| CABIR [ concept | video ]
Cabirs are minor spirits of Fire that Wizards summon to help in their arcane forges and laboratories. While not very intelligent, Cabirs are obedient, enthusiastic, and have a natural control over all things fiery. They are tasked with helping building and repairing the Constructs, like Golems and Titans.
| MASTER CABIR [ concept | video ]|
Cabirs that have distinguished themselves in the Wizards’ service – by their skill or their intelligence – may be awarded the rank of Master Cabir. They have a deep knowledge of Constructs and are often found overseeing their maintenance.
| GARGOYLE [ concept | video ]
Gargoyles are statues of flying creatures animated by magic. Wizards treat these constructs with care, due to their ability to fly and the tactical advantage they can grant. To ensure their longevity on the battlefield, Wizards often imbue them with powerful arcane wards, shielding them from enemy spells.
| OBSIDIAN GARGOYLE [ concept | video ]|
One of the flaws of the first generation of Gargoyles was their relative fragility and slowness, making them easy targets. The very substance of the Obsidian Gargoyles is far more durable, and their conception allows them to fly longer distances as well.
| GOLEM [ concept | video ]
Golems are magical constructs that are used as primary battle units by the Silver Cities. Golems come in all sizes and shapes depending on who built them but they are generally humanoid, heavy, and relentless.
| SANDSTONE GOLEM [ concept | video ]|
Golems have flaws, the most obvious being their sluggish and lumbering nature. Therefore, the Wizards have spent a lot of time looking for ways to make Golems lighter and more agile. Their latest experiments have parts made of ceramic arenite, commonly known as “sandstone”. While Sandstone Golems are no Elven dancers, they are noticeably nimbler than their predecessors.
| DJINN [ concept | video ]
Djinns are humanoid spirits from the Plane of Magic, and are considered to be reflections of the power and brilliance of Sar-Elam. Depending on where, when, and how the Djinn is evoked, it may have a male or a female form.
| DJINN CHANNELER [ concept | video ]|
Djinn Channelers are valuable allies for the Wizards, as their mystical knowledge and natural affinity for the currents of magic can not only strongly influence the scope of a Wizard’s abilities, but also cause nasty magical effects to the Wizard’s enemies.
| RAKSHASA [ concept | video ]
Rakshasas are half-human, half-feline Beastmen. Combining their feral speed and reflexes with a superior training in swordsmanship and the gift of enchanted weapons from their Wizard masters, the Rakshasas are arguably the single most dangerous hand-to-hand fighting creature on the surface of Ashan.
| RAKSHASA RAJA [ concept | video ]|
The formidable Rakshasa Rajas are magically-empowered. Most are granted an extra pair of arms covered with protective tattoos, and the most powerful are imbued with the essence of ancient Air spirits, making them even more swift and agile.
| APPRENTICE [ concept | video ]
Joining one of the Academies of Magic is free, but students – regardless of age – are requested to take part in a four-year Tour of Duty in the Wizard armies. During their first two years, they have the rank of Apprentice.
| DISCIPLE [ concept | video ]|
During the last two years of their Tour of Duty, students gain the rank of Disciples. They must manage the new Apprentices, while being under the authority of a Master themselves. An elder Wizard or Blademage, the Master teaches his Disciples the art of magical warfare.
| ARCANE EAGLE [ concept | video ]
In his treatise “On the Nature of the Spirit World”, the great scholar Sar-Aggreth made a tentative classification of Spirits. He noticed that greater Spirits often took the form of majestic birds. It is therefore no surprise that when Wizards of House Anima tried to materialize the most powerful energies of the Plane of Magic, the resulting beings looked like majestic eagles of pure mana.
| SIMURGH [ concept | video ]|
Long believed to be a mere legend among the students of the arcane, the Simurgh was eventually discovered in the surreal landscape of the Plane of Magic. It took a long time (and many disastrous failures) before the Wizards were able to understand the nature of this powerful being and bend it to their wills.
| COLOSSUS [ concept | video ]
The first Titans were created by the Shantiris during the Ancient Age as immense statues, built of precious minerals and metals, of which the most important was starsilver. Wizards have long been trying to recreate these gigantic and complex Constructs: their first tries, Colossi, are not quite as powerful as the Titans of old, but they are impressive nonetheless.
| TITAN [ concept | video ]|
The few Shantiri Titans that have survived to the present day are almost objects of worship; they are carefully protected and studied by the Wizards who use them to create lesser imitations, which are still exceedingly powerful in battle. Their size and weight allow them to trample their enemies, and their earth-shaking fists can also channel devastating bolts of raw magic.
| HEALING TENT [ concept | video ]
Wizards would rather stay at a safe distance from the battlefield, letting their servants do the fighting for them. That doesn’t mean they’ll let said servants die without lifting a finger to help them: the healers and alchemists of the Healing Tent are there to tend the wounded. Sometimes, Wizard generals also affect Cabirs to the Tent, so that damaged Constructs can be repaired as well.
| PYRAMID [ concept | video ]
Built with conductor materials and rare crystals, Pyramids are Arcane Foci conceived to channel and redirect magical energies. Originally conceived to help Wizards during difficult rituals, their role on the battlefield is mainly to hurl deadly magic missiles at the enemy troops.
| GREAT PYRAMID [ concept | video ]|
It needs a major display of spellpower to bring down a castle’s fortifications. The Great Pyramid, a bigger and more complex type of Arcane Focus, is meant to provide such destructive capabilities.