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Welcome to Alyria Online — fan guides and archive for Materia Magica

History of Materia Magica

Player-written reference — verify important details in-game.

The world today

Alyria is a planet in the galaxy Sirchade, orbited by twin moons Marabah and Trigael. Their alignment saturates the world - and nearby planes - with chaotic etheric energy, personified as the elemental Powers. Four continents host fourteen major species, with townes, villages, and wild lands between them.

The Council of Seven - Lords and Ladies of the great townes - governs much of civilized Alyria under Lord Agrippa of Rune. The Council of the Arcane tries to bring order to chaotic magick. Beneath the surface lies the Great Alyrian Underground, a vast cavern network and underground ocean; Lord Agrippa authorized sealing opened passages when horrors threatened to surface. The Faerie Plane hangs near Alyria, where Seelie and Unseelie courts wield forces common magic cannot bind.

New adventurers begin in the Village of Lasler, northwest of Rune (Village and Valley of Lasler).

How play is structured: thirteen playable races; up to four classes (one per archetype); multiclassing at level 60; Hero status at total level 240; the Archon path through Irda Isle and the Proving Grounds, with levels 241-250 reserved for Archons and Immortals. Spell power waxes and wanes with the moons' phases. Townes use compass-style text descriptions; wilderness areas show a top-down map centred on the player.

For the full newcomer overview see Welcome to Alyria. For the Archon quest chain see /archon/.


Story of Alyria - timeline at a glance

The canonical narrative lives in THE STORY OF ALYRIA and on the official history page. The table below is a sketch - read the help entry for the full prose.

Period Events
Primal era Races diverge; townes and roads form under the twin moons
Discovery of Magick Humans tap chaotic energy; White, Grey, and Black traditions emerge
Druid experiments Grey Wizards spawn Druids; Minotaur creation runs wild; Druids retreat to the Ivory Tower
Faerie war White Wizards open paths to the Faerie Plane; courts war on Alyria
Black Council experiments Dracons created; Druids withdraw permanently
Race wars The Great Council collapses; centuries of conflict, including the Battle of Istani
Riga's rise Verity Isle tears free; Archmage Riga rules the Age of Silence (~500 years)
Cassandra Apprentice Cassandra slays Riga during a rare lunar eclipse; the Tower of Riga becomes legend
Council forms Agrippa, Vendredi, Telleri, Vashir, Undya, and others lay the Council of Seven

See also Verity Isle & multiclassing (Riga, Cassandra, the Tower today).


Planes and continents

The Novice's Atlas (in-game help; mirrored on the official atlas) divides Alyria into surface continents, islands, and deeper layers.

Main plane - four continents

Continent Character Council towne(s)
Sepharia Largest continent; heart is Rune Rune, Xaventry, New Rigel
Avros Cold northeast; ice giants Tellerium, Templeton
Auryn Temperate southwest; magic city Sigil Sigil
Beltane Dangerous, largely PK Maldra Keep, Pirate's Cove

Hundreds of isles dot Oceanus Ingenii. Notable regions include Verity Isle (Tower of Riga), Irda Isle (Proving Grounds), the Arcane Archipelago, Atlantis, and Magencia - see the main plane atlas for landmark tables.

Other layers

Layer Role
Sigil Underground Between surface and deep underground; PK; Shrines of the Powers - map
Great Alyrian Underground Deep caverns, black oceans, fallen Decara - map
Faerie Plane Fey and Sidhe; reached via rifts - Welcome to Alyria
Ethereal Void Spirits of the dead before return to Alyria - death and the afterlife

Townes and settlements

Council townes

Each Council Lord or Lady holds court in a great towne and speaks for that region on the Council.

Lord / Lady Towne Continent
Lord Agrippa Rune Sepharia
Lady Undya Xaventry Sepharia
Lord Vashir New Rigel Sepharia
Lord Telleri Tellerium Avros
Lady Templeton Templeton Avros
Lord Vendredi Sigil Auryn
Lord Maldra Maldra Keep Beltane

Other notable places

Alyria holds far more than the seven Council seats - farming villages, fishing ports, monastery townes, pirate harbours, isles, and named wilderness runs. The main plane atlas documents coordinates and GMCP room IDs for ~70 named surface landmarks and links to regional maps.

Starting and novice areas

Place Continent Role
Village of Lasler Sepharia Default start; Master Irvin; level cap 20; Village and Valley of Lasler
Hall of Honor Sepharia Near Lasler; common early training and mark content
Traveler's Retreat Sepharia Wilderness stop between Lasler and Rune

At level 15 in Lasler, a garnet recalls to Rune; a second gemstone sends fighters toward Tellerium, clerics toward Xaventry, and so on (ADVENTURER'S GUIDE - SECTION 12: THE VILLAGE AND VALLEY OF LASLER).

Villages and secondary settlements

Place Continent Role
Lowangen Sepharia Eastern village; Mandrake Woods region
New Kolvir Sepharia Wilderness village north of the Rune cluster
Gilvery Sepharia Desert-edge settlement near the Desert of Thorn
Ofstadt Monastery Sepharia Religious community east of Rune
Tavern of the Boars Sepharia Social hub near Xaventry
The Fishing Village of Dorathon Avros Coastal village near Templeton
The Hamlet of Winton Avros Eastern hamlet
The Village of Muldar Lohk Mulvar Avros Northern Avros village
Jalur Lumber Camp Avros Logging camp on the northeast coast
Ogre Village Avros Garbool tribal lands
Garbool Stronghold Avros Eastern tribal stronghold
The Mountain Village of Teolaven Auryn Southern Auryn village
Tabert's Inn Auryn Inn on the road south toward Sigil
Palamire Auryn Island city; many clan halls and retired halls
Emperor's Crossroads Auryn Southern crossroads toward Beltane
The Village of Colyon Beltane Beltane village
The Village of Mulakanathos Beltane Eastern Beltane settlement
Gorth Beltane Beltane wilderness towne
Takhtin Beltane Eastern midlands settlement
Pirate's Cove Beltane Major PK port; ship and Cove content (Council seat is Maldra Keep, not the Cove)
Saucy Wench Tavern Beltane Cove-area tavern

Isles, archipelagos, and offshore regions

Place Role
Verity Isle Tower of Riga; black tourmalines for multiclassing; restricted below total level 70 - Guide XIII
Irda Isle Proving Grounds; Archon path; Baron Bloodbane's citadel - /archon/
Arcane Archipelago Island chain between Sepharia and the eastern seas
Atlantis Far eastern submerged ruins region
Magencia Southern isle cluster; seafaring and high-level content
Frigate's End Notable shipwreck and coastal wilds
Pelican's Demise Eastern coastal landmark
Daggerwind Reef Reef and naval-adjacent wilds

Landmarks, dungeons, and adventure hubs

Place Role
Ivory Tower Seat of the Grey Druids; orrery and library - in-game events and reunion content
Tower of Art Northeast Sepharia wilderness tower
Tower of Aroxa Avros wilderness tower
Hellbent Mountain Mark of Fire and high-level PK wilds
Disturbed Pyramid Sepharia pyramid dungeon
Desert of Thorn Sepharia desert wilds
Mandrake Woods Forest east of Rune
Rune Forest North of Rune; novice hunting grounds
Frost Giant's Keep Avros keep and surrounding wilds
Lair of the Ice Witch Avros dungeon
Dungeons Wroth, Deceit, Avarice Named dungeon trio on Sepharia and Beltane
Capture the Flag Arena PvP arena wilds near the Rune cluster
Black Lodge Deep southern Auryn landmark
Mount Vesuvius Southern volcanic wilds
Strange Ruins Eastern ruins region
The Wreck of the Feisty Wench Eastern shipwreck wilds
Xalt, Unseelie Outpost Faerie-adjacent surface outpost

Underground and layered townes

Place Layer Role
Sigil Underground Between surface and GAU PK layer; Shrines of the Powers - map
Decara Great Alyrian Underground Fallen underground towne - GAU map
Natural cave / mineshaft Surface ↔ SUG Primary ingress letters C and M on the atlas

Commerce, inns, and services

Place Role
Bazaar Major trading post east of Rune
Focault Magic Equipment Company Rune-area magic gear vendor
Inn of the Twin Moons Sepharia inn on the northern roads
Lonely Dragon Inn Near Lasler
Van Pelt's Emporium Rune-area shop
The Coral Keep Sepharia keep and surrounding content
The Joint Magical Consortium Sepharia magical landmark

For housing districts (Rune Estates, council Condominiums, Player Homes), clan halls, and every remaining wilderness name, use the landmark tables on the main plane atlas.


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