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 | 708 times |
Cloned | 8 times |
Created | 13 days ago |
Last Updated | 3 days ago |
Visibility | Public |

Coordinates | (-2796, 8016) |
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.
The hall is grand with polished marble floors and towering stained glass windows depicting arcane symbols. The summoning circle at the center glows with fluctuating magical energy, casting eerie light. Torn modern clothes of the summoned youths contrast with the ancient, ornate surroundings. Archmages in elaborate robes gather around, their faces a mix of concern and curiosity.