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{{State
{{State
|name=Aeterron
| name = Aeterron
|capital=Civitas Prime
| capital = Ashfall Reach
|located in = Eastern Continent
| located in = Eastern Continent
|population=
| population = 3800000
|landmarks=[[Civitas Prime]]; [[Siliconium Wards]]; [[Cog-Gardens]]; [[Echo-Crypts]]; [[Verbury Loop Canal]]
| geography = Aeterron is a scarred arcland where reality never fully settled after the Shattering. The terrain is defined by exposed resonance wounds, shattered plateaus, vitrified plains, and unstable ley fractures that glow faintly during the deepglow. Much of the land bears the marks of magical overpressure: glassed craters, floating stone shelves, and rivers that change course without warning. Aeterron occupies the northeastern interior of the western continent, bordered by fractured highlands and storm corridors that funnel resonance inward.
|other_settlements=
| people_and_culture = Aeterron is inhabited by peoples hardened by proximity to danger. Humans, Earthkin, Orcs, and Infernis form the bulk of the population, with Elves and others present primarily in fortified enclaves. Culture emphasizes mastery, preparation, and respect for lethal knowledge. Settlements are pragmatic, transient, and often built to be abandoned. Heroism here is measured by competence rather than glory.
|coords=
| hazards = Echo Adversaries; Griefglass Storms; Leyshear Faults; Reality Sinkholes; Resonant Behemoths; Arcflare Eruptions; and Memory Scald.
| landmarks = [[The Glass Expanse]]; [[Ashfall Reach]]; [[The Fracture Crown]]; [[The Black Meridian]]
| other_settlements = Emberline Hold; Scaldwater Crossing; Riftwatch Bastion; Lowglass
| coords=45.2708,-97.1645
}}
}}


'''Aeterron''' is a realm of fire at war with ice. From the volcanic badlands of its northern heartlands to the frozen marches that grind down from the southern polar shelf, the land itself is torn between extremes. Ash deserts stretch across the interior, where ember-cults carve obsidian shrines and Orcish war-bands thunder across glass plains. To the south, glacial cliffs collapse into fireglass flats, creating frozen rivers that hiss into steam as they strike molten vents.
= Aeterron =


The people of Aeterron live as if forged in the same crucible. They are oath-bound yet volatile, quick to brand betrayers with fire or cast out oath-breakers into the ice. Infernis lineages are numerous here, treated not as curse but as proof of divine favor. Drakona auxiliaries patrol volcanic ridges, while Orc tribes roam the basalt wastes guarding ember caravans or raiding into [[Nokhul Vale]].
== Overview ==
Aeterron is the land where Velthuryn’s wounds lie closest to the surface. Here, the consequences of the Aethergrave are impossible to ignore. Magic did not merely pass through this region during the Shattering. It tore, burned, and calcified the land into something sharp and unforgiving. Reality remains unstable, prone to rupture under emotional or magical strain, and the ground itself often feels like it is listening for weakness.


Despite its harshness, Aeterron is a vital hub for Velthuryn. Windsteel, fireglass, and logic-tech flow north into Aurex beacons and Tarkhan forges, while resonance charms travel west through [[Thirasil]] into Bangrave markets. Every flame stoked, every shard of glass mined, every oath sworn is both weapon and currency. To outsiders, Aeterron seems a land that devours itself; to its people, it is the furnace in which the world's truest steel is tested.
Aeterron is not a place of denial or reverence. It is a place of confrontation. Those who live here do so because they must, because they choose to, or because nowhere else would have them. The state has become synonymous with danger, but also with expertise. If something can survive Aeterron, it can survive anywhere.


== Capital - Civitas Prime, the Reflective Metropolis ==
== Geography ==
{{Settlement
Aeterron spans a broad arcland of fractured plateaus, glassed basins, and exposed resonance seams. Vast tracts of land are permanently vitrified, reflecting Solivar’s longbright in blinding sheets and glowing faintly under deepglow moonlight. Floating stone shelves drift slowly along invisible ley currents, colliding and separating over decades.
|name=Civitas Prime
 
|state=Aeterron
Several major resonance fault lines converge here, creating zones where gravity, time, and memory behave erratically. Rivers may reverse flow during resonance surges, while entire valleys periodically vanish into reality sinkholes before re-emerging altered weeks or months later.
|type=City
 
|population=
== People & Culture ==
|coords=
Life in Aeterron favors those who plan carefully and accept loss as inevitable.
}}
 
'''Humans''' — Scouts, hunters, scholars, and settlement-builders adapted to transient life.
 
'''Earthkin''' — Structural engineers and stabilizers who read stone for signs of failure.
 
'''Orcs''' — Veteran fighters and Echo-hunters; respected for discipline and endurance.
 
'''Infernis''' — Fire-adapted workers crucial for glassworking and heat management, though closely monitored.
 
'''Elves''' — Present mainly in fortified observatories and research enclaves.
 
Cultural values emphasize preparedness, clear communication, and practical heroism. Boasts are distrusted. Survival is proof enough.
 
== Settlements & Governance ==
Aeterron has no unified central authority. Instead, governance is local and situational, often organized around fortified holds or research enclaves.
 
=== Capital — Ashfall Reach ===
Ashfall Reach serves as Aeterron’s de facto capital, though its authority extends only as far as its supply lines. Built atop layered basalt shelves reinforced with griefglass struts, the city functions as a staging ground for expeditions, trade, and Echo containment operations. Entire districts are designed to be sealed or evacuated within hours.
 
== Hazards & Hostile Phenomena ==
Aeterron is one of the most dangerous regions in Velthuryn:
 
Echo Adversaries — Manifestations of unresolved memory, suppressed identity, or collapsed possibilities that form rapidly near resonance wounds.
 
Griefglass Storms — High-energy weather systems that rain crystalline shards and induce memory bleed.
 
Leyshear Faults — Sudden ruptures that sever magic, gravity, or continuity.
 
Reality Sinkholes — Zones where terrain temporarily ceases to exist.
 
Resonant Behemoths — Massive creatures warped by prolonged exposure to resonance.
 
Arcflare Eruptions — Explosive releases of stored magical pressure.
 
Memory Scald — A condition where emotional recollection causes physical burns or structural collapse.
 
== Economy & Trade ==
Aeterron’s primary exports are dangerous but valuable: griefglass, embersteel, stabilized arc-crystals, and Echo research. Trade is tightly regulated, often militarized, and frequently interrupted by catastrophe. Many foreign factions maintain proxy interests rather than direct holdings.
 
== Relations & Reputation ==
 
The Bastion of Aurex — Uneasy collaborators on containment research; ideological tension is constant.


At the heart of Aeterron stands '''[[Civitas Prime]]''', where molten fire and glacial runoff are woven into a single engine of civic order. Chrome ziggurats rise above obsidian-plated canals, whose waters cool subterranean reactor-forges even as they shimmer with violet resonance. Beneath the streets, geothermal cores hum like hearts, each bound by guild-oaths that no flame may falter.
Velkar Spires — Shares storm and resonance data, though methodologies differ sharply.


Above ground, the city gleams with reason. [[Logic-Temples]] host daily public experiments, their steps crowded with citizens running trial equations, while [[Mirror-Forums]] cast avatars of rural voters into debate chambers so no oathbound voice is absent from consensus. [[Roosting Markets]] bustle with galvanic stone, quantum gyres, and synthetic vellum etched for spellwork notation. Maglev [[Axis Rails]] web the skyline, and [[Sentient Streetlights]] gossip across an aether-net, making them both rumor-brokers and informants.
Fleaspark — Smugglers and salvagers maintain a constant, illicit presence.


Efficiency is Civitas Prime's creed: trams arrive within seconds of schedule, rooftop condensers redirect waste-heat to irrigate sky-gardens, and even festivals are timed to precise civic beats. To falter is to betray the city's vow; to function in harmony is to shine as one facet in the Reflective Metropolis.
Gravenreach — Maintains legal observers to adjudicate Echo-related liability.


== Techno-Magical Marvels ==
Aeterron is widely regarded as both a warning and a proving ground.
Aeterron's capital and outlying districts are laboratories of logic and magic:


* '''[[Cog-Gardens]]''' - Parks of self-pruning bronze trees whose leaves hum harmonic scales, absorbing errant resonance spikes from Gravenreach ore. Clank children climb them to learn tonal logic.
== Ancestry Distribution ==
* '''[[Axis Rails]]''' - Air-cushion railways powered by chained capacitor pylons. Discharge festivals along the rails light the sky in sequenced arcs, both transport and spectacle.
=== Predominant ===
* '''[[Sentient Streetlights]]''' - Crystal lampposts bound to minor elementals; their aether-linked gossip network makes them unrivaled rumor-brokers and civic informants.
* '''[[Proof Courts]]''' - Vast amphitheaters where citizens argue civic statutes by algorithm and demonstration. The civic Codex audits results, patching weak laws like failed code.
* '''[[Echo-Crypts]]''' - Subterranean vaults where Clanks etch memories into gear-teeth, creating shared archives that hum with overlapping lives, some nearly sentient.


== Trade & Materials ==
Humans, Earthkin, Orcs
Aeterron's economy blends volcanic industry with logic-driven experimentation:


* '''Logic Cores''' (from the [[Siliconium Wards]]) - Wetland furnace-districts along [[Verbury Bay]], where cores etched with iterative thought-loops are forged for Lexharrow archivists and Fleaspark inventors.
=== Significant Minorities ===
* '''Windsteel Ball Bearings''' (from the [[Prairie Foundries]]) - Upland mesa foundries where Clank smelters synchronize thirty-hour furnace cycles with Velkar sky-schooner deliveries.
* '''Galvanic Stone''' or Blue-Charge (from [[Dynamo Breakers]]) - Tidal flats where surf collides with basalt shelves and capacitor-wheels capture the charge.
* '''Resonance Dampers''' (from [[Acoustoria Labs]]) - Pebble island labs in the northern marshes where sound-smiths tune devices to negate harmful harmonics.
* '''Clock-Vine Seeds''' (from the [[Bio-Logic Gardens]]) - Terraced grassland gardens where horticulturists graft mechanical rhythm into living plant spirals.


Exports flow along major arteries:
Infernis, Elves


* '''[[Verbury Loop Canal]]''' - Steam-servo barges circle an inland bay before crossing [[Verbury Strait]] to Nokhul grain wharves.
=== Transient Populations ===
* '''[[Stonevault Causey]] & [[Rootbridge Ferry]]''' - A joint artery with Gravenreach, ferrying memory-ore and logic cores via dwarven vaults and marsh docks.
* '''[[Echonet Relay Skiffs]]''' - Trimaran drone-fleets that skip over the Bangrave, carrying light cargo and echo-coded updates.
* '''[[Polar Spur Caravans]]''' - Sledge-trains pushing into the ice fringe to harvest frost-crystal for hybrid core-cooling.
* '''[[Aurex Beacon Line]]''' - A direct upland trade route exchanging windsteel bearings and galvanic stone for beacon-gems and sun-gold.


== Hazards & Hospitality ==
Scholars, Echohunters, mercenaries, and religious pilgrims
The Clockwork Republic is as dangerous as it is efficient:


* '''[[Logic-Virii]]''' - Rogue self-amending code that infects civic automatons, rewriting protocols mid-function. Visitors may be quarantined by Blue Mantle Custodia if suspected of carrying foreign arcana.
== Fauna of Aeterron ==
* '''[[Magnetic Tempests]]''' - Storms sweeping across [[Verbury Bay]] that scramble compass-cores and resonance bearings. Pilots follow luminous gyro-kites tethered to spire towers.
* '''[[Protocol Tithe]]''' - Every newcomer must donate a non-violent process, recipe, mnemonic, or algorithm to the public archive in exchange for a Citizen-Guest Hash.
* '''[[Cog-Crimes]]''' - Offenses ranked by waste: Time-Theft, Heat-Loss, and Signal-Clutter. Punishments demand process repair rather than simple fines.
* '''[[Glacial Collapse Zones]]''' - To the south, ice cliffs shear into volcanic vents, belching scalding steam across caravan roads.
* '''[[Resonance Echo Trials]]''' - Foreign contracts spoken in Civitas Prime can trigger harmonic trials that replay the oath across forums; inefficient or contradictory oaths shatter into penalties.
* '''[[Emberglass Smog]]''' - Furnace exhaust mixed with polar frostwinds crystallizes into razor-dust clouds that etch glassy murals and exposed skin alike.


== Relations with Neighbors ==
Glassmaw Drakes — Predators with vitrified scales.
* '''Gravenreach''' - Symbiotic exchange of memory-ore for refined logic matrices, anchored by the [[Stonevault Causey]] and [[Rootbridge Ferry]].
* '''Nokhul Vale''' - Mutual caution over biodiverse crops versus condensation arrays and clock-vine leaks.
* '''Aurex''' - Strategic alignment via the [[Aurex Beacon Line]] and beacon-forge collaboration.
* '''Tarkhos Dominion''' - Rival siblings sharing embersteel culture and fire-born lineages; trade is robust but tensions flare in rope-duel negotiations.
* '''Thirasil''' - Tense partnership over resonance dampers and dream-mapping.
* '''Velkar Spires''' - Competitive innovation in windsteel and resonance technology.
* '''Ohlai Steppe''' - Pragmatic alliance trading spirit-totems for Clank prosthetics.
* '''Scorval Blight''' - Ideological strain over emotion-regulation and griefglass smuggling.


== Festivals & Invention-Rites ==
Shardbacks — Burrowing creatures that destabilize ley seams.
Aeterron marks its civic calendar with invention and introspection:


* '''[[The Calibration]]''' (Turn-Spring) - Citizens disassemble and reassemble personal devices (or parts of themselves, if Clank) under Axis Monk supervision, logging successes and failure-states for communal learning.
Ash Elk — Herd animals adapted to scorched plains.
* '''[[Iterant Games]]''' (Logic Zenith) - Guilds stage public contests where competing prototypes tackle civic challenges; losing designs are dismantled in public.
* '''[[The Proof-Break]]''' (Autumnal Cycle) - [[Proof Courts]] host mass debates; citizens submit laws, algorithms, or proposals to be stress-tested and incorporated into statute.
* '''[[Silence of the Gears]]''' (Deepclock) - For thirty hours, machines halt and Clanks ritualistically depower to test the persistence of their consciousness.


Minor rites include the [[Failure Festival]], [[Clock-Shift Parade]], [[Cog-Bond Ceremonies]], and [[Error-Wake]], all reinforcing iteration as sacred and stasis as civic sin.
Echo Leeches — Parasitic entities feeding on unresolved memory.


== Ancestry & Society ==
Fracture Titans — Rare behemoths formed from collapsed terrain and resonance.
* '''Clanks''' dominate society as founders and moral compass, embodying ideals of iteration and consensus.
* '''Humans''' thrive as mediators and merchants, bridging Clank law with external markets.
* '''Dwarves''' serve as resonance architects, stabilizing forges and vaults.
* '''Goblins''' are restless innovators whose prototypes sometimes spark new industries.
* '''Elves, Orcs, and Infernis''' exist on the margins: tolerated, hired as muscle or specialists, but rarely trusted as equals by the civic logic that rules Aeterron.


Aeterron welcomes any who respect data integrity and productive debate. Bring a curious mind, a novel process to gift, and an eagerness to iterate, and the Clockwork Republic will share wonders that blur the line between magic and mathematics. Arrive with secrets to conceal or inefficiency in your stride, and the city's chrome reflections will coldly reveal every flaw.
== Memory, Risk, and Mastery ==
In Aeterron, memory is a hazard. The land punishes carelessness, sentimentality, and denial. Yet it also rewards understanding. Those who learn to read its scars, respect its limits, and confront its dangers directly gain insight unmatched anywhere else in Velthuryn. Aeterron does not ask why you are here. It only asks whether you are prepared.

Latest revision as of 23:22, 13 January 2026

Aeterron
Capital Ashfall Reach
Located in Eastern Continent
Population 3,800,000
Landmarks The Glass Expanse; Ashfall Reach; The Fracture Crown; The Black Meridian
Settlements Emberline Hold; Scaldwater Crossing; Riftwatch Bastion; Lowglass
Factions
Coordinates 45.2708,-97.1645
Campaigns



Aeterron

Overview

Aeterron is the land where Velthuryn’s wounds lie closest to the surface. Here, the consequences of the Aethergrave are impossible to ignore. Magic did not merely pass through this region during the Shattering. It tore, burned, and calcified the land into something sharp and unforgiving. Reality remains unstable, prone to rupture under emotional or magical strain, and the ground itself often feels like it is listening for weakness.

Aeterron is not a place of denial or reverence. It is a place of confrontation. Those who live here do so because they must, because they choose to, or because nowhere else would have them. The state has become synonymous with danger, but also with expertise. If something can survive Aeterron, it can survive anywhere.

Geography

Aeterron spans a broad arcland of fractured plateaus, glassed basins, and exposed resonance seams. Vast tracts of land are permanently vitrified, reflecting Solivar’s longbright in blinding sheets and glowing faintly under deepglow moonlight. Floating stone shelves drift slowly along invisible ley currents, colliding and separating over decades.

Several major resonance fault lines converge here, creating zones where gravity, time, and memory behave erratically. Rivers may reverse flow during resonance surges, while entire valleys periodically vanish into reality sinkholes before re-emerging altered weeks or months later.

People & Culture

Life in Aeterron favors those who plan carefully and accept loss as inevitable.

Humans — Scouts, hunters, scholars, and settlement-builders adapted to transient life.

Earthkin — Structural engineers and stabilizers who read stone for signs of failure.

Orcs — Veteran fighters and Echo-hunters; respected for discipline and endurance.

Infernis — Fire-adapted workers crucial for glassworking and heat management, though closely monitored.

Elves — Present mainly in fortified observatories and research enclaves.

Cultural values emphasize preparedness, clear communication, and practical heroism. Boasts are distrusted. Survival is proof enough.

Settlements & Governance

Aeterron has no unified central authority. Instead, governance is local and situational, often organized around fortified holds or research enclaves.

Capital — Ashfall Reach

Ashfall Reach serves as Aeterron’s de facto capital, though its authority extends only as far as its supply lines. Built atop layered basalt shelves reinforced with griefglass struts, the city functions as a staging ground for expeditions, trade, and Echo containment operations. Entire districts are designed to be sealed or evacuated within hours.

Hazards & Hostile Phenomena

Aeterron is one of the most dangerous regions in Velthuryn:

Echo Adversaries — Manifestations of unresolved memory, suppressed identity, or collapsed possibilities that form rapidly near resonance wounds.

Griefglass Storms — High-energy weather systems that rain crystalline shards and induce memory bleed.

Leyshear Faults — Sudden ruptures that sever magic, gravity, or continuity.

Reality Sinkholes — Zones where terrain temporarily ceases to exist.

Resonant Behemoths — Massive creatures warped by prolonged exposure to resonance.

Arcflare Eruptions — Explosive releases of stored magical pressure.

Memory Scald — A condition where emotional recollection causes physical burns or structural collapse.

Economy & Trade

Aeterron’s primary exports are dangerous but valuable: griefglass, embersteel, stabilized arc-crystals, and Echo research. Trade is tightly regulated, often militarized, and frequently interrupted by catastrophe. Many foreign factions maintain proxy interests rather than direct holdings.

Relations & Reputation

The Bastion of Aurex — Uneasy collaborators on containment research; ideological tension is constant.

Velkar Spires — Shares storm and resonance data, though methodologies differ sharply.

Fleaspark — Smugglers and salvagers maintain a constant, illicit presence.

Gravenreach — Maintains legal observers to adjudicate Echo-related liability.

Aeterron is widely regarded as both a warning and a proving ground.

Ancestry Distribution

Predominant

Humans, Earthkin, Orcs

Significant Minorities

Infernis, Elves

Transient Populations

Scholars, Echohunters, mercenaries, and religious pilgrims

Fauna of Aeterron

Glassmaw Drakes — Predators with vitrified scales.

Shardbacks — Burrowing creatures that destabilize ley seams.

Ash Elk — Herd animals adapted to scorched plains.

Echo Leeches — Parasitic entities feeding on unresolved memory.

Fracture Titans — Rare behemoths formed from collapsed terrain and resonance.

Memory, Risk, and Mastery

In Aeterron, memory is a hazard. The land punishes carelessness, sentimentality, and denial. Yet it also rewards understanding. Those who learn to read its scars, respect its limits, and confront its dangers directly gain insight unmatched anywhere else in Velthuryn. Aeterron does not ask why you are here. It only asks whether you are prepared.