Tyrrell is an Earth-like moon orbiting a gas giant, tentatively called 'Sister'. Tyrrell is roughly 3/4 the size of the Earth with slightly less gravity. It is a non-tectonic world that allows for very different and extreme geological features, comparable to those found on Mars. Sister and Tyrrell rotate around their sun in an annual orbit of 1440 days.
Tyrrell lies within the solar system often called "Mother's Children"
Shorter-lived races such as Humans use the Siblings Calendar. A “solar year” is 1440 days, a “year” or aspect is 360 days, a month is 30 days, and a day is 24 hours. The “present day” in which most of the setting takes place is around Year 40 of the Third Age. The Third Age began with year 0 being in the 2914th year of the Second Age when the War of the Dawn started, the conflict between the Elderkin and the newly industrialized nation of Voskgardia.
Tyrrell and its companion planet, Sister, as seen from space.
Tyrrell has four main continents. Ciradon to the north, Elysia to the west, Leide to the east, and Parthus to the south. Ciradon is divided into West Ciradon and East Ciradon by the Red Mountains, and Parthus is divided ito West Parthus and East Parthus by the Pharakaatus Mountain Range respectively.
The continent of West-Ciradon is the primary focus of the worldbuilding project. It was here that the nation of Voskgardia became the first country to industrialize, with its innovations soon spreading outward.
Each continent in Tyrrell has a distinct "theme" that generally defines the nations in the region. They are as follows:
West Ciradon: Home to some of the most powerful and influential nations and empires throughout history. West Ciradon is a land long mired in conflict and proxy wars. As the birthplace of industry the nations here are among the most advanced and well developed in the world.
East Ciradon: A land of diversity, ancient traditions, great plains, and dark jungles. East Ciradon is the homeland of both the Orc and Goblin races. Often exploited by nations and empires from other regions the people of this continent seek to restore their long lost glory.
West Parthus: Having some of the strongest leylines in all of Tyrrell, West Parthus is a land dominated by powerful magic. A stronghold of the Elderkin for millennia, these isolated realms are where new ideas struggle against the primordial foundations of the old world.
East Parthus: Isolated and underdeveloped by the standards of the other regions, industry here is the exception and not the norm. East Parthus is a vast but empty wilderness full of danger. Yet as change comes to even the most isolated corners of the world, the nations here must prepare for brewing war.
Elysia: Famous for being the homeland of the enigmatic Cyclops race. Elysia is often described as a land of mysteries, conspiracies, and ancient relics. Both the occult and ancient religions hold sway over the peoples of this land in ways few outsiders understand. Nothing is as it seems as plots hatched long ago have a way of influencing events yet to unfold.
Leide: Isolated from the other continents for most of history, Leide is a new world continent of untapped riches. Rugged, filled with strange plants and creatures, and with areas still left unexplored, settlors here struggle to survive against the land itself.
Map of the six Regions of Tyrrell.
The Climate of Tyrrell is as diverse as that of the Earth, but having both poles connected to land gives Tyrrell a slightly drier and less humid climate.
As of the start of the 3rd age, the average surface temperature on Tyrrell is roughly the same as 1800-1900s Earth, so between 13-14°C (55,4-57,2°F) which will slowly rise along with industrialization.
Tyrrell climate map.
Magic exists in Tyrrell in the form of “The Field”, the mystical lifeblood of the world. The Field itself is generated from the Leylines; great strings of magical energy that flow through the deep underground of Tyrrell. Nearly all creatures are affected by the Field to some extent. However mastering its magic is entirely unheard of for the Humans and the Lesserkin.
Elderkin like the Elves and Dwarves can naturally sense the presence of the Field and channel it into their magic. The Field is the source of the Elderkins longevity, supernatural health, endurance, and strength. However if an Elderkin leaves the presence of leylines for an extended period, they grow physically weaker and become more prone to disease or damage.
This has somewhat limited the range of Elderkin inhabitation to locations where the Leyline currents run strong. Due to the recent rise of human-led industry and the subsequent damage to the surrounding ecosystems, some Leylines have withered or disappeared entirely, resulting in a devastating loss for the environment, the local Elderkin and the Field as a whole.
Map of the major Fieldic Leylines in Tyrrell.
Tyrrell is home to several sentient species or races. They are usually classified into two groups, the Elderkin and the Lesserkin. The Elderkin are races naturally proficient in magic and who’s lifespan typically spans multiple centuries. The Lesserkin in contrast have little if any proficiency in magic and far shorter lifespans.
Elves: The most numerous of the Elderkin. Tall, lithe, and with pointed ears, Elves can live close to 700 years, with some reaching their 1000th. They value living in harmony with nature and are among the most proficient magic wielders. Throughout the Second Age they were arguably the most dominant race in Tyrrell. However their power gave rise to complacency, and most Elves now lag far behind other races technologically.
Dwarf: Short and stocky Elderkin famous for their mining and craftsmanship. Dwarves typically, though not exclusively, live in subterranean cities beneath mountains. Many Dwarvish holds and nations have been historically very wealthy. Though a century or so behind the innovations of Humanity, Dwarven technology is built to the highest possible level of craftsmanship and is enhanced through Runic magic.
Cyclopes: These one-eyed muscular giants typically stand around four meters tall. Cyclopes societies place a heavy emphasis on strengthening one’s body and mind. As a result they have some of Tyrrell’s greatest philosophers and mathematicians. Most Cyclopes live on the continent of Elysia, with independent Cyclopes countries rarely found elsewhere.
Human: Originally primitive tribes, Humans began developing countries on the edge of Elderkin nations. Humans are universally feeble in the art of magic, unable to utilize it in most practical ways. They were at the mercy of the Elderkin for millennia. However thanks to industrialization Humans are now the most technologically developed species in Tyrrell, rapidly upending the global balance of power.
Orc: Orcs are the green-skinned natives of the Red Steppes in East Ciradon. Often stereotyped as fierce warriors, Orcs became infamous for their conquests during the Orcish Invasions. Wooly Rhinos are of great importance to Orc culture and taming one grants prestige. Rhino riders form the upper class of Orcish society. The majority of Orcish armies are foot-based, using spears, swords, or longbows.
Goblin: Goblins are a subspecies of Orc originating from a group of islands to the northwest of the Red Steppes. They are significantly smaller than their kin, have a seafaring culture, and are organized into a collection of city-states.
Beastkin: While not a singular race, what this diverse collection of species has in common is that they resemble half-human, half-animal hybrids. Examples include Centaurs, Minotaurs, Lyncans, Felenids, and others. Scattered across Tyrrell their technology ranges from Stone Age to early modern. Humans and Elderkin often try to sway Beastkin tribes and nations into supporting their respective sides.
Merfolk: Mysterious and enigmatic, the merfolk are a race of sea dwelling humanoids with fish like tails instead of legs. The merfolk are divided into three subspecies who live in coral reefs, seagrass beds, and the abyssal deep respectively. While typically primitive and tribal, a few small merfolk nations have risen in the tropical seas centered around oceanic trade.
Linpith: The Linpith are four-legged, two-armed humanoid insects from East Parthus. They are known for their diligent work efforts and hierarchical social structures, being led by queens. Originally created for conquest by the Forgotten, the Linpith began acting on their own accord once the gates were sealed. After nearly being destroyed by the Dwarves, they seek to replicate Humanity’s rapid industrialization.
The Forgotten, also called the 'Accain' or the 'Adversary', are a race of ancient eldritch beings that walked Tyrrell's surface thousands of years ago. Much of their history has been lost over the ages or conflated with various myths and legends. All, however, are in agreement on one thing. They were supremely powerful beings who ruled the entire world with an iron fist during Tyrrell’s prehistoric era.
However, during the first year of the First Age, the Forgotten were banished from the face of the world in an event known as the Blessed Nightmare. The Forgotten became sealed behind the Gates, 10 magical portals that lead to an accursed realm beyond Tyrrell. The Gates are located where the Leylines cross in the greatest number.
Throughout the Second Age the Forgotten used corrupted individuals within Tyrrell, such as the "Dark Lords", to open the Gates and escape. During the Nine Gate Wars the Forgotten and their followers attempted to retake Tyrrell by force. Millions would die in these conflicts before the Forgotten suffered their last defeat in the Ninth Gate War.
The Elderkin always seek to thwart the opening of the Gates and the influence of the Forgotten. The Forgotten are, in turn pleased at Humanity’s conflicts against the Elderkin. They approve of pollution and war as it weakens the Field and the magic keeping them sealed.
In the Third Age the Forgotten plot in secret to exploit Humanity’s new global order and exact revenge upon an unsuspecting world.
Midborian Interpretation of the Accain, though the Forgottens nature makes it hard to have an accurate depiction of them.
Tyrrell has a long and extensive history that is divided into three ages, the 1st Age, 2nd Age, and 3rd Age respectively. In addition there exists a vast prehistoric era known as the "Forgotten Age", of which little physically remains, but whose echoes are still strongly felt. For a brief, but more complete look at Tyrrell's history, please clink on this link to see the following Overview of Tyrrellean History.
Tyrrell is home to a large number of nations, with West-Ciradon alone having well over 30 countries. While a list of every country is outside the scope of this guide but can be found in the Nation tab on the hotbar, some of the most geopolitically relevant countries are mentioned below.
This Human populated nation was the first country in Tyrrell to industrialize. Its technologies were used to devastating effect during the War of the Dawn. Voskguardia was eventually defeated by the Umrinor Cordiale, an alliance of nine Elderkin nations, after eighteen years of continuous war. Currently occupied by the Umrinor Cordiale and forcibly de-industrialized.
The largest country and most powerful Elvish nation in West-Ciradon. A founding member of the Elderkin led alliance, the Umrinor Cordiale. They sparked the infamous War of the Dawn with their initial botched invasion of Voskgardia. While eventually victorious, the war left Tassandrel greatly weakened both politically and militarily.
A former multiethnic empire led by the Dwarves of Mt. Zuriss. Heavy casualties, famine, and open revolts caused the Elruth Empire to collapse during the War of the Dawn. Modern successor states to the empire include the House of Zuriss, the Elruth-Mareca Commonwealth, Goruth, and the Elruth Occupation Zone.
Istunia is a nation that sees itself as one who may one day aspire to lead the fight against the Elderkin that will determine whether they or Humanity will triumph over West Ciradon. To that end, it has gone to various repressive and authoritarian lengths to bolster its status as a dominant power in Human and Ciradonian politics.
Once a vassal of the Tassendrel Empire, fleeing members of the Voskgardian Navy successfully helped the Mitannian people revolt against their Elvish overlords. Today, Mitannia is one of the most powerful and technologically advanced nations in Tyrrell. A member of the pro-human alliance, the Fifth Column.
Once the greatest of Humanity’s kingdoms during the Second Age, Turangar was left devastated by the Orcish Invasion. In modern times Turangar has attempted to restore its lost glory with the help of technology, especially in the realm of aeronautics, and trough bolstering its bond to its fellow "younger" human nations through the creation of the Fifth Column.
A loose confederation of Dwarvish states and wealthy guildholds in the Red Mountains lead by the High King of the Red Mountain. Now fragmented following the war of the dawn the now five mightiest guildholds of Ryeka, Traken, Degergan, and Barkenbar and Urd-Golkaen squabble amongst themselves in a bid to take the throne of the High King. Now a reluctant new member of the Umrinor Cordiale.
Located directly across the River Vosk from Voskguardia were once seven small independent rival countries, they united together for mutual defense during the War of the Dawn. Now this industrialized federation is led by High Marshal Alban Roth, a veteran of that same war, they are now a prominent member of the Fifth Column, preparing for the day the Elderkin will cross the Vosk River.
An advanced but sparsely inhabited frontier nation in the southern continent of East-Parthus. Famous for its extensive use of trains and its near total market economy, there are nearly no rules put in place for the corporations that dominate its economy and politics. Its corporate armies and armed populace helped them successfully fight the Elderkin nation of Shawna to a standstill during the Southern War.
A Elf-led state located on the frozen fringes of East-Parthus. Based around the enslavement of the Lesserkin up to three-quarters of the population is held in bondage. Attempted to expand during the Southern War, but was forced to a standstill by its neighboring countries.
A morass of exiles, xenophobia, and militarism, the Palatinate was founded by knights commanded by the mythical figure Mithra. The Palatinate's goal, then, as it is today; human survivalism. A rising power in East Parthus, the Palatinate seeks to unify and protect Humanity at the cost of other races in the region.
As a wealthy and ambitious nation in the northern reaches of East Parthus. It is positioned in the arid deserts and resource rich savanna, their main export being luxury goods and slave trade, purchasing and selling many enslaved peoples to do labor. They have willingly severed their connection with the Field in order to advance their industry and strength. As a result, their lifespans have been shortened, and they are plagued by poor health far earlier than is normal for elves.
The technological level of Tyrrell varies wildly by race and nation. Industry is Humanity's greatest asset and they are the most technologically advanced race on Tyrrell. The most advanced Human nations have technology comparable to that of 1920s Earth. Other races of the Lesserkin are further behind, yet some are slowly catching up in different ways.
Dwarves are perhaps the most technologically advanced of the Elderkin, possessing firearms, trains, and even airships. Their weapons and vehicles might be outdated compared to Human’s, but are built by hand with the greatest craftsmanship and durability. Dwarves can also enhance their creations using runic magic and mystical aurasteel, closing the gap with Human technology.
Elves historically did not focus much on technology, instead being attuned to nature and magic. Elf societies have been in a high-level equilibrium trap for millennia. Elves have therefore not developed much beyond that of the high-middle ages, with bows and blades being their weapon of choice. Elves are subsequently dependent upon powerful magic and the utilization of mystical beasts when confronting more advanced races.
The Elderkin are not the only creatures on Tyrrell that have gained benefits from the Field and the Leylines. Some beasts, animals, and plants have also evolved to harness the magical energies of the world to their own benefit. Be it longevity, endurance, unnatural size or simply using it as a source of energy. Below are some of the magical Fieldic-Beasts of Tyrrell:
Unicorns: Mythical creatures who resemble horses with a horn on their heads. They are capable of utilizing the field to achieve supernatural strength and speed. Most often ridden by experienced Elderkin.
Dragons: Flying reptiles who can breathe fire. They range in size from that of a small horse to battleship-sized monstrosities. The Elderkin are capable of taming dragons and often use them for transportation and warfare.
Krakens: Massive cephalopods from the dark depths of the oceans. These sea monsters are feared by mariners due to their tendency to attack ships. Some have even been weaponized by the Elderkin. In the modern day, Krakens are also hunted for their valuable oil, used for various industrial purposes.
Featherdrakes: Feathered animals similar in stature to dragons, Featherdrakes are smaller and less armored than their reptilian cousins. Nevertheless, they are swift and deadly ambush predators, striking at prey without warning. Featherdrakes are capable of spitting acid, blinding, and incapacitating their targets for an easy meal.