Michael didn’t take her hand just yet. His fingers twitched toward it… but stopped.
“I want to say yes,” he admitted, voice low. “I really do. But… I need to know more. About Aerithrael. About how things work there. If I’m going to start over… I want to understand the kind of world I’ll be walking into.”
Elyndra’s smile deepened with approval, like a teacher pleased with her pupil. “Good. Curiosity is the first mark of someone destined for greatness.”
She raised her hand, and a glowing window appeared before him—translucent, hovering, made of pale-blue light edged in ancient silver script. It floated just above his palm.
“This is the System Window. Every soul born into Aerithrael is linked to it—though not all can see it clearly. It is your status, your strength, your soul made readable. It tracks your level, your attributes—Strength, Endurance, Agility, Mana, Spirit, Luck, and more. It reveals your class, your skills, your traits. And as you grow, so too does your window evolve.”
Michael’s eyes widened as the example window shifted, showing panels—Skills, Inventory, Traits, Party, Quest Log.
“It’s like an RPG,” he muttered. “But real.”
“Precisely,” Elyndra said. “But not a game. The System was forged by the Elder Stars to help mortals survive the chaos that once consumed Aerithrael.”
She gestured again, and the window now displayed a glowing blue bar above a meditating figure. “Magic,” she said. “All living things in Aerithrael have mana. It flows through the world like air. Mages train to sense it, shape it, command it. Warriors use it to enhance their bodies. Rogues bend it to shadows. Even commoners can sometimes use minor cantrips, like lighting a lamp or boiling water.”
“So anyone can use magic?”
“To a degree,” she said. “But raw talent and affinity determine how far one can go. Some are born with high mana pools. Others with attunements—Fire, Ice, Blood, Void, Light, and so on. Racial lineage plays a part, yes… as does environment, diet, even emotion.”
She shifted her hand, and a 3D image of a gaping chasm appeared—its maw pulsed with a deep, violet light. Dark structures jutted out from its sides, and twisted creatures slithered near the entrance.
“This… is a dungeon,” she said grimly.
Michael felt a chill. “What… the hell?”
“Dungeons are tears in reality—wounds left behind by dead gods and ancient wars. They form randomly across Aerithrael, though some are fixed. Inside are monsters, traps, cursed relics, and forgotten truths. But also great power, rare materials, and sacred artifacts. Adventurers delve into these abysses to gain strength, fame… or simply survive.”
“So, the adventurers are like… warriors for hire?”
“Indeed. Most guilds are formed by retired adventurers, each with their own politics, agendas, and honor codes. They assess recruits using a magical device that reads their mana density and strength. Newcomers receive an Adventurer’s Card, ranked from E to A… and sometimes beyond.”
The window shifted again, now showing silhouettes—sleek, tall figures with pointed ears; stocky, bearded warriors with glowing tattoos; beast-like people with claws, tails, and fur; horned shadow-dwellers and radiant winged souls.
“The races,” Michael murmured.
“Yes,” Elyndra said. “Each race is unique. Elves, for example, are born with a natural affinity for wind and spirit magic. Dwarves with stone and fire. Beastkin often inherit traits from their bloodlines—wolfkin might have heightened senses or regeneration, while feline-kin possess speed and agility. Humans are… adaptable. Balanced. They often lack extremes but can master any path.”
“And I can be any of them?”
“If you choose,” she said. “Or stay as you are. Your soul will be matched to a family and land that suits your form. No forced history. No lies. You will live that life with the knowledge you choose to keep.”
Michael stared at the floating windows. His heart beat a little faster. There was danger, yes. But also beauty. Purpose. A world that mattered.
Elyndra lowered her hand. “I can tell you more… but the longer you stay, the more the Veil begins to thin. So, Michael… shall I show you the available classes?”
He looked at her glowing hand once again… and reached for it.
Michael’s fingers hovered over Elyndra’s hand once more—but something gnawed at the back of his mind. If he was truly going to dive into this world, he needed everything.
“One more thing,” he said, narrowing his eyes. “Give me the full list of races… and their affinities. I want to make an informed decision. Not some fairytale dream.”
Elyndra’s expression grew serious. She raised her hand, and the starlit air around them rippled like water. Dozens of silhouettes shimmered into view—each unique in form and aura, swirling with elemental energy and ancestral power.
“Very well,” she said, voice now laced with divine weight. “These are the major races of Aerithrael, and their natural affinities.”
[RACES OF AERITHRAEL]
1. Humans
Affinity: Balanced potential.
Notes: Versatile. Can adapt to any class or environment. Often awaken unique traits through willpower or trauma.
2. Elves
Affinity: Wind, Spirit, Light, Nature.
Notes: Agile and intelligent. Long-lived. Spiritually attuned to the world around them. High mana reserves.
3. Dwarves
The story has been illicitly taken; should you find it on Amazon, report the infringement.
Affinity: Earth, Fire, Metal.
Notes: Hardy and resistant. Natural craftsmen and rune-mages. Physically powerful with high defense.
4. Beastkin (split into subtypes)
– Wolfkin – Enhanced senses, Regeneration.
– Felinekin – Agility, Stealth, Reflexes.
– Bearkin – Strength, Endurance, Rage-enhanced abilities.
– Aviankin – Wind, High-speed movement, Aerial combat.
Notes: Often born with physical traits and instincts of their totem beast.
5. Drakenborne
Affinity: Fire, Lightning, Dark, depending on lineage.
Notes: Descendants of dragons. May possess elemental breath, scaled skin, and fierce mana cores.
6. Sylvani (Forest Spirits)
Affinity: Nature, Water, Illusion.
Notes: Rare and elusive. Fae-like. Ethereal, often bound to enchanted groves or ancient trees.
7. Umbrae (Shadowfolk)
Affinity: Dark, Illusion, Void.
Notes: Night-born. Can blend into shadows, manipulate fear. Distrusted by some cultures.
8. Seraphians
Affinity: Light, Sky, Holy.
Notes: Winged race with divine ancestry. Natural resistance to curses and corruption. Rare.
9. Deepkin
Affinity: Water, Ice, Psychic.
Notes: Dwell in oceanic cities. Amphibious. Thought-weavers and elemental casters.
---
The images shimmered and faded as Michael absorbed every detail.
“And now,” Elyndra said, waving again, “the classes.”
A whirlwind of symbols and weapons spun before him, each burning with raw meaning—scythes, staves, grimoires, bows, hammers, masks, and more.
[CLASSES OF AERITHRAEL – Core & Rare]
Warrior Classes:
– Knight – Defensive, sword-and-shield.
– Berserker – Rage-fueled strength and endurance.
– Weapon Dancer – Graceful duelist, agility and speed.
– Dragoon – Spear-wielding aerial striker.
Rogue Classes:
– Assassin – Stealth, poisons, burst damage.
– Shadowblade – Uses shadow magic and blades.
– Trickster – Illusions, traps, confusion tactics.
Mage Classes:
– Elementalist – Mastery of fire, water, earth, air.
– Arcanist – Arcane manipulation and raw mana spells.
– Cryomancer / Pyromancer / Electromancer – Element-focused mastery.
Summoner Classes:
– Beastcaller – Bonds with monsters and spirits.
– Gravetouched – Calls upon dead beasts and wraiths.
– Necromancer – Commands undead, curses, life-drain.
Support & Hybrid Classes:
– Lifeweaver – Healing, birth-magic, growth.
– Runescribe – Enchantments, warding magic.
– Battle Priest – Buffs, blessings, light-based offense.
– Soulforged – Wields weaponized soul-energy, extremely rare.
Rare/Epic Tier Classes (locked without fate or trials):
– Voidcaller – Harnesses unstable Void.
– Eclipse Knight – Light and dark mastery.
– Revenant – A soul returned from death to hunt death.
The list spun before him, glowing and humming like an orchestra of fate.
And yet…
His eyes locked on one word: Necromancer.
It called to something deep inside. Something hollowed. Cold. Familiar.
“I want that one,” he said, his voice quiet but firm. “Necromancer.”
Elyndra blinked, but didn’t look surprised. Instead, she slowly nodded.
“A path feared by many. Misunderstood by most. But in the right hands…” Her gaze sharpened. “It can become unholy salvation. Necromancers bend death not for cruelty—but for survival, command, and vengeance. You will walk among graves, Michael… but perhaps that is where your soul feels most alive.”
A new window shimmered open before him, waiting for confirmation.
CLASS SELECTED: Necromancer
Race Compatibility: High with Human, Umbrae, and Drakenborne
Unique Trait: Pending
Unique Item: Pending
Michael stared into the glow… his heart hammering.
Elyndra stepped close, her breath warm like summer wind. “All that remains… is to finalize your form. Your race. Your name, if you wish it changed.”
The air shimmered with the weight of destiny.
“Are you ready to be reborn?”