OPERE D'ARTE
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Forge your identity in the realm of Yavar
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Runtime: 22:41 Originally aired: 10-31-2003
Runtime: 19:55 Originally aired: 11-07-2003
2003-2024 BYRD PRODUCTIONS | UNAUTHORIZED DUPLICATION PROHIBITED
Encircled by imposing walls, the mega-city of Hubland serves as the domain of the Xlarth'qll and the site of the fabled 'portal.
Taido wasn't the Winged Ones first home, but in Yavar, it became their sanctuary. Now, only Byrd remains free as Helldrick Opius and his Smognar desecrate the last high roosts.
The Svekten Ether is a sovereign realm, a dimension outsude of Yavar, governed by the visionary Prezwell McDaniel. Here, the Archions reign supreme, wielding the pinnacle of technology, untethered and unrivaled by any outside force.
Armardardatar is a desolate wasteland-cracked earth, endless dunes, and ruins under a merciless sky. The hardy Garclins survive here, wary of outsiders. Prezwell McDaniel of the Svekten Ether hopes to ally with them, using terraforming tech to revive the dead land. But distrust and scarcity stand in the way. Can the wasteland be reborn, or will it remain a scar of the past?
The E Meridian, an under water civilization of glowing coral spires and crushing darkness, ruled by the Tentacrodions. These tentacle-headed beings watch the surface with cold curiosity, their cities humming with alien logic. Now, as the deep trembles, they must choose: remain hidden or rise.
The W Meridian, a shimmering civilization of towering shell palaces and labyrinthine reefs, ruled by the Crudefrudel. These regal, shell-bodied beings craft their cities with meticulous artistry, their halls echoing with the whispers of ancient tides. Proud and isolationist, they guard their secrets fiercely, but as currents shift and unknown threats stir in the deep, even the Crudefrudel may have to choose between their splendid solitude... and survival.
The frozen outlands where the Cranks remain as the Archion's failed experiment.
The Marshlands of Gordon, a mist-shrouded realm of tangled roots and stagnant waters, home to the Jovithar, a wise reptilian race. Guided by their shamanic leader, they commune with ancient spirits, their rituals woven into the very fabric of the bog. But as the marshes wither and unseen forces stir, the Jovithar must decide: cling to fading traditions, or rise to reclaim their dying land.
The Huckten Sector is its own realm, a dimension entirely detached from the reality of Yavar, where the Smognar serve Emperor Helldrick Opius.
N'baba Doff a vast jungle dominated by a single colossal tree organism rooted in Yavar. The D'gongins, a primate race, navigate its dense canopy atop their powerful Kathulgars-apex predators they've tamed as mounts. The jungle is alive, its growth and decay dictating survival. The D'gongins adapt or perish.
Not all realms demand attention. Kuwagel Flurpenstien lingers unseen. Enter if you can. (You can't.)
An underground empire of interconnected tunnels and cities, engineered by the industrious Dinglehoff Durgensnobbers. Their fortified stone halls and hidden trade routes form a disciplined, self-sufficient society. Few surface-dwellers grasp its full scope and fewer still gain entry.
A lawless wilderness between Hubland, the Marshlands of Gordon, and the Tundrus Exiles. Untamed and ungoverned, it's ruled by monstrous beasts and desperate outcasts. Only the strong survive here-weakness is fatal.
A breathtaking expanse of endless meadows and vibrant wildflowers, untouched by rulers or laws. Beauty and danger bloom together here—where the land belongs to no one, and every wanderer carves their own path.
© Anno Tenebris MMXXIV | Imperial Cartographic Division
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© 2024 THE MIDNIGHT CAULDRON | Best experienced by candlelight
The Xlarth'qll are a remarkably human-like race that primarily inhabit the bustling metropolis of Hubland. Known for their adaptability and social nature, they have built a sophisticated urban civilization with towering spires and intricate underground networks.
The Garclins are a tall, muscular, orc-like race native to the harsh, dry plains of Armardardatar. Renowned for their physical strength and combat skills, they are often unfairly stereotyped by other races as simple-minded brutes, a reputation exploited by those who use them as soldiers. However, this common view fails to capture the full picture of Garclin society, which has produced intelligent and influential figures, including advisors within the royal court of Hubland.
Ecleptors are a magically gifted humanoid race who make their home on the floating island of Kuwagel Flurpenstein. Their society revolves around arcane knowledge, with each individual developing unique magical abilities during adolescence.
The Winged are a race of humanoid crows that dominate the skies above the kingdom of Taido. With their glossy black feathers and piercing yellow eyes, they are both revered and feared by ground-dwelling races.
The D'Gongins are a simian race that thrives in the dense jungles of N'Baba Doff. With their prehensile tails and incredible agility, they move effortlessly through the canopy, building elaborate tree villages connected by vine bridges.
The DingleHoff Durgensnobbers are a stout, dwarven-like race that forms the backbone of the NanaDoob Confederation. Known for their impressive facial hair and their love of complex mechanical devices.
Smognar are an undead race of soldiers who serve the mysterious King of the Huckten Sector. Created through ancient necromantic rituals, they retain some memories of their former lives but are bound to eternal service.
Archions are a futuristic race of blue-skinned humanoids who inhabit the Svekten Ether, a dimension adjacent to the material plane. Their civilization is technologically advanced beyond comprehension.
Cranks are a race of sentient robots that were exiled to the frozen wasteland of Tundrus. Created by an ancient civilization that has since disappeared, they have developed their own culture and society.
The Crudefrudel are a race of humanoid crabs that dwell in the coral cities of the West Meridian Ocean. Their hard exoskeletons come in vibrant colors that indicate social status.
Tentacrodions are octopus-humanoid hybrids that inhabit the deep trenches of the East Meridian Ocean. With their eight prehensile limbs and highly developed brains, they are among the most intelligent races.
The Jovithar are a race of humanoid lizards that have adapted perfectly to the swampy marshlands of Gordon. With their slick, scale-covered skin and webbed digits, they move effortlessly through the murky waters.
Douglins are a goblin-like race that live in the slums and outer walls of the City of Hubland. Small, green-skinned, and incredibly resourceful, they survive by scavenging and repurposing what others throw away.
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