Here you can Find all General Info About The land, People and Places Scattered all across Aetheria

Gibarra
The Heart of Aetheria
Gibarra is the largest and most diverse continent in Aetheria, spanning much of the western hemisphere. Its immense landmass encompasses a breathtaking variety of landscapes—golden plains, scorching deserts, lush tropical coasts, towering mountain ranges, dense boreal forests, and frozen tundra's—each with its own unique cultures, dangers, and opportunities. Due to this natural diversity, Gibarra is home to countless species, civilizations, and communities, from native tribes who have thrived for centuries to ambitious settlers and traders from distant lands.
The continent’s size and prosperity have made it a major hub of commerce, industry, and culture, making it the most populated and influential landmass in all of Aetheria. It is not only a leading consumer of goods but also one of the largest producers, exporting valuable resources such as precious metals, timber, textiles, spices, and arcane-infused materials. With such an interconnected economy, many political powers, guilds, and merchant houses vie for control over its wealth and influence.
The Cities and Houses of Gibarra
While much of the continent is made up of free villages and independent settlements, three major city-states dominate the political landscape. These cities and their ruling noble houses have established a mutual peace treaty, ensuring the stability and prosperity of Gibarra despite their differences.
Stormpoint – The Heart of Gibarra
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Location: Central-west Gibarra, at the basin of the Thunder Mountain Range.
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Ruling House: House Barron
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Notable Sub-cities: Red Rock, Raven Crest, Lockwood, Forrd.
Stormpoint is the largest and most recognized city in Gibarra, a beacon of civilization in the untamed wilderness. Its defining landmark is The White Castle, a grand fortress that towers over the city, symbolizing the strength and legacy of House Barron. As a center of governance and military strength, Stormpoint is a crucial stronghold that upholds order in the region, providing protection to its surrounding towns and ensuring that law and justice prevail.
Due to its strategic location, Stormpoint serves as a vital connection between the north and the south, making it a crucial trade hub for merchants passing through the continent. However, the city is not without its challenges—bandit raids, political disputes, and internal power struggles within House Barron make maintaining peace a constant effort.
Northgrove – The Iron Heart of the North
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Location: Nestled between the Thunder Mountains and the Whitestone Mountains in northern Gibarra.
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Ruling House: House Orthon
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Notable Sub-city: Pine Barrow, a secluded town hidden deep within the Whitestone Mountains.
The people of Northgrove are survivors, hardened by the brutal winters and harsh conditions of the north. Life here is not for the weak—only the strong-willed can endure the extreme seasons and the ever-present dangers of frost beasts, raiders, and the bitter cold. Despite these hardships, Northgrove thrives under the leadership of House Orthon, who govern their people with a firm yet fair hand. The city has a reputation for producing some of the best warriors, blacksmiths, and monster hunters in all of Aetheria.
Unlike the more politically intricate cities of the south, Northgrove values loyalty, hard work, and resilience above all else. Their warriors form an elite defensive force, ensuring that nothing from the wild north threatens the continent’s stability.
Whalebourne – The Shining Port of the East
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Location: Eastern coastline of Gibarra.
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Ruling House: House Sylla
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Notable Sub-cities: Lakeview, SaltCrest.
Whalebourne is Gibarra’s lifeline to the world, a thriving port city that was once a pirate haven but has since transformed into the largest center of commerce and trade. The city's ports are among the busiest in Aetheria, with ships constantly arriving and departing, bringing in exotic goods from foreign lands and exporting the riches of Gibarra to the rest of the world. 80% of all trade in the continent passes through Whalebourne's docks, making it a city of immense economic power.
House Sylla’s leadership has ensured that Whalebourne remains a city of opportunity, where anyone with ambition can find a way to make a fortune. However, beneath the surface of this prosperous metropolis, black-market dealings and criminal enterprises still thrive in the city's underbelly. The Silver Syndicate, an infamous guild of merchants and smugglers, is rumored to operate in secret, controlling the flow of illegal goods.
The Expansive Land and Travel Across Gibarra
The sheer scale of Gibarra makes travel between cities a significant journey.
Fortunately, many smaller towns and villages exist along the way, providing rest stops for weary travelers, merchants, and adventurers alike. Some of these settlements have grown into key waypoints, offering shelter, supplies, and trade opportunities for those making the long trek across the continent.
Caravans, merchant wagons, and adventuring parties often form traveling convoys, offering safety in numbers against the threats of the wild, including bandits, rogue beasts, and mystical anomalies that dot the landscape.
A Melting Pot of Races and Cultures
Gibarra’s vastness and prosperity have made it the most diverse continent in Aetheria, home to humans, elves, dwarves, orcs, beastfolk, and even more exotic races. Some regions are dominated by a particular race, while others are a true mix of cultures, where traditions blend and evolve with each generation.
Stormpoint is home to a strong human majority, but adventurers and mercenaries from all races find themselves in the city. Northgrove is primarily orc-dominated, but hardy mountaineers and rugged explores are also a major presence. Whalebourne is a cosmopolitan city, welcoming merchants and travelers from all over the world.
This melting pot of cultures has led to unique traditions, festivals, and innovations found nowhere else in Aetheria. Whether one seeks fame, fortune, knowledge, or a fresh start, Gibarra offers endless possibilities.
Gibarra: The Center of Aetheria’s Future
With its booming trade, powerful cities, and endless opportunities, Gibarra remains at the heart of Aetheria’s political, economic, and military affairs. Though currently at peace, its vast resources and strategic position ensure that it will always be a land of ambition, conflict, and adventure.
From the towering White Castle of Stormpoint to the snow-covered strongholds of Northgrove and the bustling docks of Whalebourne, Gibarra is a land where history is made, and where legends are born.

This graph is a Rough estimation and not 100% accurate

The Gibarra Treaty
“The Pledge of Gibarra” – Unity Born from Ashes
Gibarra is a land of immense beauty and turbulent history, shaped not only by its sweeping geography but by the deep-seated rivalries and fierce independence of its noble Houses. For generations, its northern mountains, southern forests, and central plains have given rise to distinct kingdoms and cultures, each proud and unwilling to bend to the will of another.
At the heart of this fractured unity lies the memory of the Torrvan Rampage—a devastating civil war that raged during the 3rd Age, nearly breaking the continent apart. Known in historical texts as the North-South War, it was a conflict not only of armies but of ideologies, fueled by generational resentment, territorial greed, and noble pride.
The Torrvan Rampage
This brutal war lasted nearly a decade, ignited by territorial disputes between House Barron of Stormpoint and House Orthon of Northgrove, and quickly spreading to involve dozens of smaller Houses and independent factions. Cities were burned, trade routes collapsed, and tens of thousands perished—soldiers and civilians alike.
One of the most infamous episodes of the war was the Siege of Forrd, where northern forces encircled the city for 18 weeks, cutting off supplies and executing one of the bloodiest land assaults in recorded Gibarran history. In retaliation, southern forces launched the Night of Ash, burning entire northern supply towns along the Whitestone foothills.
The war ended not with a decisive victory but from exhaustion, famine, and the rising threat of external invasions from beyond Gibarra’s borders. With their people weary and their coffers drained, the ruling Houses were forced to gather in Stormpoint to find a final push and cut the serpents head. On the 1st century of the 4th age, on year 004 the then King John killed Torrvan and the Battle of the Forked River. After his death neutral ground could be assured. There, in the halls of The White Castle, the Treaty was forged.
The Pledge of Gibarra
The treaty that emerged from this historic summit is known formally as The Pledge of Gibarra. More than just a ceasefire, it was a binding accord of peace, unity, and shared purpose, intended to prevent another war of kin against kin.
Founding Signatories:
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House Barron of Stormpoint
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House Orthon of Northgrove
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House Sylla of Whalebourne
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House Quinn of Delta Marsh ( honorary signatory )
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House Wormwood of Marleme ( honorary signatory)
Core Tenets of the Treaty:
Continental Peace – All Houses agreed to cease hostilities permanently. Regional disputes must be handled through the High Council, a neutral diplomatic body seated in Stormpoint.
Neutral Trade Routes – Designated merchant roads and coastal paths were declared free and open to all Houses. These routes are patrolled jointly by multi-house patrol units, ensuring neutrality and safety.
Joint Defense Pacts – In the event of external invasion, all Houses pledged to unite under a shared banner for the defense of Gibarra, regardless of historical feuds.
The High Council of Gibarra – A rotating council composed of appointed envoys from each House, responsible for mediating disputes, managing trade concerns, and approving new territorial claims. While the Council does not rule, its decisions are binding under the Pledge.
On the Day of Silence An annual day of remembrance for those lost in the Torrvan Rampage. All major cities ring a bell at dawn, and war banners are lowered for a day in mourning and unity.
Aftermath & Impact
Since the Treaty’s signing, Gibarra has seen its longest period of relative peace and cooperative growth in recorded history. Trade has flourished, roads have been rebuilt, and cross-cultural partnerships have emerged. Joint academies, mixed patrol units, and collaborative architectural projects have helped heal old wounds.
Still, not all is without tension.
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House Orthon continues to watch the borderlands uneasily, suspicious of House Sylla’s growing economic influence.
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House Quinn has repeatedly clashed with mercantile agents in Delta Marsh who attempt to bypass traditional agricultural tribute systems.
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Some minor Houses those not included in the original summit harbor resentment and seek more representation or challenge the Council’s authority in secret.
And in the shadows, whispers of radical factions have begun to surface—extremist groups that believe the war should have ended with a victor, not a compromise. These voices are small, but they are growing louder in remote regions, particularly among younger generations who never experienced the horrors firsthand.
Legacy of the Treaty
The Pledge of Gibarra remains one of the most pivotal turning points in the continent’s history. It is taught in every academy, its articles carved into the Stone Pillar of Peace that stands in Stormpoint’s central square.
To many, the Treaty is proof that even the most divided lands can find common ground.
To others, it is a fragile peace held together by shared exhaustion and mutual distrust.
But one truth remains:
Should the Treaty ever fall… so too might Gibarra itself.

Valain
The Verdant Veil of Aetheria
Valain is the second-largest continent in Aetheria, occupying the vast northeastern hemisphere. Cloaked in an almost mythical aura, Valain is a land of lush rainforests, labyrinthine marshes, towering mountains, and ancient secrets. Its terrain is both beautiful and treacherous, and though it is more secluded than the continent of Gibarra, it pulses with a rich, ancient energy that has cultivated civilizations unlike anywhere else in the world.
To those unfamiliar with its tangled vines, humid air, and untamed creatures, Valain can be a hostile place. Yet to its people, it is home, sanctuary, and stronghold—a place where tradition, power, and nature exist in a delicate, often volatile balance.
Geography and Biomes
- Rainforests & Swamps: The Nerelli Rainforest is the largest stretch of green in all of Aetheria—teeming with life, magic, and danger. The southern marshlands, particularly around the Delta region, are critical for agriculture but treacherous to outsiders.
- Mountains: The Dwarn Mountains in the north are home to the tallest peaks in Aetheria, with hidden valleys, temperate forests, and icy summits.
- Coastal Cliffs & Semi-Deserts: The Silver Cliffs in the southeast boast dramatic ocean views and strategic port access, while the savannah and semi-desert plains of the central-east provide grazing lands and hunting grounds for nomadic peoples.
- Redwood and Subarctic Forests: At the highest elevations and northern stretches, forests of crimson trees rise like sentinels, untouched by man or monster for centuries.
Political Powers of Valain
Though Valain is less centralized than Gibarra, its cities and regions are ruled by powerful houses, each with their own cultural identities, laws, and philosophies. Unlike the unified treaties of Gibarra, Valain thrives in its fractured freedom, where diplomacy, trade, and sometimes conflict keep the continent in check.
Fort Astragoth & Kh’alahan – The Dwarven Heart of the Mountains
- Location: Dwarn Mountains, North Valain
- Ruling House: House Onyxbrow (Dwarves)
- Sub-cities: Edgewarf, North Slums
The dwarves of Fort Astragoth have carved a legacy of power and permanence into the mountains themselves. Hidden within the stone of Aetheria’s tallest peak, this mighty fortress is both a military citadel and spiritual homeland. Beneath it lies Kh’alahan, a sprawling subterranean city where master crafters forge the finest weapons, armor, and firearms known to the world.
House Onyxbrow has ruled these mountains since the dawn of dwarven history. They are fiercely proud, honorable, and secretive. But all is not well remnants of a civil war during the 3rd Age have left scars upon the north. The cities of Edgewarf and North Slums are the fractured offspring of that conflict, now struggling to rebuild. In Edgewarf, a bold new leader rises, determined to restore its glory.
Marleme – The Blooming City of Colors
- Location: Eastern Edge of Nerelli Rainforest
- Ruling House: House Wormwood (Loxodon)
- Satellite Port: Nessy
Marleme is a place like no other. Towering buildings overgrown with flowers, glowing vines, and smooth stone streets make the city feel alive. The architecture of Marleme reflects its people: vibrant, open-hearted, and diverse.
Ruled by the gentle but wise House Wormwood, a family of Loxodon Biophiles, Marleme is the only truly neutral city in Valain. Violence is prohibited within its walls, and its grand temple serves as a haven for those seeking healing, knowledge, or spiritual peace.
To the west lies Nessy, a port town founded to provide a neutral entry point for foreign ships. It is a rising star in Valain’s trade scene, carefully watched over by Wormwood emissaries to ensure its principles are upheld.
The best time to be in Marleme is during its Seasonal Festival called "The Festival of Renewal"
Delta Marsh – Breadbasket of Aetheria
- Location: Marsh Delta, Southeast Rainforest
- Ruling House: House Quinn (Humans)
A vast and laborious land, Delta Marsh is one of the most agriculturally important cities in Aetheria. Rice, fruits, herbs, and exotic crops grow in abundance, feeding not just Valain but nations beyond.
House Quinn rules with strict authority. As humans in a land where they are the minority, the family is defensive, proud, and unbending in their stewardship of the marshes. Though respected for their contribution to the world’s food supply, tensions with the Zubi Clan and other native rainforest peoples remain high.
Zubi – Warrior’s Sanctuary
- Location: Southern Rainforest
- Ruling Clan: The Zubi Clan (Lizardfolk & Dragonborn)
Zubi is more than a city—it is a tribal stronghold, spiritual bastion, and a warlike statement of identity. Founded by the Zubi Clan, a people descended from ancient Lizardfolk and Dragonborn bloodlines, the village of Zubi is fiercely independent.
They maintain a strict no-human or dwarf policy, believing those races are outsiders and invaders. Led by the formidable Natsu Zubi, a Dragonborn warrior and spiritual leader, the clan protects the sanctity of the rainforest with ferocity. Zubi’s warriors are some of the deadliest in Aetheria, trained in ambush tactics, guerrilla warfare, and elemental combat.
SilverWatch – The Cliffs Between Worlds
- Location: Southeast Silver Cliffs
- Ruling House: House Tully (Tabaxi)
Perched atop sheer coastal cliffs, SilverWatch is a marvel of engineering and natural beauty. With tunnels carved deep into the rock, this multi-tiered port town allows ships from Dornn and beyond to dock and unload goods safely.
House Tully, a Tabaxi family who migrated generations ago, built SilverWatch as a bridge between lands a place where commerce and curiosity thrive. They are agile traders, clever diplomats, and experts of both land and sea. With feline grace and boundless ambition, House Tully has turned their seaside home into a key entry point into Valain’s exotic heart.
Valain: The Living Continent
Valain is a continent of contrast and complexity.
It is a place where ancient civilizations thrive in harmony with nature, but also where political tensions and cultural divides simmer just beneath the surface.
It is home to some of the most breathtaking sights, from the misty peaks of Fort Astragoth to the flowered streets of Marleme, and the primordial depths of Zubi’s jungles.
Though often seen as wild and untamed, Valain is a land of deep traditions, powerful lineages, and rich resources. It feeds the world, challenges the brave, and rewards the bold. For those who survive its hardships and earn its respect, Valain reveals its greatest secret:
It is not just a place to live it is a place to become something more.

This graph is a Rough estimation and not 100% accurate

The Festival of Renewal
Marleme in Full Bloom
Each year, as the heavy rains of winter give way to the first gentle warmth of spring, the city of Marleme awakens in a way unlike anywhere else in Aetheria. The Festival of Renewal is the city’s most sacred and celebrated event, a week-long spectacle of life, magic, music, and transformation that marks the turning of the season and honors the founding of Marleme and the spirit of unity that birthed it.
It is said that during this time, the jungle exhales, the Heartseed Tree stirs, and all of nature joins in a symphony of renewal and rebirth.
Night of First Light
The festival begins with the Night of First Light, a solemn and beautiful ceremony held in the gardens of the Wormwood Temple. As twilight falls, thousands gather in silence, each person carrying a handcrafted lantern made from pressed jungle petals, silk leaves, and glow moss. With a single word from the High Speaker of the Temple, the lanterns are lit—not with flame, but with a soft, pulsing light drawn from a ritual that channels the Heartseed Tree’s energy.
The lanterns are released into the air or floated down the city’s canals, symbolizing the letting go of the past year’s burdens, worries, and grief. As they drift away into the night, a soft song rises, sung in the old Loxodon tongue—a lullaby of forgiveness, healing, and hope.
The Blooming
By dawn, Marleme transforms!
Color explodes across every building, bridge, and canal. Markets burst into life with stalls offering festival-only goods: honey-glazed jungle fruits, wildflower wine, and delicacies laced with calming enchantments or subtle hallucinogenic herbs said to bring clarity and joy.
Artisans paint murals on every blank wall some lasting a day, some a year. Children dash through the streets wearing woven crowns, faces painted with the symbols of flora and fauna. Musicians and dancers line every corner. The air is thick with incense, laughter, and the smell of fresh rain on stone.
On the third day of the festival, the heart of the celebration arrives with the Parade of Petals, a moving wave of colorful floats, spirit dancers, and animal-guised performers that winds through the city streets in an endless rhythm. Each float represents one of the seven sacred elements of Valain Flame, Earth, Rain, Wind, Beast, Spirit, and Song.
The people cheer, toss flower petals into the air, and join the dancers in the streets.
The festival culminates on the final evening with the Heartseed Ceremony within the Wormwood Temple Gardens, beneath the massive and ancient Heartseed Tree a colossal, glowing tree with golden-silver leaves and bark marked by countless prayers carved over generations.
Led by the current head of House Wormwood, the city gathers as a new prayer stone is placed at the base of the tree, inscribed with the wishes of the people collected throughout the week. Druids, elders, and chosen children speak blessings in ancient tongue, and the Heartseed responds its light pulsing softly, its leaves shimmering with living magic.
It is believed that the tree takes the hopes of the people into itself and returns them as dreams, blessings, and new beginnings in the year to come.
The Festival is more than just a celebration of spring, the Festival of Renewal is a declaration of life’s resilience. It reminds the people of Marleme and all who visit that no matter how dark the winter, the world will bloom again. That from tragedy, hope can grow. That all beings no matter their race, faith, or form are welcome to share in the beauty of the season.
To attend the Festival of Renewal is to see Marleme at its most alive.
To feel the pulse of a city that remembers where it came from
And dares to grow brighter with each passing year.

Dornn
The Ember-Wreathed Empire of the South
Dornn is the third-largest continent in Aetheria, sprawling across the southeastern hemisphere like a golden mirage. It is a land of relentless heat, sweeping deserts, crimson mesas, and sun-bleached stone, where survival is not promised, but earned through endurance, wisdom, and adaptation. Though many see Dornn as a desolate wasteland, those who live here know it as a place of fire-born strength, enduring legacy, and sacred power.
Despite the blistering temperatures and unforgiving terrain, Dornn is surprisingly the second most populated continent in the world. This is thanks to its massive vertical cities, clever use of oases and aqueducts, and a flourishing gemstone economy that draws traders and fortune-seekers from all corners of Aetheria. Dornn may burn, but its people thrive in the flames.
Geography & Climate
Dornn is a continent of extremes:
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The Zeabor Dunes stretch endlessly across its core—a sea of golden sand hiding forgotten ruins, buried monsters, and tribes untouched by time.
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The Bladed Mesas in the west are sharp, jagged plateaus where winds howl like spirits and where only the most determined find safe passage.
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Oases and salt flats dot the land, rare and precious lifelines protected by city-states or jealously guarded tribes.
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The Jade Gulf, a crescent-shaped sea to the northeast, separates the inland deserts from the coast, where cities cling to life like lichen on stone.
In Dornn, the sun is not just a star—it is a god, and its light is both revered and feared. Heat defines everything here: the food, the architecture, the customs, and the spirituality.
The Khafra Daora Empire: Rulers of Flame and Faith
After the fall of the once-glorious Eagle Hollow Empire, the continent teetered on the brink of chaos. Then came the rise of House Khafra Daora—a royal bloodline said to have been chosen by the sun itself, divine descendants with the strength to unify Dornn. The people believe the Khafra Daora were not born, but forged—sent to Aetheria by the sun god to rule in his image.
Their empire spans nearly every major city in Dornn, and while they claim divine right, it is their might, wealth, and unmatched infrastructure that secures their reign. Cities under the Khafra Daora banner are connected by sunstone roads, protected by elite sunforged warriors, and enriched by an economy fueled by gemstones, rare minerals, and divine artifacts unearthed from beneath the dunes.
Jade City – Throne of the Sun
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- Location: west of the Jade Gulf
- Ruling House: Royal Family Khafra Daora
- Sub-cities: Dragon Barrow, Little Rock
Jade City is unlike anything else in the world. Built into and atop a colossal mesa at the edge of the Jade Gulf, the city rises vertically in tiers of polished stone, lush gardens, radiant towers, and reflective glass domes. Its topmost layer, known as The Celestial Crown, houses the Royal Palaces and the Divine Chamber, where the twin royal families dwell, said to walk with sunlight in their veins.
Beneath the royals is the Religious Council, a powerful caste of high priests and scholars who manage civil affairs in the lower tiers. They are guardians of doctrine, keepers of divine law, and the ones who decree what is “worthy” of royal attention. Some see them as necessary intermediaries. Others whisper that they are a shadow power, manipulating the throne from below.
From the balconies of the Celestial Crown, one can see across the Jade Gulf as the sun sets behind the city—a sacred ritual, said to be a blessing from the sun god himself.
Other Cities & Notable Settlements
Dragon Barrow
A thriving city of artisans, glassblowers, and spell wrights.
Built into a cliffside near the Jade Gulf, where fire magic is used to mold glass and stone.
Named after ancient dragon bones unearthed in its foundations—now housed in the Temple of Flame and Bone.
Little Rock
A bustling coastal city that serves as a vital trade port.
Famous for its markets, spice roads, and desert guides.
Considered the cultural gateway to Dornn for many travelers.
Shadow Band (West Coast) & Sandstone (East Coast)
These two rebellious strongholds exist on the fringes of Dornn’s empire. Once cities of the old regime before Khafra Daora's rise, their people now reject imperial rule, clinging to ancient traditions and worshiping the sun in its rawest form—unfiltered by priests or empires.
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Shadow Band: Known for its assassins and sun-blade mercenaries, this city sits in perpetual tension with the Empire. Its people believe in the sun's duality—both light and shadow.
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Sandstone: More reclusive, its inhabitants are mystics and sand shamans. They claim to be descendants of the true chosen line, exiled by the Khafra Daora.
Both cities are populated by the "Forgotten People", and while the empire pretends they don’t exist, their cultural influence, guerrilla raids, and prophetic traditions continue to challenge imperial control.
Life in Dornn
Living in Dornn is not for the weak. The climate shapes every aspect of life, from the flowing desert robes and sun-blocking veils, to the architecture—high-ceilinged, wind-cooled sandstone structures, often built underground or within cliffs to escape the worst of the heat.
But in the cities, Dornn pulses with life:
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Bazaar streets echo with merchants hawking glimmering jewels and rare desert spices.
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Temples glow with enchanted lanterns made of polished sunstone.
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Public fountains—sacred in a land of scarcity—are considered holy sites.
Culturally, Dornn is deeply spiritual. The sun is revered as both life-giver and destroyer, and many Dornnites believe they are tested each day by its merciless light. Great importance is placed on family honor, resilience, and sacrifice—values embedded into the very foundation of the Khafra Daora empire.
Dornn Today
The continent stands on a knife’s edge between legacy and revolution. While cities rise and wealth flows, the untamed dunes of the Zeabor and the rebellious outskirts still burn with unrest.
Dornn may be ruled by royalty chosen by the sun, but the light casts long shadows—and some of them still walk.

This graph is a Rough estimation and not 100% accurate
Thri-Kreen Colonies

In the harsh deserts of Dornn, many find that its vast and open sea of sand is Un-inhabitable. The Creatures that call it home are the monsters the lurk in the unknown, but that statement is far from the truth. within the Zeabor dunes Live a hardy creature that relies on its strength, durability and its hive, The Thri-kreen.
The Thri-kreen are a resilient, ant-like humanoid species uniquely suited to the Zeabor Dunes of Dornn, a sprawling desert known for its harsh, unrelenting heat and merciless sandstorms. Standing at around Five to seven feet tall, the Thri-kreen have a chitinous exoskeleton in shades of tawny and ochre that provides natural armor and camouflages them against the dunes. Their segmented bodies are streamlined for desert survival, with four dexterous arms capable of wielding multiple weapons or tools simultaneously, and powerful hind legs that enable swift movement across the sands.
Thri-kreen are notable for their multi-faceted eyes, which give them a wide field of vision and the ability to detect movement at a distance—a crucial adaptation for evading desert predators and spotting intruders from afar. Their mandibles, capable of delivering a crushing bite, also enable them to chew through tough materials, making them formidable in close combat.
Living in hive-like colonies, Thri-kreen societies are rigidly structured, with each member possessing a defined role, from warriors to gatherers to builders. Their colonies, constructed from a mixture of desert sand and secreted resin, rise like monolithic hives from the dunes, and stretch deep underground, where they store precious water reserves and cultivate hardy desert fungi. Thri-kreen are rarely seen by outsiders, but their presence is unmistakable due to their distinctive pheromone trails and the rare sight of their warrior caste patrolling the desert.
Travelers fear encounters with the Thri-kreen, as they are notoriously territorial and defend their land with intense loyalty. Their silent, efficient communication through pheromones and subtle body gestures gives them an eerie, alien presence, heightening the mystique and dread surrounding these desert-dwelling hive minds.

The Thri-kreen Queen Mother is a majestic and mysterious figure, the unseen heart and soul of the Thri-kreen race. Enormous in size and awe-inspiring in presence, the Queen Mother is a hidden titan, deeply embedded in the central chamber of the largest hive in the Zeabor Dunes. This sacred chamber, known to the Thri-kreen as the Hall of Ancestors, lies at the heart of the colony, buried far beneath the desert sands, and can only be reached through a network of guarded tunnels.
Unlike the smaller, leaner Thri-kreen, Its said in the old legends that the Queen Mother has a vast, bloated abdomen covered in iridescent chitinous plates that shimmer in shades of deep gold and sand-toned hues. Her body is adorned with long, branching antennae that give her an aura of regal power, and her massive, multifaceted eyes glow with a wisdom that spans countless generations. These eyes allow her to see through the memories of her hive and connect with every Thri-kreen through a powerful psychic link. This connection enables her to sense her hive’s every need, from the hunger of a newborn to the courage of a warrior in battle.
The Queen Mother is responsible for the propagation and growth of the Thri-kreen colonies, producing countless eggs that she guards with a fierce maternal instinct. Each of her offspring is birthed with a sliver of her memories, a living fragment of the Thri-kreen's ancient history. She also imbues her eggs with potent pheromones, imbuing each new generation with loyalty and purpose. Her pheromones are so powerful that they influence every aspect of Thri-kreen society—from their hierarchical roles to their collective instinct to protect the colony. The Queen Mother's pheromones are said to be like an ancient melody, echoing through the hive and unifying the Thri-kreen in a timeless song.
Because of her psychic reach, the Queen Mother rarely speaks, but when she does, it is in the form of deep, resonant vibrations that resonate throughout the hive. These vibrations, felt through the chitinous walls, are both commands and blessings that inspire and guide her children. Legends say that her words are ancient prophecies, able to foretell coming dangers and fortuitous events, which has made her revered not only as a ruler but as a living deity.
The Queen Mother is the lifeblood of Thri-kreen culture, representing resilience, unity, and the soul of their people. Her strength, wisdom, and vigilance allow the hive to thrive in the harshness of the Zeabor Dunes, and her presence in the deep heart of the hive is a powerful reminder to her people that, even in the driest desert, life can flourish.
Every Thri-kreen has a purpose within the colony. The second they are born they have a part to play. Thri-kreen have 3 Variations they can have. Each will determine their role to play
Base Thri-Kreen
The Base Thri-kreen are very Ant like, having 4 arms and a durable exoskeleton they serve as the workers, builders and foragers. Many Base Thri-kreen are more than cable to hold and use weapons effectively and as such during scouting or foraging missions will arm them selves with stolen or found weapons & goods. Base Thri-kreen are the most common Breed. They are Often seen outside their hives looking for anything of use.

Warrior Thri-kreen
A Warrior Thri-kreen is a fierce and imposing figure, often described as More Wasp like embodying the strength and determination that protects the hive with unwavering loyalty. These warriors are the elite defenders of the Thri-kreen colonies, bred and trained from birth for combat and defense in the harsh terrain of the Zeabor Dunes. Standing taller and broader than their base counterparts, a Warrior Thri-kreen’s only purpose is War. Armed with a natural stinger and Wings, they are far better suited for the ever changing battle field.

Major Thri-Kreen
The Major Thri-kreen is a formidable, awe-inspiring creature, a rare breed within the Thri-kreen race bred solely to protect the Queen Mother and serve as the ultimate line of defense for the colony. Only one has ever been seen. Its described as a Massive Rhino Beetle Standing at nearly ten feet tall, the Major is a towering Wall of armor it is nearly impenetrable, designed to withstand brutal attacks from any enemy, be it man or beast.
The Major has an instinctual and unbreakable bond with the Queen Mother, serving as both a physical protector and a psychic sentinel.


Shattered Iles
Crossroads of Aetheria
The Shattered Isles are a vast and scattered archipelago stretching across nearly 1,500 miles of the Derdeen Sea, nestled between the continents of Gibarra and Valain. These tropical islands, ranging from massive, jungle-covered landmasses to tiny, rocky outcrops, serve as the beating heart of maritime trade and travel in Aetheria.
Every ship that travels between continents—whether it carries goods, passengers, or secrets—must eventually pass through the Shattered Isles. In doing so, they become part of a larger rhythm, a living current of cultures, stories, and ambitions that makes this region unlike any other in the world.
Though not governed by any single kingdom, the Isles are bound together by a shared maritime law, a centuries-old agreement that dictates how settlements rise, survive, or fall. As per the Treaty of the Waves—an accord drafted by the noble houses of Gibarra and Valain long ago—any settlement within the Shattered Isles that reaches a population of 1,000 citizens gains autonomous recognition as a self-governed town or city. This has led to a patchwork of independent communities, each unique in governance, culture, and purpose.
Key Settlements of the Shattered Isles
Aeros – The City of Passing Winds
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Location: Eastern Isles, nearest to Nessy in Valain.
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Government: None – governed by the flow of commerce and tradition.
Aeros is the largest and most trafficked port in the Shattered Isles—a city that thrives on movement. Built upon the convergence of several major shipping lanes, Aeros is not so much a city as it is a living market, constantly changing, expanding, and adapting.
There is no formal government in Aeros. Laws are enforced loosely by merchant guilds, sailing syndicates, and longstanding agreements between major trading houses. What it lacks in structure, it makes up for in energy and opportunity. Deals are struck, crews are hired, and cargo changes hands faster than sails can rise.
Aeros is where all paths cross, and because of that, it is also where many secrets are exchanged. From high nobles to low-born smugglers, everyone eventually passes through Aeros.
Leon – Free Mans City
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Location: Western Isles, west of Aeros.
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Leader: Varin, Half-Elf Founder and Governor
Leon is a town built on dreams and sweat, once a simple rest stop for weary sailors, now a thriving port community. The town is known for its calm bays, open taverns, and warm-hearted people, and it draws adventurers, merchants, and travelers alike.
Leon’s rise is largely credited to Varin, a self-made half-elf whose vision of an honest, free port gave people something to believe in. Without the backing of a noble house, Varin built Leon through clever diplomacy, smart trade, and open arms. Many view him as a symbol that you don’t need a noble name to build something great.
The town operates under a loose council, but Varin’s voice is the loudest—respected for his humility, wisdom, and uncanny sense for reading the tides of fortune.
Rockport – The City That Burned
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Location: Central Isles, shadowed by Mt. Leodura
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Ruling House: House Lenya
Before Aeros or Leon rose to prominence, Rockport was the gem of the Shattered Isles—a thriving city of stone harbors, cliffside villas, and deep-sea trade. But in the early 3rd Age, Mt. Leodura, a long-dormant volcano, erupted violently, reducing the city to molten ruin in mere hours.
Thousands perished, and Rockport became a scar upon the sea. In time, survivors rebuilt what they could, and slowly, people began to return. House Lenya, a modest family of scholars and elementalists, stepped in to guide the city's rebirth. They have since become beloved for their focus on healing, infrastructure, and survival.
Much of Rockport remains buried in jungle and ash, but those who live there now are resilient, loyal, and proud. The city is small, but it refuses to die.
Life in the Shattered Isles – Your Story Begins Here
The Shattered Isles are more than a chain of sun-kissed islands scattered across the sea—they’re a canvas for those bold enough to dream, to run, to fight, to build.
Every island hums with its own melody: a dockside ballad played by Tabaxi musicians beneath paper lanterns; the clang of dwarven shipwrights crafting hulls that defy storm and flame; the whispered prayers of Tiefling pirates to forgotten gods beneath starlit skies.
Cultures collide here. Races mix. Beliefs blur. This is where exiles find sanctuary, where heroes are forged, and where villains vanish into legend.
There are no kings here. No laws to bind you unless you choose them. Just islands, waves, and the call to carve your own mark.
Do you seek riches buried beneath black sand?
A new name and a second chance?
Or perhaps vengeance, justice, or glory?
In the Isles, no past is too heavy, and no future is too far-fetched. The only thing that matters is what you do with the tide in your favor.
This isn’t just a place to pass through—it’s a place to begin again, to write something new, to sail a path no one else has dared to chart.
The Isles don’t promise safety. They promise possibility.
“Sail your own path, or don’t sail at all.”
Ship Trade Routes

This Map is a way to show the Routes each respected houses Navy take to travers the Wild and often unrelenting waters of the Shattered Iles.
The Two most prominent House navies are House Sylla and Tully
The X makers on this map show where each respected house have built ship Outposts.
Blue Markers represent House Sylla
Red Makers Represent House Tully
A Sailors Tail
The Maw of the Deep
Long before the stars mapped the oceans and sailors charted their courses by the light of the moon, there was a tale whispered on every deck and sung in hushed tones at portside taverns: the tale of the Daughter of Mazu.
She was born from a tempest, they said, where the heavens split and the sea rose in defiance of the gods. Her mother, Mazu, the benevolent protector of sailors, wept for the lives lost in a violent storm conjured by human greed and the gods’ wrath. From her tears and fury came her Daughter—not a beacon of hope, but a creature of vengeance, twisted by the betrayal Mazu felt from those who dared to pollute her waters with their hubris.
The Daughter was a towering monstrosity, her body a blend of sea and storm. Her hair flowed like kelp caught in a relentless current, and her eyes shone with the fury of a thousand lightning strikes. Her lower body dissolved into a mass of writhing tentacles, each tipped with the sharp edge of coral, dragging ships and men alike into the abyss.
Sailors who encountered her spoke of her haunting voice, a song that echoed through the waves. It was said that her melody could draw even the most seasoned captain to steer their vessel into the heart of a storm, where she waited with open jaws. Her teeth, sharp as sea glass and countless as grains of sand, devoured wood and flesh alike, leaving nothing but wreckage.
But worse than the destruction of their ships was the fate of the sailors’ souls. The Daughter of Mazu did not let them pass on to the afterlife or return to the embrace of the sea. Instead, she bound their spirits to the endless tides, cursing them to wander the ocean as ghostly whispers. They would forever feel the pull of the shore but never find rest upon it.
Sailors believed she hunted those who offended Mazu—those who dumped waste into her waters, hunted protected creatures, or invoked her name in vain. Others claimed she was indiscriminate, a force of chaos that reminded humanity of its fragility against the might of the sea.
To this day, ships still leave offerings at the water’s edge: pearls, salt, and songs in Mazu’s honor, hoping to appease her and her monstrous child. But the Daughter of Mazu is ever-watchful, her shadow lurking beneath the waves. And when a ship disappears without a trace, its crew lost to the abyss. Sailors speak her name in fearful whispers, believing that uttering it too loudly might summon her from the depths. The sailors left behind will say:
“ Selachia has claimed them and May the gods help their souls.”

Sahosa Island
A Peaceful Jewel in the Far South
Tucked away in the southwestern reaches of Aetheria, near the quiet shores of southern Gibarra, lies Sahosa Island—the largest island in the world, yet one of its most secluded and untouched. Surrounded by sapphire waters and wrapped in perpetual sea breeze, Sahosa is a place unchanged by time, where the noise of kingdoms and empires fades into the distance and the pulse of nature reigns supreme.
The heart of the island is cloaked in a vast, ancient bamboo forest, stretching for miles like a living green ocean. Towering stalks sway gently with the wind, casting long shadows over winding paths and overgrown ruins that hint at forgotten stories. This forest is both protector and isolator—so dense and labyrinthine that many have gotten lost simply trying to explore it. Few do. Fewer return.
And yet, Sahosa is no barren wilderness. Along its fertile cliffs and verdant coastlines, life blooms quietly, tended by the hands of a simple, joyful people who have long chosen harmony over ambition.
Green Bay – The Garden of the Bamboo Hills
Nestled in the rolling, soil-rich hills of central Sahosa lies Green Bay, the island’s largest settlement. Unlike its name, the town is not on the coast but named after the green tide of bamboo that stretches into the distance, surrounding the community like watchful trees.
Despite Sahosa’s generally sandy and tough terrain, Green Bay’s unique soil composition and natural freshwater springs have created a pocket of land perfect for modest agriculture. The people here live simply, growing crops such as rice, root vegetables, flowering herbs, and exotic fruits found only on Sahosa. Fishing, foraging, and bamboo crafting make up much of their daily life.
The Tunnley Family, a cheerful and humble halfling lineage, has quietly overseen Green Bay for generations. Once a noble house during the First Age, the Tunnleys have long since shed their titles and embraced the peaceful life of stewards rather than rulers. Their hospitality is renowned, and their yearly Harvest Moon Festival is considered one of the most beautiful celebrations in all of Aetheria, though few outsiders ever get the chance to see it.
To the rare traveler that washes ashore or stumbles upon Sahosa’s peaceful hills, Green Bay feels like home almost immediately—a place where the world slows, where names don’t matter, and where the laughter of halfling children is worth more than gold.
Beach Hollow – Where Joy Meets the Sea
Tucked away on the northwestern cliffs of Sahosa, just west of the glistening Salt Coast and north of Green Bay, lies the picturesque village of Beach Hollow. Unlike Green Bay’s agricultural heartbeat, Beach Hollow is a place for celebration and spirit, known across the Isles—at least to those who’ve heard of it—as a hidden sanctuary of music, dance, and coastal beauty.
Though small, Beach Hollow is bursting with life. From the colorful sea-shell-studded buildings to the string lights hung between the palms, the town is a place of joy. Nights are lit by bonfires on the sand, with locals singing folk ballads and performing dances that go back generations.
The village is overseen by the Barbosa Family, a human bloodline said to have arrived on Sahosa by shipwreck centuries ago. Rather than return to the world they came from, they chose to stay—and in doing so, built a culture of joy, kindness, and freedom. The Barbosas are beloved by the people of Beach Hollow, not as rulers, but as hosts to a permanent celebration of life.
Visitors—though rare—are welcomed with open arms and a feast of grilled fish, island fruit, sweet rice wine, and music that carries on the wind. There is little wealth here, but an abundance of happiness, which many mainlanders spend their whole lives seeking and never find.
A World Set Apart
Sahosa Island is not a place of conquest or ambition. It is a place to breathe, to heal, and to live slowly and fully. Its two towns—Green Bay and Beach Hollow—represent the soul of the island: one rooted in the land, the other dancing with the sea breeze.
Here, no armies march. No empires clash. No crowns are weighed with guilt. Instead, there is sunlight filtered through bamboo, the call of gulls along the cliffs, and the laughter of children with sand between their toes.
To most of Aetheria, Sahosa Island is a forgotten place—a footnote on a map. But to those who find it, it becomes something far more:
A place where peace isn’t just a dream—it’s the way of life.
A place where your story can begin again, free from the noise of the world.

Currency
In the world of Aetheria money is an important part of life as with out it you will not get very far. The currency system in play is very simple and easy to understand.
In Aetheria there are 3 main currencies Copper, Silver, and Gold.
Copper
Copper is the Lowest Currency in Aetheria and does not have a high value. For many small towns and villages Copper is the most Commonly used or its not used at all and the people trade items equal in value.
Sliver
Sliver is the second Most valued in the currency system. 1 Sliver is valued to 10 Coppers. Silver is the most commonly used along side Copper as many towns and city folk do not make enough to earn gold.
Gold
Gold is the highest currency one can make in Aetheria as 1 Gold is equal too 10 Silvers. With Golds value so high only royals or Nobel men are seen with gold. With Gold being so high many would kill to even hold one gold coin...
Law of the LAND
“Even in chaos, order must endure.” – Lawdan the Judge
Across Aetheria, the cities, kingdoms, and far-reaching corners of the world may each hold their own customs, laws, and rulers, but there is one truth that no banner, border, or blade can deny—the Law of the Land, a divine doctrine upheld by Lawdan the Judge, goddess of law, balance, and order.
No matter race, rank, or realm, every sentient creature is born with three sacred rights, gifts granted by Lawdan herself. These rights are not bound by mortal decree—they are divine, undeniable, and protected by the gods and their watchers.
In any court of law—be it a noble’s throne room, a jungle tribunal, or a pirate’s reckoning—the accused may invoke one of these rights, and all proceedings must halt to honor the call.
But choose wisely:
You may only invoke one, and once called, its path must be followed to the end. These rights carry weight in both the mortal realm and the eyes of the divine, and abusing them can draw the ire of Lawdan herself.

The Three Sacred Rights
Right of the Warrior – “Let strength speak for truth.”
When all words fail, and the accused believes their fate unjust, they may call upon the Right of the Warrior. This right invokes a Trial by Combat, where fate is placed in the hands of the gods through the clash of steel and spirit.
The accused may face:
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Their accuser, if they are capable.
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A champion of the court, chosen to represent the system of law.
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In rare cases, a beast or spirit chosen by divine omen, especially if the case is of great spiritual or political weight.
If the accused falls, their death is seen as divine judgment of guilt—swift and final.
If they prevail, they are deemed innocent in the eyes of gods and men, and all charges are erased.
To invoke this right is to gamble one’s life, but for warriors, hunters, and those wrongfully condemned—it is a sacred path to redemption.
Right of the Mother – “Mercy is not weakness—it is wisdom.”
This right embodies the mercy of Lawdan, who, in her aspect as the Mother of Balance, grants all beings the chance to prove their innocence through action, not accusation.
When this right is called, the court must honor it by granting the accused three days of freedom, under the divine protection of Lawdan, to:
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Uncover proof of innocence
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Reveal the true perpetrator
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Complete a task that redeems their standing
No man, beast, or blade may harm the accused during this sacred time. To do so is to risk divine punishment, often carried out by Lawdan’s spectral enforcers known as the Cloaked Verdict.
At the end of three days, if the accused has not returned or has failed to provide evidence or deliver their cause, the right expires, and the full weight of mortal justice resumes.
Right of the Stranger – “Let the unknown see the truth.”
Of all the sacred rights, this is perhaps the most unpredictable. The Right of the Stranger places judgment into the hands of an uninvolved outsider—a neutral soul with no prior ties to the case, the accused, or the court.
When invoked, the gods will choose (or the court will randomly appoint) a stranger from nearby lands—a passerby, traveler, or commoner—who becomes the voice of final judgment.
The accused must present their case, their story, or their soul to this stranger, who will then render a verdict based on character, honesty, and instinct. There are no rules for how this is done. Some give heartfelt speeches. Others tell their life’s story. A few simply say nothing and trust fate.
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If the stranger deems them innocent, the court must release them, all charges dropped, under divine witness.
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If the stranger declares guilt, the accused is immediately remanded to the court’s justice system—no further rights may be invoked.
Though simple in theory, the Right of the Stranger often results in surprising outcomes. A beggar may see wisdom where a noble sees only deceit. A child might forgive where a king would condemn.
The Divine Balance
The Three Rights—Warrior, Mother, and Stranger—form the foundation of fair judgment across Aetheria, a reminder that truth can wear many faces: strength, mercy, and humanity.
While the lands of Aetheria remain divided by borders and beliefs, this sacred law binds them all under Lawdan’s eternal gaze.
To call upon a right is to step into the light of the gods.
To dishonor it is to draw their wrath.
And to use it wisely… is to change fate.

The 8 Dragon Lords
In Aetheria, back in the First age, many magic creatures roamed the land, and at the height of it, all were Dragons. Dragons were the apex, no beast could stand up to them, and for a time, they roamed unchecked and unbothered the only thing that could kill a dragon was another dragon. In that time, 8 Dragons rose from the rest and solidified their names in history as the eight dragon lords. It thought that each of these dragons discovered the world tree's secrets, which, in turn, gave them even more strength, knowledge, and life. For Centuries these eight dragons were unmatched, and their names were enough to scare off any who dared oppose them.
In their centuries of life, some dragons chose to use their long lives to study and learn, even help the creatures around them, and others decided that they were the Superior creatures and destroyed all those who they thought were inferior...
There are 5 Chromatic Dragon Lords, they believed to be apex leaders and sought to bring destruction and control....
1- The Red Dragon Balerion
2- The Green Dragon Cedron
3- The Blue Dragon Fimir
4- The white dragon Deltrana
5- The yellow Dragon Kyvan
Then their is Metallic Dragon lords, those who sought knowledge and wanted to use there power for the good of others…
6- Gold Dragon Zu Tyan
7- Silver Dragon Azura
8- Brass Dragon Indrum
Some groups of people worship and believe that one day their lords will return and create the perfect world where dragons rule, and the rest serve.
These Groups are often seen as crazy and are mostly ignored, as many know the destructive nature of dragons. There are rumors of dragon lord vials floating around Aetheria. No one knows how these blood vials were obtained, but it's believed if drunk, it can enchase a person's body and mind bringing out the power of the dragon lord's blood they consumed. There are very few recorded moments in the history of these said vials, but you can never be too confident.

The Eutherians

The Name Eutherian is more of a folk tale or even a bedtime story nowadays. Still, in Aetheria's history, the Eutherians were the supreme species living all over Aetheria as a thriving Society. Only a little is known about the Ancient race called Eutherians, as much of their culture was wiped out; what remains of them are their networks of abandoned ruins and Statues buried underground. They inhabited Aetheria in the 1st and 2nd ages up until the Cleansing. In their relatively short existence, the Eutherians were masters of their crafts, building massive Temples and Impressive civilizations all across Aetheria, and their magic as said in some old elven books left behind, was "unmatched." Explorers find ancient runes and hieroglyphics carved into the stone walls in some ruins. Once translated, they tell of amazing feats and accomplishments and the gifting orbs to other early humanoids. These Orbs are called Eutherian Crystals, and it's believed these Orbs were raw untapped magical energy, but as only tiny fragments have been found, it's hard to say. These Fragments, despite how small, held massive amounts of magic. No one truly knows what the Eutherians looked like, but based on what's left, some archeologists theorize the Eutherians to be humanoids that lived off of Aethereal magic. It's hypothesized that the Eutherians stood 10-15 ft tall. Many intact statues depict them with wings and etchings on their skin, almost like tattoos. Many of these etchings are very early Magical symbols and might as well have been the first magical writings on which all our magic is based!

In some Ruins, explorers have found massive Machines, entirely hollow. It's Theorized That the Eutherians used their strong magical power or Eutherian Crystals to fuel these machines, which is part of how they built such massive structures relatively quickly. Only a few have been found, but those found vary in size and looks; it's theorized that different machines were used for different situations. Some were heavily armored and used for battle, while others were sleeker and had more intricate hands for precise carving. These once mighty Machines are now long corroded and forgotten to time. Their existence could have been the first rendition of Sentient Auto machines like the war forged, which has yet to be made at this point in history.
The Eutherians, as mighty as they were, couldn't stop the Cleansing and, Unfortunately, Disappeared without a trance. All that's left of them is their creations scattered and long forgotten across Aetheria.

Guilds
In the vast and ever-changing world of Aetheria, with its countless cities, hidden villages, and untamed wilds, there is always something that needs to be done—whether it be slaying a beast terrorizing the countryside, retrieving a stolen heirloom, or guarding a caravan traveling through treacherous lands. However, the noble houses and ruling cities often lack the time, resources, or even the interest to handle these problems themselves. This is where the Guilds come in.
Guilds serve as an independent force, filling the void where authority cannot reach or simply will not intervene. They provide skilled mercenaries, expert craftsmen, and trained operatives to deal with anything from local banditry to high-stakes political espionage. Some guilds are officially recognized by noble houses and cities, receiving funding for their efforts, while others operate in the shadows, offering services that kings and queens would never openly acknowledge.
While there are countless small guilds spread across Aetheria—each formed with their own unique purpose and ambitions—there exist four legendary guilds that stand above the rest. These are the guilds that hold immense influence, their banners recognized in every corner of the world, their members respected and, at times, even feared. They are the ones every aspiring adventurer, warrior, or assassin dreams of joining, knowing that membership in such an esteemed order can turn a nameless wanderer into a legend.

Crimson Suns
The Crimson Suns are the most renowned and influential guild in all of Dornn, a land where power and prestige dictate one’s place in society. Established during the Second Age, under the now-fallen Eagle Hollow Empire, the guild has withstood the test of time, evolving through the ages into a formidable institution. Their reputation as elite mercenaries, enforcers, and problem solvers has made them both feared and respected.
Origins & Founding
The Crimson Suns were originally formed as a specialized military order under the Eagle Hollow Empire, tasked with handling threats too delicate for standard imperial forces. Composed of the best warriors, strategists, and operatives the empire could muster, the Suns were instrumental in maintaining order across the empire’s vast territories. However, with the fall of Eagle Hollow, they adapted, transitioning into a guild that operated independently, their loyalty no longer bound to a single crown but instead to House Khafra Daora—the noble house that funds and oversees them to this day.
Structure & Leadership
At the heart of the Crimson Suns lies a strict hierarchical order, ensuring that only the most capable individuals rise through the ranks.
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Grandmaster of the Suns – The supreme leader of the guild, overseeing all operations and maintaining direct ties with House Khafra Daora.
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Blade lords – High-ranking officers who command elite squads, often veterans of countless campaigns.
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Sunborn – The most trusted members, granted access to the guild’s deepest secrets and given missions of extreme importance.
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Crimson Blades – The standard rank of a full-fledged guild member, undertaking contracts both within and outside Dornn.
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Initiates – Recruits who undergo rigorous trials before earning their place among the Suns.
The Order of the Scarab
While the Crimson Suns wield considerable power, their actions must be sanctioned by The Order of the Scarab, a council that ensures the guild remains aligned with the interests of House Khafra Daora. This mysterious organization acts as both benefactor and overseer, ensuring the guild does not overstep its bounds. Some whisper that the Order of the Scarab is composed of shadowy figures who have been manipulating Dornn’s affairs for centuries.
Purpose & Influence
The Crimson Suns take on a wide array of contracts, ranging from:
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Military Operations – Acting as an auxiliary force in large-scale conflicts.
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Espionage & Intelligence Gathering – Providing invaluable information to the highest bidder.
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Monster Hunting – Eliminating dangerous beasts that threaten settlements.
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Political Assassinations – Though never openly admitted, many believe the Suns have a hand in Dornn’s more "mysterious" deaths.
For many, joining the Crimson Suns is a chance to escape a mundane existence and carve out a name for themselves. To be accepted is considered an honor, as only the most exceptional warriors, tacticians, and spies make it past the trials.
Secrets & Forbidden Work
While the Suns’ operations in Dornn are well-documented, it is well known among the elite that they engage in work outside Dornn—though the details of such missions are never openly discussed. Some speculate they are involved in underground wars, secret alliances, or even dealings with forces beyond mortal comprehension. Others believe they carry out missions too dangerous or controversial for Dornn’s rulers to acknowledge.

North Star
The North Star is one of the most legendary and prestigious guilds in all of Aetheria, based in the rugged and untamed lands of Gibarra. Though they now call the city of Forrd home, the guild predates the city's founding and is rumored to have existed long before recorded history.
Those who bear the North Star crest are considered heroes of the realm—champions of justice, warriors of honor, and explorers of the unknown. To become a member is not just an achievement; it is a legacy, a mark of greatness that follows an individual for the rest of their life.
Origins & Legacy
The origins of the North Star are shrouded in myth and legend. Some say the guild was founded during the First Age, when the gods still walked among mortals. Others believe it was formed during the Second Age, when the first great empires of man rose and fell. There are even whispers that the guild predates civilization itself, having been born from wandering warriors and protectors who roamed the wilds of Gibarra long before kingdoms were carved into the land.
What is certain is that the North Star has always stood for honor, courage, and strength. Their influence stretches far beyond Forrd—members of the guild are recognized and respected across all of Aetheria.
The Guild’s Purpose & Ideals
Unlike other guilds that serve a single ruler or noble house, the North Star remains fiercely independent. They answer to no king, no kingdom, and no political faction—only to their own code. This independence allows them to act as they see fit, taking on missions that align with their values rather than those driven by wealth or power.
The North Star undertakes:
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Monster Hunts – Slaying legendary beasts and keeping the roads and wildlands safe.
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Guardianship of the Land – Defending villages, lost ruins, and sacred sites from those who would exploit them.
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Exploration & Discovery – Seeking out forgotten knowledge, lost artifacts, and uncovering the secrets of Aetheria.
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Heroic Deeds – Answering the call of those in need, no matter how great or small.
To join the North Star is to dedicate one’s life to something greater than oneself. They are not mere mercenaries or sellswords; they are protectors, warriors, and legends in the making.
Membership & Trials
The North Star is an exclusive guild—only the best of the best may enter its ranks. Simply wishing to join is not enough; one must prove themselves worthy.
Potential recruits undergo The Trials of the North, a series of grueling challenges that test not only their combat prowess but also their intelligence, endurance, and moral character. Many fail. Few succeed.
Those who survive the trials and earn their place in the guild are granted the North Star crest, a symbol of unparalleled honor. To bear the crest is to command the respect of warriors, rulers, and common folk alike. It is a mark that opens doors, forges alliances, and etches one’s name into history.
The Guild’s Leadership & Structure
Unlike other guilds that adhere to a strict hierarchy, the North Star operates under a Council of Elders—veterans who have proven themselves time and time again. However, the true power of the guild lies not in its leadership but in its members, each of whom is trusted to act with wisdom and honor.
The current leader of the North Star is the legendary Erwin Stormheart, a one-armed weathered warrior known for his unshakable resolve and unwavering commitment to the guild’s ideals. Under his guidance, the guild has continued to thrive, taking on some of the greatest threats Aetheria has ever faced.
The Guild’s Symbol & Meaning
The North Star’s sigil is a brilliant silver star against a dark blue backdrop, symbolizing guidance, perseverance, and the unwavering pursuit of greatness. It is said that the guild’s name was inspired by the actual North Star, the celestial body that has led travelers and adventurers through the darkness for centuries.
Legends of the North Star
Many of Aetheria’s greatest heroes have come from the North Star, their names etched into history as legends. Some claim that the guild has faced foes that no army could withstand, that they have uncovered secrets long thought lost, and that they have even stood against gods themselves.
Whether these tales are true or not, one fact remains:
The North Star is more than just a guild—it is a beacon, a legend, and a testament to the greatness that one can achieve.

Eye Of Azmoda
A name whispered in fear. A shadow that moves unseen. A force that shapes the underworld of Aetheria.
The Eye of Azmoda is a dark guild, an infamous organization that thrives in secrecy, deception, and death. They are the most feared and respected group in the black-market underbelly, known for their ruthlessness, precision, and absolute discretion.
If something—or someone—needs to disappear, the Eye of Azmoda will see it done… for a price.
The Guild’s Influence & Reach
Though they operate in shadows and whispers, the Eye of Azmoda is no secret. They are the guild for those who deal in assassinations, kidnappings, smuggling, information brokering, and illicit trade. Nobles, warlords, crime lords, and even kings have been known to fear their mark, for once the Eye has set its sights on a target, there is no escape.
While other guilds may be tied to political factions or noble houses, the Eye of Azmoda serves only itself. Their loyalty is not bought—only rented. Their true allegiance lies in power and profit.
Symbol & Reputation
The mark of the Eye is feared across Aetheria—a stylized, blood-red eye surrounded by black runes. It is sometimes painted in blood on walls or carved into flesh as a message: a warning, a claim, or a promise of death.
Stories tell of people waking up with the Eye’s mark on their door… only to vanish without a trace before the next sunrise.
To wear the Eye is to be a master of one's craft. Whether in assassination, infiltration, or deception, every member is a specialist, a ghost, an artist in the art of destruction.
Guild Location: A Ghost in the Fog
The true location of the Eye of Azmoda’s headquarters is one of the greatest mysteries in Aetheria.
Many believe it lies deep within Pirate’s Cove, hidden within the lawless waters of the Shattered Isles, where even the bravest do not tread lightly. There, it is said, the guild operates from a fortress of shadows, surrounded by labyrinthine caves, hidden harbors, and merciless tides that only they know how to navigate.
Others claim the guild has no singular home, instead existing as a network of hidden sanctuaries, secret safehouses, and unseen passageways woven throughout the underworld. Their agents could be anywhere, anyone, and everywhere at once.
Guild Structure: The Hierarchy of Shadows
Unlike most guilds, the Eye of Azmoda does not follow traditional ranks or public leadership. Instead, it operates through secrecy, compartmentalization, and absolute control.
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The Veiled One – The true leader of the guild is unknown. Some say they are a single person, others believe they are an immortal entity, an eldritch being, or even a collective of masterminds who rule from the shadows. No one speaks their name. No one meets them and lives to tell the tale.
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The Eyes – The Inner Circle, the guild’s most elite and deadly operatives, handpicked by the Veiled One. Each is a master assassin, smuggler, or information broker, and their true identities are kept secret, even from one another.
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The Hands – The guild’s most skilled executioners, spies, and infiltrators. They carry out the most high-profile assassinations and disappearances, leaving behind nothing but whispers.
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The Shadows – Standard operatives, enforcers, and information gatherers who keep the black-market machine running. Some specialize in smuggling, others in blackmail, while some are simply killers for hire.
No one knows how one joins the Eye of Azmoda. Some say you don’t find them; they find you. Others believe initiation requires an offering of blood—one’s own or another’s.
The Guild’s Code: Death Has No Loyalty
The Eye of Azmoda follows a simple but absolute code:
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Loyalty is fleeting. Power is everything.
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The price is paid in gold or blood. There are no exceptions.
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Silence is sacred. A loose tongue is a severed one.
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No job is impossible. No target is untouchable.
Those who betray the Eye are hunted without mercy, their names erased from history, their bodies never found.
Legends of the Eye
Throughout history, the Eye of Azmoda has been linked to some of the most infamous disappearances, assassinations, and betrayals in Aetheria. Some say they were the ones who ended the Eagle Hollow Empire, striking down its ruling family in a single night. Others believe they were behind the failed peace treaty of the North-South War, ensuring that chaos remained profitable.
No one knows the full extent of their influence. No one speaks of them openly. But one thing is certain:
If the Eye is watching you… your time is already running out.

Saphir Phenix
The Order of the Saphir Phenix is the largest and most widespread guild in all of Aetheria, operating from its grand headquarters in Whalebourne while maintaining smaller chapters in nearly every major city and town. This vast network makes the Saphir Phenix the first stop for many aspiring adventurers, offering them opportunities to prove their worth and rise through the ranks.
With its extensive range of contracts, the Order of the Saphir Phenix is involved in nearly every aspect of adventuring, mercenary work, and problem-solving. Whether it's something as simple as an escort mission, handling local disturbances, or taking on high-stakes royal commissions, the guild ensures that no task is too small, nor any challenge too great.
Guild Philosophy & Reputation
The Saphir Phenix was founded on the belief that everyone deserves a chance to rise beyond their station—that anyone with the courage to take up the mantle of adventure should have a place to begin. This ideal has shaped the guild’s reputation as an organization that values hard work, skill, and honor above all else.
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The guild is beloved by the common folk, as its members often help with local disputes, monster infestations, and bandit threats.
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It is respected by nobility, as its elite members are sometimes entrusted with dangerous, high-profile commissions such as retrieving ancient artifacts, escorting diplomats, or even hunting rogue mages.
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Other guilds, particularly more elite or exclusive ones like the North Star, may look down upon the Saphir Phenix as a guild for beginners, but none can deny the Order’s impact and influence.
Many famous heroes throughout Aetheria’s history got their start in the Saphir Phenix, proving that even the humblest beginnings can lead to legendary destinies.
Structure & Leadership
Given its massive scale, the Saphir Phenix operates through a well-organized hierarchy to keep things running smoothly.
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The Grandmaster – The highest authority of the guild, currently based in Whalebourne. The Grandmaster oversees all operations, settles major disputes, and handles guild-wide diplomacy.
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The High Council – A group of seasoned adventurers and administrators who govern the guild’s many regional branches.
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Guild Masters – Leaders of the smaller guild halls found throughout Aetheria. They oversee local operations, distribute contracts, and mentor young adventurers.
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Veteran Adventurers – Esteemed members who have earned renown through countless successful missions. They often lead parties, train newcomers, and take on high-level contracts.
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Initiates – The newest recruits, fresh to the life of adventure, taking on basic quests and proving their potential.
Guild Work & Contracts
The Saphir Phenix takes on a wide variety of jobs, making it the most accessible guild for adventurers of all skill levels.
Common Contracts:
- Escorting merchants, nobles, and travelers
- Hunting local beasts and monsters threatening settlements
- Investigating missing persons and thefts
- Clearing bandit camps and dealing with raiders
Elite Contracts (For High-Ranking Members Only):
- Slaying powerful creatures such as drakes, wyverns, or corrupted beasts
- Recovering lost relics and ancient artifacts from dangerous ruins
- Handling diplomatic escort missions for kings and nobles
-Tracking and eliminating rogue mages, criminals, and dark guild operatives
The lucky and skilled few may even receive royal commissions, earning wealth, prestige, and recognition across Aetheria.
Guild Culture & Traditions
Though the Saphir Phenix is a massive and structured guild, it still retains a sense of camaraderie and honor among its members.
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The Guild Crest: A sapphire-blue phoenix, symbolizing rebirth, perseverance, and the endless potential of adventurers.
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The Phenix Trials: A rite of passage where initiates undergo a series of tests—both physical and mental—to prove themselves worthy of higher-ranking assignments.
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The Hall of Heroes: A legendary chamber in Whalebourne’s headquarters where the names of the greatest adventurers in the guild’s history are engraved in gold.
Many adventurers start their journey in the Saphir Phenix, but only a few rise to eternal glory.
Legends of the Saphir Phenix
As one of the oldest and most influential guilds in Aetheria, the Saphir Phenix has been involved in countless historical events. Some tales include:
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The Phoenix’s Last Stand – A legendary battle where a lone squad of Phenix adventurers held off an invading army, allowing an entire city to escape destruction.
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The Hunt for the Forgotten Crown – A fabled royal commission that led the guild’s elite warriors into the depths of a lost kingdom, battling undead horrors to recover a long-lost artifact.
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The Betrayal of Whalebourne – A dark moment in the guild’s past, where an internal conspiracy nearly tore the Order apart from within.
Final Words
The Saphir Phenix is more than just a guild; it is a foundation for greatness, a brotherhood of adventurers, and a beacon of hope across Aetheria.
To wear the crest of the Saphir Phenix is to stand among legends—but whether one rises to glory or fades into obscurity is up to the adventurer themselves.

Pirates
The Shattered Isles are a vast, uncharted expanse of islands scattered across the Derdeen Sea, a region teeming with opportunity, danger, and lawlessness. With so many islands to navigate, governance is nearly impossible, and House Sylla, the designated naval power, struggles to maintain even a semblance of control. Their patrols keep the peace where they can, but the pirates persist, their ships cutting through the waves like blades in the night.
This lawless sea has become a haven for creatures great and small, from the deep-dwelling horrors of the abyss to the sky-soaring behemoths that make their nests upon the highest peaks of forgotten islands. But amidst these dangers, the most notorious and relentless force in the Shattered Isles is its pirates—the free men and women who defy the laws of the kingdoms and carve their own legends upon the waves.
Pirate’s Cove – The Beating Heart of the Derdeen Sea
At the center of this vast, lawless ocean lies Pirate’s Cove, the unofficial capital of piracy. It is said that no matter what wars are waged, which rulers rise and fall, or how fiercely House Sylla tries to enforce their laws, the pirates will always sail these waters.
Pirate’s Cove is hidden deep within the archipelagos of the Shattered Isles, a city built within the cliffs, beneath the waves, and across the decks of ancient wrecks. Some say its location is ever-changing, that it moves with the tides, while others claim it is protected by old magics and sea gods long forgotten. What is certain, however, is that Pirate’s Cove is a sanctuary for those who reject the rule of kings and live by the creed of the sea.
Here, deals are struck in the shadows of dimly lit taverns, gold flows freely, and the only law is the strength of one's crew and the steel at their hip. Captains, corsairs, and smugglers from across Aetheria gather to drink, trade, and scheme, and the oldest, most feared pirate lords make their decrees from the high halls of the Sunken Throne, a massive fortress built from the bones of ships lost to time.
The Truth of a "Pirate"
The term "Pirate" is a hotly debated one. While many believe that pirates are nothing more than bloodthirsty criminals, the truth is far more complicated.
House Sylla maintains a ledger of all registered ships—those that sail under recognized flags, pay taxes, and swear allegiance to the naval authority. Any vessel not listed in their registry is, by definition, a pirate ship. This means that not all who are labeled as pirates are criminals—some are simply independent sailors, merchants who refuse to bow to the kingdom’s laws, or explorers charting the unknown.
However, among those labeled as pirates, there are those who truly embrace the life of the rogue—merciless cutthroats, raiders, and slavers who take delight in the plundering of merchant vessels and the destruction of naval fleets. These true pirates thrive in the chaos of the Shattered Isles, forming infamous crews and factions that command both fear and respect.
Pirate Factions & Their Flags
While many small pirate gangs roam the seas, raiding ships and settlements alike, there exist a few truly infamous pirate factions—organized and powerful enough to strike fear into even the mightiest of navies. Their flags alone are enough to send chills down the spines of any who cross their paths.
The Black Maw
- Leader: Captain Vayran Duskbane, the Blackclaw
- Flag: A blackened skull with a clawed maw, biting through a golden crown
- Reputation: The most feared pirate crew in the Derdeen Sea, known for destroying entire fleets and vanishing into the mist before anyone can retaliate. The legend of the Black Maw speaks of a crew that made a pact with something dark beneath the sea, gaining powers no mortal man should wield.
The Red Conclave
- Leader: Admiral "Bloody" Maeve Corrin
- Flag: A tattered red sail, streaked with black, said to have been dipped in the blood of her enemies
- Reputation: A ruthless pirate fleet, known for their mercenary-like discipline. They often work as privateers-for-hire, raiding and pillaging on behalf of nobles, warlords, and even rival pirate captains. Many say Maeve cares not for gold, only for power, and she has ambitions to claim Pirate’s Cove for herself.
The Serpent’s Coil
- Leader: Captain Eldrin "The Serpent" Vale
- Flag: A twisting sea serpent, wrapping around a drowned sailor
- Reputation: A crew of smugglers, spies, and information brokers, operating in the shadows of the Shattered Isles. If there is something to be known, the Serpent’s Coil knows it. Many say Captain Eldrin has contacts in every kingdom, every guild, and even within the royal courts.
The Ghost Fleet
- Leader: Unknown (Some say they answer to the Daughter of Mazu herself)
- Flag: A tattered white banner, with a faintly glowing symbol, visible only in moonlight
- Reputation: Said to be a cursed fleet of the dead, appearing only in the darkest nights and stormiest seas. No survivors have ever lived to tell the full tale, only scattered whispers of ghostly ships sailing beneath blackened skies.

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