World Overview
After the Deus Mori, what was once one huge mass of land became two.
Continent A – Aetherion
Home to:
Turris Lux-Ferrum
Turris Ignis
Turris Sylva
Races: Humans, Elves, Dwarves, Mixed.
Continent B – Nocthera
A darker, more dangerous land. Other than the island of Ultimus Stans, people don't know if there's any living humans on that whole continent.
Home to:
Turris Umbra
Races: Aarakocra, Tritons, Shadowborn enclaves..
The Three Starborne Isles
Location: Far south of Noctherna, beyond the Blackwater Expanse
Status: Forbidden. No trade. No charts. No return.
There are only three islands, each one scarred and reshaped by the presence of a being older than time:
Vharakhal, the Star-Eater, an Elder Dragon born from the core of a collapsing star when the cosmos was young.
He predates the pantheons.
He does not acknowledge gods.
He remembers when souls had not yet been invented.
Because of him, the demonlords do not rule here — their power fractures in his presence.
No mortal empire claims these lands.
No crusader has returned from them sane.
Island 1 — Ashmaul, the Furnace Isle
Biome: Volcanic badlands, rivers of molten glass, storms of embers
Sky: Permanently red — as though sunset never ends
Inhabitants:
Cinderborn — ash-skinned humanoids who never die unless completely dissolved
Magma Wyrmlings — miniature reflections of Vharakhal’s flame
Flame Observers — floating ember-eyes that watch intruders
Nature of the island:
Everything here worships heat — fire is not destructive, it is holy memory.
The Cinderborn forge weapons that hum with heat even when quenched.
Legend:
Those who survive here do not fear fire ever again — but begin to dream of stars dying.
Island 2 — Vyr’Solun, the Dream-Drowned Isle
Biome: Drowned ruins, coral forests, mirror-still black seas
Sky: Always twilight — moon visible even at noon
Inhabitants:
The Drowned Choir — spirits that speak in harmonized whispers
Deep Sirens — beautiful, eyeless, with coral crowns
Memory Leviathans — massive sea-creatures that carry the dreams of the dead
Nature of the island:
Here, thought and water are the same thing.
A single hour of sleep here can replace a lifetime — but you risk waking as someone else.
Legend:
Sailors say if you listen to the waves, you will hear your own voice calling you by name.
Island 3 — Caelumbrae, the World’s End Peak
Biome: Vertical mountain-island, cliffs rising straight from the sea
Sky: Star-bright at all hours — constellations visible even under sunlight
Inhabitants:
Starbound Wraiths — souls frozen mid-transformation
Obsidian Griffons — feathered like night sky
Void Imps — mischievous beings who speak in reverse
Nature of the island:
Gravity feels wrong — the higher you climb, the lighter your body becomes.
At the summit stands The Cradle of First Light, Vharakhal’s resting place.
It is said he rarely wakes — but even in slumber, his breath bends reality.
Legend:
To reach the summit is to stand outside time.
Most vanish halfway up.
Some return years later — unchanged — the world older without them.
The Whispering Isles
Region Type: Archipelago of Four
Location: East of Aetherion, adrift in the Veiled Sea
Known For: Echoing winds, spectral phenomena, forbidden ruins, and eerie beauty
Overview
The Whispering Isles are four small landmasses shrouded in permanent mist, lying far to the east of the Aetherion mainland. Sailors swear the fog carries voices — some pleading, some mocking, others reciting forgotten prayers. The Isles are rarely visited, and even rarer still are those who return unmarked by what they’ve heard.
Once, the isles were said to be temples of Aquilonis, the Water-Goddess. Now they are quiet, save for the wind that never stops murmuring. Scholars debate whether the whispers are a form of divine communication, echoes of the dead, or remnants of the world’s soul itself.
Every century, the mists part for one night — a phenomenon known as “The Unveiling.” During this brief calm, one can glimpse ancient crystalline towers and statues of weeping angels along the cliffs before the fog swallows them once more.
The Four Isles
🜄 1. Nereath — The Isle of Glass Tides
Shores of black sand and glassy coral that glow faintly under the moon.
Home to The Azure Monastery, a ruined temple where monks once “listened” to the sea to divine prophecy.
The ocean here hums — resonating with those who carry Arcus Stones.
Current Inhabitants: Undead sailors, water elementals, drowned memories.
Rumor: Beneath the monastery lies the Heart of Aquilonis, an artifact that can command the tides.
🜁 2. Sibilora — The Isle of Echoes
The most haunted of the four; even footsteps repeat themselves a dozen times.
Said to be a fracture point in reality — a thin veil between Agorath and the spirit realm.
The native fauna mimic sounds perfectly, from speech to screams.
Current Inhabitants: A small cult known as The Order of the Last Sound, who believe each whisper carries the last words of the dead.
Rumor: During storms, the veil tears — allowing glimpses of those lost to the sea.
🜃 3. Veyraen — The Isle of Stone Wings
Towering cliffs carved with gargoyles and angelic figures, worn smooth by time.
The winds that circle the island sound like song, but no two travelers hear the same melody.
Legends say the statues were once Celestials turned to stone during the Deus Mori.
Current Inhabitants: Harpies and fallen Aasimar exiles who worship silence as divinity.
Rumor: A slumbering seraph’s heart beats beneath the cliffs, still alive.
🜂 4. Ithrasa — The Isle of the Sunken Bell
The smallest and most dangerous isle — riddled with sinkholes and ruins beneath the waves.
At its center is a massive bell tower, half-submerged, that rings without wind or touch.
Its tolls are said to foretell deaths across the sea.
Current Inhabitants: None that live. Shadows of drowned priests still walk the bell’s path.
Rumor: The bell was a divine relic — one of the few that survived the Deus Mori — and now tolls to keep something asleep.
Cultural and Mythic Significance
The Isles are a spiritual taboo among sailors. However, scholars and treasure-hunters from Iron Isle pay dearly for relics taken from their shores — particularly fragments of the glass coral, which hum faintly when exposed to moonlight.
To the faithful, the Whispering Isles are said to be where the gods first spoke to mortals, and where they may speak again, if the world grows desperate enough to listen.
The Gale Bridge
A floating skyway of wind and light, created by Ventaros.
It is a permanent elevated road of swirling wind platforms, used for trade caravans and skyships — the only safe route between continents and goes from Turris Ignis to Ultimus Stans.