Cinderheart
A Mythic Fire greatsword that builds Heat in its wielder — power that climbs toward a dangerous, self-consuming Heartfire.
Official · first-party
A structured reference to EOSTRA's systems, magic and world, maintained by the project itself. Entries describe the current design and change as the game does.
Regions, settlements, places and the history behind them.
The people you meet: merchants, tutors and everyone between.
Races, cultures and the groups they form.
The ten schools, their spells, statuses and interactions.
Hunting and the other long-form skills.
Creatures, their habits and the signs they leave.
Weapons, tools, materials and Mythic artefacts.
Quests, with spoilers kept behind explicit controls.
How combat, progression and the world fit together.
A Mythic Fire greatsword that builds Heat in its wielder — power that climbs toward a dangerous, self-consuming Heartfire.
Creatures in EOSTRA behave like inhabitants rather than stationary XP containers — with territories, species-specific behaviour, and reactions to what they perceive.
EOSTRA's magic schools change each other and the environment. Statuses like Wet alter how other elements behave, so the order and placement of spells matters.
A Mythic lightning staff. GALVYR channels several Lightning attacks through different inputs and builds Overload as it is used.
A walled river town and harbour, and the first town of EOSTRA. Known for its specialist shops.
Hunting is the skill of reading the world. As it grows, it improves what you can recognise, interpret and predict — not simply how hard you hit animals.