User:Regem

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Quiso aportar, arruinó.

Grimdark Future Miniatures
Alien HivesBattle Brothers (Blood Brothers, Dark Brothers, Dark Brothers, Knight Brothers, Watch Brothers, Wolf Brothers) Blessed SistersCustodian BrothersDAO UnionDark Elf RaidersDwarf Guilds
Elven JestersEternal Dynasty •Gangs of New Eden
(Badland Nomads, Berserker Clans, Brute Coalitions, City Runners, Mega-Corps, Mercenaries, Psycho Cults, Security Forces, Shadow Leagues, Shortling Federations, Worker Unions) Havoc Brothers (Change Disciples, Lust Disciples, Plague Disciples, War Disciples) High Elf FleetsHuman Defense Force
Human InquisitionInfected ColoniesJackalsMachine CultOrc MaraudersPrime Brothers
(Blood Prime Brothers, Dark Prime Brothers, Dark Prime Brothers, Knight Prime Brothers, Watch Prime Brothers, Wolf Prime Brothers) Ratmen Clans
Rebel GuerrillasRobot LegionsSaurian StarhostSoul-Snatcher CultsTitan Lords •Wormhole Daemons
(Daemons of Change, Daemons of Lust, Daemons of Plague, Daemons of War)


Grimdark Future Miniatures
Alien HivesBattle Brothers (Blood Brothers, Dark Brothers, Knight Brothers, Watch Brothers, Wolf Brothers) Blessed SistersCustodian BrothersDAO UnionDark Elf RaidersDwarf GuildsElven JestersEternal DynastyGangs of New Eden (Badland Nomads, Berserker Clans, Brute Coalitions, City Runners, Mega-Corps, Mercenaries, Psycho Cults, Security Forces, Shadow Leagues, Shortling Federations, Worker Unions) Havoc Brothers (Change Disciples, Lust Disciples, Plague Disciples, War Disciples) High Elf FleetsHuman Defense ForceHuman InquisitionInfected ColoniesJackalsMachine CultOrc MaraudersPrime Brothers (Blood Prime Brothers, Dark Prime Brothers, Knight Prime Brothers, Watch Prime Brothers, Wolf Prime Brothers) Ratmen ClansRebel GuerrillasRobot LegionsSaurian StarhostSoul-Snatcher CultsTitan LordsWormhole Daemons (Daemons of Change, Daemons of Lust, Daemons of Plague, Daemons of War)
Grimdark Future Miniatures

Alien HivesBattle Brothers (Blood Brothers, Dark Brothers, Knight Brothers, Watch Brothers, Wolf Brothers) • Blessed SistersCustodian BrothersDAO UnionDark Elf RaidersDwarf GuildsElven JestersEternal Dynasty • Gangs of New Eden (Badland Nomads, Berserker Clans, Brute Coalitions, City Runners, Mega-Corps, Mercenaries, Psycho Cults, Security Forces, Shadow Leagues, Shortling Federations, Worker Unions) • Havoc Brothers (Change Disciples, Lust Disciples, Plague Disciples, War Disciples) • High Elf FleetsHuman Defense ForceHuman InquisitionInfected ColoniesJackalsMachine CultOrc MaraudersPrime Brothers (Blood Prime Brothers, Dark Prime Brothers, Knight Prime Brothers, Watch Prime Brothers, Wolf Prime Brothers) • Ratmen ClansRebel GuerrillasRobot LegionsSaurian StarhostSoul-Snatcher CultsTitan Lords • Wormhole Daemons (Daemons of Change, Daemons of Lust, Daemons of Plague, Daemons of War)

AGE OF FANTASY LORE

Age of Fantasy is a universe of dark magic, endless conflict, and fractured civilizations struggling to survive upon the ruins of fallen empires. In this world, known as Tyria, every realm, faction, and hero faces an uncertain future as supernatural forces and ancient rivalries shape the fate of the land.

Following the fall of the Human Empire and the opening of the Great Rift, the order that once held Tyria together collapsed. In its place, new powers emerged: vampiric dynasties, demonic hordes, ingenious inventors, savage tribes, and ambitious nations seeking to forge their own destiny in the chaos.

Yet Tyria is not merely a battlefield. It is also a land of wonder, home to mythical creatures, relics from forgotten ages, and mysterious portals known as Voidgates, which connect Tyria to distant realms within the Planarverse, a vast network of strange planes ruled by gods, monsters, and societies beyond mortal understanding.

In this era, everything is at stake: empires may rise or fall with the swing of a sword or through a single pact sealed in shadow. In the midst of this uncertainty, the fate of Tyria remains unwritten, awaiting those bold enough to claim it.

History

Pre-Imperial Era

Before the rise of the Human Empire, Tyria was a wild and untamed land ruled by ancient monsters and divided among scattered tribes. Giant beasts like dragons, cave-krakens, and swamp-crawlers dominated the landscape, forcing smaller races to live in constant danger. Humans survived as hunter-gatherers until their discovery of agriculture around 2325 BR allowed them to establish permanent settlements and begin forming small kingdoms.

As Humans expanded their territories, they pushed other races into remote regions. The Elves retreated into the vast Heartwood Forest where they made alliances with the mysterious Treemen Ancients. Dwarves withdrew to mountain strongholds, developing advanced metalworking skills in their underground halls. Orcs adapted to the harsh Western Steppe, following their traditional Way of Bone as nomadic hunters. Goblins survived in the most inhospitable areas, living in caves and badlands through cunning and scavenging.

During this time, ancient ruins containing strange portals called Voidgates began to be discovered. Some cultures worshipped these mysterious gates as divine artifacts, while others feared their unknown powers. Human warlords gradually consolidated power through both warfare and alliances, setting the stage for greater unification. Meanwhile, tensions grew among the Elves, leading to a civil war that resulted in the High Elves being exiled from the Heartwood and establishing their own coastal city-states.

This chaotic but formative period lasted until the strongest Human kingdoms finally united under a single banner around 1252 BR, marking the founding of the Human Empire and the beginning of a new era for Tyria. The age of scattered tribes and monster-dominated wilderness was ending, giving way to civilization and empire - though many of the old dangers and conflicts would continue to shape Tyria's future.

Rise of the Human Empire

The rise of the Human Empire marked a turning point in Tyrian history, transforming the continent from a collection of warring city-states into a unified civilization. Around 1252 BR, several powerful human kingdoms federated after generations of conflict, forming what would become one of Tyria's most dominant forces. The early Empire expanded through both conquest and diplomacy, offering protection and prosperity to those who swore fealty while crushing resistance from rival factions.

A key challenge came from the Chivalrous Kingdoms, a coalition of noble houses that sought to stop the Empire's expansion. However, infighting among the kingdoms weakened their alliance, allowing Imperial forces to defeat them through superior discipline and strategy. The conquered territories were integrated into the growing Empire, their nobility absorbed into the Imperial hierarchy. Only two powers managed to resist complete assimilation - the Elves of the Heartwood to the east maintained their isolation through powerful magic and the Treemen's protection, while the western Dwarfholds proved too formidable to conquer outright.

The Empire's golden age began with the Voidgate breakthrough around 218 BR. Imperial wizards learned to create and control these magical portals, enabling instant travel across vast distances. This revolutionized trade, communication, and military logistics, binding the far-flung territories together as never before. The Imperial Capital became the wealthiest city in Tyria, a center of learning and culture where diverse peoples mingled. The Wizarding Guild standardized magical practices, sending explorers through Voidgates to study other planes and recover ancient knowledge.

At its height under Emperor Zeydino Vohraza (352 BR), the Empire stretched from the southern deserts to the frozen Northlands. Imperial roads connected cities, while Voidgates allowed resources and troops to move freely across the continent. This period of peace and prosperity became known as the Golden Age, when art, architecture, and scholarship flourished. However, the Empire's very success would eventually attract unwanted attention from beyond Tyria's borders, setting the stage for the catastrophic Havoc Wars that would test the Empire to its limits. The extensive Voidgate network, while the source of Imperial power, would prove to be its greatest vulnerability when dark forces from other planes took notice of Tyria's magical innovations.

Havoc Wars

The Havoc Wars began when Tyria's growing use of Voidgates attracted the attention of powerful entities from beyond, the Havoc Gods. These four dying deities, each representing a different aspect of chaos (Change, Lust, Plague, and War), saw the Human Empire's planar explorations as an opportunity to prolong their existence. They first sent their Daemon servants through the Voidgates around 211 BR, offering bargains and corrupting influential figures across Tyria.

As the Daemons spread their influence, the Empire faced rebellions and plagues. The Imperial Senate recalled border garrisons to protect the heartlands, abandoning outlying territories. This decision proved disastrous - the Northland tribes, feeling betrayed by the Empire's withdrawal, turned to worship the Havoc Gods in desperation. When the gods themselves manifested in Tyria, their united followers became an unstoppable horde known as the Havoc Warriors.

The war reached its turning point when the Havoc Gods marched on the Imperial Capital. Facing certain defeat, the Empire's allies - Wood Elves, High Elves, and Dwarves - devised a desperate plan. A secret council of the mightiest wizards performed a ritual that trapped the Havoc Gods within the Orb of Fate (171 BR), sacrificing their lives in the process. With their gods suddenly gone, the Havoc forces collapsed into disarray.

The war's aftermath left deep scars. The Dwarfholds had fallen to Orc invaders during the conflict, while Vampiric nobles rose in the western borderlands. Though the Empire survived, it never fully recovered its former glory. The Orb of Fate became central to Imperial coronation ceremonies, a reminder of both their greatest victory and most devastating war - setting the stage for the catastrophe to come when ambitious heirs would eventually shatter the Orb and unleash the Great Rift.

Opening of the Great Rift

The Great Rift stands as the most catastrophic moment in Tyrian history, a turning point that marked the end of an era of relative stability and ushered in an age of permanent chaos. It all began with the death of the last Emperor, a wise ruler whose reign had maintained a fragile balance between the Empire's various factions. His heirs, spoiled twins coddled by a court of sycophants, proved utterly unfit for leadership. In their desperate grasp for power, they stormed the sacred temple housing the Orb of Fate, the artifact containing the Havoc Gods. What followed was tragedy of biblical proportions: the orb shattered in their incompetent hands, releasing the malevolent deities and unleashing an arcane explosion of continental scale.

The imperial capital fell first, swallowed whole by the earth in mere seconds along with its entire population. The magical shockwave rippled across all of Tyria like an unstoppable earthquake, fracturing the world's crust and creating the Great Rift, a network of fissures that split the continent into pieces. Entire cities vanished into the abyss, ancient forests burned, mountains collapsed upon dwarven kingdoms, and the Beastmen's Sacred Tree was lost forever to the depths. The physical world wasn't the only casualty: the very laws of magic became distorted, causing dimensional portals to activate randomly across the land.

The newly freed Havoc Gods showed their gratitude in the most perverse way possible - they resurrected the twins responsible for their liberation, transforming them into immortal creatures of incalculable power before disappearing to scheme their next moves. Meanwhile, demonic legions began emerging from the freshly opened portals, eager to serve their masters after centuries of exile. The Human Empire, already weakened by previous Havoc Wars, couldn't withstand this blow. What remained of its power structure disintegrated almost immediately, with provinces declaring independence, guilds fighting for control, and local warlords capitalizing on the power vacuum.

Amid this anarchy, some factions found opportunities where others saw only ruin. The dwarves, seizing the confusion, rose against their orc oppressors in a series of bloody rebellions. In Vinci's swampy lands, ingenious scholars discovered veins of mind-amplifying crystals, giving them a technological edge. And the ratmen, always society's outcasts, built their fortified citadels in the most devastated territories - places no one else wanted.

A hundred and fifty years have passed since that fateful day, and Tyria remains a continent fractured both physically and politically. The Rift hasn't healed, if anything, it seems to be slowly expanding, leaking strange arcane energies that mutate everything in their path. The Havoc Gods operate from the shadows, their intentions unknown but undoubtedly malevolent. Demons have become a constant presence in the world. And somewhere in the darkness, the immortal twins bide their time, tormented by guilt yet still hungry for power, dreaming of reclaiming the empire they helped destroy. The Great Rift wasn't just a historical catastrophe - it has become a metaphor for Tyria's very state: a broken world whose wounds won't heal, and whose future hangs by a thread over the abyss.

Tyria at War

The once-unified Human Empire now struggles to maintain control over its heartlands while various factions wage endless battles across the fractured landscape. Imperial watchtowers stand as lonely sentinels along the Rift's edges, their garrisons ever-vigilant against demonic incursions that spill forth from the glowing fissures. In the western borderlands, Vampiric nobles lead undead legions against Imperial loyalists in a centuries-old stalemate, their cursed bloodlines fueling an eternal war of attrition. Meanwhile, the Kingdom of Angels clashes with Beastmen remnants in the ruined Savannah, fanatical warriors meeting agile hunters in brutal skirmishes among the bones of a dead civilization.

The northern territories have become battlegrounds between Havoc Dwarves and the resilient Halfling tribes, while Ratmen fortresses endure relentless assaults from demonic warbands. Even the skies aren't safe, Dwarven sky-cities engage in aerial duels with Vinci's flying machines over crucial trade routes. Beneath the waves, Deep-Sea Elves raid shipping lanes, dragging entire crews into the depths. What began as isolated conflicts have snowballed into an age where war has become Tyria's natural state, with every faction fighting multiple enemies on different fronts. Mercenaries and sellswords thrive in this chaos, their loyalties shifting with the tides of battle, while common folk huddle behind whatever walls still stand. The battles rage on with no end in sight, as the land itself seems to feed the violence, its magical wounds whispering promises of power to those desperate enough to listen. In Tyria at War, there are no true victors, only those who haven't lost yet.

Timeline

  • 2325 BR - Humans discover agriculture, allowing them to dominate Tyria's fertile lands.
  • 1252 BR - The Human Empire is founded as city-states unite under one banner.
  • 918 BR - Elven Civil War results in High Elves being exiled from the Heartwood forest.
  • 352 BR - Human Empire reaches its peak, stretching from southern deserts to the Northlands.
  • 218 BR - Voidgate breakthrough allows planar travel and begins an era of prosperity.
  • 211 BR - Havoc Gods arrive in Tyria, corrupting northern tribes and starting the wars.
  • 192 BR - Great Alliance forms (Human Empire, Wood Elves, High Elves and Dwarves).
  • 171 BR - Havoc Gods are imprisoned in the Orb of Fate by a powerful wizard ritual.
  • 18 BR - The Last Emperor ascends, temporarily restoring stability to the Empire.
  • 0 (The Great Rift) - Orb of Fate is destroyed, unleashing the Havoc Gods and cracking the continent.
  • 36 AR - Imperial Senate forms to govern what remains of the Human Empire.
  • ~150 AR - Present day - Tyria remains divided as factions fight for dominance.

Key Elements

The Planaversse

Voidgates

Major Factions

  • Beastmen: Scattered survivors of the Wild Savannah's fallen civilization.
  • Dark Elves: Pirate lords of the Dark Isles, opposed to High Elf rule.
  • Eternal Wardens: Interplanar warriors who hunt Daemons across Tyria.
  • Havoc Dwarves: Northern Dwarves who embraced the Havoc Gods after the Rift freed them from Orcs.
  • High Elves: Seafaring traders and former rulers of the Dark Isles.
  • Human Empire: The remnants of Tyria's once-great empire, now ruled by a Senate after the Great Rift shattered its capital.
  • Kingdom of Angels: Fanatical humans crusading to reclaim lost territories.
  • Ogres: Fleeing their ruined empire, they seek new lands in Tyria.
  • Orcs: Divided between steppe nomads (Way of Bone) and iron-wielding conquerors (Way of Iron).
  • Ratmen: Mutant outcasts who worship a mysterious Rat Goddess.
  • Rift Daemons: Servants of the Havoc Gods, emerging from the Great Rift to spread chaos.
  • Vampiric Undead: Cursed nobles who rule the western borderlands with undead legions.
  • Volcanic Dwarves: Fire-worshipping Dwarves who hunt Orcs for vengeance.
  • Wood Elves: Guardians of the Heartwood Forest, allied with ancient Treemen.

Other Sorces of Lore

See Also


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TYRIA

Map of Tyria

Tyria was once a prosperous land united under the Human Empire, which thrived during the Golden Age of Voidgate exploration. However, the arrival of the Havoc Gods plunged the continent into chaos during the Havoc Wars. The gods were sealed into the Orb of Fate, but its destruction by the Last Emperor’s heirs unleashed the Great Rift, shattering Tyria. Now, the continent is a battleground for surviving factions, freed Daemons, and planar invaders.

Geography

Tyria is a fractured continent marked by the Great Rift, a massive scar stretching from the former Imperial Capital.

Regions

  • Heartwood: Ancient forest home to the Wood Elves and Treemen Ancients.
  • Northlands: Frozen wastes; stronghold of Havoc Dwarves and exiled tribes.
  • Western Steppe: Orc-dominated plains; site of the fallen Dwarfholds.
  • Dark Isles: Pirate havens ruled by Dark Elves and Snake Elves.
  • Wild Savannah: Ruined homeland of the Beastmen, ravaged by the Rift.

History of Tyria

Major Cultures and Peoples