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.

Discover the game Explore the world

New to the realm? Start here

  1. Begin The Realm in Brief The realm of 4621 in ten minutes; the Guide to Britannia carries every part of it further.
  2. Meet The Faces of the Realm Kings, guild wardens, bishops and syndicate men, each with a portrait.
  3. 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.

Read the opening of Book I →

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.

Consult the Register →

Consult the Register

For those who play