Here you have the pieces. Post your screenshots Here
Remember 1 of the 4 is from PvE map.
Ladies & gentlemen!
We are immensely proud to show the First, Full and Only Map of the Panzar continent! Best cartographers and artists of our time and space crafted it – specially for you! Let us have a small excursion through those lands of glory and never-ending war, let us learn a little about home of never-ending heroes.
The tableland Rhou-Arkh is buried in the verdure to the west of the continent, all covered in jungles and bogs. It is the motherland of orcs, poisonous snakes, man-eating flowers and other wondrous creatures. Here every step might turn out to be the last one and every breath – become a shout. Always be on guard and keep a sword at hand… better yet a flame-thrower. The main areas of unique interest are the giant statues of Swamp Monkeys erected in times immemorial by gods know whom. Orcs, naturally, claim them to be their doing, but it’s sufficient to have a look at the way the green-skinned build their huts or make pots, to completely share any doubts scholars have.
The Thorgor Range is situated in the north – it’s a mighty chain of mountains which has become home for a hardworking and venturous nation of dwarves. Here everywhere there are stone-pits, railway stations and mines; here unbidden guests are followed closely by the unblinking eyes of Granite Ancestors, and in dark caves ancient machines slumber, abandoned long ago. In the east Thorgor Range abuts against Tusky Gulf in streams of which the underground craftsmen and alchemists have dumped so many runoffs during the last centuries that even sea-gulls trouble to fly sideways.
Practically in the very heart of the continent there lies the grand wasteland Karraz-Ghul. Thousand years ago these plains were abundant with life; they were lands of magic and marvelous elven cities. But the civil war between the sorceresses of Fire and Ice not only put an end to the supremacy of the Firstborn but also turned a sometime fruitful land into a vast lifeless desert. Since then only ghosts and orc nomads dwell there, hordes of which during several centuries tormented realms of dwarves and people with constant raids.
One of the famous places in the desert is the Sandstorm Temple. Nobody knows precisely where it stands and even the most experienced nomad would not tell certain directions towards it. To find the way in one should pass through a special magical gateway. The mysterious disposition of the Temple gave birth to dozens of various theories, the most logical and reasonable one being the version scratched with a knife on a top of a table in the “Grey Basilisk” tavern. According to it the gateways take the one who dares to walk through not only across space but time as well. Supposedly, the Sandstorm Temple exists in future so distant that nothing alive abides there. Argus erected it as a memorial to the Four Nations and then he created portals so that the best representatives of these very nations could have the possibility to feast their eyes at the monument in their honour. But the mortals understood everything the wrong way, once again.
Regrettably, the author of this theory in unknown – during the night of its appearance in the “Grey Basilisk” several young Berserks stopped there and the innkeeper discovered the inscription only in the morning when he hammered together the tables. One of the guests although stated as if he had a chance to notice a stranger with a crutch who was carving enigmatic signs (apparently, the orc meant letters). According to him, the mysterious guest had two heads – but taking into consideration the fact that the Berserks had already managed to empty the wine vault of the tavern, this statement cannot be taken seriously, of course.
In the south the Ridge of Arganai borders Karraz-Ghul. Here among snowy peaks elven convents are hiding, where Sisters of Fire and Ice Witches serve apprenticeship. Reaching those legendary places is not easy: the secret paths are known only to a few ones and the sorceresses despise strangers. Depending on the way you’ve chosen, you can count only on a welcome either too warm or too cold. Although you will not enjoy the outcome at all accounts.
Practically nothing is known about the lands that stretch to the south. In older tomes they are named as Transridge and are described as covered by impenetrable forests hardly suitable for life. For instance, the well-known “Trampers’ Guide” recommends to all unfortunate that got there immediately to cover themselves with mud and hide in a secluded hollow. Also, captain Dolf the Dumb wrote in his memorandum about mosquitos the size of your fist and about a horrible fever which mowed two-thirds of his crew. Some stories are popular among common folks, in which Transridge sits for a forbidden land replete with monstrosities, treasures and warlocks. Rumor has it that people with hedgehog heads live there and giant crocodiles which speak only in iambic pentameter.
Nonetheless, the civilization penetrates gradually even to such distant corners. For example, on one of the islands of Ash-Grey Sea a bushranger Torwald Halfdead founded an academy of martial arts. It is situated amid the ruins of abandoned elven stronghold and is widely popular among the youngsters who dream of deeds of valour and glory. Frankly speaking, even getting there is quite an achievement fit for a couple of ballads.
Well, only one region is left to be described. North-east has once belonged to people. Here three mighty kingdoms gained ground, Free City of Isnar roared, unshakeable fortresses of Paladin Order towered above those lands. Now only flames reign there – the Outer Chaos unhurriedly but persistently sinks its teeth into the very materia of existence turning reality into some scorching primeval nought. The Rupture – a huge chasm stretching through the whole continent – serves as a sort of a border that doesn’t let the igneous ocean advance further to the west. But nobody has any doubts on account of that the Chaos once will pursue an offensive.
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