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Warlords of the Accordlands Resources -
Warlord World Overview
Humans, elves, dwarves, monsters, the epic battle of good versus evil.
Hmph. Sounds like just another fantasy universe. Wrong. The world of
Warlord turns fantasy gaming on its ear with one of the most original and
ambitious projects ever. These are not Tolkien’s elves and dwarves and
monsters. They are as fresh and raw and as dangerous as the world they
populate.
It began with a D&D campaign originally created by the president of AEG,
John Zinser, for his roleplaying group. His players wanted to play an evil
campaign, so they set out to conquer the world, and that they did. They
became the mightiest evil overlords. Then at the height of the player
characters’ power, the Dungeon Master took away their characters and made
them create new ones. These new characters would have to fight against the
very evil empires that they had created. These evil overlords were the
genesis of the Medusan Lords who play a prominent role in the world of
Warlord.
Zinser took these elements from his old campaign and used them as the
seeds for the creation of a new fantasy universe. This universe became the
Warlord: Saga of the Storm Collectible Card Game. The Warlord CCG first
appeared in 2000 with the introduction of hundreds of thousands of demo
decks included with game industry magazines.
With game mechanics based loosely on Third Edition Dungeons and
Dragons, the card game was easy to learn but had a depth of strategy and
tactics that intrigued even older players. This marketing blitz was a
success, launching Warlord in the volatile CCG scene. Nowadays, after
eight expansion sets, the Warlord CCG is still going strong, with its
unique mix of exciting gameplay, beautiful cards, and detailed world
background.
This world background was too rich and intriguing for a single medium,
and AEG wanted to bring the Warlord Universe back to its roots, the
roleplaying game. Development of the Warlord RPG began in 2002. It was a
huge project that aimed to leap full-blown into the world of RPGs, with
four massive hardcover books and over a million words of rules, monsters,
background material, and even a huge, epic adventure campaign. The Warlord
RPG took the d20 System mechanics and made them its own, creating new
races and character classes unlike any other d20 System product. Also
unlike other d20 System products, the Warlord RPG stands on its own. It
does not require any other d20 System book, although its rules are
compatible with other d20 products.
So what is it that makes the Warlord fantasy universe different from
other fantasy offerings in the gaming industry? Why would a player
shopping for a new roleplaying game want to give Warlord a try? For one,
his eye might be drawn to the striking covers and interior artwork of
these full-color books, or maybe to the large poster maps in each book.
But these will serve to draw the prospective player into the real
substance of the Warlord universe, the story, the characters, and the
action. The action comes from perhaps the most exciting, challenging
aspect of the Warlord universe: the Bad Guys have already won. All the
heroes and leaders of the world are dead, murdered, assassinated in a
massive, painstakingly orchestrated campaign that became known as the
Assassins Strike.
The story of the Warlord universe begins with a dragon, but not just
any dragon. The Eternal Dragon, a creature the size of mountain, with
power so terrible that entire kingdoms were laid to waste. This beast
terrorized and ravaged the lands of men, elves, and dwarves for centuries,
until all the races and nations of the world banded together to defeat it.
The Eternal Dragon was slain and cast down into the depths of the earth.
The spirit of cooperation and camaraderie born of the titanic struggle
among all the races created the Accords. The Accords brought peace and
prosperity to all, so that all the lands of the world became known as the
Accordlands.
But a creature of such cosmic dimension as the Eternal Dragon might not
stay dead, and its corpse still contained untold power. Someone had to
guard it. The Dwarves volunteered for this task, and so burrowed deep into
the earth and passed out of all memory. Forgotten by the surface races for
a thousand years, the Dwarves burrowed under the surface, building vast
cities and untold leagues of tunnels and passages, all the while guarding
the deepest, darkest places of the world. But the Dwarves did not forget.
The surface world lived on in their legends and stories. They keep their
sacred duty unto death.
The Dwarves were right to fear the power of the Dragon’s corpse.
Before long, foul, hideous, bloodthirsty things began to crawl out of
the deepest abysses. At first they were nothing more than a few mindless,
ravening fiends intent only on destruction and chaos, but over time their
actions have grown more cohesive and organized, and their numbers have
drastically increased. The untold, teeming masses of Abyssals are the
stuff of nightmares, but the Dwarves hold firm, sacrificing themselves to
prevent the Abyssals’ eruption into the surface world.
The surface world is covered by many lands and kingdoms and races,
dominated by the crumbling Deverenian Empire. For hundreds of years the
Deverenians controlled most of the known world. The Deverenians are a
strictly hierarchical human society based on ancient notions of honor and
fealty, paying tribute to their Emperor on one hand, and the politically
powerful Church of the Storm on the other. A land of knights and dukes,
princesses and paupers, Deverenia has long since begun to fall into ruin.
Their iron-fisted rule created one rebellion after another over recent
decades, and many human lands successfully broke away from the Deverenian
Empire, calling themselves the Free Kingdoms.
The Free Kingdoms are lands replete with refugees and vagabonds, and
they form a loose confederation of allied kingdoms, drawn together by
their distaste for Deverenian rule. They have much to fear from Deverenia,
who still considers these lands part of their domain, but there are other
threats to peaceful existence, the Nothrog Legions, and the ravaging
Elves.
The Nothrog race was created by the interbreeding of orcs, goblins,
ogres, trolls, and other monster species. They now consider themselves a
separate race, even though the original races still exist in small,
scattered tribes. And the conglomeration of those races created something
greater than the sum of its parts. The Nothrogs are a major force for war
and conquest, and they represent the largest military force in all the
Accordlands. They have developed war into an art form. Their massive,
clan-based legions make war on themselves and on their neighbors in an
endless struggle for power and territory. They have conquered and
subjugated huge swaths of what was once the Deverenian Empire. They are
the most well-trained, well-equipped, and organized military force in all
of the Accordlands.
The Elves are the most surprising race of the Warlord universe. These
are not Tolkien’s elves; they take nearly all the long-held traits of
fantasy elves and turn them on their pointed ears. An elven lifespan is
only about thirty years, making them a wild, greedy people. The dream of
all elves is to transcend their few paltry decades of existence, to
achieve immortality, so they turn their formidable magical talents to
necromancy.
For centuries, elven wizards have sought the secrets of immortality, at
the expense of performing experiments on thousands of human captives,
taken in raids against the human kingdoms. In their hidden forest
strongholds, the elves committed atrocities beyond description, and made
ceaseless war against their human neighbors. Just over a hundred years
ago, the humans managed to band together and defeat the elves. As part of
the terms of surrender, the elves agreed to be put under an enchantment
that prevented them from using necromancy for one hundred years. That
enchantment recently expired, and the elves launched themselves into a war
of vengeance against the human kingdoms that had bound them. The elves
have ravaged great portions of the Free Kingdoms, and their lust for
vengeance is not yet sated. Aside from these major factions all vying for
power, other forces are at work in the Accordlands. Not long after the
Eternal Dragon was cast into the Abyss, the Storm appeared. It can best be
described as a huge, sentient hurricane that moves with power and purpose
throughout the Accordlands. The Deverenians worship the Storm as the
supreme god of all things. The tentacles of the Church of the Storm extend
throughout the Accordlands, exerting the Church’s will in every corner of
the civilized world. The Storm is more than just a mindless force of
nature; it is intelligent, and purposeful, and only the Hierophant of the
Storm can claim to know its will.
Another force of nature that shapes events throughout the world is a
renegade moon that threw itself into orbit around the world of the
Accordlands a few centuries ago. This moon has many names, with Bascaron
chief among them. Also known as the Banshee Moon, Bascaron caused
catastrophic destruction when it was snared into orbit. The forces of its
arrival created earthquakes and upheavals that wiped out half a continent.
Cities and kingdoms, ancient civilizations, were demolished in the blink
of an eye. This vast wasteland is now known as the Shattered Lands.
Stranger still, the Banshee Moon is infused with otherworldly energies
that corrupt and distort the creatures exposed to it. Untold numbers of
hideous, twisted creatures slither and wander out of the Shattered Lands,
causing terror and destruction wherever they go. Today, Bascaron’s orbit
is erratic and unpredictable, moving swiftly across the sky like a blood
red, ruptured eyeball. Cults draw upon its powers for their own dark
rituals, astrologers attempt to chart its movements, twisted abominations
bow to it like servants, and its coming is never a good omen.
The most powerful beings in the Accordlands, however, are a
super-secret cabal of evil masterminds known only as the Medusan Lords.
Through their hidden power and influence, they shape and guide events
throughout the Accordlands to their own nefarious ends. Their very name
strikes terror into the heart of the most jaded adventurer, and only they
can claim to know their ultimate purpose. Many believe the Assassins
Strike was the work of the Medusan Lords. In a single blood-drenched
night, assassins swept through every city and town in the Accordlands and
murdered prominent leaders, heroes, clergy, anyone who might be a force
for peace and justice. The Accordlands have never been a peaceful realm,
but since that night, the lands have erupted into war, ancient vendettas
have been executed. Lawlessness, chaos, and death are the rule, and peace,
compassion, and justice are all but forgotten. From their shadowy,
strongholds, the Medusan Lords enact their will. No one knows who they are
or where they came from, but one thing is certain; they are feared. They
mean to rule the world one day, but the time is not yet right. They will
let the wars rage and Warlords come and go, and when the time is right,
they will seize power. All these forces and factions are created in
painstaking detail, with richly drawn characters, engaging subplots, and
interwoven storylines, perfect for anyone who wants a story they can sink
their teeth into.

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