Aetheria
World · A round world
Aetheria
Ten shores, one open sea, and no voyage without a price.
Overview
Aetheria is a world of ten far-scattered islands, each a distinct home rather than a stop on a joined road. Ships carry people, news, and trouble across open water, so a wreck or closed harbor can reshape lives for months. Magic is part of daily work, yet old ruins and wild places still hold dangers beyond any village's skill. Young adventurers often begin on the Emerald Isle, then earn passage through deeds, favors, or hard-won coin.
The world
ShapeA round world
What it is likeA spherical world whose ten known island regions are separated by broad stretches of open sea, with no land bridges between them.
How people travelShips are the only dependable way to travel between islands; crossings depend on weather, provisions, pilots, and permission to use a harbor.
Themes
Heroic adventure, Island exploration, Rival claims, Wonder with consequence
Laws of the world
The rules
MagicMagic is common enough for village charms, healing, and practical cantrips, while trained spellcasters and enchanted relics remain valuable; each island has distinct magical hazards.
TechnologyMedieval sailing ships, hand tools, mills, and fortified ports are standard; magical craft supplements rather than replaces ordinary work.
Death and soulsThe dead pass beyond mortal reach, though rare spirits linger where grief, violence, or powerful magic binds them; resurrection magic can call a willing soul back at great cost.
Special rules
No known land route joins the islands; ships are the only dependable way between them.
The Celestial Sanctuary Isle can be reached only when its cloud stair appears, a rare event tied to the season and the conduct of its visitors.
The skies
SkiesClear blue skies often give way to fast-moving squalls; at night, auroras sometimes glimmer above the far northern waters.
Moons and stars
the Sun, the Moon
SeasonsA 360-day year has four familiar seasons, though island currents and latitude make their onset vary; sailors divide each day into eight watches.
Ages
3 agesThe old league has fractured, but its charts and trials remain; island communities now argue over who may travel, what should be excavated, and who profits from heroic work.
Powers
3 powers · 2 conflictsPowers
- Survey Office 4Maritime authorityReach: A loose network of pilots, port clerks, and chart keepers across the settled islands.Keep routes open and enforce its old charts, even where island councils object to its fees.
- Company 12Trading concernReach: Collectors, hired guards, and investors with agents in several major ports.Claim unguarded relics and fund expeditions before local custodians can restrict access.
- Council Roll 6Political compactReach: A changing compact of island councils that share messengers and negotiate common rules.Protect their homes and set their own terms for visitors, trade, and excavation.
Conflicts
- The Open RoutesSidesWho controls safe passage and whether remote islands remain accessible to ordinary sailors or only wealthy patrons.
Survey Office 4, independent captains, island councils
- The Relic ClaimsSidesWhether buried magic is preserved, shared, or sold, and what awakening old defenses may cost nearby communities.
ruin runners, local custodians, private collectors
Atlas
10 regionsSecrets
Secret 1 · GM only
Secret 2 · GM only
Secret 3 · GM only
Plot hooks
4 hooks- 1The Missing CrossingInvestigationA routine supply ship misses two scheduled landfalls, and survivors report a strange light beneath the waves.
- 2The Water ClaimExpeditionA local council hires the party to recover a relic before collectors remove it from a ruin that protects the island's water supply.
- 3Passage PaidRescueA captain offers passage to a dangerous island in exchange for rescuing a crew trapped by a sudden change in the sea lanes.
- 4An Early StairRaceThe cloud stair to the Celestial Sanctuary Isle appears early, drawing rival champions and putting nearby fishing boats at risk.
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