This island in the southern most part of the map resembles Scara Brae, and is named after its host, Yari Rafanas. Rafanas was also the leader of the Bandit Brotherhood. The Island is connected to multiple areas of the map by several man made bridges across. In the center of the island is a highly fortified base.

This is ATZAR KELLON's starting location.

Here is Atzar's army:
The Forces of Magic

The Forces of Magic is, as the name implies, an army constructed solely of those competent in the fields of wizardry. The Ai’Bron monks, at the request of Atzar Kellon, created the entire army. Should they be forced into close combat, they will surely be defeated; their strength lies in their ability to inflict damage while holding the foe at bay with various chants. Each of the six divisions of the army specializes in a single element, which in turn grants them access to a specific chant. This army is not designed to split up, as all of the chants complement each other to present a very annoying and effective defense against the average foe.

The Commander of the Army is Atzar Kellon.

Heroes:

Specter, Lord of the First Eye

Appearance: The cadaverous Specter is a creepy-looking figure. Enshrouded from head to toe in a long, flowing robe of dark crimson, his face is rarely seen. He has no abilities in true combat.

Weapons/Armor: None/None
Equipment:
The Eye of Magic: The holder of this magical eye can detect magic as it is being used. This eye, when inserted in place of one’s true eye, causes the owner to see colors that correspond to the power of any magic being used. Hot colors like red indicate full power, while cool colors indicate weakness. Specter’s eye is used mainly to monitor the status of each division of the army.


Phantom, Lord of the Second Eye

Appearance: The cadaverous Phantom is a creepy-looking figure. Enshrouded from head to toe in a long, flowing robe of dark emerald, his face is rarely seen. He has no abilities in true combat.

Weapons/Armor: None/None
Equipment:
The Eye of Life: The holder of this magical eye can detect life. This eye, when inserted in place of one’s true eye, causes the owner to see colors that correspond to the life of those around. Hot colors like red indicate health and strength, while cool colors indicated weakness and approaching death. This eye can only detect life of those in the army – enemies cannot be seen with this power. Phantom’s eye is used primarily to monitor the status of each division of the army.


Spirit, Lord of the Third Eye

Appearance: The cadaverous Spirit is a creepy-looking figure. Enshrouded from head to toe in a long, flowing robe of dark azure, his face is rarely seen. He has no abilities in true combat.

Weapons/Armor: None/None
Equipment:
The Eye of Emotion: The holder of this magical eye can strengthen troops. This eye, when inserted in place of one’s true eye, affords the owner the ability to slightly increase one division’s strength for as long as the owner wishes. Those under the effect of this power will describe a feeling of hope, of elation. Spirit’s eye is used primarily to spur those in dire situations or to tip the odds a bit in battles they may otherwise be doubtful. The effect of this eye can only be maintained for a maximum of three minutes at a time; once used, the effect cannot be used again for fifteen minutes.

Divisions:

Each division’s mages may use a single spell on the offensive, or may use a chant in unison defensively. As troops are killed, the effects of the chants are weakened, and when the troop count of a division drops below 50, the chants can no longer be maintained. Regardless of the number of troops alive, all mages in the given division must focus on the chant for it to be effective. If even one mage in the division breaks contact with the chant (to cast an offensive spell, for instance), the chant is broken.
The Division of Fire:
Troops: 100

These men all wear red robes. Their spell and chant correspond to the element of fire.

Offensive Spell: Fireball – A ball of pure fire is conjured and launched at the enemy. The ball, upon contact, generates a small explosion that is enough to incapacitate or kill a squarely-hit target but is not enough to wound other nearby enemies. While the explosion may still stun an armored foe, one accurate fireball will likely not be lethal. Each mage can cast one fireball every ten seconds. Fireballs have a maximum range of 200 feet.

Chant: Heat – Heavy, oppressive heat and humidity is conjured in a 100 yard ring around the entire army, sapping most foe’s strength and morale. When this chant is broken, the effects take approximately thirty seconds to wear off.

The Division of Ice:
Troops: 100

These men all wear light blue robes. Their spell and chant correspond to the element of ice.

Offensive Spell: Ice Shard – A shard of ice is conjured and launched at the enemy. The shard is as strong as bronze. While very effective against unarmored foes, the usefulness of this spell drops sharply against those dressed in protective armor. Each mage can cast one ice shard every ten seconds. Ice shards have a maximum range of 50 feet.

Chant: Hail – Hailstones are dropped in a 100 yard ring around the army. While rarely lethal, the stones are certainly painful enough to impede progress and cause foes to seek a means to protect themselves. If The Division of Water’s chant is broken, these hailstones are weakened to the point of being nearly useless. When this chant is broken, the hailstones cease immediately.

The Division of Earth:
Troops: 100

These men all wear brown robes. Their spell and chant correspond to the element of earth.

Offensive Spell: Onager – Large rocks are conjured and launched high into the air to rain down on the foe. They are very inaccurate, but have a maximum range of 500 feet. To be hit with one of these boulders means death. Each mage can cast one stone every three minutes.

Chant: Mud – The ground is turned to mud in a 100 yard ring around the entire army. This mud is enough to slow even the most lightfooted of foes, although it will obviously have no effect on airborne enemies. When this chant is broken, the ground solidifies in approximately one minute.

The Division of Air:
Troops: 100

These men all wear white robes. Their spell and chant correspond to the element of air.

Offensive Spell: Wind Blade – A blade of wind is conjured and launched at the enemy. The blade is strong and hard to see, but very erratic and inaccurate. It is completely useless against an armored foe. Each mage can cast one wind blade every ten seconds. Wind blades have a maximum range of 20 feet.

Chant: Windstorm – Winds are whipped up in a 100 yard ring around the entire army. These winds are strong enough to deter most projectiles. When the chant is broken, the winds cease almost immediately.

The Division of Water:
Troops: 100

These men all wear royal blue robes. Their spell and chant correspond to the element of water.

Offensive Spell: Jet – A jet of water is conjured and launched at the enemy. The jet is rarely lethal, but inflicts stinging pain to unarmored foes and is powerful enough to greatly impede or knock down even those with armor. Defensive even on the offensive, this jet can be maintained for thirty seconds. Once the jet dissipates, the mage cannot cast again for five two minutes. The jets have a maximum effective distance of 20 feet.

Chant: Dark Clouds – Dark, ominous thunderheads are conjured in a ring around the entire army, obscuring the sun and making clear vision impossible to any that don’t thrive at night. This ring is approximately 100 yards wide at full power. When broken, the thunderclouds take roughly a minute to fully dissipate. If this chant is broken, the chants of the Lightning and Ice are much less effective.

The Division of Lightning:
Troops: 100

These men all wear yellow robes. Their spell and chant correspond to the element of lightning.

Offensive Spell: Bolt – A bolt of electricity is conjured and launched at the enemy. Very dangerous, this spell almost means certain death for any encased in metal armor. Each mage can cast one bolt every thirty seconds. The bolts have a maximum distance of 10 feet.

Chant: Lightning Storm – Powerful lightning bolts strike at random in a 100 yard ring around the entire army. Easily lethal when The Division of Water’s chant is at full power, the strength of this chant weakens in proportion to Water’s chant. When the chant is broken, the lightning bolts cease immediately.
Althanas had some weird downtime, but the Atzar Division may now commence! Good Luck to everyone involved.