Tyrn is a legendary city, both ancient and vast. It is uniquely situated to be the largest and most important port city in Oestria. Though it has been destroyed numerous times, it is inevitably rebuilt into one of the greatest cities of the world.


During the dawning age of humanity, Tyrn was the third of the Five Fortress Cities constructed in the Fae Wars. Though the legendary cities of Zanzi and Cadr were sacked during the Turadi Offensive, Tyrn managed to hold during its siege for long enough for the young mortal hero Raestor to lead an army out of Solanus to smash Alfaen’s forces, a victory that turned the tides of war in humanity’s favor.

Tyrn survived as one of the first three cities of the First Celestial Empire, and was the only major settlement to survive the ravishes of the Demon War which ended the First Age of Man.

As a result, Tyrn became the capital of the Second Celestial Empire and the central focus of Age of Wonders civilization, until its destruction in the Day of Fire.

During the Age of Heroes, Tyrn was rebuilt as a fortified settlement surrounding an attempt to excavate the Age of Wonders ruins deep underground. However squabbling between various draconic and early mage lord parties resulted in it being all but destroyed again. This resulted in the Accord of Tyrn, which established the ruling order between the Dragons and Magelords for the rest of the Age of Heroes. The excavated ruins were sealed off and the Tyrn that you knew was built on top of it, accessable only with the Permission of the Guardian of Tyrn, a Great Wyrm Brass Dragon who was the ultimate authority within the city.

The city was destroyed in the Dragon War.

What has happened to it since is mostly speculation at this point.


Tyrn was an insanely large city, with an insanely large population. Roughly 1/3 of Rivail’s inhabitants lived in the sprawling mega-metropolis. At its height, 10 million souls made their homes within its encompassing walls. Most of those left the city during the Troubles of Tyrn, a four year period of near constant economic, religions and political upheval, which preceded and, many believe, directly caused the city’s ultimate destruction.

Still, an unestimatable number of people died in the flames that consumed the city.

Within the enclosures in the Great Market, it is estimated that there are close to 400,000 people. Since only 20 square miles of the city are allowed for living quarters, it a relatively tight fit. Also a smelly one. You aren’t sure whether these people have developed waste disposal. In fact you aren’t really sure how waste disposal would work in a city this size without magic.


Tyrn was apparently rebuilt and destroyed at least once during your absence. The city is mostly vast ruin. From The Great Northern Gate to the Southern shore, the city is 30 miles wide. From its eastmost point to its westmost, it is 35 miles long (Just for reference, 30 miles north to south is the distance from Pasadena to the Port Long Beach and 35 miles east to west is the distance from Whittier to the Santa Monica pier.).

Here is a list of currently inhabited sections of the city. Investigation may reveal others.
  • The Merchant’s Quarter: Once upon a time, this was the beating heart of commerce in the city. The King’s Road enters the Great Northern Gate and turns into Procession Street, the widest road in the city leading directly to the North City Docks. The Merchant’s Quarter is currently fenced off from the rest of the city behind a double fences. The first, an area some 20 square miles near the gate where people are permitted to live and sleep, and the second encompassing nearly a third of North City, where businesses are permitted but a strict curfew enforced. The answer given for this odd arrangement is almost universally, “Well it ent safe out there after dark innit?”
  • Little Alfaen: Two years ago, an entire Elven House was exiled from the Sidhe Courts. They arrived outside of Tyrn and have pretty much stayed there ever since. Despite the generally poor quality of their walls, they were better able to defend themselves against the onslaught of the Barbarian Horde which razed the rest of Tyrn. What they have been doing in the meantime is unknown, but their experiences in the Prime Material plane have given them a dim view of their human neighbors and generally prefer not to deal with them.

Some unknown areas are as follows

  • The Rest of North City: The Northern bank of Tyrn is the largest portion of the city, and takes up considerably more room than just the Merchant’s Quarters. What is going on inside those numerous wards and districts that are fenced off from you is unknown.
  • South City: Though Little Alfaen is placed outside of the main Gate of South City, what is occurring inside that portion of the city itself is unknown.
  • Central City: The Island has traditionally always been the Heart of Tyrn. You aren’t sure what is happening there, currently.


In the Age of Heroes, Tyrn was a near utopia, with free, magically provided utilities, clean streets and a thriving adventurer economy.

Basic investigation will reveal that Tyrn of the Age of Kings was a capatalist plutocracy ruled over by the ten wealthiest individuals in the city, the so-called Merchant Lords. However, most of them are either dead or unaccounted for, the remaining few having fled Rivail with as much wealth as they could carry.

Currently, Lord Collin Thureau, a Knight Commander within the Royal Army, has been appointed as the Marshall of Tyrn, giving him authority over any reconstruction and resettlement within the city. However his actual authority does not seem to extend past the palisade he built around the Market Quarter. For some reason, attempts to push past have failed.


Phoenix Rise: From the Ashes zathael