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Realms of Netharis

In a universe where memory is power, a world built on the ruins of a forgotten civilization awakens — and the ancient enemy has returned to finish what it started.

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The World

A Civilization Built on Ruins

The multiverse is infinite, and most worlds are isolated — separated by barriers no being can cross alone. Only dimensional portals bridge the void. And it is through those portals that history's greatest crime left its mark.

“A library-world pillaged by those who called themselves gods. Its scholars stripped of their souls and set adrift as memory-stealing specters. The survivors of a dozen ravaged worlds sought refuge on those very ruins — and built something new. Today, they walk unknowingly above the graves of their own oppressors. And the specters have come home.”

A Harvester — spectral memory-thief
Primary Threat

The Harvesters

Incorporeal specters shaped by the memories they have stolen — no two look alike. A Harvester that absorbed the knowledge of a runic mage evokes floating flames and scripts. One that pillaged a warrior's dojo moves with the precision of a blade. They speak in many voices, contradictory and fragmented: the voices of everyone they have consumed.

GleanersLower rank

The most material. Fragile physical presence — they can be struck, though their blows sometimes pass through ordinary armor. Operate in groups, harvest by contact.

OfficiantsMid rank

Semi-incorporeal. They channel harvest rituals — circles traced in air, disembodied chants, long-range mental capture. Their ritual must be broken before they can be harmed.

The UnveiledUpper rank

Purely incorporeal. Their mere presence passively dememorizes nearby living beings. Cannot be harmed by ordinary weapons — only Ancient artifacts, specific rituals, or memory-bound spells.

“To die before a Harvester is to die twice.”

The Sanctuary

Once the great library-world of the multiverse, the Sanctuary was ravaged millennia ago and left in silence. Refugees from a hundred dying worlds have since rebuilt a mosaic civilization upon its ruins — unaware of what lies beneath.

The Harvesters

Incorporeal specters that steal memory, history, and knowledge from living beings. No two look alike — each is shaped by what it has consumed. They vanished for generations. Now they return to the Sanctuary for the second time.

The Truth

The Harvesters are not a natural enemy. They are a tragic weapon — ancient scholars whose souls were torn from their bodies by those who believed knowledge belongs only to the worthy. To kill a Harvester is to free a prisoner.

Choose Your Path

Three Philosophies. One Question.

What do you do with knowledge when it can be stolen? Three factions have built their entire identity around this question. None is right. None is wrong. Every player begins unaligned and must discover — through play — where they truly belong.

Les Gardiens

The Wardens

Knowledge must be protected, shared, and passed on. It is what makes us human.

Spiritual heirs to the Ancients. The Wardens believe the Sanctuary must become what it once was — a library-world that collects, preserves, and freely shares knowledge across realms. Their open doors are their greatest strength, and their greatest vulnerability.

CooperativeSocialMemory transferModerate resistance

Restored architecture, golden robes, scrolls and runes. Scholars, mages, archaeologists.

Les Vorace

The Voracious

Knowledge is a weapon. The Ancients died because they shared it. We will not repeat that mistake.

Pragmatists and militarists. The Voracious believe that only hoarded power can resist the Harvesters. They are not the villains — their caution is hard-earned wisdom. But their secrecy turns inward, and cracks begin to show within their own ranks.

CompetitiveHigh risk / rewardPeak Memory capacityIncreased vulnerability

Fortified keeps, heavy armor etched with secret runes, red and black banners. Warriors, spies, military orders.

Les Effacés

The Erased

Knowledge is the poison. Forgetting is freedom. If we have nothing to steal, they will leave us in peace.

Mystics and radicals. The Erased believe all conflict stems from the obsession with knowledge — by the Ancients, by the Fallen Celestials alike. Their answer: voluntary renunciation. They are not nihilists. They are the ones brave enough to ask whether everything is worth remembering.

DefensiveUnconventionalMassive Harvester resistanceUnique forgetting abilities

Simple robes, veil masks, body paint of erasure. Ascetics, healers, forest communes, desert mystics.

Players may also remain Unaligned — a valid but limited path for those who trade freedom for faction power.

Core Systems

What Makes Netharis Different

Narrative primacy. Faction identity. A living economy. Systems that serve the story, not the other way around.

Ψ

The Memory System

Your third vital gauge

Alongside Health and Mana, every character carries a Memory gauge — their soul's depth, tied directly to the Harvester threat. Gain it through discovery, narrative, and meaningful choices. Lose it to the enemy. How you play it depends on your faction.

Wardens share it. Voracious hoard it. The Erased willingly limit it.

A Living World

Dense, narrative-first design

Every NPC in the Sanctuary has a name, a history, and opinions about the factions. Hundreds of named characters, thousands of lines of dialogue. A player watching a town square for thirty seconds should see twenty things move.

WoW-style density meets FFXIV-level narrative care.

Multiverse Portals

An ever-expanding world

Dimensional rifts open to other realms — intact worlds to ally with, worlds mid-harvest to rescue, ash-worlds to explore and mourn. Each has its own tone: high fantasy, ancient empire, post-apocalyptic, cosmic horror.

The Sanctuary is only the beginning.

Player-Driven Economy

Crafters are the endgame

NPCs provide the floor — simple goods at high prices. Player artisans provide everything worth having. The best weapons, armor, and consumables can only be crafted by players. Guilds build fortresses, control territories, and set the market.

The Voracious tend to dominate. The Wardens tend to distribute. The Erased tend not to care.

No Chosen One

You are a descendant, not a savior

The player character is an ordinary resident of the Sanctuary — a refugee descendant who happens to carry a fragment of Ancient blood. That lineage grants resistance to Harvesters. It does not make you special. It makes you useful.

Thousands of players share the same lineage. The story scales accordingly.

Faction PvP

War with philosophy at stake

Four zone types: safe zones (cities, hubs), contested zones (opt-in PvP), open zones (systematic conflict), and Union zones (all factions must cooperate against the Harvesters). The common enemy forces rivals to stand side by side.

Rare moments. Massive stakes. The lore demands it.