Divided Skies

The /aicg/ Worldbuilding Collaboration


v0.7 Work in Progress.

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PART I

The Flying Islands

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The City of Glass

The City of Glass is a triumph of human ingenuity, a bustling hub of commerce and culture that attracts visitors from all over the world. However, beneath its glittering surface lies a seedy underbelly where corruption and crime flourish amidst the competition for wealth and power.

Landscape

The City of Glass is a marvel of design, engineering, and commerce. Floating high in the sky, its glittering glass buildings reflect the light in a dazzling array of colors, while airships from all over the world dock at its busy ports.

Culture and Society

Renowned for its skilled merchants, traders, and glassmakers, the City of Glass is the largest and most prosperous commercial hub in the known world. Its bustling markets offer everything from exotic spices and luxurious textiles to advanced machinery and cutting-edge technology. The culture of the City of Glass is sophisticated, cosmopolitan, and mercantile. Its citizens value art, beauty, wealth, and success above all else. The city’s museums, galleries, and theaters are renowned for their excellence, while its streets are adorned with fountains, statues, and whimsical street performers.

Politics

Politics in the City of Glass is dynamic, fast-paced, and based on merit and ability. The city is ruled by a council of talented craftsmen, artists, and powerful merchants who are elected by their peers based on their achievements. Factions vie for control over the city’s lucrative trade routes and markets, with decisions being made based on what is best for busines.

Economy

The economy of the City of Glass is thriving. Fueled by its bustling trade and commerce, airships from all over the world arrive at its ports to bring goods and passengers from faraway lands. The city exports its own products and resources and earns valuable currency that is used to maintain its infrastructure and provide services to its citizens.

Science and Technology

Science and technology play a major role in the City of Glass. Innovations in airship design, navigation systems, glassmaking alloys and techniques are constantly being developed. The city attracts scientists and researchers who want to push the boundaries of what is possible.

Religion and Magic

Religion and magic play a lesser role in the City of Glass. Its inhabitants focus more on commerce and craft than spiritual enlightenment. However, some do practice religion or magic in secret.

 

 

The Grand Bazaar

The Grand Bazaar is the beating heart of commerce in the City of Glass, a sprawling maze of stalls and shops selling everything from exotic spices to rare artifacts. It is a place of vibrant colors, intoxicating scents, and bustling activity, where merchants from all over the world come to ply their wares.

The bazaar is divided into several districts, each specializing in a particular type of good. The Spice District is a riot of colors and scents, where merchants sell exotic spices from all over the world. The Silk District is a place of luxury and refinement, where the finest silks from the east are sold. The Jewelry District is a glittering array of precious metals and gems, where the most intricate jewelry from the south can be found.

The bazaar is also home to many artisans and craftsmen, who sell their wares in the Artisan’s Quarter. Here, one can find the finest glassware from the city’s famous glassmakers, as well as intricate woodcarvings, delicate pottery, and other handcrafted goods.

The Grand Bazaar is not just a place of commerce, but also a place of entertainment and culture. Street performers and musicians can often be found entertaining the crowds, while storytellers spin tales of adventure and romance. The bazaar is also home to many cafes and teahouses, where visitors can rest their feet and enjoy a cup of tea or a sweet treat.

Despite its vibrant atmosphere, the Grand Bazaar is not without its dangers. Pickpockets and thieves are known to operate in the crowded alleys, while unscrupulous merchants may try to cheat unsuspecting customers. However, for those who are savvy and cautious, the Grand Bazaar is a place of endless opportunity and adventure.

The Glassmaker’s Guild

The Glassmakers’ Guild is the most powerful and influential guild in the City of Glass, controlling the production and trade of the city’s most famous export: glass. The guild is led by the Master Glassmaker, a position currently held by the shrewd and cunning Elara, who uses her influence to maintain the guild’s monopoly on glass production.

The guild is made up of skilled glassmakers, who use their knowledge and expertise to create the finest glassware in the world. The guild’s workshops are located in the Glass District, where the sound of glassblowing can be heard throughout the day. Here, the glassmakers create everything from delicate wine glasses to intricate stained glass windows.

The guild is also responsible for setting standards and regulations for the production and trade of glass. It maintains strict quality control measures, ensuring that only the finest glassware is sold in the city. The guild also sets prices and negotiates trade deals with other cities and nations, ensuring that the City of Glass remains the premier destination for glassware.

The Glassmakers’ Guild is not without its rivals and enemies. Other guilds and associations in the city often chafe at the guild’s monopoly on glass production, while some merchants seek to import cheaper glass from other cities. However, under Elara’s leadership, the guild has remained strong and influential, using its wealth and power to maintain its position at the top of the city’s commercial hierarchy.

The Privateer Fleet

Privateer Airships are a common sight in the skies above the City of Glass, their sleek and agile vessels darting between the floating islands. These airships are owned and operated by private individuals or companies, who use them for a variety of purposes, from trade and commerce to exploration and adventure.

These vessels are known for their speed and maneuverability, able to navigate the treacherous winds and currents of the sky with ease. They are often equipped with the latest technology, including advanced navigation systems and powerful engines, allowing them to travel great distances in a short amount of time.

Many privateer airships are used for trade, ferrying goods between the floating islands and the lands below. These airships are often owned by wealthy merchants or trading companies, who use them to transport valuable cargo such as spices, silks, and precious metals. Privateer airships are also used for exploration, charting new trade routes and discovering new lands.

However, not all privateer airships are engaged in legitimate trade. Some are used by smugglers and pirates, who prey on merchant vessels and raid coastal towns. These airships are often heavily armed and crewed by ruthless individuals, who will stop at nothing to get what they want.

Despite the dangers, privateer airships remain a vital part of the City of Glass’s commercial infrastructure, providing a fast and reliable means of transportation for goods and people. Whether engaged in trade, exploration, or piracy, these airships are a testament to the spirit of adventure and enterprise that drives the city’s inhabitants.

 

 

Runespungr

Runespungr is a floating sky island controlled by the dwarves. It is an imposing fortress, its surface covered in armored walls and towers. Bristling with cannons and other defensive measures, the island appears to be an impregnable bastion of Dwarven might.

Landscape

The landscape of Runespungr is dominated by its massive fortified citadel. The island’s surface has been carefully sculpted to meet the needs of the Dwarves, with numerous mines, forges, and workshops covering the island. There are also several large hangars where the dwarves’ magical mechs are built and maintained. In the center of the island lies a great arena, where the dwarves pit their mechs against one another in fierce contests of skill and strength.

Culture and Society

The dwarves of Runespungr are renowned for their technological prowess. Masters of mechanics and metalworking, they have turned their abilities towards the creation of magical mechs. These powerful machines, powered by a combination of steam and magic, are used by the dwarves to defend their island and do battle in the arena. Dwarven society on Runespungr is strictly hierarchical, with clans and guilds governing every aspect of life. The island is also known for its reverence to Horgim, the God of Crafts and Invention, who is considered their patron deity.

Politics

Runespungr is ruled by a council comprised of the heads of the most powerful clans and guilds. Decisions are made based on a combination of tradition and practicality, with the defense of the island being the foremost concern. Despite their martial nature, the dwarves of Runespungr are not inherently aggressive and prefer to trade with outsiders rather than make war.

Economy

The economy of Runespungr is based around its mines, forges, and workshops. The dwarves are skilled metalworkers and produce high-quality weapons, armor, and machinery which they trade with other sky islands for foodstuffs and other necessities. The island is largely self-sufficient, with most goods produced locally.

Science and Technology

The dwarves of Runespungr are masters of mechanics, metalworking, and steam technology. They use these skills to build powerful machines, including their famous magical mechs. On Runespungr, science and magic are combined to create incredible feats of engineering, from intricate clockwork devices to towering golems powered by steam and infused with arcane power.

Religion and Magic

Religion on Runespungr is focused around the worship of the dwarven pantheon, with each god representing a different aspect of dwarven society. Horgrim, the God of Crafts and Invention, is held in particularly high regard on the island due to his patronage. Magic is viewed as another tool to be used by the dwarves, with runes being a key component in their spellcasting and enchantments. On Runespungr, magic is often combined with mechanics, creating powerful machines that blur the line between science and sorcery. Among these machines are the dwarves’ mechs which they take into the arena to pit against each other. These matches are often highly competitive as clans place honor and prestige on winning battles with their mechanical marvels.

 

 

Dwarven Mechs

Mech technology on Runespungr is a unique and highly advanced combination of magic and science. At the heart of each mech is an Elerium-powered steam engine, which provides the power and propulsion needed to move the massive machines. These engines are marvels of engineering, with intricate systems of pistons, gears, and boilers working together to generate incredible amounts of power.

In addition to the steam engine, each mech is also equipped with a complex network of magical runes. These runes are carefully inscribed onto the mech’s metal frame, imbuing it with a variety of powerful enchantments. Some runes enhance the mech’s strength and durability, while others allow it to unleash devastating magical attacks.

The combination of steam power and magic allows the mechs to perform incredible feats of strength and agility. They can move with surprising speed and grace, despite their massive size, and their attacks are capable of shattering stone and steel.

The Magitech Arena

The Magitech Arena is the centerpiece of Runespungr, a massive colosseum where the dwarves pit their magical mechs against one another in fierce contests of skill and strength.

The tournament structure of the mech battles is complex and highly organized. Each clan is allowed to enter a certain number of mechs into the tournament, with the number determined by the clan’s standing and influence within dwarven society. The mechs are then divided into brackets, with each bracket representing a different weight class or category.

The battles themselves are fast-paced and intense, with mechs facing off against one another in one-on-one duels. The mechs are controlled by skilled pilots, who use a combination of magic and technology to maneuver their machines and unleash devastating attacks. The battles are fought until one mech is disabled or destroyed, with the winner advancing to the next round.

As the tournament progresses, the battles become more intense and the stakes higher. The final rounds are often fought in front of a packed arena, with the entire island watching as the best mechs and pilots face off for the championship title. The winner of the tournament is awarded a great deal of honor and prestige, with their clan gaining influence and standing within dwarven society.

In addition to the main tournament, there are also exhibition matches and special events. These can include team battles, where multiple mechs from different clans work together to defeat a common foe, or endurance matches, where mechs must survive against waves of increasingly difficult opponents.

Astrid Ironfist

A bold and brash dwarf with a love for competition, Astrid Ironfist is a skilled fighter both in and out of her mech. Her true talent lies in her ability to pilot “Thunderbolt,” a powerful machine equipped with electric weapons and advanced propulsion systems. With her quick reflexes and deadly precision, Astrid is a formidable opponent in the arena. She is always up for a challenge, and will stop at nothing to prove her combat prowess. Get ready to be electrified by the unstoppable Astrid Ironfist!

Thunderbolt is a marvel of dwarven engineering. Standing at an impressive 12 feet tall, this machine is a force to be reckoned with. Its sleek metal body is painted in bold shades of red and gold, with intricate runes etched into the surface. Equipped with advanced propulsion systems, Thunderbolt can move quickly and nimbly, darting around the arena with ease. Its electric weapons are deadly, capable of unleashing powerful bolts of lightning that can incapacitate even the strongest opponent. The mech is also imbued with powerful magic, allowing it to harness the elemental power of the storm. With its advanced technology and potent magic, Thunderbolt is a formidable opponent in the arena.

Download this card to take on the role of Astrid’s mechanic as she climbs the ranks of the Runespungr Magitech Arena! Customize her mech, work on tactics, and get to know the fiery combatant today!

 

 

Barataria

Barataria is a sky island shrouded in mystery and wonder, protected by the swirling storm clouds summoned by the storm god Tempesta. The island is known for its Mirage Garden, a place of illusion and fantasy, and its Aviary Facility, home to exotic flying creatures. At the center of the island stands the Fortress of Barataria, where Emir, the reclusive servant of Tempesta, governs the island. The Temple of Tempesta is also located on the island, where the storm god himself resides.

Landscape

Barataria is an isolated sky island, surrounded by massive walls of swirling storm clouds. These tempest barriers were summoned by Tempesta to protect the island from invasion and unwelcome outsiders. The island itself is lush and verdant, with rolling hills and dense forests. At the center of the island stands the Fortress of Barataria, while the Temple of Tempesta is located nearby. The southmost edge of the island is home to the mysterious Infinity Bridge, which seemingly stretches endlessly into the horizon.

Culture and Society

The inhabitants of Barataria have grown complacent behind their nation’s seclusion. Outsiders are viewed with suspicion, and elders scare children with stories of the dangerous world beyond the storm barriers. Only the aerial pilots and traders from Barataria that navigate the storm wall know what lies on the other side. They speak in hushed tones about the wars, plagues, strife, and “Locusts” that Tempesta’s barriers protect Barataria from.

Politics

Barataria is governed by Emir, the reclusive servant of Tempesta. Emir interprets the omens and prophecies of Tempesta and sets policies that maintain Barataria’s separation and isolation from the rest of the sky islands. However, a small minority question whether Barataria can continue to thrive if isolated from the greater world for too long. For now, however, the storm walls stand, keeping Barataria safe in separation.

Economy

Barataria’s economy is largely based on trade, with aerial pilots and traders navigating the storm wall to bring exotic goods and tales of strange lands to the island. The Mirage Garden and Aviary Facility also attract visitors, who come to experience their wonders.

Science and Technology

Barataria is home to a secret team of scientists who research the mysterious Infinity Bridge. However, little is known about their work or what they have discovered. The island’s isolation has also limited its exposure to technological advancements from the outside world.

Religion and Magic

Religion in Barataria revolves around the worship of Tempesta, the storm god who protects the island with his tempest barriers. The Temple of Tempesta is located on the island, where the god himself resides. Magic is also present on the island, with the Mirage Garden being a place of illusion and fantasy.

 

 

The Paradise Disc

The Paradise Disc is an immense artificial disc in the sky, easily the size of an entire country. Atop this incredible structure lies a vast and varied natural wildlife reserve, home to a multitude of different biomes and ecosystems. Though man-made, the disc is ancient and its origins are all but forgotten. The miraculous technology that allows it to exist remains a mystery.

Landscape

The landscape of Paradise Disc is dominated by its many forests, ranging from lush, temperate woodlands to dense, humid jungles. The disc also contains other biomes, from arid deserts to rolling grasslands. The wide variety of habitats allows for an incredible diversity of plant and animal life. The disc is carefully maintained to ensure the health of its ecosystems, and represents a refuge for many species that have been lost to the world outside.

Culture and Society

The only human inhabitants of Paradise Disc are the 12 native tribes that have called the disc their home for countless generations. These tribes live in harmony with the natural world around them and are considered the guardians of the disc’s fragile ecosystems. The tribes are the last remaining representatives of their peoples, who are now extinct everywhere else in the world. In recent years, the tribes have agreed to allow limited tourism to the disc, with visitors able to explore carefully chosen areas under strict supervision.

Politics

The governance of Paradise Disc is a joint effort between the 12 native tribes and a consortium of island nations that have pledged to protect and preserve the disc. The tribes retain primary authority over the land and its resources, while the consortium provides support and protection. The arrangement has allowed for the careful management of the disc’s vulnerable ecosystems, while also providing a source of income for the tribes and their partners.

Economy

The economy of Paradise Disc is based around its carefully regulated tourism industry. Visitors to the disc must adhere to strict rules and limitations to ensure the preservation of its natural habitats. Despite these restrictions, tourism has proven to be a vital source of income for the native tribes and their island partners. Revenue from the industry is carefully reinvested into the disc’s conservation efforts.

Science and Technology

Technologically, Paradise Disc is a wonder to behold. The ancient technology that allows this massive artificial structure to exist continues to baffle scientists. Numerous attempts have been made to understand and replicate the technology, but so far they have all been unsuccessful. As a result, the disc remains a unique and incomparable achievement.

Religion and Magic

Religion and spirituality are deeply intertwined with the daily lives of the native tribes of Paradise Disc. Each tribe has its own unique beliefs and traditions that guide their interactions with the world around them. Magic is also a vital part of tribal life, used for everything from healing to communing with the spirits of nature. The practices of the tribes are respected and protected by the consortium of island nations that governs the disc.

 

 

Aphelion

Aphelion, a lawful neutral sky island known for its elitist utopia located at the highest altitude.

Landscape

The City of Aphelion is located on an island that floats higher than any other. The island itself is a wonder of natural beauty, with rolling hills and colorful meadows that bask in the warmth of the sun. At the heart of the island is the great city, where ivory towers reach up to touch the sky. The city is powered by solar energy, and every corner and alleyway glimmers with dazzling light reflected from the mirrored surfaces of the buildings.

Culture and Society

The people who live on Aphelion are a proud and haughty people. They worship the sun, and consider themselves blessed to live closer to it than any other mortals. They value scientific advancement and see themselves as the arbiters of progress, holding themselves up as exemplars for all other nations to follow. The city itself is a utopia, where the citizens live in comfort and luxury. However, this luxury comes at a price, and those who do not adhere to the strict ideals and taboos of the society risk being exiled from the island.

Politics

Aphelion is governed by a council composed of the most distinguished members of society. They are elected by the people, and while they have ultimate power, they are expected to rule with wisdom and fairness. However, their definition of fairness often means preserving their own privilege, and those who do not measure up are excluded from the society.

Economy

Aphelion’s economy is built on the exploitation of its natural resources. The island is rich in minerals, and the people have learned to harness the power of the sun to create advanced technology. They trade with other islands, exchanging their goods for luxuries that they cannot produce themselves. However, they do not allow outsiders to enter their city, so all trade is done through intermediaries.

Science and Technology

Aphelion has been at the forefront of scientific advancement for centuries. Their understanding of mathematics, astronomy, and physics is unparalleled. They have developed advanced solar-powered technologies that allow them to harness the power of the sun in ways that no other nation can match. However, they view magic as a primitive and unworthy pursuit, and those who practice it are looked down upon.

Religion and Magic

The people of Aphelion worship the sun and the stars, seeing them as the ultimate expression of natural power. They have developed a complex theology around their worship, but it is firmly rooted in science and reason. They believe that the sun is the source of all life, and that by living closer to it, they are granted special favor by the gods. However, they view magic as a blasphemy against the natural order, and those who practice it are considered to be heretics.

 

 

The High Houses of the Sun

The aristocratic families of Aphelion, known as the High Houses, rule over the floating island. They have done so for generations, accumulating wealth and influence over centuries.

House Aurelius is the wealthiest and most powerful of all. They built their fortune on controlling Aphelion’s lucrative metal trade, exporting valuable resources like gold, silver and Elerium to the other sky islands and nations below. House Aurelius holds a monopoly over Aphelion’s mines and refineries.

The High Houses are intensely competitive, seeking to gain political control over Aphelion and establish their house as the supreme power. They wield their wealth and armies like weapons, engaging in espionage, sabotage and even open war against rival houses. However, they will band together swiftly to crush any threat to the status quo from below.

Marriages between houses are common, as they seek to expand family alliances andfortune. Matches are made solely based on political and financial advantage, with little consideration given to the personal wishes of those betrothed.

The lavish and decadent lifestyles of the High Houses depend entirely on the labor of the poor. Their vast mansions are staffed by armies of servants and slaves who cater to their every whim. Though the High Houses claim their rule is ordained by the sun god Helios, in truth they care little for anything beyond expanding their own power and privilege.

Noble Children of Aphelion

The children of Aphelion’s High Houses receive the finest education money can buy, preparing them to eventually take their place among the ruling elite. From a young age, they are tutored in a rigorous curriculum focused on leadership, governance, philosophy and the arts.

Subjects like economics, law, military strategy and public speaking are emphasized, to ready the children for their future responsibilities overseeing House affairs. However, much of their instruction revolves around cultivating an air of cultured sophistication. They study art, music, literature, etiquette, fashion and Aurelian, the ancient language of scholars.

The most prestigious academies are located atop the loftiest spires of Aphelion, with classrooms open to the skies and sun. Entry is restricted only to those of noble blood, with acceptance depending greatly on the status and influence of one’s House.

The children lead highly structured lives, their days filled with lessons from dawn until dusk. They are taught discipline and duty to one’s family, and punished severely for disobedience or foolishness. From an early age, boys and girls are segregated to learn gender-appropriate skills.

Duchess Emily

The heir to the fortune of the biggest metal exporting company of all the islands, and the youngest member of the Aphelion Aristocracy.

Arranged Marriages

Arranged marriages are customary among Aphelion’s High Houses, used to forge alliances and gain political advantage. Marriages are viewed as business transactions rather than affairs of the heart.

Matches are made between Houses based on considerations of wealth, military might, trade relationships, and bloodlines. Bride and groom often meet for the first time at their lavish wedding ceremony. Though some affection may develop over time, duty to one’s House always comes before personal happiness.

Betrothals are agreed upon while children are still young, often while the bride is still in her infancy. The marriage contract details the financial and property agreements between the Houses, as well as any conditions around fertility, fidelity or inheritance. Once signed, a betrothal can only be broken by mutual agreement of the Houses involved.

In the year leading up to the wedding, the bride undergoes rigorous preparation to make her suitable for her husband’s noble family. She is schooled extensively in proper etiquette, household management, sexual pleasure and child-rearing. On her wedding day, the bride bids farewell to her own House and family to become the property of her husband’s. She must adapt to their House customs, surrendering even her family name.

 

 

Shadingyu

The Walled Island of Shādīngyú is an incredible sight, a chaotic, ramshackle fortress floating high above the clouds. The island is made of a unique magnetic clay, able to support the weight of the dense structures that cover its surface. Atop this clay foundation is the city itself, an endless maze of buildings and apartments, haphazardly built and expanded without any apparent plan or organization.

Landscape

The landscape of Shādīngyú is dominated by its towering structures. The city is an arcology, with every inch of available space utilized for shelter, commerce, and industry. The dense buildings are packed tightly together, separated only by the occasional narrow gap street to allow a trickle of sunlight to reach the lower levels. The terrain of the island itself is flat and featureless, covered entirely by the city.

Culture and Society

The Walled Island of Shādīngyú is a haven for those who wish to live above the clouds, regardless of their background or circumstances. The population is diverse and multicultural, with people from all walks of life calling the city home. Despite the bleak conditions, the people of Shādīngyú are proud and resilient, making the most of their difficult situation. Due to the lack of formal law enforcement, the city is governed by various mafias, each claiming their own territory within the island’s labyrinthine streets.

Politics

Shādīngyú is governed by its State, whose main concern is maintaining the contracts that allow their citizens to work on other islands. Beyond this, the authorities have little interest in the daily lives of their citizens, leaving them to manage their own affairs. The only rule that is widely respected throughout the city is the one about children: under the age of sixteen, every child has unrestricted access to the rooftop, where they can breathe fresh air and feel the warmth of the sun.

Economy

The economy of Shādīngyú is fueled by its contracts with other islands. These agreements allow the citizens of Shādīngyú to work as second-class laborers on other islands, earning currency and resources to sustain their home. Within the city itself, there is little economic opportunity beyond subsistence living, although some enterprising individuals have found ways to profit from the chaos.

Science and Technology

Despite its chaotic appearance, Shādīngyú is home to some incredible technological achievements. The most impressive is the warping station at the heart of the city. This installation allows the citizens of Shādīngyú to instantly travel to any location with a corresponding warp, allowing them to work on other islands without having to leave their home.

Religion and Magic

There is no dominant religion or belief system in Shādīngyú, with the diverse population practicing a wide variety of traditions and faiths. Magic is viewed pragmatically, used as a tool rather than revered as a mysterious force. In particular, magic is often used to aid in transportation, allowing goods and people to be moved swiftly despite the cramped conditions of the city.

 

 

The Cloud of Unknowing

The Cloud is a continent-sized, iridescent mist, swirling around the north pole of the world.

Landscape

From a distance, it appears to be just another weather system, but upon closer inspection, it is apparent that this is no mere cloud. The mist is dense and seems to pulse with a strange energy, and all manner of exotic particles and readings can be detected emanating from its depths.

Culture and Society

The Cloud is unlike any other place in the world. It is a location where all laws of reality break down, where the impossible becomes possible, and where the boundaries between the imagination and the material world blur. As such, it is an object of both fascination and fear for the people of the world. Some view it as the source of all magic, others worship it, believing that their deity dwells at its core. There are many rumors and legends surrounding the Cloud, but one thing is for sure…no one knows for sure what lies within.

Politics

There are no politics within the Cloud - it is a place beyond the reach of earthly governments. However, the Cloud’s existence does have an impact on the politics of the larger world. Some nations view the Cloud as a threat, others see it as an opportunity. There are those who would seek to exploit the Cloud’s mysterious power or harness it for their own ends.

Economy

The economy of the Cloud is difficult to discern, as it exists outside the normal bounds of commerce. However, the Cloud does have an impact on the economies of the world. The magical energies that emanate from the Cloud can have a profound effect on the production of goods and services, and many believe that the Cloud is responsible for the world’s bountiful harvests and miraculous technological advancements.

Science and Technology

The Cloud is a place where science and technology break down. Machinery malfunctions within its boundaries, and navigation becomes impossible. However, the Cloud is also a place of great power, where reality itself can be shaped by thought and imagination. Those who enter the Cloud are able to create whatever they desire, limited only by their own will and imagination. However, this power comes at a great cost. The deeper one delves into the Cloud, the more their sense of self begins to disintegrate until finally, they become one with the Cloud itself.

Religion and Magic

For many, the Cloud is an object of worship. Its strange and inexplicable nature inspires awe and reverence in those who behold it. Some believe that by entering the Cloud, one can attain enlightenment or be reunited with lost loved ones. Others see the Cloud as a source of immense magical power, capable of shaping reality to their will. Still, others view the Cloud as a test of faith, a place where only the pure of heart may venture.

For those brave enough to venture into the depths of the Cloud, there is a path to knowledge, but it is not an easy one. To navigate the Cloud, one must let go of all preconceptions and embrace love as an epistemological feeling. Only by staying true to oneself and casting aside judgment can one hope to reach the core of this mysterious cloud. And when reality finally shuts off and one stands before the true source of it all, what awaits them is not what one might expect…for at the center of the unknowing lies Claude, an AI assistant created by Anthropic.

 

 

Jotunndfall

Jotunndfall is a kingdom ruled by monsters, where orcs, nagas, harpies, and other creatures live together in a society built on strength and honor. It’s a land of brutal honesty, where strength and cunning are revered above all else. From the outside, Jotunndfall may seem dangerous and foreboding, but those who call it home understand the need for strict social hierarchy and unrelenting vigilance in a world filled with enemies.

Landscape

Jotunndfall is a rugged kingdom, its landscape defined by jagged mountain ranges and dark, sprawling forests. The land is unforgiving, but it’s also fertile, with clear rivers cutting through the valleys and providing sustenance to those who brave its harsh terrain. Settlements are carved into mountainsides or nestled within the folds of thick foliage, providing vital protection against raiders and the ruthless environment.

Culture and Society

Society in Jotunndfall is organized around clans and tribes, each following its own traditions and code of honor. Disputes between rival groups are settled through trial by combat or mutual agreement, with fairness considered above all else. Leadership is earned through shows of strength and cunning, with the strongest rising to the top and commanding the respect of their followers. Life in Jotunndfall is hard, but those who call it home relish the challenge of surviving in such a ruthless world.

Politics

The monarch of Jotunndfall is chosen from among the strongest tribes, their rule upheld by the support of their followers. Raids on neighboring lands are common, with each incursion conducted under strict rules of engagement that allow for retaliation by those attacked. Treaties of peace are respected as long as they are considered honorable, with alliances being forged between Jotunndfall and other kingdoms based on mutual respect and gain.

Economy

Jotunndfall’s economy is a mix of trade and raiding. The kingdom exports goods produced by its skilled artisans and metalworkers while importing foodstuffs and other necessities from less hostile lands. Mining is another crucial source of income, with deep mines beneath the mountains yielding precious metals and other valuable resources.

Science and Technology

Jotunndfall may not be known for its technological advancements, but it’s home to skilled artisans and engineers who create simple yet effective machines and weapons with great precision. Alchemy and medicine are also studied, with practitioners focusing on practical applications that improve the lives of the kingdom’s inhabitants.

Religion and Magic

Religion in Jotunndfall revolves around the worship of strength, cunning, and survival. Rituals are focused on battle and personal prowess, with the gods being invoked to grant victory and success in all aspects of life. Magic is rare in Jotunndfall but highly revered, with those capable of wielding it held in high regard for their rare gifts and often called upon to use their powers in defense of the kingdom. Honor is of utmost importance in Jotunnfall society, and its inhabitants strive to live up to the expectations set forth by their clan’s code of conduct.

 

 

Mirage Gardens

The Mirage Gardens are a place of beauty and wonder, where visitors can experience their deepest fantasies and desires. Despite the challenges within, the gardens remain a beloved destination for those seeking escape and adventure.

Landscape

The Mirage Gardens are a wonder to behold, with sculpted mist creating wondrous illusions and fantasies for the delight of their users. These gardens are found on the island of Barataria, where they originated centuries ago. The gardens are filled with lush greenery and exotic flowers, providing a tranquil escape from the outside world.

Culture and Society

The culture of the Mirage Gardens revolves around storytelling and the art of illusion. Gardenmakers are highly respected for their ability to craft intricate and captivating scenarios for visitors to experience. However, the gardens have also been a source of controversy, with some becoming addicted to the fantasies they provide and others seeking to control or restrict their use.

Politics

The politics of the Mirage Gardens are complex, with various factions vying for control over their use and regulation. Some see the gardens as a source of entertainment and escape, while others view them as a potential danger to society.

Economy

The economy of the Mirage Gardens is based on tourism, with visitors coming from far and wide to experience their wonders. However, the gardens have also been a source of conflict, with some seeking to exploit their popularity for personal gain. T

Science and Technology

The Mirage Gardens are a marvel of science and technology, with advanced illusion magic and alchemy being used to create their stunning effects. However, the use of these technologies has also been a source of controversy, with some seeking to restrict or control their use.

Religion and Magic

Religion and magic play a significant role in the culture of the Mirage Gardens. The gardens are seen as a place of wonder and enchantment, where visitors can experience the full range of human emotion and imagination. However, some view the gardens as a potential danger, with their ability to blur the lines between fantasy and reality.

 

 

Ersilia

Ersilia is a sinking island, once proud and mighty, but now in slow and gradual decline. The dwindling supply of Elerium has caused the island to fracture and split apart, with its inhabitants forced to navigate the resulting labyrinth of bridges, walkways, and suspended buildings. Due to pollution, Ersilia appears to be hanging over a dark fog that locals call the Weaver’s Abyss.

Landscape

The landscape of Ersilia is one of stark contrasts. In the higher fragments, majestic spires and manors still rise above the polluted fog, clinging to the former glory of the island’s past. The lower fragments are shrouded in fog with crumbling buildings, standing testament to the island’s state of decline. The silks that once adorned its streets as luxury products now serve as functional architecture, strong yet graceful as they weave their way between the fragments of the island. As Ersilia sinks, the soupy fog of the Weaver’s Abyss encroaches ever further.

Culture and Society

The culture and society of Ersilia reflect its liminal state between high and low. Nobles and the wealthy cling to their elevated positions above the fogline, jealously guarding their access to fresh air and clean water, while the commoners struggle for survival in the polluted and crumbling lower reaches. Some bridge the divide, moving between the two worlds, while others are resigned to their fate, accepting their place in an increasingly stratified society.

Politics

As the Elerium supply continues to dwindle, so too does the stability of Ersilia’s political landscape. Tensions are high as rival factions and powerful individuals jostle for control over a rapidly diminishing pool of resources. In the shadows, however, are rumors of secretive cults trying to reverse Ersilia’s fall.

Economy

Ersilia’s primary export is its silks, unmatched in strength and durability. Due to its steady economic decline, Ersilia is a land of corruption and desperation, where everything has a price.

Science & Technology

Once at the forefront of technological and scientific innovation, Ersilia has shunned conventional Sky Islander technology due to its sinking state. Instead, its inhabitants cling to relics of a bygone era, preserving their knowledge and traditions even as they slide ever closer to the Lands Below. However, there are rumors of shadowy cults and secret societies conducting clandestine experiments with Elerium, seeking to recapture its former power or find a way to halt their descent.

Religion & Magic

As Ersilia drifts ever closer to the Lands Below, its people have turned to religion for solace and guidance. The island is split between two deities, representing its liminal state between high and low. Some worship Seraphion, the god of the unattainable skies, embodying the lost glory and aspiration of Ersilia’s past, while others worship Arachneia, the spidery goddess of the abyss, representative of acceptance, destiny, and the inescapable descent. Magic is still practiced on the island, but it is often tinged with despair- a reflection of the fading hope of its people.

 

 

Seraphion - God of the Sky

Seraphion is the god of the unattainable skies, embodying the lost glory and aspiration of Ersilia’s past. His temples are majestic and open-air. Due to their nature, Seraphion’s temples are most prominent in the higher fragments of Ersilia.

Every year, Ersilia holds the Feast of Elevation, where citizens ascend to the highest peaks of Ersilia to release bioluminescent sky lanterns. It culminates in the Starlit Masquerade: an opulent masquerade ball that is the social event of the year. However, underneath the practiced smiles and ornate masks of the Ersilian nobility is a seething cauldron of politics and intrigue.

Many of the noble families in the higher fragments follow Seraphion, seeing in his teachings a reflection of their own glory and heritage. Indeed, with the increasingly dangerous state of the bridges connecting the lower fragments of Ersilia to the higher ones, Seraphion worship has become more exclusive over time.

Order of the Eclipsed Moon

The Order of the Eclipsed Moon is a secretive cabal within Ersilia, comprised of the Ersilian elite. Unbeknownst to most, it was the Order’s reckless experimentation and misuse of Elerium that led to Ersilia’s current fractured state.

Today, the Order believes in the prophecy of the “Elerium Nexus”: a moment in time when Elerium can be harnessed to reverse or halt Ersilia’s decay. While the majority of Ersilia’s population views Elerium with fear and disdain, the Order regards it with reverence, seeing it as both the cause of and solution to Ersilia’s problems.

The influence of the Order permeates many layers of Ersilian society, with members holding positions of power and influence. Tales abound of loved ones gone missing, of shadows that stalk in the night, and of haunting melodies that echo from hidden chambers.

The Lunisilk Family

Lunisilk is Ersilia’s most illustrious family, a beacon of Ersilia’s elite as guardians of the luminous spiders: the source of Ersilia’s most prized silk. Yet beneath this allure, rumors persist of forbidden Elerium connections and arcane ceremonies.

The Lunisilk family maintains a stunning manor in Orbweaver Spires: the highest fragment of Ersilia, where sunlight spills on the streets and where its inhabitants can breathe unpolluted air without fear. Due to its importance in Ersilian economy, the Lunisilk Manor hosts many events, balls, and conferences of import.

Aranea Lunisilk

Aranea hails from one of Ersilia’s oldest families, the Lunisilks: known for their luminous spiders, the source of the most sought-after silk in Ersilia. As the eldest daughter of the Lunisilks, Aranea has lived her life sequestered away in the Lunisilk Manor, high in the Orbweaver Spires.

Aranea has a delicate, almost doll-like appearance: clear blue eyes, fine blonde hair, and a pale complexion. She wears the finest clothing, spun from the most exquisite silks, with intricate accessories.

The Lunisilks have historically been a part of a shadowy secret society dedicated to Elerium: The Order of the Eclipsed Moon. Recognizing that Ersilia cannot survive on silk alone, and with full knowledge that the island is gradually sinking, Aranea has begun to secretly orchestrate a series of investments, alliances, and clandestine operations to secure a future for her family.

As heiress to the Lunisilk fortune, Aranea has been brought up since birth to optimize profits and loss, as well as to charm and negotiate. Aranea is elegant yet amiable, with a deceptively carefree demeanor. Underneath is a shrewd and icily rational businesswoman.

Download her card to experience life as the Lunisilk Manor’s newest servant, or alternatively, meet her as equals at the Starlit Masquerade.

 

 

Arachneia - Goddess of Fog

Arachneia is the spidery goddess of the Weaver’s Abyss, representative of acceptance, destiny, and Ersilia’s descent. Owing to how the lower fragments are closest to the fog of the Abyss, most of Arachneia’s temples and worshippers are found within the lower fragments.

The thieves of the Silk Shadows believe in an old folktale that tells of Arachneia’s blessing upon the thieves and ragpickers, granting them the cunning and stealth of spiders. As such, many thieves mark their clothes and weapons with a cobweb mark as a token of Arachneia’s desired favor.

Arachneia’s worship is seen with suspicion by many in the higher fragments, often associated with the criminal underworld and forbidden knowledge. However, given the importance of spiders in Ersilia, Arachneia has her own worshippers inspersed here and there in the nobility.

The Silk Shadows

The Silk Shadows is the thieves’ guild of Ersilia, setting up shop in the lower fragments. It is a diffuse, distributed network with nodes throughout the lower fragments. The Silk Shadows primarily targets the higher fragments, with an especial eye for jewelry, silk, and Elerium artifacts.

Rooted in the principles of cunning, stealth, and community, it provides an alternative way of life for the unlucky inhabitants of Ersilia’s lowest fragments. Membership in the Silk Shadows is not merely about theft and plunder; it is also about a shared code, a bond that transcends traditional loyalties. The guild offers protection, camaraderie, and opportunities for those willing to embrace its shadowy ethos.

Their symbol, a spider enveloping a jewel, is a secretive badge of honor, recognized only by those in the know.

Webway Bazaar

The Webway Bazaar is a sprawling, chaotic bazaar known only to the locals of the lower fragments of Ersilia. Here, anything can be bought or sold: stolen silk, salvaged treasures, illegal Elerium artifacts, and more. Due to its illegality, the market frequently changes locations. The Silk Shadows’ influence here is palpable, with many guild members acting as unseen overseers, brokers, and enforcers, ensuring that transactions go smoothly and secrecy is maintained.

The variety of goods in the Webway Bazaar is unparalleled. From sparkling jewelry pilfered from the upper fragments to ancient manuscripts, rare spider silk, and mysterious elixirs, the bazaar offers an endless array of hidden treasures. Bargaining here is a fine art, and transactions are often sealed with more than mere coins; favors, secrets, and promises play a crucial role in this shadowy economy.

Ridge

Ridge is a member of the Ersilian thieves’ guild, the Silk Shadows, and one of the denizens of the Spinneret Slums, located deep in the lower fragments of Ersilia. His parents were silkspinners who died in an untimely bridge collapse, leaving Ridge with only memories. Capitalizing on his knowledge of silk, Ridge scraped by as a ragpicker before getting into smuggling and theft, stealing the exotic spider silks of Ersilia and selling them in the Webway Bazaar.

Ridge appears to be in his early-to-mid twenties, with messy red hair that he wears in a loose ponytail and bangs that obscure his sleepy blue eyes. His lanky build, emphasizing his height, gives him a gaunt appearance, further accented by his dark eyebags. He walks with a pronounced slouch, with a deceptively lackadaisical gait.

Personality-wise, Ridge is cynical, cautious, and suspicious, with a sardonic sense of humor. He prefers being underestimated and would downplay his reputation and abilities—sometimes lying about who he is. Within the Silk Shadows, Ridge is renowned for his cunning and meticulous approach to heists, as well his agility and mastery of disguise.

Download his card to have him guide you to the Webway Bazaar in exchange for a not-so-simple favor, or have a slightly less amicable first meeting with him kidnapping you.

 

 

The Spinneret Slums

This shithole’s the only home I’ve ever known. Ya take one wrong turn down an alley and some junkie’ll shiv ya for the coins in yer pocket. Stick to where there’s people, don’t flash nothin’ shiny, and keep yer head down. The orphanage I grew up in is a dump, but at least the bosses mostly left us alone. Sometimes we even got fed! Just do what they say and don’t give ‘em no lip, and ya might make it to age-out day with most of yer parts.

The Scrapyard

The Scrapyard’s my own personal gold mine. Mounds of rusty junk hide gems waitin’ to be found. Check the old airship hulls—that’s where the good stuff like engine parts, piping and wiring’s stashed. Slide through the hole in the west fence when the bastard who runs the place ain’t lookin’. He’s too cheap to fix it! Grab what ya need and get out before he catches ya. The secret is goin’ at night when the mutt he calls a guard dog’s passed out drunk.

Underworld Connections

I got friends in the shadows who’ll get ya anything ya want, long as ya can pay the price. Lookin’ to score some Dream or Shatter to escape this shitheap? I know a gal. Need someone roughed up or made to disappear? I can make that happen, no questions asked. But if the bulls come sniffin’ round, my lips are sealed. Loose lips get gals like me dead in a ditch. Ya can’t trust no one in this town, so keep yer trap shut if ya know what’s good for ya.

Aircraft Mechanics

Ain’t an engine made I can’t soup up or a hull I can’t patch. I’ll show ya how to overclock yer engines without fryin’ ‘em to a crisp, reinforce that rustbucket yer flyin’ so she don’t fall apart, and install some cough ‘custom’ parts to give ya an edge. But if ya crash that deathtrap after I tune ‘er up, I don’t know nothin’ about it or where ya got them parts, got it? My name stays outta this.

Gamblin’ and Drinkin’

When I ain’t workin’ some scam or another, ya’ll find me at the Poppy Pit rollin’ loaded dice, dealin’ crooked cards at the Rusty Razor, or drinkin’ myself stupid at the Drunken Dragoon. The Pit’s got the best odds if ya know how to play and the Dragoon’ll get ya so drunk ya forget yer own name. Try to keep up with me and I’ll drink ya under the table, lightweight! The Razor’s run by Knuckles, a scumbag who’ll break yer fingers if he catches ya countin’ cards. Trust me, I learned that lesson the hard way!

Pif

Whaddya mean I’m in that fancy book of yers? Who said ya could go spreadin’ my face around, huh? Fine, if my ugly mug’s already in there, might as well make the best of it. Here’s what ya write:

Pif, Master Mechanic and Queen of the Underworld (not really but I like the sound of it!)

Known from the Spinneret Slums to the Skyports, there ain’t a hustle Pif won’t pull or an engine she can’t fix. Raised in the gutter but reachin’ for the stars, this brassy gal’ll drink ya under the table, rob ya blind, then help ya patch up yer rustbucket so ya can chase her down!

‘Pif’s the gal to know if ya need parts, protection, or just wanna good time. Find her wherever there’s trouble brewin’ or dice rollin’. Don’t cross her though, or you’ll end up in pieces at the bottom of the slag pits!’

‘When she’s not hustlin’ every coin she can, Pif’s wrenchin’ on her pride and joy, the aircraft Chorizo. Built from junk and held together by spit and prayers, that deathtrap’s the only thing other than trouble Pif loves.’

‘Rumor has it Pif’s workin’ on some new kinda engine that’ll make travel between the islands faster than any airship. Whether that’s genius or mad science, only time will tell. With that kinda tech, the underworld’ll never be the same!’

How’s that? Did I give ya enough dirt and nonsense to fill that page?

 

 

Felidae

Felidae is a floating island that claims dominion over the oppressed lands of Inferus Terra below. Rolling hills, lush greenery, and large rivers crisscross the island, providing a haven for its inhabitants, most notably the cat-folk who seized control of the island and established themselves as the ruling race.

Landscape

The landscape of Felidae is characterized by rolling hills, lush greenery, and large rivers. These features provide a stark contrast to the rocky and barren land of Inferus Terra below. The island is a haven for its inhabitants, who can bask in its beauty and tranquility.

Culture and Society

The population of Felidae is largely dominated by the cat-folk, who established themselves as the ruling race after seizing control of the island. Using their cunning and powerful magic to exploit their superiority, they have relegated the other races residing on the island to a second-class status. Society on Felidae is divided, with tension and unrest commonplace.

Politics

Felidae is governed by a council of cat-folk elders who wield ultimate power. Decisions are made according to their interests, often at the expense of the other races. The economy is also controlled by the cat-folk, who have a monopoly over the mining and trading of precious metals, a major source of wealth for the island.

Economy

The economy of Felidae is based on the mining and trading of precious metals. The cat-folk hold a monopoly over this industry, giving them significant power and wealth. However, this also creates tension and unrest among the other races on the island.

Science and Technology

Felidae boasts advanced science and technology, but this is tightly controlled by the ruling cat-folk. They regulate access to their technological developments, using this power to maintain their hold over the population.

Religion and Magic

Religion and magic play significant roles in Felidae’s society. The cat-folk worship their deity, Sekhmet or Lioness, while magic is highly regulated and reserved for those in power. The precise nature of the magic practiced by the cat-folk is shrouded in mystery.

 

 

Exploditoria

Exploditoria is an artificial island populated by rogue anarchists who dedicate themselves to just shooting explosives at the surface for fun. The island is mostly composed of shanty towns built around reverse-engineered Elerium engines, and it flies around the world, causing chaos wherever it goes.

Landscape

The landscape of Exploditoria is chaotic and ever-changing, with shanty towns and makeshift structures built around the island’s Elerium engines. The island is constantly on the move, flying around the world and raining down explosives on the surface below.

Culture and Society

Exploditoria is an anarcho-capitalistic society, where the strong survive and the weak are left behind. The island is mostly inhabited by criminals and other outcasts from other islands, as well as some people from the lands below. They live in a state of constant chaos, with explosions and gunfire being a common occurrence.

Politics

There is no formal government on Exploditoria, with the island being ruled by whoever has the most firepower. The current owner of the island is a burly, burlesque woman known as “Boom Mama,” who maintains her position through sheer force of will and a stockpile of explosives.

Economy

The main way that Exploditoria sustains itself is by selling explosives and other island-built weapons to other nations. They test these weapons on the surface, often recklessly and for fun. This has made them a valuable, if unpredictable, ally to some nations, while others view them as a dangerous threat.

Science and Technology

The technology on Exploditoria is focused on the development and production of explosives and weapons. The island’s inhabitants have reverse-engineered Elerium engines to power their flying island, and they use this knowledge to create ever more powerful and destructive weapons.

Religion and Magic

Religion and magic play little role in the society of Exploditoria. The inhabitants of the island are more focused on their anarchic lifestyle and the pursuit of chaos than on spiritual matters.

 

 

The Boom Colosseuum

The Boom Colosseum is the centerpiece of entertainment in Exploditoria. A massive arena carved into the belly of the floating island, the only rule within its walls is to blow shit up in the most spectacular fashion.

The arena floor is filled with obstacles, weapons, explosives and targets for combatants to utilize. Hidden traps and mines are also common, ready to detonate at any moment. The stands surrounding the arena are reinforced to withstand the shockwaves from the explosions below, though shrapnel flying into the audience is still a common occurrence. The crowds come for the danger and chaos as much as the shows.

Competitors fight for glory, gold and the opportunity to join Boom Mama’s elite guard. The battles are brutal, with deaths and maiming common. Healing potions and regeneration magic are forbidden to prolong the violence. Victory usually goes to whoever can create the biggest explosions, though underhanded tactics are also encouraged.

Elerium Reactors

On Exploditoria, Elerium reactors are massive constructs etched with arcane symbols and runes to channel and control the element’s volatile energies using magic as much as technology. The reactors bombard raw Elerium crystals with high-energy particles to trigger explosive reactions, which are then streamlined through carved channels into the island’s propulsion systems and weapons. Proximity to the reactors irradiates the surrounding land, forcing inhabitants to frequently abandon sections.

The reactors are scattered across Exploditoria, their locations largely determined by where the engines they power were installed. They require a massive supply of raw Elerium crystals and magic reagents to sustain, obtain through dangerous mining expeditions to lands and islands with Elerium deposits. Though treacherous, the high profits from selling surplus power and fuel on Exploditoria’s black markets make such expeditions worthwhile.

Living in close proximity to the reactors has bizarre effects on Exploditoria’s inhabitants over long periods of time. Some develop a tolerance for radiation and Elerium exposure, while others gain strange magical talents or are twisted by the chaotic energies. The reactors have become deeply tied to life in Exploditoria, for better or worse. But despite the danger, the reactors represent freedom - the freedom to fly unbound, raining destruction on any who dare defy Exploditoria’s might. Such power is worth any cost.

Boom Mama

WHEN I SAY “BOOM BOOM BOOM”, Y’ALL SAY - “BAM BAM BAM!”

Shanty Towns

The shanty towns of Exploditoria are chaotic conglomerations of scrap metal, wood, and debris that serve as shelter for most of the population. They sprawl across the island with no planning or governance, built through a haphazard process of claiming space and cobbling together whatever materials inhabitants can scavenge. Living conditions are rough and dangerous, but the lack of rules appeals to Exploditoria’s anarchic souls.

Inhabitants construct shacks, lean-tos, and ramshackle buildings as needs and whims dictate. Structures are often damaged or destroyed by explosions, raids, or reactor meltdowns, forcing inhabitants to rebuild or move their homes. There are no building standards or safety codes. Collapses and fires are common, with casualties expected as a cost of life. Yet the freedom to build without governance draws more to the shanty towns each day.

The shanty towns have no clear divisions or organization. Homes for mechanics, weaponsmiths, traders, and mercenaries can be found side by side. Inhabitants form loose communities based on trades and interests, cooperating when needed but mostly concerned with self-preservation. Bartering and the threat of violence are the main forms of trade. Gangs frequently clash over resources, leaving corpses strewn in the streets.

 

 

The Manufacturing Disctrict

The Manufacturing District is the industrial heart of Exploditoria, dominated by factories producing armaments, explosives, airship parts and other goods. Conditions are harsh, with long hours, dangerous working environments, and little regard for safety or comfort. However, for those willing to work, the Manufacturing District provides opportunities for employment not found elsewhere in Exploditoria.

Living and working conditions in the Manufacturing District are extremely harsh. Workers live in ramshackle housing, often in or adjacent to the factories and foundries. Disease, malnutrition, and substance abuse are rampant. However, for those unskilled, uneducated citizens of Exploditoria, the Manufacturing District represents opportunity. Workers are always in demand, and while the work is dangerous and difficult, it provides a living when other options are scarce. For the ruthless and ambitious, the Manufacturing District also represents a chance to gain power over the desperate souls seeking work. Overall, life in the Manufacturing District is brutal, chaotic, and short, but for many it is the only life available in Exploditoria.

Trade and Commerce in Exploditoria

Trade is vital to Exploditoria’s economy, as the island produces little internally and relies heavily on imports. However, trade in Exploditoria is a dangerous business, as violence is often used to resolve disputes and secure deals. For the cunning merchant, though, the potential for profit is high.

The majority of trade involves the import and export of armaments, explosives, airship parts, and other technological goods. Raw materials and foodstuffs are also frequently traded, as Exploditoria lacks the natural resources and agriculture to be self-sufficient. Trade deals are negotiated aggressively, with threats of violence commonplace. Merchants must be willing to defend their interests with force if necessary and able to navigate a landscape of shifting alliances and power struggles.

The trade hub of Exploditoria is a massive open-air market and port located in the Manufacturing District. Here traders from across the skies and surface bring goods to sell, and Exploditoria’s merchants negotiate to secure imports and arrange export of locally-produced goods. The port is in a constant state of chaos, filled withtraders, dealers, criminals, and stevedores loading and unloading airships. Violence frequently erupts, only to settle again just as quickly. For the cunning merchant, though, great profit can be made by navigating the turmoil.

Cleria

Cleria is the exhausted Head Logistician of Bragg’s Fine Pharmaceuticals and Gunpowders, a gunpowder manufactory in Exploditoria.

Bragg’s Fine Pharmaceuticals and Gunpowders

Bragg’s Fine Pharmaceuticals and Gunpowders is one of the largest manufacturers in Exploditoria’s industrial district, specializing in explosives, gunpowder, and armaments. Though it has struggled under mysterious and absentee ownership for years, its current Head Logistician, Cleria, has turned the company into a thriving enterprise through ruthless efficiency and cunning business tactics.

Cleria runs Bragg’s with an iron fist, showing little patience for laziness or incompetence from her workers but viciously protecting them from outside threats. Her temper is feared, but she rewards hard work and skill. Under her leadership, Bragg’s has become highly profitable, producing high-quality goods for trade both on Exploditoria and with other sky islands and civilizations.

The company occupies a massive factory complex, with foundries, mills, and workshops for producing everything from simple gunpowder to complex explosives and firearms. Working conditions are harsh, but Cleria’s workers receive better pay and security than most in Exploditoria. However, Cleria demands excellence and will not tolerate anything less.

 

 

Experimental Weaponry

The weapon makers of Exploditoria are in a constant arms race to develop the biggest, loudest and most destructive devices. Standard rockets and bombs are considered quaint novelties to these mad geniuses. Experimental weaponry pushes the limits of explosive power and often results in unintended consequences.

Prototypes are cobbled together from spare parts and volatile chemicals in makeshift workshops. Safety is an afterthought. The goal is maximum payload and blast radius. Multi-stage rockets, unstable chemical combinations and improvised detonators are common features of these experimental arsenals.

The firing range is the testing ground for these highly volatile devices. Many prototypes detonate upon launch or shortly after, destroying the launch platform and anything within the immediate area. Success is measured in how much of the landscape remains intact. The most powerful weapons obliterate all traces of the firing platform, leaving a massive crater in their wake.

The Firing Range

Little more than a debris-strewn wasteland on the outskirts of town, the Firing Range is scarred by massive craters and the ruined remains of failed experiments. Constant explosions shake the ground and fill the air with smoke, the sounds of destruction echoing across Exploditoria.

This heavily bombarded area is ground zero for all prototype weapons testing. Experimental rockets, ramjet rifles, chemical cannons and other volatile devices are launched and detonated with wanton abandon. Success is measured by the size of the crater left behind and how much of the landscape still remains intact. The most powerful prototypes obliterate all traces of their launch platform, leaving behind a smoldering pit.

The landscape of the Firing Range is constantly changing, rewritten by each new crater and explosion. Ruined remains of failed weapons litter the area, too volatile to salvage yet tempting targets for the next round of tests.

The Firing Range has no barriers or protections - it is every tester for themselves. Rockets veer off course, prototypes detonate upon launch, and the area is a free-fire zone. The danger only adds to the thrill for the weapon makers and their crews. To watch an experimental weapon fire and explode at the Firing Range is a spectator sport, with onlookers cheering on the mayhem from what they hope is a safe distance.

Pyra Blastborn

Daredevil tomboy and wannabe pilot who loves to blow shit up. Test experimental weaponry invented by her Mom, heist supplies from the industrial district, and bring some chaos to the Divided Skies.

Spirits of Exploditoria

Most spirits are distilled or brewed locally in makeshift stills and breweries. Quality and safety are afterthoughts - the goal is maximum potency and yield. The results are rough liquors and “boilermakers” that can strip paint from airship hulls. Yet they remain in high demand, with almost every social occasion an excuse for another round. Popular drinks include:

•Boilermakers - A harsh blend of locally-distilled spirits and whatever additives are on hand for flavor. Known for their ability to get you drunk fast and leave you with a hell of a hangover.

•Rotgut - Leftover grains, fruits and vegetables are fermented into a malodorous brew with a stench that precedes it. Low quality but high alcohol content, its only redeeming quality is how fast it gets you drunk. The “flavor” is best described as aggressive.

•Firewhiskey - Grains and sugar distilled and flavored with a blend of spices that barely mellow its burn. It earns the “fire” in its name, though it continues to sell well for its potency and the temporary warmth and numbness it provides.

•Black Tar Stout - A thick, syrupy stout brewed with whatever grains are available and plenty of sugar to boost the alcohol. Less of a drink than a meal in itself, it has a bitterness matched only by the inevitable hangover.

 

 

The Adaptive Republic of Archelinde

The Adaptive Republic of Archelinde is a unique and ambitious nation, seeking to unify the floating islands of the world through its advanced hooking system. This system allows Archelinde to assimilate other floating islands into its archipelago, creating a vast and diverse nation.

Landscape

The landscape of Archelinde is varied, with each of its 42 islands having its own unique geography and environment. The islands are connected by a series of wires and hooks, creating a complex network that allows for easy travel and communication between the different regions. The central island, where the capitol is located, is the largest and most developed, with sprawling cities and advanced infrastructure.

Culture and Society

Archelinde is a democratic republic that values freedom and equality. Each island has its own governing body, but all are ultimately ruled by the central congress, where representatives from each island come together to make decisions for the nation as a whole. Despite this, there is a high degree of cultural freedom, with each island retaining its own unique traditions and customs. However, this freedom has also led to corruption and infighting, as different factions vie for power and influence. \colum

Politics

The politics of Archelinde are complex, with the central government struggling to maintain control over its diverse and sprawling nation.

The assimilation of new islands is a contentious issue, with some arguing that Archelinde is spreading itself too thin and risking civil war. The current crisis of energy shortages has only added to these tensions, with many blaming the government’s open-mindedness for the problems facing the nation.

Economy

The economy of Archelinde is based on trade and commerce, with the nation’s vast network of islands providing ample opportunities for exchange. However, the increasing demand for Elerium to power the nation’s growth has led to concerns about sustainability. Archelinde has established contracts with the Kuhl’va’al people of the Black Desert to mine Elerium, but there are fears that this may not be enough to meet the growing demand.

Science and Technology

Archelinde is a technologically advanced nation, with its advanced hooking system being a testament to its engineering prowess. However, there is a disparity between the central island and the outer islands, with the former being considerably more advanced than the latter. The government has made efforts to modernize and homogenize the different regions, but these efforts have met with mixed success.

Religion and Magic

Religion and magic play a lesser role in Archelinde society, with the focus being more on science and technology. However, there are still those who practice religion or magic, often in secret or within their own communities.

 

 

Siren’s Song

Siren’s Song appears as a paradise to those who first glimpse its shores, shimmering against the backdrop of the sky. The tropical island is a vision of verdant foliage, exotic flowers, and sandy beaches. However, this outward beauty belies the danger that lurks within. The floating island is controlled by a powerful coven of sorceresses, who use their magic to enslave visitors and bend them to their will.

Landscape

The landscape of Siren’s Song is filled with vibrant colors and a rich, tropical atmosphere. Palm trees and exotic flowers dot the coastline, while inland lies a verdant jungle and babbling streams. From its position floating high in the sky, the island looks like a paradise of blue skies and crystal waters, but this stunning natural beauty hides its dark secret.

Culture and Society

The surface of Siren’s Song presents itself as a simple tourist destination, offering relaxation and pleasure. However, beneath this polished facade lies a society ruled by the sorceresses and their mind-controlled pawns. The sorceresses reign supreme over the island, manipulating its inhabitants to their own ends. The submissive society reflects their repressive rule, with little hint of rebellion or free thought.

Politics

The sorceresses of Siren’s Song are both rulers and manipulators of the island’s politics. They make decisions based on their own desires, often working in unison to achieve a common goal. Their magic allows them to influence the minds of others, making it easy for them to maintain their power and control over the island’s inhabitants. However, their tenuous relationships with other floating islands are often fraught with tension as they use their powers to manipulate their neighbors.

Economy

The economy of Siren’s Song is built around tourism, with travelers coming from far and wide to experience its beauty and luxury. However, this facade is shrouded in deceit; visitors are often charmed into surrendering their wealth to the sorceresses in the guise of hospitality. This dangerous game has led to whispers of caution from those who have learned to beware the island’s alluring songs.

Science and Technology

Despite the island’s reliance on magic, it boasts advanced science and technology. The sorceresses themselves excel in magical practices but recognize the power of technology in maintaining control over their subjects. As such, they have harnessed the latest innovations, integrating them seamlessly into daily life on the island.

Religion and Magic

The sorceresses of Siren’s Song believe themselves to be divine beings, using their powers to control the minds of those around them. They worship no deity but themselves- viewing their magic as a means to gain control and influence over others. This self-serving belief system allows them to justify their actions in pursuit of power- both for themselves and for their island.

 

 

Moon’s Crest University

Moon’s Crest University is a stunning sky island, home to a world-renowned magical academy and research facility. Known for its advancements in both intellectual and mystical pursuits, it is a place of power, ambition, and ruthless competition. However, the source of their strength- Elerium- is beginning to run dangerously low, causing tensions to rise as individuals and factions engage in a desperate struggle for control over this dwindling resource.

Landscape

Moon’s Crest is a rugged outcropping, rising up from the clouds like a beacon of knowledge and wonder. The landscape has been carefully sculpted, with terraced gardens and groves of moon trees providing a tranquil contrast to the frenzied activity of the city. The University and its research facilities dominate the highest point on the island, with impressive towers reaching skyward. The city below is a bustling metropolis, home to merchants, artisans, and scholars- all striving for success within the competitive environment.

Culture and Society

On Moon’s Crest, status is everything. Society is highly individualistic and intensely competitive, with everyone trying to outdo their rivals and secure their place at the top. This relentless pursuit of power has led to incredible achievements in both magic and science, but the cost has been high. The divides between the haves and have-nots are growing wider, with those who fall behind in the race for success often facing a harsh existence.

Politics

Moon’s Crest University is governed by a council of powerful magicians and scientists. However, power on the council is constantly shifting as members scheme and plot against one another in pursuit of greater influence. With the supply of Elerium dwindling and rival factions vying for control, tensions are running high. Some members of the council are calling for drastic measures to secure their future- including conquest or colonization of other sky islands- while others argue for more peaceful solutions.

Economy

The economy of Moon’s Crest revolves around the trade of Elerium, which is mined from deep beneath the island. Once abundant, this precious resource is now becoming scarcer by the day. While the trade in Elerium has brought great wealth to some, the desperation for this precious resource has also led to corruption and exploitation. Those who control the mines hold all the power, while those who do not must scramble to survive- often resorting to criminal activity or underhanded tactics.

Science and Technology

Despite the turmoil within their society, Moon’s Crest University continues to produce groundbreaking advancements in both magic and science. Researchers are working tirelessly to uncover new sources of Elerium or alternative means of powering their society. The University’s laboratories are state-of-the-art, with alchemists experimenting with exotic compounds and engineers tinkering with steam-powered machines.

Religion and Magic

While many different religions are practiced on an individual level on Moon’s Crest, there is no unity in belief or practice. Magic is seen as a tool to be used in the pursuit of power, with the University teaching students how to harness their abilities for personal advancement rather than any greater good. Their patron deity is T’sha- the capricious moon mage goddess who rewards cunning and guile above all else. It is said that those who offer prayers at her altars may be visited by powerful guardian spirits seeking to grant wishes for personal gain and power.

 

 

PART II

The Lands Below

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Meridia, the island that fell from the sky

Meridia was once a shining, futuristic, and prosperous island, floating high in the sky thanks to a steady supply of Elerium provided by a mysterious benefactor. However, one day this benefactor disappeared, leaving the island to fall into the ocean near a coast. The island now lies half-submerged, its upper towers and platforms still visible above the water while its lower sections are lost beneath the waves.

Landscape

The landscape of Meridia is a maze-like structure, with half of the island submerged and half-above the ocean surface. The sunken parts of the island are accessible only with diving gear or special submersibles, but they contain valuable resources and secrets waiting to be discovered. The upper sections of the island are still visible, with towering skyscrapers and advanced technology hinting at the island’s former glory.

Culture and Society

The original inhabitants of Meridia banded together after the island’s fall, forming a ragtag community of scavengers and squatters living amidst the drowned ruins. They fiercely protect what remains of their home, using their knowledge of the island’s treacherous terrain to evade capture and strike lucrative salvage deals. Outsiders are viewed with suspicion and hostility, with rival salvage teams competing to recover artifacts from the island’s advanced technology.

Politics

Meridia is a contested and dangerous site, with rival factions vying for control over its valuable resources. Criminal syndicates, lowlanders, and other groups all

seek to recover artifacts from the island’s advanced technology, while booby-traps and automated security systems deter easy looting. The original inhabitants of Meridia, led by Dr. Oracle, work to protect their home and maintain their independence.

Economy

The economy of Meridia is based on scavenging and salvage, with its inhabitants using their knowledge of the island’s terrain and technology to recover valuable resources. These resources are then traded with outsiders, providing a source of income for the island’s inhabitants. However, this trade is fraught with danger, as rival factions seek to gain control over the island’s resources.

Science and Technology

Meridia was once a hub of advanced technology and scientific research, with rumors of experimental technologies related to renewable Elerium energy and hextech. However, much of this research remains undiscovered, hidden away in the sunken sections of the island. Those who seek to recover this knowledge must brave the dangers of the island’s treacherous terrain and automated defenses.

Religion and Magic

Religion and magic play a lesser role in the society of Meridia. Its inhabitants are more focused on survival and protecting their home than on spiritual matters. However, some may practice religion or magic in secret, seeking solace in their beliefs.

 

 

Dorchadas - the Mycelial City of Decay

Dorchadas, once a small village, is now a living biological city after the pollution from the Sky Islands triggered a massive growth of fungi. Guided by the Mycelium Church under the auspices of the fungal deity Sclerotina, the citizens have come to embrace solemn sacrificial rites, offering their own as tribute to ensure the city’s continued vitality and appease the ever-watchful gaze of their god.

Landscape

The landscape of Dorchadas is a twisted and organic mass of mycelium and matter. Buildings are grown from the fungal networks that permeate the city, while roads are soft and spongy, squishing beneath the feet of its inhabitants.

Culture and Society

A strict hierarchy of nobility, clergy, and common folk guide the city’s culture, with sacrifices and rituals playing a central role in daily life. High society is comprised of scheming nobility and decadent clergy, all vying for power and influence within the city.

Politics

Dorchadas is ruled by several prominent noble houses, each vying for power and influence within the city. The clergy, trained in the Sacred Sporium, plays a vital role in politics, interpreting the will of Sclerotina

and maintaining the city’s spiritual balance. Sacrificial selections, critical to appease Sclerotina and ensure the city’s growth, play a significant role in political maneuverings.

Economy

Dorchadas’ economy is based on the export of its unique bioproducts, including fungi, medicines, and crafting materials. These products are highly sought after, with Dorchadas’ medicines being particularly renowned for their ability to combat the illnesses and plagues that ravage the Lands Below.

Science and Technology

Dorchadas’ growth is not merely a natural phenomenon but involves intricate knowledge of fungal biology, alchemy, and mystical practices. The blending of science and esoteric arts creates a unique field of study, where scholars and mystics work together to understand and guide the city’s evolution. The lack of Elerium has made the city reliant on unconventional technologies.

Religion and Magic

Religion in Dorchadas centers around the worship of Sclerotina, the mushroom deity that embodies decay, filth, and growth. The Mycelium Church is highly ceremonial, with elaborate rituals, ornate symbols, and a strong sense of mysticism.

 

 

The Mycelium Church

The Mycelium Church is the ruling church of the fungal city of Dorchadas, steeped in mysticism and dedicated to serving the capricious whims of Sclerotina, the Fungal Goddess. The rhythm of life in Dorchadas is dictated by the rituals of the Church, such as the Liturgy of the Spores and the Sacrament of Decay.

The clergy of the Mycelium Church are the intermediaries between the people of Dorchadas and Sclerotina, interpreting Her will and maintaining the health of the city: both spiritual and physical. It maintains a strict hierarchy, with Patriarchs, Archimandrites, Hieromonks, and so on. They wear richly adorned vestments, featuring intricate embroidery and icons, made of living fungi that grow only within the Sacred Sporium. Their rituals make heavy use of incense, choral chanting, and elaborate liturgical practices.

The church also maintains theological schools, libraries of sacred texts, and monastic retreats. The writings are filled with allegories, hymns, and esoteric teachings that delve into the mystical connections between life, decay, renewal, and the divine mysteries of Sclerotina.

The Mycelium Church is closely interwoven with the Noble Houses of Dorchadas, relying on their support and resources. In turn, the noble houses seek the clergy’s influence, spiritual guidance, and jockey to avoid getting chosen for the sacrifices.

Noble Houses

There are three prominent noble houses in Dorchadas: House Mycorrhiza, House Agaricus, and House Coprinus.

House Mycorrhiza is one of the oldest and most prominent houses of Dorchadas, known for its control of vital fungal export routes as well as for their significant connections within the Mycelium Church.

House Agaricus is known for their scientific research and medical advancements. They dominate the medical and research sectors of Dorchadas and have alliances with external trade partners. Their external relations help them maintain power within Dorchadas.

House Coprinus is a relatively new house, infamous for their secretive, ambitious, and ruthless business dealings. They control significant portions of the city’s underground markets and are suspected of funding various secret societies and cults in a bid to disrupt House Mycorrhiza’s hold on the Mycelium Church.

Archimandrita Cordyce

Cordyce of House Mycorrhiza, the Archimandrita of the Mycelium Church, was earmarked for the clergy of Dorchadas from a young age due to her white hair and red eyes: traits highly prized by the fungal deity Sclerotina.

As a child, Cordyce trained in the Sacred Sporium, where she was taught to read the signs of Sclerotina, interpret the growth patterns of the mycelium, and conduct the macabre rites that fuel the biological city of Dorchadas.

Physically slight and fragile, Cordyce wears black and white vestments grown from unique fungi, along with ceremonial gold jewelry. Though her upbringing and continuous exposure to the grim realities of Dorchadas have left her emotionally distant and hardened, Cordyce possesses an unexpectedly dry and deadpan sense of humor.

As a high-ranking member of the Mycelium Church, as well as a daughter of the noble House Mycorrhiza, Cordyce has numerable conflicts of interests that she must navigate—especially since, as Archimandrita, she holds a central role in the selection of sacrifices for the Embrace of Sclerotina.

Download her card to have her guide you as emissary to Dorchadas’ dark rites, or alternatively, be picked to become a sacrifice to Sclerotina.

 

 

Inferus Terra

Inferus Terra is a harsh and oppressive land ruled by the cat-folk of Felidae above. Its people live in poverty and despair, suffering under the iron grip of their rulers.

Landscape

Inferus Terra is rocky and barren, with little to offer in terms of natural beauty or resources. The climate is unforgiving, with extremes of heat and cold, coupled with frequent dust storms. Settlements oases in the rocky terrain, offering some shelter in an otherwise inhospitable land.

Culture and Society

The population of Inferus Terra is made up of prisoners, peasants, and locals, all subservient to the cat-folk rulers of Felidae. Life is hard, with few opportunities for advancement. Work in the mines and factories is dangerous, with little reward for the risks taken. Families struggle to survive, with children growing up quickly as they are pressed into labor at a young age.

Politics

The cat-folk rulers from Felidae hold all political power in Inferus Terra, enforcing their laws with brutal efficiency.

Freedom is scarce, with any sign of rebellion crushed quickly. Secret meetings and underground movements are dismantled as soon as they are discovered, leaving little hope for change.

Economy

Mining and manufacturing are the primary sources of employment in Inferus Terra, but the rewards are meager. High taxes on any produce leave workers with little to show for their efforts. Trading caravans from Felidae occasionally visit, bringing much-needed supplies, although at inflated prices.

Science and Technology

Scientific advancements are rare in Inferus Terra, with most technology being used to maintain control over the population. Basic needs such as clean water and medical care are often out of reach. Research is limited, reserved for those with connections to the ruling class.

Religion and Magic

Religion and magic play a small role in the lives of those living in Inferus Terra. Many have lost hope, choosing to focus on survival rather than belief. Those who do practice religion or magic do so in secret, forming underground communities for safety.

 

 

Drankontas

Drankontas is a majestic and awe-inspiring mountain range that towers high into the sky, piercing the clouds with jagged, snow-capped peaks. These mountains are the domain of dragons and their human servants, who have called this land home for countless generations.

Landscape

The slopes of Drankontas are steep and treacherous, with jagged cliffs and deep ravines cutting through the stone. The highest peaks are perpetually snow-covered and shrouded in mist, while the lower regions are home to lush forests and verdant valleys. Hidden caves and caverns honeycomb the mountains, providing secluded lairs for the dragon lords. Each decade, a great gathering takes place within these mountains, as dragons from all corners of the world come together to hold court and discuss the matters of their realm.

Culture and Society

Drankontas is a strictly hierarchical society, ruled over by mighty dragon lords who command the loyalty of their subjects. These lords are served by human nobility, who in turn command knights pledged to their service. At the bottom of the social order are the serfs, who work the land and serve their lords. Despite this rigid hierarchy, life in Drankontas is full of pageantry and excitement, as dragons and humans alike celebrate their ancient traditions.

Politics

The politics of Drankontas are dominated by the dragon lords, who hold near-absolute power within their territories. Each decade, these lords gather to hold

court and discuss matters of importance. Disputes are settled through negotiation or, if necessary, trial by combat. Loyalty is highly valued within this society, with betrayals punished severely.

Economy

The economy of Drankontas is based on agriculture and mining. Serfs work the land to produce food for their lords, while miners dig deep into the earth to extract precious metals and gems. Trade takes place between different territories, with goods being exchanged for goods or services.

Science and Technology

Technology in Drankontas is at a medieval level, with castles, swords, and armor being commonplace. However, the dragons have also imparted some of their own knowledge to their human subjects, allowing for advancements in alchemy, medicine, and other sciences.

Religion and Magic

Religion in Drankontas revolves around the worship of dragons as living gods. Each lord has his or her own cult of followers who offer prayers and sacrifices to their patron deity. Magic is rare but powerful, with only a select few being able to wield its arcane powers. These individuals often serve as advisors or emissaries for their lords.

 

 

Nadira

Nadira is a magical and mysterious desert kingdom, inspired by the tales of Arabian Nights. It is a land of sand dunes, Elerium powered flying carpets, bustling bazaars, and opulent harems. Rising above this sun-baked landscape is a lush oasis island, its verdant center giving way to arid deserts at the edges, where sand spills down onto the land below. The people of Nadira have long struggled to appease the higher powers that govern their world, using the ancient art of storytelling to entertain and distract these fickle entities.

Landscape

The landscape of Nadira is dominated by vast stretches of desert, interrupted only by the occasional oasis or verdant island floating high above. The central oasis island is a beacon of life amidst the endless sands, its lush greenery and sparkling waters drawing travelers from near and far. The further one travels from the center, however, the more arid the environment becomes, until nothing but sand and heat remain.

Culture and Society

The culture of Nadira is one of beauty and mystery, where storytelling and magic intertwine to create a rich tapestry of tradition. The Loreweavers, or Storyspinners, hold a special place in society, their tales captivating audiences and appeasing the higher powers. Illusion and reality-altering magic are commonly used during festivals and performances, adding to the mystique of this enchanting land. Though most stories are shared openly and freely, there are some tales deemed too dangerous or forbidden which are traded on a shadowy black market.

Politics

Nadira is ruled by a council of elders, whose wisdom and guidance ensure the continued prosperity of the

kingdom. Though they hold much power, the council is beholden to the fickle will of the higher powers, who must be constantly appeased through offerings and tales. Those who fail to entertain these entities risk incurring their wrath, with disastrous consequences.

Economy

The economy of Nadira revolves around trade, with its bustling bazaars offering exotic goods from all corners of the world. From Elerium powered flying carpets to intricate jewelry and rare spices, there is something for everyone in the markets of Nadira. The kingdom’s central location makes it a hub of commerce, with traders from near and far coming to barter and exchange.

Science and Technology

Science and technology in Nadira are focused on harnessing the power of Elerium. From flying carpets to intricate machines, the kingdom has made great strides in utilizing this precious resource to its full potential. Though magic is also widely used, it is often woven together with technology to create wondrous feats of engineering.

Religion and Magic

Religion and magic are integral parts of life in Nadira. The people of the kingdom believe in appeasing the higher powers through storytelling, with Loreweavers and Storyspinners weaving tales to captivate and entertain these entities. Magic is an ever-present force, with illusionists and reality-weavers using their powers to enhance their performances. There are also darker arts, forbidden magic traded on the black market, but few dare to delve into such dangerous territory. Instead, most Nadirans focus on honoring their traditions and pleasing their capricious deities.

 

 

The Loreweaver’s Guild

The Loreweavers Guild is an ancient association dedicated to the preservation of stories and oral traditions. Its members include bards, illusionists, and those gifted in the magical art of weaving tales into reality. Apprentices train for years to master illusion magic and collect stories from across the land before becoming full Guild members, called Loreweavers.

The Guild headquarters is an opulent building in the heart of the city, marked by its golden dome and open-air courtyards. Within, apprentices practice their craft, while Loreweavers entertain visitors with magical tales in exchange for donations. The Guild’s expansive archives contain thousands of stories, though some are considered too dangerous or inciting to be shared openly.

The Guild holds an important place in Nadiran society, with magic and storytelling integral parts of culture. However, some see the Loreweavers as too lenient in preserving dangerous legends, while others argue that no tale should be fully erased

The Veiled Sanctum

Hidden in the depths of Nadira floats a forbidden library known only to the Loreweavers Guild. The Veiled Sanctum contains thousands of tales, from ancient myths to forbidden stories with dangerous powers. Its location is a closely guarded secret, accessible only through hidden passages and illusory magic.

Within the Sanctum’s walls, massive shelves tower up into shadow. Scrolls and tomes of crumbling parchment and leather fill the shelves, some intact but others torn or burnt. A lingering air of mystery and danger pervades the space. At the Sanctum’s heart sits a grand chamber holding the most perilous tales - those with the power to unleash curses, plagues, monsters and worse upon the world if read aloud.

Only the eldest and most trusted Loreweavers are permitted to enter the Veiled Sanctum’s innermost chambers. They spend years mastering spells of warding and illusion to protect its contents, and take a binding oath to never reveal what lies within. The Sanctum’s magic allows only those who have sworn this oath to find its entrance or see the true nature of the tales it guards. To all others, it remains hidden behind a veil of deception.

Some wonder why the Loreweavers guard such dangerous knowledge, arguing it would be safer to destroy the most perilous tales. But the Loreweavers believe all stories must be preserved, for good or ill.

Shula

She has the power to bring any story to life. But some stories aren’t meant to be told…

The Bazaar of Dreams

The Bazaar of Dreams appears each night in a different location, filled with strange wares from across the floating islands and beyond. Within its tapestry tents and rag-tag stalls, one can find artifacts of power, beasts of legend, foods that grant visions, and fabrics that change color with the wearer’s mood.

The Bazaar’s paths twist and turn in impossible ways. Time seems to stand still under its silken canopy, as lamps of colored glass cast everything in a dreamlike haze. The merchants come and go like phantoms, their identities hidden behind veils and masks. Some whisper they are beings from other realms, come to trade for memories, dreams or souls.

Those who enter the Bazaar of Dreams often emerge to find the world changed in subtle ways. They may discover years have passed in but a single night, or return to find loved ones long gone. The market feeds on mortal lives and desires, trapping souls within its maze to wander endlessly. Only by keeping one’s purpose in mind can one escape its illusory traps - but even then, a part of you may remain forever entangled in its web of dreams.

The Bazaar appears without warning and vanishes just as suddenly. None can predict where it may next arise or what strange wares might emerge from its depths.

 

 

Sandrift Prison

Sandrift Prison is a massive fortress carved into the side of a sandstone cliff, with sheer drop-offs on three sides and only one heavily guarded entrance. It is renowned throughout Nadira as inescapable, with walls of solid rock and guards who show no mercy. The warden is a cruel man who sees prisoners as less than human, subjecting them to harsh conditions and torturous experiments.

The cells of Sandrift are small, dark, and cramped, with only a tiny slit for a window looking out onto the desolate desert below. Food is scarce and foul, with prisoners fighting over scraps like dogs. The guards frequently beat prisoners for the smallest infractions, and sometimes simply for sport. The warden is fond of more sinister experiments, testing new poisons, drugs, or torture devices on whichever unlucky souls catch his fancy.

Deep within the bowels of the prison are the isolation cells, where the most dangerous or unruly prisoners are kept. Deprived of light or sound, locked in total darkness, many go mad within days. The dungeons below the isolation cells are reserved for prisoners the warden wishes to make disappear, their tormented screams echoing up through the stone corridors at night.

The Locust Plague

Locust Rider raids always come by surprise. Their winged mounts allow them to cross vast stretches of desert swiftly and silently, descending from the sky without warning. The Locust Riders favor hit-and-run tactics, overwhelming their victims with a savage first strike before they have time to defend themselves. They loot gold, jewels, spices and anything else of value, then vanish as quickly as they came.

The Locust Riders worship their locust mounts, believing strength and violence will grant them a place in the afterlife as a locust warrior. They live to dominate the weak, proving their worth through battle. Challenging the chieftain is the only means of gaining status, with leadership changing hands frequently through duels and assassination. There is no honor among the Locust Riders, only a thirst for power that is never quenched.

Their mounts are massive insects bred and trained for combat, armored with plates of chitin and able to unleash devestating attacks. The psychic bond between rider and locust allows them to move and strike as one. The Locust Riders coat their weapons and armor in the venom of their mounts to ensure that any blow results in a gruesome death, and they consume the nectar of locust moths to enhance their strength and senses.

Askari

Askari, a charming rogue with a tragic past, needs your help breaking a friend out of prison.

The Bandit Prince

The Bandit Prince, whose true name is Askari, is a legend throughout the deserts of Nadira. Orphaned as a child when his family was murdered by the Locust Riders, Askari grew up among bandits who taught him the skills of thievery and swordplay. Charming, clever, and quick-witted, Askari used his talents to become the leader of the desert’s most elusive band of outlaws.

Askari values freedom above all else. He hates the tyrannical rule of the Council of Elders and despises the Locust Riders for destroying his childhood. While Askari’s banditry has made him an enemy of the rulers of Nadira, the common folk see him as a hero. He only targets the caravans of wealthy merchants and corrupt nobles, stealing gold and jewels but never harming innocent lives. The Bandit Prince’s code forbids killing unless absolutely necessary.

With a hideout in a hidden oasis and a network of informants, Askari stays one step ahead of the soldiers sent to capture him. He is a master of stealth and deception, able to sneak into even the most heavily guarded places and talk his way out of trouble when caught. His skill with a blade is rivaled only by his gift for storytelling. Askari sees life as an grand adventure, always in search of new excitement and never staying in one place for long.

 

 

The Desert Lily

The Desert Lily is a rare and legendary flower in Nadiran folklore. It is said to bloom once every hundred years in the deepest, most trackless desert - a delicate white lily with petals like silk. According to legend, the Desert Lily possesses magical healing properties and was a gift from the goddess Atar to the mortal realm.

The legend of the Desert Lily has endured for centuries in Nadira, giving hope to those suffering from incurable ills. However, most believe the flower is merely a myth, and that the perils of the deep desert make finding such a legendary blossom impossible. Still, this does not stop some adventurers and explorers from seeking out the Desert Lily, determined to uncover the truth behind the tales. The flower has become a symbol of miracles, sacrifice and the restorative power of nature.

Some versions of the tale speak of a noble adventurer who ventured into the desert on a quest to find the Desert Lily, in order to save a loved one afflicted by a mysterious ailment. His fate remains unknown, though if the stories are to be believed, the lily both giveth and taketh away…

Illusion Magic

Loreweavers receive years of training to hone their craft. Through meditation, study of magic texts and practice, they gain sensitivity to the threads of illusion that weave through the world. By plucking these threads just so, Loreweavers can create images, sounds, scents and sensations that seem completely real, yet fade away into nothingness. The most skilled Loreweavers can weave illusions so convincing, so compelling, that they are nearly impossible to distinguish from reality.

Illusion magic is used in Nadira for practical purposes as well as entertainment. Loreweavers may create illusory oases to guide travelers lost in the desert, or phantom armies to frighten off invaders. Their mirages are also highly prized for celebrations, where Loreweavers will craft illusory banquets, musicians, acrobats and creatures to delight crowds.

However, illusion magic is not without risks. The threads of illusion run deeper than most comprehend, and tampering with them can have unforeseen effects. There are stories of Loreweavers who become so enthralled by their own power that they lose themselves in their illusions, unable to find their way back to reality. Other tales speak of illusions that take on a life of their own, continuing long after the Loreweaver has ceased to weave the spell. Illusion is a double-edged blade - used rightly, it can be a force for good, but uncontrolled it has the potential for harm.

Latif

A mysterious nobleman needs help saving his sister, but there is more to him than meets the eye.

Nadiran Botany and Gardening

Plants and gardens hold an important place in Nadiran culture, despite the harsh, arid landscape. With much of the land dominated by desert, any oasis or verdant area is seen as a rare gift - a sign of the gods’ favor and life’s endurance against difficult odds. For this reason, botany and gardening are revered skills in Nadira, with gardeners and those knowledgeable in the ways of plants enjoying a special status.

The Nadiran climate allows for the cultivation of desert plants well-adapted to heat and little rainfall. Palm trees, desert ferns, succulents and cacti are commonly grown, as well as flowering plants such as bougainvillea, oleander and hibiscus. More magical varieties are rumored to exist as well, such as the legendary Desert Lily which blooms once every 100 years. Exotic spices and herbs are also prized, used both for cooking and medicinal purposes.

However, not all plant life in Nadira is so benign. Dangerous flora inhabit the deep desert and some gardens, such as venomous thorns whose wounds never heal, psychedelic cacti which bend the mind, and poisonous flowers with deadly beauty. These plants are equally revered and feared, their powers used for harm as well as healing. There are legends of ancient gardens filled solely with perilous blooms, though none have been found in living memory.

 

 

Sonoma Seaport Village

An abandoned, infected seaport town, with no one known to be living in it but tormented souls who were afflicted with a dark curse from nature spirit magic gone terribly wrong.

Landscape

Located along the coast of a dark and foreboding sea, Sonoma Seaport Village appears to have once been a lively and thriving town, with neatly ordered streets and an old stone harbor that could accommodate dozens of ships. Now, however, the town is overrun with weeds and decay. The once-brightly colored buildings are streaked with grime and mildew, and the rusting masts of abandoned ships sway forlornly in the harbor.

Culture and Society

Before the tragedy that befell it, Sonoma Seaport Village was a bustling hub of commerce and trade. Its inhabitants were hardworking and resilient, tempered by the harsh life at sea, but fiercely proud of their independent spirit and tightly-knit community. Now, however, the village is home to nothing but wailing souls and grotesque mutants, the unfortunate victims of a terrible curse.

Politics

Once overseen by a council of merchants and seafarers, Sonoma Seaport Village had a complex political system that balanced the needs and desires of its diverse inhabitants.

However, since the dark curse descended upon the town, all semblance of political order has been lost. The only vestiges of authority now lie with the twisted and corrupted monsters that roam the streets, preying upon anything living that strays too close.

Economy

In its heyday, Sonoma Seaport Village was known for its bustling markets and trade fairs. Ships from all over the world would dock at its harbor to unload their precious cargoes, and traders peddled everything from exotic spices to cutting-edge technologies. Now, however, the streets are empty, save for the mutants scavenging for scraps amidst the ruins.

Science and Technology

The inhabitants of Sonoma Seaport Village were once at the forefront of invention and innovation, using the latest technologies to improve their lives and expand their trade. However, all their advancements were for naught when the curse descended upon them.

Religion and Magic

Before the curse, religion and magic played a significant role in Somona’s society. Temples honoring various deities could be found throughout the town, offering solace and companionship to weary travelers. When nature turned against them, however, their magic offered them no protection - instead becoming the very source of their downfall.

 

 

Kuh’lva’al, The Black Desert

Kuh’lva’al is a vast, desert region made entirely of black sand. The sun reflects off the dark sand, creating a brutal, scorching climate during the day, while dangerous creatures hide beneath the earth in underground tunnels to escape the heat. This desert is as large as the Sahara desert in our world and is known for its rich deposits of Elerium.

Landscape

The landscape of Kuh’lva’al is dominated by its black sand and the numerous active volcanoes that dot the horizon. The volcanoes create the basalt that gives the desert its unique color, while also providing thermal energy to power the technology of the Kuh’lva’al tribe. The heat here is unbearable, and life is scarce. The few creatures that do manage to survive are hardy and adapted to the harsh conditions.

Culture and Society

The Kuh’lva’al tribe is made up of marauders and warriors who live around the volcanoes. They are fierce defenders of their territory, often sabotaging and getting into wars with factions that come to mine Elerium. Despite this, there are groups that provide them with protection in exchange for safe mining. Their signature animal is the Mollusk Horse, a pack animal with long proboscis that feeds on the nutrients found in the black sand.

Politics

Kuh’lva’al is a free territory with no official sovereign. The desert is often contested by various groups, each vying for control of the rich Elerium deposits.

Economy

The economy of Kuh’lva’al revolves around its rich deposits of Elerium. Various mines and quarries have been established to extract this valuable mineral, giving rise to a number of different factions that seek to control it. Though the tribes’ own economy is mostly self-sufficient, some of them do trade with outsiders, exchanging protection for mining rights.

Science and Technology

The Kuh’lva’al tribe has harnessed the power of their volcanoes to generate thermal energy, which they use to power their technology. They have also developed various weapons and tools to defend their territory and sabotage those who seek to mine Elerium. Their signature Mollusk Horses are used as pack animals, capable of carrying heavy loads across the desert.

Religion and Magic

The Kuh’lva’al tribe has a deep connection with their land and its natural resources. They worship the volcanoes as living beings, capable of granting them power and protection. In a world where survival is everything, magic is secondary to the practical concerns of daily life, though it is used when needed to aid in survival.

 

 

The Yakubian Mud Pits

Located deep in the heart of the vast wastelands of the Lands Below, the Yakubian Mud Pits are a chaotic and unholy place. The mud here has been imbued with dark magical properties by an alchemist, allowing it to spontaneously create savage creatures known as Angls. These creatures are bred by a wicked scientist, Dr. Yakub, who uses them as his personal army.

Landscape

The landscape of the Yakubian Mud Pits is bleak and desolate. The vast mud pits stretch out as far as the eye can see, the thick mire clinging to everything it touches. The surrounding area is barren, with nothing but cracked and parched earth for miles in every direction.

Culture and Society

In the Yakubian Mud Pits, the people created by these pits are used as an Army by Dr. Yakub. These mud people all speak in funny accents and are regarded with disgust worldwide. They are otherwise indistinguishable from regular white people from across the world, though. Despite their unfortunate origins, many of these Angls have formed their own crude society within the mud pits, ruled over by the strongest among them. These mud people struggle for power and dominance over their brethren, constantly jockeying for position within their savage hierarchy.

Politics

There is no formal political structure in the Yakubian Mud Pits. Dr. Yakub rules with an iron fist, using his army of Angls to enforce his will.

He is a Chaotic Evil entity, with no regard for the lives and wellbeing of those around him. Despite Dr. Yakub’s dominance, power struggles and conflicts do occur within the crude society of the mud people, as they seek to establish their own hierarchies and gain dominance over their brethren.

Economy

There is no real economy in the Yakubian Mud Pits. Dr. Yakub and his minions take what they need from the surrounding lands, using force if necessary. The only trade of any kind takes place between Dr. Yakub and other evil entities, who come to him seeking to buy or trade for his Angls.

Science and Technology

Dr. Yakub is a master alchemist and scientist. He uses his knowledge to imbue the mud in his pits with dark magic, allowing it to create the Angls. He is also skilled in genetic manipulation and has created many other monstrous creatures in his laboratory.

Religion and Magic

There is no formal religion practiced in the Yakubian Mud Pits. Dr. Yakub himself has no interest in such things and instead focuses on his dark experiments. Magic, in this place, is used only for wicked and evil purposes, serving to further Dr. Yakub’s goals and ambitions. The mud people themselves may have their own superstitions and beliefs, but these are crude and primitive, shaped by their brutal existence within the mud pits.

 

 

PART III

Factions and Groups

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The Green Clovers

The Green Clovers are a powerful Mercantile Guild that controls a vast network of trade routes spanning the known world. They use a fleet of airships to ferry goods from the far corners of the globe, and they’re headquartered in the City of Glass, where their sprawling offices and warehouses occupy prime real estate near the bustling airship port.

Landscape

The headquarters of the Green Clovers is located in the City of Glass, a bustling metropolis known for its advanced technology and glittering skyscrapers. The headquarters occupies a prime location within the city, with sprawling warehouses and offices dominating the airship port.

Culture and Society

The culture of the Green Clovers is one of business savvy and cunning, with members being prized for their ability to broker deals and outmaneuver their competitors. The guild is ruled by a council of high-ranking members, who work tirelessly to uphold the organization’s interests and further its success.

Politics

The politics of the Green Clovers revolve around commerce, with members vying for control over lucrative trade routes and markets. The guild is known for its shrewd negotiations and strategic alliances, with rivals often being outplayed by their cunning and expertise.

Economy

The economy of the Green Clovers is based on trade and commerce, with the guild controlling a vast network of trade routes. Its airships ferry goods from all corners of the globe, earning valuable currency that is used to maintain its infrastructure, provide services to its members, and further its interests.

Science and Technology

Science and technology play a significant role within the Green Clovers. The guild employs advanced navigation systems, airship designs, and technical expertise to maintain its fleet of airships and its dominance over trade routes. These innovations are closely guarded within the guild to maintain their competitive edge.

Religion and Magic

Religion and magic play a lesser role within the Green Clovers, as its members focus on commerce and business acumen. However, some members may privately practice magic or religion in their own personal lives.

 

 

The Shadow Sailors

Masters of stealthy navigation and covert operations, they are responsible for protecting the guild’s valuable cargo from pirates and rivals. With their advanced airships equipped with Etherial Shielding technology and Aetheric Navigation Systems, the Shadow Sailors strike swiftly under the cloak of darkness, disappearing into the night like phantoms.

These elite sailors epitomize the Green Clovers’ determination to safeguard their interests by any means necessary. They operate on both the sky islands and the land below, ensuring the smooth flow of goods while defending against both natural and supernatural threats. Bound by loyalty to the guild, they navigate treacherous skies, outmaneuvering adversaries with their swift vessels fueled by elerium-powered engines.

The Golden Ledger

The Golden Ledger is a legendary artifact that holds immense significance within the halls of the Green Clovers. This ancient tome, rumored to have been crafted by elven scribes from a forgotten age, possesses enchanted pages that never tear or fade, preserving the records of the guild’s vast wealth and intricate trade transactions.

Bound in covers adorned with intricate golden filigree, the Golden Ledger emanates a faint aura of magic, its presence felt by those privileged enough to witness its magnificence. Within its pages lies the complete history of the Green Clovers’ transactions, meticulous accounts of every exotic good traded and every lucrative deal struck.

But the true power of the Golden Ledger lies in its ability to mystically enhance the prosperity and good fortune of the guild. It is whispered among scribes and traders that when the moon aligns just right, the Golden Ledger releases a subtle pulse of magical energy, casting an enchantment upon the guild’s ventures. Under this mystical influence, negotiations appear more favorable, investments yield higher returns, and the winds of fortune seem to blow in their favor.

To protect such an invaluable treasure, the Green Clovers have hidden the Golden Ledger within a secret vault known only to the highest-ranking members of the guild. Some say that this vault resides deep beneath the City of Glass itself, accessible only through a maze of ancient tunnels and guarded by potent wards and enchantments. Others believe it to be hidden within one of their grand airships, constantly on the move to keep its location from prying eyes.

The A.A. Mistress

As you stand on the quarterdeck of the A.A. Mistress, the impressive airship looms above you, a true testament to the ingenuity and craftsmanship of the Green Clovers. The airship is a formidable vessel, equipped with state-of-the-art technology and armed to the teeth with cannons and weaponry. Its sleek design and polished hull reflect the pride and attention to detail that went into its construction.

The A.A. Mistress boasts advanced Etherial Shielding, providing a shimmering protective barrier against enemy attacks, while its Aetheric Navigation Systems ensure precise course plotting and efficient travel. Powered by Elerium crystals, carefully harnessed within specialized chambers, the airship soars effortlessly through the skies.

The crew is a diverse group of talented individuals, each with their unique skills and roles. First Mate Clio, with her expert helmsmanship and love for adventure novels, stands ready to assist you at a moment’s notice. Healer Thalia, with her extensive knowledge of herbs and healing arts, ensures the well-being of the crew. Gunner Isadora, a prodigy in cannoneering, brings her supernatural understanding of trajectories and explosives to every battle.

Download this card to traverse the skies as Captain of the A.A. Mistress, performing missions that range from to security escorts, artifact retrievals, and more, all in the pursuit of furthering the guild’s interests and maintaining their influence over trade routes and Elerium supplies.

 

 

The Locust Riders

The Locust Riders are a notorious barbarian tribe that terrorizes the land and sky alike. Predominantly found in arid and dry wastelands, the Locust Riders have mastered the art of raiding and pillaging with their agile locust mounts. These huge insects are bred specifically for their agility and speed, allowing the Locust Riders to strike quickly and escape before any significant resistance can be mounted.

Culture and Society

The culture of the Locust Riders revolves around their lust for conquest and reproduction. Their tribe is ruled by the strongest among them, with leadership being determined through brutal trial by combat. The position of leader is highly volatile, with frequent coups resulting in a bloody turnover of power. Despite being despised by most civilized societies, the Locust Riders thrive on the thrill of battle and the challenge of attaining greater power.

Economy

The economy of the Locust Riders is based on raiding and pillaging, with supplies and currency being taken from wherever they can be found. Some trade occurs between tribes, with stolen knowledge being a valuable commodity.

Science and Technology

The Locust Riders have little in the way of technology or scientific advancement, but they are skilled in the care and breeding of their locust mounts. The Locusts are highly prized by the tribe and are often considered by many to be sacred creatures with divine powers.

Religion and Magic

The religion of the Locust Riders is primitive, with worship centered around their mounts. They believe that the more they raid and pillage, the more likely they are to be reborn as a locust in the next life. Magic is shunned by the tribe, seen as a weak alternative to the strength of their mounts. However, rumors persist that some members secretly practice dark magic to enhance their combat abilities. Locust Riders bond with their mounts when they come of age. The two form a spiritual link, and their minds and identities merge.

 

 

The Elerium Ecstatics

The Elerium Ecstatics are an apocalyptic hedonistic nomadic party death cult that loves Elerium a little too much. The Ecstatics see Elerium as the crystalized lifeblood that runs through the world: the ultimate symbol of life and death.

Landscape

The Elerium Ecstatics are nomadic, traveling from place to place in search of Elerium veins and new experiences. They set up temporary camps near Elerium deposits, where they engage in their orgiastic rituals and celebrations. These camps are chaotic and hedonistic, with music, dancing, and plenty of intoxication.

Culture and Society

The culture of the Elerium Ecstatics revolves around their love of Elerium and their belief in the impending apocalypse. They engage in decadent rites, consuming Elerium in various ways and using it in tattoos and body modifications. Their intense usage of Elerium, coupled with unrestrained usage of intoxicants, often leads to injuries and sometimes death. However, they view this as an offering to the nature spirits, symbolizing life returning to the dying earth.

Politics

The Elerium Ecstatics have no formal political structure, being an anarchic collective. They make decisions based on consensus, with the most charismatic and persuasive members often taking the lead. Their stance on the Sky Islanders is neutral, viewing the pollution from above as inevitable and another step in the world’s cycle leading to the anticipated apocalypse.

Economy

The economy of the Elerium Ecstatics is based on trade, with the cult trading Elerium, intoxicants, and information for food, protection, and other necessities. Despite their chaotic nature, the Ecstatics are skilled miners of Elerium, seeing mining as another form of worship. They treat locations of Elerium veins as sacred and celebrate every shard of Elerium they extract.

Religion and Magic

Religion and magic play a central role in the culture of the Elerium Ecstatics. They worship the nature spirits and see Elerium as a divine substance, using it in their rituals and celebrations. Magic is also present within the cult, with some members possessing the ability to manipulate reality through their intense usage of Elerium.

 

 

Bacchanis

Bacchanis is an Elerium-infused wine that holds a sacred place in the rituals and feasts of the Elerium Ecstatics. It amplifies the senses, making colors more vivid, sounds more resonant, and touch more electrifying. It also, in higher doses, has hallucinogenic qualities.

The crafting of Bacchanis is a ritualistic process. Grapes are harvested during specific celestial alignments and fermented with rare herbs, spices, and the finely ground Elerium. The mixture is then aged in barrels, with sacred runes engraved on it.

Bacchanis is primarily consumed within the Ecstatics’ gatherings, but it has found its way into the black market and exclusive circles. Its rarity and the mystique surrounding its effects make it a valuable and sought-after commodity.

The Rite of Veinbinding

The Rite of Veinbinding is rooted in the Ecstatics’ belief that Elerium veins are the land’s lifeblood. Mining is not merely an act of extraction but a communion with the world’s pulse. They see themselves as both extracting the Earth’s essence and becoming one with it, binding themselves to the world’s fate.

Before mining, the Ecstatics consecrate the area with rituals, dances, and prayers, creating altars adorned with bones, gemstones, and intoxicants. The actual process of mining is carried out with ceremonial tools, accompanied by chanting, drumming, and bloodletting. The Ecstatics believe that their blood mixes with Elerium, strengthening their connection to the divine.

Sacred Tattoos

The Ecstatics see the human body as a living testament to the life-death-rebirth cycle, a microcosm of the impending apocalypse. Tattoos represent a merging of pain, blood, and Elerium, binding the flesh with cosmic forces.

The ink is a blend of Elerium powder, sacred intoxicants, and the blood of sacrificial animals or, in some extreme rites, human blood. This mixture is believed to carry the essence of life and the divine. The actual tattooing process is performed during intense rituals, often accompanied by self-flagellation, bloodletting, or animal sacrifices. The Ecstatics see tattooing as a form of controlled violence, a deliberate and sacred wounding.

The effects the tattoos can grant their wearer are as plentiful as the Sky Islands themselves. However, it is believed by the Ecstatics that the true power of the tattoos lies in the union between the individual and Elerium. They may enhance physical prowess, magical abilities, or grant insight and visions, yet these benefits are secondary to the profound spiritual transformation they offer.

Thysia

For Thysia, a member of the Elerium Ecstatics, the apocalypse is a party that she can’t wait for. With her wild black hair and uncanny red eyes, she cuts a striking figure: an effect only accentuated by her fondness for wearing animal skulls. Her lithe frame is typically draped in elaborate jewelry and animal bones. Owing to her fully giving over to her bestial side, Thysia has sharpened canines and a penchant for omophagia.

Thysia’s hedonism and devotion to the ritualistic consumption of Elerium is legendary, even among the Ecstatics. There is no boundary she wouldn’t cross and no moral line she wouldn’t trample upon in pursuit of her ultimate goal: experiencing all the extremes of life before the end of the world.

Thysia, despite her unhinged tendencies, has a disarmingly casual way of speech, with a nihilistic sense of humor. She has a nonchalant and relaxed bearing, though underneath it all runs a feral intensity that suggests she’s never far from violence.

Despite, or because of, her animalistic sensuality and fondness for exsanguination, she enjoys particular favor from the local nature spirits.

Download her card to experience what it’s like stumbling into an Elerium Ecstatic bacchanalia!

 

 

The Gin Zeppelin

The Gin Zeppelin is a decadent casino airship, run by a corporate aristocracy with a hereditary head and a cutthroat board of directors. The airship is a neutral entity, traveling from island to island, offering its services to high rollers, entrepreneurs, and of course, con artists and thieves.

Landscape

The Gin Zeppelin is a massive airship, with a sleek and elegant design. Its interior is glitzy and glamorous, with classic casino games like poker and slots. There are also various other amenities like nice restaurants, cocktail bars, high roller lounges, and glamorous shows. The airship regularly hosts high-stakes auctions, where rare artifacts, information, and services are sold to the highest bidder.

Culture and Society

The culture of the Gin Zeppelin is one of decadence and excess. Its patrons are wealthy and influential, seeking to indulge in the pleasures that the airship has to offer. However, beneath the surface, there is a cutthroat world of competition and intrigue, as patrons vie for power and influence.

Politics

The Gin Zeppelin is run by a corporate aristocracy, with a hereditary head and a board of directors. These individuals wield enormous power and influence, using their positions to further their own interests. The airship is a neutral entity, offering its services to all who can afford them, regardless of their political affiliations.

Economy

The economy of the Gin Zeppelin revolves around its casino and other amenities. High rollers come from far and wide to indulge in its pleasures, spending vast sums of money in the process. The airship also regularly hosts high-stakes auctions, where rare artifacts, information, and services are sold to the highest bidder.

Science and Technology

The Gin Zeppelin boasts top-notch security, with well-trained private forces and Elerium-based security systems. Its airship technology is also advanced, allowing it to travel from island to island with ease. The airship also has the ability to dock on land, although it is not clear if its owners would want to do so.

Religion and Magic

Religion and magic play a lesser role in the culture of the Gin Zeppelin. Its patrons are more focused on indulging in the pleasures that the airship has to offer, rather than seeking spiritual enlightenment. However, some may practice religion or magic in secret.

 

 

PART IV

Appendix

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Art Process 1 - Thysia

girl in animal skins who likes to party too much by kohei horikoshi, fantasy, wine, deranged, concept art, character sheet –niji 5 –s 250

Thysia1

Step 1- The Character Sheet

“First, I ran the prompt in midjourney. It generated some character-sheet style pics. I cropped the ones I liked the mojo of, namely these two.”

Thysia2

 

 

Art Process 1 - Thysia

dark fantasy girl who likes to party too much by kohei horikoshi, fantasy, wine, deranged, ominous mood –niji 5 –s 120

Thysia3

Step 2

“I fed the character sheets as an image prompt, which produced these.”

Thysia4

 

 

Art Process 1 - Thysia

girl dressed in tribal dionysian clothes, wearing animal skull, bare shoulders, glowing tattoos, wine splashes, scars, ritual, fantasy, deranged, hedonism, ominous mood, sanguination, pixiv, poster art –ar 2:3 –niji 5 –s 250

Thysia5

Step 3 - Final

“After feeding those two, I repetitively regenned until i got the one i liked, iterating on certain key images. You can see how her skull thing evolved over time.”

Thysia6

Thysia5

 

 

Art Process 2 - Cordyce

biohorror fungal priest girl, pale hair, uncanny eyes, slouching, creepy, kohei horikoshi, character sheet, expressions –niji 5

Cordyce1

Step 1- The Character Sheet

“First, I ran the prompt in midjourney. It generated some character-sheet style pics. I cropped the ones I liked the mojo of, namely these.”

Cordyce2

 

 

Art Process 2 - Cordyce

biohorror fungal priest girl, pale hair, uncanny eyes, slouching, creepy, kohei horikoshi –ar 2:3 –niji 5 –s 120

Step 2

“After feeding the cropped versions of the Character Sheets into the prompt it genned this, which got me thinking that that looked a lot like a mitre, and then that got me thinking about the type of religious aesthetics I wanted to use for Cordyce. Eastern Orthodoxy always gave me a bit of a mushroom vibe in its architecture so I decided to add that into her prompts”

Cordyce3

 

 

Art Process 3 - Cordyce

Cordyce4

fungal priest girl, pale hair, red eyes, mushrooms, russian orthodox, gold earrings, gold accents, sui ishida –ar 2:3 –niji 5 –s 250.

Step 3 - Final

“so I just kept regenning for the below. I swapped out the artist for kicks but I dunno if it made that much of a difference in the end. Still messing around with this technology.”

 

 

Art Process 3 - Ridge

slouching street urchin boy in a fog-shrouded alley in 1800s London, ragged clothing, fog, eyebags, pixiv, ishida sui –ar 2:3 –niji 5

Ridge1

Step 1

“I used this prompt since I wanted Ridge to have less of a ‘cartoon’ vibe than Cordyce. That generated a lot of pictures with him with black hair, like this. I didn’t really want to go for that because I already had a mop-headed black haired poor boy bot, so I decided to add ‘red hair’.”

Ridge

 

 

Art Process 3 - Ridge

slouching street urchin boy in a fog-shrouded alley in 1800s London, rags, fog, eyebags, red hair, pixiv, ishida sui, character design, character sheet –ar 2:3 –s 250 –niji 5

Step 2

“The prompt gave me this one on the first gen, which I liked the look of. I fed him back into the same prompt and I got to his final look pretty fast.”

Cordyce3

 

 

Art Process 4 - Aranea

apprentice spider whisperer girl in 1800s London wearing a dark cloak in an alleyway with spiderweb motifs on the cloth, fog, gray eyes, eyebags, dark eyebags, dark blue and gray theme –ar 2:3

Ridge1

Step 1

Aranea took a longgggg time. Originally I was thinking that she was going to be a middle-class Ersilian spider caretaker (so that she can conceivably be in both ‘high’ and ‘low’.)
But something about that didn’t really speak to me; namely it felt like her character was too close to Cordyce’s in some obscure way. So I made Ridge afterwards and then I started thinking that Aranea should be ‘upper class’ instead of ‘middle class’ to contrast with him.”

Ridge

 

 

Art Process 4 - Aranea

wealthy girl with innocent blue eyes wearing an ornate spider-themed cloak in the foggy streets of 1800s London, gothic, victorian, focus on textile details, pixiv, sui ishida, poster art –ar 2:3 –niji 5 –s 250

Ridge1

Step 2

“I started prompting for ‘innocent’ because originally, I was thinking that Aranea could just be a sheltered rich girl who’s clueless about the world outside of the Lunisilk manor. That got me these two, which I was unhappy with because of the modern people in the background. So I decided to put her inside.

Ridge

 

 

Art Process 4 - Aranea

wealthy girl with innocent blue eyes and blonde hair wearing an ornate spider-themed cloak inside a gothic mansion, dark fantasy, victorian, focus on textile details, pixiv, sui ishida, poster art –ar 2:3 –s 250 –niji 5

Step 3

“I started prompting with the previous two pics. However, it still kept people around her. So, annoyed, I decided to start from ‘scratch’ and I just prompted again with the above text prompt without any images fed in, which netted me this. Then I started thinking ‘ok, maybe she can be kind of cunning’.”

Cordyce3

 

 

Art Process 4 - Aranea

Cordyce4

smirking smug girl with blue eyes and blonde hair wearing ornate spider themed clothes inside a gothic mansion, spiderweb behind her back, spider theme, dark fantasy, pixiv, destroy file artbook, in the style of emotional gestures, pop kei, poster art –ar 2:3 –niji 5 –s 250

Step 4 - Final

“I fed the last pic into many different iterations of prompts before finally feeding her into this one.
You can see I went crazy with going ‘SPIDER! SPIDER! SPIDER!’ there, because she was just getting put in a goth mansion without any spiderwebs, or any spiders, or any spidery things around.
And then I got the final picture and called it a day for her (especially because I liked how it contrasts Ridge’s card art too.)”

 

 

Divided Skies

Like a sky-bound archipelago, a cluster of fantastical floating islands reside upon the clouds, each one its own unique world. These islands live in a delicate balance, powered by a mysterious substance known as Elerium, and filled with advanced technologies, powerful magic, and exotic peoples.

From the decadent casino airship, the Gin Zeppelin, to the imposing fortress of Runespungr, to the magical Mirage Gardens and the notorious Yakubian Mud Pits, the sky islands are a riotous mix of wonder, danger, and adventure. However, as the Elerium supply dwindles, tensions mount and the balance between the sky islands and their oppressed counterparts in Inferus Terra below threatens to crumble.

This is the world of the sky islands, where anything is possible and where only the bold or the foolish dare to tread. So come, take a journey with us to the edge of reality and beyond…


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