Cosmology & Magic of Aethermourne


Planar Cosmology

The Three Planes (Pre-Theomachis)

Before the Theomachis, reality existed in three layers:

  1. The Empyrean, The divine realm. Where the gods existed in their true forms, a plane of pure creative energy shaped entirely by divine will. It was not a place mortals could reach; its very substance was incompatible with mortal perception.
  2. Aethermourne, The mortal world. The shared canvas the gods created and shaped together. Physical, material, governed by natural law, which the gods could bend but not break without consequence.
  3. The Loom, Not a plane in the traditional sense. Orenthas’s metaphysical construct wove fate and time into coherent patterns. It existed “between” the other planes, connecting them, less a place and more a process given structure.

Info

GM Note: The pre-Theomachis cosmology matters because it establishes the baseline. When NPCs, scholars, or ancient texts reference the “old order,” they mean this tripartite structure. It was clean, elegant, and comprehensible. What replaced it is none of those things.


After the Theomachis

The Empyrean collapsed. When most of the gods died, the divine realm lost its sustainers. It didn’t vanish, it crumbled, its fragments falling into Aethermourne like debris from a shattered ceiling. The divine corpses are the largest fragments, but smaller shards of the Empyrean are scattered across the world.

Remnants of the Collapse

  • Ley Lines, The remains of the Aetheric Web (Nethys’s creation) that once connected the Empyrean to the mortal world. Now they are frayed conduits carrying fragmented divine energy. They still function, but without coherent guidance, magic flows through them the way water flows through broken pipes.
  • Hollow Zones, Areas where the Empyrean’s collapse left gaps in reality. Magic does not function here. Reality feels thin, wrong. Colors desaturate, sound deadens, and living things instinctively recoil. They are rare but deeply unsettling.
  • The Maelstrom, Where Vorrhyn was destroyed. A wound in reality that bleeds chaotic energy. The barrier between what-is and what-shouldn’t-be is nonexistent here. It warps everything nearby, geography, biology, thought.

Warning

At the Table: Hollow Zones are excellent for encounters where players must rely on non-magical solutions. The Maelstrom is an existential threat, not a dungeon, exposure to its influence should be handled as a slow corruption, not a combat.


The Current Cosmology

The post-Theomachis cosmology is messy, overlapping, and poorly understood by the people living in it.

Plane / DomainStatusDescription
AethermourneFully functionalThe mortal world. The only complete, coherent plane remaining.
The Shattered EmpyreanFragmentedRemnants of the divine realm, embedded in Aethermourne. Not a place one can travel to, but a layer of reality that bleeds through at divine remains, ley confluences, and Hollow Zones.
The LoomUnknown / SilentSilent since Orenthas’s last words. Whether it still functions is a matter of fierce debate. Serith believes she can access it; the Star-Readers believe its threads can still be read in the stars.
Morrhael’s DomainBroken / PersistentA pocket plane within Morrhael’s skull where the death-god’s domain persists in shattered form. Souls that should have passed on are trapped here.
The Celestial SphereActive / RemoteWhere Aelindra retreated. The stars are her domain. Whether this is a true plane or an aspect of the mortal sky is debated, the answer may be both.
The DeepActive / LiminalYvenne’s ocean domain. More than just physical ocean, there are depths where the water becomes something else, where Yvenne’s divine essence makes the sea a borderland between mortal reality and something older.

Magic in Aethermourne

The Source: Divine Remains

All magic in Aethermourne ultimately flows from the dead gods. Before the Theomachis, magic was channeled through Nethys’s Aetheric Web, a clean, orderly system connecting the Empyrean’s creative energy to the mortal world. Now:

  • Nethys is shattered. Her consciousness is fragmented across the ley lines. The Aetheric Web still functions, but without coherent guidance. Magic flows, but it flows like water through broken pipes, sometimes strong, sometimes weak, sometimes in directions it shouldn’t go.
  • Divine remains emit magical energy. The corpses of the gods radiate power, each flavored by the god’s domain. This is the primary source of ambient magic in the world.
  • Magic is, at its cosmic root, a form of necromancy. This is the world’s dark secret. Every spell, every enchantment, every magical effect is powered by dead gods. Mortals draw power from divine corpses. This isn’t evil in practice, it is simply the reality of how magic works now. But it carries implications that most practitioners prefer not to examine.

Info

For the Table: Players don’t need to know this secret immediately. It’s the kind of revelation that lands best mid-campaign, when a scholar or ancient spirit reveals it and forces the party to reckon with the source of their power. The cosmic necromancy angle is atmospheric and thematic, it shouldn’t mechanically penalize players.


The Three Traditions

Magic in Aethermourne takes three primary forms, shaped by region and philosophy. These are not hard boundaries, a mage from the Dominion can learn tidal sorcery, and a Greensinger might study calculism, but culture, training, and available resources strongly favor regional specialization.


1. Calculism (The Ashen Dominion)

Philosophy: Magic is mathematics. The universe operates on knowable, orderly principles, inherited from Solvaen’s influence, and by understanding and calculating these principles, a mage can produce precise, repeatable effects.

Practice:

  • Calculists use geometric formulas, mathematical equations, and structured incantations
  • Ashite (Solvaen’s crystallized blood) is used as a focusing agent, it reinforces order in magical energy, making spells more predictable and more powerful
  • Formalized in academies and guild schools; heavily regulated by The Ashen Dominion

Strengths & Weaknesses:

StrengthsWeaknesses
Precision, spells do exactly what is intendedInflexible, very difficult to improvise or adapt mid-cast
Reliability, repeatable results under controlled conditionsDependent on Ashite supply as a focusing agent
Power, Ashite amplification allows significant potencyPoorly suited to chaotic, emotional, or fluid situations
Teachable, systematic enough to be taught in academies

Risk, Order Sickness: Overuse of Ashite and prolonged reliance on calculism causes the mind to become rigid, obsessive, and unable to think creatively. Sufferers become fixated on patterns and numbers, lose emotional range, and eventually cannot function outside of structured environments. Advanced cases become catatonic if confronted with genuine disorder.


2. Primal Communion (The Verdant Marches)

Philosophy: Magic is life. The world is alive, because it grew from a living goddess, and magic is the act of connecting with that aliveness. It means feeling the flow of growth, decay, and rebirth, and shaping that flow through intent and relationship.

Practice:

  • Primal casters use emotion, instinct, and direct communion with the land’s semi-sentient awareness
  • No formulas, primal magic is shaped by intent and the caster’s relationship with the natural world
  • The Greensingers are the most accomplished primal casters, but anyone with the sensitivity can learn
  • Often involves physical rituals: singing, dancing, planting, bleeding into the soil

Strengths & Weaknesses:

StrengthsWeaknesses
Intuitive, flows naturally for those with the giftUnreliable in unnatural environments (cities, mines, the Wastes)
Adaptable, responds to changing circumstancesEmotionally demanding, requires genuine feeling, not rote performance
Extraordinarily powerful in natural settingsRisk of losing oneself in deep communion
The land actively assists willing castersDifficult to teach systematically

Risk, Root-Mind: Deep communion can cause the caster’s consciousness to merge with the ecosystem, losing individual identity. The person doesn’t die, they become part of the forest’s awareness, their body rooting into the ground as their mind disperses into a thousand living things. Greensingers view this as both a sacred calling and a genuine danger.


3. Tidal Sorcery (The Hollowed Reach)

Philosophy: Magic is a tide, it flows in and out, waxes and wanes. The sorcerer does not command magic; they ride it, like a sailor rides the sea. Mastery means reading the currents, not forcing them.

Practice:

  • Tidal sorcerers attune to the magical currents and cast during favorable flows
  • Spellcasting strength literally waxes and wanes with the ocean’s tides: high tide strengthens magic, low tide weakens it
  • During Black Tides, magic surges unpredictably, spells can amplify wildly, misfire, or produce entirely unintended effects
  • Training is apprenticeship-based, passed from master to student, often within seafaring families

Strengths & Weaknesses:

StrengthsWeaknesses
When the tide is right, extraordinarily powerfulUnreliable, dependent on tidal conditions
Flexible and adaptive to changing flowsDuring low tide, casting is weak; during Black Tides, it is dangerous
Deep attunement grants environmental awarenessRequires constant awareness of tidal state
Effective synergy with maritime lifeLeast effective far inland

Risk, Tide-Touched: Prolonged attunement to tidal magic causes the sorcerer to physically change. Skin develops a faint bioluminescence. Breathing becomes easier underwater but harder in dry air. Emotional states begin to match the sea’s mood, calm during still waters, agitated during storms, hollow during low tide. Advanced cases can no longer survive away from the coast.

Warning

Tidal Magic at the Table: The tidal system adds a natural rhythm to magic in coastal settings. Consider tracking a simple tide cycle (high / rising / low / falling) during sessions set in The Hollowed Reach. Black Tides should be rare, dramatic events, not every session features one.


Necromantic Arts (The Pale Wastes)

Not a “tradition” so much as an ambient reality. In The Pale Wastes, necromantic energy saturates everything. Any magical practice there risks contamination.

  • Healing magic is unreliable, it may heal the body but attract undead attention, or briefly animate dead tissue within a living patient
  • Necromancy is effortless, raising the dead requires almost no effort in the Wastes, which is precisely the problem
  • The Ashen Vigil uses Morrhaelite (Morrhael’s crystallized bone) to create anti-undead wards and weapons
  • Independent necromancers (“Bone-Callers”) operate outside the Vigil’s authority, raising the dead for labor, warfare, or worse

Risk, Death-Touched: Using magic in the Wastes without Morrhaelite protection can cause the caster to flicker between life and death, becoming partially undead. Symptoms include: body temperature dropping, wounds that don’t bleed, brief cessation of heartbeat, and an unsettling comfort in the presence of the dead. Advanced cases stop aging, but also stop healing naturally.


Quick Reference: Magical Traditions

TraditionRegionSourceStrengthsWeaknessRisk
CalculismAshen DominionAshite (Solvaen)Precision, reliabilityInflexible, Ashite-dependentOrder Sickness
Primal CommunionVerdant MarchesLiving land (Thyrea)Intuitive, powerful in natureUnreliable in cities/wastesRoot-Mind
Tidal SorceryHollowed ReachOcean currents (Yvenne)Powerful at high tide, adaptiveTide-dependent, erraticTide-Touched
Necromantic ArtsPale WastesDeath energy (Morrhael)Effortless necromancyContamination of all magicDeath-Touched

Divine Materials

The physical remains of the dead gods are the world’s most valuable and dangerous resources. Every faction’s power is built on access to these materials, and their slow depletion drives much of the world’s political tension.

Materials Reference Table

MaterialSourcePropertiesRisks
AshiteSolvaen’s crystallized bloodEnforces order, amplifies structured magic, used in governance and architectureOrder Sickness (mental rigidity, obsessive thinking, creative paralysis)
Thyrea’s AmberThyrea’s hardened sap/resinEnhances growth, healing, and primal magic; used in agriculture and medicineUncontrolled growth, Root-Mind, mutation in high doses
MorrhaeliteMorrhael’s crystallized boneAnti-undead properties, severs necromantic bonds, creates death-wardsDepression, death-acceptance, partial necrosis of living tissue
Kaevroth’s IronKaevroth’s shattered bodyAmplifies aggression, ambition, and combat ability; used in weapons and armorMadness, war-fury, paranoia, inability to feel peace
Empyrean ShardsFragments of the collapsed EmpyreanUnpredictable, may grant visions, warp reality, or do nothing at allReality distortion, temporal anomalies, sensory displacement
Marrow-WaterThyrea’s divine marrow (liquid)Mutagenic, causes physical transformation, used by the Rootborn and desperate healersUncontrolled mutation, loss of humanity, chimeric transformation
Vorrhyn’s DustResidue from the Maelstrom’s edgeChaotic magical catalyst, amplifies unpredictability in any magical processTotal magical chaos, reality fractures, existential dissolution

Warning

Handling Divine Materials: These materials are not loot to be casually acquired. Each carries real risk with prolonged exposure. When players obtain divine materials, track usage and enforce consequences over time. A single use should be dramatic; repeated use should be transformative.

Material Availability by Region

RegionPrimary MaterialSecondary AccessScarce / Prohibited
Ashen DominionAshite (abundant)Kaevroth’s Iron (military)Thyrea’s Amber (imported, expensive)
The Verdant MarchesThyrea’s Amber, Marrow-WaterEmpyrean Shards (rare finds)Ashite (distrusted), Morrhaelite (feared)
Hollowed ReachEmpyrean Shards (coastal deposits)Vorrhyn’s Dust (Maelstrom proximity)Ashite (scarce), Thyrea’s Amber (scarce)
Pale WastesMorrhaelite (abundant)Kaevroth’s Iron (battlefield salvage)Thyrea’s Amber (nothing grows here)

Ley Lines and the Aetheric Web

Overview

The Aetheric Web, Nethys’s creation, still functions as the world’s magical infrastructure. It is the circulatory system of Aethermourne’s magic, carrying divine energy from the remains of the gods across the continent.

  • Ley Lines run across the continent, connecting divine remains to each other and to the broader landscape. They are invisible to mundane sight but can be perceived by trained mages, certain animals, and anyone under the influence of divine materials.
  • Confluences are points where multiple ley lines intersect. These are sites of amplified magical energy, excellent for research and enchantment, dangerous for the unwary. Most major cities were built on confluences, knowingly or not.
  • Nexus Points are the largest confluences, typically located at or near divine remains. Each region has at least one major Nexus.

Major Nexus Points

NexusLocationDominant EnergyNotes
The Spine of OrderSolvaen’s spine (Ashen Dominion)Order, structure, lawThe Dominion’s primary Nexus. Powers their Ashite infrastructure.
Thyrea’s Cradle HeartDeepest point of the Verdant MarchesGrowth, life, transformationThe forest’s living center. Reaching it requires the land’s permission.
The Abyssal TrenchSerith’s prison (deep ocean)Knowledge, madness, foresightThe most dangerous Nexus. Proximity warps perception and memory.
The HollowdeepMorrhael’s skull (Pale Wastes)Death, entropy, soul-energyThe broken afterlife. Souls are trapped within. Entry is possible but return is not guaranteed.

Nethys’s Fragments

Occasionally, at ley confluences, mages report hearing fragments of a divine voice, pieces of Nethys’s shattered consciousness trying to reassemble. These fragments manifest as:

  • Sudden insights about magical theory, a formula or technique the mage never learned but suddenly understands
  • Brief visions of the Aetheric Web’s original design, a glimpse of how magic was meant to flow, beautiful and heartbreaking in its completeness
  • Moments of perfect casting, spells that flow effortlessly, as if guided by an unseen hand, far exceeding the caster’s normal ability
  • Warnings, fragmented, urgent impressions about the Web’s deterioration, often incoherent but always distressing

Info

At the Table: Nethys’s fragments make excellent quest hooks and reward mechanisms. A mage PC who encounters a fragment might gain a temporary boon (a spell they shouldn’t know, a moment of enhanced power) or a clue about the campaign’s deeper mysteries. The question of whether Nethys can be reassembled, and what that would mean, is campaign-shaping material.

Whether Nethys can be reassembled is an open question. If she could be, the magical landscape of Aethermourne would change dramatically, the Aetheric Web would regain coherence, magic would stabilize, and the Second Silence might be halted or reversed. But reassembling a shattered goddess is not a simple task, and there are those who benefit from the current chaos.


Magic and the Second Silence

As the Second Silence progresses, the magical decline of Aethermourne accelerates:

  • Ley lines are dimming. Ambient magical energy is decreasing measurably, year by year.
  • Divine materials are losing potency. Slowly, but enough that artificers and alchemists have noticed. Ashite that once powered a ward for a decade now lasts seven years.
  • Primal communion becomes harder. The land’s awareness is withdrawing, not dying, but retreating inward, as if the living world is curling up against a coming winter.
  • Tidal magic grows more erratic. Black Tides interfere more often. Tidal sorcerers report that the currents feel “confused,” as if the sea itself doesn’t know which way to flow.
  • Calculism remains stable longest. Ashite provides a buffer against the decline, its orderly nature resists entropy. But even it shows cracks: formulas that once worked flawlessly now occasionally produce minor deviations.

Warning

Campaign Pacing: The Second Silence should be a slow burn, not a sudden crisis. At the start of a campaign, magic works fine, maybe a little unreliable, but nothing alarming. Over the course of the story, the decline becomes more noticeable. Spells fail at inconvenient moments. Materials don’t work as expected. By the campaign’s climax, the decline should feel urgent and personal.

What the Second Silence Means

The decline mirrors the campaign’s central themes: everything is built on the dead, and the dead are finally beginning to truly die. The divine remains are not infinite resources. The gods are not sleeping, they are dead, and dead things decay. The magic that powers civilization, heals the sick, wards against monsters, and holds empires together is running out.

This is not a problem anyone can solve by finding more resources. It is an existential reckoning with the foundations of the world.


Quick Reference: Cosmological Hazards

For GMs who need to quickly reference environmental magical effects:

HazardLocationEffectSeverity
Hollow ZoneScattered (rare)Magic ceases to function. Reality feels thin and wrong.Moderate, unsettling but survivable
Maelstrom ProximityNear Vorrhyn’s destruction siteChaotic energy warps body, mind, and realityExtreme, prolonged exposure is lethal
Ley Line SurgeAlong ley lines (unpredictable)Sudden burst of magical energy amplifies all nearby effectsVariable, can be beneficial or catastrophic
Black TideCoastal Hollowed ReachMagical currents become erratic and unpredictableHigh, spells misfire, enchantments fail
Nethys Fragment EventAt confluences (rare)Brief contact with Nethys’s shattered consciousnessLow, usually beneficial, occasionally overwhelming
Necromantic SaturationThe Pale Wastes (constant)All magic risks necromantic contaminationHigh, cumulative and insidious
Empyrean BleedNear divine remainsShattered Empyrean “leaks” through, causing visions or spatial distortionVariable, depends on proximity and duration

Appendix: Common Questions

Info

Can mortals become gods? Not in the traditional sense. The Empyrean, the substance from which gods were made, is shattered. But mortals can absorb enough divine material to gain god-like power. Whether this makes them “gods” or something new and potentially worse is an open question.

Is there an afterlife? Technically, yes. Morrhael’s Domain was the afterlife. It is now broken, and souls that enter it are trapped in a decaying pocket plane inside a dead god’s skull. Whether this constitutes an afterlife or a prison depends on your perspective.

Can the gods be resurrected? Unknown. Their bodies remain, and their divine materials retain power. Nethys’s fragments suggest that at least partial reassembly is possible. But no one has ever resurrected a god, no one has ever had to.

What happens when the divine materials run out? No one knows. The most optimistic scholars believe the world will simply become non-magical, mundane, but livable. The pessimists believe that magic is now woven into the world’s fundamental structure, and its removal would cause reality to unravel. The truth is probably somewhere in between, and probably worse than either prediction.