Aria
Since the strife of the Third Age, the peaceful land of Aria has remained isolated from the conflict in the rest of the world. Iridescent flora and verdant trees cover a vibrant landscape. From great mountain ranges glittering with ice and snow to vast forests and lush meadows, the land of Aria teems with life.
Aria’s abundant resources stem from the elemental energy known as the Flow, which molds the landscape as it passes. The Flow can transform mountains into valleys, forests into plains, and has created some of the most incredible scenery in all of Rathe, from plains of constant thunderstorms to forests of translucent fungi.
The people live in comfort within this plentiful landscape. For centuries, natural defenses and aetherian protections have shielded their society. This time of peace has cultivated a carefree lifestyle resplendent with bards, musicians and entertainers, and taverns all serving fantastical liquors and spirits.
But recently, the barriers concealing Aria have fractured. The Flow has become unstable. The landscape is transforming at an alarming rate and this once tranquil region has entered an era of uncertainty.
The Flow
A wild force of nature, the Flow shapes Aria’s landscape. Mountains fold into valleys. Rivers are sculpted from stone. The Flow can shift entire forests from place to place. In areas where it is strongest, the Flow manifests as streaks of light across the sky, a shining array of vibrant color high above the land.
The Flow has molded some of the most remarkable scenery in all of Rathe, from a great expanse of perpetual ice to dense, temperate forests abundant with crystal-clear rivers; tiers of shining waterfalls, the water pink as a sunrise after a storm, and luminescent stone formations that glitter with the light of a thousand stars.
Cesari
Ethereal creatures born of the Flow, Cesari appear as iridescent, semi-translucent phantoms drifting in the air. They shimmer and ripple, fading in and out of existence with the undulations of the Flow. Cesari range in size from tiny ribbons of rainbow to twin-tailed giants trailing vibrant streaks of light in their wake. Many believe that Cesari are echoes of primal beings that roamed this land, long ago.
Crossing the Threshold
Occasionally, outsiders find themselves transported to Aria, waking disoriented at the foot of the giant Korshem tree. Said to be powered by the Flow, the tree is a gateway with an innate ability to pull newcomers through. For wayward souls who seek a better life, here in Aria they may start anew.
The Korshem
A massive tree, the Korshem provides shelter for the village built among its branches and the buildings clustered around its base. Here at the heart of Aria, the Flow is incredibly strong, breathing life into everything that grows nearby. Sunlight streaming through the Korshem’s rustling leaves, that’s what most newcomers first encounter when they chance upon this peaceful woodland, and it lightens their weary souls, filling them with awe.
Mount Isen
An ageless mountain that has watched over Larinkmorth for many generations, the peak remains untouched by the Flow, somehow immune from transformation. Some even say that Isen stood upon the mountain’s summit and crafted the Isen Ranges with earth and aether.
Larinkmorth
The village of Larinkmorth is tucked into the mountainside and surrounded by perpetual winter. Nestled above an endless sea of white, the taverns are warm within, offering respite from the frost beyond its doors. Larinkmorth’s best-known liquor is Isenri Sake. Named in honor of the formidable mountain, the alcohol’s pale, blue hue mimics the icy Isen Ranges.
The Bleak Expanse
A frozen wasteland fraught with blizzards, the Bleak Expanse is extremely difficult to navigate. One known path exists through the blinding snow and biting cold. Anyone who missteps or deviates from the trail finds themselves returned to their starting point. Unsurprisingly, the Bleak Expanse is fatal to the unprepared.
Thunder Steppe
A vast plain ravaged by endless thunderstorms, the hard-packed dirt is burned black as perpetual lightning strikes the earth. Anything or anyone foolhardy enough to venture out upon the Thunder Steppe is incinerated in mere moments.
Enion
High above eastern Aria, where celestial skies dance with vivid spectrums and crackle with lightning, lies an improbable archipelago floating among the clouds. This is Enion: a vast region of rocky islets such as the aptly named Boulderhead and the snow-dusted village of Volthaven.
According to legend, Yvor, Elemental of Lightning, made his last stand here. Battling against the Old Ones, he held them at bay for ninety cycles of the moon. As he succumbed to his wounds, the titan’s potent blood seeped into the earth. Fragments of land, infused with Yvor’s energy, ascended to form these unique airborne isles. His veins, pulsing with elemental essence, became the radiant trails of the ethereal aurora. His fallen weapons were encased in rock and ore, becoming the isle’s towering vaults of iron and stone.
Many believe that the secrets of that ancient war remain buried deep in the labyrinth that is Enion. To this day, mysterious wonders and unfathomable dangers await discovery.
Candlehold
Deep within the vast forests of Aria is the secret sanctuary of Candlehold. Shielded by towering brambles and thorns, the enclave endures, untouched by time. Immune to the shifting tides of the Flow, endless summer reigns over wondrous, perpetual beings. Cloying flowers bloom ceaselessly, and life lingers in tranquil harmony.
At its center lies the Throne Glade, where dappled sunlight filters through a lush canopy and the air is sweet and fragrant. Here, upon the seat of power, reclines Candlehold’s creator and immortal matriarch, Queen Celvera. A figure of timeless grace and immeasurable burden, she slumbers indefinitely, entwined in roots and leaves.
When horrors threatened to consume them, Celvera invoked the Flow in a desperate bid to save her people, the Rosetta. She wove their war-torn spirits with the essence of Davnir, Elemental of Earth, and scattered their spirit-seeds to the wind. Wherever these souls landed, the Rosetta took root. One by one, they returned as wardens, bound to the land they now protect.
Yet the Queen’s incarnation did more than preserve lives. It transformed them. Creatures roaming these verdant glades of hardy oaks and twining blossoms are themselves a blend of living wood and vine. Majestic stags with antlers crowned in blooms wander thick, moss-covered tracks.
Though a peaceful home of aching beauty, Candlehold is both a paradise and a prison. Her Rosetta, once vibrant, have grown languid, their passion dulled by the weight of life everlasting, and unkempt gardens, overgrown with lichen and regret, whisper where once songs resounded.
Skybreaker
Even in a land of huge and ancient trees, Skybreaker stands apart. Its gnarled trunk climbs high into the air, its tallest boughs reaching into the clouds. Like the cherished Korshem, it too represents a concentrated reservoir for the Flow, with that elemental energy feeding Skybreaker and enabling its impossible growth.
The towering tree has long been a breeding ground for the welkin, a wyvern species native to Aria. At first glance, the welkin resembles large, winged lizards. They have a leathery skin that, like the chameleon, changes color with variations in the Flow. They dwell among Skybreaker’s canopy, flying beyond it only to hunt, or riding along it only if tamed. They lay their eggs within the cavernous hollows of Skybreaker’s trunk. Once hatched, fledglings fly or face one of the most precipitous drops in Aria.
It was within the canopy that the first of the skymavens was born, when a rider known only as Alosyn bonded with the welkin she called Narakir. Many have since followed her skypath, and today, the Highloft Inn acts as a gathering place for both mounts and riders, with skymavens swapping stories of their high-flying escapades over mugs of Breakernut Ale.
For those without a flying mount to take them into Skybreaker’s heights, a gondola runs up to the Highloft Inn, powered by the tireless efforts of fianna on the ground. On windy days, the gondola attracts thrill seekers. To date, none have fallen to their death. Juvenile welkin take part in the fun, diving and catching anyone that spills from the gondola. They say you should scream the whole way down: it makes it easier for the welkin to track your fall!
People of Aria
The Flow fuels exceptional growth within Aria. All fruit-bearing or edible plants are lush and bountiful. This abundant food source affords an idyllic lifestyle. People here use any excuse for celebration or festivity and flock to local taverns for drinking, storytelling, music, and entertainment.
While some prefer to live a settled existence, others pursue a nomadic lifestyle. Travelers passing through will trade services, help or entertainment, and the townsfolk provide lodging and meals in exchange. As a peaceful region rich with natural resources, no one hoards wealth, food, or goods. Everyone shares with one another, be they neighbor or stranger.
The Everfest Carnival
The imminent arrival of the Everfest Carnival is exciting news in Aria’s villages. The size of a small town, boasting hundreds of tents and attractions, the Everfest has traveled around Aria for centuries and grows larger every decade. Some of the oldest families in Aria belong to the Everfest and their traditions have been captured in popular acts such as the Legendarium.
Within the Everfest, a group of seers known as the Maela are respected for their talent in second-sight. Carnival-goers queue for hours to seek their counsel and hear their prophecies. And for those who prefer mystery and enchantment over guidance, the Carnival offers an array of fortune tellers, seers, oracles, and conjurers for their amusement.
For a show of strength and skill, folk gather to see the marvellous Valdur perform. This troupe, known for their strongman acts, also display an extraordinary talent for animal handling. Performances involving creatures from the majestic fianna to the stunning vitr’eo always receive rousing applause. At festival’s end, these beloved animals help transport the Carnival to its next location, their strength used to pull carts and carry goods, their gentle company cherished by all.
Many other acts exist within the Everfest, some staged with the help of large teams, others the work of small families or individuals. Whatever one’s taste, the Everfest Carnival is sure to please.
Endless Entertainment
The heart of the Everfest is its people, those who have made the traveling Carnival their home. Some set up food stalls, weaving spools of spun sugar, or pastries and hot toasted bannock. Others run bars providing aether-infused spirits and liqueurs.
But to the spectator, nothing is more enchanting than the entertainers: animal trainers, strength acts, fire breathers, sword swallowers, jugglers, acrobats, contortionists, jesters, harlequins, hoop divers, knife throwers, and actors who recreate the legends of old.
Some host their performances within large circus tents. Trapeze artists fly above the audience and silk dancers weave through the air. Escape artists wriggle free of their constraints to emerge from inexplicable places, and daring stunt performers set themselves on fire and throw themselves through mazes of razor-sharp blades. Smaller tents hide fortune tellers, their curtains tantalizingly parted to offer glimpses of candlelit tables and possible futures.
Others choose to act in the open. Stilt walkers wade through the crowds as bards tell stories and music drifts through the air. Enchantresses and illusionists dance, their golden jewelry chiming with every languid sway and step. Wherever a visitor may wander, illusions and displays of light weave through the night air.
Crafts
Aria is home to a variety of unique skills, crafts and talents, unlike those anywhere else in Rathe.
Braumeister
Taverns are common in Aria, and while many tavern-keeps and others brew spirits and ale, Braumeisters are the elite of their trade. Spirits made by a true Braumeister possess unique effects, specific to the particular spirit and the alchemical properties of hand-selected ingredients.
Wayfarers
In an ever-changing landscape, wayfarers are invaluable for mapping fresh paths and locations. Their ability to ride lightning enables exploration of the farthest and otherwise forgotten places at blinding speed. The proud history of the wayfarers tradition stretches back into the Third Age. These determined individuals seek to uncover and share ancient secrets for the benefit of all.
Diviners
While wayfarers read the lay of the land and sky, diviners learn to read the Flow itself. They interpret the currents and patterns within the Flow to predict how it will shape their world. Diviners must discover where the Flow is strongest to anticipate change.
Shamans
Legend speaks of shamans powerful enough to shape incredible displays with a wave of their hand. Now, shamans tend to be illusionists working within the Everfest, entertaining crowds with vivid mirages by manipulating the surrounding Flow.
Dreamers
Dreamers are not made, they are born with the gift of ‘the waking sleep’. Whether in slumber or in a meditative state, dreamers glimpse the past, present and future. The visions may be echoes of what once was or fleeting fragments of what might be.
Creatures
The animals of Aria are fantastical and magnificent beings, unmatched across all of Rathe. Their incredible diversity, and their often gentle nature, are due to the fertile land and the enlivening influence of the Flow.
Vitr’eo
With a thick mane and dense coat, this stunning creature owes its majesty to a crown-like set of crystal antlers. A reminder of a distant and dangerous past, it still sports large tusks on either side of its jaw.
Kaie’o
These shy, reclusive mammals are famous for their incredibly soft, luxurious fur, which keeps them warm in winter and cool during summer. The kaie’o shed their fur and the uppermost layer of their hide each spring. Remarkably, they regrow their fur within a few days. The people of Aria prize the discarded fur hides and use them to make clothing.
Na’shari
A beast which can grow to an enormous size, the na’shari have tough crystalline hides, as durable as some soft metals such as lead or gold. Despite their rugged exteriors, these creatures have a truly docile nature. With round eyes and fuzzy tails, the na’shari are especially popular with children, who flock to play with the friendly creatures.
Meep
Tiny, mischievous creatures with colorful feather crests, long limbs and tails. Meeps often follow the Everfest Carnival to steal food and shiny objects from the patrons. They are exceptionally intelligent and, once befriended by one of the Carnival’s entertainers, can be a useful and highly amusing assistant.
Fianna
These majestic creatures are tall, with long flowing tails, tough skin, and massive antlers. The placid Fianna are doubly useful to the Everfest Carnival. As an attraction they draw crowds with outstanding displays of strength. Then the following day they can be seen helping haul the Carnival’s many attractions to a new location.
Shock Striker
A four-legged avian creature, native to the airborne isles of Enion, named for the lightning that courses through its body and crackles among its electric-blue feathers. Shock Strikers are not aggressive by nature, but can be dangerous to wayfarers when large flocks stampede across Enion’s stormy skies.
Aria in the Third Age
The Cataclysm
How the Old Ones came to Rathe, no one knows. Yet during the Third Age their armies of ravenirs spread carnage across the continent. Countless Rathenfolk were slain and consumed, and even colossal Ancients fell to the invaders.
The survivors fled north-east to what is now called Aria, where they established Valahai behind the Isen Ranges. Here, they made their final stand against the Old Ones. With them stood the three remaining titanic elementals: Davnir, Ancient of Earth; Yvor, Ancient of Lightning; and Galcia, Ancient of Ice.
The Old Ones feasted on everything that Rathe had to offer, even the Aesirs themselves. They absorbed much of the continent’s matter and aether, and disgorged it in monstrous waves of enemies that crashed against the defenders of Valahai. In Valahai, hope gave way to grim determination, and finally despair. Even the Ancients felt it.
In the darkest hour, Davnir, Yvor, and Galcia communed one last time. As one, the three Ancients unleashed their aether, giving their lives in a singular cataclysm. Those detonations devastated the Old Ones and their ravening hordes, but they also shattered the very form of the world.
Valahai
Of the Rathenfolk, the human tribes and the dwarven clans were the first to flee northeast in the wake of the Old Ones’ onslaught. They discovered defensible ground on the plains of Enion, and there, they founded Valahai, overseen by Galcia, Ancient of Ice, and Yvor, Ancient of Lightning.
Established in desperation, Valahai grew to become a symbol of strength and unity; an alliance of fighters and thinkers for the ages. The reunited dwarven clans committed their fine skills and mighty work ethic to the task, building fortifications and forging weapons and armor. Meanwhile, the human tribes took charge of forming and training the army that would hold back the ravenir swarms.
Today Valahai is remembered as a bastion of hope that brought together the many defenders, Wayfarers, Rosetta, and Aetherscribes of the Third Age who refused to accept defeat.
Ollin
Some of Valahai’s defenders, naturally strong and quick to learn, took on the ways of war more readily than the rest. These talented fighters became symbols of the resistance, powerful heroes for the other soldiers to rally around. They completed gruelling challenges to join the ranks of a newly formed elite: the Ollin.
And it was during their first encounter with the Old Ones that the Ollin gained their elemental powers. In the heat of battle, they communed with Galcia and gained command over the Ice. A blizzard of destruction, the Ollin slaughtered ravenirs, toppled giant Old Ones and drove Valahai’s enemies from the Isen Ranges.
Wayfarers
With the energy of Yvor’s lightning surging through their veins, Wayfarers became the scouts and heralds of Valahai. They would streak across the lands beyond the Isen Ranges and keep watch for the advances of the Old Ones. Riding the lightning as messengers, they could keep word flowing between Valahai, Aldengrove, and Isenloft. In this way, the blessing of the Ancient of Lightning was shared by all the surviving Rathenfolk through the work of the Wayfarers.
Aetherscribes
Among the refugees who had fled to Valahai ahead of the Old Ones, there numbered scholars and seers from almost every surviving culture. Though their disciplines ranged from the material to the miraculous, from illusions to incarnations, these wielders of magic unified under a single identity: Aetherscribes, a learned collective devoted to the survival of all Rathenfolk.
The finest architects from Anvilheim built a citadel of knowledge for the Aetherscribes. Within the Auric Keep’s workshops, laboratories and libraries, these scholars and seers toiled day and night to provide plans, powerful magics, and potent artifacts. Anything that the desperate defenders of Valahai needed, the Aetherscribes strove to create.
Shyldverk
Shyldverk is a surviving fragment of old Valahai, the gatehouse now drifting as an island within Enion. Carved into its fractured archways and dusty causeways, silent runes await their awakening. Within a vaulted chamber, solemn as a forgotten cathedral, a grand pedestal stands empty. Its crown awaits a jewel that was lost in another age. Should an adventurer ever return the gem to this gatehouse, they shall behold a path that bridges the present and the past.