Locations of note

The series of mini booklets will be available describing the homelands of each character race, the booklets will feature all new rule variants and options beyond what the Mace War basic rule book has available. Included in these books are descriptions of the areas within, new character races and classes, new monsters, new professions and recipes and much much more. This page is dedicated to the front page description of some of the booklets that will be available at launch.

THE TOSKEN MOUNTAINS

Home to three distinct character races, the dwarves of the kingdom of Tosk, the deep dwelling Vulvagian dwarves and the birdlike Arielians living in the highest peaks of the mountain range.

The Tosken mountains span near fifty miles with tunnels and entire sections carved out into the kingdom and living world of the dwarves.

CAPITAL CITIES

Tosk 

home of the Tosken dwarves led by the mountain king and the grand council, Tosk is a very huge city built directly inside the mountain, the architecture is very old having been around for thousands of years with most of the buildings being made from stone with a few wooden ones here and there.

 The Tosken dwarves are one of the biggest armies of Tyrinn but act as a mercenary unit having been allied with Drekmore for over a hundred years. 

Tosk to most outsiders seems a dull and boring place but they usually don’t visit the hall of kings with the lifelike statues dedicated to the former mountain kings as this is off limits to those not of dwarven friend status, along with the temple shrine of Rockmoor where the first king is buried. All the citizens live normal lives without poverty due to everything being ran by unions who take serious measures to ensure the people are happy.

Darvold 

Not so much a thriving city as a meeting place for Volvagian dwarves to sell their ideas and wares, during the times the clans are not fighting they use the city as a place of unified work and source of entertainment. Dark dwarves live in clans and are often at war with one another over who will nab the best buyers for their deadly weapons and machines of war.

Darvold buildings are an equal mix of mountain rock and volcanic stone with no real set style of architecture since all the clans hardly agree on most things.

Haven 

City in the clouds, the beacon of light. Haven is an amazing city enchanted to levitate as a permanent structure above the world. The winged people known as Arielians live here along side the Tamil, extra dimensional beings of light energy. 

The city of Haven is located above the highest peak of the Tosken mountains only accessible by flight or teleportation. Haven has no leader as its people are all equal and live in peace and harmony.



GOKATA

Welcome to the land of Gokata, mystic islands of peace and tranquility. The islands are mostly covered in grassy plains, forests of dense trees and bamboo, visitors to Gokata find themselves filled with a sense of peace and wonderment.

Many different temples exist on the islands, housing many residents and home of the various monk orders who train to better themselves and the world around them.

Centuries ago the islands of Gokata were ruled by the Onyx Emperor and his followers the Setey who controlled the land and its citizens with a strong militaristic presence forcing all its people to worship the Emperor as a god. The humble Fang Wu of one of the local temples dedicated to the study of inner tranquility began an uprising which eventually became the War of Seven Swords where they overthrew the Onyx Emperor, restored the islands to its native people and drove the Setey to one of the smaller islands.

Gokata was not known to the outside world until after this war when explorers from other parts of Tyrinn stumbled upon its shores, now it has become a training ground for monks studying in the mystic arts.

Gokata is homeland to Bastesians and the Setey, once hated enemies they have a brokered peace dedicating their lives to the great temples of their deities. The mystic power of chi is so powerful on Gokata that the entire chain of islands have developed a stronger natural healing for its people.


BARNACLE POINT

Ahoy! Welcome all ye land lovers to the city of pirates, Barnacle Port is home to the worst villainy and scum on all of Tyrinn.

The city itself is set off the coast of the mainland with the only access points being the air and sea docks protected by a hundred cannons and guards prepaired to give their lives to stop any unwanted people from entering.

Barnacle Point is full of pirates, rogues, assassins and more where they trade goods and jobs and enjoy themselves in numerous taverns and all sorts of debauchery.

The only real rule enforced on the entire island is no murder in the streets without express written permission from a member of the Black Confederacy, duels to the death are legal as long as both parties are in agreement, feuds that cannot be settled will be taken to the Black Confederacy stronghold where they will be given judgement and must be abided by or else the parties will be thrown in the underground brig for as long as the court decides.

Barnacle Port has been a beacon and harboring port for anyone since as long as anyone can remember, anyone that is on the run can request sanctuary from the court and if approved no one from outside the island may take action against that person or else face the entire force of the Confederacy.

So grab yer mates and yer crew, sit and enjoy some ale and just remember to watch yer backs.


THE REPUBLIC OF WILLOWIN

The republic of Willowin, a peaceful country covered in lush grasslands, fertile farmlands and rolling hills. Willowins are mostly farmers by trade exporting tons of crops to other counties as a means of income, the Republic has a democratic government with elected officials in charge including a president who resides over it all.

Willowins have many militias throughout the country that form the bulk of their army in in times of war with the best sharpshooters in all of Tyrinn. Hunting small game, growing crops and enjoying tobacco in either chew or pipes are some of the Willowin people's favorite things while maintaining a life of relaxation.

In recent years Mouraton refugees have moved into the Republic and live side by side with the Willowins including their Mourateer swordsmen as political bodyguards and scouts along the borders after escaping the life of slavery under their Veermin oppressors.

The Republic of Willowin is so named from the vast number of willow trees that dot the landscape between farms.

Willowins are a peaceful race with an advanced military might. Before the republic formed, Willowins were all farmers and craftsman living in close-knit family clans. After years of being raided by orcs, goblins and ogres, the Willowin clan leaders reached out for help from both Drekmore and Grandoria Empires. Both sent ambassadors to vigorously train them in the art of war. Along with their close allies, the gnomes, Willowins created and mastered all types of firearms and cannons. Not the greatest melee fighters, a line of Willowin gunman can drop an army twice their size. The Republic is governed by a counsel which votes on laws and any military actions they chose to make headed up by the President of the Republic.


KHELADAN FOREST

Home to the Fey, magical beings on Tyrinn that come in many forms. Kheladan Forest is enchanted with the power of fey magic and nature, those unwanted guests can easily find themselves lost in the forest from both mind altering spells and moving trees.

Kheladan Forest is controlled by the Council of Fey with one representative from each of the following beings, Sprites both Selee and Unselee, Treants, Browny, Fauna, Satyr, Pixies and Truckles.

All of the Fey races live in relative harmony only fighting outsiders who find their way in without permission.