The World of Aethis

The Harbingers of Undeath
The beginning of the end.

A large speck is seen in the sky at a great distance. What could this be that sails above the cloud within the heavens themselves? A dragon? Surely not, dragons have not been seen in these parts for years and that thing must be bigger still. The object goes behind a cloud but when it emerges it has traveled almost impossibly fast. Feet are running, voices are raised in alarm. The city guard erupts into chaos unsure how they can defend their city against such a huge opponent. The object is still miles off and finally comes to a stop. It is now clear that the thing is some gargantuan ship, larger than the largest of war galleys and hanging in the sky like some impossibly lost battleship.

Hours go by and citizens and guards alike stare at the great ship wondering its purpose. No attack has come, no banner of peace, no messenger from the gods. What could the ship mean? What great beings could sail such a thing? Then as if it had only been lost the great ship turns and flies silently away again.

Days go by, rumours and speculation pass. Soon the entire city is a buzz with talk of the mighty heroes that piloted the great ship. A man who glinted in the finest shimmering metals, bright and good as Ironos himself. Another in pure white robes who glowed with radiant holiness. And two more, one a great mage, terrible and grand as a summer storm and the other a man with eyes of stone, whose glare could freeze the most stalwart of guards at forty paces.

This is the scene all over the world in the greatest and oldest of cities. A band of heroes, like those sung about in old bardic tales, have gone from nation to nation warning of an impending doom. Every nation’s leaders give the group audience. Some leaders scoff at their warning, while others take deep counsel.

Then, only weeks after the flying ship visited, the days begin to grow short. Darkness comes more quickly and fades less readily. Soon, even the night begins to grow darker as the stars are dimmed and the two moons falter. Then comes that which the heroes warned about. The dead begin to rise. Graves are undug, mausoleums cast open, burial mounds erupt, and everywhere the dead walk again.

Many small towns are devoured in a night, while others are able to defend themselves from the initial onslaught. Cities suffer casualties first from the dead then from rioting as fear and panic start to take the masses. The nations that heeded the heroes are more easily prepared, while others fall into chaos or are plunged into military rule.

Coming Soon

Updating. Player Characters done. Working on some lead up events and setting information. Hoping to be able to get maps up very soon as well.

Will continue to update non player characters as time goes by. Please advise me if there is any more information you think would be helpful.

For your review

I am working on the actual system of how I will run the game and information that needs to be taken into account for each player to run their kingdom. As a base line here is a list of general things that I am considering and will be releasing to each player. If you have any suggestions, please email me, or send me a message within Obsidian.



Tax rate:
Morale of People: (based on % ratings)

War Council
Police Force:
Special Units:
Placement and Mobility:
Morale of units:

Important People and Places
Notable Figures:

Its on



Game Rules v 1.0

Rules for Game

Play time:

1) I will be running the game as turn based. Each turn will represent one season. A season in Aethis is roughly equivalent to real seasons, each lasting 90 days.

2) Currently I am planning to have turns played once a month. The break down is as follows:
a) Each player has two weeks to plan their turn (including player interactions) and submit a list of actions.
b) I will be allotted two weeks to process the information and give return information to each player as well as update the adventure log on any world-wide updates.
- I am open to concerns about the structure of this play time. Please message me on Obsidian Portal if you would like to make suggestions or comments.


1) In order to keep the game from becoming static and to add an element of realism to the game, I will be rolling random occurrences each turn. These should both help and hinder players and make the overall experience more interesting. The rules are as follows:
a) Each turn I will role 1d4 for each player, this will dictate the amount of events to happen.
b) I will then roll a d20 for each event.
c) The d20 roll will dictate the positive/negative outcome as well as the severity.
– 1-10 will be negative occurrences with 1 being the most severe.
– 11-20 will be positive occurrences with 20 being the most beneficial.
d) In order to be fair I will only allow a maximum of TWO 1’s or 20’s per turn.
– The turn immediately after TWO 1’s or 20’s have been rolled, the maximum will drop to ONE occurrence of either.
– In the case that an equal amount of 1’s and 20’s has been rolled, the above rule will not be enforced.
e) The events will be based on the effect that they have on the nation/player. I will do my best to make sure that my event table is as standardized as possible.
f) I will not be releasing roll information to players.

Military Units:

1) All military units will include the following scores:
a) Offence:
b) Defence:
c) Morale:

2) All generals will include the following scores:
a) Loyalty:
b) Experience:
c) Tactical Knowledge:

3) If your country has any NPC’s or former PC’s that are able to aid in combat, their capabilities will be discussed on a case by case basis.
- A more comprehensive explanation of how scores affect warfare will be posted before game start.


1) Each player will receive a diplomatic relations score for each major nation involved in the game. These scores are as follows:
a. Allied: An official alliance has been formed.
b. Peaceful: A peace treaty has been signed and maintained for at least 5 years.
c. Friendly: No peace treaty exists but no hostility exists.
d. Neutral: No specific animosity or favour exists
e. Unfriendly: No open hostility exists but the two nations share a clear animosity.
f. Hostile: No open warfare exists, but a clear threat is present.
g. At War: Official or unofficial war has been declared. Armies are engaged.

2) The above scores will be updated each turn if necessary and will be determined partly by the DM and partly by the two players involved.

3) Player interactions will be monitored by the DM but will be done so on varying levels depending on the diplomatic rating between those countries.
a. Players which are Allied and are either neighbouring countries or have secure means of communication may speak freely and need only update the DM on official plans, movements of resources, and tactical plans.
b. Players which are Peaceful and are neighbouring countries may speak freely and need only update the DM on official plans and movements of resources. The DM must immediately be made aware of all other interactions.
c. Players who are not Allied or Peaceful must have all other interactions go through the DM.

A Word copy of this can be emailed to you if you wish, just ask.


Alright guys!

Thank you all for sending your choices in to me. I am posting the results here and will be officially assigning them to you tomorrow. We will have one week from tomorrow for me to post a map, get the remainder of nation info posted, and answer any questions you may have. After that we will begin the game. More specifics on the rules to come.

Mike - Hybrid5784 - Barun Tor Barrakum
Dave - Argyle - Crymeeria
Eric - mechanovaking - Zenoi
Richard - Ether - Imperialis Bruticus
Rob - brisreb - Geftlubadd
Ian - Phaedrus - Vaccaria
Nick - SneakyShadowGuy - Dragh Aanug
Misha - Eldridge - The Kingdom of Light
Ely - Silk - Caer Glometi

Thanks for your patience!

- Duncan


Alright, you each have been given control of your nations. Watch this week as the DM/Player info starts to populate.

I am working this week on finalizing information. Things you can expect to see in the next few days:

Military Info
Player/Country Secrets
A map

All this week as you see info showing up, please feel free to email me with any questions or concerns.


T MINUS 1 Day!
Added an extra day, sorry.

Alright guys, tonight I will update military info and add resource information. I will also try and get you a rough map in the next few days.

Start looking over everything and prepare a plan for your first Summer Season. Since I’ve been delayed I will give everyone 3 weeks as of tomorrow to get your first posts in (or as long as it takes for everyone’s first post if its sooner than 3 weeks).

Each turn will be a season. Each season is essentially 4 months. There are four seasons. I will include a legend in my map as to climates so that people know what to expect.

Please email or message me if you have any further questions.


Some information on ratings

Hey all,

I am in the midst of posting both treasuries and resources. Since I don’t want the hassle of going to greatly in depth with these and I do not expect you all to become accountants, I have decided to give the following rating system.

Treasury Ratings
- In Dire Poverty
- Barely Meeting Needs
- Meeting Needs Adequately
- Prosperous
- Extremely Wealthy

Resource Ratings
- Exhausted
- Not enough to meet needs
- Sufficient access
- Over abundance
- Extreme Surplus

If you have any questions about these feel free to send me a message.


If you take a look in the maps section, you will see a basic map of Tarranar, the continent that this campaign is taking place on.



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