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About Agyris

What is Agyris?

Agyris (uh-GEAR-iss) is a fictitious fantasy world, initially created and concieved by Daniel M Davis to serve as his home-grown RPG campaign setting. All of the characters, settings, philosophies, and concepts are not real, and are presented here for your entertainment only. (If you play RPGs, feel free to use Agyris for your own games.)

What we have attempted to do is to create a fully usable environment, that is overflowing with the things that any Gamemaster (and RPG enthusiasts) could possibly want: Quality maps, charts, illustrations, descriptions, and handouts that will help you capture the imagination of your hungry players. It was created because we felt that there was no commercial campaign world that was suitably fantastic, gritty, or interesting to use. We wanted something more colorful, so we began creating the ancestors of Agyris back in 1987.

The Land -

A World of poisoned seas, tall cliffs, and devilish storms, Agyris (Gyr) conceals ancient mysteries of long lost empires and forgotten powers. Gigantic "Fey" stones are swept along by a trickle of magic down unseen rivers like so many floating leaves. Twisted trees speak of cryptic rites and waygates open with the rhythms of cosmic forces. Pitted megaliths point towards missing ruins, while decadent sprawling cities devour old gods for new cults. Roads, once common trade routes, lead to empty wastes. the Land is torn from past Corruptions while boiling seas eat away at chipped stone shores. Age piles upon Age, Agyris is corrupted by unnatural events and cataclysms that still seem to echo in lost valleys.

The Creatures -

With every coming Age, ordinary creatures are transformed into terrible monsters, reflecting the degradation of the Land. The common horse of the last Age is now an earth stomping, ravaging monster, hunting down those which it would have once served. Heroes are in great demand, since even the monsters gain in power and guile after every Corruption, making Agyris 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, vile Antharian Vosir, brave Drann mariners, thick Ogra thugs, and wee Dar acrobats;all are in conflict, and all are in danger of the Tolling. Shaped by the world around them, the folk of the Fourth Age often practice coarse violence and refined magic. While all are reputed to be dangerous, few things are ever as they seem; A hulking Ogra might be an ally, and sometimes a friendly Faeyan is nothing more than a greedy cut-throat...

The WonderBell/The Ebon Bell -

Rumoured to have been the last creation of the "Old Lords", the Bell is shrouded in mystery and hazy "facts." Some believe that it is the end of the Land and the cause of the mighty Corruptions, while others insist that it is the last savior of the world that must be found and preserved at all costs. Although none can be sure of it's fate, all know that wars have been fought on it's behalf, and thousands have died trying to both find and or, destroy it. This enigmatic instrument has figured centrally in all of the great ancient prophecies, and it's long shadow has been cast over all Folk of the Fourth Age.

Content, images, names, creatures, cartography Copyright ©1986-2004 Daniel M. Davis.
Illustrations Copyright ©2000-2004 Shannon K.Potratz & Ben S. Hunter