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pledged of $800,000pledged of $800,000 goal
Funding Unsuccessful
The project's funding goal was not reached on Sat, February 22 2014 7:40 PM UTC +00:00
pledged of $800,000pledged of $800,000 goal
Funding Unsuccessful
The project's funding goal was not reached on Sat, February 22 2014 7:40 PM UTC +00:00

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The Halfling

Posted by Visionary Realms, Inc. (Creator)

Cunning Craftsmen
Origin World: Dohmchanta
Current Homeland: The Blackwoods
Pantheon: Ryn’Etryas (The Eternal Rings)
Language: Dohma
Classes: TBA

The Halflings are stubby humanoid race with a preference for domestic tranquility rather than high adventure. Being a small race in a dangerous world, they have honed their skills of stealth and acrobatics to hide from or evade threats. Most would consider the humble looking humanoids nothing more than helpless children with the prowess to match, but that would be far from the truth of the agile Halflings. Their powerful legs and tactical spryness make them difficult targets to strike. The Halfling settlements are built into and onto the forest realm they live within to help conceal their presence from wandering giants and soaring dragons. Their communities are agrarian and they specialize in unique crops that only exist within the shaded fields of their villages. They are perhaps the most resourceful race, learning to craft superior goods from meager environments. Their skills with the needle and whittling blade have developed fine bows, leading them to become excellent archers. They are a gracious folk, welcoming to all; even a clumsy Ogre, if his temper has been tamed. It is rare to encounter Halflings outside of their towns, but when they are, it is often as a guide to adventure or thief to your purse.

The Halflings originated on a world called Dohmchanta, a relatively peaceful place with nearly no history of war. They had no actual contact with their sole deity, Cailloc the Mother of All. When a chunk of their world was magically relocated to Terminus, the Mother of All made her grand appearance before her reverent followers. The Halflings believed she came to deliver them from their cataclysmic predicament. They were extremely mistaken. Cailloc was angered and her truth was revealed. The tranquility of Dohmchanta fueled the beauty of her divine garden, a realm she wished to walk alone. Now separated from her eternal garden, the exposed witch hoped to steal the fragment of Dohmchanta for herself. With the last of her godly power she cast her followers to the winds of Terminus, either caring little that she would no longer be a god or oblivious to the fact. Many Halflings perished, but survivors did find their way to the continent of Celestius. With both Mother and world lost, the Halflings began a long search for a new homeland. What they encountered on Celestius was a world of worlds far more dangerous than the worst Dohmchanta had to offer. Surviving trials and attrition, they came to find a withering piece of unusually shaded woodland that seemed to be ignored or undiscovered. There in the Blackwoods the Halflings used their unique agrarian talents to give new life to dying woodlands and forged a refuge they named Hollowdown. It was not soon after that the Fal’Etryan (Wood Elves) discovered the beauty this stubby folk brought to a realm though dead. Finding that both races shared a reverence for nature, the two began a strong alliance. So strong is that alliance that the Etryan gods ascended a Halfling champion into their divine circle they call the Ryn’Etryas. As for their former Mother of All, the witch Cailloc and the fragment of Dohmchanta have never been seen again, but are surely lurking out in the unknown of Terminus.

The Halfing is currently a stretch goal.

Class and Race Combinations

Posted by Visionary Realms, Inc. (Creator)

You've asked for it, and here it is. Below is a chart of the playable races of Pantheon: Rise of the Fallen and the classes they'll be able to play. This chart is now also available on the main Kickstarter Page.

Player feedback will play a big role in which races can play which classes as we go further into development.

The Wizard

Posted by Visionary Realms, Inc. (Creator)

“I can control this. Just keep me tethered, you damn fool apprentice! I can control all the power of the planes! I am the master! HA!" – Archmage Daldrin, right before he lost his mind and was committed to the Asylum of Mental Health and Research.

Role: DPS/Support

Style: Magical damage and shapeshifting. Capable of delivering massive arcane/elemental damage, teleporting, and party enhancement.


  • Frenzy: Capable of pushing the limits of their sanity, the Frenzy can become a physical manifestation of magic raining down death on their victims.
  • Aspect: Adept at close quarters combat, Aspects can take on elemental forms to destroy their targets or duplicate themselves to call forth powerful sympathetic abilities.

Through the use of dangerous chaos magic, the Wizard taps into the array of magical energies that permeate Terminus to form devastating spells. They are capable of harnessing the powerful magic called the Terminus Arcana to grant them the ability to teleport themselves and others across the varied climates of Terminus. When not doing this they decimate their foes with a variety of magical disciplines. Regardless of the challenge, a craft wizard can root, snare, blink and nuke his way to victory.

Be wary when casting spells on a wizard. Whether frenzy or aspect, a wizard's understanding of the magic that surrounds him or her gives them the ability to not only deflect or turn it back at you but to also change the very nature of a spell cast on them or their group. This is one of many reason why those who have survived an encounter with a Wizard often refer to them as the Warmages of Chaos.

Frenzy: Years of wielding the magical powers of Terminus have wreaked havoc on the mental stability of wizards. When not in combat they are sullen unassuming individuals you would not notice as you walked by, however when in the throes of combat they are quite unforgettable. Each cast of a spell, no matter how small, brings them closer to insanity. Dancing on this threshold gives them increased potency, enhancing the damage and potential influence of each spell. If they go beyond this threshold they become a force to be reckoned with. To avoid becoming pure magical energy the Frenzy must anchor themselves to their group draining their endurance with each spell they cast. The more group members available the more powerful each spell. After some time their link to the planar rifts of magic will weaken, draining them of their energy and preventing them from regaining it for a while.

Aspect: Giving up the potential power of their counterparts, the Aspect mage has learned to control their sanity. The main way they attain this focus is through an expertise in martial combat. Whether wielding a sword and staff or two blades, aspect mages become one with the rhythm of combat and have learned to channel their energy in incredible ways. By wrapping themselves in a shroud of mana they can take on the form of an element, gaining various abilities while in that form. When not in one of these forms the Aspect has learned how to summon copies of himself and link with them to perform massive spells while keeping their sanity in check. Accomplishing this task requires that the duplicates stay alive long enough to finish channeling the spell. Aspects are not just about tricks and shapeshifting, while they cannot channel spells as powerful as the Frenzy they can channel close range spells that still do significant amounts of damage to their targets. But this is not their focus; the Aspect mage believes in sharing the wealth. They do this by linking with another player’s planar connection granting bonuses to that player while fighting their targets.

Get Your Pantheon Posters and Wallpapers

Posted by Visionary Realms, Inc. (Creator)

In case you've missed these on our Facebook page, we wanted to give you a direct link to download all of the cool wallpapers and posters for Pantheon. Just click the image to download the full-rez version.

The Enchanter

Posted by Visionary Realms, Inc. (Creator)

“Everything you know about them, everything you ever hated about them, it is all wiped away as you are dazzled by their uncanny charm. Their will becomes your own and you will gladly die for them. When you see one, if you still control your own mind, then heed my advice… Run as far away as you can and don’t look back!”

Role: Utility

Style: Master of crowd control. Proficient at buffing, stunning, mesmerizing and charming the enemy to do their bidding.


  • Beguiler: Assists the group through stuns and mesmerizing multiple enemies. Maintain and use mesmerized enemies to power your magical strengths.
  • Phantasmist: Control groups of charmed enemies. Manipulate their behavior and force them to adhere your commands like a general commanding his army.

Enchanters are controllers; manipulators of the mind and soul. Through use of illusions they are capable of infiltrating enemy strongholds, bypassing city security and even hide in plain sight. On the battlefield, they focus on dominating their enemy and changing the course of battle to flow by their will. Enchanters are eager to find victory but are not proficient at direct combat. They buff and strengthen their allies with planar magic while stripping the enemy of their powers. The Enchanter can attack the willpower of an enemy, thus giving them control of their minds or mesmerizing them.

As a Beguiler, they will stun the enemy's attack to give their allies additional time to defend and react. When times are tough and the group is engaged by multiple enemies, the Enchanter can mesmerize them and hold them in place, making them unable to act in any way. In this state, the Enchanter may tap into their planar connections and use their magic source to power themselves or their allies. Though the enemy magic source is limited and cannot fuel the Enchanter forever, there have been cases where Enchanters were able to tap deeper into the source for additional power, thus causing an overload which would lead the enemy to explode, damaging all around them. If the enemy is still mesmerized, then the Enchanter can redirect the blast to other enemies and avoid damaging allies. If it is not mesmerized then there will be dire consequences.

As a Phantasmist, the Enchanter is capable of charming multiple enemies at once, thus creating a small group to follow them. With this small army under their control, they may command them to do as they please. Whether it is to defend a rally point or attack the enemy, the charmed ones will do so without hesitation. The Enchanter may choose what to do with each charmed pet. They can split them apart to perform multiple acts or focus them on a single one. The power of the charmed pets is derived from the first one that is charmed. Thus, the more charmed, the less powerful each one is.