The Achros TTRPG is set in the far future on a distant planet. The single continent on Achros has existed for millions of years, but the origins of life here are still fiercely debated. There are four nations on Achros: Veldeker in the north, Ardross in the east, Galutir in the west, and Selethil in the south. As a denizen of Achros, you'll play as one of eight unique species: The ancient Bel Toth and Cin Toth of Galutir, the small and cunning Gwolth, the reclusive Mykoids of the north or the cave-dwelling amphibious Relamada of the more temperate regions. There's also the giant mountain-dwelling Triorans, the versatile Varkans who rule Ardross and Selethil, and the Mechans, who started as Varkan labor machines but are now considered a sentient race.
The DNA of every living being on Achros gives them the innate power to manipulate elements using magnetic fields, but doing so requires much training and study. There are institutes scattered all over Achros where wizards study the art of Elemancy, which is the direct manipulation of elements and compounds. Each element is unique and mastering even one can take years. Dedicated wizards typically spend their lives traveling the world, mastering many elements and coming up with unique ways to use them in tandem.
Witches manipulate another kind of energy known as Ambience. Every living thing is held together by their own Ambience, like a soul of sorts. An organism's Ambience coerces their physical shape into reality and protects it from magnetic tampering from Elemancy. It is commonly thought that Elemancy and Ambience exist to perfectly balance each other. When something dies, its Ambience is absorbed into a collective mass of Ambience known as the Metos. Ambience of the same species coalesces together, and witches are able to transport their conciousness into the Metos. They can find memories hidden in the Metos and enact their will in the physical realm. They can also directly manipulate the Ambience of living things. Ambience, while less versatile than Elemancy, is able to perform more abstract tasks and has the advantage of being able to interact with living things. Changing the shape of something's Ambience will consequently change the shape of their physical form. The differences between Ambience and Elemancy have pitted Witches and Wizards against each other for millenia. In the modern day, however, this rivalry isn't very serious and many people choose to practice Elemancy and Ambience. These people are colloquially called Ambimancers. How creative. Wait now that I think about it that's actually brilliant. I'm a genius.
Despite the prevalence of magic on Achros, physical weapons are far from ineffective. Weapons and armor are enchanted with Ambience that protects them from being affected by magic, turning warriors into formiddable opponents against mages.
But there's more to Achros than just fighting. Whether it's sneaking through the shadows, decieving your way to power, or winning hearts with your charm, there is something for every kind of playstyle.