Virtus Invicta presents · In Hoc Signo Vinces
Aerth Reclaimed
A tabletop roleplaying game of steam, stone and sanctity, set in a Britannia rebuilt upon the ruins of the Apocalypse, and of the demons, spirits and restless dead that press against its lamplight.
New to the realm? Start here
- Begin The Realm in Brief The realm of 4621 in ten minutes; the Guide to Britannia carries every part of it further.
- Meet The Faces of the Realm Kings, guild wardens, bishops and syndicate men, each with a portrait.
- Play The Players’ Hall The members’ pages for the table: the Britannian year and its season-runs, with more to come.
The roleplaying game
Britannia has risen again. The dark never left.
In Hoc Signo Vinces (IHSV) is a tabletop roleplaying game from Virtus Invicta. Its setting, Aerth Reclaimed, is Britannia in the year 4621, nearly two thousand years after the Apocalypse broke the old world. Britannia has clawed its way back: airships moor at the masts of London, Cambridge assays and certifies machine-stone behind its White Walls, and a Treaty-King rules from Westminster through ministers, Great Houses and a Church whose rites still hold the dark at a measured distance.
Recovery is not safety. Beyond the lamplit districts lie flooded roads, lapsed parishes and ruins no surveyor will name. Demons wait at every breach, patient for panic and the wrong bargain. Spirits hold fords and coppices by pacts older than the Crown, and punish the village that forgets them. When the ground thaws the manors hire dog handlers against the walking dead, grave dogs dig wherever burial has failed, and blight creeps along the verges into crop, water and dream. In the cities, necromancers, bone brokers and demon-callers trade in arts the law punishes with the rope.
Civilisation holds because people hold it: wardens and watchmen, priests and pilots, witch-hunters and customs men. And it holds because companies of the bold are paid to go where they cannot.
You play one of those companies. Take a commission from a Cambridge assay house, a London bishop or a harbour court. Cross the Narrow Sea under warrant, go down the Nightstairs into the undercity, or ride north into the Marches, where the Crown’s writ thins to rumour. Carry steel, powder, a sanctified lamp and a warrant, and decide which of them to trust when the lamp gutters.
What Aerth is
Aerth is a world of civilisation recovered inside the wreckage of older and greater ages, and it is neither a simple medieval realm nor a clean industrial one. Brass and iron stand over chapel crypts, legal notices are pasted beside shrine niches, and the Guide to Britannia is plain that this layering is no ornament: it is the condition on which the realm survives.
Lately in the realm
Recently added
The newest Faces, songs and entries of the Chronicle.
New Faces
-
Sir Aldric Vane"The Red Oath", Knight Witch-HunterAdded 4 November 2026 -
Garran Holt"The Ash Spear", Monster HunterAdded 4 November 2026 -
Oren Caul"Seven Locks", Containment MageAdded 4 November 2026 -
Idris Nadir"Blue Thread", Survey MageAdded 4 November 2026 -
Elsbeth Fenn"Pinlight", Boundary Mage of TerncrossAdded 4 November 2026 -
Master Gideon ProwseMaster of Seven Counterseals, Mage-ArtificerAdded 4 November 2026
New songs
- The Last Lit PlaceCorvin Thorne
- When the Passes CloseCorvin Thorne
- The Ferrylord's PennyCorvin Thorne
- Ninepence the LoafNell Vetch
- Blue to the ElbowNell Vetch
- In the Close WeekNell Vetch
Added 30 October 2026. Choose a title to play it here.
Sounds of the Realm →I · The volumes
The Books
Seven guides to one realm, from the Guide to Britannia to Over the Horizon.
II · The regions
The World
Britannia region by region: the capital, the colleges, the coal city, the Kentish gate, the Marches and the lands over the water.
Britannia
London
The High South
Sarrum and Its County
Kent and the Narrow Sea
The Northern Marches
Over the Horizon
What waits beyond the lamps
Demons
Invasive and corrupting, they seek breach and panic and the collapse of rightful order. They delight in opening what law and custom have painfully sealed, and they are patient.
Read more →Spirits
Forces of nature bound to ford, wood, well and hill, and never the dead. Some are dangerous neighbours, and some can be made stern allies by pact or sanctified concord. None forgets a broken bargain.
Read more →Kinds of Spirit
Read more →The Restless Dead
The realm treats the walking dead as a season rather than a wonder: revenants rise on bad ground after the thaw, and the manor accounts budget for them beside the wolves.
Read more →Seven volumes, one realm
From the Guide to Britannia to Over the Horizon: London street by street, the colleges of the High South, the coal city of Sarrum, the Kentish gate, the Northern Marches and the world beyond the water.
The books →A society with a face
Kings and dukes, ministers and guild wardens, bishops, harbourmasters and syndicate men: more than a hundred named figures, each with a portrait and a place in the world.
Meet the people →Steam, stone and sanctity
Brass engines, lift towers and airships stand beside shrine roads, burial lamps and wardings. Magic comes in three kinds: pact-bound spirit craft, the Church’s rightful rites, and arcane work that the realm admires and watches. Each is a tool of survival, and none is ever quite enough.
Explore the world →For players and Game Masters
Read the world freely here. Members enter the Players’ Hall; Game Masters keep their own counsel behind a locked door.
Enter the Hall →III · The people
Faces of the Realm
Six of the realm’s named figures, drawn afresh on every visit.
For those who play
The Players’ Hall
The Britannian year, its five days and season-runs, and more to come.
Membership is freeJoin the Hall
One membership serves every site of Virtus Invicta. Members enter the Players’ Hall and the pages kept for them, and may ask for Enhanced reading, which opens every chapter of the books. The site is still being built, so this will grow.