It begins with the player naming their character and their city, then choosing whether they'll be The Stalwart Aristocrat who strives to uphold a meritocratic government that keeps human interests at its core, or The Influenced Aristocrat who instead works from the shadows using their conjuration skills to ensure that the superior, outer beings can dominate mere humans as is their birthright. Both types of characters can still choose to have a predilection towards Philantropism, Hedonism or Ruthlessness. Afterwards, the choice is yours.
This work contains examples of:
- Alliance Meter: You get one for every major faction in the game. Starting as a Governor will ensure that some factions will already be strongly predisposed for and against you, as determined by your starting background, whereas no-one will at first care about a mere Adventurer or an Outcast.
- Apocalypse How: Some of the artifacts allow you to turn a bustling territory into a smoking crater. There isn't really a limit on how many times you can do it, so...
- Asexuality: The character creation asks to list which gender(s) your character is attracted to, and has "interested in none" as option. This will immediately remove all romantic content from the game, and instead make it so that the protagonist recovers Weariness faster.
- Authority Equals Asskicking: Inverted. Starting as a Governor will mean that your character will be physically weaker than if they started as an Adventurer or an Outcast, who led rough-and-tumble lives.
- Bi the Way: You can create a character romantically interested in both genders.
- Eldritch Abomination: Most of the things in the influence. A couple of territories too.
- Half-Human Hybrid: Beast men may or may not be this depending on who you believe.
- Kidnapping Bird of Prey: The industrial city of Ill-Vess has Black Storks as its signature bird. These are probably of supernatural origin, though it's also possible they evolved naturally as a side effect of the city's extreme pollution. Either way, they are now to be found circling the city's slaughterhouses at night and picking on all the meat by-products they discard. When the city ordered better control of such bloody waste, these storks switched to feeding on pets and small children, and the city was forced to let them feed off the slaughterhouses again.
- Location Title: Anamnesis is the name of an "overseas colony" that acts as the overarching setting.
- McGuffin: The overall goal of the game is to collect 16 pieces of the so-called Stormcaller that are scattered throughout Anamnesis. Doing so is said to allow great Weather Manipulation powers.
- Power of the Storm: The Stormcaller, while apparently just a simple set of black pipes to an untrained eye, is nevertheless able to control the heavens.
- Resurrective Immortality: Instead of dying, Renascents make everyone think they didn't.
- RPG Elements: The player has four primary stats of Resistance, Mobility, Intelligence and Terror. These then feed into three secondary stats each: Resistance bolsters Strength, Stamina and Resilience, Mobility boosts Agility, Speed and Stealth, Intelligence is about Intellect, Scholar Knowledge and Adaptiveness, while Terror is about Fearsomeness, Hidden Knowledge and Determination. At the start, they choose which of these will increase the most easily and decrease the most easily.
- Worthless Yellow Rocks: Averted. While Renascents have no interest in money per se, gold has the highest capacity of all materials to store Arkhe.