The Spring War
Stakes Control of reliable fresh water will decide which peoples survive the next dry season.
World Atlas·Sphere·A bright world burns beneath its own paradise.
Sea trade, fishing, and salt raiding · Mangrove coast and coral shallows
Hook
A drowned founder's fort rises from the sea during the lowest tide, still guarded by its first garrison.
Aethering is a tropical world where bright jungles grow over buried engines of Hell. No crown rules its people. Tribes gather around springs, fishing grounds, caravan trails, and ancestral shrines, trading one season and raiding the next. Magic is common enough to shape daily life, but every spell risks drawing infernal attention. The planet's rising heat is forcing old enemies together as demons, drought, and ambitious war chiefs close in.
Themes
Form · Sphere
Aethering is a living sphere of tropical seas, volcanic continents, and deep infernal machinery.
Traversal
Travel follows rivers, coasts, caravan tracks, and seasonal water routes; ash storms, hostile tribes, and demon-haunted interiors make overland journeys dangerous.

Sphere

Magic
Common

Technology
Medieval

Death & Souls
First Era
The Green Arrival
Second Era
The Red Bloom
Third Era
The Small Wars
Present Era
The Long Burn
The Spring War
Control of reliable fresh water will decide which peoples survive the next dry season.
The Chainbreaking
A buried infernal engine may enslave every tribe or permanently weaken the powers of Hell.
Bind the planet's tribes through water debts, marriage contracts, and carefully managed wars.
Reopen the buried infernal engine and turn Aethering into a permanent source of soldiers and souls.
Keep ancient spirit rites alive and prevent both demons and outsiders from owning the land.
Find the oldest surviving machines and use them to cool the world, regardless of who must be displaced.
Stakes Control of reliable fresh water will decide which peoples survive the next dry season.
Stakes A buried infernal engine may enslave every tribe or permanently weaken the powers of Hell.
Founders from a cooler homeland settled the lush sphere, naming its steaming coasts and bright rivers after places they remembered.
Hellfire seeped through the deep earth, turning jungles poisonous, awakening demons, and forcing settlements into fiercely independent tribes.
Tribes fought over safe springs, old roads, and demon-haunted ruins while merchants, raiders, and priests built influence without forming lasting governments.
The planet grows hotter each year, and every tribe must choose between joining a brutal alliance, serving infernal powers, or fighting alone.
A tribe's sacred spring begins boiling at night, and something beneath it answers questions in the voices of the dead.
A caravan offers the party safe passage across the ashlands, but its cargo is a chained devil disguised as a sick child.
The tribes of the coast plan a rare alliance, while an infernal envoy secretly arms both sides with enchanted weapons.
The Red Moon vanishes for one night, causing every oath-bound corpse on Aethering to wake and seek its betrayer.
The planet's rising heat is caused by an old machine designed to control its seasons.
Discovery · Ancient maps, cooling vents, and identical foundation stones point toward a hidden chamber beneath the central plains.
Impact · Aethering was not merely invaded by Hell; its founders built the infernal engine themselves as a failed climate machine.
The oldest tribal songs contain the shutdown command for the buried engine.
Discovery · Several tribes preserve contradictory songs that share the same missing final verse.
Impact · Completing the verse would reveal a command capable of shutting down the engine, but it would also kill every magical spring.
Hell's factions are divided because their oldest ruler remains trapped beneath Aethering.
Discovery · Demon contracts always avoid naming one figure called the First Guest.
Impact · The First Guest is an imprisoned archdevil whose release would unite the demons under one master.