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An original high fantasy role play set in a vast immersive world where all kinds of magics are possible. Here we pride ourselves on rich lore that allows you to create as desired. Hosted on a paid for web domain and powered by creative forum software, we have no TOS and no word requirement. Additionally, we are an 18+ community that likes to put no restrictions on member concepts. We boast an extremely inclusive commununity and encourage new role-players and veterans alike to join. To view the activity of the role-play please visit the bottom of the page and take a peek at our Latest Role Play section. |
▮ lexicon.
IMMERSE YOURSELF IN MAGIC
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premise Among clouds of distorted cerulean and emerald fusion, an ethereal beam of tempestuous energy surged up from beneath Saryndil’s crust. Below the ground shattered, unleashing a mystifying anomaly and Aether weaved a violent torrent in the heavens. Cracks in the landscape rushed forth from the core of the giant abnormality, changing the scenic panorama as power swelled from one extremity of the continent to another. In the wake of this phenomenon’s assault, non-magical creatures fell victim; some incinerated instantly, others miraculously left untouched, and a fair amount acquired Aetherial gifts. ▸ READ MORE |
character creation.
Pleased to meet you, traveler! Once you have become accustomed with the Lexicon, you are ready to establish yourself in the world of Saryndil. Everything you need to make a character is available here.
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————————— REGION OF AELYRIA —————————
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——— THREDITH
Nestled in Aelyria’s bountiful south in a fertile canyon is the capital of Elvendom on Saryndil. In the woods of southern Aelyria Elvenkind was born, and inspired by the luminescent trees that greeted them at birth, Elvenkind set forth shortly after adolescence to build a civilization fit for eternity.
Pale rock amongst vibrant green crystalline waters frames the outskirts of Thredeith. Taller than any castle built by mortals, the silver spires reach for the heavens. The architecture of Elvendom cleverly designed in such a way that all buildings here flow seamlessly with one another, instead of crudely separate. By day the abundant rivers of Aether in the air power ivory translucent constructs which glow a blueish hue, illuminating the kingdom's spindling pathways.
Within the lucid white structures of Elvendom, the Calaquendi elves maintain ancient traditions. The kingdom is stringently patrolled by the ranks of The Undying when they are not out crusading against the Aether-Touched. It is extremely rare to see other races inside the walls of Thredith and formidably forbidden are Vampires and the Aether-Touched. -
——— NENUIAL
Concealed in the monumental woodlands of Northern Aelyria is the refuge of Nenuial. Shortly after the Moriquendi exodus from Thredith, Nenuial was established and thrives as a safe haven for all races - including Aether-Touched. The kingdom stands for the art and usability of Aether for all on Saryndil, instilling reformation to the archaic beliefs of Elvendom.
To sustain the authentic beauty surrounding Nenuial, the Moriquendi crafted the structures of their kingdom into the hollowed trunks of the primeval trees, which are rooted deep on the rigid slopes of the Ered Anarandil mountains. The majority choose to dwell in the misty canopy above, as copious amounts of rain falls in the spring and summer, making the lower parts of the kingdom highly susceptible to flash floods and landslides. The giant roots protruding from rock have been fashioned into walkways, which traverse roaring waterfalls that cascade into the gorge beneath.
Carved into the dense bark of the trees encompassing Nenuial are magical runes, which are powered by Aether and sunlight during the day, and Aether and moonlight by night, augmenting an immense barrier. The barrier wards off outside dangers, preventing Calaquendi, Vampires, and Daeva from entering the refuge. This is perhaps Nenuail's greatest accomplishment and a testament to their rich culture where magic is both an art and a study. -
——— SHYR THYSAER
Remarkably different from Aelyria’s array of forests, the trees of Shyr Thysaer are painted by Aether brandishing artistry in tones of pastel lavenders, pale indigos, and vivid blush. Aether flows through this precious gem of Aelyria’s eastern reach like blood rushing through veins. Blazing temperate colors pulse through the dense treetops in resemblance to that of a steady heartbeat, fashioning Shyr Thysaer brighter and more radiant than any assortment of jewels.
The flora and fauna found here are unique in the world, and protected for centuries the trees are immeasurably tall and adamantly strong with roots that reach deep. However do not fall victim to the hypnotic arrangement of color, for the Kindred tribes have sworn to protect it from questionable intrusion. They dwell in its depths, a race of rich culture and strange rituals, passionate and animalistic. -
——— UMBOTH MUILIN
TBD -
——— ERYN VORN
Even in magnificent Aelyria there are places radiant starlight can not reach. Rays of light, day or night, fall petrified failing to pierce the haunting veil of the Eryn Vorn. Treachery emanates from within, enticing terrible madness and ghastly allure. Uninvited the living are led astray by grim magics as Aether contorts reality, fabricating perilous deception. Deprived of vital light, trees ashen black cling painfully to the withering environment bent by insidious Aether.
Aether flows lavishly here, but unlike in Shyr Thysaer, where its presence grants the woods exuberant beauty, here it shines in pale frailty, drowning everything in an ever-present ethereal fog. All life that dares be born here twisted and deadly. Thus Spectrals run rampant, thriving off the dismal atmosphere, fervently in the wait and search of bodies to possess. -
——— CIRITH DUATH
A curse. A tragedy. A mark of mistakes made and a warning to all peoples. Cirith Duath stands in Aelyria’s center as an arrow embedded in a sweet Elven maiden’s heart. Death, where there was once life. Discord, where there was once harmony. A stretch of barren wasteland overloaded with sheer Aether, the primordial presence oozing into reality, glowing like flooded rivers. To stay in this place for too long is a danger, for the overload of Aether distorts and bends reality.
The woods once surrounding the area eradicated - all living things obliterated. All that remains is cold rock as a mark upon the world. In its very center it stands taller than any tower and mightier than any castle, the remains of the explosion preserved forever in place as a massive construct of raw crystalline Aether that calls furious storms upon itself, with the eye upon the very tip, where arcane energies refuse to rest.
————————— REGION OF DELDRAN —————————
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——— ASH-ANGEN
Far to the north, reaching for the stars and shielded by storms that make the skies themselves tremble lies a bastion of ice and rock. Frigid, mysterious and full of power like its creators. To reach Ash-Angen is a feat only achievable by the hardiest of champions. Traversing the ebony peaks of Ered Mithrin, stormed by blizzard, rocks and lightning. Stalked by the darkness itself spells doom for the weak. Ash-Angen origins are steeped in mystery and tainted by blood, for it was here the first Vampires, the Precursors, first settled. Accompanied by the Elves that would become the Fahar of the Daeva hordes. An impenetrable defensive structure, Ash-Angen is known as the most protected fortress in Saryndil.
Protected by nature itself, with an army capable of sending volleys of arrows and spells. Its stone black as the eternal mountains it was carved out of. Framed with bluish ice and illuminated by the swirling tempest from above. Arcane runes shining upon the walls and halls, magics old and powerful. Towers rise like sharp fangs intent on swallowing the ceaseless skies. Grand bridges and gates are lit with bluish fires. Guarded by the ever-vigilant legions of vampire warriors, sworn to defend Ash-Angen’s walls.
This is the fortress of the night. Concealed within are secrets that hide within its massive black halls. Only the High Vampire, who reigns supreme over all of Vampire-Kind upon the Black Throne and their most intimate advisors know what hides in the dark maze of the impenetrable fortress. -
——— ROTHOS VER
Embraced by the grasp of the southern edge of Ered Mithrin, grand Rothos Ver sits upon Deldran’s only lake. The grand river leading to the Kal’Ir is born upon the same mountain springs that feed the city’s intricate aqueducts. A marvel of architecture that displays the same ethereal beauty of the Elven construction, Rothos Ver shares the shape of a crescent moon upon the night sky. Great domes and towers built upon the snow-white rock that creates a painting that tells the glory of the Vampiric race to all that lay their eyes upon it. Grandiose statues are carved from the cliffs that frame the city scape, titanic monuments of Vampire champions that guard the city as surely as their warriors do. Founded by the vampires that abandoned the protection of the Exordium in Ash-Angen.
Rothos Ver is known as a nation that enjoys autonomy. It makes its freedom known by allowing all the races of Saryndil to enter its borders to gaze upon its glory. Being a melting pot of cultures and races the streets of Rothos Ver are a sight to behold. Wonders and people from all around the world find their way here. Inside the city, the vampires live in decadence and those who have immense wealth live in absolute vice and splendor. Though Rothos Ver slums are equally exciting, calling itself home to mercenaries. Bringing the most talented sell swords from around the world into one spot, offering to defend the city or one offering the most coin for their service. -
——— ASH-RODENTH
Chilling woods decorate the marshes of Ash-Rodenth and consume much of the southeastern region of Deldran and expand towards the cold northern reach of the realm. This grand swamp serves as an entryway for those who wish to travel to Rothos Ver. Ash-Rodenth is bound by putrid waters and constant shadow. Such conditions give birth to the exotic wildlife. Great willow trees with bark as black as the night and leaves of crimson. Frogs and Toads engorged full of venom, gigantic insects that are eager and thirsty for the taste of blood.
It is miserably humid here maintained by the many bodies of water throughout the Ash-Rodenth and the thick cover of clouds and mist. Eerily similar to the perpetual mists of Eryn Vorn, that not only makes certain that the heat is unable to escape while the light fails to piece. Rarely do chilled winds sweep across from the North, making the marsh conditions actually bearable. One should not count on it however. -
——— DAN'ATHO
Barren hillsides with miles of savanna grasslands and steppes awaits the travelers who venture to the lands called Dan'Atho. A flowing river sprawling through the length of the territory, with nothing much else. Harsh lands are not home to many inhabitants beyond nomadic tribes and small settlements. Whom hunt through the steppes against the brash winds. One constant remains through the years, prominent upon a steep hill an old watch tower remains.
As time passed and travelers with it, merchants have staked Dan'Atho as their home - rebuilding the walls and transforming the silent courtyard into a thriving bazaar. Merchants and farmers offer goods for those who can afford to pay them. These merchants of Dan'Atho will pay good coin for protection. Thus sell swords have come far and wide to offer their services. Caution is advised however, for everyone has their own agenda. From offering to refuge the Aether-Touched refugees, to capturing them for bounties and rewards. All will be set aside however, in the name of harmony with the small outpost, in-fighting in such a place would be everyone's undoing. -
——— RELAHUR
A slim passage where the Ered Mithrin splits between the northern and the southern mountain range. Known to travelers as Relahur, this territory is the grand entrance of the western desert. A brief yet strange respite from the unviable mountain passages. Relahur functions in most cases as the sole reliable entrance into the Deldran’s Western territories.
It is here, assaulted by the dusts and sands that sculptures of the Seraphim have keep their vigil. In an age long forgotten they were built here by the primordial race, so that those who dwelled in Saryndil would know whom watched over them. Now the Seraphim are gone, but these stone visages remain. Their vigilant faces watching their own destruction as the war with the sands and time consumes them. To traverse this pass one must be ready to face the unbearable heat and gazes of the titanic faces of Relahur.
Many may enter, but to leave is another story. -
——— KAL'IR
Whilst the western reaches of Deldran consist mostly of unforgiving desert, a glimpse of respite does exist. Far to the West the ceaseless sands meets the sea, the shores of Kal’ir. It is here the horizon of dunes smooth down until only the beach remains, softly clashing against the waves of sky-blue water. Fresh water meets the salt bound ocean, a grand river birthed from the springs of Rothos-Ver ends its journey here. The water channels here act as a mairitime hub for trade. Traffic on the port's mouth is lively, as various wildlife prowl and drink from its edges.
Life here is not gentle, and the weak will find themselves devoured quickly. The shores matching the desert in its cruelty and fury. Danger is not the only thing Kal'ir has to offer, for its shorelines have plenty of mysteries. Great arching formations of sun bleached stone frame its banks, growing in number and size as one reaches closer to the river delta. Great mountains eroded by time or were they made by the old ones who grazed in Saryndil before all others.
————————— REGION OF ESTLORA —————————
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——— ICTHYS
Extending into the southern domain, nestled between the bosom of nature's blessing and evergreen mountains slumbers the ancient kingdom of Icthys. A city scape created by the very beings that were brought into existence with the creation of the world, the Seraphim. Its grand majesty had been left to be reclaimed by time until the very children of the Seraphim were brought into being taking their birthright, bringing life back to the forsaken realm of Estlora forgotten reaches.
Divided into six districts, the kingdom has taken on two philosophies that split its people. On opposing sides of the shared city are the Divinitas and the Sanguis. Districts sharing the namesakes of the houses that run them, siding with the Divinitas is Calus, a Mercantile District that brings in wealth and trade. With Vareon a residential district that quietly follows the ideas of the Divinitas community. Extending beyond the Sanguis are Devara and Crulis who follow the idealisms of the Sanguis. -
——— SCIENTIA TEMPLI
Scientia Templi, better known as the Temple of Knowledge is a massive monastic-temple comparable to the likes of a fortress. This fortified library of knowledge was thought to be some form of tactical militaristic point of interest. While it grants a tactical advantage in many directions, after its initial exploration the temple revealed that combat was not its focus.
Crafted by the Skin Changers and Seraphim in unity, the monolithic structure was a location designed in conjunction with the Skin Changers’ ancient library that is no more. The Shape Changers whom studied the history of the world know of its original purpose but don't offer up this knowledge. As of present days the Humans use it as barracks and a bulwark against invasions from the northern mountains or western regions. -
——— MORTIS VALE
Mortis Vale is an area of sacred ground designed to honor the dead of all the existing Human settlements in Estlora. There are large graves complete with crypts dedicated to the sacred lineages and noble souls. Along with beautiful structures that embrace the image of the Seraphim who brought them into being. All worn by centuries of age and weathering since it was abandoned.
This mass grave site is now used by the House of Sanguis in order to commit human sacrifices. This manipulation of life and death has caused many Spectral monstrosities that haunt these grounds. From Skeletons to Banshees, travelers beware of this once sacred ground. -
——— ASCENDIT INAUREM
Ascendit Inaurem is a place of orient controlled by House Divinitas. Built into the sharp cliff sides the pilgrimage site is protected from ravaging warbands and beasts. Small spires and stone walls decorate the edges, where simple structures adorn the heart.
Under the control of House Divinitas the culture of this sacred temple has been allowed to thrive and develop on its own. While the culture is different, the worship of the eternal Seraphim is still ever present in these divine halls. Blessed with healing waters, those faithful to the Seraphim are rewarded with the curative waters of the temple. -
——— RUINAS LUXURIA
A long forgotten formal meeting place for the Seraphim and Skin Changers embedded deep into the wild. Safeguarded by dangerous jungles and an ever consuming rain forest. It has been many ages since it was last visited by those who called upon it for its original purpose. None alive in the present day have even seen Ruinas Luxuria, only a select few breathe its name from ancient texts.
However, venturing out to find it provides its own difficulty, most find their deaths in the jungles and forests that surround Ruinas Luxuria. The few survivors who returned failed to find it in their stumbling upon the threatening eden. For upon getting close to the meeting grounds, one begins to chase a mirage, caused by the high concentration of Aether in the area. Bringing them away from Ruinas Luxuria and keeping it protected from curious adventures. -
——— FACIES GEMINAE
Shared monoliths accent a canyon passage that connects the realm of Estlora with Aelyria. These ancient monolithic Elven constructs stand tall and connect to either side of the canyon. Created by the Seraphim to signal the boundary between Estlora and Aelyria. Many humans choose to pilgrimage through this unique divide to discover more about the bond between the original races.
The terrain around this canyon is very temperate with a variety of fauna and flora that call the region their home. While the temperature can be hot in the open fields or cool in the shade of the cliff sides, the scenery here is always lush and green year round.
————————— REGION OF RANZAUGH —————————
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——— DRAESH-VES
Extending into the southern domain, nestled between the bosom of nature's blessing and evergreen mountains slumbers the ancient kingdom of Icthys. A city scape created by the very beings that were brought into existence with the creation of the world, the Seraphim. Its grand majesty had been left to be reclaimed by time until the very children of the Seraphim were brought into being taking their birthright, bringing life back to the forsaken realm of Estlora forgotten reaches.
Divided into six districts, the kingdom has taken on two philosophies that split its people. On opposing sides of the shared city are the Divinitas and the Sanguis. Districts sharing the namesakes of the houses that run them, siding with the Divinitas is Calus, a Mercantile District that brings in wealth and trade. With Vareon a residential district that quietly follows the ideas of the Divinitas community. Extending beyond the Sanguis are Devara and Crulis who follow the idealisms of the Sanguis. -
——— NEZBEN-ARD
Scientia Templi, better known as the Temple of Knowledge is a massive monastic-temple comparable to the likes of a fortress. This fortified library of knowledge was thought to be some form of tactical militaristic point of interest. While it grants a tactical advantage in many directions, after its initial exploration the temple revealed that combat was not its focus.
Crafted by the Skin Changers and Seraphim in unity, the monolithic structure was a location designed in conjunction with the Skin Changers’ ancient library that is no more. The Shape Changers whom studied the history of the world know of its original purpose but don't offer up this knowledge. As of present days the Humans use it as barracks and a bulwark against invasions from the northern mountains or western regions. -
——— ENTHYN'AD
Mortis Vale is an area of sacred ground designed to honor the dead of all the existing Human settlements in Estlora. There are large graves complete with crypts dedicated to the sacred lineages and noble souls. Along with beautiful structures that embrace the image of the Seraphim who brought them into being. All worn by centuries of age and weathering since it was abandoned.
This mass grave site is now used by the House of Sanguis in order to commit human sacrifices. This manipulation of life and death has caused many Spectral monstrosities that haunt these grounds. From Skeletons to Banshees, travelers beware of this once sacred ground. -
——— MOS PYRKAGIA
Ascendit Inaurem is a place of orient controlled by House Divinitas. Built into the sharp cliff sides the pilgrimage site is protected from ravaging warbands and beasts. Small spires and stone walls decorate the edges, where simple structures adorn the heart.
Under the control of House Divinitas the culture of this sacred temple has been allowed to thrive and develop on its own. While the culture is different, the worship of the eternal Seraphim is still ever present in these divine halls. Blessed with healing waters, those faithful to the Seraphim are rewarded with the curative waters of the temple. -
——— EN'ISE
A long forgotten formal meeting place for the Seraphim and Skin Changers embedded deep into the wild. Safeguarded by dangerous jungles and an ever consuming rain forest. It has been many ages since it was last visited by those who called upon it for its original purpose. None alive in the present day have even seen Ruinas Luxuria, only a select few breathe its name from ancient texts.
However, venturing out to find it provides its own difficulty, most find their deaths in the jungles and forests that surround Ruinas Luxuria. The few survivors who returned failed to find it in their stumbling upon the threatening eden. For upon getting close to the meeting grounds, one begins to chase a mirage, caused by the high concentration of Aether in the area. Bringing them away from Ruinas Luxuria and keeping it protected from curious adventures. -
——— ELD'AD
Shared monoliths accent a canyon passage that connects the realm of Estlora with Aelyria. These ancient monolithic Elven constructs stand tall and connect to either side of the canyon. Created by the Seraphim to signal the boundary between Estlora and Aelyria. Many humans choose to pilgrimage through this unique divide to discover more about the bond between the original races.
The terrain around this canyon is very temperate with a variety of fauna and flora that call the region their home. While the temperature can be hot in the open fields or cool in the shade of the cliff sides, the scenery here is always lush and green year round.
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