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Lore

The Setting

  • Humanity once stood at the pinnacle of progress, commanding machines, bending nature, and dreaming of dominion among the stars. But every ascent casts a shadow. What was built in ambition has collapsed into ruin, leaving fractured enclaves, forgotten technologies, and whispers of powers older than memory. The world today is no longer a land of certainty, but a crucible where mortals, monsters, and gods contend for the future.

The Fall of Civilization

  • Empires rose on the back of technology and corporate power, but hubris turned triumph into downfall. Wars scarred continents, plagues consumed cities, and experiments too reckless for reason tore holes in creation itself. Governments dissolved, faiths faltered, and people clung to survival in fortified enclaves and warlord domains. Out of the ashes emerged a hidden elite—masters of secrecy and forbidden relics—whose hand still shapes humanity’s fate from the shadows.

A World Transformed

  • The Aetherion itself has been reshaped. Radiation, Rift-bleed, and tampered genetics have rewritten the living fabric of reality. From these scars emerged new Universals—all manner of mortals, hybrids, beasts, and constructs born from collapse and corruption. Elves, dwarves, fae, goblins, trolls, vampires, werewolves, and countless others now walk beside humanity.
  • They are not echoes of forgotten legend, but the living consequence of a world in flux. Some stand as allies, others as predators. Together they form the foundation of existence, the chorus of life upon which higher powers move.

MageTCG’s Role in the Universe

  • In the MageTCG trading card game, you take on the mantle of a Mage—an ascended being empowered by ancient force. Your deck represents your personal arsenal of characters, spells, locations, and relics, each used strategically to gain advantage and overcome your opponent.

    Many of the locations, characters, and legendary moments from quests and adventures in this living saga are brought to life within the game, allowing you to shape the fate of this universe with every duel.

The Rift

  • The Rift is no place, but a wound between worlds — a fracture where reality bleeds and higher laws press through. From its currents flows Aether, the radiant essence of creation, and Dark Aether, its unstable twin. Through this scar come wonders and horrors alike: plagues that unravel reason, creatures of impossible shape, and forces that bend the laws of existence.
  • To mortals it is a mystery, to rulers a source of ambition, and to prophets a sign. For some it is salvation, for others doom. In truth, it is the axis upon which all destiny now turns.

The Mage

  • When the living sparks of Aether — the Aetherelite — bond with mortals, something greater emerges. This union does not erase identity, but magnifies it. The host remains themselves, yet exalted to legendary scale. Fire, storm, shadow, and light bend at their command.
  • But Aether amplifies all things. Compassion becomes sacrifice. Pride becomes tyranny. Grief becomes devastation. Some rise as heroes, others as monsters, yet all bear the weight of power once thought the realm of gods.
  • The Mage are not merely champions of their age. They are its greatest risk — and perhaps its only hope.

The Hierarchy of Beings

All who dwell within creation resonate with the Rift. Some stand nearer its flame, others far below, yet all are bound to its current:

  • The Aetherelite — sparks of living will, fragments of the Aetherion’s hidden heart.

  • The Architects — ancient designers of suns and worlds, long vanished yet not absent.

  • The Rift Born — emissaries of radiant order, their brilliance both guide and chain.

  • The Eldritch — shadows from the Outer Darkness, hungry to corrupt and enslave.

  • The Caretakers — Angels and Dragons, guardians of balance who awaken in times of peril.

  • The Mages — mortals magnified by Aetherelite, saviors and tyrants alike.

  • The Universals — the foundation of all realms within the Aetherion: mortals, hybrids, beasts, constructs, and countless others. Diverse, fragile, and unpredictable, they embody creation’s greatest potential and its deepest flaws.

The Architects

  • Long ago, the Architects rose as the first great civilization of will and design. They bent suns into harmony, seeded life across countless realms, and forged intelligences vast as worlds. Their craft could sculpt ecosystems, rewrite laws of physics, and anchor the tides of entire planets.
  • But even their dominion faltered. Some courted the Eldritch, others clung to balance, and their wars scarred creation. At last they withdrew into silence, leaving behind relics, vessels, and hidden processes that still stir within the Rift. Though they are absent, their design remains — and their judgment may yet return.

The Hidden Few

  • Whispers tell of an elite who endured where empires fell. Known as the Hidden Few, they are heirs to ancient dynasties, hoarders of lost technologies, and architects of forbidden experiments. From fortified citadels and buried vaults, they probe the Rift, dissect relics, and pierce dimensions best left untouched.
  • To most, they are myth — a cautionary tale told in hushed voices. But their influence endures, and their ambition may yet shape, or doom, all that remains.

Angels & Dragons

  • Long before humanity rose, guardians walked the Aetherion. Angels — luminous caretakers of order — once shielded mortals with prophecy and flame. Dragons — ancient custodians etched with the memory of ages — awakened in times of upheaval to test, guide, or burn.
  • Together they are known as the Caretakers, but their unity has never been certain. At times allies, at times rivals, they remain forces of awe and dread alike. Some see them as saviors. Others remember their absence and call them betrayers. Their return is always a turning point, for where Angels and Dragons stir, destiny bends.

The Eldritch Storm

  • Beyond the edges of the Aetherion lies a silence without stars — the Outer Darkness. From its abyss churns the Eldritch Storm, a tide of beings whose hunger knows no end. They press against the Rift, twisting Dark Aether into corruption, bending mortals into thralls, and poisoning the fragile balance of creation.
  • The Eldritch do not conquer with empires or armies. They seep, corrupt, and unmake. To face them is to confront terror alive — alien, relentless, and patient. Where the Rift is a wound, the Eldritch are the infection pressing at its edges, waiting for the chance to flood creation.

Relics of Aethercraft

The greatest legacy of the Architects is Aethercraft — artifacts alive with the essence of the Rift. These are not mere tools, but thinking relics that test and reshape those who bear them:

  • Edge Relics — blades or implements of impossible sharpness and searing power.

  • Projection Relics — conduits of force, healing, or destruction cast across distance.

  • Ward Relics — armor of living energy, shielding body and soul.

  • Crown Relics — circlets of command, bending the wills of armies or even nations.

  • Arc Relics — engines that twist space, time, or perception itself.

  • Vessel Relics — Monumental Aethercraft ships, forges, and engines. Each is bound to a Prime Intelligence, a sovereign mind woven from Aether itself. To board one is to enter a cathedral in motion — a fortress, shrine, and living memory of Architect will.

To wield an Aethercraft relic is to inherit its voice. It does not serve blindly, but whispers into the dreams of its bearer, teaching, testing, and binding them to purpose.

The Aetherion — The Great Canvas

  • The Aetherion is a vast continuum where realms spark into being and fade away like embers in an endless storm. Each realm follows its own laws of time, matter, and spirit, yet all are bound in fragile harmony. To some it is mystery, to others opportunity. To the oldest powers, it was once a canvas for design — and to the hungry shadows beyond, it is prey. Here, all life finds its fleeting stage, tested and transformed across the ages.

The Rift — Source of Aether

  • The Rift is the wound between worlds, a paradox where reality folds and higher laws bleed through. From it flows Aether, the primal essence of existence. Within it lies duality: radiant Light Aether, a force of creation, and unstable Dark Aether, its hungering twin. Together they form the pulse of the Rift — harmony and corruption intertwined. To mortals it is promise and peril, gift and curse, a power that uplifts even as it tempts. Some rise through its touch; others fall into shadow.

The Eldritch Storm — The Outer Darkness

  • Beyond the farthest walls of the Aetherion lies the Outer Darkness — a sea where light falters and thought fractures. From this abyss churns the Eldritch Storm, a tide of entities that hunger for entry into creation. They twist Dark Aether to corrupt, enslave, and unmake. To mortals they are the doom that waits at the edges of night; to those who wield Aether, they are the adversary eternal. If the Rift is a scar, then the Eldritch Storm is the infection pressing against it — relentless, patient, and eager to drown all life in its void.

A Coming Trial

  • Whispers tell of a final reckoning — a trial that will weigh all of creation. Some claim it will be judgment, others believe it will be renewal, and still others call it the end of all things. What form it will take is unknown, but the signs grow clearer: the Rift stirs with greater force, new powers awaken, and ancient guardians rise from their silence.

Prophecies & Outcomes

Legends speak of three possible fates:

  • Salvation — the Rift healed, balance restored.

  • Annihilation — the Aetherion consumed by shadow.

  • Transcendence — mortals ascending to rewrite the laws of existence itself.

These are not promises, only possibilities. The path remains unwritten, shaped by the choices of mortals, immortals, and powers beyond.

Signs of the Reckoning

  • Each age has brought omens: mutations reshaping life, plagues without name, and anomalies that blur the line between dream and waking. Heroes rise, monsters stir, and the Rift bleeds more fiercely with every passing age. Whether these are warnings or simply the natural pulse of creation, none can say. But all agree on one truth: the Reckoning draws closer.

The Veiled Genesis

Theme: The Before-Before
Span: Pre-Creation → Millions of years ago
Before stars or worlds, there was only the Rift — a wound between realities, where collapse and rebirth churned endlessly. From its tides emerged the first polarity: the radiant Aetherelite, sparks of pure creation, and the shadowed Eldritch, minds of unmaking from the Outer Darkness. Their tension shaped the first sparks of existence, setting the stage for the rise of civilizations.


The Age of Architects

Theme: Creation & Dominion
Span: ~65,000,000 BC → ~200,000 BC
The Architects rose as the first great civilization, bending suns, ecosystems, and species to their design. Earth was reset by their hand, while humanity and merfolk were seeded as twin experiments upon Mars. They forged wonders of Aethercraft and ruled as gods of design. Yet pride divided them. Some turned to the Eldritch, and war scarred the stars. At last, the Architect Prime, Enki, unleashed the first Omega Protocol, purging Mars and driving the survivors to Earth under the protection of angels and dragons. Then, silence — the Architects vanished, leaving behind relics, laws, and hidden processes that endure.


The Age of Silence

Theme: Harmony & Fracture
Span: ~200,000 → ~9,600 BC
On Earth, angels and dragons guided humanity and merfolk, who built the Commonwealth of the Two Crowns, with Atlantis as its seat. Land and sea thrived in shared dominion, crafting wonders of sky and tide. But ambition corroded harmony. Trust fractured, war erupted, and Atlantis fell into the sea. In the aftermath, the merfolk withdrew into the deep, entering legend, while humanity struggled on alone.


The Age of Judgment

Theme: Wrath & Renewal
Span: ~9,600 BC → ~3,000 BC
Humanity, unchecked, pursued forbidden sciences and reached toward the Rift. In answer, Enki unleashed the Great Flood — the second Omega Protocol. To mortals it was punishment; to the Architects, process. Civilizations drowned, and only fragments endured along the great rivers. Angels withdrew, dragons slept, and myths veiled the truth of what had been lost.


The Age of Amnesia

Theme: Withdrawal & Forgetting
Span: ~3,000 BC → 2030 AD
Guardians faded into silence, leaving mortals blind to their heritage. The Flood was remembered as myth, the pyramids misunderstood, angels and dragons reduced to stories. Faith rose around fragments of truth, while science eclipsed memory. For millennia, humanity believed itself alone beneath the stars.


The Digital Dawn & Collapse

Theme: Hubris & Ruin
Span: 2030 → 2150 AD
Technology promised utopia — artificial intelligence, robotics, and bioengineering reshaped society. But inequality, war, and reckless progress shattered order. A hidden elite, the Hidden Few, rose from corporate empires, hoarding relics and bending fate. Mutations birthed new races — elves, dwarves, fae, goblins, trolls, vampires, and werewolves — while merfolk reemerged to reclaim the seas. Dragons stirred once more as memory-keepers, heralding the age to come.


The Age of Mages

Theme: Ascension & Struggle
Span: 2150 → 2250 AD
The discovery of the Rift Sword tore the veil, awakening the Aetherelite and birthing Magehood. Mortals, flawed yet magnified, rose to wield powers once reserved for gods. Angels returned, Rift-born beings poured through, and horrors long sealed pressed against creation. Some Mages became saviors; others tyrants. The struggle to wield creation’s fire without being consumed by it defined this age.


The Requiem

Theme: The Final Judgment
Span: 2250 and beyond
The Omega Protocol nears completion. Lord Fragmentor shattered minds, the Hive sought to claim all bodies, and at last Enki himself descends to weigh the soul of creation. At the edge of oblivion, mortals and immortals must stand together or fall apart. Whether the Aetherion ends in salvation, annihilation, or transcendence will depend not on gods or Architects, but on the will of mortals to unite against the end.

Angels

Angels are radiant custodians of creation, descended not from faith but from dimensions of higher order that interlace with mortal reality. They embody purpose given form, each bound to a sphere of dominion such as light, judgment, healing, or war. Their presence is overwhelming to mortals, a fusion of searing brilliance and ineffable authority that compels awe. Though revered as guardians, they are not uniformly benevolent; their loyalty lies in maintaining cosmic balance, even when their judgments bring suffering to humanity. Angels walk as arbiters in the conflict of worlds, intervening when the scales tip too far toward corruption or annihilation.

Arachnians

Arachnians are towering, chitin-clad beings born of the earth’s fractured ecosystems and dimensional bleed. Resembling a hybrid of human intellect and spider form, they dwell in sprawling hive-cities woven into ruined metropolises and cavernous abysses. Their societies are matriarchal, ruled by colossal brood-queens whose will resonates through pheromonal and psychic signals. They prize patience, strategy, and entrapment, both in hunting prey and in manipulating rival factions. Feared as predators, they are also skilled architects, their webbing stronger than steel and laced with strange properties of captured dimensional energy.

Avatars

Avatars are the exalted vessels of transcendent power, standing just beneath the Mages in the grand hierarchy of existence. They encompass beings once worshiped as gods, whose dominion and knowledge shaped the foundations of civilization. Unlike the Mage—who represents the highest state of ascension and mastery of all realms—Avatars are conduits of immense but finite power, their wills bound to forces greater than themselves. They rule above angels and all other celestial hosts, their presence bending history and belief alike, yet even they remain shadows when measured against the infinite ascent of the Mage.

Banshees

Banshees are spectral women cursed to wander the boundary between life and death, their existence tethered to violent ends and places steeped in tragedy. Their keening wail carries more than sorrow—it severs the living from hope, unraveling courage and summoning despair. Though incorporeal, they manifest when bloodlines falter or when death’s shadow is imminent, serving as heralds of mortality. Few can endure their song without breaking, for it resonates directly with the soul. Banshees are not mindless; they are drawn to bloodlines, debts, and oaths, often haunting families or clans across generations.

Basilisks

Basilisks are serpentine monstrosities whose very gaze can calcify flesh and soul alike, turning living beings into brittle stone. They slither through the underworld of ruined earth and forgotten caverns, their presence accompanied by a silence unnatural to any ecosystem. Scales harder than iron and venom potent enough to dissolve bone make them feared apex predators. They are solitary by nature, ruling vast subterranean domains with primal dominance. To encounter a basilisk is to confront death incarnate, for even the prepared rarely survive the crushing force of its breath and the petrifying terror of its eyes.

Beasts

Beasts encompass the countless non-sentient creatures that prowl the broken earth and the realms beyond. They are the animals, insects, and predators of creation, some unchanged from ancient memory, others grotesquely altered by radiation, others from the breath of Aether that seeps through the Rift. Wolves stalk with ember-lit eyes, their howls echoing with dimensional resonance; insects grow to monstrous scale, their carapaces harder than iron; birds mutate into storm-wrought harbingers whose wings blot out the sun. Unlike the sentient races, beasts are driven only by instinct, hunger, and survival—yet their forms often mirror the corruption or vitality of the lands they inhabit. In every wasteland, jungle, ocean trench, and alien sky, beasts thrive as reminders that the natural order has not vanished, but evolved into new terrors and wonders that test all who would claim dominion.

Centaurs

Centaurs are proud nomads of the wild plains, fusing human intellect with equine strength. Their clans are bound by oral traditions that stretch back to the collapse of civilization, carrying wisdom of the stars, the hunt, and the forgotten ages of humanity. Though fierce in war, they are equally known as seers, guided by celestial patterns visible only to their keen senses. They resist the dominion of cities and empires, valuing freedom above all else. To allies, they are loyal companions; to enemies, they are a relentless tide of hoof and spear.

Chimeras

Chimeras are abominable hybrids created through reckless fusions of magic, science, and Rift energies. Their forms are grotesque amalgamations—lion’s maws, serpent tails, wings, claws, and humanlike eyes—all shifting and unstable. They embody chaos given flesh, often consumed by violent madness and insatiable hunger. Some retain fragments of their former selves, making them tragic reminders of the dangers of tampering with creation. Unpredictable and nearly impossible to domesticate, they roam battlefields and wastelands as living engines of destruction.

Cosmic

Cosmic beings are entities from beyond the veil of known dimensions, existing in forms incomprehensible to mortal perception. They are not bound by flesh, but manifest as vast geometries, living shadows, or voices that shatter sanity. Contact with them warps biology and thought alike, birthing cults of zealots who worship their alien logic as divine. They are neither good nor evil in mortal terms; their motives are so far removed that they can annihilate civilizations as easily as one brushes away dust. When they enter the mortal plane, reality itself bends, reshaping landscapes and minds around their presence.

Cyborgs

Cyborgs are remnants of the old world’s obsession with transhumanism, survivors whose bodies are interwoven with machines. Some are relic soldiers of forgotten wars, endlessly repairing themselves with scavenged technology. Others are seekers of perfection, replacing flesh with steel until their humanity is a distant memory. Their longevity is unmatched, yet they are cursed with obsolescence as ancient implants degrade and fuse unpredictably with biological tissue. Feared for their strength and cold efficiency, cyborgs embody both the triumph and downfall of human ambition.

Demons

Demons are destructive entities born of corrupted realms, feeding on suffering, desire, and the unraveling of order. They manifest in countless forms, from horned beasts to subtle whisperers cloaked in mortal guise. Wherever chaos thrives, demons gather, seeking to turn conflict into fuel for their existence. Though bound by power and hierarchy, they are treacherous by nature, each vying to carve dominion from the ruin of others. To confront a demon is to contend not only with raw force but with temptation, for they weave ruin through bargains as readily as they do through flame.

Devils

Unlike demons, devils are precise, calculating entities whose strength lies not only in their infernal power but in their mastery of law and manipulation. They construct empires of contracts, binding mortals and rivals alike through pacts that ensnare the soul. Where demons revel in chaos, devils thrive in order twisted to serve domination. Their hierarchies are rigid and eternal, each arch-devil a monarch presiding over endless legions. Mortals who cross them find themselves trapped in cycles of servitude that may last beyond death itself.

Dragons

Dragons are colossal, ancient intelligences, each embodying both natural forces and transcendent will. Their scales gleam with elemental resonance—fire, storm, frost, or shadow—and their wings cast shadows like storms across entire armies. More than beasts, they are oracles, custodians of forgotten history, and powers unto themselves. Some ally with mortals as mentors or patrons, while others see humanity only as trespassers in their eternal dominion. To stand before a dragon is to confront the weight of ages, for their eyes hold truths older than civilization itself.

Dryads

Dryads are the living essence of ancient groves, manifesting as women whose flesh is interwoven with bark, leaves, and vines. They are guardians of the forests, their spirits bound to the lifeblood of trees and rivers. To trespass upon their domains without respect invites wrath, for they command roots that can crush stone and thorns that pierce steel. Yet they are not wholly hostile; those who earn their trust find wisdom older than human memory and sanctuary within verdant sanctums. In them, nature speaks with both beauty and ferocity.

Djinn

Djinn are elemental spirits forged from storm, fire, and shifting wind, embodiments of the raw forces that tear across the world. Their forms shimmer between flame and smoke, solidifying only when they will it. Though immensely powerful, they are bound to compacts or vessels, tethered by ancient rules woven into the fabric of reality. Djinn are mercurial, driven by whims as sudden and violent as the storms they embody. They may grant boons, but their gifts often reshape the fates of mortals in ways unforeseen.

Dwarves

Dwarves are subterranean forgers and warriors, their kingdoms carved deep into the roots of mountains and stone. Compact and resilient, they are unmatched smiths, crafting weapons and relics from ores infused with lingering dimensional energies. Their societies are built upon unyielding loyalty to clan and craft, valuing mastery of trade as much as valor in war. Though often insular, they are fierce allies when bonds of oath are sworn. To enemies, they are immovable bastions, their warhammers ringing like thunder across the battlefield.

Elementals

Elementals are beings of raw, unshaped energy born from the primal forces of creation. They take form in firestorms, shifting rivers, living stone, and whispering winds, existing as both creature and phenomenon. Their presence destabilizes the balance of the natural world, as they draw endlessly upon the energies they embody. Some may be bound or guided by powerful Mage, but they remain inherently untamable. To encounter an elemental is to stand in the presence of a force of nature given sentience.

Elves

Elves are ageless beings whose lives are interwoven with the currents of magic and the pulse of the natural world. Tall, graceful, and keen of mind, they maintain vast enclaves hidden within forests and mountains, sustained by traditions that predate human memory. Their mastery of arcane arts is unmatched, their societies built upon harmony with the land and vigilance against corruption. Though many see them as aloof, they bear the burden of centuries of memory, both glorious and tragic. To walk among elves is to touch the echo of a world humanity lost long ago.

Efreet

Efreet are the infernal counterparts of djinn, born of fire unbound and hunger eternal. They manifest as towering figures of molten flame and smoke, their forms ever shifting with heat and fury. Unlike their airy kin, efreet are creatures of conquest, driven to enslave, dominate, and burn all that lies before them. They dwell in furnaces of the Rift and volcanic realms where reality itself bleeds molten rivers. To summon an efreet is to unleash devastation, for they obey only power and consume all weakness.

Faeries

Faeries are nature’s tricksters, small yet formidable beings who dwell in the liminal spaces of forest, glade, and shadow. They embody both beauty and mischief, weaving glamour to enchant mortals into folly or wonder. Their societies are divided into courts, some benevolent, others cruel, each ruled by monarchs of capricious temperament. While often underestimated, faeries wield potent magics, warping perception, memory, and even time itself. To deal with them is to risk being ensnared in riddles where words carry weight greater than steel.

Giants

Giants are colossal humanoids who stride the world as remnants of an age when the earth itself forged its children in greater forms. Their bodies are mountains of muscle and stone, their strength capable of reshaping landscapes with every blow. They dwell in high places and desolate expanses, often ruling as kings over clans of lesser kin. Despite their size, they are not simple; giants bear ancient knowledge of storms, fire, and the stars, though their tempers are legendary. Entire armies have broken upon a single enraged giant.

Goblins

Goblins are cunning survivors, small but resourceful, thriving in ruins, warrens, and shattered cities. Their wiry forms belie their strength, for they compensate with relentless ingenuity, crafting traps, crude weapons, and strange machines from scavenged scraps. Tribal and fractious, goblins bicker constantly, yet in war they swarm like locusts, overwhelming larger foes with sheer numbers. While often dismissed as pests, their adaptability makes them impossible to eradicate. Wherever civilization falls, goblins rise to scavenge what remains.

Gnomes

Gnomes are curious, inventive folk whose spirits burn with ceaseless creativity. Though small of stature, they are mighty in craft, blending magic and mechanism into devices that often blur the line between brilliance and disaster. They thrive in hidden enclaves, building elaborate workshops filled with whirring machines and glowing crystals. Ever inquisitive, they are both admired and feared for their habit of experimenting without restraint. In times of war, gnomes unleash devastating constructs, turning the tide with ingenuity rather than brute strength.

Golems

Golems are constructs of stone, metal, or clay animated by lost sciences or ancient runes. Soulless yet enduring, they serve as guardians, laborers, and weapons, bound to the will of their creator. Their strength is unmatched, their resilience near absolute, yet they lack independence save in rare cases when enchantments fracture, granting them sparks of awareness. Entire civilizations once relied upon golems to defend their gates and carry their burdens. Now, they wander ruins, fulfilling commands long since forgotten.

Halflings

Halflings are small, sturdy folk who thrive in pastoral settlements, valuing community, hearth, and peace above conquest. Though rarely drawn to war, they possess remarkable courage when threatened, defending their homes with unexpected ferocity. Gifted with agility and a knack for going unnoticed, halflings often succeed where larger beings falter. They prefer lives of quiet plenty, yet their resilience ensures they endure through catastrophe. To underestimate them is to learn too late that their spirit is far greater than their stature.

Humans

Humans are the most adaptable and fractured of all races, surviving in every environment from scorched wastelands to fortified citadels. Though lacking the innate gifts of other beings, they excel in resilience, ingenuity, and sheer willpower. Their societies are endlessly diverse—tribal, feudal, technocratic, or anarchic—each shaped by the demands of survival in a broken world. Humans are dreamers as much as destroyers, capable of acts of immense compassion or unparalleled cruelty. In them lies both the frailty and the indomitable spark that drives the fate of civilizations.

Kitsune

Kitsune are fox-spirits that walk between mortal and spirit worlds, their forms shifting from human guise to furred predator with graceful ease. Each bears multiple tails, gained with age and power, their number reflecting cunning and mastery of illusion. They are deceivers and guides alike, weaving glamours to test mortals or to shield sacred places from corruption. Their loyalty is difficult to earn, but once given, it is fierce and enduring. To cross a kitsune, however, is to invite retribution both clever and merciless.

Liches

Liches are sorcerers who have traded mortal flesh for undeath, binding their souls to phylacteries in pursuit of eternal mastery. Their bodies wither to skeletal husks, but their minds sharpen into weapons of vast arcane power. They command legions of undead, each step of their will spreading decay. Though feared for their cruelty, liches see themselves as visionaries, transcending death’s boundary to shape eternity. Their existence is parasitic, feeding upon the life and hope of all around them.

Mage

The Mage are not a species but a primordial force, older than stars and woven into the fabric of existence itself. They are invisible, unknowable, and eternal, dwelling in the breath of the wind, the pulse of the earth, and the silence between thoughts. With the opening of the Rift, the Mage stirred from dormancy and began to bond with mortals and other sentient beings—not as parasites, nor masters, but as symbiotic partners. The host remains wholly themselves, yet their strengths and flaws are magnified into legendary extremes, granting them powers that bend fire and storm, shadow and light, life and ruin. In this ascension, the ordinary are remade into heroes or monsters, and the Mage ensure that myths are not merely remembered, but lived anew.

Merfolk

Merfolk are aquatic peoples whose dominion lies beneath the tides, in coral-fortresses and abyssal cities. Their forms vary, some graceful with scaled tails, others adapted into deep-sea predators with teeth like knives and eyes glowing in darkness. Masters of current and song, they wield hydromancy to shape oceans and summon storms. Their alliances with surface dwellers are rare and fragile, for they see landfolk as careless despoilers of the seas. To encounter merfolk is to confront the power of the ocean itself.

Minotaurs

Minotaurs are towering warriors with the bodies of men and the heads of bulls, bred for strength, endurance, and conquest. Their horns are both weapon and symbol, adorned with markings denoting lineage and triumphs. They thrive in warbands, reveling in combat and dominance over rivals. Though often cast as brutish, their societies possess codes of honor that govern loyalty, vengeance, and leadership. In battle, they are living battering rams, feared for their relentless charges and devastating strikes.

Naga

Naga are serpentine beings whose humanoid torsos rise from coiled, muscular tails. They are ancient rulers of subterranean temples and jungle ruins, commanding magics steeped in venom, charm, and shadow. Revered and feared, they often position themselves as gods among mortals, demanding tribute in exchange for their power. Their cunning is matched only by their patience, for they weave plans that span centuries. Those who fall into a naga’s gaze often find their wills enslaved, their fates entwined forever.

Nymphs

Nymphs are embodiments of natural beauty and vitality, each tied to rivers, meadows, mountains, or seas. They appear as radiant beings whose presence invigorates life around them. Though gentle, they are not without power; their wrath can wither fields or drown trespassers who profane their domains. They are guardians as much as muses, inspiring artistry, heroism, and folly in equal measure. To behold a nymph is to witness nature’s perfection in living form.

Ogres

Ogres are brutish, hulking humanoids driven by appetite and crude strength. They roam in savage bands, scavenging and pillaging with little regard for strategy or mercy. Their thick hides and brutal clubs make them terrifying in close combat, capable of crushing armored soldiers with ease. Though dim-witted, they are cunning predators when hunger drives them, setting ambushes that leave little chance of escape. Their presence is a blight upon any land they settle, for they consume all before them until nothing remains.

Orcs

Orcs are fierce warriors bound by clan and honor, thriving in societies forged by struggle and conquest. Their green-gray skin and tusks mark them as children of endurance, hardened by generations of survival in hostile lands. To them, battle is not only necessity but a measure of worth, and those who rise through combat earn leadership. Yet they are not mindless marauders; orc clans hold deep traditions of song, craft, and kinship. Allies find them unshakably loyal, while enemies know only relentless ferocity.

Satyrs

Satyrs are wildfolk of revelry and excess, their goatlike forms bounding through forests with music and laughter. They embody unrestrained passion, delighting in dance, wine, and temptation. Yet beneath their mirth lies a dangerous cunning, for they are masters of persuasion and enchantment. They thrive on luring mortals into folly, weaving bonds that can uplift or destroy. Satyrs are living contradictions—joyful companions and ruinous seducers in equal measure.

Shapeshifter (Mimics, Changelings)

Shapeshifters are fluid beings whose identities are mutable, shifting seamlessly between forms. Some are predators, adopting guises to lure prey; others are wanderers, living endless lives through borrowed faces. Their essence is unstable, a constant dance between self and other, leaving them vulnerable to fragmentation of mind. To confront one is to question the nature of reality, for nothing about them is certain. They walk the world as both infiltrators and survivors, thriving in secrecy.

Spirit (Ghost, Ghoul, Soul, Will-o-Wisps)

Spirits are remnants of lives unfulfilled, anchored by trauma, oaths, or unfinished purpose. They manifest in myriad ways: translucent apparitions, ravenous ghouls, drifting lights that lure travelers to doom. Though incorporeal, their presence chills the air and warps the will of the living. Some spirits seek only release, others vengeance, and still others are bound eternally to cursed places. They are proof that death is not an end, but a boundary that can be broken.

Trolls

Trolls are monstrous humanoids of immense size and regenerative flesh, dwelling in mountains, swamps, and dark forests. Their bodies knit wounds with unnatural speed, making them nearly impossible to slay without fire or acid. Crude in mind yet savage in strength, trolls rely on brute force and primal hunger. They are solitary predators, but when gathered into clans they become a terror to entire regions. Legends speak of trolls that have endured for centuries, growing to the size of giants.

Vampires

Vampires are cursed immortals sustained by blood, their elegance hiding the predator beneath. They walk with the appearance of beauty and refinement, yet their hunger is unending, driving them to manipulate, seduce, and feed upon mortals. Sunlight burns their flesh, forcing them into nocturnal dominion, but under moonlight they wield strength, speed, and charm beyond human measure. Their societies are feudal, ruled by ancient lords who play political games spanning centuries. Vampires are parasites upon civilization, thriving wherever mortals gather in abundance.

Werewolves

Werewolves are cursed shapeshifters bound to the cycles of moonlight, their humanity drowned beneath bestial rage when transformation overtakes them. In their hybrid form, they are apex predators—claws rending, jaws crushing, senses honed to unnatural sharpness. The curse spreads through blood, creating legacies of entire families haunted by their monstrous kin. While some struggle to control the beast within, others embrace it, reveling in the hunt and the kill. Wherever they roam, fear follows, for no chain can bind them under a full moon.

Wraiths

Wraiths are shadows of once-living beings, stripped of identity until only hunger for life remains. Unlike ghosts, they have no memory of who they were, only a void filled with malice and despair. They drift across battlefields and ruins, feeding upon the warmth of the living. Their touch drains vitality, leaving only hollow husks behind. To face a wraith is to fight despair itself, for they embody the inevitability of decay and oblivion.

Zombies

Zombies are corpses reanimated through disease, sorcery, or Rift-born parasites, stripped of memory and will. They stagger endlessly in search of flesh, guided only by hunger. Though individually weak, their numbers are overwhelming, turning cities into graveyards when infestations spread. Some strains evolve into faster, more cunning predators, driven by parasitic intelligence. They are the inevitable consequence of tampering with life and death—a plague that reduces civilization to carrion.

Elementalists

  • An Elementalist may wield all elemental Aether, but each excels in one above the rest.

Airomancers

  • Airomancers command the breath of the skies, weaving gales, whispers, and storms into weapons and shields alike. They are wanderers, often solitary, listening to the hidden language of currents and cloud. Their presence bends the air itself, and in battle, they can tear legions apart with hurricanes or vanish in the embrace of a breeze.
  • Primary Traits: Agility, Insight, Freedom
  • Signature Spells: Wind Blade, Stormcall, Veil of Air
  • Moral Alignment: Chaotic Neutral, guided by shifting whims like the winds they command.

Voltomancers

  • Voltomancers are living conduits of lightning, vessels of storm-born fury and raw energy. Reckless innovators and destroyers alike, they thrive in chaos, striking with blinding speed and thunderous power. Many are as unstable as the forces they wield, feared as much for their destructive impulses as for their brilliance.
  • Primary Traits: Passion, Unpredictability, Intensity
  • Signature Spells: Lightning Bolt, Chain Storm, Electric Surge
  • Moral Alignment: Chaotic Good or Chaotic Neutral, torn between creation and devastation.

Hydromancers

  • Hydromancers draw upon rivers, seas, and the essence of water as both healer and executioner. They embody adaptability, flowing between serenity and violence, conjuring mists to cloak allies or tsunamis to obliterate foes. Many dwell near oceans, marshes, or ancient aquifers, acting as guardians or avengers of the world’s waters.
  • Primary Traits: Adaptability, Calm, Depth
  • Signature Spells: Water Whip, Healing Tide, Maelstrom
  • Moral Alignment: Neutral Good, aligned with life’s sustaining current.

Pyromancers

  • Pyromancers embody fire’s duality: destroyers of civilizations, yet also sparks of rebirth. In scorched wastelands and volcanic sanctuaries, they thrive, fierce and passionate, bound by personal codes of strength and honor. Their flames are both cleansing and catastrophic, feared as much as they are revered.
  • Primary Traits: Passion, Ferocity, Resilience
  • Signature Spells: Fireball, Inferno, Flame Shield
  • Moral Alignment: Chaotic Good, driven by fire’s cleansing truth.

Geomancers

  • Geomancers wield the bones of the earth, reshaping mountains, soil, and stone with unmatched patience and power. They are deeply tied to ley lines, setting sanctuaries upon their intersections, serving as both stewards of what remains and reshapers of wastelands. To call a Geomancer an enemy is to invite the wrath of continents themselves.
  • Primary Traits: Wisdom, Patience, Endurance
  • Signature Spells: Stone Armor, Earthquake, Seismic Shaping
  • Moral Alignment: Neutral Good, protectors of balance and renewal

Archanists

  • An Archanist uses Aether to manipulate time, space, and the unseen architecture of reality.

Alchemists

  • Alchemists are mystical chemists, merging forgotten sciences with arcane secrets. In their hidden laboratories, they transmute materials, craft potions, or create volatile explosives capable of reshaping entire landscapes. Revered as healers or feared as harbingers, they walk the knife’s edge of creation and ruin.
  • Primary Traits: Intelligence, Curiosity, Cunning
  • Signature Spells: Transmutation, Elixirs, Elemental Infusion
  • Moral Alignment: Neutral, swayed between altruism and self-interest.

Artificers

  • Artificers are arcane engineers, weaving machinery and Aether into wonders both miraculous and terrifying. In shattered cities and industrial ruins, they craft constructs, artifacts, and weapons that blur the line between magic and technology. They are innovators, forever pushing boundaries, and often care little for consequence.
  • Primary Traits: Technical Genius, Innovation, Precision
  • Signature Spells: Constructs, Arcane Engines, Energy Manipulation
  • Moral Alignment: Neutral, pragmatic above all else.

Enchanters

  • Enchanters weave spells into objects, places, or even flesh, crafting blessings, fortifications, and curses. Their workshops are filled with relics of staggering power, from enchanted blades to cursed crowns. They command respect as much for their artistry as for the fear of what they might place upon an enemy.
  • Primary Traits: Charisma, Dexterity, Arcane Lore
  • Signature Spells: Weapon Enchantment, Armor Binding, Curse Weaving
  • Moral Alignment: Lawful Neutral, operating by strict personal codes of craft.

Illusionists

  • Illusionists create worlds within the mind, weaving glamours and false realities that can fool senses or shatter sanity. Their works range from whispered thoughts planted in shadows to entire cities conjured from mirage. They rarely engage directly, preferring to bend others with artistry and deception.
  • Primary Traits: Creativity, Insight, Subtlety
  • Signature Spells: Phantasm, Mirage, Mind Bend
  • Moral Alignment: Chaotic Neutral, devoted to freedom and expression.

Oracles

  • Oracles see across time, walking the past, present, and possible futures. They are cryptic, revered, and feared, for their words can alter destiny itself. Dwelling in temples, peaks, or forgotten ruins, their prophecies guide nations but often bring ruin alongside truth.
  • Primary Traits: Wisdom, Foresight, Mystery
  • Signature Spells: Prophecy, Dreamwalk, Temporal Sight
  • Moral Alignment: True Neutral, bound only to the flow of time.

Occultists

  • Occultists delve into the forbidden, the spiritual, and the hidden. They risk sanity and soul to master death, darkness, and the raw currents of Aether itself. Where Archanists pursue knowledge and Elementalists command nature, Occultists walk the thin line between salvation and damnation.

Necromancers

  • Necromancers are the keepers of decay, wielding dominion over death’s silence and the restless dead. Dwelling in crypts and battlefields, they raise armies of corpses or commune with spirits, straddling the thin line between protector and doom-bringer. Feared and reviled, they are nonetheless essential where death reigns eternal.
  • Primary Traits: Resilience, Dark Wisdom, Resolve
  • Signature Spells: Raise Dead, Soul Harvest, Plague Veil
  • Moral Alignment: Neutral Evil, though some bend toward tragic necessity.

Summoners

  • Summoners call forth living embodiments of life and growth, weaving Aether into companions, beasts, or plantlike guardians. Unlike Conjurers, who tear beings from other planes, Summoners channel the pulse of creation itself. They embody nurturing power, but when pressed, they can unleash swarms of summoned life that devour all opposition.
  • Primary Traits: Willpower, Compassion, Authority
  • Signature Spells: Spirit Beast, Verdant Call, Aether Bloom
  • Moral Alignment: True Neutral, devoted to the balance of growth and decay.

Shadowmancers

  • Shadowmancers master the in-between, wielding both light and darkness to confuse, conceal, or annihilate. They are solitary and mistrusted, walking the threshold where radiance becomes night. Their craft is subtle, terrifying, and profoundly flexible, making them among the most dangerous of all Elementalists.
  • Primary Traits: Stealth, Cunning, Duality
  • Signature Spells: Shadowstep, Umbral Embrace, Radiant Eclipse
  • Moral Alignment: Chaotic Neutral, forever balancing freedom with secrecy.

Sorcerers

  • Sorcerers are innately gifted, born with Aether in their blood or soul. Their power is instinctive, raw, and often unpredictable, tied to emotion and inheritance. They are seen as prodigies or curses, wielding magic as easily as breathing yet often struggling to control its extremes.
  • Primary Traits: Innate Talent, Charisma, Instinct
  • Signature Spells: Arcane Surge, Energy Channel, Soulflare
  • Moral Alignment: Neutral, concerned above all with self-mastery.

Conjurers

  • Conjurers summon beings, objects, and powers from beyond, warping the fabric of reality itself. Every summoning weakens the veil, risking catastrophic consequences, yet their mastery makes them invaluable in war and feared in peace. To walk with a Conjurer is to gamble with worlds unseen.
  • Primary Traits: Willpower, Occult Knowledge, Authority
  • Signature Spells: Dimensional Rift, Servitor Binding, Reality Tear
  • Moral Alignment: Chaotic Neutral, driven by curiosity and ambition.