The World of Pelicar

Pelicar is a small world in the vast void of the material planes; however, it aligns at focal points of 
the ubiquiverse, allowing powers of extreme nature to harness tremendous energy.  Magic is strong 
on Pelicar.  Humans, elves, dwarves and others have learned to take advantage of the streams of 
magic, gaining the interest of the gods.  Even lowly creatures such as orcs have learned to excel 
themselves.

Due to the power of magic and gods, the inhabitants of Pelicar have waged war with one another 
for millennia.  The earliest of the surviving records dates back to the Elf Wars, nearly 4,000 years 
ago.  

The most of the world was conquered by the humans, but the grey elves allied with them and 
together banished the drow from the surface world.  Soon the humans around the Rothian 
Continent-Isle delved into magics not equaled to this day.  The grew powerful and enslaved the 
dragons, breeding them beyond safe populations.

The Age of the Rothian Wizards came to an end as the dragons rebelled against their masters and 
brought great destruction upon the face of Pelicar.  Hundreds of years passed, while the world was 
lit only by fire.

Eventually a cult of  worshippers began to make positive changes throughout Pelicar, helping areas 
establish surviving communities, then kingdoms, and finally empires.  Pelicar had come to know its 
Empirical Age through the world power which called itself the Druids dKi.  The Empirical Age 
was Pelicars richest and most distributed of those riches the world has seen in recorded history.

Unfortunately, nothing lasts forever.  What historians have called the Decline has long been with 
us.  In the 1517th year of the Empirical Age, the undead fields appeared, huge areas of black 
clouds.  Any which dies inside the field become of the walking dead.  Northern Merikoth is greatly 
infested with the undead.  Now, almost one hundred years later,  an immense Pyramid has risen in 
Zax.  This citadel of the Slaadi has threaten all civilization as we know it.  If we are to survive, all 
the races, religions and mages must work together.  Not a likely possibility...

	-- Ahglenia, the Sage, the Year 1607 of the Empirical Age


The PELICAR.ZIP file includes this README text, plus three 
scenarios for Warlords II.  The scenarios were written using SSGs 
WARSCEN editor and written by Dj Hackney.  The scenarios are as 
follows:

	Pelicar - The Strife of Pelicar
	ElfWar  - War during Ancient Pelicar
	Decline - The End of the Empirical Age

PELICAR was the first written; it is set during Pelicars Empirical 
Age.  It features eight players:
  The Isolated Elves:  A community of elves located in an area 
known as the Isolated Lands, north of the Kraked River.
  The Hareejh: A group anti-establishment campaigners.  The 
Hareejh sacrifice infants and virgins to usurp power and 
protection from the gods.
  The Zax Empire:  Zax has built a mass of wealth spreading 
throughout Northern and Southern Pervaria.  The empire is 
primarily human and ruled by Lady Jessica, who is rumored 
to be a demi-goddess.
  The Orcs of the Orines:  A group of civilized but hostile orcs 
living on the islands of the Orines.
  Druids dKi:  Based in the Krin Forest, the Druids dKi 
attempt to maintain power and control as the benevolent 
world force.
  North Merikoth: The kingdoms in the northern extreme of 
the Merikoth Continent are generally human and orcish 
cultures with occasional elves mixed in.
  South Merikoth:  The cultures of the southern end of the 
continent are a mixingbrew of races, but magic and dragon 
ties are strong here.
  Rothius: The lost isle from where the humans used to rule 
Pelicar.


ELFWAR was written second.  It is a prequel to PEILCAR.  It is set 
back over 2,000 years previous.  Many elven stocks rose to power in 
the early world of Pelicar.  There are eight players.  They are as 
follows:
  Civilized Humans:  Self-explanatory.
  Wild Elves:  This stock is a well-built, strong and tall of 
group of the pixiekind.  Bent towards chaos, these elves 
want Pelicar to be their playground.
  Barbarian Tribes:  Nomads trying to get ahead in a 
struggling early world.
  Orcs:  The orcs at this time were far from civilized, 
spreading and conquering wherever they could.
  The Silvian Elves:  Forest-loving pixie.
  Hobgoblins:  Even lower on the civil chain than orcs.
  Grey Elves:  Sometimes known as faerie, this elves are 
quick, dexterous and adapt well to new environments.
  Drow:  These evil elves broke ties with the other elves 
ancestry to become demon worshippers.


DECLINE, the last written, depicts Pelicars fall of the Empirical 
Age.  The ruins in this scenario represent undead fields.  Most army 
units are powerful as this is a fight for world domination and control 
for the New Age.  The four players are as follows:
  Civilization:  This group represents all of the races and 
religions in control during the Empirical Age, i.e., humans, 
elves, dwarves, orcs, etc.
  Netherworld:  These are the demons and underworld 
creatures who hope to gain control of Pelicar because of the 
in-fighting.
  Slaadi:  These large frogmen from the chaotic outer-planes 
have established an immense pyramid in Zax.  They have 
duped many of the humans into helping them, promising 
them great power if they should win.
  The Undead:  The undead fields have created an uncanny 
population of Nos Frautu on Pelicar.  Lead by the Liches of 
the Dark Eight, the undead hope to overthrow Pelicar.

All scenarios have been written for War Lords II by Dj Hackney, 
based on the game world of Pelicar, which was created by Lewis 
Nicolls (an excellent DM).  Many Thanks to you Lew.

-Dj


