Nearly two millennia ago, the Othardian Accords were forged in the blood of rulers of the new nations. These three nations, Finnagund, Reflin, and Dranir, bonded over the mutual loathing of their vicious overlords, the Dragons. They rose against their oppressors, reclaimed their lands and wealth, and slaughtered every last dragon without sympathy or remorse like the beasts had done to them for centuries.
Not all who served the dragons were as pleased with this betrayal. The various giant, orc, goblin, and fey clans that willingly served the dragons swore oaths of retaliation as the world in which they once flourished was burned to the ground. Another century of bloodshed found the loyal servants of the dragons forced into hiding amongst mountain and forest and man alike and peace was found, for a while.
Now a millennia and a half after the final fires of the Great War settled, Dranir has invoked it once more. The blizzard that has always writhed above the distant Silver Mountain is growing and the Giants have mobilized in its wake. Grand Marshal Rhogar of Reflin and King Ulfgard the Second of Finnagund have sent a significant portion of their militaries in response, with Queen Mara of Finnagund leading their forces personally. With the threat of a second Great War looming on the horizon and a significant portion of each nation's troops indisposed, they find themselves awash in rising dangers of their own.
In order to combat this, Veraz Althma has offered to help facilitate a solution: Bounty Houses. Replicating a system it uses in its own country, Veraz Althma has sent a number of diplomats and administrators to establish job houses that are made to facilitate posting and hiring mercenary work, ranging from temporary farm hands to fool hardy adventurers willing to brave dangerous situations for coin. In a strange turn of events, Lord Malcer Mystralath, one of the Mystralath’s most powerful Aetherborn, funded a new Bounty House less than an hour east of Soft Haven despite having no apparent connection to the area.
The Shattering of Aegis follows the story of individuals drawn to the Soft Haven Bounty House for various reasons. This could range from simply wanting money to having nowhere else to go to wanting to get on a noble’s good side. The only requirement is at the beginning, your character has a reason to head there. The RP easily has the potential to outgrow it if you all discover the right secrets and plots scattered through the world! So make sure you think about short and long term goals for your character as you continue through this post.
Othard and the Realm
Othard is one of the three major continents of the world and comprises three nations: Finnagund, Relfin, and Dranir.
The nation of Finnagund is fully composed of gentle rolling plains, heavy patches of forest, and quiet streams and rivers that wind their way slowly through the country. It contains the largest quantity of usable farmland, including the only area in which Red Fern can be safely grown, and was created when the five nomadic tribes banded together to protect themselves from raids originating from the other two countries.
Finnagund is ruled by the Brightwood monarchy and the four noble families: The Wilrees, The Soft Steps, The Broken Boulders, and the Mystralath. The country’s capital, Wilree, is named after the noble family as a symbol of respect for being the first ones to support the Brightwoods.
Unlike its neighbor, Relfin can be a difficult place to survive. While it does have some fertile land, much of it is rocky and sparse with regular heavy storms making farming difficult. That doesn’t stop its people from surviving however. While those near the Relfin/Finnagund border do manage to make a good living off the land, most of the nation survives by the grace of the sea. They have a powerful navy and in order to strengthen their economic position, have developed the strongest ties to Veraz and the Suelene Isles of all the Othardian Nations.
Relfin is ruled by the Council of Guilds, a collection of the six major trade guilds headed by the Grand Marshal of Relfin. The Grand Marshall is selected by their predecessor and is the leader of the Reflin Military. The current Grand Marshall, Rhogar Sadaar, is brutal and direct, well known for shutting down the Guilds’ and citizens’ bullshit with a bad attitude and harsh words.
Dranir is a nation whose people live high above the cloud line or deep in the heart of mountains as giants have claimed the lands in between. They are rich in mineral wealth, abundant with ore, and some of the most skilled and ingenious craftsmen on the continent. The entire nation is almost completely composed of mountains with small valleys dotting the areas in between. The Gods’ Peak, located directly in the middle of the nation, is the tallest mountain in the world. Few have made it up but those who have found they can no longer speak and remember only hazy images of their time at the top.
Originally, Dranir was ruled in an iron fist by a monarchy that seriously favored a traditionalist faction known as the Silver Coffers. Just recently, the country suffered a civil war that lasted a few decades, a movement known as the Gnomian Revolution, that created a parliament and prime minister. Prime Minister Elden Dimira is an older affluent gnome who has won the heart of the country as a leader of the late revolution.
The Red Waste is a sprawling desert named after the color of its sand. Comprising the southern quarter of Othard, this desert is home to only one town on the very edge of the Finnagund border. Tink is a town of wanders, exiles, and Tainted and is the last supply stop for all expeditions into the wastes. Most people the Gods smote this land for unholy against and filled with plague so that none could live there again.
The truth of the matter is that the aether in the Red Wastes is impossibly thin and in some places, completely gone. These dead patches cause living creatures to become sick and exhausted as their aether drains into the empty space, not stopping until the creature dies or leaves the area. While scholars once believed these were static phenomena, they’ve since learned that these dead zones move and with so little data on their movement, scholars have no way to tell if there is a predictable pattern or not, leading many to have abandoned planned excursions.
The most recent discovery was 50 years ago. The Royal Academy’s expedition team discovered a round door consisting of concentric circles with intricately carved ruins on the surface. Scholars theorized these were an ancient language and spent decades attempting to decipher it. While they still haven’t, they’ve learned the name of the place from other recovered documents: The Temple of the Consort.
Finnagund
The nation of Finnagund is fully composed of gentle rolling plains, heavy patches of forest, and quiet streams and rivers that wind their way slowly through the country. It contains the largest quantity of usable farmland, including the only area in which Red Fern can be safely grown, and was created when the five nomadic tribes banded together to protect themselves from raids originating from the other two countries.
Finnagund is ruled by the Brightwood monarchy and the four noble families: The Wilrees, The Soft Steps, The Broken Boulders, and the Mystralath. The country’s capital, Wilree, is named after the noble family as a symbol of respect for being the first ones to support the Brightwoods.
Relfin
Unlike its neighbor, Relfin can be a difficult place to survive. While it does have some fertile land, much of it is rocky and sparse with regular heavy storms making farming difficult. That doesn’t stop its people from surviving however. While those near the Relfin/Finnagund border do manage to make a good living off the land, most of the nation survives by the grace of the sea. They have a powerful navy and in order to strengthen their economic position, have developed the strongest ties to Veraz and the Suelene Isles of all the Othardian Nations.
Relfin is ruled by the Council of Guilds, a collection of the six major trade guilds headed by the Grand Marshal of Relfin. The Grand Marshall is selected by their predecessor and is the leader of the Reflin Military. The current Grand Marshall, Rhogar Sadaar, is brutal and direct, well known for shutting down the Guilds’ and citizens’ bullshit with a bad attitude and harsh words.
Dranir
Dranir is a nation whose people live high above the cloud line or deep in the heart of mountains as giants have claimed the lands in between. They are rich in mineral wealth, abundant with ore, and some of the most skilled and ingenious craftsmen on the continent. The entire nation is almost completely composed of mountains with small valleys dotting the areas in between. The Gods’ Peak, located directly in the middle of the nation, is the tallest mountain in the world. Few have made it up but those who have found they can no longer speak and remember only hazy images of their time at the top.
Originally, Dranir was ruled in an iron fist by a monarchy that seriously favored a traditionalist faction known as the Silver Coffers. Just recently, the country suffered a civil war that lasted a few decades, a movement known as the Gnomian Revolution, that created a parliament and prime minister. Prime Minister Elden Dimira is an older affluent gnome who has won the heart of the country as a leader of the late revolution.
The Red Wastes
The Red Waste is a sprawling desert named after the color of its sand. Comprising the southern quarter of Othard, this desert is home to only one town on the very edge of the Finnagund border. Tink is a town of wanders, exiles, and Tainted and is the last supply stop for all expeditions into the wastes. Most people the Gods smote this land for unholy against and filled with plague so that none could live there again.
The truth of the matter is that the aether in the Red Wastes is impossibly thin and in some places, completely gone. These dead patches cause living creatures to become sick and exhausted as their aether drains into the empty space, not stopping until the creature dies or leaves the area. While scholars once believed these were static phenomena, they’ve since learned that these dead zones move and with so little data on their movement, scholars have no way to tell if there is a predictable pattern or not, leading many to have abandoned planned excursions.
The most recent discovery was 50 years ago. The Royal Academy’s expedition team discovered a round door consisting of concentric circles with intricately carved ruins on the surface. Scholars theorized these were an ancient language and spent decades attempting to decipher it. While they still haven’t, they’ve learned the name of the place from other recovered documents: The Temple of the Consort.
Gods of Othard
Othard has one unified religion throughout the continent, ruled over by a Pantheon of six deities.
Lady Azaiza, known as The Fated Empress, is the leader of the pantheon and sits on a throne of bones and souls, where she dictates and weaves the fate of the world. Her commands are resolute and those who go against the order she creates are heathens and traitors, damned to join her throne of failures for eternity. She is depicted as a human woman, dressed in robes of red and black, holding a golden crow on her hand. Any individual in a position of high power maintains regular offerings to her shrines and often have one in their personal homes.
Melanar and Zunbil are twin deities, expressions of the natural cycles Lady Azaiza created. Melanar is the Goddess of the Wilds, of the untamed seas, lands, and skies and is depicted as a young elven woman with wild hair and animal features. Zunbil is the God of the Sun, tasked with maintaining community among the mortals, agriculture, and medicine and is depicted as an elven silhouette of golden light. Hunters, healers, farmers, and travelers often keep their holy symbols on them and make regular offerings at shrines.
Selene is Goddess of the Moon. She is depicted as an older woman, given the task of guiding the poor and downtrodden to more promising fates. Her worshippers are usually those who feel the world has failed them or have come across a particularly vicious bout of bad luck. Many families hang her symbol, a crescent moon with a single line down its center, in their doorways to ward off bad luck.
Philothosis is the God of Knowledge and the Arts. Unlike the others who are depicted in a single form, Philothosis is depicted as a cloud of masks and his shape changes depending on what mask he is portrayed as wearing. Most importantly, Philosthosis preaches learning and growing with restraint.
Iriganis the God of the Afterlife. Irigan is depicted as a heavy dwarf, his beard reaching down to the floor in careful geometric braids and a small pair of glasses that he peers through to judge your soul. If he judges you in accordance with your Fate, you pass onto the celestial plane where mortal concerns are stripped away and you are blissfully unaware of the world and its passing. If he finds you failing your fate, you are shattered with his hammer and forced to suffer in the Empress’s throne, doomed to strain to carry the weight of the universe until the end of time.
Lady Azaiza, known as The Fated Empress, is the leader of the pantheon and sits on a throne of bones and souls, where she dictates and weaves the fate of the world. Her commands are resolute and those who go against the order she creates are heathens and traitors, damned to join her throne of failures for eternity. She is depicted as a human woman, dressed in robes of red and black, holding a golden crow on her hand. Any individual in a position of high power maintains regular offerings to her shrines and often have one in their personal homes.
Melanar and Zunbil are twin deities, expressions of the natural cycles Lady Azaiza created. Melanar is the Goddess of the Wilds, of the untamed seas, lands, and skies and is depicted as a young elven woman with wild hair and animal features. Zunbil is the God of the Sun, tasked with maintaining community among the mortals, agriculture, and medicine and is depicted as an elven silhouette of golden light. Hunters, healers, farmers, and travelers often keep their holy symbols on them and make regular offerings at shrines.
Selene is Goddess of the Moon. She is depicted as an older woman, given the task of guiding the poor and downtrodden to more promising fates. Her worshippers are usually those who feel the world has failed them or have come across a particularly vicious bout of bad luck. Many families hang her symbol, a crescent moon with a single line down its center, in their doorways to ward off bad luck.
Philothosis is the God of Knowledge and the Arts. Unlike the others who are depicted in a single form, Philothosis is depicted as a cloud of masks and his shape changes depending on what mask he is portrayed as wearing. Most importantly, Philosthosis preaches learning and growing with restraint.
Iriganis the God of the Afterlife. Irigan is depicted as a heavy dwarf, his beard reaching down to the floor in careful geometric braids and a small pair of glasses that he peers through to judge your soul. If he judges you in accordance with your Fate, you pass onto the celestial plane where mortal concerns are stripped away and you are blissfully unaware of the world and its passing. If he finds you failing your fate, you are shattered with his hammer and forced to suffer in the Empress’s throne, doomed to strain to carry the weight of the universe until the end of time.
Demon Lords of Othard
As with all things good and bright, so too must there be darkness. The Gods’ shadows envy their power, prestige, and love and ever seek to undermine The Fated Empress’ will so they may instead govern over the domains of the mortal races. When The Fated Empress wove the other Gods into existence, so did she inadvertently create the three Demon Lords.
Umbraxakar, the Demon Lord of the Slaughter, takes the form of a towering dragon with noxious black mist shifting around its rotting flesh, its six eyes vacant and oozing putrid bile. It's said it knows whose souls are naught but cruelty and violence and whispers dark promises in exchange for brutal blood sacrifices.
Rakas, the Demon Lord of Avarice, takes the form of a beautiful elf woman with the horns of a ram, the tail of a scorpion, and six arms, draped in golden finery. They make bargains with those greedy for more in life that seem an equal exchange on the surface but all who fall for their tricks find their happiness short lived.
Misophaes, the Demon Lord of Pestilence, Famine, and Despair, takes the form of a pile of oozing goo in which the unfortunate souls stupid enough to interfere with it’s endless hunger forever burn in its acidic body. Unlike its compatriots, Misophaes simply wants to consume the world, not rule it and isn’t known to deal with the mortal races.
Umbraxakar, the Demon Lord of the Slaughter, takes the form of a towering dragon with noxious black mist shifting around its rotting flesh, its six eyes vacant and oozing putrid bile. It's said it knows whose souls are naught but cruelty and violence and whispers dark promises in exchange for brutal blood sacrifices.
Rakas, the Demon Lord of Avarice, takes the form of a beautiful elf woman with the horns of a ram, the tail of a scorpion, and six arms, draped in golden finery. They make bargains with those greedy for more in life that seem an equal exchange on the surface but all who fall for their tricks find their happiness short lived.
Misophaes, the Demon Lord of Pestilence, Famine, and Despair, takes the form of a pile of oozing goo in which the unfortunate souls stupid enough to interfere with it’s endless hunger forever burn in its acidic body. Unlike its compatriots, Misophaes simply wants to consume the world, not rule it and isn’t known to deal with the mortal races.
Magic in Othard
Magic is a natural phenomena that has proven a difficult subject to study, let alone master. While it has always been present through the world’s tumultuous history, cultural differences proved insurmountable until the formal establishment of the three kingdoms of Othard and formal institutions dedicated to delving into the secrets of magic the more traditional methods were incapable of reaching. Through dedicated work and an incredible number of unfortunate mishaps, these three institutions discovered a number of things about magic.
Aether is an intangible, invisible energy source that overlays the world in its entirety. Unfortunately, attempts to develop instruments to measure aether have consistently ended in failure but wielders of the mysterious energy agree that aether, while not accessible by all living organisms, is an energy source that is somehow directly correlated to the density of living organisms in any particular location. The most popular theory is that living organisms are drawn to places of high aetheric density, such as Wilree, the capital of Finnagund, the deepest part of the Serpentine Forest, and the top of the Gods’ peak in Dranir. Unfortunately without better instruments, exploring this idea has been difficult at best.
As mentioned previously, not all living organisms can manipulate Aether. The process of manipulating it takes determination, focus, and a certain natural quirk that can’t be taught. These people have come to be known as the Aetherborn, comprising about 15% of the world’s population at any given time. Experts aren’t sure what circumstances cause a child to become Aetherborn but the phenomena surpasses class, race, creed, and nationality.
However, all Aetherborn display an unusual physical trait that marks them as an Aetherborn from early on. Most Aetherborn display small differences, like unusual or impossible eye and/or hair color, but there have been a notable few that stick out among the rest. The founder of the Wilree Royal Academy, Princess Imris Evanwood, had translucent eyelids and was incapable of moving her eyes, forced to turn her entire head if she wanted to see anything in her peripherals. Torfin Glassmail boasted a pockmarked body from birth, the scars glowing red in the dark.
All three capitals boast highly advanced centers of magical study: The Wilree Royal Academy in Finnagund, the Mage’s Consortium in Reflin, and The Ruby Forge in Dranir. These three places of study are difficult to gain entrance to and usually require incredible sums and the right connections to enter. As a result, many Aetherborn instead apprentice to other aetherborn or simply experiment on their own, which significantly increases the risk of injury or death.
Manipulating Aether, or casting magic, is a deeply intuitive and personal process. There aren’t structured rules and regulations on how to cast magic, no specific incantations or spell matrices to memorize. Aetherborn cast magic through sheer determination, focus, and purpose alone. In order to achieve a given effect, an Aetherborn must consider the three W’s of casting.
First, the Will. Aether is a difficult energy to manipulate, prone to strange fluctuations and flares, so an Aetherborn must be 100% committed to the casting of a particular spell, remain focused on the outcome of that spell, and see it through in its entirety. Failure in this area can end as simply as nothing happening but will more often than not cause something called a Mishap, an effect different from the desired outcome. Mishaps show a wide range of variety and can range from something as simple as missing your intended target to something complex as sending half your brian to a random part of the world. Casting a spell should not be taken lightly as any break in concentration or determination can result in disastrous consequences for the Aetherborn and those around them.
Secondly, the Word. This is the only part of a casting that isn’t absolutely necessary; although, it is ill advised for anyone other than a master to do so. The Word serves as a way to help concentrate on the outcome and reduce the chances of a Mishap. It’s entirely personal and even though two Aetherborn may cast a similar spell, what they say as part of the Word may be entirely different! It doesn’t have to be a single word either; a phrase, a song, a joke can be used just as well so long as it keeps you focused on the end result.
Thirdly, the Wave. When casting a spell, an Aetherborn draws Aether directly into themselves and then out, serving as a refining tool for the raw energy. In order to stabilize and finish the spell, an Aetherborn must physically manipulate the Aether as it passes from them. Gestures don’t have to be complex- these can range from the flick of the wrist to send a gust of wind into a ship’s sails or an outstretched hand to block an incoming attack. The more skilled with aether, the more subtle the Wave becomes, until a twitch of the fingers is all an Aetherborn needs. However, be warned- if an Aetherborn’s hands are restrained, they’ll find themselves struggling to safely cast a spell.
Originally, it was believed that an Aetherborn could manipulate Aether into whatever form they wished but as Aether and the Aetherborn became the subject of academy study, it was determined that how an Aetherborn manipulate Aether is entirely predetermined in the same way that that they are chose to manipulate Aether in the first place. There is no known reason why some Aetherborn can produce some effects that others can’t but they have managed to place them into three classifications: Primordial, Genesian, and Animas. It is important to note that manipulating Aether in any manner is physically and mentally demanding.
Primordial Aetherborn are those with the ability to manipulate one of the four primordial elements: Fire, Earth, Water, and Air. The reason behind this alignment still eludes aetheric scholars today but they can confirm that all Primordial Aetherborn do not draw on their own aether to do so. Primordial aetherborn convert ambient aether into elemental effect, either channeling it through existing material or drawing it directly from the aether itself. As a result there is some important distinctions between these Aetherborn:
Since these aetherborn do not manipulate their own aether, they do not suffer the effect known as Aetheric Exhaustion (although manipulating aether is still a physically and mentally demanding task). Aetheric Exhaustion refers to a point at which an individual has depleted their own aether completely and suffers severe headaches, disorientation, and may even collapse unconscious. However, Primordial Aetherborn run the risk of another phenomenon known as Resonance. Resonance is a point at which a Primordial Aetherborn loses control over their ability to convert aether into elements and finds spontaneous, explosive events occurring around them without guidance. A sudden flood, a gout of fire, a dust storm or earthquake, and a sudden blast of wind are all examples of what can happen during a Resonance event. Resonance events occur most often when:
It is important to note that because Aetherborn are not naturally protected from the effects of their abilities, Resonance can often be fatal.
Genesian Aetherborn are those that can manipulate their own aether into objects and energy in two ways: Alteration or Creation. An Alteration aetherborn infuses their own aether into objects through touch, changing their properties and exerting control over them, allowing them to move even if they normally couldn’t under the command of the Aetherborn. Creation Aetherborn weave their aether into complex arrays, creating aetheric constructs of weapons, creatures, and items to help them in their tasks.These aetheric constructs behave just as if they were regular versions of themselves, except under the command of the Aetherborn. Genesian Aetherborn are prone to Aetheric Exhaustion simply because of the intense aetheric demands placed on them by their abilities.
Animas Aetherborn are those who can exert a limited amount of control over another living person’s aether in the following categories: Mental or Physical. Mental Aetherborn change the way their targets perceive and interact with the world, making them see, hear, or feel things that aren’t actually there, changing and overlaying memories, and even changing their opinions on subject matter. Physical Aetherborn manipulate the body of living creatures, capable of healing, harming, or even exerting some degree of control over their actions. Many of their abilities overlap; however, the method by which the effects occur are vastly different.
It is important to note that the two different Animas Aetherborn suffer the opposite challenges. Living creatures have natural resistance to these Aetherborn based on the amount of natural aether they have. The higher the aetheric density, the more resistant they are to Mental Aetherborn and the less resistant they are to Physical aetherborn, and vice versa. For example:
Creatures resistant to physical aetherborn (excluding aetherborn of that race) will find that magical healing from a physical aetherborn is often not enough simply because they do not have enough aether to fully heal.
While Physical Aetherborn healing is advantageous, it does rely on the living creature’s aether and so pushes them towards aetheric exhaustion.
Aetherborn have the inherent ability to sense the available aether for them to manipulate. Since each aetherborn category manipulates a different source, their ability to perceive aether is different as well.
Aetheric items are tools and other inanimate objects specially treated to act as aetheric conduit to produce wondrous effects. The process of creating an aetheric item is long and tedious, requiring meticulous planning and execution. Even developing the process was dangerous, many aetherborn suffering intense Mishaps just from touching early prototypes. Today, the process has been stabilized and many are working on streamlining development.
Aetheric items channel an individual’s aether in order to activate their effect, meaning that while this means anyone can use aetheric items, they do contribute to aetheric exhaustion. Modern day aether smiths are attempting to develop aetheric items capable of drawing on ambient aether instead but most attempts have been unsuccessful.
Aether is the energy of Magic
Aether is an intangible, invisible energy source that overlays the world in its entirety. Unfortunately, attempts to develop instruments to measure aether have consistently ended in failure but wielders of the mysterious energy agree that aether, while not accessible by all living organisms, is an energy source that is somehow directly correlated to the density of living organisms in any particular location. The most popular theory is that living organisms are drawn to places of high aetheric density, such as Wilree, the capital of Finnagund, the deepest part of the Serpentine Forest, and the top of the Gods’ peak in Dranir. Unfortunately without better instruments, exploring this idea has been difficult at best.
Only the Aetherborn can manipulate Aether
As mentioned previously, not all living organisms can manipulate Aether. The process of manipulating it takes determination, focus, and a certain natural quirk that can’t be taught. These people have come to be known as the Aetherborn, comprising about 15% of the world’s population at any given time. Experts aren’t sure what circumstances cause a child to become Aetherborn but the phenomena surpasses class, race, creed, and nationality.
However, all Aetherborn display an unusual physical trait that marks them as an Aetherborn from early on. Most Aetherborn display small differences, like unusual or impossible eye and/or hair color, but there have been a notable few that stick out among the rest. The founder of the Wilree Royal Academy, Princess Imris Evanwood, had translucent eyelids and was incapable of moving her eyes, forced to turn her entire head if she wanted to see anything in her peripherals. Torfin Glassmail boasted a pockmarked body from birth, the scars glowing red in the dark.
All three capitals boast highly advanced centers of magical study: The Wilree Royal Academy in Finnagund, the Mage’s Consortium in Reflin, and The Ruby Forge in Dranir. These three places of study are difficult to gain entrance to and usually require incredible sums and the right connections to enter. As a result, many Aetherborn instead apprentice to other aetherborn or simply experiment on their own, which significantly increases the risk of injury or death.
The Will, the Word, and the Wave
Manipulating Aether, or casting magic, is a deeply intuitive and personal process. There aren’t structured rules and regulations on how to cast magic, no specific incantations or spell matrices to memorize. Aetherborn cast magic through sheer determination, focus, and purpose alone. In order to achieve a given effect, an Aetherborn must consider the three W’s of casting.
First, the Will. Aether is a difficult energy to manipulate, prone to strange fluctuations and flares, so an Aetherborn must be 100% committed to the casting of a particular spell, remain focused on the outcome of that spell, and see it through in its entirety. Failure in this area can end as simply as nothing happening but will more often than not cause something called a Mishap, an effect different from the desired outcome. Mishaps show a wide range of variety and can range from something as simple as missing your intended target to something complex as sending half your brian to a random part of the world. Casting a spell should not be taken lightly as any break in concentration or determination can result in disastrous consequences for the Aetherborn and those around them.
Secondly, the Word. This is the only part of a casting that isn’t absolutely necessary; although, it is ill advised for anyone other than a master to do so. The Word serves as a way to help concentrate on the outcome and reduce the chances of a Mishap. It’s entirely personal and even though two Aetherborn may cast a similar spell, what they say as part of the Word may be entirely different! It doesn’t have to be a single word either; a phrase, a song, a joke can be used just as well so long as it keeps you focused on the end result.
Thirdly, the Wave. When casting a spell, an Aetherborn draws Aether directly into themselves and then out, serving as a refining tool for the raw energy. In order to stabilize and finish the spell, an Aetherborn must physically manipulate the Aether as it passes from them. Gestures don’t have to be complex- these can range from the flick of the wrist to send a gust of wind into a ship’s sails or an outstretched hand to block an incoming attack. The more skilled with aether, the more subtle the Wave becomes, until a twitch of the fingers is all an Aetherborn needs. However, be warned- if an Aetherborn’s hands are restrained, they’ll find themselves struggling to safely cast a spell.
The Types of Aetherborn
Originally, it was believed that an Aetherborn could manipulate Aether into whatever form they wished but as Aether and the Aetherborn became the subject of academy study, it was determined that how an Aetherborn manipulate Aether is entirely predetermined in the same way that that they are chose to manipulate Aether in the first place. There is no known reason why some Aetherborn can produce some effects that others can’t but they have managed to place them into three classifications: Primordial, Genesian, and Animas. It is important to note that manipulating Aether in any manner is physically and mentally demanding.
Primordial Aetherborn are those with the ability to manipulate one of the four primordial elements: Fire, Earth, Water, and Air. The reason behind this alignment still eludes aetheric scholars today but they can confirm that all Primordial Aetherborn do not draw on their own aether to do so. Primordial aetherborn convert ambient aether into elemental effect, either channeling it through existing material or drawing it directly from the aether itself. As a result there is some important distinctions between these Aetherborn:
- Fire Aetherborns are capable of producing flame using aether as all the necessary components of fire. This occurs by actively aggravating the aether until it finally burns or combusts, depending on the intended purpose, and is a relatively fast process. As a result, Fire Aetherborn may find it difficult or even impossible to harness their ability in places with low aetheric density and even when they do, find their fire smaller and less destructive.
... - Water and Earth Aetherborns use a system similar to Genesian Aetherborn to create new sources of their elemental affinity but unlike them, this change is permanent. As such, the time it takes to create this material is significantly longer and much more physically and mentally demanding.
... - Air Aetherborns have their element around them at all times and nearly never need to create it, though follow the same trend as Water and Earth Aetherborns. However, Air Aetherborns are capable of producing lightning by creating a localized, severe aetheric imbalance between two points. Producing this is no easy task and even those considered masters of the technique sometimes find themselves overwhelmed by the discharge of a failed attempt.
Since these aetherborn do not manipulate their own aether, they do not suffer the effect known as Aetheric Exhaustion (although manipulating aether is still a physically and mentally demanding task). Aetheric Exhaustion refers to a point at which an individual has depleted their own aether completely and suffers severe headaches, disorientation, and may even collapse unconscious. However, Primordial Aetherborn run the risk of another phenomenon known as Resonance. Resonance is a point at which a Primordial Aetherborn loses control over their ability to convert aether into elements and finds spontaneous, explosive events occurring around them without guidance. A sudden flood, a gout of fire, a dust storm or earthquake, and a sudden blast of wind are all examples of what can happen during a Resonance event. Resonance events occur most often when:
- A Primordial Aetherborn is experiencing a heighten emotion of any kind,
... - A Primordial Aetherborn has manipulated large quantities of aether over a short period of time,
... - A Primordial Aetherborn is physically exhausted and mentally exhausted.
It is important to note that because Aetherborn are not naturally protected from the effects of their abilities, Resonance can often be fatal.
Genesian Aetherborn are those that can manipulate their own aether into objects and energy in two ways: Alteration or Creation. An Alteration aetherborn infuses their own aether into objects through touch, changing their properties and exerting control over them, allowing them to move even if they normally couldn’t under the command of the Aetherborn. Creation Aetherborn weave their aether into complex arrays, creating aetheric constructs of weapons, creatures, and items to help them in their tasks.These aetheric constructs behave just as if they were regular versions of themselves, except under the command of the Aetherborn. Genesian Aetherborn are prone to Aetheric Exhaustion simply because of the intense aetheric demands placed on them by their abilities.
Animas Aetherborn are those who can exert a limited amount of control over another living person’s aether in the following categories: Mental or Physical. Mental Aetherborn change the way their targets perceive and interact with the world, making them see, hear, or feel things that aren’t actually there, changing and overlaying memories, and even changing their opinions on subject matter. Physical Aetherborn manipulate the body of living creatures, capable of healing, harming, or even exerting some degree of control over their actions. Many of their abilities overlap; however, the method by which the effects occur are vastly different.
It is important to note that the two different Animas Aetherborn suffer the opposite challenges. Living creatures have natural resistance to these Aetherborn based on the amount of natural aether they have. The higher the aetheric density, the more resistant they are to Mental Aetherborn and the less resistant they are to Physical aetherborn, and vice versa. For example:
- The Children of the Wilds and Magical Creatures have high aetheric densities, making them more susceptible to Physical Aetherborn but resistant to Mental Aetherborn.
... - The Children of the Land and most normal creatures have low aetheric densities, making them more susceptible to Mental Aetherborn but resistant to Physical Aetherborn.
... - Aetherborn all have higher aetheric densities compared to their racial tendencies but in comparison to other aetherborn, follow the same trends.
Creatures resistant to physical aetherborn (excluding aetherborn of that race) will find that magical healing from a physical aetherborn is often not enough simply because they do not have enough aether to fully heal.
While Physical Aetherborn healing is advantageous, it does rely on the living creature’s aether and so pushes them towards aetheric exhaustion.
Aetheric Awareness
Aetherborn have the inherent ability to sense the available aether for them to manipulate. Since each aetherborn category manipulates a different source, their ability to perceive aether is different as well.
- Primordial Aetherborn manipulate ambient aether and thus, are able to tell the aether density of the area they are in to some degree. Areas with a high aetheric density will be easier for a primordial aetherborn to function versus an area with low aetheric density, where a the same aetherborn may exhibit fatigue, headaches, and bouts of dizziness until they can acclimate to the density changes. In areas of extremely high aetheric density, these aetherborn may find themselves giddy, unusually energetic, and prone to Resonance. In areas with extremely low to no aetheric density, Primordial aetherborn will find themselves struggling to sleep, suffering from vicious migraines, and even falling unconscious for long periods of time.
... - Genesian Aetherborn have an innate sense of their own aether reserves, similar to how someone is aware of how much energy they have. As such, they are aware when they are manipulating their aether versus someone else doing so. It's important to note that while they have an understanding of how much aether they have, a genesian aetherborn doesn't instinctively know how much aether they need to infuse or create something without trial and error.
... - Animas aetherborn have an instinctive understanding of the aetheric density of others around them. Much like ambient sound, the awareness of others is always present and while it can be ignored, it can't be turned off. Those with unusual aetheric high densities create an intense pressure in the back of an Animas minds and those with incredibly low aetheric densities may not even register to the Animas Aetherborn.
Aetheric Items
Aetheric items are tools and other inanimate objects specially treated to act as aetheric conduit to produce wondrous effects. The process of creating an aetheric item is long and tedious, requiring meticulous planning and execution. Even developing the process was dangerous, many aetherborn suffering intense Mishaps just from touching early prototypes. Today, the process has been stabilized and many are working on streamlining development.
Aetheric items channel an individual’s aether in order to activate their effect, meaning that while this means anyone can use aetheric items, they do contribute to aetheric exhaustion. Modern day aether smiths are attempting to develop aetheric items capable of drawing on ambient aether instead but most attempts have been unsuccessful.
The Races of Othard
Othardian races are split into two categories: Children of the Sun and Children of the Wilds. This stems from the belief that some were given form and life through the power of The Wild Maiden, the Children of the Wilds, and the rest were created by The Golden Grace, the Children of the Sun. While overall, the distinction isn’t necessarily important, it has been noted that the Children of the Wilds are more likely to manifest Aetherborn. The difference isn’t significant enough to calculate but it’s theorized the closer connection to the natural world innate in the Children of the Wilds help manifest the necessary conditions to produce Aetherborn.
Another important note is the longevity of the races. For my own sanity, all the races have the same base lifespan that vary based on the availability of care they can receive. For example, a generally healthy individual with limited access to reasonable care could live to be 50, while that same person with access to good or better care could live to 70, and those with access to magical care up to 100. Aetherborn, however, are capable of living twice as long with ease so long as their magic doesn’t get them killed.
Originating from the Suelene Isles, the elves are naturally long and lithe with sharp, distinct features, typically ranging in height from 5'5 to 6'5' and gravitate towards lighter fabrics and clothing with natural designs. Coloration of their eyes, hair, and skin range from human tones to various hues to blue and green. Their ears are a dead giveaway for the elves, tampering into a fine point.
The Dwarves are strong and stout people, skilled in the manipulation of earth, metal, and fire and as equally passionate about their art as they are determined. They typically reach no taller than 5' with stocky, wide builds and heavily favor intricate geometric designs on their works and clothing. Their skin coloration varies as greatly as any other race but their hair is a matter of pride. Men and women alike go through great lengths to maintain facial and head hair and regularly dye them in explosions of color that accentuate the intricate braiding they are fond of. Their hair is so important that one of the steps of being exiled from Dranir is having all of your hair shaved off in public.
Gnomes are cunning, precarious creatures, their short stature aiding in their proclivity for pranking their friends and family. They range from 2.5’ - 3’ tall with a wide array of builds across the race. They always have disproportionately large eyes, usually a strikingly strange and bold coloration, and tiny noses but otherwise have as much variation as any other race. Their clothes are often decorated with stripes and spots of natural tones on tunics and blouses and soft, light leather breeches or skirts.
Humans are in-between of all the races, average in height and display. They’re aggressively curious and their natural inclination to learn about those different from themselves is why they’ve risen to the top in many countries. Their skin varies from ghost white and night black, with green, blue, brown, and black eyes. Humans have the tendency to mix and match clothes of the other races, blending together their favorite parts of everything and mashing them into a motley collection to varying degrees of success.
Halflings are similar to dwarves in height and similar to elves in build. Short and whippy, the Halflings are born friendly, mostly. Their communities are often open doors and very involved in each other's lives. They favor functional, muted clothing, sturdy and durable without much of the elegance of the other races. They often boast gold, blue, or green eyes and bold, large facial features.
Once upon a time, these damned souls were known as the Illarin. Gentle, soft spoken folk with wings of golden feathers, it was said these were the beloved of all the Gods. But in the war with the dragons, they turned against their kin and sided with the monsters. As punishment, The Fated Empress struck their souls with the Taint to forever mark them as traitors to all living creatures.
Or so the story goes. Whether or not that's true, the Tainted have long suffered as a result. Skin colors ranging from pitch black, red, violet, blue, and green, eyes missing pupils, tails that often move unintentionally when emotional, and horns of various shapes mark these creatures as Tainted. Even when mingling with the other races, the Tainted blood still manifests all these signs, only borrowing the slightest among from the other parent.
Warning: Playing a Tainted will have RP consequences. Please be aware, you may face unjustified discrimination and violence depending on your actions and location.
Another important note is the longevity of the races. For my own sanity, all the races have the same base lifespan that vary based on the availability of care they can receive. For example, a generally healthy individual with limited access to reasonable care could live to be 50, while that same person with access to good or better care could live to 70, and those with access to magical care up to 100. Aetherborn, however, are capable of living twice as long with ease so long as their magic doesn’t get them killed.
Children of the Wilds
The Elves
Originating from the Suelene Isles, the elves are naturally long and lithe with sharp, distinct features, typically ranging in height from 5'5 to 6'5' and gravitate towards lighter fabrics and clothing with natural designs. Coloration of their eyes, hair, and skin range from human tones to various hues to blue and green. Their ears are a dead giveaway for the elves, tampering into a fine point.
Dwarves
The Dwarves are strong and stout people, skilled in the manipulation of earth, metal, and fire and as equally passionate about their art as they are determined. They typically reach no taller than 5' with stocky, wide builds and heavily favor intricate geometric designs on their works and clothing. Their skin coloration varies as greatly as any other race but their hair is a matter of pride. Men and women alike go through great lengths to maintain facial and head hair and regularly dye them in explosions of color that accentuate the intricate braiding they are fond of. Their hair is so important that one of the steps of being exiled from Dranir is having all of your hair shaved off in public.
Gnomes
Gnomes are cunning, precarious creatures, their short stature aiding in their proclivity for pranking their friends and family. They range from 2.5’ - 3’ tall with a wide array of builds across the race. They always have disproportionately large eyes, usually a strikingly strange and bold coloration, and tiny noses but otherwise have as much variation as any other race. Their clothes are often decorated with stripes and spots of natural tones on tunics and blouses and soft, light leather breeches or skirts.
Children of the Sun
Humans
Humans are in-between of all the races, average in height and display. They’re aggressively curious and their natural inclination to learn about those different from themselves is why they’ve risen to the top in many countries. Their skin varies from ghost white and night black, with green, blue, brown, and black eyes. Humans have the tendency to mix and match clothes of the other races, blending together their favorite parts of everything and mashing them into a motley collection to varying degrees of success.
Halflings
Halflings are similar to dwarves in height and similar to elves in build. Short and whippy, the Halflings are born friendly, mostly. Their communities are often open doors and very involved in each other's lives. They favor functional, muted clothing, sturdy and durable without much of the elegance of the other races. They often boast gold, blue, or green eyes and bold, large facial features.
The Tainted
Once upon a time, these damned souls were known as the Illarin. Gentle, soft spoken folk with wings of golden feathers, it was said these were the beloved of all the Gods. But in the war with the dragons, they turned against their kin and sided with the monsters. As punishment, The Fated Empress struck their souls with the Taint to forever mark them as traitors to all living creatures.
Or so the story goes. Whether or not that's true, the Tainted have long suffered as a result. Skin colors ranging from pitch black, red, violet, blue, and green, eyes missing pupils, tails that often move unintentionally when emotional, and horns of various shapes mark these creatures as Tainted. Even when mingling with the other races, the Tainted blood still manifests all these signs, only borrowing the slightest among from the other parent.
Warning: Playing a Tainted will have RP consequences. Please be aware, you may face unjustified discrimination and violence depending on your actions and location.
Foriegn Realms
Veraz Althma
A large continent two weeks and a half west off the coast of Dranir, Veraz Althma is a strange and secretive land. Started by a group of Aetherborn exiled for prophesying a false god nearly a millennia ago, these self proclaimed sages subjugated the natives of the land and established a country entirely dedicated to the one true god, Althma.
Veraz Althma has maintained a strict closed border policy, raiding the Isles and the northern shores of Zal’hira rather than engage in trade with Othard. As a result, their naval technology rapidly grew to rival Reflin’s and they’ve actively engaged in piracy against Othardian ships. All attempts at diplomacy over the years have ended in complete silence, at best.
Only in the past two centuries has Veraz Althma changed their stance. While their borders are still completely sealed against outsiders, Veraz Althma actively engaged in diplomatic conversation and within the past century, has been sending diplomats to each of the three nations. There has been some growth and exchange of techniques and goods, but relations are still a little stilted.
A major part of those struggling relations is the Verazians themselves. All Verazians who have come to Othard share the same peculiarities. Each one speaks in subdued, monotone voices, their facial expressions appear stilted and forced, and sarcasm and humor only serve to confuse them. There is a strange sense of wrongness that has most people on edge around them.
The Suelene Isles
The Suelene Isles are a chain of 15 islands of various sizes that stretch from the southern coast of Othard to the southern coast of Zal’hira. While these islands are populated by various tribal nations, they’ve come together in recent decades in an attempt to fight back against the Reflin and Verazian raiding on their people and natural resources. It’s theorized that many of the Fey driven from Othard found sanctuary in the isles many years ago.
Zal’hira
Next to nothing is known about this land. Reflin and Dranir have both launched voyages in recent years but none have returned. The Royal Academy and the Council of Guilds are currently funding a massive construction project that would push the limits of naval technology in an attempt to reach its distant shores but it is unlikely to be complete in any reasonable amount of time.
As it stands, the only information we have on Zal’hira is from what little the Verazians have shared: it is inhabited by savage elves and its aetheric density swings wildly between extremes, making it difficult to survive.
General World Info
Currency
You will have to pay attention to how much money you have!
20 Copper = 1 Silver
10 Silver = 1 Gold
1 Copper Trade Bar = 500 Copper
1 Silver Trade Bar = 250 Silver
1 Gold Trade Bar = 100 Gold
Calendar
All Months have 30 days.
Months are tracked in Waxing, Full, and Waning Moons (i.e. March 2nd would be The 2nd Waxing Spring Moon)
Spring Moon - March, April, May
Summer Moon - June, July, August
Autumn Moon - September, October, November
Winter Moon - December, January, February
Years are tracked in B.A. (Before Accords) and P.A. (Post Accords). The current year is 1698 P.A.
RP Guidelines
- 1 - Posting happens every two weeks at minimum. Please post by the 10th day after the post to give me a little time to adjust a post to everyone. (If I post on the 1st, please post no later than the 10th so I can have 4 days to write a full inclusive update). If y’all post sooner, I’ll update sooner.
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2 - Life happens. We’re pretty chill so just let everyone know when you can’t post so we can plan around it!
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3 - As this is one of my RPs, there will be dark themes present in the RP. If there is anything that makes you distinctly uncomfortable, please let me know so I can make sure to avoid it.
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4 - Don’t be a dick. You’re an aetherborn, not a god despite what your and other characters might think!
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5 - If you want to do something in the RP and you don’t know if your character can do that, if you want to add a background detail that wasn’t brought up in your backstory, or anything else that you aren’t confident about, talk to me. I like talking about my world and I love world building so I’m always down but if you don’t, I will find you and I will strip all the copper from your home.
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6 - Have fun and be creative!
1x Thank