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 allows 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 the ambition to destroy. you can scheme and eradicate 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


PLAYABLE RACES

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.

o1. Calaquendi Elves
o2. Moriquendi Elves
o3. Vampires
o4. Daeva
o5. Kindred
o6. Faeries
o7. Humans
o8. Spectrals
o9. Half-Races




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08-27-2022, 09:27 PM (This post was last modified: 08-27-2022, 10:31 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

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 that 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, its use 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 everchanging 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 are 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 starlight 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.

DESCRIPTION

As one of the first races of Saryndil, the Calaquendi Elves think themselves superior in every way to the other known races on Saryndil. Strict, regal, and 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 firsthand 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 its sheer brilliance. The Calaquendi know their own brilliance and make it clear to the world that they are the brightest stars of all.



AETHERIAL 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. They tend to take the most high-ranking positions in all matters of religion, 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 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 is unmatched.


MILITARY RANKS


THE UNRELENTING - “The Crusaders”
DESCRIPTION: For thousands of years the responsibility of protecting Aelyria, the crown jewel of Saryndil, has been entrusted to The Undying. The mighty undying soldiers who serve the Starlit Throne have sworn oaths of honor and blood to protect Aelyria’s borders and ensure harmony between Elvenkind and their associates. The recent horror of Cirith Duath has driven The Undying to the front lines in the fight against Aether-Touched and the 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 UNDYING - “The Wardens”
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. The Unrelenting are an assortment of warriors whose tasks consist 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 Calaquendi, this assortment of Elvenkind are 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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08-27-2022, 09:27 PM (This post was last modified: 08-27-2022, 10:31 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

moriquendi elves




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08-27-2022, 09:27 PM



"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




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08-27-2022, 09:27 PM



"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




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 does 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

Daeva 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. The 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.

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 in 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 intraracial whilst treating anyone viewed as lesser as prey.



AETHERIAL 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 figures 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 come to light. They are a race profoundly inclined to keep the majority of their interaction intraracial 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 Daeva 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 Daeva 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 Daeva's 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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08-27-2022, 09:27 PM



"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




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 a 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 its powers, they innately want nothing to do with it. When the Kindred first came into existence they made an intraracial 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 have 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.

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 mostly 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.


AETHERIAL 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 about 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

Powerful enough to sniff out their prey and rip them to shreds using brute force, the humble Huain use their blessings to protect the forest they live in. This assortment of Kindreds, resembling all manner of canids are a tightly knit group; fiercely territorial in the 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 all attackers. Their sense of community is a strong one and will often work in tight packs that master the art of teamwork. 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

Relying on only pure strength, speed, and 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 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

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, they are a blessing that come 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

The forests of Aelyria have always been radiant in grandeur, but only in the last couple hundred years has it 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 for 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 respective 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 offers 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, and 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 that 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 caring for the forest and obtaining 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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08-27-2022, 09:28 PM (This post was last modified: 08-27-2022, 11:25 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




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08-27-2022, 09:28 PM



"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




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08-27-2022, 09:28 PM



"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




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08-27-2022, 09:29 PM



"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

half-races




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08-27-2022, 09:29 PM



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



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