Clan Artifacts (Revealed or Owned)
Glyph of the Dream Teacher (Brotherhood of the Ring)
Mountains of Mist
All dragons are not violent, in fact the spirits of the oldest and wisest dragons can be found in the Misty Mountains.  Their experience is sought out by all kinds of adventurers.  Once acquired, the artifacts from this land improve a heroes' training for war and magic.

Allows the placement of two dream teachers near town.
Emblem of the Tree (Whitehaired Bandits)
Dendroid Valley
A land of Living Trees, a sacred place in which these worlds' longest living entities have gained so much knowledge and wisdom from their 1000s of years communication with man and animal.  Control of this land has given leaders the alliance of the Tree, granting wisdom and experience to their heroes.

Allows the planting of a tree of knowledge near town.
New Mercantile (Brotherhood of the Ring)
Davron Commons
Lands of Davron are known for their commerce, and new ways of trade and established economy.  While many other populated civilized lands work under a military or monarchy, the lands of Davron are based upon a capitalistic design.  The new Mercantile system allows for greater generation of commerce and income than ever before, and use of taxation is far less corrupt and organized.

100 peasants flagged by owner placed near town; used for income generation only, cannot be moved or used as troops.
Crystal Figurine (Brotherhood of the Ring)
Keratulis Salt Lakes
The seasonal rainfalls tend to wash out and erode the surrounding mountains high in crystal salts.  During the dry months, the salt lake basins dry up, and large crystal formations tend to develop in large clusters.   Some unique crystal based artifacts have been constructed here.

Allows the placement of the crystal figurine artifact near town.
Gargoyle Statuette (Outcast Brotherhood)
Pyre
A rather mountainous and uninhabited region of Axeoth, Pyre has often been an area of seclusion for rogue wizards and conjurers.  Most prominent is their craftsmanship of creatures that protect their sanctuaries, namely gargoyles.  The talents in creation & conjuration of these creatures have been lost to most however, and the artifacts here may revive the lost talent.

Allows the placement of one Parapet (gargoyle dwelling) near town.
Nomadic Shield (Magic Titans)
Gnulgar
Pretty much a barren wasteland, it is inhabited by very few hostile creatures.  The nomads, however, have taken to a living here, protected from harassment by other communities & kingdoms.  Organized bands, loyal to their lands, have come to follow the Nomadic Shield, a ceremonial banner that can bring several of the best warriors of these tribes to call.

Placement of a nomad hut or 4 nomads automatically join near town.
Centaurs' Fertility Idol (Chaotic Nation)
Shagull
This land can be considered the Centaurs' homeland, though over time they have migrated north to Kragull, further away from human intrusion.  A very ritual society, their mating habits and ceremonies are complex and considered incomprehensible by scholars.  What is known, however, that there are many fist-sized human figurines that are used in these rituals -- some supposed to have power to bring on fertility when it cannot be achieved naturally.

Placement of 2 centaur stables near town.
Hideous Mask (Chaotic Nation)
Septerra
This island continent has been relatively unpopulated, with exception of the cannibals that live there.  In the only records and scripts found written by explorers, there has been much research into the 'hideous mask', that is usually held by the most powerful shamans of Septerra.  Its magical properties untested, but seem to strike fear into their opponents.

Allows the placement of the Hideous Mask near town.
Ring of Javronikus (Chaotic Nation)
Kingdom of Javronikus
The only organized kingdom of the barbarians, the clan systems of this territory have held well over the centuries, thanks to the might and agression of the Javronikus clan.  Through the generations, a ring has passed through every barbarian king who has taken control of the territory, giving them increased physical might and power.

Allows the placement of one Ring of Strength near town.
Unicorn Necklace (Unholy Alliance)
Land of the Unicorns

The most magical and unseen creature of all is the Unicorn, and this land, surrounded by thick forest and mountains, still remains the largest home of the Unicorns.  This may change however, as good and evil forces move through these lands to continue their perpetual war against each other.  There is an artifact hidden in this forest that can call a Unicorn to war, whether it is to be used for good or evil is unkown.

One Unicorn automatically joins in front of town.
Velrim's Anvil (Unholy Alliance)
Velrim's Forge
A land loosely held by various factions of the Metalurgy clans, their technical and metalwork skills were unmatched in the continent.  But now with their production geared more to mass development of cheaper equipment for large armies, their once prized talents are now watered down to making general-use swords and armor.

Allows the choice of Plate Mail, Chain Mail, Longsword, or Greatsword near town.
Peasant Glyph (Unholy Alliance)
New Haven
After the general protectorate of Fort Ironfist succeeded to banish the western orcish invaders from Haven, immigrants from other areas of Axeoth found the new lands rich in amenable soils for farming.  New Haven, as it was called later, has become a major exporter of meat, poultry and grains.  The large number of peasants living in the area has also helped the lords in tax income.

Allows the placement of two hovels (peasant dwellings) near town.
Platinum Trefoil (Wisdom Empire)
Taalsea
It is a magical thing, to discover the secrets behind the 'leprechauns' luck, and even more to harness this luck in tangible form.  Taalsea is known to be a land of Leprechauns, or so rumored, and many have thought to capture this innate ablility that brings warriors and even armies a stronger chance of survival in difficult odds.

Placement of Leprechauns' Ring and Four leaf Clover near town.
War Helm of Malkier (Wisdom Empire)
Malkier

The territory of Malkier has long been a strong foundation of humans who have kept the lands safe before Fort Ironfist was ever concieved.   Since the lands here were extremely hazardous once with barbarian and orc raids, the warriors of Malkier became known for their skill and weaponry.

Allows the armory to be prebuilt in starting town.
Mordeth's Lost Pathfinder (Wisdom Empire)
Stronghold of Atlas
The few barbarian lesser kingdoms that exist on this rough mountainous range speak of an artifact that was lost after Mordeth's death, a warrior king who seemingly had the power of foresight.    It was later known that it was thanks to an artifact, which gave him increased scouting abilities for his armies, giving him a tactical advantage on army movements.

Allows the placement of an Altar of Scouting or Telescope artifact near town.
Poison Pustule Crust (Wisdom Empire)
Valley of the Dead
The blighted lands of the Valley of the Dead corrupt the vegetation and warp them to unimaginably horrifying disfigured plants.  Corrupted rose buds here become poison pustule crusts, which contain highly volatile poisons, now known to be used to make large amounts of poisonous weapons.
Allows construction of 10 vials of poison (placed in a backpack near town).
Mystic Snowshoes (Wisdom Empire)
Great Barrier Range
A near impassable range of mountains, the Barrier Range keeps the continent and its cultures divided.  The few who live on this barren land, however, have been able to develop artifacts to help cross large expanses of snow and ice, enough for an entire army.

Allows the placement of the snowshoes artifact near town.
Shield of the Legionnaire (Unholy Alliance)
Palorminus Stronghold

Defenders of the border between the wild outlands and civilized country, the lands held by the once fabled Palorminus Clan have been under constant attack.  Their success at defending their borders have kept other lands to the north safe.  Use of new strategies and improving their armor and warriors' defensive skills have kept them from falling from any of the invasions so far.

Placement of the Steadfast Shield Artifact near town.
GhostCall (Unholy Alliance)
Barrow Downs
Once a fertile land now turned to swamps, it also became a graveyard after several battles against orcs that used to live here.  Though it brought peace and civilization to the humans that lived nearby, this area has become cursed and haunted now.  It is said there are artifacts that can bring dead warrior spirits back to life, and bring them under your command.

Placement of a barrow mound near town.
Silver Memorial Plate (Unholy Alliance)
Lake Catherine
After the exodus from Erathia, Lady Catherine escaped with her remaining army to Axeoth.  Her escape was narrow, however, and her burns were severe.  Near the mountains of the Great Barrier Range, she was buried, and a memorial was created.  Many heroes that survived her, including Sir Christian have followed her banner and honor to this day.

The Hero Christian (level 1) placed near town.
Dragon's Command (Myrmidons)
Dragon Valley
A secluded valley in the middle of a grand desert, is a major nesting place for a variety of dragons, namely the Black Dragon.  It was well known that somewhere in this valley, a once powerful general held an artifact of power that bent the Black Dragon to his will.  To have it again, is to have one of the most powerful artifacts of Axeoth.

Allows the placement of a single Black Dragon anywhere on the map (except within 20 square radius of enemy town)
Crystal Skull (Wisdom Empire)
Castore's Realm

Castore, is known to be at least 1000 years old.  By human standards that is like immortality.  It is said that Castore cannot be killed, or if he gets killed he can come back to life.  Rumor or not, his age is not in question, and it is possible that an artifact he holds so dearly at a well protected and warded place hidden in his maze-like underground castle is in fact why he continues to elude death.  Few dare to travel to this island, for he holds his isolation dear.

One player is automatically resurrected and plays again in clan war.
Mullich's Helm of Leadership (Whitehaired Bandits)
Barrier Ridge
The unique terrain of this coastal region makes it rather difficult to move armies through the pass that divides the land, even at the coast itself, where it ends at some very tall fjords and cliffs.   Sir Mullich, a master of logistics and army speed enhancements, developed an artifact that has been rumored to still lie somewhere on those cliffs, that actually helps traverse them.

The Mullich's Helm of Leadership artifact placed near town.
The Gryphon (The Highlanders)
Sierra Mountains

The Sierra Mountains are a large peaceful and uninhabited forested area, which are also home to the griffins.   Powerful and deadly, the griffins do not bother humans, unless they trespass on their territories.  Some still, however, attempt to get to a griffin nest, to steal riches known to be hoarded by some griffins.

A griffin nest is placed near town.
Helm of Daeris (The Highlanders)
Daeris
After several campaigns on the land formerly known as Boshkol, a territory formerly owned by the cyclopes, the land was pacified of these creatures and a fairly new area for settlement was secured in this land.  Daeris, the son of one of the generals of the original campaigns of this land rose to succession and ran several raids into the last remaining cyclops lairs.  Shadowed by the successes of his father, he finally discovered a way to fame: A magical artifact that granted him unique powers over magic resistant creatures, an artifact lost but found again in one of cyclopes hideouts. 

Placement of Mind Shield Artifact near town.
Scripture of Granite (unowned)
Hidden Valley
A rather secluded land bordered by mountains and the Death Valley itself, very little is known of what civilization used to exist here.  The artifacts found here seem to be based on the very elements of the earth, and some of the more powerful discovered allow the actual summoning of elementals.

Earth Portal placed near town.
Behemoths' Skullscrye (Wisdom Empire)
The Blasted Lands
The blasted lands is the extension of the greater wastelands, but divided for the fact that the creatures that do live here are much larger, the dominant one being the behemoth itself.  Though recluse, they are vicious carnivores, and wise to keep your distance.  An artifact is known to exist that can tame these monsters to some degree for whatever demented use they might have.

Allows the placement of a single behemoth anywhere on the map (except within 10 square radius of enemy town)
Emblem of Ironfist (unowned)
Fort Ironfist
The might of Ironfist is well known throughout Axeoth, a stronghold that has never fallen since it was first constructed.  A marvel of man, its castle defences have stopped several major invasions and turned back the tide of war.  To carry the Emblem of Ironfist, is to have the master builders, masons, and stoneworkers skills -- in use for other future Forts and Castles.

Castle structure is prebuilt in main town.
Lamaar's Tomb (Unholy Alliance)
Lamaar's Lost Kingdom

Once this land was a center of a powerful Kingdom, but Lamaar, and his quest for immortality, eventually got deceived by the Death Knights who began to serve him, and forced him to surrender his lands under force.  The Blasted Lands and the valley of the dead eventually consumed this unprotected land.  Lamaar, in his one last request before being beheaded, was to be put in a tomb with all his personal riches intact.  To his surprise, the undead leaders accepted.

A mausoleum is placed near town.
Hydralisk (Unholy Alliance)
Swamp of the Hydra

The land that most warriors fear to traverse, the land is kept clear by the indigenous hydra that live there.  Always dangerous, and loyal to no one, they are very territorial and do not like to be disturbed.  Still, there exists an artifact, that supposedly can summon a hydra to anywhere the caster desires, though hostile, it can be useful nonetheless.

A single hostile hydra is placed anywhere on the map (except within 10 square radius of enemy town).
Medallion of Courage (unowned)
Devils' Claw
Near the great fortress of Ironfist, and the populated lands beyond, is a barren fjord-like area called the Devils' Claw.  It is a place where most military training occurs, and where some of the best fighters come to practice.  Once a year, there is a warrior's festival, where many heroes take various physically enduring tests (climbing, diving, swimming and survival tasks), the victor being awarded the much coveted Medallion of Courage.
Badge of courage and crest of valor placed in front of town. 
Ancient Bowmans' Statuette (unowned)
Elven Forest
A land full of lakes, rivers and forest, is the new home of the forest elves.  The first elvish settlers of this land became fine bowmakers, due to the various carnivorous  indigenous creatures that were hindering the progress of their colonization.  Eventually they became skilled at shooting with bows from distances that would have been obstacles for even a skilled archer.

Placement of Snipers' Crossbow artifact near town.
Mystic Tile (unowned)
Fairie River

The river bordering the Misty Mountains and the Bay of Galleyo is a secluded and relatively untouched region, known to be mystical in nature.  Though one may pass through this area without noticing its unique properties, it is well known amongst scholars and travellers that hidden along the river the fairies reside here.  An artifact once found here can actually bring some of these simple recluse creatures to your aid, when in need.

Placement of two fairie dwellings near town.
Helm of Lordship (unowned)
Baeleron

The land of Baeleron is a large and rather unforgiving land that is rather scarce of population, but high in resources.  Various mines, especially in gold, gems and crystal, are very commonly mined here.  The various leaders have managed a monopoly over governorship and control of these rich areas, and in turn, have been very useful allies to warlords and governments alike.

One Lord Hero is made available in front of town.
The Palm Seed (unowned)
Paradise

A long, idyllic land untouched by the machinations of man, is considered a haven for most wildlife that still roam free.  Its also the longest sandy beach on Axeoth, and boasts the greatest in variety of palm trees.   The land has no value to most warlords, and so remains untouched.  Its artifact is equally as useless.

A single palm tree can be planted anywhere on the map (except within 10 square radius of enemy town).
Bone Dagger (unowned)
Loreneya

It is said that a beautiful maiden, once a princess of this land long ago, became obsessed with her beauty, and feared old age.  Most who live here now do not know the tale, but legend has it that her anxiety over age became so great, she turned to necromancers to keep her looking young, and escaping old age.  The arts of necromancy are not to be toyed with however, and she ended up dying when one of the necromancers took her soul with what is now called the 'bone dagger', for his own advancement.  Now through it, the necromantic arts can be learned in even the most incapable hands.

An Altar of Death Magic is placed near town.
War Cluster (unowned)
Barbarian Highlands

The incessant fighting in this land has made these barbarians adept in all forms of fighting and war; the most prestigious title known to these people is the Warlord, and these carry with them the War Cluster.  The few Warlords who do survive to old age open up schools of war so that young heroes may learn from their experience.

A school of war is placed near town.
Scroll of Chain Lightning (unowned)
Volcano of Storms

This deserted island is essentially one lone volcano rising out of the ocean; constantly surrounded by clouds, mist and lightning, the knowledge of chain lightning is thought to be found there, if a wizard adept enough can derive it.

A scroll of chain lightning placed near town.
Lighthouse Construction (unowned)
Fort Zuglo

A smaller fort on the east side of the continent, it is usually an uneventful location, not prone to attack.  It is however, a safe harbor for many ships that carry supplies between the continents.  Not necessarily something exciting for outlanders, the locals here take pride in their construction of lighthouses.

A lighthouse is placed near town.