World

The public-safe foundations of the Arcanum universe — no story spoilers: how the Interreality holds together, its key location, the rank hierarchy, and the schools of magic.

The Interreality

The Interreality is the space between worlds, where the paths of every reality meet. Here stands Arcanum: neither a world nor a planet but the ancient citadel of the Keepers of Balance. Its mages shield the peoples of the worlds from what they cannot face alone — the predators of the Interreality, cruel tyrants and cults, wars of conquest, the disasters of nature itself. They keep the balance of good and evil: not by imposing a flawless order, but by guarding the living while leaving them the strength to grow and stand for themselves.

Key location

The Citadel

The Citadel of Arcanum has stood at the crossing of worlds for thousands of years and has never fallen. Here the mages of every rank live and train, here the Council of Elders convenes, and from here the Keepers of Balance ride out to defend the peoples of the worlds against threats they cannot meet alone. The Citadel is the heart of the Arcanum universe and the entry point into its story.

The world in focus

Tarven

Tarven from above: a walled town in a night valley under a full moon

Tarven — a world of swords and stone walls: towers, war-bands, walled towns. For two hundred years it stayed quiet — until, in a single night, the graves in its cemeteries broke open. A whole town walked out into the dark and never came back: smoke still stood over the chimneys while nothing living remained inside. Here the rising of the dead began — and here the Keepers of Balance came to protect those who were left and to learn who had raised the army.

The Seven Ranks

A closed hierarchy of seven ranks, from lowest to highest. Every rank commands all sixteen schools of magic — the difference is depth and density, not access.

  • 7

    Neophyte

    The entry level. Recruited from the worlds, their gifts recognized at once, they pass through the academic cycle.

  • 6

    Warrior

    A full combat unit. Universal magic, clear discipline, subordination to the command structure.

  • 5

    Guardian

    The connecting tier. Commands small units, the link between officers and warriors. Deeply trained.

  • 4

    Legate (Officer)

    The officer tier. Magic, combat skill, and analysis all at a high level.

  • 3

    Archon

    The highest active tier of power. Universal mages of the greatest density, strategists who act autonomously in crisis.

  • 2

    High Archon

    The Council of Elders. Having risen through the whole hierarchy from neophyte, with centuries of experience and a strategic horizon.

  • 1

    Supreme Archon

    The summit of the hierarchy. Keeper of the Source, interpreter of the balance. The final word is his.

The Sixteen Schools of Magic

The magic of Arcanum is divided into sixteen canonical schools. Every mage is trained in all of them; the primary is the one a practitioner leans toward.

  • 1

    School of Air

    Way of Wind and Lightning

    Wind and lightning: the movement of air, pressure, flight — and the discharge. The fastest school: it wins by speed and precision rather than by force.

  • 2

    School of Fire

    Way of Flame and Ash

    Heat and combustion, from a spark to a wall of flame. It demands a cool head: fire obeys and escapes control just as easily.

  • 3

    School of Water

    Way of Current and Depths

    Water in every state: current, ice, vapour. A school of patience — it works by pressure and persistence, not a single blow.

  • 4

    School of Earth

    Way of Stone and Root

    Stone, soil and root. It gives footing and cover: raising walls, holding vaults, stopping what moves.

  • 5

    School of Light

    Way of Radiance and True Sight

    Light and sight. It illuminates, blinds, and reveals what hides — an illusion, a substitution, a false trail.

  • 6

    School of Shadow

    Way of Dusk and Shadows

    Dusk and shadow. It muffles sound, sight and presence — a school of concealment, not of evil: here darkness is cover, not the mage's nature.

  • 7

    School of Destruction

    Way of Doom and Sundering

    Directed breaking: shatter, collapse, sever. The bluntest school and the most demanding of judgement — breaking is easier than stopping.

  • 8

    School of Illusion

    Way of Deception and Reflections

    False images and reflections. It changes not the thing but what is read from it: making one see what is not there, or miss what is.

  • 9

    School of Mind

    Way of Hypnosis and Telepathy

    Thought and perception: telepathic contact, suggestion, and mental defence. In Arcanum the training starts with the last of these — keeping one's own mind closed.

  • 10

    School of Wards

    Way of Defense and Resistance

    Barriers and resistance. It absorbs incoming force and holds a line — the school group operations are built on.

  • 11

    School of Morphing

    Way of Transformation and Making

    Turning one's own body into a weapon: claws, wings, jaws, tentacles, stingers — up to a full transformation into a deadly creature.

  • 12

    School of Healing

    Way of Harmony and Restoration

    The restoration of the living: wounds, exhaustion, the aftermath of magical overload. The most needed school in the field and the slowest to learn.

  • 13

    School of Space

    Way of Limit and Warping

    Distance and its bending: transfer, shortened paths, held boundaries. A mistake here costs more than in any other school.

  • 14

    School of Time

    Way of the Moment and Eternity

    Tempo: to delay, to hasten, to stretch a moment. The narrowest school in practice — the cost of the effort grows faster than the result.

  • 15

    School of Necromancy

    Way of Bones and Obedience

    The work of dead matter: bones and remains rise, obey and hold formation.

  • 16

    School of Bioforms

    Way of the Shaper of Living Forms

    The making of living creatures from nothing. The mage grows organisms to purpose — from the simplest forms to war-beasts — setting their structure, their properties and their obedience to the maker. Armies of artificial creatures rest on this school.

The Enemy

The dead of Tarven rise not as a wild horde but in formation — and each wave hits harder. These are what the Keepers met in Episode 2; the list grows with every episode.

  • Skeletal Warrior — enemy design

    Skeletal Warrior

    The line

    The village dead raised into ranks: spears, swords, teardrop shields. Weak alone — but they hold a line as if someone drilled them.

  • Skeletal Reaper — enemy design

    Skeletal Reaper

    Reapers

    Larger than the rank and file, in tattered shrouds, wielding war-scythes. Dangerous at a sweep's reach: they don't charge in like the rank and file, but hold their distance and cut on the backswing.

  • Swarm-bearer — enemy design

    Swarm-bearer

    Carrier

    A hulking bone-beast that carries a swarm of lesser dead on its back. Burn the carrier first — or it drops its load and the swarm spills across the field.

  • Skeletal Legionnaire — enemy design

    Skeletal Legionnaire

    Elite

    A bone soldier in heavy plate, with sword and great shield. Not a raised peasant but drilled troops: they hold formation tight, and such a line won't break piecemeal.