The World of Tyrannia The Essential Traveller's Handbook by Professor T. Nydell Contents Chapter 1 - Introduction Chapter 2 - Geography Chapter 3 - Anthropology Chapter 4 - Bestiary Chapter 5 - Theology Chapter 1 ~ IntroductionDear Reader, Allow me to tell you a little about myself. I am Professor Terrence Nydell, born and raised in the Amorynthian village of Middlewood on one fine Summer's Eve. My parents' only child, I was expected to stay in Middlewood and one day take over my father's humble whittling trade. But, being the imaginative child I was, young Terrence had greater things in mind. I was to slay dragons, earn riches and discover far-off lands unknown. And so one day, aged just fifteen, that's exactly what I set off to do. I never looked back. You see, my dear Reader, I have always been an adventurer at heart. I was never able to sit still, constantly longing to be back on the road in search of discovery. Even now, on my deathbed, as I write this foreword for my life's work, my legs ache to once again walk the path untrodden. In your hands lies a tome of knowledge unmatched in these realms. Through my adventures spanning more than half a century, I have collated a resource of information gathered from the furthest reaches of Tyrannian soil; and, in some cases, further still. This book is more than pages bound in leather; the product of sixty-three years of passionate exploration and discovery, this book is the essential tool for those with adventure in their hearts. All adventures start somewhere, Reader. Yours starts here. And whilst my days of reconnoitre may be over, it would be my honour to guide you; to assist you; to be reliably by your side for one final quest. Best of luck, Prof. Terrence Nydell Chapter 2 ~ GeographyIn all my years of exploration, I was continuously surprised by how easily I fell in love with the new landscapes I discovered. Tyrannia is a world of such awe-inspiring beauty, from the vast mountains that burst holes in the clouds to the endless blankets of lush forest that caress the land; even the golden spread of poor Tumeken has a haunting emptiness that forces the heart to skip a beat. I've been fortunate enough in my life to visit every opposing corner of Tyrannia, unearthing secrets a plenty and discovering the hidden treasures our find land has to offer. Below, I detail my wealth of findings in the hopes that they will prove useful on your own travels. Attached overleaf is a map, illustrated beautifully, under my own guidance, by Amor's finest cartographer, Mr. R. Marnie. But remember, Reader; for every mystery I solved, a dozen more remain hidden, just waiting to be discovered. · Amorynthia · Amorynthia is the largest and wealthiest kingdom in Tyrannia. Ruled by King Valdez III, the region has a reputation for being politically underhanded when it comes to monetary gains. The council stooped as low as to exploit Dwarven kind in order to gain the upperhand on the once-great nation of Tumeken. Amorynthia is the most diverse land in Tyrrania, with a wealth of races, terrains, religions and trades existing within King Valdez' rule. Continue reading: Amor (The Second Capital) Amor is one of Amorynthia’s two capital cities. Despite being the largest standing city in Tyrannia, it is known to Amorynthians as the ‘Second Capital’. It is built predominantly of tough grey stone with architecture that favours durability over adornment. Amor is a city of labour; its residents work hard to keep the city running and pay their taxes. Known for its roaring trade, the centrepiece of Amor is the marketplace, from which many of the cities greatest tradesman sell their wares. Surrounding the market lies a ring of independent stores and shops for more specific trades, such as armouries, apothecaries , tailors and carpentries. The city’s largest source of income is its thriving fishing trade, which is unmatched anywhere else in the region. Beyond the trade district lies the residential area; most people live in tall, stone tenements, but richer families may own their own houses. On the outskirts of the city lies the area known to locals as The Shambles; a ghetto-like slum that shows the worst effects of King Valdez’ high taxes. Bellepoint Bellepoint is a large abbey dedicated to Carminda, goddess of beauty and song. The abbey is open to women only, and is run by the Sisters of St. Caroline; an early Carmindan prophet. The abbey is tall and ornate, made from white stone and decorated with gold and beautiful stained glass windows depicting various events of religious importance. The main feature is the tall bell tower, which the sisters ring every day at dawn to celebrate the beauty of life. The abbey is named as such because of the glorious views from the tower; facing North, one can see the lush land of Amorynthia and facing South reveals a sapphire ocean, with the golden sands of Tumeken on the horizon. Blithfield A small village, Blithfield is home to around thirty people. Once a popular stop for anyone heading west into the forests of Blith, nowadays most sane folk stay clear of those parts and so trade in Blith is relatively slow. Still, Emily Batt’s General Store manages to sell enough wares to sustain itself, and the Major Oak Inn is a popular spot for locals in the evenings, with rooms available for the rare visitor to the village. The latter establishment was rebuilt about burning down some forty years ago, which is probably the most exciting occurrence in the relatively uneventful history of Blithfield. Broadmarsh Once part of the lush forests of Blith, Broadmarsh is the name now given to the putrid swamp which has overtaken much of the land. Very little is known of the swamp or why it appeared; but it continues to grow each year, and some fear it may spread and ruin Amorynthia, similarly to the Great Drought of Tumeken. Attempting to venture into Broadmarsh means near-certain death; if one is not lost in the rotting woodlands or swallowed by the thick pools of mud, then the various goblins, orks and other bog-dwellers are sure to finish off the unprepared adventurer. Dray Dray is a large town, bordered on each side by the forests of Ryth and the Amorynthian shore. Its coastal position and strong relationship with nearby Middlewood has caused the town to naturally direct itself towards shipbuilding; the Dray shipyard is considered the finest producers of sea vessels, at least by human standards. In recent years, a small population of Dwarves have settled in Dray and set up partnerships through which they pool talent and resources with human shipbuilders to create the most exquisite vessels in the land. The town’s dock is always busy, be it for repairing boats or sending out fresh vessels with their new owners, and thus it has a booming trade of markets and inns and attracts many sailor-folk. Drayling An incredibly small hamlet, Drayling is home to only ten or so people. There is little to be found in Drayling by means of trade, with the locals sourcing most of their goods from the nearby markets of Dray. The residents all cooperate on running a farm; the produce of which they sell in Dray as well as eating themselves. The farming folk have been known to offer temporary accommodation in return for an extra pair of hands on the farm. Dunnside Dunnside is the most fortunate of the villages around the Great Lakes; home to around seventy people and situated right on the banks of Lake Dunn, the village is known all across Amorynthia for its successes fishing and selling the rainbow carp that inhabit the waters. The beauty of these fish brings many a tourist to the village, and so there are two successful inns to be found in the Shiny Scale and the Golden Rod. Even royalty have been recorded visiting the small settlement. However, it is not held in high regards by neighbouring Blithfield and Marshside, who feel Dunnside should have offered some aid when their trades were ruined by the Broadmarsh. Gard Gard is the only settlement in Amorynthia recognised as a city without being classed as a capital. Despite being one of the most efficient industry hubs in the kingdom, Amorynthia makes very little profit from it’s lucrative Dwarven-led mining and smithy industries. A primarily Dwarven settlement, Gard is perhaps the only place in Amorynthia where the Dwarven population outnumbers that of humans. Despite the Dwarven rebellion which led many Dwarves north into Vastoria, the race is still unfairly taxed by the palace and the only thing keeping many Dwarves this side of the mountains is the threat of Nosferytes and the embargo placed upon rebels ruining their trade. Gard’s poverty is apparent: its rough stone structures lie mostly in disrepair, crudely reinforced so that they are just-functional. There is a high-crime rate committed in the city’s outskirts, mostly by human hand, which does not aid the plight of the Dwarves. Despite its size, Gard offers little in the way of stores, though there is a plethora of the best smithies, armouries and weaponries in the land, that provide its people with enough to live on – and would make them very wealth, were they not so heavily taxed. Gardian Mines The Gardian Mines are the largest known mines in Amorynthia, an intricate network of tunnels dug by the Dwarves and heavily saturated with tens of various metals ores; both durable and precious. Deeper in the mines, it is not unusual to find rare gemstones. The mines are fitted with a cart system devised by the industrious Dwarves, which makes transport of goods and personnel throughout the cavernous system fairly easy and comfortable, if passengers can tolerate with a bumpy ride. Great Lakes The Great Lakes are two bodies of water to the west of Amorynthia. Lake Dunn is famed for its crystal clear waters, which are said to be drinkable direct from the source. It is home to many rainbow carp, a large and colourful fish whose beauty is rivalled only by its taste. Lake Blith once shared these traits, but is now in the early stages of pollution by the nearby swamps. Its waters are cloudy and pale green in colour, and few dare to eat what little fish remain for fear of poisoning. Lake Blith has become known as The Once Great Lake by locals. Hillan Bordering the cruel Vastorian mountains seemed like a strategic move to the early settlers of Hillan, believing it would protect them from any Northern aggression. But the trolls native to the mountains are much better climbers than humans, and the erection of a town at the base of their home was enough to lure them down from the cliffs in search of food. The townsfolk quickly assembled the Vastorguard; a group of their finest men dedicated to defending Hillan from the trolls. Aside from this on-going war, Hillan is a relatively peaceful town with a selection of stores, a small marketplace and a singular inn; The Slow Pace. Iris Rock A lighthouse maintained for generations by the people of Tethersall, Iris Rock is relatively special if only for the rumours that swirl around it. Legend goes that, on a full moon, in the beam of the lighthouse one can view a large island out on the horizon; never otherwise visible. Whether the story holds any merit or not is unclear; the operators of the lighthouse are old and there is little else to attract visitors to Tethersall. It is largely considered to be an old wives’ tale. Marshside Originally called Greenside, the villagers of this small settlement felt compelled to rebrand themselves when their namesake became a filthy bog. Fortunately, they are far enough away from Broadmarsh for it to not affect their fishing or farming industries, and the village makes a fair trade selling goods to the Northern settlements, offering a highly desirable delivery service through the Gardian Hills. It attracts few visitors and is a largely self-sustaining community of around fifty residents. Middlewood Middlewood is a small village with a population of roughly 50 people. Located in the middle of the lush forests of Ryth, Middlewood has made a name for itself through using the resource they are surrounded by: wood. A village of skilled lumberjacks and carpenters, the best woodwork in Amorynthia is said to come from Middlewood. Of course, some of the more business-savvy tradesmen have moved their craft and set up shops in Amor, but enough master craftsmen remain in Middlewood to attract custom from all over Amorynthia. The people of Middlewood are environmentally conservative and replant several trees for each one they fell; they are particularly concerned with protecting the faerie folk who call the surrounding forests their home. They frequently build small wooden houses for the faeries and attach them to trees in the dense woodland. Rat's Nest Rat’s Nest is a barren island of stone lying off the coast of Gard. Its isolation and strategic placement have made it the unofficial home of pirates and other criminals of the sea, with various primitive moorings dotted around the small island’s shores, along with an assortment of wooden shacks and halls that host the seafarers during their time on land. It is rumoured that a large cavern exists beneath the island, within which the pirate’s treasure trove can be found – though few are foolish enough to risk the pirate’s greedy wrath and find out. Ryth (The First Capital) The ‘First Capital’, Ryth is a relatively small city in comparison to its sister. Named as such for being the city where the royal family resides, Ryth is situated on the outskirts of the lush Amorynthian forests. It incorporates a lot of its green surroundings into the city itself; there are many trees and gardens amongst the marble courseways. Much of the city is crafted from thick marble and adorned with gold leaf ornamentations and details. It is a lavish city, and anyone looking for where the bulk of Valdez’ taxing ends up can look no further than the city of Ryth. Little trade operates from with Ryth itself; it is mostly a home for the soldiers and noblemen of Amorynthia; those employed by the King are subsidised in order to afford to live in the First Capital, under the premise that they should be close to his palace. Silvermoor Sitting at the foot of the Gardian Hills, the busy town of Silvermoor is a popular point of passage between the North and South regions of Amorynthia. Famed for its friendly hospitality, Silvermoor is often a mixing pot of various types of people; from Dwarves moving South to sell their wares, to fools heading North in search of adventure, there are always interesting folk to be found here in one of the town’s five inns: The Black Ferret, The Jug & Glass, The One-Eyed Badger, The North Star and The Fellow’s Rest. Unfortunately, Silvermoor’s welcome does not extend to everyone: the town is inherently fearful of magic-users, following a feud with the nearby Wizard’s Tower that goes back many generations. The townsfolk live in fear that one day the wizards will seek revenge over an act the people of Silvermoor claim no responsibility for. Sinclair Estate A large manor house surrounded by many acre of game land, the estate was once home to the illustrious Sinclair family. Lord Sinclair’s immense wealth earned him many favours from the King, and his family seemed exempt from most laws of the land in return ‘charitable donations’. One such example of Sinclair’s influence over the King includes having a stream redirected towards the estate, to give the Sinclairs their own personal water supply. However, around the time that Broadmarsh began to form, tragedy hit when the family, their staff and even their livestock were found dead. Nothing in the house remained alive; even their house plants had mysteriously withered. It later transpired that their water supply had been poisoned; whether by the Broadmarsh or some other means is still up for debate. One thing is for certain; no one dares to go near the Sinclair Estate even to this day, for fear that the poison lingers… And for the eerie screams that are said to come from the empty house. Tethersall A small village on the Southern coast, Tethersall is relatively nondescript. Couple this with the fact that it is buried deep within the forests of Ryth, it is easy to see why it attracts so few visitors. Most of Tethersall’s residents are elderly retired folk, and the village boasts no real industry or trade. The community hall is a small communal space that hosts the events of The Tethersall Men’s Club and the Women of Tethersall Committee; social clubs that all but one of Tethersall’s residents are subscribed to. This lone spinster is largely ostracised by her neighbours. The Tethersall Men’s Club works on a voluntary basis to operate and maintain the lighthouse on Iris Rock. Valeview The village of Valeview sits on a cliff edge on the very border of Amorynthia and Tumeken, though it falls under the territory of the former. Named for its impressive views of the Lesobi Valley and Fool’s Mistake, Valeview makes most of its business by selling supplies to adventurers crossing the border. There a several rooms available at the Rising Sun Inn, where travellers might spend the night before continuing their journeys. Widow's Pass Named by the villagers of nearby Blithfield, it is said that men who venture beyond Widow’s Pass seldom return. The pass itself is relatively pleasant, and serves as an entry point to the forests of Blith and the Broadmarsh that threatens to destroy them. Witchaven Witchaven made a name for itself as one of the most prosperous farming villages this side of Ryth, but its business was ruined by the appearance of Broadmarsh, which rendered their ground infertile. Whilst many neighbouring villages and towns were swallowed up by the swamp, the people of Witchaven are unique in that they stayed put, determined not to leave their heritage. They built new homes, raised on stilts and connected by bridges, that protected them from the poison swamplands below. Growing produce from large allotments with imported soil, the villagers of Witchaven make enough money to sustain the simplistic lifestyle they have been forced to adopt. Wizard's Tower The Wizard’s Tower is one of the oldest institutions in Amorynthia, with the original tower said to have been built when Amor was a mere village. Here, those versed in the magical arts pass down their knowledge to the next generation of spellcasters. The Tower had a petty feud with the nearby town of Silvermoor, which continued to escalate until the centuries-old tower was burned to the ground one summer’s eve. Most of the wizards used their knowledge to fight off the flames, but few did perish in the tragedy. Fortunately, the centuries of magical research in the Grand Library were protected with enchantments that saved them from the blaze. Now, the tower has been restored; but the wizards are angry, and there are whispers that Archmage Tripaldi has plans of revenge for the people of Silvermoor. Woodsend Woodsend is a town just on the outskirts of Greenwood. Woodsend is relatively well-off, situated close to the First Capital of Ryth. It has its own market where various tradesmen sell their wares; though Woodsend has a particular reputation for jewellery imported from the North. Whilst the precious items available here are indeed exquisite; they are pale in comparison to those offered in the Gardian Hills. Woodsend has a poor reputation with the Sisters of St. Caroline, originating from when jewels stolen from the abbey suspiciously ended up on the town’s marketplace. Wraithtown A small town and a once-thriving fishing community, Wraithtown is the westernmost settlement in Amorynthia. It made a name for itself through the trade of various fish native only to the waters in the far west; out of reach to other fishermen. The town has been especially unlucky over the last century and stands now as a ghost of its former self. After the town was cursed by a woman scorned, each night the surviving townsfolk became wild, wolf-like beasts with no self-control. In this form, they murdered the surrounding towns and villages and lost most of their trade. Many years later, the residents of Wraithtown live in isolation in order to protect outsiders from the monsters they become. This solitude has been aided by the appearance of the Broadmarsh, and Wraithtown has been largely forgotten about. · Tumeken · Once as lush as Amorynthia and twice as wealthy, Tumeken was ruined centuries ago by a freak drought that ravaged their cities and reduced to land to barren dunes of sand. Ruled by the Pharaoh King Setsiput, the Tumek people have retreated South in search of a new life. This new beginning for the kingdom is rooted in servitude to the Elder God, Tum, whom they believe will bring water back to the land. In the meantime, they are accepting favours from Amorynthia; but no gesture from King Valdez comes without a price... Continue reading: Asphodel Asphodel is a town that has existed long before the newly erected city of New Tum. A group of religious fanatics existing in self-exile, the Asphodites believe that Tum is punishing the Tumeks for lack of faith. Some from their order moved to the neighbouring island and established the Salutem settlement. The Asphodites are unwelcoming to the Tumeks and have not provided them with any aid, believing that to do so would be against the wishes of their Goddess. Duat Point Duat Point is a large, ornate gate that sits on the coastline of Asphodel. Through the vast archway, viewers can see the island of Salutem directly in the centre, leading to the belief that it was built to guide people towards the island. The Asphodites refute claims that they themselves constructed Duat Point, claiming that it existed long before they arrived. The lack of significant damage through wears suggests these claims are untrue. Duat Point is used as the metaphoric entry point to Salutem, where one passes through the gate and boards a small boat to take them to the isle. Fool's Mistake A short ravine, Fool’s Mistake is the most practical and comfortable route into Tumeken. At least, it would be without the presence of the desert bandits who recognise the opportunities a presumed safe-pass brings them. The bandits target those foolish enough to take the easier path; robbing, raping and usually murdering those who fall prey to their livelihood. Grand Temple of Tum A huge temple in the centre of Salutem, the Grand Temple of Tum is one of the largest and grandest sites of worship in the whole of Tyrannia. It is believed to sit atop some site of religious importance; the nature of which is unclear, but taken very seriously by the Asphodites. Great Pyramid The Tumeks have long revered their rulers, moreso than in other kingdoms, believing their kings to have a direct connection to the Gods. When their leaders fall, the bodies are mummified and receive ceremonial burials here in the Great Pyramid, which is believed to direct their spirits to the Gods. Traditionally, huge crowds of people would gather at the pyramid for a king’s burial. Now that Tumeken has fallen to a more desert climate, it is customary for a group of nobles and skilled workers to lead the sarcophagus on a pilgrimage through the desert to the Great Pyramid. The journey is notoriously dangerous, with at least half of those dispatched failing to return. Hall of the Pharaoh The Hall of the Pharaoh is the royal residency of Tumeken, home to King Setsiput. It is ornate by most standards, but relatively humble compared to the old palace, that now lies in ruin in Old Tumek. Lesobi Valley Lesobi is a large valley that serves as an entry point to Tumeken from the neighbouring kingdom of Amorynthia. Whilst it is a much longer and less forgiving path than Fool’s Mistake, it is generally considered the safer route in the Tumek province due to the protection that the cliffs either side provide from hostile forces. New Tumek New Tumek is the beginning of the Tumek’s return to glory; still in its very early stages, the small city is pale in comparison to those grand ones before it that now lie in ruin. Forced to flee their homes by the drought, those families who survived the journey began to rebuild their lives here, where the land is not quite so unforgiving. The buildings here are largely made of wood, though the wealthier families may have managed to secure stone. Ruins of Tumeken The Ruins of Tumeken refers to the remains of the great cities of Tumeken; Nobuti, Hep and Tumek. Abandoned in panic when the lands were ravaged by drought, much of the vast sandstone cityscapes still remain, albeit dilapidated and weathered by neglect and the harsh conditions of the Tumek Desert. It is said that one could visit any of the houses in these ruins and find things exactly as they had been left all those years ago; albeit now in decay and disrepair. Salutem Known as the ‘Promised Land’, Salutem is a large, lush forest island lying east of the Tumeken coast. When one looks through Duat Point, Salutem is visible in the direct centre. For this reason, the Asphodites believe the island to be holy and blessed by Tum herself. The Asphodites have gradually begun populating the island since the Great Drought hit, turning it into a religious community where every home doubles as a chapel in Tum’s honour. The lives of those who live on Salutem revolve entirely around worship, which is symbolically represented by the Grand Temple of Tum in the centre of Salutem. Only those deemed ‘Holy Enough’ by the Asphodite priests are permitted to cross the water to Salutem. Temple of Thanks One of the few ornate buildings constructed since the Great Drought, the Temple of Thanks was erected in Tum’s Promise as a symbol of gratitude to the Goddess Tum. It is hope to a small group of religious folk who maintain the church as well as running sermons in which sacrifices are made to Tum in hopes of reward. Tum's Promise Tum’s Promise refers to a small plane of land that is moist and fertile enough to produce grass. Though it is far from lush, the weak foliage is considered a sign of hope to the people of Tumeken, reminding them that not all is lost. They consider this a deliberate message from Tum herself, and so the land is considered holy. Tumeku Crater Previously known as Lake Tumeku, the vast lake once brought fresh and pure water to the lush land of Tumeken. Following the Great Drought, it now lays bone-dry like the rest of the region, leaving behind only a deep crater, blistered and cracked by the desert climate. It is debatable whether it is quicker for travellers to detour around the crater, or scale down its edges and pass straight though it. · Vastoria · For the longest time, the mountainous region north of the Amorytes lay unoccupied due to its unforgiving terrain. However, during the Dwarven Revolution at the end of the Exploitation Era, a large party of Dwarven rebels moved North and settled independent of Amorynthia, in the land they named Vastoria. Unfortunately for the Dwarves, the rocky region was already home to some particularly territorial creatures, forcing them underground to live a subterranean existence. Continue reading: Gravesend Bay Lying on the North-West coast, Gravesend Bay is a fierce inlet that drags in the most aggressive currents from the cold North Sea. With its ferocious temper and jagged rocky outcrops, it is no wonder that so many ships have met their end in Gravesend Bay; their broken masts and ruined hulls litter the area, snagged on the sharp cliffside. Most of these vessels originate from Rotsanger; where tradition dictates that those Nosferytes who turn feral be deported from Port Rot, more often than not washing up on the shores of Gravesend Bay. Those Nosferytes who survive the journey must then scale the harsh rock if they are to stand any chance of survival in the long-run. Kelda Tor The very same opening from which the Dwarven rebels first entered Vastoria, Kelda Tor has a lot of cultural and historical signficiance for Dwarvenkind. As it is the same hole they retreated through when fleeing the Nosferytes, Kelda Tor can also be considered the entrance to the subterranean city the Dwarves have established. It is from this purpose that the site received its name. Considering its importance to the Dwarves, Kelda Tor is a relatively subtle landmark: a small, ornate archway, carved into the Cliffside, through which one can descend the stairs into New Kelda. Mount Blut The tallest peak of Vastoria, Mt. Blut is visible from all across the region. But what is not so obvious is that, deep within the frozen rock, lies a series of caverns that house the nests of feral Nosferytes. The network of tunnels and roughly carved chambers is known as The Hive and is generally avoided for fear of the savage creatures that use the mountain to sleep and reproduce. The Hive can be accessed from hundreds of entry points burrowed into the rock all the way up the mountain. New Kelda New Kelda is a small subterranean city established by the Dwarven rebels, forced into rebuilding underground by the feral Nosferytes that stalk the surface world of Vastoria. The city is hidden within a vast network of tunnels accessed through Kelda Tor, designed to protect the Dwarves from predators. New Kelda itself lies within a huge excavated cavern, large enough for the city to be built just as any on the surface would be. It is surrounded by a natural underground lake, which must be ferried across to gain access to the city. Huge bonfires are lit throughout the streets of the city and provide it with sufficient light and warmth, whilst clean water can be taken directly from the lake. Whilst there has been some attempt at farming in New Kelda, the crops are weak and most residents exist on a diet of soups and broths. When something more substantial is needed, Dwarves are known to venture onto the surface world in large groups to hunt down Nosferytes upon which to feast. New Kelda is ruled by King Vastor III, who occupies a humble palace to the East of the city. Old Kelda Old Kelda is the closest thing to a civilized settlement that can be found on the Vastorian surface. Built into a mountainside, the architecture of Kelda is practical and inornate; it is crafted almost entirely from thick stone, designed to protect the Dwarves from the harsh climate. However, the development of the settlement was interrupted when it attracted the attention of feral Nosferytes who began to ambush the settlers with increasing numbers and frequency. Unable to protect themselves, the Dwarves abandoned Kelda and retreated back underground. The deserted city became known as Old Kelda. Rotsanger A large island in the frozen North-West, isolated from the rest of Tyrannia by the desolate region of Vastoria, Rotsanger has been largely untouched. It is uncommon for most to pay it much thought at all, and among those who do it is widely considered nothing more than a frozen wasteland. And for the most part, this assumption would be true; vast, empty plains of snow and rock form the majority of Rotsanger. Thanks to an effect known as Dar’s Gift to residents of the island, sunlight only lasts for a few hours each day in Rotsanger, plunging it into night for unusually long periods of time. This makes it the perfect habitat for the Nosferytes that have made Rotsanger their home. The House of Drachall, headed by Lord Alrik Drachall, rules Rotsanger with an iron fist. Steinplatz Atop the tallest point of Rotsanger sits Steinplatz. A city of dark stone coated in thick frost, the architecture of Steinplatz is tall, grand and gothic, with church-like spires and arched windows being de rigueur on even the homes of the lowliest families. Steinplatz is home to one of Tyrannia’s most feared races: the Nosferytes. At the helm of Steinplatz sits Drachallturm, a large tower from which Lord Drachall oversees the region. · Ithelm & Savizar · The 'twin islands' of Ithelm and Savizar are certainly not identical, and they seem completely incapable of putting their differences aside. Segregated from mainland Amorynthia, their primitive people live basic lives of survival and conflict. Technically under the rule of King Valdez, the islands are essentially independent due Valdez' neglect and disinterest, leading Ithelm and Savizar to develop their own hierarchies. The islands are currently locked in a brutal war over the volcanic island that sits between their neighbouring shores. Continue reading: Ithelm Ithelm is an island of harsh, barren terrain: the land mostly consists of stone or dry plains of grass. Nevertheless, it has somehow come to be populated by an isolated and barbaric group of human settlers. Cut off from the mainland, the people of Ithelm are primitive in comparison to the people of Amorynthia and Tumeken; they are a people of basic needs: food, sex, beer and pride. It is this pride that has led the Ithelm tribes to war with the neighbouring island of Savizar. Though they are technically under royal rule, King Valdez holds little interest in the islands and so they are mostly left to their own devices. The unofficial ruler of Ithelm is Chieftain Ragnar Stålhandske. Ashfeld Even by the humble Ithelm standards, Ashfeld is a small settlement, rarely giving the rest of the Ithelm much reason to visit. Drawing its name from the ash that settles on its soils and rooftops from Mount Ith, here the air is thick and the ground infertile. Despite this, the ash is considered sacred and is collected for various ceremonial purposes. But yet, Ashfeld has found itself at the centre of Ithelm activity and on the forefront of their war efforts in securing Mount Ith as their own. Sat on the coast bordering the volcano and the rival island of Savizar, Ashfeld is the perfect base of operations for the Ithelm’s warriors. Framik Framik is another large Ithelm settlement. Being closer to the sea, the people of Framik enjoy a more varied diet thanks to the availability of fish and sea-plants. They often take large quantities of these resources to Heimlod on their visits, as gifts to the Chieftain and his people. Heimlod Heimlod is the largest settlement on Ithelm, and is the home Chieftain Ragnar. The tribespeople live in bare wooden huts, using meat and fur from the native wolves to eat and keep warm. In the centre of Heimlod is the Grossheim, the a large hall dedicated to meetings of the various tribe leaders from across the island. It is also used for feasts and celebrations by locals, as well as doubling up as the base of operations for the Chieftain. Mount Savi/Mouth Ith Known under different names in the opinion of the warring islands, this active volcano is known to mainlanders under the more popular name of Mount Savi. The Savizi recognise the island as a volcano, whilst the people of Ithelm believe it to be a mountain and the home of their god, Ith. Mount Savi is at the centre of a war between the Savizi and the Ithelm, whom both claim ownership of the volcanic island as their own. Savizar A tropical jungle island home to the tribal Savizi people, Savizar has more in common with Ithelm than its residents might like to think. Both communities are primitive and tribal in nature, free of the rule of King Valdez but isolated from the benefits of modern living. The Savizi are governed by a council of shamans, who bring messages from the Jungle Spirits to guide their lives. It was through these ritual communions that the Savizi were instructed to seize ownership of Mount Savi. The Sawazi jungle dominates most of the island, with small settlements for one or two families spread throughout its depths. The jungle is also home to many poisonous flora and fauna, which has caused the Savizi to become relatively adept at brewing remedies and other potions. Sambawe Sambawe is one of two communities on Savizar, as most families live independently. As the home of the Elder Shamans, Sambawe is frequently visited by people in search of answers from the other side. There is also a handful of especially capable potion-brewers here, whom can be consulted to cure bites and stings acquired within the dense jungle. Sanduzi Sanduzi are a more nomadic community; they rely on the other Savizi less so than those tied to Sambawe. Sanduzi are a brutal people, raised to fight from birth in order to survive the particularly dangerous area of jungle they inhabit. Whilst the Sambawe use venom from the jungle to create cures, the Sanduzi use it to enhance their weapons and further their combat prowess. It is said that adventurers would rather bump into one of the deadly Sawazi creatures than the deadlier Sanduzi folk. · Falinstađ · The mysterious island of Falinstađ is rarely visited by outsiders; though not by choice. The inherently magical island seems to isolate itself through arcane means, turning away any visitors upon supernaturally rough tides. Known to mainlanders as Mirage Island, Falinstađ is near enough untraceable to the naked eye, occasionally visible on the horizon under the right conditions. The isolated island is rumoured to be the home of the Elves, though few who ever made it to Falinstađ's shores have returned with confirmation... Continue reading: Alfurstađ In some ways, Alfurstađ can be seen as the capital of Falinstađ; however, it is not particularly larger nor more populous than the other major settlements. Rather, it is the busiest: seated in the heart of the island, Alfurstađ is the spiritual heart of the Elven people, home to the Mođirheim: their singular point of worship. As the concept of money or trade is foreign to Elves, there are only homes in Alfurstađ aside from the temple. Eliđar Eliđar is a smaller, uninhabited island, situated West of nortern Falinstađ. It did not appeal to Elven settlers, with its comparatively bare terrain and lack of the certain ‘buzz’ that emanates from Falinstađ, the island has remained empty and unvisited for centuries. Kristalhellar Whilst Falinstađ in itself is perhaps the best-kept secret in Tyrannia; the Kristalhellar go one step further. Even the majority of Elves are oblivious to their existence; a huge, cavernous system accessible through a small opening on the south-eastern cliff face, the tunnels seemed to be crafted entirely from brilliant purple crystal that hums and vibrates, emanating a certain unplaceable power. Mođirheim The Mođirheim is a temple in the centre of Alfurstađ, built in honour of the Great Mothers, whom the Elves unanimously worship. Twice a day day, at dawn and dush, the Elves gather at the Mođirheim to pay their respects and thank the Mothers for the world. Tributes are made by casting flowers or small dead animals into the flame, which is eternally burning in the centre of the temple. Mođirheim is perhaps most interesting as being one of few places in the world where Dar is treated with equal respect as her sisters; to the Elves, all four goddesses are considered Mothers of the Earth. Nottstađur Nottstađur is the largest settlement in southern Falinstađ, and is famed amongst Elves for its nocturnal views; the moon hangs low and large over Nottvikina, creating spectacular skyscapes for residents of Nottstađur. Nottvikina Nottvikina is a large cover on the South coast of Falinstađ, also known as Lunar Cove or Moon’s Bay; both for the crescent shape of the cove and the awe-inspiring views of the moon from these shores. Rolegstađur Existing to the north of the island, Rolegstađur is one of the larger settlements, renowned among elves for its quiet tranquillity. Many Elves will live in Rolegstađur if they require space to think, as the settlement is known to sooth minds and bring ease to the thinking process. Velkostađur Velkostađur is recognised as a point of interest, due to it being the oldest settlement on Falinstađ. Sitting on the Eastern coast, it is here that the first Elves stepped foot onto the island. Most of the surviving original settlers still live here, attached to the land that saved them from conflict and that they now call home. Chapter 3 ~ AnthropologyPart of Tyrannia's inherent wonder is its ethnic diversity. Growing up in a small, woodland village, I had never laid eyes on a non-Human before I began my adventures. During my explorations, I came across a total of four species that I identified as sentient, Humanoid races; that is, non-animalistic, intelligent people. I have documented the details of these various peoples below, in the hopes that you are fortunate enough to cross paths with some of them on your travels. Through learning about others, we often end up learning about ourselves. It is important to remember that, as well as our differences, we also possess similarities through which we can unite. · Humans · (Homo recognitus) Humans are the most populous race in Tyrannia. The average height is between five and six feet tall; males are larger and more muscular than females. Their hair and skin colours vary in pigmentation from white to black; though red hair is not uncommon. On average, they live to be around seventy years old, though it is not unheard of for them to reach a hundred. Continue reading: Humans are an intelligent species and are responsible (or at least highly involved) in much of Tyrannia’s development. Humans are generally considered to be the most powerful race; if not for their advantageous build and intellect, then for their sheer numbers alone. All of Tyrannia’s royal lineage has been exclusively human, which has lead to a sense of humans being ‘above’ the other races. Humans have a tense history with the Dwarves; aside from the infamous Dwarven Exploitation and subsequent rebellion, some theories suggest that Dwarves were a failed experiment by the creator gods, from which the Humans were designed. This tension has largely settled in the modern age, but naturally some Humans remain who believe themselves to be the master race. Humans are capable of learning magic, but it must be studied and committed to memory. Humans are ruled by King Valdez of Amorynthia, or by King Setsiput of Tumeken, depending on their heritage. · Dwarves · (Homo primitus) Dwarves are the second most populous race in Tyrannia, though their population only equates to around 60% of the Humans. They live on average for between ninety and a hundred years. Dwarves are shorter and more muscular than Humans, with both genders averaging between three and four feet tall. Males are notably hairier than females. Continue reading: Aside from these differences, they are physically similar to Humans, albeit it shorter and stockier. Whilst they are stronger than Humans and easily as intelligent, their stature causes them to be much slower. The strength of their internal organs means they are largely immune to poisons, though particularly potent venoms may still affect them. Dwarves were exploited by Humans hundreds of years ago, in what was effectively entire racial slavery. This caused a large portion of Dwarves to move into the unoccupied lands of the North, which they would name Vastoria after their leader. However, problems with the feral Nosferytes that lived in the region forced the rebels underground, where they built the subterranean city of New Kelda. Elsewhere, Dwarves who resisted the rebellion can be found all across Amorynthia, especially in Gard, but the Tumeken kingdom tends to be too warm for them. Dwarves are notoriously good smiths, and Dwarven-crafted goods are considered by the majority of Tyrannians to be the highest quality available. Whilst many would argue that the exploitation of the Dwarves is over, with some smiths even able to set up their own smithees in high-end areas of Amor, most of the Dwarven kind still work labour-intensive hours in the Gardian mines. Whilst they do make a profit, it is minimal due to the heavy taxes imposed by the King. Dwarves are incapable of using magic in any form, even through study of the magical arts. Because of this, Dwarven weapons and armours are often enchanted by human mages and resold at a higher cost. · Nosferytes · (Homo sanguinus) A populous race, though few pay much mind to their existence due to their isolation in the frozen North. Nosferytes are visually similar to Humans, albeit it taller and more muscular, averaging between six and seven feet in both genders. Females are notably more slender. Their skin is pale and even white in some cases; their hair pigmentation is often dark by contrast, but ice-blonde hair is a coveted rarity considered the pinnacle of Nosferyte beauty. They have sharp, fang-like teeth and the race’s eyes are universally deep red in colour. Continue reading: Nosferytes are much stronger and faster than the other races, and they live to be around four hundred years old, in their prime for around half of that. Though, it is not without its drawbacks: an ancient condition curses the bloodline, giving the species an inherent craving for blood, which is highly harmful to their minds and bodies. Consumption of blood grants a Nosferyte instant euphoria and it is easy for them to become addicted: continued ingestion will quickly reduce the Nosferyte to a frail, emaciated shell, losing their hair as well as their mind and living only to consume more blood. These unfortunates are branded ‘Ferals’ by their kind, and immediately deported from Rotsanger on unmanned ships, intending to kill of the weaklings of the species. Unfortunately for the Nosferytes, many of their vessels crash in the convenient Gravesend Bay, which has lead to an increasing population of Ferals in the mountainous region of Vastoria. Nosferytes live in a constant war with themselves to resist the urge to drink, and sustain a carnivorous diet of meat ritualistically drained of its blood. Contrary to the vampiric rumours that surround the species, the Nosferytes are a race in themselves and cannot ‘convert’ victims; nor would they wish to. Nosferytes are capable of learning magic, though it is generally considered by their people to be a coward’s practice: the Nosferytes enjoy the thrill of direct conflict. · Elves · (Homo arcanus) The Elves are a scarce people, of whom very little is known about. Some wonder whether they actually exist at all, or whether the stories are just folk tale and mythology getting carried away with itself. Supposedly, Elves are visually very similar to Humans, save for their long, pointed ears and slender frames; the latter of which can probably be attributed to their vegan lifestyle on their mysterious homeland of Falinstađ. Continue reading: Physically, they are presumed to be weaker and slower than most species due to their non-hostile existence. The stories suggest that the Elves were once Humans, who fled mainland Tyrrania to escape some vague conflict before records began. From there, their small vessel hit cruel seas, and the boat crashed upon the shores of the island that became known as Falinstađ. Some were lost on the journey, but the majority made it safely to begin their new lives. Over time, they began to change discreetly: empowered by the omnipresent energy that constantly hummed from the core of the island, causing their ears to grow and eventually their entire bodies to constantly levitate, suspended by some arcane power. It is also believed that this power, absorbed from the island, grants them a natural-born potency for magic, with no necessity for study or schooling. It is said that a young Elf could perform magic even greater than the most advanced Human magi. It is said that, thriving on the mysterious energies that stir beneath Falinstađ, some of the oldest Elves are over 700 years old. Chapter 4 ~ BestiaryThis section of the book appears to be torn out completely; whether by hands or claws is uncertain. The Grand Library apologises and assures readers that every effort is being made to retrieve the missing content. Chapter 5 ~ TheologyWhilst on my travels, I came into contact with many forms of faith and religion. It is with regret that, through my own atheism, I paid them so little attention, as in my final years the topic has come to fascinate me. With this in mind, I recruited the aid of Alexander Horne the First, an expert in the belief systems of Tyrrania. With his assistance, we were able to combine our collective knowledge to present you with the following summary of Tyrranian faith. · The Old Gods ·The Old Gods, also known as the Elder Gods and hailed as the 'Great Mothers' by their worshippers, are said to be the beings who created Tyrrania. The deities were believed to be four sister entities by the names of Yan, Rol, Tum and Dar. Only the first three were prominently worshipped as Great Mothers, due to Dar's questionable moral alignment. Generally, it is uncommon for modern Tyrranians to believe in the Old Gods, and of those who do a large portion are certain these deities have long since left Tyrrania. Exceptions include the Tumek people, who near-exclusively worship Tum, and the Elves, whom worship all four beings. Continue reading: Though historic records are limited, most evidence suggests that The Great Mothers were worshipped for many centuries all across Tyrannia; hailed as the creators of the world. The term Great Mothers most frequently refers to the sister deities Yan, Rol and Tum. It is said that Yan, the oldest and wisest sister, created the earth and shaped it into Tyrannia, but it was too dark for them to appreciate it. Rol, the next oldest, gave birth to the Sun, which lit up the planet and allowed the sisters to marvel at its beauty. Tum, the youngest of the three, was overcome with emotion and wept in awe, her tears of joy flooding the planet with oceans, rivers and streams. They created lifeforms of increasing sentience, with the Dwarves believed to be their first truly sentient creation. The race was considered flawed, and they built upon its design to create what is now known as the Humans. Life was eternal; with no concept of time, the sun never set and bodies did not wither. That is, until Dar arrived. The fourth and youngest sister, Dar, was abandoned by the Great Mothers in another plane of existence, and they believed her to be gone for good. However, Dar had been following them through the cosmos for millennia, and the Mothers had stopped for long enough to create Tyrannia that she was able to catch up. Enraged at what her sisters had done without her, Dar was overcome with rage and set out to ruin their creation. Dar birthed the concept of time, spoiling everything her sisters had made: their creations now needed food, sleep and warmth to extend their lives, which were only temporary. At regular intervals, the skies turned black and the sun was replaced by an icy moon. Paradise was lost, and soon enough Tyrannia was deserted by all four of the sisters, left to its own devices as the Mothers sought out a new realm in which to start again. · The New Gods ·The New Gods is a historian's term for the pantheon of deities currently being widely worshipped across Tyrrania. The term is used to separate current religion from the first 'wave' of worship several thousand years ago, as the deities and traditions are quite different. Unlike previous worship of the Great Mothers, modern religion is full of conflict between faiths whose fundamental values and beliefs undermine each other. Some people believe in both the New and Old Gods, but choose to worship only one. For example, some people believe that the Old Gods have abandoned Tyrrania, and thus opt to worship Gods they believe are currently watching over the world. It is generally accepted by most people that the New Gods did not create Tyrrania. Continue reading: Ahimoth, God of Life and Death The most widely-worshipped deity, Ahimoth is regarded as the giver of life and the bringer of death. It is Ahimoth who ultimately determines whether a soul is pure, and whether it will pass safely into the Afterlife. Ahimothians live their lives according to the scriptures of Ahimoth, hoping to appease the God and ensure that their eternity beyond life is a pleasant one. Ahimoth is morally neutral: he encourages his followers to live good lives, but he is known to punish fiercely and has a reputation for being very unforgiving. This trait is known to deter some Tyrranians from subscribing to his religion. Adilah, Goddess of Justice and Wisdom Adilah is a Goddess with a following throughout Tyrrania; many worship her in conjunction with Ahimoth, believing that her virtues will help them live a life pure enough to ensure them safe passage to the Beyond. But Adilah also has a strong independent following her worship her alone, and whilst she may only be the second most-worshipped deity in the land, her values of fairness, knowledge and morality earn her the reputation of the most benign deity. Carminda, Goddess of Beauty and Song Carminda is a relatively niche Goddess, whose followers are often ridiculed as being naïve or even superficial. Carmindan worshippers value the beauty of the world above all else, and see all creation in its pure form was beautiful. Their values of beauty and song have earned them an association with birds, which are considered sacred animals to the followers of Carminda. Whilst they are often disregarded, Carminda and her followers are content with their reputation as harmless disciples, as they are not concerned with wars outside of protecting beauty. Destina, Goddess of Fate and Order Destina is regarded by her followers as fate itself personified: she is the one who decides what route a life will take, and it is her power that ensures the road is not strayed from. Her morality is considered neutral, as Destinites believe that she will enforce fate regardless of how the outcome will effect the individual. Destinites believe that fate is pre-determined, and thus it is common for them to dismiss the idea of Ahimoth’s judgement. They believe that Destina has a plan for them that will ultimately end well: they must learn self-control and persevere with the cards she deals them in order to attain her rewards. Destinites have a particular tension with the Zorionites, due to their clashing beliefs and values. Fusius, God of Strength and Power Fusius is a controversial deity, renowned for the ruthless and self-serving nature of his teachings. The God believes that all individuals should fight for themselves; be it for their survival or their happiness. Where Fusius is concerned, there is no strict ‘right’ or ‘wrong’; he endorses doing whatever it takes to become stronger and more powerful. It is the belief of Fusians that the teachings of their God falls in line with the natural way of the world: the weak fall to the bottom, whilst the strong rise to the top. In a world where danger lurks around every corner, it is easy to see why so many people are willing to turn to Fusius for power. Whilst the faction is berated by other faiths, the Fusians believe that all life naturally craves power; it is just within their brave nature that they are willing to admit it and realise their desires. Rhiver, God of Peace and Nature Rhiver is most commonly regarded as the God of animals, but his followers would argue that peace is his strongest virtue. Rhiverists consist mainly of druids, farmers and wood-dwellers who see truth in Rhiver’s stance that all life should co-exist in peace. Whilst many individuals of other faiths brush off the Rhiverists as naïve and idealistic, they are ultimately considered good people and share a reputation as being one of the more benevolent and globally beneficial factions. Zorion, God of Freedom and Will Zorion is hailed by his followers as a god standing for independence, but his detractors would label him a force of mischief and chaos. In some respects, Zorionites share the same self-serving purpose as the Fusians, with one exception: their actions need not necessarily benefit themselves. Rather, those faithful to Zorion simply believe in acting on one’s free will, and rejecting the rigid structures of religion found in other faiths. Zorion asks nothing from his followers except that they do as they please, praying to him only if they wish; usually for protection in their endeavours. Zorion tends to attract the more roguish outsiders of society, as the religion is generally frowned upon as immature, irresponsible and disorderly. Because of this, Zorionites have a particularly tense relationship with the Destinites, as they fundamentally disagree with each other. THE CAST GreatWest as Lucine Cyrion, the halfblood assassin. Blacksam as Ser Faen, the fraudulent hero. Silvir as Adrianna Forge, the Dwarven brawler. Navi Jay as Feyre Halleck, the swift archer. FrostedCamel as Ansley Norcott, the fearsome warrior. Jakers as Vancerith Rythian-Mill, the brilliant alchemist. Aleksandar as Sayazar Sainguinar, the Nosferyte stormbringer. Stuffies12 as Damian Seville, the new adventurer. RainyDays as Marian Steelgut, the abrasive Dwarf. Raja as Avarielle Wheeler, the arcane sorceress. The cast is currently full. The roleplay is not accepting new characters at this time. CHARACTER APPLICATION SHEET Below is the expected format for all character applications. Any incorrectly formatted sheets will not be accepted until the issue has been rectified. Code: [FONT=georgia] [LEFT][FONT=georgia] [LEFT][FONT=georgia] [LEFT][TABS] [tab=BIOGRAPHY] [SHADOW][I]BIRTHNAME[/I]:[/SHADOW] [SIZE=4]Your character's full birthname.[/SIZE] [SHADOW][I]OTHER NAMES[/I]:[/SHADOW] [SIZE=4]Any other names your character is known by.[/SIZE] [SHADOW][I]AGE[/I]:[/SHADOW] [SIZE=4]Your character's age in years.[/SIZE] [SHADOW][I]GENDER[/I]:[/SHADOW] [SIZE=4][FONT=georgia]Your character's biological gender.[/FONT][/SIZE] [SHADOW][I]RACE[/I]:[/SHADOW] [SIZE=4]Your character's species. Half-breeds are permitted.[/SIZE] [SHADOW][I]BIRTHPLACE:[/I][/SHADOW] [SIZE=4]Your character's place of birth; specify the specific town as well as the region.[/SIZE] [SHADOW][I]RELIGION:[/I][/SHADOW] [SIZE=4]Your character's religious alignment, if any.[/SIZE] [/tab] [tab=PHYSICALITY] [SHADOW][I]HEIGHT:[/I][/SHADOW] [SIZE=4]Your character's height in feet and inches.[/SIZE] [SHADOW][I]WEIGHT[/I]:[/SHADOW] [SIZE=4]Your character's weight, in pounds.[/SIZE] [SHADOW][I]APPEARANCE[/I]:[/SHADOW] [SIZE=4]You may provide an image or a detailed written description; images are preferred. [/SIZE] [/tab] [tab=ATTRIBUTES] [SHADOW][I]PERSONALITY[/I]:[/SHADOW] [SIZE=3]How does your character behave? How do they treat others? What are their views and beliefs?[/SIZE] [SHADOW][I]SKILLS, STRENGTHS & TALENTS[/I]:[/SHADOW] [SIZE=3]What can your character do well? How do they fight best in combat? What skills do they possess? Detail any magical capability here. [/SIZE] [SHADOW][I]WEAKNESSES & DRAWBACKS[/I]:[/SHADOW] [SIZE=3]What physical, mental and emotional traits can sometimes hold your character back? What are their weaknesses in combat? What tasks do they perform poorly?[/SIZE] [/tab] [tab=BELONGINGS] [SHADOW][I]ATTIRE[/I]:[/SHADOW] [SIZE=3]What does your character wear? Describe any clothes or armour they carry with them.[/SIZE] [SHADOW][I]WEAPONS[/I]:[/SHADOW] [SIZE=3]What weapons does your character use in combat?[/SIZE] [SHADOW][I]TOOLS[/I]:[/SHADOW] [SIZE=3]What tools does your character carry to aid them in performing tasks?[/SIZE] [SHADOW][I]PERSONAL ITEMS[/I]:[/SHADOW] [SIZE=3]Anything from mementos and souvenirs to spellbooks and magical artefacts; what does your character like to have with them?[/SIZE] [/tab] [tab=HISTORY] Use this space to tell us your character's story so far, from birth to the present day. Write to your best standard, as this section will also be used to assess the quality of your work.[/tab] [/TABS][/FONT] [/FONT] [/LEFT] The story so far... Tyrannia is in disarray; but this is normal for those who call it home. King Valdez and the Amorynthian council are greedy as ever, the once-great nation of Tumeken is struggling to find its feet, and the Dwarven Rebels are coming to resent their subterranean existence in the far North. Yes, by Tyrannian standards, all is at is usually is. Slowly increasing the taxes on the still-loyal Dwarves of Gard, Valdez' grip on the race is tightening once more and the threat of another Dwarven Exploitation looms overhead. Naturally, eyebrows were raised when King Valdez announced he was searching for a party of the land's finest adventurers, to send North into Vastorian territory. "Not an army," he had specified. "A diplomatic party." After centuries of an enforced embargo on any rebel goods, what could Valdez possibly want from those Dwarves who betrayed his ancestors all those years ago? Regardless, when someone of Valdez' position puts out a request, he tends to get what he wants. And so they came, heeding his call; fearless adventurers from all four corners of the earth. Some came for money, some for fame; others, to get an inside look at whatever it was Valdez was plotting. Whatever their motives, the final group was selected and tasked with their mission. And whether they knew it or not, this small foray across the mountains was not likely to be as it seemed. For you see, there are many mysteries in Tyrannia, and those who venture into untouched territories tend to discover more than they bargained for. With knowledge and duty, even the smallest errands can escalate beyond comprehension; the stakes raised with each new discovery. Of course, the question is... Can they solve the mysteries of Tyrrania before the Dawn? The premise... You are a member of a small but exclusive group, assembled by King Valdez and consisting of what he considers to be the world's finest adventurers. Whatever your motives may be, you accept his task to travel North of the Amoryte mountains. But your group soon realises that there is much more at stake than gold from the King. Will you rise to the challenge, solving mysteries and unearthing secrets across the continent? What is Valdez really up to? What curse plunged the Tumek region into an eternal drought? And what of the encroaching swampland to the East? Wherever you look in Tyrrania, there's something to discover... Where do you want to go next?