AoF - World Book
AoF - World Book
On a wounded world, new realms struggle to survive over the ashes of old empires.
The Human Empire fell when the world beneath it cracked. In an instant, its ancient capital and last
emperor were swallowed into the earth and lost forever. A massive wound now cuts through the
continent, winding and splitting the land itself.
It is an age of war in the lands of Tyria, where the peace and order of the last era have collapsed and new
powers have begun to emerge. A vast land of many peoples and kingdoms, no corner of Tyria has been left
completely untouched by the opening of the Great Rift.
Daemonic howls haunt the land, from the frigid north to the once peaceful Elven shores. In the Western
steppe lands, Dwarven berserkers bring the fire and fury of their new gods to bear against the thick
armour of their Orc foes. While beneath the sea, ancient powers, once driven into hiding, now plot their
return to a weakened and fractured surface. In the Southern deserts, even death offers no escape for the
cursed souls of the people there.
As all this unfolds, others have begun to pour into Tyria from different planes of existence. Civilisations
once lost have returned under new gods, while others have come unbidden to hunt the Daemons plaguing
Tyria. Strange and fantastic creatures have arrived as well, intent on carrying out their own goals, only
vaguely understood by the people of Tyria.
It is a time of otherworldly monsters, legendary heroes and unlikely alliances. An era of wonders and
ambition, as well as calamity and horror.
How will you forge your path in this age of fantasy?
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AGE OF FANTASY - WORLD BOOK v1.0.0
INTRODUCTION CONTENTS
Age of Fantasy is a story set in a dark magical world, where new Introduction & Contents .................................................... 3
realms struggle to survive over the ashes of old empires. This is a
Overview .......................................................................... 4
world filled with epic conflicts, mighty heroes, and daring
adventurers, where factions face off in a battle for supremacy. The History of Age of Fantasy ............................................. 5
This world book gives you everything you need to know about the The Havoc Gods Arrive ...........................................5
Age of Fantasy universe, its people, locations, conflicts, and more, Opening of the Rift .................................................8
and serves as the ultimate guide to the setting.
Historical Timeline............................................... 11
Make sure to check out our website to even more lore for all of the
factions and the universe, as well as short stories, comics, and “The Orb of Fate” ................................................. 12
more background stories: www.onepagerules.com The Tyrian Continent ....................................................... 13
Voidgates ............................................................ 33
3
OVERVIEW
Once a peaceful and prosperous land, it is now an age of great They are joined by dangerous allies from the North, disgraced
upheaval for those in Tyria, as old empires have begun to Human tribes that have spent decades waiting to serve the
crumble and new realms struggle to emerge. Gods again as they did in the Havoc Wars, and the Dwarves
who have embraced the Havoc Gods as liberators from their
Stretching from the unyielding frost of the Northlands to the
Orc overlords.
Drake Mountains, the different regions of Tyria are home to
numerous and diverse forms of life. Travellers may find Through every corner of Tyria, armies have begun to gather
creatures of all kinds, from the humble scarabs kept as pets in under banners old and new as order unravels. Vampires have
the southern deserts to the great Dragons that fly over the seized former western borderlands of the Human Empire, and
skies of central Tyria. now the dead march to war alongside their still-living servants.
The peoples of this land are no less varied, whether we speak They are met by hulking Ogres who bring to bear the might of
of the small but determined Ratmen clinging to their their lost empire as they seek to carve out new kingdoms in
homeland, the mighty Ogres now fleeing their lost empire, or Tyria with spellpower and cannon fire.
the reclusive and mysterious Snake Elves who dwell in the
On the high seas, other dangers lurk. Whether from the great
Dark Isles far beyond Tyria’s western coast.
pirate fleets of the Dark Isles eager to seize spoils from heavy
For a time, the people of these lands thrived in relative peace trade ships, or far more mysterious dangers which wait deep
and prosperity. The people of Tyria even managed to beneath the waves, few may travel the ocean without fear.
overcome the Havoc Gods, sealing them away in the Orb of
Some fight to return to the days of prosperity, while others
Fate after a vicious war.
seek to guide their people along a new path. It is an age of
After generations of peace, however, the Orb of Fate was uncertainty where fortunes, empires, and fantasies may be
shattered. This released powerful magical energy that tore into built or lost with the stroke of a blade or quill.
Tyria itself as the once-sealed Havoc Gods were freed. Once
How will you shape your destiny in this age of fantasy?
the centre of Human life and activity in Tyria, most of the
Imperial Capital was reduced to a crater in an instant, leaving
only scattered survivors in the city’s outskirts.
4
THE HAVOC GODS ARRIVE
Tyria is a land of diverse legends and peoples, but perhaps The varied arcane traditions of the Empire were brought
none have had so great an impact as the Human Empire. together by the Wizarding Guild, which sought to understand
Originating from the fertile midlands of the continent, many and standardise the practice of magic within the Empire. With
saw this territory as the ancient heart of Human civilisation. the Guild’s efforts, countless discoveries were made by teams
of explorers plunging into the depths of strange and ancient
Several city-states rose and fell from prominence during this
ruins scattered throughout the continent.
early period in an endless cycle of conquest, decline, and
rebellion. It was only when these city-states federated that The most important of these discoveries revolved around the
they finally achieved stability. mysterious portals known as Voidgates. Voidgates had been
known to exist before, but it was thanks to the Wizarding Guild
Slowly expanding out from its heartland, the Empire soon
that they came to be truly understood within Tyria.
became a symbol of unity for the people of Tyria. An alliance
of the Chivalrous Kingdoms sought to conquer this nascent These portals not only connected places across the continent,
realm, but their coalition frayed from internal tensions, and but also reached out into lands beyond the known world,
the Empire’s well-disciplined armies were able to drive into which came to be known as Planes. Explorers and wizards
their homelands and lay siege to their castle walls. discovered innumerable such places, ranging from isolated
dark lands devoid of life, chaotic realms of magic, and even
After gaining the allegiance of the defeated Kingdoms, this
Planes of mortals which greatly resembled Tyria yet were
realm came to be known as the Human Empire. Only the Elves
inhabited by completely different species.
of the Heartwood to the east and the mighty Dwarfholds to the
west would prove as stable boundaries to its expansion. At its Tyria reached new heights of prosperity during this time.
height, it would span from the vast southern deserts to the Resources, trade, and knowledge were able to easily and safely
frigid Northlands. move through the vast expanse of the continent in moments.
The Human Empire, and particularly its wealthy and populous
The Human Empire was seen as a centre of learning and
Capital, became symbols of progress and prosperity for those
prosperity throughout most of its history. Its trade roads
willing to embrace it. Discontent brewed beneath the surface
crossed the continent, and its traders bartered with the
among those left behind, however, ready to be exploited.
merchant fleets of the High Elves and the early skyway
caravans of the Dwarves.
5
THE HAVOC GODS ARRIVE
The successes of the Human Empire also drew the eye of other When it was discovered that the Daemons were arriving
forces from beyond their world. Strange gods had taken notice through Voidgates, the Empire ordered their deactivation and
of Tyria and were eager to explore the new realm for its arcane forbade the creation of new ones. Tyria hoped to contain the
innovations as well as its many creatures and cultures. The spread of Havoc by cutting itself off from the Planes, but it was
sudden surge of Voidgates also gave it great strategic value, as already too late.
they would allow the Havoc Gods to easily spread their
Abandoned by the Empire, many of the people in the
influence throughout the world and beyond.
Northlands turned to Havoc. Some tribes sought power or
The most notable of these were four ancient entities, which revenge against their nominal rulers, others merely embraced
came to be known collectively in Tyria as the Havoc Gods. the succour which the gods promised them when it appeared
These gods were wounded and gradually waning towards their that everyone else had abandoned them.
inevitable demise. Desperate to escape their fate, each of the
These followers united together the Havoc Gods, who each
Havoc Gods embraced their own means of self-preservation.
believed that they had much to gain in overthrowing the
The God of Change came to Tyria searching for arcane Human Empire, whether it was worthy foes, further followers,
knowledge, sending Daemons to sift through the vast or arcane secrets.
knowledge of countless civilisations in hopes of a cure. The
Determined to claim victory, the Havoc Gods allowed
God of Lust strives for perfection in all things, cutting away at
themselves to be summoned into Tyria to lead these disparate
hint of defect or weakness, which took the shape of Daemons
tribes. Under the leadership of their gods, the tribes united as
that lurked through the Planes, hunting to find a means to
Havoc Warriors, marching as a single host which could
remove their impurities.
challenge even the strength of the Human Empire.
The God of Plague wishes to spread its illness through its
The Havoc Warriors quickly overran much of the Northlands.
Daemons, absorbing those afflicted in order to slow the
Yet despite their victories, they continued to face fierce
process of its own demise. Finally, the God of War denies this
resistance from the Dwarves, Halflings, and a handful of other
creeping death altogether. Its Daemons seek escape in the
tribes who had rejected the offers of the Havoc Gods. These
thrill of battle and to prove their strength against others.
resilient peoples proved too determined for even the great
Each of these gods saw promise in the vast stores of ancient armies of Havoc to ever truly pacify.
relics, potent weapons, or diverse peoples of Tyria.
Instead, the Havoc Warriors turned their attention to the
These gods dispatched Daemons to Tyria, hoping to discover fertile and prosperous lands in the core of Tyria. Their hosts
more and gain followers within this newly discovered Plane. descended on these previously peaceful regions without
The Daemons of each god carried out their patron’s will, mercy. Large stretches of land were left devastated, and the
offering bargains to anyone they viewed as worthy converts. western edge of the Heartwood was set aflame, while the
coasts were pillaged by raiders.
Disease, treason, and conflict spread like wildfire throughout
Tyria. The Human Empire was soon forced to withdraw their
forces from their border territories to contain the rebellions
and treachery emerging near their heartland.
6
THE HAVOC GODS ARRIVE
Desperate to turn the tide, the High Elves and Wood Elves set The Havoc Gods vanished from sight in a moment,
aside their long-standing feud in order to strike an alliance disappearing from the battlefield and leaving their followers
with the Empire. They were joined soon after by the Southern confused and fearful. The magic that the wizards had invoked
Dwarfholds, eager to aid their besieged kin in the North. Even cost them their lives, draining them completely to fuel the
the Goblin tribes, long looked down upon by the peoples of ritual, but it had succeeded.
Tyria, joined them against the advancing forces of Havoc.
The Gods of Havoc had been sealed inside of an orb. This item,
This Great Alliance was able to face their foes on more even small enough to be carried in both hands, became known as
terms and won several key battles. Together, their mages the Orb of Fate. It became a symbol of the Great Alliance and
perfected magic that allowed them to create giants which the authority of the Emperor.
could match the brute strength of the largest Havoc Daemons.
With their gods defeated, the followers of Havoc were soon
Other aid came unbidden, as the mysterious Eternal Wardens routed as well. The unexpected disappearance of their Gods
arrived through Voidgates in the heat of battle to fight before had broken the resolve of their warriors. While some still
disappearing back to their own Plane. wished to fight, most felt that it was a hopeless war. Daemons
and mortals alike fled into hiding in the barren Northlands.
Yet their victories seemed only to slow the inevitable advance
of the hordes of Havoc Warriors steadily pushing into the The Orb of Fate was kept in a specially constructed temple at
heart of Tyria. With the continent’s greatest empires the very centre of the Empire’s Capital. It was removed only to
devastated by war, others sought to take advantage of the crown new Emperors, along with the Imperial Sceptre, to
conflict for themselves. remind them of the weight of their duty and the sacrifices of
their predecessors.
The Elves living upon the Dark Isles began to speak of
independence, turning away High Elf fleets and denying them This symbol united those within the Empire and Tyria as a
much-needed supplies and recruits. Ogres raided the sparsely whole, reminding them of the common cause that they had
defended western reaches of the Empire, causing the local once shared, no matter the divergences between their cultures
nobility to turn to necromancy as their last means of and customs.
defending their domains.
The Alliance knew that they would not be able to defeat the
armies of Havoc, let alone their Gods, in a straight fight.
Instead, they summoned the mightiest wizards from
throughout Tyria to aid them. The spellcasters gathered
together in a secret council and decided that they would lay a
trap to ensnare the rampaging Gods.
7
OPENING OF THE RIFT
In the wake of the Havoc Wars, the peoples of the Great In turn, the Empire rallied around the symbol of the Emperor
Alliance found their lands ravaged. The devastation left by the and, united by their leader’s charisma and diplomacy, the
advancing armies of Havoc had been great, and now those Empire was able to hold together and prosper once more.
who remained were faced with the challenge of rebuilding
As the Havoc Wars faded further into memory, the demands
their lost glory.
upon Emperors became ever more difficult. Long-standing
Much of the Empire’s Northlands had been left abandoned, grudges between vassals reemerged, while others turned
and some of the territory lost would never be reclaimed. With inward, focusing upon their local concerns and viewing the
their armies exhausted and weakened from the war, Humanity demands of the Empire as a burden. The Emperors of this era
instead focused on building a lasting peace and defending were forced to find a delicate balance to maintain the unity of
their new borders. the realm without losing the support of their vassals.
Though some, particularly the Dwarves, felt an abiding sense The man remembered as the Last Emperor was renowned for
of betrayal at the Empire’s decision not to reclaim their lands, his skill in managing the realm. He manoeuvred columns of
others were content to finally leave the long era of conflict diplomats and envoys with the same precision as his generals
behind them. commanding their soldiers.
The process of rebuilding would be long and difficult, but it The Last Emperor was constantly absorbed in his duties,
was made somewhat easier by the sense of shared hardship building bonds of friendship between the far-flung nobility of
and purpose felt throughout the Empire and beyond. the Empire and forging alliances in the lands beyond. He was
much beloved by his people, as some even dared to hope that
Refugees left by the war were welcomed into new homes,
the Empire might yet return to the heights that it reached
cities were rebuilt, and lands ravaged by war were slowly
before the Havoc Wars.
reclaimed. Art, learning, and trade once more flourished as
the nations of Tyria enjoyed a long period of relative peace. The Emperor spent much of his time travelling between the
courts of his vassals and working with the numerous Imperial
Emperors crowned after the Havoc War were raised with a
Guilds. When his twin children were born, responsibility for
deep sense of duty and sought to prove worthy of their
their care fell upon his servants. These courtiers were all too
forebears. Recognising the diverse needs of their realm and
eager to earn favour with their future rulers, and both the son
the contributions which their vassals had made, Emperors
and daughter grew to be spoiled and demanding.
delegated much of their power to local nobles.
8
OPENING OF THE RIFT
When the Emperor fell ill, nervous whispers rippled When the Orb broke, the Havoc Gods were released, along
throughout the court as they looked to his potential heirs. Now with the vast amount of arcane energy which had been used to
young adults, the Emperor’s children had a well-earned contain them. The destruction caused by this was
reputation for selfishness, short tempers, and viewing even instantaneous, consuming much of the Imperial Capital.
their most basic duties with contempt.
Most of those in the Capital, including the twins themselves,
Those closest to the Emperor quietly feared that neither of his were evaporated before they could realise what had happened.
heirs would be able to fill the role of their dying father. Only the outskirts of the city survived the explosion,
surrounding a vast empty crater where the heart of the Empire
The Prince and Princess had surrounded themselves with
had once been.
fawning hangers-on, eager to earn the fleeting favour of the
next ruler. When their father fell ill, each twin believed that The Havoc Gods felt a debt to the ones who had liberated
the Empire was theirs alone by right. them, even if it had been unintentional. In a show of gratitude
for the twins’ actions, the Havoc Gods used their powers to
Their supporters embraced their cause entirely, fearing what
raise the Prince and Princess into unlife.
might happen if the other sibling claimed the throne.
The process left them with extraordinary magical power and
Seeking to force the issue, both twins gathered their
physical strength, far greater than they had in life.
supporters outside the temple where the Orb of Fate and the
Imperial Sceptre were kept. The two groups met in the street Faced with the death of their friends and followers as well as
before the Temple as they gathered, each claiming that they the breadth of the destruction that they had caused, neither of
wanted to protect the building from the other. them dared to return to their people. They both fled the
Empire for the lands beyond, each blaming the Orb’s
It was not long before accusations flew between them and
destruction upon their sibling.
violence erupted. The twins rushed into the temple, fighting to
reach the regalia first. The two siblings met inside the Temple Rumours have spread that the two now lurk in the shadows of
and came to blows as each tried to claim the Orb of Fate for Tyria, plotting their return to the Empire so that they might
themselves. In the chaos, the Orb was dropped and shattered. claim their birthright.
9
OPENING OF THE RIFT
The effects of the Orb’s shattering were not contained to the Meanwhile, the Dwarves were able to once more assert their
Imperial Capital, however. The magical shockwaves that were independence, reclaiming their ancestral holds from the Orcs.
unleashed tore through the continent and beyond. Their victory was not without complication, though, as the
newly liberated Dwarves would find themselves divided on
Earthquakes and fissures wreaked destruction as far as the
how to press forward.
most northern Dwarfholds and the sweeping Wild Savannah in
the south. The aftermath of the devastation was even felt on The Volcanic Dwarves sought revenge, pursuing their
the far side of the world. conquerors through the Western Steppe until they reached the
Drake Mountains. Those in the Northern holds turned their
The disaster left lingering scars stretching over the land,
gratitude to the Havoc Gods who created the Rift, becoming
immense fissures which stretched outwards from the Imperial
the Havoc Dwarves.
Capital to the very edges of Tyria. These scars came to be
known as the Great Rift. Others too have seen their fortunes rise since the appearance
of the Rift. Once mere borderlands, the Duchies of Vinci and
The creation of the Rift also reopened a number of previously
the Dark Isles now stand on far more equal footing with their
dormant Voidgates, some of which predated even the earliest
former lieges. These lands and some others have flourished
records of the Empire. Seeking to reunite with their lost Gods,
since the Great Rift appeared, whether through innovation and
Daemons flocked to Tyria, emerging from gates which had
trade, or by conquest or plunder.
once been hidden deep beneath the surface. Seeing this, the
people of Tyria began to refer to them as Rift Daemons. Despite the scars that the Rift has left, there are many who
believe that they live in an age of opportunity. With the lands
Many believed that these Daemons had emerged from the Rift
still divided and facing new threats, the fate of Tyria lies
itself to spread further havoc throughout Tyria.
uncertain and inviting to be swayed by daring individuals as
An era of upheaval followed as many nations struggled in the never before.
wake of the destruction caused by the Rift. The old order
brought about by the Great Alliance shattered as empires
reeled from the initial shock of the destruction, and many
outlying regions were left to protect their own peoples from
When the ground in his family’s fields first began to shake
the aftermath of the Great Rift.
beneath Rowland, he ran for home. There, he would find
In spite of the loss of its Capital, Emperor and heirs, and much shelter with his siblings and ageing mother.
of its noble class, the Human Empire persisted. In the core of
Soon the shockwaves knocked him from his feet, and into the
its territory, Imperial Guilds stepped in to manage some towns
hay. Rowland stared, first in disbelief and then in terror, as the
in the absence of a legitimate ruler, while the remaining
ground opened up to swallow his home.
nobility did what they could to manage the crisis.
Lying in the hay, he wept for hours until a strange hand
Under the guidance of the Wizarding Guild, an Imperial
touched upon his shoulder. He nearly screamed when he saw
Senate was established to maintain order in the regions still
the fungal form behind him.
loyal to the Empire. This revived Empire is now ruled over by a
Steward, as they have vowed that no new Emperor shall be The Daemon only whispered, “Come, no need for tears. We
named until the Orb of Fate is restored. will take you in.” Rowland wiped his swollen eyes as a strange
sense of comfort washed over him.
10
HISTORICAL TIMELINE
211 BR – Beginning of the Havoc Wars
The surge of Voidgate usage in Tyria drew the attention of
external powers, most notably the Havoc Gods. Soon their
influence began to seep into this land as they sought to claim
new followers and secrets in this diverse and unsuspecting
Plane. The Gods themselves arrived seeking power and forging
pacts with many within Tyria, spreading havoc as they went.
248 BR – Voidgate Breakthrough the heart of the old Empire, but many vassals had already
declared independence.
Some wizards in the Empire began to study the portals known
as Voidgates. Wizards learnt to create new ones, while ~150 AR – Current Age
adventurers began to explore every corner of Tyria and
beyond it. An era of prosperity spread over the continent. Generations have passed since the Great Rift first formed, and
many of its immediate dangers have passed, but Tyria remains
a scarred land. Newly formed kingdoms and old empires both
struggle to maintain their influence as they face new threats
from the Planes beyond.
11
“The Orb of Fate”
“Driabrana,” the Archmage spoke, “you may address the “It is possible,” the Archmage said, “through the joint efforts of
council with news from the front.” the council, of course. The principles would be similar to any
such combined spell. My estimations are that those of us
An Elven Spell Weaver stepped forward, holding her head high
gathered here would be sufficient to…”
before the defeated-looking council of the mightiest wizards in
the Great Alliance. Though the Havoc Wars had been bitter, “The magic required to cast this spell would not only be a great
she refused to surrender her pride to defeat. risk to us,” Driabrana added to her objection, “but even to the
land itself…”
“Our lines in the Heartwood hold, in part, because the
attention of our foes is here. The Havoc Gods march south “If you know of any alternative,” the old hermit said softly to
almost unimpeded, with their horde behind them,” Driabrana the Mages before her, “you, or any of your esteemed
said.” I have brought every soldier that the Treemen Ancients colleagues, are most welcome to offer it.”
could spare.”
The silence once hung heavy over the assembled Mages. Mere
“They will do us little good,” the Runelord Larnatha said, rising days remained before the Capital would be under siege, and
from her chair, “if we cannot harm their Gods.” none had yet devised a means to defeat these gods.
“Do not be so fast to doubt the Humans’ walls nor Elven “Is that it, then?” Driabrana spoke. “We’re supposed to be the
spells,” Driabrana said.” Our magic far surpasses yours; you greatest minds of the Alliance, and here we are willing to trust
are here representing a people who have all but abandoned a crystal ball given to us by a stranger who won’t even tell us
our cause.” her name.”
“We need no such petty quarrels when a far greater foe stands The Archmage stroked his beard. “What would you have us do?
beyond these walls.” Have you some spell up your sleeve to change the course of
the war?”
The Archmage’s words brought the rest of the assembled
wizards into silence. With a flick of his wrist, he lit the candles “No,” the Spell Weaver replied reluctantly, “but I’ll not leave
of the vast dining hall as he judged the dying sunlight had this seat until someone does.”
grown too dim. The hall was empty, save only for the Mages of
“Then Havoc may find you still waiting here,” Larnatha spat
the High Council and a handful of guests from their allies,
bitterly. “They are not far from our walls, and we are no closer
chosen from spellcasters judged equal in skill.
to a solution than when the sun was rising.”
“I have brought a guest to the council, but she was stopped
At last, Driabrana relented, turning to the Archmage. “If you
outside by the guards.” After seeing the Archmage’s nod, they
believe this will work, I am willing to do it. Though, I do have
allowed her to enter the room. The woman was hunched over
many questions…”
and frail, grasping something heavy in her arms.
The Archmage looked at the hermit. “With your consent, we
Driabrana scowled. “Who are you?”
would hold on to the Orb until it is time and study it. Perhaps
“I am a hermit who has chanced upon a relic that might defeat another solution will present itself.”
your foes for good,” the woman croaked out.
The old woman bowed. “I care not what you do with it, good
Gently, she drew a glass orb from beneath her cloak and wizards. I have faith in you.”
placed it on the table. From their seats, the wizards appraised
“Is there anything you would have us give you as thanks?”
the object. Even from a distance, they could see the sphere
held great power. The old woman shook her head with a curious smile. “My only
wish is to see Havoc defeated.”
“Kind stranger,” the Archmage said gently, “anyone who might
offer us hope is welcome at our table. What is your name?”
“If what you claim is true, it could save Tyria,” Driabrana said,
“but the amount of magic to capture even one god would be…”
12
“The Orb of Fate”
13
Tyria
14
THE LANDS OF TYRIA
Tyria is a vast land with a history far older than any of the Other beasts remain untamed, hunted by adventurers and
cultures that now inhabit it, frayed and broken into shards by knights aiming to prove their skill. The Chivalrous Kingdoms
the Great Rift. Many regions exist within its territory, from its in particular take pride in their storied history of beast slaying;
windswept and fertile eastern coasts, to the great deserts of its hunting down these creatures wherever they may still lurk.
southern expanse, which are interrupted only by sparse
Others explore Tyria searching for a different prize: artefacts
floodplains along its rivers.
and relics waiting to make the fortunes of mages and
The Western Steppe extends far beyond the boundaries of adventurers alike. A keen eye can notice such treasures
Tyria, separated from the rest of the landmass by a wall of throughout the land, hidden deep in buried ruins and
mountains. The Treemen Ancients tended to the Heartwood dungeons, or hung as decoration in the vast palaces of High
Forest, which once covered much of eastern Tyria. Elven Merchant Lords. Many of these relics come from the
Golden Age of Tyria before the Havoc Wars, created in a time
The earliest legends and histories of Tyria remember the land
of prosperity which some fear may never return.
as one of massive and monstrous creatures. Dragons flew
freely through the skies, watching over the continent from Rumours abound of even more ancient discoveries, tools of
high mountain roosts. unimaginable power from civilisations that existed before
even the oldest tribes can recall. Some are inclined to dismiss
Countless other gargantuan creatures wandered the land, from
such accounts as mere fables by adventurers seeking attention
the subterranean cave-krakens to the insidious swamp-
and fame, yet the Wizarding Guild of the Empire has spared no
crawlers or the baloeri, whose single eye was said to bring
effort in investigating such claims.
doom upon any it met.
To me
15
EARLY HISTORY
Many old Tyrian myths speak of ancient ruins which once The balance between these tribes was disrupted by the
dotted the continent, bearing mythic swords waiting to be discovery of agriculture by the Humans. This innovation
claimed by heroes and kings. Most such temples have long allowed the Human population to rapidly grow and spread
eroded with the passage of time, ransacked by treasure-hungry through the land, displacing the other tribes. As they spread
adventurers, scavenged for building supplies for newer cities, and their numbers grew, so too did their settlements. Soon,
or even lost to natural disasters. humans could be found throughout the fertile lands of eastern
Tyria, with some even pushing into the hostile southern
But still echoes of this ancient time exist in every corner of
deserts and frigid north.
Tyria, whether merely as cryptic engravings upon the
cornerstones of later cities or as temples hiding deep beneath The Dwarves were pushed up to the mountains, where they
the surface, still waiting to be rediscovered. Precious little is created powerful strongholds and adopted their own farming
known about these long-lost civilisations; whether these were traditions. Their holds proved formidable, allowing their
current Tyrians’ ancient ancestors or a different people people to live safely within these isolated mountain fortresses.
entirely is uncertain. There is still much dispute between Dwarves and Humans
over whose people first learnt to shape metal, but it was a vital
Most knowledge of these early societies comes from the
discovery, allowing both peoples to truly challenge the
scattered ruins of their fallen cities. Those that have survived
colossal beasts of Tyria and spread throughout the region.
into the present day are often those which have been
deliberately hidden or buried deep underground. Many The Elves were driven to seek out new homes as well. Many
adventurers seek out these places for their powerful relics, settled in the Heartwood Forest, which covered an even larger
created with spells which have been lost to time. portion of Tyria than in the present day. Here, they forged
pacts with the mysterious Treemen Ancients who would help
Many myths have been invented by the peoples of Tyria about
them defend the forest from any who encroached on it. Other
their origins, yet any truth hidden within these tales is
Elves fled are said to have fled over the ocean.
disguised within metaphor and contradiction.
The Orcs moved to the Western Steppe, where agriculture
Most scholars recognise that the earliest known ancestors of
could not flourish. For many generations, they made the land
Tyria’s current civilisations were tribes of hunters who
into their hunting grounds. These Orcs devoted their entire
wandered the continent seeking to survive alongside the
lives to the hunt, preserving the ways of their ancestors
titanic beasts that then dominated it. Many different species
through slaying beasts and raiding their neighbours.
could be counted among them, including Humans, Elves,
Dwarves, Halflings, Orcs, and Goblins. Finally, goblins made their homes in the places that no other
species would claim.
“Ambition fuels every golden age, and brings about its end.” - Zeydina Vahraza, Ogre Shaman
16
THE Havoc Wars
The Havoc Wars forever changed the course of history in Havoc’s influence was most profound in the Northlands,
Tyria. Many, particularly within the Empire, remember it as where the tribes were abandoned by their Imperial allies and
the time when the Great Alliance was formed with the Elves forced to weather the impact of these chaotic times alone.
and Dwarves to repel a massive invasion of Havoc Warriors Their situation was made worse by the arrival of exiles and
from the North. bandits who saw the territory as a safe haven beyond the
Empire’s reach.
Scholars, especially those from beyond the Empire, often take
a wider perspective, including the period of unrest and Eventually, many of the tribes and exiles would embrace the
uprisings which began when the Havoc Gods first arrived. The promises of the Havoc Gods, seeing it as their own way to
period of the Havoc Wars resulted in widespread upheaval, survive and prosper in the North, while allowing them to take
even in regions where Havoc had little direct influence. revenge upon those who had left them to die.
Even the beginning of the Havoc Wars is a subject of debate, as A number of profound events associated with the Havoc Wars
some scholars trace the influence of Havoc back centuries, had little, in fact, to do with Havoc’s direct influence. Most
seeing the influence of the Gods in every plague, rebellion, or notably, the Orcs conquered the weakened Dwarfholds, and
would-be usurper that ever challenged the Empire. Dark Elf ports began turning away ships that came to claim
taxes or recruits for the armies of the Great Alliance.
While many of these claims are doubtful, it is certainly the
case that the arrival of Havoc was heralded by internal turmoil Some Fleet Masters would even raid ships which travelled
and strife within the Empire as Daemons brokered deals with through their waters, claiming whatever they took as
influential people throughout its core. repayment for what the High Elves had already taken in taxes.
In order to deal with the ensuing unrest, Imperial forces were Meanwhile, in the western reaches of the Empire, Ogres
recalled from the border provinces to the heart of the Empire. arrived in force, raiding outlying territories. These Ogres came
to Tyria fleeing the Shadow Stalkers, who had overrun their
This would ultimately stabilise the region, preventing a civil
homeland and followed them eastward. With most of their
war or rebellion from forming within the heart of the Empire.
retinues fighting in the east, the remaining nobility in the west
However, it would ultimately prove a fatal decision for many
found themselves defenceless.
of the border provinces.
Eventually, they would turn to raising their own dead to
The first recorded instance of the Havoc Gods appearing
protect their domains. By the end of the Havoc Wars, these
within Tyria was in the Desert Kingdoms of the far south. Here
nobles had fully broken with the Empire, embracing undeath
the Havoc Gods fought and defeated the Desert Gods, slaying
after being cursed with vampirism.
their God of Death and barring the people of those lands from
the gates of the afterlife. The Havoc Wars left many profound scars upon the lands and
peoples of Tyria. While some may focus upon the losses
Without a means to pass to the afterlife, their surviving Gods
suffered by those within the Great Alliance, the effects of this
would provide them with powerful magic to animate their
bodies, holding onto their souls after death. Soon, these people chaotic period still linger throughout the continent.
would come to be known as the Mummified Undead.
17
Succession
The Emperor has long served as a symbol of unity for As the Emperor began to worry that neither twin might be able
humanity throughout Tyria, and so intrigue has often to fill his role, he fell suddenly ill. The disease set in quickly,
surrounded the throne and the question of succession within leaving him weak and delirious. Courtiers supporting each of
the Human Empire. his children came to his sick bed, pressing the claims of their
favoured heirs. The Emperor dismissed them, though some
Traditionally, the Emperor would nominate their oldest child
still insist that he had endorsed their heir.
as their successor, who would then be officially approved by
the Senate as a part of their coronation ceremony. This has These tensions rose as these conflicting cliques and claims led
always been attended by the most prominent members of to rumours that someone might try to take the Orb of Fate to
Imperial society, from vassals to guild masters. force the issue. Each heir feared that anyone outside of their
immediate circle might secretly support the other, and so they
As the Havoc Wars drew to a close, the Orb of Fate was
began sending their attendants to keep an eye on the Orb,
incorporated into the ceremony, carried alongside the
which resulted in even more paranoia.
Imperial Sceptre. To hold the Orb of Fate was said to be the
right of the Emperor alone; an unworthy hand might unleash It was not long before each one had assembled full guards to
the Havoc Gods. camp near the temple’s gate.
This system allowed a peaceful transition from one Emperor to Fights broke out in the streets between the rival groups.
the next, maintaining the realm’s stability over generations. Eventually, this escalated into a full-on melee, and each twin
Then the Last Emperor’s wife died while giving birth to twins, feared that their sibling might use the opportunity to claim the
a girl and a boy. It was decided that the duty fell upon the ruler Orb of Fate.
to select which twin would be his heir.
The Prince and Princess pushed their way through the brawl,
Grieving the loss of his beloved wife, he instead threw himself breaking into the temple. Legends say that they encountered
into his duties. He left the care of his children in the hands of each other in the heart of the temple, and convinced of the
palace staff, while devoting himself to the care and other’s treason, neither would accept leaving without the relic.
maintenance of the state, strengthening bonds with his people The two fought, wrestling over the Orb and, ultimately,
and vassals alike. shattering it upon the floor.
When the Emperor did find time to care for his children, he
was often exhausted and he struggled to relate with them. The
children instead found their favourites of the palace staff and
treated them almost as surrogate parents. The Emperor was
ever eager to ingratiate himself to his children by way of
flattering their chosen courtiers.
18
The Great Rift
The Great Rift is an open scar, extending out from the heart of Despite this destruction, the Rift has proved an opportunity for
the Human Empire into almost every corner of Tyria. The fault others. In the backwater swamps of Vinci, the fissures
lines of these scars are highly irregular and unpredictable, at revealed rich veins of an intelligence-enhancing gemstone.
times seeming to extend with a mind of their own. Some of This gem, known as Mindstone, catapulted these villages into
them reach hundreds of metres in width without a visible affluence as inventors created countless new tools and
bottom, while elsewhere they are narrow enough to cross with devices. Soon, the territories struck out on their own, forming
a bridge or shallow enough to pass through without risk. In the powerful Duchies of Vinci.
certain regions, the magical effects of the Rift have resulted in
Even the destruction brought by the Rift was seen as salvation
strange and sometimes beautiful sights.
by some. The Rift tore through many Dwarfholds, causing
Stones or even plateaus float over the vast chasm beneath, as if collapses and cave-ins while damaging their ancient walls. For
they were untouched by the Rift that tore away the land the Dwarves who had toiled under Orc rule since the days of
around them. Adventurers have returned from the south the Havoc Wars, this gave them the chance to rise up against
telling tales of desert sands pouring seemingly eternally into their overlords. A wave of rebellions followed after the Rift,
the cavernous fissure, while some sailors speak of the ocean and the Orcs weakened by the loss of their old stronghold were
parting into an endless abyss between islands. Those who forced to flee.
travel to the old Dwarfholds may find Felhald, a mountain split
Within the Northern Dwarfholds, many credited the Havoc
perfectly in two, revealing the interior of its now abandoned
Gods for their newfound liberty. They view the Rift as a sign of
Dwarven fortress.
divine favour and have embraced the worship of these new
The creation of the Rift was an incredibly destructive event Gods wholeheartedly.
that touched many who lived far outside of the Empire. In the
Although over a century has passed since it first came into
Wild Savannah, the Rift damaged many of the Beastmen’s
being, the complicated legacy of the Rift still looms large over
cities and destroyed their Sacred Tree, ultimately leading to
the minds of many in Tyria
the collapse of their civilisation. Even as far out as the Dark
Isles, several Islands sank entirely, disappearing forever
beneath the waves.
19
IMPORTANT LOCATIONS
Tyria is a vast continent, stretching from bleak and icy Drimhald’s wealth was lost after the Rift, either disappearing
northern mountain ranges to vast seas of desert sands. It is during the disaster itself or taken by fleeing Orcs. Unable to
home to many vast cities and wondrous locations, some of the return to their destroyed hold, most of the Dwarves still live in
most notable of which have been laid out below. its shadow. Some still venture into the hold, seeking to find
some untapped veins of wealth or traces of their forebears left
The Heartwood behind. Smokestacks spew columns of black ash, as the
Dwarves dig ever deeper despite daemonic incursions from
The Heartwood stretches over a large part of Tyria, though it
the Rift, Goblin caves. and even rumours of some Orcs who
once extended even farther. The Wood Elves have made this
linger still in Drimhald’s depths.
forest their home, forging pacts with the ancient Treemen who
resided there before. The Elves claim that the Heartwood itself
has a spirit that floats in the air like pollen, and the Treemen
are animated by it. This connection, they say, extends to all
who dwell in the forest, from even the tiniest insects to the
Elves themselves.
Drimhald
At the height of its power, Drimhald was one of the wealthiest
Dwarfholds in the south, built over rich mineral veins. Old
Dwarven songs spoke as much of the intricate craftsmanship
of its halls as of its storied Kings.
20
IMPORTANT LOCATIONS
The resulting tremors devastated the local wildlife, who
suffered even more as their migration routes were suddenly
cut off by the destruction of the land below.
Yet there are those who still dare to dwell in these barren
lands. Some Beastmen linger in the ruins of their decayed
cities, holding fast to the memory and traditions of their
ancestors. Though too few to rebuild their ancient cities, these
remaining tribes preserve what they can of the old temples
and traditions. Others have adopted a new way of life, living as
scavengers and raiders in the Savannah.
Wild Savannah The settlers also encountered the native people of the Isles.
The reclusive Snake Elves had learnt to tame many of the local
The sacred homelands of the Beastmen, the Wild Savannah
fauna. The settlers traded with them, hired them as guides,
once teemed with life. The varied species which made up the
and lived alongside them. Soon, they learnt of the true source
Beastman tribes were united by a shared faith, developed
of natural wealth on the Isles: scattered, unstable Voidgates.
around the Sacred Tree which grew in the heart of the Discovering this, High Elves sent fleets to extract wealth from
Savannah. It became a location of pilgrimage and eventually, the colonists and drive the Snake Elves from their homes.
permanent settlement. By the time of the earliest written
records, it was already known as the sprawling Holy City. Seeking to reclaim the islands’ wealth, some Elves took to
Other cities emerged as the tribes spread throughout the intercepting merchant fleets. This culminated in the Elves
region and the Beastmen gained a reputation as peaceful inhabiting these islands defeating the High Elf armadas, and
crafters, poets, and scholars. claiming their independence, naming themselves Dark Elves.
This changed when the Rift cut through the Savannah, Now the Isles are home to a collection of scattered pirate
fracturing and splintering out in several directions and leaving havens and ports, populated by the enterprising Dark Elves
the land here shattered and difficult to traverse. The Sacred and their Snake Elf allies. It is a dangerous place for the
Tree, and much of the Holy City, was swallowed by a fissure. unprepared, but there is a bounty of opportunity for those
brave enough to seize it.
21
Tyria At War
As the old order which once brought peace to Tyria collapsed This relative stability is disrupted when massive hosts emerge
in the destruction brought by the Rift, war soon followed in its from the Rift. Citizens of the Empire near the Rift are said to
wake. Foes once thought defeated have begun to stir once always have one eye on the towers knowing that, should they
more, while old grudges bubble to the surface. Those still loyal see the tower beacons lit, they must gather what they can and
to the Empire face many enemies, new and old. flee to the nearest city. Their fate will then be determined by
the strength of their city’s walls, cannons, and conviction.
The Disciples of Havoc and their allies have found new footing
in this uncertain age, assembling their hosts once more to Far from the heart of the Empire, other threats await those
strike at the heart of Tyria a second time, hoping to see their who reside in its borderlands. Perhaps the most dangerous
creed reign over the land. Where once the Great Alliance rose lands are the western reaches of the Empire.
up to meet them, all that remains now are shattered realms
When, centuries ago, the Empire recalled its soldiers to fight
more eager to fight each other than the still-distant threat of a
in the Havoc Wars, its western reaches were left undefended.
Havoc invasion.
Some within the nobility turned to necromancy to defend their
In every corner of Tyria, armies and war hosts have been domains. These nobles used their newfound powers to
rallied to fight over the battlefields of a broken world. Even as dominate their neighbours and fuel their ambitions, becoming
these new realms begin to consolidate, they find themselves cursed with vampirism as they betrayed their patrons.
trapped in stalemates. Decisive campaigns are few, as
Others held out against them, defending their homes until the
skirmishes rage over the fate of relics and border towns while
Empire’s forces were able to return. Weakened by the long
none have yet proven capable of reuniting Tyria according to
conflict in the North, the Empire was unable to drive back the
their vision.
Vampires. Instead, the two forces became locked in a
Some within the heart of the Empire hope that their city walls stalemate, as the Imperial engineers fortified their cities and
might keep them far from the ravages of war. Yet while many their Undead foes did the same.
of their foes may appear far away on the horizon, the gravest
In the centuries since, the conflict has remained deadlocked.
threat to those in the Empire is what lies beneath.
Lesser Vampires seeking recognition and titles regularly
The Great Rift emanates outward from the Capital itself, organise campaigns against towns that have remained loyal to
cutting through much of the Human Empire. There are those the Empire. Ambitious young Bounty Hunters meanwhile fight
who view the Rift as merely a lingering scar, a reminder of a to drive out Undead foes from their strongholds.
bitter disaster which has long passed. The people who dwell
With each generation, there are those who believe that their
nearby know better.
daring actions or ingenious tactics will finally shift the balance
Scores of watchtowers have been constructed near towns of the conflict in their favour.
along the edge of the Rift. A constant garrison is maintained to
keep a watchful eye for activity. Rift Daemons often emerge in
small bands to carry out some mysterious tasks. Small
skirmishes are common as the tower guards try to prevent the
Daemons from escaping into their lands.
“Faith alone preserves us, but fortress walls never hurt.” - Jitjiec Peikajit, Ratman Priest
22
Tyria At War
Beyond the high walls and relative safety of the Human Young Knights of the Chivalrous Kingdoms, always eager to
Empire, countless others struggle to stake their claims in Tyria slay a worthy foe, keep ever vigilant for times when such
as well. Amid the open scars left by the Rift which sundered conflicts arise. Bands of Errant Knights often set off on quests,
provinces, many of the lands left abandoned in the wake of hunting their foes even into the steppe lands.
this initial disaster have become proving grounds for
On many occasions, this has led to an escalating cycle of
ambitious leaders.
revenge where entire tribes of Giants have laid siege to
Beneath countless banners ancient and new, those displaced Kingdoms and Knights have grown more and more daring in
by devastation now march to war. For these desperate souls the single-minded pursuit of glory.
without a homeland to return to, there is no retreat. They meet
Since they first appeared in the sewers of Imperial cities, the
their foes over the ruins of once-proud nations.
Ratmen have fled the persecution of a population who viewed
This story echoes out on the plains of Gev-Henned, as the them as tainted vermin and frightening mutants. In the wake
people who had fled the devastation of the Rift have finally of the Havoc Wars, the Ratmen fled into lands worst
returned to their lost homelands as the newly formed devastated by the conflict. With few residents remaining there,
Kingdom of Angels. Their triumphant return has been soured the Ratmen were able to establish themselves in this territory,
by the presence of a host of Beastmen who had settled the land slowly reclaiming the devastated territory.
in their absence.
But there was little peace awaiting the Ratmen even in these
With the memories of their own long nomadic exile still fresh blighted lands, as they lay uncomfortably between the
in their minds, these Beastmen are determined to defend their remaining Havoc Warriors, the Orcs, and the Human Empire.
adopted home. Heralded forward by horn and fiery prophets, With nowhere else to flee to, the Ratmen built fortifications
a sea of fanatics sweeps over Gev-Henned to oppose them. and prepared to defend their home.
Their spears crash in a wave of fury against any who oppose
In the time since, these scattered settlements have grown into
them, beneath the mighty spells and swords of the Angels who
fortress cities, capable of weathering the constant raids and
guide their wrath. They are met by the speed and ferocity of
long sieges from the Havoc Warriors who have been coming in
the Beastmen, whose agile hunters strike quickly and fade
greater numbers even since the Rift’s opening.
before they can be met with the full force of the fanatical
formations of the Kingdom. Their chariots duel over the vast Despite these formidable defences, the forces of Havoc remain
plains, each struggling to gain ground. determined to take this land. The Havoc Warriors have begun
to regroup in the wake of the Rift, joined by Havoc Dwarves
Living relics of the first Havoc War, the Giant tribes wander
and Rift Daemons, many determined to recreate their
the breadth of Tyria. Their hunger drives them ever onwards,
forebears’ victories against a divided Tyria.
unable to be long sustained in one place. Some of these Giants
have found some peace in the Western Steppe, but others still For now, only the walls of the Ratmen’s fortress cities and
reside in human lands, making their way as mercenaries. Such their stalwart defenders hold the forces of Havoc at bay
arrangements always rest on delicate ground, however, as the
Giants will almost always eventually require more food than
any patron can provide.
23
Tyria At War
Others return into the Rift once achieving their mysterious
purpose, whether that be contacting an eccentric Vinci
professor or stealing an enchanted mirror from a High Elf
coastal estate.
24
Tyria At War
The conflicts and strife which have echoed through Tyria since The highly fortified Duchy has established patrols of Viti Aerea
the Rift have not remained contained within its borders. Just along the edge of their territories, supported by artillery and
as the weaving fissures and tunnels of the Rift have stretched Scouts equipped with glider wings. This has led to several
into every corner of Tyria, the bloodshed born from it has battles for aerial supremacy over the skies of Ortezza, as the
rippled outwards even further, touching even the farthest Duke has begun to adopt a pre-emptive approach to attacking
corners of the world and beyond. Dwarven skyfarers in the escalating conflict.
On the high seas just beyond the edge of the mainland, the Rift Whenever Dwarven ships loom on the horizon, the peasants of
has disrupted the old trade currents, which has forced High Ortezza hurry to find shelter inside of their fortress city. In the
Elven armadas to ply less-travelled routes in order to make surrounding regions, it has become a common expression that
their fortunes. dark clouds bring a rain of water, while Sky-Cities bring a rain
of bolts.
This has opened up new opportunities for formerly minor
houses as Merchant Captains returning from distant With Voidgates, conflicts may extend even further beyond
expeditions. These ships, with their hulls weighted down with Tyria. Seeking a relic known as the Pyroclastic Great Axe, the
treasure and gold, are the very lifeblood of their realm. Their Grim Lord Trodgrun led a great possession of Volcanic
crews must always keep an eye trained on the horizon for the Dwarves through a gate deep in the native jungles of the
fluttering colours of Dark Elf privateers. Saurians where he believed it had been taken.
Perhaps more feared by sailors than privateers are what lurks The Dwarves were ferocious foes, with the burning-hot
beneath the waves. Deep-Sea Elves have been known to strike weapons proving highly destructive to the forest. These
ships that they suspect carry artefacts or wizards that interest invaders were eventually defeated, however, by the Saurian
them. These Elves emerge suddenly on War-Sharks and Eels to Frog-Mage Tsálexaqoyaní.
drag the crews and cargo of unwary ships under the surface.
The Frog-Mage took pains to ensure that his forces only met
This has created a number of dangerous locations along key the Volcanic Dwarves during heavy rains. Here, confronted
sea lanes, and few travel those waters without escort. Here, with a host of Gators and flying Dactyl Riders, the tide
the calm sea can abruptly break into battle as ships exchange definitively shifted against the invading Dwarves.
artillery volleys and desperate crews are forced to fend off sea
Trodgrun was determined to continue the fight even if it cost
monsters and enemy vessels.
him his life; however, the Frog-Mage revealed himself
Conflict has even found its way into the skies above as personally to speak with his foe. Only then was it finally
Dwarven Sky-Cities follow the trade winds leading them over discovered that the Great Axe had been stolen by a band of
the continent. While some welcome these travellers, others renegade Saurians who had been exiled years before, due to
look upon them with suspicion. The heavily fortified Vinci Tsálexaqoyaní’s prophecy that these rogues would bring great
Duchy of Ortezza has long feared that these Dwarves may be destruction upon their homelands.
trying to map their defences to sell to the highest bidder.
25
Factions of Tyria
HUMAN EMPIRE
When the twin heirs of the last Emperor destroyed the Orb
during a violent succession dispute, it unleashed the captured
Havoc Gods, and the resulting release of arcane power
destroyed much of Tyria.
RIFT DAEMONS
Rift Daemons are born from the last survivors of a pantheon of
dying gods, known to Tyria as the Havoc Gods. Desperate to
survive, these gods sought out followers from the lost and
desperate, and offered them power in exchange for worship.
The Havoc Gods were on the verge of victory when they fell
into a desperate trap set by their enemies. The most powerful
mages of Tyria gave their lives in a ritual that managed to seal
the Havoc Gods into the Orb of Fate. Suddenly severed from
their creators, the forces of Havoc were defeated.
26
Factions of Tyria
RATMEN
Little is known about how or why they came into being, but the
Ratmen first emerged from sewer systems beneath human
cities. When their existence was discovered by the humans
above, they were viewed as abominations and driven out of the
cities. The Ratmen eventually found a new home in a stretch of
land that had been devastated during the Havoc Wars.
The opening of the Rift was the fatal blow to their society. The
rift tore through several cities, destroying their walls, while
the forces of Havoc rallied in the north. Panic spread and
soon, and the various Guilds were fighting among themselves.
WOOD ELVES
The ancestors of the Wood Elves migrated to the Heartwoods
to find a new home, as human tribes had begun to encroach
on their ancestral lands. Here, they met the Treelords,
powerful beings who dwelt in the Heartwoods, and the two
forged a pact. When Humans arrived at the edge of the forest,
they cleared land for farming and cut trees for fuel.
Yet when victory came, the Wood Elves had little to show for
it, as their former allies claimed the land where the woods had
once been, and some even sought to encroach further. Now,
they fiercely guard what remains, but the forest continues to
shrink with each passing year. Even some believe that their
days are numbered as the forest continues to shrink.
27
Factions of Tyria
ORCS
Orcs settled in the steppes, where they followed the way of
Bone, which commanded its followers to learn to fight and live
in the wild. Some, however, saw the strength of settled peoples
and their smithing; these Orcs created a new philosophy
known as the Way of Iron.
When the Havoc Wars came, those following the Way of Bone
sought plunder and worthy foes to fight, caring little about
which side their targets were on. However, those who
embraced the Way of Iron saw a greater opportunity: they
could conquer the Dwarfholds in order to create a powerful
empire of their own.
Those nobles who accepted his offer would see their enemies
driven out and their graveyards emptied, as the wizard raised
the dead to fight. The Great Necromancer introduced the
nobles to his patrons, strange and lifeless beings from another
plane. These patrons offered the nobility the secret of
immortality if the nobles would give them a piece of Tyria.
The nobles eagerly accepted the pact and began using their
undead armies to conquer their neighbours to carve out a new
realm. Yet, when the time came to complete the deal, they
betrayed the wizard and his patrons, severing the link between
the planes, and stealing the knowledge for themselves.
28
Factions of Tyria
Many more peoples inhabit the shattered continent of Tyria. The Dwarves have split into factions, each with their own
visions of what to do with their newfound freedom, while
The collapse of the Empire has given rise to many newly
ancient divisions among the Elves have created vastly different
independent Human factions, from the Havoc Worshippers
and unique cultures.
hailing from the harsh Northlands to the mysterious and
fanatical Kingdom of Angels. Countless more, such as the Ogres and Ossified Undead, hail
from lands beyond Tyria. Once viewed as strangers, they have
Other peoples have also fragmented as much as the continent
successfully forged homes within the chaotic continent.
beneath them.
“Rejoice, for your soul shall make a worthy sacrifice.” - Dzenarêl, Eternal Warden
29
“Fresh Purpose”
Prince Hajttakh sat astride his serpent, surveying the field Hajttakh knelt down, collecting them carefully. He now knew
before him. He watched the horse archers move in orderly the terrible purpose which had brought the Daemons to the
columns, launching volleys of cursed arrows through the Temple. His brief spark of exhilaration faded as he placed the
Change Daemons’ wards. Centuries of practice had made their Gems on his Snake and turned towards the entrance.
fighting feel choreographed, almost mechanical, more
He would not allow the souls of his people to fall into the
resembling pieces moving over a board than the chaos of
hands of his foes. Behind him, he heard his Royal Guard
mortals who still feared death.
hurrying towards the temple, but there was no time to spare.
It all felt to Hajttakh like some tiresome game.
Gripping his khopesh, Hajttakh called out, “Sammir, are you in
“Your majesty,” a Priest, Sammir, addressed the Mummified here? Answer me, if you let live!”
Monarch from below, “the Change Daemons are headed for
He heard nervous murmurs and saw a flash of movement in
our temples.”
the shadows of the torchlight. It came from the room where
“I am aware.” Hajttakh motioned over the ranks of skeletons the Voidgate was hidden. Dread seeped into his bones as he
around him, assembled to defend the walls. “We will hold our imagined what might happen if the Daemons escaped with
positions here until they meet us here.” their stolen quarry.
“You speak so calmly, my liege, but these are the servants of As he came into the room, he saw Sammir standing with the
the very gods that cursed us, come to pillage the temples of our Change Daemons, guiding them as they rifled around in
gods and ancestors,” Sammir said. “Does such shamelessness search of hidden stones.
not fill you with indignation?”
“Seal the gate, Sammir.” Hajttakh stepped forward. His voice
Hajttakh did not look back down to the Priest. “Perhaps once it was cold as night.
did, but now they are familiar foes. We have fought them
Sammir bowed. “Your majesty, there is no need for that. You
before. We shall fight them again. Return to the temple. You
see, these Daemons also seek a means to end our curse—”
are to escape through the Voidgate there with our Soul Gems if
they break our lines.” Rage, like he had never felt before, stirred in the depths of his
bones. Without thinking, he lunged forward, striking at the
Sammir’s rotting face scowled, first at Hajttakh and then at the
Priest with his blade. The Priest, caught off guard, fell to the
battle outside. Some part of Hajttakh envied the Priest’s
floor beneath the Monarch.
passion. These feelings felt like they had long ago shed away
like his skin. “Seal the gate,” Hajttakh shouted, “or I will make an eternity
boiling in the bloods of the River of Death look like a mercy!”
Hajttakh watched the combat unfold as he predicted; the
Change Daemons, outmanoeuvred by the horse archers, But it was already too late. The Change Warriors were already
rushed towards the walls. Here, they hoped that attacking the fleeing with whatever Soul Gems they had taken. Hajttakh
Skeleton infantry might force their foes to face them rather watched helplessly as they passed through the Voidgate.
than retreat like the mounted archers.
“You fool,” Sammir spat. “Those Daemons might have found a
The Daemons underestimated the Skeleton Warriors, means to free us both. Is that not what you have longed for?”
however; Hajttakh’s soldiers would fall no sooner than would
“I did not know anyone could sink to such depths.”
the stone of the wall itself.
Hajttakh rose, hoisting Sammir up by his arm. The footsteps of
Then he heard a horn sounding the alarm behind him. He
his Royal Guard echoed through the temple halls as they
turned in time to see a flash of feathers by the temple gate; the
finally caught up with the Monarch.
Daemons had got through. The Royal Guard looked up to him,
awaiting his command, only to see that he had already sped Hajttakh tossed Sammir to the Guards as they entered. “You
ahead of them on the back of his Royal Snake. two, take the traitor. Confine him somewhere until I return.
The rest of you, we’re going to retrieve some Gems.”
Hajttakh leaned forward. It had been decades since a foe had
caught him off guard like this. It stirred something in his old For the first time in centuries, Hajttakh was driven forward by
bones; excitement, perhaps. They must have found a way to fresh purpose. He would retrieve the Soul Gems, even if he
activate the Voidgate from the temple’s interior using a spell or had to delve into the depths of the Rift itself to get them.
hidden infiltrator. In a strange way, he almost felt grateful to the treacherous
Of course, this would mean a world of trouble for him if the Priest, though not enough to spare his wrath.
Daemons harmed Sammir; the Gods do not take kindly when
their Priests are abandoned.
30
“Fresh Purpose”
31
Tyria & BEYOND
For all of its vastness, conflicts, and secrets, Tyria represents These expeditions have been relatively rare since the Havoc
only a small part of a much wider world. To the west of Tyria Wars, when much of Tyria was left devastated and many
lies a vast landmass which extends over much of the planet’s Voidgates were shut to stem the tide of Daemons.
surface and is populated by many unique cultures and
While the Great Rift has reactivated many of these portals and
powerful nations.
even uncovered new ones, the destruction which it brought
These western lands are cut off at Tyria’s border by left many lands struggling to recover. Only recently have some
treacherous mountain passages which have served as a natural begun to judge that their realms have stabilised enough for
division for millennia. This has led many scholars to consider rulers to look out over the horizon once more, seeking to
Tyria a distinct continent from these bordering lands. extend their influence beyond the boundaries of Tyria.
Other continents have also been discovered over vast oceans The desire to explore, however, is not an exclusive trait to the
by adventurers and traders, requiring several weeks of travel people of Tyria. Many have come to Tyria in the past from
to sail even by the fastest ships. distant lands eager to explore, learn, and trade. The Empire’s
academies still draw students from beyond Tyria, who come
Though the passage is dangerous, some view this expanse of
pursuing tutelage under the Wizarding Guild.
the world with fascination, with dreams of exploring beyond
Tyria into the farthest reaches of the globe. In the Golden Age Rumours of ancient and mysterious treasures have brought
of Tyria, before the coming of the Havoc Gods, vast fleets set adventurers to Tyria who hope to make their fortune there.
out to explore the land. Others come with dreams of conquest, striving to claim some
part of Tyria as their own.
Countless expeditions were launched, with purposes ranging
from trading spices and other goods to academic investigation, Perhaps the most notable of these would-be conquerors are
hunting expeditions, and even simple leisure. the Ogres. The Ogres have come to Tyria fleeing the
destruction caused by the Shadow Stalkers. They were forced
These adventurers returned with tales of strange wonders and
to abandon their ancient kingdoms, taking what precious
civilisations. Many of these lands are populated by Humans
treasures they could from their old realm. Now, the Ogres seek
and other species common in Tyria. Any ties between the
to carve out a new homeland for themselves in Tyria.
groups and those who populate Tyria have long been lost to
time, dating back to before the earliest histories and legends of The Saurians, meanwhile, have come to Tyria for a more
either people. mysterious purpose. Their hosts have arrived in Tyria aiming
to fulfil the prophecies of their Frog-Mages. Until recently, the
Other species populate these lands as well, from the desert-
Saurians lay dormant for centuries on the far side of the globe,
dwelling Lamians whose lower body forms a single snake-like
dwelling in magical pyramids constructed by the Frog-Mages.
tail to the insect-like Myrmidons who have converted entire
islands into massive colonies. They were awoken from their sleep by the aftershocks of the
Rift, which had echoed even to their distant home. Terrified
Adventurers returning from these lands were hailed as heroes
that they had failed in their duty and allowed their world to
and scholars, especially if they returned with treasure. Many
shatter, the Saurians have come to Tyria to investigate.
grew wealthy from trade or by selling relics from distant lands.
32
Voidgates
Voidgates are magical portals which connect two distant
locations, allowing individuals to travel between them with a
single step as if passing through a door. These passages can be
found scattered throughout Tyria but also extend into lands far
beyond.
“Sure, what’s the worst that could be on the other side of that gate?” - Last Words of Rivanza, Waheni Adventurer
33
Voidgates
Few Tyrians have not heard of these portals, though their Numerous besieged cities have fallen because the enemy
understanding of them varies greatly. A peasant of the opened or found a Voidgate that led inside their walls, and
Chivalrous Kingdoms may know of them mostly through many a merchant has made their fortune selling exotic
distant tales and legends, never interacting with one over their produce that none of their competitors knew where to find.
entire lives, while a Master Shaman among the Ogres might Some passages are considered sacred and jealously guarded by
use such portals many times a day for even mundane reasons. those who use them for religious pilgrimages.
Since the Great Rift shattered Tyria, leaving many old trade Even Voidgates leading to unassuming locations may bring
routes impassable while opening new Voidgates, these portals wealth to those who discover them. While some may offer
have become essential for those looking to travel. their knowledge to local leaders in hopes of a handsome
reward, others may try to hold on to their discovery for their
Many uses are fairly mundane, allowing a farmer to bring his
own purposes. Newly discovered gates may provide passage
produce to a market town several days of travel away, or
for traders, smugglers, or even travellers merely searching for
helping a nomadic tribe to avoid crossing a dangerous river on
a way to cut a few days off their trip.
foot. Often, local authorities will establish tolls for using these
gates, or even maintain a permanent garrison to protect Of course, such finds are rarely kept secret for long, and
against bandits, smugglers, and enemy spies that they fear anyone who wishes to maintain their own gate may have to
make use of them. defend their claims against local authorities or gangs of
adventurers who wish to capitalise on it themselves.
For military commanders seeking to carry out long range
campaigns, Voidgates are key strategic points. These portals Cartographers and magical scholars have gone to great lengths
can allow them to attack on unexpected fronts, fight distant to map out Voidgates. Countless different systems have been
foes or keep their forces supplied and reinforced even while a devised to show the interconnections between the stable gates,
great distance from their home. and decoding such maps is a task all on its own.
Just as rivers, mountains, and cliffs, Voidgates influence the Reliable maps of this nature can be invaluable tools to
way roads are drawn, where towns are established, and how travellers, allowing them to navigate throughout Tyria and
borders are determined. Frequently, major towns grow in beyond with ease. Especially precious are particular ancient
locations with many Voidgates close by, because this makes maps that may contain clues about Voidgates that have been
such settlements easier to access for trade: being the only city forgotten with the passage of time and civilisations.
in a vast steppe with direct access to a metal-rich mountain or
an abundant seaside fishing port is quite the advantage.
Not all Voidgates are well known; some have been hidden
away, naturally or deliberately. These are useful for those who
want to remain unseen, whether they’re on the run from the
law or simply hoping to avoid paying the toll.
34
FANTASTICAL Society
While Tyria is home to many civilisations and species, Mastering specialised skills can also allow societies to thrive in
explorers have encountered even more in the lands beyond, even the most extreme environments. The Deep-Sea Elves
from vast empires ruling over dozens of subject peoples to have learnt to survive far beneath the sea using powerful
reclusive cults with only a handful of members that have spells and body-altering rituals, while the Sky-City Dwarves
persisted for centuries in isolation. have even managed to find a home among the clouds with
their advanced engineering skills.
Over their history, these cultures have each adapted to face
their own challenges, from titanic monsters to inhospitable These skills soon come to shape the culture, either spreading
environments, hostile neighbours, or a lack of fertile throughout the society as common knowledge or creating an
farmlands. These factors all play a role in shaping their elite class who define their society. In such societies, guild
civilisations and those who live there. masters and engineers may sit upon powerful councils,
advising rulers or directly administering their lands.
Societies faced with monstrous predators typically value
skilled hunters and clever tactics. The vast gulf between the Magic is another ever-present force that societies must learn to
Chivalrous Kingdoms and the Halflings can show how adapt to. The presence of skilled spellcasters can immensely
differently these societies may develop to hunt such creatures. benefit their societies, acting as healers or using their magic to
aid farmers and craftsmen.
Where the Chivalrous Kingdoms rely upon castles and
thunderous cavalry charges commanded by well-trained and The ability to pass on and spread this knowledge within a
honourable Knights, the Halflings have learnt to use their society is key to ensuring lasting prosperity, which in turn
small size to their advantage, wielding surprise, inventiveness, leads to strong magical traditions. Powerful wizards may
and sheer weight of numbers to defeat their foes. harness their abilities to claim rulership over their people,
whether by performing great feats to earn the admiration of
Many warlords have built their reputation upon their skill in
their subjects or simply relying on threatening dissenters with
war. Within cultures led by a warrior class, rulership is often
deadly spells.
defined by one’s ability to defend their people and defeat their
foes. Weak leaders rarely last long among such peoples before Other civilisations shun those who display such powers,
they are defeated or overthrown. viewing them with distrust and fear, if not outright banishing
them. However, most cultures exist in a middle ground
With time, the heirs of these warlike rulers may become
between these extremes. Typically, spellcasters are held in
emperors in their own right, secure in their power and far
respect but focus on honing their craft through study rather
from the battlefield. Yet even as these societies expand, the
than concerning themselves too deeply with the demands of
protection of one’s people remains vital; few rulers who
rulership and politics.
cannot protect their domain can survive for long.
Those who develop useful skills, from warfare to technical
Other cultures have followed a different path, turning
knowledge, often form into social classes to share knowledge
ferocious predators into allies rather than foes. Kingdoms
and train the next generation. Their status may vary
have grown up around those who have proven capable of
significantly between societies, depending on how much their
taming and even befriending the titanic beasts that wander the
work is valued. Occasionally, these classes may come into
land. The Dark Elves have learnt to exist alongside the wildlife
conflict as times and conditions change, radically
of their adopted homeland, even riding them into battle or
transforming their culture in the process.
using them to attack their foes.
35
FANTASTICAL Society
Even radically dissimilar species have formed enduring bonds
and alliances. Over time, this may even cause their societies to
intertwine, in spite of obvious differences between them.
These Djin’hai act as servants and squires, but some may rise
through the ranks to places of comparative privilege within the
Ogre empire allowing individuals to serve as administrators
and assistants to the powerful. The Ogres largely prefer to
leave their subjects to their own devices, provided that their
As cultures grow and come into contact with each other, they tributes are paid.
begin to intermingle. Inevitably, these groups will form
Once a society begins to discover and use Voidgates, their need
relationships with their neighbours. For those fortunate
for diplomacy is no longer confined to dealing with a handful
enough to live alongside more peaceful cultures, this may
of neighbours. Distant lands are merely a step away for those
develop through exchanges of gifts and gestures of friendship,
capable of harnessing these portals. Shrewd trade and
eventually flourishing into long-term trade and alliance.
alliances with such far-flung places have proven key to the
Among neighbours of the same species, intermarriage serves success of many kingdoms, as access to goods and unexpected
to strengthen these ties. Such intermingling can even lead to allies has allowed previously obscure lands to prosper.
diverse peoples gradually merging. Many among the Havoc-
Long-standing alliances between highly sophisticated and
worshipping Northlanders may trace their ancestry to
magically knowledgeable civilisations have allowed both to
different corners of Tyria, but they have been forged into tight-
benefit from their shared knowledge and resources, which can
knit clans by their common faith, the harsh conditions of the
lead to eras of significant advancement and abundance. Such
North, as well as a shared bitterness at their defeat and exile.
connections are not without danger, however, as Voidgates
Even between hostile civilisations, prolonged contact will may also open a people up to raiders or conquerors seeking to
often result in certain rules of war and mutual respect between expand into the lands beyond their own.
combatants. The Chivalrous Kingdoms and the Orcs, despite
To manage these risks, most rulers have learnt to approach
their differences, have at times avoided large-scale battles by
new Voidgates cautiously. Those chosen to venture to these
using a tradition of combat between champions, which both
newly connected lands are selected with care; with parties
sides deem more honourable.
often including trusted diplomats, elite soldiers, and
As tribes develop into larger kingdoms and empires, they magicians alike.
move away from their familial origins and include more and
These are typically seen as particularly important and
more outsiders. In larger realms, many different species may
prestigious roles, as the first meetings between two peoples
live alongside each other in a single city. Often these species
often sets the tone for their future dealings.
form their own smaller communities within the city where
they raise their families.
36
FANTASTICAL Society
As a land of many peoples, Tyria is also home to many Scholars believe that Humanity arrived to the continent over
languages. Most species have their own common tongue, several waves of migration from distant lands, bringing their
tracing back to the early days the continent’s ancient history. own languages. Others propose that the division is magical in
Over time they have changed, and some of them have begun to its origin, a curse placed on the early humans of Tyria for
diverge, splitting into new dialects or entirely new languages. some forgotten sin, which fragmented their language and
caused them to break into smaller tribes.
How much this is true, however, varies depending on the
history and spread of the people. The language spoken by those in the Capital of the Human
Empire, known as Imperial, was once the standard for
Dwarves throughout Tyria are able to understand each other
communication across the continent. Though the Empire has
with little difficulty, as their language has changed little over
frayed, the language, and its influence, remains and Imperial
the centuries in their Dwarfholds, and contact between traders
is still spoken throughout Tyria.
helped to ensure that dialects did not diverge significantly.
Even beyond the farthest reach of the old Empire, Imperial is
But since gaining their independence from the Orcs, some
the tongue most commonly used to greet travellers and
frays have begun to arise within many of the emerging
traders, as most people living in Tyria will recognise at least
factions of Dwarves beginning to adopt new words, whether
key phrases in the language.
from their new Gods or allies. Sky-City Dwarves in particular
have a reputation for peppering their speech with loanwords In the lands beyond the oceans, the High Elven tongue was
and engineering slang, while Havoc Dwarves have adopted once a notable trade language, thanks in part to the efforts of
many phrases and sacred terms from their new deities. their Merchant Lords whose fleets could be seen in every port.
In the generations which have passed since the Havoc Wars,
By contrast, the scattered Goblin tribes have had their shared
their language has begun to decline in importance as their
tongue diverge over time and distance. Though they are
power wanes and its dialects continue to diverge.
usually able to understand each other, it is not unheard of for
Goblins from distant clans to use another language entirely It has remained popular, however, among sailors and other
due to the differences in their dialects. seafarers whose names for the currents and nautical jargon
often derive from this language. Smugglers and pirates may
Nonetheless, their Shamans are able to maintain
also speak it amongst themselves when they wish to hide the
communication with even far-flung clans through the use of a
contents of their conversations from land-dwellers, usually
mysterious connection between Trolls. Goblins refer to this as
with a pronounced Dark Elven accent.
Trollopathy and claim it works because Trolls all share a single
mind, which can allow a skilled Shaman to whisper in the ear Numerous other languages exist throughout the world and
of one and have the words come out the mouth of another. beyond. For those who frequently travel through Voidgates,
Planar has come to serve as a common language. It originated
Humans are perhaps an even more extreme example, with
on the Nexus Plane, which many believe all Planes ultimately
numerous languages spoken through Tyria which are so
connect to. Knowledge of this language within Tyria is mostly
distantly related as to be unrecognisable, if they were ever
limited to specialised scholars, diplomats, and experienced
related at all. Several scholars have speculated upon the
adventurers, but it has spread in some form to most lands
reasons for this.
connected to Voidgates.
Those learning Planar find that while you are unlikely to find
many people who speak this language in a given place, no
matter how far you travel, you will find someone with some
knowledge of it.
While many of these solutions come with their own issues and
limitations, from expense to rarity to difficulty to master, they
are an essential tool for any traveller who seeks to explore the
horizons beyond their homeland.
37
FANTASTICAL Society
Fast and safe travel over long distances is the lifeblood of These have also been adapted to the battlefield, with wagons
empires, kingdoms, and migratory tribes alike. Roads and acting almost as wheeled fortifications, offering protection
rivers serve as arteries to powerful realms, connecting the and mobility to those who can afford to maintain them. Such
disparate settlements scattered over the land in order to turn vehicles can give warbands a means to stand toe to toe with the
them into a cohesive whole. massive beasts often encountered on the battlefields of Tyria.
Meanwhile, many tribes have learnt to live on the move, Reliance on animals is not universal, as many have discovered
following the path of their herds or prey with the flow of the different means of travel. Some have turned to technical
seasons. While some content themselves with a sedentary marvels, such as the Vinci Carro Armato or Dwarven
lifestyle, travel is a vital part of every culture. Helicopters. These vehicles can offer invaluable protection to
their operators and lack the unreliable temperament of
Voidgates allow travel over vast distances with a single
animals, which can serve as an obstacle to riders.
footstep, but not without limitation. There may still be a long
journey between the other side of the gate to one’s actual On the other hand, they require a great deal of investment
destination. Wizards may create new gates but these present both in parts and skilled labour, and it may be difficult to
their own dangers and require a great deal of arcane power repair them when far from their home cities. Some factions
and skill, far beyond the reach of most travellers. embrace mechanical vehicles regardless of these risks, but
others still find the use of beasts to be far cheaper and easier.
For travel over short distances, most go either by foot or by
mount. Horses are perhaps the most common riding animal in Wizards have also come up with inventive new forms of travel
Tyria, but many other choices are available. Dwarves have beyond just Voidgates. Numerous spells have been used to
tamed bears to ride into battle, while warriors of the Angelic animate objects, allowing the item to move under the control
Kingdoms charge into the fray atop Panthers. Dragons, Giant of the caster. This may simply cause wheels to spin on their
Eagles, or other titanic beasts may serve as status symbols for own, or it may make an item levitate, or allow carved legs to
their riders, signalling their importance and wealth to others. bend and walk like a living creature.
Yet even the largest creatures may find practical uses. Wealthy Such spells typically have a limited duration, but there exist
traders may transport their wares on the backs of giant ways to lengthen this, resulting in enchanted items able to
animals, ranging from mollusc-mammoths to wyverns. These move on their own for extended or even indefinite periods of
animals can offer invaluable protection for those travelling time. Objects enchanted in this way will often have some
into unfamiliar lands where replacement parts for carts may control mechanism to allow others to use them as well.
be rare or bandits may be numerous.
These more peculiar methods of transportation rarely fail to
Most caravans still prefer wagons for their travels over such draw the attention of Tyrians as they pass, inspiring many
lavish mounts, with large teams of small animals allowing would-be adventurers to seek out such rarities for themselves.
them to transport a similar amount of goods at a much lower
price. These vehicles may take countless forms, from roughly
hewn metal beaten into shape and given wheels to ornate
chariots of intricately carved gold found among the
Mummified Undead.
“Trust the tall-folk to forget their own words before they reach down to your ears.” - Goblin Proverb
38
FANTASTICAL Society
Contrary to how some in the hallowed halls of Vinci The loss of these ancient secrets is lamented, but some turn to
universities may wish to imagine it, technology is not one nature to fulfil their needs. Many wondrous examples of plant
march of gradual progression. Societies within Tyria have and animal life in Tyria are capable of feats which few
developed countless tools of wildly varying complexity to fulfil inventors have been able to replicate.
their needs.
One example of this is the culinary use of Knossan
Numerous examples exist of intricate mechanical devices thermodiles, known for their ability to toast sandwiches to
capable of wondrous feats, from Dwarven locksmith gauntlets perfection. Originally introduced by the Merchant Lords of the
to Vinci Automa Horses. High Elves, their use has spread through much of the
continent, becoming a status symbol among the wealthy.
However, civilisations which are highly sophisticated in one
way may yet find themselves lacking in others. In Tyria, Ranging from the healing properties of basilisk oil to the pest
nations driven by constant innovation exist alongside tribes control of collared snapping lizards, animals serve not only as
whose traditions and tools have been largely unchanged since weapons of war or means of transportation, but also as
those of their most ancient ancestors. companions and helpers to all walks of life within Tyria and
the lands beyond.
Knowledge of a technology and its workings is different from
the ability to craft it. This distinction is important in Tyria as
many societies possess tools and weapons created by their
ancestors which they can no longer create themselves.
“How unfortunate, outlander,” Ziremva cooed softly to the
Adventurers often uncover relics matching or exceeding the
traveller, “that you have had to live your life without such
capabilities of living wizards or artificers. These may date back
essential comforts as I offer. Please, take a closer look at my
to the height of Tyria’s Golden Age or to even more ancient
glowfish or have my mnemarachnid sketch a portrait.”
civilisations that predate any recorded history.
The traveller smiled. “Try them, and soon you will not know
Even when such artefacts are understood, there is no
how you lived without them. I accept many forms of payment:
guarantee that anyone will have the skill, tools, or resources to
precious metals, gems, ivory, souls. All things of value can be
make them. Descendants of the Orcs who ruled over the
traded. We need only to find the right price.”
Dwarfholds cherish the armour passed down from their
ancestors, as they have no means to replace it in their Ziremva had scored herself another sale.
homelands along the Western Steppe.
39
FANTASTICAL Society
Those willing to travel beyond the confines of their homeland Of course, these weapons and tools must be created by smiths
will find many ways of life that have sprung up around Tyria, and crafters. Artisans of all kinds exist within Tyria, with many
from artisans of sophisticated tools to foragers hunting for of their kind developing innovative uses for whatever locally
rare plants that grow only in the wild. These unique traditions available materials they can access.
and skills have developed around the animals and resources
The potions of Goblin Brewers are much sought after, as their
discovered throughout the continent and the lands beyond.
extensive knowledge of rare plants and access to the unique
Even the life of the humble peasant may vary greatly from growths on the backs of their Troll companions have resulted
region to region, from the crops grown and tools used to the in potions considered delicacies as much as healing tonics.
ownership of the land. These may range from the Ndwari
Sometimes these jobs may change or disappear over time. As
Beastmen who pull their own ploughs outside the ruins of
the natural veins of ore beneath the Dwarfholds were
their lost cities to algae farms which Deep-Sea Elves harvest
exhausted, their miners turned to coal.
with finely woven nets strung to the backs of turtles.
The renowned Dwarven blacksmiths have continued working,
Such sights may awe travellers, but represent a mundane sight
but they have also become known as skilled reforgers, melting
to those living there.
down the remnants of their old society to maintain their
Most such farmers will live out their lives on the land where people’s tireless industry.
they were born, relying on traditional tools that they have built
Some of these groups have organised themselves into guilds
themselves or bought from a local smith. Among these people,
and orders where they can protect the secrets of their craft and
knowledge of distant lands is typically encountered only
ensure that it continues on to the next generation. Within the
through passing adventurers, whose stories often seem like
Human Empire, Imperial Guilds have become a vital part of
the stuff of fairy tales and legends.
their society, holding significant political power within the
The life of the adventurer is another common career path for Empire alongside the nobility.
Tyrians. The term itself broadly describes any travellers who
Some artisans incorporate the arcane into their work, relying
venture beyond their home town without a specific
upon magical materials such as Mindstone or Aether. Their
destination, seeking work as they go.
guilds may even employ specialised wizards to enchant their
Some adventurers are simply independent mercenaries, creations with specific spells.
operating as free agents for hire to fight bandits, criminals,
Some of these rare crafts are created only in the lands beyond
and wild creatures pestering local peasants. It may just as
Tyria, such as among Naga fortune tellers. These artisans
readily apply to knights sent out to fulfil a great quest far
create decks which can produce accurate predictions, through
beyond their own land, or young apprentice wizards who wish
a precise and exacting process requiring significant skill and
to develop their skills for a time on the road.
rare materials.
Their appearance, equipment, and cultures are just as diverse
Such items may find their way to Tyria through Voidgates,
as their quests. New adventurers often set out with armour and
imported by adventurers and merchants.
arms reflecting those of their local militias, while more
seasoned ones may wield rare and powerful items such as
ancient blades or staffs blessed by lost gods.
40
FANTASTICAL Society
Once, the Imperial roads extended over the breadth of Tyria, While some merchants prefer to barter their goods, most trade
reaching throughout its territories and even into neighbouring makes use of some form of currency. Many factions within
lands. Well-guarded against bandits, these roads allowed for Tyria issue various coinage, often minted in precious metals
goods to flow freely throughout the continent. such as gold, silver, or copper.
Some passages even connected to Voidgates, allowing traders These are usually accepted at face value in their homeland, but
to get to their destination far sooner than conventional travellers may find their money weighed on scales or
transportation would allow. examined by canny vendors to ensure their worth. Sometimes
it may be difficult for those away from home to find someone
Even during the uncertain days of the Havoc Wars, armies
who will accept their money at full value.
flowed along these roads towards the front as refugees fled the
conflict for the relative safety of the Capital. Currencies in Tyria usually draw some influence from that of
the Human Empire, and Imperial coins are accepted in places
It was only with the Great Rift that these arteries of trade were
throughout Tyria. Adventurers and merchants often carry
finally severed. Its fissures extend several hundred metres
these and use them wherever possible, and many inns and
across at certain points, leaving many sections of these old
stores keep a supply of them to ensure they will be able to do
roads impassable.
business with outsiders.
With Tyria literally fragmented, new local powers emerged,
However, some factions make little use of these currencies,
guiding their own people through these uncertain times. This
such as the Wood Elves, who lack interest in casting coins.
has resulted in increased cultural divergence in Tyria, as
Wood Elf communities, under the guidance of the Treemen
leaders abandon the old methods and standards of the Empire
Ancients, can usually support all of their own needs and shun
in favour of local traditions and production.
luxuries from beyond the Heartwood. Those invited into their
In spite of these obstacles, some still travel the old roads built lands are welcomed as guests, and heroic deeds may be
by the Human Empire. Bridges have been built over narrow rewarded with gifts.
parts of the Rift, while others now follow winding detours.
Exchanges of gifts or bartering goods are not uncommon
Though rare in the days before the Havoc Wars, conflict has
among other factions as well, such as more traditionalist tribes
become common along trade routes. Thieves prey on any
of Orcs or Goblins. The tribes may use foreign coins to trade
unwary souls passing along the roads, while rival warlords
with travellers, but they will rarely make use of them among
skirmish for control of vital crossroads.
their own people.
Those travelling long distances usually do so in large caravans,
Those travelling beyond Tyria may find any number of other
sometimes with hired guards. Even adventurers rarely travel
currencies in common use. Certain High Elf Captains are
alone, preferring instead to form parties where members
known to stock animal bones and teeth on their vessels in
watch each other’s backs against unexpected dangers.
order to trade with the one-eyed Monopi for prized ivory
The sea routes of the High Elves have prospered in these carvings. Other currencies exist as well, ranging from rare
uncertain times, transporting goods from port to port. shells to iron ingots ready for the forge.
Although some lingering effects of the Great Rift have made
certain waters more dangerous or even impassable, they have
been able to expand their trade. This has allowed them to
maintain a portion of their former wealth and power, despite
the loss of their colonies in the Dark Isles.
Even gates which span only a short distance can reduce travel
time significantly and avoid the risk of banditry. Others may
offer a chance to access distant goods and luxuries. Indeed,
many traders who travel through newly found Voidgates do so
with dreams of returning home with wagons pulled by strange
mounts, filled to the brim with exotic or magical items
41
WIZARDS & Magic
A sudden explosion of a fireball scattering a column of Entire locations may possess a magical resonance, from
soldiers, a spectral creature offering guidance, a glowing ward graveyards where misfortune seems to always befall the
which turns away blade and arrow. Magic within Tyria may unwary, to sprawling forests where the trees themselves twist
take many forms. and grow in unnatural ways. Often these are ancient places,
left undisturbed over centuries or even millennia.
The nature of magic is something still poorly understood and
hotly debated within academies. Some proclaim it to be the Scholars have speculated that such locations have
work of gods, gifted unto mortals. Others identify it as merely accumulated these unique properties due to the long periods
another part of nature, distinguished only by a lack of insight of time which they have spent undisturbed. Others dismiss
into its workings. Regardless, it is deeply woven into the this, arguing that these sites have been either avoided or
people of Tyria and even the land itself. treated with reverence specifically because of their innate
arcane power.
Certain plants, stones, the body parts of certain animals, and
other natural objects may possess useful magical properties. Regardless, adventurers in Tyria have learnt to approach
Plants such as bloodroot flowers, mandrake roots, and undisturbed wilderness or ruins with caution.
feverwort can be distilled into potent potions.
Scholars of the arcane have delved deeply into such subjects,
Gemstones with such qualities are considered particularly yet the nature of the arcane has always resisted a definitive
valuable, with the intelligence-enhancing abilities of explanation. Even seemingly simple matters, such as
Mindstone being perhaps one of the most famous examples measuring magic power or resonance, have proven incredibly
within Tyria. difficult: results may fluctuate over time and even with the
individual attempting to measure it.
These objects may be used by anyone to create certain magical
effects if they possess the knowledge of how to use them. Instances have occurred where a Master Mage’s casting may
Other materials are sought after by wizards specifically, for have no effect on certain targets, while an amateur’s spells
their ability to enhance the power or duration of certain spells. demonstrate far greater power than anticipated. It has become
These are often used as components in staves, wands, or other a cliché among scholars to say that magic is made more of
accessories that mages carry. exceptions than rules.
42
WIZARDS & Magic
This will happen more often in remote villages, where the
magically gifted are unlikely to receive proper training and so
their powers may prove a danger to the people living there.
43
WIZARDS & Magic
Magic is a powerful and pervasive force, which can be
incredibly destructive when wielded carelessly. Those skilled
in magic must learn how to focus their abilities to achieve
specific results. These results are catalogued as spells, and
methods of casting them reliably and safely are essential to
prospective wizards.
Some spells have remained unaltered for much of their Sometimes, even radically different methods may produce
history, with learners required to memorise and precisely very similar results. Both Goblin Shamans and Human
replicate the techniques without deviation before moving to Necromancers have been known to cast powerful curses on
the next spell. their foes, but only those well versed in the arcane would
notice any similarity in the techniques used to cast the spell.
This style of teaching is often considered the safest way to pass
on knowledge, minimising the risk of a miscast spell by an Though some stubborn souls may contend otherwise, there is
unprepared student, but some claim the restrictive nature of no single correct way to cast any given spell for every wizard.
these lessons might limit the potential of learners. Instead, each spellcaster must discover how to use a spell in
their own way.
Other masters are more eclectic, expecting pupils to adapt the
principles of each spell to their own techniques. Magical
traditions taught in this way preserve only broad principles
while individuals adapt specific parts of a spell to suit their
own preferences and styles.
“If none ever dared mettle with magic beyond their knowledge, we’d have no spells at all.” - Inkeye, Change Daemon Horror
44
WIZARDS & Magic
Many wizards make use of tools or accessories to assist with This can prove difficult or even dangerous for learners, as
their spells. Staffs, wands, orbs, and incense are commonly these artefacts may react unexpectedly in the hands of an
seen in established magical schools. Others make use of inexperienced user. For this reason, apprentices may spend
implements like swords or bones to channel their spells. In years in training, learning meditation and basic principles,
theory, however, these items may take almost any form, from before moving on to casting spells proper, yet few can deny
dice to hourglasses to stockings. the results of such methods when they are successful.
These implements are not necessarily magical in themselves, Beyond tools which are easily carried or worn by magic users,
but serve to help wizards focus their powers. These tools can many other practices may be woven into their rituals. For
dramatically impact the potency of spells and help their users instance, they may seek out certain locations or weather
to avoid miscasts. phenomena to enhance the power of their spells. Wizards
calling upon lightning can do so with far greater ease while in
Certain magical traditions have even evolved around the use of
the eye of a storm.
specific items, such as Naga fortune tellers, who have learnt to
read potential future outcomes with considerable precision in Similarly, some illusion spells are more effective depending on
their cards. This is not without downsides though, as those lunar phases, either allowing users to better conceal
who come to rely upon such accessories may find it difficult to themselves under a new moon or making illusory spectacles
use magic at all without them. appear as clear as day under the light of a full one.
While not initially magical, some implements can become Those looking to use particularly powerful spells may perform
imbued with an arcane power over time. A sentimental old pilgrimages to imposing cathedrals dedicated to their patron
wizard’s walking stick may develop a magical resonance over gods or the ancient grave sites of their ancestors. The effect is
years of channelling his spells. This item may be passed down strongest in places permeated with magic of their own,
to an apprentice, who might further hone the staff’s power, especially if it is relevant to the nature of the spell.
until after several generations, it becomes a precious treasure
Even mundane places affect a wizard’s ability, whether merely
locked away in the vault of a storied academy.
the peace of a quiet study to meditate in or a site of great
Many scholars have spent years researching these objects and personal significance, like where they first met a loved one.
theorising on which materials are most suited for particular
Some traditions have been developed which draw heavily
magical purposes. These studies allow academies to
upon magically resonant materials and places. Dwarves rarely
understand how spells cast in their respective traditions are
possess a strong natural affinity for magic, and so they have
affected by various substances. This, in turn, allows them to
developed the unique tradition of rune casting; a technique
guide new students towards accessories which might best
which relies upon placing arcane symbols on certain stones
assist them rather than leaving them to experiment blindly.
with magical properties.
Religious magical traditions may take a different approach.
These methods allow users to cast relatively reliable spells, as
Rather than seeking the best implement for each individual
the magic is drawn largely from the ingredients or items used.
caster, apprentices receive sacred implements passed down
For this reason, there are even some individuals with strong
over generations.
innate arcane potential who prefer to use these techniques,
using their own powers only to supplement the spells.
45
“Through the Goddess”
Ipgrit steadied himself, adjusting the weight of the toxins on “Yeah, she found us right when we were desperate enough to
his back as the ground shook beneath him. The Saurians worship anything. All I’m saying is the timing is strange.” With
outside the walls of the Ratman fortress-city had assembled that, he rushed forth to meet his charging foes. Behind him, he
around an Ankylosaurus that blasted their gate with beams of heard his sister fall to her knees and pray to her goddess.
strange, arcane energy.
Ipgrit was determined to drive them back without her help. He
He did not know what it was that had drawn them to their and the Storm Veterans soon pushed back the Saurians with
citadel; but he suspected it may have to do with the strange ease. Their finely crafted Halberds cut through the raiders’
golden icon that the Master Priest had recently put on display. leathery flesh as easily as melted cheese. Some Geckos
Whatever they wanted, they wanted it badly. approached from the rear to pepper them with Blowpipes.
Ipgrit drew his Toxin Gun and sprayed poison over their ranks,
He had assisted with constructing the gate, a sturdy structure
forcing them back from the gate.
of wood reinforced by steel. Even the strongest gate could only
withstand bombardment for so long, however. Then Ipgrit heard the thunderous footsteps of the Ankylosaur,
which had begun to charge towards their line. To either side,
A loud prayer began to drone behind him as the wood
he saw the Storm Veterans brace for the attack, determined to
strained. A procession of Monks approached from behind, led
meet their foe.
by Zipquie, his sister and the local Priest.
But their bravery meant nothing, as with a single sweep of its
“Let us pray to the God-Mother,” Zipquie declared to her flock,
tail the reptilian behemoth tossed them aside. Ipgrit breathed
“that her divine magic might hold the gates firm and drive
a sigh of relief as he saw his toxins were undamaged.
back these raiders.”
He charged forward with the surviving Veterans. Their
Ipgrit felt his hackles rise at the mention of prayers. His guild
Halberds drove into their foe, but the Ankylosaurus barely
had built the gate; their goddess had nothing to do with it.
flinched. Ipgrit stepped back as the creature wound up for a
As a Warlock, he had studied for years under his guild, second attack. The Veterans followed his lead, holding tight to
studying magical theory, alongside the techniques of artifice. their formation.
His sister devoting all of her gifts to the goddess had always
He turned towards his sister, still praying. Useless. He shook
felt like a tragic waste when so many other lands had
his head.
academies dedicated to magical study.
To his relief, the Monks charged forward around her. They
“There’s nothing divine about it. Magic is magic,” Ipgrit said,
fought fanatically against the massive reptile, striking him
turning over his shoulder. “We don’t need this nonsense
with Censer Flails. Even this surprise attack didn’t seem to
distracting us.”
phase the Ankylosaurus, however, which lazily swept them
The Storm Veterans around him stood firm. He had created aside with its tail as Geckos peppered the Monks with bows
each of their Halberds, ensuring that his guard’s weapons from a safe distance.
would be unrivalled by any in the city.
The Saurian beast turned towards Ipgrit and his Veterans,
“That’s blasphemy, brother,” Zipquie chided him softly. “It is looming high over them as it prepared to trample them.
only through the goddess that I am able to invoke spells.”
The Storm Veterans braced again for its attack. This time,
“There’s plenty of casters who can spin a spell without the Ipgrit suspected none of them would be left to fight back.
need for god-bothering,” Ipgrit replied as he shifted his
Then a bolt of lightning flew down from the clear sky above. It
attention back to the gate. “You probably could too, if you
struck the Ankylosaurus, sending it to the ground. The
weren’t so caught up worshipping that God-Mother of yours.”
remaining Monks charged into the Saurian ranks, proudly
The gate fractured as another boulder struck, making an proclaiming the miracle they had witnessed had proven their
awkward creaking noise. Ipgrit frowned; the gate, despite all goddess’s favour.
his craftsmanship, was not enough. The Saurians would be
As the Storm Veterans charged ahead to slay the wounded
through soon.
beast, he watched his sister serenely rise from her prayer.
“She saved our people in our hour of need, Ipgrit,” Zipquie
“Certainly took you long enough,” Ipgrit said with a grunt, as
muttered under her breath. “Without her, we would have died
he adjusted himself.
or scattered long ago.”
“It seems you were right, brother; the God-Mother has a
The gate cracked open.
strange sense of timing,” Zipquie replied with amusement.
The Saurians charged in towards the cobblestone streets, “Perhaps if you had joined us in prayer, we might have got her
brandishing their clubs. Still, he would not allow his sister to attention sooner.”
have the last word.
“You’ve got my gratitude, sis. You and your magic.”
“Someday, Ipgrit, you may accept that my magic and Her will
are inseparable.”
46
“Through the Goddess”
47
THE PLANARVERSE
Many bold adventurers in Tyria delve into ancient ruins, Even Voidgates themselves are not in every Plane. The
trekking into the lands’ furthest reaches or even sailing the Ossified Undead were isolated for centuries or longer without
oceans to the continents beyond. Yet there are those who such a gate, while others claim to have spent their entire
venture out to even more distant horizons, stepping through history without them until coming into sudden contact with
Voidgates to find strange stars in unfamiliar lands. outsiders. Many more Planes still remain undiscovered.
Such places, accessible only by Voidgate, are known as Planes. To some, Tyria appears to be but a single drop in this vast
Some resemble Tyria itself, mosaics of diverse environments ocean of Planes with little to distinguish it. Yet few can boast
which may even be home to vast civilisations of Humans, its number of Voidgates, especially since the Great Rift, or its
Elves, and other familiar species. diverse breadth of native lifeforms. These factors drew the
attention of the Havoc Gods, and some believe this proves that
Some of these peoples have established outposts on different
Tyria may yet have a role to play in some wider story.
Planes, forming new cultures over the centuries. Yet many
more trace their earliest histories over thousands of years to Most, however, will concede that it is not Tyria at the core of
their own Planes. Any connection between these people and this vast constellation, but the Nexus Plane, commonly known
those of Tyria has long been lost, if it ever existed. as the Nexus. Adventurers hoping to make their fortune gather
there originating from countless species and cultures, as
Other Planes are far stranger: lifeless ashen deserts beneath a
Voidgates are said to connect it to every other known Plane.
black sky, endless tunnels cutting through acidic seas, or
lightless labyrinths of stone. The peoples and civilisations that
thrive here may differ vastly from those found in Tyria: pale,
eyeless shuffling creatures, beings seemingly made of pure
arcane energy, or giant insects capable of communicating with
other forms of life through scent alone.
48
Planar Travel
Voidgates are a familiar sight throughout the Planes, The very air of another Plane might slowly poison the blood or
connecting myriad realms by allowing travellers to step from magically weaken visitors, while a continent of idyllic forests
one to the next in an instant. Their appearance can vary may only be so for a short stretch of time before a hellish,
greatly: some of them are enclosed in monumental gates built centuries-long summer turns the land into a burning inferno.
by lost civilisations, inlaid with enchanted gems and engraved
Despite these risks, some still do set out into the unknown.
with cryptic formulas designed to stabilise the passage, while
These may be adventurers in search of glory, criminals on the
others are a simple shimmering gash torn into the air.
run, ambitious traders, or sometimes just an unlucky farmer
Voidgates may also be found in many strange locations: within caught in a naturally formed gate.
the belly of a colossal beast, hidden among the clouds, or deep
Beyond these individuals, Rulers will also often send formal
inside of a volcano’s heart.
expeditions of explorers through newly discovered portals.
Some travellers make use of these Voidgates to come to Tyria Some factions within Tyria have even set up outposts and
from distant Planes. Many are adventurers coming to seek lost settlements in distant Planes.
treasures, explore ruins left behind by ancient civilisations, or
Many common folks have a rich folklore filled with stories of
to slay the titanic beasts which still roam through remote
people going through a Voidgate and discovering a land of
corners of the continent.
Angels, the lair of an ancient monster, or an absurd, mind-
Others come as scholars, hoping to learn more of the diverse bending landscape. Adventurers and scholars have clearer
array of magical traditions which can be discovered in Tyria, notions about other Planes, and may make use of them for
from the Ogres’ shamanic magic to the spell weaving of the profit or conquest.
Wood Elves.
Travellers between Planes have become an important figure in
Others come with their own agendas, such as the Eternal many Tyrian cultures. Countless songs, folktales, and books
Wardens. They aided the people of the Great Alliance in their have been penned about those who have ventured into the
hour of need against the forces of Havoc and extended offers lands beyond and returned. Many are tales of heroics, facing
for worthy souls to join them on their journey home. Yet untold foes as they venture bravely into strange Planes.
rumours persist that those who follow them back through their
Others tell more tragic tales of heartbroken lovers or exiled
gates are rarely heard from again, and the few who have
princes, separated by a collapsing Voidgate, forced to journey
returned have brought troubling news.
for many years before they may return home. Some even
Some have even used Voidgates for massive migrations. The scorn those who wander the Planes, seeing them as little more
Ossified Undead have come to Tyria to escape their own than tricksters who come and go, selling cursed items to the
barren Plane, while the Shadow Stalkers see themselves as foolish and greedy.
exiles, trapped in an unfamiliar world as they seek to seal the
The adventures of such travellers may serve as morality tales
portals which cut through their lightless homeland.
or entertainment around campfires. Many youths look at
Most people born in Tyria have never left for the Planes Voidgates with awe, dreaming of one day looking up at the
beyond it. Other planes and those who travel to them are seen strange stars which shine over other Planes.
as exotic and even dangerous by many commoners; and this is
not without good reason.
49
Planar Travel
Numerous undiscovered Voidgates can be found throughout
the Planes, hidden in remote territories or deep beneath the
surface. Some are naturally occurring portals, yet to be found
by living beings, while others are artificial ones lost to time or
natural disasters.
Not all Voidgates are stable. Many of them flicker in and out of Yet potential discoveries through these gates may represent a
existence, appearing only at specific times or simply vanishing significant opportunity for those who find them. Legends are
forever. There have been cases of Voidgates suddenly whispered in taverns of those adventurers who found a
changing their destination. Others can become corrupted, Voidgate that led them to vast mines filled with gold, ancient
inflicting magical effects that range from an unpleasant relics, or mighty weapons which brought them fame and
feeling to total disintegration. fortune beyond their wildest imaginings.
These stable portals are vital to maintaining reliable travel “That’s why I always let you go first,” the Ratman said.
between Planes, justifying the expense and effort put into their “Shut up and look! This is it! The Voidgate!” Vilsa pointed at a
creation. Such gates may last for centuries or longer, allowing moss-covered archway emerging from the underbrush.
for generations of trade while bringing enormous wealth to
those who control them. Yelping excitedly, Letnip rifled through his bag and produced
a parchment. He carefully read it aloud. Sparks of lightning
Because of the considerable requirements and dangers coursed across the arch as the Voidgate opened.
involved in the creation of new Voidgates, many instead
dedicate themselves to seeking out and stabilising those which The adventurers’ cheer ended abruptly when they noticed
already exist. movement on the other side. Something massive and scaly.
The beast charged at them. Maybe this was why the Voidgate
had been shut, Vilsa thought as she armed her crossbow.
50
TYPES OF PLANES
More exotic Planes might have giant artificial structures of
unknown origins: rusting palaces of metal powered by arcane
energies, vast circular platforms engraved with intricate runes
that move along complex routes, strange towers emerging
from a thick layer of arcane mists.
City Planes
City Planes are an ocean of buildings and streets blanketing
the land. Even for Ratmen who grew up in their densely
populated fortresses, the sight of these Planes is dizzying.
51
TYPES OF PLANES
Colossal Planes
Void Planes
Colossal Planes dwarf even the mightiest Giants of Tyria in
Void Planes are deserted wastelands with little, if any, native scale. Adventurers in these lands are little more than ants next
life. While they usually don’t have any inhabitants, they can to the vast vegetation and beasts that roam these lands,
still occasionally be of interest. dwarfing the deepest recesses of Tyria’s Heartwoods.
Many simply feature an endless rocky desert without any form Tales and legends circulate among explorers about idyllic
of life at all. Such Planes are typically only visited by Planes where the warm sun shines through layers of giant
adventurers when they believe that they might connect to leaves, and groups of peaceful natives rest upon branches
another Voidgate located there, often requiring an arduous large enough to hold a village. The fruit is plentiful, and one
trek to the other passage. alone may be enough to feed a small community for weeks.
Other Void Planes seem to have become deserted in the wake The giant butterflies are docile and can be easily bribed with
of a major disaster. This may be due to the opening of a large nectar, flying you wherever you wish.
Voidgate draining the oceans and leaving the land with Yet these Planes are not without predators, and those who
precious little water, or a long-forgotten war that decimated venture to these places might find themselves fighting giant
the population, forcing the survivors to flee. Sometimes the worms, moth-drakes, and frog-bulls as large as any Dragon
gigantic scorch marks and craters tell the tale of gods gone found in Tyria.
mad, razing the entire Plane in their fury. Some Void Planes
still feature vast cemeteries filled with carefully constructed Adventurers from these Planes even tell stories of massive
tombs, decorated with runes of a language lost to time. hands reaching down from the sky to pick up adventurers
between two of their gargantuan fingers. So far, none who
Void Planes can sometimes attract outsiders, provided the have disappeared this way have returned to tell the tale.
initial dangers have passed. These may be scholars eager to
learn about lost civilisations, looters hoping to find ancient Still, many people make their homes in these strange Planes.
relics buried under centuries of dust, or miners ready to live Small tribes of hunter-gatherers wander the rocky confines of
rough in order to extract precious metals. Sometimes, the Bramblestretch, a land covered by thorny vines thicker
desperate communities may try to reclaim the land as their than a man’s chest. Here, vast bounties can be found by those
own, even if they have to resort to decades of labour and magic who venture out at night, provided they remain alert for the
in order to bring it to a liveable state. hissing of Thorn-Vipers and the flap of Deathshrikes.
Nonetheless, most people would prefer never setting foot in Among the vibrant jungles of Astabor, giant warriors of a
such a place. During the Golden Age of the Human Empire, dying species still haunt their remaining temples, guarding
Voidgates leading to such places were marked with a rune. vast stores of precious stones with strange arcane properties.
Over the centuries, this rune itself has become a symbol of bad Others seek the many rare berries that can be purchased in the
luck and disaster. rope-bridge markets of the deep woods that cover Brillelande.
52
TYPES OF PLANES
Hollow Planes Settlements on some of these Planes are not unlike those in
Tyria; peasants still build their homes and work the fields in
Some Planes exist beneath a sky of stone, resembling an these lands, even while they take care not to drift away.
enormous network of interwoven caves. These Hollow Planes
are depicted in many folklores as the domain of nightmares, Cosmic Planes are often said to harbour more relics than most
full of man-eating troglodytes and giant worms. This is only other types of Planes. Rumours abound of fountains with
partly true. Hollow Planes attract explorers for many reasons, healing waters and caches of endless food untouched by rot.
despite the instinctive fear that confined spaces can evoke. Such discoveries come with their own risks, though.
Adventurers tell tales of poisonous miasma over empty deserts
In many Hollow Planes, life has found ways to subsist without or ancient guardians abandoned by their creators.
the help of sunlight. Some Planes are filled with rivers rich
with nutrients that can be composed of water or other, Many pilgrims still come, dreaming of a life among the stars.
stranger substances. This has even led scholars to claim that
some Hollow Planes have been formed from the inside of a
titanic creature’s entrails.
Cosmic Planes
Cosmic Planes exist far above the firmament among the stars.
In some, the land forms a narrow strip that curves upwards
into the sky, like the inside of a gigantic wheel. Others may
resemble a Hollow Plane, vast, lightless mazes separated from
the stars only by strange arcane wards.
Many believe that these were once the realms of divine beings
and their agents, abandoned after some ancient calamity.
53
TYPES OF PLANES
54
The Nexus Plane
Though many differing schools of thought exist on how the Faced with this tide of monsters, the feuding factions banded
Planes are connected, most place the Nexus Plane at the together in order to survive. Aided by tactics developed over
centre of the network, acting as a hub or shared root to the the course of their Planar Wars, these factions eked out a
others. Indeed, its Voidgates connect to almost every other narrow victory. Many Voidgates were overrun, only to be
known Plane. Many travellers assert that anyone who passes sealed by daring wizards and soldiers before the beasts could
through enough Voidgates will eventually reach the Nexus. rampage into the connected Plane.
The Nexus Plane (also known as the Common Plane) consists Having been forced to work together and fearful of another
of two regions: the city of Voidhaven and the Wilds. attack, the once-bickering factions forged a lasting alliance.
The grounds they had long fought over became a fortified
The former is a megalopolis protected by high walls and
settlement which would eventually grow into the sprawling
arcane barriers, brimming with stabilised Voidgates, while the
megalopolis that is Voidhaven.
latter is a seemingly infinite forest that surrounds the city,
filled with relics, naturally formed gates, and terrifying beasts. Several waves of beast attacks occurred over the following
centuries, and the inhabitants erected powerful wards and
There are rumours that other lands lie beyond the forest, but
sturdy walls to protect their Voidgates. These attacks became
no reputable explorer has ventured beyond it and returned to
increasingly rare; presently, there hasn’t been one for several
tell the tale.
generations. While some hope that these creatures are extinct,
The earliest records of this Plane tell of species reaching this others fear that this is merely the calm before a storm.
land soon after learning to harness Voidgates, often through
With the Voidgates of the central Plane stabilised and
one of the many portals near where Voidhaven now stands. As
protected by Voidhaven, peace finally prevailed over the
travellers arriving in this Plane grew in numbers, it soon
Nexus. The megalopolis now boasts imposing defences and a
became apparent how strategically important the area was,
sizable population which can easily repel would-be invaders.
and bitter fighting ensued.
Those still seeking to claim the city by force must enter the
Many sought to claim the region for themselves during this
Plane through Voidgates located deep in the Wilds. These
period, remembered as the Planar Wars. Chronicles record
invasions often collapse before even reaching the city, falling
centuries of bloodshed, including battles on massive scales,
prey to the tumultuous environment of the region. The most
trapped Voidgates, and spells capable of causing near
stubborn remain, however, living in isolated enclaves outside
apocalyptic destruction.
of the walls.
This only came to an end when thousands of colossal beasts
Many legends have formed around this Plane, from its
emerged from the Wilds at once and converged towards the
terrifying monsters that roam the wilds to lakes of molten gold
battlegrounds. These fearsome creatures took many forms,
spewed forth by unstable Voidgates. Voidhaven
but each possessed a formidable natural armour and a
simultaneously represents a utopia promising endless
resistance to magic rarely surpassed in the Planes beyond.
opportunities, and a land of cutthroat politics where the
They appeared to be drawn to Voidgates, mangling anyone in cunning prosper and the naïve are fleeced.
their way.
Most Tyrians will never set foot in these distant lands, but
they serve as a reminder that the Planes are vast, full of danger
and potential.
55
Voidhaven
When most imagine the Nexus Plane, they think of Voidhaven. Here, Ogres and Goblins and many stranger beings toil
This vast megalopolis lies at the heart of not only its own world together, binding books, hauling rocks, brewing ale, or doing
but at the centre of all other Planes. countless other tasks. Planar, the language now spoken
throughout the known Planes, was born on these streets.
Legends claim that the first Voidgate was opened there. While
some may doubt this, most scholars confirm that many of the Each wave of immigrants brings their knowledge, tastes, and
earliest records of travel between Planes speak of explorers culture with them. Streets are a hodgepodge of countless
reaching the lands where this city would one day be founded. designs, from simple stone and wattle structures to towering
What started as a fortified enclave has grown into a spires of black iron.
megalopolis, with the highest spires of Voidhaven visible from
Levitating platforms can transport goods and people to set
as far as a week’s march away.
destinations, with communication gems to circulate
This city is quite a sight: a garish mess of a thousand information between trained mages. Some taverns boast
architectural styles, all jumbled together, stretching out for sentient doors that refuse to open for those who have failed to
miles in every direction. People from a myriad of Planes have pay their tabs.
come here to live side by side. Voidgates are everywhere,
Every day, lone visitors and large delegations alike step
constantly bringing more visitors in.
through the countless Voidgates to conduct business in the
One can find almost anything among the vast markets of this City. Some come by chance, others to find something specific,
city, provided one’s pockets are deep enough. Thousands of a missing person or new knowledge.
languages are not just spoken here but also signed, thought,
Most, however, come to trade. Several districts are dedicated
emitted by odorous glands, or vibrated by antennae.
to commerce, constantly bustling with the flow of
New immigrants arrive regularly, often in large groups merchandise, ringing with the shouts of vendors calling out to
carrying everything they own on their backs. These may be passers-by. What is worthless in one Plane can be more
refugees without land, envoys of merchant companies, precious than gold in another, and knowing what is in demand
paupers hoping to build a new life, or exiled noble retinues. in this city can earn one a fortune.
Over the centuries, these arrivals have merged into a mosaic of
Many middlemen tirelessly gather information, specialising in
cultures and neighbourhoods that makes Voidhaven a
finding customers for exotic goods.
dizzyingly diverse place.
Visitors also leave every day. Some of them go loaded with
Some communities remain insular. These include the insect-
goods, excited to return home in glory. Others are forlorn,
like Vesparii who work on construction sites and give all of
having lost all they had in bad deals and rigged games,
their pay to their queen and enclaves of Dwarves who sing
bringing nothing back but empty pockets and tales of warning.
songs long forgotten in their native Plane. There are even
neighbourhoods filled with shimmering gelatinous blobs that Some don’t leave at all: refugees who found shelter, traders
no one knows how to communicate with. who have set up shop there, adventurers eager to explore the
surrounding Wilds, and those who found friends or kin to
But time erodes most of these barriers. Hiring a Draconic
welcome them. Each of them increases the staggering wealth
Firebreather to heat your bathhouse or a granite-fisted Lithmir
and reputation of Voidhaven.
to hammer your blades offers advantages. Many working
districts have become havens for interspecies collaboration.
56
Voidhaven
When it was founded, Voidhaven was led by a cadre of The politics of Voidhaven are as chaotic as the city itself, with
generals from the factions that had to band together to survive. new populations constantly arriving in the city and different
As the attacks wore down, the fortress became a city, and its groups merging in unexpected ways. Still, most citizens have a
leadership gradually transitioned from a military alliance into representative that they can turn to with their issues.
a representative government.
The balance of power within the Administration is ever
The Administration, as it came to be known, was composed of shifting, as smaller factions form coalitions to counter the
a mix of veterans and civilians from all major factions. It was influence of rivals in more prominent positions. Despite this,
charged with settling disputes between citizens and the government has so far managed to unite when faced with
supervising urban expansion. threats to the city.
As the city grew, the Administration began writing laws rather Famously, the warlord Aynand once led a merchant revolt,
than simply arbitrating disputes. There are hundreds of threatening to raze the city rather than pay import taxes. The
representatives from each district who vote on new laws. Administration hastily assembled a militia to quell this
insurrection. This militia became known as the Havenguard,
The most influential of them form the main council, the head
which gradually transformed into the standing army of the
of the Administration. It has twenty-seven seats, granted to
city. These days they spend their time patrolling the streets,
representatives elected by their peers. Three members hold
watching over Voidgate traffic, and enforcing tax collection.
special titles: Councillor of Commerce, Councillor of Defence,
and Councillor of the Commons. These individuals hold veto Representatives must provide recruits to join the Havenguard,
power over decisions under their purviews. and a mix of public spending and private donations from
influential figures pays for their training and salary.
Anyone can apply to become a representative, provided they
can prove that they are backed by a number of reputable Most Administration laws relate to trade, taxes, and tolls,
citizens. Then they are questioned during an audience with the otherwise leaving citizens to their own devices. Neutral
whole Administration, a process which has many quirks and representatives may be called to arbitrate disputes between
unwritten rules. The decision process for accepting such individuals. In such situations, decisions are based on
applications is relatively opaque. interpreting the endless compendium of past cases. These
proceedings are often long and drawn out, and some prefer
However, it never hurts to have sway in the form of money,
bar brawls and duels as an alternative to official arbitration.
fame, or supporters ready to back up one’s claim.
“The best traders are those who know which way the winds blow.” - Captain Ulthdra, Sky-City Trader
57
Voidhaven
The plaza is almost always crowded, as travellers come in and
out of the Voidgates, dragging carts loaded with goods and
pushing past one another as they venture up and down the
ramps that spiral into the air.
Just like on the top, the bottom forms a glass floor through
which keen-eyed watchers survey the Thousand Gates. They
are ready to call in reinforcements at the first sight of trouble,
be it a riot between feuding merchants or an attempted
invasion through a Voidgate. They are in constant
communication with the many patrols and guard posts that
monitor the traffic coming in and out.
Most of Voidhaven’s residents never venture outside of its Stepping out of the Voidgate, Qur’laq felt instantly
walls. They have only seen these pines from atop tall spires or overwhelmed. So many people! Reflexively petting his sacred
depicted in art. The first thing that almost anyone sees of the pendant, he motioned for his servants to follow with the cart.
city is its centre. In the very middle of the city lies the place
He saw a blue-skinned child crying, all alone, holding her
with the highest concentration of Voidgates ever seen, the
scraped knee. No one even looked at her. Qur’laq crouched
aptly named Thousand Gates Plaza.
down to comfort her.
The vast circular area at its centre is surrounded by
He was still smiling as he reached the inn. Such a lovely kid,
innumerable Voidgates, both at ground level and on platforms
she wouldn’t even accept a coin. His hand went to his pendant
that reach high above it. The ground of the plaza is made of a
for a prayer, but found nothing.
thick, translucent material inlaid with golden runes and
pentagrams. Below the surface, one can glimpse half-buried The kid was already far away, weaving through the crowd. She
ruins that have stood since before the city was founded. felt the amulet in her hand and smiled; this would feed her
family for a month.
58
The Wilds
There is a reason why Voidhaven, despite its awe-inspiring These may hold deep personal meaning to them: an ancestor’s
scale, has not grown beyond its fortified walls to encompass tomb, a messiah, a book, an enemy, or a thousand other
most of the Nexus Plane. Outside of its confines, dangers things. Frequently, the goal is simply to rescue members of a
abound. Stretching around the city’s great walls is an immense previous, failed attempt.
boreal forest known as the Wilds, dotted with half-buried
Sometimes the objective of an expedition is not to find some
ruins, rough terrain, and unstable anomalies.
object strewn about the Wilds by an erratic Voidgate, but
The Wilds contain many Voidgates, but these naturally instead to seek the gate itself.
occurring gates are often unstable, and occasionally
As hostile as the region may be, it can still sometimes be
corrupted. Such Voidgates may change destinations without
preferable to other options when trying to reach a remote
warning, causing a portal that leads to a peaceful meadow to
Plane. These may lack other access points, or require a
abruptly spew lava or leak necromantic energies.
dangerous journey through multiple gates to reach otherwise.
Travellers frequently arrive in the Wilds after inadvertently
For instance, the Garh Koo Lah temple, a mandatory
getting caught by a suddenly appearing Voidgate, only to
pilgrimage for warriors of the local Sparrow Tribes, is
become trapped when it seals behind them before they can
surrounded by corrosive seas and has only one Voidgate
turn back. Arcane storms regularly open huge tears between
within it. Every decade, Sparrow Tribe initiates must
Planes that spew out vast rock formations, parts of towns, or
undertake a months-long journey through the Wilds in order
noxious clouds before immediately disappearing.
to reach this Voidgate, enter the temple, and claim their rank.
The Wilds have been in this chaotic state for as far back as any
To those who live in Voidhaven, the Wilds are a looming
can remember. Settlements, castles, and random fragments of
threat, an ocean of giant pines constantly encircling them, the
land have piled up one over the other, only to be swallowed by
lair of wild beasts that might emerge at any moment and
the forest. This presents many hazards for those who wander
destroy all that they’ve worked for.
through these territories unprepared, ranging from monstrous
creatures, wild spells, and strange natural disasters spewing To adventurers, they are the proving grounds from where the
forth from gates. clever and the bold can snatch their fortune and achieve fame.
No matter how many of them are lost, there are always more
However, adventurers willing to brave these dangers may also
candidates willing to wander under the dark canopy.
find troves of rare gems, lost crypts, or libraries of extinct
species. Every day, expeditions gather at the gates of
Voidhaven and venture into the Wilds, ready to risk it all to
obtain what they seek.
Profit is not always the motive that pushes people to visit the
Wilds. The area is filled with fragments from many Planes,
and some seek out what has been lost in the vast Wilds.
59
The Wilds
Due to constant unstable Voidgate activity, the vast expanses Within the labyrinthine corridors of the Tanglechrome lie the
of the Wilds are littered with fragments of other Planes that dried husks of a lost species, entombed in chrome sarcophagi.
have accumulated over the millennia. Adventurers risk their Small gems glimmer encased in the walls. Traps abound here,
lives in hazardous expeditions hoping to find precious relics to from sudden bursts of lightning to whirring serrated blades
make their fortunes. that chop off careless hands.
Among the denizens of the outer districts of Voidhaven, in the Deep in the northern woods, adventurers have reported
crowded taverns and cramped stores where these explorers sightings of the Collector Crone, a meditating witch floating
meet, buy supplies, and sell loot, rumours continually through the Wilds. She is nearly completely encased in an
circulate about what is out there. amalgamation of rocks torn from a different ruin and
engraved with powerful arcane symbols.
Many of these tales are exaggerated boasts, unreliable
hearsay, or outright lies, but those who have roamed the Wilds It is said that if you bring her a stone featuring one of these
know better than to discount a rumour simply because it runes, she will grant you a wish.
appears implausible.
Among alchemists and herbalists, no destination is more
Sometimes a story of arcane jewels or awe-inspiring vistas is sought-after than Sporehaven, a deep canyon filled with giant
all one can bring back from their adventure, and while it might mushrooms of all kinds. There are many precious fungi there,
not pay for the trip’s expenses, such tales are at least worth a but one must beware the wild insects, Goblins, and larval
couple of drinks to the bright-eyed travellers planning their moth-drakes.
own expeditions.
A rare few have successfully led expeditions there, returning
Adventurers often whisper warnings to each other of cursed with enough valuable reagents to retire in comfort. Despite
items or places, hoping to spare others from the fates of their their newfound fortune, many also come back with an
fallen comrades. Though just as often, such curses are mere unshakeable cough that expels thick clouds of spores.
fictions told by those hoping to deter other adventurers,
A traveller’s greatest fear is the Blind Stampede, a herd of
hoping to claim the treasure for themselves.
colossal beasts that devour everything, leaving a trail of rubble
Gastarad’s Spellbook is one of the most remarkable of these in their wake. Their brains have been infested by mysterious
cursed objects, a grimoire holding the spirit of an ancient worms which seem to control their hosts’ every move. Within
wizard. Its spells are powerful, but reading binds a portion of the stomachs of their unfortunate hosts, they sift through the
the wizard’s soul to the caster. Its spells gradually wear away at half-digested debris, seeking magically resonant objects.
the caster’s will, leaving them vulnerable to influence and
There are many more tales of what is to be found out in the
eventually possession by the long imprisoned Gastarad.
Wilds, and probably even more that will never be told, as
Another famed artefact is Silverbarb, a talking sword that is expeditions rarely return to recount what they witnessed.
tied to its wearer through powerful enchantments. This blade
seeks to be worn by the most powerful of warriors, and can
only be claimed by felling its current owner. It will constantly
provoke others into attacking its wielder, considerably
shortening one’s prospective lifespan.
The Wilds are full of strange places, and some have gained a
reputation amongst adventurers, either as spots to avoid or as
elusive treasure troves. One of these is Tanglechrome, an
incredible structure of metal tubes visible from miles away
and half-buried in the ground.
60
The Wilds
The climate of the Wilds can be highly variable, changing
rapidly as wild Voidgates abound in these parts, causing all
manner of havoc and constantly reshaping the land. Some of
them are only open for a few days or even less, while others
remain in place for years.
The ancient pines which cover most of the Wilds’ surface have
largely adapted to this variable climate, thriving in all but the
most extreme weather.
“Anything that falls through enough Voidgates eventually finds its way to the Nexus.” - Clarath Gummath, Adventurer
61
The Wilds
Most sapient beings in the Nexus Plane live in Voidhaven; claiming to date back to before Voidhaven. Adventurers
from there, adventurers venture into the Wilds, staying only as usually view them with distrust, unable to understand why one
long as necessary. But they are not the only intelligent life would choose to live among the ever-shifting dangers outside
forms lurking in these dark woods. If one knows where to of city walls.
look, one can spot signs that show others dwell there.
These tribes care little for these expeditions wandering out
The Wilds contain numerous ancient structures, and from Voidhaven, avoiding them unless they believe they may
sometimes beings lay dormant or trapped within them. Most stand to gain something through trade.
adventurers find such encounters unnerving, avoiding them
Many ways of life have emerged among these nomads, which
whenever possible for fear that they might awaken some
usually form the basis of their tribal identity.
ancient evil better left sealed away.
The Branchborn, for instance, forage among the canopy and
Other threats may be far more familiar. The founders of
rarely set foot on solid ground.
Voidhaven have successfully managed to defend their home
from outside conquerors and beasts for generations. Despite The Turtlefolk are skilled spear-hunters who spend their lives
this, some ambitious warlords have still brought their armies on lakes and rivers, carrying their boats upon their backs as
to bear against the city. With the Havenguard able to protection whenever they are forced to cross over land.
effectively cut off threats coming through Voidgates within the
The Sparrow Tribes carry hooks and steal birds’ eggs from
walls, some have turned to the lands outside.
their nests as well as using gliders to sweep down and strike at
These would-be conquerors have come to the Wilds, more fearsome quarries.
determined to lay siege to Voidhaven. This bold strategy has so
There are also rumours of safe havens hidden deep within the
far failed to pay off, as no army has been long able to maintain
Wilds. Legends tell of a peaceful valley where small farming
their organisation in the unforgiving Wilds before completely
villages live a quiet existence, a warm sun from another Plane
collapsing. Savvy commanders realise this quickly and retreat
granting them bountiful harvests. Others talk of a shining
before their exit closes behind them.
palace floating in the sky above the forest, far above the
But more than once, an invading force has found itself stuck, predators and landslides.
forced to focus on survival instead of glorious conquest. The
Rumours have also spread of buried cities guarded by
largest of these armies sometimes manage to build a fortified
powerful, unfeeling suits of living armour. Few adventurers
camp and hold on for a while. But they rarely last, often
ever set eyes upon these places, and those who do are rarely
brought down by a lack of supplies or by beast attacks.
believed when they tell the story.
Some adventurers have claimed to have encountered small
The stormy weather, ever-changing geography, and unreliable
fortified villages inhabited by the descendants of would-be
maps make it difficult to prove the existence of these havens,
invaders. But what most often happens is that the army
but many a lost adventurer has prayed to find one when their
collapses into bands of deserters, the toughest of which
fire was dying and the mudwolves were closing in.
manage to live long enough to join one of the local tribes.
62
“A Welcome Reprieve”
Arcane energy sizzled in the air as the group advanced, Taraka focused and started reading aloud the incantation
huddled around Lyseminn. The mage was silent, all her engraved on the wall. As she spoke, the runes started glowing,
energy focused on the spell that opened Lake Gaol’ai around but they faded back immediately after the last word.
them. Critters fell and wiggled on the damp ground, suddenly
Taraka furrowed her brow and swore.
unable to swim.
“Did I miss a word?” She started reading again from the
The parting walls of water revealed a spherical artefact of
beginning, in a deliberate manner. “Perhaps there’s some
shining chrome covered in glowing gems set within a stone
hidden protection spell woven into the runes…”
circle on the ground. A hint of a smile appeared on Lyseminn’s
face. For an instant, they remained silent, Taraka and Ruthog
intently studying the inscriptions. With a crack, a beam of
“This is it. The Calarian Heart.” She turned towards a stout,
energy pierced through the water behind them, and Lyseminn
dark-skinned Dwarf. “Ruthog, will you be able to unbind the
grunted as it bounced off the arcane field. “The Gaol’ai have
protective spells?”
brought a mage! Two more spells like this and we’ll drown!”
“A trivial task.” Pulling a grimoire out from under his white
Small holes were forming in the bubble and Lud yelped as a
robes, Ruthog started muttering incantations and tracing
concentrated jet of water hit the back of her head.
patterns in the air. A mechanism clicked, and the Heart rose
from the circle while emitting a harmonic humming. Another beam hit the field. Lyseminn remained mute, eyes
closed, the teal skin of her face glimmering as she focused on
“It is ours.” Ruthog waved a hand, and the Heart floated
her spell. Moving with his usual swiftness, Two-Snakes
towards him.
approached the engraving, squinting at it.
Before they could celebrate, Two-Snakes called up, “The
“What do you think you’re doing, warrior?” Ruthog grumbled.
Dracothrax has spotted us!”
“This is not the kind of problem you can solve with your fists!”
Tension hung in the air as the group readied their weapons.
Without replying, Two-Snakes bent down and wiped away a
Barely visible from this distance, a winged, serpentine beast layer of algae stuck to the wall, revealing a few more runes. He
with thick plates protruding from its spine was diving through smirked. “You sure about that?”
the air towards the group. Two-Snakes nodded towards a
The arcane field crackled, and water gushed into the cave,
small, black-clad woman with insectoid wings.
sweeping Lud off her feet. She gargled furiously. “Now is not
“That’s your cue, Lud.” the time for quips! Read the damned thing!”
Without a word, Lud pulled out a dart gun and jumped up, Taraka snapped back into action and quickly spoke the now
rising fast as her wings vibrated into a blur. She met the complete incantation. The runes turned bright blue, and the
Dracothrax in the air and fired expertly, hitting the guardian stone circle transformed itself into a shining window into an
beast in the snout before swerving out of its way. The poison unfamiliar desert.
reached the Dracothrax’s nerves in no time and it started
“Quick, everyone—” Before Lyseminn could finish her
rolling haphazardly, blinded by the toxin. Just as Lud landed
sentence, there was a tearing sound as the bubble collapsed
back down, the Dracothrax let out a deafening shriek of alarm.
and the water rushed back into the cave, propelling them all
“We need to make haste! The Gaol’ai guards will be on us through the Voidgate. Drenched and haggard, Taraka
within minutes,” Ruthog said while pushing the Heart along in managed to reseal the gate behind them.
front of him. “Taraka, where is the Voidgate?”
“Where are we?” Lud asked, shaking the water off her wings as
Upon hearing her name, the pink-skinned ranger motioned the others got to their feet. They were standing on a mesa of
eastwards, her braided hair swinging as she turned. “This way! red rock overlooking a vast desert.
Follow me, I’ll get us there.”
“This Plane is called Tyria. We’re meeting our client here,”
Running as fast as Lyseminn was able to while keeping the Lyseminn said. She tried to brush some of the mud off his
water at bay, Taraka led the group towards a cave hidden robes and quickly gave up. “Only a couple days’ walk.”
between the rocks close to shore. They could hear the strident
The group started walking down ancient carved steps, Ruthog
roars of the blinded Dracothrax above them, and the alarm
still pushing the artefact in front of him. “Tyria seems like a
bells ringing from the Gaol’ai guard barracks. They ventured
nice, quiet place,” he said. “A welcome reprieve!”
into the cave; a short, algae-filled tunnel that ended with a wall
covered in runes arranged around a carved circle. Lyseminn couldn’t help but chuckle.
63
CONTINUE THE ADVENTURE
MORE AGE OF FANTASY COLLECTING THE MINIATURES
There is much more to Age of Fantasy than just the content of There are hundreds of incredible Age of Fantasy miniatures
this World Book, and what you’ve seen here so far is only the for you to collect, paint, and play with, made by our amazing
tip of a very large iceberg! team of artists at OPR.
EXPLORING THE UNIVERSE We release new miniatures, terrain, game aids, and much
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There is a whole universe to explore with Age of Fantasy, play exciting games of Age of Fantasy.
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Our miniatures are available as physical prints shipped to your
Make sure to check out our website to find free lore for all of door, as digital STL files for 3D printing at home, as well as
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The world of Age of Fantasy can also be explored with our Painting your army can be as simple or as complex as you
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The Age of Fantasy game is a battle-sized miniatures wargame,
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If you’re looking to play big battles, this is the game for you.
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Age of Fantasy: Skirmish is a skirmish-sized game, played with
Once you get more experience, you might also want to start
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Finally, the modelling doesn’t have to stop at models, but you
Note that the rules for both games were designed to be similar,
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Make sure to check out Grimdark Future as well, to find out
Cardboard boxes can be converted into buildings, insulation
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Aside from those, you can also buy expansions that provide
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WELCOME TO AGE OF FANTASY
provide completely new ways to play the game, as well as
narrative campaigns that see you play as mighty heroes that go We hope that you enjoyed this world book, and that you are as
on grand adventures with epic storylines. excited as we are to be part of this amazing hobby.
Happy Wargaming!
64
CONTINUE THE ADVENTURE
65