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Published by Rubyminer88, 2025-02-18 18:28:09

Aternum Players Guide

Aternum Players Guide 1.4

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ATERNUM


Contents Introduction 4 Time & the Calendar 4 The day 4 The Week 4 The Calendar 4 A Brief History 5 The Great War 5 The Decline 5 Time Lost 5 Age of Reclamation (0 - 673) 5 Age of Arcanum (674 - Present) 5 Modern Day (689) 5 Innovations 5 Firearms 5 Airships 5 Aether 6 Extraordinary 6 Obtaining Power 6 The Keepers 6 The Powers of Erora 7 Celestria 7 Ver-Cha 7 Zethnia 7 Umuroil 7 The United Republic 7 Gods 8 The Divine Triarch 8 Celestials 8 Old Gods 8 Powerful Beings 8 Story Background and Character Creation 9 Campaign Starting Point 9 The Hazeflow Adventure Guild 9 Home Rules 9 Character creation rules 9 Character Backstorys 9 Questions 9 Rumors 9 3


Introduction elcome, brave adventurers, to the mystical realm of Erora, a land of ancient magic, forgotten ruins, and boundless exploration. Here, the remnants of the Celestials imbue the very air, land, and sea with aether, offering those daring enough to tap into its power the ability to shape the world. This guide is designed to help you create a character that fits seamlessly into the world, providing you with essential information on the history, geography, and cultures of the continent. Use this resource to build a backstory, understanding the world’s timelines, key events, and societal structures. Whether you are a seasoned adventurer or a newcomer, this guide will equip you with the knowledge needed to navigate and thrive on Erora. In the aether-rich soil of Erora lies the legacy of the Celestials, waiting for those brave enough to unearth its secrets. Embrace the unknown, for it is there that the true power and wonder of our world are revealed. --- Arion Galdrin, High Keeper of the Celestial Archives Time & the Calendar The day A day on Aternum is made up of 24 sixty-minute hours. Time is tracked throughout the day using a combination of sun-positioning, stable candles, water clocks, and multiple supernatural or magical means. Mechanical clocks and pocket watches are available but are extremely rare and expensive outside major cities. In most settlements the passage of time is marked on the hour by the ringing of a bell in the church or town hall. The Week The Aternum week is made up of seven days named Morteday, Teraday, Warday, Thalosday, Freyaday, Sylverday, and Sunday. The Calendar The calendar that is used in most nations splits the year into 13 months of 28 days, and is tied directly to the seasons, with many of the month names giving indication where in the seasonal cycle they fall. 4


A Brief History The Great War Taking place around five thousand years ago. The Great War marks a catastrophic period where the Celestial beings that once harmonized the cosmos fractured into warring factions. Disagreements over cosmic governance and the fate of new species precipitated a war that shattered the unity of The Celestials. Weapons and constructs of immense power were forged, and monstrous armies were unleashed. As the Celestials withdrew from direct intervention, their physical manifestations perished, leading to the creation of the Feywild and Shadowfell, mirror planes of beauty and despair respectively. This war culminated with the surviving Celestials retreating into the Maelstrom, their energies dispersing throughout Aternum’s lands. The Decline Following the Great War, Aternum entered a period of turbulence and gradual deterioration known as The Decline. The monstrous armies left behind by the Celestials became entrenched in the world, and Dragons, once introduced to maintain balance, now carved their own territories and influenced regional politics. The once-great Arcane Dynasties fractured, leading to widespread conflict and political instability. This era was marked by sporadic and unpredictable magical phenomena, contributing to the hardships faced by the inhabitants. Time Lost In the shadows of The Decline, many millenniums passed with little to no progress. New intelligent races emerged, adapting to the chaotic magical environment of Aternum. Portals to the Feywild and Shadowfell begin to close, reducing their influence on the Material Plane. Age of Reclamation (0 - 673) The Age of Reclamation was a concerted effort by Aternum’s inhabitants to recover from past devastations. As the dragons who controlled the lands retreated into myth, new societies emerged, unshackled by draconian oversight. Societies began rebuilding, rediscovering lost magics and technologies, and establishing new kingdoms on the ruins of the old world. Age of Arcanum (674 - Present) Marked by groundbreaking discoveries, particularly the refinement of Celestium by The Keepers, the Age of Arcanum ushered in a new era of technological and magical innovation. The Keepers, holding a monopoly on Celestium refinement, have become pivotal in shaping the geo politics of Erora. Modern Day (689) The advent of refined celestium has propelled Aternum into a remarkable era often hailed as a new golden age. This period is marked by groundbreaking technological advancements and a shift in power towards those who can harness and create this potent resource. Innovations The discovery of celestium as a new magical power source has rapidly been capitalized upon by those in influential circles giving rise to new emerging tech. Magical Firearms While simple fierarms, such as muskets and pistols, have existed for decades at this point. The creation of magical firearms was pioneered by The Celestrian Empire. They have tightly controlled the dissemination of this technology, ensuring it remains out of reach for other nations. Access to these powerful weapons is restricted to the royal guard and individuals with significant wealth and connections. These new weapons are similar in power to modern weapons today. Airships Airships represent the latest marvel of celestiumpowered innovation, primarily used for the transportation of high priests and government officials. These majestic vessels are rarely seen by the general populace, often soaring high above and beyond the reach of ordinary citizens. 5


Aether Aether, the ethereal source of magic within the world of Aternum, is believed to be the remnants of The Celestials, ancient beings who played a pivotal role in the creation of the world. This mystical energy flows through the very fabric of the land, binding the physical and magical realms together. It is both a source of wonder and a catalyst for rare and extraordinary abilities. Note: Aether is a way to explain the often supernatural feat of healing during long rests and the recovery speed of player characters (and perhaps a few NPCs). Extraordinary Approximately 0.1% of Aternum’s population is born with an innate connection to Aether. These individuals are often regarded as bearers of a celestial legacy, chosen to wield powers that echo the ancient might of the Celestials themselves. Aether’s influence is most visible in the enhanced healing abilities it bestows. Individuals connected to Aether recover from injuries and illnesses at an astonishing rate—wounds that would debilitate others for weeks might only inconvenience them for days. However, because Aether’s effects are subtle and often internal, many of these gifted individuals may not realize the source of their resilience, attributing their quick healing to robust health or fortune. For those who become aware of their connection, Aether can be a profound source of identity and purpose. They might choose to use their abilities to aid others, embarking on paths as healers, adventurers, or guardians of peace. Conversely, some may choose to conceal their gifts, wary of the envy or fear that such power might provoke in a world where magic intertwines subtly with the everyday. Obtaining Power Being born with aether in your blood isn’t the only way to become blessed with its power. Certain high rituals can attune an individual to Aether. These rituals often require rare components, like fragments of refined Celestium or the alignment of celestial bodies, and are both dangerous and costly. Artifacts imbued with the essence of the Celestials, often remnants of their tools or weapons, carry potent Aetheric energies. Handling or wearing these relics can bestow their wielder with temporary, and sometimes permanent, Aetheric abilities. Such relics are exceedingly rare and highly sought after. Certain powerful entities, such as spirits or gods, can bestow Aetheric power upon mortals in exchange for services or oaths. These pacts are binding and breaking them can result in the loss of power or worse, depending on the nature of the agreement. On rare occasions, an individual born with Aether can transfer a portion of their power to another. This ritualistic transfer is irreversible, permanently diminishing the donor’s connection while empowering the recipient. It is considered a supreme act of sacrifice and is often surrounded by rites and ceremonies. The Keepers The Keepers are a religious organization that serve as the primary caretakers of the celestial gravesites found around Erora. Known across the continent, they hold significant influence within the Celestrian Empire, occupying many high seats of power. Despite their prominence, their actions often cause friction with various governments, leading to frequent conflicts. The Keepers revere the Celestials as the true gods but also organize worship for the Divine Triarch of Celestria, viewing them as the progeny of the Celestials. Their structure and influence resemble that of the Catholic Church in 16th century Europe. Notably, they possess the exclusive knowledge to refine Celestium, a process that has granted them considerable power and influence. 6


The Powers of Erora Celestria The Celestrian Empire stands as a beacon of power and progress on the continent of Erora, largely due to its dominance in the production of celestium. This precious material has catapulted Celestria to the forefront of technological and magical innovation, making its capital, Bronzegate, the epicenter of advancement and ambition. This rise to prominence has not been without its internal conflicts. The longstanding balance between the ruling monarchy and the influential reach of The Keepers is under strain, with the church’s expanding influence clashing with royal authority. This tension threatens to destabilize the delicate harmony that has allowed Celestria to thrive. Note: The worship of beings outside The Divine Triarch is prohibited within Celestria. Ver-Cha Ver-Cha, shrouded in mystery and seclusion, is a land of deep forests and ancient magic. Populated predominantly by elves and other long-lived races, this enigmatic nation values knowledge, magic, and mental acuity above all else. Governed by leaders from various schools of magic, Ver-Cha ensures that only the most capable and learned ascend to positions of influence. The capital, Thelorei, is a city steeped in ancient magic, serving as the solitary beacon of civilization in the otherwise untamed northern lands beyond the ember ridge. The people of Ver-Cha are often incredibly prejudiced towards those outside their reign, viewing outsiders with suspicion and disdain. This xenophobic attitude stems from their long history of isolation and a deeply ingrained belief in their own superiority. Outsiders rarely venture into Ver-Cha, and those who do are escorted directly to Thelorei, rarely allowed to wander freely, preserving the nation’s secrets. Zethnia Zethnia is often credited as the cradle of civilization on Erora, boasting a rich history and expansive territory. The country’s vast expanse is divided by a desert that stretches between the Whiterun Mountain Range to the south and Ember Ridge to the north. Despite the harshness of its desert heartland, Zethnia thrives along its southeastern coast, where the majority of its populace resides in bustling coastal cities. The nation is governed by representatives from its various regions, who come together to make decisions for the whole country. This diversity is also reflected in its religious landscape, with a multitude of faiths practiced freely among its people. The desert, while nominally part of Zethnia, remains largely untamed and sparsely overseen. Umuroil Nestled within the whiterun mountains, Umuroil, also known as the sleeping city, is the continent’s largest hub of metallurgy and craftsmanship. The city owes its renown to the skilled artisans and numerous guilds that call it home, producing highquality goods that are sought after across Erora. These guilds frequently engage in commissions from various organizations, creating a vibrant and interconnected economy. The city is governed by the Umuroil family, descendants of its founders, who have maintained their leadership across generations. The city is also famous for being the stronghold of civilization durring The Decline. The United Republic Stretching along the southern coast of Erora, the United Republic is a confederation of bustling city-states that thrive on commerce and diplomacy. The region is a dynamic mosaic of cultures and economies, with each city-state contributing to a vibrant network of trade and collaboration. The city of Umuroil plays a pivotal role in this union, alongside representatives from other significant coastal cities. This coalition facilitates a robust trade environment, where goods and ideas flow freely. Additionally, the United Republic serves as a neutral ground for covert dealings between major powers like Celestria and Zethnia, enabling transactions and agreements that might otherwise be constrained by their own legal frameworks. The result is a thriving, if sometimes shadowy, marketplace that underpins the prosperity of the entire southern coast. 7


Gods The Divine Triarch The Divine Triarch is the officially recognized pantheon of Celestria, believed to have emerged from the celestial corpses after the Great War. There are three gods that compose the divine trarch and they hold the most power within the Celestrian Empire. These gods are, for many, the only ones that matter. Temples dedicated to the individual gods or the entire pantheon dot Celestria’s major cities and sacred sites, serving as centers for worship, healing, and learning. The pantheon is highly revered within Celestrian society, from the common folk to the ruling elites. Celestials The Celestials are believed to have been the ancient architects of creation, emerging from the chaotic energies of the Maelstrom. These powerful beings harnessed the chaotic energies of the elemental planes to craft the very fabric of reality, creating the Material Plane, Ethera, and the Abyss. The Celestials’ work was driven by their desire to instill order and purpose into their eternal existences. Their fall, marked by ideological splits and a cataclysmic war, led to the creation of the Feywild and Shadowfell. Despite their physical demise, their essence continues to influence Aternum through the presence of Aether and their gravesites, which are guarded and revered by The Keepers. Old Gods The Old Gods are a diverse group of deities worshiped by various cultures outside the dominant influence of the Celestrian Empire. These gods are often remnants of ancient pantheons or powerful entities that have been integrated into local religious practices over millennia. The Old Gods encompass a wide range of domains, from agriculture and weather to love and war. Their worship is characterized by regional variations, with each community venerating gods that align with their specific needs and cultural heritage. Temples and shrines dedicated to the Old Gods can be found in rural areas, small towns, and among nomadic tribes, where traditional beliefs hold strong. These deities are integral to the cultural identity and spiritual life of their followers, often playing a crucial role in festivals, rites of passage, and daily rituals. Powerful Beings Aternum is also home to a myriad of powerful entities that do not fit neatly into the categorie of the divine triarch or old gods. These beings include powerful spirits, ancient dragons, and semi-divine persons whose legends have elevated them to near-godlike status. Artifacts imbued with the essence of the Celestials or ancient magic also possess significant power, sometimes housing the spirits of their original wielders. These miscellaneous entities are often the focus of localized worship or cults, where their specific powers and influence are revered by small groups or individuals seeking to harness their unique abilities. The influence of these entities can be seen in magical practices, local folklore, and the creation of enchanted items that carry their blessings or curses. Dragons Dragons, introduced by the Celestials during The Great War to maintain balance and challenge the burgeoning power of Aternum’s civilizations, are formidable creatures of immense power and intelligence. These ancient beings carved out vast territories, influencing regional politics and instilling both awe and fear among the inhabitants. During the Age of Reclamation, dragons began to withdraw from active participation in the world, retreating into isolation or entering long periods of slumber. Their retreat marked the end of an era dominated by their presence, allowing new societies and forms of government to emerge without draconian oversight. Today, dragons are considered mythic beings, with many stories and legends surrounding their past dominance. However, their influence persists through ancient dragon lairs, hoards of treasures, and lingering magical effects, making them a continued source of intrigue and danger for adventurers who seek to uncover their secrets or reclaim their powerful relics. While their presence in the modern day is fledgling at best, sightings of dragons in remote areas are not entirely unheard of. Some speculate that they plan to come back in force one day to reclaim their lost empire. 8


Story Background and Character Creation ar has erupted between Ver-Cha and The Celestrian Empire, two powerful realms locked in a struggle that threatens to engulf all of Erora. The balance of power hangs precariously as both nations vie for dominance, leaving other regions to navigate the chaos that is sure to follow. Campaign Starting Point Your journey begins on the southern shores of The United Republic, a region known for its bustling trade, diverse biomes, and strategic coastal cities. The Hazeflow Adventure Guild The Hazeflow Adventurers Guild, a new and ambitious organization, has recently opened its doors in the coastal town of Amberwharf. Founded by Sherly Hazeflow, he aims to provide the help that people need in these troubled times. Whether you heard about its opening, were sent here by someone, or were personally summoned by Sherly himself, you have all arrived seeking the adventure it promises to deliver. Home Rules Level 1 feat! (VH get 2) Reroll 1s on hitpoint levelup Consuming a healing potion is a bonus action Flanking is a thing All death saving throws are private between the player and the DM If a player asks to roll insight on another player, that player may choose either persuasion or deception depending on the situation (Thanks Matt) Character creation rules You may use the content from the following to create your character. (Ask abount any homebrew) The Players Handbook Tashas Cauldron of Everything Xanthers Guide to Everything Fizban’s Treasury of Dragons Limitations A max of 1 multiclass No flying races Dont make a murder hobo please Ability Scores You can use the point buy system, standard array or role for determining ability scores. Starting Equipment and Wealth Use the standard starting equipment for your class and background. You may start with 2 common or one uncommon magic item of your choice (DM aproval) Any additional wealth or equipment must be approved by the DM. Note: If you have any questions or need further clarification, please feel free to ask. Character Backstorys I love in-depth backstories, so feel free to give me as much detail as you want. Just make sure to leave a few unanswered questions for me to fill in. Also keep in mind that you are starting at level 3. If you’d like your character to be from a secret organization a noble household or some other organized group. I will work with you to create and add it into the world so that it fits with the setting. Questions Here are some questions to ask yourself when creating your characters backstory. (Please answer the bold questions in your bacstory) Where are you from? Do you have any friends/family? Any current connections to people or organizations? What are your current goals? What were you doing before becoming an adventurer? Are you wanted by someone? How did you become aethertouched? What brought you to the Hazeflow Guild? Why did you become an adventurer? Rumors When you create your character, please come up with and send me four rumors about them. These rumors can be true, partially true, or completely false. I will share some of these rumors with the other players so that everyone has heard something, whether accurate or not, about everyone else. The purpose of this is to give your characters something to discuss when they first meet and to encourage you to think about how your character is perceived by others in the world. Note: The tone im am going for is a light fantasy adventure punctuated by more serious moments. Also, if you want to play soming that is not listed here (homebrew for example) please talk with me about its inclusion. 9


New Horizons Venture into Aternum, a realm where ancient magic, forgotten ruins, and boundless exploration await. This comprehensive guide equips you with everything you need to create a character and navigate a world infused with the remnants of Celestial power. Discover the intricate histories, diverse cultures, and mystical landscapes that shape Aternum. Whether you’re a seasoned adventurer or a newcomer, this guide provides the essential tools to forge your path, master arcane arts, and uncover the secrets that lie within this extraordinary land. Your journey begins here— embrace the adventure! Welcome to Aternum Homebrewery.Naturalcrit.com


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