Velis'Tir (Remix)

FantasyHighEpic
1plays
0remixes
Dec 2025

Velis'Tir rises like a glittering citadel of enchanted ice, its spiraling crystalline towers both home and fortress, where Archfey AlLeCo presides over a council of diverse realms—from the harmonious, animal‑awakened Burrow to the rune‑etched mining depths of Glimmerdeep. Yet beneath this frozen splendor, fiendish corruption gnaws at the Witherlands, threatening to unravel the delicate balance that keeps the Domain of Delight thriving.

World Overview

elis’Tir is the capital of the domain and the seat of the Cache Court, ruled by Archfey "AlLeCo" A breathtaking city of enchanted ice, it rises in spiraling towers that serve both as a formidable defense and the foundation of its infrastructure. These crystalline spires form a protective wall around the city while also housing its citizens—homes, shops, libraries, and sanctums are carved directly into the gleaming, ever-frosted walls. The largest of these towers pierces the sky at the city’s heart, its surface shimmering with layered enchantments and snow that never melts. It is here that Archfey "A.L.C." resides and presides over council with representatives from each of the major settlements in the domain. Magical light glows softly within the ice, illuminating the streets with a pale, steady hue. Bridges of hardened snow connect towers in sweeping arcs, while stairways curve like frozen rivers between levels. Magic is not a rarity here—it is woven into the city’s very bones, sustaining warmth where needed, guiding travelers, and reinforcing the walls with quiet, ancient power. Velis’Tir is not just the political center of the domain, but its arcane and strategic core—beautiful, imposing, and unyielding in the face of the winter that never ends

Geography & Nations

The Awakened Borrow: A peaceful settlement where animals, awakened into humanoid forms by the domain’s magic, have built a society grounded in family, hard work, and harmony. Unlike the chaos of mortal realms, the Burrow is cooperative and serene, its people living in rhythm with nature. Every resident tends a garden or contributes to one, growing plants that suit their instincts and heritage—root vegetables for burrowers, trellis plants for climbers, nectar-rich flowers for flyers. Ordinary animals still play vital roles in the community: bees pollinate with tireless grace, hummingbirds help distribute seeds from blossom to blossom, butterflies act as subtle weather barometers, and owls offer quiet night-watch from the treetops. Together, awakened and natural creatures form a thriving, symbiotic community of caretakers. The Awakened Burrow is also a major food supplier to the rest of the domain. When its traders visit cities they arrive with baskets full of fresh herbs, vibrant vegetables, healing flowers, and even enchanted plantlife rarely found elsewhere. Glimmerdeep:Nestled within the base of a jagged mountain and veined with glowing stone, Glimmerdeep is a mining town built around an ancient, enchanted cavern system. The land itself hums with latent magic, and the minerals drawn from its depths are said to pulse with power—used for enchantments, magical crafting, and even as components for spellcasting. Much of Glimmerdeep’s infrastructure is steeped in utilitarian magic: wards to keep tunnels safe, runes etched along walls to guide miners in darkness, charms that strengthen steel or soften stone. Magic here is a tool first and foremost—practical, protective, and precise. Trade caravans are welcome, especially from the Awakened Burrow and the Verdant Wayfarers, whose goods support the town’s deeply rooted industries. Though visitors may find the locals reserved, Glimmerdeep holds its share of quiet hospitality—and deeper secrets. The further one ventures beneath its foundations, the stranger the stone becomes: ore that hums when held, crystal that grows like vines, and veins of metal that refuse to be touched. Something ancient lies beneath Glimmerdeep—and the deeper tunnels are sealed for a reason. Stone Crossing: Stone Crossing marks the place where the Velithryn first arrived in the Domain of Delight, brought through by Archfey "A.L.C." in a desperate act of salvation. At its center stands the ancient stone keep—silent, cold, and sacred—the very place where "A.L.C." cast the spell that tore her people from their dying kingdom and bound them to this new realm. Surrounding the keep are the original structures brought with them: homes, shops, and fragments of a once-human city. Over the centuries, the town has grown outward, merging mortal craftsmanship with fey enchantment. Lanterns bloom like flowers, cobbled streets hum with low magic, and ivy-shaded rooftops curve in impossible ways. Today, Stone Crossing is a place of memory and momentum—part historical site, part bustling hub. It hosts seasonal festivals, diplomatic gatherings, and serves as a bridge between the Velithryn and the other peoples of the domain. Old stone and new magic meet here—and neither ever forgets the cost of crossing. The Witherlands: Once a thriving part of the domain, the Witherlands are now a scarred and decaying landscape where the corruption of fiendish magic has taken root. Trees curl into blackened claws, rivers stagnate with foul ichor, and the very air carries a quiet sickness. This region was once home to one of the Verdant Wayfarers’ sacred groves—a place of deep ritual and natural balance. Now, that grove is silent. Rumors whisper that it has been corrupted, its magic hollowed out and replaced by something far more sinister. Deep within the forest, a hidden rift is said to pulse with infernal energy, warping the land around it and drawing the fiends ever deeper into the domain. Few who seek the grove return—and those who do speak of silence that feels like suffocation. The Verdant Wayfarers have pulled back their sacred patrols, and even the most stalwart druids sense the unraveling. The land is weakening day by day, and the corruption no longer waits at the edges.

Races & Cultures

The Verdant Wayferers: A nomadic group of druids and hunters who travel with the seasons, tending to sacred groves that anchor and protect the domain’s natural magic. While their druids maintain ancient rites and commune with the land, their hunters roam the wilds, keeping the balance by culling threats and managing overgrowth. As they travel, the Wayfarers often trade with the various towns they pass through, offering herbs, rare game, and potent remedies. Their healers are welcomed across the domain, tending wounds and curing illnesses as they go. Of all the peoples in the domain, they are the most traveled—spreading gossip as easily as goods, and carrying whispers between settlements. Though the Wayfarers rarely settle, it is not uncommon for desperate souls to seek them out when healing or guidance is needed most. Velithryn Medium Humanoid (Fey-Touched Human) “Wings like cloaks, hearts in hiding—their escape was only the beginning.” The Velithryn were once ordinary humans from a kingdom on the Sword Coast. When their King made a disastrous pact with a fiend, Sorceress A.L.C. used powerful planar magic to escape the consequences, plane-shifting her people into a Domain of Delight. Transformed by the fey magic of this new world, the Velithryn now live ageless lives, cloaked in mystery within the Hidden Court. Velithryn Traits Creature Type. You are a Humanoid. You are also considered Fey for any effects that relate to creature type. Size. Your size is Medium. You range between 4 and 7 feet tall. Speed. Your walking speed is 30 feet. Fey Wings. You have delicate, cloak-like fairy wings that only emerge when you fly. You have a flying speed equal to your walking speed. You can’t use this flying speed while wearing medium or heavy armor, or if your wings are restrained. Fey Step. As a bonus action, you can teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and regain all expended uses when you finish a long rest. Legacy of the Hidden Court. You do not need to sleep. Instead, you meditate deeply for 4 hours a day, remaining semiconscious. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. In addition, you have advantage on saving throws against being charmed, and magic can’t put you to sleep. Languages. You can speak, read, and write Common and Sylvan. Treant Large Plant "We do not grow old- we grow into the world." Treants are sentient beings of bark, root, and spirit, bound to the lifeblood of the natural world. While many live among the Verdant Wayfarers, tending sacred groves and roaming the wilds, each Treant’s life eventually leads to a final merging—returning their magic to the forest in one last act of communion. Treant Traits Creature Type: You are a Plant. Size: Medium. Most Treants stand between 6 and 8 feet tall. Speed: Your base walking speed is 20 feet. Languages: You can speak, read, and write Common, Sylvan, and Druidic. Barkskin Your bark-like hide provides natural protection. When not wearing armor, your AC is equal to 13 + your Constitution modifier. You can use a shield and still gain this benefit. Rooted Resilience You have advantage on saving throws against being poisoned, and resistance to poison damage. You do not need to eat or drink, but you must spend 4 hours each day in stillness and partial sunlight (or moonlight) to sustain yourself. Rootbound Reach. Your limbs are massive and far-reaching. Your melee attacks and touch-range spells have a reach of 10 feet instead of 5. Verdant Might You have proficiency in the Athletics skill. When you make a Strength (Athletics) check to shove, grapple, or break objects, you can roll a d4 and add it to the result. Speak with Green You can cast Speak with Plants once per long rest without expending a spell slot. At 3rd level, you also gain the Entangle spell and can cast it once per long rest. Constitution is your spellcasting ability for these spells. Possari Small Humanoid (Beastkin) “We thrive in quiet corners, lending hands where others overlook.” The Possari are a nocturnal, opossum-like people known for their resilience, adaptability, and tireless work ethic. Often seen tending gardens, patching rooftops, or helping neighbors long after others have gone to sleep, they are the quiet force that keeps the Awakened Burrow thriving. Possari Traits Creature Type: You are a Humanoid. Size: Small. Speed: Your walking speed is 30 feet. You also have a climbing speed equal to your walking speed. Nocturnal Instincts You have darkvision out to 60 feet. You are also proficient in the Stealth skill. Play Dead When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this trait again until you finish a long rest. Prehensile Tail Your tail is strong and dexterous. You can use it to: Interact with objects (open doors, grab potions, pull levers, etc.). Wield a shield, allowing you to benefit from its AC bonus while keeping both hands free. Languages: You can speak, read, and write Common and Borrowcant (a dialect shared among awakened creatures of the Burrow). Pixies: “Not delicate—deliberate.” Pixies are found throughout the entire domain, present in every city, town, and wild grove. Though tiny in stature, they play significant roles in the world around them—working, watching, and weaving themselves into the flow of fey society. No two pixies are alike, and their physical forms often reflect the magic and culture of the places they inhabit. While some shimmer like frost or glow like embers, all Pixies share a curious gift: the ability to move the world with their minds. Pixie Traits Creature Type: You are Fey. Size: Tiny. You occupy a 2.5-foot square. You can occupy the same space as a creature your size or larger. Speed: Your walking speed is 20 feet. You have a flying speed of 30 feet. Languages: Pixies quickly pick up the languages of those around them, often learning to speak the native tongue of any region or community they inhabit. Pixie Flight: You have a flying speed of 30ft. You can’t use this flying speed while wearing medium or heavy armor, or if your wings are restrained.

Current Conflicts

The corruption of the Witherlands and arrival of the fiends is a growing threat to the domain.

Magic & Religion

Anyone can use magic, crystals from the mines can amplify magic, and there are no deities in this realm.

Planar Influences

This is a realm of delight - so we're cut off from the material world.

Historical Ages

None, the domain was created as a means for the Velithryn to escape from the fiends by AlLeCo

Economy & Trade

Gold is the common currency, though some people also trade in crystals from the mines.

Law & Society

Adventuers are uncommon, the Cache Court is the ruling faction who has their own guard system in place to dispense justice and protect the people.

Monsters & Villains

Fiends searching for the Velithryn people are slowly infecting the domain.

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Frequently Asked Questions

What is Velis'Tir (Remix)?

Velis'Tir rises like a glittering citadel of enchanted ice, its spiraling crystalline towers both home and fortress, where Archfey AlLeCo presides over a council of diverse realms—from the harmonious, animal‑awakened Burrow to the rune‑etched mining depths of Glimmerdeep. Yet beneath this frozen splendor, fiendish corruption gnaws at the Witherlands, threatening to unravel the delicate balance that keeps the Domain of Delight thriving.

What is Spindle?

Spindle is an interactive reading app where you become the main character in richly crafted story worlds. Think of it like stepping inside your favorite book—you make choices, shape relationships, and discover how the story unfolds around you. If you love series like Fourth Wing or A Court of Thorns and Roses, Spindle lets you live inside worlds with that same depth and drama.

How do I start a story in Velis'Tir (Remix)?

Tap "Create Story" and create your character—give them a name, a look, and a backstory. From there, the story opens around you and you guide it by choosing what your character says and does. There's no wrong way to read; every choice leads somewhere interesting, and the narrative adapts to you.

Can I write my own fiction?

Absolutely. Spindle gives storytellers the tools to build and publish their own worlds—craft the lore, the characters, the conflicts, and the magic. Once you publish, other readers can discover and experience your story. It's a beautiful way to share the worlds living in your imagination.

Is Spindle a game?

Spindle is more of an interactive reading experience than a traditional game. There are no scores to chase or levels to grind. The focus is on story, character, and the choices you make. Think of it as a novel where you're the protagonist—the pleasure is in the narrative, not the mechanics.

Can I read with friends?

Yes! You can invite friends into the same story. Each person plays their own character, and the narrative weaves everyone's choices together. It's like a book club where you're all inside the book at the same time—perfect for friends who love the same kinds of stories.