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EIRIOLIS

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Eiriolis. An earth-like world with just one continental landmass teeming with dozens of sentient races. Ancient societies trade with upstart kingdoms. Mining conglomerates and trading companies battle over valuable resources and the tranportation routes needed to profit from them. Spirits haunt mountain heights, great beasts roam undistubed plains, and the monsters under the bed are, sometimes, all too real.   On the penal island of Hellonde, criminals from all over the globe are abandoned to their fate. Political prisoners, petty thieves and forgers must use all their wiles to scrape an existence among pirates, murderers and wielders of dark magic on an island where food and shelter become scarcer by the year as nature succumbs to The Blight.   On Deadmouth Island, a single lawless town spans the width of a fjord - the only viable landing spot on an island where orcs, hags, living plants and wolfweres play a never ending game of short-lived alliances to keep the balance of power from shifting too far to one faction, and a mysterious trio of powerful beings plot from a mountaintop fortress. States, kingdoms and nations from all over Eiriolis have tried for centuries to establish a colony on the resource rich island, but every expedition has ended in failure.   Ruins of a long dead kingdom scatter the once thriving island of Cerulea. Mysteriously destroyed in a single night, the exploration of the island proves an irresistible call for treasure hunters and adventurers, but the powerful and mysterious Cerulean Exploration Society control access to many of the places where untold riches can be found - if you wish to risk the wrath of the creatures that have taken residence in the remnants of Eiriolis' first powerful nation.   On the Khorgol Steppes, the great orc city of An Dulzuz sit in the center of a lake of acid. From there, a council of Orc Lords plot the destruction of all that surround them, amassing a mighty army that soon could be unleashed on one of their unfortunate neighbors.   The great elven forest of Ullelonde, ravaged by thirty years of civil war, sits in a quiet stalemate, as the two warring factions remain locked in an unbreakable tactical impasse.   The ten great houses of Twilight Vale, locked in deadly political intrigues of their own, hide a dark secret that could alter the lives of every person on Eiriolis. Only by holding alliances together despite generations of distrust can a deadly threat be held back from swarming over the world causing unprecedented destruction.   High in the Empyrean Spires, mining corporations battle over mining rights to immense veins of precious metals, gemstones and more mundane resources. In the brutal and eternal arctic cold at heights reaching above 40,000 feet, slave workers die in their thousands and must be replenished, but without the flow of riches from the mountains, more than one prosperous state would quickly see their princes become paupers.   In Hylel, the City of Dawn, the world's most abundant repository of knowledge is jealously guarded. Here, lying is deemed to be a crime of the highest magnitude. The smallest lie can earn one banishment or even death. But the pull of knowledge only known to the sages of Heylel continues to pull those with a thirst for lore within the high, impenetrable walls of the remote city.   In Greenwyrm Vale, a fledgling monarchy fights threats from within and without. Technilogical wonders abound as airships take to the skies, mechanical beasts pull ploughs through the fields, and powerful weapons taken from the horde of the legendary Greenwyrm are jealously guarded.   Zaev-Jor harnesses the raw elemental power of a lake of lava and the cult of a god-queen to control its populace, but the fledgling society is already torn apart by rebellion and those who cliong to the old way of life.   All these places are there to explore along with Cloister, a peaceful city of reflection and meditation; Amber, a city-state where halfling river-river pirate hold sway over a meek population of farmers and agriculturalists; the Kingdom of Enon under constant threat from a fire giant queen and her subjects; The Sanctuary, home of the dwarven race but now overrun with goblinoids; and many more unexplored locales full of adventure, intruige and excitement.