Geography & Nations
VARENDIA (THE IMPERIAL CONTINENT)
1. The Varexian Empire
Type: Militaristic, industrial human empire
Identity: Gunpowder, shard-powered factories, disciplined legions
Goal: Expand control over all shard deposits; unify the continent
Conflict: Facing rebel insurgencies and international distrust
2. Dawnspire Dominion
Type: Ancient elven magocracy
Identity: Memory-based magic, soul-archives, rigid tradition
Goal: Preserve elven history and prevent shard corruption
Conflict: Memory-eating shard beasts threaten their archives
3. The Shardwaste Freeholds
Type: Nomadic fractal nations
Identity: Crystal-mutated tribes roaming the shard-scarred wilderness
Goal: Survive and harness raw shardflux
Conflict: Empire trying to annex and "civilize" them
4. Republic of Myrathen
Type: Merchant republic
Identity: Wealthy coastal trade-state, guild-run, cosmopolitan
Goal: Maintain trade dominance between continents
Conflict: Caught between empire expansion and pirate coalitions
KHALRUNE (THE MONSTERLANDS)
5. The Caldrath Confederacy
Type: Tribal alliance of orcs, goliaths, lycan clans
Identity: Shamanism, monster-hunting culture, honor duels
Goal: Prevent Ravaryn the Devourer’s next awakening
Conflict: Internal power struggles + spirit court demands
6. Kingdom of Skarhelm
Type: Dwarven volcanic kingdom
Identity: Master metalworkers, rune-forges, magma citadels
Goal: Reclaim lost mines swallowed by titan beasts
Conflict: Political rivalry with the Spirit Courts
7. The Spirit Courts
(Not a “nation,” but a continent-wide power)
Type: Elemental and primal sovereigns
Identity: Wildfire Kings, Frost Queens, Storm Lords, Rot Princes
Goal: Maintain balance between mortal and beast
Conflict: Mortals want resources; spirits demand tribute
NIMRIEL (THE SUNKEN CONTINENT)
8. The Coral Dominion
Type: Underwater druidic kingdom
Identity: Merfolk, sea druids, tide-shapers
Goal: Maintain the global ocean currents
Conflict: War with abyssal horrors from deep trenches
9. The Abyssal Choir
Type: Theocratic bardic society
Identity: Sound-based magic, prophecy, resonance temples
Goal: Use echo-magic to prevent a world-drowning tsunami
Conflict: Rivalries with the Coral Dominion over magical ethics
10. The Leviathan Court
Type: Ancient sea-dragon monarchy
Identity: Living gods of the deep
Goal: Control the fate of the oceans
Conflict: A dying Leviathan threatens continent-wide catastrophe
ELDRAKAR (THE BROKEN NORTH)
11. Ulthuun Frost-Reaches
Type: Frost dwarf fortress-kingdom
Identity: Geothermal forges, rime-steel weapons, planar engineering
Goal: Seal the planar rifts across Eldrakar
Conflict: Undead and aberrations spill from the cracks
12. The Nightkin Marches
Type: Shadow-mutated humanoid clans
Identity: Twilight magic, stealth, veil rituals
Goal: Master the corruption in their bloodlines
Conflict: Fighting both outsiders and their own mutations
13. The Rimebound Theocracy
Type: Cult built around the slumbering god under the ice
Identity: Prophecies, ritual sacrifices, frost magic
Goal: Awaken their god or ensure its eternal sleep (schism)
Conflict: Sect-war threatens to unleash the next heartbeat event
GLOBAL FACTIONS (NON-NATION POWERS)
These aren’t nations but act with near-national influence across Aerathys.
14. The Stellaris Concordat
Shard scholars who believe mortals can rebuild the gods.
15. The Verdant Reclaimers
Eco-druidic insurgents fighting industrial shard mining.
16. The Crimson Veil
Assassins and zealots who kill in the name of the “Forgotten God.”
17. The Skyforge Legion
Dwarven skyship armada dominating travel and warfare in the air.
18. The Mirror Court
Fey nobles manipulating world events through dreams and memories.
Geography:
VARENDIA — The Imperial Continent
A land of empire, gunpowder, relics, and rebellion.
Key Regions
The Varexian Empire
A technologically advanced human empire using shard-powered industry. Their legions wield firearms, alchemy, and engineered monstrosities. Rigid class system, but rising revolutionary movements.
The Shardwaste Expanse
A scar of crystal forests, floating stone fields, and mutated wildlife created by the fall of a God-Shard of Knowledge.
The Dawnspire Peninsula
Ruled by elves who practice “Memory Magic,” storing history in communal soul-archives.
KHALRUNE — The Monsterlands
A continent forever shaped by primal spirits and divine predators.
Environment
Massive forests, volcanoes, floating mesas, and roaming mega-beasts. Civilization is isolated in fortified city-states.
The Spirit Courts
Ancient entities representing natural forces — wildfire, frost, hurricane, decay. Mortals bargain with them for guidance or power.
The Caldrath Tribes
Orcs, goliaths, and lycan bloodlines coexisting under shamanic tradition.
Ravaryn the Devourer
A Shard-born titan monster that periodically awakens to consume magic, cities, and even gods’ echoes.
NIMRIEL — The Sunken Continent
A drowned civilization ruled by magic, song, and secrets beneath the sea.
Features
City-domes created by ancient merfolk
Underwater ruins with floating libraries
Trenches leading to caverns of bioluminescent fungi and abyssal titans
Factions
The Coral Circles (Druid-mages controlling ocean currents)
The Abyssal Choir (Bardic order using sound to shape reality)
The Leviathan Court (Ancient sea dragons that act as living gods)ELDRAKAR — The Broken North
A frozen wasteland split by planar rifts and haunted by dead gods.
Environment
Eternal twilight. Rifts leak the energies of:
Shadowfell
Feywild
Negative Energy Plane
Dreamscape
Inhabitants
Frost dwarves in geothermal forges
Exiles seeking forbidden knowledge
Nightkin — mutated humanoids touched by shadow
Changlings — a species that can change their form, they live in tribes across this continent with no home to claim as their own, they are feared and discriminated against by most in this world.
Races & Cultures
Cultures:
VARENDIA — The Imperial Continent
1. Varexian Humans
A dominant, industrialized human culture shaped by empire, militarism, and shard-powered progress.
Traits: disciplined, expansionist, pragmatic.
Races Present: Humans, dwarves, halflings, shard-mutated lineages.
2. Dawnspire Elves
Ancient high elves who wield memory-based magic stored in communal soul-archives.
Traits: traditional, stoic, scholarly.
Races Present: High elves, a few half-elves.
3. Shardwaste Clans
Survivalist peoples living in the crystal-mutated wilds.
Traits: nomadic, shard-touched, spiritually altered by magic.
Races Present: Humans, elves, orcs, tieflings, shard-mutants unique to this region.
4. Myrathi Cosmopolitans
Coastal merchant culture defined by trade, negotiation, and multicultural life.
Traits: adaptable, mercantile, diverse.
Races Present: Humans, halflings, gnomes, dwarves, tieflings.
KHALRUNE — The Monsterlands
5. Caldrath Tribes
Orcs, goliaths, and lycan clans bound by honor, hunting traditions, and spirit-shamanism.
Traits: resilient, communal, warrior-scholars.
Races Present: Orcs, half-orcs, goliaths, lycanfolk, beastkin.
6. Skarhelm Dwarves
Volcanic-forge dwarven culture living in magma citadels.
Traits: stoic, master-smiths, rune-forgers.
Races Present: Mountain dwarves, duergar, magma-touched dwarves.
7. Spirit Court Peoples
Humanoids who live under the direct rule/influence of primal spirits.
Traits: deeply religious, animist, ritualistic.
Races Present: Humans, elves, orcs, fey-blooded lineages, elemental-touched peoples.
NIMRIEL — The Sunken Continent
8. Coral Dominion Merfolk
Undersea druidic society controlling tides and ocean currents.
Traits: calm, wise, guardians of natural order.
Races Present: Merfolk, tritons, aquatic elves.
9. Abyssal Choir
Deep-sea people using sound and resonance to shape magic.
Traits: mystical, philosophical, eerie.
Races Present: Sirens, merrow (civilized), deepfolk.
10. Leviathan Vassals
Peoples who pledge fealty to ancient sea dragons.
Traits: devout, hierarchical, ceremonial.
Races Present: Dragonborn (oceanic), kobolds (aquatic), sea-touched humanoids.
ELDRAKAR — The Broken North
11. Frost-Reach Dwarves
Hardy dwarven forgemasters living near geothermal vents.
Traits: enduring, technologically ambitious.
Races Present: Arctic dwarves.
12. Nightkin Clans
Shadow-mutated humanoids shaped by planar rifts.
Traits: elusive, mystical, somewhat feared.
Races Present: Humans, elves, orcs, all shadow-touched.
13. Rimebound Theocrats
Frostfolk living around the slumbering god under the ice.
Traits: ritualistic, fatalistic, divided into sects.
Races Present: Humans, dwarves, cold-adapted tieflings.
🌙 THE NAMELESS — CULTURES WITHOUT HOMELANDS
These groups are not tied to any one continent politically, but exist everywhere.
14. The Changeling TribesForm-changing humanoids who can shift appearance, gender, voice, and physical features. They live in roving tribes that cross borders constantly.
Why They Have No Homeland:
Centuries ago, the Changelings tried to establish a nation. Neighboring powers feared infiltration, subversion, and espionage — and united to crush it. Since then, no nation has allowed them sovereignty.
Traits:
Nomadic and clan-based
Highly adaptive to new cultures
Often take temporary identities for safety
Deep oral traditions; no written language (to avoid records that could expose them)
How the World Sees Them:
Feared as spies
Accused of identity theft
Discriminated against almost everywhere
Hunted in the more authoritarian nations
Welcomed only by outlaw societies or eccentric scholars
Changelings in Society:
Some hide as other races their entire lives
Others embrace a fluid identity as resistance
A few serve as diplomats, thieves, prophets, or scapegoats
Their culture revolves around identity, transformation, survival, and secrecy.
15. The Skyforge Legionnaires
Dwarves and gnomes who abandoned their old nations to serve aboard shard-powered skyships.
Traits: disciplined, nomadic, guild-loyal.
Races Present: Dwarves, gnomes, humans.
16. The Mirror Court Fey
Fey nobles and their mortal servants drifting between worlds.
Traits: whimsical, manipulative, tradition-bound.
Races Present: Eladrin, dryads, satyrs, fey-touched mortals.
17. Planar-Scarred Peoples
Individuals or small groups mutated by planar rifts, often outcasts.
Traits: strange abilities, unpredictable ancestries.
Races Present: Tieflings, aasimar, genasi, shadowborn, dream-marked.
Species:
Humans
Elves (high, wild, aquatic, shadow)
Dwarves (mountain, magma, frost)
Halflings
Gnomes
Orcs & Half-Orcs
Goliaths
Dragonborn
Tieflings
Aasimar
Genasi
Lycanthropes (hereditary)
Minotaur, centaur (rare, culture-specific)
Aquatic Species
Merfolk
Tritons
Sirens
Deepfolk
Leviathan-born dragonkin
Fey Species
Eladrin
Satyrs
Dryads
Fey-touched lineages
Changlings
Shards & Mutant Species
Shard-mutants
Crystalfused humanoids
Echo-born (souls rewritten by Shardfluence)
Planar Influences
PLANAR INFLUENCES ON AERATHYS
Aerathys is not simply “visited” by other planes — it is continuously shaped by them. The Material Plane is fragile, and the presence of shard magic, dead gods, and ancient titan wounds makes it porous. Some planes influence regions more than others, and these interactions drive many conflicts in the current era.
Below is how each major planar category interacts with the world.
🌿 1. The Feywild — Memory, Dreams, and Identity
Influence Type: Soft, psychological, gradual bleed-through
The barrier between Aerathys and the Feywild is thin where emotions, identity, and dreams are unstable. Areas with strong memories — ancient battlefields, cursed forests, changeling tribal grounds — naturally attune to the Feywild.
Manifestations:
Mortals have vivid, prophetic dreams
Time distortion (lost days or years when traveling)
Fey nobles entering through mirrors, reflections, or dream-gates
Forests shifting in layout overnight
Villages slowly ‘forgetting’ their names or histories
Adventure Hooks:
A town where no one remembers their true identity
Feywild creatures displaced into cities by a planar imbalance
Bargaining with a dream-lord for stolen memories
Special Note:
Changelings have natural fey resonance, making them more susceptible to dream-invasions and identity swaps — but also more capable of resisting Fey nobles when trained.
🔥 2. The Elemental Planes — Primordial Power Leaking Through
Influence Type: Seasonal, catastrophic, or geographic stability issues
The Spirit Courts maintain ancient pacts with the Elemental Planes, which keeps natural balance. But shards have weakened these boundaries.
Manifestations:
Volcanic regions opening Fire Plane vents
Storms manifesting raw Air Plane energy
Seasonal droughts or floods tied to weakened Earth/Water planar anchors
Elemental spirits incarnating into mortals or places
Adventure Hooks:
An entire lake vanishes into the Plane of Water
A wildstorm season births living lightning elementals
A Fire Court prince demands mortals restore a broken pact
Special Note:
Shardflux storms intensify elemental bleed-through, creating hybrid creatures and elemental zones.
🕳️ 3. The Shadowfell — Corruption, Fear, and Lost Souls
Influence Type: Predatory, parasitic, and emotional
The Shadowfell has a particularly strong influence on Eldrakar, where the dead god’s corpse acts as a beacon for shadow entities.
Manifestations:
Planar rifts leaking nightmares
Shadow beasts hunting in borderlands
Nightkin mutations (shadow-infused humanoids)
Entire towns falling under gloom-hexes
Adventure Hooks:
Closing shadow rifts in the Nightkin Marches
Investigating disappearances where only shadows remain
Battling a Shadowfell lord feeding on the dying god’s heartbeat
Special Note:
Shadowfell energy often targets immortal or cursed souls, making your cursed character highly interesting to shadow entities.
🌈 4. The Astral Plane — Dreams, Thought, and Godfragments
Influence Type: Rare but profound
The Astral Plane touches Aerathys through:
Shard magic
Psychic phenomena
God-corpses drifting in astral space
The Stellaris Concordat’s god-building experiments
Manifestations:
Astral echoes of dead gods appearing
Thought-beasts manifesting during meditation
Psychic storms altering memories
Astral travelers being hunted by “Iconoclasts,” beings that destroy divine concepts
Adventure Hooks:
Save a city trapped within a collective dream
Retrieve a broken piece of divinity from the Astral Sea
Stop an astral parasite from bonding with an unconscious changeling
💀 5. The Negative Plane — Undeath, Void, and Soul Hunger
Influence Type: Hostile, corrupting, explicitly dangerous
The Negative Plane is deeply tied to:
Shard corruption
The memory plague
Undead titans
Your cursed sellsword’s monster form
Manifestations:
Souls being siphoned out of dying mortals
Necrotic storms or “soul quakes”
Monsters that respawn unless killed on their native plane
Void-tainted landscapes
Adventure Hooks:
Stop a cult siphoning soul energy into the Negative Plane
Uncover why souls of the recently dead vanish
Travel into the Negative to sever a curse link
🌀 6. The Positive Plane — Life, Radiance, and Overgrowth
Influence Type: Healing but dangerously excessive
Positive energy surges cause:
Sudden uncontrolled healing
Blinding zones of perpetual daylight
Flora growing into choking jungles
Radiant mutations in mortals
Adventure Hooks:
A village where the dead refuse to stay dead
Fiendish or corrupted beings burning from excess light
A radiant rift creating angelic-but-feral beasts
🌌 7. The Outer Planes — Divine Politics & Moral War
Influence Type: Subtle ideological influence rather than physical
Since many gods were shattered, the Outer Planes now interact mainly through:
Celestial emissaries seeking new worship
Fiends exploiting the weakened divine order
Warlocks forging pacts with new or unstable patrons
Attempts to resurrect, replace, or rewrite gods
Adventure Hooks:
Protect a city caught between devils and celestials
Discover the truth behind the God-Forge Project
Stop a cult attempting to incarnate a new god in mortal form
💎 8. Shardplane — The Violent, Unstable Plane Beneath Reality
Influence Type: Explosive, reality-warping, dangerous
The Shardplane is unique to Aerathys — a plane of raw magic, fractured laws, and crystallized concepts.
Manifestations:
Shardstorms
Crystal corruption
Shard-beasts
Mutant lineages
Time anomalies
Living spells escaping
Adventure Hooks:
Navigate a “shardfall” — an event where reality rains crystal meteors
Chase a runaway spell taking physical form
Solve why shardflux frequency is increasing worldwide
🌠 9. Pocket Planes & Whimsy Realms
Scattered miniature dimensions created by:
Fey nobles
Mad wizards
Forgotten gods
Leviathans
Ancient dragons
These act as dungeons or boss lairs.
✨ PLANAR OVERARCHING EFFECTS ON THE WORLD
• Planar bleed-through is increasing
The world is destabilizing due to:
Shard overuse
Dead god heartbeat acceleration
Rising spirit anger
Astral interference
• Planar storms form naturally
They create monsters, artifacts, and new ecosystems.
• Mortals can accidentally become planar-touched
Lycanthropy, shadow-mutation, shard-corruption, fey-touched, elemental-born — all are more common than ever.
• Changelings are unusually sensitive
Their shapeshifting resonates with:
Feywild identity magic
Shadowfell possession
Shardplane metamorphosis
Which explains why nations fear them: they adapt too easily to planar influence.