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About Agyris |
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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.
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