Welcome to Tellus
Project Tellus is a virtual tabletop application being developed in Unity, a passion project, designed to bridge the gap between traditional tabletop role-playing games and immersive video games. Unlike other virtual tabletops that rely on fixed top-down maps and digital tokens, Tellus places players directly into a rich, three-dimensional world. It combines the freedom and creativity of pen-and-paper storytelling with the visual and interactive depth of a modern RPG.
Players begin their adventures in a sprawling refugee hub — a melting pot where all races and factions coexist. Here, they can create their main character as in a traditional tabletop RPG, or recruit additional companions through the local guild hall. Towns and cities will serve as interactive hubs where players can buy, sell, and trade items, learn new skills, rest, and even change their job. Every location is alive with NPCs, rumors, and opportunities to learn about the world around them.
When venturing into the wilds or descending into dungeons, Tellus shifts seamlessly into an immersive 3D exploration mode. Players explore these environments from a first-person perspective, assuming unique party roles and responsibilities to support the group’s survival and success. Each dungeon will be hand crafted for tension and discovery, blending the unpredictability of a tabletop session with the immersion of a video game.
Combat in Tellus remains faithful to the turn-based tactical roots of tabletop RPGs while introducing full automation and cinematic presentation. Abilities, attacks, and spells are executed in real time with dynamic 3D effects and animations, allowing players to focus on strategy and storytelling rather than rules and dice math.
At its core, Tellus runs on a custom rule system known as Iguanodon, which draws inspiration from Dungeons & Dragons, Pathfinder and various JRPGs while introducing original mechanics to support digital automation and modular storytelling. The goal of Project Tellus is to create a seamless hybrid experience — one where Game Masters can focus on narrative and world-building while the system handles the complexity, logic, and presentation behind the scenes.
Jobs
Each character will start out with a tier 1 job, which currently are Squire, Initiate, Disciple, Apprentice, Acolyte, Motley, Wildling, Tinkerer and Pupil. As they level up, they will hit a milestone and be able to upgrade to one of two tier 2 ranks. Leveling up those jobs will then lead to another promotion path towards selecting a tier 3 job. Eight of the twenty-four tier 3 jobs have two paths that lead to them.
The jobs are not full feldged classes, but a small variety of abilities and characteristics that give them a unique identity and playstyle, while filling the standard role set of tank, damage, support, and healer.
I wanted to take a creative approach and create a "class" system that worked similar to games such as the Final Fantasy Tactics series, FFV, Tactics Ogre and Octopath Traveler, where the player does not simply choose a class template and be done with it, but one that they can grow into and have more agency over with branching tiers. I realize now, after creating the hierachy chart, I might have bitten off more than I can chew. However, here is the list of jobs:
Squire
Tank/Damage
Tier 1
The Squire is the foundation of martial strength in Tellus — a humble warrior in training who relies on discipline, courage, and loyalty to survive. Whether they become a noble Knight, upholding honor and duty, or a hardened Mercenary, fighting for coin and survival, Squires represent the first spark of martial potential.
Branches to Knight or Mercenary
Knight
Tank/Damage
Tier 2
The Knight embodies valor and protection, standing as a stalwart defender of allies and ideals. Clad in heavy armor and sworn to oaths of loyalty or light, the Knight’s path often leads to divine empowerment as a Templar or refined defensive mastery as a Sentinel. They are the shield that turns back darkness, commanding respect both on the battlefield and in the hearts of those they protect.
Branches to Sentinel or Templar
Mercenary
Damage/Tank
Tier 2
Mercenaries are professional warriors who sell their skill to the highest bidder, motivated by pragmatism, freedom, or sheer survival instinct. Masters of adaptive combat, they can evolve into raging Berserkers, wielding primal fury and brute force, or cunning Corsairs, who blend swordsmanship with agility and daring tactics. Mercenaries thrive in chaos and adapt to any fight, embodying the raw unpredictability of war itself.
Branches to Berserker or Corsair
Initiate
Damage
Tier 1
The Initiate represents the wandering adventurer — self-taught, daring, and unbound by formal training. They learn through travel, hardship, and instinct, often favoring mobility, cunning, and precision over brute strength. From this adaptable root, an Initiate may grow into a nimble Strider, skilled in survival and reconnaissance, or a daring Buccaneer, living by blade, wind, and wit.
Branches to Buccaneer or Strider
Buccaneer
Damage
Tier 2
Buccaneers are sea-faring rogues and thrill-seekers who thrive in danger and fortune’s embrace. They embody freedom and chaos, wielding agility and charm to outwit their foes. As they advance, Buccaneers may become seasoned Captaineers, commanding ships and crews with authority, or Corsairs, who mix swordplay with tactical deception. Whether privateer or pirate, the Buccaneer lives by one rule: the horizon always calls.
Branches to Corsair or Captaineer
Strider
Damage
Tier 2
Striders are hunters, scouts, and lone wanderers who move unseen and strike with deadly precision. They are the embodiment of the wild path — patient, quiet, and lethal. From their discipline and instinct emerge two distinct paths: the Arcwarden, protector of the natural order and master of arcane traps, and the Assassin, whose silent strikes bring death before a foe can even react.
Branches to Arcwarden or Arcwarden
Disciple
Healer/Support/Damage
Tier 1
Disciples are spiritual aspirants seeking enlightenment through devotion, discipline, or divine purpose. They serve as conduits between mortal and divine, channeling energy to heal, smite, or shield. Their path divides between the Seeker, a scholar of truth and Magick who may evolve into a War Wizard or Spellblade, and the Inquisitor, whose conviction drives them toward righteous judgment as a Luminary or Templar.
Branches to Seeker or Inquisitor
Seeker
Support/Damage/Healer
Tier 2
Seekers are relentless pursuers of hidden truths, ancient lore, and forbidden Magick. Armed with keen insight and disciplined study, they unravel riddles of the past to wield power in the present. A Seeker’s path emphasizes discovery, counter-magic, and tactical knowledge—making them invaluable against curses, illusions, and arcane traps. From this foundation, many advance into the devastating focus of a War Wizard or the blade-bound precision of a Spellblade.
Branches to Spellblade or War Wizard
Inquisitor
Healer/Damage/Support
Tier 2
Inquisitors are divine agents of balance — healers and warriors devoted to purging corruption and shielding the innocent. Wielding blunt weapons as symbols of mercy and judgment, they deliver both healing light and righteous retribution. Their faith manifests through restorative Magick that mends wounds, purifies ailments, and strengthens allies, while their strikes channel sacred energy to smite the wicked. Calm under pressure and steadfast in conviction, the Inquisitor embodies discipline and devotion, supporting their allies not through flamboyant miracles, but through quiet endurance and unwavering resolve.
Branches to Luminary or Templar
Motley
Damage
Tier 1
The Motley is an entertainer, fool, and provocateur who uses performance as both art and weapon. Beneath the humor and spectacle lies keen perception and cunning misdirection. They may evolve into a Jester, manipulating morale and chaos, or a Mime, mastering the uncanny art of imitation and illusion. The Motley embodies the thin line between comedy and tragedy, turning laughter into lethality.
Branches to Mime or Jester
Mime
Hybrid
Tier 2
The Mime is a silent master of imitation and reflection, channeling mysterious Magick through motion and mimicry. By observing others, they can replicate abilities, gestures, and even supernatural powers — turning their enemy’s strength into their own weapon. Though wordless, their art speaks louder than any spell, weaving illusion, emotion, and uncanny precision into an elegant dance of control and adaptation. In battle, a Mime is an enigma — unreadable, unpredictable, and often unstoppable once they understand their foe.
Branches to Doppelganger or Archmage
Jester
Damage
Tier 2
The Jester is both trickster and truth-teller, using laughter, chaos, and cunning to manipulate the flow of battle. Beneath the painted grin lies sharp intelligence and deep insight into human nature, allowing them to exploit fear, pride, and folly. Whether inspiring allies with daring wit or unbalancing enemies with ridicule and misdirection, the Jester thrives in unpredictability. Their humor is a weapon and a mask — every jest concealing strategy, every performance a deadly game of control.
Branches to Assassin or Minstrel
Apprentice
Damage
Tier 1
Apprentices are the budding Magi of Tellus — students of the arcane arts who shape raw Magick into tangible form. They are thinkers, dreamers, and experimenters, learning to balance power with control. An Apprentice may specialize as an Elementalist, mastering elemental fury to become a Archmage or Chronomancer, or as a Summoner, focusing on summoning and manipulation to become a Summoner or delve into forbidden arts as a Necromancer.
Branches to Elementalist or Summoner
Elementalist
Damage
Tier 2
Elementalists are the living conduits of nature’s raw forces — wielders of fire, frost, lightning, and stone. Through study, meditation, or sheer instinct, they learn to harmonize with the primal essence that shapes the world. Their command of the elements is both beautiful and catastrophic, capable of healing the land or razing it to ash. Elementalists thrive on control and creativity, weaving devastating chains of natural Magick that reflect their temperament — calm as a breeze or violent as a storm.
Branches to Archmage or Chronomancer
Conjurer
Damage/Tank
Tier 2
Conjurer are mages who specialize in conjuring Magick. They pull forth creatures from other realms or weave matter from pure Magick and their own imagination. Whether raising a familiar to aid them in battle or other means, Callers turn imagination into reality and command the unseen to obey.
Branches to Summoner or Necromancer
Acolyte
Damage/Support
Tier 1
Acolytes walk the line between faith and forbidden knowledge, blending ritual with study to uncover hidden truths. Some follow the light as Alchemists, seeking to transmute life through science and Magick, while others become Occultists, bending spirits, souls, and shadows to their will. Whether brewing miracles or courting madness, the Acolyte’s pursuit of power is as dangerous as it is profound.
Branches to Occultist or Alchemist
Occultist
Damage/Support
Tier 2
Occultists delve into mysteries best left untouched — the dark sciences of spirit, blood, and void. They are scholars of the unseen, wielding Magick that transcends traditional schools and answers only to will and understanding. Through sigils, rituals, and forbidden texts, they bend the boundaries between worlds, drawing strength from entities mortals cannot name. Every Occultist walks a dangerous path, for enlightenment and madness are but two sides of the same coin.
Branches to Necromancer or Liche
Alchemist
Support/Healer
Tier 2
Alchemists are pioneers of transformation — blending chemistry, Magick, and intuition to reshape matter and life itself. Their craft fuses science and sorcery, turning lead to gold, toxin to tonic, and energy to life. They are as much philosophers as experimenters, forever seeking the elusive formula that defines creation. Whether brewing explosive concoctions or distilling potions of immense power, Alchemists embody humanity’s endless curiosity and ambition to master the natural order.
Branches to Apothecary or Lycanthist
Wildling
Damage/Tank
Tier 1
Born of the untamed wilds, the Wildling channels primal instinct and the feral Magick that flows through all living things. They commune with beasts, spirits, and the raw power of nature itself. A Wildling may embrace their inner savagery as a Feralheart, transforming into beast-like forms, or rise as a Wild Caller, commanding creatures and elemental forces — later mastering both as a Pack Lord or Eidolonist.
Branches to Feralheart or Wild Caller
Feralheart
Damage/Tank
Tier 2
Feralhearts embrace the wild Magick within, surrendering their humanity to become one with the primal instincts of the beasts they revere. Through sheer will and ancient rites, they transform their bodies into powerful hybrid forms — claws, fangs, and fury incarnate. Guided by instinct and emotion, Feralhearts channel the raw rhythm of nature’s pulse, fighting with savage grace and unyielding vitality. They are the embodiment of life unchained, thriving where civilization dares not tread.
Branches to Lycanthist or Morphling
Wild Caller
Damage/Support
Tier 2
Wild Callers are the chosen voices of the untamed world, forging bonds with beasts, spirits, and the natural elements themselves. Their call can rally packs of wolves, summon stormclouds, or awaken slumbering earth to defend the wild. Neither druid nor shaman, they exist between both — part Magick, part instinct. A Wild Caller’s strength lies not in domination, but in harmony; the wilderness answers because it knows them.
Branches to Pack Lord or Eidolonist
Tinkerer
Support/Damage
Tier 1
Tinkerers are curious minds obsessed with invention, creation, and the art of possibility. They see machines, Magick, and mystery as one great puzzle to be solved — often with explosions, trial, and error. From clockwork contraptions to experimental gadgets, a Tinkerer’s workshop hums with life and chaos. Their genius often borders on madness, but through their hands, the impossible becomes real — and occasionally combustible.
Branches to Machinist or Engineer
Machinist
Tank/Support/Damage
Tier 2
Machinists are the next evolution of invention — engineers who specialize in Magi-Tech weaponry, automatons, and battlefield machinery. They wield tools and turrets with the same precision others wield swords or spells, shaping the flow of combat through mechanical mastery. Every clank, hiss, and spark sings of progress, and where a Machinist walks, innovation follows — along with the scent of smoke and ozone.
Branches to Eidolonist or Siegewright
Engineer
Support/Damage
Tier 2
Engineers are architects of civilization — builders, designers, and strategists who bridge science and Magick to shape the future. Whether constructing fortresses, repairing airships, or designing arcane engines, their minds are as formidable as their machines. They understand the delicate balance between structure and chaos, forging tools not only to protect life, but to elevate it. Where the world sees ruin, the Engineer sees opportunity — a new blueprint waiting to be drawn.
Branches to Augmenter or Shinobi
Pupil
Damage
Tier 1
Pupils are seekers of perfection through both mind and body — apprentices of balance, technique, and self-discipline. Their journey is inward as much as outward, seeking enlightenment through motion, meditation, and mastery. The Pupil’s strength comes from adaptability; through training, patience, and focus, they lay the foundation for greatness. Every strike, every breath, every step is a lesson on the path toward transcendence.
Branches to Martialist or Sage
Martialist
Damage
Tier 2
Martialists are masters of combat as an art form — warriors who hone body, spirit, and technique into weapons of flawless precision. Through rigorous discipline, they achieve strength that borders on supernatural, channeling internal energy into devastating strikes or perfect defense. Their style varies from calm meditation to explosive fury, but all share the same goal: harmony between flesh, will, and motion. To watch a Martialist fight is to witness poetry written in movement.
Branches to Augmenter or Shinobi
Sage
Support/Healing/Damage
Tier 2
Sages are enlightened scholars of the spirit — philosophers, seers, and mystics who perceive truth beyond the veil of reality. They guide others through wisdom, intuition, and a deep connection to the Magickal essence of life. Some heal with words, others defend with runes, and a few manipulate the very flow of time and thought. The Sage’s power is quiet but profound, their presence a beacon of clarity in a chaotic world. They do not seek glory, only understanding.
Branches to Kage or Esper
Tier 3 Jobs
These are the job promotions from Tier 2 that players can take. Each job in this category can be reached from two different job trees.
War Wizard
Damage/Support
Tier 3
War Wizards are masters of destructive and tactical Magick, bridging the disciplines of battle and spellcraft. They are equally at home on the front lines and in the rear ranks, wielding elemental fury and arcane precision to shatter enemies or shield allies. Their magic is calculated and disciplined — not wild, but devastating — forged for war and refined through purpose.
Requires X
Spellblade
Damage
Tier 3
The Spellblade channels arcane energy through steel, blending martial combat and Magick into a single deadly art. Each swing of their blade carries elemental power, allowing them to cut through armor, magic, and shadow alike. A Spellblade’s discipline is both mental and physical — a perfect balance between focus and ferocity.
Requires X
Luminary
Healing/Tank/Support
Tier 3
The Luminary embodies light and inspiration, guiding others through wisdom, compassion, and radiant power. Whether preaching the tenets of faith or healing the wounded, they serve as conduits of hope. Their Magick cleanses corruption and restores strength, shining brightest in the darkest of times.
Requires X
Corsair
Damage/Support
Tier 3
Corsairs are daring marauders who blend swordsmanship with cunning and flair. Equal parts duelist and pirate, they thrive on speed, chaos, and opportunity. Whether cutting across the seas or weaving through a crowded battlefield, Corsairs embody unrestrained freedom — striking fast, vanishing faster, and living by their own ruthless code. They’re as much performers as killers, and every fight is their stage.
Requires X
Sentinel
Tank/Damage
Tier 3
The Sentinel is the ultimate defender — a bastion of steel and will who transforms the battlefield into a fortress. Where Knights wield courage, Sentinels embody endurance, standing unbroken against any assault. They command tactical awareness, intercepting blows meant for allies and manipulating enemy positioning with steadfast control. A Sentinel’s presence alone can turn chaos into order, embodying the unwavering ideal of protection.
Requires X
Captaineer
Support/Damage
Tier 3
The Captaineer commands through charisma, precision, and sheer audacity. Whether leading a ship’s crew or a squad of adventurers, they thrive on coordination and morale, turning ordinary allies into legends through leadership. With tactical shouts, daring maneuvers, and an unbreakable will, the Captaineer embodies mastery of command — a living banner of victory whose voice can rally hearts or doom the foe.
Requires X
Templar
Tank/Healing/Support
Tier 3
Templars are divine warriors who channel sacred Magick through blade and conviction alike. Bound by faith and purpose, they stand as both sword and sanctuary — guardians of the innocent and scourge of the profane. A Templar’s strength lies not only in their martial prowess, but in their unyielding spirit; they heal with one hand and smite with the other. Their armor is etched with prayers, their weapon a conduit of divine wrath. Whether serving a god, an ideal, or the Light itself, Templars walk the thin line between zeal and redemption — warriors whose faith burns brighter than any flame.
Requires X
Assassin
Damage
Tier 3
Assassins are shadows given form — silent, calculating, and unerring. They rely on patience, precision, and psychological mastery rather than brute force. Every movement is a choice, every strike a statement. Some wield poison, others illusion, but all share a single truth: the perfect kill is unseen, unspoken, and unforgettable.
Requires X
Minstrel
Support/Healing/Damage
Tier 3
Minstrels are storytellers who weave music and Magick into living emotion. Their songs inspire courage, soothe pain, or twist the hearts of enemies with haunting melodies. On the battlefield, they are the rhythm of war and the harmony of hope — their voice a weapon as sharp as any blade. In peace, they are keepers of history, ensuring that heroism is never forgotten.
Requires X
Morphling
Damage/Tank
Tier 3
Morphlings are shapechangers who wield fluidity as power. They can shift their bodies, features, and even biology to adapt to any challenge — a living embodiment of evolution and survival. In combat, they flow between forms: predator, prey, or elemental essence. To witness a Morphling fight is to watch a storm given flesh, unpredictable and unstoppable.
Requires X
Eidolonist
Damage/Tank/Support
Tier 3
Eidolonists are summoners who transcend traditional conjuring, forming symbiotic bonds with spiritual or extraplanar beings known as Eidolons. These entities share their soul, strength, and senses with the summoner, merging into powerful hybrid forms. The Eidolonist’s art is one of balance — dominance and communion intertwined — for to lose control is to be consumed by the very spirit they command.
Requires X
Shinobi
Damage
Tier 3
Shinobi are masters of stealth, speed, and precision — warriors who move unseen and strike without warning. They blend martial discipline with supernatural technique, vanishing like smoke or walking unseen among shadows. To the Shinobi, combat is not chaos but choreography, every movement a blend of deception, patience, and artistry.
Requires X
Siegewright
Tank/Damage
Tier 3
Siegewrights are engineers of destruction — inventors who design and operate devastating war machines and battlefield constructs. From mobile cannons to walking engines of war, they turn ingenuity into annihilation. A Siegewright’s battlefield is one of gears, smoke, and thunder; their mind a fusion of artistry and madness. When they arrive, the landscape itself becomes their weapon.
Requires X
Augmenter
Support/Damage
Tier 3
Augmenters fuse body and machine, pushing beyond mortal limits through invention and obsession. They graft enhancements of metal, Magick, and alchemy into their own flesh, achieving superhuman speed, strength, or perception. Neither fully organic nor fully constructed, they embody the dangerous pursuit of perfection — evolution through self-reinvention.
Requires X
Esper
Damage/Support
Tier 3
Espers are psionic prodigies who manipulate the unseen currents of thought, emotion, and reality itself. They wield psychic energy to control minds, foresee outcomes, and reshape perception. Their power manifests not in grand gestures, but in subtle dominance — bending will and space with effortless focus. To encounter an Esper is to face one’s own mind as an enemy.
Requires X
Lycanthist
Damage/Tank
Tier 3
Lycanthists channel the primal curse of the beast — not as victims, but as masters. They embrace transformation, melding human cunning with feral instinct, their forms shifting between man and monster. On the battlefield, they are untamed fury and unstoppable resilience. Yet beneath their savagery lies tragedy, for every transformation tests the fragile boundary between self and beast.
Requires X
Necromancer
Damage/Tank
Tier 3
Necromancers embrace the forbidden truths of life and death, bending both to their will. They see mortality not as an end but as a tool, commanding legions of the fallen or siphoning vitality from the living. To most, their arts are abhorrent; to them, they are simply honest — life feeds death, and death feeds life. In the shadow of their mastery, the grave obeys.
Requires X
Liche
Damage
Tier 3
The Liche is the apex of necromantic power — a Magus who has transcended death entirely. Through rituals both ancient and cruel, they bind their soul to a phylactery, gaining immortality at the cost of their humanity. Cold, calculating, and eternal, the Liche is the pinnacle of knowledge of the arcane.
Requires X
Berserker
Damage/Tank
Tier 3
Berserkers are the embodiment of unrestrained fury — warriors who surrender themselves to battle until blood, instinct, and rage become one. When a Berserker’s wrath ignites, their strength swells beyond mortal limits, allowing them to cleave through armor, spell, and sanity alike. They thrive in the heart of chaos, feeding on the momentum of combat, their roars shaking courage from lesser hearts. Though feared as beasts of destruction, many Berserkers fight not for madness, but for release — the battle their only path to peace.
Requires X
Kage
Support/Damage/Healing
Tier 3
The Kage is the pinnacle of martial enlightenment — a warrior who has transcended the boundaries of body, mind, and soul. Through perfect discipline, they channel inner energy into movements so refined they border on the divine. A Kage strikes without hesitation, moves without wasted motion, and perceives battle as an art of harmony. To witness a Kage in combat is to see serenity made deadly — the stillness before a storm, and the wisdom after it passes.
Requires X
Verdant Warden
Hybrid
Tier 3
Verdant Wardens are the vigilant protectors of the wilds — masters of bow, beast, and balance. They channel the living Magick of the earth to commune with animals, command the growth of nature, and strike down those who defile it. Whether stalking prey through moonlit forests or standing as sentinels of ancient groves, Verdant Wardens embody the unity of predator and protector. Their bond with the natural world grants them the strength of beasts, the patience of the hunt, and the wrath of the storm. Wherever life endures, a Verdant Warden watches — unseen, but ever-present.
Requires X
Doppelganger
Hybrid
Tier 3
The Doppelganger is the perfect mimic — a master of reflection who steals identity, power, and presence itself. Through advanced Magickal mimicry, they can assume the form of any humanoid they have observed, flawlessly replicating voice, movement, and mannerism. More than illusionists, true Doppelgangers can copy fragments of their target’s abilities, temporarily wielding the strength, skills, or spells of those they imitate. On the battlefield, they are unpredictable and terrifying — a shifting reflection that turns an enemy’s power back upon them. To face one is to confront yourself, twisted and mirrored through the eyes of deception.
Requires X
Archmage
Damage/Support/Healing
Tier 3
The Archmage stands as the pinnacle of elemental command — a conduit of pure arcane energy capable of reshaping reality itself. Where Apprentices study theory, the Archmage is Magick incarnate, wielding storms, fire, and cosmic forces with devastating control. Their power is awe-inspiring and dangerous, often blurring the line between mortal and myth.
Requires X
Apothecary
Healing/Support/Damage
Tier 3
Apothecaries are masters of alchemy, medicine, and the delicate balance between poison and cure. They blend science and Magick into a single craft, brewing elixirs that can heal the gravely wounded, enhance physical prowess, or dissolve armor and flesh alike. Every vial is a weapon, every mixture a mystery. On the battlefield, an Apothecary is both healer and saboteur — tossing volatile concoctions that restore allies and cripple foes in the same motion. Yet behind their calm precision lies obsession; for every Apothecary walks the razor’s edge between salvation and self-destruction, forever chasing the perfect formula to defy mortality itself.
Requires X
Summoner
Damage/Tank
Tier 3
Summoners are conjurers who command the raw power of creation, calling forth some of the most dangerous creatures in existence and binding them to their will. Through complex sigils, forgotten words of power, or ancient rites, they assert dominance over entities that few would dare to name — from elemental titans and spectral beasts to infernal horrors born of nightmare. Whether unleashing their summons to protect their allies or to obliterate their foes, Summoners walk the razor’s edge between mastery and madness.
Requires X
The Story So Far
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System
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Races
Races go here.
Jobs
Jobs go here.
Demi-Gods
Gods go here.
World
World go here.