Age of Fantasy Lore Focus #6

July 7, 2023

Hi everyone,

Every week we're highlighting the lore of a few factions for each of our games, and this week we're focusing on Age of Fantasy factions!

Ratmen

"Ratmen are small humanoids, closely related to rats. Individually weak, they rely on large numbers of warriors, growth-serum injected beasts, and inventive warmachines.

Originally, the Ratmen first came from the sewer systems beneath the Old Empire’s great cities, but were viewed as abominations by the humans and quickly driven out. Faced with many dangers and few friends, the Ratmen have become fanatical warriors and cunning tacticians, often serving as a buffer to the society that drove them out.

The Ratmen only began to appear long after humanity and their cities had become widespread throughout much of Tyria. Little is known about how or why they came into being, but they began to emerge from sewer systems beneath human cities. When their existence was discovered by the humans above, they were viewed as abominations and driven out of the cities. The surviving Ratmen sought out refuge in neighbouring lands but none were willing to take them in.

The Ratmen eventually found a new home in a stretch of land that had been particularly devastated during the Havoc Wars. In the Northlands, surviving Havoc Warriors continued to raid and plunder, while the original Human inhabitants had mostly moved to the more defended southern regions. The Ratmen settled in these mostly abandoned lands, and their numbers rapidly grew as they reclaimed the territory which had been left barren by years of brutal warfare. The Ratmen rapidly built fortified cities, designed to withstand attack from raiders and any others who might try to claim the Ratmen’s land as their own.

The Ratmen began to prosper thanks to their diligent work and the region’s rich natural resources, and soon their society grew prosperous. Within their massive cities, they organized themselves into many guilds, each specialized in providing different benefits for their society, and their cities were ruled by commissions made of the heads of the city’s key guilds. Yet, as Tyria continued to recover from the Havoc Wars, the Ratmen’s lands fell under increasing pressure from their various neighbours, who sought to reclaim it and forced the Ratmen to endure constant sieges and warfare in order to defend their home.

The opening of the Great Rift was the fatal blow to their former society. The rift tore through a number of their cities, destroying their walls, while the forces of Havoc began to rally. Panic began to spread and soon, and the various Guilds began to fight amongst themselves.

Just as the forces of Havoc approached their lands and all hope was lost, a miracle happened. A godly figure of a female rat appeared in the sky, and struck down their enemies’ army. The remaining Rats renounced their quarrels and reunited to fight in the name of their mysterious new Goddess, creating a cult in her name that now occupies every corner of their society. Her disciples whisper in the ears of the guild masters, and while many see her as a saviour, others view her as a threat to their still delicate positions.

How will you serve the Guilds and God-Mother?"

Saurians

"Saurians are an ancient coalition of humanoid reptiles led by giant Frog Mages. They fight alongside a variety of powerful dinosaur-like creatures from the jungles of their native plane.

The Saurians put their faith in the great prophecies of the Frog-Mages, who believed that they would confront Havoc in order to save their world. With the opening of the Great Rift however, it appears that they have returned too late. Now, they must confront the apparent failure of the ruling Frog-Mages and their prophecy.

The Frog-Mages claim that they came into being in a time long before any other species arrived in Tyria. They grew wise and powerful with the use of magical waters, developing powerful magic. They found themselves amongst unthinking creatures, and so they began to share their knowledge with the animals around them. Soon, these animals changed in body and mind, becoming intelligent and learning to walk and use tools, and they came to revere the Frog-Mages as their gods.

The Frog-Mages’ skill in magic soon drew the eyes of the Havoc Gods who sought their power. A long war ensued between the Saurians and the Daemons of the Havoc Gods, which soon became locked in a stalemate without a clear path in sight.The Frog-Mages turned to prophecy to divine a path for their people. They told their people three Great Prophecies: Without them, the world would burn. Without them, the world would heal. Without them, the world would break.

Without a means to overcome the Daemons, the Saurians opened Voidgates and retreated into a plane where they could be safe from them. They entered into a long hibernation and rested while the Havoc Gods ransacked and burnt their plane. They hoped that when they awoke to return, their home would have healed, and once they returned, their presence would ensure that the world could not break so long as they remained there.

Now the re-awakened Saurians have begun to arrive in Tyria. They have learnt about the release of the Havoc Gods and the Great Rift with much sorrow. Some Saurians believe that it is a sign that the Frog-Mages failed in their plan to forestall the third part of the prophecy, and that the victory of Havoc is now inevitable. Others fear that some greater threat still lurks in the future, which the Frog-Mages hope to prevent.

Uncertainty is a strange sentiment for the Saurians and their Frog-Mages, but they are not unprepared. Skilled warriors with a proud tradition of fighting Havoc, the Saurians are ready to face whatever dangers Tyria holds for them, even if it means their ultimate doom.

How will you face your destiny?"

Goblins

"Goblins are small creatures who dwell in the dark corners of Tyria, making homes where big folk don’t care to go. They rely on numbers and trickery to defeat more powerful opponents.

These little creatures have long sought to carve out a place amongst the people of Tyria, only to be either ignored or treated as pests by the other species. The Havoc Wars forced the tribes to unite, and briefly saw them treated with respect by the Grand Alliance, but this respect quickly faded and now the Goblins once more struggle to find their place amongst the big folk.

Goblins are one of the most wide-spread and adaptable species in Tyria, who refer to most other species in Tyria as Big Folk, tending to look at them warily. Many big folk tend to view Goblins as thieves and pests, hunting them on sight. Goblins avoid them, except to take what the big folk leave behind and to protect their homes. There are exceptions to this rule, as a Goblin’s friendship is won easily with a little respect, or even just food.

While the tribes and nations of Big Folk claimed valuable lands and built nations throughout Tyria, the minute Goblins were pushed into whatever places remained. Goblins have adapted to live in these remote locations, like forests, caves and other hidden places. This has given rise to many Goblin clans, with radically different cultures, outlooks, and even gods, all influenced by their homelands. These clans vary greatly, from the forest dwelling Spider Clan who allied with the beasts of their native forest, to the plains dwelling Wolf Clan, and the eccentric Bat Clan who made their homes throughout the caves and mountains of Tyria. For most of their history, the Goblins held loyalty only to their own clan and cared little for the others.

The Goblin clans were forced to come out of the shadows however, when the Havoc Wars began. The Havoc Gods began to destroy caves and forests and rampage through the open plains, forcing many Goblins to flee. Many different clan leaders met together and agreed to unite against this common enemy. The Goblins sent envoys to the Empire and Elves, applying to join the Grand Alliance, but were initially ignored. Yet, as Grand Alliance armies were slowly being driven back, the Goblins were winning small victories and launching raids from behind enemy lines. Goblin troops proved their worth in the war, working as expert scouts, ambushers, and raiders. For a short time, Goblins were treated almost as equals by the Big Folk of Tyria.

The Goblin Clans soon lost their hard earned respect though, as once the Havoc Wars ended and the danger passed, few Humans or Elves were interested in the Goblins or their concerns. The Goblins were expected to simply return back to their forgotten corners of Tyria, and they were once again treated as pests and thieves when they tried to take anything more. The Goblins however remained united even as they returned to their different home, with leaders continuing to meet, offering each other help, and trading goods.

How will you bring respect to your clan?"

Eternal Warden

"Eternal Wardens are massive magically imbued soldiers equipped with heavy battle armor and deadly weapons. Few in number, they rely on armour and skill in battle to overcome more numerous foes.

These powerful soldiers venture from the Voidgates of the Azure City to many planes, including Tyria. They are famed for their diplomatic skill, heroic strength and hatred of Havoc. They recruit throughout the planes, but only those who prove worthy learn the Wardens’ true purpose: sacrificing souls to protect their plane from a far greater danger. Of course, unworthy souls will still find purpose in defending their plane, by other means.

The Eternal Wardens hail from the Azure City, a bustling metropolis which stands in stark contrast to the ashen wasteland that makes up the rest of their realm. The city is a host to countless Voidgates that allow the Wardens to travel to countless planes, including Tyria and many more beyond it. The largest Voidgate in Azure City lies in its very heart, sealed by the Warden God who has dedicated his entire being to keeping the gate shut, stopping what lies beyond it from venturing in.

There is no one alive who still knows the full truth of what lies beyond the gate, except for fragments of legend and speculation. All that is known for certain is that their God has dedicated his entire purpose to ensuring that the Voidgate remains shut. This task has slowly drained the Warden God’s power over the centuries however, and the people of the city have long watched their God’s strength slowly fail.

In order to preserve the Warden God, his followers sacrifice thousands of souls each day to lend him strength. His most devoted and skilled followers are inducted into the order of Eternal Wardens and imbued with a portion of their God’s power. The Wardens venture out into several planes to find worthy sacrifices, and either bring them to the Azure city alive, or capture their souls in lanterns to feed to their God.

During their travels, the Wardens discovered that a Havoc Daemon’s soul contains a portion of their god’s divine energy, and serves as a uniquely potent sacrifice for their own god. The Wardens started hunting Havoc Daemons through several planes, eventually following the Havoc Gods to Tyria, arriving early in the Havoc Wars whilst pursuing the Havoc Gods. In Tyria, they helped win many battles, fighting alongside Tyrians and capturing many Daemons. When the Havoc Gods were sealed, the Eternal Wardens disappeared as suddenly as they came.

Now that the Great Rift has opened, and the Havoc Gods have been freed, the Wardens returned to Tyria, viewing it as a hunting ground for capturing Daemons. However, they are now more careful fighting Daemons, not wishing them to be as badly defeated as they were, so as not to lose their source of souls. When necessary, they will even fight with other Tyrian factions, just to make sure that the Havoc Daemons are not driven to extinction.

How will you keep the gate sealed?"

That's it for this week, we hope you enjoyed this lore focus. :)

Happy Wargaming!

– OPR Team

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