Setting

Learn all about the world of Aether! There are several core differences between Aether and traditional fantasy worlds. Here's a few key things you should know before getting started.

The World Today

Islands in the Sky

Floating Islands

The landscape of Aether is drastically different from what we know in reality. Gone are the vast continents and oceans of our world; instead the people of Aether live on islands floating in the sky. The sky is filled with them; look out in any direction and you will see many other islands, both large and small.

Above you is sky, bright and sunny most of the time with occasional clouds bringing precipitation. Below you is the Mist, a dense, opaque cloud-like layer. The Mist is magically charged and allows very little to fall through it; most people and objects are buoyant in the Mist and simply float to the surface.

It's very unclear what is below the Mist. While stories have been told of places where the Mist is thin enough to see and pass through, these places are best avoided: something that falls through the Mist would not be able to come back up.

Mana Crystals

Mana Crystal

A curious aspect of the world of Aether is the mana crystals found all over the place. There are four primary types: earth, water, air, and fire crystals. Each is found growing organically in a different sort of environment, and each can be used in different ways.

Earth: Earth crystals tend to be found in rocky areas such as mountains or caves. Particularly mountainous islands sometimes have mining camps established for the purpose of acquiring these crystals. Their most common use is in strengthening structures, handicrafts, and keeping weapons durable.

Water: Water crystals are naturally found in the water, unsurprisingly. What may be a surprise is that these crystals actually appear to be the source of rivers, streams, and lakes on the islands. Due to their ability to create and manipulate water, these water crystals are handy to have on a long voyage to stay hydrated. They can also be used for cooling.

Air: Air crystals only grow in high places. Typically this means they will be found on the smaller islands that float high above the Mist. They are unusually lightweight. Craftsmen have discovered that infusing air crystals into construction and equipment can make them nearly weightless, but this can be fairly expensive.

Fire: Fire crystals are the most rare of the crystals, but they're arguably the most useful. It is difficult to find them in nature; they only grow where things have burned. Thankfully innovations have led to the development of facilities that can produce these crystals. Fire crystals are warm to the touch and can be used to burn things. They're extremely useful as fuel for airships.

The Core Lands

Very little of the world of Aether is currently charted. Civilization is confined to a circular region about 100 miles in radius. Given the diversity in people, one can imagine most of this land is already settled. Wars have often been waged over land disputes. In fact, the most recent war ended 25 years ago. Things are peaceful these days, and the peoples of the Core Lands have more or less come together in unity. But things are getting pretty crowded...

The Crystal Spire

At the center of the Core Lands is a huge crystalline structure called the Crystal Spire. It is a towering pillar of crystal that reaches hundreds of feet high and stretches down deep into the Mist.

Civilization essentially formed around the Spire given its obvious role in navigation. The Spire serves another purpose, however: it projects a magical barrier in a 100 mile radius, protecting those within range from dangerous monsters and elemental entities. Thus, within the protection of the Spire, your biggest threats are pirates and other miscreants.

Legends tell of massive leviathans, powerful demons, and even ancient dragons beyond the reach of the Spire. It's up to adventurers to verify these stories.

New Concord

The seat of civilization in the Core Lands is a city called New Concord. It was built on a large island that sits right in front of the Crystal Spire. Originally it was a human-built military base strategically built in a territory war against the Tengu. As part of the peace treaty, the city became independent territory and was named New Concord as a show of good faith and optimism for unity.

Nowadays, New Concord is home to members of all races. Roughly 2/3 of the population is comprised of humans, tengu, and ratlings. Minotaurs, orcs, maakiin, and lizan make up the rest.

One of the most defining features of New Concord is the presence of Guilds. The Guilds have grown in power and prominence alongside the rise of New Concord, and a council of thirteen guild leaders called the Guild Council rules the city. Decisions are made by putting them to a council vote.

Current Technology

Airships

What would a world full of floating islands be without the presence of airships? This ubiquitous vehicle is the primary form of transportation around Aether. They come in all shapes and sizes, from huge warships and galleons to smaller barges and caravels.

With the advent of gunpowder, many airships these days are equipped with cannons. Thankfully in an era of peacetime such as the present day, they are rarely put to use except as a deterrent for pirates. It's likely they'll find new use beyond the protection of the Crystal Spire.

The technology that goes into airships is complicated; only the ratlings truly understand how everything works. What's important however is the understanding that airship furnaces are powered by fire crystals. Without them, airships would not be able to fly, and instead they would be confined to sailing on the surface of the Mist as in the olden days.

Firearms

Basic firearms are in use in Aether. While they are fairly strong, their cost can be a barrier for inexperienced adventurers. Additionally, much like crossbows, they require special training (i.e. the Crossbow Expert feat) to be used to their full potential.

Any character proficient with martial weapons is also proficient with these firearms. Additionally, rogues and bards are proficient with the pistol.

Item Cost Damage Weight Properties
Martial Ranged Weapons
Pistol 250 gp 1d10 piercing 3 lb. Ammunition (range 30/90), loading
Musket 500 gp 1d12 piercing 10 lb. Ammunition (range 40/120), loading, two-handed
Ammunition
Bullets (10) 3 gp - 2 lb -

Religion in Aether

The Primes

Religion in the Core Lands of Aether revolves around a pantheon of eight deities known as the Prime Dragons, or the Primes for short. Much like in the ancient Greek and Roman religions, these deities preside over various concepts in nature and civilization.

They are generally worshiped as a collective whole rather than professing devotion to a single Prime. Individual prayers tend to be devoted to the Prime most relevant to the situation; for example, sailors praying for good weather would pray to Rydion, while a family grieving the loss of a loved one and desire for protection in the afterlife would pray to Ilios.

Clerics operate slightly differently, here. A Cleric does hold a particular Prime as his or her patron, and thus he or she strives to emulate and promote that Prime's ideals. The Cleric is not limited to worshiping only that Prime however; the divine power of Clerics comes from all of the Primes.

Iona

Iona is the Prime of Life. She is a healer and protector, a nurturer. To follow Iona is to protect the weak and helpless, to care for the sick, and to promote harmony and peace.

Domain: Life

Color: White

Solais

Solais is the Prime of the Sun. His path is one of truth and light, of music and poetry, and of the burning radiance of the sun. He is the husband of Luneth.

Domain: Light

Color: Gold

Luneth

Luneth is the Prime of the Moon. Her path is one of subtlety and darkness, secrecy and disruption. This is not to say that she is evil, however; she simply encourages followers to question authority, challenge corruption, and hold others accountable. She is the wife of Solais.

Domain: Trickery

Color: Silver

Rydion

Rydion is the Prime of Storms with a temperament to match. He is alternately depicted creating a wrathful storm or keeping things calm and peaceful. He is known for going to extremes. Prayers are often given to Rydion for safe voyages and good weather.

Domain: Tempest

Color: Blue

Diria

Diria is the Prime of Nature. Farmers (especially the Minotaurs) call upon her to bless their harvests. She is thought to be beautiful yet harsh, emphasizing the natural way of things.

Domain: Nature

Color: Green

Aurena

Aurena is the Prime of War. Soldiers call upon her before battle in hopes of winning her favor. Knights often strive to maintain honor and dignity in her name. The Arena in Cirrus honors her as allegedly the word "arena" is derived from Aurena's name.

Domain: War

Color: Red

Tyrastus

Tyrastus is the Prime of Death. As such, he is not often celebrated by many. However, he is sought after to watch after the deceased and bring comfort to the grieving. Graveyards often feature his shrines. He is staunchly opposed to the undead, a perversion of the cycle of life and death.

Domain: Grave

Color: Black

Dymdall

Dymdall is the Prime of Knowledge. It is allegedly thanks to him that we are able to reason and learn, to pursue academic pursuits, and to function as a civilization. He is the patron of scholars and academics, and his largest shrine is housed within the Mousaeum, the biggest place of learning in the Core Lands.

Domain: Knowledge

Color: Copper

Sydonia

Sydonia is the mysterious Prime of Magic. It is believed she is responsible for maintaining the flow of magic in the world. Dreams are also part of her domain; good dreams are a sign that you have Sydonia's favor, while nightmares mean you may have incurred her enmity.

Domain: Arcane

Color: Bronze

Huthar

Huthar is the Prime of Industry. He is the patron of craftsmen, artisans, miners, and architects. The devoted of Huthar work the forges and maintain the walls of cities to keep townsfolk safe from the dangers outside.

Domain: Forge

Color: Brass