Shadowbane
Shadowbane
WIN
2003
2003 Wolfpack Studios, Inc. All Rights Reserved. Ubisoft, ubi.com, and the Ubisoft logo
are trademarks of Ubisoft Entertainment in the U.S. and/or other countries. Shadowbane
and the Shadowbane logo are trademarks of Wolfpack Studios, Inc., under license to
Ubisoft Entertainment. Software platform logo TM and IEMA 2003. Made in the U.S.A.
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Table of Contents
Welcome to The Rise of Chaos.......... 2
Formorr ................................................ 15
Gorthale................................................ 15
Nelchael ................................................ 16
New Classes.................................... 7
Qualgnarr.............................................. 16
Doomsayer .......................................... 7
Saargoth ................................................ 16
Mulcigorr .............................................. 16
Sentinel ................................................ 10
Valphagorr ............................................ 16
Conjurer................................................ 13
Bastion ................................................ 17
Darksworn .......................................... 13
Battlegrounds........................................ 17
Atlaach.................................................. 14
Barbatorr .............................................. 14
Doomspawn.......................................... 15
Draatch ................................................ 15
Eyrene .................................................. 15
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has given everyone warning of the impending Doom. Despite being under-funded,
neglected, and even scorned, theyve held the line against the night. Perhaps if you
lend your sword to their cause, their sacrifice will not be in vain?
Choose your side, intrepid adventurer. The Rise of Chaos awaits you.
To you, the Shadowbane player, this is your e-ticket to front-row seats and a starring
role in this chapter of the story. The cast of characters is expanded, the battlefield
changes, and the stakes are raisedand you get to be right in the middle of it!
From the very outset of Shadowbane, our philosophy has been to make the major factions
open to the player base, and that should be readily apparent in The Rise of Chaos. The
Nephilim, insidious and duplicitous, are the harbingers of the Dark Lords invasion. Aided
by priests of Chaos and others whove made unholy pacts, all of Aerynth stands on the brink
of invasion. Will your role be that of an agent of Chaos?
Let it not be said, however, that we are entirely rooting for the bad guys. The
Sentinels, an ancient order of the Holy Church, still stands vigil against the forces of
Chaos, and despite centuries of neglect, their honor and steadfast adherence to duty
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The Dark Lords have always ruled in the Pit of Chaos, subjugating the unnumbered
demons of the Abyss to their evil will. The All-Father and His companions fought the
Hosts of Chaos before the creation of Aerynth, a dreaded battle recalled in the most
ancient Elvish epics, but still bitterly remembered by the demons themselves. The AllFather and His companions slew Kolaur, Dread Overlord of Chaos, and the Dark Lords
have longed for vengeance ever since. Thousands of years ago, the Dark Lords took their
revenge in the War of the Scourge, when swarms of demons teemed across all the lands
of Aerynth, and the strength of Men, Elves, Centaurs, and Giants together could not
defeat them. The All-Father Himself turned the tide, driving back the infernal hosts and
closing the Chaos Gate. The Dark Lords were defeated, but not destroyed
Their Lore
Vranaxxas the Mauler, one of the Dark Lords, was subdued and bound by a trio of
Archons toward the end of the War of the Scourge. In the centuries that followed, the
guard on the Dark Lords prison grew lax, and with the Turning the demon was
forgotten entirely, forgotten amidst a sea of troubles. The peoples of Aerynth were
blind to the danger in their midst. Vranaxxas called out through dreams and sorcery to
corrupt souls, building the Cult of the Scourge, a hidden cabal devoted to freeing
Vranaxxas, finding the Chaos Gate, and opening the way for a second great invasion.
In the 97th year of the Age of Strife, the Cult of the Scourge finally loosed their terrible
lord. The Dark Lord jarred the Chaos Gate, and now the legions of Chaos march
again! Through some foul craft, reflections of the baleful isle of Maelstrom have been
cast across all the known fragments, and all Aerynth trembles at the Rise of Chaos
As the first century of the Age of Strife draws to its close, another strange new race has
emerged onto the face of Aerynth. They are often called the Tainted Ones, but the
learned know them as the Nephilim, after the
name they use amongst themselves.
The ongoing strife and confusion
of this new age has left even
the wisest Sages and
Wizards unsure of the
Nephilims origins, but no one can deny
that the Nephilim have come.
Tall and graceful, the Nephilim are
obviously kin to Humanity. Their skin
ranges from gold to deep blue, and the
Nephilim might be the most beautiful of all
the Man-like races, if not for some disturbing
differences. Parts of their bodies are covered in
serpent-like scales, and cruel horns sprout from their
brows. Most shocking of all, bat-like wings sprout from the
shoulders of every Nephilim, letting the Tainted Ones fly
like the Aracoix do. Nephilim are renowned for their
strange beauty, their cruelty, and their aptitude with
magic. The most frightful of their powers is their ability
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Enchanter
Gladiator
Huntsman
Rat Catcher
Summoner
Traveler
Wyrmslayer
Powers
Mundane Eidolon
The Nephilim have long wandered the world in Human form. This power allows
players to do so.
New Classes
Mage
Healer
Rogue
Legend has it that as he lay dying, Kolaur the Dread Overlord laid a great curse upon
the All-Father, and called upon all the Dark Lords to avenge him. The Dark Lords
have spent all the ages since then brooding in their hate, longing for the chance to take
their vengeance on Pandarrion and all of his creations.
Channeler
Doomsayer
Fury
Scout
Thief
Warlock
Warrior
Wizard
Through the long history of Aerynth, the Children of the Gods have ever been loath
to worship the Dark Lords of the Pit. The archmages of the Deathless Empire
learned their ways and names in the Age of Dawn before Times beginning, but
Professions Available
Assassin
Barbarian
Bard
Archer
Black Mask
Bounty Hunter
Commander
Disciplines Available
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were many Doomsayers hidden among the ranks of the disillusioned or the insane.
Remembering the lessons of the past, the new cults of Chaos worked in secret, awaiting
the day when the Chaos Gate would open yet again and the masters might purge the
world again.
That day may be close at hand. Late in the 97th year of the Age of Strife, the seals on
the Chaos Gate weakened, and the taint of Chaos began to flow through once more.
The Nephilim emerged from hiding, convinced that their time had finally come. Now
Doomsayers operate openly, decrying the feeble Gods of Aerynth, spreading strife and
madness where they can, and offering the disillusioned new paths to power.
Focus Skill: Corruption.
Disciplines Available
Blade Weaver
Enchanter
Rat Catcher
Summoner
Traveler
Elf
Minotaur
Human
Nephilim
Races Available
Aelfborn
Irekei
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lords of Men and Elves were embroiled in the War of Tears, and even the Holy Church
was paralyzed with indecision.
Since the Turning, matters have grown even worse. Morloch and other powerful
minions of Chaos have been freed, and the Sentinels have found their position growing
precarious indeed. At the end of the 97th year of the Age of Strife, the seals on the
Chaos Gate slipped, and for the first time in centuries the Dark Legions again set foot
upon Aerynth. The Dark Lords cannot yet pass the Gate, but the Sentinels fear a
second Scourge is inevitable. Many Sentinels have left the Gate to appeal to the nations
of Aerynth for aid, and many newcomers are flocking to the forgotten order. Aerynth
needs the Sentinels now more than ever.
Focus Skill: Abjuration.
Disciplines Available
Blade Master
Forge Master
Giant Killer
Huntsman
Knight
Rune Caster
Undead Hunter
Wyrmslayer
Dwarf
Human
Nephilim
Races Available
Aelfborn
Centaur
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New Disciplines
CONJURER: Their Lore
The great magi of the Deathless Empire
perfected a dangerous art long before the
beginning of time: Maelarchor, or Conjuration.
The Conjurers of old learned how to send their wills out into the spaces Beyond,
contacting the dread presences of Chaos. In time they learned to summon all manner
of demons, devising arcane Binding Incantations to command them. Most of the
original Elvish secrets have been lost, but some latter Conjurers still practice this
dangerous art, calling forth the minions of Chaos to use as servants.
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weapons of black steel they wield are terrible indeed. When The Chaos Gate first
opened, these fell troops formed the vanguard of the invasion and served as the shock
troops of Chaos.
Maelstrom is a realm torn from another plane and moved through the shards of reality
until it came to rest in Aerynth. It bears the stress of the transit openly, the land is
violently malformed, and gives every indication of being a place where natural laws
have been violated and where the bounds of reality have been stretched and broken.
The nature of Chaos is wanton change and the destruction of Order, and the land bears
evidence of this dark and terrible influence.
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Maelstrom was once a blighted region, far from the mighty empires of Aerynth, a
realm known only for its desolation and the presence of the Chaos Gate. For centuries,
the vigilant Sentinels were the only inhabitants of Maelstrom, but now demons swarm
here again, and to make matters worse, the Dark Lords have somehow managed to
duplicate the realm, casting reflections of it across Aerynth. A new island broods off
the shores of every fragment.
Those brave enough to venture to Maelstrom will discover the following features:
BASTION
These massive, reptilian horrors arose in the Pit of Chaos, and are unleashed by the
Dark Lords whenever the legions of Chaos seek to terrify their foes. Fiercely territorial,
these mindless beasts live only for the taste of flesh and blood. Even the generals of
Chaos can barely keep these beasts under control.
Once, dozens of Sentinel fortresses stood on Maelstrom; now, only one remains.
Bastion is the final redoubt of the Order of Sentinels, and the forces of Light and
Order are massing there, hoping to mount a defense against the growing threat of
Chaos. The Lord Commander learned long ago that the easiest way to thwart the
demons was to provide aid to any and all who sought fame or adventure in the twisted
lands of Maelstrom.
New Zones
BATTLEGROUNDS
Once the Order of Sentinels held the Chaos Gate in a great cordon, defending it with
stout fortresses to the north and south. When Vranaxxas slipped the seals of the Gate,
these lines became battlegrounds, and the Sentinels held as best they could, but within
weeks the demons had seized control of both of them. Now the infernal hordes are
raising fortifications of their own, and legions of the misguided are flocking to the Dark
Lords banner. These ravaged regions serve as the front lines in the war against Chaos.
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Character
Selection Screen
When you bring up your Character
Selection screen, you will be met with
a picture of desolation, the wasteland
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that remains after the passing of the Scourge. Upon the field, youll see all of your
current characters, as well as empty pedestals for any free slots.
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Shadowbane:
The Rise of Chaos
Proof-of-Purchase
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