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Eryndalis
[edit]Eryndalis is a vast and diverse world where magic is bound by mechanical, sigil-based equations. Here, mages, engineers, and scholars manipulate the flow of magical energy using deep understanding of runes, sigils, and arcane formulas. The world is home to both human civilizations and countless fantastical creatures, often classified as anomalies by scholars and adventurers.
Continents
[edit]Eryndalis is divided into 8 major continents, each with distinct cultures, climates, and magical traditions.
1. Theryndor – northern continent, known for icy peaks and magical academies.
2. Valtheris – central plains, political hub of empires and kingdoms.
3. Kryndal – industrialized continent, home to mechanists and rune-smiths.
4. Sylvraen – lush forests, wild magic, and ancient sigil ruins.
5. Obryth – desert lands, nomadic tribes, and hidden oases with arcane secrets.
6. Eryndralis – island-dense continent, strong naval kingdoms, trading ports.
7. Veythril – mountains and volcanic regions; hotbeds of elemental magic experimentation.
8. Nocthyr – shadowed lands; mysterious, dangerous anomalies and rogue mages.
Empires
[edit]Three dominant empires hold significant sway over global politics and trade.
1. Empire of Theryndor – northern power, military might, and arcane academies.
2. Veythril Dominion – volcanic region; excels in mechanical-magic technology.
3. Caltheris Concord – southern trade empire; renowned for diplomacy and magical artifacts.
Kingdoms
[edit]Thirteen sovereign kingdoms exist outside the empires, each with unique culture and magical specialties. Some are tributaries or allied to the empires, others fiercely independent. Among the thirteen kingdoms, 5-5 each (10 independent kingdoms) have created 2 federations to help one another, each federation is massive in the scale of dominance, rivaling the empires. While the remaining 3 are massively dominated by the empires, even calling them vassal states would be an understatement.
Federations
[edit]Two massive federations rival the empires in scale and influence, combining multiple kingdoms under centralized governance.
1. Nexaris Federation – democratic federation of maritime kingdoms; strong in magical research and exploration.
2. Oblivryn Alliance – militarized federation; known for elite mage-soldiers and anomaly control.
Global Notes:
[edit]Magic and Technology: Every region has unique approaches to mechanical-magic integration. Some continents prioritize research, others tactical application.
Anomalies & Creatures: Fantasy creatures exist everywhere; they are often cataloged by scholars as anomalies.
Political Tension: Empires, kingdoms, and federations constantly vie for resources, magical knowledge, and dominance.