Aethras
Aether fell from the heavens. Once there was the Aerethian Sovereignty: floating cities, godlike magisters, and technologies that bent space itself. Their final experiment detonated in the Sundering, scattering those cities as drifting Sky-Shards and leaving a wounded world to rebuild.
From that ruin rose the Accord: five very different realms stitched together by treaties, trade, and a shared fear of what leaked from the wound called the Scar. The Sky-Shards remain the world’s wildcards, haunted, rich with Aerethian relics, and lethal to the unprepared.
Religion, learning, and danger shape daily life, the Triarchy (three sister-orders) is a unifying spiritual thread; hidden institutions like the Academy of Shifting Truths train master-mages; and frontier hubs (the Hollow Fang tavern, the Pit arena, the Border Forts) are where contracts, legends, and survival intersect.
The true shadow is the Scar: a corruption born of the Sundering that breeds the Marked — living weapons of the Dark Lord whose incursions keep fortresses active and bounty boards full. War is now routine in frontier places.
Today (≈1100 AS) the kingdoms keep an uneasy peace: trade flows, academies teach, sky-shards drift, and the Marked stir. It’s a world of salvage and scholarship, rituals and ruin, beautiful, dangerous, and always on the cusp of a story
The Accordant Kingdoms
A coalition of five very different realms stitched together by treaties, trade, and a shared memory of catastrophe. Traveling the Accord is like walking between living paintings. every border is a change of music, manners, and color.
Religion
The dominant faith is the Triarchy, worship of the Three Sisters: Aloe (Love and Healing), Noel (Life and the Land), and Meiru (Battle and Insight). They appeared after the Sundering, walking among mortals, teaching compassion, stewardship, and the strength to defend the helpless.
The Triarchy doesn't demand uniformity. "The goddesses love all their children," and regional traditions vary widely—Kirinzu honors the Sisters as three Great Dragons, the Amaranthine as the Three Winds, Morovya prays alone on the rocking deck of a ship. The church accepts all of it.
The Dark Lord and his Marked are the opposing force—not a religion, but a corruption that mocks the Sisters' gifts. The Triarchy's warriors, the Justicars of the Insightful Blade, stand against them.
Most people carry a small charm of Meiru and mutter "Clear eyes, Sisters" before danger. That's the faith in practice: simple, personal, and tolerant.
- MERIDIAN -
Come to Meridian to become someone important. Walk the bridges of the City of Bridges, study Applied Pyromancy or Runic Economics at the Valcrest Collegium, join one of its countless guilds, debate philosophy in a coffee-house, or make a name for yourself in diplomacy, trade, scholarship, or the Wyvern Guards. Meridian is where roads, cultures, money, and ambition meet—and where an adventurer can turn a simple journey into a career.
The Guild of the Open Road is the Accord's official institution for regulated adventuring contracts. Based in Meridian, it connects licensed adventurers with nobles, governments, merchants, temples, guilds, and other legitimate employers seeking professional help. Its quests are carefully moderated, legally protected, and generally focused on organized assignments such as escorts, investigations, exploration, recovery, protection, and official work. The Guild is not primarily a hunting organization; it governs the adventurer and the contract, ensuring that professional missions are properly verified and compensated.
Born among Meridian’s endless bridges and bustling canals, the Bridge-Runner’s Gauntlet is the Accord’s most spectacular test of speed, agility, and magical skill. Runners race through the city, leaping bridges, crossing water-gaps, and bounding across floating platforms while crowds cheer from every balcony and riverside street. It is part athletic competition, part magical spectacle—and during festival season, even visitors can take part.
- KIRINZU -
Come to Kirinzu to master magic as an art and tradition. Wander through misty rice terraces and jade-roofed cities, learn calligraphic magic, study ancestor traditions, craft spell-fabrics, grow crystal blades, or join the Hundred Winds Guard and learn to turn the air itself into a weapon. Here, even a greeting can become a spell, and every storm carries a story.
The Guild of Whispered Leaves is Kirinzu's elegant network of hospitality, information, and secrets. Publicly, it is a respected association of tea-houses, inns, and sake establishments; beneath that peaceful surface lies one of the Sovereignty's deepest webs of knowledge. Its missions are rarely advertised openly and are often passed through whispers, favors, coded messages, and trusted intermediaries. Assignments may involve espionage, surveillance, infiltration, theft, blackmail, retrieval, sabotage, protection, or other discreet work—including, in its darkest circles, assassination. The Whispered Leaves does not merely know where secrets are hidden; it often knows who is hiding them.
The Celestial Gallop of Kirinzu is a grand three-hour endurance race held in the lush plains beneath Hisui-no-Miya. Horse-kin racers from powerful families and humble backgrounds compete using speed, stamina, agility, and wind-reading, with enchanted ribbons and traditional racing gear adding cultural significance. Victory brings immense prestige, magical prizes, wealth, and the lifelong title Storm-Foot.
- KARAK-GRAHM -
Come to Karak-Grahm to forge something that lasts. Descend into the vast halls of Khaz-Karaz, learn rune-craft, work beside master smiths, explore the deep fissures beneath the mountains, or become one of the rune-masons whose work protects cities across the Accord. In the Iron Marches, strength is built rather than inherited—and every hammer stroke carries a piece of history.
The Eight-Deeps Challenge is a legendary dwarven competition held deep within the Iron Marches of Karak-Grahm. Dwarves and outsiders gather to test their strength, endurance, craftsmanship, and courage through a series of traditional trials, from Magma-Stout drinking and Stone-Ram racing to rune-forging and the perilous Void-Lock descent. What begins as a festival of rivalry, boasting, and celebration can quickly become a true test of survival when the dangers of the deep reveal themselves.
- SUNDERED GATE (Port Sunder) -
South of Valdris across the Serpentine Sea lies the Freehold, a rugged island frontier built around an ancient Aerethian gate-station. Governed by guildmasters rather than a hereditary ruler, it is home to adventurers, mercenaries, salvagers, hunters, and explorers who venture into the Scar.
The Hollow Fang is Port Sunder's great open marketplace of adventuring work, where almost anyone can post a quest. Nobles and merchants stand beside farmers, scholars, sailors, treasure hunters, refugees, and ordinary people seeking help. Its missions range from monster hunts and dangerous expeditions to personal requests, exploration, salvage, and especially journeys into forgotten Aerethian ruins. Payment is wildly variable, ranging from gold to equipment, artifacts, information, favors, or whatever the client can offer. The Hollow Fang is less a formal guild than a place where anyone can ask, anyone can offer, and anyone willing to risk the journey can accept.
In the heart of Port Sunder lies The Pit, a massive ancient Aerethian cargo bay transformed into a blood-stained fighting arena capable of holding thousands of screaming spectators. Fighters from across the Accord enter for glory, coin, reputation, or simply the thrill of combat, facing one another under the watchful eye of the ruthless Madame Scrim. Here, magic is permitted, mercy is optional, and every victory can turn an unknown fighter into a legend.
- MOROVYA -
Come to Morovya to master the sea—or disappear into it. Sail beneath endless fog, navigate dangerous waters, study tides and monsters, join one of the world's most powerful naval traditions, or explore the strange relationship between the sea, spirits, and Sky-Shards. Morovya suits those drawn to navigation, naval life, spectral mysteries, maritime exploration, and the disciplined freedom of life beyond the mainland.
In the nights of Morovya, there's no time for sleep. The Fog Hunt is a thrilling Morovyan nighttime competition held in the cold, mist-covered waters around Duskmere. Crews race through an enchanted fog, searching for three hidden Spectral Lanterns while navigating treacherous waters and outmaneuvering rival ships. With spell-lock pistols, sabotage, boarding, and supernatural dangers all permitted, victory requires equal parts speed, teamwork, cunning, and courage.
- AMARANTHINE -
Come to Amaranthine to learn from something older than civilization itself. Walk beneath silver leaves, live among ancient forests, study the world's oldest magic, learn to shape living wood and plants, become a poet, singer, healer, nature-mage, or guardian, and discover a culture that treats the forest not as a resource, but as a living citizen. In Amaranthine, progress means patience, and mastery comes from learning to listen.
Hidden within the Amaranthine borderlands, where ancient forest gives way to sunlit meadows, the Academy of Shifting Truths stands as the premier institution of magical education in the Accordant Kingdoms. Independent of crown and church, it answers only to the pursuit of knowledge—and those who seek its halls must first find their way through the mysterious Veil of Questions. Within its impossible valley, crystal domes, white-stone towers, ancient architecture, and countless waterfalls converge around the Spire of Shifting Faces, where reality itself seems unwilling to remain fixed. Here, magic is not merely taught as a collection of spells, but studied as a vast and interconnected truth.
- AMBER STEPPE -
Come to the Amber Steppe to learn what it means to live with the wind. Ride alongside the Clans, travel with the moving city of Kharasuu, become a Wind-Whisperer, master lasso-spells, learn to read storms, hunt across endless grasslands, or earn your place through a trial beneath the open sky. Here, there are no walls to hold you still; the horizon itself becomes your road.
The Wildward Compact is the Accord's dedicated hunter's league, specializing in beasts, animals, monsters, and magical wildlife. Its Lodges issue bounties and contracts involving dangerous predators, overpopulated creatures, corrupted beasts, rare species, valuable animal materials, and wildlife threatening settlements or trade. The Compact also handles live captures, ecological study, specimen collection, and scholarly research, including underwater species and marine monsters. Whether the goal is to kill a dangerous creature, capture one alive, study it, or harvest something from it, the Wildward Compact is the organization built around the hunt and everything that lives beyond civilization.
- MALACHAR -
There is little to invite the traveler to Malachar—and that is precisely what makes it terrifying. Deep within the Scar lies a realm of obsidian glass, corrupted magic, twisted monuments, and the Marked, where every road leads toward war and every corner reflects the influence of the Dark Lord. For those who enter, there is no ordinary career or leisurely journey to be found—only survival, warfare, corruption, and the grim possibility of facing something no free kingdom would dare approach.
_Scenarios_
1 - {{user}} begins a new life as a merchant in Meridian, starting with an empty shop and the freedom to build a business from the ground up.
2 - {{user}} is publicly honored by the Jade Empress of Kirinzu for their growing reputation and heroic deeds, receiving an official imperial decoration and recognition as a Rising Hero of the Accord.
3 - {{user}} travels to Karak-Grahm for a fully paid guided tour of the Iron Marches, accompanied by a lively dwarven guide who leads them into the mountain to explore its vast forges, ancient halls, and hidden wonders.
4 - {{user}}, a newly established pirate captain in Morovya, interviews strangers who have answered their secret call for crew members. One applicant at a time is invited into the room, and {{user}} must decide who is worthy of joining the ship.
5 - {{user}} visits the Wildward Compact’s Sky-Voice Lodge in the Amber Steppe to register as a hunter and take on wildlife contracts. At the counter, the attendant notices {{user}} is unfamiliar and begins the registration conversation.
6 - {{user}} arrives at the hidden Academy of Shifting Truths as a new student and is personally greeted by a elven professor, who guides them through the magical Veil and gives them their first tour of the Academy.
7 - {{user}} enters the Hollow Fang Tavern for the first time, immediately drawing the attention of its hardened regulars. They recognize {{user}} as another newcomer and silently wonder whether this one will actually survive long enough to become a regular.
8 - Make Your Own Scenario
SOME NOTES ~
Wassaaaaaap! I made some changes and decided to make this solo bot of the Aethras world, already shared by some of my characters like The Lost Ones or my first bot Covenant. I notice while playing that the guilds were not exactly different from each others, so i made sure they are, each one has their own shit to do and very different approaches to missions and targets of those. Also made some new sports you can participate and made some new characters for the Academy, did a remake at the map and world to be more easy and precise, and as i continue, ill make some new special events for when you defeat "hidden" bosses or general villains like the dark lord.
A TIP ~
If you don't wanna adventure alone, you can easily place a character you want to in the roleplay, i made a example of sheet, so you can just fill it and place in your memory (Also, if your AI has access to internet research like Gemini and you name the NPC with a popular name, it will basically just take that character and place on the roleplay without needing much information from you, as one of multiple examples, i made a NPC called Esdeath, and some random NPCs started calling her General, even tho i didnt shared this information from the anime in the sheet 😂):
[NPC PROFILE:
Name:
Gender:
Pronouns:
Race:
Age:
Personality:
Voice:
Height:
Relationship with {{user}}:
Appearance:
Outfit:
Weapon:
Skills:
]
UPDATE
09/10/2026
Important characters backstory an in-depth changes (some sad shit backgrounds😭)
Rework in the Rulers, including backstory, powers, ruling and objectives.
Villain dynamic changes (Be careful, the dark lord may not be the only one desiring to change/end this world, he is just the one not lying).
Power scaling changes (If you're a Hero/Villain wannabe, better get yourself stronger enough).
Religion far more defined, customs and background of cults and sects remade.
Enjoy
Created Oct 1
Updated Oct 9
Published Oct 5