Syndesia
Syndesia, the cradle of human civilization, is a medium sized planet, boasting the largest environmental variety of the whole Elysium Ring. While the lack of Elysium’s primal energy makes its vegetation not as lush as that of Arboreus, it is still a fertile and resource-rich world, providing favorable conditions for the development of the human race and its ambitions.
On Syndesia, humans are always busy harvesting wood and stone to build their homes and castles, and mining different metals to craft their mighty weapons and armors. Coal and oil are also common, and much cherished by humans as fuel for their industries and their technological devices – a kind of knowledge rejected by Wildfolk and Demons alike. On top of that, cultivations and pastures are widespread, leading to a level of environmental exploitation which sadly knows no match as well.
As always in the universe of Fractured, such an abundance of resources is not equally spread throughout the planet. Some regions are overall richer, others poorer, and even in the ones most sought-after some resources are hard to come by, which stimulates inter-planetary commerce to a great deal.
After the Fracture, two of the Six Gods decided to watch over Syndesia: Iridia, goddess of fortune and mother of all humans, and Galvanos, god of knowledge and keeper of the nine paths of magic, who always showed a great appreciation for the human persistence and fascination with progress.
Syndesia is designed for those looking for a balance between PvE and PvP, strict rules to prevent senseless griefing, and a competitive environment ruled by opposing guilds and alliances.
The Human homeland is a world deprived of the primal energy that still exists on Arboreus, and can therefore be accessed by Good, Neutral and Evil players alike, without them receiving any buff or debuff. Moreover, it’s the easiest planet to travel to from other worlds – a feature that has turned it into the economic center of the Elysium System.
The degree of protection enjoyed by players on Syndesia is location-dependent, and varies according to the laws established by the guild in possession of each town and its surrounding territory. No hostile actions are permitted in Good-aligned towns besides during sieges, while protection outside of city walls depends on the efforts of the sovereign guild or alliance. This includes hiring player squads who hunt down and dispossess any player marked by a criminal flag such as Thief or Assassin as Sherifs. Starting towns can’t be conquered, are always Good-aligned, and their territories strictly patrolled.
Wildfolk on Syndesia cannot refill the powers they are granted on Arboreus. Other than that, they can stay on the Human planet as long as they like, finding shelter at any town that allows them in.
While the planet itself doesn’t force them out, Demons have a much harder time walking the lands of Syndesia. Away from the reach of Babilis, they not only lose their Demonic powers, but start leaking vital energy after a couple hours, which forces them to get back to their homeland. Eclipses are a notable exception, since Demons lose neither their powers nor their energy as long as Tartaros is casting its evil influence on the Human world.
Travel
Demons are penalized when entering Syndesia unless that is during an Eclipse.
Other races can travel to Syndesia freely.
Gallery
Locations
- Syndesia
- Aerhen →
- Bandit Encampment
- Booming Hills
- Coppery Range
- Crystal Elemental Laboratory
- Crystal Elemental Prison
- Dawn Island
- Fire Elemental Laboratory
- Fire Elemental Prison
- Goblin Camp
- Ice Elemental Laboratory
- Ice Elemental Prison
- Infested Graveyard
- Jotunn Citadel
- Jotunn Mountains
- Jotunn Outpost
- Jotunn Village
- Mount Ember
- Raider’s Den
- Red Reef
- Ruined Fortress
- Ruined Watchtower
- Storm Elemental Laboratory
- Storm Elemental Prison
- Storm Islands
- Whistling Peak
- Myr →
- Climbing Woods
- Creeping Woods
- Crown Mountains
- Dancing Meadows
- Dusk Valley
- Eastern Village
- Goblin Hills
- Golden Teeth
- Great Myr Shield
- Heartwood
- Marching Hills
- Myr Grasslands
- Northguard Mountains
- Oakwood Forest
- Pastures of Elysium
- Shores of Arlow
- Silent Plains
- Sleeping Forest
- Slithering Moors
- Southern Hills
- Southguard Mountains
- Spine of Tyros
- Starleaf Dale
- Sunset Peaks
- Vale of Shadows
- Western Village
- Whispering Woods
- White Plains
- Syn_C3 →
- No zones
Creatures
- CR 1 Monsters → Deer · Fox · Moose Bull · Moose Cow · Rabbit · Stag
- CR 3 Monsters → Black Bear · Goblin Archer · Goblin Cutthroat · Goblin Enforcer · Goblin Medic · Goblin Shadowdancer · Goblin Trapper · Skeleton · Trained Wolf · Zombie
- CR 4 Monsters → Bandit Agitator · Bandit Marauder · Bandit Marksman · Bandit Ruffian · Bandit Spellsword · Bandit Thug · Brown Bear · Crazy Aeromancer · Crazy Cryomancer · Crazy Pyromancer · Crystal Primeling · Fire Primeling · Gale Wisp · Goblin Death Shaman · Goblin Fire Shaman · Goblin Frost Shaman · Goblin Storm Shaman · Goblin Warchief · Ice Primeling · Lava Lizard · Skeletal Archer · Skeletal Knight · Skeletal Mage · Skeletal Priest · Skeletal Warrior · Storm Primeling · Warg · Wolf Spider
- CR 5 Monsters → Archmage Outcast · Bandit Leader · Battle Warg · Crystal Elemental · Fire Elemental · Forge Snapper · Ghoul · Greater Gale Wisp · Ice Elemental · Mountain Troll · Polar Bear · Sea Troll · Storm Elemental · Vampiric Spider
- CR 6 Monsters → Crawling Horror · Dread Wolf · Elder Arctic Wolf · Elder Mountain Troll · Elder Sea Troll · Greater Crystal Elemental · Greater Fire Elemental · Greater Ice Elemental · Greater Storm Elemental · Mammoth Bull · Mammoth Cow
- CR 7 Monsters → Felghoul · Jotunn Berserker · Jotunn Cleric · Jotunn Huntress · Jotunn Sorceress · Jotunn Warrior
- CR 8 Monsters → Jotunn Stormborn
- Chain Pull Monsters, CR 2 Monsters → Spiderling · Wolf
- Chain Pull Monsters, CR 3 Monsters → Black Widow Hatchling
- Chain Pull Monsters, CR 4 Monsters → Arctic Wolf · Black Widow · Direwolf · Giant Spider
- Chain Pull Monsters, CR 8 Monsters → Spider Lich
- Chain Pull Monsters, CR 9 Monsters → Skeletal Dragon
- Legendary Monsters, CR 10 Monsters → Argadr the Stormcaller · Axfitmithiss - The Frozen Plague · Colossal Crystalline Construct · Colossal Fire Construct · Colossal Ice Construct · Colossal Storm Construct · Fenris - Lady of the Frozen Waste · Malakar the Devourer
- Legendary Monsters, CR 5 Monsters → Black Chief Utabogg · Shrix - Dusk Killer · Zxurg - Skull Crusher
- Legendary Monsters, CR 6 Monsters → Crazy Scar · Queen Xeretrixx · Shadow Fang
- Legendary Monsters, CR 8 Monsters → Crimson Claw · Crurg · Itzgalor · Syr - Impaler of Giants
Creature Abilities
- Abjuration → Absorb Elements · Dispel Magic · Globe of Spell Protection · Mage Armor · Pierce Magic · Protection from Acid · Protection from Cold · Protection from Electricity · Protection from Fire · Protection from Poison · Shatter Wards
- Aeromancy → Chain Lightning · Cloak of Lightning · Forked Lightning · Lightning Rush · Lightning Strike · Shocking Arrows · Shocking Lash · Shocking Touch · Static Discharge · Static Pull · Thunderbolt · Thunderclap · Thunderstorm · Totem of Thunders
- Archery → Barrage · Double Shot · Guided Shot · Headshot · Knockback Arrow · Merciless Strike · Pin Down · Powershot · Ricochet · Strafing Strike · Volley
- Assassination → Blinding Dust · Death Mark · Glitter Dust · Nimbleness · Shadow Dash · Shadow Step · Shadow Walk · Strike Wounds · True Strike
- Axe Fighting → Decimate · Execute · Hack & Slash · Lacerate · Sharp Strike · Strike Down
- Cryomancy → Chilling Arrows · Chilling Touch · Cloak of Frost · Deep Freeze · Frost Blast · Frost Nova · Hailstorm · Ice Spikes · Icebound Blast · Permafrost · Shivers · Totem of Winter · Winter Grasp
- Druidcraft → Cobweb · Entangling Web
- Fencing → Double Strike · Heart Piercing Strike · Lunge · Pierce Through · Puncturing Strike
- Geomancy → Crystal Shackles · Crystalline Skin · Crystalline Touch · Petrify · Primal Storm · Tectonic Outburst
- Hunting → Acid Cloud Trap · Draw Back · Hunter's Mark · Net Trap
- Illusionism → Atrophy Wave · Fear · Mind Strike · Shimmering Sphere · Word of Power: Heal · Word of Power: Kill · Word of Power: Silence · Word of Power: Stun
- Knife Fighting → Bleeding Strike · Coup De Grace · Crippling Strike · Debilitating Strike · Disrupting Strike · Lethal Strike · Rend Armor
- Leadership → Aura Of Clarity · Aura Of Oppression · Call to Tenacity · Charge · Crushing Shout · Inspire · Intimidate · Shields Up · Staggering Shout
- Mace Fighting → Concussive Strike · Crushing Assault · Heavy Blow · Resonating Blow · Spine Breaker Blow · Split Earth
- Necromancy → Bond of Agony · Bone Barrage · Death Bargain · Death Circle · Life Drain · Mana Drain · Skeletal Dragon Breath · Unholy Strength
- Pyromancy → Burning Arrows · Burning Pillar · Burning Touch · Cloak of Flames · Explosion · Fan of Flames · Fireball · Firebolt · Firestorm · Ignite · Incinerate · Pyroblast · Totem of Wildfire
- Restoration → Cure Poison · Cure Wounds · Healing Burst · Healing Wave · Minor Healing · Physical Recovery
- Swordsmanship → Counterstrike · Eviscerate · Pommel Strike · Slashing Wave · Swipe · Whirlwind
- Venomancy → Blinding Venom · Infectious Burst · Poison · Poison Spray · Totem of Decay
- Vitriomancy → Acid Arrows · Acid Sphere · Caustic Shell
- Warfare → Battle Jump · Bloodlust · Enrage · Frenzy · Overpower · Ram Through · Resolve · Second Wind · Shockwave · Vicious Attacks
- Witchcraft → Energy Blast · Expose Vulnerabilities · Magic Missiles · Relocate
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