A Brief Introduction to Tyrra
By Daniel Comstock
NERO takes place on a world called
Tyrra and a continent called Avalon.
The people of Avalon are numerous
and varied. There are dozens of kingdoms, with millions and millions of people
living in them. There are also monsters, ranging from the weak though numerous
Goblins, to the honorable Minotaur herds, to the powerful and terrible undead,
such as Death Knights, Liches, and Vampires.
Of Laws and Nobility
Law in Avalon is maintained
by a caste of nobility. The nobles of Avalon are sworn to uphold the laws of
their lands, and the code of chivalry. The code of chivalry is held in high
status amongst nobility and commoner alike. The eight components of the code are
as follows:
1. Thou shalt
respect the weak and constitute thyself the defender of them.
2. Thou shalt
love the country to which thou hast sworn fealty.
3. Thou shalt
not recoil before thine enemy.
4. Thou shalt
make war against evil without cessation.
5. Thou shalt
scrupulously perform thy noble duties be they not contrary to the laws of the
land.
6. Thou shalt
never lie and thou shalt remain faithful to thy word.
7. Thou shalt
be generous and thou shalt give freely to everyone.
8. Thou shalt
be everywhere and always the champion of the right and the good against
injustice.
There are two ways to become a
noble – by birth or by virtue. Some nobles are borne into noble lines, and
titles will pass from adult to child when the adult dies. Some commoners,
however, are recognized by nobles as being virtuous and chivalrous, and may be
selected to be a squire candidate. Eventually, from a number of squire
candidates, a commoner may become a squire. Squires have no ability to
enforce the law, but they are given respect as they represent the noble that
squired them.
After sufficient training, a squire may become
a Knight. Above knights are Barons, Dukes, and the King.
The King of Evendarr, the largest kingdom of Avalon, is a human man named Mykel
Endar.
Nobles are given utmost respect, as their word
is the law. They have the legal ability to pass judgment and punish those who
break their law. It is traditional (and good etiquette) to kneel when in the
presence of a noble, until the noble tells you to rise.
The Planes of Existence, and Higher Beings
Other than
Tyrra, there are several planes of existence. The Elemental Planes are composed
of the very fabric of matter and the spirit: There are planes of Flame, Earth,
Air, and Water. There are also planes which represent more metaphysical concepts
in the universe and effect the world by their presence. There are planes of
Light, Darkness, Order, Chaos, Life, Death, Dream, Reason, and Time. Beyond
this, there is a void of corruption that perverts and twists whatever enters it.
Strange beings called Elementals live on these planes and carry out the will of
their Icons. Each plane is ruled by an Icon, an unbelievably powerful being said
to be the personification of that plane itself.
Elementals
come to Tyrra to battle their opposites. Fire battles Water, Order battles
Chaos, and Time seeks to hold universal balance but is opposed by the Void.
Elementals sometimes interact with the Tyrrans, hoping to spread their influence
and thereby the power of their plane.
Past the
Elemental Icons, there are no real higher beings of Tyrra. There are no Gods and
no church. Sometimes people will follow an Element as if it is their religion,
but beings on Tyrra have no sense of a higher power that directly governs them.
Of Life and Undeath
There are two
types of magic – the Celestial school, and the school of the Earth. The
Celestial School is skilled in offensive magics – With a few words, a celestial
caster can conjure forth lightning bolts, blasts of flame, and chilling storms
of ice or sharp bolts of stone. The Earth casters specialize in healing and
necromancy.
Most spells that an earth
caster may cast are reversible. They can be cast as a healing spell or a
necromantic attack spell. An earth caster will either cast “I call upon the
earth to purify your blood”, but can just as easily incant “I call upon
chaos to taint your blood”. Necromancy causes great atrocities when cast
on living beings, but will heal undead. Necromancy can also allow an earth
caster to control or create undead.
Necromancy is seen by many
as the bane of Tyrra. Necromancy perverts nature, causing crops to wither and
die, trees to be struck by horrible blights, and the dead to rise up from their
grave. No spells need be cast specifically to do this, merely casting necromancy
causes a taint on the land in which it is cast.
As such,
necromancy is one of the highest crimes in Avalon. Necromancers are sought out
and executed, seen as traitors to the very land they live in.
A Tyrran can
die multiple times. After someone dies, his or her spirit will leave their body,
causing the body to dissipate or turn to dust. The spirit will travel to an
Earth Circle of Power where Healers will perform a ceremony for the spirit,
allowing it to form a body again. There is a chance, however, that the spirit
will not survive resurrection – that final death will occur. The average person
can die anywhere between three and thirteen times before they suffer their final
death. As it’s said, dead men tell tales.
Adventure!
There is a
growing need in Avalon for adventurers. As the monstrous population grows, and
the Elementals mass up for their next great war on each other, Tyrra is becoming
an increasingly dangerous place. Some commoners take it upon themselves to fix
many of the problems that plague Avalon, and will set off on the road to
experience an exciting and dangerous life of adventurer.
There are
great risks but great rewards to adventuring. Some adventurers amass legendary
hordes of gold and silver, but some end up dying poor deaths on the battlefield.
Some become heroes renowned throughout the kingdoms of Avalon. Among the
adventurers are also villains, cowards, leaders, and nobility. What path will
you take?
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