Introduction to Lore

Source

The Lore Document — Last synced: 2026-04-03

Hello players! Aether is a wide spread of lore, factions, creativity & community. With this variety of information, it has become possible to bring locations, themes, cultures, backgrounds, and so much more to our players & community. We pride ourselves in being a roleplay that allows characters to insert themselves wherever feels most natural, and as such try to offer the groundworks of the basic lore to keep in mind before you get started on your journey!

The Nexus

At the center of everything known within the Aether Bubble is the Nexus, a massive network of portals serving as the main junction for denizens both native to the bubble and from beyond it. Travel is inexpensive, allowing even the freshest of adventurers to start their journey where they best see fit!

Most places within the bubble are traversable with a nexus point; however, some land masses do not possess a working Nexus. Keep in mind, a broken Nexus can either take a very long time to reconstruct or could never be repaired again. Leaving an adventurer stuck till an Aetheric Vessel comes by.

Extended Lore

The first of the isles within the Astral Bubble, the Nexus is the vital heart to all connected portal junctions, allowing safe and immediate travel from place to place. A somewhat barren place, it is largely a construct of raw magitech, suited to its purpose, with little focus on opulence or direct beauty. Yet to some, specifically those with skills in artificing, there can be no more beautiful place than here.

The Nexus is overseen by the Primal Drake of the Golden Flight, Aurux-Ith, with little to no oversight beyond that - even from the College of Magi. A deal was struck several thousand years ago between a lost order of monastic magi and Aurux-Ith, that essentially it would become his domain exclusively, and in return he would allow the people of Aether to borrow from his power to operate.

To this date, there has been many suppositions about why Aurux-Ith did this. Be it boredom, a larger plan, or simply just wanting to meet more people, the answer seems to be known to him alone.

Gods and Deities

The Astral Bubble is a distinctly curious place when it comes to divine power and oversight. Most Gods and Deities are rooted to their own worlds and powered by the beliefs of the many. A God is only as strong as the faith being poured into them. However, you also need a place to store that power, and the Astral Bubble is distinctly lacking it.

For people who follow a religion, or a God, they pull upon that power through their own internal conduits, though with some delay and astral interference in doing so. As such, many if not most Gods are represented in the Bubble, just that none of them in particular hold power over it.

God's and Deities cannot exist inside "The Astral Bubble" & "The Coin", they must stay residing in their own realms & planes. Players cannot just simply play a Deity or God due to their power scale. They don't have any power outside of their own realms.

See also: The Divine Order, The Infernal Plane

Currencies Within Aether

Many places accept valuable metals in exchange for goods or services. However, in the Astral Bubble, money is only worth as much as those who would acquire it deem it to be. Merchants, counter to this, love and depend on physical currency as a great bridge for exchanging goods between the vast array of different cultures present within the realm.

Like a dying man in the desert, water is worth more than gold. Denizens of the Bubble take great care to understand the cost of any such exchange and what the ramifications might be.

Types of Metal Currency (Denominations of 10):

  • Platinum
  • Gold
  • Silver
  • Copper
  • Electrum — Only really useful for 'Under the table' deals and contracts with people of unsavory nature.

Extended Lore

As such, one of the most potent forms of currency within the Bubble is actually pure and raw mana itself. Like any rare resource, or vastly consumed one, mana finds itself as the centerpiece of most discussions and or projects that require its use. Aetheric Vessels, the crystals of Aether itself, and the College of Magi's Magitech are all exceedingly fine examples of things that necessitate the acquisition and consumption of mana.

See also: Aether Chronicles Price Baseline

The Universe

Aether Chronicle's universe as a whole is a large concept only explored by the most adventurous, but it could be broken down into three basics:

  • The Astral Sea ((High Fantasy Space)) - Example: Aether Island
  • The Coin ((The Prime, Elemental, Heavenly, and Hellscape Planes)) - Example: Redwall and other mainlands
  • The Umbral Sea ((A much scarier and darker version of what the Astral Sea could have been)) - Example: Lovecraftian horrors beyond your imagination

Outside of the relative protections of the Astral and Umbral Seas lies the Abyss, an all-consuming, ever-present, heat death of the universe. Thankfully, The Coin, and as such, the planes of existence that most life comes from and thrives on (and likely is where your character is from), are safest and farthest from the edges of the dangers of the Abyss. Should any of the Abyss sneak past the defenses of the Seas, everyone would need to work together to stop the doom that would surely follow.

The Astral Sea is a more traditional High Fantasy setting. This is where the floating islands lie suspended in the Bubble, and where visitors regularly come and go for extraordinary items, people, and places.

The Coin is a bit of a deceiving term, as most folks only think of their home plane of existence as The Coin. In reality, all planes are considered part of The Coin. Prime Plane is where Traditional life is found, while there are planes of pure Elemental, Heavenly, and Hellscape layered around it. It is common for these layered Planes to accidentally bump or bleed into, or even rely on! The Heavenly Plane is for example, where most deities come from or live in, gains power from belief from the Prime Plane. Likewise, natural disasters such as volcanoes and massive storms are said to be the other Elemental Planes bumping into or passing through the Prime Plane.

The Umbral Sea, however, is an entirely new beast. Many who experienced it firsthand do not survive long enough to tell their tales, for it is a dangerous and strange place, incredibly hostile to those living. Mostly referred to as "The Other Side of the Coin," the Umbral Sea is alien to even magic users. Mana is scarce and unpredictable here, and as such, the Mages that are unfortunate enough to be born in this place must rely on their will to manipulate the natural energies, otherwise referred to as "Psionics". It has been said that mages that have been exposed to the Umbral for years could possibly learn how to harness this energy, but it would permanently damage their connection to the magic of the Astral Sea and Prime planes by doing so. But if one resided in the Umbral Sea and hoped to live for long, what choice does one have? The lands are hostile, to the point that even the plant life is far more aggressive than anything most people have ever experienced on this Side of the Coin.

All Psionics must be approved by a Caretaker and Head DM before a character may use them.

Conclusion

While this document outlines the basics of our lore, we encourage you to explore and experience the lore that other players have developed to expand the setting, or even to make some of your own once you know where you would like to build! There are plenty of popular or otherwise well-known elements to Aether Chronicles that are not listed in this document, such as the Feywilds, Tempest Knights, Order of the Light, Divine & Infernal Planes, etc. These elements are best discovered through the passion of other players and in our #Lore-Documents channel.

Please enjoy the expanded and diverse story that we are all building together, and please keep in mind that there is plenty of lore to create and build. If you ever have any questions, please feel free to ask in #Lore-Questions within the discord or even reach out to staff if you have any concerns.

Additional Lore

Many of our DMs have come up with more lore for certain recurring locations of their specific stories, some of that lore can be found in #Lore-Documents or when interacting with the Lore's DM, the players involved and the locations.

Here are the available documents:


Start Locations

The Astral Bubble

The Astral Bubble is an odd magical collection of floating islands, somehow suspended safely within the Astral Sea instead of being lost to the void. It is here where Aether Island floats, as well as several other well-known islands that are connected to the Nexus for easy navigation. Other islands have been noted to exist but do not have a Nexus Junction built on them (or at least, have one and is inactive) and the only way to visit is with an Aetheric Vessel. Many sky sailors and captains pass through Aether and grant passage to adventurers for their journeys, some even hire onto their crew!

The clouds separating the islands may be thick and daunting on long journeys, but the call for adventure and discovery reaches out to many… don't leave it unanswered for long!

The Island of Aether

The Island of Aether is one of the many Isles that is floating within the bubble, and recently, has become a popular tourist point for many adventures, experienced and new! Many strangers (and strange things) have found themselves on the island by stepping through a Nexus Junction that connects the lands, only to find a thriving, however rather young, town developing on this artificial island.

What keeps the Island afloat is a conflux of two sources of power, one positive (the crystal in the town's square) and one negative (the crystals housed in the cave within the island. The residents and visitors of the island have helped keep these crystals charged, for fear of the magic running out and sending the island as a whole falling from the Aether itself.

It's also thanks to these crystals that visitors can rest well knowing they are safe from the dangers that plague most villages with so many mages and adventurers. Unwelcomed attacks will see the attacker magically sent back to the bridge of the island to think about their actions, while the person that was attacked will remain unharmed to continue enjoying their day, or perhaps to report the attack to the local guard to keep an eye out for suspicious individuals. Worry not fighters looking to train! We have a lovely training ground perfect for you to hone your skills with local experts and friends alike, as long as everyone consents to it, of course.

Extended Lore

The Island of Aether is one of the many Isles that is floating within the bubble, however, it is in fact one of the youngest. Created roughly five thousand years ago, Aether has had its ups and downs, however the deepest low is that of now. It has mostly degraded and is on the brink of suffering an Aetherfall (when an Island collapses and falls from the sky).

Managed by a Magistrate since the time of its inception, it has been on the downturn since it first came into being. Unlike most of the other Isles within the bubble, its creation was not by the actions of the First Conjurer (the individual responsible for first creating the Astral Bubble and the first of the Isles).

What keeps the Island afloat is a conflux of two sources of power, one positive (the crystal in the town's square) and one negative (the crystals housed in the cave within the island. The energies of these crystals dance off one another and pool their aligned mana towards the Power Stones in the gardens housing the Magistrates tower.

Despite it being a fairly new island in terms of those within the bubble, curiously, it is one of the few that houses a magitech Nexus Junction. Most have runic ones, or rudimentary examples of a Nexus junction that takes time to recharge. Aether's is quite advanced, both in magic and the resources it must have cost to make it.

Redwall Village

A humble village taking shelter next to some cliffsides close to the coast, Redwall is somewhat considered a Sister Village of Aether due to the connections these towns share. Also connected with its own Nexus Junction, many adventurers find themselves in this hectic village easily finding work or enjoyment alike with the diverse residents that frequent here.

A Dock, Magic Circle, Fighting Grounds, Winery, Bed and Breakfast, and Tavern are only scratching the surface of this little town. Though rest well dear visitors, even the nearby neighboring Dwarven Hold, IngotTop, shares the magic safety precautions that cover this town as well, not unlike the magic that protects the Island of Aether, so you have nothing to worry about on your visit!

However, if you plan to visit the neighboring swamps, be sure to be prepared with a few of your adventuring friends as the magical protections will no longer shield you from unwelcomed attacks! Though dangerous, the local cemetery as well as the Dungeon of Trials resides here, welcoming adventures to visit old friends or put their skills to the test. It is not uncommon for the College of Magi to visit the Head Mage that overlooks the town or to send students to participate in the Dungeon of Trials, so be sure to be on your best behavior if you want to leave a good impression!

Extended Lore

This humble village, nested into a cut in the coast of the Two Sisters is named after its chief proprietor Leofric Redwall. Created shortly after his departure from Aether, with the blessings of the College of Magi, this hamlet is a protectorate of the College itself, representing its will and intentions. Formally, it is disclosed to be a training area for up and coming mages and adventurers, though the mundane typically find the area and those within it a fair bit colder to them. Supplies are brought by ship, and while Leofric tends to greater responsibilities within the College, a governor and head mage remain in his place to guide and oversee the location.

Within the town, one can find places to meditate, enjoy drinks, work on blacksmithing, a greater magic circle outside of the walls, and an entire melee combat training facility on the far reaches. Yet it doesn't end there.

Redwall Village has a direct underground connection to the local Dwarven capital of Ingotop. It can also take a ship to arrive at a junction which brings them to the Swamp of Trials, and subsequently the Dungeon of Trials.

In recent times, the head mage and the governor have been embroiled in a lengthy conflict with tribal orcs coming from a nearby desert coast. This has been bloody, and the area has been known to come under direct assault from time to time. Citizens, warriors, mages, and craftsmen have all come to terms with the fact that there could be danger waiting the very next day.

LIKE AETHER, THIS AREA IS GUARDED BY A BENIGN FORCE THAT ENSURES NO UNWILLING HARMFUL ACTIONS


Magic in Aether Chronicles

Magic within Aether Chronicles is not your standard magic. While we have many schools of magic, one is not limited to what one can cast with such magic. Those of Fire still find a way to manipulate the energies to heal, and those with Life can still create light. The only true limits Mages have are the ones imposed on themselves and a lack of creativity.

Within the Aether setting, it is only known for casters to have One to Two affinities. As a player, you are allowed up to 2 non-opposite affinities, or just Soul. Opposed schools of magics do not mix well, and a mage cannot safely interact with their opposite, let alone have it as their affinity.

An important distinction to also have is that Soul does not refer to the literal Soul of a creature, instead, it is the "soul of magic." Magic in its rawest form appears as Soul and naturally breaks down into the other classes. As such, the rare Soul Magic users will find that they can cast any type of magic, however, it comes with more effort than an actual class-aligned individual.

The further out towards an edge your affinity is, the more focused and powerful you are with the magic types you wield. (In other words, a mage with an Arcane affinity is going to be far more potent with Arcane magic than a Fire Mage attempting the same.)

(Follow the Magic Document for more in depth information.)

Taboos of Magic Within Aether

When it comes to what is abnormal for the denizens of the Astral Bubble, there isn't much that is out of place or unheard of as a concept. Many of the taboos of other cultures are not quite as prevalent here as they are elsewhere. For instance, undeath is not in fact a sin. There is an entire city of people who have chosen to 'live' as undead, seeing flesh and life as a weakness. Traditional "Evil" magic concepts only exist to scare simple-minded children in stories.

There is only one true taboo in Aether when it comes to magic. The theft of a person's control or agency over their own magic and mana.

The College of Magi

This collective of magically adept individuals has a muddy history of both providing incredible boons to those who reside within the Bubble, as well as intense blemishes of less-than-ethical acts or experiments. In recent times, they are better than they have been, open to critique, considerate to an extent, and certainly not outwardly villainous. Still, there are many alive to this day who remember first hand just what the College of Magi houses, and what they are capable of when not held accountable for their behavior.

For the Mundane, a slur of sorts for people who do not have magic, the College is an unwelcoming place who views them somewhat less of a person than those gifted with the arcane arts.

For those who have the gift, this location is entirely different. Full of ritual circles, artifacts and knowledge, the College is a place to learn and share experiences together. More of a shared community to learn rather than a traditional college, however in select places some mages have found it fit to help teach newer talents of the craft.


Other Locations

Aether Chronicles is a world of infinite locations to your imagination. Besides the start locations we have quite a few others. Enjoy some of the other locations within the Astral Bubble, Coin, etc.

Icefell

The Island of Icefell, is a floating iceberg that is home to a town of hardy and warmhearted people. These people originally sailed the Aetheric Sea hunting down Leviathans. The people of Icefell did not originally settle there by choice, their aetheric vessel collided with the floating iceberg stranding the crew. They found themselves trapped on the island but were assisted in turning the wreck of their ship into a shelter for themselves by a Yeti named Hvalrif that called the Iceberg home. Hvalrif claimed to the people he was as old as the Island itself, and now acts as the Town's Elder to watch over Icefells people. Hvalrif also goes by the nickname 'Al' for short

That Shelter now serves as their Town's Hall, and the town has been built around it, a bastion of warmth on an island stuck in perpetual winter. The town has sustained itself by various creatures that swim through the Aetheric Sea; such as Sky Fish, Sky Seals, and Cloud Tuna. The people of Icefell most pride themselves on their successful hunts of Leviathans.

Icefell is also best known for its signature local delicacy, a dish of fermented Skyfish. Primarily made from Cloud Tuna or Leviathan, called Surströmming it is most well known for its taste that has been compared to blue cheese, and a pungent odor that has caused beings with lesser constitutions to faint.

Redwall Locations

Ingotop

The opulent Dwarven kingdom of Ingotop is a testament to all things that the Daui hold dear. Precious metals, lofty craftsmanship and imposing architecture. Led by the King Seamus Ironbelly, these dwarves largely keep to themselves. Though, they welcome trade, and anyone is welcome to come and mine within their walls (for a skimming of the goods procured, naturally.)

Ingotop has a formidable military force, though they are ever hesitant to use it, as the last time they did, they were left to die by Tritan, who quit the field to spare their own forces the heavy losses. The dwarves here may hate orcs, but they hate cowards more.

Lastly the gold of Ingotop is cursed, or at least said to be. Those who steal from Ingotop invariably have bad things happen to them, usually amounting to their demise unless the gold is returned. Nobody is quite certain what causes this, but thieves always think again before trying to make off with that which rightfully belongs to the daui.

The Swamp and Dungeon of Trials

The Swamp and Dungeon of Trials are a magical creation. Out in the seas between the Two Sisters, there is a junction which those who have the blessing of the College of Magi can proceed through. On the other side, there is a vast marshland inhabited by the undead and toad-like humanoids who enjoy trade and trickery. Typically, marshaling a journey across the swamp is just a part of the trial, however, it should never be underestimated just how dangerous the mists within can be.

The dungeons on the other hand, are set in advance by a senior mage of the College with traps, creatures, and challenges suitable for both mages and mundane to prove themselves. This is not to be taken lightly, but it is a fantastic way for those who still need to sharpen skills, to do so. The challenges always vary, and it is up to each party and the provider of the mission to dictate exactly what might be in store.

Primus

A land stained crimson with the blood of so many, where innumerable bodies lay from an untold number of wars waged there. Once the most beautiful island of them all, powerful factions clashed to seize control, but instead caused its fall. The ground is stained crimson so saturated with blood that the very plants of the island have taken on the crimson hue. With all of the death found upon this land, it has become perpetually cursed. Folk have passed along warnings to avoid this wretched place lest the curse lay claim to those who venture there.

Should anyone venture into this accursed land they'll stumble across fields full of bodies, with shambling remains of warriors still maintaining their posts. The war long since past, still continues on past death, as bodies reanimate to continue the struggle against the others. There are rumors of lifeless bodies and husks of armor, standing up and moving about the field. At times these vessels seem to tug in different directions, pulling to different regions of the cursed land. These shambling entities are said to be directly influenced by the powers that influence this land. Those powers with the strong hold over this island are Undeath, Death, and Rot, thus making any ventures there a potential risk to one's life.

There is one particular lifeless armor entity, deemed by travelers and explorers to be extremely hostile to all that approach it, and its particular region. This entity is powerful and terrifying, possessing the name of Optimus. This is an entity that is ready to strike at anything that threatens the land.

The Feywilds

The Fey world is a Parallel Plane & In the Astral Bubble. See Fey Lore for full details.

The Courts and Special Locations exist outside the Bubble while the Wilds exist inside the Bubble.

The only way to enter areas from outside the fey is through a Fey Portal. Otherwise there are many ways to both accidentally and purposefully enter the feywilds such as Mushroom circles, some powerful spells, and being tricked, though it isn't limited to this.

The Feywilds is a mystical and trickery type place. It holds a diverse culture and nature, along with millions of Feykin. But don't get tricked by its wonder, behind that facade lies a deadly environment.

Within the Feywilds, four courts lay. Divided by Seelie & Unseelie.

  • Summer Court
  • Autumn Court
  • Spring Court
  • Winter Court

Not every Fey has to belong to a court. There are Wild Fey and Courtless that exist within the land. There are very few and easy rules to follow when heading into the Feywilds, please read them and enjoy your journey.

Tower of Purgation

Magical Prison and Item Lock-Up. - Dream Flight Headed (pearlescent scales, almost transparent/glassy aesthetic) - Chromatic Glass Creators

See also: Magic Lore — Tower of Purgation

The Abyss

The Abyss is not a place, rather it is a destination. The Abyss is the culmination of someone or something succumbing to their darkest place. This is the absolute collapse of a Soul. When this happens, the entity that was, no longer is, and something different takes its place. More often than not, roughly 99.9999999999% of the time, this is something horrible, dreadful, and dangerous to the extremes of the definition.


Extended Lore

Aetheric Vessels

To some within the Bubble, there is no greater love than the wind rushing over their face, or a sail full of drive from the currents rushing between the clouds. Adventure is their lifeblood, and the distinct ownership they have over their own destiny is their greatest prize and treasure. These are the Sky Captains of Aetheric Vessels, a means of both travel and life within the skies.

Though the materials of their construction may vary from vessel to vessel, the design of these ships is largely the same in a couple key ways. Firstly, they must have a means of propulsion, be it sails or magically powered rotors. Secondly, they must have a hull with housing for the people crewing it, with sleeping quarters, a mess, and cargo storage. Lastly, they are all, to some degree, powered by raw mana.

These vessels are distinctly expensive to create, with most Sky Captains inheriting their vessels from either their prior Captains or as booty from a battle waged in the sky.

That brings us to another point. The skies are not always safe. There are roaming bands of Sky Pirates and it is with good reason that all Aetheric Vessels have cannons. Battles in the blue of the skies can rage for hours if not days at a time, with thick plumes of dark smoke pouring from the mouths of the weapons aboard these ships. Full broadside against one another, they decide their fates through force and force alone, a view that rivals a challenge between dragons in other realms for its terrible beauty and destructive wrath.

Alchemy

What is Alchemy?

Alchemy is the concept of mixing together ingredients, components, and even magic itself in order to produce something that did not exist before. In Alchemy there are three divined great pursuits - the perfected form of Rebis, the Philosopher's Stones, and the Fountain of Youth.

Any information on types of Alchemists and Ingredients can be found on the baseline Alchemy Document and in #Lore-Documents.

The Seas Extended

The Umbral Sea vs. The Astral Sea

  • Astral Sea ((Traditional High Fantasy Space))
  • The Coin ((The Elemental, Heavenly, and Hellscape Planes))
  • Umbral Sea ((A much scarier and darker version of what the Astral Sea could have been))

The Astral Sea, for starters, is a more traditional High Fantasy setting.

The Coin will be its own topic.

So the discussion moves on to the Umbral Sea and how it differs from the Astral. First of all, the laws of magic are completely turned on their head. The very networks and methods of mana manipulation that mages are accustomed to within the Astral Plane, do not function well - if at all at times - within the Umbral. Pathways and connections between domains are jumbled, disjointed, and even flat out non-existent. As such, mages, if you can call them that, from the Umbral Sea are denominated by the term 'Psions.' They manipulate magic through the force that is most powerful within the Umbral Sea: The Will.

Magic, unlike in the Astral Sea, does not flow so freely and readily with the Umbral. It is largely contained within the beings living, dwelling, and predating on each other within the Umbral Sea. Therefore anything magical has value to the beings in the Umbral Sea. Crystals, souls, artifacts and more are all effectively more valuable than any other form of currency, and at times magic itself is used to pay for things. It is 100% plausible for entire civilizations that exist within the fabric of the Umbral reality to only pay for things with raw mana and mana charged sources.

Umbral Light

The way light works within the Umbral Sea is largely viewed as a contaminant by scholars within the College of Magi. After prolonged or intense exposure, a person's colorations are known to change to a more pale or milky tone, and similarly, within humans, the whites of the eyes go black. No one is entirely sure if this malady is something that is truly detrimental, however - in most extreme cases of exposure - those who have suffered this mutation have lost the ability to sense magical ley-lines and manipulate them properly. People within the Umbral Sea have been forced to develop Magitek that allow them to see Ley-Lines and spots of magic to harvest them. These do not work within the Astral Sea, as they will literally blind you. There's a lot more latent mana within the Astral.

The Will

More or less true Soul magic, the will is the projection of magical power from the essence of one's eternal being. Utilizing this takes time to master, and furthermore, to the uninitiated, presents great personal risk as a Soul-Sear, while livable, is beyond permanent damage to one's ability to project anything magically. Users of The Will dig deep and pull from their higher self the ability to cast a particular spell or weave a kind of magic. Limitations of this vary from person to person, and the more it is used, the more likely an injury will be without time to mend, heal, or rest. Unlike mages that utilize mana from worlds and ley-lines, there is a greater sense of exhaustion on Will users as it requires a steady and stable mind, as well as focused intent on what they're attempting to accomplish. Failures in these three things are what lead to so Soul-Sears.

Life in the Umbral Sea

Life and life forms within the Umbral are perpetually stuck in a loop of kill or be killed. Everything from plants, to fauna, to people are predating on SOMETHING. To not be consuming another form of life or power, is to fall behind, and if you fall behind, you are dead. There are Umbral Cows though. They're pretty dope and their milk is black like the night.

See also: The Emptiness, Umbral Magic