This is my homebrew world that I have been working on for a while. Please share any tips and opinions you have on it! I would like some other people’s opinions on it and what can be added and improved!
thank you!
Ætheria The world of Ætheria is a sprawling steampunk realm where colossal cities rise above the perilous wilderness. Great airships glide along carefully guarded trade routes, connecting the cities in a web of commerce and diplomacy. Below the skies, monstrous beasts and relentless storms dominate the uncharted wilds, making travel by land a dangerous proposition. The seas are occasionally swept by great hurricanes, posing a risk to sea travel. This industrialized world brims with innovation, political intrigue, and the constant power clash between noble houses and monstrous threats.
Chapter One: The Geography of Ætheria The Skylands The air is the lifeblood of Ætheria. Airships are the safest and most reliable way to travel between cities. These massive vessels, powered by aetherite crystals or steam engines, are marvels of engineering. Airship shipping lanes are heavily patrolled and maintained by the Skyward Guild, the Great House responsible for air travel. ● ● Aetherite Crystals: Rare, glowing minerals that fuel airship engines and steampunk technology. Found only in dangerous mines deep within the wilderness. Sky Beasts: While air travel is safer, travelers must remain vigilant against roving wyverns, giant eagles, and even massive storm elementals that can wreak havoc on an unguarded vessel. The Skyways The Skyways are a network of aetherite-powered airship routes that connect the great cities. Operated primarily by the Skyward Guild, these routes are vital for commerce, diplomacy, and military endeavors. Key Features of the Skyways: ● Skyports: Massive landing hubs, filled with warehouses, markets, and repair facilities, dominate city skylines. ● ● Sky Patrols: Armed escorts ensure the safety of valuable shipments and passengers. These are often made up of griffon riders, smaller airships, or magically enhanced constructs. Aetherstorm Zones: Turbulent regions of magical energy that disrupt navigation and attract sky beasts. The Wildlands Vast, untamed, and filled with danger, the Wildlands separate the cities with an almost insurmountable barrier. Adventurers often journey here to recover lost artifacts, hunt monstrous beasts, or uncover the remnants of a forgotten civilization. Dense forests, barren wastelands, and towering mountain ranges teem with owlbears, bulette, and hydras. Settlements in the wildlands are rare, and fortified bastions that rely on local adventurers or mercenaries to fend off the dangers. ● ● ● ● Ruins of the Old World: Scattered ruins hint at an ancient civilization that predates the rise of the cities. Explorers seek lost technologies and treasures, but many never return. Wandering Tribes: Isolated communities of gnolls, lizardfolk, aarakocra, and tabaxi survive in the wildlands, living off the land and guarding their secrets fiercely. Monsters: Owlbears, hydras, bulettes, and the rare but deadly tarrasque. Hazards: Unstable terrain, shifting magical ley lines, and ancient ruins that house traps and curses. ● Rewards: Rich aetherite deposits, ancient technology, and powerful magical relics. The Endless Seas The seas of Ætheria are both a blessing and a curse. While trade routes are crucial for transporting goods too heavy for airships, the waters teem with deadly creatures and unpredictable storms. Enormous sea serpents, krakens, and water elementals threaten even the most fortified vessels. ● ● ● Stormclad Isles: A chain of islands rumored to hide Old World treasures. Storm elementals and sea serpents guard these riches jealously. Fleets of the Houses: Naval vessels from House Tempest ensure some safety on key routes, but pirates often target merchant ships. The Leviathan: A mysterious ship that has been rumored to exist. It is said to have the ability to sail underwater and is captained by the formidable Captain Nemo. The Civilized Lands Each city of Ætheria is a fortress of industry and culture, towering above the chaos of the wilderness. Built with clockwork mechanisms, towering spires, and steam engines, these cities are marvels of steampunk engineering. Cinderforge A volcanic city known for its skilled smiths and mercenaries. Ruled by House Emberfall, Cinderforge exports weapons and elite warriors to other cities. ● ● ● ● Government: Lord Rurik Emberfall and House Emberfall. Culture: Gladiators battle for fame in the Arena of Flame. Environment: Rivers of lava run through the city, powering its forges. Intrigue: Mercenaries and lava elementals lurk the streets, known to attack unsuspecting passers-by on occasion. Cloudveil A sky-high city built atop floating islands tethered by chains and aetherite. Cloudveil is home to the Skyward Guild and the Academy of Ætheric Studies, where artificers and wizards hone their craft. ● ● ● ● Government: The Arcane Assembly. Culture: A city of scholars and airship captains. Environment: Numerous floating islands are connected by bridges and to the ground by giant, magically-infused chains. Intrigue: Dangerous magical experiments occasionally go awry, threatening the city’s stability. Ironhearth A city of industry and innovation, Ironhearth is the headquarters of House Ironweld, which dominates the steam power and manufacturing industries. Its factories churn out weapons, armor, and machines for the other cities. ● ● ● ● Government: The Forge Council and House Ironweld. Culture: A city full of hardworking people and industry, working together in huge factories under the watch of House Ironweld. Environment: Smog-filled skies and constant mechanical clatter. Intrigue: Rogue constructs and clockwork creatures created in the forges. Port Azure A maritime powerhouse, Port Azure is ruled by House Tempest, which oversees sea travel and shipping. The city is known for its naval strength and bustling harbors. ● ● ● Government: Admiral Lysandra Tempest, House Tempest, and the Council of the Deep. Culture: Rugged and pragmatic, with a strong seafaring tradition. Environment: The city encircles the docks and the harbor, with the villas of merchants and House Tempest perched above on the alabaster cliffs that give natural protection to the city. ● Intrigue: Pirate fleets and deep-sea monsters. Skyspire The largest and most powerful city in Ætheria, Skyspire is the heart of the royal family’s rule. Its Clockwork Palace, a marvel of mechanical engineering, houses the Royal Assembly and the royal family. ● ● ● ● Government: Skyspire is ruled by King Aldric Gearhaven and his family, who claim sovereignty over all the cities. A noble Council of Guilds advises the king, representing the Great Houses. Culture: Skyspire is a beacon of invention and progress, with universities and guilds vying for dominance in technological advancements. Environment: Skyspire is a singular floating island, rising high into the sky, culminating at its peak with the Clockwork Palace. Intrigue: Tensions simmer between Skyspire and the other cities, with rebellious factions seeking independence.
Chapter Three: The Cities of Ætheria Cinderforge Located at the foot of a massive, ever-burning volcano, Cinderforge is a city born from fire and ash. Known for its unyielding forge fires, master smiths, and brutal gladiatorial combats, Cinderforge is the beating heart of Ætheria’s weapons manufacturing and mercenary industries. It is the domain of House Emberfall, a powerful family that controls the production and export of weapons, armor, and elite warriors throughout the world. The city’s industrial landscape is dominated by towering smelting furnaces, billowing clouds of smoke, and rivers of lava that carve through its heart like molten veins, feeding the ever-present fires of the forges. The citizens of Cinderforge are hardened and pragmatic, shaped by the volcanic environment in which they live. They are craftsmen, mercenaries, and warriors who understand the value of strength - both in their tools and in their bodies. The city’s landscape is dominated by enormous forges and workshops where weapons, armor, and battle machines are crafted with unparalleled precision. The blackened skies above Cinderforge are filled with the constant hum of industry, the roar of molten metal, and the clamor of hammers striking anvils. Cinderforge’s culture is one of intense pride in craftsmanship, martial prowess, and survival. The city thrives on trade in weapons, both magical and mundane, and its mercenaries are highly sought after for their exceptional skill in battle. However, beneath its reputation for industry and strength, Cinderforge is also a city full of intrigue, rivalries, and dark secrets, as those who fight for power often find themselves facing not only dangerous beasts but also treacherous enemies in the shadows. Overview: ● ● ● Population: 100,000 (mostly blacksmiths, mercenaries, gladiators, and craftsmen). Leadership: Lord Rurik Emberfall, the charismatic and fiery leader of House Emberfall, rules Cinderforge with a firm hand, assisted by a council of skilled smiths and military commanders. The city is also heavily influenced by the Forged Guard, a paramilitary group of elite warriors trained in both weapons and tactics. Culture: The people of Cinderforge are known for their strength - whether it be the strength of their weapons, their bodies, or their resolve. The city has a warrior culture, where skill in combat is highly valued, and every citizen is expected to contribute to the city’s defense or its industry. The arena culture runs deep, with gladiatorial combat being a popular form of entertainment, and mercenaries are seen as both heroes and commodities. Key Locations in Cinderforge: 1. The Arena of Flame ○ Description: At the heart of Cinderforge stands the Arena of Flame, a colossal structure where the city’s greatest warriors and gladiators battle for fame, fortune, and glory. The arena is surrounded by roaring fires, with molten lava flowing through the pathways and arenas themselves. Fights are often fought to the death, and the arena is a place where skill in combat is tested to its utmost limits. It is both a center of entertainment and a proving ground for those seeking to make their mark on the world. ○ Notable Features: ■ The Infernal Gauntlet: A brutal obstacle course within the arena, designed to test physical endurance and combat prowess. Those who survive the gauntlet gain recognition as elite warriors and often receive lucrative contracts from mercenary bands or House Emberfall itself. ■ The Pit of Ash: A smaller, more intimate combat area where lesser-known gladiators prove their worth. This is where many up-and-coming warriors start their careers, seeking fame and fortune before advancing to the main arena. 2. The Smelting District ○ Description: The Smelting District is the industrial heart of Cinderforge, where molten metal flows through the streets and into vast crucibles, fueling the city’s forges and armories. The district is filled with massive workshops where the finest weapons, armor, and battle machines are crafted. The air is thick with the acrid smell of metal and fire, and the ground beneath is often hot to the touch, as rivers of lava run beneath the streets, powering the forges and kilns. ○ Notable Features: ■ The Anvil Forge: One of the largest and most renowned smithies in the city, operated by the legendary blacksmith Thrain Ironfist. It is here that many of the city’s finest weapons are forged, often using rare metals and materials imported from distant lands. Adventurers may seek out the Anvil Forge to commission powerful enchanted weapons or repair damaged gear. ■ The Lava Pits: A network of deep pits where molten metal is poured and crafted into large-scale weapons and mechanical constructs. This area is considered highly dangerous, with many accidents occurring due to the volatile nature of the materials used here. 3. The Emberfall Keep ○ Description: The seat of power for House Emberfall, Emberfall Keep is a towering citadel that rises above the city. It is both a fortress and a palace, with high walls of obsidian and iron, designed to withstand both siege and assassination. The keep serves as the ruling seat of Lord Rurik Emberfall and the heart of the city’s political and military power. From here, the House controls the vast mercenary forces and weapon production that fuel Cinderforge’s prosperity. ○ Notable Features: ■ The Hall of Steel: The central meeting hall where House Emberfall holds court. It is a grand chamber lined with weapons, trophies from past battles, and statues of legendary warriors. It is here that deals are made with foreign dignitaries, mercenary captains, and powerful merchants. ■ The Iron Guard Barracks: The heavily fortified barracks where the Iron Guard, House Emberfall’s elite military unit, is stationed. These warriors are highly trained in the use of both melee and ranged weapons, as well as the art of battlefield tactics. 4. The Forge District ○ Description: The Forge District is where much of the city’s workforce is employed. The clang of hammers on anvils, the hiss of steam, and the roar of fire are constant sounds here. The district is filled with workshops, smaller smithies, ○ and personal forges where individual craftsmen produce a wide variety of weapons, tools, and armor. Many of the finest artisans in the city work here, crafting unique and exquisite items for wealthy merchants and nobles from across Ætheria. Notable Features: ■ The Flameforged Academy: A prestigious institution for training young smiths, blacksmiths, and artificers. The academy is known for producing some of the most talented craftsmen in Ætheria, and it is here that many adventurers seek apprenticeships or commissions for custom-crafted weapons or magical items. ■ The Iron Market: A large open-air market where the city’s goods are sold. Weapons, armor, enchanted items, and even rare metals can be found here, making it a prime location for adventurers seeking to upgrade their gear or find specialized items for their quests. Adventure Hooks in Cinderforge: 1. The Stolen Weapon A powerful and rare weapon, forged by House Emberfall’s finest blacksmiths, has been stolen from the Anvil Forge. The weapon is said to be capable of cutting through almost anything, and its disappearance could spark a war between mercenary factions. The adventurers are hired to recover the weapon before it falls into the wrong hands. 2. The Arena Conspiracy A series of high-profile gladiators have begun mysteriously disappearing from the Arena of Flame, and rumors abound that they are being used for a darker purpose. The adventurers are hired to investigate the disappearances and uncover whether a conspiracy is brewing within the arena’s management. 3. The Mercenary Uprising Cinderforge’s mercenary bands, once united under the leadership of House Emberfall, are beginning to fracture as rival factions vie for power. An assassination attempt on Lord Rurik Emberfall threatens to ignite a full-scale conflict. The adventurers must navigate the political tensions within the mercenary guilds and stop the coming civil war before it destroys the city. 4. The Lava Beast Strange, massive creatures have begun emerging from the rivers of lava beneath Cinderforge, attacking workers and disrupting production in the Smelting District. The adventurers are tasked with tracking down and neutralizing these creatures before they cause further damage to the city’s vital industry. 5. The Infernal Forge An ancient, long-forgotten forge has been uncovered beneath Cinderforge, one that once created weapons for a forgotten empire. The adventurers must explore the depths of this cursed forge, battling traps, ancient guardians, and the remnants of powerful weapons, to uncover the secrets of the lost empire - and decide what to do with its deadly legacy. Cloudveil Cloudveil is a breathtaking city suspended in the sky, floating on massive islands tethered to the ground by colossal chains. The air is thick with the scent of ozone and aetheric energy, and the city's spires reach ever higher, sparkling in the sunlight. Cloudveil is known as the intellectual heart of Ætheria, where the most brilliant artificers, wizards, and scholars from all corners of the world converge to study, experiment, and push the boundaries of magic and technology. Here, both the arcane and the mechanical intertwine, as the city represents the ideal of combining the wonders of magic with the potential of steam and aether-powered machines. Overview: ● Population: 80,000 (comprising mostly scholars, artificers, students, and magical ● ● practitioners). Leadership: The Arcane Assembly, a council of the most powerful and influential mages, artificers, and scholars, is chaired by Magister Illiana Skyvault, a renowned wizard and engineer who serves as the voice of the city. The Assembly makes decisions on academic policy, magical research, and technological development. Key Features: Cloudveil is an awe-inspiring sight, its floating islands connected by intricate networks of chains and bridges. The city has a reputation for being a hub of knowledge, where new inventions and magical discoveries are made daily. However, the city’s lofty ambitions come with inherent risks, as the stability of the city relies heavily on the integrity of the chains that anchor it to the earth below. Key Locations in Cloudveil: 1. Academy of Ætheric Studies ○ Description: The Academy of Ætheric Studies is one of the most prestigious institutions in Ætheria, where both arcane magic and mechanical engineering are taught. The Academy is a sprawling complex of towers and laboratories, where students and professors alike explore the relationship between magic and technology. Its halls are filled with the hum of both magical incantations and the whirring of steam-powered machines. The Academy is famed for its research into aetheric energy - an elusive and volatile force that powers many of the city’s technological wonders. ○ Notable Features: ■ The Aetherium Laboratories: A series of high-tech laboratories where experiments with aetherite crystals and arcane constructs take place. These labs are at the cutting edge of magical technology, but they are also dangerous. The adventurers may be asked to recover a lost experiment or deal with a mishap in one of the laboratories. ■ The Arcane Library: A vast collection of ancient texts and magical tomes, some of which are said to contain forbidden knowledge. The library is a treasure trove for adventurers in search of rare spells, magical artifacts, or knowledge about ancient civilizations. 2. The Skydocks ○ Description: The Skydocks are a network of platforms that extend out from Cloudveil's floating islands, serving as launch points for experimental airships, sky patrols, and exploratory missions. The Skydocks are a bustling hub of activity, filled with engineers, airship captains, and adventurers preparing for their next journey. The sky above Cloudveil is often filled with a dazzling array of ships - ranging from elegant dirigibles to massive steam-powered vessels - soaring through the air. ○ Notable Features: ■ The Skywrights Guild: A prestigious guild of airship engineers and captains who build and maintain the ships that travel through the skies. The guild is based at the Skydocks, and its members are often hired by noble houses and wealthy merchants to design custom airships. The adventurers might be tasked with retrieving lost blueprints for a legendary airship or preventing sabotage from a rival faction. ■ The Aetheric Port: A high-security docking station where the most advanced airships are stored and maintained. It is rumored that a secret faction within Cloudveil has been using the Aetheric Port to conduct illicit magical experiments on the ships. 3. The Chainforges ○ Description: The Chainforges are a series of massive factories located on one of the larger floating islands of Cloudveil. These forges are responsible for the maintenance and repair of the colossal chains that tether the city to the earth below. The chains themselves are an engineering marvel, and without them, the city would come crashing down. The Chainforges are a symbol of Cloudveil's technological prowess and its dependence on the delicate balance between magic and machinery. They are guarded fiercely, and only the most skilled engineers are allowed access to the forges. ○ Notable Features: ■ The Core Forge: The heart of the Chainforges, where the city’s anchor chains are made and repaired. The forge is an immense, magical steam-powered facility where metalworkers and artificers work around the clock. Adventurers could be hired to prevent sabotage or investigate mysterious malfunctions in the forge. ■ The Chain Pits: A subterranean network of pits and workshops where the chains that bind Cloudveil are stored and reinforced. It is said that the Chain Pits contain ancient technology left behind by the First Engineers, long before Cloudveil’s current city-state was even founded. The adventurers may find themselves investigating strange phenomena in the depths of these pits. Adventure Hooks in Cloudveil: 1. The Floating Island Crisis A magical experiment at the Academy of Ætheric Studies goes horribly wrong, causing one of Cloudveil’s floating islands to drift dangerously close to falling. The experiment, which was intended to create a new form of aetheric propulsion, has caused the island's anchor chains to weaken. The adventurers are hired to investigate the source of the magical instability, repair the damage, and ensure that the island doesn't come crashing down, threatening the lives of thousands. 2. The Forbidden Society A secret society within the Academy, known as the Order of the Veil, seeks to harness forbidden magic in their pursuit of ultimate power. This society has been conducting covert experiments with dark arcane forces, and their machinations threaten to destabilize the entire city. The adventurers must infiltrate the society, uncover its secrets, and stop their dangerous research before it unleashes disaster upon Cloudveil. 3. Saboteurs in the Chainforges Saboteurs have infiltrated the Chainforges, attempting to sever one of the massive chains that keep Cloudveil anchored in the sky. If successful, the city could plummet to the earth below, causing untold devastation. The adventurers are hired by the Arcane Assembly to investigate the sabotage, uncover the identity of the saboteurs, and protect the city’s core infrastructure. Along the way, they may uncover a larger conspiracy involving rival cities or even one of the Great Houses attempting to bring down Cloudveil for their own gain. 4. Stolen Aetherite Crystals A shipment of rare aetherite crystals - a critical energy source for both magic and machinery - has gone missing on its way to Cloudveil. These crystals are vital to the city’s functioning, and their theft could have catastrophic consequences. The adventurers are hired to track down the criminals behind the theft, but they soon discover that the crystals are being sold to factions outside the city who seek to exploit Cloudveil’s technology for their own purposes. 5. The Skywright’s Secret A renowned airship captain and engineer has disappeared under mysterious circumstances, and the only clue is a series of cryptic messages left behind in the Skywrights Guild. The adventurers must delve into the mystery, uncover the truth behind the captain’s disappearance, and stop an impending airship disaster that could bring Cloudveil to the brink of destruction.
Ironhearth Ironhearth is the industrial heart of Ætheria, a city where the air is thick with smog and the ground rumbles with the constant hum of machinery. Nestled in the heart of a barren, soot-covered valley, Ironhearth is a city of industry, war, and power. Known for its vast forges, ironworks, and war machine production, it is a city that thrives on the relentless pounding of hammers, the sizzling heat of molten metal, and the cold efficiency of mechanized labor. Ironhearth is also a place of great contrasts: while the factories and forges fuel the city's economy, they breed inequality and unrest, as the workers who man them are often treated as little more than cogs in the great machine. Overview: ● ● ● Population: 150,000 (comprising mostly workers, engineers, soldiers, and merchants). Leadership: The Forge Council, a body made up of high-ranking members of House Ironweld and other influential guild leaders, is led by Baroness Helena Ironweld, the head of the Ironweld family and the primary ruler of Ironhearth. The council makes decisions regarding the city's industry, military, and security. Key Features: Ironhearth is a city of noise and industry, where factories rise like iron giants and the clanging of metal on metal fills the air. The streets are narrow and often lined with smokestacks and steam-powered equipment. The people of Ironhearth are hard-working and gritty, with a culture that values strength, endurance, and loyalty to the great forges that power the city. Key Locations in Ironhearth: 1. The Foundries ○ Description: The Foundries are the beating heart of Ironhearth, a series of massive factories and workshops where the city’s most important war machines, automatons, and steam-powered weapons are constructed. The air is thick with smoke, and the ground vibrates with the power of massive steam engines, great furnaces, and forging hammers. Workers here toil in dangerous conditions, their ○ every move dictated by the rhythm of the factory floor. The Foundries are also the home of the Ironweld Armaments, one of the most respected weapons manufacturers in Ætheria. Notable Features: ■ The Assembly Line: Massive conveyor belts that churn out war machines and automaton soldiers. Adventurers might be hired to investigate a defect in the production line or to steal blueprints for a new weapon. ■ The Smelting Pit: A molten metal pit that churns out raw metal for the construction of heavy war machines and automaton soldiers. The pit is closely guarded due to its importance in the city's industry. 2. The Iron Pit ○ Description: The Iron Pit is a vast gladiatorial arena located at the heart of Ironhearth, where the city’s most daring mercenaries, soldiers, and criminals fight for fame, fortune, and the entertainment of the masses. The Iron Pit is a brutal and blood-soaked battleground where combatants use a variety of weapons, from traditional swords and axes to steam-powered gauntlets and aetherite-infused firearms. The fights are often to the death, and the crowd is ravenous for blood. It is also a place where powerful merchants, noble families, and House Ironweld watch to recruit the strongest fighters for their personal armies. ○ Notable Features: ■ The Battle Arena: The main area where gladiators fight, surrounded by high walls and a massive crowd of spectators. The arena is equipped with various hazards, from trapdoors to mechanical hazards, that can turn the tide of a fight in an instant. ■ The Champion’s Locker Room: A secluded area where the champions and notable fighters are given special treatment. Adventurers could be hired to protect or sabotage a rival gladiator before a big match. 3. Smokestack Row ○ Description: A grim and crime-ridden district of Ironhearth, Smokestack Row is home to the poorest of the city's population, including disillusioned workers, outcasts, and criminals. The area is named after the massive smokestacks that belch soot and steam into the air, creating a suffocating atmosphere. Here, the black market thrives, and dangerous goods like illegal aetherite crystals, stolen blueprints for weapons, and forbidden technology are traded under the cover of darkness. The district is also home to gangs, some of which have ties to powerful factions within the city, including House Ironweld. ○ Notable Features: ■ The Black Market: A hidden marketplace where criminals, smugglers, and thieves trade in stolen goods, forbidden technology, and even body parts from deceased automaton soldiers. Adventurers could be hired to track down stolen blueprints or stop the sale of illegal technologies. ■ The Rusted Fang: A notorious gang that operates out of Smokestack Row. Known for their ruthlessness, the Rusted Fang controls most of the illicit trade in the area. They are known to have connections to House Ironweld’s rivals, which could lead to an intriguing conspiracy. Adventure Hooks in Ironhearth: 1. The Rogue Automaton A newly developed automaton prototype malfunctions and begins to attack the Foundries. The automaton, a towering mechanical soldier, was designed to protect the city's factories but now seems to have developed a mind of its own. The adventurers are hired to stop it before it causes irreparable damage to the city, but they discover that the malfunction may not have been accidental. Someone is sabotaging the prototypes, and the truth behind this malfunction could expose a deeper conspiracy within Ironhearth's ruling class. 2. The Worker Rebellion Workers in Smokestack Row have risen up in rebellion, demanding better pay, working conditions, and a voice in the ruling council. The rebellion is spreading quickly, and House Ironweld has hired mercenaries to quell the uprising. The adventurers are hired to either suppress the unrest or help the workers find a peaceful resolution, but they quickly find themselves caught in a moral quandary. The truth about who is truly behind the rebellion - and the potential for even greater unrest - lies just beneath the surface. 3. Sabotage at the Foundries A rival House, perhaps House Emberfall or House Cogwright, has secretly infiltrated Ironhearth’s foundries with plans to sabotage the steam engines and machines that power the city's war machine production. The adventurers are hired by the Forge Council to uncover the saboteurs before they cause a city-wide meltdown. But as the adventurers dig deeper, they begin to uncover a hidden war between the Great Houses that could engulf the entire city in a conflict that threatens to tear Ironhearth apart. 4. The Lost War Machine A legendary war machine, an ancient automaton of immense power, has been rediscovered in the depths of Ironhearth’s underground tunnels. Rumor has it that the machine was built by the First House Ironweld and could potentially change the balance of power in Ætheria. The adventurers are hired to locate the war machine before it falls into the wrong hands, but they soon discover that the machine has a mind of its own and may not be as dormant as it appears. 5. The Smuggler’s Gambit A notorious smuggler in Smokestack Row has come into possession of a large quantity of stolen aetherite crystals, which could be used to power a deadly new weapon. The adventurers are hired by a powerful merchant or House Ironweld to recover the stolen crystals before they are sold to the highest bidder. However, the mission becomes complicated when the adventurers are caught in a deadly game of cat-and-mouse between rival factions, all vying for control of the precious resource. Port Azure Nestled on the shores of a vast, turbulent ocean, Port Azure is a thriving port city renowned for its formidable naval strength and bustling trade routes. The city’s towering docks and bustling harbors are the lifeblood of Ætheria’s maritime economy. Dominated by House Tempest, which controls sea travel and shipping, Port Azure is a hub of commerce, military might, and adventure. The city’s seafaring culture is as rugged as the waves that crash against its walls, and its people are known for their resilience, craftsmanship, and deep connection to the sea. Port Azure’s skyline is marked by tall masts and the gleaming hulls of ships, while the air smells of salt and brine. Above it all, the merchant villas perch high on the alabaster cliffs, looking down on the city below. The city is divided into several districts, each with its own distinct character - some prosperous and bustling, others dangerous and home to outlaw pirates and mercenaries. Despite its strength and the wealth it brings, the city faces constant threats from seafaring raiders, deep-sea monsters, and the unpredictable forces of nature that rage across the open ocean. Overview: ● ● ● Population: 120,000 (mostly sailors, merchants, fishermen, and military personnel). Leadership: Admiral Lysandra Tempest, the stern but fair leader of House Tempest, oversees the city’s affairs alongside the Council of the Deep, a governing body composed of House Tempest’s naval commanders, wealthy merchants, and influential dockmasters. Culture: The people of Port Azure are known for their seafaring pragmatism - practical, tough, and always ready for the next adventure. The city has a reputation for fostering a mercantile spirit and a pirate-infested underbelly, where fortune and danger are equally abundant. Maritime festivals, boat races, and dockside brawls are common, creating a culture of competition and camaraderie among the city’s residents. Key Locations in Port Azure: 1. The Docks of Tempest ○ Description: The Docks of Tempest are the beating heart of Port Azure, a sprawling network of piers, warehouses, and shipyards. Here, the might of House Tempest’s fleet is on display, with massive naval vessels being built, repaired, and outfitted for both military and commercial purposes. The docks are constantly alive with activity, from merchants hawking exotic goods to sailors preparing for long voyages across dangerous waters. ○ Notable Features: ■ The Tempest Fleet: The flagship fleet of Port Azure, a collection of advanced warships, cargo vessels, and luxury liners, all designed with aether-powered engines and reinforced hulls. The Tempest Fleet serves both as a means of defense for the city and as a tool for House Tempest’s dominance over sea trade. ■ The Black Market: Beneath the legitimate trade of the docks, a hidden black market flourishes, dealing in smuggled goods, illicit magic, and stolen artifacts. This dangerous district is a haven for smugglers, thieves, and pirates looking to strike deals far from the watchful eyes of the law. ■ The Naval Academy: A prestigious institution where the finest sailors, captains, and naval tacticians are trained. The academy's towering spires overlook the docks, and its grounds are filled with ships in training, mock battles, and aetheric navigation studies. 2. The Golden Harbor ○ Description: The Golden Harbor is Port Azure’s thriving marketplace, where trade goods from across the seas are brought ashore. The harbor is a maze of stalls, warehouses, and ships unloading crates of exotic spices, textiles, metals, and rare magical items. The wealth generated here fuels much of the city’s economy, and its merchants are known for their cutthroat bargaining and competitive spirit. ○ Notable Features: ■ The Captain’s Bazaar: A massive open-air market where traders from across Ætheria sell their wares, from finely crafted weapons to rare magical artifacts. The bazaar is a hub for those seeking to buy or sell anything of value, and adventurers often find themselves hired by wealthy merchants to recover lost cargo or track down stolen goods. ■ The Wharfside Tavern: A legendary drinking establishment where sailors, merchants, and pirates gather to swap stories and trade rumors. The tavern is known for its raucous atmosphere and has been the setting for many infamous brawls and secret meetings. It’s also a prime location for adventurers looking to make contact with ship captains or mercenary crews. 3. The Abyssal Reach ○ Description: The Abyssal Reach is the city's most dangerous district, located at the edge of Port Azure’s boundaries where the dark ocean meets the land. The area is infamous for its association with pirates, outlaws, and the city’s more unsavory residents. Dangerous beasts from the deep often wash up on the shores here, and rumors abound of hidden treasure, cursed ships, and forbidden magic. It’s a place where few venture unless they have a death wish or a burning need for wealth. ○ Notable Features: ■ The Kraken’s Maw: A notorious tavern and gambling hall located on the edge of the Abyssal Reach, frequented by pirates and mercenaries. The establishment’s name is derived from the colossal stone statue of a kraken that looms over its entrance. Inside, one can find anything from shady dealings to illicit information on lost ships and treasures. ■ The Smuggler’s Cove: A hidden network of caves and tunnels beneath the city and in the cliffs, used by smugglers and pirates to hide illicit cargo and avoid the watchful eyes of the Tempest Fleet. The cove is a dangerous place, full of traps, lurking monsters, and rival criminal factions. Adventurers might find themselves hired to explore the cove, or perhaps take on a job to recover a stolen treasure from its depths. 4. The Stormwatch Tower ○ Description: Stormwatch Tower stands tall on a rocky promontory, overlooking the vast expanse of the ocean. It serves as Port Azure’s primary defense structure, housing the city’s fleet of aether-powered cannons and magical storm-crafting devices. The tower is a formidable bastion, capable of withstanding pirate raids and repelling sea monsters with its advanced weaponry. It also serves as a lighthouse for ships navigating the dangerous waters near Port Azure. ○ Notable Features: ■ The Sentinel Watch: A team of elite soldiers and mages tasked with guarding the tower and defending Port Azure from both pirates and monstrous sea creatures. The watch is highly trained in the use of aetheric stormcrafting, enabling them to manipulate the weather to their advantage in naval combat. ■ The Cannon Array: A powerful array of aether-powered cannons mounted on the tower’s walls, capable of delivering devastating strikes against incoming threats. The array is protected by a team of skilled gunners, and the adventurers may find themselves defending the city from a large pirate fleet or a deep-sea leviathan. 5. The White Cliffs ○ Description: Numerous villas belonging to well-to-do citizens of Port Azure, such as merchants, as well as House Tempest, dot the natural alabaster cliffs that protect the city from land. The residents of these villas are often disconnected from the poorer residents of the cities, only leaving their cliffside homes when ○ they need to do business. House Tempest holds numerous villas here for their many members. The residents of the villas host elaborate parties and balls, further widening the gap between them and the residents of the lower parts of the city. Notable Features: ■ The Villas of House Tempest: The members of House Tempest live in a large collection of villas spread across the cliffs. These villas are often the largest in the area, decorated with many depictions of the sea, sailing ships, and sea creatures. ■ The Azurian Maritime Museum: This museum holds many different artifacts from across Ætheria’s history, from the times of the Old World to the most recent inventions. Managed by House Tempest, numerous sailing artifacts from the House’s history, such as its first sailing ship, the Ariel, and artifacts taken from the nation of Umbra during the Wars of Gears and Magic. Adventure Hooks in Port Azure: 1. Pirate Raid on the Tempest Fleet Pirate fleets, long a nuisance to the city, have grown bolder. A particularly ruthless band of pirates, led by the infamous Captain Blackthorn, has launched a full-scale assault on the Tempest Fleet, stealing valuable cargo and attacking ships along the coastline. The adventurers are hired to investigate the pirate hideout, recover stolen goods, and put an end to Blackthorn’s reign of terror. 2. The Siren’s Call Rumors spread of an ancient sea monster - an immense kraken - rising from the deep and terrorizing shipping lanes. The creature is believed to be the source of several mysterious disappearances and shipwrecks. The adventurers are tasked with investigating the creature’s origins and stopping it before it destroys the city’s vital trade routes. 3. Smuggling Ring Exposed A powerful smuggling ring has been using the Abyssal Reach to funnel illegal goods into Port Azure. House Tempest is seeking a group of trusted individuals to infiltrate the network, recover evidence of the ring’s dealings, and dismantle the operation from within. The adventurers must navigate the treacherous underworld of Port Azure, where pirates, smugglers, and outlaws vie for control. 4. The Lost Ship of the Tempest Fleet A ship belonging to the Tempest Fleet has gone missing under mysterious circumstances while navigating the dangerous waters near Port Azure. The adventurers are hired to locate the ship, which is rumored to have been taken by a sea serpent. However, there are whispers that the ship's disappearance is tied to a larger conspiracy within House Tempest itself. 5. The Stormlord’s Curse A powerful curse has fallen upon Port Azure, causing violent storms and erratic weather patterns. Rumors point to the ancient temple of the Stormlord, buried deep beneath the sea, as the source of the curse. The adventurers must brave treacherous underwater ruins, battle sea monsters, and unlock the secrets of the Stormlord before the curse destroys the city. Skyspire Skyspire is the jewel of Ætheria, an awe-inspiring city that seems to defy the very laws of gravity. Perched on a vast floating island, Skyspire is a testament to the ingenuity and ambition of the Ætherian people. The city is a shining example of steampunk architecture, blending gleaming metal, polished glass, and complex clockwork systems. It is a city of endless innovation, a place where the greatest minds of the age gather to push the boundaries of technology and magic. It is also a city of political intrigue and power struggles, as various factions vie for influence over the royal family and the city's vast resources. Overview: ● Population: 200,000 (including nobility, scholars, inventors, airship captains, engineers, ● and more). Leadership: King Aldric Gearhaven, the monarch of Skyspire, who rules in partnership with the Council of Guilds, a body made up of the heads of the most powerful guilds in the city, including the Skyward Guild, House Ironweld, and the Aetheris Arcane Collective. Key Locations in Skyspire: 1. The Clockwork Palace ○ Description: The royal residence of Skyspire and the seat of the royal family, the Clockwork Palace is a sprawling labyrinth of shifting rooms, interlocking gears, and fantastical clockwork devices. Every corner of the palace is in constant motion, with walls that move, floors that rise and descend, and servant automata who attend to the needs of the court. Its grand halls are lined with intricate mosaics and windows made of stained glass, through which the sun reflects off the floating city’s edges, creating dazzling light shows. The palace is said to be impenetrable, not only due to its defenses but because it shifts and changes, making it difficult for invaders to navigate. ○ Notable Features: ■ The Grand Clock: A massive timepiece at the heart of the palace that not only tells the time but also controls some of the city’s most vital mechanical systems. ■ The Royal Vault: Hidden within the palace is a vault said to contain priceless relics, aetherite crystals, and perhaps even an artifact of great power. Few have seen it, and fewer still have entered. 2. The Ætherium Archives ○ Description: A vast repository of knowledge, the Ætherium Archives are one of the most prestigious academic institutions in the world. Scholars from across Ætheria come here to study ancient texts, Old World relics, and the mysteries of the aether. The Archives are filled with towering shelves of books, scrolls, and artifacts, some of which are older than the oldest cities in Ætheria. It is also a place where new discoveries are made, as alchemists, artificers, and historians work together to uncover lost technologies and magical secrets. ○ Notable Features: ■ The Great Vault: A hidden chamber in the depths of the Archives, rumored to contain aetherite-encrusted tomes and artifacts that could reshape the world. ■ The Scholars’ Hall: An area where lectures and discussions are held, often involving the most controversial topics in magic, science, and the future of Ætheria. 3. The Gilded Market ○ Description: The Gilded Market is a sprawling marketplace located in the heart of Skyspire. This is the hub for all trade within the city, where the finest airship components, magical artifacts, rare materials, and exotic goods are sold. The market is known for its opulence and is home to high-end merchants from across Ætheria. It is a melting pot of cultures, with stalls run by inventors, mages, engineers, and explorers. The air is thick with the hum of aetherite-powered machines, and the sound of clinking coins fills the air. ○ Notable Features: ■ The Airship Bazaar: A section of the market dedicated to the buying and selling of airship components, including engines, aetherite crystals, and navigational charts. ■ The Arcane Emporium: A place where rare magical items, alchemical concoctions, and strange curiosities are sold by mysterious vendors who rarely reveal their true identities. 4. The Floating Docks ○ Description: Skyspire’s Floating Docks are located at the very edge of the floating island. These docks are where the largest and most prestigious airships are ○ berthed, ready to take off on long journeys across Ætheria. The air is filled with the sounds of hissing steam and the whirring of mechanical engines as airships are prepared for departure. The docks are often bustling with activity, as airship captains, engineers, and passengers make final preparations before embarking on their journeys. It’s also where some of the most lucrative and dangerous trade routes are controlled. Notable Features: ■ The Skyward Tower: The control tower for Skyspire’s airship traffic, overseeing the safe departure and arrival of ships, as well as managing communication between the cities. ■ The Underdecks: Beneath the docks lies a network of warehouses and hidden chambers, where black-market airship components and illicit goods are sometimes traded. Adventure Hooks in Skyspire: 1. A Noble’s Disappearance: A prominent noble from one of the Great Houses has gone missing under mysterious circumstances. Rumors abound that the disappearance is tied to a conspiracy within the royal court, perhaps involving factions within the Council of Guilds or a secret rebellion. The adventurers are hired by the royal family or one of the guilds to investigate the disappearance and uncover the truth before the city is plunged into chaos. 2. A Rogue Construct Runs Wild: A mechanical servant, one of the many clockwork constructs that serve the nobility, has gone haywire in the Gilded Market, causing destruction and panic among the merchants and visitors. The adventurers are called to subdue or repair the rogue construct before it causes further damage, but they soon discover that the rogue construct is part of a larger plot involving the theft of important blueprints from House Ironweld or a secret weapon being built by the royal family. 3. The Artifact of the Old World: A mysterious artifact, believed to be of Old World origin, has been recovered from the Wildlands and brought to Skyspire for study. The artifact exudes a strange, unfamiliar energy that even the best minds at the Ætherium Archives cannot comprehend. The Royal Assembly secretly hires adventurers to protect the artifact and investigate its origins. As they delve deeper into the artifact’s history, they uncover hidden truths about the city’s past and the potential threat the artifact poses. 4. The Great Clockwork Tournament: Every year, a massive tournament is held in Skyspire, where the greatest engineers and inventors from across Ætheria compete to build the most impressive clockwork machines. The winner receives a grand prize, but this year, rumors suggest that a sabotage scheme is in play - someone plans to destroy the competition and steal the designs of the winning invention. The adventurers are hired to safeguard the tournament, ensuring that no one cheats, sabotages, or steals the invention that could change the course of Ætherian history. 5. The Queen’s Secret: King Aldric Gearhaven’s wife, Queen Marisella, has been behaving strangely of late - often lost in thought and seen near the Royal Vault late at night. The adventurers are hired by a concerned faction within the Court to investigate her strange behavior, only to find that Queen Marisella has uncovered an ancient secret within the Vault - one that could tear the royal family apart and shift the balance of power in Skyspire.
Chapter Four: The Guilds and Houses of Ætheria House Aetheris Domain: Alchemy and Aetherite Refinement Leader: Archmagister Theodora Aetheris Symbol: A crystalline shard radiating magical energy Overview: House Aetheris is the arcane heart of Ætheria. They refine raw aetherite into the crystals that power airships, automatons, and other steampunk marvels. Their alchemists are renowned for their skill, but their experiments often border on the dangerous or unethical. ● ● ● Major Holdings: ○ The Aetherspire, a towering laboratory where arcane and alchemical research is conducted. ○ The Crystal Vaults, where the House stores its vast reserves of refined aetherite. Reputation: House Aetheris is both revered and mistrusted. Their innovations fuel the world, but their secrecy and moral ambiguity make them controversial. Relations: ○ Allied: Skyward Guild, reliant on their refined aetherite for airships. ○ Rival: House Cogwright, as the two Houses vie for the title of the most innovative. House Cogwright Domain: Constructs, Automatons, and Clockwork Creations Leader: Master Tinker Geralt Cogwright Symbol: A clockwork gear with a single all-seeing eye in the center Overview: House Cogwright is responsible for Ætheria’s mechanical wonders. From simple household automata to advanced war constructs, their creations blend art and science. ● ● ● Major Holdings: ○ ○ The Mechanist’s Guild, where apprentices learn to build and maintain constructs. The Cogwright Archives, a repository of blueprints and patents. Philosophy: The House is built on innovation and collaboration, though rivalries between inventors often lead to theft or sabotage. Relations: ○ Allied: House Ironweld, with whom they collaborate on large-scale industrial projects. ○ Rival: House Aetheris, as both Houses push the boundaries of science and magic. House Emberfall Domain: Smithing and Mercenaries Leader: Lord Roderic Emberfall Symbol: A flaming sword crossed with an anvil Overview: House Emberfall embodies strength and martial prowess. They supply the finest weapons and armor to militaries across Ætheria and maintain a formidable force of mercenaries, the Ember Guard, available to the highest bidder. ● ● ● Major Holdings: ○ The Forgehold, a massive volcanic citadel where weapons of war are crafted. ○ The Crimson Arena, a gladiatorial venue where Emberfall mercenaries are trained and showcased. Internal Culture: House Emberfall adheres to a warrior code, valuing strength, loyalty, and skill in combat. This militaristic culture makes them both respected and feared. Relations: ○ Allied: House Tempest, often providing troops to safeguard maritime trade routes. ○ Rival: House Ironweld, with whom they vie for dominance over military contracts. House Glassmere House Glassmere Domain: City Construction and Architecture Leader: Lady Eliza Glassmere Symbol: A shining glass dome framed by two columns Overview: House Glassmere is responsible for Ætheria’s breathtaking cities. They design and build sprawling metropolises, blending function and beauty. Their architects are renowned for their use of reinforced glass, steel, and steam-powered infrastructure. ● ● ● Major Holdings: ○ ○ The Crystal Tower, a symbol of House Glassmere’s architectural ingenuity. The Builder’s Guild, a network of craftsmen and laborers loyal to the House. Reputation: Known for their artistic brilliance and civic contributions, but their monopolistic practices often create tensions with city councils. Relations: ○ Allied: House Tempest, as coastal cities often rely on their expertise. ○ Rival: House Emberfall, whose fortresses compete with Glassmere’s urban designs. House Ironweld Domain: Steam Power, Machinery, and Manufacturing Leader: Baroness Helena Ironweld Symbol: A crossed hammer and gear, encircled by steam clouds Overview: House Ironweld is synonymous with the industrial revolution. They control the vast factories that produce everything from war machines to household automata. Their influence stretches across all cities, as nearly every council relies on their machinery to maintain infrastructure and military strength. ● Major Holdings: ○ engines. The Ironspire Foundry in the Great City produces advanced automatons and siege ● ● ○ The Redcliff Steamworks, located near active volcanoes, provides an abundant source of geothermal power for production. Internal Politics: The House is fiercely meritocratic. Engineers, tinkerers, and inventors can rise to prominence if they contribute revolutionary designs. However, this competition breeds internal sabotage and intrigue. Relations: ○ ○ Allied: House Cogwright, due to shared interest in mechanical innovation. Rival: House Emberfall, as disputes over military contracts often lead to conflict. The Skyward Guild Domain: Air Travel and Exploration Leader: High Captain Elandor Skyreach Symbol: A winged airship over a rising sun Overview: The Skyward Guild is the lifeline between cities, ensuring the flow of goods, people, and information across the dangerous Wildlands. Their fleets of airships are marvels of engineering, blending aetherite technology with traditional steam propulsion. They are the newest house, recently brought together due to the increasing prevalence of airships and air travel, which often leads to the other house looking down on each other. ● ● ● Major Holdings: ○ The Skyhold Aerodrome in Ætheria’s Great City serves as the central hub for air travel. ○ The Windswept Academy, a training ground for elite navigators and captains. Unique Contributions: The Guild has pioneered advancements in long-distance communication using airborne relays. Their maps of the Wildlands are highly sought after by explorers and militaries alike. Relations: ○ Allied: House Aetheris, which supplies the refined aetherite used to power airships. ○ Rival: House Tempest, as competition over long-distance trade routes fuels animosity. House Tempest Domain: Naval Travel and Maritime Trade Leader: Admiral Lysandra Tempest Symbol: A trident over a cresting wave Overview: Masters of the seas, House Tempest controls the vast fleets that connect coastal cities. Their expertise in maritime combat and navigation is unmatched, but they constantly battle the perils of the deep, including sea serpents and aetherstorms. ● ● ● Major Holdings: ○ The Deepwater Docks in Tempest's home city serve as the largest naval shipyard in Ætheria. ○ The Seafarer’s Guild, a powerful union of sailors and merchants under House Tempest’s control. Culture and Tradition: House Tempest values loyalty and discipline, with many members having military backgrounds. They believe in honor at sea, and their leaders are known for their commanding presence. Relations: ○ ○ Allied: House Glassmere, whose city-building expertise aids in the construction of coastal fortifications. Rival: Skyward Guild, due to competing claims over intercity trade dominance.
Chapter Five: The History of the Gearhaven Dynasty and Ætheria The royal family of Skyspire has ruled for centuries, their legacy intertwined with the rise of Ætheria itself. The Gearhaven dynasty is named for its founder, King Orlan Gearhaven, an inventor-king who united the warring city-states of Ætheria during the Age of Aetheric Expansion. Orlan’s vision for a unified nation driven by progress and innovation set the foundation for the modern era, and his descendants have upheld that vision ever since. Dating System Prior to the founding of Skyspire by Orlan Gearhaven, numerous dating systems were used, but at the founding of Skyspire, the future years were designated Anno Regum (AR), meaning ‘In the Year of the Kings’ in the language of the Old World. Previous years were designated Ante Caelum Regis (ACR), meaning ‘Before the Sky Kings. ’ A default Ætheria campaign starts in the year 399 AR, where the preparations for the 400th aniversary of Skyspire’s founding are underway. The History of the Gearhaven Dynasty 1. 2. 3. 4. The Founding of Skyspire (1 AR) The Gearhaven dynasty began with the construction of Skyspire, the first and greatest of Ætheria’s floating cities. King Orlan Gearhaven, a visionary artificer, designed the city as a testament to human ingenuity and the limitless potential of aetheric technology. By taming the volatile power of aetherite crystals, Orlan not only lifted the city into the skies but also cemented his family’s position as rulers of a new era. ○ Legacy: Orlan’s innovations, such as the Grand Clock at the heart of the Clockwork Palace and the massive chains tethering Skyspire to the ground, remain marvels of engineering to this day. His reign is remembered as the beginning of the Golden Age of Aetheria, a time of prosperity and discovery. The Wars of Gears and Magic (152-173 AR) During the reign of Queen Liora Gearhaven, Ætheria faced a series of conflicts with the Magocracy of Umbra, a rival nation that sought to dominate through sorcery rather than technology. Liora’s leadership and the family’s advancements in automaton warfare helped Ætheria prevail, but at a great cost. This era saw the militarization of Skyspire’s industries and the rise of House Ironweld as a powerful ally of the crown. ○ Legacy: The Gearhavens established the Council of Guilds during this time, granting powerful guilds a voice in governance to ensure unity in times of war. The partnership between the monarchy and the guilds remains central to Ætherian politics. The Aetheric Schism (276-275 AR) The Aetheric Schism was a period of internal strife and a philosophical and political divide between those who sought to expand aetheric technology and those who feared its dangers. King Cedric Gearhaven, a pacifist and scholar, mediated the conflict, preserving the nation but ceding some royal power to the Council of Guilds in exchange for peace. ○ Legacy: Cedric’s reign transformed the monarchy from an absolute power into a constitutional monarchy, with the royal family serving as figureheads and mediators while the guilds took on administrative duties. The Industrial Ascendancy (297-246 AR) Under King Aldric’s grandfather, King Harwin Gearhaven, Ætheria entered an age of rapid industrial growth. Skyspire’s population exploded, and the city became the undisputed leader of aetheric innovation. Harwin’s rule saw the creation of the Skyward Fleet, a formidable armada of airships, and the establishment of the Aetheris Arcane Collective, which integrated magic and technology in unprecedented ways. ○ Legacy: Harwin’s reign solidified Skyspire’s role as the cultural and technological heart of Ætheria, though critics argued that the focus on industry widened the gap between the elite and the working class. King Aldric Gearhaven King Aldric Gearhaven, the current ruler, is known for his pragmatic and forward-thinking leadership. Though he is a skilled diplomat and a patron of innovation, Aldric faces mounting challenges in a rapidly changing world. The rise of rival powers, the growing influence of the guilds, and tensions among Ætheria’s cities threaten the unity his ancestors fought to preserve. ● ● Personality: Aldric is a cautious but determined leader. He values loyalty, innovation, and diplomacy but is not afraid to make difficult decisions for the greater good. Challenges: ○ ○ ○ Balancing the ambitions of the Council of Guilds with the interests of the common people. Navigating the rise of new technologies, such as aetheric automatons, which could destabilize traditional industries. Protecting Skyspire from external threats, such as piracy, sabotage, and deep-seated rivalries among Ætheria’s other cities. The Royal Family Queen Consort Marisella Gearhaven Marisella Gearhaven, originally of House Glassmere, brought with her a keen understanding of architecture, city planning, and diplomacy. She is known for her grace and poise, as well as her ability to navigate court intrigue with subtlety and tact. ● ● Background: Marisella grew up in the grand city of Glassmere, where she was educated in engineering and governance. Her marriage to Aldric was initially seen as a political alliance to strengthen ties between the royal family and the influential House Glassmere. However, their union blossomed into a genuine partnership. Role: ○ ○ Oversees large-scale infrastructure projects across Ætheria, including the maintenance of Skyspire’s mechanical systems. Acts as a key advisor to Aldric, particularly in matters of diplomacy and urban development. ● ○ Known for her philanthropic endeavors, especially in rebuilding efforts following natural disasters or industrial accidents. Personality: Compassionate yet pragmatic, Marisella is a stabilizing force within the royal court. She is fiercely protective of her family but also expects excellence from her children, often pushing them to live up to their potential. The Children of King Aldric and Queen Marisella 1. Crown Princess Elenora Gearhaven ○ Age: 27 ○ Role: The heir to the throne and a renowned aetheric engineer. ○ Skills: Elenora has an unmatched talent for combining magic and technology, earning her respect both in and outside of Skyspire. Her inventions, such as the Aetheric Stabilizer, have revolutionized airship safety and industrial processes. ○ Personality: Ambitious, driven, and sometimes impatient, Elenora feels the weight of her future role as monarch. She is deeply loyal to her family but often challenges her father’s cautious approach, advocating for bolder advancements. ○ Notable Projects: ■ Leading the development of Skyspire’s newest Skyward Fleet. ■ A controversial project to integrate sentient constructs into Ætherian society. 2. Prince Alaric Gearhaven ○ Age: 25 ○ Role: An explorer and adventurer, often absent from court. ○ Skills: Alaric is an expert navigator and an accomplished airship pilot. His journeys to the Wildlands and beyond have brought rare resources and knowledge back to Ætheria. ○ Personality: Charismatic and bold, Alaric is the family’s most popular figure among the common people. However, his reckless behavior and disregard for protocol often strain his relationship with Aldric. ○ Notable Feats: ■ Discovering a new source of raw aetherite in the uncharted east. ■ Negotiating peace with a faction of rogue sky pirates. 3. Princess Caelina Gearhaven ○ Age: 22 ○ Role: A diplomat and court representative to the Council of Guilds. ○ Skills: Caelina excels in negotiation, etiquette, and intrigue. She has forged strong alliances between the monarchy and Ætheria’s most powerful guilds. ○ Personality: Calm, calculated, and perceptive, Caelina is the family’s voice of reason. She is often tasked with resolving disputes, both within the court and among the guilds. ○ Notable Achievements: ■ Successfully mediating a trade agreement between House Tempest and the Skyward Guild. ■ Uncovering a plot to sabotage the Clockwork Palace’s central mechanisms. 4. Prince Roderic Gearhaven ○ Age: 19 ○ Role: A student at the Academy of Ætheric Studies in Cloudveil. ○ Skills: Roderic has shown remarkable talent in the arcane arts, particularly in enchantment and transmutation. ○ Personality: Shy and introverted, Roderic prefers the company of books and experiments to the bustling life of the court. Despite his reserved nature, he has a sharp intellect and a keen sense of innovation. ○ Current Focus: Developing new methods for stabilizing aetheric ley lines, which could revolutionize the energy grid of Ætheria. 5. Princess Lyra Gearhaven ○ Age: 16 ○ Role: The youngest of the family, Lyra is still discovering her place in the world. ○ Skills: Lyra has a natural affinity for animals and constructs, often acting as a mediator between sentient automatons and their creators. ○ Personality: Energetic, curious, and compassionate, Lyra is adored by the people of Skyspire for her playful demeanor and genuine interest in their lives. She has a rebellious streak, often sneaking out of the palace to explore the city. ○ Hobbies: Taming and training mechanical beasts, a practice she hopes to develop into a broader program for automatons in service roles
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This is my homebrew world that I have been working on for a while. Please share any tips and opinions you have on it! I would like some other people’s opinions on it and what can be added and improved!
thank you!
Ætheria
The world of Ætheria is a sprawling steampunk realm where colossal cities rise above the
perilous wilderness. Great airships glide along carefully guarded trade routes, connecting the
cities in a web of commerce and diplomacy. Below the skies, monstrous beasts and relentless
storms dominate the uncharted wilds, making travel by land a dangerous proposition. The seas
are occasionally swept by great hurricanes, posing a risk to sea travel. This industrialized world
brims with innovation, political intrigue, and the constant power clash between noble houses and
monstrous threats.
Chapter One: The Geography of Ætheria
The Skylands
The air is the lifeblood of Ætheria. Airships are the safest and most reliable way to travel
between cities. These massive vessels, powered by aetherite crystals or steam engines, are
marvels of engineering. Airship shipping lanes are heavily patrolled and maintained by the
Skyward Guild, the Great House responsible for air travel.
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Aetherite Crystals: Rare, glowing minerals that fuel airship engines and steampunk
technology. Found only in dangerous mines deep within the wilderness.
Sky Beasts: While air travel is safer, travelers must remain vigilant against roving
wyverns, giant eagles, and even massive storm elementals that can wreak havoc on an
unguarded vessel.
The Skyways
The Skyways are a network of aetherite-powered airship routes that connect the great
cities. Operated primarily by the Skyward Guild, these routes are vital for commerce, diplomacy,
and military endeavors.
Key Features of the Skyways:
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Skyports: Massive landing hubs, filled with warehouses, markets, and repair facilities,
dominate city skylines.
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Sky Patrols: Armed escorts ensure the safety of valuable shipments and passengers.
These are often made up of griffon riders, smaller airships, or magically enhanced
constructs.
Aetherstorm Zones: Turbulent regions of magical energy that disrupt navigation and
attract sky beasts.
The Wildlands
Vast, untamed, and filled with danger, the Wildlands separate the cities with an almost
insurmountable barrier. Adventurers often journey here to recover lost artifacts, hunt monstrous
beasts, or uncover the remnants of a forgotten civilization. Dense forests, barren wastelands, and
towering mountain ranges teem with owlbears, bulette, and hydras. Settlements in the wildlands
are rare, and fortified bastions that rely on local adventurers or mercenaries to fend off the
dangers.
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Ruins of the Old World: Scattered ruins hint at an ancient civilization that predates the
rise of the cities. Explorers seek lost technologies and treasures, but many never return.
Wandering Tribes: Isolated communities of gnolls, lizardfolk, aarakocra, and tabaxi
survive in the wildlands, living off the land and guarding their secrets fiercely.
Monsters: Owlbears, hydras, bulettes, and the rare but deadly tarrasque.
Hazards: Unstable terrain, shifting magical ley lines, and ancient ruins that house traps
and curses.
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Rewards: Rich aetherite deposits, ancient technology, and powerful magical relics.
The Endless Seas
The seas of Ætheria are both a blessing and a curse. While trade routes are crucial for
transporting goods too heavy for airships, the waters teem with deadly creatures and
unpredictable storms. Enormous sea serpents, krakens, and water elementals threaten even the
most fortified vessels.
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Stormclad Isles: A chain of islands rumored to hide Old World treasures. Storm
elementals and sea serpents guard these riches jealously.
Fleets of the Houses: Naval vessels from House Tempest ensure some safety on key
routes, but pirates often target merchant ships.
The Leviathan: A mysterious ship that has been rumored to exist. It is said to have the
ability to sail underwater and is captained by the formidable Captain Nemo.
The Civilized Lands
Each city of Ætheria is a fortress of industry and culture, towering above the chaos of the
wilderness. Built with clockwork mechanisms, towering spires, and steam engines, these cities
are marvels of steampunk engineering.
Cinderforge
A volcanic city known for its skilled smiths and mercenaries. Ruled by House Emberfall,
Cinderforge exports weapons and elite warriors to other cities.
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Government: Lord Rurik Emberfall and House Emberfall.
Culture: Gladiators battle for fame in the Arena of Flame.
Environment: Rivers of lava run through the city, powering its forges.
Intrigue: Mercenaries and lava elementals lurk the streets, known to attack unsuspecting
passers-by on occasion.
Cloudveil
A sky-high city built atop floating islands tethered by chains and aetherite. Cloudveil is
home to the Skyward Guild and the Academy of Ætheric Studies, where artificers and wizards
hone their craft.
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Government: The Arcane Assembly.
Culture: A city of scholars and airship captains.
Environment: Numerous floating islands are connected by bridges and to the ground by
giant, magically-infused chains.
Intrigue: Dangerous magical experiments occasionally go awry, threatening the city’s
stability.
Ironhearth
A city of industry and innovation, Ironhearth is the headquarters of House Ironweld,
which dominates the steam power and manufacturing industries. Its factories churn out weapons,
armor, and machines for the other cities.
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Government: The Forge Council and House Ironweld.
Culture: A city full of hardworking people and industry, working together in huge
factories under the watch of House Ironweld.
Environment: Smog-filled skies and constant mechanical clatter.
Intrigue: Rogue constructs and clockwork creatures created in the forges.
Port Azure
A maritime powerhouse, Port Azure is ruled by House Tempest, which oversees sea
travel and shipping. The city is known for its naval strength and bustling harbors.
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Government: Admiral Lysandra Tempest, House Tempest, and the Council of the Deep.
Culture: Rugged and pragmatic, with a strong seafaring tradition.
Environment: The city encircles the docks and the harbor, with the villas of merchants
and House Tempest perched above on the alabaster cliffs that give natural protection to
the city.
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Intrigue: Pirate fleets and deep-sea monsters.
Skyspire
The largest and most powerful city in Ætheria, Skyspire is the heart of the royal family’s
rule. Its Clockwork Palace, a marvel of mechanical engineering, houses the Royal Assembly and
the royal family.
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Government: Skyspire is ruled by King Aldric Gearhaven and his family, who claim
sovereignty over all the cities. A noble Council of Guilds advises the king, representing
the Great Houses.
Culture: Skyspire is a beacon of invention and progress, with universities and guilds
vying for dominance in technological advancements.
Environment: Skyspire is a singular floating island, rising high into the sky, culminating
at its peak with the Clockwork Palace.
Intrigue: Tensions simmer between Skyspire and the other cities, with rebellious factions
seeking independence.
Chapter Three: The Cities of Ætheria
Cinderforge
Located at the foot of a massive, ever-burning volcano, Cinderforge is a city born from
fire and ash. Known for its unyielding forge fires, master smiths, and brutal gladiatorial combats,
Cinderforge is the beating heart of Ætheria’s weapons manufacturing and mercenary industries.
It is the domain of House Emberfall, a powerful family that controls the production and export of
weapons, armor, and elite warriors throughout the world. The city’s industrial landscape is
dominated by towering smelting furnaces, billowing clouds of smoke, and rivers of lava that
carve through its heart like molten veins, feeding the ever-present fires of the forges.
The citizens of Cinderforge are hardened and pragmatic, shaped by the volcanic
environment in which they live. They are craftsmen, mercenaries, and warriors who understand
the value of strength - both in their tools and in their bodies. The city’s landscape is dominated
by enormous forges and workshops where weapons, armor, and battle machines are crafted with
unparalleled precision. The blackened skies above Cinderforge are filled with the constant hum
of industry, the roar of molten metal, and the clamor of hammers striking anvils.
Cinderforge’s culture is one of intense pride in craftsmanship, martial prowess, and
survival. The city thrives on trade in weapons, both magical and mundane, and its mercenaries
are highly sought after for their exceptional skill in battle. However, beneath its reputation for
industry and strength, Cinderforge is also a city full of intrigue, rivalries, and dark secrets, as
those who fight for power often find themselves facing not only dangerous beasts but also
treacherous enemies in the shadows.
Overview:
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Population: 100,000 (mostly blacksmiths, mercenaries, gladiators, and craftsmen).
Leadership: Lord Rurik Emberfall, the charismatic and fiery leader of House Emberfall,
rules Cinderforge with a firm hand, assisted by a council of skilled smiths and military
commanders. The city is also heavily influenced by the Forged Guard, a paramilitary
group of elite warriors trained in both weapons and tactics.
Culture: The people of Cinderforge are known for their strength - whether it be the
strength of their weapons, their bodies, or their resolve. The city has a warrior culture,
where skill in combat is highly valued, and every citizen is expected to contribute to the
city’s defense or its industry. The arena culture runs deep, with gladiatorial combat being
a popular form of entertainment, and mercenaries are seen as both heroes and
commodities.
Key Locations in Cinderforge:
1. The Arena of Flame
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Description: At the heart of Cinderforge stands the Arena of Flame, a colossal
structure where the city’s greatest warriors and gladiators battle for fame, fortune,
and glory. The arena is surrounded by roaring fires, with molten lava flowing
through the pathways and arenas themselves. Fights are often fought to the death,
and the arena is a place where skill in combat is tested to its utmost limits. It is
both a center of entertainment and a proving ground for those seeking to make
their mark on the world.
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Notable Features:
■ The Infernal Gauntlet: A brutal obstacle course within the arena, designed
to test physical endurance and combat prowess. Those who survive the
gauntlet gain recognition as elite warriors and often receive lucrative
contracts from mercenary bands or House Emberfall itself.
■ The Pit of Ash: A smaller, more intimate combat area where lesser-known
gladiators prove their worth. This is where many up-and-coming warriors
start their careers, seeking fame and fortune before advancing to the main
arena.
2. The Smelting District
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Description: The Smelting District is the industrial heart of Cinderforge, where
molten metal flows through the streets and into vast crucibles, fueling the city’s
forges and armories. The district is filled with massive workshops where the finest
weapons, armor, and battle machines are crafted. The air is thick with the acrid
smell of metal and fire, and the ground beneath is often hot to the touch, as rivers
of lava run beneath the streets, powering the forges and kilns.
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Notable Features:
■ The Anvil Forge: One of the largest and most renowned smithies in the
city, operated by the legendary blacksmith Thrain Ironfist. It is here that
many of the city’s finest weapons are forged, often using rare metals and
materials imported from distant lands. Adventurers may seek out the Anvil
Forge to commission powerful enchanted weapons or repair damaged gear.
■ The Lava Pits: A network of deep pits where molten metal is poured and
crafted into large-scale weapons and mechanical constructs. This area is
considered highly dangerous, with many accidents occurring due to the
volatile nature of the materials used here.
3. The Emberfall Keep
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Description: The seat of power for House Emberfall, Emberfall Keep is a
towering citadel that rises above the city. It is both a fortress and a palace, with
high walls of obsidian and iron, designed to withstand both siege and
assassination. The keep serves as the ruling seat of Lord Rurik Emberfall and the
heart of the city’s political and military power. From here, the House controls the
vast mercenary forces and weapon production that fuel Cinderforge’s prosperity.
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Notable Features:
■ The Hall of Steel: The central meeting hall where House Emberfall holds
court. It is a grand chamber lined with weapons, trophies from past battles,
and statues of legendary warriors. It is here that deals are made with
foreign dignitaries, mercenary captains, and powerful merchants.
■ The Iron Guard Barracks: The heavily fortified barracks where the Iron
Guard, House Emberfall’s elite military unit, is stationed. These warriors
are highly trained in the use of both melee and ranged weapons, as well as
the art of battlefield tactics.
4. The Forge District
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Description: The Forge District is where much of the city’s workforce is
employed. The clang of hammers on anvils, the hiss of steam, and the roar of fire
are constant sounds here. The district is filled with workshops, smaller smithies,
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and personal forges where individual craftsmen produce a wide variety of
weapons, tools, and armor. Many of the finest artisans in the city work here,
crafting unique and exquisite items for wealthy merchants and nobles from across
Ætheria.
Notable Features:
■ The Flameforged Academy: A prestigious institution for training young
smiths, blacksmiths, and artificers. The academy is known for producing
some of the most talented craftsmen in Ætheria, and it is here that many
adventurers seek apprenticeships or commissions for custom-crafted
weapons or magical items.
■ The Iron Market: A large open-air market where the city’s goods are sold.
Weapons, armor, enchanted items, and even rare metals can be found here,
making it a prime location for adventurers seeking to upgrade their gear or
find specialized items for their quests.
Adventure Hooks in Cinderforge:
1. The Stolen Weapon
A powerful and rare weapon, forged by House Emberfall’s finest blacksmiths, has been
stolen from the Anvil Forge. The weapon is said to be capable of cutting through almost
anything, and its disappearance could spark a war between mercenary factions. The
adventurers are hired to recover the weapon before it falls into the wrong hands.
2. The Arena Conspiracy
A series of high-profile gladiators have begun mysteriously disappearing from the Arena
of Flame, and rumors abound that they are being used for a darker purpose. The
adventurers are hired to investigate the disappearances and uncover whether a conspiracy
is brewing within the arena’s management.
3. The Mercenary Uprising
Cinderforge’s mercenary bands, once united under the leadership of House Emberfall, are
beginning to fracture as rival factions vie for power. An assassination attempt on Lord
Rurik Emberfall threatens to ignite a full-scale conflict. The adventurers must navigate
the political tensions within the mercenary guilds and stop the coming civil war before it
destroys the city.
4. The Lava Beast
Strange, massive creatures have begun emerging from the rivers of lava beneath
Cinderforge, attacking workers and disrupting production in the Smelting District. The
adventurers are tasked with tracking down and neutralizing these creatures before they
cause further damage to the city’s vital industry.
5. The Infernal Forge
An ancient, long-forgotten forge has been uncovered beneath Cinderforge, one that once
created weapons for a forgotten empire. The adventurers must explore the depths of this
cursed forge, battling traps, ancient guardians, and the remnants of powerful weapons, to
uncover the secrets of the lost empire - and decide what to do with its deadly legacy.
Cloudveil
Cloudveil is a breathtaking city suspended in the sky, floating on massive islands tethered
to the ground by colossal chains. The air is thick with the scent of ozone and aetheric energy, and
the city's spires reach ever higher, sparkling in the sunlight. Cloudveil is known as the intellectual
heart of Ætheria, where the most brilliant artificers, wizards, and scholars from all corners of the
world converge to study, experiment, and push the boundaries of magic and technology. Here,
both the arcane and the mechanical intertwine, as the city represents the ideal of combining the
wonders of magic with the potential of steam and aether-powered machines.
Overview:
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Population: 80,000 (comprising mostly scholars, artificers, students, and magical
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practitioners).
Leadership: The Arcane Assembly, a council of the most powerful and influential mages,
artificers, and scholars, is chaired by Magister Illiana Skyvault, a renowned wizard and
engineer who serves as the voice of the city. The Assembly makes decisions on academic
policy, magical research, and technological development.
Key Features: Cloudveil is an awe-inspiring sight, its floating islands connected by
intricate networks of chains and bridges. The city has a reputation for being a hub of
knowledge, where new inventions and magical discoveries are made daily. However, the
city’s lofty ambitions come with inherent risks, as the stability of the city relies heavily on
the integrity of the chains that anchor it to the earth below.
Key Locations in Cloudveil:
1. Academy of Ætheric Studies
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Description: The Academy of Ætheric Studies is one of the most prestigious
institutions in Ætheria, where both arcane magic and mechanical engineering are
taught. The Academy is a sprawling complex of towers and laboratories, where
students and professors alike explore the relationship between magic and
technology. Its halls are filled with the hum of both magical incantations and the
whirring of steam-powered machines. The Academy is famed for its research into
aetheric energy - an elusive and volatile force that powers many of the city’s
technological wonders.
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Notable Features:
■ The Aetherium Laboratories: A series of high-tech laboratories where
experiments with aetherite crystals and arcane constructs take place. These
labs are at the cutting edge of magical technology, but they are also
dangerous. The adventurers may be asked to recover a lost experiment or
deal with a mishap in one of the laboratories.
■ The Arcane Library: A vast collection of ancient texts and magical tomes,
some of which are said to contain forbidden knowledge. The library is a
treasure trove for adventurers in search of rare spells, magical artifacts, or
knowledge about ancient civilizations.
2. The Skydocks
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Description: The Skydocks are a network of platforms that extend out from
Cloudveil's floating islands, serving as launch points for experimental airships,
sky patrols, and exploratory missions. The Skydocks are a bustling hub of activity,
filled with engineers, airship captains, and adventurers preparing for their next
journey. The sky above Cloudveil is often filled with a dazzling array of ships -
ranging from elegant dirigibles to massive steam-powered vessels - soaring
through the air.
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Notable Features:
■ The Skywrights Guild: A prestigious guild of airship engineers and
captains who build and maintain the ships that travel through the skies.
The guild is based at the Skydocks, and its members are often hired by
noble houses and wealthy merchants to design custom airships. The
adventurers might be tasked with retrieving lost blueprints for a legendary
airship or preventing sabotage from a rival faction.
■ The Aetheric Port: A high-security docking station where the most
advanced airships are stored and maintained. It is rumored that a secret
faction within Cloudveil has been using the Aetheric Port to conduct illicit
magical experiments on the ships.
3. The Chainforges
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Description: The Chainforges are a series of massive factories located on one of
the larger floating islands of Cloudveil. These forges are responsible for the
maintenance and repair of the colossal chains that tether the city to the earth
below. The chains themselves are an engineering marvel, and without them, the
city would come crashing down. The Chainforges are a symbol of Cloudveil's
technological prowess and its dependence on the delicate balance between magic
and machinery. They are guarded fiercely, and only the most skilled engineers are
allowed access to the forges.
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Notable Features:
■ The Core Forge: The heart of the Chainforges, where the city’s anchor
chains are made and repaired. The forge is an immense, magical
steam-powered facility where metalworkers and artificers work around the
clock. Adventurers could be hired to prevent sabotage or investigate
mysterious malfunctions in the forge.
■ The Chain Pits: A subterranean network of pits and workshops where the
chains that bind Cloudveil are stored and reinforced. It is said that the
Chain Pits contain ancient technology left behind by the First Engineers,
long before Cloudveil’s current city-state was even founded. The
adventurers may find themselves investigating strange phenomena in the
depths of these pits.
Adventure Hooks in Cloudveil:
1. The Floating Island Crisis
A magical experiment at the Academy of Ætheric Studies goes horribly wrong, causing
one of Cloudveil’s floating islands to drift dangerously close to falling. The experiment,
which was intended to create a new form of aetheric propulsion, has caused the island's
anchor chains to weaken. The adventurers are hired to investigate the source of the
magical instability, repair the damage, and ensure that the island doesn't come crashing
down, threatening the lives of thousands.
2. The Forbidden Society
A secret society within the Academy, known as the Order of the Veil, seeks to harness
forbidden magic in their pursuit of ultimate power. This society has been conducting
covert experiments with dark arcane forces, and their machinations threaten to destabilize
the entire city. The adventurers must infiltrate the society, uncover its secrets, and stop
their dangerous research before it unleashes disaster upon Cloudveil.
3. Saboteurs in the Chainforges
Saboteurs have infiltrated the Chainforges, attempting to sever one of the massive chains
that keep Cloudveil anchored in the sky. If successful, the city could plummet to the earth
below, causing untold devastation. The adventurers are hired by the Arcane Assembly to
investigate the sabotage, uncover the identity of the saboteurs, and protect the city’s core
infrastructure. Along the way, they may uncover a larger conspiracy involving rival cities
or even one of the Great Houses attempting to bring down Cloudveil for their own gain.
4. Stolen Aetherite Crystals
A shipment of rare aetherite crystals - a critical energy source for both magic and
machinery - has gone missing on its way to Cloudveil. These crystals are vital to the
city’s functioning, and their theft could have catastrophic consequences. The adventurers
are hired to track down the criminals behind the theft, but they soon discover that the
crystals are being sold to factions outside the city who seek to exploit Cloudveil’s
technology for their own purposes.
5. The Skywright’s Secret
A renowned airship captain and engineer has disappeared under mysterious
circumstances, and the only clue is a series of cryptic messages left behind in the
Skywrights Guild. The adventurers must delve into the mystery, uncover the truth behind
the captain’s disappearance, and stop an impending airship disaster that could bring
Cloudveil to the brink of destruction.
Ironhearth
Ironhearth is the industrial heart of Ætheria, a city where the air is thick with smog and
the ground rumbles with the constant hum of machinery. Nestled in the heart of a barren,
soot-covered valley, Ironhearth is a city of industry, war, and power. Known for its vast forges,
ironworks, and war machine production, it is a city that thrives on the relentless pounding of
hammers, the sizzling heat of molten metal, and the cold efficiency of mechanized labor.
Ironhearth is also a place of great contrasts: while the factories and forges fuel the city's
economy, they breed inequality and unrest, as the workers who man them are often treated as
little more than cogs in the great machine.
Overview:
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Population: 150,000 (comprising mostly workers, engineers, soldiers, and merchants).
Leadership: The Forge Council, a body made up of high-ranking members of House
Ironweld and other influential guild leaders, is led by Baroness Helena Ironweld, the head
of the Ironweld family and the primary ruler of Ironhearth. The council makes decisions
regarding the city's industry, military, and security.
Key Features: Ironhearth is a city of noise and industry, where factories rise like iron
giants and the clanging of metal on metal fills the air. The streets are narrow and often
lined with smokestacks and steam-powered equipment. The people of Ironhearth are
hard-working and gritty, with a culture that values strength, endurance, and loyalty to the
great forges that power the city.
Key Locations in Ironhearth:
1. The Foundries
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Description: The Foundries are the beating heart of Ironhearth, a series of massive
factories and workshops where the city’s most important war machines,
automatons, and steam-powered weapons are constructed. The air is thick with
smoke, and the ground vibrates with the power of massive steam engines, great
furnaces, and forging hammers. Workers here toil in dangerous conditions, their
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every move dictated by the rhythm of the factory floor. The Foundries are also the
home of the Ironweld Armaments, one of the most respected weapons
manufacturers in Ætheria.
Notable Features:
■ The Assembly Line: Massive conveyor belts that churn out war machines
and automaton soldiers. Adventurers might be hired to investigate a defect
in the production line or to steal blueprints for a new weapon.
■ The Smelting Pit: A molten metal pit that churns out raw metal for the
construction of heavy war machines and automaton soldiers. The pit is
closely guarded due to its importance in the city's industry.
2. The Iron Pit
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Description: The Iron Pit is a vast gladiatorial arena located at the heart of
Ironhearth, where the city’s most daring mercenaries, soldiers, and criminals fight
for fame, fortune, and the entertainment of the masses. The Iron Pit is a brutal and
blood-soaked battleground where combatants use a variety of weapons, from
traditional swords and axes to steam-powered gauntlets and aetherite-infused
firearms. The fights are often to the death, and the crowd is ravenous for blood. It
is also a place where powerful merchants, noble families, and House Ironweld
watch to recruit the strongest fighters for their personal armies.
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Notable Features:
■ The Battle Arena: The main area where gladiators fight, surrounded by
high walls and a massive crowd of spectators. The arena is equipped with
various hazards, from trapdoors to mechanical hazards, that can turn the
tide of a fight in an instant.
■ The Champion’s Locker Room: A secluded area where the champions and
notable fighters are given special treatment. Adventurers could be hired to
protect or sabotage a rival gladiator before a big match.
3. Smokestack Row
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Description: A grim and crime-ridden district of Ironhearth, Smokestack Row is
home to the poorest of the city's population, including disillusioned workers,
outcasts, and criminals. The area is named after the massive smokestacks that
belch soot and steam into the air, creating a suffocating atmosphere. Here, the
black market thrives, and dangerous goods like illegal aetherite crystals, stolen
blueprints for weapons, and forbidden technology are traded under the cover of
darkness. The district is also home to gangs, some of which have ties to powerful
factions within the city, including House Ironweld.
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Notable Features:
■ The Black Market: A hidden marketplace where criminals, smugglers, and
thieves trade in stolen goods, forbidden technology, and even body parts
from deceased automaton soldiers. Adventurers could be hired to track
down stolen blueprints or stop the sale of illegal technologies.
■ The Rusted Fang: A notorious gang that operates out of Smokestack Row.
Known for their ruthlessness, the Rusted Fang controls most of the illicit
trade in the area. They are known to have connections to House Ironweld’s
rivals, which could lead to an intriguing conspiracy.
Adventure Hooks in Ironhearth:
1. The Rogue Automaton
A newly developed automaton prototype malfunctions and begins to attack the Foundries.
The automaton, a towering mechanical soldier, was designed to protect the city's factories
but now seems to have developed a mind of its own. The adventurers are hired to stop it
before it causes irreparable damage to the city, but they discover that the malfunction may
not have been accidental. Someone is sabotaging the prototypes, and the truth behind this
malfunction could expose a deeper conspiracy within Ironhearth's ruling class.
2. The Worker Rebellion
Workers in Smokestack Row have risen up in rebellion, demanding better pay, working
conditions, and a voice in the ruling council. The rebellion is spreading quickly, and
House Ironweld has hired mercenaries to quell the uprising. The adventurers are hired to
either suppress the unrest or help the workers find a peaceful resolution, but they quickly
find themselves caught in a moral quandary. The truth about who is truly behind the
rebellion - and the potential for even greater unrest - lies just beneath the surface.
3. Sabotage at the Foundries
A rival House, perhaps House Emberfall or House Cogwright, has secretly infiltrated
Ironhearth’s foundries with plans to sabotage the steam engines and machines that power
the city's war machine production. The adventurers are hired by the Forge Council to
uncover the saboteurs before they cause a city-wide meltdown. But as the adventurers dig
deeper, they begin to uncover a hidden war between the Great Houses that could engulf
the entire city in a conflict that threatens to tear Ironhearth apart.
4. The Lost War Machine
A legendary war machine, an ancient automaton of immense power, has been
rediscovered in the depths of Ironhearth’s underground tunnels. Rumor has it that the
machine was built by the First House Ironweld and could potentially change the balance
of power in Ætheria. The adventurers are hired to locate the war machine before it falls
into the wrong hands, but they soon discover that the machine has a mind of its own and
may not be as dormant as it appears.
5. The Smuggler’s Gambit
A notorious smuggler in Smokestack Row has come into possession of a large quantity of
stolen aetherite crystals, which could be used to power a deadly new weapon. The
adventurers are hired by a powerful merchant or House Ironweld to recover the stolen
crystals before they are sold to the highest bidder. However, the mission becomes
complicated when the adventurers are caught in a deadly game of cat-and-mouse between
rival factions, all vying for control of the precious resource.
Port Azure
Nestled on the shores of a vast, turbulent ocean, Port Azure is a thriving port city
renowned for its formidable naval strength and bustling trade routes. The city’s towering docks
and bustling harbors are the lifeblood of Ætheria’s maritime economy. Dominated by House
Tempest, which controls sea travel and shipping, Port Azure is a hub of commerce, military
might, and adventure. The city’s seafaring culture is as rugged as the waves that crash against its
walls, and its people are known for their resilience, craftsmanship, and deep connection to the
sea.
Port Azure’s skyline is marked by tall masts and the gleaming hulls of ships, while the air
smells of salt and brine. Above it all, the merchant villas perch high on the alabaster cliffs,
looking down on the city below. The city is divided into several districts, each with its own
distinct character - some prosperous and bustling, others dangerous and home to outlaw pirates
and mercenaries. Despite its strength and the wealth it brings, the city faces constant threats from
seafaring raiders, deep-sea monsters, and the unpredictable forces of nature that rage across the
open ocean.
Overview:
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Population: 120,000 (mostly sailors, merchants, fishermen, and military personnel).
Leadership: Admiral Lysandra Tempest, the stern but fair leader of House Tempest,
oversees the city’s affairs alongside the Council of the Deep, a governing body composed
of House Tempest’s naval commanders, wealthy merchants, and influential dockmasters.
Culture: The people of Port Azure are known for their seafaring pragmatism - practical,
tough, and always ready for the next adventure. The city has a reputation for fostering a
mercantile spirit and a pirate-infested underbelly, where fortune and danger are equally
abundant. Maritime festivals, boat races, and dockside brawls are common, creating a
culture of competition and camaraderie among the city’s residents.
Key Locations in Port Azure:
1. The Docks of Tempest
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Description: The Docks of Tempest are the beating heart of Port Azure, a
sprawling network of piers, warehouses, and shipyards. Here, the might of House
Tempest’s fleet is on display, with massive naval vessels being built, repaired, and
outfitted for both military and commercial purposes. The docks are constantly
alive with activity, from merchants hawking exotic goods to sailors preparing for
long voyages across dangerous waters.
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Notable Features:
■ The Tempest Fleet: The flagship fleet of Port Azure, a collection of
advanced warships, cargo vessels, and luxury liners, all designed with
aether-powered engines and reinforced hulls. The Tempest Fleet serves
both as a means of defense for the city and as a tool for House Tempest’s
dominance over sea trade.
■ The Black Market: Beneath the legitimate trade of the docks, a hidden
black market flourishes, dealing in smuggled goods, illicit magic, and
stolen artifacts. This dangerous district is a haven for smugglers, thieves,
and pirates looking to strike deals far from the watchful eyes of the law.
■ The Naval Academy: A prestigious institution where the finest sailors,
captains, and naval tacticians are trained. The academy's towering spires
overlook the docks, and its grounds are filled with ships in training, mock
battles, and aetheric navigation studies.
2. The Golden Harbor
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Description: The Golden Harbor is Port Azure’s thriving marketplace, where trade
goods from across the seas are brought ashore. The harbor is a maze of stalls,
warehouses, and ships unloading crates of exotic spices, textiles, metals, and rare
magical items. The wealth generated here fuels much of the city’s economy, and
its merchants are known for their cutthroat bargaining and competitive spirit.
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Notable Features:
■ The Captain’s Bazaar: A massive open-air market where traders from
across Ætheria sell their wares, from finely crafted weapons to rare
magical artifacts. The bazaar is a hub for those seeking to buy or sell
anything of value, and adventurers often find themselves hired by wealthy
merchants to recover lost cargo or track down stolen goods.
■ The Wharfside Tavern: A legendary drinking establishment where sailors,
merchants, and pirates gather to swap stories and trade rumors. The tavern
is known for its raucous atmosphere and has been the setting for many
infamous brawls and secret meetings. It’s also a prime location for
adventurers looking to make contact with ship captains or mercenary
crews.
3. The Abyssal Reach
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Description: The Abyssal Reach is the city's most dangerous district, located at
the edge of Port Azure’s boundaries where the dark ocean meets the land. The
area is infamous for its association with pirates, outlaws, and the city’s more
unsavory residents. Dangerous beasts from the deep often wash up on the shores
here, and rumors abound of hidden treasure, cursed ships, and forbidden magic.
It’s a place where few venture unless they have a death wish or a burning need for
wealth.
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Notable Features:
■ The Kraken’s Maw: A notorious tavern and gambling hall located on the
edge of the Abyssal Reach, frequented by pirates and mercenaries. The
establishment’s name is derived from the colossal stone statue of a kraken
that looms over its entrance. Inside, one can find anything from shady
dealings to illicit information on lost ships and treasures.
■ The Smuggler’s Cove: A hidden network of caves and tunnels beneath the
city and in the cliffs, used by smugglers and pirates to hide illicit cargo and
avoid the watchful eyes of the Tempest Fleet. The cove is a dangerous
place, full of traps, lurking monsters, and rival criminal factions.
Adventurers might find themselves hired to explore the cove, or perhaps
take on a job to recover a stolen treasure from its depths.
4. The Stormwatch Tower
○
Description: Stormwatch Tower stands tall on a rocky promontory, overlooking
the vast expanse of the ocean. It serves as Port Azure’s primary defense structure,
housing the city’s fleet of aether-powered cannons and magical storm-crafting
devices. The tower is a formidable bastion, capable of withstanding pirate raids
and repelling sea monsters with its advanced weaponry. It also serves as a
lighthouse for ships navigating the dangerous waters near Port Azure.
○
Notable Features:
■ The Sentinel Watch: A team of elite soldiers and mages tasked with
guarding the tower and defending Port Azure from both pirates and
monstrous sea creatures. The watch is highly trained in the use of aetheric
stormcrafting, enabling them to manipulate the weather to their advantage
in naval combat.
■ The Cannon Array: A powerful array of aether-powered cannons mounted
on the tower’s walls, capable of delivering devastating strikes against
incoming threats. The array is protected by a team of skilled gunners, and
the adventurers may find themselves defending the city from a large pirate
fleet or a deep-sea leviathan.
5. The White Cliffs
○
Description: Numerous villas belonging to well-to-do citizens of Port Azure, such
as merchants, as well as House Tempest, dot the natural alabaster cliffs that
protect the city from land. The residents of these villas are often disconnected
from the poorer residents of the cities, only leaving their cliffside homes when
○
they need to do business. House Tempest holds numerous villas here for their
many members. The residents of the villas host elaborate parties and balls, further
widening the gap between them and the residents of the lower parts of the city.
Notable Features:
■ The Villas of House Tempest: The members of House Tempest live in a
large collection of villas spread across the cliffs. These villas are often the
largest in the area, decorated with many depictions of the sea, sailing
ships, and sea creatures.
■ The Azurian Maritime Museum: This museum holds many different
artifacts from across Ætheria’s history, from the times of the Old World to
the most recent inventions. Managed by House Tempest, numerous sailing
artifacts from the House’s history, such as its first sailing ship, the Ariel,
and artifacts taken from the nation of Umbra during the Wars of Gears and
Magic.
Adventure Hooks in Port Azure:
1. Pirate Raid on the Tempest Fleet
Pirate fleets, long a nuisance to the city, have grown bolder. A particularly ruthless band
of pirates, led by the infamous Captain Blackthorn, has launched a full-scale assault on
the Tempest Fleet, stealing valuable cargo and attacking ships along the coastline. The
adventurers are hired to investigate the pirate hideout, recover stolen goods, and put an
end to Blackthorn’s reign of terror.
2. The Siren’s Call
Rumors spread of an ancient sea monster - an immense kraken - rising from the deep and
terrorizing shipping lanes. The creature is believed to be the source of several mysterious
disappearances and shipwrecks. The adventurers are tasked with investigating the
creature’s origins and stopping it before it destroys the city’s vital trade routes.
3. Smuggling Ring Exposed
A powerful smuggling ring has been using the Abyssal Reach to funnel illegal goods into
Port Azure. House Tempest is seeking a group of trusted individuals to infiltrate the
network, recover evidence of the ring’s dealings, and dismantle the operation from within.
The adventurers must navigate the treacherous underworld of Port Azure, where pirates,
smugglers, and outlaws vie for control.
4. The Lost Ship of the Tempest Fleet
A ship belonging to the Tempest Fleet has gone missing under mysterious circumstances
while navigating the dangerous waters near Port Azure. The adventurers are hired to
locate the ship, which is rumored to have been taken by a sea serpent. However, there are
whispers that the ship's disappearance is tied to a larger conspiracy within House Tempest
itself.
5. The Stormlord’s Curse
A powerful curse has fallen upon Port Azure, causing violent storms and erratic weather
patterns. Rumors point to the ancient temple of the Stormlord, buried deep beneath the
sea, as the source of the curse. The adventurers must brave treacherous underwater ruins,
battle sea monsters, and unlock the secrets of the Stormlord before the curse destroys the
city.
Skyspire
Skyspire is the jewel of Ætheria, an awe-inspiring city that seems to defy the very laws of
gravity. Perched on a vast floating island, Skyspire is a testament to the ingenuity and ambition of
the Ætherian people. The city is a shining example of steampunk architecture, blending gleaming
metal, polished glass, and complex clockwork systems. It is a city of endless innovation, a place
where the greatest minds of the age gather to push the boundaries of technology and magic. It is
also a city of political intrigue and power struggles, as various factions vie for influence over the
royal family and the city's vast resources.
Overview:
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Population: 200,000 (including nobility, scholars, inventors, airship captains, engineers,
●
and more).
Leadership: King Aldric Gearhaven, the monarch of Skyspire, who rules in partnership
with the Council of Guilds, a body made up of the heads of the most powerful guilds in
the city, including the Skyward Guild, House Ironweld, and the Aetheris Arcane
Collective.
Key Locations in Skyspire:
1. The Clockwork Palace
○
Description: The royal residence of Skyspire and the seat of the royal family, the
Clockwork Palace is a sprawling labyrinth of shifting rooms, interlocking gears,
and fantastical clockwork devices. Every corner of the palace is in constant
motion, with walls that move, floors that rise and descend, and servant automata
who attend to the needs of the court. Its grand halls are lined with intricate
mosaics and windows made of stained glass, through which the sun reflects off the
floating city’s edges, creating dazzling light shows. The palace is said to be
impenetrable, not only due to its defenses but because it shifts and changes,
making it difficult for invaders to navigate.
○
Notable Features:
■ The Grand Clock: A massive timepiece at the heart of the palace that not
only tells the time but also controls some of the city’s most vital
mechanical systems.
■ The Royal Vault: Hidden within the palace is a vault said to contain
priceless relics, aetherite crystals, and perhaps even an artifact of great
power. Few have seen it, and fewer still have entered.
2. The Ætherium Archives
○
Description: A vast repository of knowledge, the Ætherium Archives are one of
the most prestigious academic institutions in the world. Scholars from across
Ætheria come here to study ancient texts, Old World relics, and the mysteries of
the aether. The Archives are filled with towering shelves of books, scrolls, and
artifacts, some of which are older than the oldest cities in Ætheria. It is also a
place where new discoveries are made, as alchemists, artificers, and historians
work together to uncover lost technologies and magical secrets.
○
Notable Features:
■ The Great Vault: A hidden chamber in the depths of the Archives, rumored
to contain aetherite-encrusted tomes and artifacts that could reshape the
world.
■ The Scholars’ Hall: An area where lectures and discussions are held, often
involving the most controversial topics in magic, science, and the future of
Ætheria.
3. The Gilded Market
○
Description: The Gilded Market is a sprawling marketplace located in the heart of
Skyspire. This is the hub for all trade within the city, where the finest airship
components, magical artifacts, rare materials, and exotic goods are sold. The
market is known for its opulence and is home to high-end merchants from across
Ætheria. It is a melting pot of cultures, with stalls run by inventors, mages,
engineers, and explorers. The air is thick with the hum of aetherite-powered
machines, and the sound of clinking coins fills the air.
○
Notable Features:
■ The Airship Bazaar: A section of the market dedicated to the buying and
selling of airship components, including engines, aetherite crystals, and
navigational charts.
■ The Arcane Emporium: A place where rare magical items, alchemical
concoctions, and strange curiosities are sold by mysterious vendors who
rarely reveal their true identities.
4. The Floating Docks
○
Description: Skyspire’s Floating Docks are located at the very edge of the floating
island. These docks are where the largest and most prestigious airships are
○
berthed, ready to take off on long journeys across Ætheria. The air is filled with
the sounds of hissing steam and the whirring of mechanical engines as airships are
prepared for departure. The docks are often bustling with activity, as airship
captains, engineers, and passengers make final preparations before embarking on
their journeys. It’s also where some of the most lucrative and dangerous trade
routes are controlled.
Notable Features:
■ The Skyward Tower: The control tower for Skyspire’s airship traffic,
overseeing the safe departure and arrival of ships, as well as managing
communication between the cities.
■ The Underdecks: Beneath the docks lies a network of warehouses and
hidden chambers, where black-market airship components and illicit goods
are sometimes traded.
Adventure Hooks in Skyspire:
1. A Noble’s Disappearance:
A prominent noble from one of the Great Houses has gone missing under mysterious
circumstances. Rumors abound that the disappearance is tied to a conspiracy within the
royal court, perhaps involving factions within the Council of Guilds or a secret rebellion.
The adventurers are hired by the royal family or one of the guilds to investigate the
disappearance and uncover the truth before the city is plunged into chaos.
2. A Rogue Construct Runs Wild:
A mechanical servant, one of the many clockwork constructs that serve the nobility, has
gone haywire in the Gilded Market, causing destruction and panic among the merchants
and visitors. The adventurers are called to subdue or repair the rogue construct before it
causes further damage, but they soon discover that the rogue construct is part of a larger
plot involving the theft of important blueprints from House Ironweld or a secret weapon
being built by the royal family.
3. The Artifact of the Old World:
A mysterious artifact, believed to be of Old World origin, has been recovered from the
Wildlands and brought to Skyspire for study. The artifact exudes a strange, unfamiliar
energy that even the best minds at the Ætherium Archives cannot comprehend. The Royal
Assembly secretly hires adventurers to protect the artifact and investigate its origins. As
they delve deeper into the artifact’s history, they uncover hidden truths about the city’s
past and the potential threat the artifact poses.
4. The Great Clockwork Tournament:
Every year, a massive tournament is held in Skyspire, where the greatest engineers and
inventors from across Ætheria compete to build the most impressive clockwork machines.
The winner receives a grand prize, but this year, rumors suggest that a sabotage scheme is
in play - someone plans to destroy the competition and steal the designs of the winning
invention. The adventurers are hired to safeguard the tournament, ensuring that no one
cheats, sabotages, or steals the invention that could change the course of Ætherian history.
5. The Queen’s Secret:
King Aldric Gearhaven’s wife, Queen Marisella, has been behaving strangely of late -
often lost in thought and seen near the Royal Vault late at night. The adventurers are hired
by a concerned faction within the Court to investigate her strange behavior, only to find
that Queen Marisella has uncovered an ancient secret within the Vault - one that could
tear the royal family apart and shift the balance of power in Skyspire.
Chapter Four: The Guilds and Houses of Ætheria
House Aetheris
Domain: Alchemy and Aetherite Refinement
Leader: Archmagister Theodora Aetheris
Symbol: A crystalline shard radiating magical energy
Overview:
House Aetheris is the arcane heart of Ætheria. They refine raw aetherite into the crystals that
power airships, automatons, and other steampunk marvels. Their alchemists are renowned for
their skill, but their experiments often border on the dangerous or unethical.
●
●
●
Major Holdings:
○
The Aetherspire, a towering laboratory where arcane and alchemical research is
conducted.
○
The Crystal Vaults, where the House stores its vast reserves of refined aetherite.
Reputation:
House Aetheris is both revered and mistrusted. Their innovations fuel the world, but their
secrecy and moral ambiguity make them controversial.
Relations:
○
Allied: Skyward Guild, reliant on their refined aetherite for airships.
○
Rival: House Cogwright, as the two Houses vie for the title of the most
innovative.
House Cogwright
Domain: Constructs, Automatons, and Clockwork Creations
Leader: Master Tinker Geralt Cogwright
Symbol: A clockwork gear with a single all-seeing eye in the center
Overview:
House Cogwright is responsible for Ætheria’s mechanical wonders. From simple household
automata to advanced war constructs, their creations blend art and science.
●
●
●
Major Holdings:
○
○
The Mechanist’s Guild, where apprentices learn to build and maintain constructs.
The Cogwright Archives, a repository of blueprints and patents.
Philosophy:
The House is built on innovation and collaboration, though rivalries between inventors
often lead to theft or sabotage.
Relations:
○
Allied: House Ironweld, with whom they collaborate on large-scale industrial
projects.
○
Rival: House Aetheris, as both Houses push the boundaries of science and magic.
House Emberfall
Domain: Smithing and Mercenaries
Leader: Lord Roderic Emberfall
Symbol: A flaming sword crossed with an anvil
Overview:
House Emberfall embodies strength and martial prowess. They supply the finest weapons and
armor to militaries across Ætheria and maintain a formidable force of mercenaries, the Ember
Guard, available to the highest bidder.
●
●
●
Major Holdings:
○
The Forgehold, a massive volcanic citadel where weapons of war are crafted.
○
The Crimson Arena, a gladiatorial venue where Emberfall mercenaries are trained
and showcased.
Internal Culture:
House Emberfall adheres to a warrior code, valuing strength, loyalty, and skill in combat.
This militaristic culture makes them both respected and feared.
Relations:
○
Allied: House Tempest, often providing troops to safeguard maritime trade routes.
○
Rival: House Ironweld, with whom they vie for dominance over military
contracts.
House Glassmere
House Glassmere
Domain: City Construction and Architecture
Leader: Lady Eliza Glassmere
Symbol: A shining glass dome framed by two columns
Overview:
House Glassmere is responsible for Ætheria’s breathtaking cities. They design and build
sprawling metropolises, blending function and beauty. Their architects are renowned for their use
of reinforced glass, steel, and steam-powered infrastructure.
●
●
●
Major Holdings:
○
○
The Crystal Tower, a symbol of House Glassmere’s architectural ingenuity.
The Builder’s Guild, a network of craftsmen and laborers loyal to the House.
Reputation:
Known for their artistic brilliance and civic contributions, but their monopolistic practices
often create tensions with city councils.
Relations:
○
Allied: House Tempest, as coastal cities often rely on their expertise.
○
Rival: House Emberfall, whose fortresses compete with Glassmere’s urban
designs.
House Ironweld
Domain: Steam Power, Machinery, and Manufacturing
Leader: Baroness Helena Ironweld
Symbol: A crossed hammer and gear, encircled by steam clouds
Overview:
House Ironweld is synonymous with the industrial revolution. They control the vast factories that
produce everything from war machines to household automata. Their influence stretches across
all cities, as nearly every council relies on their machinery to maintain infrastructure and military
strength.
●
Major Holdings:
○
engines.
The Ironspire Foundry in the Great City produces advanced automatons and siege
●
●
○
The Redcliff Steamworks, located near active volcanoes, provides an abundant
source of geothermal power for production.
Internal Politics:
The House is fiercely meritocratic. Engineers, tinkerers, and inventors can rise to
prominence if they contribute revolutionary designs. However, this competition breeds
internal sabotage and intrigue.
Relations:
○
○
Allied: House Cogwright, due to shared interest in mechanical innovation.
Rival: House Emberfall, as disputes over military contracts often lead to conflict.
The Skyward Guild
Domain: Air Travel and Exploration
Leader: High Captain Elandor Skyreach
Symbol: A winged airship over a rising sun
Overview:
The Skyward Guild is the lifeline between cities, ensuring the flow of goods, people, and
information across the dangerous Wildlands. Their fleets of airships are marvels of engineering,
blending aetherite technology with traditional steam propulsion. They are the newest house,
recently brought together due to the increasing prevalence of airships and air travel, which often
leads to the other house looking down on each other.
●
●
●
Major Holdings:
○
The Skyhold Aerodrome in Ætheria’s Great City serves as the central hub for air
travel.
○
The Windswept Academy, a training ground for elite navigators and captains.
Unique Contributions:
The Guild has pioneered advancements in long-distance communication using airborne
relays. Their maps of the Wildlands are highly sought after by explorers and militaries
alike.
Relations:
○
Allied: House Aetheris, which supplies the refined aetherite used to power
airships.
○
Rival: House Tempest, as competition over long-distance trade routes fuels
animosity.
House Tempest
Domain: Naval Travel and Maritime Trade
Leader: Admiral Lysandra Tempest
Symbol: A trident over a cresting wave
Overview:
Masters of the seas, House Tempest controls the vast fleets that connect coastal cities. Their
expertise in maritime combat and navigation is unmatched, but they constantly battle the perils of
the deep, including sea serpents and aetherstorms.
●
●
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Major Holdings:
○
The Deepwater Docks in Tempest's home city serve as the largest naval shipyard
in Ætheria.
○
The Seafarer’s Guild, a powerful union of sailors and merchants under House
Tempest’s control.
Culture and Tradition:
House Tempest values loyalty and discipline, with many members having military
backgrounds. They believe in honor at sea, and their leaders are known for their
commanding presence.
Relations:
○
○
Allied: House Glassmere, whose city-building expertise aids in the construction of
coastal fortifications.
Rival: Skyward Guild, due to competing claims over intercity trade dominance.
Chapter Five: The History of the Gearhaven Dynasty and
Ætheria
The royal family of Skyspire has ruled for centuries, their legacy intertwined with the rise
of Ætheria itself. The Gearhaven dynasty is named for its founder, King Orlan Gearhaven, an
inventor-king who united the warring city-states of Ætheria during the Age of Aetheric
Expansion. Orlan’s vision for a unified nation driven by progress and innovation set the
foundation for the modern era, and his descendants have upheld that vision ever since.
Dating System
Prior to the founding of Skyspire by Orlan Gearhaven, numerous dating systems were
used, but at the founding of Skyspire, the future years were designated Anno Regum (AR),
meaning ‘In the Year of the Kings’ in the language of the Old World. Previous years were
designated Ante Caelum Regis (ACR), meaning ‘Before the Sky Kings.
’
A default Ætheria campaign starts in the year 399 AR, where the preparations for the
400th aniversary of Skyspire’s founding are underway.
The History of the Gearhaven Dynasty
1. 2. 3. 4. The Founding of Skyspire (1 AR)
The Gearhaven dynasty began with the construction of Skyspire, the first and greatest of
Ætheria’s floating cities. King Orlan Gearhaven, a visionary artificer, designed the city as
a testament to human ingenuity and the limitless potential of aetheric technology. By
taming the volatile power of aetherite crystals, Orlan not only lifted the city into the skies
but also cemented his family’s position as rulers of a new era.
○
Legacy: Orlan’s innovations, such as the Grand Clock at the heart of the
Clockwork Palace and the massive chains tethering Skyspire to the ground,
remain marvels of engineering to this day. His reign is remembered as the
beginning of the Golden Age of Aetheria, a time of prosperity and discovery.
The Wars of Gears and Magic (152-173 AR)
During the reign of Queen Liora Gearhaven, Ætheria faced a series of conflicts with the
Magocracy of Umbra, a rival nation that sought to dominate through sorcery rather than
technology. Liora’s leadership and the family’s advancements in automaton warfare
helped Ætheria prevail, but at a great cost. This era saw the militarization of Skyspire’s
industries and the rise of House Ironweld as a powerful ally of the crown.
○
Legacy: The Gearhavens established the Council of Guilds during this time,
granting powerful guilds a voice in governance to ensure unity in times of war.
The partnership between the monarchy and the guilds remains central to Ætherian
politics.
The Aetheric Schism (276-275 AR)
The Aetheric Schism was a period of internal strife and a philosophical and political
divide between those who sought to expand aetheric technology and those who feared its
dangers. King Cedric Gearhaven, a pacifist and scholar, mediated the conflict, preserving
the nation but ceding some royal power to the Council of Guilds in exchange for peace.
○
Legacy: Cedric’s reign transformed the monarchy from an absolute power into a
constitutional monarchy, with the royal family serving as figureheads and
mediators while the guilds took on administrative duties.
The Industrial Ascendancy (297-246 AR)
Under King Aldric’s grandfather, King Harwin Gearhaven, Ætheria entered an age of
rapid industrial growth. Skyspire’s population exploded, and the city became the
undisputed leader of aetheric innovation. Harwin’s rule saw the creation of the Skyward
Fleet, a formidable armada of airships, and the establishment of the Aetheris Arcane
Collective, which integrated magic and technology in unprecedented ways.
○
Legacy: Harwin’s reign solidified Skyspire’s role as the cultural and technological
heart of Ætheria, though critics argued that the focus on industry widened the gap
between the elite and the working class.
King Aldric Gearhaven
King Aldric Gearhaven, the current ruler, is known for his pragmatic and
forward-thinking leadership. Though he is a skilled diplomat and a patron of innovation, Aldric
faces mounting challenges in a rapidly changing world. The rise of rival powers, the growing
influence of the guilds, and tensions among Ætheria’s cities threaten the unity his ancestors
fought to preserve.
●
●
Personality: Aldric is a cautious but determined leader. He values loyalty, innovation, and
diplomacy but is not afraid to make difficult decisions for the greater good.
Challenges:
○
○
○
Balancing the ambitions of the Council of Guilds with the interests of the
common people.
Navigating the rise of new technologies, such as aetheric automatons, which could
destabilize traditional industries.
Protecting Skyspire from external threats, such as piracy, sabotage, and
deep-seated rivalries among Ætheria’s other cities.
The Royal Family
Queen Consort Marisella Gearhaven
Marisella Gearhaven, originally of House Glassmere, brought with her a keen
understanding of architecture, city planning, and diplomacy. She is known for her grace and
poise, as well as her ability to navigate court intrigue with subtlety and tact.
●
●
Background: Marisella grew up in the grand city of Glassmere, where she was educated
in engineering and governance. Her marriage to Aldric was initially seen as a political
alliance to strengthen ties between the royal family and the influential House Glassmere.
However, their union blossomed into a genuine partnership.
Role:
○
○
Oversees large-scale infrastructure projects across Ætheria, including the
maintenance of Skyspire’s mechanical systems.
Acts as a key advisor to Aldric, particularly in matters of diplomacy and urban
development.
●
○
Known for her philanthropic endeavors, especially in rebuilding efforts following
natural disasters or industrial accidents.
Personality: Compassionate yet pragmatic, Marisella is a stabilizing force within the royal
court. She is fiercely protective of her family but also expects excellence from her
children, often pushing them to live up to their potential.
The Children of King Aldric and Queen Marisella
1. Crown Princess Elenora Gearhaven
○
Age: 27
○
Role: The heir to the throne and a renowned aetheric engineer.
○
Skills: Elenora has an unmatched talent for combining magic and technology,
earning her respect both in and outside of Skyspire. Her inventions, such as the
Aetheric Stabilizer, have revolutionized airship safety and industrial processes.
○
Personality: Ambitious, driven, and sometimes impatient, Elenora feels the weight
of her future role as monarch. She is deeply loyal to her family but often
challenges her father’s cautious approach, advocating for bolder advancements.
○
Notable Projects:
■ Leading the development of Skyspire’s newest Skyward Fleet.
■ A controversial project to integrate sentient constructs into Ætherian
society.
2. Prince Alaric Gearhaven
○
Age: 25
○
Role: An explorer and adventurer, often absent from court.
○
Skills: Alaric is an expert navigator and an accomplished airship pilot. His
journeys to the Wildlands and beyond have brought rare resources and knowledge
back to Ætheria.
○
Personality: Charismatic and bold, Alaric is the family’s most popular figure
among the common people. However, his reckless behavior and disregard for
protocol often strain his relationship with Aldric.
○
Notable Feats:
■ Discovering a new source of raw aetherite in the uncharted east.
■ Negotiating peace with a faction of rogue sky pirates.
3. Princess Caelina Gearhaven
○
Age: 22
○
Role: A diplomat and court representative to the Council of Guilds.
○
Skills: Caelina excels in negotiation, etiquette, and intrigue. She has forged strong
alliances between the monarchy and Ætheria’s most powerful guilds.
○
Personality: Calm, calculated, and perceptive, Caelina is the family’s voice of
reason. She is often tasked with resolving disputes, both within the court and
among the guilds.
○
Notable Achievements:
■ Successfully mediating a trade agreement between House Tempest and the
Skyward Guild.
■ Uncovering a plot to sabotage the Clockwork Palace’s central
mechanisms.
4. Prince Roderic Gearhaven
○
Age: 19
○
Role: A student at the Academy of Ætheric Studies in Cloudveil.
○
Skills: Roderic has shown remarkable talent in the arcane arts, particularly in
enchantment and transmutation.
○
Personality: Shy and introverted, Roderic prefers the company of books and
experiments to the bustling life of the court. Despite his reserved nature, he has a
sharp intellect and a keen sense of innovation.
○
Current Focus: Developing new methods for stabilizing aetheric ley lines, which
could revolutionize the energy grid of Ætheria.
5. Princess Lyra Gearhaven
○
Age: 16
○
Role: The youngest of the family, Lyra is still discovering her place in the world.
○
Skills: Lyra has a natural affinity for animals and constructs, often acting as a
mediator between sentient automatons and their creators.
○
Personality: Energetic, curious, and compassionate, Lyra is adored by the people
of Skyspire for her playful demeanor and genuine interest in their lives. She has a
rebellious streak, often sneaking out of the palace to explore the city.
○
Hobbies: Taming and training mechanical beasts, a practice she hopes to develop
into a broader program for automatons in service roles