Vyldermire RPG
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Vyldermire RPG

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Choice of Title: Vyldermire RPG
Forum Address: https://vyldermire.forumotion.com/ | vyldermire.com
Main Language: English
Forum Description:

Welcome to Vyldermire.
An alternate universe RPG located in the wondrous and magical realm of Vyldermire. Vyldermire is a high fantasy RPG with a semi-modern twist, it takes the wonders of story and the fun of levels/stats and combines them to make for a special RP experience. Come explore this incredible world, become a strong warrior, perhaps join a guild. The possibilities are endless!
Please note this RPG is still in its primary development phase, we hope to build a wonderful community full of creativity, fun, and roleplay.
Start a new life in our world and see where it takes you~
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What is Vyldermire?
Vyldermire is a magical realm set in an alternate universe, it is a vast world filled with all sorts of mystical beings. This RPG has been designed with its own geography and extensive lore to provide a detailed roleplay for you to explore. The stories laid out are structured so that when you immerse yourself into the forum, your characters' experiences are not only unique to your own design but also contribute to the world around them. And we here at Vyldermire aspire to give you lots of elements to enjoy so that you can have a fun and full experience as you progress on your journey. From hunting monsters, completing quests, taming pets, and meeting other adventurers, to rising up the ranks of society and building your reputation, to the alternative of existing in the shadows as a Rogue, your story is what you make it.
What kind of character can I play?
Here in Vyldermire, you have the choice to roleplay as whatever sort of species you want and, to build on the world's design, we have sorted the various species into four key races. These four races are vital to the development of Vyldermirean history and how the story of this world develops. Make sure to read up about the races and decide which race best fits your character!
There are four key races here at Vyldermire;
- Humans
- Eldritch
- Gaiyans
- Anthros
There is also a unique type of special race that one can have as well as a key race known as an Otherworlder. If you have trouble choosing from a race and want to mix the species (i.e. half human, half eldritch etc), that is fine, just be sure to read up on Vyldermirean history so that it ties into the current lore of the forum as each race has a unique history with each other and it is worth learning about should you decide to integrate them.
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Re: Vyldermire RPG
THE FIVE RACES

Humanity is perhaps the most heavily populated of all the races, despite the drastic effects of the Great Holy War that killed over a quarter of the human population. By terms of numbers, there are still many more humans than there are any other race, during this current time of the world's history. They are considered the more dominant of the species, thanks to their progressions in magic as well as technology.
- Human Classification:
- There are only two types of humans that exist in the world of Vyldermire;
- Mage - Humans gifted with the ability to cast magic.
- Non-Mage - Humans unable to cast magic but instead of gifted with greater attributes of strength and speed
To learn more about the difference between these two types of humans, please see the site's Magic System.- Otherworlders - Humans are not limited to being born in the world of Vyldermire but sometimes venture here from other world, arriving at the Srinairea Portal located in the Hoptus Forest.
- Mage - Humans gifted with the ability to cast magic.

The Eldritch did not come into this world as a creation of Vyldermire but rather was born from other creatures from the world that have 'fallen from grace'. Originally they came together as a collection of humans, demons, and sentient monsters with no place to belong. However, with time they have developed into their own powerful race, so powerful that for many a millennium they were able to dominate over the other species of the world. For a long time, there was great animosity between humans and the Eldritch. The Eldritch would prey and toy with humans and in turn, humans would hunt and kill their kind. However, under the current peace treaty of Eirinai they are obligated to live together in peace. However not all humans and Eldritch live by this law and conflict still exists in the world's shadows.
- Eldritch Classification:
These are the current types of sub-species that are classified under the Eldritch race:- Demons
- Vampires
- Werewolves
- Witches
- Demons

Gaiyans, also known as The Ancients, were the original species to occupy the realm of Vyldermire. The oldest species to have occupied this earth, they have a long history of watching the world grow. Originally born from the earth itself, it is said that Gaiyans are made to protect the world and its ecosystem. As such they are a peaceful, yet incredibly powerful race. For what they lack in strength and speed, they make up with incredible magical power. Much more in tune with the realm and the magics it provides to them, they are a formidable species. Fortunately, their key aspirations are merely to watch over the earth and ensure that the balance is kept, and have a tendency to be such deep thinkers that they are slow to interfere.
- Gaiyan Classification:
These are the types of species that fall under the Gaiyan race;
Angels
Dryads
Elves
Creatures of Olde
Fae / Fairy

Anthros are a mysterious and elusive race, for a long time they were considered the lowest species in Vyldermire. their origins are unknown to all, some speculate that they are born from the interbreeding of Gaiyans and humans, others assume that like Gaiyans they were also born from the earth. Alas due to their tragic history, the truth behind their origin was lost.
Over three thousand years ago, the Anthros were captured and enslaved by humans, as their blood is toxic to the Eldritch. They were forced into guarding the humans, as well as made into servants. In retaliation to this, the Eldritch set about creating new ways to hunt and kill the Anthros. As such the history of their people was lost under the human rulership, erased from texts, and lost completely. It was only when the Gaiyans stepped in that the Anthros race was freed from human capture and placed under the protection of the Gaiyans, until such a time that they grew strong enough to protect themselves. Whilst this was so long ago that not many remember this time, there are still some who remember the cruelty.
- Anthros:
- Nekos
Inu
Kitsune
Lapin
Draconytes
Avian

Otherworlders are travellers that are not from this world, they can come here from different planets, dimensions, or timelines and always arrive in the Hoptus Forest inside the broken loop of the Sylvian Ruins. Once you have been transported into this world, it is very difficult to leave. In addition to this, when Otherworlders first arrive their auras are out of sync with this world, and as such the world's inhabitants will be initially hostile but as time goes on this will ease. Otherworlders can be a dual-race type being both Otherworlder and human, Eldritch or Anthros. The only species that they cannot overlap with is Gaiyan as Gaiyans are specifically born in this world.
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The Origins
Vyldermire is a world that has existed for billions of years. While how it came to be is unknown, but what is known is that it is not dissimilar from the planet known as Earth, which resides in a completely different dimensional plane. Vyldermire is a unique world with a restorative ecosystem, made up of a magical network that ensures its balance. With every change and evolution, the planet continues to adapt, and with it, its plentiful wildlife. Thanks to the humans and Otherworlders, the realm has grown more advanced over time, and yet magic remains its most powerful asset and is highly relied on for most things. As such, those in this world find that magic is easily obtainable, and with the exception of the Magicless, it can be sourced from within this world itself or pulled from other realms entirely.
The Birth of Darkness
Whilst there are all sorts of races, species, and forms of wildlife that currently reside in Vyldermire, it wasn't always this way. Originally, there were no sentient creatures in this world, only animals, monsters, and beasts that roamed its land. For billions of years, it was a realm of peace, where its creatures lived out their natural cycle and the planet remained untampered with. Then the planet spontaneously birthed a new creature; Gaiyans. These magical beings were capable of sentient thinking and they took all sorts of forms previously unknown to the world of Vyldermire. The purpose of Gaiyans was to protect the realm from what was to come, and peace continued until, eventually, the Gaiyans found yet another new creature inhabiting their home; Humans.
When exactly Humans began inhabiting Vyldermire is unknown to the Gaiyans. One day they happened across the small tribe, who had already settled quite comfortably into living in the lands. Uncertain as to why they came to this world and simply assuming that a higher power permitted them entry, the Gaiyans sought to teach the humans about the world of Vyldermire. They taught them how to handle the resident monsters that tried to hunt them, as well as how to control the magics that this world had to offer. Whilst some humans were willing to learn, the Gaiyans quickly became aware of the vast difference between their kind and humanity. Humanity, unlike Gaiyans, had little regard for nature or the preservation of the world. They sought only to survive as best and as comfortably as they could, putting values in things the Gaiyans did not. Some Gaiyans became influenced by the humans and began to evolve into darker beings, who would later be known as Eldritch. Afraid that their kind would continue to influenced by humanity and continue to fall from grace, the Gaiyans left the humans to their own devices, and as such lived separately from the newest species of Vyldermire. It was safer to live distantly to the humans so that their emotions could no longer taint them. Possibly worse than the temptation of intense emotions, humans would also bring to Vyldermire something else; a troublesome darkness that would slowly infect the land and its creatures in the most terrible way-
They had brought Sin.
Over the Millenia
As time went on, the humans continued to spread across Vyldermire, settling across the different plains and making them their own. The Gaiyans would watch from a distance as humans would mould their world and make it their own. They did not interfere, however, sure that this was part of some greater plan. The Fallen Gaiyans were ostracized from their kind, forced to live separately from the Gaiyan tribes. Meanwhile, as humans explored magic, some of them discovered the tantalizing pleasure of the power it brought and. with it, sought more. Through experimentation and practice, they would discover the means to do harness more, but in doing so they committed unspeakable acts of darkness and gave up their humanity. These humans would also be cast out from their kind and as such would join up with the Fallen Gaiyans to form a new race known as the Eldritch.
Millenniums would pass by, all the while the Eldritch lurked in the shadows. They built up their powers, expanded their race, and grew stronger. Meanwhile, the humans continued to rule over the lands, blissfully ignoring what lay ahead of them. It was during this time of quiet that the Anthros were discovered. Their birth was, again, unable to be pinpointed, but with each race came a different reaction to this new arrival. The Gaiyans welcomed the Anthros race, discovering that they were more like themselves in nature and were less likely to influence their kind with darkness. Humans and Eldritch, however, were not so accepting of this race. The Eldritch would treat the Anthros very much as they treated humans; as prey. Meanwhile, humans would declare that the Anthros, who looked very much like humans albeit with animalistic features, as a lower species. The humans went about capturing the Anthros and enslaved them for thousands of years. It was only when the Gaiyans stepped in and forced the humans to free them that the Anthros race was freed from human oppression. They were placed under the protection of the Gaiyans until they grew strong enough to protect themselves.
The Great Holy War
As the Eldritch continued to grow, so would their impact on humanity. Whether it was food, fun, or vengeance against the humans' treatment of their kind, the Eldritch would hunt the humans. This created terror amongst the humans that they would not let it stand. Over a millennium, humans would fight back for their survival, developing their means of killing the Eldritch through magic, technology, and any means they could. The humans would unite under the leadership of the Church of Fleuve'ir and their clergymen led the fight against demons and the Eldritch kind. The Eldritch, who rallied under the Order of the Eternal, would meet this retaliation with full force. And so a terrible war would span over several centuries, filled with terror, pain, and bloodshed. Finally, the Gaiyans came forward to intervene, deciding that they could no longer sit by whilst the humans and the Eldritches killed each other and brought untold pain to their world.
Eiranai, the council of Gaiyans that officially ended the war, would directly intervene during the Battle of Otenshire, a terrible battle that had killed thousands on each side. The Gaiyans used their spiritual power to bring all fighting to a halt. They cast a ritual that brought an abrupt end to the war by nullifying all magic until certain conditions were met. The Eiranai council made a declaration that magic would not be restored to the world unless the races agreed to permanently end the war. The rulers of each race had no choice but to come together to deliberate, and after several months of discussion and negotiation, a treaty was signed. Desperate not to lose magic, the humans and Eldritches agreed to end the war and thus divided the realm of Mirinah between themselves. And so began the Era of Restoration, and since then, two hundred and fifty years have passed.
The Current State of Vyldermire
At present, Vyldermire resides in a time of peace. The treaty has continued to be upheld for the most part. However, there are still some who plan and fight in the shadows, away from Gaiyan eyes. Still, the majority of each race's populations have moved into a much more progressive way of life, learning to accept and accommodate one another. That can at least be said for the Mirinah region, but who knows...
Vyldermire is a vast world after all...
Click here to read about the Three Realms & Mirinah Rulership.
Vyldermire Technology
Technology in the Mirinah Region of Vyldermire is a bit complicated. Due to widespread distrust of Otherworlders and any knowledge they bring, most Mireans reject high-tech items. The mainland of the Mirinah Region isn't set up for the complexities of Rivengate. While there's electricity and running water, you won't find internet or cell phone service anywhere on the main island except Sinhaven, and even there it is spotty when able to be accessed at all. Most technology and people who rely on it are confined to Rivengate, but are able to vacation in the Avalon Islands with some caveats. Slow internet connections and cell service can be found in the internet cafes dotted around the tropical island in the Free Lands, but it isn't available in the streets or hotel rooms.
It isn't only the internet and smartphones that the general Mirean populace rejects, but they also aren't fond of industrialization or mechanical vehicles. On the main island, you won't be finding any scooters or cars. Though they are aware of their existence, the air pollution situation in Rivengate has led to the mass rejection of such things on the main Mirinah Island. There are no fuel stations outside of Rivengate and the Avalon Islands, so should someone bring a vehicle over, they'll have to purchase not only overpriced fuel before the trip but also mass quantity to last the intended journey.
It is far more practical to leave vehicles and communications devices at home and make use of the traditional transportation method of carriages and horses and sending messages either by courier or messenger birds. For the majority of Mireans, the slower, cleaner way of life is preferable and safer.
Vyldermire's Seasons and Year
Vyldermire years, unlike other worlds, are significally longer than others. From Otherworlder intelligence they did not adopt the calender system of months. However instead a year is broken into the four season; spring, summer, autumn and winter. Each season is equal to six months, and reflect that of an entire year in the Vyldermire Realm.
Vyldermire has existed for many milleniums, and another aspect they adopted from Otherworld influence was the decision to record their events by giving their years a numerical catalog. Since the start of this Vyldermire's date is broken down into two parts, it's Millennia since the count began and it's current year. During the first 1000 years since the count, Vyldermire was in what was known as First Millennia.
As present 1162 years have passed since the count began, as such the date is described as follows:
Second Millennia, Year 162
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To read more about the overall races you can find information here and the history/origin of each race can be found here.
Humans
Humans are the only races that can be broken done into two sub-species. Biologically humans are all the same, with one vital difference; some are able to tap into the worlds magic and some cannot.
- Mages:
- Mages, able to wield and cast magic of any types. There is no limit to what form of magic and skill a mage can do, however at the cost of being able to wield magic they are set a physical disadvantage to Warriors.
- Warriors:
- Humans who cannot wield magic, instead they are blessed with greater attributes, they cannot cast spells but they can still tame beasts, call summons and are both physically stronger and faster than regular mages.
As a race, humanity is broken down into a normal societal class system such as Higher Class Society, Middle-Class Society and Lower/ Working Class society.
Eldritch
The Eldritch are a race that is made up of supernatural beings, some wore born as Eldritch, others are evolved from other species such as human/Gaiyan. Eldritch are known for being ruthless, dark creatures, but they are not necessarily cruel. Some choose to be cruel because with such power they have little consequence to face, whilst others choose to follow a lighter path. Many of the Eldritch kind are raised to for the belief of the Order of the Eternal, which teaches the values of equal exchange and the blessing of the void. Eldritch as a race tends to follow a specific hierarchy based on their species, familia and power. This hierarchy can be broken into Classes.
The Infernal - The Highest Class of Eldritch
These are the rulers amongst the Eldritch and creatures that humans are most terrified of because unlike the others they are especially difficult to kill. They are also hard to predict, some are ruthless and deadly, others less so.
The Superior - Middle Class of Eldritch
The Superior are Eldritch who are still incredibly strong, capable of killing hundreds of inferior beings with a single attack, they are to be faced with extreme caution.
The Inferior - Lowest Class of Eldritch
The Inferior are an Eldritch class that either follows Superiors or the Infernals or roam freely during which they are known for created chaos. Inferiors have little control over their impulses and often have to be subdued by stronger beings.
- The Demonata:
"Beware of facing demons, for they may awaken your own..."
The Demonata, otherwise known as Demon kind, are the species of demons that belong to the Eldritch kind. Demons can vary in all sorts of shapes and sizes, from beautiful creatures to terrifying monsters. They are creatures of genuine darkness and their origins are completely unique to each individual some being born from Gaiyans, some born from humans and some having arrived from other worlds/realms entirely. There are even families of demons that have bred and created a line of demons generations. As a species, Demons has an especially strong link to 'sinful emotions', such as desire, hatred, greed and fear. It is believed that to allow those emotions to consume you, would be to give birth to a new demon. Demons have their own classes that they follow that can be broken down as follows;
Demon Lords
The Infernal
The highest and greatest of all demonkind, they are the leaders of the demon race and are often found in positions of powers amongst the Eldritch Race. Demon Lords are incredibly strong and terrifying to face. All Demon Lords are evolved from Higher Demons.
Higher Demon
The Infernal / The Superior
Higher Demons are demons that tend to take on a human form, they are extremely beautiful beings but wield devastating power. Higher Demons can be your standard type of demonata, however, they are also more specific breeds that fall into this class such as Incubi, Succubi, Ifrits, Familiars, Drudes etc.
Lower Demons
The Inferior
Lower demons are a weaker class of demons, not strong enough to take on human form, they are generally consumed with the desire from which they were birthed.
- Vampires:
"If you meet a vampire that smells of flowers, Run and don't look back."
Vampires are creatures of a naturally cold demeanour, the epitome of the undead, these beings are known for being especially ruthless, particularly toward humans and the Anthros. Vampires, regardless of their appearance, are naturally alluring, able to compel and charm their prey. A weak-willed creature will fall victim to a vampires power with little resistance, and can even become enslaved to the vampire. Compulsion, however, is now illegal in many regions (Including the Miranah Region), and any Vampires found to be using such power will face the great consequence. Some are banished, and others have even been sentenced to death, depending on how many lives they have affected.
Vampires required blood to survive, however, what creature this blood comes from is irrelevant. As long as they feed off blood they can survive, and it is because of this that society has changed to provide vampires with a means not to kill humans/anthros. The only creature that a vampire cannot feed on is a Gaiyan, for its spiritual properties in a Gaiyans blood will burn the vampire from the inside. It was decreed over a hundred years ago, that stations be set up in every town so that a vampire will have somewhere they can feed legally. These stations provide a 'blood pouch', usually filled with animal blood, that Vampires can consume freely. They also sell 'Donor pouch's which are pouches of human blood that people have donated for the vampires to consume, however, humans who donate are often paid for such a service and rarely do so for free. As such a doner pouch is incredibly expensive and only the wealthiest of Vampires can afford it. Not all vampires will use this service however, there are still some who freely consume blood directly from a victim and whilst not all are noticeable. There is one way to tell whether you have a bloodthirsty vampire, for vampires that consume a lot of blood have often been discovered by their scent, meaning victims will realise they are vampires before they can be compelled. As such, vampires of this nature will often coat themselves in fancy lotions, to mask the scent of their victims and lure their prey into a false sense of security.
Despite their inhuman nature, the class amongst vampires is greatly similar to the human class system. However, the higher class society amongst the vampire race is often filled with older and strong vampires. Newer vampires, unless turned by an Elder, often are placed in the lower class of vampire society.
Even if they are lower in class and strength, even the weakest of vampires possesses incredible physical strength and speed. They cannot however go out into the sun without the aid of a blood ruby. Blood rubies are enchanted gemstones that must be worn by vampires to go out into the sun, however, the weaker a vampire is they less exposure to the sun they can endure. An older and stronger vampire can go out in the sun all down, and Elders do not require a blood ruby at all.
Elders
The Infernal
Elders are the oldest of vampire kind, they have existed for thousands of years and it is rare that you will come across one or even realize they are in your presence. For they can walk around in the sun and require very little blood to survive, having adapted over the years to survive on less than a glass a day. Elders are very good at compulsion and could easily create an army of brainwashed minions should they choose to.
Nobles / Purebloods
The Superior
Nobles and Pureblood vampires are those turned directly by an elder, they are incredibly strong and have great compulsion skills.
Common Vampire
The Inferior
A Common Vampire is general vampires turned by Nobles, Pureblood or other common vampires. These vampires tend to be younger and also require more blood to survive. Common Vampires aren't as good at compulsion and are easier to resist. They are also easier to kill.
- Werewolves:
"A werewolf is neither a man, nor wolf,
but a terrifying creature with the worst features of both..."
Werewolves, also known as Lycans are the newest of the Eldritch kind. Not to be mistaken for an Inu or a Kitsune, these are a unique type of shapeshifter - a power only otherwise possessed by certain demons. However, the difference being that Werewolves can only shift into one form, their wolf form. Lycanthropy is believed to be a cursed created by witches, originally designed to punish humans who had crossed a particular line of witches. However this curse quickly grew to develop into its own race of powerful supernatural, werewolves are strong, proud creatures with physical strength that can easily rival that of a vampire and even some Superior demons. Still, despite their incredible strength they are considered the lower class of the Eldritch species (The Inferiors) and are rarely respected by others. As such werewolves tend to seek each other out, to form packs and communities. These packs are lead by an Alpha, who is the strongest werewolf in the pack. Unlike other races, Werewolves do not put themselves into categories, they merely define themselves by their strength, with the alpha at the top, followed by the Beta and with all others equals.
Like Vampires, werewolves can strength and control with age. The curse inflicted upon them forces them to turn under the full moon and for newer or weaker willed wolves, the pain of the change consumes them with anger. They fall victim to the effect known as 'the hunt', which compels them to hunt and kill until the moon as passed. However, with time and support from other were-kind, werewolves can learn to control this urge although they still become very much on edge during this time. Unlike Vampires and demons, it is very hard to tell the difference between a werewolf and a human when they are not under the change, in fact, most werewolves can blend into human society with ease. However, they find that most humans are very distrustful of their kind and will turn against them should they find out their true nature.
Whether they are in human form or wolf form, lycans have heightened sense of smell, and incredibly good hearing. They are also allergic to silver and find it will burn their flesh. Killing a werewolf is very difficult as their body natural regenerates a lot faster than a human, and the older the werewolf the harder it is to kill.
- Witches:
"A witch does not fear the forest's darkness,
for in the forest the darkest thing, is the witch themself..."
Witches, are essentially like mages, however, there are some magical laws that must not be broken, power than can only be obtained by the pure sacrifice of one's humanity. Humans that give up their humanity in exchange for power, are witches. Witches are beautiful beings, man, woman and other, they are seen as terrifying creatures by those who do not understand them. And whilst witches do dabble in dark arts and rituals, as a race they are particularly jovial. Witches tend to engage in festivals and ceremonies often, offering sacrifices and tributes to the void. Witches tend to follow the Order of the Eternal like many of the Eldritch, however, they have their own variations of belief. In addition to the void, they worship the Dark Mother, Heknys, who they believe to be a harbinger of the void and a mother to all witches.
Witches essentially exist as a communion, they are very private and tend to reveal very little about their home to outsiders. So cautious of being hunted by humans that even their homes are concealed with terrifying illusions to ward off outsiders, not wanting them to learn of the dark magicks that only witches possess. Witch communions tend to be overseen by a Grande Archon or High Priestess, however as a society, they live as a democracy. If a witch has something to say, they must be heard, that is the creed of witches.
Witches were considered members of the Inferior, however, since their contribution to the Holy War, where they played a great part off fighting back the human race where they were able to show their fellow Eldritch the true terror of a witches wrath. As such they are considered members of the Superior Eldritch kind, and some of their more powerful witches have even been classed an Infernal.
Gaiyan
The Gaiyans are the oldest race of Vyldermire. They were born of the planet's flesh and remain very connected to it. They're sensitive to every change in the earth and draw power directly from the leylines beneath the surface for strength and renewal. Most sub-species of Gaiyans are long-lived and avoid conflict with the other races if possible. When they need to cut a plant or kill an animal, nearly every Gaiyan will say a prayer of thanks as well as one for the earth to accept them and rebirth them anew. Every action, whether against nature or against another person, is extensively considered before it's taken. While they are a thoughtful and pleasant people, they are fairly strict about letting emotions get the better of them. It's a discipline they hold in high regard, especially since they've seen so many influenced too much by either Eldritch or humans to the point that they become Eldritch. The discovery that they are so susceptible to the sins of the other races frightens them, so most avoid it where they can. The more daring of the Gaiyans venture out to mix with the other races, but they must remain vigilant not to slip into their messes.
As far as classes go, Gaiyans are big proponents of equality amongst themselves. Other than those chosen to help guide Vyldermire post treaty, each of the sub-species operates without the division of class systems. An Ambassador from each of the sub-races makes up a council that "rule" that Gaiyans, but they are not treated any differently than the average citizen. The only exception is the Elves, but even though they have a Queen to help mitigate occasional issues and make decisions for the best interests of their large population, she's not elevated above the other people or treated remotely in the same way as humans treat their Royal Family.
- Dryad:
- "Lucky are those who glimpse a Dryad, for it is rarer than a shooting star."
Most of the Dryad sub-species are female and very, very shy. They are gentle and naive creatures who care primarily for trees of all kinds. They inhabit forests, groves, and anywhere there are trees. It's not often that a Dryad ventures out into the world, but not completely unheard of. Most remain attached to their home tree and never go far from it since the death of the tree will mean their death as well. Those that choose to leave their tree will take a small piece (bark, branch, leaf) as a token with them, both to check its condition while they are away and to remain healthy themselves. Should they lose their tree token, they'll lose connection to the healing and power of nature and become ill until they return for another token.
Dryads have the natural ability to shapeshift between tree, tree-humanoid, and human appearances. These abilities initially manifested so they'd be able to lure humans away from their trees effectively without becoming an oddity that attracts more attention. They'll do almost anything to resolve issues peacefully, but once those attempts run out, they will fight to protect their homes.
- Elves:
- "Elves will see your intentions before you do.
Gain their trust and you'll have an ally worth its weight in Vyldergold."
The youngest sub-species of Gaiyans, Elves live in large towns, preferably deep in the woods or high in the mountains for privacy. They prefer to keep with their own kind, and of the Gaiyan race, they are most likely to be cold and almost haughty toward humans and Eldritch. Because of their number and their ability to blend in with humans by merely concealing their ears, the Elves were utilized heavily once the Gaiyans became involved in the Holy War. Their memories do not fade easily and given how long they live, the atrocities witnessed during such a time of violence are still fresh to many. Even so, since they are predominantly artisans and blacksmiths by trade, Elves are the most likely to venture out and mix with the other races to sell their premium grade wares. As a precaution, they keep their best weapons for themselves but may give or sell them to someone who manages to win their hard-trust. If an Elf's trust is won, they are the most loyal companions one can have.
It's rumored that a mixing of Gaiyan and Human blood from before the separation is what gave birth to the Elves, and because they could hear the cries of the earth, chose to seclude themselves with the elder race. As a consequence of this mixing, Elves run the biggest risk of corruption by human sinners and Eldritch, a danger that keeps them hypervigilant of how close they allow themselves to other races. Of the Gaiyans, Elves are the most willing to visit violence on those who threaten them or Gaiyans in general.
- Fae:
- "Never answer a Fae's riddle, lest you be bound for all eternity to their whims."
Fae are a people of good-natured mischief and bright colors. They range in size from that of a small bird to a full-size human, though many can change between the sizes on command. They're energetic and curious sub-species that have colorful wings of various insect-like designs to take them on their exciting travels. They love to play games and try to trick people of all races and work hard not to take much seriously. However, they do take nature seriously, so being disrespectful to it will get you one angry pixie.
- Creatures of Olde:
- "They might as well be gods themselves, for they're more nature than person."
This sub-species casts a wide net over beings otherwise unclassified. These are often creatures that exist closer to nature than any other sentient being, often appearing to consist of pure elements and spirit, and as such appear less humanoid in their natural states. This encompasses elementals, forest guardians, sea nymphs, leshen, nature spirits, and any other entity that the earth birthed directly from its most ancient magics. Creatures of Olde are considered the oldest species of Gaiyans and are well respected as living messengers of nature itself. They are looked to for wisdom in confusing times and for protection to keep both sacred sites and the leylines safe. It is extremely rare to see a Creature of Olde fall to Eldritch due to their strong connection with the earth.
Unbound Creatures of Olde, or those not conscripted to guarding a certain place or thing, are free to roam the world and offer nature's wisdom to all that will listen. They are the wise, monk-like beings that believe that the earth knows what it's doing and that both the good and the bad have their place in the grand scheme of things. Their passive, neutral stance on many things often makes them a mystery to Gaiyans and the rest of Vyldermire alike, but they are always interesting to deal with and naturally draw people in despite their supernatural appearances.
- Angels:
- "The light in their souls is so bright, the purest hero might go blind in their shadows."
Angels are the Holy knights of the Gaiyan race. Angels look just like humans do with a couple of exceptions. Most of them have fluffy wings made of soft feathers, and their skin has a shimmering effect in the brightest sunlight. Images of old depicted them with rings of gold around their heads, but they do not possess constant halos or holy crowns. Instead, when they feel a surge of pure emotion, their body will emit a bright glow.
They are of pure hearts and souls and while many prefer to stay untempted to sin by keeping to purely Gaiyan areas, others aspire to be heroes to the masses and will head into the morally murky world to attempt to make it a better, purer place. They are generally confident in their abilities to protect the innocent and punish the deserving, as well as their ability to control themselves and their desires so they don't become demons. That said, the brightest lights cast the darkest shadows, and sometimes in the process of saving someone, they too come to need saving. They're quick to forgive and give second chances, and prayers to Fleuve’ir will cleanse them of their transgressions should they get too comfortable with human and Eldritch compromises. The more tainted they become, the dimmer their shimmer and glows will become. Graying wings are the last sign that an Angel needs to repent to Fleuve’ir. When an Angel renounces their faith entirely, they will become an Eldritch.
Anthros
As the youngest of the races and often the most oppressed by humans and Eldritch alike, Anthros are said to have been born of the earth combining half of the planet's nature magic with the form of a man in an attempt to bridge the gap between human and Gaiyan. What was produced was a hybrid of sorts. These people look mostly human, except for the ears, tails, and sometimes claws and eyes of their more animalistic counterparts. Make no mistake, this sub-species is in no way half-animal or human-animal mixed. They are their own entity and hate the assumption that they exist as the unnatural combination of common animal and man. They can't transform into an animal form unless they develop the magic to do so.
Due to being enslaved in the past, Anthros are against any class system that might oppose its people and operate in equality as Gaiyans do. The only difference recognized amongst them is that some of the more headstrong Anthros have been blessed by a supernatural being specific to each sub-species. These blessed Anthros are labeled "Mythics", and are the only ones that can transform into the special mythical creature they've been blessed by as they choose. Most also choose to use their magic to make the most out of this Mythic change.
- Nekos:
- "Utter 'nyah!' in the presence of a Neko at your own risk,
for they will descend upon you like a bloodthirsty Inferior Vampire if you do."
The Nekos are a particularly proud sub-species with the ears, tails, and sometimes claws of cats. They are usually friendly enough, but have their guard up against humans and Eldritch, more so than other Anthro sub-species. While all Anthros were subject to being hunted or enslaved, there was a particular preference for Nekos, so they have become a bit warier. Nekos can also be moody and a little chaotic, going from energetic to lazing across a chair in mere minutes depending on the situation around them. Nothing will worsen their moods than when people meow at them or expect them to use cat sounds in their daily speech. Nekos find it deeply offensive.
Hellcat
Nekos that have Hellcat blood are naturally larger than most of their peers and possess wilder personalities. Natural elements will crackle through their hair and over their bodies, and should they take Mythic form, they'll appear as large cats partially formed from the elements they resonate with.
- Inu:
- "A friend for life is only hard to come by because there aren't enough Inu people to go around."
Inu possess the ever expressive ears and tails spanning from regular dogs of all species to wolves. They can be stubborn and wear their hearts on their sleeves, but for the most part, they are relentlessly forgiving, unbendingly loyal, and fiercely protective of people accepted into their pack as well as all Anthros kind, even Nekos which have a tendency to annoy them. If you earn their trust, they'll do nearly anything you ask and never leave your side. Some of them could even learn a thing or two about personal space and boundaries. They are by far the easiest of the Anthros to befriend, but they don't take kindly to being confused for a werewolf.
Amarok
The blessing of Amarok blood grants an Inu the form of a massive gray wolf that is faster and more ruthless than any normal wolf. The drawback is that, both in and out of Mythic form, Amarok Inus are naturally solitary and will either reject or keep to the fringe of a pack. They tend to be loners and quite intimidating to other Inu in appearance.
- Kitsune:
- "Grabbing a Kitsune's tail without permission is the same as breaking a mirror; unfortunate and unlucky."
Sly, sleek, and coy, Kitsune are humanoids with perky fox ears and between one and eight fluffy tails. They excel at stealthy tasks and charming others with their smooth words and confidence unless they happen to be the more uncommon skittish and reclusive type. There are some that will allow others to cuddle their beautiful tales, but they are less common than one might think, and consent is absolutely required, as it should be. A lot of Kitsune are assumed to be alluring, and while many naturally are, they hate being marginalized in this way.
Inari Messengers
Though regular Kitsune can have multiple tails, those who are Inari Messengers are the only ones to have nine tails. They have a natural communion with spirits and deities, often acting as the messenger that can slip stealthily through the veil between the living and the other side. In their Mythic forms, they will grow in size and gain unique markings of their favorite colors in their fur, and their feet and tails will seem to float off into a ghostly haze.
- Lapin:
- "Never underestimate a Lapin. What they lack in strength they make up for in number."
Though warrior Lapins exist, it's rather hard to look menacing with cute bunny ears and a cotton ball tail. They tend to come from large families and are typically smaller in stature than the other Anthros sub-species. Lapin tend to have a lot of energy, though they aren't very physically strong naturally. While generally cute, they have a surprisingly seductive side to them and are very fertile people, often giving birth to multiple babies at once. They cherish family above all else, even when there are so many that it throws them into chaos.
Moon Rabbit
Moon Rabbit Lapins tend to have soft features, gentle hearts, and have a natural affinity for healing which makes them wonderful doctors and nurses. They work best at night and gently glow in the light of the moon. The Moon Rabbit blessing comes with a natural knowledge of curative plants and herbs that can be made into medicines. In their Mythic form, they are larger than normal rabbits and gain the ability to sniff out the rarest and strongest of materials to use in their healings.
- Draconytes:
- "By wing and horn, Draconytes and Demonata appear two sides of the same coin,
yet Draconytes have not succumbed to sin."
Generally the physically largest and most intimidating looking off the Anthros, Draconytes can possess bat-like wings, horns, barbed tails, and patches of scales at random. The color of the scales is generally bright in color with the most common being red or green, making them rather colorful people. While they aren't cold-blooded as a regular lizard-like dragon would be, they do have a low tolerance of the cold and prefer climates that are warm year-round. Like their preferred climate they are usually hot-blooded in personality as well, being the first to act in most situations. They share the skies with the Avian, though they can't go very far in one trip due to the burden of their own weight. They are very solid in bone structure and musculature, so even the smallest of the Draconytes weigh nearly twice the amount of their human counterparts. Should a Draconyte try to carry someone while flying, the trip between breaks shortens even more.
Elder Dragon
Draconytes who have Elder Dragon blood are like old souls. Their dragon characteristics are uniquely darker versions of the usual colors or even possibly black and they possess aged wisdom that lends well to using the mind's strategies over raw, thoughtless power. their wingspans are also larger than their average counterparts. In their Mythic forms, it's said they can fly for days without getting tired, opening the world up to them and perhaps accounting for their vast wisdom.
- Avian:
- "The most beautiful sound I've ever heard came from the people more man than bird."
Avians are the lightest of the Anthro sub-species, possessing hollow bones so their wings can carry them long distances. In addition to feathery wings of various bird species, they possess sharp eyes and sometimes tail feathers and/or feathers around the ears. Some Avians are prone to molting once every month or two, which presents as cold-like symptoms and the loss but quick regain of feathers. Those affected by this are self-conscious of it and will avoid others until it's over. They also prefer to live in high places and adore singing and dancing.
Phoenix
The blessing of a Phoenix on an Avian shows in a couple of different ways. Phoenix Avians will naturally have feathers the color of the sun or the moon, and either red, blue, black, or white fire that licks over every feather at random. Their Mythic forms bestow upon them the fearsome image of a firebird larger than any natural bird. The main advantage of having Phoenix blood, though, is being unable to die. If a Phoenix Avian is killed in battle, their body will dissolve into a pile of ash, and from that, a large egg of unique design will form. In time it will hatch, returning them to life.
Hybrids
So you like our list of sub-species but you can't bring yourself to choose one, or you have an idea for a cool mix of two sub-species. Well that's okay because you can do so - within reason!
- Hybrids:
All the races can mix in one way or another, with only a few specific exceptions, based on background and lore.
Vampires & Gaiyans
Regardless of whether they come together with a vampire and a Gaiyan cannot bear children as it is physically impossible. Gaiyan blood is toxic to vampires and as such the mixing of their DNA has very tragic and unsuccessful results.
Those are the only two that cannot intermingle to create new life, however, there is one further clause to breeding between races.
Elritch & Gaiyans
Other than Vampires, Gaiyans and other kinds of Eldritch can bear children. However, the child will not be born as a mix of the two but will always, under any circumstance, be born as an Eldritch. No one knows why this strange phenomenon occurs, but this is how it is. Gaiyan and Eldritch cannot under any circumstance bear Gaiyan children.
It is worth noting that whilst some are accepting of Hybrids, for the most part, Hybrids, often nicknamed 'Half-breed' or 'Half-bloods' are very rarely accepted by their counterparts. Due to residual animosity between races, they have to work even harder than most to be accepted by those around them. The only exception to this being Gaiyans and Anthros, who can breed freely without judgement.
Re: Vyldermire RPG

At present there are three existing factions, this number is locked until the site gains a greater member base. Once factions each have 10 members and there are at least 15 factionless players, then a new one can be created. When starting on the forum, you can only have one character per faction, once you have filled all the currently existing factions. You may then insert a second character into a faction that you have an alternate character in. The most characters you can have in a single faction is two.
The Current Factions

Golden Titans

Golden Titans is a faction that was originally created during the Holy War, an assortment of humans and Eldritch who did not believe in the war and wanted to protect both species from one another. At the time, they were considered a terrorist organisation, but after the Treaty of Eiranai was established, they become renowned as War Heros, and as such was granted the task of protecting the peace between races. These days, the Golden Titans are very much a militarised factions of that accept all races, they strive toward protecting the citizens of Vyldermire, eliminating any dangers to society such as monsters or villains, and ensuring that the peace in the Miranah region is maintained at all costs.

Velvet Reign


Rebel Scorpius

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What are Factions Star Ranks?
Star Ranks are measured by the factions member count, and activity, this represents the league that the guilds fall into; with 1 Stars at the bottom and 5 Stars at the top. All factions start off with one star guild rank, and will gain a star as they progress. The maximum number of stars a guild can get, at present, is five. The higher the guilds star count, the more famous and prestigious the faction is in respective to the world of Vyldermire. For example, a five star would be known internationally, whereas a 1 star wouldn't be very well known outside of it's base of origins. Guilds that fall below the requirements for activity will lose a star each time, once a guilds start rating reaches zero, they will be disbanded. The only exception to this is the Original guilds: GT, VR & RS. Who instead of disbanding will be handed down to more suitable Faction Leaders.
Requirements for Star Ranking















How does a Guild gain Reputation Points?
Once each guild has at least 5 members, a scoreboard will run each months tallying the Quests taken by it's members and rewarding the faction with Reputation Points and Vyldergold. The best way to gain Rep for your guild is to complete and submit quests each month, thus increasing your guilds reputation and aided toward the increase of the league.
Re: Vyldermire RPG

Below you will find the portal to the map of Vyldermire.
Please note the only open Region of Vyldermir is the Mirinah Region, as the sites story progresses, new regions will open up in the future~ Until then please use the current map for your characters story, history and adventure~
The Three Realms
The Three Realms is the division of rulership that the Mirinah Region falls under. These three realms are known as; The Common Realm, The Outer Realm, & the Free Lands. This division of realms was created as a result of the peace treaty of Eirinai.
The Common Realm
During the Great Holy war, humanity fought back against the Eldritch and successfully managed to reclaim a vast amount of the Mirinah region. Once the war reached its end, during the negotiations between the races the Anthros and Humans agreed to rule over this land together under the autocracy of the King of Commons. The royal family under which the common realm is ruled. Despite it's monarchy, the monarch exists more as a figurehead of rulership, and it is the aristocrats of nobility are the one delegated handle the regions affairs. However in terms of power, it is decreed that all nobility answers to the Guardian Knights of the Realm - the acting protectors of Vyldermire.
The Outer Realm
During the negotiation, the Eldritch fought hard to keep the land from which they inheritantly ruled over, particularly the Demon Lords. As such they were permitted ownership of the Outer Realm. Some Eldritch were displeased by this result and as such more to further regions to conquer. As such, they settled on a septarchy that rule over the Eldritch, known as the Monarchy of Sin. Only two monarchs currently rule into the Mirinah region at present, the remaining five having moved on to various other regions. (At present, Mirinah is the only unlocked region however new regions will be unlocked at time goes on). The Outer Realm in the Mirinah region is currently ruled under the KING/QUEEN of Gluttony who rules on Tir Nan Dubhar and the KING/QUEEN of Sloth who rules in the Deathrock Wharf.
The Free Lands
During the war, the Gaiyans initially sought to stay out of the war and protect any who wished for the same. As such they designated certain areas as 'Neutral zones'. During this time, many of the Anthros took refuge in this areas, particularly fleeing to Rivengate and the Avalon Islands as a means to stay out of the battle. After the war was over, the majority of the Anthros would return to their homeland, taking up their residence in the North and East region of the Common Realm. During the treaty negotiations, the Gaiyans lawfully decreed that these areas of neutrality always remain so, and are free from the rulership of monarchy. Instead they exist under a demoncracy with regional councils of peers that handle the affairs of these regions.
Other Information about the Mirinah Region
Primary Language : Mirian (Real world Equivalent - American English)
Currency : Vyldergold
Main Export : Vegetables / Farmed Goods
Click here to read about the Great Holy War.
Re: Vyldermire RPG

Here you can find a glossary of all the key links of the forum and what information you can find here;
General
Welcome Page
A basic summary of the forum and a break down of the races.
Site Rules
The site rules and code of the conduct.
Newbie Guide
A guide designed to help newer members of the forum.
Meet our Staff!
An introduction to the site's staff team.
Site Patches
A catalog of patches made to the site since it's official opening.
Vyldermirean Lore
The History of Vyldermire
An informative explanation of the world's history.
The Monster Encyclopedia
An information catalog of the world's monsters.
Map of Vyldermire
A map of Vyldermire and a break down on the spread of it's population.
Factions
Information on the site's current Factions.
Religion in Vyldermire
An information page on the Religions that residents of Vyldermire's keep.
Vyldermire Lexicon
A dictionary explaining various Vyldermire Terminology.
Sub-Species Information
An information page where members can read up about the sub-species from each race.
Magic / Gaming Systems
Gaming Systems
An explanation and breakdown on the current site systems.
Character Rank
A guide to Character ranks and their benefits.
Magic Rules
The information source for the site's magic rules and mechanics.
Elemental Mastery System
A guide to Elemental Magic and its benefits.
Quest & Magic Tables
The Numerical Reference tables for magic stats.
Equipment Rules
The information source for in game Equipment and it's mechanics.
PVP Rules
Player Vs Player combat rules for the forum.
Registration / Character Application
Character Application Template
Source of Character Application template.
Character App. Submissions Thread
Once its ready for approval you can submit your finished character app here.
Thread Moving
If you need to make edits to your character you can have it unlocked and moved to WIP here.
Face Claim List
Registration for claiming a Face Claim for you character and a catalog of currently used Face Claims.
Guardian Knights of the Realm
A list of the current slots for Guardian Knights.
Common Realm Positions
A list of the current slots for Common Realm Positions.
Outer Realm Positions
A list of the current slots for Outer Realm Postions.
Canon Claim
Need ideas for a character? You can see canon characters and families that need members here.
PVP Declaration
When engaging in site pvp, players can declare which pieces of equipment they will be using here.
Character Log
A log for players to list their characters, and their means of contact.
Magic / Gaming Apps
Statsheet Creation
Before a player can register any magic or items, they must request a Statsheet which can be done here.
Example Statsheet
Here is an example statsheet that players can use as a reference for their character.
Magic Application Thread
Here is where you can apply for a magic for your character.
Magic App. Review Request
Once a magic application has been submit, let staff know here so that they can claim your application.
Equipment Application Thread
Here is where players can register equipment.
Beast Taming System
Here is where players can register Pets than have been tamed via the monster system.
Plot Magic Request Thread
Here is where players can apply to catalog plot abilities in their statsheet.
Quests
Quest Guide
A guide to quest taking in the world of Vyldermire.
Quest Tracker board
Here is where players can post their Quest Trackers.
Quest Tracker Guide
A guide explaining Quest Trackers and their use.
Quest Sign Up Thread
Here is where players can sign up for Quests.
Quest Turn In
Here is where players can turn in their completed Quests.
Rank Up Requests
Here is where players can rank up once they've reached the required EXP to do so.
The Marketplace
The Apothecary
Site store where members can buy potions and other magic items.
The Armory
Site Store where members can buy weapons.
The General Store
Site Store where members can buy general goods i.e exp boosters, alt character slots.
Goods Exchange
A trading hub where players can exchange site items with others.
Donation Shop
To advance in game more quickly players can donate to the forum and receive in game goods in exchange.
Miscellaneous
Hellos & Goodbyes
Here is where players can introduce themselves or let others know if they are going on hiatus.
Plot Requests
Here is where players can request threads with others or look for plot partners.
GFX Board
A board where players can keep their GFX, templates. Players can host shops here.
Suggestions
Here is where players can share their ideas for the site for staff to review.
Monster Submission Thread
Here is where players can submit their ideas for site monsters.
- Location Info Pages:
The Common Realm
Engloria Details
Info Page on Engloria.
Otenshire Details
Info Page on Otenshire.
Riverforte Details
Info Page on Riverforte.
Lyndon Port Details
Info Page on Lyndon Port.
Hoptus Forest
Info Page on Hoptus Forest.
Crowleigh Details
Info Page on Crowleigh.
Tilbur Village
Info Page on Tilbur Village.
Miriad Details
Info Page on Miriad.
Dianalor Plains Details
Info Page on Dianalor Plains.
Mackemm Village Details
Info Page on Mackemm Village.
Ventamir Tundra
Info Page on Ventamir Tundra.
Viridia Outlook
Info Page on Viridia Outlook.
The Outer Realm
Newdale Details
Info Page on Newdale.
The Shambles Details
Info Page on The Shambles.
Sinhaven Details
Info Page on Sinhaven.
Deathrock Wharf Details
Info Page on Deathrock Wharf.
Obsidian Isles Details
Info Page on Obsidian Isles.
The Free Lands
Ilyanor Details
Info Page on Ilyanor.
Avalon Island Details
Info Page on Avalon Island.
Rivengate Details
Info Page on Rivengate.
Re: Vyldermire RPG

Character Ranks are reflection of their strength as an individual, to increase a characters rank, EXP must be accumulated by doing Quests, Expeditions and Events. There are currently seventh ranks; Novice, Apprentice, Initiate, Adept, Master, Elite, and Legendary.
Novice
We all must start somewhere, and for everyone it begins here. All characters start off as novices, and the amount of power they can wield is limited. Novice can handle weak monsters but strong monsters/ opponents are a struggle to them.
Rank Benefit
⇨ 3x First Tier Spells
⇨ +1 Skill Point
Apprentice
Once some experienced in gained players grow from Novices to Apprentices. They are still not especially strong or well versed in experience, but they know a little more than a novice. They can take out weak monsters a little more easily and with aid can handle strong monsters.
Rank Up Benefit
⇨ 3x Spell slots
⇨ All Spells Upgraded to Second Tier Spells
⇨ +2 Skill Points
Initiate
An Initiate is one who has had a fair share of experience, and has grown to a significant level of strength. Initiates can kill weak monsters with little effort and are even able to handle strong monsters on their own.
Rank Up Benefit
⇨ All Spells Upgraded to Third Tier Spells
⇨ +1 Spell Slot
⇨ +2 Skill Points
⇨ Upgraded Spells can have up to one effect.
Adept
The Adept are those who have true claim to strength, capable of dealing immense damage and facing off against even Elite Monsters, albeit with some help.
Rank Up Benefit
⇨ All Spells Upgraded to Fourth Tier Spells
⇨ +1 Spell Slot
⇨ +3 Skill Points
⇨ Upgraded Spells can have up to one effect.
Master
As reflective of its name, a Master is very strong and capable of great feats of strength. They can fend of several Elite monsters at a time.
Rank Up Benefit
⇨ All Spells Upgraded to Fifth Tier Spells
⇨ +2 Spell Slots
⇨ +4 Skill Points
⇨ Upgraded Spells can have up to two effects.
Elite
Elite Adventurers and Rogues are so strong that they can handle them most difficult of missions without aid. Able to take down Elite monsters, and have the means to face Legendary beasts.
Rank Up Benefit
⇨ 5 Spells May Upgraded to Elite Tier Spells
⇨ +2 Spell Slot
⇨ +4 Skill Points
⇨ Spells above Fifth Tier can have up to two effects.
Legendary
Those who has reached Legendary status are unstoppable beings, the strongest in all of the realm, capable of taking out Legendary Beasts and so much more.
Rank Up Benefits
⇨ 3 Spells May be Upgraded to Legendary Tier Spells
⇨ +3 Spell Slots
⇨ +4 Skills Points
⇨ Legendary Tier Spells can now have up to three effects.
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Re: Vyldermire RPG

- 15th of February 2021:
- 22nd of February 2021:
Equipment rules have been amended to cap how many items can add SP to players.
We have also added the following information on years and seasons to the History of Vyldermire.Vyldermire's Seasons and Year
Vyldermire years, unlike other worlds, are significally longer than others. From Otherworlder intelligence they did not adopt the calender system of months. However instead a year is broken into the four season; spring, summer, autumn and winter. Each season is equal to six months, and reflect that of an entire year in the Vyldermire Realm.
Vyldermire has existed for many milleniums, and another aspect they adopted from Otherworld influence was the decision to record their events by giving their years a numerical catalog. Since the start of this Vyldermire's date is broken down into two parts, it's Millennia since the count began and it's current year. During the first 1000 years since the count, Vyldermire was in what was known as First Millennia.
As present 1162 years have passed since the count began, as such the date is described as follows:Second Millennia, Year 162
As such the 'Birthday' section has been removed from the Character App template. And a new widget has been added to the side bar~
- 26th of February 2021:
- A few changes that have occured since the last patch;
The Monster Encyclopedia has been amended to include a Monster Rarity section.Monster Rarity
In terms of a monsters rarity, depending on their spawn rate, they will only appear in a thread so many times. The spawn rates are known as Common, Uncommon and Rare. The number of which you can spawn in a single thread/quest is as follows:
Common = Unlimited
Uncommon = 2 Per Thread (+1 for Adept Quests and above)
Rare = 1 Per Thread (+1 Legendary Quests)
In addition to this five new monsters have been added to the encyclopedia : Light Unicorns, Nightmares, Forest Wyverns, Ocean Wyverns and Mystical Wyverns.
The Character Creation Template has been amended to include a section on Character Guidelines, which will hopefully make character creation easier and more consistent with lore.
We have officially added The Chronicler to the Lore section of the site, this is Vyldermire's Official New Outlet, and OOCly a tracker of site lore as everyone's story progresses. Submissions to the Chronicler can be made here.
- 11th of April 2021:
- Here is a list of all the tweaks since our last patch:
✧ Character Log ✧
We have now created a Character Log, where you can register your character, your alts and the best means of contacting you i.e. for plot etc.
✧ Update to Discord Rules ✧
The following rule has been added to our Discord Rules;No Unnecessary Pinging
Do not ping people unless it is absolutely necessary. In addition to this please refrain from using the @ everyone tag, this is reserved for important announcements / messages from staff.
✧ Vampires & Werewolves ✧
Vampires and Werewolf lore has been updated to explain lore behind turning other species.
✧ Plot Board ✧
Thanks to a players suggestion, we have created a Plot Board where you can post any spare trackers, histories, character requests or other plot related info about your character. This can be anything you like as long as it's plot related. As such the 'Plot Requests' board moved to a sub-board in this board.
✧ Spell Styles ✧
Clarifications have been made to MH Defense and MH Healing spells. See 'Multi-Hit' section in Magic Rules for more info.
✧ Early Fourth Character Slot Purchase ✧
The following change has been made, instead of 'Fourth or Higher Character Slot' purchase, we know how the following item;Early Fourth Character Slot
Once you have three characters, you would normally have to wait three months after your first character before you can make a fourth. However, for those who do not wish to wait, after one month should you can unlock this slot with this purchase. This only applies to the fourth character and not any other slots thereafter.
Price: 50,000 VG
As such those who do not want to wait the full three months for their fourth character can use this to unlock it after their first month of membership.
- 16th of April 2021:
Introducing our newest faction
AURA
Do you have an Otherworlder with no place to go? Or a character interested in the science behind the world that is vyldermire? Do you want a character invested in the development of the worlds technology and understanding of the universe. Then Aura, the Alternate Universe Research Association, is the place for you!
See the AURA Faction Guide for more info!
- 7th of Mayl 2021:
- Here is a list of all the tweaks since our last patch:
✧ Minor Changes ✧
- There is now a cap on Equipment submissions that can be posted up for grading at a time by a player. This is now capped at 3 per grading.
- Archive Board added to the forum to move threads to to keep the forum clean i.e. inactive character apps, re-rolled characters apps, old events etc.
- At player recommendation, The site's hover link has been altered from white to dark purple for better visibility.
✧ VyCon ✧
After player encouragement, the forum now has an In Character Social Media Platforum called VyCon. This platform is only open to players who reside in Rivengate or Avalon Islands, or would have a valid reason for access to the Interweb.
See more information here.
- 15th Aug 2021:
- Here is a list of all the tweaks since our last patch:
✧ The maximum character limit on accounts has been increased from 10 to 12.
✧ Biyaya, Pot-Bellied Chomper and Salamanders have been added to Monster Encyclopedia
✧ Quest Guide updated to clarify turn-in requirements for quests regarding WC and multiple turn-ins.
✧ All Statsheets have been updated to include an 'Update Log' to track SP and amendments to Statsheets.
✧ Our IC timeline has officially jumped from Spring to Summer.
✧ Congratulations to @"Aubrey Pomme Bouffónt" & @Jen for becoming our first site Developers.
- 10th Nov 2021:
- Here is a list of all the tweaks since our last patch, most of these you all might recognise from being around the site and discord. However, these are covered for those who might have missed any announcements, as well as our newest registration system (see notes on the Magic Amendment thread.
✧ Minor Changes ✧
- The sites Race Spectrum was updated to match current site applications.
- A Character App Channel added to discord where players can link their character's application to make finding players to rp with easier.
- Thanks to on site and in chat suggestions, six new monsters have been added to our bestiary. Check our Monster Encyclopedia to read about the following beasties; Twin-tendrilled Panthera, Animated Armour, Shrike, Quinquesaur, Poca Boba & the Meglodyle!
- A few months ago, Jotforms broke a bunch of our Magic App forms, these have now been fixed. If however, you come across any issues, please contact an admin and we will take a look.
- The Character Creation Rule's wording has been tweaked for more site consistency.
✧ New Site Rule ✧
- After reviewing player interactions, we have added the following site rule. This is very important to maintaining the site's lore and consistency. The entirety of the site's rules can be read here.7. No Tampering with Site Lore
The site's lore is expansive and ever-growing, it is something that the admins and developers wish to continue to grow and build over time. Whilst we grant players some leeway to take this lore and use it in their story, it is not permitted to change the lore as you see fit. Nor is it acceptable to create lore in areas that have not been developed without admin permission. If it is not written official in the site's glossary, then you must check with an admin. Making assumptions and incorporating them into your rp will be flagged up by staff and you will be told to change/remove anything that has not been approved. Additionally, players are not permitted to make up lore and tell other players that their canon applies to the site, this misinformation can spread and lead to conflicting rp. This is not to say that you cannot be creative, just that when you are uncertain about certain details of lore or it is not noted anywhere, then you just need to check in with admins first. This allows for healthy communication and more consistency across the site.
✧ New Character Log ✧
Due to some coding issues with the previous character log, the old log has now been archived. In its place we have it's much more aesthetic and uniform character log where members can post their characters and alts. All inactive members have not been added to this new log. Anyone who was not transferred will have to resubmit their characters once they become active once again.
Check it out :: Official Character Log.
✧ HOLY NEWDALE RESULTS ✧
The Holy Newdale Event results have been posted up in this seasons issue of The Chronicler! Read all about it here and check out our new Newdale Sub-board
Thank you to everyone who participated, this was such an awesome event and a great way for site lore to be developed. We hope to keep bringing you more opportunities to influence Vyldermire's story and have a ton of fun in the process!
✧ THE MOONDANCE FESTIVAL !! ✧
It's time for another site event, click here for more information on the event and how to participate.
✧ MAGIC AMENDMENT THREAD ✧
Due to some confusion as to how to handle the editing and amendments of character apps, the admin team are happy to introduce the implementation of our Magic Amendment Thread.
This thread should be used for any tweaks or edits that players need to make to their stat sheets, this can be anything from editing descriptions, changing pictures or removing spells. Please do not use this to have spells or equipment graded, that should be done via the normal submission threads.
Last edited by DezzieXO on November 10th 2021, 11:43 pm; edited 1 time in total
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Re: Vyldermire RPG

Welcome Adventurers & Rogues!
If you are here you have made it in time for Vyldermire RPG's very first SPECIAL EVENT!
By choosing to participate in the exciting event, you will have the opportunity to take part in some exciting lore affecting special quests that will affect the site's progression and become a part of its history.
If you haven't already taken a look at The Chronicler, here you will see our little teaser that hinted toward the event a while back.
- Newspaper Clipping~:
HOLY NEWDALE
Event Details
News has released that the discussions regarding placing a Church of Fleuve'ir in the Eldritch region of Newdale have finally come to a head and construction is scheduled to begin this week! However, there are many who are still against the idea, and the news has spurred a series of debate and conflict. As such there are protests groups that have begun to gather at the construction site, some for the build of the church and some against.
When partaking in this event you will need to do work that either supports the 'FOR' the build of the church or is 'AGAINST' the build of a Fleuve'ir church in Newdale.
Special Event Quests
Below is a series of special prompts that players can use for their participation in the events. You can either do this SOLO or in a GROUP up to 6 characters. You can spawn your own enemies and add details to them as you please, (please do not use any NPCs of high-lore calibre i.e. royalty, nobility, members of specific factions etc). Once you have completed your event quests and fulfilled the word count requirements you will be required to include a summary of the events of your thread so that we can determine the result of this event and how it will event our world's lore.
Requirements
✧ 1-6 Players Per Thread
✧ 2,000 Words Per Person
Combined WC's do not need to be met by each individual but rather the group as a whole. So if one player is unable to meet the requirements of the event wc before the event's deadline, the other participants can compensate the remaining WC so as to not lose the work put into the event.
Event Prompts
For
This is a list of prompts for characters who would be in favour of the build of the Church in Newdale, or at least willing to work for those who are in favour of it.
✧ Protesting for the build. Can be peaceful or perhaps get a little violent. (Suitable Locations: Newdale, Engloria, Otenshire)
✧ Protect the shipments of building materials coming to Newdale. (Suitable Locations: Newdale, Mackemm Village, Hoptus Forest, Lyndon Port )
✧ Gather materials for the Church's construction. (Suitable Location: Newdale, Hoptus Forest, Mackemm Village)
✧ Provide food and refreshments for the workers and protestors. (Suitable Locations: Newdale, Engloria, Otenshire)
Against
This is a list of prompts for characters who would be against the build of the Church in Newdale, or at least willing to work for those who are against it.
✧ Protesting against the build. Can be peaceful or perhaps get a little violent. (Suitable Locations: Newdale, Engloria, Otenshire)
✧ Sabotage the shipments of building materials coming to Newdale. (Suitable Locations: Newdale, Mackemm Village, Hoptus Forest, Lyndon Port. )
✧ Go around and collect signatures in order to submit a complaint to the Eldritch authorities i.e. The Monarchs of Sin. (Suitable Locations: Anywhere on the mainland of Mirinah)
✧ Gather ingredients to prepare a witch's curse to cast upon the church should it be made. (Must include a Witch PC or NPC) (Suitable Locations: Anywhere on the mainland of Mirinah)
How to sign up/turn in special/event quests
To sign up and turn in event quests, just use the normal quest sign up and quest turn in threads. When signing up or turning in please be sure to use the templates labelled 'Special Quest' include the Event name 'HOLY NEWDALE'.
Rewards
✧ 500 EXP Per Person
✧ 350 REP Per Person
✧ 7,500 VylderGold Per Person
Please note that ALL boosts, bonuses, SP, or Alignment benefits do no apply. You will ONLY receive the rewards above.
NOTE FROM THE ADMINS
We thank you in advance for participating in this event, this is really important to us because it's our first attempt at an event here on Vyldermire. As such this is sort of a test run for bigger and heavier events that we have planned for the future, things may change throughout the duration of the event should things not function effectively. That being said, we look forward to seeing the stories you create and we hope you have fun!
Re: Vyldermire RPG

MOONDANCE FESTIVAL
Vyldermire RPG Special Summer Event
Vyldermire is a mystical and curious place, where fantastic beasts roam the land and there are a number of wonders that go unexplained throughout its magical landscape. One particular phenomenon occurs on a single day in summer, when the moon is at its most powerful and it can be felt by all throughout the land.
The tides pull way back into the ocean, exposing the shore for miles on end. As such for many hundreds of years, it has become tradition to perform a ceremony to summon the waves back to the land. This summer event is known under several names; the annual lunar catastrophe, day of the tide thief, the great lunar tragedy, but most commonly it is referred to as the Moondance.
Only so much is known about this majestic night, but what the races of Vyldermire do know is that it is linked to the moon and the world's leylines. One common incident is the sighting of a double moon, which happens most frequently during the Moondance festival, however, it is a rare occurrence but one to look out for. (Note: Please do not include a double moon sighting in your thread, staff will announce if a double moon has appeared during this event as it proceeds to depend on threads involving Jen's characters.) For believers in the Moon Goddess, it is also considered her day of worship, a night where many will offer thanks to Selene, asking for her to shine her blessed light upon them.
Requirements
✧ 1-6 Players Per Thread
✧ 3,500 Words Per Person
Combined WC's do not need to be met by each individual but rather the group as a whole. So if one player is unable to meet the requirements of the event wc before the event's deadline, the other participants can compensate the remaining WC so as to not lose the work put into the event.
Special Event Quests
Below is a series of special traditions that players can use for their participation in the events. You can either do this SOLO or in a GROUP up to 6 characters. When writing threads as always please do not use any NPCs of high-lore calibre i.e. royalty, nobility, members of specific factions etc. Once you have completed your event quests and fulfilled the word count requirements you will be required to include a summary of the events of your thread so that we can review this event and see how it might affect our world's lore.
The Moondance festival is generally celebrated in various ways; some races have more specific traditions that can be included in your threads. Please check under each section to see which traditions are available to your characters;
HUMAN & ANTHROS TRADITIONS
(These traditions can be done by all races)
Centuries ago, when humans first bore witness to the great lunar tragedy, they saw it as a day to be feared. Thinking they were being punished, they began to perform a ceremony in hopes that it would appease the gods and return to tide to them. As such it has become a tradition on this night to head to the shoreline and give thanks to the moon and the world around them. They would bear one's skin to the night and paint symbolic patterns on our bodies to show devotions. Creating great offerings to the sea, moon and land, before dancing all night long to entertain the angry deities and ease their wrath.
As time has gone on these traditions have mutated into what would eventually be a yearly celebration, a time that they would come to enjoy. Dressing in skin bearing cloth, (now most commonly known as swimwear), it has become more of a beach party / festival. With live music performed across the shoreline, body painting, and indulging in mounds of regional gourmet seafood delights. Some even light lanterns as offerings to the moon, setting them ablaze and releasing them into the sky. It is now a night of jubilation, and a custom enjoyed by all races.
Members of the Eldritch race do not generally give thanks to the moon or partake in the spiritual aspect of the festivities. For the most part, they will tag along and enjoy the party elements of the festival.
Locations
Avalon Island
The beautiful ring of bright white sands around the islands have expanded for miles. DJs pumping out catchy tunes from giant speakers dot the beach and it's common for colorful lights and lanterns to be strung everywhere, turning the sands rainbow and ethereal. Expensive food and booze can be found everywhere, though it certainly isn't free. It can also get quite crowded due to the tourist population, but giant beach parties should be packed with people to mix with anyway! It's a night that only the reserved will remember.
Lyndon Port
Since the oceans have receded, most of the boats are gone except for the ones left for the parties. Three giant du Villanel ships constructed of rich woods and shiny metals remain beached at the docks, hosting live bands and plenty of space for dancing and celebrating. The docks themselves are lined with countless vendor stalls, selling everything you can think of for slightly discounted prices, including but not limited to gourmet foods, snacks, alcohol, and Moondance memorabilia.
Miriad
A festive parade with moon-themed floats made of countless flowers descend the widest path down the cliffside to the silvery exposed sands, inviting everyone in attendance to either watch or get involved. Their spin on the Moon Goddess envisions her as a lunar rabbit, so it is a chance for Lapins to shine in ritualistic dances clad in expensive fabrics like white satin and silk and a time to pray for good luck and good health. There are many large grill pits dug into the sands for exotic dishes, and many believe spending the time in the silver sands, whether eating or dancing, has healing properties.
Sinhaven
Fitting with the theme of the gothic city that never sleeps, the black sands of Sinhaven glitter like obsidian in the light of giant bonfires of various colors, dotted with small black pools of trapped ocean water filled with fish normally hiding on the ocean bed. Those who don't fancy spilling their blood at the altars and venturing into the hidden dungeons can join hedonistic parties full of dancing and Eldritch delights like blood pudding and grilled fish caught in the pool-fishing contests.
GAIYAN TRADITIONS
(These traditions are specific to GAIYAN characters only.)
For Gaiyans, tonight is not actually about the Moondance, but is actually known as the Lunar Cleansing. As the phenomenon of the water pulling back from the shore allows the leylines to be replenished by the earth's waters. Gaiyans essentially take this as an opportunity to reconnect to the world they come from. They will meditate in Fleuve'ir's River Plane to renew their natural connections and celebrate fresh growth.
Gaiyans must go to the known leylines of Mirinah and lay themselves across the leyline, allowing their magic to flow into the earth and in turn the magic to flow back into them. As they enter their spiritual trance, the earth appears to come alive around them. In their minds they will be transported to a spiritual dimension. Able to travel in this astral plane and unite with other Gaiyans from all over the world. Meanwhile, around their bodies, the world will be fueled with life, trees will sprout from the ground, flowers will bloom in mass, and a sense of new life will form around them. As they wake from their deep meditative state, their bodies are usually partially covered by branches, flowers, earth, or sand from the process of reconnecting with the earth.
Locations
Ilyanor
Hoptus Forest
Dionalor Plains
Consistent across all Gaiyan gathering spots, wooden poles are planted into the sands for miles, strung with colored ribbons and decorated with little hanging bowls of water with Moonflowers floating in them. Ribbons are likewise commonly tied between the wrists of nearby worshippers, a symbol of their spiritual tie. Gatherers on the warm beaches will see colorful blankets laid out all along the freshly exposed sands to sit on and meditate. The rapid recession of water gives way to healthy seaweed and special seashrooms only available on the day of the Lunar Cleansing. The seaweed is a festive delicacy when dried over magic flame and enhanced with the raw seashroom meat. The snack provides a calming effect to those having trouble meditating.
Fleuve'ir's River Plane - Gaiyans who go into the spiritual trance will have their minds teleported to a communal consciousness space, where attendees still look like their usual form and feel quite solid to the touch but not physically be there. The terrain is a heavenly expanse made of sunlight and puffy white clouds overhead, while the ground is predominantly a sparkling, crystal clear river about ankle deep filled with smooth rocks of all colors and sizes. In this plane, it is common to stay meditative and bask in the beauty of nature and Fleuve'ir's blessings, feeling magic renew all around and within, but it is also used as a time for joyous communion between members of the race.
ELDRITCH TRADITION
(To partake in this tradition, one must either be a pure Eldritch or be accompanied by a pure Eldritch)
The pulling back of the waters opens up a lot of unreachable territories, deep into the coastline one can find pools of excess energy. These energy pools can be used to summon altars with the offering of a few drops of Eldritch blood. These altar's consist of entryways into Dungeons that will only be present during the Moondance festival. These dungeons can be raided for what is believed to be a powerful relic, however, to enter one is incredibly dangerous as there are monsters unknown in the depths of these underwater caverns.
Inside the dungeons
Once someone steps into the dungeon, they will find themselves in a giant cave, an underwater cavern with a strong aroma of saltwater and death. The only source of light in the cavern what appears to be glowing fungi that radiates it own light, emanating a soft blue-ish glow throughout the darkness. To find the treasure they seek, these scavengers will have to push through the murky caves, where horrible beasties lie in wait for them - hoping to make them their next meal.
- Dungeon Monsters:
Nightstriker
These hideous creatures are the first that you'll likely run into during your dungeon scavenging. They are extremely vicious and agile, roughly a metre tall and two metres long. They crawl towards you on their human-esque limbs, grabbing at you aggressively. Nightstrikers will hunt by ganging up on an individual target, attempting to kill their prey by pulling it apart before they can devour it. They can also bite down quite hard should they get the chance, their bites however are not poisonous and can be dislodged using a very specific technique. If they managed to chomp down on you, pulling back aggressively on one of its many fingers will quickly cause the beast to let go.
Nightstrikers attacks deal 75 DMG and they require 200 DMG to kill.
A minimum of three will spawn at a time.
Oscura
As you venture deeper into the dungeon, you will notice large puddles of water throughout its murky underwater caverns. Beware of these puddles, for within lies the Oscura, a terrifying beast with monstrous fangs, powerful tentacles and several mouths to chomp you with. Because of the Oscura's mutated form, it has several mouths where its eyes should be, as such it is blind and has incredibly good hearing. One can avoid its attacks by being extremely quiet but even the slightest movement will likely alert it to your presence, causing it to whip and grab at you with its tendrils, attempting to pull you in and eat you swiftly. Oscuras cannot move from the puddle they reside in, and their tendrils can reach up to a length of four metres.
Oscura's attacks deal 175 DMG and they require 250 DMG to kill.
Only one Oscura will spawn at a time.
Angilapede
As you reach the end of the dungeon, there is no clear treasure - only a mass of water with a shining light within its depths. to get the treasure you seek, the only choice is to swim into the waters where you will face the guardian of these particular underwater lairs. The Angilapede is a ginormous beast, equal to that of a Legendary creature, this beast cannot be killed by anyone under Elite rank. Your task isn't to fight the creature, but to outswim it. Because of its size, it is not an especially fast creature, but its attacks are deadly - if it hits you, you will die. Avoid its attacks, and swim true. The water is deep and the further down you go the harder it is to see, the Angilapede's light proving to be the only source of light in the murky darkness. As you reach the bottom of the dwelling, you will find abandoned ships and vessels with air pockets that you can swim into to catch your breath. But down linger as should the Angilapede catch up it will crush these vessels along with you in it. In one of these abandon wreckages, you will find the Dungeon's treasure and can escape the hellhole with a second offering of Eldritch blood. Should you do these, you will be thrust back out of the domain, in front of the altar you went into, which will crumble before you into a pile of rubble.
No stats.
Only one Angilapede will spawn at a time.
Locations
Avalon Islands
Altars here are spaced rather far apart, but glow a deep ocean blue. They almost look like little pools of water.
Viridia Overlook
Magical currents of wind have been summoned to safely transport visitors from the tops of the Viridia Overlook's cliffs down to the sands below. The energy pool altars here amongst the tan, rocky sands glow dark green and are easily seen.
Deathrock Wharf
Altars here bubble and glow black, starting out with a fair amount of spacing but packing in closer together the closer to the Obsidian Isles they get.
Sinhaven
Adding to the already dangerous and edgy feel, these altars are evenly spaced and glow a moody sanguine, like the blood they crave.
How to sign up/turn in special/event quests
To sign up and turn in event quests, just use the normal quest sign up and quest turn in threads. When signing up or turning in please be sure to use the templates labelled 'Special Quest' include the Event name 'MOONDANCE FESTIVAL'.
Rewards
✧ 800 EXP Per Person
✧ 550 REP Per Person
✧ 10,000 VylderGold Per Person
~~~
ELDRITCH TRADITION ONLY ::
1x Third Tier Weapon / Armour - When submitting for approval this item MUST have been discovered in this dungeon and be related to one of the following themes; Ocean, Water, Moon or Darkness. This item can be upgraded in the shops to increase it's rank by paying the difference for the tier of item.
Please note that ALL boosts, bonuses, SP, or Alignment benefits do no apply. You will ONLY receive the rewards above.
Deadline
28th of January 11:59pm EST.
✧ 800 EXP Per Person
✧ 550 REP Per Person
✧ 10,000 VylderGold Per Person
~~~
ELDRITCH TRADITION ONLY ::
1x Third Tier Weapon / Armour - When submitting for approval this item MUST have been discovered in this dungeon and be related to one of the following themes; Ocean, Water, Moon or Darkness. This item can be upgraded in the shops to increase it's rank by paying the difference for the tier of item.
Please note that ALL boosts, bonuses, SP, or Alignment benefits do no apply. You will ONLY receive the rewards above.
Deadline
28th of January 11:59pm EST.
Re: Vyldermire RPG
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