Ruyn: The Winds of Fate

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Browse All » 41 Settings to roleplay in

Ruins of Bael-jar

Ruins of Bael-jar by RolePlayGateway

It is said that herein these ruins, and others across the globe lies the hope and fate of civilization as we know it.

West Wing Library

West Wing Library by RolePlayGateway

One of the Academy's two libraries.

Fort Nuoro

Fort Nuoro by RolePlayGateway

The Imperial Army is stationed here.

Sewers

Sewers by RolePlayGateway

A network of tunnels and waterways under the Imperial City.

World of Ruyn

World of Ruyn by Sylwyn

Welcome to the World of Ruyn.

Imperial City

Imperial City by RolePlayGateway

Capitol of the Zamil Empire.

Arielis

Arielis by RolePlayGateway

The Arielis Hotel.

Imperial Gardens

Imperial Gardens by RolePlayGateway

The Imperial Gardens.

The Marketplace

The Marketplace by RolePlayGateway

The hub for all trade in the city.

Imperial Council Hall

Imperial Council Hall by RolePlayGateway

The Council Hall.

Crystal Temple

Crystal Temple by RolePlayGateway

A place of worship.

Academy for the Arcane Arts

Academy for the Arcane Arts by RolePlayGateway

Only the most talented magic-users are accepted.

Gooseneck

Gooseneck by RolePlayGateway

Gooseneck is a small, rural town outside of the Imperial City.

Gooseneck Tavern

Gooseneck Tavern by RolePlayGateway

The least happening place this side of Zamil.

Grimm's Books

Grimm's Books by RolePlayGateway

A bookshop. Not much else to be said here.

Old Forest Road

Old Forest Road by RolePlayGateway

The northern road leading out of the Imperial City.

Purlieu

Purlieu by RolePlayGateway

Residential District.

Accursed Inn

Accursed Inn by RolePlayGateway

The inn has been boarded up until further notice.

Merchant's Way

Merchant's Way by RolePlayGateway

The eastern road out of the city.

Merchant's Lodge

Merchant's Lodge by RolePlayGateway

The halfway point between the city and ports leading out of Zamil.

Pools of Sorrow

Pools of Sorrow by RolePlayGateway

The only danger you will face... is that of succumbing to the madness of a mortal mind.

Atel??ntian Isles

Atel??ntian Isles by RolePlayGateway

*Atelæntian Isles* The general knowledge of time on the island depends, curiously enough, on the direction of the wind.

Emerald Road

Emerald Road by RolePlayGateway

The Emerald Road leads to the underground land of Thaya, realm of the Dwarves.

Thaya Outpost

Thaya Outpost by RolePlayGateway

The Thaya Outpost, a military/trading post between Thaya and the Imperial City.

Thaya

Thaya by RolePlayGateway

The entrance to Thaya lies within the Ruins of Thaya.

Borough

Borough by RolePlayGateway

Residential District.

Rectory

Rectory by RolePlayGateway

The rectory, home to the laity and clergymen of the temple.

Ruins of Thaya

Ruins of Thaya by RolePlayGateway

The entrance to Thaya is protected by the ruins of this ancient city.

Port Arn

Port Arn by RolePlayGateway

The largest port city for foreign travel and trade in all of Zamil.

The Docks

The Docks by RolePlayGateway

The docks at Port Arn.

Arisha

Arisha by RolePlayGateway

The silver sea, home to all forms of aquatic life, separates Zamil and the High Elf kingdom, Daemus.

Ellysathem

Ellysathem by RolePlayGateway

The hidden realm of the Ka'ua

Warehouse

Warehouse by RolePlayGateway

A musty building on the outskirts of the Marketplace.

Embassy

Embassy by RolePlayGateway

The Imperial Embassy, located northeast of Port Arn.

The Crimson Blade

The Crimson Blade by RolePlayGateway

The civil sword shall and must be red and bloody.

Road of Mirrors

Road of Mirrors by RolePlayGateway

The west road out of the Imperial City leads through the My'Bael mountains.

Gorgon's Pass

Gorgon's Pass by RolePlayGateway

Gorgon's Pass lies between the My'Bael mountains.

Imperial Prison

Imperial Prison by RolePlayGateway

Imperial Prison.

Cell Block Three

Cell Block Three by RolePlayGateway

The ward for low-profile magic users.

Eytherghymn

Eytherghymn by RolePlayGateway

It's a forest.

Blood Fang Caves

Blood Fang Caves by RolePlayGateway

The only good Orc is a dead one.

The Story So Far... Write a Post » as written by 10 authors

Setting

Characters Present

Character Portrait: Felix "Phoenix" Rook Character Portrait: Alexandria Lanneth

0.00 INK

Felix paid attention to the what the Archmage had to say... at first. Looking at the sundial, he estimated that it might have had something to do with the temporal disturbance in the area. The pyromancer tried his hand at examining the thing as best he could, missing a large amount of vital information in the process while his attention was diverted. It was only when Belmont's name was mentioned that made him listen up. He'd heard quite a bit about the Chronomages, but mostly just in whispered rumours, and on one occasion smuggling out a book from the library from the restricted section that mentioned them a few times. Would they actually have to fight this guy? Even with the advantage of numbers, would it even the odds against a formidable opponent? Hopefully it wouldn't come to that. Maybe they'd just find the... Wait, what were they looking for again?

Alexandria had listened to Tess, and immediately saw a problem with their mission; they were looking for a book that was enchanted to mislead people who purposefully looked for it. However, she suddenly saw the confused look on Felix's face once the briefing was over, and a plan of her own began to form.

"Felix, you're the only one who can do this." the elf said to her friend out of the blue.

"Wait, me? Why me?" Felix asked.

"Because the item we're looking for is... uh..." Actually, that question was a pretty good one. Why need him specifically to find the book? "Because it can only be sensed by powerful fire magic users. You're the only pyromancer around here!" she finished. It managed to not only convince him, but appeal to his sense of heroism, and without any further input necessary from the healer, Felix mustered the rest of the group to fall behind him. Luckily he didn't ask where to start looking, because that was a question that most likely couldn't be answered by anyone present.

"I'll explain this to you on the way, shall I?" Alexandria said to Tess as the two of them followed the wizardly procession.

The setting changes from Gooseneck to Pools of Sorrow

Setting

Characters Present

Character Portrait: Zabu Servatius

0.00 INK

#, as written by Sylwyn
The momentum of Zabu's efforts propelled him further downstream toward a black, yawning cavern, the screeches of hagfish resounding all around him, their thin, slippery bodies caressing his fur with the promise of agony as they closed in for a kill. The Rith'na could see nothing above or below him, but felt his body scraping across jagged rock, his feet occasionally touching down on a gravelly bottom. The sound of rushing water steadily increased, and he detected the faint, fishy odor of seaweed and brine tinging his nostrils. Soon, he felt cold, salty liquid gushing over his shoulders and past his ears until he could barely keep his head above the surface. At long last, the screeching began to die down, whether by the overwhelming noise, or, the eely creatures simply could not swim with the current. Just when the last whip-like tail snapped around one of his wrists and tried to take hold of his arm, he suddenly fell as if an invisible floor dropped beneath him, and another, stronger force met the current head-on, pushing him down.

Zabu's pulse pounded against his eardrums, his heart racing to pump oxygen into his bloodstream. Water began to fill his nose and mouth as he plummeted deeper into utter, abysmal darkness. A warm, fuzzy feeling began to settle over him as he sank, and his eyelids fluttered against the motion of the riptide until the saltwater burned and he had to force them shut. Phosphenes danced across his field of vision in random patterns of blotches and points of colorful lights, brighter and brighter until they blinded him in a flash of white, and a deafening silence stilled his throbbing eardrums.

Then, there was only darkness.

A ghastly, skeletal face with bulging eyes appeared before him, slick, crystallized tendrils of pale, stringy hair fanning out behind it. Thin, cracked lips broke into a crooked, toothy grin, and Zabu not so much heard as felt a presence probing his thoughts, a crone's voice, seeking entry into his mind

You have failed, like the rest, the thought-voice said.

<Look not into the eyes of the damned>

Face your demise, Key-bearer.

<Lest you lose your way>

The hag's mouth spread into a wicked grimace, and she cocked her head to one side. Laughter, icier than the unseen depths pervaded his thoughts, his very being, chilling him to the bone.

Your tale is over before it is begun.

The setting changes from Pools of Sorrow to Embassy

Setting

Characters Present

Character Portrait: Chancellor Calihal Character Portrait: Karem Altan

0.00 INK

The torches were very dim at this hour. Karem expected that the night guardsmen would refill them on their beats, but didn’t run into anyone as of yet. All the better. Once outside the captain’s office, he stopped. The heated debate had subsided, and he could not be sure that Cylas was still available. Karem was about to knock, but changed his mind. There would time to find out whatever details he needed to know before the conference officially began the next day.

Instead, the guardsman lowered his hand with a quiet sigh, turned on his heels, and headed towards where he remembered the Chancellor’s quarters to be. He was still unsure why the dark elf was there, as he had personally seen the guest list. There was one extra member in the elven party, and being his biased self, Karem was certain as to who that person might be. While the Embassy was always prepared for such unexpected events, the guardsman was less than pleased with the results.

Such thoughts brought back the less than pleasant memories of the dinner. The light fog of tiredness was temporarily shed as the primal caveman inside him growled. Slowly, but surely, his blood grew hotter.

If he hadn’t shown his bloody face – now those memories were brought forth.

Needless to say, by the time Karem reached Calihal’s ornate doors, he was ready to jump at the opportunity to unleash every bit of vengeful bitterness that his antagonist had unearthed. The reasoning being that he was first defending Sylwyn’s honor, and then his own. In truth, it was both in equal measure, but that was not the point at the moment. The caveman could not be contained any longer.

With all the force of the wind, Karem used the knocker twice, then the side of his fist to make his presence known to everyone behind the doors.

“Open the doors,” he ordered, looking at both the guards, who had stood at attention immediately upon his arrival.

The setting changes from Embassy to Gooseneck

Setting

Characters Present

Character Portrait: Felix "Phoenix" Rook Character Portrait: Alexandria Lanneth

0.00 INK

#, as written by Sylwyn
Felix, followed by Alexandria, Archmage Tess and two students from her class, strode through the town centre, their trek taking them past the sundial, Gooseneck's only popular landmark which cast no shadow under nightfall and the boundless cloud cover of slow-moving stratocumuli. Vertigris deposits formed a crust at the base of the sundial's gnomon, around the die cast symbols representing the hours and eight celestial signs of the zodiac in a nearly perfect annulus. Its most notable feature was a large, bright lemniscate cast sideways in the copper, forming a double loop into which dust and grit had settled.

Outside the town centre, where the rain had long since ceased falling, pockmarks speckling the dirt were nearly trampled flat by passing feet though mud particles still sloughed off dusty wagons and rain gutters onto the cobbles. The narrow streets wove complex patterns through the town, sometimes doubling back or leading to an entirely different network. However, near the end of one of several residential roads lined with nondescript shacks with small farms, the street split off onto a junction illuminated by an oil-burning lantern hung from a hook on the siding of a dilapidated brown house. At first, Felix saw nothing beyond the lamp's yellow-orange glow. Then, Tess motioned toward the right, starting to suggest they head that way, when she suddenly shifted her attention.

"Look!" she exclaimed in a loud whisper, pointing in the other direction as a darkly clad figure jogged across the gap and disappeared into a maze of houses on the next street over.

The setting changes from Gooseneck to Embassy

Setting

Characters Present

Character Portrait: Chancellor Calihal Character Portrait: Karem Altan

0.00 INK

#, as written by Sylwyn
"Sir," one of the guards started to extend a hand to bar his path before their eyes met, and the guard, incredulous, stammered, "It'-it's after hours. W-we're not supposed to let anyone in or--"

"Open the doors," the senior guardsman ordered, and the other man searched his gaze in a fleeting show of apprehension that suggested he both saw and understood the rage boiling beneath the surface of Karem's angry expression.

Something unspoken passed between them, from man to man. The guard could almost taste the blood in the air, but he nodded curtly, relaxing his stance and motioning for his comrade to follow suit.

"Shift changes in ten minutes," he responded with an understated, almost authoritative air, reminding him of the need to quickly wrap up his business.

Both guards gripped the round wrought iron handles on either side and swung the doors wide open.

Inside, the room was dark except for the faint, diffused light of the fully risen moons flickering between the curtains as they fluttered in the breeze coming in through the open double window. As Karem's eyes adjusted, finding discernible shapes among the hulking silhouettes throughout- an oak dresser, bookcase, nightstand and a mannequin wearing shimmering mithril- the stateroom appeared vacant, save a lone, motionless figure seated on the left side of the bed.

It is rumored that dark elves never sleep, that the dreamlessness in which they may achieve a still, quieted mind can only be described as euphoric. Branded hedonistic debauchers by the other races, the children of the night self-describe this as akin to that of reaching orgasm, the moment one reaches perfect bliss, before unveiling the world, in clarity, anew. Many have tried to attain this state of being and failed. The blue-skins, quick-tempered and boorish, were predictable more often than not, but it was only amid the silence which followed their transcendence that fear pierced the hearts of their foes, for it was then they were truly dangerous.

"Do come in," Titus answered coolly, without opening his eyes, not at first.

Then, Karem found himself staring into crimson hues glittering darkly back at him.

"But, pray, lest you violate the sanctity of my private space, leave your inimicality at the door."

Setting

Characters Present

Character Portrait: Chancellor Calihal Character Portrait: Karem Altan

0.00 INK

Karem nodded back as an understanding passed before them. He knew them to be good men and trusted them completely in this regard.

He stepped into the stateroom silently and looked around slowly as his eyes adjusted. The stillness and quiet moonlight made it seem empty, until his gaze fell upon the statue of a humanoid figure. The form held a meditative aura around it, one he recognized. Although he had assumed such a state himself, seeing Calihal like this made him think of the stories of Dark Elves going mad afterwards - exploding tempers, uncharacteristic mood swings, violent lashings. Karem would put none of these things past the Chancellor. His own boiling blood did not help.

Karem scowled at the first comment. His hackles rose at what he saw behind that bloodred gaze, but he stood his ground. Then the request. " But, pray, lest you violate the sanctity of my private space, leave your inimicality at the door." What an uncharacteristic thing to say . . .

"Too late for that. The violence has been done," said Karem calmly as he unsheathed his scimitar. "Time to settle it."

His voice was calm, but every muscle was ready for anything. This was the first time Karem had personally drawn a weapon for non simulation purposes before the Chancellor. The last time, he had simply allowed his archers to fire their warning shots. Calihal had asked for it in both circumstances, really.

Setting

Characters Present

Character Portrait: Chancellor Calihal Character Portrait: Karem Altan

0.00 INK

#, as written by Sylwyn
The air itself seemed to burn invisibly, fueled by the hatred between them, and it was with certainty there would be bloodshed before this exchange was over.

Still, Calihal responded only wth an air of distaste, like he had just sipped from a glass of fermented wine. "How typical. Blunder in to defend the woman in which you hope to stake your claim spilling your bastard seed...charming, really. Even a man of your station can do much better than a lecherous murderer," he emphasized the words, taking care to enunciate each syllable as if speaking to a child. "Oh! Do forgive my impudence. Did the lord's daughter leave out that tidbit when she lifted her skirts for you?"

The Chancellor rose, slowly, clasped hands falling to his sides, that Karem saw he looked unarmed, the loose, plunging neckline of his ruffled white blouse contrasting the dark contours of his chest in the gloom as he stood and spread his hands disarmingly, his gaze falling briefly to the blade in Karem's hand. "Never mind bothering a lowly guardsman as yourself with trivial details." He then locked eyes with Karem again, too, with blood in his eyes, a fury unmatched except by, perhaps, Karem's own, but his tone was dead calm. "Of course, you do realize the implications of actively drawing your weapon upon an Imperial Statesman, let alone on government property?"

Setting

Characters Present

Character Portrait: Chancellor Calihal Character Portrait: Karem Altan

0.00 INK

The slow burn within Karem's glare flared as he tried to find words to express his wrath, failed, and moved to raise his sword instead. He had not been raised to resort to bloodshed so quickly when faced with umbrage, but the situation warranted such action.

Calihal's outward calm only infuriated Karem further. Whatever foreplay the chancellor was playing at, he just wanted to get to the point. Karem had been essentially challenged to this fight, had he not? Or was Calihal truly such a unique mix of cocky and bastard that he had not realized what he was doing? In any case, weapon drawn, Karem was now committed.

With no warning other than the one he had already given, the guardsman flowed smoothly into an offensive stance and slashed his curved blade from Calihal's waist to the opposite shoulder. The high contrast between his skin and clothing made the target easy to see.

"Self defense," breathed Karem shortly, putting all his thunder into his movements. "You threatened the Embassy's senior guardsman, remember? Bad move."

The memory of the short but vehement words that had passed between Calihal and Sylywn earlier that day regarding accusations of murder flashed in his mind. Being too young to remember said events, Karem had no idea what to make of it, and knew only that the bitterness of losing a mate could make one willing to believe anything that would help alleviate some of the suffering. And also that loving another could make one equally biased. Not that this changed Karem's firm belief that the chancellor deserved to have each extremity sliced off and the life bleed out of him. Not at all.

Where Calihal preferred to throw words and shadows at him, Karem decided that the only way to settle this score was man to man. Whether or not it would end in fatality was not important now. In fact, he would prefer to have Calihal feel the pain and live with it. For now. He was ready for the fight and whatever fate it brought.

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Welcome home, Promethean. Here, you can manage your universe.

Arcs

Arcs are bundles of posts from any location, allowing you to easily capture sub-plots which might be spread out across multiple locations.

Quests

You can create Quests with various rewards, encouraging your players to engage with specific plot lines.

Add Setting » 41 Settings for your players to play in

Settings are the backdrop for the characters in your universe, giving meaning and context to their existence. By creating a number of well-written locations, you can organize your universe into areas and regions.

Navigation

While not required, locations can be organized onto a map. More information soon!

Ruins of Bael-jar

Ruins of Bael-jar by RolePlayGateway

It is said that herein these ruins, and others across the globe lies the hope and fate of civilization as we know it.

West Wing Library

West Wing Library by RolePlayGateway

One of the Academy's two libraries.

Fort Nuoro

Fort Nuoro by RolePlayGateway

The Imperial Army is stationed here.

Sewers

Sewers by RolePlayGateway

A network of tunnels and waterways under the Imperial City.

World of Ruyn

World of Ruyn by Sylwyn

Welcome to the World of Ruyn.

Imperial City

Imperial City by RolePlayGateway

Capitol of the Zamil Empire.

Arielis

Arielis by RolePlayGateway

The Arielis Hotel.

Imperial Gardens

Imperial Gardens by RolePlayGateway

The Imperial Gardens.

The Marketplace

The Marketplace by RolePlayGateway

The hub for all trade in the city.

Imperial Council Hall

Imperial Council Hall by RolePlayGateway

The Council Hall.

Crystal Temple

Crystal Temple by RolePlayGateway

A place of worship.

Academy for the Arcane Arts

Academy for the Arcane Arts by RolePlayGateway

Only the most talented magic-users are accepted.

Gooseneck

Gooseneck by RolePlayGateway

Gooseneck is a small, rural town outside of the Imperial City.

Gooseneck Tavern

Gooseneck Tavern by RolePlayGateway

The least happening place this side of Zamil.

Grimm's Books

Grimm's Books by RolePlayGateway

A bookshop. Not much else to be said here.

Old Forest Road

Old Forest Road by RolePlayGateway

The northern road leading out of the Imperial City.

Purlieu

Purlieu by RolePlayGateway

Residential District.

Accursed Inn

Accursed Inn by RolePlayGateway

The inn has been boarded up until further notice.

Merchant's Way

Merchant's Way by RolePlayGateway

The eastern road out of the city.

Merchant's Lodge

Merchant's Lodge by RolePlayGateway

The halfway point between the city and ports leading out of Zamil.

Pools of Sorrow

Pools of Sorrow by RolePlayGateway

The only danger you will face... is that of succumbing to the madness of a mortal mind.

Atel??ntian Isles

Atel??ntian Isles by RolePlayGateway

*Atelæntian Isles* The general knowledge of time on the island depends, curiously enough, on the direction of the wind.

Emerald Road

Emerald Road by RolePlayGateway

The Emerald Road leads to the underground land of Thaya, realm of the Dwarves.

Thaya Outpost

Thaya Outpost by RolePlayGateway

The Thaya Outpost, a military/trading post between Thaya and the Imperial City.

Thaya

Thaya by RolePlayGateway

The entrance to Thaya lies within the Ruins of Thaya.

Borough

Borough by RolePlayGateway

Residential District.

Rectory

Rectory by RolePlayGateway

The rectory, home to the laity and clergymen of the temple.

Ruins of Thaya

Ruins of Thaya by RolePlayGateway

The entrance to Thaya is protected by the ruins of this ancient city.

Port Arn

Port Arn by RolePlayGateway

The largest port city for foreign travel and trade in all of Zamil.

The Docks

The Docks by RolePlayGateway

The docks at Port Arn.

Arisha

Arisha by RolePlayGateway

The silver sea, home to all forms of aquatic life, separates Zamil and the High Elf kingdom, Daemus.

Ellysathem

Ellysathem by RolePlayGateway

The hidden realm of the Ka'ua

Warehouse

Warehouse by RolePlayGateway

A musty building on the outskirts of the Marketplace.

Embassy

Embassy by RolePlayGateway

The Imperial Embassy, located northeast of Port Arn.

The Crimson Blade

The Crimson Blade by RolePlayGateway

The civil sword shall and must be red and bloody.

Road of Mirrors

Road of Mirrors by RolePlayGateway

The west road out of the Imperial City leads through the My'Bael mountains.

Gorgon's Pass

Gorgon's Pass by RolePlayGateway

Gorgon's Pass lies between the My'Bael mountains.

Imperial Prison

Imperial Prison by RolePlayGateway

Imperial Prison.

Cell Block Three

Cell Block Three by RolePlayGateway

The ward for low-profile magic users.

Eytherghymn

Eytherghymn by RolePlayGateway

It's a forest.

Blood Fang Caves

Blood Fang Caves by RolePlayGateway

The only good Orc is a dead one.

Add Group » 0 Factions to align with

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Add Character » 34 Characters played by your community

Character Portrait: Br'nard Even'star
Character Portrait: Chancellor Calihal
Character Portrait: Sennex
Character Portrait: Eddie Clarke
Character Portrait: Karem Altan
Character Portrait: Satinka Mahdis
Character Portrait: Nostalgic Syndicate
Character Portrait: Harvest
Character Portrait: Taena Noctus
Character Portrait: Elderoth Drag'athan

Orphanage

By marking a character as abandoned, you can offer them to your players as pre-made character sheets.

Character Portrait: Sylwyn Aleanraheal
61 sightings Sylwyn Aleanraheal played by Sylwyn
Mystery has it's own mysteries, and there gods above gods. We have ours, they have theirs, and that is what's known as infinity.
Character Portrait: Fade of the Tyrnea Drenn
10 sightings Fade of the Tyrnea Drenn played by Sylwyn
It is not darkness, but our light, that most frightens us.
Character Portrait: Anael
6 sightings Anael played by Sylwyn
All God's angels come to us disguised.
Character Portrait: Pestifere Pia Pium
8 sightings Pestifere Pia Pium played by RPK
I was a Druid, but now I'm dead.
Character Portrait: General Aloysius
15 sightings General Aloysius played by Sylwyn
A sword is only as good as the man who wields it.
Character Portrait: Scribe Uthis
8 sightings Scribe Uthis played by Sylwyn
A wizard is never late, nor is he early. He arrives precisely when he means to.
Character Portrait: Treasurer Ferdirand
12 sightings Treasurer Ferdirand played by Sylwyn
"If it's wine 'n women ye want, ye've come to the right place. We've got plenty of whinin' women."
Character Portrait: Eight
14 sightings Eight played by Sylwyn
She that is taken and put into prison or chains is not conquered, though overcome; for she is still an enemy.
Character Portrait: Riklar Koldrim
2 sightings Riklar Koldrim played by Sylwyn
He hates High Elves.

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Use your INK to craft new artifacts in Ruyn: The Winds of Fate. Once created, Items cannot be changed, but they can be bought and sold in the marketplace.

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View All » Add Character » 34 Characters to follow in this universe

Character Portrait: Br'nard Even'star
Character Portrait: Chancellor Calihal
Character Portrait: Sennex
Character Portrait: Eddie Clarke
Character Portrait: Karem Altan
Character Portrait: Satinka Mahdis
Character Portrait: Nostalgic Syndicate
Character Portrait: Harvest
Character Portrait: Taena Noctus
Character Portrait: Elderoth Drag'athan

Newest

Character Portrait: Elderoth Drag'athan
Elderoth Drag'athan

"Family, Duty, Honour."

Character Portrait: Taena Noctus
Taena Noctus

"Men tend to find me exotic, and then get their dirty groping hands all over me.....until I chop them off"

Character Portrait: Nostalgic Syndicate
Nostalgic Syndicate

Logic is the beginning of wisdom, not the end

Character Portrait: Satinka Mahdis
Satinka Mahdis

A good word is an easy obligation. Not to speak ill requires only our silence, which costs us nothing.

Character Portrait: Karem Altan
Karem Altan

Never forget what a man says to you when he is angry.

Character Portrait: Eddie Clarke
Eddie Clarke

"Stand and Deliver!"

Character Portrait: Sennex
Sennex

Honor before glory.

Character Portrait: Chancellor Calihal
Chancellor Calihal

Three can keep a secret, if two of them are dead.

Character Portrait: Br'nard Even'star
Br'nard Even'star

"Last of a dyin' breed!"

Trending

Character Portrait: Eddie Clarke
Eddie Clarke

"Stand and Deliver!"

Character Portrait: Nostalgic Syndicate
Nostalgic Syndicate

Logic is the beginning of wisdom, not the end

Character Portrait: Sennex
Sennex

Honor before glory.

Character Portrait: Elderoth Drag'athan
Elderoth Drag'athan

"Family, Duty, Honour."

Character Portrait: Satinka Mahdis
Satinka Mahdis

A good word is an easy obligation. Not to speak ill requires only our silence, which costs us nothing.

Character Portrait: Br'nard Even'star
Br'nard Even'star

"Last of a dyin' breed!"

Character Portrait: Chancellor Calihal
Chancellor Calihal

Three can keep a secret, if two of them are dead.

Character Portrait: Taena Noctus
Taena Noctus

"Men tend to find me exotic, and then get their dirty groping hands all over me.....until I chop them off"

Character Portrait: Karem Altan
Karem Altan

Never forget what a man says to you when he is angry.

Most Followed

Character Portrait: Taena Noctus
Taena Noctus

"Men tend to find me exotic, and then get their dirty groping hands all over me.....until I chop them off"

Character Portrait: Sennex
Sennex

Honor before glory.

Character Portrait: Elderoth Drag'athan
Elderoth Drag'athan

"Family, Duty, Honour."

Character Portrait: Satinka Mahdis
Satinka Mahdis

A good word is an easy obligation. Not to speak ill requires only our silence, which costs us nothing.

Character Portrait: Nostalgic Syndicate
Nostalgic Syndicate

Logic is the beginning of wisdom, not the end

Character Portrait: Br'nard Even'star
Br'nard Even'star

"Last of a dyin' breed!"

Character Portrait: Karem Altan
Karem Altan

Never forget what a man says to you when he is angry.

Character Portrait: Chancellor Calihal
Chancellor Calihal

Three can keep a secret, if two of them are dead.

Character Portrait: Eddie Clarke
Eddie Clarke

"Stand and Deliver!"


View All » Places

Ruins of Bael-jar

Ruins of Bael-jar by RolePlayGateway

It is said that herein these ruins, and others across the globe lies the hope and fate of civilization as we know it.

West Wing Library

West Wing Library by RolePlayGateway

One of the Academy's two libraries.

Fort Nuoro

Fort Nuoro by RolePlayGateway

The Imperial Army is stationed here.

Sewers

Sewers by RolePlayGateway

A network of tunnels and waterways under the Imperial City.

World of Ruyn

World of Ruyn by Sylwyn

Welcome to the World of Ruyn.

Imperial City

Imperial City by RolePlayGateway

Capitol of the Zamil Empire.

Arielis

Arielis by RolePlayGateway

The Arielis Hotel.

Imperial Gardens

Imperial Gardens by RolePlayGateway

The Imperial Gardens.

The Marketplace

The Marketplace by RolePlayGateway

The hub for all trade in the city.

Imperial Council Hall

Imperial Council Hall by RolePlayGateway

The Council Hall.

Crystal Temple

Crystal Temple by RolePlayGateway

A place of worship.

Academy for the Arcane Arts

Academy for the Arcane Arts by RolePlayGateway

Only the most talented magic-users are accepted.

Gooseneck

Gooseneck by RolePlayGateway

Gooseneck is a small, rural town outside of the Imperial City.

Gooseneck Tavern

Gooseneck Tavern by RolePlayGateway

The least happening place this side of Zamil.

Grimm's Books

Grimm's Books by RolePlayGateway

A bookshop. Not much else to be said here.

Old Forest Road

Old Forest Road by RolePlayGateway

The northern road leading out of the Imperial City.

Purlieu

Purlieu by RolePlayGateway

Residential District.

Accursed Inn

Accursed Inn by RolePlayGateway

The inn has been boarded up until further notice.

Merchant's Way

Merchant's Way by RolePlayGateway

The eastern road out of the city.

Merchant's Lodge

Merchant's Lodge by RolePlayGateway

The halfway point between the city and ports leading out of Zamil.

Pools of Sorrow

Pools of Sorrow by RolePlayGateway

The only danger you will face... is that of succumbing to the madness of a mortal mind.

Atel??ntian Isles

Atel??ntian Isles by RolePlayGateway

*Atelæntian Isles* The general knowledge of time on the island depends, curiously enough, on the direction of the wind.

Emerald Road

Emerald Road by RolePlayGateway

The Emerald Road leads to the underground land of Thaya, realm of the Dwarves.

Thaya Outpost

Thaya Outpost by RolePlayGateway

The Thaya Outpost, a military/trading post between Thaya and the Imperial City.

Thaya

Thaya by RolePlayGateway

The entrance to Thaya lies within the Ruins of Thaya.

Borough

Borough by RolePlayGateway

Residential District.

Rectory

Rectory by RolePlayGateway

The rectory, home to the laity and clergymen of the temple.

Ruins of Thaya

Ruins of Thaya by RolePlayGateway

The entrance to Thaya is protected by the ruins of this ancient city.

Port Arn

Port Arn by RolePlayGateway

The largest port city for foreign travel and trade in all of Zamil.

The Docks

The Docks by RolePlayGateway

The docks at Port Arn.

Arisha

Arisha by RolePlayGateway

The silver sea, home to all forms of aquatic life, separates Zamil and the High Elf kingdom, Daemus.

Ellysathem

Ellysathem by RolePlayGateway

The hidden realm of the Ka'ua

Warehouse

Warehouse by RolePlayGateway

A musty building on the outskirts of the Marketplace.

Embassy

Embassy by RolePlayGateway

The Imperial Embassy, located northeast of Port Arn.

The Crimson Blade

The Crimson Blade by RolePlayGateway

The civil sword shall and must be red and bloody.

Road of Mirrors

Road of Mirrors by RolePlayGateway

The west road out of the Imperial City leads through the My'Bael mountains.

Gorgon's Pass

Gorgon's Pass by RolePlayGateway

Gorgon's Pass lies between the My'Bael mountains.

Imperial Prison

Imperial Prison by RolePlayGateway

Imperial Prison.

Cell Block Three

Cell Block Three by RolePlayGateway

The ward for low-profile magic users.

Eytherghymn

Eytherghymn by RolePlayGateway

It's a forest.

Blood Fang Caves

Blood Fang Caves by RolePlayGateway

The only good Orc is a dead one.

Embassy

Port Arn Embassy Owner: RolePlayGateway

The Imperial Embassy, located northeast of Port Arn.

Gooseneck

Gooseneck Owner: RolePlayGateway

Gooseneck is a small, rural town outside of the Imperial City.

Pools of Sorrow

Sewers Pools of Sorrow Owner: RolePlayGateway

The only danger you will face... is that of succumbing to the madness of a mortal mind.

Arisha

Arisha Owner: RolePlayGateway

The silver sea, home to all forms of aquatic life, separates Zamil and the High Elf kingdom, Daemus.

Ruins of Bael-jar

It is said that herein these ruins, and others across the globe lies the hope and fate of civilization as we know it.

Blood Fang Caves

Eytherghymn Blood Fang Caves Owner: RolePlayGateway

The only good Orc is a dead one.

Old Forest Road

Old Forest Road Owner: RolePlayGateway

The northern road leading out of the Imperial City.

Academy for the Arcane Arts

Only the most talented magic-users are accepted.

Grimm's Books

Gooseneck Grimm's Books Owner: RolePlayGateway

A bookshop. Not much else to be said here.

Sewers

Imperial City Sewers Owner: RolePlayGateway

A network of tunnels and waterways under the Imperial City.

Imperial City

Imperial City Owner: RolePlayGateway

Capitol of the Zamil Empire.

Warehouse

The Marketplace Warehouse Owner: RolePlayGateway

A musty building on the outskirts of the Marketplace.

Borough

Imperial City Borough Owner: RolePlayGateway

Residential District.

Purlieu

Imperial City Purlieu Owner: RolePlayGateway

Residential District.

Gooseneck Tavern

Gooseneck Gooseneck Tavern Owner: RolePlayGateway

The least happening place this side of Zamil.

Merchant's Way

Merchant's Way Owner: RolePlayGateway

The eastern road out of the city.

Merchant's Lodge

Merchant's Way Merchant's Lodge Owner: RolePlayGateway

The halfway point between the city and ports leading out of Zamil.

Arielis

Imperial City Arielis Owner: RolePlayGateway

The Arielis Hotel.

Rectory

Crystal Temple Rectory Owner: RolePlayGateway

The rectory, home to the laity and clergymen of the temple.

Port Arn

Port Arn Owner: RolePlayGateway

The largest port city for foreign travel and trade in all of Zamil.

Accursed Inn

Old Forest Road Accursed Inn Owner: RolePlayGateway

The inn has been boarded up until further notice.

West Wing Library

One of the Academy's two libraries.

Cell Block Three

The ward for low-profile magic users.

The Crimson Blade

Imperial City The Crimson Blade Owner: RolePlayGateway

The civil sword shall and must be red and bloody.

The Docks

Port Arn The Docks Owner: RolePlayGateway

The docks at Port Arn.

Emerald Road

Emerald Road Owner: RolePlayGateway

The Emerald Road leads to the underground land of Thaya, realm of the Dwarves.

Thaya Outpost

Emerald Road Thaya Outpost Owner: RolePlayGateway

The Thaya Outpost, a military/trading post between Thaya and the Imperial City.

The Marketplace

Imperial City The Marketplace Owner: RolePlayGateway

The hub for all trade in the city.

Ellysathem

Ellysathem Owner: RolePlayGateway

The hidden realm of the Ka'ua

Fort Nuoro

Gooseneck Fort Nuoro Owner: RolePlayGateway

The Imperial Army is stationed here.

Thaya

Thaya Owner: RolePlayGateway

The entrance to Thaya lies within the Ruins of Thaya.

Road of Mirrors

Road of Mirrors Owner: RolePlayGateway

The west road out of the Imperial City leads through the My'Bael mountains.

Ruins of Thaya

Thaya Ruins of Thaya Owner: RolePlayGateway

The entrance to Thaya is protected by the ruins of this ancient city.

Atel??ntian Isles

Arisha Atel??ntian Isles Owner: RolePlayGateway

*Atelæntian Isles* The general knowledge of time on the island depends, curiously enough, on the direction of the wind.

Gorgon's Pass

Road of Mirrors Gorgon's Pass Owner: RolePlayGateway

Gorgon's Pass lies between the My'Bael mountains.

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