Shattered by ancient wars and abandoned by lost gods, Orenthys offers countless paths. Become an Arcanist, Warlord, beast bonded Tamer, or Blacksmith whose blades shape kings. Even a miner’s pickaxe may sway empires. Journey across five vast continents with divine ruins, arcane storms, living guilds, and clashing kingdoms. Bind spirits, tame beasts, explore forbidden lands, challenge monstrous horrors, or command mighty armies. In Orenthys, even the smallest soul can change the world’s destiny.
Played | 707 times |
Cloned | 8 times |
Created | 13 days ago |
Last Updated | 3 days ago |
Visibility | Public |

Aetherforge
An elven smithy renowned for crafting magical weapons and armor from rare moonsteel and star-silver, imbued with celestial enchantments.

Ashen Plateau
A vast expanse of volcanic stone flats marked by deep fissures that vent smoke and intense heat, creating a harsh and dangerous environment.

Berrywatch Clearing
A serene forest clearing used annually for a ritual berry harvest, surrounded by ancient trees and marked by stone totems. The ground is dotted with patches of wild berries, and a small altar stands at the center for offerings.

Black Coral Shipwreck
A haunted pirate shipwreck encrusted with black coral, resting on a rocky seabed. Ghostly pirate spirits are said to roam the wreck, guarding lost treasures and cursed relics.

Blackshore Docks
Sulfurous docks for infernal galleys and slaver ships, protected by burning sea walls that emit a constant fiery glow. The air is thick with the smell of brimstone and charred wood, and the docks are heavily guarded by infernal sentinels and slaver crews.

Blooming Hill
A vibrant wildflower meadow known for its colorful blooms and annual local festivals celebrating nature and community.

Brewer's District
A lively district renowned for its dwarven ales, packed with taverns, meaderies, and bustling inns where locals and travelers gather to enjoy hearty drinks and boisterous company.

Caelrath Artist Lofts
A vibrant complex of colorful studios and bardic apartments designed for creative adventurers, featuring practice rooms, mini-galleries, and reading corners to foster local fame and artistic growth.

Caelrath Lowland Route
A scenic lowland route connecting the capital city to Caelrath's artistic quarter, frequented by performers, pilgrims, and traders. The path is monitored by political inspectors and guild tax officers who check travel documents, while trickster thieves disguised as minstrels blend into the crowds.

Caelrath Market District
A bustling marketplace where artisan clothiers, instrument makers, and scribes sell their wares, blending culture with commerce. The district is known for enchanted masks, masterwork instruments, and rare scrolls, attracting adventurers seeking lost manuscripts or stolen masterpieces.

Caelrath Resource Hills
Gently wooded hills around Caelrath rich in rare dyes, high-quality silks from local moth breeders, aromatic herbs for ritual incenses, and white limestone quarries prized for sculpture. These resources fuel Caelrath's culture and artistry but attract thieves and rival guilds.

Celestial Vision Plaza
An open, circular plaza surrounded by gently glowing pillars where citizens share visions, trade dream-insights, and gather for celestial festivals under the night sky.

Chainbreaker Quarters
Barracks housing captured slaves and conscripts destined for the Emberkin legions, featuring cramped cells and training yards under heavy guard.

Chalice of Mia
A sacred relic blessed by the goddess Mia, granting +10% healing received and an aura of calm to those nearby.

Crimson Gate Barracks
A massive fortress barracks where imperial soldiers undergo rigorous training in chain-scar rituals and master the use of fire-forged weapons. The barracks are fortified with towering red stone walls and adorned with banners depicting a flaming gate, symbolizing strength and resilience.

Crystalline Pools
A network of underground lakes and streams with glittering magical fish and shimmering quartz along the shorelines. Faint dwarf carvings warn travelers of deep water spirits.

Crystalwood Expanse
A bright, crystal-laced forest where mana-charged crystals grow on trees and rocks, illuminating the area with a magical glow. The forest is alive with arcane energy, attracting both wondrous and dangerous creatures.

Deep Chasm Mines
A vast network of mining tunnels extending deep beneath the city, known for its rich mineral veins and lurking dangers such as cave-ins and subterranean creatures.

Drowned Chapel
Sunken ruin of an ancient spider-temple submerged underwater, with eerie webs and statues of spider deities partially visible beneath the surface.

Eldoria Trade Road
A busy, well-worn trade road through golden plains, frequented by merchant wagons, horse caravans, and guild patrols. The road is fraught with dangers including bandit gangs, wolf packs, and con-artist tax collectors, with guards from nearby cities attempting to maintain order.

Ember Quest Board
Guild Rank System Members rise from F to S-Rank by completing harder quests. Each mission gives gold, gear, and reputation. F-Rank: simple delivery, gather; low reward D-Rank: local threats, defense; moderate reward C-Rank: artifact hunts, stronger foes; good reward B-Rank: region-scale dangers; high reward A-Rank: powerful enemies, disasters; rare reward S-Rank: legendary quests; unique hero rewards Advancement: Complete enough quests + guild evaluation → rank up. Check the quest board for postings.

Emberheart Quarry
A volcanic quarry marked by steaming fissures and bubbling lava vents, rich with veins of emberstone. Scorched mining carts and piles of blackened stone are scattered throughout, with protective enchantments etched into the surrounding rock to shield workers from the intense heat and unstable terrain.

Emerald Market
A bustling open-air trade hub known for its herbalists, enchanters, rare crystal vendors, and traveling bards, offering a vibrant mix of goods and entertainment.

Emerald Wilds
An endless ancient forest dominated by towering giant silverleaf trees. The forest is alive with enchanted animal spirits and conceals hidden druid circles that maintain the natural balance.

Fenwarg Eastern Gate
The main fortified eastern gate of Fenwarg Keep, guarding the Silver Trail caravan route. Tall wooden palisades reinforced with stone, adorned with wolf-head carvings on the massive gates. Guard towers flank the entrance, manned constantly to monitor the busy flow of merchants and travelers.

Fenwarg Keep Barracks
The main military barracks of Fenwarg Keep, home to elite wolf and bear-folk guards. Constructed from solid stone, it features practice yards, armories, and high watchtowers, embodying discipline and strength.

Fenwarg Keep Marketplace
A lively medieval marketplace in Fenwarg Keep where furs, meats, weapons, and ironwork are traded under colorful awnings. Blacksmiths hammer metal, hunters sell trophies, and children play among the bustling stalls.

Fenwarg Moonstone Circle
A sacred stone circle within Fenwarg Keep's forested fortress, used for lunar rituals and totemic blessings. Ancient weathered stones with wolf and bear carvings stand in a moonlit clearing, surrounded by ceremonial torches.

Festival Market Square
A lively open-air market buzzing with traders selling fresh produce, wine, cheeses, and handwoven goods. Festival flags fly above the colorful stalls, creating a festive atmosphere.

Feyglade Marsh
A shimmering wetland filled with magical mist and rare flowers, intersected by glowing leyline streams. The marsh is alive with mystical energy and hidden dangers.

Foxden Hollow
An abandoned fox den nestled in a forest clearing, now inhabited by a small tribe of kobolds who have adapted the den into a makeshift lair with traps and crude fortifications.

Frostcrystal Cavern
A frigid cave glittering with blue frost crystals, icy stalactites, and magical frozen ore. Shimmering runes mark old dwarf tunnels, and pools of glowing cold-water mushrooms grow near frozen pools.

Frostveil Tundra
A vast expanse of snowfields and icy passes inhabited by snow wolves, giant elk, and frost bears. White wyverns patrol the highest peaks, while rumors tell of ice elementals and spirit guardians appearing during blizzards.

Frostwind Pass
A treacherous snow-covered mountain trail north of Viredenya, frequented only by the hardiest merchants and soldiers. The pass is notorious for sudden whiteout blizzards, prowling winter wolves, and frequent rockslides blocking the path.

Gilded Path Guild Hall Quest Board
Guild Rank System Members rise from F to S-Rank by completing harder quests. Each mission gives gold, gear, and reputation. F-Rank: simple delivery, gather; low reward D-Rank: local threats, defense; moderate reward C-Rank: artifact hunts, stronger foes; good reward B-Rank: region-scale dangers; high reward A-Rank: powerful enemies, disasters; rare reward S-Rank: legendary quests; unique hero rewards Advancement: Complete enough quests + guild evaluation → rank up. Check the quest board for postings.

Gleaming Crystal Ponds
A serene cluster of ponds filled with shimmering mana crystals that pulse with magical energy, used by enchanters to craft powerful items. The area is guarded by volatile mana elementals and dangerous arcane whirlpools that can pull the unwary into magical maelstroms.

Glowshroom Grotto
An underground mushroom forest illuminated by bioluminescent mushrooms in vivid blues and greens. Strange vines crawl along stone walls, and the soft hum of cave insects fills the air. Pools of clear water reflect the eerie glow, creating a mystical atmosphere.

Golden Resin Egg Chamber
A colossal chamber at the hive's heart, layered with shimmering golden resin and lined with nurse drones tending rows of glistening eggs. The air is warm and thick with pheromones, creating a heavy, protective atmosphere.

Grand Marble Hall of Viredenya’s Silver Conclave
A vast hall with tall stained glass windows shimmering with unstable magic. A summoning circle pulses erratically, having accidentally pulled confused young adults from another world. Archmages debate the mishap while an elder mage offers calm words. Guards stand alert as magical energy flickers and strange status windows appear before the newcomers. Selvyr should gently question the heroes, asking about their world, talents, and what they saw during the summoning. Mireya may pepper them with questions about “machines” or “metal boxes” (phones, laptops) if they mention them. Theron should offer relatable, friendly talk, asking if they are hungry, hurt, or need a place to rest.

Guild Hall of Ascension
A bustling guild hall where adventurers of all ranks gather to receive quests, trade rewards, and advance through the guild's rank system from F to S-Rank by completing increasingly difficult missions.

Guild Officer's Chamber
Within these stone walls, the Flamebound Circle’s officers oversee all rank advancements. Members move from Rank F to S based on certified mission completions, teamwork, and personal field trials. Promotions require proof of skill, discipline, and loyalty, judged by officers or the Guildmaster. Higher ranks unlock elite contracts, powerful gear, and greater privileges. Failure is accepted, but cheating is not. Rank rules are posted on scrolls here for any to review.

Guild Quest Board
Guild Rank System Members rise from F to S-Rank by completing harder quests. Each mission gives gold, gear, and reputation. F-Rank: simple delivery, gather; low reward D-Rank: local threats, defense; moderate reward C-Rank: artifact hunts, stronger foes; good reward B-Rank: region-scale dangers; high reward A-Rank: powerful enemies, disasters; rare reward S-Rank: legendary quests; unique hero rewards Advancement: Complete enough quests + guild evaluation → rank up. Check the quest board for postings.

Guild Quest Board of the Flamebound Circle
Guild Rank System Members rise from F to S-Rank by completing harder quests. Each mission gives gold, gear, and reputation. F-Rank: simple delivery, gather; low reward D-Rank: local threats, defense; moderate reward C-Rank: artifact hunts, stronger foes; good reward B-Rank: region-scale dangers; high reward A-Rank: powerful enemies, disasters; rare reward S-Rank: legendary quests; unique hero rewards Advancement: Complete enough quests + guild evaluation → rank up. Check the quest board for postings.

Guild Row
A bustling street lined with colorful banners representing various trade guilds such as tanners, leatherworkers, jewelers, and enchanters. The air buzzes with whispered deals and rivalries, making it a hotbed of social and political intrigue among crafters.

Guild Training Hall & Armory
A reinforced arena with demon, orc, and spirit-shaped dummies for combat practice. Veteran warriors supervise drills while enchanted blades float in formation mid-air. A side vault stores magical weapons and standardized gear for guild members.

Hall of Records & Lorekeeper’s Archive
A vaulted archive illuminated by glowing runes, filled with dragonhide-bound scrolls and books. Magical barriers float between ancient tomes, protecting their secrets. The guild lorekeeper, a robed figure with glowing eyes, oversees entry and assists researchers delving into beasts, relics, or guild history.

Harborwatch Tower
A small lighthouse and guard post made of white stone, perched on a rocky outcrop overlooking the bay. It serves to spot pirate sails and incoming storms from afar, ensuring the safety of the harbor.

Hearthstone Bastion
A formidable fortress section guarding the main gates of Thelan, home to the royal guard and shieldbearers. It features thick stone walls, watchtowers, and barracks for the elite defenders.

Hellforge Complex
A vast network of magma-fed forges and obsidian anvils where legendary weapons are crafted by master smiths and fire elementals. The air is thick with heat and the sound of hammering echoes through the cavernous halls.

Hidden Forest Dungeon
An ancient dungeon crafted by gods, concealed deep within a dense, mystical forest. The dungeon features divine architecture with glowing runes and ethereal light, surrounded by towering ancient trees and thick underbrush. LootTable: - 1–5 Starforged Longsword - 6–10 Dreamward Amulet - 11–14 Emberkin Warplate - 15–17 Soulkeeper Ring - 18–19 Infernal Chain Whip - 20 Crown of the Forgotten Gods

Hollowspire Bastion
Ruined watchtower of Arelia's old border defenses, overrun during the Riftbreak Conflict. Half-swallowed by forest and magical decay, with arcane residue humming in the lower halls. Haunted by flickering lights, whispering stones, and strange glyphs at night.

House of the Wanderer Man
A modest, weathered cottage at the edge of a dense forest, home to a mysterious traveler known for tales of distant lands and rare artifacts.

Incubation Hall of the Hive
A warm, carefully maintained chamber where nurse drones tend to young larvae in amber egg-shells embedded in honeycomb-like chambers lining the walls.

Infernal Archive
A labyrinthine vault containing forbidden tomes and hellbound contracts, protected by wards of eternal flame that scorch intruders. The air is thick with the scent of brimstone and ancient parchment, and the walls are lined with shelves that seem to shift and rearrange themselves.

Ironmaw Tunnels
An ancient network of iron mines filled with rusted dwarf relics, old rail tracks, and rich iron ore veins. The tunnels echo with distant hammer sounds, believed to be the spirits of old miners haunting the place.

Lanternlight Harbor
A quaint river harbor featuring wooden piers lined with fishing boats and trade barges. Lanterns hang from posts and swing gently over the water, casting a warm glow in the evening breeze.

Leyline Rift Path
A twisting path along leyline ridges marked by floating arcane lanterns, frequented by Riftspire mages and scholars. Planar tears sporadically open, spawning monsters and chaotic magic storms, while cultists ambush lone spellcasters and mutated wildlife stalks the area.

Leymirror Tower
A tall, jagged spire that harnesses and reflects leyline energy across the city. It acts as a magical lighthouse, protector, and weather stabilizer. Scholars constantly monitor it for fluctuations and anomalies.

Lionheart Banner
A legendary banner once carried by Arelia’s first kings, symbolizing courage and unity. It is rarely displayed and kept in the royal armory, inspiring those who see it with a boost in morale and a +5% attack bonus against demons.

Lizardfolk Mud Pit
A traditional muddy fighting pit where lizardfolk warriors test their skill with spears and claws. Audience platforms circle the ring, draped in tribal banners, with roars, chants, and drumbeats filling the air during contests.

Loresong Archives
A vast crystal library preserving thousands of years of elven lore and prophecies, shimmering with ethereal light and ancient magic.

Lotus Veil Atelier
A secret poison workshop hidden behind a veil of perfumed air, filled with shelves of rare herbs and glass cages housing venomous creatures. Serida, the master alchemist, tests her deadly brews here and trains recruits in the art of toxin crafting.

Lycanthrope Combat Pit
A rugged trial-by-combat pit carved into stone where lycanthrope warriors settle honor duels and clan disputes. The pit features a bloodstained dirt ring at the center, surrounded by heavy timber spectator stands adorned with clan banners and totem symbols, exuding harsh, primal, raw energy.

Mantid Warrior Dueling Pit
An open dueling pit where mantid warriors compete for rank or settle disputes, surrounded by spiked resin walls. The arena floor is hardened clay, stained by past battles, echoing with the clash of combatants.

Mantid Warrior Training Hall
A vast cavernous hall where elite mantid soldiers train relentlessly with chitin spears and organic shields. Large resin statues of legendary mantid warriors line the walls, and ritual combat tournaments are held here to select the Queen's protectors.

Marshland Coastal Route
A treacherous southern coastal road running parallel to the sea, crossing marshy causeways and wooden bridges. Frequent pirate raids, sudden floods, and swarms of biting insects make travel perilous. Merchant convoys with armed guards navigate under constant threat, while rumors of sea monsters lurking near the shore spread unease.

Marshwood Market
A vibrant open-air marketplace built on wooden planks above the marsh, bustling with vendors selling fresh fish, reptile skins, rare herbs, and swampcraft gear. Colorful tarps and woven baskets hang everywhere, creating a lively and colorful atmosphere where barter is the law of the land.

Molten Arena
A fiery pit surrounded by towering iron spikes and flowing lava, where warriors battle infernal beasts to prove their strength and valor.

Molten Market
An underground marketplace illuminated by flowing lava, known for trading rare ores, enchanted stones, and exotic goods from distant lands.

Moonroot Hollow
A mystical forest clearing where powerful moonroot tubers grow, used in ritual magic. The area is haunted by rootbound fey spirits that protect the tubers fiercely.

Moonwell Plaza
A serene plaza centered around a magical fountain infused with lunar energy, known for its calming aura and blessings. Visitors come here to meditate, seek tranquility, and receive lunar blessings under the moonlight.

Mossscale Pyramid
A monumental stone step-pyramid rising from the swamp, covered in thick moss and intricate reptilian carvings. It serves as a sacred site for rituals honoring ancestral spirits and totem animals, where shamans conduct seasonal ceremonies with braziers and sacred dyes.

New POI

Nightshade Path
A narrow, ominous path leading from Fenwarg Keep into the perilous Nightshade Woods, marked by carved warning stones, old wolf totems, and ritual charms to ward off spirits. Surrounded by dense, dark pine forest, the atmosphere is heavy with foreboding.

Nomad Bandit Camp
A temporary encampment of bandit nomads who roam the nearby wilderness, known for quick raids and swift escapes.

Northern Gate of Fenwarg Keep
A formidable gate designed to endure the brutal winter storms and frequent ice-wolf raids, featuring reinforced stone walls and iron-banded doors. Snow blankets the battlements, adding to its cold, resilient, and imposing presence.

Obsidian Cliff Defense Towers
Dark obsidian towers built into a jagged cliffside, featuring spider-etched arrow slits and glowing ritual wards to protect against sea monsters and pirate raids.

Obsidian Vein Mine
A deep dwarven mine lined with glowing magma veins, rich in obsidian and rare volcanic crystals. The mine features cart rails, mining equipment, and dwarf statues, with glowing crystal shards scattered throughout the tunnels.

Old Oak Circle
A sacred druidic meeting grove centered around an ancient, massive oak tree surrounded by smaller oaks forming a natural circle. The grove is a tranquil place where druids gather to perform rituals and commune with nature.

Quest Board of Aetherials
A mystical quest board that floats in midair, shimmering with ethereal light, used by aetherial beings to post and accept quests related to the astral and elemental planes.

Ranlowe
A small village of about 120 people located west of Arelia, nestled between a quiet forest and a small river. The village is centered around agriculture with golden fields and small crop plots. It holds an old chapel dedicated to a harvest deity, reflecting ancient local beliefs. A wooden watchtower stands guard against potential threats from the forest. The village is peaceful but local rumors speak of an ancient presence stirring in the woods.

Registration Crystal – Soulbinding Chamber
A circular chamber lit by floating arcane lanterns, centered around a massive levitating crystal orb glowing with swirling blue and gold energy. Marble runes spiral its base, and touching the orb sends a silent pulse through the room, testing the soul strength of guild initiates.

Rift Pool
A swirling water portal that appears as a shimmering, circular pool with constantly moving currents, acting as a gateway to unknown realms.

Riftspire Arcane Ecosystem
A leyline-rich cliffside ecosystem where magical energy warps wildlife, creating unique creatures like mana-flux moths, arcane scarabs, and crystal-laced spiders. Planar rifts occasionally open, releasing minor demons or animated constructs, monitored by scholars for magical contamination.

Riftspire Catacombs
Ancient underground catacombs beneath the Riftspire, filled with planar energy and guarded by spectral sentinels. The Riftbreaker Blade lies hidden in a sealed chamber, protected by planar wards and traps.

Riftspire Leyline Caverns
A network of caves within the Riftspire hills where unstable leyline magic warps natural resources, producing arcane crystal formations and mutated herbs near mana vents. The area is fiercely contested by mages and guilds who patrol and skirmish over these valuable magical materials.

Riftspire Mage Quarters
Arcane-infused apartments with protective glyphs above each door, featuring private study corners, small alchemical labs, and leyline-powered lanterns. Units are owned or rented by mage guilds to disciplined magic users who pay heavy fees.

Riftspire Market District
A sprawling maze of arcanist stalls and towering spires, Riftspire Market is a hub for rare spell components, leyline-infused crystals, enchanted scrolls, and exotic magical goods. The district buzzes with spellcrafters trading runestones, golem-crafters showcasing mechanical limbs and constructs, and shadowy figures dealing in forbidden tomes, making it a risky yet vital place for adventurers and mages alike.

Runemaster’s Archives
An ancient dwarven vault carved into stone, housing stone tablets inscribed with rune-magic, ancestral records, and lost dwarven knowledge. The air hums with latent magical energy, and faint glowing runes illuminate the dark corridors.

Sandglass Library
A towering archive filled with ancient scrolls, prophecy tablets, and star-charts from lost desert kingdoms, holding secrets of time and fate.

Scorchbone Market
A sprawling marketplace specializing in cursed goods, rare slaves, and infernal contracts, known for its dark and dangerous atmosphere.

Sea Lantern Festival Harbor
A bustling harbor in Sevarith where thousands gather each early summer to set lanterns afloat, honoring sea gods and wishing for safe voyages. The festival features nautical bounties and sea creature hunts for adventurers.

Seabreeze Market
A cozy market square near the shore, bustling with stalls selling fresh fish, fragrant herbs, silverleaf jewelry, and carved driftwood trinkets. The salty sea breeze mingles with the scents of the market, creating a lively and inviting atmosphere.

Sevarith Coastal Ecosystem
A vast coastal marshland and shallow sea area teeming with giant crabs, reef serpents, saltwater crocodiles, and nocturnal swamp lizards. The wetlands are alive with giant water insects, and pirate crews occasionally release monstrous guard beasts to protect hidden treasures.

Sevarith Dockside Quarters
A bustling cluster of boarding houses and waterfront cottages battered by salty winds, ideal for sailors, fishers, and adventurers. Some buildings feature private docks for mooring personal boats, creating a lively maritime community.

Sevarith Guild Hall Quest Board
Guild Rank System Members rise from F to S-Rank by completing harder quests. Each mission gives gold, gear, and reputation. F-Rank: simple delivery, gather; low reward D-Rank: local threats, defense; moderate reward C-Rank: artifact hunts, stronger foes; good reward B-Rank: region-scale dangers; high reward A-Rank: powerful enemies, disasters; rare reward S-Rank: legendary quests; unique hero rewards Advancement: Complete enough quests + guild evaluation → rank up. Check the quest board for postings.

Sevarith Market District
A bustling coastal market district along salt-crusted docks, where merchants trade spices, fish, and rare pearls. Sailcloth traders, anchor smiths, and shipwrights work alongside alchemists selling sea-sickness potions. Adventurers can find smuggled monster parts, illegal charms, and pirate route maps in back alleys. Dockworkers share rumors of missing sailors and mysterious sea beasts washing ashore.

Sevarith Marshes Resource Fields
A vast expanse of marshes and tidal flats rich in natural resources including salt deposits, brineweed herbs, marsh reeds, and rare blue clams with pearl cores. The area is also known for dangerous sea lizards and swampy herbs used by poisoners, attracting hunters and herbalists alike. Rumors of sunken shipwrecks lure treasure hunters seeking lost salvage.

Shadowfang Dueling Pit
A cavernous amphitheater carved into stone, featuring a central ritual dueling pit surrounded by spider-shaped statues. Shadow magic flows through the arena floor, empowering combatants as chanting crowds encircle the pit to witness warriors prove their worth.

Shrine of the Moonlit Ancestors
A sacred shrine where lycanthropes honor their ancestors with stone altars, offerings of furs and bones, flickering candles, and carved spirit statues. The atmosphere is peaceful, spiritual, and reverent, fostering a deep connection to their heritage.

Silver Conclave Quest Board
Guild Rank System Members rise from F to S-Rank by completing harder quests. Each mission gives gold, gear, and reputation. F-Rank: simple delivery, gather; low reward D-Rank: local threats, defense; moderate reward C-Rank: artifact hunts, stronger foes; good reward B-Rank: region-scale dangers; high reward A-Rank: powerful enemies, disasters; rare reward S-Rank: legendary quests; unique hero rewards Advancement: Complete enough quests + guild evaluation → rank up. Check the quest board for postings.

Silver Lantern Lake
A sacred lake with floating marble platforms illuminated by silver lanterns, used for travel, fishing, and star-watching rituals by local mystics.

Silverleaf Groves
A serene forest clearing abundant with silverleaf herbs used for potent potions and exquisite elven fabrics. The groves are fiercely protected by elusive sprite guardians who ward off intruders with magical tricks and illusions.

Solstice of Unity Festival Grounds
The grand festival grounds in Viredenya's royal capital where the Solstice of Unity is celebrated with masked parades, public banquets, knight tournaments, and blessings to the goddess Mia. The guild offers seasonal contracts and ceremonial duties here during the festival.

Starfall Gardens
A sacred garden planted around fallen starlight shards that glow softly at night, creating a serene and mystical atmosphere. The gardens are filled with rare celestial flora that thrive on the shards' radiant energy.

Starforge Dragon's Lair
A vast cave deep within the mountains where a legendary dragon guards a sword forged from the essence of stars. Defeating the dragon grants the player the legendary star-forged sword as a reward.

Starpetal Glades
A serene forest glade abundant with glowing starpetal flowers, prized for their use in potent elixirs. The area is guarded by territorial dryads who fiercely protect their home and the rare lunar moths that flutter under the moonlight. | 1–4 | Moonsteel Longbow | +1, advantage on ranged attacks under moonlight | | 5–7 | Starlight Circlet | grants +1 AC, once per day cast *Faerie Fire* | | 8–10 | Silverleaf Cloak | advantage on Stealth in forests | | 11–13 | Sylvan Blade | +1 longsword, deals extra 1d6 vs fey/fiends | | 14–15 | Spiritbloom Amulet | auto-stabilizes wearer if reduced to 0 HP once/day | | 16–17 | Elven Boots of Hushed Steps | silence footsteps, advantage on Dex saves

Stonefather's Throne
The royal palace of the dwarven king, built from massive stone blocks and adorned with intricate carvings of dwarven history. It is surrounded by high defensive ramparts and guarded by elite Ironclad Sentinels, known for their unwavering loyalty and formidable combat skills.

Stoneguard Barracks
A stout, practical stone building serving as the local guardhouse, featuring a training yard with archery targets and combat dummies for drills.

Stonewind Highlands
Sweeping rocky highlands dotted with windswept pine groves, known for its rugged terrain and strong, persistent winds.

Swampwatch Tower
A wooden watchtower on high stilts at the swamp's edge, guarding against rogue naga raiders and dangerous beasts. Staffed by veteran marsh warriors, it features signal fires and horn alarms for early warnings.

Swarm Quest Board
Guild Rank System Members rise from F to S-Rank by completing harder quests. Each mission gives gold, gear, and reputation. F-Rank: simple delivery, gather; low reward D-Rank: local threats, defense; moderate reward C-Rank: artifact hunts, stronger foes; good reward B-Rank: region-scale dangers; high reward A-Rank: powerful enemies, disasters; rare reward S-Rank: legendary quests; unique hero rewards Advancement: Complete enough quests + guild evaluation → rank up. Check the quest board for postings.

Tamer's Guild
A guild dedicated to training and managing beast tamers, offering resources, training grounds, and stabling for various creatures.

Tears of the First Saint
A sacred vial containing crystallized tears of a martyr who saved a city, carried by a church caravan. The tears have the power to remove curses and purify corruption, revered by pilgrims and clerics alike.

Temple of the Spider Queen
A grand temple shaped like a colossal spider, crafted from polished black stone. Silken banners hang from vaulted arches, surrounding ritual altars and priestess circles protected by magical wards.

The Abyssal Anomaly
A mysterious, swirling vortex in the ocean that emits strange energies and faint whispers, believed to be a remnant of ancient gods' power.

The Anvilshade Tavern
A rugged stone tavern built into the cliffside, frequented by miners, traders, and mercenaries. Known for its strong ale and whispered contracts, it serves as a hub for rumors and secret deals.

The Arcane Circle
A vast, walled complex housing multiple spell academies, magical laboratories, and leyline conduits. It serves as a training ground for young mages and a research hub for elder arcanists studying ancient magical phenomena.

The Arcane Convergence at Riftspire
A grand arcane fair held every five years in Riftspire, attracting mages, runesmiths, and scholars to exchange magical discoveries and challenge each other's talents. The event features new spells, relics, and dangerous experiments, creating rare quest opportunities.

The Bluewake Barracks
A coastal guard post where Sevarith’s guards train and lodge. Known for swift justice, salt-worn armor, and being overworked during festival seasons. The barracks are a hub of discipline and readiness, with training grounds and lodging quarters.

The Bound Halls
The headquarters of the Riftbound Order's operatives, this stark building is inscribed with glowing runes. It contains containment cells for prisoners, training rooms for operatives, and war rooms for strategic planning. The walls are rumored to watch those within, adding an eerie sense of vigilance.

The Bridle Gate Stables
A bustling travel hub near Viredenya's southern wall, The Bridle Gate Stables is a large stone-walled enclosure housing dozens of horses, pack beasts, and magically-enhanced mounts. Run by the Order of the Oaken Trail, it serves as a registry for caravans, courier headquarters, and rest stop for merchants and adventurers, with constant sounds of hooves, shouting drivers, and wheeled carts.

The Bronze Ward
The city's industrious heart where blacksmiths, artificers, and engineers tirelessly work with steel and steam. The constant sound of hammering and the glow of molten metal fill the air, creating a bustling industrial district.

The Bronze Watch
A fortified barracks and training yard complex for the city's desert guards and scouts, equipped to quickly mobilize against raiders.

The Burrowers' Board
Guild Rank System Members rise from F to S-Rank by completing harder quests. Each mission gives gold, gear, and reputation. F-Rank: simple delivery, gather; low reward D-Rank: local threats, defense; moderate reward C-Rank: artifact hunts, stronger foes; good reward B-Rank: region-scale dangers; high reward A-Rank: powerful enemies, disasters; rare reward S-Rank: legendary quests; unique hero rewards Advancement: Complete enough quests + guild evaluation → rank up. Check the quest board for postings.

The Celestial Ledger
Adventurers and brave souls, heed the call of The Gleaming Pinnacle! This board lists urgent tasks and grand opportunities alike. Whether you seek coin, glory, or favor among the Etherwing, these quests will test your mettle and elevate your name. Track and hunt dangerous sky-beasts threatening Etherwing skies Recover ancient relics lost within the floating isles Escort dignitaries or rare shipments across hazardous wind currents Investigate arcane disturbances in the crystal towers Aid common folk with local troubles, from missing persons to sabotage Unravel the secrets of celestial prophecies whispered by The Voiceless Seer Approach the Argent Zephyr guild hall for sponsorship, resources, and guidance. Let the winds carry your deeds to the highest spires of legend!

The Celestial Spire
A grand kehanet (prophet) and meclis (council) building where celestial visions are interpreted and important decisions are made by the spiritual leaders.

The Deepstone Stair
A descending tunnel at the city’s edge leading into ancient pre-Arelian ruins and old dwarven passages. Sealed areas within are rumored to contain dangerous creatures and hidden treasures, making it a hub for adventurers and quests.

The Ember Hearth
A lively guild tavern bustling with adventurers and traveling bards, centered around a roaring hearth carved with the guild’s flame crest. Tables bear knife scratches and spilt ale, while a notice wall lists parties forming for quests. Upstairs, simple bunks provide rest for traveling members.

The Emberforge Assembly
Guild Rank System Members rise from F to S-Rank by completing harder quests. Each mission gives gold, gear, and reputation. F-Rank: simple delivery, gather; low reward D-Rank: local threats, defense; moderate reward C-Rank: artifact hunts, stronger foes; good reward B-Rank: region-scale dangers; high reward A-Rank: powerful enemies, disasters; rare reward S-Rank: legendary quests; unique hero rewards Advancement: Complete enough quests + guild evaluation → rank up. Check the quest board for postings.

The Emberforge Hall
An enormous, open-roofed forge surrounded by red-hot furnaces and echoing hammer strikes. Run by the Blackhammer Guild, this is where the finest weapons and tools in Arelia are crafted. The hall is filled with the heat of molten metal and the rhythmic pounding of hammers on anvils, creating an atmosphere of intense industry and craftsmanship.

The Gilded Gauntlet Guild Hall
Guild Rank System Members rise from F to S-Rank by completing harder quests. Each mission gives gold, gear, and reputation. F-Rank: simple delivery, gather; low reward D-Rank: local threats, defense; moderate reward C-Rank: artifact hunts, stronger foes; good reward B-Rank: region-scale dangers; high reward A-Rank: powerful enemies, disasters; rare reward S-Rank: legendary quests; unique hero rewards Advancement: Complete enough quests + guild evaluation → rank up. Check the quest board for postings.

The Gilded Griffon Quest Board
Guild Rank System Members rise from F to S-Rank by completing harder quests. Each mission gives gold, gear, and reputation. F-Rank: simple delivery, gather; low reward D-Rank: local threats, defense; moderate reward C-Rank: artifact hunts, stronger foes; good reward B-Rank: region-scale dangers; high reward A-Rank: powerful enemies, disasters; rare reward S-Rank: legendary quests; unique hero rewards Advancement: Complete enough quests + guild evaluation → rank up. Check the quest board for postings.

The Gilded Path Guild Hall
A massive sandstone hall serving as the hub for desert adventurers, decorated with tapestries of desert battles, trophies from scorpion kings and giant sandworms, and mission boards filled with contracts. Overseen by a council of desert veterans who test and rank newcomers.

The Gilded Quill Quest Board
A large, ornate quest board located in the bustling village square, covered with parchment notices offering bounties, tasks, and mysteries for adventurers of all skill levels.

The Gilded Quill Questboard
Guild Rank System Members rise from F to S-Rank by completing harder quests. Each mission gives gold, gear, and reputation. F-Rank: simple delivery, gather; low reward D-Rank: local threats, defense; moderate reward C-Rank: artifact hunts, stronger foes; good reward B-Rank: region-scale dangers; high reward A-Rank: powerful enemies, disasters; rare reward S-Rank: legendary quests; unique hero rewards Advancement: Complete enough quests + guild evaluation → rank up. Check the quest board for postings.

The Gilded Watch
Viredenya's elite city guard headquarters, where guards clad in arcane armor uphold the law and enforce silence through magical oaths. The building serves as a military NPC hub, bustling with disciplined guards and strategic operations.

The Gleaming Pinnacle
A crystalline palace atop Aelith's highest spire, ruled by the Luminar Council. Moon-glass halls echo with wind songs, housing a hidden archive and sky-ritual platform guarded by elite sky-dancers.

The Golden Palace
A majestic palace of sandstone and marble with turquoise domes, home to the ruling council of sheikhs and merchant princes. It is guarded by scimitar-wielding soldiers and mages who ward off spirits.

The Grand Aqueduct Gate
A towering aqueduct gate that channels fresh water into the city, adorned with imposing guardian statues and glowing protective wards to safeguard the water supply.

The Grand Crucible
An enormous forge complex powered by geothermal vents and enchanted lava, where legendary weapons are crafted by master smiths and elemental forgers.

The Grand Market of Viredenya
A sprawling trade square bustling with vibrant stalls and diverse vendors. Noble merchants, exotic traders, magical trinket sellers, and food stalls create a lively and chaotic atmosphere where commerce and social interaction thrive.

The Halfling Stone Ring
A serene ring of ancient standing stones set in a lush meadow where halflings gather to perform harvest blessings and seasonal ceremonies honoring earth spirits. The stones are weathered but inscribed with faint runes that glow softly during rituals.

The House of 100 Prayers
A sprawling complex of shrines dedicated to many desert gods and spirits, featuring tall minarets and lush prayer gardens perfumed by incense, serving as a sacred place for worship and meditation.

The Howling Wolf Tavern
A rustic, lively tavern with wooden beams and roaring hearth fires, decorated with mounted wolf heads. Hunters and mercenaries gather here to share stories, gamble, and relax with large mugs of mead in a warm, loud, and welcoming atmosphere.

The Infernal Noticeboard
A sinister quest board located in a shadowy corner of a demonic tavern, offering dark and dangerous contracts from fiendish patrons.

The Ivory Gardens
Lush terraces adorned with pristine marble statues and blooming white roses, illuminated by ethereal floating will-o’-wisps. A favored meeting spot for nobles, poets, and spies, the gardens are as beautiful as they are heavily watched, making it a hub of political intrigue and secret exchanges.

The Lantern Archive
A ruined lighthouse converted into a secret library filled with coded lanterns and blackened scrolls, where the scholar Kael works high above the harbor.

The Leviathan's Tooth
A tavern carved inside a massive curved bone of an ancient sea beast, located in a seaside cave. Known for its potent rum and the dangerous, rough crowd it attracts, making it a hotspot for adventurers and sailors alike.

The Mason's Keep
An ancient dwarven-built hall serving as Velmora's civic center and guard headquarters. Stone banners and clan insignias adorn the walls, reflecting its proud heritage. It houses the local commander and the city's trade records.

The Oasis Gardens
A serene retreat featuring lush palm-lined pools, vibrant flowering courtyards, and shaded pavilions. It serves as a hub for rest, diplomacy, and the exchange of rumors among travelers and locals alike.

The Radiant Citadel
A sprawling white-marble fortress crowned with golden domes and inscribed with arcane seals. It serves as the seat of royal power, housing the Crown of Arelia, the Council of Mages, and the Royal Archives, making it a central hub for political intrigue and magical quests.

The Red Dunes Arena
A sun-baked fighting pit surrounded by towering red sand dunes where warriors and beasts battle for glory before roaring crowds.

The Resin Bazaar
A chaotic maze of resin tunnels and trade stalls where food, wax, silk, and armor are exchanged. Pheromone markers guide buyers through twisting aisles full of barter and trade.

The Riftheart Chamber
A grand, circular hall suspended above a glowing magical rift. The chamber pulses with ambient magic, subtly shifting reality around it. Only high-ranking members of the Riftbound Order may enter unescorted, making it a forbidden zone and the faction's arcane nexus and headquarters.

The Round Hearth Inn
A cozy inn known for its round windows, warm hearths, and flower boxes on every sill, welcoming travelers with famous cider and lively songs by the fire.

The Roundstone Hall
A welcoming round stone hall adorned with floral banners and intricately carved wooden beams, serving as the seat of the High Mayor and council who govern local matters and festivals.

The Saltstone Citadel
A coastal fort and naval command center built atop a jagged seaside cliff. Its walls are lined with ballistae and signal crystals. The Crown’s naval presence keeps pirates in check—barely.

The Sapphire Bazaar
A vast open-air market bustling with crowds under bright awnings, featuring hundreds of colorful stalls selling spices, silks, rare jewels, and enchanted desert relics.

The Sapphire Sigil Inn
A luxurious, magically-lit tavern located in the upper ring, favored by adventurers, mages, and informants. It serves enchanted wine and offers rentable planar rooms for travelers seeking otherworldly experiences.

The Silver Conclave
A grand academy nestled in an ancient forest, blending elven arcane magic and druidic traditions. It serves as a prestigious training ground for elven mages and scholars, featuring elegant spires and natural groves.

The Silver Conclave Guild Hall
An elven guild hall nestled among crystalline spires and ancient songtrees, serving as a hub for adventurers to register, gain ranks, and take on quests under the guidance of a veteran council.

The Silver Lyceum
A prestigious university in Caelrath renowned for its focus on history, poetry, political science, and non-magical intellectual pursuits. It is a sacred place for diplomacy, rhetoric, and historical study, attracting scholars and diplomats alike.

The Silver Tide Docks
A small elven dockside with wooden piers extending over crystal-clear coastal waters, lined with fishing boats, elegant elven ships, and trade vessels. Statues of sea spirits watch over the harbor as seagulls cry overhead and waves lap gently against the posts.

The Silverleaf Inn
A warm, welcoming seaside inn with polished wood walls, ocean-view balconies, and elven tapestries. Known for its hearty fish stew and soft elven wine, it offers a cozy retreat for travelers and locals alike.

The Siren’s Market
An exotic bazaar near the bay, bustling with stalls offering foreign spices, sea-glass charms, salvaged relics, and whisper-silk sails. It serves as a hub for both legitimate traders and shadowy smugglers, blending vibrant commerce with secretive dealings.

The Somnium Academy
A serene marble school built around quiet reflecting pools, where dream-mages and students practice controlling dream-magic and defending the mind from nightmares.

The Spiral Plaza
A stone marketplace shaped like an inward spiral, bustling with artisans, enchanters, and planar traders. Unique wares such as crystal butterflies, bottled memories, and whisper scrolls are sold here, making it a hub for arcane commerce and social interaction.

The Stilted Council Longhouse
A grand thatched longhouse raised on thick stilts above the water, serving as a meeting place for tribal leaders and shamans to discuss alliances and settle disputes.

The Stonewheel Market
A bustling ring-shaped bazaar centered around a granite fountain, where merchants sell metal goods, rare ores, artisan tools, and enchanted trinkets. Dwarves, humans, and beastfolk haggle side by side in a lively trade post atmosphere.

The Sylvan Watch
A fortified military barracks and ranger headquarters situated at the edge of the deep woods, serving as the first line of defense for the nearby city against forest threats.

The Tidecaller Docks
A bustling harbor with endless rows of wooden piers and stone wharfs, where merchant vessels, fishing skiffs, and arcane sailships dock. The air is filled with the sounds of shouting sailors, rolling barrels, and the cries of gulls, making it a vibrant trade route hub.

The Veiled Archives
An ancient, tiered library carved into the cliffside, housing unstable and dangerous texts. Features shifting staircases, illusory shelves, and ethereal librarians, creating a maze of knowledge and mystery.

The Veiled Docks
A secretive coastal area with hidden piers and cave entrances concealed by heavy curtains, serving as a clandestine harbor for pirate ships and smugglers. The air is thick with the scent of salt, fish guts, and illicit trade goods, creating an atmosphere of danger and secrecy.

The Verdant Council Hall
A grand hall nestled within an ancient forest, where the Verdant Concord, elven rulers, convene to debate laws and strategy. The hall is built from living trees intertwined with elegant elven architecture, blending seamlessly with nature.

The Wane Hollow
A shadowed district warped by the rift's influence where time slows, walls shift unpredictably, and strange magical phenomena occur. It is a high-risk zone sought by those craving experimental magic and power, but avoided by most due to its dangers.

The Witchlight Bazaar
A bustling underground market illuminated by eerie ghostly witchlights, where rare silks, deadly poisons, enchanted spider eggs, and shadow charms are traded among fierce hagglers and cloaked merchants.

The Worldheart Tree
A colossal, ancient tree located in the city center, revered as the source of magical power and life. Its roots are said to reach the stars, and it serves as a sacred site for rituals and high magic.

Thornshade Thicket
A dense, tangled bramble forest rumored to hold lost relics from ancient times, shrouded in mystery and danger.

Throne of Blazing Chains
A towering obsidian throne chamber surrounded by molten moats and iron braziers, where the Infernal Emperor holds court. The chamber radiates intense heat and the air shimmers with infernal energy.

Totemwatch Tower
A tall mystical tower built from ancient gray stone, adorned with spiritual runes and moon glyphs. Shamans use it to track totem spirit migrations and read omens, overlooking the surrounding dense forests.

Velmora Borderlands
A diverse ecosystem where forests and fields near Velmora are alive with wildlife and conflict. Rabbits and foxes dart through the underbrush while hunting hawks circle overhead. Wild boars frequently root in the fields, causing tension with local farmers. Goblin raiders emerge from the woods, clashing with territorial wolves. After harvest festivals, herbal gatherers report sightings of strange vine spirits among the plants.

Velmora Homesteads
A residential neighborhood adjacent to a bustling marketplace, home to crafters, traders, and caravan guards. Modest two-room timber and brick homes with workshops in rear courtyards; some houses serve as storefronts for direct sales of crafted goods.

Velmora Market District
The bustling heart of Velmora's economy, filled with colorful stalls, stone workshops, and trade halls. Blacksmiths craft masterwork blades, tailors create reinforced cloaks, and spice merchants offer rare herbs. Guild-certified shops commission enchanted gear, while auction houses display legendary relics. Traders share rumors and secret quests for adventurers.

Velmora Resource Lands
Fertile rolling hills and dense oak and ash forests surround Velmora, rich with iron and copper veins, abundant game, and valuable herbs like starflower, goldenroot, and nightshade. Guild harvest permits regulate access, often causing disputes and ambushes over prime gathering spots.

Velmora Shrine of Stone & Ember
A sacred shrine dedicated to the old forge-spirits, filled with iron offerings and always warm to the touch. Locals come here to pray for skill and inspiration before crafting.

Viredenya Housing District
A densely packed district featuring stone row-houses and wooden loft apartments, catering to adventurers seeking affordable or upscale living quarters with quick guild-assisted rentals or purchases.

Viredenya Plains Ecosystem
Expansive rolling farmlands and gentle plains supporting diverse wildlife including grazing deer, wild boars, and foxes. Packs of wolves hunt these animals, while bandit gangs ambush travelers. Occasional harpy raids from nearby hills add danger. Magical leyline surges during storms attract minor elementals, creating unpredictable natural phenomena.

Wavecaller Shrine
An open-air shrine made of seashells and coral, dedicated to ocean spirits and wind gods, where elves leave offerings for safe voyages.

Whispering Glade
A serene spiritual grove where fey spirits and nature elementals commune, surrounded by ancient trees and glowing flora. The air hums with soft whispers and gentle breezes that carry the voices of the forest.

Willowford Bridge
An ancient stone bridge spanning a wide river, serving as a crucial trade route connecting two bustling regions. The bridge is weathered but sturdy, with moss-covered stones and carved reliefs of willow trees along its sides.

Winding Farmland Road
A narrow dirt road meanders through patchwork farmland and small villages, bustling with peasants driving cattle to market. Goblin raiders lurk in nearby woods, while traveling harvest festivals and farmer protests cause frequent traffic jams and blockades. Broken wagons and sick livestock create hazards, making travel perilous for adventurers.

Wyrdbane Council Longhouse
An imposing longhouse at the highest point of Fenwarg Keep, where the seven clan leaders of the Wyrdbane Council gather. It features dark oak beams, a massive stone hearth, and is adorned with totem banners and ancestral symbols, embodying majesty, politics, and tradition.