The Aetolia Newsletter

August 2025

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Of Sylvans and Seawater

The Sylvan class - out now!

Hail to the sylvans of Dia'ruis!

Following a gathering of the Fae High Courts, adventurers may now undertake the oath of the Sylvan! Similar in nature to Akkari and vampires, the sylvans are the final product of the mirror project we began several years ago! Sworn to the Fae and Dia'ruis, a sylvan acts as a vessel of the anger felt by nature itself, and they are oathbound to avenge all crimes against the wilds and the Cycle of Life and Death. Armed with magical trickery, a language of maddening curses, and the brutal strength of wild beasts, the sylvans are a terror to behold on the battlefield, and they are rumoured to gather in secretive courts when plotting the downfall of those who count themselves as enemies of the Cycle. Skilled sylvans are known to break the minds of their prey, allowing them to brainwash unsuspecting denizens in the name of Dia'ruis and even command someone's sense and sanity to flee to fatal results, all while swinging terrifyingly large blades. With great power comes a great price, however, for sylvans are sworn to serve the best interests of Dia'ruis and any whim of the Fae; those who become the avengers of Life sacrifice some of their autonomy, making them willing pawns in the plane of Life's bloody campaign.

Extirpation employs savage Fae combat techniques, granting claws and fangs while allowing sylvans to shed their physical form and reform through life magic. Caprice wields the incomprehensible language of the High Courts, inflicting madness and delivering fatal curses that rob victims of their senses. Glamours harnesses ancient pact magic to forge binding agreements and impose geas upon foes, with power drawn from three patron High Courts: the Twilight Queensguard, the Lunar Court, and the Daybreak Courts.

Click here now to view the class and its skillsets in full on our website!

Is it within you to shoulder such a burden and wield Dia'ruis' most forbidding power?

The Sylvan class

As with our last e-mail, we also have another island preview to share with you today, for a location that will eventually be accessible in the future through ships and airships:

Destination Preview - The Isle of Keltund!

The Isle of Keltund rises from sapphire waters, a final sanctuary for a people who believed their world was otherwise lost. For generations, a community of Kelki have dwelled here in isolation, descendants of refugees who fled the monstrous Kerrithrim and the destruction of their homeland. Convinced they were the last of their kind, they built a new society based in their deep faith in the Goddess Slyphe, who they credit with guiding them to this tropical refuge. Palm-fringed beaches give way to dense mangrove forests and steaming jungles, and at the island's heart, a great pyramid temple dominates the skyline as a monument to their survival. Within this great work rests most of their civilised society, defined by a system of castes meant to ensure their survival. From the industrious Fire-caste Busyfolk marked with crimson tattoos to the militant Water-caste Tidespeakers who guard against the maddening fog, each caste has a vital function. The mysterious Shadow-caste Burdened, bearing obsidian facial tattoos, shoulder society's darkest griefs and unsavoury duties, while the Spirit-caste Ordered Ones maintain magical oathbinding that keeps their civilisation stable.

The island's lagoons teem with vibrant life, from schools of tropical fish to the massive leviathans that the Water caste hunts as both sustenance and sacred duty. Twin-tailed junglestalkers prowl the verdant interior, their red eyes gleaming from shadowed undergrowth, while humongous beachcrawlers scuttle across white sand shores. The jarring calls of impish skyscreechers echo through the canopy, their beautiful plumage belying their discordant voices.

Rumour has it, however, that this paradise is a fragile one. Keltund's safety is precariously maintained by a perimeter of ancient lighthouses holding back a sentient, maddening mist from the sea. Slyphe's recent return has shaken their society to its core, causing civil unrest in the wake of the revelation that Sapience survived its brush with a child of mad Ilimos. While most rejoice, whispers tell of resentful traitors who have forged a dark covenant with whatever lurks within the fog, and tales of that threateningly eldritch entity have already reached mainland Sapience in years past. Now, a clandestine war brews in the shadows, with the lighthouses and the island's very sanity as the ultimate prize, and those adventurers brave enough to walk Keltund's shores shall be the ones to tip the balance.

Best regards,

- Razmael, Keroc, Emellan, Watson, and the Aetolian Volunteer Team

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