Tibia Game Content Designer: Eudocia - Feyrist Creation

Interview with a Tibia Game Content Designer: Eudocia

Learn a little more about her: inspiration for creating narratives, and how the idea for creating Feyrist came about

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Helvans, Milny, Amy Meow
Flor Belina
Milny
Anita Berrinchuda
Chelzea
Alin Rush
Leathia
Paty Delnorte & Martiinn Delnorte

Over the years, Tibia has shown that its community is incredibly diverse. Among the many regions that make up its vast map, Feyrist has become one of the most special—not only because of its magical appearance and enchanting creatures, but also for the way it has emotionally connected with so many female players.

In a game historically associated with adventure, competition, and combat, Feyrist offered something different: an environment where atmosphere, detail, and narrative take center stage. Its soft and colorful design, mythological background, and almost poetic tone created a unique contrast within the Tibian universe.

For many players, Feyrist represents a space of identity and belonging. It’s a reminder that Tibia also has room for sensitivity, aesthetics, and imagination. Since its release, Feyrist has inspired countless illustrations, stories, and community projects that celebrate its beauty and symbolism.

That reception also opened up a broader conversation within the community: the need to create more content that reflects different types of experiences—including those that appeal to emotion, empathy, and a deeper connection with the game world beyond combat.

Feyrist stands as an example of how design can transcend visuals and create genuine bonds between players and the universe they inhabit. And behind that creation is one of the community’s most beloved game content designers: Eudocia.

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Hi Eudocia! Thank you so much for taking the time to join us. It’s truly a pleasure to have you here and to explore your journey as a game content designer, especially in the fantasy world of Feyrist. Let’s begin!
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1. Game content design is a field that combines creativity, technical skill, and deep passion. We know that every designer has aspects of their work that especially motivate them, and that fun and passion are key drivers in creating memorable experiences for players. Of everything you do in your role as a content designer for Tibia, what is the most fun or passionate aspect for you?
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Eudocia's Workspace.
I think that, at heart, I have always been a storyteller, and that is also the aspect of my work on Tibia that I enjoy the most. Expanding the world, adding new areas where players can encounter new creatures and cultures, experience new adventures, and get to know a whole new part of Tibia. When a new idea pops into my head, the background of this new area always plays a big role: Who lives there? What are the cultural characteristics of this area, and what wonders, big or small, could players discover there? What I enjoy most about my work is telling a story and sharing that story with the players of Tibia. So many players spend time in this world, have fun there, escape from everyday life and can dream – and I help bring this world to life. That's what makes my work so special to me.
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2. How did you get started in the creative world, and what inspires you the most to keep creating?
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It actually started with writing and storytelling. I wrote my first short stories at the age of 13, and over time I began to write longer, more detailed stories. Then I got into pen-and-paper role-playing games, a hobby I still enjoy today. I soon started DMing and, of course, coming up with stories for my groups, but I also created my own game worlds. Later, I did the same thing online, mainly using Neverwinter Nights 1 and its great Aurora Toolset. I also shared these worlds with other players. And from there, my path eventually led me to Tibia.

I draw inspiration from many things: it can be a beautiful place I visit on holiday, a special picture or a song that leaves an impression. Sometimes it's ideas that just pop up when I let my thoughts run free, e.g. when cycling or going for a walk. All of this then flows together into concepts, both for private projects and, of course, for Tibia.
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3. Where or how did the initial idea for a dream-based island (Feyrist) come from? Was there any external reference or initial concept that inspired it? Was it a personal proposal or a collective concept within the team?
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Feyrist was one of my proposals at the time, based on the fact that there existed no fae creatures in Tibia up to that point. Except for the dryads, fae were actually non-existent in Tibia, and I felt that this was a gap that I really wanted to fill. I wanted pixies, nymphs and satyrs, and above all, I wanted a place where they belonged. I didn't want them to just appear in the existing forests, I wanted to create a home of their own for them. So I thought about what the home of Tibian fae creatures might look like, where in the world it might be located, and what connections to our existing lore would be possible.
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4. The lore of Feyrist is incredible—it's so well detailed, and that's beautiful. What was the process like for creating Feyrist's story and its connection to Roshamuul?
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The connection to Roshamuul was there pretty much from the start. Once I had the initial idea for fae and a fairy island, it quickly became clear to me that it should have something dreamlike about it – and then I thought to myself: not just dreamy, but with a real, close connection to the dreams of mortals. And since Roshamuul was already the home of nightmares, it was quickly decided that Feyrist should be the home of beautiful and pleasant dreams. Hence its geographical location directly north of Roshamuul. The next step was to consider what kind of fae should inhabit the island. I quickly decided that I wanted nymphs, satyrs and pixies. But there were so many other fairy creatures to choose from. While satyrs and nymphs come from ancient Greek mythology, I was strongly inspired by the fairy world of Northern and Central Europe, especially its pre-Christian roots, when it came to the boogies, swan maidens and pookas, for example. Then I thought about what the flora and fauna and the dwellings of the fae creatures should look like. And while I was working on these assets together with our graphics team, the idea came up to create a ☀️ day and 🌙 night version for many objects. This was the first time we implemented a large-scale change across an entire landmass with a clearly visible visual change between day and night. So it was only natural that different monsters would appear at night than during the day. And in the meantime, the lore, the story, also took shape. Some things were already in my head right from the start, even before the map was created. Other ideas came together with the beautiful assets and creatures.
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"Roshamuul is the home of nightmares, Feyrist is the home of beautiful and pleasant dreams."

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Feyrist day and night concepts.

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5. In Tibia, there's a large community of women of all ages who admire and love Feyrist, which led to great acceptance of its lore, culture, and everything related to it. Do you think creating places like Feyrist—with a less “harsh” and more “magical and charming” aesthetic—is a way to make the game more inclusive or appealing to diverse audiences, including female players?
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That's a very good and interesting question. When you're creating game content and narratives, it's often not that easy to judge what will ultimately go down well with players, or what player groups. You hope that it will be well-received, but basically you have to decide on something without knowing in advance whether players will like it or not.

It's always best to choose a topic that you yourself are convinced of. That way you will be working on a project that is close to your heart and that you are really passionate about. You will be more creative with such projects than if you are implementing something you don't really want to do, or you do not feel passionate about.

Feyrist was a project that was really close to my heart. When I first had the idea, I immediately felt that I definitely wanted to do it. I was also convinced that it would fit well with Tibia – precisely because we had never had anything like it before.

It's great, of course, to hear from you that some of Tibia's female players feel drawn to Feyrist.

I believe that following your heart can indeed contribute to making the game more appealing, whether that influences the appeal it has on certain groups of players, including female players, I cannot say for sure, though. It would definitely be a very interesting question to explore, though. What I can say is that I am very happy, that after all these years the passion I had when creating Feyrist still lives on in its reception by you, the players.
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6. As mentioned before, Feyrist was and continues to be very well received by the female community. Did you expect this kind of emotional or aesthetic connection with the female audience? Have you received any feedback from women about what Feyrist represents to them?
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I must admit that I wasn't aware of this point or distinction at the time, nor did I create Feyrist with this intention. I didn't realise that Feyrist held such a position among female players in particular. So your mentioning of this here came as a surprise to me – a pleasant one.

When you come up with something new, fill it with life and send it out into the world, so to speak, you can never be sure beforehand how it will be received and accepted. It's exciting every time. Creating something that players have an emotional connection to is one of the most rewarding aspects of my work. So I hope that Feyrist continues to bring much joy and remains as important and inspiring.
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7. As the designer of "Aylie", a fairy-themed item inspired by Feyrist and created for a fansite dedicated to fictional storytelling set in the magical world of Feyrist – TibiaTales –, I feel deeply connected to the world you helped bring to life. How does it feel to know that a region like Feyrist has not only visually inspired the community, but has also sparked emotional stories and the creation of entirely new characters in fan-made fiction?
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That's an incredible feeling. It's beautiful to know that Feyrist is not only associated with pleasant dreams in Tibia itself, but that it also extends into the real world and inspired you to create Aylie, and others to create fan fiction.

I think there are two special compliments for creative work such as mine: when someone makes a satire about it or fan fiction / fan art. Good reviews are great, good ratings are fantastic – but getting someone to love what you've created so much that they put in the time and passion to write a story about it, paint a picture or realise it in some other form of artistic expression – that's the best thing that can happen to you as a creative person, at least in my eyes. It's an incredible compliment to the emotional impact of your work. Aylie is, by the way, a very beautiful item that I really like a lot.
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8. For years, many players—especially women—have expressed the wish to have livable houses in Feyrist due to its visual beauty and magical atmosphere. Has the possibility of adding houses in this region ever been discussed within the team? Some cities in the game have housing that ties into the lore, for example: Carlin and its wooden homes, Yalahar and its apartments, or Candia with its candy houses. From your perspective, how would you imagine Feyrist-style housing? Would they be magical tree houses, flower-covered cottages, or mushroom-shaped homes?
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Visually speaking, all of these ideas would definitely be appropriate. Our NPC Gerimor has shown how it's done, so to speak, by taking up residence in a beautiful tree house on Feyrist. Since we recently added player houses for Candia, this would also be an obvious extension for Feyrist. I wouldn't rule out the possibility that we may have vague plans in this area. In other words: I'd love to do it, but I cannot make any promises here.
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9. In previous interviews, you’ve mentioned drawing inspiration from real-world locations and cultures for various areas in Tibia. Was this also the case with Feyrist?
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Yes, that's right, I have always been inspired by places and cultures in our real world. While Kilmaresh was inspired by ancient Assyrian and Babylonian architecture, Marapur was inspired by aspects of ancient Indian culture, especially the Kandariya Mahadeva Temple or Pattadakal and Shikhara architecture. The inspiration for Feyrist also comes partly from the real world. I drew a lot of inspiration from nature photographs, beautiful trees and flowers, unusual rock formations, blossoming glades, parks and gardens. Images of garden decorations in particular gave me many ideas: houses in toadstools, stones with faces, fairy fountains, beautiful floor mosaics made of natural stones, etc. All these things were then incorporated into the concepts for Feyrist, and our graphics team also developed many ideas here.
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10. We know that Candia is somehow connected to Feyrist. Were you also involved in the development of Candia? If so, what was the inspiration behind bringing that place to life?
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Eudocia sharing her Taiyakis!
Yes, since I am responsible for the vision keeping of Feyrist, so to speak, this fell within my area of responsibility. I therefore also developed and implemented Candia. The initial idea was to create a kind of land of milk and honey, somewhat similar to the Cake Keep Isle south of Cormaya. Naturally, the fairy tale aspect was very much at the heart of this idea. And fairy tales, especially ones like the Land of Cockaigne, are very strongly associated with children. So I came up with the idea that there could also be a place that springs from the dreams of Tibian children. While Feyrist generally reflects beautiful and pleasant dreams, Candia is primarily a realm of children's dreams. But even this realm is not entirely immune to dark influences, which is why the sinister Roshamuul ultimately finds its way here as well. The idea was to take a fairy tale area like Feyrist one step further. What would the land of milk and honey look like in Tibia? That was the basic concept.
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"While Feyrist generally reflects beautiful and pleasant dreams, Candia is primarily a realm of children's dreams."

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11. Beyond the specific projects you’ve worked on, how would you describe Eudocia the game content designer in Tibia—and Eudocia in real life? Do you feel that your personal tastes or interests outside the game have influenced the content you’ve created for Tibia?
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Yes, for sure. Ever since my earliest childhood, I have had a great love for fantastical themes. The Neverending Story was one of the first fantasy books I read as a child. Later, of course, I read The Lord of the Rings, but also many fairy tales, mythological stories and many other fantasy books. Role-playing games such as Dungeons and Dragons and The Dark Eye were always an important part of my hobbies, as were games such as Baldur's Gate 1 and 2, Icewind Dale 1 + 2 and Planescape: Torment. I think that these games shaped me more than any others. That's why I also enjoyed Pillars of Eternity, Pathfinder Kingmaker and Baldur's Gate 3.

My academic education has certainly had an influence as well. I studied history and worked in the cultural sector before joining CipSoft. My focus was on ancient and medieval history, which may show in areas such as Kilmaresh and Marapur. My love of Gothic horror, on the other hand, may have influenced the Grimvale questline. I think that, especially when working creatively, your personal interests and passions and your professional work always influence each other in some way.
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Thank you so much, Eudocia, for taking the time to share with us some of the secrets and inspiration behind creating this region we love so much, as well as sharing a little about yourself and your work as a video game content designer — it was truly an honor! We wish you continued success, inspiration, and joy in everything you and your colleagues create.
Special Thanks to Milny for preparing the questions for this interview.

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2 Comentarios

  1. Me encantó la entrevista, felicidades!

    ResponderBorrar
  2. I've always wanted to know more about the creator of Feyrist and Candia, my favorite places in Tibia. Thanks.

    ResponderBorrar