Post Terminus Guide

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Five hundred years ago, the world ended.

The face of the world was completely changed. Cities crumbled, mountains toppled, the landscape was forever reshaped. Powerful but dangerous new elements appeared, and with them, dangerous beings and creatures the likes of which had never been seen before.

Five hundred years ago, the world ended... but life continued on. Those few who lived through the Cataclysm did not give in, and continued to survive beyond the end of the world. Over the course of five centuries, society was rebuilt, with science and technology taking an entirely new path due to the discovery of the mysterious minerals known as terra regia, while faith and religion grew stronger thanks to abundant miracles both invisible and tangible. Old grudges between countries and races became less important as more fearsome dangers closed in from all sides.

Araevis is a post-apocalyptic world, but Post Terminus takes place not in the years immediately following its destruction, but instead in the years after the survivors managed to bounce back and build society again, new and different from anything that existed before. It's a world touched by magic but advancing in technology, where the presence of gods has been felt and where their words still resonate powerfully.

We are an online role-playing community, playing the game entirely through writing and prose fiction. While it is a game, with rules and guidelines of its own, PT exists primarily as a sandbox for players to stretch their writing muscles, spinning tales of action, intrigue, romance, or any other themes that come to mind. It's a place where we get together with people of similar interests, hone our skills, and take part in weaving an epic tale together.

The world of Araevis, our setting for Post Terminus, is a curious blend of fantasy, steampunk, and science-fiction. Swords, magic, and kingdoms exist alongside guns, machinery, and industrial centers. There is room for almost any kind of character, and room for all kinds of stories. The world itself is still ready to be fleshed out, with new cities and points of interest being added by players regularly.

There is a deeper secret hidden in the world, however, regarding the true nature of Araevis and the origins of the Cataclysm, just waiting for players to find and put together the puzzle pieces.

This thread is a compilation of most of the things you need to know to create a character, plot out an origin story, and get to know a little of the world. You don't have to read the entire thing to get started, but remember that this thread is always here if you have questions. Where appropriate, there will be links to threads with more information.

Each post is broken out to group related information. So click a link to jump to what interests you most!

Creating Your Character

Every player starts with one Player Character (PC), and you can have up to two active PCs at a time. There is no limit to how many Non-Player Characters you can include in your writing, or even focus writing on. The relative strength of your NPCs should be comparable to your PCs, however. Obviously people enjoy having personal rivals that are definitively stronger than their PCs, but if you would like to create a character that powerful, you should discuss it with the GMs.

Some quick notes about character creation:

  • You may pick any age, whether child, adult, or elderly.
  • You may pick any name. There are naming conventions for each race, but these are optional. Exception: Do not choose well-known pop-culture references, like Ash Ketcham, as your name.
  • You may pick any of the available races. Additional races may become available later, but need to be designated as 'playable' before being selected for a PC. You can, however, choose any race for NPCs, which do not need to be submitted.
  • You may pick any starting point on the globe. Certain areas, like the Denuntiares, are not recommended, since they can be extremely dangerous. Terminus is the most common starting location.
  • You may pick from any of the 25 available skills. You must pick at least 4 Novice Skills. You are not limited based on your age, race, location, or any other skills you've picked.
  • You will receive 500 exa (in-game currency) upon your character being accepted. You can use this money to purchase starting gear or materials from the market. General goods, like clothing or backpacks or fifty feet of silk rope, do not need to be purchased.

When you're ready, the Character Application can be found here. To complete your application, you'll need to have your character's name, age, description, a brief background (can be mysterious or detailed or anywhere in-between), their skills, and a sample chapter of 500 words or more. Once you submit the form, it creates a new thread with your character, and members of our application staff will take a look at it and give feedback. Once you're approved, you can start writing right away and create a character profile.

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Before all else, there were The Viskar, "The Immaculate." Beings beyond ancient, creating all else, including The Vis. Their limbs were firelight, piercing and radiant. Their forms beyond comprehension of even The Vis themselves. When they created The Vis, they brought gifts to each, sparing only a singular rule: to never allow these gifts to rule them.

They brought forth The Destroyer, that it might blaze the path for others to tread. He of flaming sword, gifted with sight beyond sight, who bore wounds as trophies and brought others to impassioned fervor. He would lead The Vis to the new land, and as his sword would cleave away the old to begin anew, his mind would set the wills of others into motion.

They brought forth The Arbiter, that it might temper others. She who spanned the world twice over, gifted with speech that would soothe those most furious and reassure those most despondent, whose fangs would be forever sheathed in vows sworn in tongues beyond mortal ken. She would console The Vis through their losses, ground them through their triumphs, her words venom to enemies and antidote to allies.

They brought forth The Bulwark, that it would spur others to greater heights. He of emerald wings, gifted to reach the heavens, whose crows sang the revels of angels for others to seek. He would grant ambition to cause, direction to passion. On wings he would guide them, and on the winds would his songs carry into the hearts of all.

They brought forth The Hidden, that they would exist in the hearts of all. They of darkest shadow and greatest light, gifted to witness all the world would see. They would sturdy the righteous, condemn the twisted. When all would seem lost, would they reveal themselves, greater than even The Viskar themselves.

The Viskar guided the Vis through many ages, there with them through each rise and inevitable fall. When the world became sheathed in ice, they were sheltered; when the sea overflowed and drowned the land, they were kept dry; when the moon fell from the sky, they were carried to safety. Thus did the Vis grow content and the admonishment faded into memory. So it came to be that the one rule was broken.

The Viskar could only look on in sadness as the newest Cataclysm came not from outside, but from within. Upon realizing their great error, the Vis turned once more to the Viskar, only to find themselves alone. In panic, they created a last bastion against the Cataclysm in the remains of a forgotten stronghold: Terminus.

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The world of Araevis has seen many catastrophes, but the most recent was nearly its end. The Cataclysm struck with little warning, beginning with the eruption of the monolithic Mount Denuntiare volcano in the center of Secare, which triggered a chain reaction of eruptions, earthquakes, and avalanches throughout the world. The very structure of the planet was shaken to its core.

The peoples of Araevis -- the terrestrial people known as laicar, the aquatic people known as velen, and the avian people known as enlil -- were led to build a stronghold in a forgotten city in the far northwest, sheltered on three sides by towering mountains. Before the end, even that bastion had suffered great damage, with parts of the mountains themselves crumbling before the onslaught. The stronghold survived, as did its refugees. Following the Cataclysm, a previously unknown race of mechanical humanoids was discovered in the city beneath the stronghold, the Demvir.

Gradually the stronghold grew to become a city, and over the following centuries, the world began to recover. The face of the planet was reshaped, but not utterly destroyed. Though it did not hold the only survivors, the city was remembered for being the one bastion where peoples of all races and countries gathered together for common survival. For its part in averting their end, the city was named Terminus.

There are five main continents in Araevis, not including the icy wastes of Arctoa and Rigentis at the north and south poles.


Hiemis, a land of cold biting winds but abundant natural resources, is the northernmost of the continents, bordering the wastes of Arctoa. The mountains rise high up in the air, with numerous jagged peaks; the southern faces of each mountain, however, are visibly battered and blasted, and in some areas there are immense piles of boulders. This devastation is said to be from the Cataclysm. The Grand Metropolis of Terminus is here, causing Hiemis to be a hub of civilization rather than the distant outskirts of society it might otherwise be.


South of Hiemis is the Copiae Ocean. The ocean touches four of the five major continents -- Hiemis, Aridus, Paludis, and Secare -- and is home to the velen empire of Pelagium. When the Cataclysm occurred, fissures opened underwater, releasing powerful but dangerous terra regia into the waters of the Chlorae and Tenebrae Oceans, but the Copiae was spared the majority of this. Because of that, the Copiae is safe enough for the velen to create numerous underwater cities, some which even accommodate their air-breathing cousins.


Considered to be the far west, the continent of Aridus earns its name from its strangely dry climate. Though there are scrub forests that grow nearer to the coasts, the majority of Aridus is desert. Rivers and lakes dry up, and oases are fleeting, temporary things. Despite its inhospitable nature, however, archeologists find the continent to be eternally fascinating, as there are uncountable numbers of ruins found in the sands, of villages, temples, and other strange artifacts. There are many who believe Aridus was not always so barren, but as of yet, there are no credible theories to explain the change. In the northern half of the continent, there are three towering stone spires, somehow still strong and sturdy rather than worn away by the scouring winds. On and around these spires, a penal colony was built long ago; though abandoned, the demvir took it as their own, and the colony was reborn as the city-state Eleutheria.


Mountains on the southern edge of Aridus serve as the border between it and the southern continent Paludis. The stark contrast between the climates is baffling: Paludis is muggy and tropical, with frequent rainstorms, wide bogs, and lush jungles. The continent itself not only covers ground south of Aridus, but also forms a bridge to southern Secare in the east. Cities and industry have mainly appeared along the shores of the Copiae ocean, home of the Pelagium Empire. The jungles are largely untamed, and are home to Araevis' Southern Cluster, a handful of active volcanos in close proximity to each other. Near the center of the land-bridge to Secare, Paludis is host to Eruditio, another demvir city-state that serves as a trade hub to all of the other ports, towns, and cities in Paludis.


Secare is the central continent on the common world map, in between Aridus and Boreas. The continent is prosperous and abundant in natural resources in both the north and south, but the center of the continent, near to the equator, is home to the shattered peaks of the Denuntiares Mountain Range. This range forms a bowl around a deep crater which has filled with water over the centuries. A dangerous area, rife with vistras, most people avoid traveling through or even near it. Travel between the northern Kingdom of Excelsus and the southern Kingdom of Prendere is normally accomplished by way of the ocean.

Encompassing most of the north of Secare, Excelsus is a kingdom of laicar who pride themselves on strength, temperance, and the preservation of old traditions. While welcoming of new technologies brought in by other countries, Excelsus has not embraced or supported any such studies itself. Despite most of its architecture being built upon manual labor, however, the structures in Excelsus are some of the longest-standing and strongest fortifications in Araevis. The Kingdom of Prendere takes up most of the southern half of Secare. With an abundance of fertile land, and few dangerous indigenous beasts, Prendere has some of the most expansive and most productive agriculture, allowing them to grow crops from almost anywhere else in the world. This has supported its rise to the top in commerce and trade.


The Chlorae Ocean between Secare and Boreas is so named due to the faint emerald tint of its waters. There are numerous corrupted beasts and humanoids that fill this ocean, including fearsome tribes of naga, schools of predatory fish, and dangerously volatile elemental beings. Most trips across the waters are uneventful enough, but there is always the threat of a sudden reversal of fortune, and so ships rarely leave port without a full complement of able-bodied guards, limiting the amount of cargo or passengers that can be brought along. Those brave enough to fish the troubled waters can make vast amounts of money from the abundant fish and crustaceans, but it's a job that carries a high mortality rate, especially among vessels sailing the emerald waters for their first time.


Climbing high into the sky, Boreas is both a continent and a mountain. It was once home to towering trees that rivaled the height of mountains themselves, though these were destroyed in the Cataclysm. The population is mainly enlil, and the culture has split between those seeking to reclaim the past, who grow and tend new forests aspiring to reach the heights and glory of their predecessors, and those seeking to move into the future, embracing new technologies and philosophies and fostering a new generation of remarkable engineers. The climate is windy but temperate around most of the mountainous island, though it grows increasingly cold as altitude increases, and some of the terrain becomes marshy nearest the shores. There are several cities and villages underground, built into the hollowed roots of the monolithic trees of the past, while others are built high in the boughs of the new trees being raised to replace them.


The least-known and most-dangerous ocean is the Tenebrae. Though the waters are a comforting light blue close to shore, ships need head no further than a mile from land before the waters visibly darken, taking an almost indigo hue. Squalls are frequent in the dark waters, and the sea-life is vicious. Even the gulls adopt a more vicious demeanor. There are rare species in the Tenebrae that brave and foolish men try to fish up, eager to make a quick fortune, but the number of ships that have successfully sailed those waters is meager indeed. The island nation of Songen has long used the Tenebrae Ocean as a buffer between it and other nations of Araevis. The dark waters are believed to hide many mysteries, only a few of which have been glimpsed, such as the Idols of Senes.

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Terminus is the northernmost city in Araevis. The current city was founded almost five hundred years ago, prior to the Cataclysm that devastated the planet. Together with the mountains that surrounded it, the city served as a safe haven in those dark times, accepting refugees from all countries and races. Even then, it was known that the original city predated the current one, but it was more than one hundred years later, when the world was beginning to recover, that archaeologists were able to discover the extent of that truth.

Terminus has existed longer than recorded history, yet was already advanced far beyond that current time. It is commonly said to have been created by the Viskar themselves. While delving into the underground ruins of the ancient city, the people of Terminus made a breathtaking discovery: sealed, forgotten rooms beneath the city held strange machinery, writing in unknown and indecipherable language, and most significantly, the demvir.

In the modern era, Terminus stands as the largest city by far, easily dwarfing any other capitol. Surrounded by mountains to the north, east, and south, the city fills the valley between them, a massive plot of land that can take four days to cross on foot. To compensate, the city is filled with many means of traveling within the metropolis itself, including cable cars, carriages, and canal boats. Terminus experiences short days, waiting for the sun to crest over the mountain peaks, and thus the city streets are filled with artificial light of various sources.

The city extends underground, both the excavated ruins of Old Terminus and newly crafted tunnels and chambers; the main city stretches across the entire valley between the mountains, with the wealthiest and most important buildings climbing up the sides of the mountains themselves; most notably the Arcanum's tower, Speculum Sorcere, soars high overhead, such that morning sunlight finds the magister's chambers hours before the rest of the city. To the west of the city, there are expansive stretches of farmland, bringing much needed sustenance to the remote metropolis.

Hunters wander the surrounding mountains and the trackless wastes to the north for wild game, while the nearby great lake has fleets of fishing boats sailing year-round. Even with so many abundant resources nearby, however, Terminus isn't fully self-sufficient. Shipments are imported from around the world, coming in by airship at the Elata Spiritus Dock in the southeast or brought in from the port city of Avelyn in the west.

Though the city has expanded far beyond its roots as a stronghold, all races and countries are still welcome as citizens of the sprawling metropolis, with sections of the city sporting architecture and cultures from all over the world. It is beholden to no country's government, existing as its own state. The other countries rely on Terminus for trade, however, and Terminus relies on that trade to supplement its own natural resources; the city-state, therefore, strives to maintain diplomatic relations with all other countries, helped in no small part by the Arcanum's presence.

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The authority on all things magical, the Arcanum is a strictly-tiered institute of higher learning. Encompassing all areas of study but emphasizing mastery of the magical arts, the Arcanum houses most of its vast libraries in the tower in Terminus, though branches in other cities and nations are still amply stocked on both well-studied and esoteric knowledge.

The body of the Arcanum is made up of all races, but a surprisingly large number of demvir who seek to further their knowledge and understanding of the past and their place in the present. The upper echelons of the Arcanum are headed primarily by laicar, however: the head of the Arcanum is the magister, and the current one is Magister Eximium, of Solaviskar faith. Beneath that, there are three Prophets, each considered a Saint of their respective congregation: the Church of Solaviskar, the Pantheon of Inlustrovis, and the Temple of Omnevis.

Throughout Araevis, there are many Arcanum Sanctuaries, but the premier sanctuary is in Terminus, known as Librorum Viskar, which is also home to the sky-piercing blue spire, Specula Sorcere, which is where the magister resides. Sanctuaries are both places of learning and worship, and by decree will accept people of all walks of life so long as they come in peace. As long as the supplicant has not crossed the Arcanum, they will be considered protected, even from the law.

Magic is intrinsically tied to the Arcanum, due to the centuries of study into the nature of visae and how to control it and create things with it. Advances in the magical arts were almost exclusively discovered by those who were pursuing their faith. However, that faith is not a pre-requisite to use the knowledge that has been compiled over the years. The existence and efficacy of magic is not, in itself, proof of the power of the Vis -- though many still believe that it very clearly is.


These are the most common belief systems of the world of Araevis, though by no means are they the only ones. Much of the current population is vacuavist, but those of the Arcanum display real power to demonstrate their faith. The Arcanum itself recognizes three beliefs: Inlustrovis, Solaviskar, and Omnevis.


This is the most prominent belief in Araevis. Inlustrovis considers Castus the head of the pantheon, but also worships all of the Vis -- Occultus, Bellator, Aquila, Serpens -- as deities. Inlustrians follow rituals to honor all of the Vis, though many choose a particular one to favor.

The Prophet Vexus is a vocal adherent of Inlustrovis and is unflappable in religious debates, often rebutting with a smile and a convincing excerpt of scripture.


This is a less common but influential belief that Castus, the Viskar, alone was a deity, and that all things, including the other Vis, were His creations. Adherents to this sect also typically believe that the Laicar were made in His image and therefore are the 'chosen' people of Araevis. The solaviskars, while fewer in number, often hold positions of great power, only fueling their certainty in their beliefs.

The Magister Eximium and Prophet Deimar are both followers of this sect. Deimar himself is in one sense more open-minded, believing that not just the Laicar, but also the Velen and Enlil, were all chosen in the wake of the Cataclysm to tame what Araevis had become. However, he also holds that the Demvir were meant to be tools for that purpose and is prone to violent displays where the wishes of the automatons are concerned.


This is a more reflective approach which holds that the Vis are examples to live by rather than rulers to obey. Believing that the Viskar and the Vis do not interfere directly in the world that they created, Omneists emphasize contemplation and reflection on life.

The Prophet Adria leads this sect and even in her advanced age is active in the pursuit of understanding, generously sharing her findings with all.


Uncommon but gaining ground over recent decades, Essentia is the belief that the world is governed by natural forces, and that 'miracles' thought to be the work of the gods are truly the work of Araevis itself. Essentialists deify nature and woodland sprites, and though considered pagan by many, is gaining ground as faith in the Arcanum fades.


Growing more common as technology advances and makes more things possible that religion never considered, vacuavists are atheists or agnostics, preferring the truths they can see with their own eyes and the results they can bring with their own hands. While they cannot dispute the power that the religious hold, they nonetheless assume that it is separate from deific intervention.


The varied planes of Araevis are poorly understood and in some cases their very existence is disputed. Ancient writings speak of three planes -- the heavenly, hellish, and mortal realms -- but contemporary knowledge suggests there are at least two others: the natural and the astral. It is theorized that there could, in fact, be infinite planes and that we are only aware of those with which we've had known contact.


Considered the 'highest' of the planes, Divinitus is described as a heavenly place where the righteous will go when they die. It is stated to be the original home of the Viskar before they came to Araevis to bestow their blessings upon the peoples there. Some believe that this is where the Viskar returned to after they lost faith in the people of Araevis.

While it is unclear and disputed whether this is indeed the fabled realm of the Viskar, Divinitus is considered to be the source of restorative magic. Divine and angelic beings travel from this realm into the mortal realm for no clear reason except their own satisfaction. When questioned on the plane of their origin, such beings seem content in admitting only that they are not from the mortal realm, without going into any detail on their home plane.


Considered to be separate from Divinitus, and possibly between it and the mortal plane, Astrum appears to be the source from which Occultus draws its power. Enchanters are also said to be invoking the realm of Astrum to hold enchantments in suspension until needed, or to create pathways between two physical points.

The most controversial aspect of Astrum is that it is thought to be the origin of necromancy, and this alone is enough to disqualify it from being in the same sphere as Divinitus. While not 'evil,' it is clearly not a holy power.


This is the name given to the realm of the living. It is sometimes also called the Temporal Plane, since all beings born in Mortalis are subject to the passage of time and their eventual death. Even the demvir, long-lived though they are, will eventually rust, break down, or fade away. Mortalis is a nexus point, seemingly linked with every other plane, and that makes it a desirable destination for beings from other realms that wish to harness the plethora of energies that permeate the world.


A lower plane disdained by more religious authorities, this is also known as the Pagan realm. Its qualification as a plane of its own is called into question, with many stating that this is just a well of natural energy in Araevis and not a true plane.

Scholars believe that Alchemy is drawn from Natum, however. The schools of Aquila and Serpens are both felt to pull their power from this realm, using natural energy and shaping it to a new purpose. Lending credence to the idea that Natum is a plane of its own, several natural sprites and elementals appear to be linked to Natum and may even travel to Mortalis from Natum. However, even the most intelligent of these creatures do not seem to understand the concept of multiple planes despite being unable to explain where they came from. In their minds, they just are and always were, and therefore can neither confirm nor deny the existence of Natum as a realm.

Adherents to the Essentia faith hold that this plane is the most powerful and has the most influence over the mortal plane.


Considered the 'lowest' plane, Infernalis is said in scripture to be a pit of suffering where sinners are sent when they die. This would seem to be confirmed by demons who enter or are summoned to Araevis. These infernal beings are quick and eager to threaten eternal punishment on the wicked and anyone who dares cross them. Demons are untrustworthy by nature, though, and so it is often disputed whether they speak fact or speak on fears they know all mortals share. Some have even suggested that the very idea of Infernalis was put forth by the demons themselves, in ages past.

Regardless of theological perspective, this lower plane is held to be the source of the power for the school of Bellator, and the likely home of all demonic beings. It is known that demons cannot be killed in Mortalis and will instead be banished back to Infernalis when 'slain.' It is unclear whether they can be killed on their home plane.


Part of the reason that so little is understood is that mortals cannot travel between the different planes. There are pathways between them, a pseudo-plane that ties them all together known as Transmeatus, but these pathways are apparently lethal to those from a terrestrial plane. Demons seem capable of traveling freely into Mortalis, given the proper rituals and invocations, but sending one back is accomplished only by killing the infernal beast. Divine beings, meanwhile, seem able to come to Mortalis of their own volition, and return just as easily. This, some fear, lends credence to the threat that they will travel to Infernalis upon their death, but also encourages others that their soul will pass to Divinitus.

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Initially the Conexus was founded by Enlil and restricted to them. With their superior eyesight, they were employed as sharpshooters, bringing in huge sums for elite jobs. However, as time went on, competition arose -- while the Conexus of its age could claim to be the best of the best, their members were in short supply and expensive. Eventually, the Enlil conceded to the times and began accepting members of other races so long as they had the necessary skills, successfully assimilating or destroying their competitors.

The Conexus is now considered to be a more refined alternative to the Fraternitas. Headed by the Auspex, they often employ those with skill in a variety of ranged weaponry, from the noble longbow to devastating rocket launchers. Conexus does not have a membership fee to join, but automatically takes an undisclosed cut for every job or position they help set up. With powerful ties to the various governments, the Conexus has successfully placed many of its members on city police forces, in positions as political guards, and ensures that its members are held up as the go-to option for elite strike forces.

While originating from Boreas, the most prominent garrison of the Conexus is now located in Excelsa, named the Lynceus Fastness in honor of a prior Auspex. Most cities have at least one garrison, serving as law enforcement more often than not. Though they've come a long way from their mercenary origins, the Conexus is still employed for private guard-work where the line between ethics and business becomes blurry.

Time serving in one of the garrisons is said to be one of the best ways to gain real-world experience with firearms and long-range weapons.


Law enforcement in Araevis can vary from country to country, or even from one city to the next. One common trend, however, is that most laws emphasize recompense over execution. It has been a point of debate for some scholars, who attribute it to the instinct for survival after the Cataclysm tore down existing society and forced people to rebuild. Now that society has grown prosperous again, however, those who commit heinous crimes are coming under greater scrutiny, with more and more citizens calling for capital punishment.

Conexus garrisons frequently double as police stations. Police forces in Terminus are renowned for keeping the sprawling metropolis almost completely free of violent crime, and it's a reputation they strive to uphold. The guards in Excelsa are also well-known, taking on an almost military zeal to police their walled city.


Terminus is unique in the world for being considered a city-state, but electing not to raise its own military. The three demvir city-states -- Eruditio, Eleutheria, and Cursus -- are barred from building an army, as part of the treaty that ended the Cursus Wars. Each other country, including the tiny sovereign nation of Songen, has at least some attempt at a military presence.

In northern Secare, the Kingdom of Excelsus has the largest standing army of infantry and cavalry. The majority of their forces patrol the southern borders to defend against beasts and vistra venturing north from the Denuntiares. Their neighbors to the south, the Kingdom of Prendere, have a smaller standing army, but chose to filter more of their resources into building a strong fleet of navy ships to protect their trade vessels.

The underwater Empire of Pelagium also, understandably, boasts a strong navy, though very little of it is stationed near the capitol. Instead, the velen forces patrol the Seas of Occidens and Aquilonia, protecting against incursion from frightful denizens of the foreign oceans.

Boreas primarily has a network of militia that readily gather together in times of crisis, working as many individual units rather than one cohesive whole. While unusual, its effectiveness has been observed throughout history. In recent times, Boreas has been striving to create an air force, using flying ships, gliders, and paratroopers, though it may still be many years before it gains credibility.

Other smaller militaries protect different city-states and countries. Since the Cataclysm, however, war has been infrequent. In the five hundred years following, the worst military crisis was the Cursus War, where demvir staged a revolution to demand civil liberties and shake off shackles of slavery and oppression.

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The idea of the Fraternitas as a single organization is a relatively modern one. Each city and town had at least one fighter's or mercenary's guild, usually with no ties or connections beyond their own immediate surroundings. In the year four hundred forty-two, however, two rival guilds in Excelsa decided to put aside their differences and work together. For years until that point, the Conexus -- more disciplined, respectable, and organized -- had been taking most of the available work. The two guild masters, veteran Meritus and a young upstart Vulcanis, declared, "In your fists, I see a brother, and though brothers quarrel, they stand for one another." Inspired, other guilds soon formed their own coalitions and eventually, more and more began to band together into one brotherhood, now known as the Fraternitas.

The Fraternitas is still, in many ways, a collection of individuals, broken up into different fighter's lodges, schools of martial prowess, and mercenary hangouts. The most famous of these, home to the current Regulus, is the fortress Stetit Audacter, located outside Excelsa. Encompassing many different styles of combat, the brotherhood is quick to take in former soldiers between wars. It has evolved into a union that ensures preferential opportunities for members, using modest membership fees to fund their efforts. The Fraternitas brokers deals with major cities and governments, promising a steady supply of trained, competent warriors in order to be able to offer a steady supply of bounty missions, guard duties, and mercenary work for its members.

The laicar are by far the predominant members of the Brotherhood, though it welcomes all races equally. While there is competition between each other, it is typically in good sport. The Fraternitas is unified, but not organized, at least not in the sense that the Conexus is. There are many guild masters, usually at least one for each major city branch. They are masters in many different fighting styles, and are often quite willing to show their skills up close and personal. The current head of the Fraternitas, who carries the trust of all the different branches, is Regulus Vulcanis, grandson of the founder whose namesake he bears.


In addition to the bigger organizations, there are an abundance of private guilds registered by citizens. The registration brings in revenue for the country the guild is founded in, and there are few restrictions about what kind of guilds there are. Smaller mercenary guilds, archeological enthusiasts, dancers, and sports fans can all create their own guild... for a fee.
For those who can pay, however, it's a great way to gather like-minded individuals. For some, they can even officially affiliate with an overarching faction, like the Arcanum or Conexus. Further details can be found here.


Throughout Araevis, there are numerous jobs people are willing to pay for. These could be as simple as hiring an enchanter to perform a demonstration in front of a class. They could also be harrowing journeys into danger-filled catacombs in search of a rumored artifact. Often, they involve picking up bounties offered to bring in criminals. Guards and the military can and do hunt down criminals -- it's their job and they get paid well to do it. The government will frequently also offer bounties to civilians to bring in criminals.

Bounty hunting can be a lucrative trade but in addition to being dangerous, it involves a lot of competition. Not only are you trying to beat other bounty hunters to the mark, but you also need to beat the law enforcement. If guards show up after you've located but before you've caught your target, there's no guarantee you'll get paid. Because of this, bounty hunters tend to have an adversarial impression of the guards and rarely work in large groups.

Missions are tasks given out by in-game entities, game staff, or other players that can be undertaken by you to earn exa and other rewards. These missions can have a variety of stipulations or requirements for completion based on who has commissioned them, but are generally organized into distinct ranks based on their perceived level of difficulty.

D-Rank: The lowest ranking level for a mission, these undertakings are typically suited for new players, or those looking to make a quick buck without too much work.

C-Rank: Intermediate level tasks typically fall under this designation. These missions are generally more involved and may involve a level of danger that makes them unsuitable for newcomers. Still, enterprising types stand to make some decent cash if they can handle the risks.

B-Rank: Missions of this rank are generally reserved for the more battle-hardened in Araevis and are assumed to involve some level of combat or chance of injury. Those undertaking such commissions should be prepared for difficult times -- though the risk is often worth the reward.

A-Rank: Technically speaking, missions of this type are the most difficult available. Only highly skilled individuals should attempt tasks of this rank, and even then success is not guaranteed. These missions will involve a great deal of combat, or require specific skills, and the likelihood of fatal injury is very real.

S-Rank: While the previous rank generally represents the most difficult undertakings, missions in this category fall outside the bounds of normality, and likely sanity as well. Tasks listed under this ranking have been deemed impossible, and should not be taken on lightly. Death is almost guaranteed, even for groups of skilled individuals. Proceed with caution.

Bounty boards are not frequently policed. It is not uncommon for illegal requests to be posted, and in fact, for those who take them on, these can often be the most profitable. Official requests from one of the main organizations like the Arcanum or the Fraternitas will always take a cut of your reward. With illegal requests, you may be promised less, but what you're promised is what you get... as long as you're not cheated entirely.

Once a mission has been completed, the party that finished it can contact Staff using the "Claim Bounty/Reward" button under the Bounties submenu at the top of the screen. Once a mission has been confirmed to be satisfactorily completed, the Staff will transfer funds to the appropriate party. If any items or services have been promised as compensation in addition to Exa, they will be noted.

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In order to be registered as an artisan and allowed to sell goods or services within any city, craftsmen must be licensed through the Commercium. The bulk of all commercial enterprises are managed through the Commercium. Members receive preferential prices on goods and tools, as well as a connection to the combined knowledge of numerous different skilled artisans, but pay a portion of all their proceeds to the Commercium.

Beginning in Terminus, the Commercium started as a branch within the Arcanum, tracking donations, revenue, and expenditures. Though created initially by laicar, for religious purposes, it did not take long before members of other races worked their way up the ranks in the administration. It was the mayor of Terminus who first famously requested to hire the Commercium branch of the Arcanum in return for donations, to do work outside of the sanctuaries. Following that, similar requests came in from other unexpected donors. Once it began serving needs outside the Arcanum, though, internal disputes called for such actions to end immediately. Seeing more profit in serving the wider needs of the city, the majority of the members left and formed a new, external organization. As though to snub those who had pushed them out, they kept the same name and made it their own.

Presently, most of the Commercium is headed by Velen and the organization has ties to every major city. The broadening of its scope is thanks in no small part to the Empire of Pelagium's tight control of the most prosperous trade routes, as well as the negotiating skills of the newer administration. As such, the central reserve, known as Vanus Treasury, is now located in the underwater city of Pelagia. Prenditus, meanwhile, is home to the most prominent market. In both cities, the Commercium is believed to carry a heavy sway with the government. Terminus remains an important location, but the organization holds notably weakened influence so close to the Arcanum's seat of power.


Registration through the Commercium is required by law in every major city in Araevis before a store can officially open its doors. Hawkers on the streets required licenses in some areas, but in others they only need one if they make over a certain amount of money. Though it comes at a cost, members certainly gain from the arrangement, receiving support and protection, preferential pricing, and access to privileged information.

Black markets do exist, however, for those who are desperate enough or bold enough to open shop. Since any shop which is unregistered is already breaking the law, it's an easy transition to also selling illegal goods or services. In Terminus, the Lupanar District houses a well-known, but mostly untouchable, black market. In other cities, they tend to be more discrete. Whether through guile or prudent bribery, many such businesses prosper, despite steep penalties for both the owners and customers.

For many common goods, you can expect prices to be similar in every common market. The primary currency is exim, accepted in every country. Some city-states and countries have their own currencies, as well. Exim is measured in x-shaped coins made of Terra Regia -- rare material which has marvelous properties used by craftsmen and retain a distinctive luster. Both the coins themselves and the units of currency are called 'exa.' The coins each carry their own exa value. A copper- or bronze-colored dahlitium exa coin, for instance, is worth 1 exa, but a silver-colored bigatium exa coin is worth 10 exa. Gold-colored auritium coins are worth 100 exa, emerald-colored vitatium 1,000, and sapphire-colored caelitium coins, though mostly used in highly ceremonial exchanges, are worth 10,000 exa.

Players can see how much exa they currently have on their profiles, and can purchase common items directly from the market. Exa can be earned by completing missions or bounties, or by trading with other players for goods or services. To trade with other players, you need only click the word 'Exa' next to the other player's wallet amount and choose how much to send. Exa is also awarded for certain plot-related events. Players can also be awarded Terra Regia, and can trade with each other, but each player needs to keep track of their materials and items. It is your choice whether to write out these trades and purchases in-game.


Crafting plays a large role in Post Terminus, and players are the ones who need to fill that role. When looking at the public market, one of the first things you may notice is that nothing greater than Auritium is for sale. That's because only players will be able to attain, create, or trade those items. Each player may also acquire and use up to two Extraordinary Items with special abilities, but these items must be worked on by a craftsman before their special abilities are accessible.

Items in the market are also relatively plain in comparison to what a player can create. Crafting in Post Terminus is highly free-form, allowing for a vast amount of creativity. Someone who is both a blacksmith and a gunsmith, for instance, can create a halberd with a rifle built into the stock. An engineering alchemist could create a mechanical gauntlet that injects potions to amplify the user's strength. A creative blacksmith could even create a flanged mace that splits into two axes. You have the freedom to create, and fill a need for other players.

Crafting is covered in much greater detail here.

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Laicar, the Terrans
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Can be compared to: Humans
Advantages: Perseverance, ability to push past normal limits, solidarity with allies

History: The first among the races with documented history -- in the form of cave paintings and ancient tablets -- the laicar dwell primarily on the land, and seem set to explore every avenue of the world presented to them. As a race, they are always hungry, never satisfied. They spread across the land, eagerly seeking newer and greener pastures; they advanced from living in caves to building huts, all the way to building soaring towers; from crude stone weapons, they became some of the most accomplished and intricate blacksmiths and artisans.

This gluttony is far from always in their favor, however. The laicar have been involved in wars throughout the length of their history, often with each other. When they built ships and took to the sea, however, they ran afoul of the velen. When they trekked into the giant forests of the enlil, they fired slings and arrows at the avian folk.

Though in the present time, there is a tenuous peace between all of the races, the laicar believe themselves to have been created in the image of the Vis. This air of superiority sets them at odds with the other races, particularly those among the Arcanum. Beyond Terminus, the majority of the laicar settlements are in the central continent of Secare. Here they are divided into two kingdoms: Excelsus in the north, and Prendere in the south, split by the Denuntiares. The range of the shattered mountains is unclaimed territory.

The laicar as a race are tenacious and stubborn, traits that have rarely endeared them to the other races but push them to strive where logic says quit, to struggle when they should retreat. They take risks, they gamble, and over the course of history, more often than not that has been their strength. For as much as they lose, being willing to throw it all away for one more gain, for another step forward, has allowed them to grow into a diverse, populous, and advanced society.

At least, the ones who survived.

Description: The laicar are a divisive race, often at war with each other and the other races. Perhaps as a result of this, they possess a wide genetic diversity in skin tone, eye color, and hair shades, though certain traits remain common to all Laicar: they range from diminutive to towering, but have two arms and two legs, with hands and feet that end in five digits each.

Females are typically more slender and fairer, while the men are often taller and broader in stature. The laicar are relatively frail, with no natural armor or claws, and have made up for it with ingenuity and crafting. The race therefore is often garbed in clothing and other accessories from head to toe, supplementing their lack of natural endowments. Both men and women grow hair on top of their head, which can be straight or curly, but the men more frequently grow facial hair.

Racial Traits: As your total Vigor increases, your character reaches new levels of Esteem. These are the traits associated with laicar, unlocked as your esteem grows:

Nature of Laicar (The Terran)
Adrenaline Rush
Of all the races, the laicar are easily the most tenacious. Their stubbornness at times makes it seem like they always appear to be right where they need to. Partly, this is due to the ability to push their muscles to their absolute potential in dire situations. Laicar are capable of calling on a burst of fight or flight energy, increasing their running speed significantly and allowing them to jump further or higher.

On solid ground, laicar have a standard movement of 30m (or 60m if taking no other action) if they use the full amount in one burst. When using Adrenaline Rush, a running jump can go twice as far or high as normal. This does not cost vigor to use, but does not improve smaller movements like dodges or repositioning.

It may be an unfair assumption that all laicar are naturally boisterous, but history at times says otherwise. That aside, their natural charisma does tend to have an almost magnetic effect. Somehow, they always seem to be able to make themselves the center of attention. When used, the laicar is capable of drawing the attention of everyone in a 20 meter radius immediately to them, ally and foe alike. While it seems to inspire courage in allies, enemies on the other hand seem to have this growing urge to attack them.

The laicar pays 5% of their vigor to use. For the following turn, this greatly increases the propensity of affected enemies to attack them. This is considered a mental effect with a magnitude of 2 plus the user's current Esteem tier.

Mortal Block
Laicar dominance over Terminus is oddly paradoxical. For all their lack of biological advantages, their ability to function as a group rather than individuals is near unmatched. So much so that the bonds created between close comrades can override basic survival instinct.

A laicar may immediately take an attack for an ally, shielding the other from all damage while taking it for their own. To activate, the laicar must be at least within 20m of their ally; they take the ally's place, moving the ally up to 5m away. This can only be used once every 4 turns.

In the most dire moments, the laicar are able to seemingly conjure up immense strength and stamina from nothing. After the laicar is at 50% or lower of their vigor, for the briefest moment they are able to actively use this superhuman ability. When taking damage, they seem completely indomitable, granting them a fleeting moment of staggering tenacity. They are capable of performing feats such as ripping out of bindings with sheer force of will, or forcibly countering an attack with their bare hands with determination. While still suffering the damage and pain, they simply fight through it.

The exhausting energy this takes allows this energy to only be tapped once per chapter or collab. The magnitude of this action cannot exceed 4 plus the user's current Esteem tier.

Second Wind
When things seem bleak, the laicar rise to occasion. They should have died. They did die... right? However, through it all they still continue to move. The laicar are capable of tapping into a hidden reservoir of strength, one that seems to only be available on the brink of death.

When rendered unconscious or under 10% of their vigor, they enter a dormant state. Two turns later, a sudden influx of vigor seems to spark them back to life. They suddenly regenerate 10% of their vigor and are returned to consciousness. This temporary vigor only lasts for the following two turns, though they will remain conscious until knocked out again. This ability can only be activated once per week.

Enlil, the Avians
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Can be compared to: Elves, Aarakocra, Rito
Advantages: Ferocity in battle, affinity with heights, ability to glide and slow falls

History: The avian clans of the enlil have a long, storied history, though by and large they keep to themselves and are protective of that history and their traditions. The continent of Boreas was previously covered with giant trees, their massive trunks easily reaching a kilometer into the sky, or even higher, with bases more than 100m in diameter. They built entire communities among the branches, yearning to live as close to the sky as possible. Because of their desire for freedom and general isolationism, the enlil rarely encountered the other races, but their hot-blooded nature and fierce protectiveness of their freedom almost invariably led to conflict when such meetings occurred.

Rancor was especially dour between the velen and the enlil. Inherently opposed -- some would say at a biologically level -- the two races have often quarreled over the shorelines of Boreas, important fishing grounds for the enlil people.

During the Cataclysm, tragedy struck the entire world but hit the enlil especially hard: the mighty trees that they called home were shattered and broken. The continent of Boreas burned for years, destroying everything that the survivors could not carry and forcing them out into the world. In an unexpected act of charity, the velen were sympathetic to their plight, even while reeling from their own losses, and helped to transport the survivors to the northern continent of Hiemas. When the flames of Boreas eventually died down, the enlil returned to find everything they knew destroyed. Putting out the remaining fires, they faced a crisis: rebuild or move on?

Presently, the enlil are divided between those two choices, but still united at heart. Still with a yearning to touch the sky but without the trees they once called home, many enlil turned to machinery, making stunning advances in the field of engineering and within the past few decades, finally attaining a long-held goal: the creation of various aircraft to take them into the skies. Others of the enlil sought to regrow and rebuild Boreas, and after several centuries, their efforts are beginning to bear fruit. Forests once again cover the continent of Boreas, densely-packed and vibrant. Sadly the tallest of the trees barely tops 500m, and it's theorized by many that it will take another millennium before they regain their once-glorious stature.

The enlil themselves are divided into many communities, including three large cities. There is no true ruling body, with every group of the avians calling for the freedom to govern themselves, but they maintain three representatives, selected by the largest cities, to speak on their behalf among the other nations.

The enlil revel in their freedom and can sway in an instant from jubilant to ferocious. Being able to do what they want, when they want, being able to go where their heart tugs them, is the innate goal for the enlil. That freedom is the goal, though, and so the enlil are more likely to intimidate opposition and go about their business. While formidable, the enlil are not keen to battle more than necessary: when they fight or struggle, it is a means to an end.

Description: Beings with command of heights and the alacrity to reach them, enlil are beings both lithe and spry. Their chests are narrow, and compact. Thickly-grown feathers create a mass of down that keeps them warm in the winter months, protruding slightly from their chests to give an appearance of strength. Their necks are often hidden behind a layer of feathers, which thin just below the jawline to reveal smooth skin. Their heads jut forwards slightly, capable of swiveling to almost a full one-eighty. Rarely, a bony ridge protrudes from atop the mouth, matched by two smaller ones at the bottom of their mouths; these are vestigial remnants of beaks that ancestors of the enlil once possessed. Enlilian teeth, curved inwards and designed for carnivorous consumption, are held within their mouths. Atop their heads sit a crown of feathers, the plumage typically more subdued in females than males, with more keratin-like ridges sometimes lining their crowns.

Their limbs are -- like their chests -- often disguised behind a thick mess of feathers that hang downwards. From their shoulders to their elbows, a curtain of feathers serves as a means to glide from great heights, joining at the bottom with an enlil's hips. In order to keep these pseudo-wings free, enlil clothing is open on both sides, and many go without a shirt entirely. Below the elbows and knees, the down terminates entirely into keratin-like material. The thin but powerful limbs protrude into a ball joint with four pointed talons arranged into three forelimbs and one hind. Occasionally, enlil will have feet and hands with only two fore-talons and one hind talon or thumb.

Racial Traits: As your total Vigor increases, your character reaches new levels of Esteem. These are the traits associated with enlil, unlocked as your esteem grows:

Nature of Enlil (The Avian)
Feather Fall
While not ideally aerodynamic, the wings of the enlil are not just for show. The plumage allows them to fly or glide at low altitudes. The average avian can climb to heights of 100m, though it takes time. They are capable of slowing their descent to a near non-existent point, to produce an effect similar to hovering in mid-air.

In the air, enlil have a standard movement of 30m (or 60m if taking no other action). When using Feather Fall, an enlil is unable to use their hands for fighting or casting, but can cast verbal spells or attack with their talons. This does not cost vigor to use, but cannot be used to rise above 100m in altitude.
Raptor Glare
Possessing an intense disposition and carnal features, the enlil are capable of calling on ferocity that once made them the apex predators of the sky. When activated, the eyes of the enlil glow a brilliant red and their vicious, ripping teeth, are revealed. This ferocity is capable of striking fear into even the most stoic of enemies.

The first target who views the enlil on the turn the technique is activated is struck with a crippling fear for two rounds: they cannot bring themselves to attack the user, and will cancel any existing attacks on the user. This is considered a mental effect with a magnitude of 2 plus the user's current Esteem tier. To activate, the enlil must pay 5% of their vigor. This can only be used once every two turns.
The war-cries of the enlil are a far cry from songbirds. Using specialized organs, at one point used for territorial signaling, they are capable of producing frequencies that are crippling to enemies. As each frequency produced is unique to the enlil who creates it, even other enlil are affected by the sound.

The attack stuns targets in a 15-meter radius around the enlil, where the sound waves are most intense. This is treated as a binding effect with a magnitude of 3 plus the user's current Esteem tier, preventing the use of items or abilities until the start of the enlil's next turn. This ability can only be used once every three turns and costs 5% of the enlil's vigor to activate.
Biologically attuned to hunting from high above, the enlil can be considered the apex of birds of prey. Their razor-sharp talons and focused vision are tailor made for attacks like this. Much like a bird of prey, they are capable of performing a violent swooping attack to strike unexpecting targets.

From at least 15m above a target, the enlil can rapidly accelerate downwards, digging their deadly claws into their target and lifting off once again. The attack is capable of displacing a target 15 meters in the direction of the attack before returning the enlil back to their original height. This is treated as a physical attack with a magnitude of 4. This technique can only be used once every three turns.
Touch the Sky
For the briefest moments, the enlil draw upon the strength of their fierce ancestors. Pushing off with their powerful legs and propelling themselves with their wings, they are capable of launching themselves skyward at staggering speeds. The force is so powerful that they can carry an additional person with ease.

Immediately, the enlil can fly 100m into or across the sky, in addition to any other movement, and can bring one person, creature, or object close to their own size. The exertion is something that cannot be used constantly and can only be performed once a week. This ability costs 10% of the enlil's vigor.

Velen, the Aquatic
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Can be compared to: Argonians, Zoras, Sahuagin
Advantages: Natural diplomacy, affinity for and ability to breathe underwater, imposing stature

History: Surprisingly little is known about velen origins, even by the velen themselves. They have existed throughout the ages, roaming through the world's oceans, living a primarily nomadic existence. However, due to spending all or most of their lives underwater, history was passed down through oral tradition. Ink would not set, engravings would wear thin, and even etchings in metal became rusted and tarnished; in recent centuries they've found new means of permanence to keep written records underwater, but before that, there are hundreds or thousands of years of history told only through stories. Some scholars devote their lives to picking out which of these tales are based on truth and which were entirely fiction.

With all the world's oceans as their home, the velen rarely initiated conflict, and rarely stuck around if it began. Despite a natural, and unusual, enmity toward the enlil peoples, the velen prefer mediation and negotiation to combat. When the Cataclysm struck five hundred years ago, however, suddenly the waters they called home were no longer as hospitable. Huge rivers of lava poured into the oceans, ash rained down on the surface, and fissures in the bed of the ocean released hidden pockets of vitatium volantis, among other noxious minerals. Much of the ocean rapidly became unlivable, and that which was habitable soon began breeding monstrous creatures the likes of which the velen had never seen.

Survivors fled to Copiae Ocean; with so much less of the world to roam in, and with the oceans' ecosystem rocked out of balance, the velen were forced to abandon their nomadic lifestyle. They formed the Empire of Pelagium, combining many smaller city states of displaced velen. In the intervening centuries, they built many underwater cities, some of them encapsulated and filled with oxygen to better accommodate trade relations with the land-bound races -- trade relations they rely on to supplement their marine diet and to fund their research endeavors to restore more of the oceans to a safe, livable state. In the present day, velen are seen as often on land as at sea, often engaged in commerce or research.

Velen have a natural affinity for going with the flow, preferring to talk their way out of trouble, or at times talk others into trouble in order to pull attention away from them. They are able to breathe on land or underwater, making them invaluable for marine ventures and construction projects, and their mastery of languages leaves them desired for political and commercial engagements. While they are athletic by nature, Velen rarely resort to physical intimidation; if they do attack, they prefer to have surprise on their side.

Description: Sleek but powerful, the velen are a physically intimidating race. Graced with lungs as well as the gills on the sides of their necks, the velen are easily capable of traversing the land, though their native home is the sea. Their skin stretches taut over densely-packed muscles, the product of a lifetime of swimming and enduring intense oceanic pressure. Their chests and torsos are broad, defined for swimming. Their arms are toned and abnormally long, each with a translucent, oblong hydrofoil which can spread out as a fin or fold back against the forearm. The clawed, webbed hands have six digits: four fingers and a thumb on both sides. Their legs are similarly toned, with long, webbed toes.

Chitinous scales grow to protect certain areas, including the backs of the hands, forearms, upper abdomen, and shins; the rest of the skin is smooth, firm but slick to the touch. The heads of the velen are slightly bulbous, lacking discernible ears, but each velen boasts a unique display on their heads; males tend toward more bony protrusions and ridges, while females tend toward fins and ribbons of cartilage. Each velen has their own natural 'hair' but similar to dying, they can use different chemicals to stimulate a change that will last weeks at a time. Their eyes are wide and bright, triple-lidded; set inside unassuming jaws, they have multiple rows of tiny, razor-sharp teeth.

Every velen has unique patterns on their skin and accouterments, and colors vary widely depending on the family origins. Those from warmer equatorial climes tend toward bright, flashy colors while those tending toward the poles typically have more sober shading. Clothing is usually quite minimalist and made of waterproof materials, even while on land.

Racial Traits: As your total Vigor increases, your character reaches new levels of Esteem. These are the traits associated with velen, unlocked as your esteem grows:

Nature of Velen (The Aquatic)
Aquatic Affinity
As expected of the race native to the oceans, the velen feel much more at home in the water than on land. Firstly, their biology gives them the natural ability to breathe underwater. Their innate knowledge of water currents, their ability to move through water with ease, and not to mention their tailored biology make them astounding swimmers. These factors combined completely validate their dominion over the seas. While other races may struggle under the pressure and density of the water, velen are able to able to move through it with ease.

In the water, velen have a standard movement of 30m (or 60m if taking no other action). Velen are also capable of speaking underwater, including incantations for verbal spells. This does not cost vigor to use.

Voice of Serenity
The velen only shed blood when needed. The power of words cannot be understated, potentially quieting violence, gathering information, or inspiring others. Velen are capable of speaking in a primordial language that appears familiar to all but unrecognizable at the same time. Even animals and otherworldly beings respond to it, though most vistra do not. After speaking in this tongue, for the next few moments, the velen hears echoes of other tongues in the Voice of Serenity.

At a cost of 250 vigor per round, up to five rounds consecutively, the velen is able to make themselves understood to people and creatures. While this effect is active, they can also hear and understand other tongues spoken within 10m. Usable once per chapter or collab, the Voice of Serenity allows the velen to speak and be heard even when otherwise impossible, even through loud noise, muffling, or unnatural silence.

Contrary to what their appearance that seems to indicate, the velen are more disposed to diplomacy than belligerency. Their affinity for language seems to be an innate skill. They can persuade even the most stubborn and subtly manipulate them with ease. Their skill allows them to plant ideas in the minds of those who listen to them, subtly manipulating to the velen's whims.

By paying 5% vigor they can attempt to persuade the target with an idea or command. This is considered a mental effect with a magnitude of 3 plus the user's current Esteem tier, only usable on the same target once per collab or chapter.

Through means not fully understood, the velen always seem capable of gathering information from the deepest of secrets. Their words seem to tap into the target's memories and conscious thought. Fitting their lifestyle, they are capable of gaining information from others with ease. They pose a single question and the target is compelled to answer truthfully.

Each question costs 5% of the velen's vigor, and only one question can be asked at a time. This is considered a mental effect with a magnitude of 1 plus the user's current Esteem tier. As repeated questioning can naturally cause the target's mind to resist, magnitude is reduced by 2 for each successive question to the same target; as magnitude decreases, the answers become less complete, though no less honest. When magnitude is less than 2, or when more than one round passes without asking a question, the effect ends and cannot be attempted again on the same target.

Voice of Command
The ability to command dozens with a single word is a skill left to only the most powerful velen. Rumor has it that ancient velen generals could even cause a standing army to surrender with a single command. Though the validity of these claims is suspect, it is no exaggeration of the velen's ability of control.

They utter a single command that seems to be understandable by all creatures and races that hear it. The targets immediately disarm themselves and are halted in place for the following round from the command. For that one turn they are completely pacified and no attacks may be used. This ability can only be used once a week. This ability costs 10% of the velen's vigor.

Demvir, the Machina
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Can be compared to: Dwarves, Reapers, Terminators
Advantages: Hardiness, self-sustaining energy, effectively ageless

History: The origins of the machina race are a widely-debated mystery. No one had laid eyes on them throughout all of recorded history, until shortly after the Cataclysm of five hundred years ago. The stronghold of Terminus was built atop an ancient ruined city. Refugees exploring the ruins came across underground tunnels and sealed chambers. Entering one of the sealed rooms revealed hundreds of the unique automata in perpetual motion, completing repetitive tasks without known purpose. The resemblance to laicar was unmistakable, but their purpose less clear. Within hours of their chambers first being opened, the machina began to 'awaken,' unique caelitium cores generating visae in a manner that has yet to be explained or replicated.

The ruins were covered in what scholars had come to call Viskarian script and emblems. Believing that these machines could only have been crafted by the Vis, they named them the 'demvir,' or 'People of the Vis.' While the demvir were apparently timeless, they awoke with no memory or knowledge of their origins. With intelligence and self-awareness akin to any other of the civilized races, the demvir soon began to ponder their own place in the world. Scholars among the other races decided that they were created as servants of the Vis. Initially the demvir were treated as objects, as points of interest. Many of them were dismantled and broken down, 'killed' for the sake of science in the pursuit of discerning how their caelitium cores worked, of figuring out how their self-awareness could be 'simulated' with machinery. Meanwhile more ruins were explored, with more and more demvir being discovered along with other machina of different designs, lacking in the awareness of the originals.

Confused by their sudden awakening, told that they were mere creations, the demvir initially went along with all the brutal studies, serving as slaves, providing manual labor. However, self-awareness entails personal identity; the desire to be free was inevitable, as was the revolt and struggle to be recognized not as creations, but as living beings. Through a long and often violent campaign, the demvir finally came to be recognized to possess free will and therefore became considered 'equal' in the eyes of the law.

In the present day, the eyes of the law and the eyes of the people do not always line up. Many still consider the demvir inferior beings. The prejudice is usually subtle, though, and oftentimes not even malicious. Some sects of those who worship the Vis consider the term "demvir" to be heretical, preferring instead the name "robot." Most of the populace has moved past such things, however. The demvir are integrated in everyday life, each with their own aspirations, hopes, and dreams. They yearn for understanding, however, and many turn to study or magic, hoping to discover what their place is in the world.

Demvir are, by all current measures, timeless; they do not die from age and do not suffer from the rigors of time. That said, the demvir can still die, and they can feel pain, though their fear of pain and death is abnormally mild. With hardened dahlitium bodies, self-sustaining power core, and a mechanical mind, demvir are surprisingly well-suited to enduring the rigors of the world and the challenges put before them. They have surprising patience and focus, with an innate interest in improving themselves in various ways.

Description: With limbs of steel and innards of clockwork, the demvir remain physically uncanny to behold. Beings entirely of metal and powered by means impossible to replicate, the demvir function by means of a caelitium core which seems to be self-sustaining and nigh-indestructible. The remainder of their innards function primarily to enable movement, and are otherwise non-vital.

Definitively bipedal in design, they stand on flat, padded feet and move in a jerky gait. Their knees articulate well enough, interlocking plates exposing only the barest of machinery beneath a shell of diluted dahlitium. Their torsos are similarly woven amongst steel, often having various designs carved or painted into them (sometimes both). Redundancies, seemingly iterations done by their creator -- or creators -- tend to trail from their forms as either means of intimidation or protection. Jutting gears or other metals are not uncommon, though are frequently removed when found to be a nuisance.

Their most vulnerable areas appears to be their arms and neck, the twisting metal thinning to reveal unwieldy, pad-tipped hands. Strangely reminiscent of the laicar, they bear four fingers and a ball-joint thumb, though the articulation is mildly lessened for limited tactile feedback. Their heads are often the most irregular feature, various casings often created or traded amongst one another as a means of immediate distinction; most do not have visible mouths, making them seem more like masks than faces. The energy that burns within emanates from gaps in their body, but strongest from their eyes: round, flat and pupilless, the eyes of the demvir have unique, rotating eyelids, despite no apparent practical need of them.

Racial Traits: As your total Vigor increases, your character reaches new levels of Esteem. These are the traits associated with demvir, unlocked as your esteem grows:

Nature of Demvir (The Machina)
Machina Body
A casing of metal, a skeleton of steel, compared to their organic brethren, the Demvir appear at first glance to be nearly indestructible. While that may be considered a gross exaggeration, there is truth in the fact that they are far more durable than most. Their exoskeleton is much more resistant to physical attacks than normal, and they lack many of the limitations of the flesh-and-blood races.

Passively, incoming attacks are reduced in magnitude by one tier per round. Demvir do not need to breathe when underwater, though attempts to speak are muffled. There is no need to eat or drink, and while Demvir benefit from periods of rest, if not seriously damaged they can continue functioning in a low-power state almost indefinitely. Demvir are also resistant to drastic temperature change, able to endure freezing or scalding temperatures with minimal damage.

Machine Logic

Timeless in all senses, the sheer age of this race causes them to think in a manner far removed from the younger races. They are beings of logic, emotion being a conscious concept to them. As such, any attempt to alter rationality is automatically met with resistance.

For better or for worse, any mental effects are automatically reduced in magnitude by 2 tiers per round. Demvir have perfect eidetic recall for memories of the past 24 hours and are also capable of storing a handful of 'perfect' memories long-term: for the sheer pleasure of it, to recall spoken words perfectly, or even recreate a complex diagram.

Security Protocol
The caelitium core of the demvir is one of the many mysteries surrounding the race. The near limitless energy source, the self-sustaining core, the consciousness that seems to be born from it, the amount of untapped power is staggering. In fact, simply drawing a small fraction of the energy from the core can cause amazing effects. The energy from the core coats the casing of the demvir, strengthening it greatly from any attack.

By paying 5% of maximum vigor, the demvir is capable of cloaking their body with a barrier capable of sustaining damage up to a magnitude of 3 plus the user's current Esteem tier. Continuously tapping into the core is dangerous and may render it unstable; as such, before it can be activated again, they must allow the core to cool down for three rounds after the barrier is destroyed.

Whether it is spontaneous energy generation or the draining of vigor from the environment, the caelitium core is completely self-sustaining. This unlimited energy source can be tapped into by the most aware demvir, using the power core to directly fuel themselves once again.

Every turn the demvir regenerates 2% of its maximum vigor.

Perhaps it is a protocol afforded to those only who have achieved a true sense of self-awareness or perhaps it's the realization of their true potential. Regardless of the cause, the ancient demvir seem to break from the restraints of time itself.

Temporarily, the demvir is capable of pushing their ability to absorb, analyze, and internalize external information to amazing levels. While the time moves at its own pace, the demvir are capable of analyzing the information at such speeds that it seems all but frozen to them.

This level of control is only temporary, however, as their perception returns to normal the following turn. For one accelerated round, the demvir can analyze the situation in detail and prepare; the following round, the demvir can take two rounds' worth of actions based on their analysis. This ability costs 10% vigor to activate and only can be used once a week.

Spurii, the Hybrids
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Can be compared to: Half-Elves, Half-Fiends, Half-Anything
Advantages: May possess some advantages of both races

History: Throughout the many ages, the different races stuck largely to their own. Not only are there ideological differences and moral questions around inter-relations, but there are simply different standards of attraction. Despite this, unions of different races can and do occur. The response of society has always been disdain or disgust, and at times, violent rejection. Following the Cataclysm that rocked the world and its peoples, such half-breeds became, if not welcomed, generally accepted.

In the current era, hybrids are still uncommon. The general populace accepts them, though there is a noticeable if mild prejudice even from the most open-minded, predominately in the form of pity or lessened expectations. Others are more open about their disgust, though, making life difficult and painful for spurii.

Description: There is no defining trait that describes all spurii. Some can almost pass for one race or another, some look like a chimeric monster sewn together from two different races. Most, however, are a melding of traits of both races. Even the most passable of spurii, though, has some clear sign of their mixed parentage.

Racial traits: Spurii gain some benefits from each of their bloodlines. Even those who have blood from all three races, though, only show the benefits from their two most-dominant bloodlines. Only the biological races can have crossbred offspring. Demvir do not reproduce.

Nature of Spurii (The Hybrid)
Corpore Sano
The first thing most will notice about mixed-blood individuals is how they look, the outward person. Although some can pass as one race or another, many spurii are visibly a combination of their parents' lineage. Typically, one bloodline comes through strongest in the physical traits of a spurii.

A spurii character chooses an 'Unknown' racial trait from one bloodline in their heritage. This cannot be changed once chosen.

Mens Sana

In addition to sharing the blood of multiple races, spurii often share the culture or upbringing of multiple families, though general weal can strongly lean toward one familial bond over the other.

A spurii character chooses a 'Notable' racial trait from one bloodline in their heritage. This cannot be changed once chosen.

Tuum Est
At times it can be hard to tell where the lines lie between a spurii's bloodlines. Are they more akin in body, mind, or spirit? Every spurii is different in this regard.

A spurii character chooses a racial trait from one bloodline in their heritage, either 'Unknown,' 'Notable', or 'Prominent.' This cannot be changed once chosen.

Sine Loco
Those of mixed heritage, even those who are well-regarded by their peers and friends, may still have trouble finding a place to belong. As outsiders, they have a different perspective; as hybrids, they have different capabilities. Finding a place of comfort in life is often a matter of spurii embracing parts of themselves, even if they differ from the norm.

A spurii character chooses a 'Renowned' racial trait from one bloodline in their heritage. Optionally, the player may submit an ability of similar magnitude for review. This cannot be changed once accepted or chosen.

Ordo Ab Chao
From the chaos of two disparate bloodlines, a spurii finds their own pinnacle, on par with any pure-blooded member of their familial races.

A spurii character chooses an 'Exalted' racial trait from one bloodline in their heritage. Optionally, the player may submit an ability of similar magnitude for review. This cannot be changed once accepted or chosen.

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Character Skills

This is the meat of it all: your chosen skills. Characters may choose from any skills, regardless of race. Each skill has five tiers of mastery, and each tier is unlocked by spending a certain amount of your Latens points. Each new tier increases your overall proficiency in the skill, but also unlocks one new ability.
The table below illustrates the costs for raising each skill:

Combat Skills Crafting Skills
Skill Tiers Tier Cost Total Cost Skill Tiers Tier Cost Total Cost
Novice +250 250 Novice +250 250
Adept +1,250 1,500 Adept +1,250 1,500
Skilled +3,500 5,000 Skilled +2,500 4,000
Master +10,000 15,000 Master +6,000 10,000
Grandmaster +35,000 50,000 Grandmaster +15,000 25,000

The Arcane Schools - Magic Skills
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Spell-casting requires faith and confidence in the power being wielded. While religious faith is not implicit, a would-be caster must be able to suspend disbelief of natural laws in order to create something from nothing. Even such faith cannot work alone, however. Casting spells requires the user's own vigor, for one. Stronger spells also need to draw upon the unnatural energy stored within Terra Regia. These energies allow the caster's will to take form, creating magic.

Spells are all different, varying in their verbal, somatic, and material components. Some have lengthy incantations and others have ornate gestures. Generally speaking, the more powerful a spell, the more involved its casting process is.

The spells can be reviewed in greater detail here.

Castus, The Immaculate
Study of Healing Magic

"Before all else, there were The Viskar, The Immaculate. Beings beyond ancient, creating all else, including The Vis. Their limbs were firelight, piercing and radiant. Their forms beyond comprehension of even The Vis themselves. When they created The Vis, they brought gifts to each, sparing only a singular rule: to never allow these gifts to rule them."
- excerpt from Natalis Viskar

The School of Castus is the study of healing and restorative magic, purportedly bestowing the mercy of the Immaculate upon the recipients of the healing light. Those who master this school of knowledge are held in high regard, but also expected to utilize their talents for the benefit of others.

Occultus, The Hidden
Study of Illusion Magic

"They brought forth The Hidden, that they would exist in the hearts of all. They of darkest shadow and greatest light, gifted to witness all the world would see. They would sturdy the righteous, condemn the twisted. When all would seem lost, would they reveal themselves, greater than even The Viskar themselves."
- excerpt from Natalis Viskar

The School of Occultus is the study of illusion and deception. It examines the nature of the Hidden and the unknown, treating it as a philosophy. It is founded more in ideas than applications, though its spells are quite capable of affecting the real world.

Bellator, The Destroyer
Study of Destructive Magic

"They brought forth The Destroyer. He of flaming sword, gifted with sight beyond sight, who bore wounds as trophies and brought others to impassioned fervor. He would lead The Vis to the new land, and as his sword would cleave away the old to begin anew, his mind would set the wills of others into motion."
- excerpt from Natalis Viskar

The School of Bellator is the study of destructive magic, dealing righteous punishment to the wicked as the Destroyer once did. This school of study is perhaps the most-studied, a fact which speaks poorly to the nature of the peoples of Araevis.

Serpens, The Arbiter
Study of Afflictions and Binding Magic

"They brought forth The Arbiter, that it might temper others. She who spanned the world twice over, gifted with speech that would soothe those most furious and reassure those most despondent, whose fangs would be forever sheathed in vows sworn in tongues beyond mortal ken. She would console The Vis through their losses, ground them through their triumphs, her words venom to enemies and antidote to allies."
- excerpt from Natalis Viskar

The School of Serpens is the study of debilitating magic, restricting or harming its victims. As did the Arbiter in the histories, students of this school bring down their adversaries from within and bind them in place, leaving them to suffer the punishment of their own iniquities.

Aquila, The Bulwark
Study of Enhancement and Protection Magic

"They brought forth The Bulwark, that it would spur others to greater heights. He of emerald wings, gifted to reach the heavens, whose crows sang the revels of angels for others to seek. He would grant ambition to cause, direction to passion. On wings he would guide them, and on the winds would his songs carry into the hearts of all."
- excerpt from Natalis Viskar

The School of Aquila is the study of supportive magic, empowering and protecting the blessed. The Bulwark once shared the gift of flight and thus the students of this School honor that by bestowing gifts and protections upon others, as well as themselves.

The Martial Disciplines - Melee Skills
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Martial combat is at once both honorable and barbaric. A holdover from the days before technology and magic were commonplace, head-to-head melee combat is seen alternately as more noble and more savage. Regardless of common perception, though, it remains in play because it is still effective and efficient... as well as satisfying.

Whether unarmed or carrying a weapon, the Martial Disciplines all require getting in close with the enemy, and as such there's a distinct disadvantage against ranged opponents. However, Martial combatants are also sturdier due to their trials and can generally get as good as they give.

The melee skills can be reviewed in greater detail here.

Militis, The Soldier
Training in Direct Combat with Medium Weapons
Applies to: Broadswords, maces, morning stars, clubs, etc

"He who knows his own fate is free. To be a soldier is to advance onward, confident and free."
- Prophet Vexus

The Discipline of Militis encompasses combat styles that are more direct. The Soldier can wield a broad variety of weapons and shields, choosing to accept combat head-on but balancing their offense and defense. Caution and confidence mingle here: for a Soldier, the ultimate goal is getting the job done and coming back home alive.

Battuentis, The Fencer
Training in Fluid Combat using Light Weapons
Applies to: Rapiers, Sabers, Daggers, Canes, etc

"Again he lashed out, thrice he swung, but the shadow would not be struck. Still he did not relent, until the shadow struck back."
- Prophet Deimar, excerpt from Annales Viskar

Favoring a more fluid style of combat, Disciples of Battuentis are mesmerizing to watch, and terrifying to face. Though Fencers favor lighter weapons and light, or even no, armor, they are formidable in combat due to their ability to redirect attacks and take crippling advantage of flaws and openings. Some who learn the Fencer's style do so out of necessity, seeking a method of combat that suits their frail forms. Others learn it for its graceful efficiency of motion.

Contigeri, The Lancer
Training in Reach Combat with Polearms
Applies to: Spears, staves, halberds, lances etc

"Mightily he cheered, lifting his lance high. As all cheered with him, he charged ahead, to claim the victory he already celebrated."
- Prophet Adria

Seeking control of the battlefield, the Discipline of Contigeri encourages use of reach weapons and the adeptness to use them in both close and medium ranges. Lancers need to be mobile, using not only the greater range of their weapons but adept footwork to keep the upper-hand. They attack fast, retreat fast, and switch between the two seamlessly.

Barbaris, The Barbarian
Training in Berserker Combat with Heavy Weapons
Applies to: Greatswords, Axes, Warhammers, Greatclubs, etc

"Make way lest the way be made through you."
- Prophet Deimar

Disciples of Barbaris attack with overwhelming force. That's all there is to it. Why retreat when you can force the enemy to retreat? Barbarians use their brawn to devastating effectiveness, with a reputation for being fearless in battle.

Pugilis, The Brawler
Training in Hand-to-Hand Combat with Fist Weapons
Applies to: Unarmed combat, spiked gauntlets, small knives, punch daggers, etc.

"Hearty and hale, he strode ahead, head lifted high, unarmed but unbroken. As the stone against the tide, his enemies crashed against him only to be cast aside."
- Prophet Adria

In order to fight without a weapon, one must become the weapon. That is the one shared goal of the many styles that comprise the Discipline of Pugilis. To fight unarmed against armed, it's not enough to be good at attacking. It's necessary to sublimate the fear of being struck, to suppress the pain of your wounds, and turn your mastery to limiting your foes' attacks.

The weapon of the Brawler is their own body, clearly. Any part of the Brawler's body is considered equivalent to a 'fist weapon.' At times, one may choose to use very small weapons that can be wielded without changing up the user's unarmed style.

The Armament's Way - Ranged Skills
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The Armament skills are set up around the idea of using ranged weapons in combat. There are trade-offs there: it grants the ability to attack from a greater distance, but leaves the user less capable of defending themselves in close-quarters. However, with proper usage of terrain and environment, those with the greater range can dominate the battlefield

The ranged skills can be reviewed in greater detail here.

Pistolii, The Duelist
Drilling in Close-Ranged Combat with Sidearms
Applies to: Pistols, Revolvers, Hand Crossbows, etc

"Our hands swift, our judgment sure. Viskar, Immaculate of times before, forgive us our discourse."
- Solaviskar prayer, origin unknown

With a keen reaction time and a penchant for always keeping a sidearm close at hand, those who follow the Way of Pistolii drill themselves day and night to perfect their dueling capabilities. Skilled practitioners are able to take advantage of an almost supernatural reaction time, and possess an utmost mental discipline to take stock of their surroundings.

Sclopeto, The Rifleman
Drilling in Mid-Ranged Combat using Rifles
Applies to: Rifles, Carbines, Shotguns, etc

"Spare a thought not for the swordsman, who meets his end in bloody vitriol, but for the rifleman, who knows not his end before it meets him."
- Prophet Vexus

Those who adhere to the Way of Sclopeto are disciplined and composed even in the heat of battle. Using their weapons is second nature to them, and a Rifleman is likely to take aim under heavy fire or reload on the run. Full assault is the best solution, and the Rifleman charges fearlessly ahead.

Perspicax, The Sniper
Drilling in Long-Ranged Combat using Sniping Weapons
Applies to: Heavy Rifles, Greatbows, Heavy Crossbows, etc

"With a thought, did the hunter loose his arrow. With another, did he see it strike true, his quarry slumped across the plain."
- Prophet Deimar, excerpt from Annales Viskar

Preparation, planning, and environmental awareness are perhaps the most vital tenets for followers of the Way of Perspicax... along with impeccable aim. Practicality takes the forefront here, as a Sniper typically has no interest in engaging opponents 'fairly' -- in struggles of life and death, it's best to have the upper hand, the high ground, and the element of surprise all rolled into one.

Polybolii, The Gunner
Drilling in Rapid-Fire Combat using Machineguns
Applies to: Gatling guns, light machine guns, automatic rifles, etc

"Too often we see the fruits of one's labor twisted for the purposes of those with lesser intentions."
- Prophet Adria

The Way of Polybolii is for those who either have absolute faith in their eternal afterlife or are just so gutsy that they can't imagine dying in this life. That could be an unfair assessment, but suffice it to say that Gunners favor excess over finesse and their wild hail of gunfire is excellent for drawing attention and discouraging opposition.

Cannonis, The Bomber
Drilling in Artillery Combat using Explosives
Applies to: Grenades, Grenade launchers, Rocket launchers, etc.

"All conflict entails some element of chaos, but there exist those who embody it, rather than oppose it."
- Prophet Vexus

If it's worth doing, it's worth overdoing. The Way of Cannonis favors the use of overwhelming force despite the risk to the Bomber, the surrounding landscape, and everyone around, both friend and foe. It's a dangerous pursuit, but effective in the right hands.

The Overseer's Calling - Minion Skills
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This category of skills is based around attaining a minion or pet that will either support you in combat or serve as your primary asset in combat. Be aware that no skill in the Overseer's Calling directly buffs the player character or grants them direct skills.

Part of the task for an Overseer is to obtain their pet or minion. They do not come automatically or freely.

Once obtained, minions (and pets) work as follows:

  • The Minion does not have its own vigor. Both Overseer and Minion share the same Vigor pool.
  • The Minion does not attain techs or abilities related to its 'class.' If it says it is treated as a Soldier, it has the combat skill of a Soldier, but without the techniques a PC Soldier can utilize.
  • The Minion is on par, not including techs, with a PC of the same class, but the Overseer is not.
  • The Minion can die or be defeated.

The minion skills can be reviewed in greater detail here.

Manseutis, The Tamer
Pursuit of the calling to tame Beasts

"Long have man and beast co-existed. No such boundary should separate us from cooperation."
- Prophet Deimar

Following the Call of Mansuetis requires a certain affinity and understanding of wildlife. Taming a beast to be a companion is not as simple as breaking a horse. The Tamer must first earn the beast's respect, and further show the beast respect in turn. A Tamer must understand their companion, understand the beast's pride and desires, its strengths and weaknesses. As they gain a greater connection with each other, a tamer and his companion can become a formidable and frightening team.

Taming a beast companion first requires earning its respect by defeating it alone. While it is weakened, the Tamer can attempt to create an empathic link with the creature, a feat that requires uninterrupted concentration for at least three rounds. If the beast is impressed, it will willfully follow you as its new companion.

Funbibuli, The Mechanist
Pursuit of the calling to command Machines

"With a sputtering cough, the machine whirred to life! Its great engine roared, the beast within awoken!"
- Prophet Deimar, excerpt from Annales Viskar

Those who relish the scent of steel shavings and oil, the heat of an acetylene torch, and the hum of gears whirring to life are well-suited to follow the Call of Fundibuli, commanding a mechanical drone to fight with them. For the Mechanist, their drone may not necessarily be alive, but it is something more than a mere inanimate object. The mechanical companion can be of many different shapes and sizes, fitting to the Mechanist's desires. Rarely is the design set in stone, however, as a Mechanist is constantly repairing, modifying, and upgrading their drone. It is a constant quest of improvement, seeking an ever-better design.

Creating or modifying a drone requires skill as an Engineer. A Mechanist can craft his own drone or purchase it from someone with the requisite skill. The most important part, however, is the drone AI core and its matching control node. The AI core is the heart of the drone and contains a drop of the controller's own blood; it can be transferred to new bodies as needed. Each core is linked to a single control node, which is embedded into the skin of the Mechanist, allowing commands to be sent with a mere thought.

Daemonium, The Summoner
Pursuit of the calling to summon Daemons

"There are a great many things we do not comprehend. It is our intrinsic mission to see them deciphered."
- Prophet Deimar, excerpt from Annales Viskar

Few callings are as divisive as the Call of Daemonium. Reviled by many for consorting with demonic beings, while honored by others for punishing the same, a Summoner treads a fine line in society. That same thin line describes the relationship between the Summoner and his bound demon: the fiend is compelled to obey its master, though its limbs must remain shackled at all times to prevent it from murdering the fool that dared to summon it.

To bind a demon into servitude, the Summoner must first defeat it in combat, and extort from the creature its true name. From then on, the Summoner can enact a ritual, spanning a full round, to summon a demon with its true name, binding it as it enters the world. With limbs shackled, the fiend can move and cast destructive magic but is helpless to turn its claws upon its master. Demons can only truly be killed in their own infernal plane of existence, however, so even should the fiend be defeated in the mortal realm, it will recover in its own realm and can be summoned again as needed. A Summoner may only retain the name of one demon at a time. A defeated demon cannot be summoned again during the same writing week.

Pythonis, The Contractor
Pursuit of the calling to bind a Familiar

"Not all born of the Vis are so tainted."
- Prophet Adria

To follow the Call of Pythonis, a person must locate and engage in a binding contract with a benevolent magical being. The contract is sealed in blood, linking the spirits of both parties. Such beings are often frail, sustaining themselves on natural life-forces. The new familiar shares in the contractor's vitality, though, strengthening them and allowing them to travel with the Contractor and see more of the world beyond their sheltered valleys.

Fairies, pixies, sprites, and wisps are common familiars, nature spirits which thrive in areas of rich natural beauty. Far rarer are angelic beings or other benevolent souls.

Exanimum, The Necromancer
Pursuit of the calling to animate the Dead

"Rise, o spirit! Your duty must be fulfilled, your soul must earn its rest!"
- Prophet Vexus, excerpt from Annales Viskar

An unsavory vocation, those who follow the Call of Exanimum are often ostracized by more civilized society. Those with greater insight, however, understand that the Necromancer who controls a dead body does no harm to the soul which once inhabited the vessel. In fact, should a soul still cling to its shell, a Necromancer's abilities will find no hold. Still, even among those with greater understanding, the thought of desecrating the dead to serve as puppets is often discomfiting.

Any dead body can fall under the Necromancer's control, from a stripped down wolf skeleton to a freshly-fallen comrade, as long as it is not excessively large. Bodies more than twice the size of a Necromancer cannot be moved. To bring a body under control, a Necromancer requires one round of uninterrupted concentration, but can then control the body indefinitely or until it falls to pieces. Only one body can be controlled at a time, however.

The Tradesman's Arts - Crafting Skills
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Practitioners of the Arts are vital to the economy of Araevis and are also of paramount importance to adventurers and explorers who need the best equipment to survive in the hostile, untamed areas of the world. Beyond cities, it can be quite advantageous to have skilled craftsmen around for unique needs, as well. The greatest among them are able to create astounding works, things with far-reaching and lasting relevance in the world.

Generally, it's necessary to devote a chapter to creating significant works, while mundane creations can be made with little fuss. Any item that has abilities requires Terra Regia of an appropriate grade and at least one chapter devoted to its creation. Certain special projects (like airships) will have additional stipulations attached.

The crafting skills can be reviewed in greater detail here. In addition, a thorough Crafting Guide can be perused here.

Aedificare, The Blacksmith
Practice of forging martial weapons and armor

"Destruction became art, war became tangible. We were gifted renewal and made metal of it."
- Prophet Vexus

Practitioners of the Art of Aedificare are able to utilize a variety of materials -- metal, stone, wood, or others -- to create weapons and armor. They can utilize their skills for people, their pets, or even mounts and vehicles. Given the proper creative spark, a blacksmith can create all sorts of armaments, from the mundane yet functional to the exotic and unusual.

Working with each grade of Terra Regia requires the requisite skill in Aedificare. Weapons and armor crafted from mundane materials carry no special abilities or durability, but also incur no noticeable cost on the crafter.

Terriculum, The Gunsmith
Practice of assembling firearms

"Beasts belch such poisonous mire, and we took inspiration. We became beast, and so our breath is as steel and fire."
- Prophet Vexus

Practitioners of the Art of Terriculum are the experts of projectile and combustible weaponry. It requires comfort and familiarity combining metalwork with dangerously volatile chemicals. It's not uncommon for Gunsmiths to be covered in burn scars. They are capable of crafting guns, more primitive projectile weapons, and related gear, augmenting them with Terra Regia as required for the extra boost. Those who gain enough experience are able to apply their trajectory knowledge to rapidly fortifying locations, even deploying heavy artillery.

Working with each grade of Terra Regia requires the requisite skill in Terriculum. Weapons crafted from mundane materials carry no special abilities or durability, but also incur no noticeable cost on the crafter.

Alchemia, The Alchemist
Practice of mixing Potions

"Veritas took of the drink, and his pallor suddenly brightened. Throwing off his sheets, he asked only to be able to open his windows, that he might see the sun again."
- Prophet Adria, excerpt from Annales Viskar

A combination of pharmacology and mystical doctrine, the Art of Alchemia is the distillation of magical forces into a potent liquid form. Combining natural ingredients with Terra Regia in the right quantities and concentrations can evoke effects similar to, or identical to, those cast by students of the Schools of Castus or Aquila. Stemming from medical doctrine as it does, Alchemia follows a similar philosophy of "Do no harm," and therefore the study initially only encompassed effects which benefit the imbiber. In more modern times, Alchemia has broadened its horizons, though purists continue to forswear the more dangerous recipes.

Working with each grade of Terra Regia requires the requisite skill in Alchemia. Drinking potions too quickly will negate the effects of earlier ones, so only one potion may be imbibed per round.

Cantatus, The Enchanter
Practice of imbuing items with Enchantments

"Such wonders we weave! Such powers we possess! If such means we possess, is it not heresy to see them idle?"
- Prophet Deimar

The Art of Cantatus was initially created out of a desire to create explosive projectiles, and in fact, was almost abandoned entirely when alternate (and more reliable) means of achieving this were created by Gunsmiths. However, with their decades of study at risk of becoming obsolete, the Enchanters branched out their studies, applying what they had learned into other related applications. As a result, the Art of Cantatus expanded and now allows imbuing the effects of spells from the Schools of the Vis into weapons, armor, or the environment.

Working with each grade of Terra Regia requires the requisite skill in Cantatus. Each imbued item has a limited number of uses per week. The items will recharge naturally at the start of each week, or an Enchanter can use Terra Regia to recharge the item immediately.

Ingeniarius, The Engineer
Practice of developing Machines

"Machines bore fruit in the Demvir. Had we the sight to glimpse such wonder, we might've suffered less."
- Prophet Vexus

One of the newest disciplines to grace Araevis, the Art of Ingeniarius deals with the manufacture of machines and mechanical devices. For some, mainly those who consider the Demvir to be divine creations, the Art of Ingeniarius is decried as blasphemy, but for most it represents the future and is welcomed with open arms. Those capable of learning the craft seem to be few and far between, but their creativity knows no bounds.

Working with each grade of Terra Regia requires the requisite skill in Ingeniarius. The Engineer can use most of their creations, aside from combat drones, but part of their appeal is the ability to make machines user-friendly enough for non-Engineers to utilize. This doesn't apply to aircraft, however: only an Engineer with the required expertise can hope to pilot aircraft without crashing.