As many people are wondering about WAR (Warhammer Online Age of Reckoning) and when it will finally be debuted, some people are already taking it upon themselves to evaluate the game based on the abilities of the characters, the graphics of the game, and how fierce the fighting can be. Even as WAR takes on a life of its own; some elements of the game are up for debate. But one aspect that most players can agree on is the aspect of the Zones and how they are used in the WAR role-playing game. What exactly are Zones in WAR? Why are they essential and what benefits do they provide to the players?

So what exactly are Zones in WAR? Zones are made to be like battlefronts in this role-playing game and they often denote the home base of either the Armies of Destruction or the Armies of Order. The two sides come together to engage in different combat game-plays, whether player versus environment or player versus player. Just as Normandy was a battlefront in the Second World War, there are also many battlefronts, or Zones, within WAR. Each Zone that players enter give each player an advantage or a disadvantage. For example, if a player from the Armies of Order enters the land of Norsca then there will certainly be no question that the player from the Armies of Order is just asking for death. However, if that same player was playing in his or her own homeland, the Talabecland, then there definitely would be empowerment for that player. This is the reason why certain Zones are dangerous for some players while some are considered excellent for hideouts for others.

Talebecland is an important Zone in the WAR role playing game. The reason for this is that Talebecland is in the middle of the Empire. However, even though many raids are made by the up and coming members of the followers of Chaos, the Armies of Order do whatever it takes to defend this small piece of country. On the flip side, though, if the Armies of Destruction are able to defeat and conquer Talebecland, much of the loot that they would receive would be in the form of trade products, jewelry, and other such products. Since Talebecland is at the heart of The Empire, a lot of the trading by its inhabitants goes on between the rivers of Talebec and Stir. Altogether, Talebecland is an important place for the Armies of Order and those who pledge their allegiance to the Empire know its true value.

Other Zones in WAR include Troll Country, Ostland, High Pass, Black Crag, Kadrin Valley, the Badlands, and Marshes of Madness. Each of these Zones either have advantages for the Armies of Order or for the Armies of Destruction. Where the worshippers of Chaos rule, the Armies of Order are pretty much doomed. On the flip side, though, the reverse is true for the Armies of Destruction in a land ruled by High Elves, Dwarves, and The Empire.