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The “Goo Crew”

Table of
Directed by Alphinius Goo

Written by AJ Martin, Alphinius Goo, Jeremy


Harding, Cody Martin, and Mike Shugart

Design & Art Direction by Joann Adams and


Alphinius Goo

Edited by Jeremy Harding, Mackenzie


Contents
Spillane, Mandi McNabb, Mike Shugart,
and Cody Martin

Production Management by Alex Bucher

Our Incredible Artists


1. The Gods of Zyathé

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Cover Art “Strongarm McGillan’s” by
Ferdinand Ladera The Peoples of the Wy’rded World
Interior Art & Handouts by
Pratik Jaiswal, Smashcase, Fábio Perez,

7.
Suresh Pydikondala, Igor Kirdeika, Kishore
Ghosh, Simon Zhong, Teejay Villahermosa,
Tadas Sidlauskas, Malthus Wolf, Ferdinand
Magic in Zyathé
Ladera, and Vera Zowadova

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Cartography by Malthus Wolf and Smashcase

Gooey Cube, the Gooey Cube logo; the “May all your adventures be
sticky…” tag line; the history and depiction of the creation of the Eter-

.
Geography of the Wy’rded World
niverse and Zyathé; the associated gods and depiction of the planes, the
World of Zyathé; the Zyanthuus, the Everflow, and the associated de-

11.
piction of magic; the Wy’rded World; the Fay’aree; the Thuul; the Myru-
un; the Sarth; the Goruund; the Aethyr; the Scundruze; and all other
original names and descriptions of deities, races, and creatures; and all
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Prologue
Greetings and welcome to the Player’s Primer for Zyathé, the Wy’rded World! Although this primer
gives only the briefest glimpse at everything there is to know about Zyathé, it should be enough to get
you oriented and help you recognize the gods, races, lands, and other features that you will encounter in
games set in this strange and exciting world. If you’d like to know more about anything presented here, it
is explored in much greater detail in Volume One of the Player’s Guidebook.

The Gods of Zyathé


Avova, the Dreamer of the First Dream, created All Things, including the gods to whom he entrusted
the governing of all the affairs of life upon Zyathé. He divided the deities into nine different life-views,
assigning eight to watch over each. The gods according to their life-views and roles are:

l awful good gods chaotic good gods


Daele the Trademaker, god of honest exchange. Aquera the Waterbearer, goddess of the waters.
Evoqe the Bright Lady, goddess of light magic. Beundel’a, Lord of Lightness, god of whimsy and fun.
Evrodonn the Forger of Souls, god of crafting and smithing. Brannad, Lord of Roguish Ways, god of contrarianism and
Radean the Lightbringer, god of light and the day. independence.
Steorn the Valorous, goddess of rescuing. Buurne, Bearer of the Great Burden, goddess of sorrow and
Viana the Lifegiver, goddess of agriculture. remembrance.
Wardane the Guardian, god of protection. Haleona the Freedomringer, goddess of liberty.
Zendraca the Truespeaker, goddess of truth and good dragons. Jinxx the Courtdancer, god of performance and subterfuge.
Kizmya, Lady Luck, goddess of good fortune.
Morvenea, Lady of the Nightdream, goddess of dreams and
neutral good gods introspection.
Aeliera the Panacean, goddess of healing.
Buffahn the Lord Concoctor, god of libations and brewing. l awful neutral gods
Cara’essea the Lovemaiden, goddess of love and family. Caovern the Fathomlord, god of the deep reaches.
Davodandalus, Lord of the Pipe, god of relaxation. Cassendre’a, Lady of Autumn, goddess of preparedness.
Fuffahn the Joylord, god of celebrations and festivals. Decisae, Lady of Law, goddess of regulation and order.
Grambaer the Alpenlord, god of the mountains. Falnea’lasa the Bowmistress, goddess of the hunt.
Rhythema the Worldsinger, goddess of music and art. Ize, Lord of Sweat, god of work and labor.
Suleos the Springlord, god of youth and athleticism. Korumm the Great Champion, god of honorable battle.
Laern the Old Sage, god of knowledge and teaching.
Ozogg the Mighty One, god of strength and Giantkind.

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The Gods of Zyathé

true neutral gods neutral evil gods


Bruntov, Lord Lapidar, god of gem cutting and crafting. Curzeos the Vulgar, god of profanity and curses.
Duezz the Judgement, god of justice and judging. Di’scorduun the Strifelord, god of hatred and contention.
Elchema, Queen of Formulae, goddess of alchemy and herbology. Drunge the Untrue, god of larceny and dishonest business.
Harmonea, Lady of Peace, goddess of peace and agreement. Gloome the Sneak, god of unseen trespasses and lies.
Infeorni the Burning One, god of raw magic. Haggash the Dark Dancer, god of evil joys and bitterness.
Kaakeon the Waylord, god of travel and trade. Shaenassa the Desired One, goddess of wicked desires and
Quisis, Lady of All Truths, goddess of honesty and balance. shallow licentiousness.
Verdaus the Forestlord, god of wild nature. Sliithe the Usurper, god of arrogance and illegitimate power.
Slooje the Rotmaker, god of sickness, decay, and rot.

chaotic neutral gods chaotic evil gods


Chanze the Lord Dealer, god of gambling. Bletchundruuk the Edacious One, god of indulgence, glut-
Conundruse the Mad god, god of ingenuity and error. tony, and obsession.
Efflume, Lady of Flame, goddess of fire and heat. Contravic the Stormcaller, god of disasters, storms, and nat-
Glastria the Ice Queen, goddess of cold and wind. ural destruction.
Mystos the Secretlord, god of magic and prophecy. Duneara the Nightbringer, goddess of night and shadow.
Skaleana the Cold-Blooded Lady, goddess of swamplands, Norcreus the Unresting, god of undeath.
natural selection, and the Algidian races. Scrave, Lord of the Gutter, god of filth and the patron of the
Taroneus the Beastlord, god of animals. Ratfolk and the Scrunge.
Zind, Lord of Invention, god of innovation and creativity. Sha’aada the Darkwalker, goddess of dark magic.
Slayye the Deathdealer, god of murder and assassination.
l awful evil gods Szilk, Lady of the Underdelve, goddess of predation and
Azemundus the Tyrant, god of slavery and despotism. dark creatures.
Craven the Dark Depths, god of secret ways and lightless depths.
Dracondra, Lady Vile, goddess of vengeance and evil dragons.
Durronok the Warcaller, god of bloodlust and violence.
Gotrundle the Lord Schemer, god of wicked machinations.
Iltrathea, Queen of Venoms, goddess of poison and narchemy.
Mal’uthuk the Director of Souls, god of death.
Taormenta the Excruciator, goddess of torture.

beundel’a slayye
Symbol: The Golden Butterfly Symbol: Crossed Wicked-Looking Daggers
The Races of zyathé
AvovA desired that Zyathé should be filled with many different peoples to enjoy and make use of the
incredibly varied landscapes he had created. Yet he also wished for his creation to emulate his essential
nature, so he entrusted the gods with the task of bringing forth peoples of their own. As a model for
their labors, he placed Humankind upon Zyathé. The gods succeeded in creating many new races; some
remained sequestered away in remote regions, but many spread across the world and thrived.

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The Races of Zyathé

the sarth instinctive command over wind and air and typically live a
Sarth are a tall, lean folk with skin that ranges from warm nomadic lifestyle, whether as a small pastoral clan or in one
tones of orange to amber, thick dark hair with a purple hues, of their great migrating cities. Their culture is matriarchal
and pink or blue eyes. Most are remarkably fast and quite in structure, and is governed by a strict, complex hierarchy
physically fit. Sarth have a strange reputation as savage- of social obligations. Many Aethyr serve as merchants and
ly violent and primitive in some regards, while also being traders, and they are famed for their creation of the magnif-
amongst the most refined and intellectual races in others. icent sky-ships.
They are also well known for the fact that they are completely
incapable of using arcane magic. humans
Humans were the only race created by AvovA, and were held
the myruun as an example and inspiration for the gods in the creation
Myruun are a somewhat shorter people with smooth, rub- of their own peoples. In their youthful arrogance the new-
bery skin of teal or gray-green, wavy white hair, and large ly birthed deities believed that they could surpass the works
golden eyes. They are most at home on the seas, lakes, and of their maker, and their labors were indeed impressive and
rivers of Zyathé, with a substantial portion of their popula- quite pleasing to AvovA. Nevertheless, Humankind proved to
tion engaged in fishing, the sea trade, and other waterborne still be the most dynamic and adaptable of peoples on Zyathé,
professions. They are quite temperamental, prone to rapid and as such is the most numerous, widespread, and diverse
swings in mood, but rarely holding grudges as a result. Most race on the Life World. Distinct Human ethnicities have aris-
demonstrate a fierce dedication to their craft, while being en on each of the major continents, each of which has further
almost flippant regarding most other subjects. diversified and spread across the world to create a nearly un-
countable array of Human, and half-Human, communities.
the noble fay’aree
Noble Fay’aree are short and delicate folk with remarkably half-orcs
large eyes and long ears – which others typically find both Half-Orcs are the children of Humans and Orcs, and typically
strange and beautiful. There are two feuding houses of this favor their Orcish ancestry in displaying prodigious strength,
race, known as the Light Seelie and Dark Unseelie courts. pronounced jawlines, and bold facial features. Their skin can
The Seelie Fay’aree are golden skinned with auburn or pink vary considerably in color, from green to gray to chestnut,
hair and small, antler-like horns atop their heads. The Un- while yellow eyes are most common, and their hair tends to-
seelie by contrast have skin like dark silver, with light blue or wards dark red or brown. Half-Orcs often struggle to make
white hair, which is parted by small, curled horns like those their way in the world, usually distrusted by Humans and
of a ram. Both kindreds are playful and mischievous lords of other “civilized” races, while being oppressed and exploited
the woodlands, but the Light Fay’aree are friendly and help- by Orcs. In spite of these hardships, many Half-Orcs learn to
ful, while the Dark Fay’aree are cruel and malicious. control their fury and find a place in society, or else channel it
and demand respect when it isn’t given willingly.
the goruund
Goruund are extremely large folk, both tall and broad. They half-ogres
are heavily muscled and have strong, chiselled features, with Only Goruund are likely to overshadow the towering stature
dark blue-black skin, orange or yellow eyes, and light blue of Half-Ogres in settled lands. Bulky and strong like their pro-
to slate gray hair. Almost all Goruund live amongst moun- genitors, they typically have a dusky tan or gray complexion,
tain peaks in small, tightly-knit communities. Goruund have crowned with thick but patchy black or brown hair. Many as-
remarkably long lives and excellent memories, which often sume that their heavy features indicate a brutish and simple
gives them a deliberate, cautious attitude when compared mind, but this is commonly a cruel and inaccurate supposi-
to other races. Surprisingly to outsiders, Goruund have a re- tion. As such, they must perpetually prove themselves to be
markable natural talent for singing, and musical harmony in more than dangerous savages.
general, which they use to commune with their patron gods
and the spirits of the natural world. high elves
Once the epitome of refinement and culture, the High Elves
the aethyr have fallen far from the heights of glory they once held. Nev-
Aethyrians are similar in stature and appearance to Hu- ertheless, their stunning appearance remains undiminished.
mans, though with a stronger propensity for soft, delicate Most are slightly shorter than Humans, but their fine, pale
features. They are at greater variance in coloration, with hair, features are framed by silver or golden hair and adorned with
skin, and eyes all commonly found in shades of light blues, gem-like eyes. Almost all have shapely figures, and bear the
pale violets, and silvery-whites. They are well known for their distinctive pointed ears common to all Elven folk. Most peo-

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The Races of Zyathé

ple of other races cannot help but feel awe in their presence. ordrin
Small, scattered bands of High Elves remain true to their Ordrin are descended from Elves and Orcs, two lineages that
resplendent past, but for most their attractive appearance could scarcely be more different. Oddly, this unusual mixing
hides the disdain, bitterness, and malevolence that have con- often creates an appearance that people of almost all races find
sumed their souls. remarkably attractive. As the hair, eye, and skin color of both
Elves and Orcs can vary quite widely, it is not surprising that
wood elves Ordrin display significant diversity in such features, though
Noticeably shorter than their High Elven cousins, Wood Elves almost all have large, prominently pointed ears and lean, ath-
have a similarly charming appearance, though they usually pos- letic frames. Similarly, Ordrin can vary widely in personali-
sess a much more approachable bearing. Their skin is usually a ty, though a strong temper is commonly inherited from the
light green shade, reflecting the colors of their sylvan homes. Oricsh side of the family. In Orc chiefdoms, Ordrin are rarely
Their hair is typically blonde or copper, while their eyes are a distinguished from Half-Elves, while in other societies they
piercing, deep green or blue. Some describe them as almost receive a mixture of disdain for their ancestry and admiration
childlike or Fey in appearance, and in the latter case they are for their stunning looks.
correct, as all Elves, and the Wood Elves in particular, are rel-
atives of the Fay’aree. Also like that mischievous kindred, they crown dwarves
generally prefer to remain beneath the boughs of their wood- Crown Dwarves are a sturdily built folk, typically standing
land homes, but the Wood Elves are much more welcoming of four to five feet tall. Their skin is most often a rich earthy
outsiders and more frequently venture out into other lands. tone, with brown, golden, or green eyes and blonde or auburn
hair, including the distinctive Dwarven trait of prodigious
dark elves beards kept by most males. Most are characterized as stub-
Long ago entrusted to the care of cruel and wicked gods, the born, ambitious, dependable, and hardworking to the point
Dark Elves have been shaped in body, mind, and soul by many of obsession. Quite likely they are the second most populous
ages of depredation. Their skin ranges from dark purple to and influential people on Zyathé after Humankind, a position
deep gray, easily blending into the gloom of the Underdelve they reached due to their prudence and natural wariness in
where they dwell. Their hair and eyes strongly contrasts with the years preceding the Woe of Ruin. Their dedication to pre-
this dark coloration, with white, silver, or amber locks and cision and quality has seen their standards for measurement,
burning red, yellow, or orange irises. In spite of these unusu- coinage, and even law widely adopted across the world.
al hues, they retain the same regal features of their cousins,
often catching outsiders that expect evil creatures to have deeping dwarves
crooked, ugly appearances off-guard. However, they rarely The Deeping Dwarves are fairly similar in stature to their cous-
fail to disappoint in living up to their reputation for cunning ins the Crown Dwarves, but typically stand a few inches shorter,
enmity and sadistic barbarism. and tend towards stonier grays rather than warm earth tones

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The Races of Zyathé

in skin color. They usually sport beards that are as impressive devilry is directed against others where possible, but even
as the Crown Dwarves, though their hair ranges into colors like friends and relatives of their own kind are rarely spared if bet-
blue or purple. In character they seem to have a similar dispo- ter targets are not available.
sition as well, but taken to dark extremes. They are arrogant,
neurotic, and cruel, but remain industrious and skillful. No halflings
other civilized races are known to probe as deeply into the ut- Halflings usually stand between three and four feet tall, and
termost depths of the Underdelve as the Deeping Dwarves, and naturally tend towards a portly build. They have curly hair of
they are quite pleased with the secrecy this provides for their red or blonde, which is matched by hairy patches atop their
activities, whether innocuous, or thoroughly wicked. feet. Their skin can range from pale to a dark tan, though al-
most all have an abundance of freckles. Halfling eyes are large
high gnomes for their size, and can be found in many different colors. Hal-
High Gnomes are, in spite of their name, one of the shortest flings have an abiding love of peacefully working the land,
races on Zyathé, rarely reaching over three and a half feet tall. growing crops and raising livestock during the day, while
Their light blue-gray skin contrasts strikingly with their cop- putting on many celebrations and taking their ease in the eve-
pery-red hair, eyebrows, and for many males, beards, which nings, on weekends, and across many holidays throughout
are all invariably styled in outlandish and amusing ways. the year. Many are struck with a driving wanderlust at some
Their reputation as eager – if slightly unhinged – tinkerers, point in their life, but gladly return to their agrarian lifestyle
inventors, and innovators is well earned, ensuring they re- after whatever adventures they find in the wider world.
ceive a cautious but genuine welcome almost anywhere they
go. Though many struggle with a short attention span, High soflings
Gnomes are often friendly, outgoing, agreeable, and easily ex- Soflings are very much of a kind with their Halfling relatives,
cited – a bright reflection of their dark relatives. bearing similar proportions and features, including the char-
acteristic hairy feet. They differ in often having much darker
dark gnomes skin, hair and eyes, but unlike many races that were split into
For those not particularly familiar with Gnomish folk, Dark rival tribes in ancient times, the Soflings and Halflings remain
Gnomes can be difficult to distinguish visually from High amiable towards one another, and tend to have broadly similar
Gnomes. They share similar gray skin and red hair, though in personalities. The Soflings have developed a distinct culture
both cases they tend towards somewhat darker shades than in one regard, fully embracing the nomadic urge within them
their earnest relatives. It is in conduct where the two lineages to perpetually move from town to town. Although they collect
vary much more significantly. The Dark Gnomes are no less a dizzying array of friends, lovers, business partners, posses-
clever or inventive, and are surprisingly sociable given their sions, and properties in their travels, nothing seems to weigh
other predilections, but their talents are consistently applied them down. They endlessly trade their goods, deeds, and con-
towards causing malicious mischief and deadly antics. Such tacts amongst short-term acquaintances with casual ease.

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Magic in Zyathé
Magic suffuses every aspect of Zyathé, having been used by AvovA to create the gods, the world, and everything upon and
within it. The peoples of Zyathé conceive of magic as a great surging river of power known as the Zyanthuus, or more com-
monly, the Everflow, that runs over and through all of creation. There are many traditions and methods used by the mortal
races to tap into the incredible power of the Everflow, but it remains outside the reach of the vast majority of people.

the everflow flowstones


The Everflow, or Zyanthuus, is the abstraction of arcane power Flowstones are rare objects that have their origin in a time
used by scholars and magic users to discuss the nearly unfath- known as the Woe of Ruin, when magic flowed unconstrained
omable source of magic. It was once, when AvovA used it to cre- across the world. These mineral deposits seem similar in ap-
ate All Things, a single unified flow of varied aspects. However, pearance to other gemstones at a casual glance, but are infused
in the ensuing millennia, calamities befell which threatened to with potent magic. In their raw form they are extremely haz-
destroy the Everflow, and it was divided into three primary sub- ardous, causing unpredictable maladies in those that spend
flows to stabilize it and preserve the order of the world. These longer than a few moments in close proximity to them. It is
are The Viviflow, the Prysmaflow, and the Umbraflow. Although even more dangerous to attempt to shape them, potentially un-
now separated, mages frequently still call upon the power of leashing deadly blasts of inchoate arcane power, but this per-
all three flows in some capacity while casting their spells. The ilous task is required to transform them into a useable form.
power of the Everflow has waxed and waned throughout histo- Uniquely among the peoples of Zyathé, the Sarth are insensate
ry, but access to even a tiny sliver of its power has played a vital to arcane magic, yet this seems to also grant them immunity to
role in virtually every society established upon Zyathé. the deleterious effects of raw flowstones, and associated haz-
ards of the cutting process. Once a flowstone has been safely
the viviflow cut, it can be utilized to grant a wide variety of magical effects
The Viviflow, also known as the Brightflow or Luminuus, is when ensconced in an appropriate item – depending on the
the source of Light Magic. This flow is associated with light, color, clarity, and shape of the stone among other factors. The
life, growth, healing, and creation. It is strongly concentrated Sarth, meanwhile, have learned to expand upon these proper-
within all living things, and in sources of light like the Sul. The ties to create their own form of spellcasting.
followers of Good deities, and those that seek to build up and
spread civilization favor its use. the blood-touch
There is a small but significant number of individuals, perhaps
the prysmaflow one out of every few hundred, found in all lands and among
The Prysmaflow, also known as the Wildflow or Ferauus, is the all races, that were touched by an errant tributary of magi-
source of Raw Magic. It is the flow concerned with balance, per- cal power before their birth. This phenomenon is known as a
manence, and the natural cycles of the world. It pools in stones, Blood-Touch, and it manifests seemingly without following any
soil, bodies of water, and anywhere the wilderness remains coherent law of gods or nature. It is not passed down from par-
largely unspoilt. The Prysmaflow mediates a careful harmony ents to children, and is not more prevalent among any particu-
between the Viviflow and the Umbraflow, creating an equilibri- lar race, class, or gender. The effects of a Blood-Touch typically
um where the other, much more ephemeral flows may coexist. consist of signs both physical and magical, and are usually tied
It is favored by followers of Neutral gods, as well as those like to a particular source, such as one of the four elements or a spe-
Druids that venerate the wilds, and by arcane magic users like cific kind of creature, such as dragons or trolls. However, these
Wizards that do not overly concern themselves with the moral- sources remain extremely varied. In most lands, Blood-Touches
ity and philosophy of their spellcasting. are poorly understood and highly feared, immediately turning
almost anyone that displays visible indications of one into an
the umbraflow outcast. Some that have less obvious discolorations or growths
The Umbraflow, also known as the Shadowflow or Dunauus, is the attempt to hide them, while all must struggle to control the un-
source of Dark Magic. It is the stream that embodies darkness, expected powers that plague them. Some manage the stressful
entropy, death, cessation, and dissolution. It tends to concentrate task of blending into society, while many are simply pushed to
in graveyards, battlefields, swamps, sewers, and dark caverns far the margins as pariahs, and still others leave to join the travel-
beneath the surface. The adherents of Evil gods understandably ing association of Blood-Touched carnival performers known
favor the Umbraflow, but there are many less devoted spellcasters as the Hanataz.
that revel in destruction that specialize in its use.
7
th e Continents of Zyathé
Zyathé is a world covered in vast oceans that separate inhabitable lands into several distinct continents.
Many similar plants, creatures, and environments can be found spread across multiple continents, but
many others are singularly found in a particular region, and each landmass possesses many unique quali-
ties. Even though there have been several periods of widespread trade, migration, warfare, and other forms
of ongoing global contact, each continent has also developed numerous indigenous cultures and traditions
that are shaped as much by their homeland and history as interactions with others from distant nations.

verdestia mate, Nordrukka manages to sustain a significant population,


Verdestia is a comparatively cool, temperate continent, covered primarily of the native Orokonoids and Gargantuan races, but
in rugged mountains, deciduous forests, cold bogs, rolling hills with significant numbers of other races that have primarily been
and verdant farmland. It was once a single landmass, but was taken as slaves from other lands. Skirmishes over the best terri-
split into a western and an eastern half when its central low- tories are nearly constant between the Chiefdoms that compose
lands were flooded during the Woe of Ruin. Politically it is split Nordrukka’s political landscape. Few of these last more than a
between a number of rival sovereignties, republics, and aspiring handful of generations, and their influence can change dramat-
empires, all of which must contend with Orokonoid raiders and ically in that time, but there are always eager warlords ready to
invaders sailing down from Nordrukka to the north. Halflings stake their own claims when old regimes collapse.
are natives of Verdestia, but nearly all races have communities
upon its shores, and it serves as a cosmopolitan hub for global estrenia
exploration and exchange. Estrenia is the largest of the northern continents, and lies to the
east of Verdestia and Nordrukka. Although the northerly regions
sundestia are quite cold, the rest of the continent is relatively warm for
Sundestia is a large, hot continent to the south of Verdestia. Its its latitude. Quite geographically diverse, Estrenia has deserts,
western half is well populated and teeming with life, split be- steppes, marshes, and many other features, but is dominated by
tween expanses of humid jungle, windswept plains, and fertile vast forests and some of the most fertile plains on Zyathé. These
river basins. The northwest in particular is split between sev- rich fields feed a significantly larger population than any other
eral feuding nations, and is home to a wide variety of different continent, with more than enough left over to trade abroad and
peoples. Humans are believed to have originated on Sundestia, store in reserves for hard times. Estrenia is the native homeland
while Soflings are also famous inhabitants of its remarkably of the Aethyrian race, who wander the eastern steppes. The rest
warm lands. The eastern half of the continent is separated from of the continent is dominated by a few large empires that each
the rest by a massive mountain range, which contains many vol- consist of a number of different peoples and cultures.
canic peaks. On the far side is the bizarre and deadly Du’unsar-
ra Sea, which consists of a vast expanse of a dark mineral sub- zustrenia
stance, known as murkcrystal. This ‘sea’ is nearly as large as the Zustrenia is a sizable continent to the south of Estrenia and east
other half of Sundestia, but can only be crossed in specialized of Sundestia. Except for its southern reaches it is a hot and hu-
sailing vessels, as the fine dust acts like a liquid rather than con- mid land, though still somewhat milder than its neighbor Sun-
ventional dunes of sand, and any creature unfortunate enough destia. It has scorching deserts and wet lowlands covered in tall
to fall into it swiftly sinks to unknown depths. grass, but the majority of the landmass is covered in dense for-
ests and jungles. The Sarth people are native to Zustrenia, while
nordrukka Humans and many other races common to the other continents
Nordrukka is the coldest of the non-polar continents, situated are only relatively recent arrivals to its shores. The Sarth primar-
between Verdestia and the frigid shores of Ablume. The coastal ily live in a central valley that is surrounded by tall mountains,
regions maintain hardy prairies, rugged pine forests, and sur- while the new colonists have formed several city-states around a
prisingly temperate fjords, while the interior rises through tun- large bay in the northeast. Magical corruption has recently been
dra and barren hills into a spine of snow-capped mountains that spreading along the western coast, almost certainly originating
run the length of the continent. Despite its generally harsh cli- from nearby Cruxxe.

8
Ablume
Nordrukka

Estrenia
Verdestia

Cruxxe

Zustrenia

Sundestia

Zinn

Sublume

zinn ablume
Zinn is a small continent to the south of Zustrenia. Its northern Ablume covers the northern pole of Zyathé. It is a sizable land-
region is covered in jungle, while the center is thought to be tem- mass that is largely cloaked in snow and glaciers, though some
perate, and the south is likely quite cold. However, it is difficult of the coastal areas are just warm enough in the short summer
to discern the continent’s characteristics with much certainty; months to support some robust grasses and shrubs. Animal life
the seas around it are exceptionally treacherous and seem to is similarly sparse and hardy, while settlements are mostly small
turn ships away with strong currents and strange winds when villages. Some nearby islands are marginally more inhabitable,
not sinking them outright. Those few that have managed to land with the largest bearing the only city deserving of the name,
on its shores are often beset with crippling diseases, and expe- which is populated by mixed-race outcasts of other lands, pri-
ditions away from the coast rarely return. As such, it remains a marily from Nordrukka. Adventurers come seeking hidden trea-
mystery to most, and has few permanent residents, or at least sures in the endless fields of white, but many succumb to the
there are few known to the outside world. punishing blizzards, and most that survive leave empty handed.

cruxxe sublume
Cruxxe is a relatively small continent situated centrally upon Sublume stretches across the southern pole of Zyathé. It is a
Zyathé, and was once the home of the mythic, world-spanning large continent, and is quite similar to its northern counterpart
Ethernic empire. In those days it was the most pleasant region in many ways. However, its coastline is somewhat warmer and
in the world, and possessed perfectly tended habitats suitable more expansive, allowing for tracts of tundra that support more
for plants and creatures from across Zyathé. However, it is now a flora and fauna, as well as a number of barbarian tribes. Several
blasted wasteland. Few dare approach it, and fewer still return to varieties of Giants clash among the volcanic mountains further
speak of their experiences there, leaving its current state shroud- inland, and scattered geothermal vents create small oases of life
ed in secrecy. None but monsters and abominations live upon its amongst the trackless desolation. Many species of animals thrive
shores, while rumors speak of magical anomalies and seemingly and spread across the continent in vast colonies, usually relying
impossible arcane ruins, but such things will remain trapped in upon the abundance of the sea for food. Rumors persist of a lost
the realm of speculation and tall tales as long as Cruxxe contin- civilization secreted away somewhere upon Sublume, drawing
ues to be so lethally inaccessible. many prospective explorers, but definitive evidence of it exis-
tence have yet to be found.

9
Geography of the Wy’rded World

A CLOSER LOOK:
SOUTHERN ZYRANTHEA
The first published Gooey Cube adventure series, the accompanying roads through the Underdelve to the other
Red Star Rising campaign, primarily takes place in the side, the Wyrmrests remain a notable, and often danger-
southern half of the Zyranthean Republic, a nation situ- ous, boundary for the people living in the area. This haz-
ated on the western coast of the continent of Verdestia. ardous frontier is compounded in its difficulty by the pres-
Although this region will be explored extensively in the ence of the Feywyrd Forest, which begins in the foothills of
upcoming second volume of the Cyclopaedia Zyathica: the range but extends for many miles to the west. Although
West Verdestia, this primer will give a brief glimpse into many smaller woodlands dot the land, the Feywyrd is large
the notable features and locations of the region. and ancient, full of deadly beasts and fonts of magic that
seem to warp the flow of time. However, most significant-
The jagged spire known as Mu’uz Derron rises near the ly, it is claimed by the warring Seelie and Unseelie Courts
center of the Zyranthean Republic, and is visible for hun- of the Fay’aree. Although the Light Fay’aree are not hostile
dreds of miles around. Often used as a distant point of to outsiders, few can endure their relentless mischief, and
reference by travelers, the peak and surrounding hills the ongoing war with their dark cousins has made the en-
are avoided by all sensible folk. Barren badlands extend tire forest a dangerous place for travelers.
for leagues around the strange rise, and the waters of the
Murkflow river that descends its flanks are tainted with By contrast, the rivers that run through the Republic often
dark magic. Though many have forgotten or proposed al- act as highways as much as obstructions. There are many
ternative explanations, the true origin of Mu’uz Derron is waterways that crisscross Zyranthea, but the one that runs
not entirely lost to history. The Ethernic city of Selenstiiril through the heart of the nation, both literally and figurative-
once graced the skies of Verdestia, but with the coming of ly, is the Mystrune. This large river is fed by several smaller
the Woe of Ruin it fell to the earth far below like so many tributaries, and runs from north of the influential Dwarven
other marvels of that age. However, unlike many of the city of Trundadelve in the northeast, through the country-
other floating cities, Selenstiiril turned completely over as side and beside several significant cities. It continues to its
it fell, burying the city deep in the ground while leaving its breathtaking finish, where it rushes through the canals of
stony foundation a newly formed mountain piercing the the capital Darkenhaven and cascades over the cliffs where
skies of what would become the Republic in later days. it joins the Mystranic ocean and the Undercurrent welling
up from deep below in the cavernous Dunport beneath the
Although Mu’uz Derron is the most distinctive feature upon city. The Mystrune acts as a vital link for trade and commu-
the landscape of Zyranthea, several others have consider- nication between the various member cities of the Republic.
able influence in shaping the lives of its inhabitants. Black-
rot Bog and Maggospit Marsh are two large quagmires As a republic, Zyranthea is largely defined by its member
which lie at the periphery of the Republic. The former re- city-states. A significant number of these are located in
ceives the befouled runoff of the Murkflow, causing weird the north and east, but as noted above, the grand capital
arcane anomalies and attracting foul, mutated creatures to of the nation, Darkenhaven, sprawls along the southwest-
its depths. Meanwhile Maggotspit remains relatively hale, ern coast. Countless ships continually pass through the
but has almost no dry paths or navigable waterways, and is unique harbor, known as the Dunport, which is located
inhabited by territorial Algidians and other, more unusual in the massive caverns beneath the city. People from all
creatures. Although many simply try to avoid these bayous, across Zyathé may be found in the bustling marketplaces
one of the major roads through the south is forced to pass of the city, where exotic goods from every continent are
through Blackrot Bog, while Maggospit Marsh is not far available, for the right price. The other two major cities of
from either of the two major Zyranthean ports, Darken- the south are Sundruun and Sundervulden, both located
haven and Wavecrest, and its inhabitants have been known near the border with Andvalla. Sundruun is, in many ways,
to stray into the surrounding countryside. an outpost of decadent Andvallan culture and customs
within the Republic, having broken away to join the pros-
The Wyrmrest Mountains also act as a significant barrier, perity of Zyranthea during a period of weakness for the
defining the entire eastern border of the Republic. These old queendom of the south. Not far to the east is the other
tall summits are well named, as they are home to nu- large Dwarven city of the Republic, Sundervulden. Though
merous dragons and their lesser kin, among many other somewhat smaller and younger than Trundadelve, it is
creatures and monsters. Though several notable Dwarven rapidly expanding and promises to produce many riches,
cities exist at the base of the mountains, and often guard both for its mining guilds and the wider nation.

10
A World of Amazing Adventure Awaits!
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OPEN GAME LICENSE Version 1.0a

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15. COPYRIGHT NOTICE


Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC.
System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims,
and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson.
T S O F Z YA
E SECRE TH
T H É

P l ay e r ’ s p r i m e r

T his Player’s Primer is designed to provide a most basic overview of the world of Zyathé for
players wishing to garner some background information on the Wy’rded World. It contains
a general overview of the creation, the gods, the magic, the races, and the continents of the small
blue planet that whirls in the Void-space of the Suleón system. It also contains a short section
on the Republic of Zyranthea, which is where the first adventures that Gooey Cube has created
begin. There is much more information available to you, should you desire it, in the volumes of
the Player’s Guidebook which expand substantially on the information contained herein. Beyond
this, the Cyclopaedia Zyathica offers considerably more and, likely, your Game Master already has
a copy of such if he or she is running a game in the Wy’rded World. If you would like to get either
of these tomes, please visit our web site, GooeyCube.com. There are many other items of interest
there as well, including free content and other offerings. We sincerely hope that Zyathé provides
you with many mysterious, amazing, fearful, and wonderful adventures in the years to come!

Printed in USA © 2019, Gooey Cube LLC. All rights reserved.

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