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    1. Tyler 11 yrs ago

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"Tiefer, tiefer... Irgendwo in der Tiefe, gibt es ein Licht..."

▼ A B O U T M E:

T Y L E R J U N E 2 0, 1 9 9 5 ( 2 2 ) M A L E S H E F F I E L D , U K
► Guild member since 2010.
► Previous usernames include Armani, Einhorn & Teen Idle. Yes, I'm an asshole.
► Also known as Raja over on Iwaku.

► Favourite genres:
► High fantasy
► Superschool
► Superhero

► I am most comfortable at the higher end of Casual. Advanced scares me.
► I consider myself to be an 'active roleplayer', and enjoy pushing for plot progression.
► My favourite GM is @Lord Wraith, and you can usually find me in any of his games.

▼ C U R R E N T R O L E P L A Y S:


▼ F R I E N D S:

I T R I C K E D T H E S E P E O P L E I N T O L I K I N G M E :
@Lord Wraith@Roman@Hillan@Stein@Wade Wilson
That's literally it.


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Reserved


Chapter 5 ~ Theology

Whilst 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.


· Ahimoth ·
God of Life and Death
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 his scriptures, which demand servitude to him, 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 has earned him the nickname 'The Stern Judge', and is known to deter some Tyrranians from subscribing to his religion. Many of those who follow him do so out of fear rather than anything he might stand for.


· 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 who 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. She is considered much more kind and forgiving in her judgement than Ahimoth; though her teachings focus upon order and justice, those who break the rules can be forgiven if they are able to learn from their mistakes.


· Carminda ·
Goddess of Beauty and Song
Carminda and her followers value the beauty of the world above all else, and see all creation in its pure form as beautiful. Their values of beauty and song have earned them an association with birds, which are considered sacred animals to the followers of Carminda. Her alignment with visual pleasures earns her a varied following, from painters and sculptors to carpenters and craftsmen. So charming is Carminda that even the followers of other deities have been known to offer her whispered thanks upon beholding particularly breathtaking views.


· 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. As such, Destinites are perhaps the most disciplined worshippers; they often favour meditation over prayer.


· 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.


· Ith ·
God of War and Hunting
Ith’s legacy began on the island of Ithelm, where the barbaric people there believed he dwelled within the flaming mountain; they prayed to him for success in their hunts and battles. Though the people of Ithelm remain his strongest followers to this day, worship of this God has found a place in the more civilised mainland over the last few hundred years. It is for this reason that Ith is often considered to be the youngest of the Gods. Despite his relative youth, however, it is easy to see why soldiers and huntsmen from across Tyrrania might turn to Ith in times of need. Even those not loyal to him have been known to carry armour or weapons imbued with his blessing into battle.


· Lynessa ·
Goddess of Fertility and The Land
Lynessa is associated with growth and health; she is the one women pray to for help conceiving children, and the one farmers pray to when their crops struggle. If Destina is considered to be a personification of fate, Lynessa is Mother Nature. She and her brother, Rhiver, are often worshipped in conjunction with one another. She lacks her brother’s kind heart, however, and her followers are often obliged to make personal sacrifices in return for her blessings. Every Winter, her followers celebrate their servitude to her by constructing large bonfires, into which they cast crops and produce in the hopes of earning her favour once again for the following year.


· Rhiver ·
God of Peace and Nature
value is peace between living things. His teachings encourage those who follow him to avoid killing or harming living things, though it is not prohibited entirely. Rhiver does not set rules that must be followed as he does not wish to be worshipped as a God; instead, he wishes to use his power to help guide people towards better lives. One could kill and eat a boar and still be considered a devout Rhiverist, as long as they ensured that the animal was treated with respect and saved from suffering. Whilst some dismiss Rhiverists as naive and idealistic, those who follow this religion are generally recognised as good-willed people.


· 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.


· The Great Mothers ·
The Old Gods
Across all histories, faith in various deities has waxed and waned. In one age, life itself may seem to revolve entirely around a particular deity; in the next, few may believe that same God had ever existed at all. The Old Gods, or the 'Great Mothers', are such beings lost to the passage of time.

The term 'Great Mothers' most often refers to three beings in particular: Yan, Rol and Tum. It is said that Yan, the oldest and wisest sister, created the earth and shaped it into Tyrrania, but it was too dark for them to appreciate it. The next oldest, Rol, 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, culminating in the eventual birth of the Humans. For some time, the Mothers did nothing but watch proudly as their creation blossomed.

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 Tyrrania that she was able to catch up. Enraged, Dar threatened to destroy Tyrrania, but together her sisters were able to defend their creation; though not before Dar was able to curse the land, introducing the concept of greed. She promised that, with greed now in their hearts, the once-perfect Humans would eventually destroy everything that the Mothers had created.

And so Dar left. Realising that their perfect world was no more, the Mothers soon followed suit; setting off in search of an equally suitable corner of the cosmos in which to rebuild what they had lost.

Chapter 4 ~ Bestiary

This 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 3 ~ Anthropology

Part of Tyrrania'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 Tyrrania. 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. Humans are an intelligent species and are responsible (or at least highly involved) in much of Tyrrania’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 Tyrrania’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 Tyrrania, 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. 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 Tyrranians 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. 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 v̶̝̗͕͍̙̜͎͔̅̒̍̈͋͛̉̄̓͐́̅̅͆͜į̴̢̝̞͕̯͇͖̩̮̄̂̀̊͂̔̾͐̀͐̔̉͠͝s̴͙̙̗̋̇͂̀̈̈́̉̓̾͘ụ̶̧̟͕̠̩̥̭̞͌͂͜͝ͅa̵̢̻̼̮̮̗̱͇̘̤̮̥̯̤̣̅̄ͅl̶̨̛͎̣͇͍͉͓̙̹͉͔̯̠͚̠̩̮̺͖̿̅̔̈́̊̊̆̈̃̃̏̽̑̇̕͘͝ͅl̴̤̮̲̄̌͌͐̐͌̉̾̀͑̓̀̊͘͝͠ỷ̴̨̢̤̩̻̬̬̜̼̥͍̗͍͓́̋̊͊̎̿͌͘ ̸̨͚̝̖̙̼͈̭̎̽͐̈̐͗͒͑̋́̓v̶̧̨̛̯̥͕͎͓̺̘͉̑̈̓̓̈́͝ͅȩ̴͇̖̭̭̹̲̱̯̘̞̖̜̎́͑͐̋̈̑̀͆͛̅͒̀̋͛͘͝͝ŗ̴̬̜̜̬̺̤̭͖͈̤̦̻͎͎͚̾̈̈́͗̽̍̃̈́̈́̕͜ͅͅy̷̧͕̟͕̩̹̖̙̟͂̎̉͘ ̶̛̱̊̔͝ş̶̧͎͎̜̼̦͖͎̮̮̫̰͍̜͇͒̂́̐̂͌͋͊̌͆̓̋̓ͅͅi̶̞͉̦̍͊́̒̌͂̈̀̆̍̈́̏̎̉͝m̵̨̛̫̮̟̱̠̭̹̘͍̤͓͗̎͑͝ï̴̧̡̙̖͕̣̮̙͍̳̤̹̤̱̣͓̣͓͜l̶̡̡͙̙̮̰̩̗̦̼̯̟͎̥̜̭̪̽͋̾̐͑̀̊͛̓̌̕͝a̵̡̡̰̳̘̪͉̫̦͎̭̺͖͍̜͈̟͕̤͊͐̉͆̃̔̽̄̕͜r̸̛̯͔̹͓͓̳̘̟͍̣͖̥̦͙̙͈̝̮̦̤̒̿͊̏́̐́̒̎̀̽͒͗̃͐̀̀̐̚ ̶̡͖̥̻͇̬͂̿t̴̙̖̳̹͔̜̦͎̮͉̪͆͆́̚͝ǫ̸̧̖̯̘͙̬̩̳̟͒̅̐̀̔̈́͊̑̇̓͜͜͝ ̶̛̦͎͙̗̣͙̘͈̲̺͊̃̃͒̌͛̆̓̆͠͝H̶̡̢̡̼̙͖̮̤͍͉̪̟͙͔͇̻̹͇̥̾̊̎̏̏̈́̐̈̈́̑̏͊̽͐̃̕̕͠͝ȕ̷̗̈́̾̃̑̒͌͆̄̑͋̐̕m̷̯̮̯̜̣̈́̅͐̎́̀̌̄̊̈́̐̍̓̓͗̈́̂͘͘͜ą̶̛̛̣̒̃̑͐̍̃̉̋̽̋̔̔̃̉͐n̶̢̡̝̺͕̖̬̲̥͕̟̱͚͖͔̈͋ͅs̶̨̡̪̤͍̣̲͚̻͎͇͓̭̲͓̮̪̩͆̓͋͛́͗̃̑̈́͊͋̿̇͘͘,̶͉̯͇̙͉͉̭͓̩̙̱̲̜̼͖͇̉́̒͊̅̓̚͜͜ͅ ̷̡̡̢̱̬͉̮̠̠̠̠͉̩̦̻͕͓̒͋̈́̆̕s̶̘͖̲̥͙̤̪̜̹̜̙̤̽̉͜͜ͅͅͅa̸̧̡̨̖̼̬̣͍͕̼͈̠̬͓̺̖͖͕̳̤͑̓̆̇̈v̵̡̳̜̯̖͍͇̦̖͍̘̫̲͚͍̜̠͊̈͊͂͛̏͒̓̅̄͑̊̃́̓͑̒͝e̸̡͙̖͔̜͚͖͕̖̫̜̦̓̀̈́͜ ̵̣̞̗̖̤͓͈̳̘̜̖̻̾͒̅͆͒̾̀̀͆͗ͅf̸̨̨̺̼̟̼̺̳̩̗͓̻̙͚̼̃̎͛ǫ̶̨̧̢̜͍̫̘͕̦̠͖̬̣͍̮̤̾͆̄̄͌̑̓͌̽̿̀̀̕r̵̢̟̥̬͈͓̱͙̻̤̱̲̫̭̟̄̆͜ͅ ̴̗̹͙͈͙̩̯̻̒̂̒́̾̈̂̄̉́͗͆͌͘͠ͅt̷̢̧̰͇̟͚̫͉͍͆͆̇̾̊͌̐͒h̷̢̛̫̱͎̣͙̖̮̿̽̊̀̓̈́̔̾̏̅̋͛́̐̃̚͘̕ę̶̨̨̨̦͙͓͍̜͙̠̗͍̙̰̻͉͇̩̍͐̉͒̓̓̈́͘͝ͅi̷̛̛͍̫̭͙͓̟̅̇͗͋̊̀͋̈́̀̅̌̓̃̈́͝r̴̺͌̋̈ ̶̧̛̤̬̮̙̮̳̼̺̪͙̝̯͎̭̈̓͛͐̉̂͌͑͐̌̈́̚̚̕ͅl̷̜̋͛͛̊̌̆̊͋́ͅo̴̢̦̞̥̬͇̜͇͕͕͎͖͙̓͊͐͊̌̆̈́̿n̶̛̛̲͍̝̪̱̙̅̌́͌͛͋̐́̀͑̚͘̚͝ǧ̵̨̡̫͈̫͉̪̮͔̮̪̜̾̇͑̇̏̚̕,̷̦̪͔̏̀̃̈̋̓̈́͆͘̚͝ ̸̢̧͉̝̠̱̻̦̣̀̾͌̎͂̀̚ṗ̶̡̡͚̭͙̥̖̙͙̫̬͉͚̋̐͊̾͜o̴͓̮̲͔̼͊̽̌͐̑̆̔̅͌̀͘̕͝į̶̢͈̳͕̟̟͇̪͍͛͊͗́͐̅̓̋͌̿̋̑̓̾̚͝ͅͅn̶̡̦̠̙̟̮̘̹̯̭̲̳͖̳̦̆̒͐̀̂̄̚̕͜t̶̰͎͑̑͋̔͆̈́͐̐̈́͌̚ę̷̣̝͓̮̯͒̎͋͐͐̀̈́̂̇̍̍́͘͜͜d̷̡͖̝̞̯̬̱͈̭͍̰̟̩̫͙͙̫̝̂͑̏͘͘ ̵̱̱̤̅́̎͛̊͗͌̃͘͠ẻ̸͎̞̠̓͌́͛͂͘̚͝͝͝a̸̛̱̽̍ŗ̵͍̣̖̘͖̜͇͙̭̻̮̰͕̮͂̀͗̔̋́͋̿̿͝ͅͅś̶̢͍͔͍̝͓͉̜̮̙͘ ̶̡͎̰͙̽̐͌̏̾͐́͑̃͂̚̕̕̚͝͝ā̸̳̙͎͍̞͚̭̫̩͙̝͍̼̗͙n̷̝̜̭͇̭͓̓d̸̢̧̧̡̧͖͓͙͍̤̦̫̺̲̩̩̰̲̺́̆͛͋̎̀̓̃̿́̀̀̓͂̿̚̕͝ ̷͙̬̮͉̭̍͋̈́͛s̶̛͇̹̮͖͆̑͗̄͗̏͐̅͊͊̉͌̿͆̍̚̕͠l̵͎͔̗̹̜̪̩̙͎͖̐̊̅̎͒̈͌͋́̄̑̚ę̴̡͖͖͙͇̞̝̽̍̿̑̈́̂̌̈́͑͐̔͒͘͠ņ̴̭̬̪̰̖̪̯̥̩͎̅̑͋́͂̈́̆̉͛́̽̓͋͂̋͗̾͒͝͝ͅͅd̶̢̡̜̟͙͈̺̩͇̠̜̳̟͍̰̥̱̖͎͐̋͋̕ẽ̸̙͕͔̼̼̻͖̰̰͇̎̿͛̄͌̈̎͒̀͂͌̊̂͂̚͜͝͝ŗ̸̳̟̗̪̹̝͙̹͓̭̪̫͍̾̽͛͜ ̶̡̟̺̭͚͋͗̂f̸̥͇̭̱͓̲̿̎̈́̏̓̓͑̈̏͊͋͛͂͝͝r̴̛̙̖̳̤͕̤̖͔͉̜͕̗̙̆̌̄̊̂͌͆́̓͒̀̈́͂͌̎̀̚͝͝a̷̧̢̡̖̣̝̠͉̟̻͚̜͇̠̥̳̙̤͇̼̐̂̄̚͝m̶̢̛̻̰̜̭̦̝̥̗͖͇͓̲̺̻̊̈́̏̈́́̈̈́̂̅̄̀̑̋̎́̄̕͘͜͝é̶̡̛̛͍͇͖͚̰̩͔͕͇̼̜̜̻̩̞̪̝͚̅̈̾̿̋̿̇̽̃̎́̂͑͊͜͝͝ș̶̢̡̫̦̤̟͙̳̘͈̭̮̈̋̈͊̐͛̅̓́͊͜͝ͅ;̷͈́̾̅̇͂̄͐̓̽͑͝͝ ̴̧̤̫̣͈͙̞̳̘͇̳͉̽̀̏̃̒͌͒̓̔͘ţ̴̳̱̲͚̩͖̭̟͕͊͊̅̄͗̃͋͌̓͆͘͘͝͠ȟ̷̢̨̧̗̥͕͉͎̖̥͔͇̄͂̀̒͛̎̇͗̍̈́̍̑͂͘͠ę̷̧̳̤̹̤͙̠̤̰͉͖͇͚̣̹̔͂̈́́̀̅̏̆̈́̇͒̀͘ͅ ̵̡͍̜̰̥͙̜̊͗̀͗̆̾̏̽̆̈̓̍͝͝l̴͍̪̙̜̪͉̖̜̳̝̤̥̹͙̏̑̌̆͊͠ă̴̡̝̞̗̩̩̗̘̮̻̟͕̟͍͈̼̱͚̈̀͜ͅt̴̞̥͓̮̻̣͛̒͛̍͊̓͂̈́̕t̸̹͖͑̓̓̑̂̔̑̂̍͂̊̍̄̉̈́̍͑͝ę̸̧̛̫̫̣̯̰̥͍̐̐̈́̏̋̈́̓̊́̂͒̔͘̚̚͜r̶̡̧̪̫̮̜̝̓̿̈́̿ ̸̣̰͕̟͎̬̳̲̜͇̖̠̰͛̐̆̉͑̑͝ö̸̤̝̯͕̳͚́̑̈́͊͂͂͛̏̉̋͑͋̀̅͐̊͝f̶͎̼͍̖̬̜̆̌̃̽̓̀́̎͑̑̄̑̀̑͝ ̶̭̺̳̬͙̆̒͛́̑́́̽̿̉̓͒͒̄͂͐̊͝ͅw̶̧̨͉̮̼͇̲͚̰͎͍̩͉̦̘͉͎̒̕͜h̷̨̛̤̝̪͓̞̣͔͕͈̲̟̻͍͇̬̩͈̱̑̏̂̄͐̑͂͐̐̍͗̂̈̃̑̈̀i̸̢̱̹̝̳̬̱͕̭̜̤̱̺̠̩͙̰͙̺̝̓͋̆́̔̈͗̏́͝͝ć̸̢̡͚̹̞̙̣͉̙̦͕͎͔̳͓͑̕h̴̻͓̗̫̮̖̮̠͍̦̑̿̈́͂̐̅̈́ ̷̛͎̲͈̹̯̩̣͚͐̑́ͅc̷̱̱̺̰̲̼͈̱̮̜̫͓̟̰͓̩̫̗̰̗̅̏̍̈̀ã̶̦̩̠̞͖̫̱͚̠͉̙̫̪̹̩͔̇͗̽̈́̀̔̎̐n̸͙͍̟̓͂͋̓̂́̐̈́͐̂̈́͐̓́̇́͠ ̷̘̬͔̳̝̣̥̟̤͙͓͈̦̥̼̰͌̇͂́͒͐̑͊̎̋́͗͛͑̀͘p̴̧̩͓̲̻̦̭̄̽̒͐̐̓̌̈́͝r̴̡̩̩͕̫̙͙͇͒̽̐̂̊ơ̸͓͕̦̫͓̻̜̫͊̒͆́͂̑̃͊͝b̶̨̥̦̞̟̼͑͒͊̈͋̈͌͘͠ä̴̛̘́̉̒̇̊̿̒̏͂̏̑͐̍̽̍̾͘͘͝b̶͙̗̭͚͚͓̱̫͇̎͌̽̍̕͘l̵̨̡̧̡̛̼̩̱̺͙̈́͐̂̉̆̈́͗̅͝ỷ̶̧̛̲̹͉̜̮̟̗̭̰̼̤̤͎̐͗͒̃́̅̂̈́͑́͊͋͊̏̆͝ ̸̧̢̨̛̰͎̘̰̠̼̹͕̭̿̎̊͂̈́̈́̂̆̀͊b̶̧̰̺̻͕̙̹̣̬̜̲̮͚̤̥̈́̒͆͜ͅͅe̷̛̹̩͔̝͔̞̾͆̔̓̓̉̀̊͝͝ ̶̢̮̼̺̗͉̟̻̯̝͕͎̬̎̿͌͆̈́̇̽̅̿̈̚͝ͅą̸̛̖͓̫̬̣̮̞͉̰̬̝̓̈́͠t̸̢̢̮͇̝̹̝͙̻̰̣̠̂͌͛͒̌̎̎͊̏̿͂̓͜ͅṫ̵̤̼̳̦̽̄͊̎̉́̔͋͛̑́r̵̡̧̘͎͍͓̯̜̠̹̳̫̣͔̮̩̩͛̽͛̎̊͌̅͊̒̇̓̌̊̀͐͘͜͜͠͝͝ͅï̷̡̻̯̹̪̺̻̝̺̤̜̻̜̹͕̣̯̊ͅͅb̸̡͕͔̣̫͖̙̯̼̲͛̐̏̑̅̊́̅̒͐̀̀̃̕͘̚͜͠ư̶̩̘̝̭͕̋̂͌̄͆̑̒͜t̶̨̢̝͙̳̱̰̮̘̳̖̬̞̗̮̤́̍̈́̏͊̂͒͊̏̚͜͜͝ͅȩ̶̛̺͖̳̜͚̩̙̺̌̔̈͊̓̊̈̌̿̚͠d̷̢̪̼͓̙̦̬̱̫͓̞̫̱̫̜̰͒̿͜͝ ̸̡͙̩͙̘̦̱̝͇̻́͒́͋̀͆́̃͂̈́̒̄̊́͘͠ͅţ̸͎̹̦͊͌̅̀̐͂͋͐́̀͘ǫ̸̝̬̭̗͕̱̯̠̖̥̩̪͎̦͈̩̣̙͍́̔ ̸͉̰͛̇̔̓͗̄̾͌͐͒͋͂̈́̔̎̉̓͘t̶͔͐͆͊̅̓̌̔̐͂͑̇̓͌̋̃h̷̫̲̦̘͒̆̌̐̎̽̆̔̈́̈͂͌́̎̿̉̄͜͝͠ȩ̶̢̛͕̝͎͚̝̭̦͚̪̞̯̲̋̾͋͂ͅḯ̴̡̯͎̪̤̖͚̼͔̩̩̩̙̜̖́͆̑͝ŕ̶̰̪͉̑ ̶̢̡̡̨̨̗̱̦̗̜̤͇̳̗̯̩̟̺͈̍̈́̈̒̍̀͗̍̇̓͘͠v̸̧̭̞̩͈͒̐̌͂̃͆̿̌̊̔́͝e̴̡̛̹͚͖̹͙̩̠̠̯̥̗͊̑͜ͅĝ̸̨̨̧̨̨͇̳̤̠̻̙͎̟̅́͆̏̌͋̏̔͛͒̈́̃̈́̏̓̂͑̕ą̷͈̯̫̺̳̹̥̜͙̗̠̀̒͆͐̍͛̂͗̕ǹ̷̢̧̡̧͓̣͕̘̫̙̼͍̞̳̰̱͖̖̑͒͒̓̑̽͌̿́̊͗͐̈́̈̀͌̀͛͘ ̷̛̛͓̺̽̽͆͝l̷̗̪͎͍̞̹͇̭̣͎̲̠̭̝͑̍̓́̈́́͂͂́́̕͠ï̵̢̱̘͍̬̲̙̦̹̣͕̥͂ͅf̶̖̘̥̉̃̓̉̑͒̽̿̄̈͂́̊̕͠ę̴̛͍͉̜̭̱̬̟̠̮̺̲̘̱̍̈́͛̏̎́̒̉͊̏̾̍̚͜͠ͅs̶̢̥̝͇̮̈́̀̏͛͐̑̎̒͛͆͘t̸̠̗̻͈͈̾̿͛̾͝y̸̰̘̯̎̀̌̋̓̚̚̕͜͝l̴͓̖̝̪̪͍͖̯̪̙̆͒̇̀̈́̈̇̀̾̏̆̿̚͝e̸̹͕͚̺̫̯̝͔̤͐̀̇͌̃̚͠ ̶̨̨͕̙̖̤͇̘̖͇̹̣͈̟̹̲̟̞̏͋͛̽͜o̷̜͍̙͉̠̖̻̪͈͓͕̜̠̲̲͎̘̭̾̋̊́̔͒̿͘͝ͅn̶̡̛̮̙̠̯̣͇͚̣̝̟͎͚̺̟̣͛̈́̈̿̓̀̌̍͘̚̕̚͜͝ ̶̨̡͖̫̗̠͉̼̭̺͓̪̙͋̾̀̆̈́̐̚ͅt̸̨̖̠̻̖̊̎̍̓̀̅ḩ̷̹͓̖̳̟̘̮͖̤̙̪̯̘̈̇̊̔͛̒́͋́̔̅̃̀͂̑́͜͝ͅé̶̞̥͈͓̹̓̈́͐̾͛́̈̾̂̑̿͗͋͑̔̚͠͝i̴̥̦̯͈͉̳̙͇͚̦̠̻͔̤̜̙͙̘̗̾ṛ̵̐̎͆͑͑͠ ̸̡̧̥͚̳͔̗͈͓͇̮̘̞̲͇̮͊̑͗̊̿̋́̀͋̉̀̓͘ͅͅm̵̛̞̼̺̈́̄̄̆̾̀̔̉̈͌̎̍͐̀̈́͝ͅy̴̧͙̻̺͈̯͍̟͓̺̮͍̮̫͈̠̼̐̈̾͗͋͘͝͠ͅs̴̨̢̰̭̫̳̺̘̙̘̭͍͚̦̙̳͊́̈́̀́͑̐͐̕̚͘ͅͅt̸̨͎̘̱͇̱͇͎͈̗̤̭͉̫͓͉̙̾͑́͒̍͌́̔̉͜͜ͅȩ̵̢̧̺͍͖̫̟̥̤̥̟̰̼̻̺̼͔̀̀͗̋̌̿̀̎͋̂̐͐͜ṙ̷̡̙͙͉̬̯̺̖̼̳̠͉͔͇͉̣͓͙͖͑̇͗̓̌͑̌̚i̶̡̢̞̱̗̓̅̌͆̽̏͊̊̒̔̄͝͝͝͝ơ̶͖̰͉̱͖̩̞͙̱̖̏̑͋͂̊͒̌̎͊̑̂ŭ̷̧͖̰̱͌̾̕̚ŝ̶͙͚̠̜̼̀̀͝ ̵͎͖̈́͒̄̌̑̿͑̓̽h̵̻̦̓͑͛̍͗͝ọ̵̤̌̓̌͝m̷̢͓̝͉̙̳̪͖̥̖̮̠̝̦͓̃̇͊͋̎̌͒͋͑͆̊̍̒͆͒͘͘̚͝e̵̬̙̲̗̥͓̹̬̝̗̜̻̬̻̼̾̔͛́̎̓̄̐͜͜͝ͅl̶̢͓̞̪͕̝̆̅̃ấ̶͕̣̌̊̇̊̓̔͌̒́̕͘͠͝n̸̬͈̬͙̣̮̳͖̼͈͔̻͍̬̅͜͜ͅd̵̻̖̍ ̷̫̮̩͉̘͎̻̙̹̗͔̻̮̝͕̼̦̳̈́̀̃̇̅̅̃̇̽̕̚͘ơ̷̧̻̬̜͖͓̫̭̘̼̪̹͒͗̈́̆́͊̃̋̄̊̍̎̈́̃̋͋͝f̴̋̀͆̔ͅ ̴͕̳̞̰̗̼͖̠͓̙͇͔͈̈͋͗̑̍̾̈́̿̀̍͊̈́̕̕͝F̸̟̣̃̍̒å̷͕̼̪͖̪̰̖̙̯̔̚ͅļ̷̼̗̗̥̭̦̻͚̼̜̫̙̜̳̣̠͊͆̿̈̌͆̀̽͝͝í̶̧̧̛̮͇̟͔̣̳͍͖̥͉͙̬̭̝͎̬̹̙̂̒͒̀̉̈́͊͂̀̃̽̅̓͘̚ņ̵͙̰̖̮̝̝̜̪̼̼͔͝ṣ̵̛̫̦͚̼͉̫̍͌̍͛̕t̶̼̱̳̲̝̻͈͍̭͓͐ͅą̵̞̫̳̟̦̯̪̗͎͕̫͓͕̞̂͋̊̕͘̚͝đ̸̢̖̦̗͉͓͍̻͋̍͒͊͊̂̄͑̎͘͘.̴̧͖͉̰̈́ ̷̡̤̠̹͔̥͓͓̬͚̐̅͊̔͊̒̓̔̏̽̊̿̐̑͑̀͆͝͝͠Ṕ̴̯͚͖̥͙̰̳̲͍͕̤̠̳̳̘͇̻̒̀͒̔̅ͅh̴̢̨͔̼͍̻͇̣͔́̎ͅͅy̶̧̥̮̣͖̤͈͕̠̘͔̥̒͆̃̊͂́̀̈̈̓̾̈́͘̕ͅş̷̧̨͕̞̟͉̗͕̱̠̹̯̋͐̓͂̒̄̑̈̄̋̾͠i̶̛̲̣̰̣̦͈̙̙̖͖̫̕͘͝ͅc̸̬͓̦͈̹̞̺͕̯͚̩̟̠͗̉̏̂͜a̷̤̩͔̲̩̻̮͕͆́͛̆̍͘͜l̶̢̻̹͇͉̬̰͍͓̫̦͙̬̞͎͈̥̟̺̊͋̃͌̈̿̃l̶̢̗̜̗͚̭̙̥̯̪͍͖͎̻̗̩̥̭͋͝y̶̛̹̟̍̊̒̒͆́̏̃̇̂̏̕̚͝,̶̢̱͎̱̟̜̘͕̘̳͇͉̟̮̝͛̿̓̌̏̄̇͋͗͆̈͊͋͜ ̵͇̓̽̏́̾͛̽̅͗̂̚̚͘͝͠t̸̛̺͎͋̎͋̍̑̐̂̏̆̈̏́́̋͐͝h̴͕̖̰͇͈̩̬̠̙̝̜͚̥͇̗̻̤̩͔͐̽͒̊̆̐̕̚͝e̴̛͇͇̮͚̯͆͑̈́͊̾̋͂̂͊̐̀̐̒͘͠͠y̸̰͓̳̣̯̖̻͆̐̒́̍͆͗̄̑͋͝͝ ̷̨̝́̀̀̓̇̚a̸̢͍͚̤̥͈͙̼̳͕̻̲̐̃̑͂͛͐́̈́̀͊̅̽̑̆́͘r̵̨͍̤͙̯̬̉͗̔̂̄͊̆͌̿̎̂̄͜͠ȅ̵͈̼͍͇̥̈́̾̃̔̉́̓̑̀͒̚̚̚͜͜͝͝͠͠͝ ̴͎̝͈̼̤̹̓͆̀̀̀̉̅̃̿̓́́̏̍͝͠p̶͕̩͓̜̮̩̱̭̱̫̎͊ŗ̴̰̙͔͉̦̰̰̖͚͓̣̗̽͑͜͠ẻ̶̢̧̨͙̩̘̱̭̘̻̣͍͕͍̳͎̦͜ṣ̶̞͍̪̻̤̝̰̳͊ͅu̷̗͖̙̼̺̩̩͎͈̯̲͎̲̞̩͐ͅm̴̞͋̿̓̏̀̒̊̀̑̚e̷̪̠͔̳̘͚̖̹̒̃̈́́̈́̈́ḑ̸̘̫̯̬̤͙͍̭̉͊̓́̾͊̎̀͛ ̸̧̡͇̞͈̰̘̱̗̮͔̍̽͆͆̈́̾̇́͌̓̔͆͘͜ͅt̵̡̨̡͍͉̙̺͙̫͉̞̬̮̙͂̃͑̕͜ͅǫ̸̭̟̗̱͍̙̼̝̳̤̬̭̪̤̖̙̦̀̾̉͐̀̀͋̽̃̃̓̅̓̿̔͗͂̓̕ ̵͔̹̥̰͈̜͉̹͂͒̀̎̌͛̇̃͊́̍͝b̴̨̡̢̜̬͍̳̘̰̳̳̭̟̖̒̃̈͋̀́̄͊̌̓̑̑̾͊̋̔̕̚͝e̵͎̮̓̑̋͋̄̏͊̿͋̊͝͝ͅ ̷̞͔̩̳͉͇̣͙̠̜͓̗̻̙̼̈͑̄̃̎̾̈́͜w̶͙̞͓̠̘͚̥̞̲̞̫̪̝̩̣̓̽̓̀̃̈́̃̋͋͂̌̾̍̒͊̋͋͜ė̸͖̗̮͇̪͕̫͎͙̘̠͕̻̰̙́̏̎̓̔̀̌̒͜͠ͅa̶̛̻͓̱̔ḱ̷̛͔̗͖͇̿̾̄̃̆̈́̽̈́͛͑̅͋̚̕͝é̶̡̛̲̙͚͆͋̊̍̊̏́̅͌͒͗̋̂͐̍͠ŗ̷̨̟̖̟̬̻̭̠̘̦̠̼͓̮̰̳̤̎͑̿̍̒͐̉̈́͋̑͋̍̚͘͘̚͠͝͠ ̸̫̺͉͕̫̺̰̟̻͔̦̬͉̱̙̀̿ͅa̴̧̨̗̠͕̩̟͈̥̭̳̜̒̄̾͐͂̋͒̐̊̿̀̈́̑̐͊͜͜͜͠͠n̷̛̛͇̯̥̿̍̋̐̈́̄͂̀̐̍̋̈́̓̄̚͠ḑ̵̨̢̛̗̱͔̞͕͈̳̪̹̤̥͓̭̯̹͇͆̃͋̆̉͒̂̓͋̈̐̑͘̕̚͘͜͠ ̶̙̥̮̝̞̈́͛͊̃͝ş̸͖͉̳̟͕̥͖͖̬̘̩͔͇͓̻̔̈́͊͐͆͝͝͠ͅĺ̵̹̤̜̑̀̓͌͛̐̾͊̋͘͜o̷̢̲̭̮͕̒͂͐̍͊͊͋̽̾̕͘w̴͔͚̞̺̮̫̯̖̭̯̹̝͗́̓́̏̒̑́̂̓̑̽̈́̉͜ͅe̵̪͎̩̩̪̪̘͖̞͈̮͕̅͠ŗ̷̛̪̤̺̗͓͍̌́͆͂̐͗̓͂͘̕͝ ̵̨̼͈̦̲̪̘̰͙̓ṫ̸̛̗̰̄̂̇̃̏͑̌̒̎͂̔͘͝͠h̸̢̗͉̙̗͍̬̲͚͆̂̐̐̉͝a̷̧̺̯̜̟͚̩͈̖̫͚̐̐̔̎̈́͂͜ͅͅn̶̡̧͉̩̲̹̣̮̺͌̊̂̿͋̈̉̉̈́͆̕͜͝ ̸̢̨̹̥̦̫̘̘̦̮̼͎͖̰̘̼̗̞̥̻̾̐̒͆̿́̔̉̽̑͂̂̏̿̓̊͊͒͠͠m̸̮̰̪̭̬͚͖̮͓͕̖̬͎̟̩̀͑͌͂̋͗̔͛o̷̢̬̝͔̮͓͓̰̻̅̎̅̋̈́̏͌̇̿̇͠s̸̢̡̤̲̼͉̣̺̝͉̪͚̦̯̞̰̳͍͍̆͆̕ẗ̴̙̦͖̘́̎̀͆̔̕ ̵̯̾̔͝s̶̺̖͚͔͉͙̬͎̯͓͆́̔͑ͅp̷̡̩͖̝͙͚͇̙̮͕͓̘̳̰̱̻̦͘ͅͅẹ̸̰͇͑̂̀̇̈́̓̀͑̆̃͛͊͊͠͝c̵̨̡͓͖͓̮͓̭̪̰̺̲̹̏̌͆͊̃͗͠i̷̛̝̣̜͐̅̽̽͆͐̈̉̈̅͆͗́̆͂̽̌́ͅe̸̦̞̲̦̞̙̥̥͉̹̞̰͋̃̂̔̉̓̽̄́̔̓̐͝ş̶̡̢̢̛̛̬͓͕̞͈̼̞̥̤͔̤̮͐̅́̌̿́̈̀̔͆̃͐̀̎͆͗̆͘͜ͅ ̶̢̛͎͚̹̫̲̜̤̳͍̞͕̖̤̮͈̰̤̖͐̅̄͘ḑ̵̡͙̰̱̳͍͔̱̙̭̼̬̺͈̜͍̃̏̚u̵̞̼̱̥̞̬̫̰̼͚̭͔̤̽͗̈́̉ͅe̶̛̮̤̲̲̼̋̽͋̌̃̓͗̍̈́̓́̀́̉͆̔͘͘͝ ̵̯̤͕̲̥̬̀̓̑̑̍̾ͅt̷̖͈̞̳͑̔̏̈́͛̌͊͑̅̈́̊͌̈͝͝o̴̢͉̰͉̹͓̩̗͚̦̻͈̱͔̖̬̳̐ ̴̼̣̣̩͙͍̳̝͎͕̋͂̆̈́̄͌͊̌̍ť̷̡̮͉͂̀̈͆͐̕h̸̢̯̹̠̀̍͊̈ę̷̮̟̖̤̬͕̪͉̭̦̬̮̖̺͙̼̫̫̰͌͝i̸̢̯̹̦͚̜̾r̷̩͉͂̒̅̓̇̍̐͂̓̚̚͝ ̵̡̡̣̹͈̤̻̫̯͇̫̞͉͙̜̟̾̏̈̈͐̍̅̿͆͌n̴̥̰̳͇̣͈͚̭̫̈́̎̏́͘͜ơ̶̤̮͓̤̼̞̿̽͛̾̀̂̇̎́͗̊̀͝ͅn̵̳͎̖̞̜̤̬͔͓̫̥̦̲̮͎̒͐͊̊̈́͊̐̊̐͛̆ͅ-̶̢̢̡̛̪͙̠͔͍͛̎̀͑̿̊̀̄̐̋̈́̕͘͘͝h̶̡̻͍͚̖̯͖͈͋̅́̂̒̆͛̕͝ö̶͎̟̦̳͖̯͕̗̟̼̟̍̈͌̉̽͒͐̓̽̄̔̈́͛̎̿́ş̶̧̨̢̛̫͓̙͍͙̝̤̰̳̼͎̮̠̤̜̉̾̊̊͊̋͋̚͘͜͠t̴̡̺̺͚̟͍̩̹̲̼̞̹͖̗̖͠ͅi̶͕͈̪̣͖̗͕̦̥͓̟̽̓̿̀̊̓͒̔̌̉́̓̉̄͜l̴̢̛̛͚̖̞̦̺͑̇́̒̔̃̀̌͒̽̈́̉͒̆̊̕ͅe̴̡̦̭͑͛ ̷̧̡̧̡̢̢̩͔̹̟̣̫͖̬̩̝̫̮̌͌̋̉̒̓̃̈́͜e̴̺͉̐̓̈́͐̀̊̂̈̌͗̅̿͝x̵̧͙̘̅̂́̓͛͂͒͐̽̽̈́̅̇̔̂̕̕͠i̵͇̘̳̩̞͈̞̞̘͉̟̽̓̏̇̔̊̿͆͗̊͛́̽̓̓̄͘͝ș̷̢̡͈̱̥̙͉̜̪̥̜̙͉̱͙͚̪̟͉͗͑̐̽͌͝ţ̴̧̱̳̗̘͕̖̑̽͌ȩ̵͖̟̣̬͈̤̪̝͖̮̦͔͚̒̾̑̋̆̇͌͘͜͜͝ͅͅņ̶̛̙̖͈̦̲̦̻͍̤̖̝̜̙͓̠̑̓͜͠ͅç̶̢̨̤̪̙̗͈͕͕̠̫̣̞̆̓̿̀́͗̉͐̕é̷̢̡̛̬͔͉͈̮̹̦͔̤̬̻̟̝̬̪́͗͗̒̔̃̔͜͝.̶̨̡̜̗̱̩͍̼͕̘̫̲̻̽͗͂͗̈̏͜ ̵̧̧̛̤̩̱̱͚͇̲̹͓̩̜͉̲͔̩̼̗̰̔̐̅̉̌͊́̈̏̒͂̔̚T̵̰̣̹̰̳̰͓̀͊̔͗̐̌̈̎͋̽́̍̓̇͝͠͝͝ḩ̶̛͕̣̻̭̖̦͚͔̩̲̩͇̂́͌̑̏̍̋̆̾͂̑̽̿͜͝ͅę̵̖̥̬̞̙̘̜̯̦͇̻̭̟̙͉͌̂̊̈́́


(These pages seem to be covered in some sort of green gunk; their contents are illegible.)

Chapter 2 ~ Geography

In all my years of exploration, I was continuously surprised by how easily I fell in love with the new landscapes I discovered. Tyrrania 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 Tyrrania, unearthing secrets a plenty and discovering the hidden treasures our fine 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 Tyrrania. 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.




· 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...




· 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.




· 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.




· 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...
· The World of Tyrrania ·
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 ~ Introduction

Dear 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 Tyrranian 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

· Before The Dawn ·
Uncover the lost secrets of Tyrrania...

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?

Our World...

Tyrrania is a sprawling continent, divided most easily by the landscapes it comprises: Amorynthia is primarily lush and verdant, Tumeken consists of scorching sprawls of desert sands, and Vastoria is a cold, barren land to the North. Each region is home to different kinds of creatures, and many of them are unfriendly; travelling alone is not advised, as many of the native species of Tyrrania tend to hunt in packs. It is suggested that all adventures familiarise themselves with "The World of Tyrrania: The Essential Traveller's Handbook", an extensive study of the land by the renowned professor Terrence Nydell. A copy of this book is available in The Grand Library.

Our heroes...

The list of those willing to undertake this mission remains empty. Step forward, you cowards, and make yourself known to the King.

Our story so far...

Determined to make contact with the exiled Dwarven rebels, King Valdez is assembling a band of the finest adventurers he can find. He seems to be taking the mission seriously, and is offering untold riches upon the completion of his errand. Some were invited personally, having already earned a name for themselves through their exploits; others may have been less loud about their talents, and have risen to the King's challenge voluntarily. Be they motivated by fame and gold or the thirst for adventure, those brave enough to heed the call are beginning to arrive in Ryth, where our story begins...
They just keep coming out of the woodwork!

Thought I'd drop by with a couple of updates: the reformatting is essentially finished, so that's good. However, whilst pouring over a lot of the information, I've decided there are bits of it I would like to revisit. Namely, I have a particular interest in rewriting the section on theology. I was going to just open up an OOC with what I had, but I want to do this right, so I'm going to hold off just a little longer whilst I fine tune things. (The bestiary was always going to be written during the course of the game, as new monsters are discovered, so that won't change.)

In the meantime, feel free to use this thread to put forward ideas about what kind of character you might like to play. It might generate a final push of interest, and at the very least it can help us avoid making similar sheets. I'm going to be playing a necromancer "of sorts", but I'm wanting him to be quite noble and in a lot of ways a subversion to the creepy & sinister minion masters of most stories like this.

In Ante Lucem 7 yrs ago Forum: Test Forum

Chapter 5 ~ Theology

Whilst 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.


· Ahimoth ·
God of Life and Death
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 his scriptures, which demand servitude to him, 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 has earned him the nickname 'The Stern Judge', and is known to deter some Tyrranians from subscribing to his religion. Many of those who follow him do so out of fear rather than anything he might stand for.


· 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 who 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. She is considered much more kind and forgiving in her judgement than Ahimoth; though her teachings focus upon order and justice, those who break the rules can be forgiven if they are able to learn from their mistakes.


· Carminda ·
Goddess of Beauty and Song
Carminda and her followers value the beauty of the world above all else, and see all creation in its pure form as beautiful. Their values of beauty and song have earned them an association with birds, which are considered sacred animals to the followers of Carminda. Her alignment with visual pleasures earns her a varied following, from painters and sculptors to carpenters and craftsmen. So charming is Carminda that even the followers of other deities have been known to offer her whispered thanks upon beholding particularly breathtaking views.


· 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. As such, Destinites are perhaps the most disciplined worshippers; they often favour meditation over prayer.


· 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.


· Ith ·
God of War and Hunting
Ith’s legacy began on the island of Ithelm, where the barbaric people there believed he dwelled within the flaming mountain; they prayed to him for success in their hunts and battles. Though the people of Ithelm remain his strongest followers to this day, worship of this God has found a place in the more civilised mainland over the last few hundred years. It is for this reason that Ith is often considered to be the youngest of the Gods. Despite his relative youth, however, it is easy to see why soldiers and huntsmen from across Tyrrania might turn to Ith in times of need. Even those not loyal to him have been known to carry armour or weapons imbued with his blessing into battle.


· Lynessa ·
Goddess of Fertility and The Land
Lynessa is associated with growth and health; she is the one women pray to for help conceiving children, and the one farmers pray to when their crops struggle. If Destina is considered to be a personification of fate, Lynessa is Mother Nature. She and her brother, Rhiver, are often worshipped in conjunction with one another. She lacks her brother’s kind heart, however, and her followers are often obliged to make personal sacrifices in return for her blessings. Every Winter, her followers celebrate their servitude to her by constructing large bonfires, into which they cast crops and produce in the hopes of earning her favour once again for the following year.


· Rhiver ·
God of Peace and Nature
value is peace between living things. His teachings encourage those who follow him to avoid killing or harming living things, though it is not prohibited entirely. Rhiver does not set rules that must be followed as he does not wish to be worshipped as a God; instead, he wishes to use his power to help guide people towards better lives. One could kill and eat a boar and still be considered a devout Rhiverist, as long as they ensured that the animal was treated with respect and saved from suffering. Whilst some dismiss Rhiverists as naive and idealistic, those who follow this religion are generally recognised as good-willed people.


· 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.


· The Great Mothers ·
The Old Gods
Across all histories, faith in various deities has waxed and waned. In one age, life itself may seem to revolve entirely around a particular deity; in the next, few may believe that same God had ever existed at all. The Old Gods, or the 'Great Mothers', are such beings lost to the passage of time.

The term 'Great Mothers' most often refers to three beings in particular: Yan, Rol and Tum. It is said that Yan, the oldest and wisest sister, created the earth and shaped it into Tyrrania, but it was too dark for them to appreciate it. The next oldest, Rol, 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, culminating in the eventual birth of the Humans. For some time, the Mothers did nothing but watch proudly as their creation blossomed.

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 Tyrrania that she was able to catch up. Enraged, Dar threatened to destroy Tyrrania, but together her sisters were able to defend their creation; though not before Dar was able to curse the land, introducing the concept of greed. She promised that, with greed now in their hearts, the once-perfect Humans would eventually destroy everything that the Mothers had created.

And so Dar left. Realising that their perfect world was no more, the Mothers soon followed suit; setting off in search of an equally suitable corner of the cosmos in which to rebuild what they had lost.
In Ante Lucem 7 yrs ago Forum: Test Forum

Chapter 4 ~ Bestiary

This 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.
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