Join the pre-alpha test! Learn more
Board a voidship, set sail for distant planets, and forge alliances in this vivid game that brings swords and magic to the cold blackness of deep space.
The rapidly expanding Solar Empire is pushing its borders past the Outer Rim, but unrest and resistance are teeming in the solar system of Pyr. Amidst this backdrop of turmoil and strife, conquered peoples attempt to forge their own identities, magicians and scientists try to unlock the secrets of the cosmos, and voidships filled with intrepid explorers sail the astral seas.
You have little time for the squabbling of kingdoms when every moment could be your last here in the arena, a place where gladiators reenact the triumphs of the Solar Empire for bloodthirsty crowds. No, your eyes are set on the stars, on freedom… but before you can explore dense forest worlds, deep oceanic spheres, and bustling Imperial cities, you’ll have to escape your fate.
In Voidfarers, create your character from the Empire’s scraps. Join a crew composed of vengeful raiders, charismatic magicians, ruthless assassins, and other colorful characters from all corners of the Empire. Board a voidship, set sail for distant planets, and forge alliances in this vivid game that brings swords and magic to the cold blackness of deep space. In a galactic realm where every choice you make impacts the lives of yourself and your crew, do you have what it takes to enter the void?
In Voidfarers, you and your crew have an entire galaxy to explore. Visit the dense forest world of Timberwind, enjoy the hedonistic paradise of Hearth, and brave the floating remains of the World Eater. But while you do, be sure to fly under the radar of Imperial law.
Choose your path: as you complete plot lines, make decisions that determine their outcomes. Conduct daring rescue missions, partake in fierce battles for vengeance and glory, and even adopt a pet for your voidship.
Master the four different kinds of magic and call upon the elements, ancient runes, witty wordplay, and the life force of others to do your bidding.
Meet multiple walks of life as you traverse the solar system, including the aquatic and pacifistic Lunar Nomads, the honorable and battle-hardened Void Raiders, and the resilient and industrious Hammerkin.
The Solar Empire is expanding its borders past the Outer Rim, pushing the Lunar Nomads towards the great, Swirling Maw. But you have little time for the squabbling of kingdoms when every moment could be your last here in the arena. No, your eyes are set on the stars, escape… freedom. In Voidfarers, create your character from the Empire’s scraps: the forlorn raider, rakish chronicler, high-strung astromancer, and clockwork assassin. Board a voidship, set sail for distant planets, and forge alliances in this vivid game that brings swords and magic to the cold black of deep space. In a galactic realm where every choice you make impacts the lives of yourself and your crew, do you have what it takes to enter the void?
Key Events
History of the World
Dawn: the Creation of Pyr
Voyager Song activates the Star Forge, sacrificing the godhood of the Voyagers to stave off the Endless Hunger and form the star Pyr. As Voyagers die off, new planets form:
Tear: The ocean world of Tear or The God’s Tear is the birthplace of the Lunar Nomads.
Golden Reaches: The amber plains of this grass world are where the Kingdom of the Sun takes its first steps.
Frosthaven: The hulking warriors of the Frostraider tribes name this world home, settling the base of the Daggerfang mountain range.
Stonemantle: In the hallowed halls carved deep within this crater world live the Hammerkin and the Forged.
Dance of the Cosmic Wanderers
Luna Oceancaller discovers astromancy, allowing Nomad ships to travel into the void. They become the first Starcallers.
The Hammerkin blasts one of their Forged into space. Upon realizing that the Forged survived, the Hammerkin discover void travel.
Frostshields discover astromancy through their runesmiths, allowing their raven-craft to ascend into the heavens.
Contact Wars
Lunar Nomads make first contact with the Kingdom of the Sun.
The Kingdom of the Sun uses its newfound void travel technology to banish the Wretched Prince.
Frostshields battle the Forged in the Silent War.
Peace is achieved once the Frostshields meet the Hammerkin as kindred spirits.
The Crusade of Frost and Flame: when the Empire hears that the Frostshields have had their own experiences with the shadelings, they accuse them of heresy. Though the Frostshields have better warriors, the Empire has better mages. Neither side claims victory and an uneasy peace is achieved.
The Sundering
The Solar Empire expands into the Lunar ring.
The World Eater Saga:
The Solar Empire assimilates the weakened HammerkinEmperor Sloane leads an assault on the planet Titan, razing it to stardust.
Enter the Maw
Pyr’s spark dims for the first time since Creation.
Fall of the Lunar Nomads:
The Day of Shattered Sun
Dusk
Whether you believe in the Hammerkin’s world anvil myth or the Empire’s flame keeper, the secrets of the galaxy’s true origin are scattered and buried deep in the myths of its people. However, the Nomads’ tale comes the closest. The Voyagers who came before us fled their native lands to escape an endless hunger lurking in the void. In their final act to stave off the hunger, they sacrificed their godhood to make Pyr, our brightest star. The light blasted the hunger back into the dark corners of the void. As the Voyagers died off, their bodies became the planets we call home. But fires dwindle, no matter how many gods you toss into the flames, and eventually Pyr grew cold and hungry. Whatever once sustained the star is no more—whether it was weakened by its own accord, stolen by a jealous god, or simply died off remains to be seen.
Overview of Main Setting
Voidfarers takes place in the former solar system of Pyr, a place of turmoil and strife. Explore the dense forest world of Timberwind, deep oceanic spheres, and the floating remains of a great and terrible wyrm. Navigate the bustling Imperial cities of Light’s Keep and the Golden Reaches while flying under the radar of imperial law.
Locations
The Swirling Maw: Formerly Pyr, the center of the galactic realm.
The Lunar Ring: The last worlds of the Lunar Nomads.
Tear: Nomad homeworld, an ocean planet with a smattering of islands. Because land was scarce, traveling the seas was the Nomads’ way of life. They developed ocean magic to capture fish and steer their ships, which would later evolve into astromancy. The Nomads currently live their lives on ruined voidships floating the seas.
Lifegiver Moons:
Cosmic Tide: a series of defunct void gates that facilitated Nomad travel.
The Empire’s Expanse
Golden Reaches: the birthplace of the Kingdom of the Sun.
Cathedral of Endless Light: here is the seat of the Empire’s religion. It is their duty to spread the word that Pyr’s flame did not burn out, it simply transcended into the bodies of the Empire’s people when its star’s light dimmed.
The Throne: Alabaster, Steward of Sol, sits on the throne in the Emperor’s absence.
Red Sun Arena: Sate your bloodlust here in the arena. Each match is based on a historical battle. In the arena, gladiators fight to the death so that imperial citizens can brush up on the triumphs of the Solar Empire.
The Kiln: the Anvil of the Empire. Hold any solar weapon and odds are you’ll feel the mark of Fallhammer carved into the handle.
Soulblight Academy: As much a fortress as a place of learning, Soulblight Academy is a prestigious school, and many of the Empire’s top innovators started their careers in the academy.
The Outer Rim
Dust Fields of Titan
Timberwind: a forest world.
Remains of the World Eater: the grave site of one of the most terrifying creatures to ever exist in Pyr. So massive is its body that voidships can enter the remains with little effort. Interstellar life forms can be seen feeding on the free-floating viscera, creating a new ecosystem in the void.
Main Crew: The members of your party are a rich tapestry of Pyr's diversity. Naturally, they hold different belief systems and customs, and while the promise of freedom helped them board your ship, they’ll need more incentive to stay, let alone fight by your side. During your journey you will broker peace, listen to their stories, and forge bonds that will last lifetimes.
Supporting:
Imperial (Present):
Raider (Present):
Misc. (Present):
Voyagers (Past):
The ones who came before. The Voyagers fled their home to escape the Endless Hunger. Their sacrifice is the only reason Pyr is lit and the only thing keeping the Hunger from returning.
Kingdom of the Sun (Past):
Lunar Nomads (Past):
Frostshields (Past):
Hammerkin (Past):
Forged (Past):
Items of Significance
Resources
Flora and Fauna
Systems of Government
The Solar Empire: An amalgam of planets brought to heel under the theocratic rule of Emperor Sloane.
Watchers of Ascension: All that remains of the proud Lunar Nomads. Their way of life is dying, and they are no longer capable of traveling the stars. Each Rite of Ascension drains their people’s magic, for it takes a civilization to raise a god.
Void Raider Fleets: Scavengers descended from a long line of storied warriors. They travel in different fleets under broken banners. Those who don’t swear fealty to the warchief have turned into mercenaries.
Clockwork Enclave: By the end of the Metal Uprising, the Forged were no longer semi-sentient or crudely built. These new clockwork citizens stay mostly to themselves, drifting in their mechanized fleets and only dealing with humanoids when they need resources.
Brynn the Broken: Brynn was betrayed by her former warchief and sent to rot among the gladiators. Her rage threatens to consume her. Choose whether to reforge the broken pieces of her sword or cast them aside.
Cast the sword aside
Reforge the Sword
The Artifact: Aegis has stumbled upon a relic predating the formation of the Empire. Help him wrestle with forbidden knowledge that may one day hold the secret to unraveling Emperor Sloane’s rule.
Secrets of Soulblight Academy: when Aegis escaped from the Light’s Keep, he left his sister behind. He intends to rescue her from her stay at the academy, with your help, of course. Warning: this place of learning is built like a fortress.
Worthy of Song: Calamitous is suffering from boredom. They require a muse, someone to catapult them into the annals of history as a storyteller worthy of song.
Complete Rex’s trials to become a legend.
Convince Calamitous that they are worthy of song, and that trials and acclaim won’t change that.
Meet Your Maker: Gage has had centuries of killing targets, but none of them have ever made them question their purpose like you. Gage must find a new purpose, preferably one where their skills are transferable.
Track down the Clockwork Enclave in search of learning modules that best suit Gage’s new lease on life.
Track down Gage’s maker, discover why they were made, and help Gage process this information.
Do Gods Bleed?: Val Starcaller was chosen by their people for the Rite of Ascension, but they are reluctant to fulfill their duties. Either push Val towards their destiny or help them dismantle these traditions.
Ascend: whether you convince them to fulfill their destiny or convince them that they can decide their fate before completing the Rite, you help Val better themselves as a Starcaller.
Tales of Old: Torg is homesick, and for all the good the poor engineseer does, you find it in your heart to scrounge up some old Hammerkin tales and give the tinkerer a good old-fashioned campfire night on a remote forest world.
Devourer: an Imperial noble has enlisted your help. You are charged with entering the remains of the great Word Eater in the hopes of extracting enriching materials… its eggs.
Finish the job
Give Lady Abacus the eggs, and you are rewarded handsomely. Hopefully you won’t hear of any more disappearing planets any time soon.
Destroy the eggs
Destroy the eggs and unlock a new enemy, one with contacts and wealth.
Can We Keep It?: A Shadeling has made its way aboard your vessel. But unlike other Shadelings, this one is not hungry. Your crew are at odds with what to do with it. Aegis wants to keep it for study and send the results to the academy in the hopes of a pardon. Torg and Calamitous want to keep it as a pet. Brynn wants it destroyed. Val wants nothing to do with it. And Gage could care less.
Keep it
Space it
Study it
They Want an Encore!: Flawless Vi tracks down your crew, but instead of turning your crew in, she wants you to come back to the arena under a new contract to entertain the masses for crystals.
For fame and glory!
Sign the contract, participate in the fights, and win prizes.
Set them free!
Go to the arena and free the remaining gladiators.
In Pyr, magic is derived from ancient technologies used by the Voyagers. After their demise, the greater scientific understanding of how their technology worked faded into legend, only to be rediscovered centuries later, once early civilizations began to form.
Enhancement Magic: any type of magic that improves a being physically or mentally. Voyager Haven wished to instill their inhabitants with the strengths of creatures long extinct.
Rune Magic: Rune magic involves the application of mythic symbols carved into stone. The stones allow you to push your body’s limits by invoking one of the four aspects of the World Stone. The carved stones can also be applied to inanimate objects like weapons, armor, and voidships. A capable runesmith can mix and match runes to attain different abilities.
Calling Magic: Magic that calls upon an elemental force to do your bidding, whether it is the sun, the waves, or song. When you call upon an element, that element must judge you worthy, whether that means your spark burns bright enough to wield the sun’s rays or you’re fluid enough to flow with the ocean’s tides. Once judged worthy, you may use the element’s forces to your liking, but do so with caution and respect.
Astromancy: Perfected by the Lunar Nomads, this magic is used to guide voidships through the cosmic sea.
Forging: The Hammerkin magic of invention. When you create swords or automatons in this way, you impart pieces of yourself into your creation.
Taking: The art of consumption. This is a dark, primal force of magic. Users of this type of magic become stronger at the expense of others.
Though Pyr contains multiple walks of life, these are the most prevalent races you’ll encounter as you traverse the Swirling Maw.
Lunar Nomads
Lunar nomads can trace their beginning to the aquatic species that roam deep within the waters of Tear. They are a kind and gentle people who only use lethal force when absolutely necessary.
Physical Description: Nomads are husky humanoids, with varying skin tones based on how deep their original species once swam in Tear’s waters. They breathe through their gills and wear ceremonial neckwear that allows them to breathe in waterless environments.
Beliefs: Life among the waves of Tear was harsh for those who floated alone. This is why Nomads are quick to help other species and normally stick together.
The Journey: The ruins of Tear have helped shape much of the Nomads' understanding of the universe. Because of their knowledge of the Voyagers, they believe that they too must wander, traveling the oceans and then the stars.
The Ascension: An almost cult-like following that has taken over most nomad circles. In order to bring light back to Pyr, a Starcaller must study the magics of the system and attain godhood so that they can follow in the footsteps of the Voyagers and sacrifice themselves for the good of the system.
Magic: Nomad magic is about fluidity and requires being able to flow with the tides and work with the waves. Nomads view the void as one cosmic ocean, and their astromancy allows them to see the hidden ‘tides’ moving the planets and stars.
Settlements: Nomad living communities are built on the backs of the gigantic turtles that live on Tear. Before the Great Settling, these communities were more temporary, with Nomads coming and going based on what part of their journey they were on. Now these cities are overcrowded, with hovels built on top of each other. Their buildings are shell-like and harmless tothe great beast that provides them with shelter.
Void Raiders
A wounded and honorable people. At the heart of every Raider tale, there is a monster that is vanquished or an enemy that is slain. Now, their enemies are invisible: laws and policies carried out by an uncaring empire.
Physical Description: Raiders are tall and thick-muscled, clad in steel armor and rugged furs.
Beliefs: The Raiders believe that Pyr was the result of a grand battle between two siblings, one composed of matter and the other of antimatter. Pyr was lit when the first sword strikes clashed, igniting the star. It is said that the siblings are still fighting, and their ensuing battle is what makes life possible. While the mythical beasts were all companions from the sibling who was everything, the one who was nothing is said to have had one mythical companion, a giant wyrm.
Magic: Each Raider is descended from one of the four different lines of Rune Sisters. A Raider’s line shows you what kind of runes they’re able to use most effectively. Over time, the Raider’s line will manifest itself through the continued use of Runes, granting them certain physical characteristics that the mythical beasts once carried. The spellwork of runes shows how adaptable Raiders can be, but it’s not unusual to find Raiders with a particular bias towards the runes they use.
Settlements: Raiders live on great voidships that house hundreds of tribe members at a time. These long, massive, metal ships are all they have left of their home-world. Their ships prioritize form over function, with smiths to make weapons and armor. Raiders don’t stay planet-side for too long.
Hammerkin
The Hammerkin are a resolute and industrious people. They are hardy and resilient. Because of this, most Hammerkin technology is hazardous and downright dangerous to the other, “softer” races.
Physical Description: Hammerkin are small and stocky, using their mechanized suits of armor to appear taller. Their skin texture is a mesh of skin and stone, with crystalline protrusions that function like hair and beards.
Beliefs: Hammerkin believe that Pyr was created when the Great Forgemaster struck his hammer against the Anvil of Eternity to make the first star. They believe that it is their duty to create and innovate.
Magic: Hammerkin magic involves hammers, forges, fires, and explosions. Their creations are built to last and weather the centuries in a tireless fashion. Their spellwork is blunt and efficient.
Settlements: The Hammerkin are more accustomed to living in earthen, tunnel-cities. Since their assimilation into the Empire, they’ve had to adapt to their assigned living stations, sprawling, prefabricated structures that provide only the basest of necessities. It is not uncommon for the Hammerkin to create tunnels in these empire-made establishments. In this way, they preserve their culture, underground and out of the sight of Imperial patrols.
Forged
The Forged of the Clockwork Enclave generally keep to themselves. As a people, they are still trying to forge their own identity. They are truthful and generally well-meaning, though they do see things in a different light than their organic creators.
Physical Description: Forged vary drastically based on their original assigned duty. Some were once heavy brick-laying machines, while others were refined speakers and eloquent servers. No matter their assignment, they are mostly humanoid in shape, covered in metallic plates that safeguard the magic, pulsating crystal that gives them life.
Beliefs: Forged believe that before they were made, they existed as spirits, swirling around the ether. They are then harvested from the ether and bound to a physical shell by the will of their maker.
Magic: Forged do not possess any grand magical capabilities, but they are able to navigate the stars because of n the latent magical abilities that are housed within their crystals.
Settlements: The Clockwork Enclave is a fleet of ships that contain the Forged that separated from their creators during the Metal Uprising. Their ships have no oxygen and no windows and are composed of massive, clockwork structures.
Imperials
Imperials are a people of utility. The majority of Imperials are fiercely loyal to their nation as a whole and staunch believers in the Endless Light. But there are some Imperials, those further away from the capital, who look at the emperor’s will with a critical eye.
Physical Description: Imperials are lithe and long-limbed, possessing sharp, angled features, pointed ears, and fanged teeth. Their clothing is bright and ostentatious and in some cases, blinding.
Beliefs: In the center of the universe lives a creature of Endless Light. Its rays spread out into the dark, giving the planets their shape and the people their form. But the Shadow grew jealous of the Endless Light and struck its blade into the solar creature. As the creature lay dying, the first flame keeper rose his chalice to the creature's wounds, gathering precious starlight. The flame keeper ran, far away from the center of the universe, and found the Golden Reaches. It is there that he poured the chalice of starlight and gave birth to the star of Pyr. The people of the Golden Reaches possess the blood of stars and light, signifying their divine right to rule. The emperor is the being in Pyr who is spiritually closest to the light.
Magic: To the Empire, magic and faith are intertwined. The strength of your faith determines the strength of your solar magics. The more powerful the solar magic, the closer one is to the light, making the emperor the strongest solar magic user in existence.
Settlements: Imperials live on massive city-structures that dominate the landscape. Their architecture is lavish and utilizes columns; marble and gold are common materials used in their construction. Motifs include the sun, the emperor’s visage, and fire.
Not only does each vote increase the winners' prizes, they entitle you to exclusive perks down the line.
Cast your ballot and become a Founding Member of the LiveTale Community.