World

The world of Alyria is immense in scope and complex in detail - this section attempts to provide more information about major Materia Magica topics in a concise, easy-to-read format. For additional details, use the in-game help system. The more you know about the world of Alyria, the greater ability you'll have to not just survive, but thrive within it.

  • Everyone can get lost, but fortunately the cartographers have traveled far and wide, bringing to wanderlusting adventurers their maps, scribbled on pieces of parchment, vellum, or whatever happens to be on hand. This is a collection of such scrolls...or at least the ones that returned.
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  • In the world, there are many bakers, and guards, and tinkerers... but adventuring is the profession that calls to us the strongest, and so we go to seek our fame and fortune. Within this profession, there are those called to martial combat, to trickery, to conjurings and magics. Choose wisely, for you go this way but once.
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  • Thirteen are the various dominant races of Alyria. Each of them with traits, and skills inherent to their kind. Also, too, there are other people as well as creatures, those that abhor society and all of its benefits. These too, you can learn about here.
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  • Adventurers have known since the first time they were outnumbered in an ambush, that companions are just as important a tool as solid armor and a keen blade. Clans were born out of that need, as well as the gatherings of Clans known as Alliances. Strength in numbers is a valued asset indeed.
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  • The ultimate test of an adventurer is victory in combat, as few have ever successfully talked their way out of a daemon deciding to devour them whole. There are many dangerous locales in Alyria, full of ruffians and vicious creatures; so it behooves you to become stronger than any that would challenge you.
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  • While proficiencies, skills, attributes, and strategy can give one the edge in combat situations, it can all be for naught if wearing inappropriate attire. Success can be measured by those that prepare properly before exploring a dungeon, and those that forgot to bring an extra torch (and perhaps flooded-dungeon-level wading boots). Living and dying can hinge upon the gear that has been acquired and put to good use by an adventurer.
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  • There are bands of people in the world, united under a single cause, and through the completion of certain tasks, will grant you special benefits to be enjoyed. Be wary, however, as often gaining the trust and companionship of one group can lead to another wishing a dagger in your back.
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  • Many know of the magics that can be bent to one's will, but it takes a keener eye to know that the plants of Alyria can have similar properties, when mixed together properly. A skilled herbalist can create salves to close wounds, and powder bags that become fiery tornadoes when tossed into the wind.
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  • All sentient beings in Alyria have a unique tale to tell about their backgrounds and histories. Those with a thirst for such knowledge are able to study the musty tomes in which such tales are written. Those who do not know about the past have a tendency to repeat it, after all.
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  • Spells utilize the twisting energy present in Alyria. Those so attuned can pull and mold to their very wills, altering the world around them in whichever fashion they so choose, from simple incanting of light orbs, to raising a small army of the dead to fight for them. This is how the unbelievable becomes second nature.
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  • Marks are sigils carved into the very aura around you, invisible to all but the most magically attuned eyes. The Powers can grant them to adventurers upon the completion of a heroic task, or after an arduous journey. They are not achievements, but rather acknowledgements of greatness.
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  • Making magic through the use of musical instruments and specially-formulated mantras is the domain of the Bard. Similar to casting a spell, bards are able to shape the forces of magic through the vibrations of their songs and cause an effect in all who are listening.
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  • How to fight with a polearm, or ride a horse. How to slit the coin purse off of a nobleman's belt, or track a monster through a fiery volcano. These are martial abilities, usable without magic, and as such are called proficiencies.
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  • Those in charge of the cities of Alyria have their time taken up by meetings and intrigue. However, life will move on, and the people will request tasks from their Lords and Ladies. They look them over, and then hand out quests to enterprising adventurers, who can be rewarded for their work.
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  • There are Powers at work in Alyria, each of them present on a different level of existence than mortals. Elemental forces, daemonic beings, seraphic constructs. Enterprising adventurers may claim a Power as their religious path in life, and if the Power deems them worthy, will grant them certain abilities, in addition to those they already possess.
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  • Roleplaying is encouraged in the world of Alyria as it strengthens the bond between you and your character. Imagination and wonder are the mark of an excellent character and their player, and can be expressed through actions, or even proficiency choices. How you play is ultimately up to you.
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  • There are vast oceans in Alyria which can be crossed via magical means (or riding a winged horse). However, much better than that is obtaining a vessel to sail the seas and fight the pirates there. Loot their ships and then sell the booty to a trader for a profit!
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