It is the biggest continent in Duul, created by Master as the birthplace and homeland for the intelligent races of Lidds, Dwarves and Elves. Its mild climate and variety of different land types made it ideal for the Master's children to live and develop into powerful nations. Green forests for wild Lidds, frozen mountains for hardy Dwarves, fertile grasslands for sun-loving Elves. When races of Org'kka and Men appeared, they have also found ideal life conditions as Greatland is a vast piece of land indeed. Now the mainland looks much different from what Master has left, when departing from Duæl in the I Era. Civilizations have been constantly shaping the world around them, clearing forests, digging mountains, farming and pasturing, building roads, villages, towns and big cities. But the most significant changes have been caused by violent conflicts that raged across Greatland throughout the millennia, with the Great Invasion as the most horrific one. In fact, this event has generated the truly irreversible alterations to the continent, as well as the entire world, and its after-effects influence Duæl to this day. The Void's Eye, which appeared in Irqad after the destruction of the Sarhu portal, absorbs much of the sun energy, causing the global cooling and migration of the whole species and nations. The centre of Human civilization turned into Desert of Terror - hostile wasteland, where no life can survive. Volgars, the wicked servants of Demedorr, ravage the northern part of Greatland, which slowly turns to another badlands. Despite these severe damages and incurable wounds, Greatland is still a beautiful place, bustling with life and activity of millions of creatures. After all, the nations of Greatland managed to defend their homeland against raging daemon hordes, proving that Master's creation can endure even the gravest dangers. For the last dozen decades Greatland folks have been rebuilding their countries and recovering from war mischiefs.

 

 

Lidds heal their wounds in Sheridaan - the huge forest in the west, their cradle and homeland. It is the place where ancient trees can safely grow for thousands of years, protected by the race of nature guardians, and where no "civilized" individual should even try to enter.

Scattered Men rebuild their cities and form city-states in the place of the old Republic. After the fall of Irqad - their capital, Men do not form one nation anymore, as every large and ambitious city, such as Kraakov or Merchandia, wants to be the only rightful Republic's heir and rule over the other.

 

Elves leave the safety of Sao'Gei to reclaim the former Empire's territories, but they have suffered severe casualties during Dragon Wars and Great Invasion and the process is very slow. Being not the fastest reproducing race, they are unable to recover the whole magnificence of the Empire and only the most south-eastern part of resembles the old elven state, while Tal-Yagal had to be left abandoned. Of course by Elves, because it has new inhabitants - the Org'kka. Tribes, though not so much damaged during Invasion, have lost their homeland to cold and Volgars. Nowadays, they follow Wak wak herds across the steppe and try to find their place to live in the Vast Plains. Being an aggressive race they often enter into conflicts with all other races, who are unable to effectively protect the border settlements against the fast moving warbands.

 

Only Dwarves, whose Kingdom survived the Invasion nearly untouched, still wage a full-scale war in the Northern Paths, maybe the one that will decide the Duul's future. After the loss of a significant part of their Kingdom to Volgars during the first few decades following the imprisonment of Demedorr, Dwarves cannot afford to lost another single inch and stand against the dark powers with all their courage and resources.


 

 

 

They say that only one person has ever been able to traverse the whole Greatland, visit all its amusing places and meet every race in its very lair. Salamon Vesputci, human wayfarer and cartographer living in IV Era, had an insatiable curiosity of the world and extraordinary ability to win the favour of the most repulsive and inhospitable monarchs and sovereigns. Even Lidds allowed him to enter Sheridaan and leave it in one piece... His magnificent work entitled "Greatland - my journey through life" is known in every civilized corner of Greatland, and is the source of knowledge unavailable elsewhere. In this book Salamon carefully described every visited place, the culture, habits and beliefs of its dwellers, everything decorated with splendid and detailed illustrations.

Each university that claims to be the best in the area, has at least one copy of the Salamon's work, though the original has been lost long ago. They say that it was Salamon himself, who, at the night preceding the assault of Demedorr's hordes, entered the Mages Guild's library, grabbed the tome and hastily disappeared. Supposedly, during his travels Salamon has learned much about magic from wizards, shamans and seers all over the world and probably has become a very powerful mage, able to predict or sense the incoming catastrophe, but felt too weak to stand against it and the best thing he could do was to save his own work for the next generations.

They say that he gained such wisdom and power that he is able to prolong his life freely and that he still roams Greatland in a pilgrim disguise, completing his book and sharing knowledge with those who he considers worthy.


 


If you want to know more, please visit the interactive map of Greatland and discover the whereabouts and history of the most important regions and places. Try to find them all!