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2025-08-30
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Merrik's guide to Gadium online

Summary:

The legendary gamer, and self proclaimed loremaster, Merrik the wizard wrote this guide to help new players in Gadium. What is the best class? How do skills work? Why do rabbits suck? How do I avoid getting fucked? What is the lore behind the world? This alpha tester has the answer for everything, so those willing to listen better turn to his streams!

An appendix on the videogame mechanics and lore of my fic "Professional players feminized in a VR game", but I also tried to make it enjoyable to read. If you are reading my other fic (And if you don't then I invite you to) then this will be usefull, especially if you want to submit an OC of your own, or read about the one that you made.

Og fic: https://www.ao3.icu/works/55765486/chapters/141569326

Notes:

This is a transcribed text from a recording, the audio comes from a videogame streamer called “Merrik the wizard”, an alpha tester of Gadium. On the day of the beta launch he made a stream to “inform the noobs how to play” and asked his subscribers to "pass his knowledge along". The following text is an uncensored transcript, reader discretion is advised.

(See the end of the work for more notes.)

Chapter 1: Ancestries

Chapter Text

Alright maggots! Listen up! Before you go around fucking or getting fucked there’s a couple of things you need to know. Gadium is an incredibly complex game, and it can be hard for new players to get things right the first time. This is why I am streaming this, to illustrate and to guide all newcomers towards this fantastical world.

 

The first step is the same one as all games: Character creation. Yes, I know that you are eager to mess around with sliders and give yourself massive honkers or a big dong, but you have to have patience, we need to go over the essentials first. Now, there are many things that make a character unique from others, but the first one is the ancestry.

 

ANCESTRY

 

There are many different races living together in Gadium, some of which have enough intellect to be considered sapient and form their own civilizations. In some cases they were created by a particular god, others came from another realm, while others are just the natural product of evolution.

 

Before taking your first steps into the world, you need to choose one of these magnificent lineages for you to belong. Let me give you a run down list of the options:

 

FELIX

 

Yes, I know that you are interested in becoming a catgirl, but first you need to be informed that the felix ancestry has a rich and long history of- Hey! Stop playing with yarn and listen!

 

*Ehem* As I was saying before, there’s more to the Felix than just cat ears. They are one of the many creations from the sun god, Atril. When the creation was finished he felt as if there needed to be a ruling species in the earth, so he created the Felix to be the ones to do it, but they have deviated from his intended path. Cunning and capable, they have adapted themselves to every continent, even though they haven’t formed their own civilization.

 

Traits: 

-Feline reflexes: They are immune to fall damage from minor heights. If the fall is bigger the damage is reduced

-Dusk hunter: Felixes have night vision.

 

The grace that the sun god granted them is still present to this day, all players who chose this lineage will get a +3 in agility.

 

The different biomes they inhabit have given them quite the unique characteristics in certain areas. These fenotypes can be classified in three distinct subspecies:

 

Tigris: The biggest in the felix family, they originate from the Han plains and they were made for battle. The main characteristic of these catfolk, besides their musculature and their bigger claws, are their orange fur with black stripes. Players who choose them will get the intimidating roar and razor claws traits, as well as a +2 in might

 

Rataah: Hailing from the savannah in the middle of the argyan continent, they have forgone any of the usual fighting, instead opting to put all their efforts on speed. Their lean physique helps their speed and their yellow fur and black spots helps them camouflage in the high grass. Players who choose them will get the feral sprint trait and a +2 in dexterity.

 

Guara: The cunning and resourceful tribespeople from the southern jungles, instead of going for either speed or strength they specialize in strategy to take down their prey. Their fur can vary in color, but the most common type is yellow with black marks. Players who choose them will get the tactical assault trait and a +2 in knowledge.

 

The Felix were one of the first creations and they have been migrating through the kingdoms for millennia, so it wouldn’t surprise me if there are more sub ancestries that we haven’t heard about.

 

WOLVEN

 

 

Yes, there are also wolf people here, and no, you do not need to howl to the moon if you pick them…

 

A creation of the goddess of the moon and her favourite spawn. Once the sun created the Felix she felt jealousy and decided to make their own, so the silver warriors of the moon were born. Besides their holy duties, the wolven have also been tasked with hunting down the Felix for their disobedience.

 

Unlike their feline counterparts, the Wolven haven’t spread globally, mostly keeping themselves to the snowy forests in the northern continent. As a result they do not have any sub-ancestries, but they do have certain variations of fur.

 

Traits:

-Keen instincts: They have an increased sense of smell

-Pact tactics: Wolven get an increase of attack speed when they fight near an ally

-Moon-touched: They get a small boost when the moonlight shines upon them

 

The goddess has granted the Wolven race a sharp mind and an able body, players that choose this ancestry will get a +3 on insight and a +2 on might.

 

DRAKON

 

For the last time, no. I will not draw dragon cocks to “illustrate you”, stop asking.

 

Dragons, like everything in Gadium, are incredibly horny, which means they have a tendency to fuck everything. Most of these unions only produce kobolds, the unruly scaly bastards, but some mortal lineages have special genes blessed by magic. When those mingle with a dragon the result is a Drakon offspring.

 

You may be wondering how do they conceive with smaller mortals, the solution is quite simple: Ancient dragons have the power to shapeshift into beings from other races, so there you go. (Would you stop crying about dragon cocks?)

 

The uncommon circumstances of their birth makes Drakons extremely rare. There aren’t enough of them in the world to make their own society, so they spend most of their lives communing with other ancestries.

 

Traits: 

-Hard scales: They have natural armor

-Elemental breath: Drakons can turn their breath into a magical attack associated with their parent’s element

All players who choose this ancestry will also get a +3 in fortitude

 

The dragons are not an hegemonic species, and depending on what kind of elemental dragon reproduced with a mortal, you might get one of four different kinds of Drakon:

 

Quetzal: The offspring of the swift wind dragon. These drakons have red feathers on their backs that go along nicely with their green scales.

Elemental breath: Thunder

Trait-Wind god: They can produce wings to fly short distances.

They also get a +2 to agility

 

 

Triton: Descendants of the water dragons, these sea dwellers are proud and ferocious contenders. Besides their blue and purple scales they can also possess qualities from aquatic creatures, like dorsal fins and webbed hands.

Elemental breath: Ice

Trait-Amphibian: You get a higher swimming speed and can breathe underwater for a short time.

They also get a +2 to insight

 

 

Amaru: The offspring of the mighty earth dragons, they have inherited all their strength and vigor. Definitely the biggest sub-ancestry, their entire body is covered in spikes and their scales come in varied colors, depending on the ground they were incubated in.

Elemental breath: Explosion

Trait-Sturdy: They are more resistant to critical hits

They also get a +2 to vitality

 

 

Ryu: The noble sons and daughters of the fire dragons, they are so rare that only mortals with a royal bloodline can produce them. Their scales range from yellow, to red, to orange, and they have the longest tails of all drakons.

Elemental breath: Fire

Trait-Fireproof: They are immune to being burned

They also get a +2 to knowledge.

 

 

One would think that Drakons are infertile, being the combination of two species, but that’s not the case at all. Two Drakons can have a baby, although if they are from different elements the offspring might result in a hybrid. They are also capable of reproducing with humans (like everyone else!) which gives us a half draconian person. Now you can have their stats without committing to being a scalie!

 

 

ELDARIN

 

 

The moon and sun weren’t the only creators, the sky, the highest god, decided to intervene. He united his strength and created what he thought was going to be the master race that would rule over everything, but instead he just got some chickens.

 

Eldarins are hotheads who think they are the best shit on earth. When they were created they could fly and do awesome light magic, but instead of conquering the world and thriving over everyone, like their daddy sky told them to do, they instead got lazy and recluded themselves in their cities. They did make one of the biggest civilizations where they developed science and art, but that wasn’t enough for their deity, who decided to curse them into mediocrity.

 

Their wings were taken away and their primordial magic got forgotten, to top it all off most of their civilization fell. Reduced to mere mortals, Eldarin had managed to fend off for themselves well in this uncaring world. Some of them turned into warmongering with the hopes of impressing their father god, others wish to rebuild their civilization and regain their lost knowledge, while others merely wish to just turn on a new leaf.

 

If you decide to step into this world as an oversized roadrunner, there’s a couple things that you must know:

Traits: 

-Avian blood: Eldarins have short wings that allow them to glide for moments. Their jumps are also higher than other ancestries

-Sharp talons: Their talons are natural weapons, but unlike others they can still have gear equipped in their hands and use it

Players get a +3 in dexterity when they choose this ancestry

 

Phoenix: Those eldarin in search of rebuilding their civilization have managed to make some progress. They have uncovered some remains of their ancient magic in some ruins, and they use it to power themselves

Trait-Igneous flare: Whenever they deal a critical hit the attack or skill is accompanied by a fire effect that damages and burns enemies.

They get +2 in knowledge

 

Skywing: The vagabounds of Gadium. After their punishment they decided to take a hedonistic and nomadic lifestyle, forever earning the disdain and mistrust of other ancestries. However, their free spirit and lack of earthly attachments awakened their latent power, giving them back their ability to fly, albeit for a short time

Trait-Sky’s children: They get to fly for a short amount of time and they are immune to fall damage.

They also get +2 in agility

 

Avarii: The chosen of the sun god. They are on a quest to dominate every other race in order to reclaim their former glory, they are not close to doing it tho, but that doesn’t stop them. Their father has given them some of his strength to pack a punch.

Trait-Battle born: They get to add their dexterity and agility modifiers to their melee attack, not just their might.

They also get a +2 to might.

 

FAE

 

 

You have no idea how many times I’ve gotten this question, “Merrik, where are the elves? I don’t see any elves! I wanna be a pretty elf lady! Whaaa!” Well tough luck kid, there aren’t any here, so you can bring your ass back to lord of the rings.

 

I seriously do not know why we suck tolkien’s dick so much, he turned the elves into humans with pointy ears! Do you know what elves are supposed to be? Spirits dancing in the meadows, small little devils producing diseases, and little gnomes playing tricks on people. But, more often than not, they were confused with fairies, so I guess they should be close enough for you.

 

Fae actually weren’t a divine creation, they come from the fey realm, another dimension. In there they were the most civilized folks (At least to our definitions) because everyone else there is crazy. Some of them were driven to Gadium by the war with the unsellie (goblinoids), others wanted to see what the deal was with the mortal realm, and others were fed up with the bullshittery from gnomes and brownies.

 

Traits: 

Spirit bound: A little bit of the fay realm remains in the fae, they can still access it in moments of despair. When a player's HP would reach zero, they will become a small sprite of life capable of floating away and regen later

Fairy wings: All fae have insect-like wings that allow them to fly

They get a +3 to spirit

 

Sylph: The most common type of fae in the mortal realm. These pacifists have adapted well to the rural lifestyle of villages and farms. During their youthful years their otherworldly nature makes them yearn for adventure, but they always end up coming back to the home and the hearth.

Trait-Natural trickster: They are more stealthy than others, easily blending into their surroundings

They also get a +2 in dexterity

 

Undine: The dwellers of rivers and brooks. Unlike their cousins they rejected civilization, opting to live in nature like they did in the fey realm. Their water affinity allowed them to thrive in environments where few would survive.

Trait-Water dweller: They have increased swimming speed and can breathe underwater.

They also get a +2 in vitality

 

Pixie: These butterfly-winged creatures are the descendants of the royal line of the fey realm, or at least one of them. Unlike their cousins, they didn’t just wander into the mortal realm, they were exiled there. The circumstances of their banishment are a total mystery, a secret hidden so well that the other fae do not know about it. Cunning and resourceful, they have managed to find a place amongst the mortal nobility.

Trait-Arcane mastery: They are able to learn more spells than others

They also get a +2 in Knowledge

 

ORC

 

 

Oh hey look! Finally an ancestry that’s not something lame or a furry, hurray!

 

Unyielding warriors from a forgotten land, Orcs aren’t native from Gadium at all, instead they were born in a different world: a desolate wasteland called Aysa. Nobody knows what happened to it, only that it was nothing more than some ruins in a desert when they left using a forbidden magic to travel through the stars. Now that they arrived in a new and unknown land they proceeded to do what any invasive species does: Fuck up the ecosystem.

 

Ok well that’s not all true. At the beginning Orcs really did react violently towards everything they saw, which did give them quite the negative reputation, but they managed to adapt quite nicely to the place, now instead of killing everything they see they only kill those who bother them. While they have tried hard to clean their image, most civilized places still consider Orcs lesser beings and a pest because of their violent past.

 

If you can get past the prejudice, you’ll notice that they have a rich culture. They consider themselves the ultimate warriors but they do not seek mindless slaughter, instead they fight with fairness and integrity. They also consider that a death in battle is the most honorable one.

 

Traits:

Powerful strikes: They get to add their dexterity and agility modifiers to their melee attack, not just their might.

Unyielding: When an orc dies they can continue fighting for a couple extra seconds. This gives them the chance to be healed

They also get a +3 to Fortitude

 

Unfortunately, due to the previous exterminations, there are only two living orc sub-ancestries.

 

The hunter’s clan: These Orcs pride themselves to be the best hunters in all of the realms, but they don’t go around poaching, they have a very close connection with nature, protecting it from threats. Funnily enough, they are more attuned with this realm’s nature than most of the natives.

Trait-Survivalist: They will be able to orient themselves in the wild, finding food and drink.

They also get a +2 on will

 

The warrior’s clan: This clan views the hunters as weaklings who only go against animals. They are legendary mercenaries and foot soldiers, making coin from their blades. However they are not like most sellswords, they held their honor code very tightly and have a complicated hierarchy and rites.

Trait-Powerful: Their critical strikes deal triple damage, instead of double.

They also get a +2 to might

 

Being so integrated into society, they have managed to breed with humans (Sometimes willingly, sometimes not) producing half-orcs. Players that choose these hybrids get to pick three traits between all the human and orc ones, +3 to fortitude, and +2 to whatever stat they want.

 

 

HUMAN

 

Are you seriously asking me about this? Why would you even pick this ancestry? You know that you are a human yourself, right? Just go and be a furry.

 

 

 

 

 

…Fine, I’ll talk about them.

 

Humans are a walking contradiction, they are both the most numerous species in Gadium and at the same time the strangest of them all. They were not created by a god nor did they come from another realm, instead they evolved naturally. It sounds crazy, but a group of monkeys in the southern plains started walking straight and using tools to hunt. They managed to survive the hostile environment and the apex predator thanks to their intelligence and versatility.

 

Yadda yadda yadda, you know the rest. The important part is the following.

 

Traits: 

The indomitable human spirit: They are harder to charm, frighten or confuse

Civil militia: They are able to use some melee weapons, even if their class doesn’t allow it.

Versatile: When a milestone gives them a stat increase, they may choose to put it on another stat instead. This works only once per level.

They also get +5 points to distribute amongst all their stats.

 

TAURINE

 

 

Let’s see we got catgirls, puppy girls, dragon girls, and now we got… cowgirls… of course.

 

Mother earth saw how the moon and the sun created their own species and put them on her land without her consent, and was reasonably angry. Deciding to do something about it, she created her own kind of mortals to populate the earth and safeguard wildlife.

 

The standard hippies and vegans, taurines live in comunes, farms, small villages, and any rural place. Some of them do live in cities and more civilized places, but most prefer nature.

 

Traits: 

Nature´s ambassador: They can communicate with small beasts and animals as long as they are not hostels.

Sturdy: The can resist minor crowd controls like knockbacks and knock ups as long as they are half HP.

Caprine build: They can ram enemies with their horns and leap higher with their hooves.

They also get a +3 in fortitude and a +2 in vitality

 

LEPUS

 

 

I will be honest, I do not know what the devs thought they were doing with this one. They just went “Bunny girls are cool!” and just put them without any care for the lore…

 

*Ehem* Anyway. The Lepus were created by the star deity, who sought to have an agent on this world for their… starry needs, so they created them. At the beginning the lepus were overpowered with their celestial magic, strong enough to rival a dragon, but the other gods intervened. The star deity had not been involved with the creation of Gadium, because of that they thought it would be unfair if they had an agent there, so they took action against them. The sun, moon, and sky blocked the light of the stars, so that their power and blessings won’t reach their chosen. Reduced to mortals, the lepus were reincarnated as the weakest of animals: A hare, destined to be hunted by predators.

 

It’s not all bad for them, they are quite agile and have a strong survival instinct that has helped them for centuries. Some of them are even able to tap into some remnant of their celestial powers.

 

Traits:

Hopper: Their leaps are bigger than most ancestries and are immune to fall damage up to a certain point.

Rabbit’s luck: They have less chances of falling on traps or receiving environmental damage.

Star-touched: They are able to manifest their celestial energy for a short while after they land a critical hit with a skill, increasing their magic damage and mana recovery.

They also get a +3 in agility and a +2 in luck

 

INFERNAL

 

 

I will try to refrain from doing any horny jokes.

 

Hell, the daughter of fire, land, and darkness (Yes, primordial beings can have threesomes, get over it) has been wanting to taint the mortal realm with her essence since its creation. SHe has launched several assaults to it over the eons, both physical and mental, but none were successful. Deciding to change tactics, she took advantage of Gadium’s eternal lust and sent a new batch of demons. But this time instead of asking their legions to slaughter everyone, she gave them instructions to kidnap and fuck as many people as possible, turning the world’s inhabitants into sex slaves and creating a new race of hellspawn-mortal hybrid. They were eventually driven away by the gods, but not before a new ancestry emerged from that unholy union.

 

The infernal were a miscalculation on hell’s part. On one side, they weren’t demons so the gods couldn’t just smite them away like they did to her legions, but on the other… being mortals gave them free will and they decided that death and destruction was not a vibe. The infernal tried to live peacefully, but they were still treated like demons by other ancestries who only saw them as hell’s spawn. Forever hunted and chastised, they use their cunning skills to survive in an unforgiving world.

 

Traits:

Hell’s blood: When they are below a certain HP threshold they erupt in flames, damaging everyone nearby. They are resistant to fire.

Spiteful wounds: They deal extra damage to creatures who recently hurt them.

They also get a +3 in knowledge

 

The demons that assaulted the material plane weren’t a hegemonic group, as a result there are many kinds of infernals.

 

Gold infernals: Descendants of the cambions that feed on greed, these are the infernals that are the most integrated in civilization. The other ancestries tolerate them because of their powers and the myth that they attract wealth.

Trait-Gold finder: They can pinpoint the weak spots on an enemy’s armor after they hit them

They also get a +2 in luck

 

Ash: Children of the succubi, demons of lust, they are the most lascivious of the horned ones. They have faced constant discrimination and persecution over the years, which has made them callous and distrustful.

Trait-Guile: They have an easier time persuading and intimidating npcs, and they are immune to fear.

They also get a +2 in charisma

 

Fire: The offspring of the goetia, demons of wrath and the foot soldiers of hell. These infernals had had enough with the oppression and decided to meet discrimination with violence. Other ancestries think that this means they went back to the side of hell, but that couldn’t be further from the truth.

Trait-Igneous: They can imbue their spells and skills with fire damage, effects that may cause burn always work, and they are immune to fire damage.

 

 

And there you go chumps! These are all the ancestries in the game, they might add more but I am not gonna cover’em. I know that you fools are eager to just grab whatever it’s more optimal for your class, but seriously, don’t do that. This is a game! Games are supposed to be fun, so pick whatever you fancy, make an orc sorcerer, a rabbit berserker, no one’s gonna care!

 

This is going to be it for me losers. Next week I’ll talk about classes, archetypes, skills, and spells, so if you wanna know about that make sure you come to my stream. See you around!

-Merrik