Atheria: Age of Atherium

by Tho Radia

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Atheria: Age of Atherium











Sheldon Catley

Version - 14/01/24

Link to the D&D 5e Rules Codex for Atheria

Link to the Pathfinder 2e Rules Codex for Atheria

I

Prologue

Prologue

Aeons past, one of Atheria's four moons fell from the cosmos above. This cataclysm wiped out most of the life inhabiting the planet, cracking the continents and boiling the seas.

The remaining moons are known as Ire, Zareneth and Elysia. Throughout recorded history this event has become known as the Moonfall.

The Moonfall seeded magical energy into the world, and ever since, meteors known as Starfall have periodically fallen to the land, spreading a strange ore called Atherium far and wide. As society rebuilt, it did so with the power of Atherium, the power of Magic.

Magic in Atheria is powerful and dangerous. Most machines and technology are powered by Atherium in one manner or another and the world is currently in the middle of a magical revolution, with countless new applications for Atherium being discovered weekly. However, prolonged exposure to Atherium can cause mutation, sickness and eventually death.

The Gods of Atheria are dead, If they ever existed at all. There are tales and legends as old as time which sometimes speak of them. However, the majority of the populace treat this as the myth it has become and instead worship and revel in the divine aspects of emotion. The six main Churches are to Joy, Hope, Reflection and to Fear, Hate and Greed. There are also smaller Churches, covering all spectrums of Feeling and Emotion.

Four distinct societies and powers have risen over the past 1'000 years on and around the continent of Starfall, building on the ruins of a world destroyed long ago.

Relationships between the powers are strained at best, Arcadia allows almost no outsiders into their lands, Drachen is full of ageless monsters with a thirst for an empire, Aegis constantly tests its borders and tries to expand into Eradani lands and the people of Eradar are suffering a mutant plague.

Timeline of the World

The Age of Ruin (50'000 BCE - 10'000 BCE)

~50'000 BCE - Atherious, 4th Moon of Atheria, falls from the sky. Cracking the continents and wiping out almost all life on the planet.

~50'000 BCE - Starfall begins to rain down on the land, seeding Atherium and bringing with it the power of Magic.

~10'000 BCE - Life begins return to the world, forever changed by Magic and Atherium.

The Age of Heroes (10'000 BCE - 5'000 BCE)

~8'000 BCE - Atticus the Vile, the most powerful Spellcaster of this time, is slain by a band of adventurers. This event is one of the oldest preserved in written history.

~6'000 BCE - The height of the ancient Elven 'Dominatus' Empire, which spanned much of the continent.

The Age of Horrors (5'000 BCE - 3'000 BCE)

~5'000 BCE - A Darkness sweeps the land, there is almost no recorded history from this Age. What little remains hints that this is when the Lost first began to appear.

The Age of Discovery (3'000 BCE - 1 BCE)

3'000 BCE - Recent recorded History Begins as small cities rise and fight back against the Lost.

2'120 BCE - Drachen empire rises under the rulership of the 'Scarlet Queen'.

1'089 BCE - Failed Coup within the Crimson Court of Drachen, the Scarlet Queen purges her entire family.

10 BCE - Word begins to spread across the Continent about a paradise known as 'Parallax', various groups in the region begin to pilgramige there.

1 BCE - The community of Parallax grows to breaking point. Dissent spreads, overcrowding threatens to crush this fledgeling metropolis.

0 CE - The “Parallax Treaty” is signed, sealing peace between three newly agreed nations. They agree to split and settle in three locations, to ensure their survival.

The Age of Atherium (1 CE - Present)

1 CE - Val Hazark officially established in the Impasse mountains, then promptly cuts off all contact with the rest of the continent.

2 CE - Arcadia officially established, the first city of the Federation, little more than a large flotilla at this point.

2 CE - City of Vitalis officially established, first city of the Collective.

18 CE - Arcadia moved under the sea, the citizens affinity for magic allowing them to project a protective shell about the city.

123 CE - Denizens of Val Hazark discover Pre-Moonfall ruins, the technology is alien to them but it begins their rapid technological advancement.

155 CE - First signs of Atherium poisoning start to be discovered in Val Hazark. The whole population has been afflicted. Mutations begin manifesting over the next few years.

169 CE - First successful experiments using Atherium as a power source, in the Collective city of Vitalis.

170 CE - Vitalis utterly destroyed by Starfall.

171 CE - Work begins on a new city, Aegis, with plans to be protected from the Starfall by barrier powered by newly discovered Atherium ore from Starfall craters.

178 CE - With Aegis complete, a shadowy group known as the Praetoriate council assume governance.

201 CE - The people of Val Hazark emerge back from the mountains, calling themselves the Eradani, seeking to sell their vast quantities of Atherium.

321 CE - Relations sour between the Collective and Arcadia. The Collective is growing fat off trade with the Eradani and Arcadia is falling behind.

729 CE - The four Genasi Matriarchs take over control of Arcadia. Their mantra, strength for their country and their country alone.

823 CE - 'Fall Festival Bombings' happen across the Collective, Church of the broken God claim credit.

833 CE - Current Year, where our adventure begins.

Chapter I - Prologue

The Age of Ruin

The Age of Ruin is as mysterious as it was cataclysmic, the time before this is a complete unknown to those who live today. There are scholors, prophets and layman all with wild theories, but there remains little proof of this ruinous age.

This is the time period where Atherious, one of the four moons of Atheria, fell from the cosmos. The continents of the world were smashed asunder by the impact and the world itself shuddered and buckled.

Archeological sites from this age appear to show, from fossil records, that almost all life on the planet was wiped out during this time. Only scattered remnants survived and for the longest time, Atheria was a ruin.

The Age of Heroes

The Age of Heroes is when society began to return for the humanoid species of the world. Small farming villages, feudal lords, besieged castles, rescued Princesses and rampaging Dragons were the norm.

During this age, kingdoms rose and fell likes waves across the land with people largely banding together under the banner of race.

The Elves of this time mastered powerful, unknown magic and were said to have built sites of amplification across the land to further empower themselves. Precious few of these now remain across the continent with fewer still people able to understand them.

The Age of Horrors

The Age of Horrors marks a void in the history of Atheria. There is little surviving documentation or evidence of this period. This age marks the rise of the Lost.

The Lost is a colloquial term for various creatures that have been warped by Atherium, usually to some horrific and monstrous end. At this time, the population were unaware of the connections, as Atherium was incredibly rare.

This age is considered the second great extinction in Atheria's history, with the Lost ravaging the light and life from the continent.

The Age of Discovery

As the levels of Atherium across the land steadily increase, so too did the magical ability of its inhabitants. Its during this age that the remaining, hardened populous began to effectively fight back, driving the Lost deep into the night.

As the balance began to shift, the population of the continent exploded with farmsteds and towns sprouting up all over the land, now protected by powerful magics. Eventually, larger cities began to form and this is when the first great metropolis of Atheria, Parallax, was founded.

Parallax drew people in from all corners, all wanting the safety and comforts that it provided. However, as the cities population grew it began to outstrip its resourses and rebellious factions began to rise.

Finally, an accord was struck between the three largest factions with the city. They would go their own way, build their own versions of society and become independant nations.

The Age of Atherium

The founding of the three nations with the "Parallax Treaty" marks the start of the Age of Atherium. It is during this age that the true power and danger of Atherium was fully discovered.

This is the modern era, full of magical technology, plotting governments and monsters in the night. In the last few hundred years, industry has began to take off with the various nations approaching innovation and advancement in their own way.

In the last half century, the Collective have developed magnetic flying airships which ferry those who can afford them around the continent. This has marked a huge shift in the power balance in the area, leaving the other nations to scramble in their wake.

The threat of war looms, as various recent changes in ruling powers around the continent have seemed to set everyone on a course to violence and intolerance.


Lord Halek, Crimson Court Historian

"Now now, history is important young one! I know it all seems like just paper and ink to you.

But to the people who lived it, who were there?

It was their entire world and it is our job to make sure they're remembered."

Chapter I - Prologue

II

The World of Atheria

The Collective

Aegis sits at the bottom of an enormous crater, above the ruins of the city before it. It is protected from the Starfall by an immense shield dome and is the center of power and technology in the area.

Aegis itself is built in segregated zones around the Noble Tower. Outward from these are the Temple, Market, Arena and Military Districts. There is a strict caste system involving numerical brands in place, with those with money and influence at the top.

The city holds power over the Towns, Villages and smaller settlements of the land east of the Impasse Mountains, sending down Barons to govern them. This group of loose alliances is known as the Collective.

Collective Technology has progressed along an industrial path. It features exposed metalwork and wood with an emphasis on mechanical systems. Their weapons, armour and machines tend to have an amalgamation of functions and uses and often fill a "Jack of all trades" function, however they do require a certain specialised knowledge to manufacture properly and maintain.

The major languages spoken in the Collective are Common, Dwarven, Giant and Goblin.

Major Cities

Aside from Aegis, the most prominent cities within the Collective are the three ports that sit along its eastern shore:

Imber

In the north, Imber, which sits guard alongside an Atherium blighted river known as The Glow, doubling as a fortress and port. The mangled and grotesque trees of the Fang Wood are visible across the river and another reminder of the horrors which lurk there.

This city is well known as a pirate haven, there is a longstanding agreement from the Baron that so long as pirate vessels stand with those of Imber against the tide of marauding creatures from the Singing Sea, a blind eye shall be turned.

Solum

To the south, Solum, known as the 'City of Science' is ruled by a paranoid Baron who has banned all magic within its walls. The city strives to advance technology without reliance on fickle, unpredictable magic.

A testament to this, is the cities enormous battery of cannons, which protect it from the threats of the sea and the threat of obliteration by Starfall. However, they have not been fired in over a century and in recent years there has been a push toward accepting magic once more.

Numeri

At the east, Numeri, largest of the three ports, the hub of trading across the continent and built 100 feet over the sea. The city rests on an enormous stone bridge which spans the delta of a great river.

If Aegis is the seat of the Collective's power, then Numeri is its beating heart. People from all over the continent live, trade and work along or under this massive bridge and Atherium almost runs through the streets like water.





























Points of Interest

Daywatch

Known as the 'Tower of Sun' to the locals. This ancient beacon is said to be the ancestral home of the first practitioners from the Path of Hope.

Its light can be seen from the nearby city of Solum and marks an area of save haven for travelers and adventurers.

Many Clerics and followers of the Path pilgrim here each year, to rekindle their own hope and carry that flame back out into the world.

Fang Wood

Older than it has any right to be, the twisted trees of the fang wood appear to root down to the cursed waters of the Glow and draw warped nutrition from it.

The trees are stalked by ravenous monsters. Few dare explore the area and less still ever return.

Elysia Crater

One of the largest Starfall sites on the continent, the Elysia crater (Named after one of Atheria's Moons) is the location of the largest mining operation in the Collective and the source of the majority of its domestic Atherium.

Unfortunately, the growing nation requires several times the amount of Atherium provided by this one Starfall site alone and must import vast quantities of it from Eradar.






























The Glow

This slow moving river is so inundated with the corruption of Atherium that it illuminates the surrounding landscape with a soft, green, glow.

Its source is somewhere within the Impasse Mountains, at a Starfall site known as The Hollow.

The Maelstrom

This perpetual, magical storm sits off the south Coast of the Collective. Nobody knows what started it and while most in the world of Atheria stopped believing in Gods long ago, those who see the winds, waves and lighting often find themselves wondering.

Fool's Pass

So called, as this area appears to lead through the Impasse Mountains. However, due to its proximity to the Maelstrom, the paths and routes throughout this region have a tendancy to shift and alter with the winds.

This hasnt stopped the Praetoriate Council of Aegis from sending groups of Mages, Cartographers and adventuers into the area to map it however, as having a route other than through the Eradar Capital of Val Hazark to cross would be an enourmous tactical advantage.

Chapter II - The World of Atheria

Arcadia

The City of Arcadia resides under the Arcadian sea. However, their influence reaches far as several small islands and landmasses also make up parts of this Federation, as well as any number of other underwater cities. They mostly keep to themselves and away from the land although they do have a vested interest in the resources and affairs the people there. They are the biggest consumer of Atherium on the continent.

Arcadian Society is hive like, having a rigid occupational structure with each citizen working toward the greater whole. They are ruled over by the Weaver Matriarchs, four powerful mages with the rare ability to create new magic.

Arcadian Technology proves to be a wonder of magic and metal. Their weapons, armour and machines almost exclusively work around elemental infusions and each tends to perform a certain task with great focus and craftmanship with little room for deviation. They create most of their works with a material dubbed "Rune-Steel" which is somehow able to hold elemental energies during the forging process.

The major languages spoken in Arcdia are Common, Elvish, Sylvan and Draconic.

Major Cities

Arcadia is secretive, aside from its capitol city, there are only a small number of other widely known settlements.

Arcadia Prime

The capital of the Federation. Arcadia Prime is a massive subnautical city that sits deep below the Arcadian sea. The city is home to the Hyperian Institute, a military branch that specialises in forced Atherium mutation to empower their soldiers.

The city itself rarely admits travelers, but those who have returned from the place speak of wounderous spires, and buildings that tower over the citizens. As well as the ever present military on seemingly every street corner.

Brallia

Initially no more than an outpost, Brallia sits north of Arcadia Prime in a small island chain. Its residents have developed a sense of independence over the years and often consider themselves seperate to the Federation as a whole.

This, however, is hotly disputed and has caused the city to split along political lines, with two very distinct groups and ideologies on either side. One striving for true independence and the other seeking to comfort and protections of Arcadia.

Deltaius

A major city, Deltaius is the foundry hub of the Federation. Its here that Rune-Steel is created and imbuded with its elemental properties and it is here that their machines of war are wrought.

The City is under a constant layer of smog due to the sheer quantities of Atherium refined within its walls. Because of this, its citizens are always seen wearing distictive breathing masks. This has lead to some of Atheria's strangest fashion scenes.

Nevertheless, the city is the industrial heart of Arcadia and its people are are hard and tempered as the metals they forge.





























Points of Interest

Singing Isles

This small island chain resides north, in the Singing Sea, and is said to be the home of a powerful Siren clan. Ship travel is hazardous through this area, and many intrepid sailors lose their livelyhoods and their lives attempting it.

The Void

East of Arcadia lies a gaping chasm, a wound that splits the sea from as far north and south as anyone has ever traveled and returned. There lies another continent across this void, but thus far, no means mundane or magical have allowed anyone to cross.

The waters of the Arcadian Sea plunge into the dark below, and some sailors tell stories of having horrifying nightmares when passing too close.

Ruptured Planes

The only known land to straddle the Void, the Ruptured Planes holds a small research outpost and little else, with the land around being desolate and lifeless.

The mages here are invested in finding both a route across, and a path down to the dark depth below. They are said, however, to have been driven quite mad by their proximity to the void and their attempts to understand it have grown quite... strange as well.





























Ta'Kala

Sitting off the north coast of the Fang Wood, Ta'Kala is contested by the Collective. However, due to its isolated location out in the sea, the Arcadian Federation claim it as their own.

This ancient ruin is full of lingering magical energy and many theories about its purpose have arisen over the years. It consists of a large tower, a small underground complex and seems to react to Starfall.

Axiom Crater

One of the larger known Starfall craters, Axiom Crater is the primary source of mined Atherium for the Arcadian federation. There is an entire subnautical extraction and refinery site in place.

While the site provides a source of Atherium, it in no way comes close to the total needs, this has led to Arcadia being the largest importer of the mineral in the continent, purchacing it off of both the Collective and Eradar.


Tetra, Arcadian Matriarch

"Arcadia is the envy of the continent, none can match our beauty, our intelligence or our ruthlessness. The day is comming where we will rule all."

Chapter II - The World of Atheria

Eradar

The Eradani (Known as the "Forgotten" to most) are a secluded and nomadic people, with a handful of permanent settlements. The biggest group reside in the city of Val Hazark deep in the Impasse Mountains. This city also doubles as the only known route through the mountains and many an explorer laments at the "Gate of Hazark" blocking their way.

As the Eradani people live in and around vast Atherium deposits, the majority of the population suffer from mutations in one form or another. However this has also meant that they rule the region economically, as the dominant Atherium traders.

Eradani Technology is primitive in design compared to the others but often uniquely strong. The tribes of the Eradani forge Atherium into their Blades and Armour with a secret technique which renders it near inert. This Atherium Glass is incredibly sharp and durable, able to pierce the sturdiest of armours and withstand the most potent of attacks. It is also well known for its magic damping properties.

The major languages spoken in Eradar are Common, Undercommon, Gnomish and Dwarven

Major Cities

Val Hazark

The capital of Eradar, Val Hazark is the largest permanent settlement within the nation. It sits below the Impasse Mountains, carved out of the massive caverns that litter the area.

It is known at the 'Atherium City' as so much of the mineral flows through its very streets, largely on its way east to be sold to the other nations.

However, due to the high concentration of Atherium in the city, large swathes of the population are mutated and visitors must take precautions to avoid a similar fate.

Dusk Haven

Located at the edge of the Duskwood, this city is steeped in an eternal twilight. The city itself acts as a trade hub for the local area, largely due to the existence of esoteric reagents in the nearby wood.

It is said that those who reside in the city for too long become unable to stand direct sunlight. Its longest lived denizens are apparently able to move through shadows as if they were portals.

While travelers, adventurers or merchants are common in the city, most visitors are warned not to spend longer than they must here, lest they never leave.

Val Tyro

North of Val Hazark, Val Tyro is Eradar's technological hub. This is where the vast majority of Atherium Glass production occurs and is also rumoured to be the location of an ancient vault of powerful magical artefacts.

Val Tyro is home to a majority Changeling population and, while largely benign, their presence can be quite unsettling for unwitting travelers. Especially when they first encounter the Changeling predilection for keeping pet mimics.






























Points of Interest

Twisted Wood

Twisted by the strange magics of the Maelstrom, the trees in this wood jut out at strange angles and the branches take odd, impossible looking routes.

There is not known to be any indigenous fauna in this area, however a vessel carrying a merchants exotic pet menagerie crashed into the peninsula centuries past and now their warped descendants stalk the land.

Atherium Wastes

This barren, corrupted wasteland is thought to be the location of an ancient battle, an epilogue to a conflict long since passed.

The desert of the wastes is seeded with tiny shards of Atherium and is one of the most hazardous places to travel in the entire continent.

Desolate Peak

A lone mountain that splits the northern desert in two. Its slopes are strangely smooth and the stone impossibly strong. Several attempts have been made to scale it, all have failed.

There are many stories told of its origin, with no two alike. Magic seems to run rampant or simply cease functioning near its slopes.






























Forest of Flame

This forest is perpetually alight, its fire's seem to burn eternally, yet the trees remained unharmed. The flames are very real, however, and a constant Wildfire rages through trunks, branches and unwitting adventurers.

There have also been several reports of miniature volcanos scattered throughout the trees, which seem to burn out and fade away just as quickly as they appear.

Calor Icefields

Site of a magic ritual run rampant, the Calor Icefields were initially supposed to be begining of a grand new venture into purifying water for Eradar.

However, something went wrong with the ritual and it reached a point of perpetual equilibrium. It continually draws in energy from the air around the local area, causing the ambient temperature to plummet.

The Deep Hold

In the far north of the continent lays the Deep Hold. A ancient fortress that was struck by Starfall, then subsumbed by the ocean waters around it.

It remains inaccessible to this day, due to the large amounts of Atherium corrupting the new lake and its millions of tons of water.

Chapter II - The World of Atheria

Drachen

Younger as a nation, but older as a people compared to the others on the continent. Drachen is spoken about in hushed whispers by their eastern neighbours in Eradar and not at all by those over the mountains.

The City of Khanval is considered by most as the Capital. It is home to the Crimson Court, a group of ruling Vampires who style themselves are lords and rulers over the area. Khanval is a seat of power, loosely allied with the other cities in the area but at odds with Voltyn and its Lich ruler.

The Scarlet Queen (The lead member of the court) has rebranded herself the Scarlet Empress in this last century, as part of her expansionist dogma, and has started to create waves amongst the other ruling houses across the nation.

The Coven Crafters of Drachen specialise in the use of Sanguine Brands. A magical mixture of Blood that has been altered by necromantic ritual and bound to a mundane item through sigils and markings. This foul craft is ever hungry however and requires constant replenishment

The major languages spoken in Drachen are Common, Elvish, Primordial, Infernal and Abyssal

Major Cities

Khanval

The current capital city of Drachen, Khanval has vied for this position with the city of Storms, Voltyn, for centuires. There is little in the way of beloved or democratic leadership in this region, with "Might is Right" being the general sentiment.

Khanval is the strongest city at the moment, housing the Crimson Court and acting as both their seat of power and symbol of authority.

The majority population of the city are undead thralls and servants, with the half-breed Dhampire sitting near the middle of the hierarchy. There are many lords and dukes styled among the upper noble classes and much political infighting, plotting and scheming.

Eyge

The city of schemes, Eyge, lays on the very border of Drachen amd Eradar. Both sentinel to forces from the east as well as base of operations for the vast spy network operated by the Court.

The city sits at the mouth of Drachen Pass (Known as the Nightway by those in Eradar) a canyon bottleneck that has served as border and outpost for centuries.

The population of Eyge is largely humanoid, but it is rumoured that there exists a vast underground city here and that the surface city is simply a ruse.

Voltyn

Home of a mysterious and powerful Lich. Voltyn resides in the north of Drachen lands, cradled by the Aetherial Ossuary. The city and its denizens act as protectors to this sacred site.

Sickly magical energy hangs in the air over Voltyn, the entire population are said to pay a tithe of their own life energy to their ruler. Travelers are expressly forbidden access.






























Points of Interest

Aetherial Ossuary

Final rest of the most respected and prestigious residents of Drachen. This cave system was torn open to the surface millennia past by an unknown geological event.

One of the most sacred locations in the nation, the Ossuary is protected by a joint pact formed by each of the major cities. This 'Bone Legion' patrol its depths and insure that the dead remain undisturbed.

To be incurred here, one must have a majority vote from each of the city rulers and have made a name for themselves in some way. The grander, the better.

Spirit Shore

Laying in the north west of Drachen the Spirit Shore was originally a peninsula but was devastated by a massive Starfall event several centuries past.

The land was ripped to pieces with most of the devastation being wrought by massive falling shards of Atherium from the Starfall's tail. The Cities here were wiped off the map.

There are now several crystal forests on the surviving islets, but the area is severely cursed and now inhabited with a massive population of the Lost.






























Splayed Outcrop

The grotesque remains of a sundered giant, half buried. Shattered white ribs jut up into the sky, pulsing flesh oozes blood into the nearby waters and a slow, rythmic beating can be heard coming from deep underground.

A powerful spell keeps the giant alive and aware, even as its remains are constantly desiccated and regenerated. Her name was struck from history, but the lesson she provides is clear to all. Wrong the Court and you will suffer.

Starshine Wood

This woodland is full of strange, warped blackened trees that glow with a soft white light. Strange flora and fauna inhabit this wood and gravity itself seems to hold less sway here.

At the center of the wood lies the Starlight Well, a lake of water that is still as death. Deep below the darkness at the bottom of the lake, lights dance around like stars and almost seem to draw onlookers in.

Cordite Roost

A long standing Phoenix nest, the Cordite Roost has been the bane of many who live in the area as this powerful creatures not only hunt flesh but their innate magical energy causes the nearby Cinder Lake to regularly errupt magma flows.

Many hunting parties have tried in the past to rid the area of this nuisance, but all have failed. The regenerating nature of these giant birds has proven impossible to overcome.

Chapter II - The World of Atheria

Kazagar

Kazagar is a recently discovered continent, far to the north of Starfall.

The major languages spoken in Kazagar are Umbral, Kazag and Harr.

Major Cities

Onyx
Orzai
Orkell
Chapter II - The World of Atheria





























Points of Interest

Twilight Gap
The World Scar
Night's Cradle





























The Everfall
Nakette Pass
The Ring of Blades
Chapter II - The World of Atheria

Currency Across the World

There are various currencies in and out of use in the Nations, Cities and Villages of Atheria. Each of the four nations mint their own coinage and there are countless types of old and ancient coins to be found in ruins and the old places of the world.

The continent's economy runs on the Silver Standard. Each of the four nations coins may be different in name and style but they are each worth roughly the same. Despite their shared value, vendors within a nation will usually only accept the currency of their realm.

The Collective Hexate

Coins from the Collective are known 'Hexates', or simply 'Hex' due to their distinctive six sided shape. They are gold in colour and feature imagery of the largest cities around the Collective.

In recent years, these have began to dominate the other currencies of the continent.

The Arcadian Bond

In Arcadia, they utilise paper money which has been enchanted with magical inks. These 'Bonds' are durable, light and can be traded for goods and services across the nation.

However, they quickly lose their magical imprints when removed from Arcadian lands and are largely worthless in other nations.

The Eradani Frag

The Eradani currency, 'Frags' are flat, irregular shaped offcuts from failed Atherium Glass creation. They are a dark translucent green in colour and hold none of the properties of Atherium or its Glass derivative.

These Frags are surprisingly tough, given their thin shape and have even been honed into throwing weapons for the more esoteric adventurer.

The Drachen Ducat

Within the Crimson Courts of Drachen there is little need for coinage as favour and duty are the preffered currency. However, within the wider towns and cities of the nation they make use of the Drachen Ducat. The Ducat is a complex square of red metal, forged with a drop of Vampire blood.

Just how vampire blood is extracted and forged into these coins remains a mystery, but there remains a steady supply.

Gold Sovereign

In the long past, this was the major currency across the entire land. It faded out of use during the Age of Horrors and was eventually fully replaced almost 1000 years ago at the signing of the "Parallax Treaty". These coins can still be found in the ruins and old places of the past and can still fetch a good price, to the right buyer.

Slate

A smooth, disc shaped coinage with a flecked white appearance. Slate has only recently entered circulation in Starfall as its been bought over by travelers from Kazagar.

Its value fluctuates wildly, city to city and vendor to vendor and it is not widly accepted anywhere.

Chapter II: Rules and Mechanics

The Otherside

The Veiled World, the Far Lands, la Distesa. There are many words in many languages for this realm. Most know it simply as the Otherside. This is the physical location of the Elemental, Celestial and Infernal realms, which occupy space within the same plane.

In Atheria the barrier between planes, however, is strong. The Ethereal acts as a solid protective shell around the Prime Material (Where Atheria Resides), stopping all outgoing attempts to breach it.

The Plane of Dreams borders the Ethereal, with the hopes and fears of sentient races shaping and warping it into one of Atheria's most turbulent and dangerous metaphysical locations. This energy eventually trickles away on the shores of the Astral Sea, where consciousness ends. It is on the other side of the vast Astral expanse that the remaining plane lays.

Planar Travel

Travel out of the Material Plane has been largely considered impossible by Atheria's top minds over the centuries. The Etherial Barrier is simply too strong to breach.

However, travel into the Material is much easier. Summoning Spells are often used to pull denizens of the Otherside, known as 'Outsiders' through and history shows that there have been many incursions by extra-planar entities.

Little is known about the physical make up of the Otherside as precious little information is shared by Outsiders on our plane, just that The Celestial Realm of Elysia is bordered by the Elemental Realms of Water and Air while The Infernal Realm of Ire is bordered by the Elemental Realms of Fire and Earth.

Elementals

Elementals are a subset of Outsider which embody elemental energies. They have a much less regimented society than most Outsiders, and live a fiercely independent existence.

Some scraps of lost lore suggest that there exist elementals which exhibit multiple aspects, such as Lava or Mist, but little else is known.

Celestials and Infernals

Celestials and Infernals are another Subset of Outsider. It appears that the emotional weight of Atheria is felt across their realms, having a heavy influence upon it. They are largely divided into the Lawful Celestials and Chaotic Infernals. There is no inherent Good or Evil within these beings.

The great generals of the Celestial host and Infernal horde are the manifestations of the emotional energies felt and experienced by the denizens of Atheria. The current, most powerful beings match the major emotional faiths of Atheria.

They appear largely uninterested in the affairs of the Material Plane, despite their apparent tie to its emotional energies, although there is evidence of Outsider incursions in the long past of Atheria.

It's been said in hushed whispers that some of the leaders, the Archons, of the major faiths of Atheria are concerned that if the general population of Atheria discover the extent that their worship empowers these beings, that there could be a schism. That the weight of their belief could manifest a true deity? That is true sacrilege.

Greater Outsiders
Name Type Alingment Domain
Remiel Archangel LE Hate
Usiel Archangel LN Reflection
Domiel Archangel LG Hope
Xeran Archdemon CG Joy
Dral'Ganeg Archdemon CN Greed
Azzad Archdemon CE Fear
Igni Elemental N Fire
Torr Elemental N Water
Sapur Elemental N Air
Chur Elemental N Earth
Chapter II - The World of Atheria

The Lost

The Lost are those who succumb to the effects of Atherium and are warped by its corrupting influence. These creatures count as Undead for Class Features and Spells, they are all very dangerous. Below are some of the most common examples found in Atheria.

The Bound

The Bound are tormented spirits of the dead who are trapped in our world, bound to the body they inhabited in life. They appear as Shadowy spirits engulfing a phsycal body, however in truth they exist purely as the spirit and puppeteer their corpse as a way to interact with our world.

They roam the wilds at night and seek out the warmth of life, attempting to siphon their victems life force into their own in a doomed attempt to live once more.

They are so strongly adverse to light, that a simple torch is enough to drive them back. However, when they gather in numbers, the weight of their grief becomes so intense that light sources dim and eventually extinguish.

The Amalgamated

The Amalgamated can form when multiple creatures die within close proximity of each other. The Atherium in their blood or their surroundings causes flesh to shift, warp and change, pulling together and bonding into something new.

They can also be created from living creatures, if they share a close environment that is seeped in Atherium, such as those who refine the mineral or slaves used to mine it.

Amalgamated are incredibly violent and aggressive beings, they seek out other creatures in a warped attempt to merge with them and add to themselves.

Physical contact should be avoided at all costs, all attempts made by these creatures to communicate should be ignored. Nothing remains of those consumed.

The Withered

The Withered are creatures that have given up and wasted away. The Atherium in their blood tightens their skin and warps their bones, causing limbs to grow long, thin and gangly.

When they move, their weakened form snaps, cracks and breaks and is subsequently regenerated. This gives them a very distinct soundprint as well as making them very hard to kill for good.

They are otherwise soundless and are drawn to sources of food and water. Thus, those living on farmsteads or around potable water must be always on guard and listen for their distinct arrival.

They primarily attack from afar, with some arcane mechanism that allows them to snap off limbs, then hurl them at their targets.

These shuddering, creaking and snapping creatures are to be avoided where possible. If engaging them is the only option, be sure to remember that their regeneration can only be negated by healing magic.

Chapter V: The Lost

Other Worlds

The world of Atheria exists as one of many within its Solar System. While travel to the stars is something of a pipe dream for even the richest and most powerful denizens, there are many who watch the night sky and dream.

Most predominantly are the Order of Starlight, a large group of scholarly Astronomers based all over the continent of Starfall who constantly have their eyes turned to the night sky.

At the edge of the solar system lies the Sternbild (Also known as the 'Cradle' or 'Sea of Stars'). This is the area in which magic is theorised to cease functioning as the influence of Atherium in the system diminishes from sheer distance.

Atherium is the source of magic in Atheria. It is brought to the planet by Starfall meteorites, the shards and debris of its fallen moon, which rain down upon it. A

Demilios

The star at the center of the system, she is

Hunegarr

The first planet, Hungarr, the smallest in the system, comes in at about 1/10 the size of Atheria. Its surface appears to be pure energy and is a mozaic of flowing colours which weave in and around themselves, all congregating at the planets Northern Pole.

Hunegarr seems to be linked to ____ through a conduit of energy, spanning from its Southern Pole, of an unknown source or design. There appears to be a small, but powerful, siphoning effect as the dwarf world steadily pulls energy from ___

Varmorak

The second planet in the ___ System. Varmorak is twice the size of Atheria, its surface smooth, featureless and a dark, metallic red in colour. It is also known as the 'Blood Moon', due to its size making it appear fairly prominently in the Atheria night sky.

Varmorak seems to have no atmosphere or weather present to obscure observation, however, its surface seems to refract all attempts to observe it in any detail.

Varmorak also has a slightly unusual orbit, almost perfectly matching that of Atheria's as if they were tidally locked. Something that would be impossible over the distance between them.

Atheria

The third planet in the ___ system. Atheria holds three moons in its orbit, Elysia, Zaraneth and Ire. It's fourth moon, Atherious, fell to the planet eons ago in a cataclysmic event known as the 'Moonfall'.

While the planet still bares the scars of this event, by the current age it has largely healed and life once more abounds.

Alarq

Alarq is the fourth planet in the system. It is about a quarter of the size of Atheria and appears to be a barren, rocky planet covered in near perpetual sandstorms.

Magic and Maths alike tells those who observe Alarq that something is wrong with its orbit, its gravity and its atmosphere. It spins much too quickly on its axis, orbits twice as fast as any other planet in the system and appears to be pouring its atmosphere into the void of space.

The only thing that makes the numbers and the arcane make sense, is if Alarq once traveled in its orbit close enough to be almost touching another planet of the exact same size and mass.

However, there appears to be no evidence within the system that another planet ever shared its orbit with Alarq. No debris, no rogue moon, nothing. Hence, it's nickname. The 'Widow'.

Seivad
Chapter II - The World of Atheria

III

Religion in Atheria

Faith through Emotion

A The vast majority of the population in Atheria choose to worship the emotions that drive their daily lives instead of Deities. This is due to the apparent lack of presence of any such God, Gods or other Divine beings. There are still those who worship higher beings, with the Church of the Broken God being the most populous, but they are in the minority.

Concentration of strong emotions are required for the summoning of Fiends and Celestials. Some even posit that it is these emotions that all humanoids experience that willed the Angels and Demons of the Otherside into being in the first place.

Clerics gain their power through devotion to, and embodiement of, emotions. While some domains seem to fit easily into certain churches (Such as a Life Domain Cleric, who embodies Hope), you'll find that most can easily cover multiple churches (A Trickery Domain Cleric fits easily within the Avarites of the Church of Greed with its Roguish flavour, but equally well with Joy as a fun Prankster).

There exist many emotions and thus many places of worship out in the world. Below are the Six Primary Emotional Faiths of Atheria, as well as a selection of the smaller secondary churches.

The Church of Joy

Sex, Drugs and Rock n' Roll.

The most populous faith across the continent, Hedonists from the Church of Joy revel in the good things in life. There is always a buffet or an orgy happening in their temples and all are welcome to attend, member or not.

Their events and parties are legendary across the continent and are their way of expressing and worshiping their aspect of Joy. However, some see this as excessive, others question what is expected in return from all this good faith and Joy.

While popular, the route of worship through Joy is seen by many devout people as taking a divine shortcut. Joy is too easy, too simple, there is little in the way of sacrifice or understanding that goes into partying. Many of the other faiths look upon the Church of Joy with distain.

Day to day, the church also supports the populous around them. They serve as a food bank to those in need, as a day care for working families and even a theater. Clerics of Joy can be found at street carnivals, shows and all manor of events.

It's at night the real Joy begins. The sun goes down, darkness unhinders inhabitions and Joy spreads to all. However, life cannot be a party all the time, there are more than a few members of this church who eventually fall out of Joy and in with Greed or Guilt.

Chapter III: Religion in Atheria

The Path of Hope

Healing, Medicene and Protection.

Those who worship at the Beacons of Hope seek to bring their light to all corners of civilisation. They are more loosely organised than the other faiths, having no formal leadership and its members simply work toward this shared goal. This means their approach to faith is one of the most varied in Atheria.

Often, members of The Path travel the lands acting as healers or escorts. They seek people in need and render aid, helping kindle the light of the week in hopes that they may bring that light to others still.

Some choose to settle in an area, often small townships or villages, and build literal beacons of Hope. These are tall, defensive structures full of light, to attract people in need. Sometimes a person on The Path will set up a beacon in an area of particular turmoil or danger, with the intent to guide lost souls.

The light of Hope burns bright and hot and those who wish harm on its members or the innocents in their care often find themselves on the receiving end of zealous retribution. Followers of The Path, and their wards, fight with the light of Hope fortifiying their hearts and minds.

The Eye of Reflection

Serenity, Introspection and Divination

Those who seek inner peace often worship at the sacred gardens tended by members of the Eye of Reflection. This faith usually draws in older patrons who have lived hard, complex lives looking for some further meaning or understanding within themselves as well as those who have led particularly complex existences.

The patrons here often been known to lose themselves in study, meditation and distraction from the wider world. These followers of the Eye of Reflection become its hermits and teachers.

Many instead follow a path of Divination, turning the power peaceful power of introspection outward to gaze upon the world. This faith has produced many prominent psychics and seers amongst its followers and practitioners over the years, although a true Oracle has not appeared in many generations.

With Reflection, comes self realisation and this doesn't always manifest as serene inner peace. There are those who look within themselves and are comforted to truly understand who and what they are. There are those who, however, that through reflection and understanding become monsters worse than whose found in the wilds.

Chapter III: Religion in Atheria

The Bastions of Wrath

Death, Hatred and Jealousy

There are many who consider themselves lost, failed or unimportant, and many still who blame others for their problems. The Bastions of Wrath welcomes all, and through worship here its Patrons learn to channel their hate, tame it and bend it to their will.

The Bastions of Wrath is a sanctioned guild of Mercenaries and Assassins. Bought into being by one simple motive, "Better them, than us." and taking its place as one of the major faiths in Atheria. It's Headhunters span far and wide, aiding the populous by ridding them of their problems. For a price.

It's widely considered a benefit to society having the Bastion around. Crime is kept low, the assignments are taxable and the dregs who darken the cities know that anyone with enough coin can have them legally 'Taken care of'.

Of course, those who have the coin often keep the Bastions on retainer, a sort of 'No-Kill' policy, against another person taking out a job against them.

There are those, however, who join the Bastions with one calm and calculated ambition. To aquire the training and equipment they need to kill the target of their hate. These internal 'Hits' are also sanctioned, there for its members own release and are not subject to the restrictions of No-Kill policies.

The Consortium of Avarice

Greed, Addiction and Selfishness

The The Avarites of the Consortiym are drawn to this faith by their wanton desire to have more, to take more. The Vaults of The Avarites are known to all to contain vast riches of coin, art, food and of all other manor of riches. The majority of which are stolen from others.

The Consortium is a vast, complex network of interlocked traders, dealers and brokers that relies heavily on the ancient sacred art of the paper trail. Every action, request or interaction requires the correct forms and signitures and will receive a bill and receipt at its conclusion.

Those are are down on their luck or just need to have more than their neigbour often worship at the Consortium (Once they've paid for entry of course). Patrons are free to take what they want from the vault, however, to receive they must first give.

Those who are savy or inclined to more roguish activities do well within the church. They pay their tithe and use what they take from the vaults to increase their own wealth or standing. Those who take, and end up unable to pay back the church often find themselves paying back what they owe in other ways.

Chapter III: Religion in Atheria

The Dread Acolytes

Secrets, Fear and Anxiety

Little is know of this faith by the common folk, its members and structure are a mystery. The faith has no official places of worship, no public figures and little tangible presence in the world. This has led many to speculating that it simply doesn't exist, that it's some urban legend or falsification of another nation.

However, one day every winter, processions of shadowy hooded forms walk through the streets of every major town and city in an event known only as "The March". They are seemingly in reverence for some unknown celebration, anniversary or ritual. All who behold the spectacle know, at least for that day, that the Dread Acolytes are alive and well.

In reality, the Acolytes are a secretive organisation based out of Eradar, with their main temple hidden away in the wilds. Followers of fear join only when another finds them and sees their potential. Only then are they lead on the correct path to become an Acolyte.

Even to those in the faith, much of its hierarchy and wider goals are largely a mystery. A lot of acolytes are purely there for sowing fear and discontent amongst people and are happy doing just that.

Some posit that they're a secretive arm of the Eradani rulership, and act as spies for them, but the prevailing theory of those who are more informed seems to be that they are a shadowy sect of influencers. Working behind the scenes of the governments, politics and millitaries of the continent to push and guide the nations toward some desired goal.


Whatever the Acolytes end goal may be, their presence is oft felt and there are members who fulfill the spread of fear in many ways, slipping unseen into the towns and cities of the continent.



Unknown, Dread Acolyte

"Fear is such an interesting emotion, dont you think?. Fear leads those consumed by it to their ruin, paralysed by its cold grasp. But those who conquer it? Who learn to bend it to their will...?

Chapter III: Religion in Atheria

The Order of Apathy

Silence, Peace, Protection

This order of stoic followers help police and protect the members of the various emotional faiths in Atheria. It's members undergo a secretive ritual when joining which strips them of the ability to feel emotion.

This is necessary as the Order believe they are the keepers of one of the greatest secrets of Faith in Atheria. It is already known by the educated that the Emotions of the people of Atheria are mirrored to the Otherside, with the strongest creating powerful Demons and Angels.

But, the Order believe that should the Emotional spectrum of the world fall out of balance. That should Joy or Fear for instance, spread to all corners, consuming enough people that the weight of their belief would twist the Otherside into the end for all things.

They believe that beings with the power to warp reality, to punch through the planes, to subjigate the world. Beings with the power of a god, would rise up and destroy everything that we know.

Silent Watchers

The Order polices the other emotional faiths, insuring that no one faith starts to outstrip and overwhelm the others. At present, the largest concentration of Apathy Clerics is at and around the Church of Joy as in recent years, its popularity has started to skyrocket.

They are often present at events, gatherings and rituals of all the emotional faiths. Stoically watching from the sidelines, a not too subtle warning about the dangers of excess. More than a few followers of other faiths have found themselves 'Muted' by the Order's Clerics.

'Muting' is a simpler, temporary version of the ritual undertaken by new members of the Order. It dazes its target and leaves them incapable of feeling emotion for the next 12 hours.

Planar Defenders

The other key duty of the Order is its fight against Outsiders. They train to dispatch and banish their incursions into our plane.

The same ritual that strips members of the Order of their emotion, also provides them with their best weapons against Outsiders. Apathy Clerics are exceptionally hard to Charm or Fear and their specialised magic makes them a potent threat to all Outsiders.

All in all, members of the Order of Apathy sacrifice a great deal for their faith, they no longer feel Hope, Joy, Love or Contentment. They have no families, no friends and no spouses. No life, or purpose outside of their faith.

But they truly believe it is the only way to keep the balance, the only way to keep the world they know safe.

Chapter III: Religion in Atheria

Lesser Faiths

While Joy, Fear, Hope and Greed are emotions felt be all, there are other, smaller churches scattered around Atheria which worship emotions that are often a mix of the Prime Six, but distinct in their own right. Most of these churches are very small and the average person knows little of them.

Some examples of these churches are below:

Grief

A small, specialised group within the borders of Eradar. They have special training to help those deal with this powerful emotion. They send out Paladin councillers and Ranger Grave Watcher pairs to sites of great sadness and cataclysm to insure the living are cared for and the dead remain in the ground.

Surprise

A splinter group of the Church of Joy, these mirthful tricksters revel in pranks and traps, taking the mantle of Joy upon themselves and believing it to be theirs and theirs alone. They often do not care if their victims are experiencing Joy or if they are even alive afterward.

Contempt

The darker side of Reflection, those who find their world view tarnished and worn by the difficulties of life. They find themselves weary of others, especially others who have obtained material wealth or status that they never could. They dwell on that which has already past and remains immutable, trapped in a cycle of fruitless attempts to alter the past.

Rage

A splinter from the Church of Hate, Rage acolytes have lost control of their hated and find themselves no longer bound to social constructs such as 'Law', 'Honour' or 'Conscience'. They are a dangerous, short lived and unorganised sect that goes through intermittent periods of activity and is hunted ruthlessly by the Order of Apathy.

Awe

A merging of ideals of Joy and Hope, disciples of Awe seek to elicit this emotion in each other and members of the public through acts of great bravery, creativity and skill. It it one of the more hazardous sects in Atheria.

Frustration

A paradoxical faith by its very nature, those who end up here often find themselves stuck in a cycle of unfulfillment, with the other members frustration compounding on their own. Members of this church that break free of the cycle often fall in with the Eye of Reflection.

Desire

A more positive offshoot of the Church of Greed. Those who follow the path of desire tend to be happiest when beholding the things in the world then want, instead of actual materialistic possession. They are most content when the things they want are just out of reach.

Chapter III: Religion in Atheria

Attendants of the Broken

One of the last true religions that revere a deity left in Atheria. They believe their god was sundered, betrayed and murdered long ago. That the Starfall which rains down on the land are parts of his broken body and that Atherium was his final gift to the world and his followers.

Many Attendants sever body parts in ritual sacrifice and offer them up to their broken God (Sometimes known as Imperfectus or Atherious), to be more alike. They see this sundering of self as way of growing closer to their god. Lately, as new technologies have arisen, Attendants have started to replace those missing parts with robotics.

There are three major sects of this religion, each believing and worshiping in their own way. Most of the Attendants worship peacefully, however the general populous are always weary of the Broken Fanatics.

The Founders

This sect is made up entirely of Warforged, they believe themselves the chosen people of their god as their form is already mechanical in nature. They often look down on the 'Organics' of other races and are incredibly xenophobic.

They strive to create more of their kind and all the latest advancements in Warforged technology have sprung from the Founder's technocrats. Their core belief is that their god will return to ascend them to his side, if enough Warforged can be created, that their combined faith will act as a beacon.

So strong is their belief and commitment to their cause that some have speculated that they will soon become the majority sect within the faith, as their numbers grow exponentially.

The 22nd Synergy

This sect believe that by gathering the remains of their god, the Atherium which rains from the heavens, that his spirit will return to the world and his body will reform. That by bringing him back, he will shelter the world with his form once more and save them.

Many of its members go into the world with the sole purpose collecting what Atherium they can. There are rumours that the ATC (Atherium Trade Company), the company largely in charge of the trade of Atherium in the Collective, is secretly run by this sect and that they funnel Atherium to some secret vault for their divine purpose.

The Transhumanist Brotherhoods

This sect is wholey devoted to the concept of ritual sacrifice. Their core belief is that, as their god once broke for Atheria, they should sunder themselves in his image.

some members sacrifice entire limbs, while others only small parts of themselves. There is an underlying acceptance that the more you give, the more devout you are.

They sunder themselves and offer up their flesh in the hope that, one day, their god can take physical form once more using the combined sacrifices of their sect as his new body.

Faith at a glance

Faith Usual Domains Symbol
Church of Joy Life, Peace, Trickery Three interlocked circles
Path of Hope Grave, Life, Light A glowing tower
Eye of Reflection Arcana, Knowledge, Nature An open eye surrounded by water
Bastions of Wrath Death, Order, War Two crossed daggers over a sword
Dread Acolytes Death, Life, Twilight A marionette
Consortium of Avarice Tempest, Nature, Trickery An outstretched hand
The Order of Apathy Order, Knowledge, Apathy* A featureless circle
Attendants of the Broken Forge, Tempest, Broken God* A shattered clockwork Moon
Faith Usual Domains Symbol
Grief Grave, Peace A teardrop on a headstone
Surprise Trickery, Knowledge A bursting firework
Contempt War, Tempest Three vertical bars
Rage Death, War A splatter of blood
Awe Arcana, Knowledge A unicursal hexagram
Frustration Nature, Forge A column of rising smoke
Desire Twilight, Light A figure prostrating a vase
Chapter III: Religion in Atheria

IV

Races of Atheria

The Pure Bloods

Able to trace their lineage back hundreds of years, the Pure Blood races of Atheria show no marked signs of mutation or change over the last 1000 years.

Humans

Like rodents, Humans pop up all over the continent and have historically out bred their competition. Industrious and cunning, Humans often worm their way into every aspect of daily life the continent and can be found in every nation and almost every city.

They largely lack a culture of their own and often simply adopt the customs and rituals of the area they reside in. Through the years, they have ended up in all walks of life in each of the nations of the continent and are thought by many to be the most numerous race.

Forged

Both Warforged and Starforged are manufactured races, however their origins could not be more different.

Warforged

Each of the nations construct Warforged in their own style and ascetic. Warforged are still fairly uncommon but are treated as regular citizens by most.

Starforged

however are much more ancient and esoteric in nature, coming into being from fallen comets and are largely treated with fascination and distrust.

They often end up wayward travelers, searching the world for some purpose or lost ambition and scarce few ever settle and seem content.

Chapter IV: Races of Atheria

Elves

The Elves of Atheria, while long lived, have very little tangible recent history in the world. The Elves suffer from a sickness or, some say, a curse. This sickness is known as “Mind Rot” (or "Il Incubo" in Elven), causes them to lose their older memories. Elves see this as a personal death, even if it’s not a physical one.

Elves as a race however, have a vast and long reaching history. However, as the Mind Rot set in a few thousand years ago, they started to lose their own identity of self. This was a race used to living many hundreds of years, with the knowledge and experience thats comes with that. They've often see themselves as being reduced down to a more mundane existence and as a culture, lost their spark.

Often, older Elves withdraw from society and only barely interact with the wider world. But more recently, more and more of the younger generations are reintegrating into the cultures of the continent, intent on making a new legacy for their race.

An Elf usually only “Lives” for 75 years or so before they “Die”. Personalities can often change, although it’s said that certain traits always come out through each of their lives. There is a saying amongst elves, “True love persists even beyond our deaths” with many believing that they are destined to always find the same person again and again.

Many Elves follow the tradition of tattooing their lives achievements onto their bodies, so that even when they undergo the Mind Rot, they have some idea of the person they used to be. You can often get an idea of an Elf's age by how little skin is left bare.

Dwarves

Hailing mostly from Eradar, the Dwarves of Atheria are a robust and hearty folk with a lust for the best things in life. Those who live outside of Eradar tend to live a life an excess and are drawn to the Church of Greed.

One of the more materialistic races, Dwarves are at the center of most commerce and are especially common within the fashion industry. It is Fashion where they truly shine and no catwalk ever finds itself short of stunning Dwarven workmanship.

Dwarves are also quite an industrious folk, with young members of the race heading out on an adulthood ritual which involves them returning only once they have discovered knowledge that is new to their clan.

Chapter IV: Races of Atheria

The Half Breeds

So called, due to their bloodlines being a mixture of the other races. Half Breeds share common features from the whole lineage

Half-Orc

The only remaining descendants of the now extinct Orc race, Half-Orc is a slight misnomer as those of this race often have very little Orc blood. However, due to the strength of this blood, even a few drops in a person's lineage is enough to manifest Orcish Traits.

Half-Orcs are unnaturally strong and sturdy. They manifest ashy skin tones and a tusked mouth.

Half-Elf

Seen as a Paradox within Elven society. Half Elves do not experience the Mind Rot but only live as long as their non-Elven parents race tends to.

Half-Elves only come about from a partnership between a full blooded Elf and another humanoid race. Half-Elves themselves are infertile and incapable of having their own children.

Chapter IV: Races of Atheria
Halfling

Halfings are so called due to their short stature, however,

Gnomes
Chapter IV: Races of Atheria

The Monsters

Largely hailing from the wild lands of Drachen, the more monsterous races of Atheria are a brutal and misunderstood people.

Some people say they are nothing more than vaugly sentient animals, others tell stories in the dark about them snatching children or being omens of evil.

Dragonborn

The Dragonborn of Atheria are tough, powerful folk. They bare resemblance to the long extinct Noble Dragons and claim lineage to them. It is said between Dragonborn that their inception is the result of Dragons mingling with, and falling in love with, individuals of the humanoid races.

It is also said that Dragons are simply myth and legend. That they never existed and are simple fantasy. However, tales are still told of Dragons and passed down by Dragonborn clans, as a way of emboldening their young.

They are a noble people, with strong traditions and links to powerful magic. Because of this they often find themselves in positions of power within the towns and cities of Atheria and especially in the Collective.

Dragonborn tend to have a pathological draw to the colours and metals of their Bloodline, dressing themselves in fabrics that match or compliment the colour and obsessively collecting metals.

Metallic

With Scales made of layers of precious metals, Metallic Dragonborn are often large and heavyset creatures. Those born outside the protections of nobility or money often find themselves hunted for the bounty of their flesh.

Chromatic

With scales of overflowing elemental energies, Chromatic Dragonborn are smaller than their cousins but always somewhat magical, with access to innate arcane power linked to their type of scales. They often follow intellectual paths and can be found in laboratories and politics in equal number.

Chapter IV: Races of Atheria

Undead

Largely denizens of Drachen, the undead commonly walk the earth in Atheria and can be found in all its corners. Sometimes are mindless monsters, but often as productive members of society.

Reborn

The most common Undead in Atheria are reborn Zombies, some of which even manage to retain the intelligence and personality they once had in life.

Unfortunately, they are stigmatised by almost every other race and rarely fit in or thrive in any community that isn't specialised for Zombies.

Bloodsuckers

Dhampirs and Vampires on the other hand rule vast swathes of land and largely see themselves as superiour to the other races. However, it does not go without notice that superiour as they may be, they require Lesser races as a means of sustinence.

Chapter IV: Races of Atheria

Tabaxi

Birdfolk

The Birdfolk are a strange mix of humanoid and avian traits, with two distinct subsets, Aarakocra and Kenku. The key difference between the two is that Aarakocra can fly with massive, impressive wings while Kenku cannot.

Kenku

The ability to fly (or lack thereof) is a point of contention between the two and their kind is often at odds. Even within the vaulted caves of Val Hazark, where the largest population of Eradar resides, conflict finds a way between them.

Aarakocra

They are a short lived but energetic race with a lot to prove. This means that the vast majority of their population push into the more dangerous roles (especially as Adventurers or Mercenaries) and those who fall short of expectation of considered abject failures.

Chapter IV: Races of Atheria

The Plane Touched

There are several Plane Touched races in Atheria, all are rare are in someway effected by the moons. Plane Touched are often feared for their differences, usually exhibiting esoteric traits of the plane they are bound with.

Tieflings

Imbued by Zaraneth and are born more often when it is full in the sky. They manifest horns, hoofs, claws and wings, resembling their fiendish kin and are often shunned for their demonic appearance. They are an inately magical race and often found as mages around the continent.

Aasimar

Imbued when Elysia is fullest. They tend to have vestigial wings, bright eyes and sometimes faint halos. Hailed as prophets and angels by common folk, Aasimar are usually welcomed where ever they travel. However, there are those who will go to great lengths to aquire angelic blessings, and not all require the Aasimar to still be breathing.

Chapter IV: Races of Atheria

Genasi

Imbued by the various elemental planes, Genasi are born when the moon Ire is full and alone in the sky. They physically embody the elements of Fire, Water, Air and Earth, usually in skin tone and hair. Sometimes, Genasi Tempests are born who are linked to more than One elemental Plain.

Fire

Brash and confrontational,

Water
Earth
Air
Astral

Astral Genasi are the rarest type of Genasi, only being born during a total eclipse of all three moons. They have ties to the cosmos and possess a powerful inclination toward gravity magic.

Arcadias consider their births sacred and Star Genasi are often elevated to positions of power and influence.

Kalashtar

The Kalashtar are touched by the plane of dreams, one of the barriers between this world and the next. They are connected to the beings that dwell there, often forging relationships and partnerships with them in an effort to embolden both. They are a spiritual people and can be most often found within the temples and quiet spaces of the world.


Gahul Frandysnazzle, Arcadian Astronomy Professor

"The moons that orbit this world. They each hold sway over a different realm of magic. Elysia is Divine, Zareneth Occult and Ire Primal. The fallen moon, Atherious, is what seeded Arcane magic in these lands. Or, so it is thought."

Chapter IV: Races of Atheria

The Mutants

The Mutant races of Atheria have had their base genetics fundimentally altered by Atherium, because of this they inherit a baseline level of resistance to its effects. While most people who suffer Atherium exposure can mutate wildly, members of these races mutate along much stricter lines.

Changelings

Granted the ability to fully control the appearance of their bodies, those born with the Changeling mutation often suffer a crisis of identity as they grow. The true form of a Changeling is that of a horrifying, pale skinned, wide mawed monster.

Some use this mutation as a second skin, for a purpose or goal, always returning back to their true form once that purpose is done. These Changelings are ones who have accepted who or what they are and have a true sense of 'Self' underneath their disguises.

Others live through their alters, taking on new personalities, wants, desires and dreams with each form they take. These Changelings are rarely found in their true form and often live amongst other humanoids, sometimes living several lives at once.

Changelings, are often treated with mistrust and outright fear by the populations of Atheria. The only largescale Changling settlements exist within Eradar, where the peoples are generally more accepting of their mutation.

Goblinoids

Consisting of Goblins, Hobgoblins and Bugbears. The Goblinoid races of Atheria are the result of severe mutations ripping through humanoid populations. They are considered 'Minor Amalgamations', as their ancestors were the first to succumb to that specific strain of Lost.

Those who survived eventually developed a lesser mutation and Goblinoid reproduction became closer to a form of mitosis. This means that Goblinoids often suffer from hearing the voices and seeing the memories of their past lives.

They are often seen talking to themselves and some of the worst afflicted break down into multiple distinct personalities. Even at the best of times, Goblinoids are a fractured species and many other humanoids find them incredibly off putting to be around.

Goblinoids often stick with others of their own kind and rarely form any kind of permanent attachment to people or places outside of their ancestral homes in Drachen.

Chapter IV: Races of Atheria

Kazagari

Kazagari have primarily lived underground for millennia and such, are blind from birth. However, they each possess a keen ability to perceive their surroundings through heightened senses of smell and hearing.

For most of their history they have been masters of their subterrainian domain. Until, one day, when a group of Kazagari adventuerers explored further and deeper than any had before and discovered the surface world.

They were introduced to the land above, with its open sky, vast expanses and the people who lived there. The Kazagari were thrown into turmoil and their culture shifted almost overnight as their great age of enlightenment began.

Kazagari have a hallowed ritual for their dead, where they skin their bodies make clothing from the resulting material. They then wear this clothing as a mark of respect, to honour the legacy and accomplishments of the deceased.

Clothing is passed down through family lines, father to son, mother to daughter and there are complex rules and rituals incorporated in this transfer of physical legacy.

One of the most severe crimes a Kazagari can commit is scaring or otherwise marring another Kazagari's skin. Their pale hides are as sacred as their dark god.

Kazagari believe themselves creations of Geriza, the 'Great Mother' a female deity who embodies Darkness and all of its aspects. They believe their subterrainan home is also her domain, that her essence moves through its tunnels with them.

They tell stories of her fall from the heavens, how she was betrayed by the other gods, fled their realm in the cosmos and created her own domain deep under the ground.

Harr'Chak

Born from the primeval cold, Chak were rainbow feathered birds that carried blizzards on their wings and ushered in the winter snows.

Long ago, the Chak grew weary of their ancient charge. Bored of the winds and sky, they wished to explore the land below. So they shed their wings, took on humanoid form and the Harr'Chak were born. At least, that is how the legend is told.

At a glance, the Harr'Chak appear to be dark skinned humans. However, they sprout colourful feathers where humans would normally have hair. They have bird like talons for hands and feet and often augment their appearence with the down of friends and family.

They form tight bonds with friends and family and are fiercely loyal. The pure, cold rage a Harr'Chak can summon when slighted or wronged is a fearsome sight to behold.

The Harr'Chak's link to elemental Cold is clear for all to see. They usually have a faint aura of glistening ice crystals about themselves and even the frailest member of their race can bring powerful ice magic to bear.

Harr'Chak greatly revere the cold, having many holy days throughout the year dedicated to the weather and changing seasons. The grandest of these is known as Chaktal or 'Deep Winter' festival and is held during the first blizzard of each year.

Vayasta

Vayasta are a short, goblinesque people. When Vayasta are born, they are grey and devoid of any colour. As they grow and experience life, however, their appearance begins to change.

First, their eyes begin to brightly shine (The colour seems to be random, but is always bright) and then their skin takes on a bright blue hue. Eventually, when a Vayasta is experienced enough (Often around their 5th year) brightly coloured markings begin to appear on their skin.

Vayasta harbour powerful Psionic abilities. From an early age, they are able to project their voice into the minds of those nearby (Most Vayasta learn to communicate this way much sooner than they do verbally.)

Some even gain the ability to control the minds of others, however this usually only manifests within the Devoid. These are Vayasta who, for an unknown reason, never gain their colours. They often break from Vayasta society and choose to live alone.

Vayasta believe it is their purpose to bring colour to their bleak and shadowy world. Their towns and cities are literal beacons full of bright lights, paints and clothes.

Dark colours are taboo amongst their people, and adventurers who are dressed in particularly dark clothing will often find themselves shunned by Vayasta populations.

Chapter IV: Races of Atheria

Shifter

Those with the Shifter mutation find themselves more animalistic in nature. Often born with distinct traits from the mammals of the animal kingdom, such as tails, hooves, claws and fangs. Their key aspect is an ability to shift into this animal form when the need arises.

Shifters are intuitive about others and very in tune with their own emotions, with many developing empathic bonds with those around them. Shifter packs commonly roam the wilds of Eradar, rarely settling in any one location very long.

A Shifter friend is a friend for life, but a Shifter enemy is one that will hunt you to the ends of the continent.

Simic

The Simic are a manufactured mutant race, hailing from the Hyperian Institute of Arcadia. It is here that through a careful program of Atherium infusions, training and genetic manipulation that Simic Hybrids are born.

Similar to Shifters, Simic Hybrids exhibit animalistic traits. But due to the aquatic nature of Arcadia, they are generally bred with water based mutations in mind, such as gills and fins.

They have little to no culture or history in the world, being a fairly new creation.

Races at a Glance

Race Typically Found in... Ancestry Group
Humans Everywhere Pure Bloods
Forged The Collective Pure Bloods
Elves Arcadia Pure Bloods
Dwarves Eradar Pure Bloods
Half-Orcs Everywhere Half Breeds
Half-Elves The Collective Half Breeds
Halfings Arcadia Half Breeds
Gnomes The Collective Half Breeds
Dragonborn The Collective Monsters
Undead Drachen Monsters
Tabaxi Drachen Monsters
Birdfolk Drachen Monsters
Aasimar The Collective Plane Touched
Teiflings Arcadia Plane Touched
Genasi Arcadia Plane Touched
Kalashtar Eradar Plane Touched
Changelings Eradar Mutants
Goblinoids Drachen Mutants
Shifters Eradar Mutants
Simic Arcadia Mutants
Kazagari Kazagar Shadow-touched
Harr'Chak Kazagar Shadow-touched
Vayasta Kazagar Shadow-touched
Chapter IV: Races of Atheria

Credits

Below are the people and systems that made this book a possibility.

My friends and players

Who have experianced everything in the document above and, one way or another, helped shape it too:

Aequitas, Aki, Akkedis, Ale, Amygdala, Augustus, Blight, Cassey, Castello, Constant, Corvo, Croganht, Darquad, Eberk, Elijah, Fenwin, Grit, Illatheal, Kyrie, Narissa, Neeko, Rain, Rava Reene, Saelethil, Sol, Talvi, Tavius, Tim, Tok, Venturas

Cover Art

Eden

Interior Art

Midjourney

Proof Reading

Eden

GM Binder 'Blackthorn Light' Theme

Blckthorn

Additional Homebrew Content

All the Lights in the Sky are Stars.

Way of the Four Elements Reimagined

Triamond.

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Atheria:

Age of Atherium





Sheldon Catley