
Overview
In the sun-scorched expanse of the savage Sands of Tarisia, where Twin Suns cast relentless waves of heat upon the desolate land, a war torn world lies amongst the ashes of a forgotten era. Tarisia, a realm once lush and vibrant, now lays barren and unforgiving, consumed by the malevolent embrace of sorcery. In this crucible of survival, city-states rise like cruel monoliths, each ruled by despots, warlords, and oligarchs who wield the very magic scorned by those under their reign.
The inhabitants of this harsh world face a perilous reality where the embrace of Sorcery comes at a grave cost: water, that life-giving force within all flora and fauna. In the fallout of this desolation, powerful rulers, Sorcerers and Mirajin, known as Thrones, hold dominion over the city-states with an iron grip. Ignorant to the lessons and hubris of the Fall of the Old Kingdoms, these rulers wage sorcery-fueled wars over dwindling resources and while treating the lives beneath them as expendable.
Beyond their walls stretches a wasteland of endless dunes, poisoned lakes, windswept steppes, and ruins older than any living civilization. Strange Eld relics wait beneath the sands. The shimmering Discordant Paths carry the brave or foolish across impossible distances. In the south, the seemingly sentient Creeping Wild has devoured an entire peninsula and the ruins of the once majestic kingdom of Casshern. There, legend claims, the creator goddess Taris remains entombed beneath the ruins.
Amidst this bleak panorama, unlikely champions emerge driven by eternal hope for a better world and the relentless pursuit of survival. Thrust into the barren wasteland, hiding in the scarce shadows of the cities, or worse, cast into the gladiatorial arenas where the roar of the crowd serves as a cruel soundtrack to their struggle. In a world where the desert itself conspires against them, these heroes navigate an arid landscape teeming with insectoid and reptilian creatures wielding subtle Miraj abilities.
The heroes’ journey takes them through a patchwork of vassal settlements, each clinging to existence in the unforgiving terrain. Water, the elixir of life, is a rare commodity, and these protagonists, with bones, obsidian, and chitin as their allies, find themselves entangled in the quest for survival not just for themselves but for the communities they encounter.
The omnipresent lure of sorcery, despite its enormous toll, becomes a double-edged sword, a tool for both salvation and damnation. The Thrones and their Archons cast a looming shadow, ruling with capricious cruelty, yet holding the promise of survival in the harsh landscape. Still, heroic sorcerers tempted by the immense power, find themselves shunned by society and hunted by the Archons.
In the savage Sands of Tarisia, where survival necessitates compromise and the allure of sorcery blurs the lines between ambition and madness, morally complex heroes grapple not only with external threats but also with the shadows within themselves. As they carve their path through this world of cruel sorcery and corruption, these heroes stand as a testament to the indomitable spirit that refuses to be extinguished, even in the face of a world that seeks to devour hope itself.
The World
- Atlas of Tarisia
- Survival & Caches
- The Life Source: Water
Known History
City-states
Key Locations
- Badlands
- Barren Valley
- Black Oasis
- Creeping Wild
- Defiled Lakes
- Endless Sands
- Erra’s Scar
- Expansive Steppes
- Field of Urns
- Frigid North
- Gypsum Sea
- The Hive
- Obsidian Wastes
- Petrified Forest
- Rivers of Fire
- Ruins of Casshern
- Scorched Plateau
- Spine of Taris
- Spine of Taris
- Standing Stones
- Titan Graveyard
- Tomb of Taris
Key People & Groups
- The Eld
- The The Wanderer
The Thrones of Tarisia
- Astarte, Queen Mother
- Bel, The Faceless
- Bolas, The Eternal Child
- The Council of Harmony
- Harkol Aum, Death Dealer
- The Illuminators, Jazir and Zahira
- Grand Archon Tarek
- The Wandering Throne
The Absent Gods
Cults & Organizations
Astronomy & The Sky
- The Twin Suns
- The Five Pearls
Weather, Sandstorms, and Hazards
- Deadly Flora
- Other Hazards
- Quicksand
- Sandstorms
- Solar Zenith
- The Seven Winds
Paths of the Traveller
Bone & Chitin
Eld Relics
The Way of the Mirajin
Sorcery & Consumption
Bestiary
Making Heroes
Archetypes
- Alchemist
- Archon
- Barbarian
- Beastmaster
- Corsair
- Cultist
- Deceiver
- Entertainer
- Gladiator
- Mirajin
- Nomad
- Relic Hunter
- Sorcerer
- Stoic
- Swordhand
Ancestry
Cultures & Affiliations
New Skills
New Hindrances
New Edges
Gear
- Starting Gear
- Armor
- Weapons
- Tools & Miscellany
- Mounts
- Ships
Pre-gens
- Alchemist ◒◒ Tristka Eln
- Archon ◒◒ Baskarn
- Deceiver ◒◒ Pria
- Barbarian ◒◒ Vosht
- Beastmaster ◒◒ TBD
- Corsair ◒◒ TBD
- Cultist ◒◒ TBD
- Entertainer ◒◒ Keela Gwol
- Gladiator ◒◒ Jorn
- Mind Blade ◒◒ TBD
- Nomad ◒◒ Xyltis
- Mirajin ◒◒ Genji
- Relic Hunter ◒◒ Qar Reh
- Sandskimmer ◒◒ TBD
- Sorcerer ◒◒ Falk
- Stoic ◒◒ TBD
- Swordhand ◒◒ Sytaxl