Welcome to Zyricus
Welcome
Zyricus is a realm of endless adventure, peril and danger, and untold mysteries, where civilization and noble houses fall, and heroes rise to glory and legends are born. From the flourishing coastal cities of the Neldora Coast to the frigid and savage Wastelands of Urn, to the perilous war-torn country of Lothar, to the holy lands of the Ivory Realm, to the ancient and mystical civilizations of Zanthara and Sundour, and the shadowy and treacherous depths of the Underrealm, Zyricus is home to a diverse array of cultures, races, civilizations, creatures, lore, heroes, and villains.
A World of Adventure
In Zyricus, every corner of the map holds the promise of adventure. Brave the treacherous waters of the Horned Islands, where pirates and sea monsters lurk beneath the waves. Explore the ancient ruins in Ithalus, where forgotten civilizations hold secrets that could reshape the fate of the world. Experience the beauty and wonder of the great forests and lakes of Dorinar, home of the elven lords who have served the realm for a millennium. Seek ancient and mystic insights from the oracles, seers and wizards who rule Milthaxis from the Iron Tower that oversees Lake Krell. Dare to enter the vast Underrealm and travel the shadowy path of Brokers Pass in search of fame, riches, secrets, and arcane relics of ages past.
The Forces at Play
But beware, for Zyricus is a realm in flux, where dark forces and sinister cabals vie for control. In the twisted depths of the Underrealm, the nefarious Drow, Duergar, Kuo-Toa, Ratkin and Mind Flayers plot in the shadows against the inhabitants of the surface world, while the machinations of corrupt politicians, cults, secret societies and dark mystics in Milthaxis, Bazuit, Castigar, and Sideron threaten to destabilize the realm. The cruel and ruthless Ironside family, arch nemesis of King Alaric Dawnbreaker IV and the Ivory Realm, continues to scheme, wage war, and undermine the stability of Zyricus. The savage barbarian warlords from the Wastelands of Urn plunder and pillage and sow discourse for the northern realms and countries. The giant, orc, and goblin tribes of Tackus, Korthail, East Daddock and West Daddock always loom as a threat to peace, law and order. Even darker forces stir in the corners of the realm, in Klethos and Xennor devil and demon worshipping zealots plot and scheme in the shadows while rumors of an ancient vampire lord rising after centuries of sleep emanate from the Tovack and Garnash.