THE AOV SAGA · OFFICIAL MACRO BOOK

RIZING
POWERBETA V7.5.16 · RIZE OF POWER

OPEN-WORLD RPG FULL CANON

Ten districts. Ten Gemlords. Sixty-three Astralites, and a cult that has started taking people. This is not a manual — it is the shape of the world you are about to walk into. The rest of it is yours to find.

SETTINGZYRAXIS
YOUR ROLERIZER
SPECIESZYREX
TYPES21
PART 01

ZYRAXIS

A world built on ten gems, and it has been cracked before.

Zyraxis is the ninth world of twenty-seven, and the only one where the gems came alive.

It is one continent, divided into ten districts, and each of them grew up around a single enormous gem buried in its ground. Beastlands in the west where the grass hides things with teeth. A silver oasis in the south. Forests that rearrange themselves. A machine-district that measures everything. Each one has its own weather, its own species, its own way of deciding what counts as normal.

You can walk from any one of them to any other. Nobody stops you. Plenty of things will try.

#DistrictGemlordKnown for
IMalezorRakoronthe Beastlands
IIZarvaneIviriumthe silver oasis
IIIAndrannorMutaryneverything adapts
IVVeridanEmeralixthe living forest
VNetharionEurakeonthe world hub
VIVorashilAzurelthe sky roads
VIIXilnarObsidiusthe binding mountains
VIIIBaelgorAmbrevonthe ember reach
IXThardinOathanethe Mechlands
XKorathenOatheusthe far seat
EXPLORE THE TEN DISTRICTS

One world. Ten lands shaped by living gems. Select a district to take a closer look.

The ten districts of Zyraxis An illustrated map from Malezor in the northwest to Korathen in the southeast. Choose a numbered region or a district button below.

Ten districts · One Zyraxis

PART 02

THE GEMLORDS

Ten beings. One per district. Older than everything around them.

Every district has a Gemlord — the living will of the gem underneath it. They are not bosses standing in a room waiting for you. They are the reason the district is the way it is.

The crimson one in the west is dominance and predatory instinct, and the Beastlands behave accordingly. The pearl in the south keeps balance, and the south is orderly in a way that feels almost enforced. The amethyst at the centre is a sanctuary. The sapphire thinks in systems. The onyx receives and holds. Each district is a clue to the being beneath it.

Select a Gemlord's name to open their public record.

THEY DO NOT DEAL IN LOOT

A Gemlord cannot be beaten into joining you, bought, tricked or farmed. They deal in respect, and respect on Zyraxis has a price that is not currency. Most Rizers never meet one. The ones who do usually leave with something smaller than they hoped for and more important than they realised.

Ten seats. Ten gems. Ten presences older than every road built above them.

PART 03

THE TEN GEMS

A gem’s colour is not decoration and not a label. It is a clue to what the gem is made of.

Select a gem to explore its natural power — in the land, in Zyrex, and in Rizers.

For most of recorded history, eight Gem Types were believed to define the natural limits of gem formation. Zyraxis also recognises two exceptional composite formations whose structure and origin remain closely guarded. From these ten expressions come the Ten Gemlords — but the final two do not share the same origin as the first eight.

Colour on Zyraxis works the way colour works everywhere — as a lean. The light is one thing before it enters anything; what comes back out tells you what it passed through. A gem’s hue alludes to the astralite inside it, and to the older colour language the whole saga is built on, where red is body and blue is mind and nothing is inherently good or bad.

So Ruby says instinct. Emerald says growth. Sapphire says intelligence. Amber says perfected form, which sounds like a compliment until you meet something that believes it.

Gems turn up everywhere once you start looking — in the ground, in what your Zyrex are made of, in the weapons people carry and the walls they build. Learning to read the colours is most of learning to read Zyraxis.

The last two are not single hues at all. Hold one to the light and several colours answer at once — which is the first true thing anyone can tell you about them, and the last thing this book will.

PART 04

ZYREX

The creatures of Zyraxis. Not pets, not summons, not equipment.

A Zyrex is a living thing with astralite in its blood, which means it can do something the rest of the world cannot. There are hundreds of species — grass-dwelling things the size of your boot, machine-things that rebuild themselves, drakes that were old when the districts were young.

They are tiered, one to nine, and the tier is not a difficulty rating. It is how much world a creature is made of. A tier-one is a complete animal. A tier-nine is closer to a force with a face.

Most evolve. Some do not, and the ones that refuse are usually refusing for a reason.

YOU DO NOT CATCH THEM IN THE GRASS

There is no throwing spheres at everything that moves. A wild Zyrex has a home, a routine, and an opinion about you. Bonding one is an encounter — something you earn in the moment, and can lose.

PART 05

RIZERS

The people who bond them. You are going to be one.

A Rizer is not a trainer. Nobody on Zyraxis uses that word.

Rizers channel astralite through their own body — the same substance their Zyrex are made of — which is why the good ones fight beside their partners instead of behind them. It is also why it is dangerous. Push too much through a human frame and the frame is what gives.

You start as a kid in the westernmost district with a backpack and no idea what you are doing. Getting registered is a morning's work. Becoming a Rizer anyone would trust takes the rest of the game.

You will climb, and the climbing is the point.

PART 06

THE SEERS

Someone is taking people. They have been doing it for a while.

The Seers are a cult with a headquarters in every district and a very organised way of moving through the world. They wear the same grey. They are polite. They have a stated purpose and a real one.

What is not in dispute is the disappearances. People go into a Seer building and the district quietly stops mentioning them.

THEY ARE NOT A SIDE QUEST

Every district you walk into has already been dealing with them for years before you arrive. What they want, who is funding it, and what they are actually building toward is the spine of the story — and it is not answered in the first district, or the second.

PART 07

THE 63 ASTRALITES

The periodic table of a universe that runs on light.

Everything that matters on Zyraxis is made of astralite, and astralite comes in sixty-three distinct signatures — arranged nine by seven, one full matrix, with a sixty-fourth that sits outside the grid and is not discussed in polite company.

Every Zyrex carries a signature. So does every relic, every gem, every weapon worth the name. Two things with the same signature recognise each other across a continent.

Sixteen of the sixty-three condensed into something else entirely a very long time ago. Those sixteen are the oldest objects in existence, they cannot be made, and the world has spent its whole history trying to get hold of one.

PART 08

THE 21 TYPES

Twenty ways to be. And a twenty-first that does not play fair.

Every Zyrex has one or two types, and type decides how a creature meets the world — what it shrugs off, what goes straight through it, what it is quietly terrified of.

BEASTCREATUREHUMANOIDDRACONICNATUREVERDANTAQUATICELEMENTALCRYSTALTECHEXTRATERRESTRIALSPIRITAURAASTRALRADIANTDIVINECORRUPTEDCHRONOUNKNOWNULTRAMAX

Twenty. They form a closed ring — every type is strong against exactly three others and vulnerable to three, so there is no perfect team, only a team that is wrong in ways you have planned for.

ULTIMATE
AND THEN THERE IS ULTIMATE

The twenty-first type takes normal damage from all twenty, resists nothing, and hits everything harder than it should. It cannot be caught. Almost nothing in the world has it.

If you ever see it, something has gone very right or very wrong.

PART 09

THE NOVARIAN CHALLENGE

The oldest open invitation on Zyraxis.

Long before the districts had their current names, a Rizer named Novarius did something nobody has managed since, and left behind a standing challenge for anyone who thought they could match it.

It has never been closed. It has also never been completed.

Most people treat it as a story you tell children. A few treat it as a career. And at least one organisation on Zyraxis considers it dangerous enough that they would rather it stopped existing — which tells you more about the Challenge than any of the legends do.

It is waiting for you. Not early.

PART 10

HOW IT BEGINS

A small morning, in the smallest district, and then the floor tilts.

It starts domestically. Your mother in the kitchen. Your sister needs walking to school. Your father is at work and has been promising you something for weeks.

By the end of that first day you are registered, you have a Zyrex, and an old Warden at the hall has agreed to teach you what the registration did not — which is everything.

The first district is small on purpose. Every system in the game is taught to you there by a person who lives there, and each of them will remember you for it. Then a road opens south, and the second district is not small, and it is already in trouble when you arrive.

WHAT WE ARE NOT GOING TO TELL YOU

What happens to your family. What the Seers are building. Who is missing from the ten seats. What the Challenge actually asks for. What you turn into, twice.

All of it is in the game, in the order it is meant to arrive.

Ten districts. Ten Gemlords. Sixty-three signatures and a cult with a plan.
Go and find out.

GEMLORD
GEM

WHY THE ROAD LEADS HERE

THE DISTRICT'S QUESTION

GEM
PRINCIPLE

PUBLIC RECORD

IN THE DISTRICT

The Macrobook records what Zyraxis knows openly. A Gemlord's deeper history, private bonds, and place in the coming conflict belong to the game.

IN THE WORLD

IN ZYREX

IN RIZERS

No colour is inherently good or bad. Corruption can seize any colour; it is not a colour of its own.

These are natural principles, not a list of guaranteed abilities. A hue reveals a leaning; it does not decide a being’s species, Astralite family, or every power it can wield.