Atlas of Worlds

I. Prologue

While travelling the great oceans of Taphao, famous sailors have made legendary discoveries. All their records of lost kingdoms and their amazing secrets have been written down in the Terrae Encyclicae – the Book of Taphao.

II. Planet

The major Regions of Taphao

The Southern Kingdom

While Taphao’s other regions have decayed and turned into deserts of stone, salt, or ice over the millennia, this area, the green heart of the continent, has remained largely untouched and is covered with forests, rivers, and endless grass plains. Enormous mountain ranges extend to the horizon on its western side. If you travel further south for many weeks, you will reach Thaera´Ijun, the largest city on Thaera. This is the Alliance’s power center and it holds the Green Throne of Daerion.

Western Mountains

No one has dared to enter the Outer Country (as this remote territory is still called) since the time of Daerion, because a huge granite barrier blocks the entrance to its world of rock and stone. The untamed wilds beneath the rugged peaks of Mount Khangatoa and Mount Anakaijma command the land.

The Island Confederation

Together with their allies from the Rijðar Archipelago, the Obsidian, Sapphire and Jade Islands, this loose confederation of seafaring nations dominates the trade in rare minerals. The barons of the Eastbound Islands lead these nations, and their gold and an invincible fleet give them a powerful influence over this world’s destiny. None but they still possess the craftsmanship to produce runes and artifacts.

Westbound Reach

If you follow the road to Jacobs Hope from the south, you will discover a huge natural obstacle on the horizon: Westbound Reach. This world-stream stretches in an almost west-east direction and marks the border between the Alliance and the Fallen Empire, the two great enemy camps. If you cross the straits, you will find a last sanctuary on the Obsidian Islands. Only death and despair lie in wait beyond them.

The Great Rift

Fires bursting their way from the planet’s core to the surface give this deep and impressive abyss its special significance. The Northern Land clans‘ priceless obsidian deposits lie here at the edge of the Great Salt Desert. Anyone wanting to attack the Citadel must first pass these mines and their fire-forged outposts. The Iron Blades offer the only way across.

The Tarvagataij

When the Great Rift developed, a huge basin named the Tarvagataij formed to the north of it. Mud turned to clay, clay turned to sand, and sand turned to dust. Searing light, sudden storms, and relentless heat make any attempt to cross this area a journey of no return. It stretches from the Great Salt Desert in the south, across the Dead Plains and far north to the Nowhere Trail, and the Swamps of Tarva (a vestige of its beginnings) lie in between.

Northern Territory

This is a cold and desolate place. A fortress built of dark magic sits high amid inhospitable, soaring giants of ice. Everything that the Fallen Empire plans and executes begins here. War drums and the growling of beasts of insatiable power reverberate between the mighty Citadel’s crumbling walls.

White Infinity

You will lose yourself in the White Infinity if you venture out onto the ice alone. Icemoon Bay is larger than all the rest of the land mass and is not just the scene of an eternal contest of the tides. The Úlfur, an evil being from ancient times, lies deep under the ice.

Black Soil

The souls of the damned from a lost crusade burn on the black fields of a ring of fire. Besides Mount Tyrongaj (4,211 m) and Mount Taijruna (5,276 m), Mount Taijro, the 6,428 m high king of the mountains far in the south of Thaera, has an even darker side. It is the gate to a long-forgotten world.

The Dark Waters

The far side of the planet is shrouded in total darkness and no one has ever ventured there. It is rumored that the mythical kingdom of Aterosian, whose existence is mentioned in some ancient Thegean inscriptions, lies there. No one knows whether these dark secrets will ever be revealed.

III. Continent

Important Places on Thaera


If one translated its name literally, Thaera’Ijun would be called „A place of common ground“. In fact, it means „Sacred Ground of our Ancestors“, in memory of the first settlements built by the Vari, which were founded after the Battle of Sapphire. Representatives of all civilizations live in this vibrant city and trade with the most remote regions of Thaera. But it is the Alliance armies, rather than trade alone, that ensure the city’s supremacy. The kings of Thaera’Ijun, seated on the Green Throne of Daerion, use these armies to guide the destiny of the Southern Kingdom and all its allies. Garrison strength: 55,000 / Number of inhabitants: 400,000

Port Dinas

Port Dinas is Thaera’Ijun’s fortified port. Large Island Confederation galleons and pinnaces moor in it, protected by Alliance frigates, to land goods. If the city ever fell into enemy hands, the only remaining way would be overland. Garrison strength: 7,500 / Number of inhabitants: 50,000


If you follow the „wind path“ along the coast northward for 10 days, you will reach the magistracy of Threewaters at the edge of wide grass plains. The settlement is, along with Port Dinas and Torran Bay, a strategically important place for supplying the Alliance armies. Garrison strength: 2,500 / Number of inhabitants: 12,000

Torran Bay

The Torran Bay fishing village is a smaller settlement on Stormwater Bay. From here the path winds further inland through deep forests towards Jacobs Hope. Many a traveler has come to a tragic end right here. Garrison strength: 50 / Number of inhabitants: 750

Ty`Fijor Narrows

This little-known pass leads over a remote rocky plateau and provides access to the Ice Titans‘ Seals, mighty portals that block the only route into the Western Mountains.

Jacobs Hope

The Alliance’s second largest city is also its northernmost fortress. Situated on the Westbound Reach, it is a military stronghold on the banks of the world-stream and a port for trading exotic goods from Meş Bakūn and rare earth minerals from the Obsidian Islands. Garrison strength: 3,000 / Number of inhabitants: 62,000

Obsidian Islands

These storm-tested islands in the Westbound Reach are highly valuable strategically. As part of the Island Confederation, the Earls do not feel committed to either side. They are fickle allies and forge pacts with whoever offers more gold. However, they will probably be the first to feel it when the Fallen Empire attacks. Garrison strength: 5,500 / Number of inhabitants: 10,000

The City of Outer Sands

The largest city on the northern part of the continent (also called Meş Bakūn) is a strange place. It is one of the Northern Territory’s free cities and a meeting point for cultures from all over the world. Outcasts, deserters, independent traders, and people who neither serve in the Alliance nor want to be oppressed by the Fallen Empire live here, as well as the Northern Land clans. You should take a rest here if you want to advance further into the north and survive the inhospitable Tarvagataij. Garrison strength: 3,000 / Number of inhabitants: 100,000

Iron Blades

The Great Rift is a crack in the surface of the planet which has been caused by natural forces and splits the entire continent for thousands of miles. You can only cross this gigantic barrier of fire here at the Iron Blades, a massive rock formation which reminds one of the blades of two swords.

The Gates of Thy´an (abon.)

You can reach this historical place after about a day’s march north of the Iron Blades. The ancient caravan city of Thy’an was once here, amid barren and shimmering solitude. Its mighty city gates opened the way for expeditions to the Empire’s northern provinces. Little remains of it except the huge ruins of two towers from a far greater city complex.

Thegea (abon.)

When Barbary Apes still called this place home, magnificent fires blazed in its great halls and songs of courage and pride resounded everywhere. Thegea’s fate was sealed when its mining town at Mount Erua collapsed. Only silence, decay, and darkness resonate from the weathered remains of this once flourishing metropolis.

Stonewalled Lives

A sea of gigantic rock needles is all that awaits you after crossing the Tarvagataij. A labyrinth of narrow passages, deep abysses, and impenetrable paths will make it impossible for you to move quickly. And this is where we will face legions of nameless creatures – at the Paredeita pass, where their numerical superiority will count for nothing.

Kar Hæijl

The people who built this bastion had ventured far north into enemy territory, driven by loyalty to their oaths and by their zealousness. But a response was inevitable. „The walls have fallen. Run for your lives…“ was the cry when the final counterblow came, and the Titans completely destroyed the garrison. The defenders had no chance.

The Black Fortress

Even Daerion, the most powerful of the Titans, could not prevent the passage of time, and they disappeared one by one. However, their Shadow Kings lived on, bound by their former masters‘ death oaths, and tied to the energy at Taphao’s core. And so, Mount Erua, which the Barbary Apes had abandoned many centuries ago, became their dungeon. They cannot free themselves from this spell and still lurk deep down in the mountain, in their Black Fortress.

The Citadel

This fortress in the ice holds nothing but evil, dark magic and damnation. The lords of the Northern Land, as leaders of the Fallen Empire, command thousands upon thousands of warriors of every branch from the fortress’s crenelated bastion. This Great Fossan Army, together with its Baboon Commanders and the Sovereign faction, will overrun everything in its path. They are just waiting for the order to attack.

Titans Arch

Titans Arch tower lies an extremely arduous three-day journey away through the ice, northwest of the Citadel. If the Citadel falls, it will be the Alliance armies‘ prime target, as all the Fallen Empire’s riches and secrets are buried in its catacombs. And that’s exactly where we want to go.

Prepare for battle

I. Prologue

„Many of the living have sought to fulfill the wishes of the dead.“ A huge army of the Fallen Empire has left the garrison beyond the Great Salt Desert. Among them the Fossan Mercenaries, their Baboon Commanders as well as all kinds of creatures. Their ultimate goal: to overthrow the Southern Kingdom.

Their forces will reach the Westbound Reach in:

II. Codex



MAD MAKI Boardgames
a company of 2be, Germany
Ostendstrasse 181
90482 Nuremberg

The Arkenshield®
Author: Wolfgang M.Eck

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