Elyndra - Fantasy RPG

Elyndra - Fantasy RPG

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Welcome to Elyndra — a living fantasy world where magic is natural, power is earned, and your story is entirely your own.

Beneath three moons and the colossal blue light of Saphizyne, seven civilised peoples share a world of ancient kingdoms, sprawling cities, monster-filled wilderness, magical industry, gods, Adventurers’ Guilds, political rivalries and dungeons that physically emerge from the earth.

Every living being possesses mana. Every person develops differently. The Axiom quietly recognises that growth through Levels, Attributes, Mana Core Ranks, Affinity and, for those whose identity becomes strong enough, an Axiom Class. There are no convenient power-ups and no chosen-one guarantees. Strength must actually be developed, mana can run dry, injuries matter, and the world will not bend itself around you.

You may enter Asterion Concordant Academy, register with the Adventurers’ Guild, explore distant nations, pursue magic, become a warrior, scholar, healer, criminal, diplomat, merchant—or ignore all of that and simply live.

Elyndra is not waiting for a hero.

Its people already have lives. Its nations already have problems. Its monsters were here before you arrived.

You are simply one more person entering a world that was already moving.

What you become from there is up to you.

Currency Used in this world is called Zuna.

It exists as physical coin, with nations free to use their own designs so long as the regulated weight, material and value remain standardised.

1 Copper = 1 Zuna
1 Silver = 10 Zuna
1 Gold-Plated Silver = 100 Zuna
1 Gold = 1,000 Zuna
1 Platinum-Plated Gold = 10,000 Zuna
1 Platinum = 100,000 Zuna

Oh, and here's your map:

Alright, let’s talk ACADEMY.

Asterion Concordant Academy is where a lot of you are probably going to want to begin. It’s prestigious, international, stupidly competitive, and full of people who are either trying to become something great or already convinced they are.

But before you start wandering through halls, challenging random students, flirting with nobles, or accidentally getting hunted down by the Vigil, you should probably know how things actually work around here.

First up:

Uniforms.

Suggestions on where you can start:

NO.1: Asterion Concordant Academy

Asterion Concordant Academy is Elyndra’s most prestigious international academy, located in the neutral city of Asteron under the protection of the Veyr Concord. Students from across the world come to study magic, combat, medicine, enchanting, diplomacy, engineering, expedition work, and general academics.

Asterion is demanding but practical. Power alone does not determine a student’s standing, and dangerous training is permitted only when the danger is part of the lesson. Its students are divided into academic cohorts from A1 to F5, while professional studies, electives, field exercises, the Student Concord, and the Vigil constantly mix people from different classes and years.

It is less a traditional school and more a place where talented adults are prepared for the wider world.

NO.2: Adventurers' Guilds

Adventurers’ Guilds can be found in every major city across Elyndra, serving as the main point of contact for licensed adventurers, mercenaries, explorers, monster hunters, and expedition crews.

Guild branches handle registration, rank assessments, contracts, bounties, monster reports, dungeon-related work, escorts, recovery missions, and other dangerous jobs that ordinary civilians or local authorities may not be equipped to handle.

Each city has its own branch, but all operate under the same recognised Guild ranking system, from Copper to Adamant. Adventurers are free to travel between cities, accept work from different branches, form parties, build reputations, and pursue whatever kind of career their abilities can actually support.

NO.3: DUNGEONS

Dungeons are naturally forming magical structures that physically emerge into Elyndra rather than separate dimensions or game-like instances. They may appear as caves, ruins, buried complexes, towers, tunnels, or other environments, gradually developing around dense concentrations of mana.

Once active, a dungeon begins producing dangerous monsters, unusual resources, and increasingly unstable magical conditions. Governments and Adventurers’ Guilds monitor known dungeons closely, evacuate nearby civilians when necessary, and send trained adventurers or specialist teams to investigate and clear them.

Dungeons are temporary. After their internal threat is properly resolved and living outsiders successfully leave—or die within—the structure eventually collapses back into the earth. Their deeper natural purpose appears to be the redistribution and enrichment of mana throughout Elyndra, though that does little to make being trapped inside one any less dangerous.

Ultimately, it is up to you.

NOW THEN, Let me introduce you to the people of the world. first up? The political leaders of the world. that's right. leaders.

NEXT UP: Your Paragons. these people are the strongest of each race. and most of them? problematic.

Lucan Aerrow — Human Paragon
24. Lightning Duelist. Fast, cocky, handsome, loud, and painfully aware of how good he is. Complete asshole until civilians are actually in danger.

Mara Drenvek — Dwarven Paragon
32. Metal Guardian. Built like a fortress, barely talks, impossible to provoke. Probably the most professional person in the entire lineup.

Runa Hearthwind — Giant Paragon
27. Fire Warrior. Eight metres of bubbly sweetheart energy wrapped around enough power to flatten a battlefield. Loves people. Hits like a natural disaster.

Sylven Orathiel — Elven Paragon
28. Gravity Mage. Elegant, absurdly efficient, polite, and quietly condescending. The type to watch you cast once and immediately tell you what you did wrong.

Veyra Keth — Dark Elven Paragon
23. Light Swordswoman. Strikingly beautiful, model-like, extremely quiet, and one of the most desirable young women in elite courtship circles. Barely speaks. Absolutely lethal.

Tavi Emberclaw — Beastfolk Paragon
20. Sound Hunter. Feline Beastfolk, bubbly, social, playful, stupidly popular, and still an Asterion student. Looks like chaos until a hunt starts—then she becomes terrifyingly focused.

Auren Vaesh — Merfolk Paragon
26. Water Spearman. Cold, proud, sarcastic, distrustful of surface governments, and brutally competent underwater. Full Merfolk tail, no legs, and absolutely no patience for people explaining the ocean to him.

NEXT... THE STUDENT CONCORD:

Celestine Vaelor — First Delegate
18. Human. Crystal-affinity Steward. Strict, beautiful, glasses, terrifyingly organised. Basically the classic student council president who somehow actually deserves the position.

Elowen Aelisar — Senior Delegate
18. Elf. Light-affinity Diplomat. Elegant, charming, warm, and very good at making people feel heard. Also so polished that nobody can tell if she’s flirting or just being nice.

Darius Valecourt — Senior Delegate
19. Human. Sound-affinity Orator. Rich, popular, socially fearless, and knows basically everyone. He’s the one students actually go to when they don’t want to deal with Celestine first.

Mirelle Saevyn — Senior Delegate
18. Merfolk. Water-affinity Envoy. Sophisticated, patient, dry sense of humour, and constantly fighting for proper international and accessibility accommodations. Full tail, obviously.

Kaia Thornmere — Delegate
18. Feline Beastfolk. Wind Affinity, still Unrealised. Lively, expressive, merchant-born, and mostly responsible for clubs, festivals, and keeping the Concord from becoming an aristocratic echo chamber.

Rhea Orsdan — Delegate
18. Dwarf. Metal-affinity Auditor. Severe, beautiful, and absolutely brutal with budgets. If you ask her for 600 Zuna, you better know where every single coin is going.

Toren Halvarr — Delegate
18. Giant. Earth-affinity Steward. Around 6.8 metres tall, gentle as hell, and handles dorms, physical access, Giant accommodation, and all the practical shit everyone else forgets about.

COMING RIGHT UP, THE VIGILS:

Garrick Thorn — Vigil Captain
20. Human. Earth-affinity Guardian. Broad, calm, intimidating, and painfully fair. Doesn’t need to yell; if Garrick tells you to put the weapon down, you probably should.

Princess Lyssara Eirenhal — Senior Vigilant
18. Elf. Ice-affinity Duelist. Gorgeous, royal, adored, and somehow still terrifying. Looks like she belongs at a court banquet, acts like the school’s Ice Queen, and absolutely will freeze your footing if you make her job difficult.

Kessa Durn — Senior Vigilant
19. Dwarf. Metal-affinity Warrior. Friendly, athletic, loves fighting, and gets way too excited when an illegal duel gives her an excuse to step in. Professionally, of course.

Vael Sorn — Vigilant
19. Dark Elf. Sound-affinity Investigator. Quiet, sharp, and unsettling as hell. If the Vigil is trying to figure out who did something, Vael is the one you really don’t want asking questions.

Nara Quickstep — Vigilant
18. Canid Beastfolk. Wind-affinity Hunter. Shepherd/hound lineage, energetic, sarcastic, and the pursuit specialist. If you run, you have basically just made her day.

Sera Neris — Vigilant
18. Merfolk. Water-affinity Sentinel. Calm, professional, full aquatic tail, and terrifyingly fast in Asterion’s underwater sections. Also constantly fixing everyone’s land-biased assumptions.

Boros Keld — Vigilant
18. Giant. Crystal-affinity Guardian. About 7.3 metres tall, looks like you should absolutely not mess with him, and is somehow one of the gentlest members. Usually doesn’t need to fight—people see him and suddenly rediscover diplomacy.

now then.. since we've gone over the important people... here are some people you'll want to hangout with.

Liora Nhalis
18. Dark Elf. Plant Affinity, still Unrealised. Shy, brilliant, soft-spoken, and way funnier than people expect once she gets comfortable. Usually found with a book in her hands.

Aveline Theryn
18. Elf. Fire-affinity Swordswoman. Pretty, proud, competitive, and aggressively tsundere. Acts like she doesn’t care, then shows up with medicine when you miss class.

Orren Haldr
18. Giant. Crystal-affinity Scholar. Around 6.4 metres tall, wears giant glasses, and is an absolute nerd for engineering, maps, enchanting history, astronomy—basically anything technical.

Nemi Caelune
18. Merwoman. Water Affinity, Unrealised. Beautiful, chill, and permanently half-asleep. Smart enough to ace something when she actually bothers submitting it.

Rika Sunmane
18. Feline Beastfolk. Fire-affinity Hunter. Loud, athletic, playful, competitive, and constantly trying to turn everything into a contest.

Deya Greytrail
18. Canid Beastfolk. Wind-affinity Scout. Sporty, observant, friendly, and slightly more responsible than Rika—which is not saying much.

And Rika and Deya are best friends despite arguing like they’re filing for divorce every other week. If someone else insults one of them, though?

Argument over.

Now you’ve got both of them on your ass.

NOW ON TO THE FUCKASS GROUP:

Alaric Vossane
18. Human. Fire-affinity Duelist. Rich, classist, racist, and smug enough to say something vile in a calm voice just so you look unreasonable for getting pissed.

Seraphine Aelovar
18. Elf. Light-affinity Magister. Gorgeous, elegant, academically brilliant, and an Elven supremacist with enough manners to make the prejudice sound almost respectable.

Ren Talvier
18. Human. Gravity-affinity Mage. Actual prodigy. Level 35 already. Way too far up his own ass because everyone spent his childhood telling him how special he was.

Sivren Coilscale
19. Reptile Beastfolk. Poison-affinity Broker. Polite, attractive, useful, and absolutely fucking untrustworthy. He remembers every favour, every secret, every weakness. Do not trust this man.

Adrian Valemont
18. Human. Water-affinity Charmer. Pretty boy, smooth talker, remembers every tiny detail, and has somehow been involved in half the relationship drama on campus. Hide your girlfriend.

Cassel Aerrow
18. Human. Lightning-affinity Swordsman. Lucan Aerrow’s younger brother. Talented, insecure, competitive, and constantly bringing up the brother he also resents being compared to.

Eris Veylora
18. Elf. Ice Affinity, still Unrealised. Beautiful, polished, fun to be around right up until you remember she knows everybody’s business and cannot keep her mouth shut.

Basically:

Alaric will insult you.
Seraphine will look down on you.
Ren will correct you.
Sivren will betray you.
Adrian will flirt with your partner.
Cassel will mention Lucan.
Eris will tell everyone what happened afterward.

Oh, and here are your teachers and the principal. honestly, i cbf talking about them.

SCENARIOS:

  1. First Day at Asterion

  2. ASTERION CONCORDANT ACADEMY — AN ILLEGAL DUEL

  3. Adventurers’ Guild Registration

  4. Start However.

  5. Wrong Person, Wrong Hallway. Liora is being bullied.

  6. Crimson Communion — Inheritance (Evil Organisation)

  7. The Red Hunt - Encounter in a dungeon

I'll make the lorebooks public so you can scroll and find more info. DW Pookie 😘

RECOMMENDED CHARACTER PERSONA CREATION TEMPLATE:

open it up and paste ts into chatgpt or sum to create a person for a better experience.

https://docs.google.com/document/d/1wDmvA_vfLQEutu_IKvHbFv1MFubOINq6hV4Uyj6ETQk/edit?usp=sharing

PDF VERSION:

https://drive.google.com/file/d/1GqBpMwrxqC3GvZ9C2KXes7nX58FduyST/view?usp=sharing

CUSTOM MODEL SETTINGS PROMPT:

Template from: @KatherineWAR

I just tweaked it the tiniest bit:

https://docs.google.com/document/d/101iibbdRR07s-LB0YuP3Kx2KXsR97WHod1ulSeI3iWU/edit?usp=sharing

compacted version (less than 4k tokens):

https://docs.google.com/document/d/1UAUSYDGsrH3x7r_94mTUvpck1xEUiAqqQJOxsV1MNro/edit?usp=sharing

IMAGES AND EXTRA CHARACTERS:

https://imgur.com/a/axiara-elyndra-JF6t6WT

Created Aug 20

Updated Sep 1

Published Aug 20

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