It's time to wrap up the Tribes Chronicles finishing strong with the most brutal tribe: the Ferals!
Lore and description The Ferals are warriors and hunters. Aggressive and strong-tempered, they're also epicurean always in for a good laugh, lively talks, feasting and huge banquets. They are a very proud, even touchy people. They are bold, strong-willed, stubborn and never give up without a fight.
They rallied together because they could no longer stand the cowardice of the weaker Vazzards, who themselves disapproved of their constant hostility. They settled on large, dry plains that stretch over a wide territory and are bordered by the foggy, muddy Gulp-Gulp swamp, which the Ferals carefully avoid...
Feral leadership is passed down from father to son.
Culture and traditions
Every year, in early spring, the Feral hold the « The Brawl of Thaw », where the thirty best warriors (male and female) compete in pairs under the eyes of their leader, to prove their strength and courage. Meanwhile, the others watch and play the drums. Only the chief has the power to call an end to the fighting. The fifteen winners are showered with glory and become the chief's elite force.
They breed Billgoats and use them as mounts.
Unfamiliar with the patience required to breed insects, the Ferals hunt the Harstag, herbivores, during spring and summer. First, scouts are sent out to find the herds. Then, hunters leave for several weeks at a time. The Ferals eat the meat of the Harstag and also use their skin, bones and tendons to craft tents and tools. They sometimes go hungry at the end of winter if it is prolonged or if the previous hunting season was not good.
The Ferals are globally believers and honor the Spirits, but they don't attach much importance to traditions or sacred places. For them, Spirits are above such things. Nor do they pay much respect to Nature, unlike the Arboreals.
Funeral rites The Ferals don't pay much respect to their elders, valuing youth, strength and health above all else. The eldest sometimes take the initiative to leave the village and die in seclusion, without burdening the youngest with their care. When food is scarce, they may even be sacrificed by the rest of the tribe. It's not something they like to do, but in any case, Ferals usually prefer a quick death rather than a long agony. It's very hard for them to accept that their own bodies are weakening and that their strength is slipping from them. When someone is injured, it's the same thing: they finish them off quickly. Ferals who fall dead in battle or while hunting are honored and sometimes the object of songs.
Special traits and characteristics The Ferals like to fight with their bare paws and claws, but don't disdain a good axe or dagger either. They use arrows, but more for hunting. Stronger than all the other Vazzards, they are tall and wear horns and even thorns all over their bodies.
Tribal chief: Moal Moal had a Billgoat named Baar, with the biggest horns of all, whom he raised himself. One day, a hunt went wrong and Moal had to chase a herd of Harstag to a swamp where five Gulp-Gulp were living. Baar and many of the hunters died in the battle, but Moal managed to tame a Gulp-Gulp and named him Boor. He feeds him Harstag entrails.
We hope you liked this series of tribe stories, if you want more lore-related content, join our Discord server to share your ideas! 🦎
Catch you in the Wilderness soon, -Wild Wits Team
New Wiki Available!
Hello Vazzards !
We’ve just launched our new Aetheris wiki, featuring all quest events to guide you through your adventure. Explore new paths, find legendary loot, and form powerful alliances with ease 🦎link 🦎
If you haven’t yet, join us on our Discord server to share your discoveries and successes with fellow players 🎮
Catch you in the Wilderness soon ✌️ - Wild Wits Team
China Joy & Game Connection Indie Festival 2024
🚨 Festival Discount Alert! 🚨
Aetheris is proudly featured in the China Joy & Game Connection Indie Festival 2024! 🎉
To celebrate, we’re offering a limited-time deal with 70% off the game and 85% off all DLCs, available from July 27 @10 AM Pacific until August 10.
Dive into the Wilderness at unbeatable prices—ideal for embarking on new adventures or expanding your collection.
See you in the Wilderness soon 🦎
- Wild Wits Team
Tribes chronicles - The Noseys
Greetings, fellow Vazzards!
It’s been a minute since our last tribe story, but we are back with one of our favorite Vazzard tribe : meet the Noseys!
Lore and description The Noseys have established themselves in a sunny canyon in the center of the Wilderness, where everyone lives in their own little crevice.
They are mostly introverts, and don't take much interest in community living. They are proud, with moderate respect for other Noseys and a proper disdain for the rest of the Vazzards. They are rational, thirsty for knowledge and constantly feel the need to understand the world around them. They live longer than other tribes, thanks to their medical knowledge and advanced farming techniques.
Internal organization The Noseys choose a Decisionner to govern them. The position is generally considered a chore, since the Decisionner must sacrifice their spare time to answer the grievances of others. Still, they are the only ones with the power to compel a Nosey to work with others for the sake of the tribe (e.g. digging a tunnel).
Culture and traditions The Noseys are naturally skeptical, and believe only what they can see. They still pray to the Spirits on specific occasions, but more as a matter of tradition than of conviction. They figure that if the Spirits exist, it's best not to offend them, and if they don't, they don't really miss much. On the other hand, they don't worship the Oracle and consider his legend a myth. They consider the Arboreal to be quirky and mystical weirdos.
Special traits
They are a little hunchbacked from spending all day bent over their experiments.
Their tail is curved like a question mark.
They live so old that towards the end of their lives, their scales become discolored.
Tribal chief: Akuta Akuta is the only Vazzard to have managed to tame a giant raven, which allows him to fly on its back. Akuta can communicate with the ancestral spirit of Koeit, but hardly anyone knows about it. He is also the one who has enabled the Noseys to learn to read and write again.
Akuta discovered the existence of the Flying Cities of the Hostiles, but suffered a terrible accident while trying to approach them. Although crippled, he has lost none of his quick-wittedness and, little by little, has managed to build himself a kind of harness that enables him to fly again.
See you soon to meet the last Vazzard tribe, The Ferals. Stay tuned and follow us on social media so you don't miss a thing! 🦎
Catch you in the Wilderness soon! ~WILD WITS Team
Our Merch Shop is Now Open : Exclusive Hardcover Artbook Available! 📚
🎉 We're excited to share that our exclusive artbook, "The Art of Aetheris" is now available in hardcover format on our website! ✨
Immerse yourself in over 40 pages of exclusive concept art and character designs that unveil the secrets of the Wilderness.
This beautifully crafted book is ready to join your home, visit our website today 🔗 Link to the shop 🔗
Limited quantity only, so secure yours before they're gone!
Catch you in the Wilderness soon,
~ Wild Wits Team
🌞 Steam Summer Sales are here! 🌞
Hello Vazzards!
Let's keep this party going—the Steam Summer Sale has arrived! 🌟
From June 27th to July 11th, keep the celebration going with our incredible 70% off Aetheris and 80% off all DLCs! 🦎☀️
Catch you in the Wilderness soon! ~WILD WITS Team
Beat the Crowd: Early Summer Discounts
Greeting Vazzards!
Summer is getting very hot this year, but we have the perfect solution to keep you cool.🌞
Prepare your sunscreen and get ready to party in the sun with early discounts on Aetheris.
➡️Get AETHERIS now at -70% off and -80% on the DLC's.
Dive in with your friends, guide your party through the brutal Wilderness, and save your village from the voracious Shade.
Don't let these unbeatable prices slip away!
Catch you in the Wilderness soon! ~WILD WITS Team
Tribes chronicles - The Arboreal
Greetings, fellow Vazzards!
It’s time for another tribe story! This time, we are going to talk about the Arboreals, or the forest tribe, as they like to be called.
Lore and description
The Arboreals settled in the Forest of Spirits a long time ago and haven't left since. Voluntarily secluded, even ascetic, they have achieved a state of constant communion with the spiritual world and with Nature in particular. For Arboreal, The Forest is a unique place where the boundaries between the material and spiritual worlds are much thinner than anywhere else.
This deep connection has led them to pay little attention to the concept of death. For them, nothing would be more beautiful than the moment when they return to the earth to ascend as Spirits. Nonetheless, the living world is also part of the balance of things, and the Arboreals understand that a life that departs before its time goes against the natural cycle. That's why they look after their well-being and their environment, a harmony recently undermined by devastating natural disasters that have ravaged part of the Forest of Spirits.
One downside of their lifestyle is that they are no longer fitted to any other environment. Their unique ecosystem is found nowhere else in the Wilderness, making most of their special abilities and characteristics irrelevant elsewhere.
That's why their leader, Pau'Ju, is desperately trying to make the damaged parts of the forest grow back faster, even if it means upsetting the natural cycle. Because, unfortunately, the time Nature would normally take to cure itself far exceeds the little time the Arboreals have left.
Special traits
The Arboreal could be considered among the most beautiful Vazzards in the Wilderness, as their natural camouflage features delicate scaly growths reminiscent of various plants, as well as collars whose pattern imitates that of foliage.
Tribal chief: Pau'Ju
Pau'ju saw her body partially distorted during her attempts to resurrect the Forest. She believed that the protection of the Spirits would be enough to keep the Aether's influence at bay and enable her to "purify" her power. Unfortunately, this was not the case and Pau'Ju realized this too late.
See you soon for our fourth Vazzards story, "The Noseys." Stay tuned and follow us on social media so you don't miss a thing.
Catch you in the Wilderness soon! :v: ~WILD WITS Team
Frenchy turn-based strategy games Bundle with 25% off on Steam!
Hello Vazzards!🎉
If you missed our Early Access anniversary discount, don’t worry; we got you.😉
We are happy to announce that we’ve teamed up with Mastodonte studio to offer you the ‘Frenchy turn-based strategy games’ Bundle! Grab Aetheris and Break the Loop with 25% off on Steam! Get your hands on this awesome bundle now! 🙌
▶️Follow us on socials and join our Discord server to never miss a thing.
Catch you in the Wilderness soon! :v: ~WILD WITS Team
Tribes chronicles - The Augurs
Greetings Vazzards!
We embark on another captivating journey into the enchanting world of AETHERIS, with an enthralling new tribe story that explores the mysteries of The Augurs tribe.
The Augurs - Origins
Many moons ago, a group of refugees known as the Augurs settled near an ancient Aether mine. Its insidious influence gradually isolated them from the Spirits to the extent that the Augurs began to mistake it for one single Great Spirit. In their misguided reverence, they began to warp their beliefs around the vast and potent influence emanating from the sprawling power of the Aether.
The Aether bestows innate gifts, such as exceptional strength and powers, but its “blessings” come at a cost. Infused with it from birth, Augurs have a shorter lifespan than other Vazzards. While the Aether keeps them alive, prolonged separation from it not only weakens them but can also lead to fatal consequences. They are, therefore, entirely bound to it.
This is why the legend of the Oracle has become a fundamental truth for them, as has the prophecy of his return. He is the one who will be worthy enough of the Great Spirit to make him hear his will and become one with it. This is something the Augurs, subject to the Aether by nature, are unable to do.
For them, the spread of the Aether is a sign that the Great Spirit is growing impatient, searching for his chosen one. Eager to please him and fulfill the prophecy, the Augurs see themselves as the bearers of his will and have found a rare opportunity in the eternal conflict between the villages.
They send vengeance-seeking adventurers who cross their path on the trail of this famous “great power” to the source of the Aether in the hope of seeing a new Oracle emerge.
Tribe leader - Elioch
Elioch is a mysterious character. Blind but once the bearer of great visions, covered in veils and fabrics with only their snout and claws showing, everything about them reinforces the aura of mystical greatness that surrounds them.
In his youth, Elioch was the Augurs' greatest hope, a possible reincarnation of the Oracle among them. More resistant to the effects of the Aether than his siblings, he enjoyed its benefits for a long time, suffering few consequences. Additionally, he experienced visions and heard voices surrounding him that only he could perceive. Recognizing these as signs from the Great Spirit, both the Augurs and Elioch himself became convinced that he was the long-awaited chosen one.
So Elioch dove into the Shade in search of the Great Spirit's "heart" but barely made it back. The Aether concentration there was so intense that its influence eventually caught up with him. Between monsters and dazzling corruption, Elioch literally lost his scales and barely made it back to his family. He had never heard a voice since.
Elioch saw their failure as a punishment for the undeserving who impersonated the Oracle, a misinterpretation of the will of the Great Spirit, who wanted to make Elioch his herald instead of his chosen one, the guide who would enable the Oracle to reveal themselves.
Although Elioch lost his scales and later his sight, his power, and longevity relative to their peers remain intact. A great spiritual guide to the Augurs, and tests potential candidates and trains them to enter the Shade to retrieve the Great Spirit’s heart.
See you soon with our second Vazzards story, "The Arboreals." Stay tuned and follow us on social media so you don't miss a thing.
Catch you in the Wilderness soon!✌️ ~WILD WITS Team