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WARCROW UNIVERSE

LINDWURM

Lindwurm is a beautiful world beneath whose crust lie vast reserves of orichalcum, a mineral that vibrantly resonates with the magic of the celestial bodies, contemplates how the delicate balance of power achieved during the last centuries between the diverse peoples and nations that make it starts to crumble. And all nations are willing to take advantage of this situation for their own gains.

The timing is perfect, though. The magical potential of orichalcum intensifies as Warcrow draws nigh. This is a star whose purity causes the rise and fall of the so-called cycles of magic that repeat through the passing millenia. Lindwurm is dominated by these cycles and the vast energies they release. This world still preserves the vestiges of an ancient and mysterious civilization that rose up millennia ago and then mysteriously disappeared, as well as the remains of the civil war that ended the elven empire that succeeded it.

Since then the world has changed. Human societies have spread across much of its territory, constituting two great powers: the Hegemony of Embersig and Feudom. The dwarves have consolidated and increased the dominions of Mounthaven, their great nation. The Sÿenann elves live in the immense Great Forest, a vast territory through which they move quickly thanks to their magically connected portals.

The orcs and varank descend from the Northern Lands to do what they do best: hunt, plunder, and make war. And the Scions of Yaldabaoth, who were once just a small group of mysterious and disturbing rabble-rousers, have begun to multiply, conspiring in the shadows, to leave their mark on the world under the protection of their dread lord.

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KNOW THE SPECIES!

Universe Races

Humans

For millennia the Elves dominated Lindwurm under the auspices of the rise of magic caused by Warcrow. That dominance, with the passage of time and the departure of Warcrow, declined in favor of humans who soon expanded to form two great powers: the Hegemony of Embersig and Feudom. Humans began to multiply like a plague and started to fight relentlessly for the lands attached to their territory when they outgrew it. Some humans, former citizens of Feudom, the Embersig Hegemony or the Merchant Alliance, faced with what they considered an unjust society, decided to leave the human settlements and join the Dark Minded elves to fight for their place in the world.
Universe Races

Dwarfs

Battle-hardened, cunning, hard-working, family-oriented, and protective, the dwarves have been tied to this land since the beginning of time. The Master Plan that they have borne for a millennia will soon bear fruit, and soon the rest of the nations will understand that it is the dwarves who will prevail in the present cycle of magic. They will be the ones to illuminate and govern the world with their wisdom and cunning because they are the chroniclers of the past, the warriors of the present, and the masters of Lindwurm’s destiny. Mounthaven society, like the individuals that comprise it, is strict and immobile. The family a dwarf is born into determines their profession, which in turn determines their position on the social ladder, their wealth, and even where they can travel. Each individual has a role, which revolves around their profession, and they must fulfill this to the letter. The two lowest castes are the miners and caravaneers, the two groups exposed to the hardest jobs: fighting their way through the misty depths and crossing the dangerous bandit-filled surface lands. Both obey the direct orders of two other castes, far superior to them in the immovable dwarven hierarchy: the foremen and the merchants. The Ghents, which means “the renegades”, a name they carry with pride. They are the dwarves who chose to break free from Mounthaven’s oppressive chains and forge their own destiny, free to pursue whatever their individual will dictated. They soon joined the nomads of the Frozen Desert of Bakhlia, traversing bleak and unforgiving terrain by their side, united by a common way of life.
Battle-hardened, cunning, hard-working, family-oriented, and protective, the dwarves have been tied to this land since the beginning of time. The Master Plan that they have borne for a millennia will soon bear fruit, and soon the rest of the nations will understand that it is the dwarves who will prevail in the present cycle of magic. They will be the ones to illuminate and govern the world with their wisdom and cunning because they are the chroniclers of the past, the warriors of the present, and the masters of Lindwurm’s destiny. Mounthaven society, like the individuals that comprise it, is strict and immobile. The family a dwarf is born into determines their profession, which in turn determines their position on the social ladder, their wealth, and even whe...
Universe Races

Elves

A civil war between elves triggered their split and the creation of distinct factions, the Sÿenann, the Aestari, and the so-called Dark Mind. With the fall of the Empire, the remaining elves were scattered across the world. Those who had been part of the Army of Radiance took refuge in the Great Forest, to which they linked their lives ever since, becoming the Sÿenann. The Aestaris marched to the mainland, to offer their knowledge to what would, in time, become the Hegemony of Embersig. The Sÿenann elves live in the immense Great Forest, a vast territory through which they move quickly thanks to their magically connected portals. The Sÿenann, have, until now, lived secluded in their groves, only venturing out in battles to defend their territory. Oblivious to a world they despised, they have taken action in the face of the unmistakable signs of the return of the Aestari. Aware that the cycle of magic was in decline and that they were too few to exert dominion over the lesser races, these elves named themselves the Aestari, dispersed and concentrated on preserving and cultivating their most precious treasures: the arts, science, culture, philosophy, customs, and the magic of Gae Assail. Today, the Aestari have assumed certain roles crucial to the Hegemony of Embersig and are an indispensable part of its society. Dark Minded elves: followers of the ancient doctrine that caused the fall of the original elven empire by advocating and exceeding the natural limits of the use of magic, regardless of the terrible consequences. Going beyond these limits causes the transformation of magic users into monstrous beings with clouded thoughts which lead to insanity and madness. The Dark Minded seeks only to achieve maximum power at any cost, then subject the world to their will and achieve immortality.
A civil war between elves triggered their split and the creation of distinct factions, the Sÿenann, the Aestari, and the so-called Dark Mind. With the fall of the Empire, the remaining elves were scattered across the world. Those who had been part of the Army of Radiance took refuge in the Great Forest, to which they linked their lives ever since, becoming the Sÿenann. The Aestaris marched to the mainland, to offer their knowledge to what would, in time, become the Hegemony of Embersig. The Sÿenann elves live in the immense Great Forest, a vast territory through which they move quickly thanks to their magically connected portals. The Sÿenann, have, until now, lived secluded in their groves, only venturing out in battles to defend their territory. Oblivious to ...
Universe Races

Orcs

The Northern Tribes have occupied the Boreal Lands for centuries. The orcs were the first to make their home in these vast, icy tracts, descending only to plunder the areas populated by other peoples. Instinctive and intelligent predators, orcs are as ruthless as nature itself, since they strongly feel as part of it. As visceral as they are cunning, when fury rages within these massive, deadly, muscular beings, their enemies do not stand a chance. Unbeatable in broken terrain, orcs also have the support of their savage wargs. They have forged tight bonds with these beasts that allow them to become part of their packs. The huge and voracious wargs are such valuable allies that they can turn the tide of battle all on their own.
Universe Races

Varank

The fierce and ruthless varank, with their stocky, tattooed bodies, have perfected the knowledge learned from their ancestors: warriors, raiders, and whalers, whose prowess and ferocity have made them as bloodthirsty as they are relentless adversaries. They have a trump card that makes them unique: their totem. These warriors see some of their qualities enhanced by the spirit of the animal that resides within them, which they are able to awaken through their tattoos and war paint. The most powerful and aggressive of their numbers can even take on the form of their totem spirit, these fearsome warriors are known as the Skin Changers. Taking the form of the most dangerous of Lindwurm’s predators, they ravage the enemy in a way that is both ruthless and violent. Whenever possible, the main means of transportation for the varank is by boat. With these vessels they engage in piracy, transferring troops, carrying out expeditions and surprise attacks on coastal towns and settlements, often sailing up the channel of a river to reach areas that typically seemed unreachable.
The fierce and ruthless varank, with their stocky, tattooed bodies, have perfected the knowledge learned from their ancestors: warriors, raiders, and whalers, whose prowess and ferocity have made them as bloodthirsty as they are relentless adversaries. They have a trump card that makes them unique: their totem. These warriors see some of their qualities enhanced by the spirit of the animal that resides within them, which they are able to awaken through their tattoos and war paint. The most powerful and aggressive of their numbers can even take on the form of their totem spirit, these fearsome warriors are known as the Skin Changers. Taking the form of the most dangerous of Lindwurm’s predators, they ravage the enemy in a way that is both ruthless and violent. ...
Universe Races

Red Caps

These beings are born from the mixture of magic, fire, and overwhelmingly persistent emotions. The red caps, as a result of this, always embody a single emotion, which completely dominates their personality and objectives.

Red caps are bloodthirsty, impulsive, uncontrollable, and aggressive. Easily swayed by the scent of blood, they are beings of pure instinct with very limited intellectual capacity, but extremely happy in their obsessive and monothematic pursuit of a clear and simple purpose.

They lack the power of speech, being capable only of making sounds similar to squeals.

Therefore, the name red cap is actually what the dwarves of Mounthaven use to refer to them, and makes reference to both their lust for blood and the color of their crests. Although these, over time, end up turning a very dark color, until they are almost black.

These beings are born from the mixture of magic, fire, and overwhelmingly persistent emotions. The red caps, as a result of this, always embody a single emotion, which completely dominates their personality and objectives.

Red caps are bloodthirsty, impulsive, uncontrollable, and aggressive. Easily swayed by the scent of blood, they are beings of pure instinct with very limited intellectual capacity, but extremely happy in their obsessive and monothematic pursuit of a clear and simple purpose.

They lack the power of speech, being capable only of making sounds similar to squeals.

Therefore, the name red cap is actually what the dwarves of Mounthaven use to refer to them, and makes reference to both their lust for blood and the color of thei...

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THE ELEMENTS!

The magic

The Magic

Magic flows in Lindwurm, fueled by the purity of the Warcrow star, which the closer it gets, the more it enhances the magical qualities of orichalcum. But as Warcrow approaches, the balance of the world shatters. Conflicts and tensions between the nations of Lindwurm then reach their peak.


Ready to use all weapons at their disposal to impose themselves on their enemies, their relationship and knowledge of magic are as different as they are disparate. However, all nations use it to achieve their goals and none of them are free from its effects

The Fog

The Fog

No one escapes the terror caused by the Mist of Lindwurm. Reddish and deadly, it has remained contained in some regions like the island of Assail for centuries. But in recent years, it pulses more intensely than ever and emerges in the most unexpected places. From it emerge beings that leave trails of tar and blood wherever they go, crazed and deformed, with an unquenchable thirst for killing. The sinister forces lurking within it take the lives of those who cross it or those who approach where its mists end. And when it advances voraciously and stealthily over a locality and then retreats, nothing remains but a ghost town with no trace of life.