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SARYNDIL. welcome to saryndil, 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 alllows you to create as desired. want your character to be of a race not yet in the lore? create it and we will add it. have an amazing concept for an area? we can add that too. or perhaps you are more of the sinister type with ambition to destroy. you can scheme and erradicate an entire race or have an epic battle and change the landscape. we love to see imagination and seek to nurture it in all its forms.








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Zodiaque



PLAYED BY Zodiaque

RACES OF SARYNDIL

WROTE BY Zodiaque

In this thread all the playable races of Saryndil are talked about extensively. Each race is filled with vibrant lore and unique qualities, so please read them all at your leisure before making a selection. It is also stressed to pay attention to racial qualities when selecting your face-claim, or select your face-claim and then determine from their features what race fits them best.

PLAYABLE RACES

- Calaquendi Elves
- Moriquendi Elves
- Vampires
- Daeva
- Kindred
- Faeries
- Humans
- Spectrals
- Skin Changer
- Half Races




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03-21-2021, 12:06 AM (This post was last modified: 03-22-2021, 09:26 PM by Zodiaque.)



"A good writer with a sad idea and a malicious side is a person to fear."





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Zodiaque



PLAYED BY Zodiaque

RACES OF SARYNDIL

WROTE BY Zodiaque

CALAQUENDI ELVES

ORIGIN: 0 G.E. in Aelyria
CAPITAL: Thredith of Aelyria
LIFESPAN: Immortal (Old Age & Disease)
HEIGHT: 5’9”-6’4” (female) & 6’1”-6’7” (male)
MATURATION: 290-300 Years
LANGUAGE(S): Est’ild (Highborn Elves) Faelen & Aerian
REGION(S) INHABITED: Aelyria

NAMING TRADITION: When born Elves adorn a singular first name, and as life goes on acquire a middle and last name, which collectively makes their full name. The first name is known as a “Father Name”, and always includes part of the father or mother’s name to make lineage clear. This name is the only name which may be used by outsiders and is a common name. Second names or middle names describe the Elf’s personality and are traditionally chosen much later in life. This name is commonly selected by the individual themself later in life as they come into their own, or is coined later on by the mother Elf out of sentimental value. Due to the emotional value of this name the use of it is strictly for blood relatives or a lover. Third names are an Elf’s last name and represent a major life event or an elaborate accomplishment. This name tends to be acquired way later in life and can be ever changing with the times or one’s character.

REPRODUCTION: Conceived through intercourse and take 24 months to carry to term.

MATING PRINCIPLES: Elves loyal to the Calaquendi house are always betrothed and are devout to a single partner for life. Infidelity is exceptionally detested and usually will result in the deliverance of one’s death. Calaquendi Elves by tradition marry to better their family’s political position and never simply out of love. It must also be noted that sexual endeavors with outside races is strictly forbidden. Elven children’s lives are counted to begin at conception rather than birth and are far and few between.

MAGICAL DISPOSITION: Those still loyal to the Calaquendi house only use Aether as a last resort. They still wish to preserve Aether and let it run its natural course. Their belief is if they are to allow free use of Aether the forest of Aelyria would start to perish, thus Aether is a precious resource that should only be used when absolutely necessary.

COMMON TRAIT(S): Longer ears that come to a point and in adoration to the star light that once born them, Calaquendi Elves all have extremely pale skin and diluted shades or color for hair and eyes. They also keep their hair particularly long regardless of gender, making males quite androgynous.

RACIAL DESCRIPTION: As one of the first races of Saryndil, the Elves of house Calaquendi think themselves as superior in every way to the other known races on Saryndil. Strict, regal, arrogant all of these are some words one might use to describe even the common people of their race. Even among their own people, bloodline and beauty are among the most important factors for deciding who’s in power, the paler the skin, and the more colorless the eyes and hair-the more pure and high ranking you are. They have an understanding of the works of Aether and have seen first hand what it can bring, but more importantly what it can ruin. As a result of this, their views on Aether and its use are extremely rigid, opting to use it only if there is no other option. It is this line of thinking that leads to their current attempts of trying to purge the world of the Aether-Touched, considering them an unholy blight that must be destroyed. While their constant claims of superiority may be off putting, it is not without warrant- they are masterful artists, architects, and lore keepers, many finding the depth of their craft as the most marvelous thing in the world. Accenting their near refusal of the use of Aether, they have perfected the art of melee combat, using unbelievable flow and technique that would have many aghast in awe at it’s sheer brilliance. The Calaquendi know their own `brilliance, and make it clear to the world that they are the brightest stars of all.

ABILITY

AETHER VISION

Throughout the history of Saryndil Elves have taken great pleasure in the pursuit of all things magical. The extent of their hunger for magic and the conservation of Aether has always been heavily swayed by their birth ability of Aether Vision. This vision gives all Elves, whether Calaquendi or Moriquendi the capacity to view someone’s Aether Aura, a trait all magical and Aether Touched beings possess. On account of this power Elves can get the gist of someone’s magical proficiency by the general intensity of an Aether Aura. They can also see the magical essence of all things nonliving.

HIERARCHY

HIGHBORN RANKS

THE BRIGHT ONE - “The Emperor”
DESCRIPTION: Even amongst the fairest of all the races, there are stars that shine brighter than the rest. A Bright One is an ancient being, descendant of an old and proud dynasty that has led Elven kind for untold generations. Their skin, pale as the white moon is a symbol of both purity and power, the mark that binds them to the Starlit Throne. The Bright One is as much a sovereign ruler as they are a holy symbol. They are the shining beacon of the Star Children. The power upon their pale fingertips is massive, as is their responsibility, with the power of the immortal legions of Thredith at their command. The faithful look to them for guidance in these trying times and now more than ever, The Bright One must ensure the preservation of Aether by whatever means necessary.

THE ASTRALS - “The Exalted”
DESCRIPTION: The Astrals are a collection of Highborn Elves who have developed ties over the generations with the successive Bright Ones. They form the bulk of the Starlit Court, and serve as an aristocracy for Elven kind, taking most high ranking positions in all manner of religious, military or administrative roles. They are highly educated, taking centuries to master and study a plethora of complex themes and skills. These celestials are as pale in complexion as is those of pure blood, and are the elite of Elven kind, being wiser and more proud than any mere noble mortal. Their creations, beautiful, their knowledge, everlasting, and their mastery in the arts of war, unmatched.

MILITARY RANKS

THE UNDYING - “The Wardens”
DESCRIPTION: Aelyria is the crown jewel of the world, home to the Children of the Stars. This paradise in Saryndil must be preserved and protected, and for thousands of years this responsibility has fallen upon the shoulders of the Elves. The mighty immortal Starlit Throne and Undying warriors are sworn by oaths of honor and blood to protect Aelyria’s borders and ensure harmony between all Elven kind. The recent horror of Cirith Duath has driven the Undying to the front-lines in the fight against the misguided Moriquendi. An Undying warrior will spend centuries training and perfecting the fine art that is the killing of another being. Decades are spent honing martial discipline and mastering all manner of arms that lay under the sky and stars. This has made them highly proud of their role and skill, as is their right, combat for an Undying is a sacred art.

THE UNRELENTING - “The Crusaders”
DESCRIPTION: Threats on the outside are a common concern for all races, and Elves are no exception. Aether must be preserved, and other races foolishly dabble in magic and endanger it. Serving as Elven kind’s reconnaissance and covert operation assets, The Unrelenting are an assortment of Elven warriors whose tasks consists of the hunting and elimination of threats outside the borders of Aelyria. These phantoms of ethereal beauty have mastered an assortment of stealth and assassination techniques over their immortal existence. Now more than ever, their service is needed, as unholy Aether-Touched creatures plague the world, and they must be eliminated.

COMMON RANK

STAR CHILD - “The Eternal”
DESCRIPTION: Representing the bulk of the Star Children, this assortment of immortals could be considered civilians among the Calaquendi. They are proud ancestral people who live by the codes of conduct and strict traditions resembling more bourgeois than mere commoners. They especially pride themselves on their contributions to the arts, whom they - and many others - see as the most beautiful and fine throughout Saryndil. The Star Children have a strict social division based on skin color; the more pale an Elf the higher they will be regarded by peers, for moon-white complexion is a sign of purity and godhood, like that of the Bright One themselves. Dark skin however is considered a sign of corruption and decay, and heavily frowned upon by the higher echelons of Calaquendi society.




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03-21-2021, 12:24 AM (This post was last modified: 04-04-2021, 06:29 PM by Zodiaque.)



"A good writer with a sad idea and a malicious side is a person to fear."





RACE: OVERLORD ROLE: SITE OWNER RANK: AGE: AFFINITY / TALENTS: ∞ ∞

Zodiaque



PLAYED BY Zodiaque

RACES OF SARYNDIL

WROTE BY Zodiaque

MORIQUENDI ELVES

ORIGIN: 0 G.E. Southern Aelyria 
CAPITAL: Nenuial of Aelyria
LIFESPAN: Immortal (Old Age & Disease)
HEIGHT: 5’9”-6’4” (female) & 6’1”-6’7” (male)
MATURATION: 290-300 Years
LANGUAGE(S): Est’ild (Noble Elves) Faelen & Aerian
REGION(S) INHABITED: Aelyria, Estlora & Deldran

NAMING TRADITION: When born Elves adorn a singular first name, and as life goes on acquire a middle and last name, which collectively makes their full name. The first name is known as a “Father Name”, and always includes part of the father or mother’s name to make lineage clear. This name is the only name which may be used by outsiders and is a common name. Second names or middle names describe the Elf’s personality and are traditionally chosen much later in life. This name is commonly selected by the individual themself later in life as they come into their own, or is coined later on by the mother Elf out of sentimental value. Due to the emotional value of this name the use of it is strictly for blood relatives or a lover. Third names are an Elf’s last name and represent a major life event or an elaborate accomplishment. This name tends to be acquired way later in life and can be ever changing with the times or one’s character.

REPRODUCTION: Conceived through intercourse and take 24 months to carry to term.

MATING PRINCIPLES: The Elves pledged to the Moriquendi house still practice much of the same tradition as their counterparts the Calaquendi however they’re marriages are not arranged and they have much more freedom in selection of their partners. This is not to say they do not receive criticism from kin for their choices, but it is openly left up to one’s will. They are also open about the mingling of their race with others. They too also begin counting their children’s lives at conception rather than birth. 

MAGICAL DISPOSITION: A very progressive branch of Elves, they believe Aether is a resource that deserves to be used to enhance life and see nothing wrong with practice of magic. However, they do not condone excessive use of Aether and will banish anyone who abuses use of it.

COMMON TRAIT(S): Like their Calaquendi brethren Moriquendi Elves share the same pointed ears and generally long hair even among males, however unlike the Calaquendi they generally have darker and more color in everything. From their hair, to their eyes, and even their clothes, everything is simply more varied. The main reason being that they don’t follow the same course of reasoning that their brethren do, not feeling that worshiping the stars means being pure in that sense, and that every Elf should be free to be who they are-regardless of the purity of their blood or paleness of their skin.

RACIAL DESCRIPTION: While it is true that Elves were one of the original races of Saryndil not all of their ideals would remain the same throughout history, and the Elves are the perfect example of this - being split in two by those differentiating opinions on how the Aether should be used. The Moriquendi Elves are very different from their Calaquendi brothers in just about about every way, save for a few physical traits. They don’t dress nearly as regal and they are much more open to the other races, even purposely associating themselves with the various races of Aether-Touched and training them. A free spirited and open-minded people who embrace the inner workings of the Aether, wishing to harness it’s latent talent for good and seeing nothing wrong with the practice of welding it. As a matter of fact that’s a key point in their reasoning for taking in the Aether-Touched and training them as they do. However don’t mistake this open-mindedness for callousness, they have extremely strong morals on how the Aether should be used they are not hesitant to banish anyone that they see abusing it’s natural power, this is yet another reason for their refuge of the Aether-Touched, they wish to see the Aether’s abilities do more good than harm, and they feel that if they can impound the morals and values of its use into those with their newfound abilities, then the chances of its power corrupting them and causing destruction is considerably lower.

ABILITY

AETHER VISION

Throughout the history of Saryndil Elves have taken great pleasure in the pursuit of all things magical. The extent of their hunger for magic and the conservation of Aether has always been heavily swayed by their birth ability of Aether Vision. This vision gives all Elves, whether Calaquendi or Moriquendi the capacity to  view someone’s Aether Aura, a trait all magical and Aether Touched beings possess. On account of this power Elves can get the gist of someone’s magical proficiency by the general intensity of an Aether Aura. They can also see the magical essence of all things nonliving.

HIERARCHY

LEADER RANKS

NOBEL COUNTS - "Cilelen"
DESCRIPTION: The Moriquendi call themselves free elves, unrestrained by the oppression that is the Starlit Throne. Free to pursue the study and practice of Aether manipulation. Free to be more than just their pale complexion, free to serve all of Elven kind equal, free to love whom they desire. The Council reflects this freedom in its highest form, for its members are not chosen on the basis of ancient traditions. Nor the purity of their bloodline or paleness of their skin. They are chosen by the people, the Children of the Star. To lead them and preserve their freedoms they’ve fought hard to obtain. The Council is an assortment of elected individuals who represent Moriquendi's highest authority. Be it admistitrative, religious or military. To be a member represents the highest honor, for the faith and hopes of the free have been placed upon their shoulders. It also means, however, that their actions can be placed onto scrutiny and removed from their seat if they prove to be unfit to govern. Their responsibilities  vary, among them the organization of the defense of the House of Moriquendi, the broader research of Aether and the general well-being and protection of Moriquendi society and values.

CONGLOMERATE RANKS

FREELANCERS - "Lainedhel"
DESCRIPTION: Free elves who desire to pick up a sword and shield, bow and arrow to defend the sacred freedom of the Moriquendi may become a Freelance. A warrior loyal to the House of Moriquendi and its people. Freelancers are the military element of the Moriquendi, sworn to protect the freedoms of the Star Children. Safeguarding them from the machinations of the Starlit Throne and any other threat that would endanger their people. Widespread acceptance of Aether has led to Freelancers becoming some of the most powerful magic-users to ever step foot on the battlefield. Freelancer warlocks and witches have arcane knowledge other races can only dream of. Mastery over the spells and incantations still are unmatched, It is through them that Aether is focused and released in a violent torrent of energy to obliterate all enemies that threaten Elf-kind’s freedom.

THE UNCHAINED - “”
DESCRIPTION: The majority of the free Elven folk is concentrated on their civilian element: the Unchained. In the Moriquendi society, all Elves are regarded equally and with the same liberties. Being able to pursue any craft or path regardless of what connection with the stars their skin may entail. Labourers, scholars, smiths, and artists. The Unchained are a colorful and varied portion of society. It is here that their hard fought freedom is enforced. Not all is perfect however, this sudden and abrupt change from the strict Caliquendi hierarchy has not satisfied everyone and old tensions are still present. With some attitudes and habits widely frowned upon by certain groups and defended by others.




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03-21-2021, 12:33 AM (This post was last modified: 04-04-2021, 06:30 PM by Zodiaque.)



"A good writer with a sad idea and a malicious side is a person to fear."





RACE: OVERLORD ROLE: SITE OWNER RANK: AGE: AFFINITY / TALENTS: ∞ ∞

Zodiaque



PLAYED BY Zodiaque

RACES OF SARYNDIL

WROTE BY Zodiaque

VAMPIRES

ORIGIN: 750 V.E. in Aelyria
CAPITAL: Ash Angen of Deldran
LIFESPAN: Immortal (Old Age & Disease)
HEIGHT: 6’1”-6’7” (Female) & 5’10”-6’5” (Male)
MATURATION: 290-300 Years
LANGUAGE(S): Est’ild (Precursor & Progenitor) Dra'ar & Aerian
REGION(S) INHABITED: Ranzaugh & Deldran

NAMING TRADITION: In testament to their superior fortitude, Vampires use the first language of Saryndil, Est’ild, as the foundation for their names. Most their names are singular and from this name extensive insight to the individual’s character is gained. Their names echo dynastic tradition and political prestige, while attributing their location of birth in the diverse region of Deldran, and their bloodline’s accomplishments. 

REPRODUCTION: Conceived through intercourse and take 24 months to carry to term.

MATING PRINCIPLES: Vampires are not monogamous and rarely ever marry. The females of the race have complete control over their mate selection, and mates are carefully selected based on social status. There is no limit to how many children a female Vampire may conceive, however they will never have more than one child with the same mate.   

MAGICAL DISPOSITION: The Vampires have long since abandoned the ancient Elven values of conserving Aether, as their very survival depends on using it. There is no shame from the Vampires when it comes to manipulating Aether, they fortify their kingdoms with it, and never shy away from using it to press their political advantages over other races.

COMMON TRAIT(S): Vampires in general have many stereotypical appearances that are usually associated with them. Large sharp canines, and extremely pale skin that takes on a light bluish white moonlight shade. Their hair is usually black, but as they originally derive from Elven bloodlines, their hair can be nearly any shade as well as their eyes. Their body type typically falls in the range of tall and slender, only adding to their imposing personality.  As females tend to dominate the population long hair is common, even among the males of the race.

RACIAL DESCRIPTION: A race created through the maniacal ideals of a rogue clan of Elves. These Elves centered themselves around a disease that could break through their species' natural ability of total immunity towards diseases. Countless experiments were done but many of them failed. The biggest failure created the Vampires, abominable variations of the once fair and divine Elves that they came from. Many of the original Vampires were women, as the female body would be easier to test disease resistance on compared to males, and as a result the females are considered superior to the males, even governing the hierarchy structure. There are many myths associated with Vampires, the defining one being Vampires do not need to feast on blood to survive, but they most certainly crave and desire it finding Aether-Touched blood to be a delicacy among normal blood. People can not turn into a Vampire from a bite, like most other races, they are created through birth. Lastly, Vampires do not burn in sunlight, that notion was simply an old wives tale to scare children into staying inside after dark, believed to be true due to their nature of staying in dark places. Vampires tend to be arrogant, and not above using dishonorable tactics to win their battles, they even have “slaves” although the set up is usually a consensual agreement. Do not take this as being cordial though, as they are not above out right capturing or using blackmail to obtain their slaves. At first the Vampires thrived in the harsh deserts of Deldran. However due to elf discrimination and meddling, many Vampires along with the Daeva moved north-east to Ranzaugh eventually creating the Kingdom of Nezben-Ard. Due to these different areas of settling, the Vampires are now in two groups - Ash for the west, and the Krynn for the north.

ABILITY

BLOOD MEMORY

A price comes with the taste for blood. When a Vampire drinks the blood of another they can view a memory of that individual. The memory can only be viewed concurrently with the blood consumption, and how the memory is rendered is highly susceptible to how the owner perceived the situation. In addition, Vampires have no control over what memories are observed, they are selected at random and can be misleading to an extent. Thus it is advised to remain skeptical if one wants to use the knowledge gained from a memory for personal motive.

HIERARCHY

ARISTOCRAT RANKS

THE EXORDIUM - “The High Vampire”
DESCRIPTION: A being of tremendous power, the mighty ruler of the Vampires is irreversibly the monarch of, and part of the pact that devised the Vampiric kind from the Elven forebears. To be The Exordium is to be an absolute embodiment of influence over a dominion of powerful folk. Their words, their whims, and even more fervently their orders are to be immediately executed. They are able to revoke any arrangement of judgment crafted by their people without query. Accursed by the forbidden art of Blood Magic, they have brought countless casualties to press the resolve of their kind across the lands of Saryndil. 

PRECURSOR - “The Rulers of Old”
DESCRIPTION: Precursor Vampire are the illustrious center of the Vampiric Hierarchy. They are the highest caste with authority relative to The Exordium. Their presence among their kind is worshipped like a deity, and they are revered, as they should be, for they created Vampires and without them there would be no such race of opulent splendor. Over countless years they have brought prosperity to Rothos Ver and Draesh Ves. All known as Precursor will one day pass into legend, for all their kinship is lesser. They were the first of their kind, and never again will a dawn of Vampires arise.

PROGENITOR - “The Prodigal Sons”
DESCRIPTION: Progenitors are products of the unparalleled seed of the Precursors, making them beings of immense physical and magical potential but also making them the scions of the proud noble clans of the Vampires. Their influence and power is great, as it befits them. Progenitors are considered demi-gods among the people, having the right to a seat on the lower positions of their Vampiric Court. They serve as a more traditional nobility class for the Vampire kind, often responsible for high positions in the military, the religious and the administrative. 

ROTHOS-VER BRANCH

ASH VAMPIRE - “Ashen Beauty”
DESCRIPTION: Those that dwell within Rothos Ver reflect the grace and beauty of the jewel in which they live. Below the divine Progenitors, all are equal in rights and standing, and quite proud of their accomplishments and culture. Ash Vampires indulge in the care of their image behind the walls of their metropolis, enjoying opulence, sin and privilege all in equal regard. These beings do not shy away from the indulgence of magic, affluently immersing themselves in the realm of Aether. As such, some might enjoy themselves with a little hunt of the local tourists or perhaps they might find enjoyment in the awe of mortals in their glory. After all, things are always quite lively, in the city of eternal night.

DRAESH-VES BRANCH

KRYNN VAMPIRE - “Guardians of Daeva”
DESCRIPTION: Long ago a generous amount of Vampire kind was sentenced to the hostile lands of Ranzaugh. One command was issued by The Exordium, a holy commandment of the High Vampire: to watch over the hordes of Daeva, their esteemed creation. As was their duty they complied, made a life for themselves in this place that was to be their home now. Krynn live a bit simpler, a bit rougher than the Ash Vampire. Ranzaugh is no place for pretty trinkets and soft-spoken pleas, it is a place that can only breed warriors. The best blades and the men who wield them come from Draesh Ves, and the Ash Vampires are quite proud of that. Prideful by nature, they see themselves as equal, as is their right, to the Ash for that is the way of Vampires, even if some of the city dwellers might see their Krynn-brethren more as savages than kin.




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03-21-2021, 10:51 PM (This post was last modified: 04-04-2021, 06:30 PM by Zodiaque.)



"A good writer with a sad idea and a malicious side is a person to fear."





RACE: OVERLORD ROLE: SITE OWNER RANK: AGE: AFFINITY / TALENTS: ∞ ∞

Zodiaque



PLAYED BY Zodiaque

RACES OF SARYNDIL

WROTE BY Zodiaque

DAEVA


ORIGIN: 1170 V.E. in Ash-Angen
CAPITAL: Nezben-Ard of Ranzaugh
LIFESPAN: Indefinite (Reincarnated)
HEIGHT: Determined by Race Before Death
MATURATION: Born Mature
LANGUAGE(S): Dra'ar & Aerian
REGION(S) INHABITED: Ranzaugh & Deldran

NAMING TRADITION: Daeva names are meant to elicit fear and emanate enigmatic power. Their names are usually more along the lines of a title and also have a tendency to change with their life accomplishments or as they rise through ranks of a Warband.

REPRODUCTION: They are capable of intercourse while in their tangible form, however they are incapable of bearing children. Daeva are solely born through reincarnation.

MATING PRINCIPLES: Daeva are a race that do not partake in the realm of marriage. In their lifetime they may have many mates and rarely if ever stay exclusive.

MAGICAL DISPOSITION: Disastrous and conniving Daeva have always had an instinctive appetite for  Aether. Up until the Aether-Touched incident the ability to harness Aether was a sought after talent. The event since has enabled their destructive impulses, amplifying their power hungry desires. 

COMMON TRAIT(S): All Daeva in their humanoid form adorn two horns which vary by the individual. They also have prominent claws that protrude from each finger in place of traditional fingernails. 

DESCRIPTION: Daevas are an ancient type of demon that are molded from the depths of shadow in Ranzaugh. Little is known about how a Daeva is born. Common belief is Daeva are born from deceased spirits who were meant to voyage to hell but instead fell back to Saryndil. Daeva to other races are thought to be more of a superstition than an actual entity. Encounters with Daeva have not been brought to light or accounted for because there has never been any after reports. The natural form of a Daeva is a smoldering grey and black cloud of flame, but they can also materialize into a human form. Their appearance though ghastly resembles a humanoid figure and they usually leave a trail of smoke behind them wherever they go. Daeva are highly intelligent with their own developed language but choose to be rather mute. It is very rare to hear a Daeva speak and if they do it is usually in their own tongue – Dra'ar, out of a mixture of pride and their belief of racial superiority. Though Daeva can understand Aerian and other languages they scoff at having to speak any of them. The temperament and demeanor of Daeva can vary, but the majority are extremely territorial, manipulative, savage and animalistic. Because of this they find it fulfilling to keep their interactions interracial whilst treating anyone viewed as lesser as prey.

ABILITY

SMOLDERING REMAINS

The ability of a Daeva is the power to change between two different physical states. By default the form of a Daeva is a faceless shadow consumed in a smoldering ashen cloud. When in this form Daeva are not tangible, meaning no harm can be done to them, and in turn they can do no harm. However they are still capable of speech in this form and interacting with others. Their second form allows them to morph into a humanoid figure of flesh and blood. Although they are capable of this they are not shapeshifters and their characteristics remain constant through each change. To use spells or engage in combat Daeva are required to assume their tangible form.

HIERARCHY

How Daeva function amongst their own kin as well as with other races across Saryndil has only recently came into light. They are a race profoundly inclined to keep the majority of their interaction interracial with minimal influence from outside races. Due to their animalistic disposition they function in bands consisting of a leader and subsequent followers. These bands function as hordes and still embody the Daeva belief of each individual fends for themself. However, Daeva know power comes in numbers, thus encouraging them to organize together for common interest(s).

FOUNDING GENERATION

FAHRAR - “The Imperators”
DESCRIPTION: Daeva coined Fahrar are Daeva who were born exclusively from the indulgence of sin in the Vampiric Era. These Daeva are the founding generation of Daevas who established the race’s values and hierarchy. It is also highly important to note that Fahrar are sworn to uphold a blood oath to serve the particular Precursor Vampire which influenced their death. This blood oath gifts the Precursor Vampire they are sworn to serve for a lifetime the ability to summon their Fahrar a total of three times, as well as the Fahrar’s Warband if they lead one at the time.

WARBAND RANKS

RAYIYS - “The Warlords”
DESCRIPTION: Rayiys are Daeva who have powered their way through the hordes and ranks with ease, representing the potent power they possess. These Daeva are what nightmares are made of. They are never to be taken lightly and they rule their domain with an iron fist, seeking every opportunity to enhance their dominion. This is done typically through great violence or by their diplomatic expertise. Rayiys often fight Daeva of other warbands to reassert their ferocity and conquer other warbands as a whole or thieve individuals away. A Rayiys impose their ideals on the Daeva who have been declared a part of their Warband. Rayiys positions may be challenged by other Daeva of any rank if they surmise their strength great enough.

ZORAVAR - “The Legionnaires”
DESCRIPTION: The Zoravar of a Warband are the right hand assistant(s) and most trusted of a Rayiys. They are appointed by a Rayiys and are carefully selected based on the desired qualities of a Warband. Zoravar are a vital part of a Warband as they tend to excel at scouting and obtaining information. It is their primary job to deliberate with the Rayiys of their Warband to supplement the success of their objectives. Although they thrive on the iconic savagery of Daevas they even more so enjoy asserting their dominance through intellectual conquest. Zoravar also poise exceptional charisma to assist their Rayiys in strengthening their sway over their Warband’s dominion.

RRAZMIK - “The Tributes”
DESCRIPTION: Rrazmik represents the lowest echelon of the Daevas bloody Horde. They are those members of a Warband who have not yet fully honed their skills and killing potential, feverishly slaying anything their betters might command them to kill in an effort to further their abilities and to please their masters. A Tribute’s life is an existence of obedience and bloodshed, to fight until one can rise further in the horde...or to die, forgotten.




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03-21-2021, 10:59 PM (This post was last modified: 04-04-2021, 06:30 PM by Zodiaque.)



"A good writer with a sad idea and a malicious side is a person to fear."





RACE: OVERLORD ROLE: SITE OWNER RANK: AGE: AFFINITY / TALENTS: ∞ ∞

Zodiaque



PLAYED BY Zodiaque

RACES OF SARYNDIL

WROTE BY Zodiaque

KINDRED

ORIGIN: 1325 A.E. in Eastern Aelyria
CAPITAL: Shyr Thysaer of Aelyria
LIFESPAN: 1-250 Years
HEIGHT: Determined by Animal Mix
MATURATION: 30-40 Years
LANGUAGE(S): Faelen & Aerian
REGION(S) INHABITED: Aelyria, Deldran & Estlora

NAMING TRADITION: The first name of a Kindred is chosen by the parents at birth, and does not necessarily hold any great meaning or importance. This name is a common name and can be used by anyone to address them. A Kindred’s middle name embodies  tremendous meaning and is typically given to them  when they are born. This name is a revelation of a Kindred’s life path, and alludes to what the purpose of their life is meant to be. Then their last name is the name of the tribe they belong to. They bear this name as their direct last name out of honor for their tribe and because everyone in the tribe is blood related.

REPRODUCTION: Conceived through intercourse and take 6 months to carry to term.

MATING PRINCIPLES: To keep their lineage pure they mate only with members from the same tribe and devote themselves to monogamy. It is also sworn law across all tribes that couples can only have two kin in their lifetime.

MAGICAL DISPOSITION: They view Aether as a resource that is not to be tampered with and because they were not born with the capability to use it’s powers, they innately want nothing to do with it. When the Kindred first came into existence they made an interracial pact that anyone ever affected by Aether were sworn to killing themselves. If a Kindred was ever incapable of killing themselves after being Aether-Touched they are required to be hunted by another kin. It is believed by the Kindred that in order to ascend after death and continue to be protectors of Aelyria they are to die pure.

COMMON TRAIT(S):  Regardless of which tribe Kindred hail from, they will always bear ears of their  animal variety. Aside from that Kindred will usually have two or three other animal attributes, such as a tail and claws, or any other significant feature pertaining to their animal mix.

RACIAL DESCRIPTION: Kindred are a hybrid race of Saryndil that were formed from Aether and the mixing of animals. Over the hundreds of years that have passed they have developed into their own renowned race. Kindred are a race of great integrity and are recognized as guardians of the forest. They have soft hearts and take great pride in caring for everything natural in the world. They have ingenious senses that are near unmatched by other races, and Kindred tend to be some of the best solo hunters. This is because just like their physical structure, their minds too are hybrid of man and beast. They have the intelligence of a human weaved with the feral power of their wild animal counterpart. Kindred come in all varieties but are most seen as therianthropes of felines and canines. Due to their disposition towards humility, Kindred have a reputation for being loyal to their dying day and it is very rare for one to not fulfill their word. In the region of Aelyria and other regions, Kindred hold great affinity with Faeries, and vice versa, each giving the other race their allegiance regardless of differing fealty.

ABILITY

EMPATHETIC PERCEPTION

Since their creation Kindred have been incredibly in tune with nature. Kindred often give attributes of the living to the forests and other environments of Saryndil. They are exceptionally versed in emotion and sensing the well being of their surroundings, which is why they have an unparalleled ability to detect one’s true emotions. In a sense Kindred are lie detectors that are able to tell if what one says matches up to their feelings. They are by no means mind readers and can not obtain information of someone’s thoughts, but it is impossible to be fake in their presence. As a matter of tradition, most Kindred value the knowledge gained from their Empathetic Perception, and prefer to keep it to themselves. With this they are also able to determine if the nature around them is threatened with ill intent.

HIERARCHY

HUAIN TRIBE

Powerful enough to sniff out their prey and to rip them to shreds using brute force, the humble Huain use their blessings to protect the forest they live in. This assortment of Kindred, resembling all manner of canids are a tightly knit group; fiercely territorial in their defense of their lands with a fixation on loyalty to their tribe and tribesmen that borders on the fanatic. Huain are the most likely encountered Kindred type by invaders, for they pride themselves in their staunch defense of the forest against any and all attackers. Their sense of community is a strong one and will often work in tight packs that master the art of team-work. They hold slight tensions with the Muig, whom they see as untrustworthy and cowards that refuse to fight and hunt head-on. However, like all Kindred, they can set their differences aside when it comes to the greater good of the forest.

MUIG TRIBE

Relying on only pure strength, speed, and their sharp senses, the Muig approach their prey with a silent and deadly grace before slashing it with their razor-sharp claws. The feline tribe of the Kindred is a particularly proud one. Hunting comes easily to them, as they use their natural grace and precision with their weapons to their own advantage. They have become well-known around the world for their prowess in battle, from the tales told by those who have survived clashes with the Kindred. To hunt is a sacred task to them, a lone journey where they and the forest become one to protect all of nature; as such many will prefer solitude. Thinking of the Huain tribe as nothing but unrefined brutes, the two clans have a bit of a rivalry. It is all in good fun on their part though, and at the end of the day both clans do have the same interest at heart.

EMLIN TRIBE

To protect the forest, a sharp eye and the perfect view as well as a means to get there are needed. This is where the winged Emlin come in, known to other forest dwellers as the Eyes of the Forest. A blessing that comes with much responsibility, the Emlin are aware of this and protect the forest from harm’s way and if it comes to it, the Kindred themselves. These bird-like Kindred serve as both the Kindred’s spiritual body and long-reconnaissance assets. Secretive and elusive, it’s rare to catch an Emlin in its full glory; and like the Muig themselves are graceful and silent enough to easily kill its prey. If one were unlucky enough to fight face-to-face with one, it’d be hard for the person to not get distracted by its deadly beauty. The Emlin are very traditional and as such, go to whatever lengths to keep those traditions alive. If one were unlucky enough to fight face-to-face with one, it’d be hard for the person to not get distracted by its’ deadly beauty.

ERAIS TRIBE

The forests of Aelyria have always been radiant in grandeur, but only in the last couple hundred years has it really begun to prosper in ways beyond lavish imagination. Avid in nurturing life in unfathomable ways, the Erais Tribe have reverently cultivated the saturation of Aether in Shyr Thysaer to grow like wildfire out into other areas of Aelyria. This tribe protects their dignified forests with exuberant humility, and passion to nourish organic life, supporting their forests in all ways the other tribes can not. They tend to be the healers that aid nature in its natural will to grow. Arguably the most anatomically diverse of Kindred, Erais vary in shape and size, consisting of variations of grazing animals. Unburdened by the need of flesh, the Erais are guardians of the natural course of life. The woods provide them and they provide for the woods. It would be a mistake however, to think their gentle disposition is a sign of weakness. Their task is one of great importance and they will trample all those that threaten the cycle of life.

TRIBAL RANKS

MITTANYE - “Chieftain”
DESCRIPTION: Chosen by the venerable Council of Elders, the Chieftain has to be a Kindred who has dedicated their life to the goodness of the tribe. Being an example of the best of the best, Kindred must demonstrate that they deserve the title by being fearsome enough of a hunter to protect the forest and their people. As a leader of their people, the burden of the responsibility is heavy; for they must lead their tribe in peace and war as well as uphold the traditions of the tribe that makes their people proud. Chieftains hold power over the politics, military, and religious authority of their respected tribes as well as organizing the defense of the Forest and act as generals leading their tribe into battle. The Chieftains are often in charge of and lead the rituals of their tribes.

EINIOR - “Elder”
DESCRIPTION: For those who have grown too old to fight alongside their brethren and have been respected by the community all their lives, are invited to sit on the honored Council of Elders. The Elders are the ones who appoint a new Chieftain if the previous one has passed, or had to be disposed of. Once the new Chieftain is appointed, the Council acts as advisors to the leader, able to speak up if there’s something they don’t agree with or offer help if advice is needed. The Council of Elders also offer the same services to their young, if need be. Apart from the Chieftain themselves, those in the Council hold the most power in their tribe, overseeing the rituals and actions of their kind while acting as priests and judges.

MAETHOR - “Hunter”
DESCRIPTION: With their razor-sharp claws and unforgiving fangs, the Hunters are the ones who protect the Forest. Being picked to guard their region of the Forest is a sacred honor, only the strongest and fastest of the young Kindred get picked for. Hunters are combat-trained Kindred, proficient in several ways of combat depending on their tribe’s doctrine. They represent the militaristic aspect of the Kindred and are responsible for protecting their borders, tribe, keeping peace with other tribes, and protecting the Forest itself. Due to the violent nature of the role itself, the Hunters are more often than not prone to embrace their animalistic side than their peers are.

GWANUR - “Kin”
DESCRIPTION: Behind every leader and soldier, there are people that need protecting. Living in the beautifully serene forest, the Kin live a humble and peaceful life dedicated to the care and preservation of all that is natural. They are a highly ritualistic bunch who give grand meanings to a plethora of symbols in a collection of ceremonies. This is where most Kindred’s lives will begin and sometimes end, their ranks being filled with lively pups and the aging old who have spent their lives servicing the Forest. Among their duties is the caring of the Forest and the obtaining of the Kindred’s food and resources. Hunters will routinely recruit from the young Kin, testing them to find those fit to protect the woods and their people.




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03-21-2021, 11:07 PM (This post was last modified: 04-04-2021, 06:32 PM by Zodiaque.)



"A good writer with a sad idea and a malicious side is a person to fear."





RACE: OVERLORD ROLE: SITE OWNER RANK: AGE: AFFINITY / TALENTS: ∞ ∞

Zodiaque



PLAYED BY Zodiaque

RACES OF SARYNDIL

WROTE BY Zodiaque

FAERIES


ORIGIN: 0 G.E. in Eastern Aelyria
CAPITAL: Umboth Muilin of Aelyria
LIFESPAN: 1-700 Years
HEIGHT: 11-14 Inches
MATURATION: 100-120 Years
LANGUAGE(S): Faelen & Aerian 
REGION(S) INHABITED: Aelyria, Estlora & Deldran

NAMING TRADITION: Faeries are given a singular name not upon birth but fair time after birth using the language Faelen. The name they are later given carries great meaning and puts emphasis on individual characteristics. In addition to their name it is stressed that you always attach the title of their rank. (Example: Elysia Your Grace)

REPRODUCTION: Conceived through intercourse and take 16 months to carry to term. 

MATING PRINCIPLES: Faeries fondly believe in finding one partner for life, but they have their own say in who they marry, unless related directly the King and Queen of the Seelie Court.
 
MAGICAL DISPOSITION: They have always had an affinity for magic, especially trinkets or other trophies with magical value. Faeries love to use Aether to cause mischief and collect objects of desire. They are not the best fighters when it comes to turning Aether into magical prowess but they are exceptional at using it to play dirty.

COMMON TRAIT(S): All Faeries are born with wings to grace them with flight. These wings iridescent with an array of colors that change when they age. Their wings are seemingly weightless and are extremely fragile. The slightest rub or bruise can permanently injure their wings, and if damaged enough can turn to dust. 

RACIAL DESCRIPTION: Though the origin of these beings remain largely unknown, many people accept the myth that they are fallen angels who were initially on route to hell, but got caught in limbo and fell to Sarnydil. Over the centuries these ancient creatures have developed their own language, and share it with their biggest allies, the Kindred, who they also share Aelyria with and whom they care for. Faeries have the ability to change their height, they can be as small as a bird or as tall as a human. Some Faerie folk use this ability to cause mischief, others use it for more practical tasks. Unfortunately, Faeries are sought out often by humans because of the beauty and riches associated with their wings

ABILITY

MASS MANIPULATION

Faeries are mischievous creatures, and as such need an ability that will allow them to create as much trouble as they want. Naturally, a Fae is around the size of a bird but through manipulating the composition of an Aetheric Body they can increase their size equal to a Human. Along with this they are able to change the size of anything with an Aetheric Body to be ten times smaller or ten times larger, which they often take great pleasure in and find useful for assisting their fellow Kindred. Unfortunately, this ability can be used for deviant trickery by Faeries too.

HIERARCHY

SEELIE COURT RANKS

KING & QUEEN - “Your Majesty”
DESCRIPTION: People need a leader, even ones as jolly and colorful as the Faeries. The shining progenitors of the great Hive, the powerful Monarchs of the Seelie Court are true masters of Aether manipulation privy to secrets of magic even Elves can only dream of. The mischievous nature of the Faeries has made their leaders cunning and experts in the deceitful ways of their own Court, as they need to be to maintain their throne. They ensure and direct the defense of the Faerie territories, their relations with the Kindreds and make sure that their people don’t go just too crazy.

DUKE & DUCHESS - “Your Grace”
DESCRIPTION: In the pandemonium that is the Seelie Court, colorful and unexpected events are constantly in the making. The Winged Monarchs have seen a lot in their lifetime, so surprises and delights are always welcome. A Faerie that manages to impress the King or Queen due to martial prowess or incredible cunning may find themselves ascended to the rank of Duke or Duchess. These Faeries are the ones closest to the Monarchs in the Seelie Court and have been granted with a vote of confidence and protection by the Throne, granting them further influence to aid them in the Court’s machinations.

PRINCE & PRINCESS - “Your Highness”
DESCRIPTION: The privileged progeny of the Seelie Court, the Princes and Princesses are the direct descendants of the King and Queen; this blood connection granting them with the power and influence to raise their voices in the Court. Princes and their feminine counterpart the Princesses, are inexperienced players in the games of the Court but they make up for it with their fervor and forwardness in the myriad of outlandish tactics that dazzle the Seelie Court.  Nothing is as important to Faerie royalty than good entertainment.

EARL & COUNTESS - “Your Majesty”
DESCRIPTION: Just like royalty, Dukes and Duchesses also desire some good old fun once in a while. They indulge themselves by watching the general degeneration of the plain winged folk they should actually be overseeing. Sometimes they find a diamond in the rough, someone special, something apart from the commons; something that would be fun to watch in the Court. Earls and Countesses are Faeries that have been granted a place in the Seelie Court, immediately gifting them with political influence over their peers. While they may have power and a voice in the Court, they’re mostly there to the amusement of the Faerie aristocracy...and to deal with any problem too tedious for them, of course.

TRICKSTERS - “Common Fae”
DESCRIPTION: The bulk of Faerie-kind, the common people of the Seelie Court are a...difficult folk, more interested in causing mayhem than actually working towards any real goals. Still, they are kept somewhat in check by the Monarchy to ensure they can actually work together as a society. Faeries are mischievous by nature, seeking trouble and fun wherever they may find it. This is not necessarily frowned upon, Faerie nobility enjoys to watch their little jokes and games...as long as they don’t get too out of hand.

UNSEELIE COURT RANKS

JESTERS - “The Forsaken”
DESCRIPTION: Mischievousness is the trait all Faeries share, but even amongst rotten apples, there are punks that are simply too much to handle. Those Faeries outside of Seelie Court either by exile, birth or by choice, gather themselves in this loosely organized group mockingly calling themselves the Unseelie Court. True troublemakers and evil-doers, these winged devils are those too extreme for the already bombastic Faerie folk to handle. Their only rules is that there are no rules, the sky’s not even a limit. No deed to wicked, no boundaries to tie them down, a Jester will pursue his pleasure and amusement without the slightest care in anything but themselves.




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03-21-2021, 11:24 PM (This post was last modified: 04-04-2021, 06:33 PM by Zodiaque.)



"A good writer with a sad idea and a malicious side is a person to fear."





RACE: OVERLORD ROLE: SITE OWNER RANK: AGE: AFFINITY / TALENTS: ∞ ∞

Zodiaque



PLAYED BY Zodiaque

RACES OF SARYNDIL

WROTE BY Zodiaque

HUMANS


ORIGIN: 1320 A.E. in Northern Estlora
CAPITAL: Icthys of Estlora
LIFESPAN: 1-100 Years
HEIGHT: 5’2”-5’7” (Female) & 5’5”-5’9” (Male)
MATURATION: 18-20 Years
LANGUAGE(S): Aerian
REGION(S) INHABITED: Estlora, Deldran & Aelyria

NAMING TRADITION: Humans have a fairly simple naming tradition. They use the Aerian language and with it give their children a first and middle name picked from sentimental value, or plainly because it rolls off the tongue nicely. Children always inherit the father’s last name, as well as wives when they marry.

REPRODUCTION: Conceived through intercourse and take 9 months to carry to term. 

MATING PRINCIPLES: There are no traditional mating principles in the Human culture. Humans are the most diverse in the realm of marriage and intercourse.

MAGICAL DISPOSITION: In earlier times Humans had a natural curiosity for Aether but the hierarchy with magical races kept it suppressed. After the Aether-Touched event happened the Human population became vastly split with their inclination towards Aether. Nowadays some Humans view the ability to use Aether as an elicit curse that causes calamity while others take it as their new natural born right to utilize a source of magic that has existed in the world whence they were born.

COMMON TRAIT(S): The Human race has no physical characteristics that remain constant throughout their kind, nor anything that distinguishes them from other races. In fact it is their insipidness that makes them stand out among all the other races. 

RACIAL DESCRIPTION: A race created by the Seraphim and considered inferior by the other races, Humans came from the southern part of the continent of Estlora. Over the centuries, Humans have been able to spread their kind across the continent, mingling with the other races of Saryndil and establishing lasting relationships with them. Their genetics are so diverse that a concrete description of what the average Human looks like is nearly impossible to pinpoint. They’re a jack-of-all-trades sort of race with a significantly shorter lifespan when compared to the Kindred and Elves, which causes their species to multiply rapidly. A natural curiosity also has them developing their own method of architecture and weapons, shelter and weaponry being necessary to survive in Saryndil. Survival is at the top of their priority list, something that’s become even more so after the Aether-Touched event. Thanks to the widespread communities that Humans have created, the amount of Aether-Touched among their kind is significantly larger than some other races. Due to this, Aether-Touched Humans are shunned and/or hunted down by others who view them as a blight.

ABILITY

DIVINE CREATION

At the time of their conception, Humans were blessed with a modest amount of the Seraphim’s power. This ability being able to amplify the mass of Aether oneself is made of and in turn project it externally in the shape of any object they desire. However the aspiring object needs to be a common item that already exists, and weapons can not be produced. The energy needed to utilize this ability is extensive and because of that only one object can be created each day and once conceived will dissipate after a day. How an item will look when devised with this power will invariably always be translucent to a degree and of one color with Aetheric particles visibly floating around.

HIERARCHY

Humans are a fairly new race, but nonetheless have made great progress in the development of their societies. All of the Houses formed by the Human race coexist in the Kingdom of Icthys in divided districts and operate independently of one another. 

HOUSE OF DIVINITAS

When the first Human settlements rose and prospered, becoming connected and united under the single banner of a single kingdom, it was under the illustrious leadership of the Scions of the Old Blood. This great and noble clan traces their origin back to the Seraphim themselves, who grant them their namesake. It is this blood of the Seraphim that is believed to flow in their veins that grant them divine authority over mankind. While some races may scoff at the would-be High Lords of humanity, perhaps due to humanity’s young age as a people, the House of Divinitas see themselves as a proud and powerful dynasty. A dynasty that continually supports their faith and claim to the Old Blood as they search high and low for Seraphim artifacts and ruins all across fair Estlora. Some of the grandest places of worship were discovered by the House’s explorers and scholars, and now guarded by their Knights.

The Old Blood are a proud clan, especially of their scholarly endeavors. Great lore-keepers and guardians of history, they trace the noble bloodlines of their court with great care and detail. It is from their treasuries that Mankind’s armies are maintained and mustered. While it is true that Seraphim were born of the Aether, mankind has survived for centuries without its use. The Scions of the Old Blood believe wholeheartedly that martial discipline and mortal might can overcome any sorcery and have developed a great distaste. Recently, a threat has risen from among humanity’s ranks, the heretics of the House of Sanguis dabble in impure forces, far from their understanding. These cowards hiding in the shadows must be hunted, brought to the light and face the judgement of the Old Blood.

HOUSE OF SANGUIS

The catastrophe of Cirith Duath was a revelation which brought immense change to Saryndil. Humans who were once left with no magical prowess have now acquired enormous magical gifts and with dire desire to embrace their Aetherical powers the House of Sanguis was formed. The Aether-Touched have risen and they will be the ones to lead humanity onto new heights. Their directly opposite views from House of Divinitas have forced them to become a secretive force, hiding in plain sight among those loyal to the Old Blood. They move silently yet decisively, whisking away any Aether-Touched they might find, willingly or unwillingly.

This house perceives Aether as mankind's divine right and the resource that will grant them ascension. Above all they desire to replicate the tragedy of Cirith Duath on smaller scales in order to grant more of humanity the blessings of Aether. No price is too high for this holy purpose, and as such the House of Sanguis sends out their shadowy Apostles far from the borders of Estlora in search of magical creatures to sacrifice under their rituals of Blood Magic. A powerful forbidden art whose secrets they seek, to gain mastery over it, the key to ascension.

HOUSE RANKS 

LORD & LADY - “The Masters”
DESCRIPTION: Leaders of a house, the ruling High Lord or Lady will reign over their noble court and their respective dominions, forces and citizens. Their position is hereditary and their bloodline has been proven to be purest amongst their house or have shown immense magical potential, granting them unparalleled respect and awe among their peers, depicting them as gods among mortals. As political, spiritual and military leaders of the Human Houses, they carry an immense amount of both power and responsibility, as well as being privy to their faction’s darkest secrets. 

NOBLEMEN - “The Royalty”
DESCRIPTION: A collection of old families claiming direct ancestry to the Seraphim or a greater connection to Aether, maintaining power and hegemony through a feudal system justified by a claim of divine right. They represent the upper echelon of Human society and as the wealthiest and most influential of men and women, they are granted a seat in their House’s court. They will often occupy high offices on all manner of roles, be it military, religious or administrative. 

[ EXCLUSIVE HOUSE OF DIVINITAS RANK ]

KNIGHTS - “The Protectors”
DESCRIPTION: An old order of warriors once dedicated to protecting the first Human settlements. Since then they have evolved into a full-blown military organization, connected to the House of Divinitas through sworn oaths of loyalty and service. They will often recruit their members from a young age to build the elite of the House of Divinitas’ military. Their lives are bound and dictated by a strict code of honor and conduct to guide them in and out of battle, as such, honor has become one, if not the most important concept in their lives.

[ EXCLUSIVE HOUSE OF SANGUIS RANK ]

SYCOPHANTS - “The Apostles”
DESCRIPTION: Those Aether-Touched Humans who have shown signs of greater strength and mastery in the arts of the Aether are quickly garnered by the House of Sanguis, trained and tailored to become this young House’s blade and cloak. The Apostles are a coven of combat-trained Aether-Touched Humans responsible for dealing with threats of their House from within and foreign. Due to the House of Sanguis’ inherent secretive nature, Apostles must impersonate the shadows, moving unseen to strike when least expected with the destructive power of Aether.




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03-21-2021, 11:58 PM (This post was last modified: 04-04-2021, 06:33 PM by Zodiaque.)



"A good writer with a sad idea and a malicious side is a person to fear."





RACE: OVERLORD ROLE: SITE OWNER RANK: AGE: AFFINITY / TALENTS: ∞ ∞

Zodiaque



PLAYED BY Zodiaque

RACES OF SARYNDIL

WROTE BY Zodiaque

SPECTRALS


ORIGIN: Genesis Era in Southern Aelyria
CAPITAL: Eryn Vorn
LIFESPAN: Indefinite (Reincarnated)
HEIGHT: Determined by Who They Possess
MATURATION: Determined by Who They Possess
LANGUAGE(S): Language of Whoever They Possess
REGION(S) INHABITED: Estlora, Aelyria, Deldran & Ranzaugh

NAMING TRADITION: Spectrals as a whole do not possess traditions of any kind. This includes names, for they are not a structured society. A Spectral will use the name they had when they were still among the living. In other cases, Spectral names will consist of an adjective or symbolic word that will refer to who they were in life, their current nature or some sort of purpose they are now tied to. 

REPRODUCTION: Spectrals cannot reproduce as mortals do. They are souls bound to raw Aether that dwells between mortal existence and the afterlife. Spectrals are born through death, a soul that finds themselves unable to find respite will reincarnate in Aether as a Spectral. The possession of a body makes them able to engage in intercourse, but no child could be born of such unions. 

MATING PRINCIPLES: Spirits do not need to busy themselves with social constructs such as marriage and their nature while they are in their ghostly form makes them quite asexual. This of course may change once they get a hold of a body in which to inhabit, a form of existence that allows them to love as the living do. 

MAGICAL DISPOSITION: Being made up of Aether and controlled by the very energy, Spectrals share a symbiotic bond with the resource. Their ghostly existence is sustained by it, while they carry out whatever demands it gives them. So far, they’ve merely wandered the land, possessed other forms of life when needed, but beyond that there hasn’t been any recorded communication between one, to fully grasp their views on the substance.

COMMON TRAIT(S): All Spectrals look like exactly what you’d expect from how their name sounds. They are in essence-spectral beings, the personification of deathly grace. Ethereal and intangible in nature, at first glance one might think them to be something along the lines of divine, having an otherworldly glow to them that makes even the Elves gaze in wonder. While possessing a being, they take on the appearance of who they were in their life before death.

RACIAL DESCRIPTION: Spectrals are a fairly old race, being pure souls who lost themselves in limbo and fell to Saryndil to wander aimlessly as constructs of Aether. The Spectrals are hardly known and due to their ability to possess other beings their ambiguity is only amplified further. However despite all the evidence pointing to their existence being nothing more than myth, the Moriquendi constantly claim that they are indeed real. When not tethered to an object they do not do much more than wander around with only one purpose, finding a body to possess and use as their own. While they are certainly not mindless, they do not really have much complex thought as they are simply humanoid constructs of Aether, of course that is until they possess a body that they find suitable. Once they have a body though, they are no longer pure Aether and are capable of complex thought, emotion, and even love for that matter. Overall, Spectrals are pure souls that have been given form by Aether, and have the sole purpose of wishing to complete themselves by possessing a body.

ABILITY

POSSESSION

Devoid of flesh and bone, Spectrals are Aether in its purest sentient form. Due to this Spectrals seek out a body to take exclusive control of. The act of possession is done by the Spectral’s Aether attaching in a parasitic manner to the host’s Aetheric Body. Afterwards the conscious that existed in the body prior to possession is suppressed to lay dormant for as long as the Spectral stays in command, allowing for the entirety of the Spectral’s entity to shine through. Once a Spectral is in possession the only way to separate them from the host is to kill the host or purge them via magic. Furthermore a Spectral prefers to stay in possession of a chosen host for as long as possible, and will only break hold if the body they possess can no longer serve them.




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03-22-2021, 12:09 AM (This post was last modified: 04-04-2021, 06:36 PM by Zodiaque.)



"A good writer with a sad idea and a malicious side is a person to fear."





RACE: OVERLORD ROLE: SITE OWNER RANK: AGE: AFFINITY / TALENTS: ∞ ∞

Zodiaque



PLAYED BY Zodiaque

RACES OF SARYNDIL

WROTE BY Zodiaque

SKIN CHANGERS

VETERAN LOCKED - NONPLAYABLE

ORIGIN: 0 G.E. in Deldran
CAPITAL: N/A
LIFESPAN: N/A
HEIGHT: N/A
MATURATION: N/A
LANGUAGE(S): Est’ild, Dra’ar, Faelen & Aerian
REGION(S) INHABITED: Estlora, Deldran, Ranzaugh & Aelyria

COMMON TRAIT(S): N/A

DESCRIPTION: They are the closest connection that remains to the Seraphim in Saryndil. The Skin Changers are the most enigmatic race to walk the continent. They are one of the three initial races to have existed since the beginning and legends regarding their prized ability, shape shifting, are still among conversations and the thing of nightmares to this day. Many believe the Elves to have excellent control over Aether, but the Skin Changers put their mastery over the resource to shame. Where shape shifting took a great deal of energy to use, the race has long since perfected the art and can use it with little to no effort. They are the keepers of balance and only act when forced. Long since the ascension of the Seraphim, the Skin Changers have faded into myth, many believe that the race is all but extinct.

HIERARCHY

Balance is a fickle thing, so powerful, yet so fragile, so vital, yet so easy to disturb. It must be protected at all costs. This is the task of the Skin Changers, no pitiful power struggles, no useless wars, no foolish aspirations. The Skin Changers care for one thing and one thing only: Balance.




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03-22-2021, 12:52 AM (This post was last modified: 04-04-2021, 06:38 PM by Zodiaque.)



"A good writer with a sad idea and a malicious side is a person to fear."





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Zodiaque



PLAYED BY Zodiaque

RACES OF SARYNDIL

WROTE BY Zodiaque

HALF-RACE INFORMATION

This thread is for those people who plan on creating a character of mixed race or those couples who may want to have offspring. 

The races of Saryndil throughout history have kept their affairs interracial due to cultural preference, but now that races have had to interblend in numerous kingdoms love interests across varying races have sprung. Thus making Half-Races a possibility though a rare occurrence. However bare in mind that not all races are conceived through sexual relations, which means the Half-Race possibilities are limited to select races.

This is not to crush hopes and dreams anyone may have for Half-Races of a certain kind, but to keep the lore cohesive and logical. This also by no means means that your character can’t have sexual dowry with anyone from any race of their choosing - because they can, it just means those not listed below cannot conceive offspring together.

HALF-RACE COMBINATIONS

- Human x Elf = Half Elf
- Human x Faerie = Changeling 
- Vampire x Human = Damphyr
- Vampire x Elf = Damphyr

HALF RACE ABILITY POLICY

When someone has heritage in two different types of races they do not get to inherit the abilities from both races. Upon birth, the soul gets to choose what race it belongs to and with that choosing is the ability that a character of Half-Race obtains.




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03-22-2021, 09:17 PM (This post was last modified: 04-04-2021, 06:38 PM by Zodiaque.)



"A good writer with a sad idea and a malicious side is a person to fear."



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