Arcana
Learn about the power of magic, and its various forms in the world of Alyria. Wizardry and witchcraft, spells and magical reagents, and the theoretical underpinnings of magic itself are covered here.
Atlas
From Alyria's soaring mountaintops to the depths of its dark underground, the Atlas contains information on major Alyrian locations, as well as some not of the world, such as the Faerie Plane. A good knowledge of landmarks will serve any Adventurer well during their exploration of the realm.
Clans
Groups of Adventurers may come together to form groups, known as Clans. Clan organizational types are as varied as their members - Courts, Covens, Cabals, Tribes, Lodges - all are examples of different clan structures. Whether social, PK-oriented, or questing in nature, an Adventurer's clan is a strong source of camaraderie and companionship.
Classes and Professions
What will you be in the world of Alyria? A Barbarian who conquers his enemies using rage and brute force? A Wizard who controls powerful magic and extraplanar entities? A Druid who calls upon the forces of the very elements of nature? A Witch who defeats those who oppose her through the use of curses and hexes? Learn the benefits of each type of character class, as well as the benefits of multi-classing.
Combat
While civilization has come to much of Alyria, dangerous creatures and fearsome monsters still lurk in un-patrolled lands, sometimes venturing into townes to wreck havok. And, of course, not every humanoid in the realm is law-abiding. The Adventurer must be prepared to face combat wherever he may be, and the more fighting prowess he possesses, the better. Learn more about how combat works, the different fighting styles and defenses, and be ready for what may already be creeping up behind you.
Equipment
Proper attire is a necessity for the Adventurer. When exploring and facing battle situations, the Adventurer needs appropriate gear. From normal cloth armor to full plate, from standard to ensorcelled equipment, each piece forms a web of protection against looming dangers.
Factions
Factions - groups of people (and monsters) united by particular ideologies - exist throughout Alyria in various forms. Adventurers can form their own factions in the form of clans, while other factions exist in the wider world. Whether trading cartels, race-based, class-based, or region-based, factions can be a benefit or a hindrance to the Adventurer - from bestowing trade discounts at a local merchant to inciting members of an opposing faction to attack on sight. A wise Adventurer is one who considers his allegiances carefully.
Help System
For information about every topic imaginable in Alyria, the in-game help system is invaluable. You can access that same information through this handy web interface.
Herbalism
Natural and supernatural forces can be summoned and controlled by herbalists, from magical effects to smoke bombs and standard explosives. Herbal mixtures can also be ingested to produce healing and temporary effects in the imbiber. Learn about the different types of herbs and the necessary procedures to turn them from dry leaves and powders into powerful mixtures.
History
A proper knowledge and respect of Alyrian history enables the Adventurer to make his choices with wisdom. Knowing the historical background of an area can assist in questing and general exploration, as well as giving information on what creatures are more innocuous than others.
Marks
A Mark is a type of magical branding that creates a mystical symbol upon your aura, visible only to specially trained magic users. While certain NPCs within the world of Alyria may bestow Marks upon your person for performing tasks, Marks are most often given by the Powers themselves, who watch and guide all of the denizens of the land. Marks are not merely achievements to be checked off on a list, they are the embodiment of experience and learning that pervade across Alyrian cultures.
Music
The sole domain of the Bard, music can be used not only to tell stories, but also to create impressive magical effects. A Bard's musical instrument is his power center, through which eldritch forces are channeled. Each musical note is of great importance - know their power individually and when combined.
Proficiencies
The counterpoint to spells, Proficiencies are skills - direct actions in which an Adventurer can be trained. The choice of Adventuring class directly affects what Proficiencies can be learned at any given time, and should be considered carefully. Like spells, Proficiencies are divided up into schools: Weaponry, Defense, Combat, Technical, and Mystical - know the distinctions between each.
Quests
Quests can be found anywhere, but the predominant source of tasks for Adventurers to complete are granted by the Lords (and Lady) of the Council of Seven. From Lord Agrippa to Lord Maldra, the type and gravity of quests given to Adventurers are dependent on the mood and soul of the quest master who grants it. The Adventurer may be asked to stop marauding bands of orcs from invading a nearby towne, to deliver an important message to an overseas dignitary, or something as mundane as to gather a list of supplies for a coming celebration.
Races
From Humans to Elves, and Fey to Drow, the races of Alyria are quite varied. Learn the distinguishing characteristics of the Adventuring races, as well as information on the types of monsters the Adventurer can expect to encounter.
Religion
The Powers and their corporeal avatars - at times good, at times evil, at times ambivalent (and sometimes all at once) - exert influence over all that happens within the world of Alyria. While Priests and Paladins will want to choose a Power to follow in order to gain certain abilities, there are striking forces that can be marshaled at the peak of an Adventurer's career in defense of those Powers.
Roleplaying
Although not for everyone, roleplaying is encouraged within the realm of Materia Magica. Many enjoy taking on aspects of their characters in their demeanor and speech, and attempting not to think as themselves, but as an artificial construct created out of their imagination within certain immutable parameters. Over time that construct can take on its own personality and become as real as a flesh and blood creature. Learn about the land and some suggestions as to how to fully embrace your character, in all his quirks and glory.
Seafaring
Become a captain on the high seas of Alyria, defeat factions of bloodthirsty pirates, and claim their spoils for your own! The seafaring Adventurer can purchase or trade for a ship suitable for his needs, whether it be a small skiff to dart here and there across the oceans, to massive super dreadnoughts designed to carry a lot of cargo and weaponry. Trade ores and other loot at the pier trader, and purchase upgrades to your ship to make it leaner, meaner, and faster.