Archmage Zarvan
A major figure and rival from the Sarid Consortium, one of the powers competing for the secrets of Ghost Island.
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A major figure and rival from the Sarid Consortium, one of the powers competing for the secrets of Ghost Island.
Dismissed for centuries as a cartographer’s error, Ghost Island became visible only after the Cataclysm. Founded by an isolationist mage, its monumental city is completely empty of inhabitants and is now contested by three expeditions.
A talented mage who willingly embraced transformation into a Lich. Formally assigned as a magic support specialist under your command, Josef is in practice your mentor and guide into the discipline of the dead.
An elite officer corps defined by discipline, intelligence, and preserved will.
Ruled by Emperor Rudolf II, the Empire rests upon three pillars of authority: the Imperial Crown, the Church of Light, and the Guild of Mages. Centered on faith and order around the Light, its doctrine regarding the afterlife is challenged by the existence of the Necroimperium.
An empire-corporation governed by Archlich Amal-Zelal. Living under a trade embargo, the Necroimperium treats immortality as a contract, product, and state service. Proven capability and discipline supersede birthright and former titles.
A confederation of ten city-states in arid Lusaria, governed by the Council of Mages. As one of Bellicor’s wealthiest and most technologically sophisticated powers, they treat magic not as religion, but as engineering, science, and technology powered by amalite.
The defensive core of the frontline, specialized in siege endurance and resilient defense.
An elite corps dedicated to the liquidation of high-value targets, deep reconnaissance, counterintelligence, VIP protection, and neutralizing internal threats.
Masters of paired-blade combat specialized in swift coastal storming, amphibious assaults, and high-mobility raids.
Battlefield casters who disrupt enemy formations using counter-magic and dark necromantic battlefield control.
Officers specialized in strategy, tactics, garrison duty, and coordinating large formations of lower undead into a disciplined military force.
The approved premise of death, the unknown afterlife, and necromancy on Bellicor.