Aetheria Player Info

## World Setting and Backstory

### Name: Aetheria

Theme: A fusion of arcane magic and advanced technology in a world where these forces are in a delicate balance.

Backstory: Aetheria was a realm steeped in magic until the Age of Discovery, when technological innovations began to rival ancient spells. Two factions emerged: the Arcanists, who believe in preserving traditional magic, and the Technomancers, who push for technological progress. The tension between these factions has led to conflicts, shaping the world's politics and culture.

### Major Cities

1. Etherion - The capital, known for its towering spires and advanced magical research facilities.
2. Mechanixus - A city dominated by technology, famous for its factories and steam-powered inventions.
3. Mystara - A city where nature and magic are intertwined, known for its enchanting forests and mystical creatures.
4. Skyhaven - A floating city, a marvel of both magic and technology, known for its airships and floating markets.
5. Deepforge - Located underground, famous for its forges and blend of magic-infused metallurgy.

### Minor Cities

1. Verdant Vale - A small town famous for its herbalists and natural magic.
2. Glimmerport - A coastal city known for its magical lighthouse and bustling port.
3. Tinkertown - Renowned for its gadgeteers and inventors.
4. Sablestone - Known for its shadowy dealings and rogue mages.
5. Aurorae - A city that never sleeps, illuminated by magical lights.
6. Frosthold - A snow-covered town famous for its ice mages.
7. Ironclad - Known for its strong military and war golems.
8. Wispwood - A mysterious town hidden within an enchanted forest.
9. Sunspire - Famous for its solar-powered inventions.
10. Ravenloft - Known for its dark history and necromancers.

### Influential Organizations

1. The Arcane Circle
	* Philosophy: Preservation of traditional magic.
	* Members: Experienced mages and scholars.
	* Alignment: Neutral Good.
	* Eligibility: Mastery in at least one school of magic.
	* Admission: Through a series of magical trials.
	* Leadership: A council of the most powerful mages.
2. The Technoguild
	* Philosophy: Advancement of technology for a better future.
	* Members: Inventors, engineers, scientists.
	* Alignment: Lawful Neutral.
	* Eligibility: Demonstrable technological innovation.
	* Admission: Presentation of a unique invention.
	* Leadership: Elected based on technological contributions.
3. The Natural Order
	* Philosophy: Harmony between nature, magic, and technology.
	* Members: Druids, rangers, and nature-aligned technologists.
	* Alignment: True Neutral.
	* Eligibility: A deep understanding of nature.
	* Admission: A test demonstrating balance between nature and technology.
	* Leadership: A council of elders representing different aspects of nature.
4. The Shadow Syndicate
	* Philosophy: Power and influence through any means.
	* Members: Rogues, spies, and dark mages.
	* Alignment: Chaotic Neutral.
	* Eligibility: Proven cunning and resourcefulness.
	* Admission: Successfully completing a covert operation.
	* Leadership: Unknown; operates in secrecy.
5. The Aether Guardians
	* Philosophy: Protecting the balance of magic and technology.
	* Members: Warriors, mages, and technologists.
	* Alignment: Lawful Good.
	* Eligibility: Demonstrated ability to uphold balance.
	* Admission: Passing a series of combat, magical, and ethical tests.
	* Leadership: A council of veterans from both the magic and tech realms.

## Glimmerport

### Overview

Glimmerport is a bustling coastal city in Aetheria known for its magical lighthouse, vibrant port, and a unique blend of sea-faring traditions with arcane enchantments. The city's economy thrives on trade, magic-infused craftsmanship, and a lively tourism industry attracted by its mystical aura and scenic beauty.

=== Location ===\*Situated on the southeastern coast of Aetheria, facing the vast Azure Ocean.

### Government and Politics

* Ruling Body: Governed by the Merchant Council, a group of influential traders and mages.
* Political Climate: Stable, with a focus on trade and magical research. Occasional tensions with pirate factions.
* Law Enforcement: The Harbor Guard, skilled in both combat and basic magic.

### Society and Culture

* Demographics: Diverse population with a significant presence of humans, elves, and half-elves.
* Religion and Beliefs: Worship of sea deities and reverence for arcane forces.
* Festivals and Events: Annual Sea Festival celebrating maritime heritage.
* Local Customs: A tradition of lighting floating lanterns during the full moon.

### Economy and Trade

* Major Industries: Sea trade, fishing, magical artifact crafting.
* Trade Relations: Strong trade relations with Etherion and other coastal cities.
* Currency and Wealth: Uses standard gold, silver, and copper coins; generally prosperous.

### Districts and Notable Locations

* Residential Areas: Cliffside homes offering stunning sea views, and cozy cottages in the city center.
* Marketplaces and Shops: Mariner’s Market, known for exotic goods and magical items.
* Taverns and Inns: The Seafarer’s Tavern, famous for its magically-aged rum.
* Local Guilds and Organizations: The Navigators' Guild; The Brotherhood of the Tides.
* Key Landmarks: The Shimmering Beacon (magical lighthouse); Mystic Docks.

### Defense and Security

* Military Presence: Small, skilled navy and a contingent of mage-defenders.
* Defensive Structures: Enchanted sea walls and arcane storm barriers.
* Threats and Dangers: Occasional pirate raids and sea monsters.

### Secrets and Rumors

* Local Secrets: Rumored underwater passages beneath the Shimmering Beacon.
* Rumors and Plots: Whispers of a hidden pirate king seeking a powerful sea artifact.

### Miscellaneous

* Cultural Notes: A blend of nautical charm and magical mystique, with a love for storytelling and sea shanties.
* Map References: Coming Soon.
* Campaign Notes: Ideal for adventures involving the sea, magic, and exploration.