Happy New Year everyone! A lot has happened this year, we’ve gone through many, many ups and downs but most of you have stuck with us through thick and thin, to which we seriously could not be more appreciative of. In this news post, we’d like to share a look at what’s to come for TallTalesRP throughout 2026.
We’ve got a lot to share, firstly we’ll go over what’s to come in the first half of 2026, so from January until June/July and then toward the bottom of this post, we’ll share a bit about one of our major plans for Summer 2026 and onward.
1st half of 2026
The first half of 2026 is packed with many storylines, events, and updates. We’d like to tease what some of this may involve, keep in mind though that this list is not exhaustive, our team is working on other things we can’t share just yet too!
We’re excited to open up the new TallTalesRP Commissions Discord, a brand new community space for TTRP players to share their commission services, or request commissions from talented artists in our community! We know how important Figura is for the community as well, which is why we’re now fully allowing Figura Commissions through the TallTalesRP Commissions Discord! On top of that, we’ve also got forum channels set up for Art and Skin Commissions.
We’d also love to be able to create a space for non-TTRP related commissions too, which is why we’ve also created a category in this new Discord called “Non-TTRP Related Commissions” where you can look for artists, or sell your art services that are unrelated to TallTalesRP.
Please keep in mind that by being in this Discord, you’ll still need to abide by the TallTalesRP rules.
Join the TallTalesRP Commissions Discord here.
We have finally officialized a timescale that Eldorath will run on. Based on heavy feedback from our community in this suggestion, we’ve opted for a 1:3 timescale. This means that 1 in-game year is the equivalent of 4 real-life months and over the span of 1 real-life year, 3 in-game years will have passed.
This timescale is in effect as of now, January 1st, 2026 and we have retroactively applied this timescale all the way back to when we released.
TallTalesRP released on June 15th, 2024 and during this time it was revealed that Eldorath was in the year 1432. Fast forward to now, with the new timescale applied, Eldorath is in the year 1436. In order to more precisely understand when things occur during one IRP year, we’ll have 4 seasons in 1 year (however we want the community to decide the IRP name for them), and getting even more precise, a season consists of 72 cycles (aka days). Keep in mind though that your character does not need to age as the years progress, you can use the timescale to give reason as to why your character ages slower or quicker.
We’ve added a new page on our website which goes more in-depth on how the timescale works. Read that here.
On another note, Lore team would also like to quickly let you know that the Vestigial Rebirth cooldown will be extended to 4 months from the date of a Hard PK, so that it matches 1 IRP year!


In TallTalesRP, the two main forms of combat are CRP and PvP/PvE. CRP has been maintained for a long while, constantly receiving updates and ensuring it remains balanced but PvP/PvE has not received that same treatment. We know how unbalanced and buggy it is, and you, the community, have not been shy to tell us that too which we appreciate. Of course this is not how we want it to be, our goal is to allow CRP and PvP/PvE to co-exist as the two main forms of combat.
Over the last few months, and especially as of recently, we’ve created a small team of Lore and Content team members to address several of the issues when it comes to PvP/PvE combat and magic mechanics. It started out with many changes from Evie, one of our amazing past Lore & Content members and as of recently it’s been continued by Dark, New World and AWarmRiver who are trying to push it past the finish line.
On top of this, similar to the Feats Tracker we released the other month, we’ll also release a Magic Tracker which lets you view and track the magic you’ve learnt IRP and a version of Teacher Applications but for magic.
The goal is to bring a full rebalance with fixes to all PvE/PvP weapons, magic spells and foci as well as bring foci items & mechanical spells to Advanced Magic like base magic. Here’s some words on how this is progressing from Dark, our CRP co-lead who is helping balance and code in the PvE/PvP changes:
Hi everyone! Dark here!
Content and I are excited to finally cast some light on the changes we’re about to implement to PvE and PvP mechanics. Our current systems served well for the beginning of the server, but are definitely beginning to show their age. This rework aims to align TTRP’s mechanical combat systems more closely with worldbuilding and lore, while also providing room for specialization, teamwork, and more strategy in fights!First: each base magic element is being dramatically reworked and expanded in scope to have 10 to 11 spells up from the current 3 to 4. You’ll be able to cast your cantrip, second and third, and potential fourth spell as normal, but you’ll now have multiple options for each slot and can change them out every so often. This way, different mages can fight more closely to how they would in honor or CRP, specializing themselves to a certain playstyle while staying within the overall niche of their element. For example, earth mages can focus on up-close damage and crowd-control effects (Upheaval, Tremor, Faultline) or gravitate towards a more supportive and defensive role (Upheaval, Stoneskin, Fly Trap). And that’s not even including fourth spells! They’re scary…
Advanced magic as well is finally getting mechanical spells in-game! Though, to start with we’ll be only adding the base CRP doc spells before later expanding advanced magic to the same diversity of spells as base magic. Arts of War and potentially other feats and magics are receiving mechanical implementations as well, matching your PvE ability with your character’s aptitude.
This lets us do a lot of cool things: on the lore side, unlocking all spells won’t be dependent on heavy grinding/RNG, but rather lore accomplishments of your character, furthering one’s development as a mage and separating veteran mages from novice players. On the balancing side, we aim to make teamwork critical in fights while lowering TTRP’s skill floor and nerfing or removing certain previously overpowered spells and mobility options.
Lastly, base weapons are getting love too! A new gem slot system will let them have swappable abilities and passives depending on the weapon category. Similarly, new soul gems for armor will allow customization for more damage, powerful magic, mobility or so on and finally replace the old Night’s Edge enchantments. Heavy weapons are getting a lot of love and should be more viable with this change, which will also rebalance overheated weapons and clean up as many bugs as we can, such as some weapon-swapping issues.
See the sneak peek below for a small showcase on some spells and abilities! Do note that everything is heavily in-development and balancing has not been fully implemented yet. However, with base magic close to done as well as much of the new gem system, look out for playtests in the foreseeable future, where we’ll look for community feedback and suggestions! And lastly, on the CRP side, the new spells will be represented in the CRP system as well.
That’s all from me! Dark out.
We’re a few months out from releasing the rebalances, fixes and other changes however we do aim to release a small hot fix for the more pressing issues before the big changes come out. Be on the look out for this hot fix soon. We've prepared a small sneak peek video showcasing some of the new spells/updated visuals, enjoy!
Our moderation team has been hard at work maintaining and making changes to our rules based on feedback that you, the community, express. We’d like to share some updates on these rule changes:
- Unlocks & Inactive Builds | Live: 1 January 2026
- Feedback: Suggestion #1, Suggestion #2
- New rules and specifications for building guidelines, inactive buildings and unlocks.
- Fear of Life Roleplay | WIP
- Feedback: Suggestion #1, Suggestion #2
- Expanding on what constitutes Fear of Life, and what defines RP Failure surrounding the lack of.
- Backstory-level prejudice & Conflict RP against races, cultures, religions, factions/nations and other groups | WIP
- Feedback: Suggestion #1
- Reviewing and reworking our guidelines to allow backstory-level prejudice & conflict based on prejudice against generic factors and/or life-choices..
- War & Raid Rule Improvements. | WIP
- Balance Wars and Raids Guidelines to equally favour CRP and PVP, as well as to encourage roleplay through providing clearer guidelines surrounding PVP/CRP.
- Habitual Violence | WIP
- Elaborating on what constitutes habitual violence and adding guidelines around reasoning behind habitual violence.
Our Lore team is hard at work on many, many different projects at the moment. Let's share four of those projects that are coming out!
- Eventline: Withering Disease
- The Withering Disease is a larger eventline focused on a broader shift affecting the whole of Eldorath. While the disease itself is a big point, is a it is only a small part of a wider environmental and magical change. It is a much darker themed eventline and will reveal many new things about Eldorath, but not to fear! It can be interacted with at multiple different levels so players can feel comfortable.
The eventline will unfold in stages, introducing new signs, discoveries, and interactions over time. Its effects may be felt across the land and magic with player investigation and choices influencing the progression.
If you’d like to interact with this event line, you can speak to an in-game NPC, open tickets to write to LTPCs (Lore Team Playable Characters), look out for flash events, guild posts, and attend events posted in the withering channel!
- The Withering Disease is a larger eventline focused on a broader shift affecting the whole of Eldorath. While the disease itself is a big point, is a it is only a small part of a wider environmental and magical change. It is a much darker themed eventline and will reveal many new things about Eldorath, but not to fear! It can be interacted with at multiple different levels so players can feel comfortable.
- Eventline: Fish Lore
- A new expansion to Fish lore is expected to begin in the next few months. Those astute may have noticed reference to an upcoming third magic in the Fish lore document. This upcoming release will be another tiered, deep magic magic like Primordial Attunement. Eldritch forces begin to gather. Afterall, the Primordial have enjoyed their pure waters for far too long.
- Storyline: The Mantle Games
- Soon Nations will gather, bringing their finest warriors to face trials that test both natural mind and body in a space in which wielding magic is not welcome. The arena becomes a stage where strategies unfold and rivals or allies rise in unexpected ways. In the Mantle Games, only one can claim victory… and the prize that awaits is as tempting as it is mysterious, drawing the boldest to risk everything. Will your nation be crowned victor?
- Feats / Magics: Golemancy, Bardic Magic, Beastiary and more coming soon!
2nd half of 2026
The second half of 2026, which would be Summer 2026 and onward, will bring a major, major update…
That’s right, a brand new map and with that comes a reset with major changes, updates and a continuation of the TallTalesRP main storyline. We aim to release Map 2 in Summer 2026, however we have a massive undertaking ahead of us and therefore delays are very much on the table, but for now we aim for Summer 2026. We are deciding to announce this now so that you, the community, can share your thoughts on Map 2 and help steer it into a direction you think you and others would like to see. We won’t take all feedback on board, but the ones we do will be announced at later dates!
By the time Map 2 rolls around, the current map will have been over 2 years old which is a long time to stay on a single map especially considering we never anticipated TTRP to get as popular as it did. By not eventually creating a new map with a reset and continuation of the storyline, we’d be doing a disservice to the player and roleplay experience and we’d be unable to make the more sweeping positive changes that can’t be done without a reset.
Please keep in mind that Map 2 is still heavily work in progress and anything we discuss before release is subject to change or be removed without notice.
Before we discuss some of what we aim to achieve with Map 2, we want to clarify what “reset” means. We’ll be transferring some things from Map 1 to Map 2, but not everything will transfer:
- The world will reset and a fresh start will begin. All current builds, chests, furniture, set homes, etc will be gone. You won’t be able to transfer them to the new map as it’s a fresh start for everyone! We have yet to decide whether we’ll provide a world download of the old map.
- Carrying across important items. Reset Vaults will be available to all players, you can use these to bring a limited amount of items of your choosing to Map 2. Anything not in the Reset Vault is wiped. We'd love to hear feedback on other ways Reset Vaults could work, and how many rows they'd have, let us know on Discord in the Suggestions/Discussions channels.
- This means you can bring your important Roleplay & Lore items with you.
- Any CRP, PvP and PvE items you place in your Reset Vault that aren't related to Feats or Magics will have their stats and abilities removed (so they can’t be used in CRP/PvP/PvE anymore). Any Lore on them will remain. We’re doing this as everything will be rebalanced for Map 2 so all players should start on relatively the same power level.
- In-game currency will be wiped. You won’t be able to put Bronze, Silver and Gold into your Reset Vault. We intend for everyone to start with the same amount of currency.
- We will be giving everyone 1 Gold Coin when they first log into Map 2. This will stay in place for a few months after release.
- Characters can be transferred. Any of your characters that are still alive will be transferred to Map 2. Your character growth, knowledge, etc. can be retained moving into Map 2. Of course, you can choose to ‘forget’ certain knowledge and experiences if you wish to have a full fresh start with a character.
- Feats and magics will be transferred. All knowledge pertaining to feats and magics that your character has learnt in Map 1 will be transferred to Map 2! You can of course choose to ‘forget’ certain feats and magics if you wish to have a full fresh start.
- All Store Purchases (including Weapon Skins, Custom Cosmetics, etc) will be transferred. Any store purchases you made, including Ranks, Cosmetics & Custom Cosmetics, Weapon Skins & Handhelds, Pets, Character slots, Wardrobe slots, Home slots and TextRP Append slots will NOT be wiped. You will keep them moving into Map 2.
- All Weapon Skins, Custom Weapon Skins and Handheld Cosmetics you’ve purchased will be given back to you, and can be redeemed via a command on Map 2. Any items in your Reset Vault with these cosmetics on them will remain.
- Nations will remain, Factions will not. Nations will be given the chance to build out their land in Map 2 (without paying for the initial pastes), but everyone in the Nation also starts fresh. Factions will see significant changes in Map 2, we’ll explain more below but they won’t move across in the same way Nations will.
While we can’t share everything we have planned for Map 2 just yet, we’d like to give an overview of some of what to expect. Remember, this is subject to change before release!
The Map
Let’s quickly get one thing out of the way; free-build will remain in Map 2. It is a core part of what makes TallTalesRP stand out from other fantasy roleplay servers. However, we want to create a better distinction between the free-build portion of the map and the more roleplay-centric portion.
To achieve this, Map 2 will have a very large central roleplay zone where the spawn town and all Nations will reside, this large zone will not allow free-build (aside from build access in Nations). Beyond this central zone is the free-build portion of the map, where more individual and small group player-lead roleplay builds will be encouraged. Lore claims will predominantly be situated in the central roleplay zone, but you may also find some in the free-build area.
Currently, some of the weakest points of Map 1 are that roleplay is not centralized as you need to go far and wide to find players and have meaningful roleplay experiences, and the map itself is pretty ugly and difficult to navigate. A major goal of ours for Map 2 is to solve those issues, and we strongly believe the changes outlined above will do that!
Continuing the Story from Map 1 to Map 2
Map 2’s overarching storyline will be a continuation from what has been and what will continue to be setup in Map 1. It’s important to us that you can continue your Map 1 characters into the new map, allowing you to continue your characters stories. However we still need to be mindful of new players too which is why it’ll also be beneficial to start fresh should you wish to do so.
The overarching storyline that’ll lead to Map 1 ‘ending’ and Map 2 ‘starting’ has already been planned out, and now we’re fleshing out the finer details. Some of this overarching story has already begun through our current storyline’s and we can’t wait for you guys to experience everything else our amazing Lore team has been cooking up for the rest of Map 1.
Our Lore team has also been working on new narratives, details and other lore expansions that you’ll be able to utilize in your roleplay throughout Map 2.
Nations and Factions
We aim to transfer all Nations across to Map 2, with an IRP reason that’ll be revealed toward the end of Map 1. Nations who decide to stay in Map 2 will need to build out their Nation land on the new map, and figure out how to proceed with their own Nation storyline. We’ll work closely with them to make this all happen as smoothly as possible!
Factions will not be transferred to Map 2. As many of you will know, a long term goal of ours has been to minimize the amount of Factions we have and centralize that sort of roleplay within a core set of Nations, we set that goal into motion by introducing Nations earlier on in 2025 and now Map 2 allows us to finalize this goal.
We do understand though that many people enjoy creating small roleplay groups through Factions, allowing them to create their own narratives. We want to continue to allow that, while ensuring we allow it in a capacity that is not to the detriment of other players and isn’t a heavy burden to manage on moderation (private lore is time consuming to handle from a moderation perspective). This is why the free-build zone will allow for very roleplay small groups to be formed that can claim a very small amount of land, but we do not intend for these groups to become as big as Factions have become today, and we will no longer call them Factions IRP, they’ll be known as something else.
We’ll reveal more on this new system later down the line. We’d love to hear your thoughts though so please feel free to open Discussions and Suggestions on our Discord.
Resource Collecting
A pretty big problem with resource collecting is most of it is done through OOC means via the Resource World. It hinders the roleplay experience and is also a large contributing factor to OOC bleed as it normalizes mixing IRP progress with OOC progress.
A step we’ll take to minimizing/removing resource collecting through OOC means is by removing the Resource World and replacing collecting important resources (like ores, herbs, etc) through Resource Nodes. These are blocks that’ll infinitely regenerate the resource they give (so like how Adamantine currently works in the Underworld). Each resource will then be given proper lore as to why the resource exists, any relevant backstory to the resource, written observations on special elements to do with the resource, and so on and we hope to make the process of using resources to make tools, weapons and other items more roleplay heavy than grinding heavy.
These Resource Nodes will be located in locations accessible to anyone throughout the map (in Lore claims throughout the central roleplay zone and free-build portion of the map) where you’d commonly find those types of resources. We haven’t discussed Nation-specific resources yet, but may be open to it so please create a Discussion or Suggestion thread in our Discord if you have ideas surrounding that!
We’ll also extend this idea to resources you can only obtain from mobs, like Elementals for example. We’ll be making it so Elementals only spawn in specific Lore claimed areas accessible to anyone.
There’s More!
There’s many other changes, both big and small that we’re wanting to introduce in Map 2. As well as entirely new things.
We aren’t quite ready to reveal what these other things are just yet though as they’re still in the early planning stages. We also don’t want to spoil too much before Map 2 releases!
However, we’ll end this news post with a poem for Map 2 Lore that’s written by one of our amazing Lore Heads, Elle!
The mist has lingered, silent and deep,
Holding secrets it has forced to keep.
Voices murmur where none can see,
Hints of truths that are yet to be.
For those who watch, who wait, who yearn,
the silent depths shall twist and turn.
Soon the mystery, long concealed,
Shall wake at last and be revealed.
As we mentioned earlier in the news post, we are deciding to announce the new map 6 months in advance so that you, the community, can share your thoughts and help steer Map 2 into a direction that not only you would like to see, but others too! Any feedback we take on board will eventually be announced, but please understand we cannot take on all feedback. We’ll also communicate heavily in the Suggestion and Discussion forums on our Discord!
That’s it for this news post. As a quick reminder, Map 2 will release Summer 2026, however we don’t want to rush the new map so a delay may be on the table.
Thank you so much for reading!