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What is Agyris?

Agyris (uh-GEAR-iss) is a 'homegrown' fantasy world. It grew out of a love for the act of creation, role-playing games (RPGs), and the fantasy genre in general. It was initially conceived and created by Daniel M Davis (GM Aggran) around 1986 or so. Back in the day, it served himself and his friends as a private fantasy RPG world, more uniquely colorful, gritty, and utterly fantastic than any commercially available campaign setting.

Many years later, Agyris has become Agyris.net, a massive online database chock full of fascinating information and wonderful illustrations. It is free for anyone to use. So please do!

What is the Fourth Age of Agyris like?

The Land - Floating boulders are swept along by unseen rivers, like so many leaves. Twisted trees murmur of cryptic rites. Vicious waygates rip and mend the sky in rhythm with cosmic forces. Defaced megaliths still mark the ruins of long lost empires. Decadent sprawling cities devour old gods in favor of seductive new cults. Once bustling trade routes, now lead to empty wastes. Devilish storms on caustic seas pit the flesh of ship, sailor, and shoreline alike. Agyris is tattered and tired, for Age has piled upon Age. Those who seek to save her, should listen to the Land, for the echoes of the past cataclysms are still ringing in her depths.

The Creatures - In Agyris, ordinary animals have become mere relicts of their ancestors. With the coming of each new Age, the beasts become more ferocious, reflecting the degradation that has seized the Land. The common horse of the last Age is now an earth stomping, ravaging monster, hunting down those whom it would have once served. In this Fourth Age, heroes and guardians are in great demand, since even the monsters are gaining in guile and power. Agyris has become a very deadly place.

The Folk (Mortal-Kin) - Gyr is the home of many sentient races, good and foul alike. Rugged Skorr warlords, dark Wythir warlocks, clever Galilaen engineers, wise Faeyan songelves, stout mountain Durga, rich Toth merchants, and curious wee Dar are all in conflict, and are all are in danger from the Land and its creatures. Shaped by the world around them, the folk of the Fourth Age often practice coarse violence or refined magic. While most travelers are reputed to be dangerous, few things are ever as they seem. A fearsome hulking Ogra might be a true ally, and a friendly Faeyan may be nothing more than a greedy cutthroat.

The WonderBell/The Ebon Bell - Rumored to have been the last creation of the "Old Lords", the Bell is shrouded in mystery. Some believe that it is the cause of the mighty Corruptions; the death of the Land. Others insist that the Bell is the last savior of Agyris, and that it must be found and preserved at all costs. Although none can be sure of it's true nature or fate, all know that wars have been fought on it's behalf, and that thousands have died trying to find and/or destroy it. This enigmatic instrument has figured centrally in all of the great ancient prophecies, and it's tainted shadow is cast heavily over all folk of the Fourth Age.

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FEY (magic)