Shaman’s death the fire in Plagat was extinguished, but the damage was enormous. Kania’s forces were licking their wounds and awaiting the approach of troops from Urgos and Kartales, as well as the promised reinforcements from Ingos. Everyone waited to see where the orcs would go — to Plagat, this time with far greater strength, or toward Ovus.

The Siege of Forox

The orcs continued to plunder the vicinity of Knush for quite some time before the Supreme Khan managed to restore order and reassemble his forces. These, however, were already smaller than before — the Hordes that had departed with the Shaman were absent, and some could not be torn from their looting. U’Rsa convened a council and made his decision: the orcs would march after the Shaman toward Plagat, but would “along the way” stop at Ovus. The Khans were evidently not very fond of the Shaman’s leadership — U’Rsa was forced to share authority with him, and the other Khans could not aspire to becoming Supreme while the Shaman backed U’Rsa. The orcish forces therefore moved on Ovus.

Skrakan learned of the orcs’ movement and Kania immediately reacted. By that point the armies of Plagat itself, Kvatokh, and Urgos had assembled at Plagat. The arrival of Kartales’s army was awaited, and Ingos’s forces were already ready to move.

It was decided that the main bodies of troops from Ovus and Andis would withdraw to Forox, leaving only small garrisons in the cities. The combined Kanian forces would also move toward Forox as soon as the Kartales contingents arrived, while the Ingos army would advance separately, not entering Plagat at all.

This time the orcs did not tarry long — they quickly ravaged Ovus, and news of the Supreme Shaman’s fate then reached them. U’Rsa decided: the Swarm would not engage in further looting — it would march swiftly through Andis and Forox, avenge Plagat, and then move on Kvatokh. Word had reached him of the massing of the human armies, but he also knew those armies were still marching toward Forox. He resolved to attack Forox before the combined army arrived and to meet it from behind fortified walls.

The orcs soon reached Forox and besieged it. Kania’s army had not yet arrived, but Ingos’s archers were already there. The defence of Forox was led by Aidenys, one of the most distinguished commanders among the humans. Skrakan also arrived in Forox by ways known only to himself. With the help of magic he managed to enchant the moat around Forox, and to the orcs’ astonishment the fortress found itself surrounded by a boiling lake over which a heavy poisonous fog hung. He did not, however, have the strength to summon a gale. Though Forox was the most fortified of the humans’ strongholds — smaller in size than Plagat or Kvatokh, but with Skrakan’s aid it became practically impregnable.

The orcs besieged Forox for two days. Unfortunately the besieged could not deploy their famed cavalry — though the archers of Ingos gave their all. Yet it was they who suffered the greatest losses. Although the Ingosians fired from large, heavy bows with far greater range than the orcish ones, and stood protected behind fortress walls, their numbers dwindled steadily. The orcs built fortifications nearby, and under their cover orcish archers crept close and pelted Forox with arrows. The besieged destroyed the orcish structures with catapults, while the orcs repeatedly tried to set fire to the city — but Forox was already almost entirely built of stone, and fires were quickly doused.

The orcs then began digging a channel to drain the poisoned water surrounding Forox. Many fell during this construction, but the channel was dug all the same. The magical lake around the fortress drained through it into a nearby river, and the path to the fortress was open. The orcs launched a powerful assault, but the knights of Forox, the archers of Ingos, and Skrakan hurling lightning managed to repulse it. The defenders, however, lost practically all their archers. Moreover, after the assault Skrakan disappeared somewhere. The orcish army, though considerably thinned, was still more than capable of taking the fortress.

The Decisive Battle

The following morning the orcs assembled for a second assault. This time the defenders had almost no chance; it had moreover come to light that the orcs had built three multi-storey siege towers with battering rams. Skrakan’s absence had also boosted orcish morale. The assault lasted about two hours; though two of the siege towers burned, the third managed to reach the fortress itself, and fighting was already taking place on its walls. Then the following occurred.

Skrakan had neither perished nor fled from Forox. Having learned that Kania’s army was already close and approaching, he teleported to them and managed to cast a fog spell — he no longer had the strength to make that many warriors invisible. Under cover of this fog the combined Kanian forces managed to circle around behind the orcs, and the final phase of the fortress’s assault opened before them.

When out of the suddenly rolling fog the armies of four cities fell upon the orcs — their numbers at least twice those of the defenders — and Skrakan appeared among them, orcish morale wavered. Caught in an awkward position with no room to manoeuvre, forced to fight on two fronts at once, they were hard pressed. But soon U’Rsa managed to organize part of the orcs; they turned and engaged the Kanian infantry. Although the surprise of the human attack had given them an enormous advantage, there were still enough orcs to halt the advance. U’Rsa sent his finest warriors into the humans’ centre. They managed to break through almost to the middle. The Emperor of Kania rode forward with his personal retinue to meet them — but there were too many orcs, and the Emperor fell.

Seeing this, the defenders of Forox released the forces they had been holding in reserve until the very last moment — the heavy cavalry. The orcs who had wheeled to meet the infantry assault from Plagat and Kvatokh were struck from behind by cavalry; among those at the rear was U’Rsa himself, watching the battle. Aidenys personally led this charge. He broke through and, together with his knights, killed U’Rsa and the Khans surrounding him.

Morale among the humans rose again; the orcs found cavalry at their backs — cavalry they were very hard pressed to fight in open country. With no command left and their discipline shattered, they began to withdraw in disorder before the cavalry and ran straight into the infantry of the combined armies. Chaos broke out among the orcs: some fled from the infantry, some from the cavalry, some from Skrakan’s lightning. The orcish army was routed in panic.

The battle continued for quite some time thereafter, though its outcome was already clear. When the infantry drove through the orcish army and reached the fortress walls, the enemy force had ceased to exist. Although several Hordes whose Khans had survived managed to organize themselves and leave the field, they were pursued for a long time by Forox’s cavalry. Most Hordes were destroyed, but some took shelter in the forests or fled toward the isthmus, where they were allowed to withdraw. A state of martial law prevailed in the land for some time longer, with the armies of all cities scouring the territory for surviving orcs. Most were found, but scattered orcish settlements remained in Kanian territory for a long time afterward. Aidenys was proclaimed the new Emperor of Kania, but his reign was brief. When peaceful years arrived he set aside the Imperial Crown and departed in an unknown direction. Skrakan for a time helped the humans rebuild the destroyed cities, but later withdrew into seclusion again and appeared once more only after Nezeb’s arrival on Jul.

The Battle for Plagat

The scroll was burned…

Manuscript published by -Vampire-


The world of Rage of Mages continues to live, change, and keep its secrets in the astral. The story is not over.