The world is splintered into isolated fortress-halls around the Beacons. The Murk has swallowed almost everything between them. Contact between the lands has been lost for more than fifty years; knowledge and craft are slipping away.
The world of Svemir
Light and Murk. Seven peoples and the heroes who shape the world. The 8 runes followed by the first Hero of Light. The full canon of the Sineus universe lives here.
Svemir — a world after the catastrophe
A grim world that survived the fall of two civilizations: the magitech veshi and the late-Renaissance age of humankind. The current era is the Time of the Surplus — the Years of Ash.
Light here is not a law of nature. People hold it — through their choice, their memory, their ability to keep their word. One breaks — and the Murk takes a step closer.
Light, Murk and Anho
Five pillars of the world without which no hero makes sense.
Anho
The inner strength of a person, born of pain, trial and choice. A pure thread in children; a tangled knot of crystals in adults. Awakens through the Breaking — a peak emotional ordeal.
Murk
A hostile living substance born of burned or betrayed Anho. It is sentient, gains will, and seeks to bend all life. It does not kill directly — it divides, breaks trust, weakens resolve.
Beacon
The crystallized Anho of a great hero — a point of pure Light. It carves out a radius of safety and pushes back the Murk. A Beacon rises where a hero falls; fortress-halls are built around it.
The Surplus
Beings made of deliberately severed pieces of Anho. The embodiment of human pain, grief and grievance — homunculi of human parts and organics, sheathed in black Murk crystals, forever hungry for Anho.
The Carvers
Masters of Anho who cut, move, and shape it into heroes and artifacts. Their craft built the magic of humankind — and the same craft made the Murk stronger.
Six eras of Svemir
From the rise of the veshi civilization to the present Years of Ash.
- 01Years of the Cradlebefore −1500
Peak of the veshi civilization. Human farms. Birth of the Murk.
- 02Years of Frontiers−1500 — 0
Humankind unites. Sineus rises. The Great Battle and the victory over the Murk.
- 03Years of Deeds0 — 400
Reconstruction, trade, the towers of Rubezhye, a flowering of crafts.
- 04Years of Dynasties400 — 800
Kingdoms grow, everyday magic takes hold, the great houses marry into power.
- 05Years of Temptation800 — 1300
A race for perfection. Dynasties cross over to the Murk.
- 06Years of Ash1300 — today
The present. Collapse, isolation, fortress-halls clinging to the Beacons.
Lands and peoples of Svemir
Each people is its own visual and cultural layer. All of them hold on to their light — and all of them pay a price for it.
Rubezhye
- Reference
- Old Rus' principalities (Novgorod / Kievan Rus)
- Trait
- Fortress-halls around the Beacons. Cradle of fate and home of the first Iskon dynasty.
- Now
- Isolated holdfasts with no contact for over 50 years. Knowledge and craft are bleeding away.
Morn
- Reference
- Vikings + 'Waterworld'
- Trait
- A fleet upon a cursed ocean. Each city is a giant drakkar; sails-Beacons are filled with Anho.
- Now
- Islands and coasts are drowned. The goal — to cleanse the ocean of the Murk.
Esh-Naar
- Reference
- Dune + Eastern folktales + nomads
- Trait
- Light and Dark are swapped: the sun kills, the shadow gives life. Nomadic cities ride the giant Naar.
- Now
- Endless wandering in search of water. People's shadows are alive and protect their owners.
Ilvor
- Reference
- Elves + 'The Secret of Kells' + the Scoia'tael
- Trait
- Life in the crowns of the giant Llus trees. Alliance with the Ilva birds against a Murk-swallowed earth.
- Now
- The Ilv keeps shrinking. Existence suspended between sky and ground.
Dainy
- Reference
- Shamans + necromancers + horror
- Trait
- The dead do not leave. Dark equals forgotten souls; Light equals memory. Hearth and chronicle keep the light.
- Now
- A fight against undead loved ones under the curse of Morvana.
Niyer
- Reference
- Vampires + the Wildlings of 'Game of Thrones'
- Trait
- The only people who live in the Dark without madness. The price — blood, fear of the sun, a pact with the Damned.
- Now
- Underground cities, blood offerings to the Murk, a thirst for revenge on Rubezhye.
Soteria
- Reference
- Byzantium + El Dorado + Koschei the Deathless
- Trait
- A utopia in a sky-city under an artificial dome of day and night. For its people the Murk is only a frightening tale.
- Now
- The city drifts in the sky. On the ground below — only a crater.
The five who shape the world
Five names without whom the Sineus universe does not hold together. Every other thread is pulled from them.
Sineus
'Ember', the First Hero of Light, prince of RubezhyeA quiet Iskon child who, on the Night of the Anho Blade, was the first to wield Anho with no carving at all. After that night half his hair turned the colour of cold blue flame. He united the armies of every people and threw the Murk back beyond the Black Mountains — at the cost of his own life.
Helma
Drakkar captain, wife of SineusGranddaughter of Chernomorn, the king who united the Morn. She met Sineus on his great journey. After his sacrifice she went into voluntary exile after Kot Bayun — an act of loyalty that ran far beyond politics.
Sirshe the Sweet-Voiced
Sister of Sineus, leader of the MurkTender and loving, she spent years among the 'madmen of Nav', listening to the whisper of the Murk. She heard the pain of the severed pieces of Anho and chose them — not from weakness but from empathy. Her body lies in a crystal sarcophagus among the Niyer; from her blood they made their 'vampiric' elixir.
Kot Bayun
Teacher, veshi defectorA Bayun — a veshi who shapes will in humans. He uncovered the veshi conspiracy against humankind, betrayed his own and joined Rubezhye. He raised Sineus and Sirshe through stories and trials; it was he who brought Olek Vorona to Sineus.
Olek Vorona
The first human carverA 13-year-old orphan whom Kot Bayun raised in the art of carving — the first human to master it without veshi help. He carved 'precisely, as if he himself were the blade.' Sineus's confidant and moral compass; together they forged the first generation of 12 Iskon heroes.
The 8 runes of Sineus
The principles the first Hero of Light lived by. The tone and the philosophy of the whole Sineus universe.
Mastery
«I can become a storm — and still I choose silence.»
Just Oath
«I keep my word even when it costs me.»
Burden of Duty
«I do not complain and I do not pose — I carry.»
Craft of Resolve
«I know the steps and I take them.»
Scarred Vow
«I remember the price — and so I never play with power.»
Silent Mercy
«I helped — and walked on.»
Still Before Storm
«I do not fuss. I see the structure.»
Craft Mercy
«I can punish — and I choose the way that keeps the person whole.»