Pythomus, from the Ancient Terragian “pythonisodomus,” is the name for the planet of the events of this game. The only currently known areas of the world are Terragia, Porre, and the vast continent of Tulok. Legends say that there is a southern half of Tulok which is populated, but there due to the intense magical flux of the entire area south of the Lesser Aian Desert, no one is certain.


Pythomus’ history is long and complex, made up of thousands of players across thousands of years. Briefly, beginning just over two and a half thousand years ago, the ancient Terragians waged war on both Porre and Tulok, eventually conquering large swaths of them with with powerful magic of Words. The citizens of Porre, attempted to strike back, and in doing so, bound many spirits to their will. The rebellion was crushed, but the gate the Porrians had opened remained. Pact Magic has never been lost, despite the best efforts of religions and kings.

Five hundred years passed, and the slow decline of Terragia ate away at the empire, until the Tuloks rose, combining their two disparate forms of magic in one powerful army, and forced the Terragians back. This new empire, stretching from modern Palaquin to the River Basq, which forms the border of modern Basq. This empire, the original Champoor, reigned over this territory, hardly growing or shrinking for some three hundred years, their neighbors to the west changing from the remnants of Terragia’s hold on Tulok, barbarian raiders, to an ultimately unimportant but civilized nation. Champoor created the concept of magical universities, places of experimentation and teaching. The Tanan Danan university in the Arrag Mountains, whose ruins stand to this day, was the first, dedicated to finding a way to combine Akashism with Tzocatl, to no avail.

Meanwhile, Porre intermittently struggled again Terragian control, eventually overcoming their bondage, as Terragia’s internal strife and loss of Tulok’s bounty struck hard. The loss of Porre proved to be the nail in Terragia, and the empire collapsed in on itself, splitting into numerous warring states.

Roughly three hundred years after the founding of Champoor, the Tanan Danan university exploded, killing hundreds of the most powerful mages of the nation, leaving it open to civil strife. Various areas seceded, leaving the nation weakened, so more places left to escape the increasing instability. This vicious cycle eventually resulted in the complete destruction of Champoor, forming into city-states or outright anarchy.

This status quo held for around a millenia. Nations rose and fell, wars were fought, but no one gained a major edge over anyone else, no empires were forged that would have an impact on the world today.

Then, the Archmage Fadt did something no one else has been able to replicate. He cross the Boundary, mixing the various forms of magic. His eldritch might allowed him to power through the feeble mages of other nations, those who didn’t join him in the first place. Thus, Fadt became the ruler of the entire known world, his legions of followers keeping the peace throughout his vast nation through magic, even if none of them were able to follow Fadt’s path to power.

The Empire of Fadt remained for almost two hundred years, Fadt himself attaining lichhood to continue to rule over his arcane kingdom. But a resistance was growing. It centered around on brave mage whose name has been lost to time. According to the stories, he took the raw power of Magic into his body and used the might to challenge Fadt, in the Aian Desert. After three days of intense magical struggles, both mages were destroyed, and awoke the brutal Wild Magic of the Greater Aian Desert, leaving it uninhabitable and impassible. That date marks year 0 of the current calendar, which is currently at Year 542.

The years after Fadt were weird. Some places didn’t really get the memo about Fadt being gone, and continued to count themselves as part of Fadt. Other places fought off the tax collectors and the weak mages who stuck around after their mentor’s death and became independent. Anduria for example, was founded on the 13th year after Fadt’s apparent death.

In the wake of the Awoken Archmage, as people took to calling Fadt’s destructor, magic became a great deal more fluid. The formerly rigid methods of accessing its power still worked, but there were new ways of directly manipulating magic. This came to be called the Awoken Perspective, but it quickly came clear that not every approach to manipulating it worked for everyone. New universities cropped up to study the new form, and each developed its own style and understanding, while Hedge Mages ranged from magical researchers to dangerous lunatics.

Around Year 100, the modern nations begin developing. For those details, see the individual pages of those nations.


Pythomus is in the northern hemisphere- not that any resident knows what that might mean- and the winters of Moroziit, Tzallrach, and Narthal are brutally cold, while the heat in Basq and the Mercenary States is oppressive to the point of the streets being abandoned during midday.

Pythomus is split into three continents, with Porre being the smallest, only around 500 miles across at its widest point. Then comes Terragia, roughly the side of the modern U.S. Finally, Tulok extends well over 3000 miles across at the northern end. However, given most of this land is arid and useless for agriculture excepting along rivers, Tulok has long been considered a backwater continent. There are also numerous islands, the largest of which are the the Twins, two blade-shaped islands which are home to dinosaurs, pirates, and Bloodhall, the least scrupulous magical university in Pythomus.


Pythomus is recently experiencing what has been called a magic-industrial revolution, with magic applied to many things previously thought impossible. At the heart of this revolution was the Valesian city of Raca, whose University of Viscae produced both the Arc Rail and the Warforged. Since the Splitting, Raca has been reduced to a shell of its former self and Viscae University sat directly on the line of separation. Years later, it has still hardly recovered.

In non-game terms, Pythomus is roughly analogous to the mid 1800s of our world. Firearms have recently been invented (later than in our world, given there’s no military pressure for their creation given the widespread reliance on warmages) and are being tested for use in non-magical military units across the world. Durç in particular has taken to firearms, recently attempting to train mindless undead to form firing lines.


Magic is widespread in Pythomus. In Quinhan, largely the most magical nation, roughly 70% of the population has some potential for magic, and the vast Deepmar Point University is working towards training all who come forward at no cost.

In other nations, the general percentage varies between somewhere in the teens in the Twins and Tzallrach, and perhaps up to 40% in the Valesian Republics and Anduria. The average, excluding Quinhan as a massive outlier, is aroudn 35% of the general populace, only arond 25% of whom are likely to have training and direction to manifest these powers to any great effect.


Pythomus SamtheDeathclaw