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Hey, everyone! First off, hope you're all having a great weekend! Just wrapped up the first version of the steampunk wilderness campaign setting: Etheria!

This one got me caught in a creative whirlwinf and it winded up a bit more than a micro-setting, and a bit less than a full campaign sourcebook. The plan is to add in  a bestiary, magitech items (yes, that's not a typo!), new spells, new classes, and a APL 1-3 adventure arc that explores locations within the setting.

For now, I'm releasing the 50-page core campaign sourcebook that includes a ton of information to get started! If there's enough interest, I may expand this into a full setting and build out the chapters with more lore, new mechanics, location maps, etc.

Anyway, let me know what you think! I really enjoyed putting this together and if there's something I missed or you want more details on, please don't hesitate to reach out and let me know! All comments, suggestions, and even criticisms are welcome!

Happy Adventuring!

TJ Phoenix

PS - Already piecing together some research and outlines for next month's setting where we explore just how deep the rabbit hole goes in a mythical wonderland...


Under a sky bathed in the ghostly radiance of an arcane tempest, an airship glides gracefully across a verdant Expanse. Aboard the vessel, intrepid adventurers garbed in brass and leather armor deftly evade a barrage of razor-edged missiles unleashed by a menacing steamforged drake. On the ground beneath, a seasoned warrior fires his pistol and brandishes his blade at a mutated creature, its metallic appendages reflecting the unsettling luminescence of the Aetherstorm. Amid the tumult, a masterful mage artfully harnesses the aetheric forces powering the surrounding contraptions, forestalling catastrophe as the ancient Astromagi mechanisms whir and clank to life. As the battle rages, the untamed forces of nature refuse to be overshadowed. The ground trembles as roots, vines, and colossal trees surge with an awakened vigor, animated by the arcane energies suffusing the land. In a stunning display of primal resilience, the relentless power of the wild rises to reclaim its domain, claiming the land’s future by battling the mechanized wonders of its past.

Introduction

Welcome to Etheria, a world in turmoil, where the remnants of a broken civilization struggle to survive amidst a world both wonderfully strange and deadly. Here, the ruins of an ancient, advanced society known as the Astromagi Dominion are strewn across a land teeming with untamed wilderness. Their knowledge and power were so vast they tried to become gods, and in their hubris, tore their world asunder. Only a fragment survived, a prison world surrounded by a raging arcane tempest.

Today, Etheria is dominated by the Expanse, a region filled with rolling hills, dense forests, and sprawling ruins, all bathed in the constant glow of the Aetherstorm. This ethereal storm infuses the land and its creatures with arcane energies, giving rise to all manner of mutated beasts and mechanical monstrosities.

Yet, amidst the chaos, life persists. Several settlements have emerged, each carving its own path through the turmoil. Iron Heights clings to the past, using salvaged Astromagi technology to build a future. Luminary Haven embraces the Aetherstorm, becoming a sanctuary for those touched by its arcane power. Rustique, rugged and resourceful, ekes out a living in the shadow of the past, ready to face whatever comes next.

Etheria's denizens are as diverse as they are determined. You'll find tinkerers and scholars trying to unlock the secrets of the Astromagi, mercenaries braving the Expanse in search of glory and riches, and everyday folk simply trying to survive in a world that’s anything but ordinary.

Adventures abound in Etheria, from daring raids on Astromagi ruins to navigating the intricate politics of the settlements, from battling clockwork horrors to standing against the ever-encroaching wilderness, twisted and enlivened by the Aetherstorm. In Etheria, every day is a fight for survival, a quest for knowledge, and a chance to shape the destiny of a world on the brink.

As the arcane energy intertwines with nature, the wilderness of Etheria rises in a riot of life, threatening to reclaim the land. The flora and fauna, mutated by the Aetherstorm, grow ever more aggressive, pushing against the boundaries of the settlements. The people of Etheria stand defiant, battling back against a world that refuses to be tamed.

Welcome to Etheria, a world of peril and promise, of arcane energy and raw survival, of forgotten past and uncertain future. What role will you play in shaping its destiny?


Explorer+ Patrons click HERE to get the Adventure PDF + Regional Map 


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Comments

Full Mettle

This is a great 1st setting. Already considering some adventures.

thedmtoolchest

thanks! I was really happy with how it's coming out. Knee deep in the bestiary and armory at the moment and the first part of a 2 part adventure arc will be out at the end of the week

Kris Hammes

its insane you made this just now as Im making a local playgroup and I was going to propose we make a westmarch style setting in an eerily similar type of post apocalyptic landscape. This is amazing and exciting, ill be reading this today and mining as much inspiration as I can. Thankyou.

thedmtoolchest

Perfect timing! Let me know how it goes :) also, if you have any questions feel free to reach out. I know I didn't deep dive everything as this was just a micro setting, but I can expand on anything if requested. Been considering turning it into a full setting and expanding everything if there is enough interest

Kris Hammes

I had such a similar idea planned except rather than isolation via the aetherstorm I was planning to have the world split into huge floating isles, each contained with energy fashioned by quick thinking artificers to stop the world being annihilated. I want to be able to swap dms between dming and PCs, run one shots and rules mutations, even potentially rule system changes, all in one fractured world. I had such a similar idea of uncovering lost knowledge. I'm even going to propose we initially lock features in game behind adventures, so example if the group wants to play as warforged PC's they first need to go and restart the foundry. I really enjoyed reading your take, it will help me flesh out my ideas. I just hope my playgroup is up for it, wish me luck :)