Another World : A Companion Guide to Thayathorn

You asked where I’ve been. I tell you now—everywhere.

From the shattered shores of Palaya to the whispering forests of Cairndell, from the broken empires of Threshia to the silent hives beneath the City States—I have walked roads older than kings and watched the stars wheel above lands that do not speak their names aloud.

I have met peoples born from stone, from fire, from gods and grief. I have watched children of the sun and beasts of the jungle make war, make music, and make meaning. I have stood in ruined temples and heard prayers whispered to skies that no longer listen. And still, I am not done.

Another World is a companion for those who wander—roleplayers, storytellers, and seekers of strange truths. It offers no rules, no maps with edges, no comforts of clear alignment. Instead, it is a grand tour of Thayathorn: a system free world of living memory, clashing belief, ancient hatred, and relentless curiosity.

It is not the only book you will need.

But it may be the only one that asks you to listen.

Come. Walk a little farther with me.

The dawn is still a way off.

Seven Rings for Seven Daughters : A Tales from the Grand Tour (#8) Sourcebook for Thayathorn (NEW Addition Sep 26)

A land bound by blood, borders, and a curse older than memory.

Lyhad stands isolated in the heart of Thayathorn — seven kingdoms splintered by clan feuds, ruled by iron-willed nobles, and shackled by the Elvish Pox, the ancient curse that grants strength at home and weakness abroad. Here, power is inherited, borders are sacred, and every knight carries both a pledge ring and a death wish.

This is a country where peasants cannot leave their villages, kings cannot trust their cousins, and even the gods seem to choose sides.

The Dragon and the Hawk glare at each other from rival courts; the Corn Fathers, Shivenites, New Guilders and Saracadees wage quiet wars behind temple doors; guild caravans creep from hostel to hostel under the guard of yoemen who never stray far from their birthplaces. Battles spark over insults, debts, and the slightest shift of a border marker. Survival is an art. Honour is a weapon.

Walking these lands is Headdyg — a sharp-eyed scribe raised among refugees and now travelling the seven kingdoms with ink-stained fingers and more questions than answers. Through his dry humour, uneasy loyalties, and blunt observations, he charts the secret paths, simmering grudges, and everyday brutalities that make Lyhad what it is.

This is Lyhad without its legends — harsh, cursed, and strangely magnificent.

This volume is a Tales from the Grand Tour sourcebook for the world of Thayathorn, part of the Scimitar line yet written systemlessly, ready for use with any role-playing game. Whether your adventures seek border skirmishes, political intrigue, cursed bloodlines, or the quiet terror of a land that cannot escape itself, this guide brings Lyhad to life at your table.

Whatever brings you here — curiosity, duty, or folly — remember one truth: in Lyhad, the land holds you fast… and it never lets go.

The Gates of Heaven : A Tales of the City (#6) Guide for Thayathorn

At the heart of empires and the edge of reason, Amasaki is the city the world turns around. Caught between ancient traditions and restless modernity, between occupying powers and would-be liberators, this is a place where nothing is stable—and everything is possible.

Towering, teeming, and tempestuous, Amasaki is the largest city in the world… and quite possibly the most dangerous. Called the Gateway to Heaven, it offers glimpses of wonder and grandeur—but one misstep, and you’ll find yourself tumbling into the hells that boil just beneath its surface.

The Gates of Heaven is your entry point into Thayathorn, a rich, system-free setting designed for roleplayers seeking nuance, grit, and intrigue. Part of the Tales of the City series, this book brings you mature storytelling, evocative locales, and a world that’s as conflicted as the characters who walk its streets.

Step through the gate. The city is waiting.

The Dragons Den : A Tales of the City (#5) Guide for Thayathorn

There is no justice in Daren Kair. Only spectacle.

Rising from salt-choked waters and built on the bones of rebellion, Daren Kair is a city of order without mercy, faith without compassion, and law without truth. Every stone bears the mark of a conqueror. Every square becomes a stage. In this city, the crowd cheers for executions like theatre—and the condemned wear gold to their deaths.

But behind the uniformed grandeur and ritual precision lies a truth far more dangerous: a city of cults and conspiracies, secret alliances, and whispered names never spoken above the din of the streets.

The Dragons Den brings another entry in Tales of the City series, a system-free sourcebook for roleplayers seeking political tension, moral ambiguity, and unforgettable drama. It offers dark rituals, fractured loyalties, and the quiet hope that something better might yet be born from the bloodied cobbles.

You’ve seen cities of freedom, of chaos, of beauty.

Now enter one built on fear.

The Jewel and the Darkness : A Tales of the City (#3) Guide for Thayathorn

There is no virtue in Ancona. Only ambition.

Rising from the green waters of Lake Cona and crowned by its shining amphitheatres, Ancona is a city that worships spectacle, politics, and power in equal measure. The banners of the New Republic hang heavy with blood and ceremony, and beneath them the people dance to the drumbeat of order.

Every grand avenue hides a secret. Every oath carries a price. Behind the splendour of the marble plazas and the sermons of the gods, darker currents move — cults of fire and faith, secret fraternities, and men who would burn the world for a place in the Forum. The faithful pray, the senators conspire, and the Nightwatch listens to them all.

In the Jewel and the Darkness another chapter opens in the Tales of the City series — a system‑free sourcebook for role‑players and storytellers drawn to intrigue, faith, and betrayal. Within these pages lie political machinations, divine rivalries, and the perilous lives of those who rule, serve, or rebel in the heart of Palaya.

You’ve walked streets of rebellion, of splendour, of ruin.

Now enter one that survives by silence.