Aeterron
| Aeterron | |
|---|---|
| Capital | Civitas Prime |
| Located in | Eastern Continent |
| Population | |
| Landmarks | Civitas Prime; Siliconium Wards; Cog-Gardens; Echo-Crypts; Verbury Loop Canal |
| Settlements | |
| Factions |
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| Coordinates | 45.2708,-97.1645 |
| Campaigns | |
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.
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.
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.
Techno-Magical Marvels
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.
- 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.
- 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
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.
- 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:
- Verbury Loop Canal - Steam-servo barges circle an inland bay before crossing Verbury Strait to Nokhul grain wharves.
- 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
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.
- 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
- 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
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.
- 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.
Ancestry & Society
- 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.

