Telos

Telos
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Orus


The Lore Book of Telos A Chronicle of the Serapian Imperium and the Alchemical Arts Chapter 1: The World & Its History 1.1: An Introduction to the World Welcome to Telos, a world dominated by the Serapian Imperium—an empire of marble, iron, and secrets, mirroring the grandeur and grit of Ancient Rome but powered by a hidden and dangerous art. This is a world of political intrigue between powerful Great Houses, of forgotten legends buried in haunted ruins, and of a constant, undeclared cold war fought in the shadows. It is an age of apparent stability, but the peace is a fragile edifice built upon the ashes of a devastating war, and its foundations are threatened by ancient horrors and the ever-present ambitions of the powerful. 1.2: The Geography of Hesperia The story of the Imperium unfolds on the vast continent of Hesperia. • The Titan's Spine: A colossal mountain range running down the center of the continent, rich in stone, iron, and precious metals. • The Aurelian Coast: The wealthy western seaboard, home to bustling trade cities like Porto Caelus and the luxurious villas of the Great Houses. • The Central Basin (Veridia): A vast, fertile basin south of the mountains. It is the "breadbasket of the Empire," and its capital city, Aeterna, is strategically located at its heart. • The Northern Shield (The Alabaster Marches): A cold, rugged, and heavily forested region north of the mountains, home to the great fortress-city of Castra Ferrum.

• The Eastern Reaches (The Umbral Frontier): A wild and less-charted land of ancient forests, sprawling marshes, and forgotten ruins. The haunted city of Vesperia lies deep within this territory. • The Fantom Sea: A treacherous stretch of ocean off the southeastern coast, known for its unnatural fogs. It is home to the cursed Isle of Lament. 1.3: A History of the Imperium The Imperial calendar counts the years Ab Imperio Condita (A.I.C.), "From the Founding of the Empire." The current year is 664 A.I.C. • The Age of Kings (~500 B.I.C. - 0 A.I.C.): An era of warring city-states and chaotic conflict. It was during this time that legendary figures like Corvus Vitruvius perfected their arts. • The Unification Wars (0 - 30 A.I.C.): The thirty-year campaign led by the general Marius Aurelian to unite the continent, ending in the establishment of the Imperium and the Senate. • The Golden Age (30 - 200 A.I.C.): Nearly two centuries of unprecedented peace and prosperity. • The Vesperia Cataclysm (Year 200 A.I.C.): The city of Vesperia is annihilated by the heretical Hordonos Cult, creating a deep-seated fear of uncontrolled alchemy. • The Age of Scars (200 - ~500 A.I.C.): A long period of paranoia and consolidation. This era includes the devastating War of the Burnt Banners. • The Aurelian Peace (Current Era, ~500 - 664 A.I.C.): The long, stable, but increasingly tense period under the rule of the current Emperor's dynasty. Chapter 2: The Alchemical Arts 2.1: The Nature of Alchemy




Alchemy is a profound and secret art of internal cultivation. Practitioners, or Alchemists, manipulate the three fundamental principles of reality, the Tria Prima: Salt (Body/Form), Mercury (Spirit/Mind), and Sulfur (Soul/Energy). The ability to sense these Primes is an innate "Gift," appearing rarely but more often in the bloodlines of the Great Houses. To the common populace, Alchemy is the stuff of folklore and divine miracles; its true nature as a disciplined, internal art is a secret of the elite. 2.2: The Twelve Revolutions of the Crucible The path of an Alchemist is a 12-stage journey of empowerment. • Part I: The Path of Foundation (Stages 1-3): The aspirant learns to grasp the Three Primes, purifying their body, mind, and soul. • Part II: The Path of Artifice (Stages 4-6): At Stage 4, the Alchemist forges their Alchemical Core, attuning it to a single Aspect and gaining the ability to use basic Techniques. • Part III: The Path of Mastery (Stages 7-9): The Alchemist's power grows, allowing them to master complex techniques, synthesize two Aspects, and (at Stage 9) attempt to forge a 3-Aspect power. • Part IV: The Path of Apotheosis (Stages 10-12): The path of the Master. Stage 10 is the peak of current living Masters. Stage 11 is the level of legendary Founders. Stage 12 is a theoretical, perhaps unattainable, myth of becoming a living law of nature. 2.3: The Panoply of Aspects An Aspect is the specific metaphysical concept through which an Alchemist channels their power.


They are divided into three tiers of rarity and complexity. • Tier 1: Foundational (Common): Stone, Wood, Flesh, Motion, Sound, Fire, Force, Life. • Tier 2: Intricate (Rare): Metal, Ice, Crystal, Knowledge, Connection, Lightning. • Tier 3: Esoteric (Very Rare): Illusion, Dominion, Decay, Void. 2.4: The Application of Power Power is expressed through defined Techniques, which are learned from House "Grimoires" or other secret sources. • Synthesis (2 Aspects): A skilled Specialist can wield two Aspects. This offers great versatility but carries a constant risk of Corruption if their internal mental and spiritual balance falters. There is no inherent debuff, only the risk of losing control. • The Master's Art (3 Aspects): A Master combines three Aspects to create their own school of alchemy, allowing them to invent new techniques. This power comes at a great personal cost, requiring long periods of meditative seclusion to maintain their sanity and recover from the use of their greatest abilities. Unbalanced combinations (e.g., three Aspects from the same Prime) are possible but carry exponentially higher risks and costs. 2.5: Alchemical Items • Tier 1: Infusions: Common, temporary, or single-use items created by Practitioners (e.g., healing elixirs, silent pouches). • Tier 2: Artifice: Permanent, complex enchanted items created by Adepts (e.g., a Vitruvius Sentinel, a Bulwark Shield of House Fabius). • Tier 3: Relics (Fragments of Truth): Unique, legendary artifacts that are not crafted, but are the crystallized soul of a Master upon their death. They grant



immense power but always come with a terrible cost or debuff (e.g., the Scepter of the Sudden Storm, the Cog of the Living Soul). Chapter 3: Factions & Powers 3.1: The Socio-Alchemical Pyramid Society is a rigid hierarchy defined by alchemical ability. The Ungifted majority are ruled by a tiny minority of Alchemists. A Practitioner (Stage 4-6) is a valued functionary, an Adept (7-9) is a major political and military player, and a Master (10-11) is an architect of destiny whose personal whims can shape the fate of the Imperium. 3.2: The Imperial Bloc • House Aurelian: The ruling dynasty, led by the aging Emperor Gallus Aurelian and his heir, Aurelia. • House Fabius: The traditionalist military bedrock, led by the staunchly loyal Patriarch Titus Fabius. • House Cassia: The pragmatic and immensely wealthy financiers of the Empire. 3.3: The Senatorial Opposition • House Cornelius: The ambitious leaders of the Opposition, led by the formidable but grief-stricken Patriarch Decimus Cornelius. • House Cato: Principled ideologues who wish to restore the old Republic. • House Junius: A fallen house, driven by a bitter desire for revenge. 3.4: The Shadow Compact • House Niquelaus: The master spymasters and information brokers, led by the distant Patriarch Lucien Niquelaus and his sons, Thomas (public heir) and August (secret spymaster). • House Kaeso: Amoral, peerless assassins who operate for the highest bidder. 3.5: The Independent Powers • House Vitruvius: Neutral innovators, architects, and creators of alchemical automatons.



• House Livia: Reclusive mystics concerned with the balance of nature. 3.6: The Heretical Underworld • The Circle of the Perpetual Bloom: A sinister cult led by the "immortal" Pontifex Veridian, who seeks resurrection through mass sacrifice. Currently operating in secret to bring their leader back from the dead. • Other Cults: Various forbidden groups exploring the darkest corners of the Alchemical Arts. Chapter 4: Dramatis Personae • Emperor Gallus Aurelian: The 78-year-old, ailing ruler of the Imperium. • Aurelia: The 29-year-old, competent but untested heir to the throne. • Patriarch Decimus Cornelius: The 63-year-old "cornered wolf" leader of the Opposition, tempered by tragedy. • Patriarch Lucien Niquelaus: The 68-year-old, coldly pragmatic spymaster of the Imperium. • August Niquelaus: Lucien's 31-year-old firstborn son, a melancholic but brilliant spymaster operating in secret. • Thomas Niquelaus: Lucien's 27-year-old second son, the charming and empathetic public heir. • Patriarch Titus Fabius: The 65-year-old, unyielding and honorable military commander loyal to the throne. • Valen: A 19-year-old escaped slave who has mysteriously acquired a legendary, unknown power in the ruins of Vesperia. • Pontifex Veridian: The ancient, immortal leader of the Circle of the Perpetual Bloom, currently "dead" and awaiting resurrection. • Corvus Vitruvius (Historical): The legendary founder of House Vitruvius. Chapter 5: Key Events & Legends 5.1: The War of the Burnt Banners (378 - 385 A.I.C.) A devastating civil war sparked by a succession crisis. It was the last open conflict




between the Great Houses and was defined by the horrific use of alchemical power. The war ended after The Sundering of Fortitude, a cataclysmic event where two Masters unleashed their Fragments simultaneously, annihilating their own elite troops and creating a permanent, unnatural dead zone. This shared horror forced all sides to the negotiating table. 5.2: The Aeternan Accords & Post-War Reforms The peace treaty and series of edicts that ended the war and created the modern political landscape. Key reforms include: • The Lex Legionis Unius: Centralized all military power under the Emperor. • The First Seal Accords: A formal treaty forbidding the use of Fragments in inter- house warfare. • The Doctrine of the Sealed Vaults: A secret, unwritten agreement that no Great House brings its Relic into the capital city of Aeterna without explicit communication, as it is considered an act of supreme aggression. • The Collegium Primus: The creation of a magical police force and its Proctors to regulate alchemy and hunt heretics. 5.3: The Vesperia Cataclysm & The Hungering Fog In 200 A.I.C., the city of Vesperia was destroyed by the Hordonos Cult. The aftermath created the Hungering Fog, a sentient miasma of corrupted alchemy that permeates the ruins. This entity is a predator that ignores normal humans but is drawn to the power of Alchemists, whom it devours. This secret is the true reason no one returns from the Ghost City. Appendix: In-World Documents I. "On the Alchemical Limitations of Modern Warfare"




(by Proctor Scaevia, circa 660 A.I.C.) A restricted primer for Imperial officers, this document serves as a cautionary tale, explaining how the horrors of the War of the Burnt Banners (battlefield corruption, the Junius plague, command insanity) led directly to the current era of strict alchemical limitations, the creation of the Proctors, and the political standoff of the First Seal Accords. It emphasizes that modern alchemical warfare is a matter of discipline and control, not unrestrained power. II. "The Doctrine of the Sealed Vaults" (From the private letters of a Niquelaus Patriarch, circa 550 A.I.C.) An instructional text from a Niquelaus ancestor to his heir, this document details the secret, unwritten laws that govern the Great Houses. It dismisses the idea of heroic duels and explains the three core principles of the modern cold war: the sanctity of the capital as a "demilitarized zone" for Fragments, the immense political weight of announcing the movement of a Fragment, and the strategic importance of keeping the true nature of one's family Relic a secret.
