The wound beneath the world
A world held together by a lie.
Beneath Pangeus lies the Gate of Erebion. Its seal once held back the Abyssus—a formless corruption that changes whatever it touches. When the seal broke on the Night of Infernumantis, cracks opened across the world. Two realms survived. Neither holds the whole truth.
Every answer creates another question.
A map of what remains
Pangeus, before the next crack
Four realms once shaped the world. Esford in the north and Orin in the south vanished during the Night of Infernumantis. Caratas in the west and Jerro in the east remain playable—and divided by what they believe happened.
Two readings of one wound
Choose a side. Keep your questions.
Your realm is chosen at character creation. It changes where you begin and how you read the evidence—not the fact that both sides are facing the same threat.
The blue realm
Caratas
Knowledge · observation · risk
Caratas trusts evidence over doctrine. Its people measure cracks, reconstruct what was lost and test dangerous knowledge—because a mystery cannot be contained forever.
The red realm
Jerro
Faith · duty · protection
Jerro is an order devoted to the Sealkeeper. It holds the line, seals cracks and treats the Gate of Erebion as a boundary that must not be crossed. Protection can also become silence.
Neither side is simply right or wrong. The story lives in the space between them.
Your place in the story
You are not the chosen one.
You are a survivor who can enter the cracks and return with your mind intact. That makes you useful to both realms—and visible to the wound beneath them.
A survivor, not a prophecy
Your journey starts with a personal mystery: why did you return when others did not? Courage matters, but no ancient fate speaks for you.
Power with a price
Fragments of the seal are keys and risks. The more closely you carry the wound, the easier it may become for the Gate to find you. Their number remains unknown.
Two methods, no easy answer
Jerro wants to hold. Caratas wants to understand. Your decisions change what the world remembers, but they do not close the question too early.
The main story
Five acts. One open question.
The campaign moves from a first breath at the edge of a crack to the deepest threshold beneath Pangeus. Each act reveals more—and costs something personal.
Prologue
The first survival
You wake beside a wagon, face a crack and return changed. Your home faction asks the first practical question: why did you survive?
Act I · Awakening
Awakening
Follow the pattern of the cracks. Learn your faction’s method, find the rift compass and watch your mentor disappear while saving others.
Act II · Dead Lands
Dead Lands
In Dead Land, the trail crosses the line between Jerro and Caratas. Rae, Sethar and the missing mentor turn rivalry into a shared investigation.
Act III · Foreign Lands
Foreign Lands
Old ruins, ice and the traces of Esford and Orin expose a forgotten order. A real seal fragment reacts to your memories—but is not yet yours to keep.
Act IV · Fire & Ruins
Fire & Ruins
In the fire region, fragments can stabilize and open. A voice wearing the mentor’s knowledge makes the cost personal: memory itself can be changed.
Act V · Erebion
Erebion
The cracks gather toward one point. Jerro must hold what it cannot read; Caratas must read without opening everything. Together, the best they can win is time.
How you survive
Four ways through the dark
Your class shapes your hands in a fight. Your realm shapes the first truth you are taught.

Warrior
Strength, presence and the discipline to hold ground when the world breaks.

Assassin
Speed, precision and the patience to let one opening decide the fight.

Wizard
Elemental power and control—the ability to turn the energy around you into a weapon.

Half-Demon
A body marked by rift energy. Power comes closer to danger, and control becomes part of the fight.
Where the story stands
The breath slows. The question remains.
The current playable story reaches the Threshold Watch at the deepest accessible boundary. It does not claim a final victory: the Gate of Erebion is not destroyed, Esford and Orin are not explained, and the later descent remains the next open door.
Enter Pangeus
The next page is yours.
Choose your realm, build your survivor and step into a world where every answer has a cost.