Background Information for the Ancient Tyror Ages long since past, did the Gods battle in the Heavens. More vicious and cruel than mortal minds can imagine did they become. Countless scores perished, more still were grievously wounded, their blood rained from the Heavens. As the blood from the First Ones mingled with the barren soil of the dead Tyror. The Gods looked down and saw life spring from their blood. They battled for a millennium until a truce was settled upon. The Gods deemed that the creatures that sprang from their lifeÕs blood would fight on behalf of the Gods, and so they watched... ÒTREATISE OF DÕSYDORÓ Third Age, 2342 Hirishtians: The Vast Hills are home to the Hirishtian Tribes. Once a primitive race, they now have a burning hatred of their neighbors that plundered their once majestic land. Bordered by the River Vein to the east, access to their hated enemy, the Silictian Empire, is extremely limited. The dreaded Gemblood warriors now flow out of Dragon Home in hope of unifying the tribes and avenging themselves upon their enemies! Silictian Empire: The Silictian Empire, once the Jewel of the Tyror, now lies at the heart of the fetid pools and swamplands of the southern jungles. Lost treasures lie in abundance in the region, remnants of their once glorious civilization. The only hope for this once proud empire is to tame its surroundings and seek out new homelands. Having failed to conquer Hirishti in the past, this may be their last chance... Anacreon: The fertile lowlands fed by the River Vein is home to the Holy Knights of Anacreon. Surrounded by enemies, AnacreonÕs mighty cavalry often finds itself in conflict with heretics of many nations. The word of their lord is law. The Holy City represents the key to spreading their word. Grave Lord: Behind the boarder of Dark lies the fears and nightmares of mortal men, the Grave Lord! Sitting atop the remains of an ancient civilization is his throne of human skulls. His minions reside in the bowels of the ruined cities that dominate his small peninsula. The long sealed tombs now lie open as the Grave Lord commands the living dead to walk the Tyror! Argus Spawn: Argus Hold is the most beautiful castle in all of Tyror, and it is also the most deadly. Surrounded by the impassable mountains, the capital remains secluded and uninterested in the affairs of mortal men. The Lord of the Hells remains here, when on the mortal plane. His only desire is to enslave all the free people of this realm, as he has done to so many others. TharÕKrull: The vast frozen plains of the far north are the home of the horsemen of TharÕKrull. Newly independent, they seek to marshal their forces in order to defend themselves against the Warlords of Est, and keep what little harsh freedom they have won. Warlords of the Est: The spiraling frozen keep of Hrilikil is home to the Warlords of the Est. Deeply religious, the Temple of Udor is a common place of worship, and woe he from another realm that seeks his blessing! Natural boundaries protect the Warlords from their enemies. They seek to bath those not loyal to Udor in bloody fire! Central Isles: The pirate stronghold Ralieus lies atop the cliffs upon the Isle of Rivers in the Central Seas. The mighty fleet of Ralieus seeks to dominate the trade routes throughout the Central Seas, and eventually create a financial empire across the realm. Army Units of the Ancient Tyror: Giant Bats: These dirty beasts have been harnessed to serve many armies as scouts, and even desperate heroes has been known to grapple onto the back of one for a quick escape. They are numerous and relatively cheep to breed, found in all parts of the Tyror. Lt. Infantry: These units are often poorly armed and under-trained, being farmers and common fodder in times of peace. Cheep and quick to service is their only saving grace. Lancers: Light horse units have been the backbone units of countless armies across the vast Tyror. Competent on the open plains, and among the fastest units, they are otherwise unremarkable. Elven Scouts: These units are more common in the ancient forest lands, but can be employed in any city that will fund their archery and woodlore training. Often with larger forces acting as guides, they donÕt have much ability outside forested regions. Gargoyles: Stone guardians of keeps and city walls, magic has animated these specialized gladiators for war. A city defended by a score of these units can hold against nearly anything. But woe to those who move them across the lands, as they are dreadfully slow, and vulnerable in the open. Barbarians: These fierce warriors are found on the fringes of civilized lands, and are excellent guides for large forces moving through harsh, hilly lands. Undead: Warriors brought back from the dead with the aid of powerful necromantic magic. The sight of these powerful undead legions can strike fear into the hearts of even the most stalwart armies. Dwarves: Hardy minions of the under-dark, dwarven legions are masters of fortification and entrenched battles. Although rare, they are a great boon to an army by building defensible camps for armies in the open. Black Orks: Vicious soldiers of less then human origin, Black Orks have long feasted on the carrion of bloodlustÕs fruit. Reliable and tough, a good battle master can harness their strengths for the greater glory of the Grand Warlords. Lizard Men: Renowned warriors, these snake-men are feared and respected all along the River Vein. Once this race was part of a powerful civilization, now only cruel killers remain, selling their blades to the highest bidder. Gnolls: Argus bred these abominations from some cursed wolfen race, eons ago. Now they have been bound to battle eternally as war thralls. Fleet and exemplary in hills, they are otherwise average due to their primitive armor and weapons. The on Ballista: Powerful siege weapons, ballista are very formidable city busters. With a crew feeding the mechanism a constant supply of deadly javelins, these are quite fearsome at any cities gate. Warg Riders: These masters of mounted aggression are nearly without equal in warfare on the Tyror. Massive wargs carry armored kobolds into the thick of the fray. Their only mounted match is the Holy Knights of Anacreon. Holy Knights: Great holy knights in service of mighty Gods, these warriors are dreaded throughout the Tyror. Bound by oaths and convictions, they fight to the bitter end for their warlords. Powerful killers with horse and lance, sword and shield. Giants: Powerful killers serving Trolls: Velgorians: Gemblood: Dragons: Heroes: Caldron Born: Devils: Demons: Avatars: