The universe of Narmir holds many diverse worlds, each unique in some way. The gods of each world have dictated varying laws that are not to be disobeyed. The consequences of deviation from these laws may affect not only your kingdom(s) in that particular world, but your existance on all of the Worlds of Narmir. Several of these worlds are described below. Worlds currently accessible by mortals include a portal which will take you to that world's gates. You may start a kingdom on any of the servers below if you meet that world's conditions of entry.

Narmir
The Worlds of Narmir take their name from the oldest and most widely traveled of the worlds: Narmir. The Gods of Narmir forbid any individual from controlling more than four kingdoms. Access to other worlds is possible from Narmir through use of a Gate, created by means of a powerful spell acquired at one million spell book. Narmir is the home of the dangerous alliance known simply as Dominion, as well as several other ancient clans, all of which should be dealt with cautiously.

Fallenwind
Fallenwind is a world rich in lore and legend. Its well rounded and suports all the abilites the other worlds have except Narmir itself. ROLE PLAYING REQUIRED at all times in Fallenwind!!.

Adimar
Adimar is a young world, far removed from the well established alliances of the World of Narmir. Though it can be a savage world, the lack of strong powers, alliances or individuals, makes Adimar the ideal environment for newcomers to the Worlds of Narmir to flourish. The Gods of Adimar, very protective of these fledgling kingdoms, will destroy anyone they deem a threat to those within their realm. Furthermore, in order to maintain a level playing field in which this world's inhabitants will be free to develop, Adimar's deities allow only one kingdom per individual.

Tycar
Tycar is a beautiful and mysterious world, renowned for such natural wonders as its awe-inspiring ringed moons. Though magic is a powerful tool in all worlds, it pales in comparison to the strong magical forces present in Tycar. This is not a world for a man of the sword: here, dusty tomes and potent artifacts are the primary weapons. The Laws of Tycar allow for only one kingdom per individual.

Varuh
Varuh is virtually the exact opposite of Tycar. Varuh is a brutal world, home to constant armed conflict between opposing warlords and magic is all but unknown. This is not a world for the faint of heart and pacifists are strongly advised to avoid the World of Varuh at all costs. Though the Gods of Varuh are almost without exception bloodthirsty gods of war and death, they believe combat should be man to man, thus multiple kingdoms per individual are not allowed.

Neither
Neither is a world that little is know about. The normal rules of physics don't seem to apply there. Most scholars denie it even exist let alone are they willing to admit that if it does exist that it could defy the very laws they had learned from the other worlds. Basically enter at your own risk.