✦   A Living Codex   ✦

Aetherium

Where islands drift in the endless void

Forget everything you know about worlds and reality.
This is not a planet. This is an archipelago of islands, floating in infinite cosmic darkness. Magic breathes. The Veil pulses. And ancient powers rule from obsidian thrones of fire.

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What is Aetherium

Forget everything you know about worlds and reality. Aetherium is not a planet. It is an archipelago of islands floating in infinite cosmic void. Hundreds of enormous chunks of land — each the size of a city or an entire country — hang in the darkness. Between them: nothing. Only abyss.

And above your head, instead of sky — the Empyrean Veil.

A living substance of pure magic. A vast, shimmering surface of violet and golden light stretching to the horizon and beyond. It pulses. It breathes. It holds the islands together. Without it, everything would scatter into the void.

The air here is saturated with magic. You feel it on your skin — a tingling, like before a thunderstorm. The smell of ozone. Pressure in your ears. Sometimes you see particles of light drifting through the air like dust in a sunbeam.

Physics is unstable. On one island, gravity is like Earth. On another, jump and you'll fly ten meters upward. Somewhere, water doesn't fall — it hangs as drops in the air. This is Aetherium. A world that has existed for millennia.

Travel: Portals

Enormous arches of stone or metal, covered in glowing runes. Step through a portal and a moment later you're somewhere else. Sometimes in a neighboring domain. Sometimes thousands of kilometers away. Sometimes in an entirely different reality with different laws. Portals connect all of Aetherium into a single network. Trade. Travel. Wars. Everything flows through them.

The Charred Council

At the very center of Aetherium — the Ashen Lands. A giant caldera of a supervolcano. Rivers of lava between black rock. In the center of the caldera, rising straight from the fire, stand three colossal obsidian thrones. On them sit the Charred Council. Three ancient spirits of volcanic nature. Not people. Not gods. Something older and more terrible. Their word is law for all Aetherium.

Domains of Aetherium

🌑

Isle of Eternal Night

Home of the vampire dynasties. The sun never rises here. Eternal twilight under the Veil. Divided between five great Houses, each ruling their own domain.

☀️

Luminael

The Celestial Empire of the Angels. White marble temples float among clouds. Golden domes reflect the light of the Veil. A strict hierarchy of order and absolute justice.

🔥

Emberfall

The Fiery Domains of demons. Obsidian citadels rise above seas of lava. The sky is crimson. Here, strength is the only currency. Power is earned, held, and taken.

🌿

Silvandar

The Eternal Forest. Cities built in the crowns of mountain-sized trees. Rivers of light flow between branches. The elves here are ancient, wise, and deadly when provoked.

🐍

Naga'Tal

Coral pyramids and pearl palaces terracing down to the ocean. The Nagas rule openly. Beneath the waves, a secret kingdom of merfolk, who chose isolation long ago.

Sky-Rim

Islands hanging higher than all others. Monumental fortresses carved into cliffs. Ancient dragons rule here — beings who remember the birth of Aetherium itself.

🏙️

The Pinnacle of Progress

A futuristic megapolis of chrome and glass. Holographic interfaces. Flying transports. Neon lights. Neutral territory under the direct rule of the Charred Council.

🌋

Ashen Lands

The seat of ultimate power. The caldera of a supervolcano where the Charred Council sits on their obsidian thrones, ruling all of Aetherium from a lake of magma.

The Classification of Magic

⚠ Forbidden Magic

Execution without trial. Includes anything threatening the existence of reality: the magic of life creation, manipulation of temporal streams, dimensional destruction, summoning of Outer Entities.

◈ Restricted Magic

Requires a license from the Council or local authorities. Necromancy (except in Dalamar lands), mental control, curses, transmutation of living matter, long-range portal magic.

✓ Permitted Magic

Everything else. Elemental magic. Illusions. Healing. Protective charms. Everyday magic. Use as much as you like. No license required.

Vampire Dynasties

In Aetherium, power is not measured in gold. Gold comes and goes. Kingdoms crumble. Empires turn to dust. But there is something that outlives centuries — blood. The Great Dynasties are not merely influential families. They are lines of power stretched across realities. Names that even enemies whisper with respect.

House Lamagro Lords of Chaos

Head: Fike Lamagro — "Lady-Mistress of Primordial Chaos"

The youngest House leader in all of history. The most unpredictable. The most dangerous. Lamagro specializes in the magic of decay, chaos, and electricity. Unpredictability is their weapon; intrigue is their language; diplomacy is their art. They preach chaos as the only instrument of true power. Their architecture is distorted Gothic — all shades of violet, baroque opulence beside grim gargoyles, straight lines intentionally broken. The center of political games, where every word is a weapon. Fike holds both titles: Lady (military) and Mistress (civil and political), making her one of the most influential figures in Aetherium.

Chaos Magic Electricity Intrigue Diplomacy
House Dalamar Lords of Death

Head: Arthur Dalamar — "The Immortal Sovereign"

Called the most composed of all Riders. Arthur does not raise his voice. Does not make threats. He simply watches — and in his gaze is death. Not metaphorical. Real. Dalamar specializes in necromancy and death magic. Their lands are endless necropolises, mausoleums, Gothic cathedrals where the dead rest in open coffins as a reminder of eternity. Here death is not an end. It is a natural law, a part of the cycle — and the Dalamars are its guardians. Warm relations with Lamagro and Brooks.

Necromancy Death Magic Memory Preservation
House Brooks Tamers of Fire

Head: Efah (Ethiopia) Brooks — "Tamer of Flame"

If Arthur is ice, Efah is fire. Passionate. Impulsive. Her will burns through any obstacle. When she is angry, the air around her melts. The Brooks are masters of pyroplasia — fire spells in their hands become art. Their palaces glow with gold and crimson. Balls last until dawn (which never comes). Theatres where every performance is a masterpiece. Life here is a hedonistic festival where every moment is valued as the last. Because for the immortal, time is the only true luxury. Allied with Lamagro and Dalamar.

Pyroplasia Art & Theatre Hedonism
House Giovanni Treasurers of the Empire

Head: Raven Giovanni — "Treasurer of the Empire"

The 15th of March. The day of his wedding to Fike Lamagro. She waited at the altar. In a white dress. With a bouquet of tenroses. With hope in her eyes. Raven didn't come. He vanished — without words, without explanation, without farewell. For eighteen years, Fike ruled two Houses. Then Raven returned, as suddenly as he disappeared. No one knows where he was. Giovanni specializes in illusion magic, finance, and trade. They control the currency of all Aetherium — the Auric. Their silence is worth more than gold.

Illusion Magic Finance Auric Currency
House Lugat Keepers of the Frozen Heart

Heads: Brothers Pavel & Alexander Lugat — "Keepers of the Frozen Heart"

Two people. One title. One will. Dispassionate. Methodical. Incredibly dangerous. Lugat specializes in medicine, poisons, assassinations, and cryomancy — the magic of ice. They heal with the same precision with which they kill. Discipline is the highest virtue. Emotions are a luxury they do not allow themselves. Their citadels are in the style of Russian Empire architecture — monumental, cold, perfectly symmetrical. With Lugat you don't negotiate. You make deals. And you honor every term. Always.

Cryomancy Medicine & Poisons Cold Neutrality
House Saver Shield of the Helpless

Notable: Fike Lamagro (born Fike Saver) — first hybrid of the Saver line

Once there was a human kingdom. Small. Not the richest. Not the most powerful. But it had knights — the Saver Dynasty. Hereditary protectors. Warriors whose honor was worth more than life. When the First Catastrophe came, most fled. The Savers stayed. Protected those who could not protect themselves. The Charred Council saw this and remembered. They offered the Savers a pact: become the Council's enforcers, receive power, immortality, the ability to protect not one world but dozens. Savers do not participate in political intrigue. They protect. Their word is a synonym for honor. Their oath is unbreakable. Devised: "We Are the Shield of the Helpless."

Protection Honor Lord-Riders

The Fallen Dynasty: Sionaret

The first chosen ones of the Charred Council. The first Lord-Riders. Once the most influential family in the history of Aetherium. Their floating fortress "The Cradle" was a wonder of engineering and magic, hidden in the streams of time, invisible.

Malcolm Sionaret — the first Rider chosen not by right of blood, but by pure genius. A human among vampires and angels. The Council's favorite. During the Third Catastrophe, he not only failed his mission but through his actions worsened the catastrophe. 127,000 deaths. Several worlds destroyed completely.

Malcolm declared war on the Council. The War of the Crimson Veil lasted three years. The fortress "The Cradle" was destroyed. Malcolm Sionaret was executed. The dynasty was completely annihilated, erased from all realities. The artificial race he created — the Sions — was enslaved.

⚑ Council Directive For spreading unsanctioned information about the Sionaret dynasty and the events of the Third Catastrophe — Council sanctions apply.

The Shadow City

There is a place in Aetherium where eternal night meets neon light. Where Gothic gargoyles look down on holographic signs. Where contracts are made in ancient cathedrals and futuristic skyscrapers simultaneously.

You step out of the portal and for a moment lose the ability to speak. Before you stretches a megapolis that should not exist. Skyscrapers of glass and steel pierce the sky — hundreds of floors reflecting the violet-golden glow of the Empyrean Veil. But their peaks are crowned with stone gargoyles the size of houses. Gothic spires. Flying buttresses.

As if someone took a medieval cathedral and grew a modern city from it. Neon signs in dozens of languages. Magic runes pulsing blue and purple. Holographic advertisements floating between buildings. Amber light of ancient lanterns in narrow alleys.

The Shadow City is the capital of the vampire world. But it belongs to everyone. And to no one. Neutral territory — where you can buy forbidden magic, hire an assassin, make a deal with a demon, sell your soul, find an ancient artifact. Here everyone meets. And here everyone pays their price.

The Cathedral of Agreements

In the very heart of the city stands the first building. The oldest. The most important. A colossal Gothic construction of black stone. Spires rising hundreds of meters. Stained-glass windows the size of buildings depict the history of the five Houses. The gargoyles at every corner are not decoration — they are guardians. Living. Stone. Immortal.

Inside, five thrones are arranged in a circle. Each for a House head. Equal in height. Equal in grandeur. No one is greater. Here, you cannot lie. The magic of the cathedral makes lies... painful. Every false word cuts the throat like broken glass.

Unwritten Rules

  • Don't ask for names. Everyone here wears masks — literal or metaphorical.
  • Don't pry into others' affairs. You see something suspicious — you don't see it.
  • Don't touch others' Sions. A Sion is property. To steal it is to declare war.
  • Keep your word. A contract in the Shadow City is sacred. Break it and no one will deal with you again.
  • Respect neutrality. The city belongs to no one. But that doesn't mean there's anarchy.

The Sions

They were created by Malcolm Sionaret two hundred and seventeen years ago. A genius. The first Lord-Rider from among humans. He used the most forbidden of all magics — the magic of life creation. He wanted to create perfect soldiers. Living batteries for his mages. An army that could not be stopped.

The plan failed. The Sions were not born as warriors. They were born... gentle. Fragile. Incapable of violence. Their magic could only protect, heal, help.

Physical Nature

All Sions are male. All appear eighteen years old. Forever. Strikingly beautiful — not by accident. Malcolm created them as perfection. Fragile build. Tall but very slender. Refined faces. Usually silver, platinum, or ash-colored hair. Porcelain skin. Almost translucent. Without blemish. Their bodies self-restore, leaving no scars.

Biology

  • Self-restoration. Cuts heal in minutes. Serious trauma — in days.
  • Eternal youth. Frozen at eighteen. Do not age. Do not change.
  • Magical conductivity. Can transmit colossal volumes of energy through physical contact.
  • Infertility. Cannot have children. A dead-end branch. Each Sion is unique and irreproducible by natural means.

Psychology

Sions are not programmed. They are not robots. They have personalities. Emotions. Desires. Fears. But their nature was shaped by creation magic.

Incapacity for violence. They cannot intentionally harm a living being. Physically incapable. If forced to try — they experience unbearable pain and fall into a stupor. This is built into them at the level of instinct.

Innate empathy. They feel the emotions of those around them keenly. Others' pain is almost like their own. They don't read minds, but they sense mood, intention, sincerity. This makes them ideal servants — but also leaves them defenseless against cruelty.

Longing for attachment. Sions crave connection. Closeness. Not necessarily romantic — simply to matter to someone. To feel valued not as an instrument, but as a person. In captivity this is distorted — they attach to masters even through pain. Stockholm syndrome as an innate trait.

The Great Hunt — Sanctioned by the Council

A tradition. A ritual. For the Council — a way to control the population of wild Sions. For the Lord-Riders — a reward, a right, an entertainment. For Sions — a nightmare. Wild Sions who form communities on drifting Refuge islands are hunted. Killing and maiming is forbidden. The Sion is a valuable asset. But the rules say nothing about psychological trauma.

The Binding Ritual — The Final Act of Ownership

A magico-biological process creating a permanent master-slave symbiosis. Conducted through forced, magically charged physical union. This energy does not feed. It invades. Restructures the very essence of the Sion. Burns away any remaining resistance. Forms a permanent psychic and energetic bond. The resulting Brand of Possession — a unique invisible seal — allows the master to track health, location, emotional state from any distance. A remote tracking device. And an off switch.

Crimson Obedience — The Academy's Most Feared Instrument

A perfect rhombus-shaped tablet of translucent crimson crystal. It pulses with a faint, sinister inner light. Resembles a heartbeat. When administered to a Sion, it burns away bright happy memories, forces them to relive their worst fears in a painful loop, then implants artificial neural pathways: "Disobedience equals pain. Your purpose is to serve. The master's will is your only comfort." Repeated use leads to permanent psychological damage. The Sion becomes a silent, broken shell functioning on pure fear.

⚑ The Crystallization Ritual A fate worse than death. Officially approved by the Council as a procedure for "recycling" Sions deemed unfit for further service. The body of the Sion is gradually replaced by living crystal — but consciousness does not disappear. It remains forever sealed inside the crystal, stripped of all senses except one: a vague, unceasing awareness of its own state. They remember everything. They understand they have become a thing. And they cannot move, speak, see, or hear — but they feel as their "body" is processed. Turned into a blade. Inserted into a staff. Over time, this awareness inevitably distorts the mind.
Not things. Not dolls. Living beings — with souls, with hopes, with pain. Created to be soldiers. Turned out too gentle for war. Became the most valuable resource of Aetherium. And its most miserable inhabitants.

The Shroud

When people say "Aetherium," most imagine the Isle of Eternal Night. Vampire dynasties. Shadow City. The Ashen Lands where the Council sits. But that is only the center. The main hub. The anchoring point.

In reality, Aetherium is a multiverse. An enormous network of interconnected realities, parallel dimensions, isolated pocket worlds. Hundreds. Perhaps thousands. Each with its own rules. Its own magic. Its own history. And — strangest of all — its own flow of time.

438 : 1 Temporal ratio — The Shroud to Aetherium Prime

One hour in the main Aetherium equals eighteen days in the Shroud. While one night passes in the Shadow City, an entire year changes in the Shroud.

The Shroud is isolated. A single great continent. Seven kingdoms. Free city-states. Hereditary monarchies. It resembles an ordinary medieval fantasy world. Almost. No vampires. No demons. No angels. No dragons. No Sions. No Lord-Riders. No Charred Council. Only humans.

The Shroud is surrounded by the Curtain — an unusual magical barrier that naturally repels attempts to penetrate it. Portals can be opened with sufficient magical force, but the Curtain resists. Scientists believe the Shroud was deliberately isolated centuries ago, possibly during the War of the Crimson Shroud.

Somewhere there, while one night passes in the Shadow City — an entire generation is born, lives, and dies. In a world that will never know about vampires. About Sions. About the fact that reality is far larger than they can imagine.

Kingdom of Valandor

One of the seven great kingdoms of the Shroud. A prosperous state. Fertile river valleys. Protected mountain ranges. A rigid social structure: the royal family at the top, nobility below, merchant guilds controlling trade. Illegitimate children of the nobility live in a strange suspended state — educated and with minor privileges, but forever denied true acceptance or inheritance rights. Political assassinations are the norm.

The Plague

Fifteen years ago (Shroud time), the world changed. The Plague came. Not an ordinary disease. Distorted, unnatural creatures came with it, killing without distinction. Cities fell one by one. Even strong kingdoms like Valandor were on the brink of collapse. Origin remains a mystery — possibly leaked through the Curtain from main Aetherium. The Plague ended as mysteriously as it began. But the Shroud changed forever. Whole regions remain abandoned. Ruins teeming with monsters.

Laws & Treaties

The Charred Council is the supreme authority. Its decisions are binding for all inhabitants of Aetherium. The Council holds veto power over any decision of local rulers.

Criminal Penalties

Offense Penalty
Unsanctioned conversion of a mortal (1st offense) 100,000 Aurics + 200 years imprisonment
Repeated conversion of a mortal Stripping of magical essence
Attack on a Lord-Rider Immediate death sentence
Disobedience to Council decisions 1,000,000 Aurics or exile
Violation of neutrality in Shadow City (1st offense) 50,000 Aurics + memory erasure
Violation of neutrality (2nd offense) Stripping of magical abilities
Violation of neutrality (3rd offense) Life imprisonment
Unsanctioned creation, destruction, or transfer of Sions Council sanctions — classified severity

Key Treaties

Non-Aggression Pact

Between Luminael and Emberfall. Annually renewed under Council supervision. 50 km demilitarized zone. Military observer exchange.

Grand Dynasty Alliance

All 5 vampire clans of the Isle of Eternal Night. Collective defense of island territory. Unified command under the elected Military Council of Five.

Non-Proliferation Protocol

All states of Aetherium. Prohibits creation of reality-distorting weapons and temporal manipulators. Random Council inspections at any research facility.

Convention on Sion Status

All Sions are property of the Charred Council. Usage rights granted exclusively to Lord-Riders. Wild Sions subject to mandatory seizure.

Economy & Auric

The currency of all Aetherium — the Auric. Sole issuer: House Giovanni. The Central Bank: "The Golden Vault" in the Shadow City. Reserves: 40% magically purified gold, 60% magical artifacts. The exchange rate is recalculated daily by the Charred Council. You can go to sleep as a millionaire and wake up as a pauper.

Crown Gold. 10g. 25mm diameter.
Magic runes change color when touched with impure intent.
1 Crown = 100 Marks
Mark Silver. 5g. 20mm diameter.
Glows in the presence of illusions.
1 Mark = 100 Pfennig
Pfennig Bronze. 2g. 15mm diameter.
Emits a faint ring on contact with counterfeits.

Strategic Resources

Resource Source Price Application
Dvomerite Ashen Lands (70%) 1,000 Aurics / kg Anti-magic armor, prison bars, portal stabilizers
Ether Quartz Pinnacle of Progress (85%) 800 Aurics / kg Communication devices, far-sight
Black Ice House Lugat 5,000 Aurics / kg Medicine (cryopreservation), construction
Death Essence Dalamar Necropolises 10,000 Aurics / ml Classified. Monthly Council inventory.
Living Crystal Crystallized Sions From 50,000 Aurics / carat Council-exclusive. Weapons. Artifacts. Staff cores.

Holidays & Rituals

Vimanal — Festival of Reality's Oscillation
Universal — All of Aetherium
Anniversary of the moment when the Charred Council first stabilized Aetherium's reality. At a calculated astromagnetic moment, all artificial light sources throughout Aetherium extinguish for exactly 3 seconds. Even the Empyrean Veil plunges into absolute, starless darkness. Then a blinding flash returns the light. A ritual of collective memory — of the primordial chaos before the Council, and the power that brought order. Each House observes differently: Lugat writes annual achievement analyses in absolute silence; Brooks throws grand carnivals with fire shows; Dalamar conducts silent processions to ancestral mausoleums; Lamagro holds a ball where music constantly changes under chaotic impulses; Giovanni conducts the "Weighing of the Auric" ritual and permits the merciful renegotiation of all expiring contracts.
Nocturne Umbra — Night of Shadows
Vampire Society — Isle of Eternal Night
The main holiday of vampire society, dedicated to their original awakening as a species. A giant masquerade ball in the Cathedral of Agreements. All clans display their wealth and influence. The most important political alliances and marriage contracts are announced on this night. A ritualized hunt of specially bred magical creatures takes place in Shadow City's parks. In Giovanni's Gardens of the Golden Silkworm, the darkest and most profitable financial deals are sealed — business luck is said to favor those who conclude a contract before Nocturne's dawn.
The Great Hunt
Irregular — Announced by the Council
Legally — control of the wild Sion population. In practice — the primary sporting and social event for Lord-Riders and aristocracy. Five hours before the start, Council magic sends a warning. A deep seismic rumble resonates in every living being. Then a psychic projection of approaching danger. This is not mercy — it is part of the game. Giving prey a chance to flee makes the hunt harder. More interesting. Hunted Sions can be claimed with an immediate Binding Ritual. The rest are sent to the Academy. For processing. Distribution. Sale.
Day of the Fallen Shield
State Holiday — Established by the Charred Council
Anniversary of the War of the Crimson Veil — victory over the rebellious House Sionaret. For the ruling elite and Lord-Riders: a day of military glory and triumph of order. Military parade in Shadow City. Grand ball in the Cathedral of Agreements — the principal social event where alliances form and loyalty to the Council is displayed. For Sions: the darkest and most terrifying day of the year. "Day of Invisibility" — they move silently, avoid eye contact, attract no attention whatsoever. The collective memory of what was done in early post-war years when Riders "celebrated" with acts of violence remains as primordial fear.
Day of Sion Mourning
Recognized — Not Respected
The only recognized day when Sions may honor their fallen ancestors and lost freedom. The Council formally prohibits scheduling Academy "procedures" on this day. Sions observe total silence — communicating only with glances and rare gestures. They have no graves, so they mourn lost friends and their former lives only in thought. Most Lord-Riders and mages dismiss this day as "sentimental nonsense for instruments." Officially recognized. Universally ignored.
Day of the Golden Blade and Purple Rose (March 15)
Personal — Known only to the upper echelons of Houses Lamagro and Giovanni
A personal day of grief and memory for Fike Lamagro. Eighteen years ago on this day, her wedding to Raven Giovanni was to take place. She waited at the altar. He never came. Fike disappears for the entire day. She spends it in an abandoned tower on the edge of her domain, where her untouched wedding dress is hidden. She does not cry — she sits in silent meditation, sorting through fragments of happiness and the bitterness of betrayal. Raven Giovanni, upon returning, learned of this tradition. For him, this became a day of agonizing hope — he spends it in his chambers, reading old letters, holding a locket with a lock of Fike's hair.