Here you can Find all General Info About The land, People and Places Scattered all across Aetheria
Gibarra
Gibarra is the Largest Continent in Aetheria, taking much of the western hemisphere. It boasts Plains, Arid deserts, Tropical beaches, Mountain Ranges, Boreal Forests, and arctic tundra. Gibarra, the largest Continent and having the most diversity in regions, allows all kinds of people to call this Mighty land home. Many are local, while others are immigrants from the neighboring Lands. Regardless Gibarra has a Rich History due to its diversity and is by far the most populated out of all other Continents. It is one of the largest consumers as well as producers.
Gibarra is home to many, with a vast amount of free villages across its vast Plains and Forests up north. The Largest recognized City is Stormpoint. Stormpoint is located Central west of Gibarra at the Basin of the Thunder Mt. Range. Stormpoint is an impressive City with its most eye-grabbing Feature, the White Castle. Stormpoint is a Controlled City under the protection of The Nobel House Barron. The Barron Family has ruled over Stormpoint for generations. They are a well-respected Human House that values Truth, Honor, and Sacrifice. Some Sub cities under the protection of the Barron Family are Red Rock, Raven Crest, Lockwood and Forrd. North, nestled between the Thunder Mts. and the Whitestone Mts., is the second largest recognized city, Northgrove, Controlled by House Orthon.
The People of Northgrove are a strong group of people. Living in harsh conditions through most seasons has made them stronger, and with the guidance of the Orthon Family, they thrive. The Orthon family are Orcs known for their strong wills and firm hand over all that happens in their cities. Their one sub-city is Pine Barrow, a small town hidden in the Whitestone Mts. On the East coast Is a thriving Port town called Whalebourne. Whalebourne is the third recognized city, and it's the lifeline for most of Gibarra as its shores are the easiest to port, allowing ships to dock and unload their goods. House Sylla rules Whalebourne. Without their help, this small port town would still be a pirate hideout. Now it's a bustling city where 80% of all Gibarra goods are transported or received. House Sylla is an innovative and cunning Human family; they are all about making a deal for the best outcome. Some of Whalebourne Sub Cities are Lakeview and SaltCrest. All these Houses rule their respective regions with a mutual Peace treaty to allow all of Gibarra to thrive.
With such vast lands traveling from town to town can take days even weeks, to travel from the South coasts to the Frozen north is estimated to take almost 2 month by foot. Despite the great distant there are many towns a villages along the way. Gibarra is a melting pot of all kinds of people and creatures.
This graph is a Rough estimation and not 100% accurate
The Gibarra Treaty
Gibarra is a vast and diverse continent, known for its sweeping plains, dense forests, and towering mountain ranges. Its lands are divided by distinct regions that have nurtured unique cultures, traditions, and allegiances over the centuries. The continent is home to noble Houses, each ruling over their respective domains with deeply ingrained customs, and is scarred by the recent history of the North-South war, also known as the Torrvan Rampage in the 3rd Age.
The Torrvan Rampage was a brutal, years-long conflict driven by long standing feuds and power struggles between the northern and southern factions. At the End of the war to prevent further devastation, the Houses convened to form the Treaty of Peace, a historic peace accord signed in Stormpoint. The treaty, named the “Pledge of Gibarra” included a pledge from each House to uphold peace across Gibarra, regardless of regional disputes or ambitions. Among its terms, it established neutral trade routes, joint patrols of contested borders, and a council to mediate conflicts before they could erupt into violence.
Valain
Valain is the Second Largest Continent in Aetheria, taking up the North Eastern Hemisphere. In Valain, you'll mostly come across its vast Rainforests and Swamp Marshes, but with some traveling, it has much to offer, like Coastal cliffs, Semi Deserts, and Savannahs. The most extensive Mountain Range in Aetheria is up north, housing Temperate forests, Red Wood Forests, and subarctic regions.
Valain is a rich land full of culture and people, but its vast Rainforests make traversing harder than most places for those not accustomed to the Biome, but to some, Valain is their home. Valain it's far more secluded, and outsiders are not often found here, but all are welcome. Despite Valains Downsides, it is a rich Continent and produces most of the produce and other food-related goods in Aetheria, feeding Thousands Worldwide.
Valains Vast Rainforest hides numerous small villages, but despite its imposing size, a large number call it home. The Largest City in Valain is the Dwarven Empire Fort Astragoth, hidden in a valley on the side of the Largest Mountain in all of Aetheria within the Dwarn Mt range. Fort Astragoth is a mighty fortress with an equally large city down below it called Kh'alahan. The dwarfs are ruled by a king. The kings Ancestors have ruled these Mountains since the Dawn of their History, and they intend to lead for the rest of the Dwarven Time. House Onyxbrow is a proud house, and they are undoubtedly the best at their respective crafts. The dwarves are the creators of the First Gun and craft some of the best weapons known to Aetheria. House Onyxbrow Has two sub-cities far north that are not very well kept and are the aftermath of a grueling civil war in the 3rd age Edgewarf and North Slums. These towns are run down and somewhat forgotten, but the house leader in Edgewarf is determined to grow his city and make a name for himself.
South of the Dwarn Mountain range is the ever-expanding Nerelli Rainforest. Here most cities are stand-alone, having their rulers, laws, and cultures, as the people who thrive in these rainforests are not very friendly to one another. The largest city on the Eastern outskirts of the Rainforest is Marleme. Marleme is a thriving city with wild colors and impressive architecture. The House Wormwood runs the city of Marleme. The City of Marleme is considered a neutral city. All are welcome, and violence within the city is prohibited, and these rules have added to its growth. The Wormwood Family are Loxodon Biophilic; they welcome all, and their temple is a stable of Marleme. The satellite village, Nessy, is West of Valain, on a peninsula. Nessy is a new port town put in place by the Wormwood Family to bring more goods to the people and allow others to travel to Valain in Neutral territory. The 2nd Largest is a city called Delta Marsh, located in the swampy marsh delta. Delta Marsh is a massive farming city, the Largest producer of Rice and many fruits and vegetables. House Quinn rules Delta Marsh. House Quinn are a Very proud people, and their produce fuels much of Aetheria. House Quinn does not take insults lightly. Being a Human House, they are the Minority, and many Creatures of the Rainforest do not think they belong here, Especially with the third largest population located down south called Zubi. Zubi has a reputation for its name. Named after the tribe of warriors who call it home, The Zubi Clan. The Zubi Clan and the village of Zubi have a strict no-human or Dwarf policy as they believe they do not belong within the Rainforest and are inferior to them. The Zubi clan is a mix of Lizard folk and Dragon born, but all other creatures are welcome if they deem them not dangerous. Their Leader, A Dragonborn by the name of Natsu Zubi, is ferocious in battle and will do anything to protect his home and clan.
On the South East Silver Cliffs is the Small but Impressive SilverWatch. SilverWatch is a port town but with the city itself. Upon the cliffs, it holds Miles and Miles of tunnel work underneath the town itself, which takes you down to the Bottom Of the cliffs allowing ships from Dornn to dock in their port. SilverWatch is a significant town as they allow Dornn ships to take a fast and easy route. House Tully runs the city Of SilverWatch. House Tully is a Tabaxi Family; they left Dornn generations ago and built this impressive town despite their Cat like appearance. The Tully house has never been known to stray from the water.
This graph is a Rough estimation and not 100% accurate
Dornn
Dornn is the three largest Continent in Aetheria and makes its home Down south East. Dornn is a Harsh place to live as it's the hottest Continent, home to vast Deserts, Mesas, and small Oasis across the seas of sand. Despite Dornn harsh temperature, many call it home, and to much surprise, Dornn is the second most populated Continent in Aetheria as its Vast grown cities are thriving. Dornn is a prominent exporter of jeweled goods, and these jewels fuel their growing economy. While Dornn cities grow, many succumb to the harsh reality that much of Dornn is still an untamed Desert, and those not fully prepared can succumb to the inevitable.
Despite Dornn's barren and hot lands, many call it home; in Dornn, the Royal Family is an empire that rules over all Cities. The Royal Family is called House Khafra Daora. After the fall of Eagle Hallow, The Khafra Daora were sent by the sun himself to bring the people together and create a new, more potent force, and they have led for centuries. The Capital City of their empire is Jade City. Jade City is a Behemoth of a place, the largest vertical structure in Aetheria. Its massive 500 ft high foundation holds a beautiful lush green flourishing city. Here in Jade City, it is ruled by two the Royal families, who have made Jade City their home, and the Religious Council, who watch over and keep the peace. The Council is trusted to care for any smaller affairs as they believe the royal family is far too superior to deal with the common folk. Jade City and its sub-cities across the gulf are all a part of the Khafra Daora Empire. The next largest city is Dragon Barrow. An equally impressive place to live and then the small city of Little Rock, both cities are built close to the gulf and relative to each other. At every sunset, if you look closely across the Jade Gulf, you can see Jade City and the sun set behind this mammoth structure. On the Outskirts of Dornn, hidden in the Zeabor Dunes, are the local creatures who refuse to live under the Empire. On the west coast of Dornn is Shadow Band, and then on the east coast is Sandstone. These two Villages are what's left of the old Empire before its collapse. They refuse to join the New Empire as they believe they are false rulers to the true leader, the sun. The People who live there are forgotten people.
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
The Shattered Iles is a vast island group between Gibarra and Valain. The tropical islands Stretch Across almost 1,500 miles of the Derdeen Sea. The Shattered Iles is the Lifeline of Aetheria as it is where all the ships travel through delivering goods and people to all of Aetheria. With its many big and small islands, it is a melting pot for all kinds of people traveling or has made one of the many islands their home.
The Shattered Iles is a place of plenty, with almost all travel crossing its waters; many have claimed the expansive islands that dot the sea. When the islands first began to show life as more travelers began to build, all the noble houses of the time wrote a pact or law if you so see that once a town and or village surpasses over 1,000 people, it is large enough to be seen as a recognized town and in turn can govern itself. The largest town among the islands is Aeros. Aeros is a flourishing town closest to the town Nessy is Valain. Aeros is a free city with no true leader. It functions more as a trading town. Many people who visit Aeros are either stopping to collect and or drop off goods and then moving on or getting people from one island to the other. So, with the constant influx of people, the city thrives off of the lack of government there. The Next town is Leon, just west of Aeros. Leon is a thriving town built as a resting town for many sailors, traders, and travelers. The Leader of Leon is a half-elf by the name of Varin. Varin has no proper house and is a self-built man. Many respect him because his vision made Leon such a quickly growing place.
The Third town is Rock Port, once a Thriving City. It was where everything happened; back then, neither Aeros nor Leon were established towns. At the beginning of the 3rd age, The volcano Mt. Leodura erupted after centuries of dormancy. The eruption happened so quickly that most of Rockport and its people were eaten by the Flowing magma; much of Rockport is a forgotten place, with some still-standing ruins slowly getting swallowed by the island jungle. Though Rockport is tiny and still recovering, the people are hardy and have true grit. The original house that helped keep Rock Port Afloat is long gone, but in its place is a new house, House Lenya, which is doing wonders for the people. Now Pirates Cove is not a recognized town among the people who call the shattered Iles their home, as it's more a hangout spot for all the crooks who are not welcome elsewhere. Pirates Cove is the best place to hire and find anything you'd want to be swept under the rug…
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
Sahosa Island
Sahosa Island resided in the south West Part of the Hemisphere with its closest neighbors being the South part Of Gibarra. Sahosa Island is the Largest island in Aetheria, it is home to a vast Bamboo Forest as well as coastal beaches and Cliffs. Sahosa Island is the most unpopulated and secluded location in Aetheria. The thick Bamboo forests make it hard to cultivate and with it being so far from most of the world many do not travel to the island. The residents of the beautiful island are peaceful and unbothered with many not seeing any kind of outsiders their whole lives. Sahosa island is one of the most peaceful and calm places in all of Aetheria.
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
In Aetheria, many Towns, Kingdoms and place all hold their own truths and values but all creatures have 3 rights born to them. Gifted by the goddess of law and order Lawdan The Judge. No matter the Crime time of place all creatures have these 3 God given rights.
The 3 Rights are named...
Right of Warrior
Right of Mother
Right of Stranger
when in the court of law and order you may only choose one of these 3 Rights, as these are god given rights they hold power so use them with care and make sure you choose the right one for the best situation.
Right of Warrior
Right of Warrior can be used as a way to let the gods decide ones fate, by a trial of combat.
If someone is convicted of any crime big or small they may call Right of Warrior and then they have the opportunity to fight for their freedom witnessed by Gods and men. If one is to die while under Right of Warrior their death signifies that the Gods deemed them Guilty and as such their punishment was death. If you are to survive, the Gods have seen your courage and you have proven yourself not guilty.
Right of Mother
Right of Mother can be called as a way of mercy.
If convicted of any crime you deem yourself not fairly judged or falsely accused of a crime call upon Right of Mother, with the Gods as witness the prosecutor must uphold this call and give who ever is convicted 3 days to recover an prove themselves not guilty. After the 3 days is up the gods can no longer aid and you are on your own.
Right of Stranger
Right of Stranger is the right that in any trial a stranger can be called upon and then will be the deciding factor to what happens to the prosecuted.
By calling Right of Stranger the convicted will then be brought to a stranger and they must persuade the stranger that they are not guilty a show of character. If the stranger deems the prosecuted not guilty by witness of Gods and men they are free and lose all charges.
If the stranger deems they are Guilty by witness of Gods and men they are then left to the justice system of where ever they were prosecuted.
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 world of Aetheria, With so many people and places, there is plenty to do and see, as well as conflicts and issues that most Towns and Cities don't have the time or troops to invest in. Where there's a hole, some may find ways to fill those voids, and that would be Guilds. Guilds stand as an independent source to help people solve more minor issues. Now there are High-level guilds that deal in higher affairs, which Nobel houses and cities would fund. There are hundreds of independent guilds that all equally work towards filling the voids in the system. Some guilds work to keep the peace in dangerous towns, while others work in the dark to care for unwanted people. Guilds stand as a place for a nobody to become somebody! Welcomed guild members always have a warm bed and hot food waiting for them.
Four significant Guilds are by far the most influential and well-known that all adventures, warriors, assassins, and so on...wish they could be Apart of
Crimson Suns
The Crimson Suns are based out of Dornn; the Nobel House Khafra Daora funds this guild and is the most prominent guild in all of Dornn. To be Accepted in this guild is an honor in itself; the Crimson Sons take care of all sorts of matters as long as it's approved through The order of the Scarab. For many, The Crimson Suns is a way out of the ordinary life and a way to become more. The crimson Suns do have work outside of Dornn but this type of work is not openly spoken about. The Crimson suns were first established back in the Second Age under the now gone Eagle Hollow empire.
North Star
The North Star is based out of Gibarra and is an Independent Guild that calls Forrd Home. The North Star is said to be one of the oldest Guilds and is said to have been around before Forrd was even established. Only some people can join the North Star as only the best of the best can qualify, and those who are members are seen as heroes; as such many members are held in high respect across all of Aetheria. To hold the North Star crest is one of the greatness Honors one can have.
Eye Of Azmoda
The Eye Of Azmoda is a dark guild that deals in many black-market dealings, kidnappings, and assassinations. Despite their dealings in the shadows, it's very well known as they are the #1 guild to get anything taken care of... at the right price. Their guild mark alone brings fear to many, and as such, those who are members are truly furious in their respective crafts. The true location of the guild is unknown, but rumors state is hidden within pirates cove?
Saphir Phenix
The Order of The Saphir Phenix in scale is the largest Guild as they are based out of Whalebourne but have many smaller guilds across Aetheria in most significant towns. With such an extensive range, they are the most popular Guild for all starting adventurers and are a great place to get your feet wet. The Saphir Phenix deal with all kinds of issues, as small and straightforward as escort missions to dealing with massive Bandit camps to even royal commissions for the lucky few. The order is well respected across all; many make proper names for themselves here.
Pirates
The Shatter Isles are an extensive sea full of islands and opportunity, with so much untamed land as one would imagine, it is hard to control and Monitor every island in the entirety of the Derdeen sea. How ever House Sylla has kept the peace the best they can with the men they can muster up...but the pirates persist. The shatter isles are a lawless sea and many creatures big and small have taken advantage of this rare opportunity in Aetheria.
Pirates Cove is the heart of the sea not matter what events or who control the major cities the Pirates will continue to sail the Derdeen Sea as there beating hearts push them forward. The Name "Pirate" is a hot topic as many pirates are labeled as devious and scum but the truth is many "pirates" are just not registered sailors. House Sylla has a list of all registered Ships and if one is not Registered it is defined as a "Pirate". with that being said there are crews who are label pirates who take delight in thievery and plundering of trade vessels.
There are a number of small pirate gangs who terrorize trade routes and traveling ships, but despite this there are in fact organized groups who have power in the pirating world. Their flags along are enough to send terror into the hearts of any who come across their vessel.
There are 3 Pirate crews that hold the most power in the shatter isles, each of these Pirates crews could have hundreds of men under their flag all with there own names and gangs, but at the end of the day all they plunder end up with theses 3 crews and who ever they call there right hand crews...
The Scarlet Raiders
- The Silver Eyes
- The Black Skull
- The Land Shark gang
The Sirens' Scourge
- The Whispering Shadow
- The Ironclad Marauders
- The Starlit Sirens
The Serpent's Song
- The Leviathan's Legacy
- The Raven's Revenge Crew
- The Thunderhead Thieves
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