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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
8
Cartography by Malthus Wolf and Smashcase
Gooey Cube, the Gooey Cube logo; the “May all your adventures be
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.
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.
1
The Gods of Zyathé
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.
3
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-
4
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
5
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.
6
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.
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
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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!