World chronicle

The World of Inferna

Pangeus has two surviving realms, one broken seal, and a wound that keeps breathing.

Pangeus / 2 surviving realms / 1 open wound

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.

Map of Pangeus showing Caratas, Jerro and the lost realms Esford and Orin
The world is known. Its missing parts are not.Caratas · westJerro · eastEsford & Orin · missing
01EsfordLost; its fate remains unknown.
02OrinLost; its fate remains unknown.
03Caratas · westPlayable realm; knowledge and reconstruction.
04Jerro · eastPlayable realm; faith and containment.

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.

CWest

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.

Read the wound
JEast

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.

Hold the line

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.

01

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.

02

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.

03

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.

01

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?

The story begins with a question
02

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.

The home is no longer safe
03

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.

Two paths touch the same wound
04

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.

The past starts to answer
05

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.

Knowledge leaves a mark
06

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.

The threshold holds—for now

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
01

Warrior

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

Assassin
02

Assassin

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

Wizard
03

Wizard

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

Half-Demon
04

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.

Current horizonThreshold WatchA measurable reprieve—not the end of the story.

Enter Pangeus

The next page is yours.

Choose your realm, build your survivor and step into a world where every answer has a cost.

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