Friday, March 7, 2014

Dragon Age Origins - Targe

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Fantasy game art from Dragon Age: Origins Ultimate Edition (Dragon Age: Origins, the Awakening expansion, and all official Downloadable Content).

What are classed as targes in the game are much larger than a historical targe.

Various factions in the game use the basic wooden or metal shields, but with an identifying crest overlaid. Other than the basic styles, there are also a few shields with a unique appearance. In addition to showing the colour variations for the basic shield styles in each category, we present the faction and unique models at material tier 3 (steel for metal shields, yew for wooden shields).



The Elder Scrolls IV: Oblivion - Miscarcand

Fantasy game art from The Elder Scrolls IV: Oblivion.

Miscarcand is one of the many Ayleid Ruins in Tamriel, and a critical location in the Oblivion main quest. Here, a Great Welkynd Stone must be recovered, and in doing so, the player must survive the ire of the undead sorcerer King of Miscarcand. This area is made a more interesting experience by the local conflict between the undead and a tribe of Goblins trying to make this place their lair.


Heroes of Might and Magic V: Tribes of the East - Faction - Stronghold - Town

Fantasy game art from Heroes of Might and Magic V.

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Alagh-Tolui
The oldest Orcish Shaman lives in Alagh-Tolui. Her mind is far less clear than it used to be when she was young, and her memory's even worse, so few treats her predictions seriously. But the guess-works, spattering from her mouth like grain from a worn-out sack, are very popular among the local population, and often have inconceivable sequences. These conjectures are so numerous that Alagh-Tolui is the best source for rumor and gossip in all the lands.

Altan
Gold has no value for the warriors of Altan, for you can't buy valor or glory in the bloody battles for it. The Orcs believe that the thirst for possessing filthy lucre will do nothing but hamper them in fighting bravely. That is why, before they march off for war, the warriors carry their gold to the Shaman's tent: by giving it up, they hope to become even braver and to please the spirits. Due to that reason, money is always plentiful in the town's treasury.

Baishin-gal
The shooting towers of Baishin-gal have been built by mighty Cyclops. The best of them used to help the town build its defenses. Dread and formidable creatures used their shattering power to make the structures of Baishin-gal much taller than those in other towns. Thanks to the comfortable platforms, good visibility, and unique bows presented to the archers by the Cyclops, they deal some really great damage to the enemy.

Bayar
Traders from all over the country arrive to Bayar for taking part in the famous monthly Orcish Fair. This is the only place to find the best wares, sold for the neighborhood's lowest prices.

Darlakh
The physicians of Darlakh hold sacred the lives and safety of their warriors. This is the reason why the best First Aid Tents are made here – but in exchange for ballistae, for which the town does not have time or resources left.

Harakh
The garrison guards of Harakh are famous for their mistrustful attitude towards aliens. For the whole history of the town, not even a single spy managed to infiltrate behind its walls. That is because of a mighty Cyclops who stands in its gate and marks all the hostile designs of the strangers with his single eye. The defenders of Harakh trust that no one will ever betray his kinsfolk and open the gate in case of siege, and this faith nourishes their steadfastness and bravery in the most dangerous of battles.

Osol-Aih
The armies that attack Osol-Aih see its tall structures from a distance. Every step they make towards the stronghold increases their doubt. The town's defenses inspire fear even in the veterans of the fiercest wars. The people of Osol-Aih have adorned its walls with the dead bodies of their enemies and set great bone trumpets on the towers, and wind always wails in them, instilling terror into the enemies.

Oyugun
The legendary Curse Stone is kept in Oyugun. Ancient runes that the winds of the Steppes have dented on its sides bear the most terrible spells of the Orcish people. Many young Shamans want to visit Oyugun in order to touch the artifact, read the ancient letters and perceive the wisdom they are hiding.

Qulan
A file of seething Quicksilver Lakes extends from Qulan. The Alchemist from all over the world hold this place sacred and come here to take some magical Mercury.

Qutugh
Qutugh is located in a backwater district of the Orcish lands. Here, in the endless windswept steppes, the strongest and sturdiest Centaurs are born. The Chiefs of all the Clans of the great nomadic people are eager to have them in their armies.
Saruul
Saruul is the oldest of the Orcs' towns. It was Kuynak himself, the one who once delivered his people from oppression and then destroyed the enemy fleet with the Cup of Rain, who founded the town. Heroes still believe that the spirit of Kuynak soars over the walls of Saruul, and one who starts his service in this town will become great.

Shagnakh
The Orcs are allergic to the scent of sulfur because it reminds them too clearly of the Demons they hate. That is why most of their sulfur is extracted in the hills near Shagnakh: The town's dwellers are famous for being absolutely unable to feel smells, which makes them able to stand the stench of sulfur much longer than the other Orcs.

Shugui
Deserts and steppes are not the best places for good wood. But Shugui is a lucky place: great, impassable thickets surround it, and thanks to them, the local dwellers have never been short of wood. It is rumored that trees grow so well near Shugui because of the numerous Light Elves who have been unfortunate to be taken captive by the Orcs and then buried under the forests' roots.

Suren-Oroi
Few dare to try and take Suren-Oroi by force. The town stands on a naked rock of stone, and the only trail that meanders towards its gate along the very edge of a deep chasm is winding and narrow. Even the swiftest of the Scouts were unable to run fast there, so the enemies who try to take that route are sure to find themselves under the accurate shots of the archers who stand on the town's towers.

Surghaal
Ancient Surghaal is legendary among the Orcs, for the best masters of warfare, absolutely competent with the art of bludgeon wielding, live behind its walls. They all are heroes of bloody battles, and the younger warriors have much to learn from them. Nowadays, every Orc dreaming of proving himself at the battlefield is eager to join Surghaal's garrison.

Temur
Once upon a time, the ore veins of Temur have been the main source of iron for all the Orcish weapon smiths. But it came to pass that the stocks of ore were depleted. The best Shamans gathered in the underground mines and spent a month drawing secret blood runes on their walls and burning thousands of Goblins in order to complete the great magical canvas. In the end of their terrible rite, the earth gave ore back – and in amounts far greater than it used to be before.

Ull-Dash
The Orcs of Ull-Dash never trust in luck, and hope not that fortune will extend a helping hand when they prepare to defend the town from enemy forces. Understanding that in the heat of the fight one can only rely on himself, they forge their own luck.

Uulzakh
Orcish Shamans prefer to avoid this town, for there are rumors about an artifact hidden somewhere in proximity that decreases magical power. The same reason has made Uulzakh the stamping-ground for the Goblins: Their chances for finding themselves sacrificed at an altar are far less than in other places. That is why the Goblin community of Uulzakh has been prospering for many decades already.

Vachir
The archers of Vachir are far more brisk and skillful than those of other towns, which is why they need much more arrows than the usual representatives of this military profession. To provide enough arrows to their archers, the town's smiths had to give up making ballistae in order to produce more reliable Ammo Carts.

Zogsokh
Not every Catapult is able to negotiate the walls of Zogsokh. They have been erected by the best of the stonemasons working in union with the wisest of the Clan elders. Great boulders that form their base have been sprinkled with enemy blood, and the saps of secret herbs of the Steppes have been mixed into the cement that consolidates the stones. That ritual has made Zogsokh a real fortress.

Thursday, March 6, 2014

Dragon Age Origins - Heavy Shield

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Fantasy game art from Dragon Age: Origins Ultimate Edition (Dragon Age: Origins, the Awakening expansion, and all official Downloadable Content).

Various factions in the game use the basic wooden or metal shields, but with an identifying crest overlaid. Other than the basic styles, there are also a few shields with a unique appearance. In addition to showing the colour variations for the basic shield styles in each category, we present the faction and unique models at material tier 3 (steel for metal shields, yew for wooden shields).



The Elder Scrolls IV: Oblivion - Miridith

Fantasy game art from The Elder Scrolls IV: Oblivion.

Miridith is one of the many Ayleid Ruins in Tamriel.


Heroes of Might and Magic V: Tribes of the East - Faction - Stronghold

Fantasy game art from Heroes of Might and Magic V.

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Wednesday, March 5, 2014

Dragon Age Origins - Kite Shield

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Fantasy game art from Dragon Age: Origins Ultimate Edition (Dragon Age: Origins, the Awakening expansion, and all official Downloadable Content).

Given their shape, Kite Shields in Dragon Age Origins are probably closer to historical heater shields.

Various factions in the game use the basic wooden or metal shields, but with an identifying crest overlaid. Other than the basic styles, there are also a few shields with a unique appearance. In addition to showing the colour variations for the basic shield styles in each category, we present the faction and unique models at material tier 3 (steel for metal shields, yew for wooden shields).



The Elder Scrolls IV: Oblivion - Sideways Cave

Fantasy game art from The Elder Scrolls IV: Oblivion. The Unofficial Elder Scrolls Pages has detailed information on Sideways Cave.


Heroes of Might and Magic V - Neutral Units (no Faction)

Fantasy game art from Heroes of Might and Magic V.

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Wolf
Wolves are bloodthirsty and dangerous beasts of prey who attack in packs and use their abilities cleverly. Thus, if one of the stacks attacks, other stacks would surely hit the same target if they're able to reach it. Moreover, before they attack, Wolves utter a terrible howl, calling for their congeners to help. When you fight Wolves, remember that even more of them can come.

Fire Elemental
Brazen spirits of the great molten core and elementals of all that burns, these entities are protected by a potent Fire Shield. The Fire Elemental also has a ranged attack, which makes it dangerous at any distance.

Water Elemental
Like their brethren, these elementals are spirits formed of the primary matter of Ashan. The Water Elemental is doubly dangerous, being immune to all cold spells while casting Ice Bolt and Circle of Winter upon its foes.

Air Elemental
Sentient beings formed of nothing more substantial than wind and light, Air Elementals are nevertheless dangerous foes. Their familiarity with storms makes them immune to lightning, and their insubstantial form makes it impossible to retaliate against their attacks.

Earth Elemental
Solid and unyielding as the rock and soil from which they come, Earth Elementals are immune to all forms of magic.
Mummy
Reviving embalmed corpses of ancient Mages are a serious ordeal for any army. Mummies can curse enemies with various spells of Dark Magic, and resurrect their allies.

Black Knight
Damned and fallen warriors, Black Knights are independent vampire warriors who have severed their ties to the Necromancer kingdom. Their eldritch attacks include the ability to curse enemy troops.

Death Knight
A terrible curse awaits those who are foolish enough to combat these Vampire lords, outcasts from the dark realm of the Necromancers. Death Knights are able to slay numerous enemies with a single strike.

Manticore
Fearsome creatures with a lion's body, a dragon's wings and a scorpion's tail, Manticores are worthy opponents. In battle, they are able to overtake their enemies quickly and poison them with venom so deadly that the stuff used by the Assassins would seem liquid medicine if compared to it.

Phoenix
These birds of pure fire roam freely in the skies. They are powerful allies for any hero lucky enough to find their hidden lairs and enlist their support. The essence of fire makes Phoenixes very hard to hit - any attacking creature will burn in their flames. But the most amazing Phoenix ability is to rise anew from the ashes they burn down to after their death.

Tuesday, March 4, 2014

Dragon Age Origins - Buckler

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Fantasy game art from Dragon Age: Origins Ultimate Edition (Dragon Age: Origins, the Awakening expansion, and all official Downloadable Content).

Given the size of the shield models, what are classed as bucklers in the game are at the considerably larger end of historical bucklers, and closer in size to Scottish targes. As there are also large rounds shields in the game classed as targes, bucklers may have originally been much smaller in Dragon Age: Origins, except they became unreasonably magnified alongside the gigantic daggers in the game.

Various factions in the game use the basic wooden or metal shields, but with an identifying crest overlaid. Other than the basic styles, there are also a few shields with a unique appearance. In addition to showing the colour variations for the basic shield styles in each category, we present the faction and unique models at material tier 3 (steel for metal shields, yew for wooden shields).



The Elder Scrolls IV: Oblivion - Hernantier's Dream: Test of Perception

Fantasy game art from The Elder Scrolls IV: Oblivion.

Henantier's Dreamworld is a location visited during the quest Through a Nightmare, Darkly. In order to rescue Henantier from the Dreamworld, four tests must be passed. The Test of Perception is one of the more interestingly designed locations.

The test itself involves avoiding various traps by watching out for triggers that are nevertheless visible in the darkness. Two torches are provided, but not really required.




Heroes of Might and Magic V - Faction - Necropolis - Units

Fantasy game art from Heroes of Might and Magic V.

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Skeleton
Armed with axe and shield, the Skeleton raises his bony arms to bring death to the living. Unencumbered by flesh, they move and strike swiftly.

Skeleton Archer
Though frail, their tireless volleys and frequently staggering numbers make Skeleton Archers one of the most significant presences on the battlefield.

Skeleton Warrior
These are the elite of the skeleton light infantry. Armed with solid shields and dangerous maces, they are quite capable of shifting the balance of any battle in their favour. Skeleton Warriors are not afraid of death--after all they have long since stared it in the face.

Zombie
These rotten corpses are raised by the Necromancers in order to bring death to their enemies. Although they are slow and clumsy, Zombies do not feel pain or fear. This makes them frightening foes, and ideal cannon fodder.

Plague Zombie
These rotten corpses are raised by the Necromancers in order to bring death upon their enemies. Plague Zombies do not feel pain and can withstand a great deal of damage. In addition, their festering weapons can infect all living creatures with a wasting disease.

Rot Zombie
For any living person, nothing could be viler than the Rot Zombie. These foul-smelling corpses carry within their decaying flesh all of the most terrible and dangerous diseases. Faced with these harbingers of death, enemy forces quickly lose heart and with it any hopes of victory.

Ghost
Ghosts are restless spirits of the dead, forever bound to the Necromancer who has enslaved them. Their bodies are incorporeal, which makes them difficult to hit.

Spectre
The chilling touch of these spirits can drain the mana of enemy creatures, restoring the Spectre with stolen magic.

Poltergeist
Poltergeists live in the vaults of the old ruined castle, located at the edge of Heresh. More than anything else, poltergeists have a hatred for archers, and will always endeavour to empty their quivers before they start shooting.

Vampire
Necromancers who wish to cheat death become Vampires with ever-youthful -- but empty -- bodies. Any damage that Vampires inflict upon the living heals their own immortal forms. Gifted with hundreds of years of combat experience, they are so swift with their swords than none can retaliate against their strikes.

Vampire Lord
Some Necromancers, seeking powers beyond death, become Vampire Lords. Any damage that Vampire Lords inflict upon the living heals their own immortal, eternally youthful bodies. None can retaliate against their strikes, and with their ability to teleport, none can foresee from where they may attack.

Vampire Prince
One should never look a Vampire Prince in the eyes. Those who forget this, or are stupid enough to do so, risk being lost in a long sleep and falling under the total power of the vampire.
Lich
Liches are powerful undead mages, seething with hatred for all forms of life. They bring plague to the lands they tread upon, creating dreadful Death Clouds to strike their enemies from afar.

Archlich
Archliches are potent undead mages with an eternal hatred for all life. They can summon dreadful Death Clouds or cast curses and weakening spells upon entire enemy armies.

Lich Master
On their death, the most experienced necromancers have the honour of becoming Lich Masters, elite troops of the armies of Heresh.

Wight
Wights are tormented souls thirsty for revenge on all living creatures.

Wraith
Wraiths are Death itself, nothing can endure their chilling touch and survive. Any enemy creature that fights them is drained of its soul-substance.

Banshee
The Banshees strike fear into the hearts of all living beings, as anyone who hears their cry is struck dead. Even more victims are claimed with their rusty scythes.

Bone Dragon
Bone Dragons are formed from the skeletons of dead dragons of other breeds. The Necromancer lands have no native dragons, and so they are compelled to steal and create their own.

Spectral Dragon
No single type of dragon gives up its bones to form a Spectral Dragon. Instead, these fell beasts are composed of the bones of every breed of dragon, cunningly arranged into a single skeleton and infused with unlife by the sacrifice of a high-ranking Necromancer's soul.

Ghost Dragon
Amid the bottomless swamps that conceal ancient cemeteries, hidden behind the milky fog that blankets the earth, lies the Ghost Dragon. They are not easily spotted in the poisonous vapours that rise up from the bog, and the rare few who do see a Ghost Dragon do not live to tell the tale.

Monday, March 3, 2014

Dragon Age Origins - Other Sets

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Fantasy game art from Dragon Age: Origins Ultimate Edition (Dragon Age: Origins, the Awakening expansion, and all official Downloadable Content).

Armor in this class include: Chainmail, Scale Mail, Dwarven Armor, Splint mail. These simpler armors use the same overall style but with different textures to reflect the differences in construction. Unlike the heavier armor sets in the game, these (like the leather armors) are symmetrical.

Changes in material (and thus colour scheme) have a more marked effect on armor, simply because it occupies more visual space; we therefore present Tiers 1 to 8 where material significantly changes colour. Some armor sets do not have a piece for every location (usually the helmet is omitted); when a non-set piece was added, this is explicitly mentioned in the picture label / name. Many armor pieces and sets use the same colour and model of another set, and we have simply chosen one set and omitted the others.







The Elder Scrolls IV: Oblivion - Frostfire Glade

Fantasy game art from The Elder Scrolls IV: Oblivion.

FrostFire Glade is a small cave between Bruma and Cheydinhal, and can only be entered as part of the Tears of the Savior quest. The centerpiece in this area are two combatants frozen in place inside a huge block of ice. It is tricky to see the actual contents, and in the screenshots below, we have used a console command to remove the surrounding ice, exposing the frozen knight Garridan and the guardian of the glade.




The Legend of Garridan Stalrous

Excerpt from Knightfall, Tales of Heroism and Chivalry by Jaren Aethelweald, edited by Kirellian Odrenius

And so it came to pass, that on the first month before the harvest, nary a decent crop could be found in the drought-ridden fields of Farmantle Glens. Twenty-seven families, their bellies sunken and empty, turned to their lordship who had been so fair to them in hard times before. The man ruled not with an iron gauntlet, but with the soft touch of silken kindness: my lord, Garridan Stalrous, Knight-Errant of Farmantle Glens.

I watched sadly as my lord Garridan looked out at the withered fields before him from his meager stone keep and cursed the luck that tainted the skies and stopped the rain from falling. The families in his charge would not last the winter, which was always bitter and cold in the northern reaches of the Jerals [sic]. His own supply of grain was already picked clean; there was barely enough to sustain him for the months ahead. I know if my lord had the food there, he would have shared it gladly, allowing his charges to pay him back in whatever time or manner they could afford... and in some cases, to those in dire need, give it to them without costs. Something had to be done; and it had to be done soon.

Sparing not a drake, Garridan paid for the best sages he could find and used the rest to buy as much surplus grain as he could wrest from the neighboring domains. A month passed, and nothing surfaced. Winter's icy tendrils would soon creep across Farmantle Glens, causing the green to disappear from the landscape. Families would have to huddle close to their hearths, keeping warm and rationing the bits of food Garridan had given them. I could see Garridan's patience, which was immense mind you, wearing thin. He told me he'd considered selling his keep... his belongings... anything to keep his people alive. If only the harvest would yield more, they'd be saved.
Then, as if Mara herself had answered his prayers, a sage entered Garridan's keep with the answer. Legend told of a vessel of sorts from which water would pour endlessly known as the Everflow Ewer. Some said the Divines themselves created it; others thought perhaps a powerful sorcerer enchanted it. Wherever it was from, Garridan knew this could be his chance. Following the directions from the sage, my lord and I set out to recover the Ewer and rid Farmantle Glens of the drought.

It took days to reach the entrance to the place. After we passed through a winding passage, we finally came to an odd door covered in mystical symbols. As the sage instructed, my lord touched some Refined Frost Salts to the door. The ancient stone door opened, and we proceeded into the glade. A cave cut into a hillside led into a small glade of trees. In the center of the glade, flanked by two standing stones, was a stone altar. On the altar, seemingly glowing with inner light was the Ewer. Cut from crystal, the vessel was the most beautiful thing I'd ever seen. Water filled it to the very top, and as legends held, would never diminish as the liquid decanted from it. Eager to return to his domain, Garridan grasped the Ewer in hand.

Suddenly, the ground trembled as though the mountains themselves were angered. The sky changed from sunlit blue to dreary grey. Even the ring of trees forming the glade seemed to bend away slightly from the altar, as if fearing what was to come. Then, with no warning, one of the standing stones cracked and exploded! My gaze froze and my heart fell as I looked upon the guardian of the glade. A huge creature seemingly cut from the very same crystal as the Ewer stepped forth and growled menacingly at my master. The air around it became very cold, as if it was born from the glaciers of the northern mountains. This was a being of ice... living breathing ice!

Garridan shouted at me to run as he drew his blade. Still clutching the Ewer in one hand, he gave a mighty swing at the ice creature. When the forged steel struck home, it gave a resounding ring and merely chipped the beast as a spike would when driven against the hardest of rocks. Never showing fear, my lord swung again and again, each blow being harmlessly deflected away. Then, a single and mighty blow from the ice creature knocked my lord down. His blade slid away, and he lay on the forest floor looking up into the crystalline eyes of his death. The ice creature raised its arm again for the fatal blow, and brought it down hard at Garridan's prone form.

I don't know why he did it. Perhaps it was instinct, perhaps a moment's lapse in judgment. But my lord lifted the Everflow Ewer defensively as he got up to a kneeling position. The blow from the creature connected with the vessel, creating an ear-splitting crash. There was the sound of water splashing and a horrible cracking noise as the sundered pitcher sent waves of freezing water in all directions. Even as I watched, the liquid covered the ice creature and my poor master. They seemed suspended in place as if frozen solid. At the time, I didn't know how true my thoughts had become. As I watched in horror, they were encased in a tomb of pure ice. I could see Garridan's face as the ice overtook him, and I could swear he was crying. A few of his tears froze and fell to the ground at his feet like beautiful blue crystals. He knew he'd failed his mission. His people would starve, and he was responsible. Frost and ice covered everything in the glade now... the trees, the rocks, the soil... everything.

It was then I became aware that the very air around me began to freeze. It was like a cold winter's night at first, and then it rapidly became worse. The cold was so bad, it turned into a sort of frozen heat... it began to burn. My throat became tight and breathing became difficult. I began to lose feeling in my arms and legs, and my vision was beginning to blur. I had to escape this icy glade and tell Garridan's story. It was the least I could do for such a noble man. With every bit of strength I could muster, I ran from the frostfire and back through the cave. I barely escaped with my life.

My journey back to the domain of Garridan was a sad one. My heart was heavy, my mind clouded with misery. He was a good man, the greatest I'd ever known. To die like that was no way for such an honorable knight to end his life. When I finally reached the outskirts of Farmantle Glen, the farmers were waiting for me. I was ready to tell them the sad news, but they raised a cheer of great joy! They told me that only a week ago, a strange, bluish glowing rain fell on their fields and that the next day the crops began to grow as if there had never been a drought. A week ago was exactly when my master was frozen in that horrible glade... and his tears froze like bluish raindrops frozen in time! I looked up at the heavens and the twinkling lights suddenly gave me great comfort. I thanked Mara, and headed home.

Heroes of Might and Magic V - Faction - Necropolis - Town

Fantasy game art from Heroes of Might and Magic V.

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Abi-libur
Here one finds the center of the Necromancer's slave trade, and a town unusually open to other races. The Necromancers have a constant need for slaves -- or for their bodies, and prices are kept low by the scum who come from far and wide to dispose of unwanted competition, enemies, or family members.

Adad-shuma
Adad-shuma's watchtowers have their own gruesome ways of attacking the enemy. Storehouses of plague and diseases that, by definition, cannot affect those who are already dead, the towers of this town take a terrible toll on their foes.

Adad-usur
A mage turned Necromancer, one former ruler of Adad-usur continued dabbling in machines and engines as a hobby alongside the studies of the Spider Goddess. When unexpectedly faced by war and lacking the time to create legions of troops, she turned instead to her her mechanical skills and the city began manufacturing ballistae. Unusually for Heresh, the town continues the tradition to this day.

Amel-ishkun
A legend says that ancient artifacts of the Spider Goddess are hidden away inside the Ishkun mountain. Hundreds of hopefuls scratch their way into the mountain, seeking items of power -- and incidentally extracting tons of ore. Interestingly, there are those who dare to whisper that the rumor of the artifacts comes from the ore dealers themselves...

Ammi-eshuh
The Undead of Ammi-eshuh are in constant struggle with the primeval powers of the forest. Lingering druidic magics cause saplings and seedlings to sprout constantly throughout the town, and only by constantly culling high and low can the slaves and zombies keep up. The cycle is annoying for the Necromancers, but provides them with plenty of extra wood.

Ammi-saduqa
Certain Necromancers of of Ammi-saduqa have made a hobby of grave robbery. The town is located not far the Silver Cities, whose passion for jewelry includes richly adorned mummies and coffins. There is constant struggle between the Wizards who police their mausoleums and the thieves of Ammi-saduqa who plunder them, a portion of the thieves' booty is given in 'protection' to their town.

Apal-shipak
Apal-shipak is an ancient town, even by the ageless standards of the Necromancers. As fortifying the crumbling walls is difficult, the defenders instead focus on clearing the fields nearby and carefully placing well-supplied defensive siege machinery. Any attackers must face an endless hail of heavy missiles.

Apil-Sin
Vampires chose this as their capital because of the deep and gloomy caves under the town that they converted to catacombs. Desiring protection for their coffins and some peace and quiet, they are willing to ensure that the local garrison is always supplied with a few extra troops.

Ashur-gamil
Piracy is the main occupation of Ashur-gamil residents, and "live goods" are their main source of income. Profits of the slave trade keep the shipyards working at full 'speed, turning out huge quantities of vessels to support this valuable commerce.

Bel-ibni
Bel-ibni was one of the many towns that fell beneath eldritch fires when the Necromancers lost their great war with the Wizards. The spirits of many dead Necromancers haunt these ruins, and Necromancers in spirit form are almost as dangerous as normal undead ones...

Bel-kudurri
Bel-kudurri's Thieves' Guild could write the textbook on hazardous working conditions. They check their information many times before they dare to present it to their Necromancer customers. After all, any mistake might cost them very, very dearly...
Bel-zeri
"Abandon all hope" is written on a banner made of human skin and bones that hangs above the gates of Bel-zeri. That's both the town's motto and a warning of the powerful defensive spell that affects anybody who dares to attack it.

Ea-ditana
The road to Ea-ditana is paved with the bones of enemy warriors for whom it proved to be the last road they would ever walk. Any being coming the same way has ample time to consider what may be waiting for them at the road's end...

Enlil-saduga
In desperate times people turn to desperate solutions, during the plague years many of the infected came to Enlil-saduga, hoping to live on as Undead. Never philanthropic with opportunists who are not true believers, the bodies of many of those unfortunates still serve as a source of military might for Enlil-saduga.

Eriba-ishkun
Eriba-ishkun is a museum town where the embalmed bodies of great heroes of the past are collected. Visiting here always has its effect, as even veteran heroes are so impressed by the noble feats of their predecessors that they charge less for their services than they otherwise would.

Nabu-shuma
Strangers are strongly advised to give this town a wide berth, as a curse on it turns anyone who falls asleep here into an Undead creature. Strangely enough the town council built the walls right across a major highway, and the welcoming inns serve strong alcohol at very low prices...

Nadin-eshah
All enemies of the Necromancers agree that their view of Asha as a Spider Goddess of the Undead is corrupted, and over-emphasizes a sole aspect -- death -- of the cycle over which Asha reigns. In Nadin-eshah, however, they claim to have an artifact of the Spider Goddess herself. And corrupted or not, the town is surprisingly difficult to conquer.

Nadin-zakir
The Undead of Nadin-zakir are in constant struggle with the primeval powers of the forest. Lingering druidic magics cause saplings and seedlings to sprout constantly throughout the town, and only by constantly culling high and low can the slaves and zombies keep up. The cycle is annoying for the Necromancers, but provides them with plenty of extra wood.

Nergal-shum
There are still some people around who crave to become immortal and are willing to pay heavily for that. Such fools are welcome here, where Necromancers offer life after death. The monies paid by the "customers" go straight into the town treasury.

Ninurta-usur
The caves of Ninurta-usur shelter the richest site of crystals in the whole of Ashan, a treasure trove to be easily harvested were it not for the razor-sharp rocks, aggressive spiders, and sweltering heat. Only the Undead, indifferent to these pains, could so simply harvest the mineral wealth.

Shagarakti
In the days before the War of the Broken Staff, a majestic city stood here - one of the first founded by the Mages. The town survived many wars but was eventually destroyed, and the victorious Necromancers built Shagarakti on its ruins. Now, they plunder the ancient graves for reinforcements for their Undead armies.

Sumu-irkin
At first glance the walls of Sumu-irkin seemed cracked and aged, hardly a serious obstacle to siege machines. But this is misleading, and those who have tried to take Sumu-ilum have found that out to their peril, catapult missiles can do little harm to ensorcelled gravestones that make up the walls.