The Wizard's Tower Racing Curcuit

Wizard's Tower 500
This is the prototype track of the Wizard's Tower racing series located in mystical Kanata. 
32 tiles long with 2 tile overshoot on turn one.
Extended starting area.
Dual 10 tiles oit areas.
The track surface is clean and well maintained.

Racers usually enjoy racing here as they don't have to worry about the track itself - with mage spawn running onto the track and other charioteers trying to kill them they have enough to worry about.



Slimey Goblin 500
The mud goblins of the river Roa are huge chariot racing fans. Unfortunately they are not huge fans of the hard work it takes to build a quality chariot track.

The river Roa short track has many defects that you'll not encounter in tracks in more civalized parts of the world.

First off it's short, it's only got a 12 square straightaway and an infield that's only 2 wide as opposed to the regulation 6. Laps will come easier here than at other locations.

You'll also notice the odd pit locations. The Orc's supervising the construction considered pitting to be cowardly and didn't add any.  The chariot racing federation forced them to add some after construction but it was too late to have them placed in proper locations.

The final problem isn't obvious from the map, the mud. The track itself in under water for 2 months of the year and even when it's not it slick and slimey. Racers can expect to have to dodge mud, debris and possibly worse.



The Battle in the Hold

Arguably the greatest Charioteer of all time is the Dwarven Jarl so it's no surprise that the dwarves are fanatical fans of the Wizard's Tower race series.

The Dwarven Hold Speedway was built in an ancient dwarven fortress which makes it an interesting place to race.
It doesn't have the overshoot or room for extra starting area, the fortress just wasn't big enough.
The starting line  is located on the opposite side of the  track. The Dwarves start their races a little differently - no player is allowed to use their riders or chariot to attack until someone has crossed the starting line.
The dwaves also have a raised platform in the middle of the track at the starting line that's manned by race officals. Unfortuantely the platform also has a large supply of ale as well. So it's not unusual to see musket fire coming from the tower once the boys have had a few.



The Boneyard

Deep in the northern mountains lies the boneyard, the center of chariot racing for the necropolis sect. Some people say that necro fans don't really like the racing but come instead to watch the necromancers raise the unliving from the death and destruction.

It's a short track and that uses a rolling start (no one attacks until someone crosses the line). The track is set into a mountain and has 2 ledges that overlook the racetrack.  All manner of creature make the caves on those ledges their homes but the most dangerous of them all are the rouge necromancers. If left to his work a single necromancer can produce a never ending supply of mage spawn which make them incredibly dangerous.

However legend has it that the blood of a necromancer has a magical power - the ability to raise the dead.  The race team that kills the necromancer would certainly have an advantage being they could raise the greatest of racers from their long slumber to join the team ......




The Magusville 500

In the heart of the Atlantean empire lies the magusville track. Extra wide with plenty of pitting opportunities.
The track offers treasure platform for those brave enough to take on the 2 guards.
The gold and equipment of that chest could make or break a race team.


























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