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The EOSTRA Wiki

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.

A–Z index How this wiki works

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World

Regions, settlements, places and the history behind them.

Characters

The people you meet: merchants, tutors and everyone between.

Peoples & Factions

Races, cultures and the groups they form.

Magic

The ten schools, their spells, statuses and interactions.

Skills

Hunting and the other long-form skills.

Bestiary

Creatures, their habits and the signs they leave.

Items

Weapons, tools, materials and Mythic artefacts.

Quests

Quests, with spoilers kept behind explicit controls.

  • Quests soon

Game Systems

How combat, progression and the world fit together.

  • Item

    Cinderheart

    A Mythic Fire greatsword that builds Heat in its wielder — power that climbs toward a dangerous, self-consuming Heartfire.

  • Game system

    Creature behaviour

    Creatures in EOSTRA behave like inhabitants rather than stationary XP containers — with territories, species-specific behaviour, and reactions to what they perceive.

  • Game system

    Elemental interactions

    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.

  • Item

    GALVYR

    A Mythic lightning staff. GALVYR channels several Lightning attacks through different inputs and builds Overload as it is used.

  • Location

    Highmere

    A walled river town and harbour, and the first town of EOSTRA. Known for its specialist shops.

  • Skill

    Hunting

    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.

Recently updated

  1. Abyssal Surge Spell
  2. Afterimage Spell
  3. Age Spell
  4. Algor Repens Item
  5. Apprentice's Staff Item
  6. Arc Beam Spell
  7. Arc Bolts Spell
  8. Arcane Magic school

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Schools of magic