The Guilds of the Tamarran Continent

The Guilds are one of the most powerful forces on the Tamarran continent. They may not have the large armies or lands of a kingdom, or claims to any throne, but they do have exceptionally talented, powerful people, and a scientific method that is continually making them more so.

Even though the Guilds officially stay out of Tamarran politics, they are still a massive organization, and require some serious structure just to run.  Perhaps most importantly, they’ll often be a very important part of your characters’ lives.

As always, please feel free to ask any questions you might have, answer other people’s questions, and just generally discuss. We love to hear what you have to say!


The Guilds organize themselves in two main way: internally (within a particular Guild), and externally (interactions between the different Guilds). This blog entry is about the internal organization.  

There are three levels of Guildhouse: Central, Regional, and Local.

The Central Guildhouses, which are the headquarters, are located in Tarnath. From here, policy decisions that affect Guildhouses and members across the continent are made. These Guildhouses are the most elaborate on the continent, having been built by the great Samron himself during the height of his power. They are also home to some of Tamarra’s most powerful channels, including The Guild Council, composed of six Channels (one from each Guild) who form the primary governing body of the Guilds.

There are Regional Guildhouses for each Guild.  They oversee the local Guildhouses in their region of the continent:

  • The Inner Sea Guildhouse has jurisdiction over the very southern edge of Tamarra — the Plains of Lochuum, the region of Jowea, and the southern islands. It is located in the city of Riverbend. Since the Stillness War, it has been relatively isolated from the rest of the Guild structure — it is not cut off completely, but it is now considered by many to be something of a “frontier,” and it has been unable to contain an outbreak of sorcery.
  • The Naldrin Guildhouse in Naldrin City has jurisdiction over the western/northwestern part of the continent. Because Naldrin City is the largest and most cosmopolitan city on Tamarra, this Guildhouse has recently argued that the Central Guildhouses should be relocated here, rather than in Tarnath (which they consider a minor city, especially since it is no longer the grand center that it was during Emperor Samron’s time).


  • The Northern Guildhouse is located in the capital of the Kingdom of the Szaskar Crawn. It has jurisdiction over the northern parts of the continent, including the Crawn Empire, and the Icy Wastes. This Guildhouse is perhaps the most politically involved of any on the continent, as it has come to a “mutual understanding” with the Crawn government. In exchange for turning a blind eye to sorcerers (frowned on by the Guilds but surreptitiously employed by the King), this Guildhouse receives political and military support in its endeavors. This is a cause of friction between this Guildhouse and the others on the continent.
  • The Eastern Guildhouse, formerly the Quay Guildhouse, has jurisdiction over the center of the continent, including the Plains of Frestehal and the Bay of Perrin. It used to have jurisdiction over the Quay Empire as well, but since that Empire’s de facto destruction in The Stillness War, the territory overseen by this Guildhouse has shrunk considerably. Its influence has shrunk along with it — a definite sore point.


The Regional Guildhouses are all well-equipped. It is not uncommon to find powerful Channels here who have overcome the 12th barrier in their Energy and are considered to be amongst the top of their Guilds. The structures themselves contain laboratories, training facilities, and ample security.

The next level down the ladder the are the local Guildhouses. Depending on the size of the town or city in which they are located, these may have anywhere from several powerful channels from each Guild to one or two low-barrier channels from only a few of the Six Guilds.

We will discuss the interactions between the different Guilds (external organization) in a future post.

An Introduction to the Ten Races

The Ten Races are the central actors in the Beyonder world.  Unlike the other races (and creatures) of the world, they are the only ones that have the ability to use any or all of the Six Energies. When you play Beyonder, you choose one of these Races for your character to be. Each race has its own general characteristics, both in personality and appearance.  Most enjoy living in particular areas or environments on the Tamarran Continent; however, at least some of their members can be found almost anywhere. (If you’d like to see a map of the continent, go here and click on “Map”.)  

When you create a character, choose the Race that you like best.  Don’t feel limited by your choice: there are always variations in personality and style. Use them wherever and however you find most appealing.  Rules are meant to be broken!

The Ten Races

  1. Crawn: Militant and snake-like.  Crawn tend to be serious in nature, and love order for themselves and the world in which they live.
  2. Dwaheely: Physically, Dwaheely are the smallest of the Ten Races.  However, their love of scholarship and the intellect can make them formidable adversaries, or powerful allies.
  3. Dwarf: Short and strong.  Proud and practical.  They can be amazing warriors as well as builders and craftsmen.  They have tremendous endurance and toughness, which is a great help for them in their favorite places: under the mountains and lands of the Tamarran Continent.
  4. Heolas: Probably the most “mystical” of the Ten Races.  They come from the heavens, and although they are strongly rooted in the Beyonder world, they gain strength and wisdom from their connection with the stars.
  5. Human: Members of this race look a lot like, well, us.  They are generally the most socially adept race and can be found virtually everywhere on the Tamarran Continent.
  6. Ishiri: These folk have a strong affinity with stone, rock, and the hard matter of the world.  They are themselves physically strong, like the stone they love, and they have a great love of nature and the world around them.  Although they are most at home living on mountaintops, they can also be found in forests and cities.
  7. Kamari: The Kamari love the woods and forests.  Although this love is very serious, they also have a whimsical and playful nature.  They enjoy nothing better than to spend the day playing and lounging among the trees, but be very careful if you disturb their haunt!
  8. Ushen: The largest of the Ten Races, these creatures can be as much as nine feet tall.  They are humanoids, like the other Ten Races, but strongly resemble proud and beautiful bulls.  They love nature and freedom, and often build strong bonds with the other creatures.
  9. Wellyn: Pranksters!  Like the kamari, they love the woods, and although they are small, they are fast, resilient, and strong.  While their preferred way of handling almost any situation is by tricking their opponent (did I mention how smart they are?), they can be effective warriors and combatants.
  10. Zweyjen: A sea-loving race, which is no surprise given the fins and scales that adorn their bodies.  They are no strangers to the land, however, and can be as happy near rivers, lakes, and ponds as they are at the sea.

The Ten Races came into being at the beginning of the Third Era of the Fifth Age of the World, and each has its own history. (We will talk about that in more detail in later blogs.)  The story of four of these races is particularly interesting.  The Heola, Ishiri, Kamari, and the Zweyjen, although they each have their origins in the current Era of the World, are likely descendants of the great Elzheni race, which lived during the prior Era of this Age.  The Elzheni are extinct, but they lived for many thousands of years, and have their own remarkable story.

There you have it: a very short introduction to The Ten Races.  We’ll be posting more details about them, as well as the Tamarran Continent, the Ages of the World, and many other things, in upcoming blogs.  

If you’d like to see illustrations of each of the Ten Races and get more information about them and about other parts of the Beyonder setting, go to Beyonder: Imagine with Us. For more information, consult our books, “Beyonder: The Science of the Six” (our rulebook), and “Imbelnhi’s Bestiary: Being a Traveller’s Account of our Continent and Her Creatures”.  You can find the hardbound and the PDF versions of these books at the FNBGames Store.  Please come and visit.

And, always, talk to us!  We love to hear what our players (and potential future players) have to say.


Hello from Flying NightBear Games

If you’ve been here before, welcome back!  If you’re new to the blog, here’s some of what you’ll see in the weeks and months to come.

In upcoming posts we, the FNB Games partners and friends, will give you a glimpse into the Beyonder world.  Jordan will explore the rules of Beyonder, and show you how to make your character increasingly powerful and nuanced.  Simon will introduce you to some of the more powerful organizations on the Tamarran Continent, such as the Guilds (each of which is aligned with one of the Six Energies in the world).  Caleb will talk about the Guild Energetic Research Coalition (the GERC), which leads Guild work on the science of the Six Energies, and the social disparities of Tamarra.  Robin will discuss the history of the Tamarran Continent, its peoples and places, particularly the Ten Races, which are central to much of the current activity on the continent.  We will also talk about the Six Energies themselves: Emotion, Mental, Body, Physic, Spirit, and Shadow.

We invite you to join a journey that began around our dining room table over two decades ago, when Robin introduced Beyonder to his three sons: Simon (then 11), Caleb (7), and Jacob (4).  (Flashback: Robin created Beyonder many years before, when he played with his friends and family.) He introduced it to his sons, who loved it, and were soon playing with their friends, including Jordan.

You may have recognized the names of the FNB partners in those original players! They have all played Beyonder since that day. The game has evolved; the rules have become more mature and robust (with all the years we have played, we estimate that we’re now on the 47th edition of the rule set!). The world in which Beyonder takes place has been fully fleshed out, with a history, a geography (including a great map of the Tamarran Continent), and a rich set of creatures and characters that populate it.  All that’s missing now is you!

We’re interested in knowing what you would like to see in these pages. Get in touch.  Tell us what you want to know and what questions you have about the game and about the Beyonder world.

Thanks for joining us – let’s get started!




All of us at Flying NightBear Games wish you a season of light and peace.

We wish you moments of joy with family and friends; food and shelter for those who go without; easier times for all who are struggling; and understanding, brotherhood, and sisterhood for all.

Robin McEntire, Jordan Campbell, Simon McEntire, and Caleb McEntire – Partners, FNBGames
Jacob McEntire, Story Development; and Judy Schatz, Director of Communications

Artwork: Sutri, by Rob Rey


Sutri. Art by Rob Rey.

From now until December 9, sign up below to be entered in a drawing for a Limited Edition postcard! The first in the “Creatures of the Tamarran Continent” series, it shows a sutri — spirits with deadly intent who appear as beautiful humanoids. Beautiful descriptive text on back.

Winner will be announced on Wednesday, December 10.


Why go with the same boring gifts this season, when you can help the gamer in your life become a star-tuned , a bellicose, serpentine , or a trickster? (go to and click on “Races”)? Give the gift of Beyonder, a tabletop role playing game with incredible depth of story, setting, and game mechanics. You don’t even have to brave the mall – just go to our online and order!

PDF editions

Beyonder: Science of the Six – PDF. The Rulebook has the core set of rules and approximately 500 Energetic Powers. It includes a map of the Tamarran Continent, in-depth descriptions of the world and its history, and beautiful color illustrations of each of the Ten Races you can play. Now only $30 from the Beyonder store.

Imbelnhi’s Bestiary: Being a Traveler’s Account of our Continent and her Creatures – PDF. The Bestiary has gorgeous, full color illustrations of some of the fascinating creatures that inhabit the Tamarran Continent. It includes a memorable description of each, as well as stats that can be used to play each creature. It’s also only $30 from the Beyonder .

PDF Bundle For the ultimate Beyonder gift, consider getting the PDF bundle – both the Rulebook and the Bestiary for the great price of $48.

Beyonder in Hardback!
Pre-order hardbacks by December 31 and get the PDFs now for free!

These beautifully designed and illustrated books will soon be available in hardback. This is a perfect gift for gamers and book lovers alike! Right now*, if you pre-order Beyonder: Science of the Six and Imbelnhi’s Bestiary: Being a Traveler’s Account of our Continent and her Creatures, you will get the PDF version of each one you order — free! That means your gamer can start playing immediately. (*Offer good through December 31, 2014.)

To order any of these great Holiday gifts, go to our store. We can’t wait for the special gamer in your life to jump into the world of !