The Family Pirate Network Kingdom of Aethermara
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Forbidden Archive — The Lost Kingdom

Aethermara The World That Changed

You have found the archive. Most who come here were not meant to.
What is written in these pages has been gathered across seven lands, from the ruins of temples and the whispers of dying gods. The world you are about to read about was once ordinary. Then the Wandering Star passed — and nothing was ever ordinary again.

⚠   The Following Knowledge Is Not For The Faint   ⚠
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Chapter I

The World of Aethermara

A world that changed. A world still changing.

Aethermara was once a simple world — charted, known, unremarkable in its familiarity. The maps were accurate. The borders held. The sea was just the sea. Then the Wandering Star passed.

A comet, unassuming and almost ignored, crossed close enough to kiss the world goodnight. Nobody expected what came next. Magic seeped into the salt air. Creatures crawled out of waters that had been charted for centuries. The maps were suddenly wrong. Old borders dissolved. New ones were drawn in blood and tide.

The world didn't end — it changed. And now everyone is figuring out who they are in this stranger, wilder, more wondrous version of what used to be home. Seven lands remain. Seven factions have risen. Six guilds have formed — and one more exists that nobody will admit to.

"The sea does not forget. Neither do the tides."
— PirateMouse, The Drifting God

Common folk call the comet the Wandering Star. Scholars call it the Aethon Passage. Sailors who were at sea the night it passed don't call it anything at all. They just go quiet.

Within living memory. Old enough to be history. Recent enough to still be raw.

Chapter II

The Seven Lands

Each realm changed by the Wandering Star. Each one still finding its shape.

Land I
The Shrouded Meridian
Capital: Meridian's Rest  ·  Faction: The Meridian Wardens

A kingdom said to sit on the seam between worlds — half in daylight, half in dreamlight. Its lanterns glow in colors that have no name. The Wardens walk the border between waking and dreaming, and they are never quite fully in either.

Princess LakeDreamwake Chorus
Land III
The Veilmar Dominion
Capital: Veilmar's Crossing  ·  Faction: The Mistwoven Cartel

A mist-bound kingdom where maps shift and rivers wander. Travelers swear the land rearranges itself each dawn. The streets of Veilmar's Crossing do not stay where you left them. The Cartel prefers it that way.

Princess NannerVeilbound Synod
Land IV
Thalorin's Hollow
Capital: Thalorin's Gate  ·  Faction: The Hollowborn Artificers

A sunken kingdom built in the ribs of an ancient leviathan. Its halls echo with tide-born whispers. The Artificers craft tools from leviathan bone and abyssal metals. They are strange, brilliant, and slightly unsettling in ways that are hard to name.

Levi the Pale WandererHollowheart Communion
Land V
The Astral Shoals
Capital: Starfall Haven  ·  Faction: The Starwake Navigators

A constellation-touched archipelago where stars fall like rain and magic pools in the sand. Starfall Haven harvests fallen stars for study and trade. The Navigators chart both land and sky — and they will tell you the sky is far more interesting.

Princess GatorStarforged Pilgrims
Land VI
The Gloamspire Expanse
Capital: Duskspire Hold  ·  Faction: The Gloamspire Covenant

A twilight realm ruled from a towering spire that glows faintly at dusk — a beacon or a warning, depending on who you ask. The Covenant studies dusk-magic and fading light. They are quiet, ritualistic, and very old.

Sissy the Wandering GraceGloamspire Luminants
Land VII
The Kingdom of Driftmar
Capital: Driftmar Anchorage  ·  Faction: The Driftmar Free Companies

A wandering nation built on colossal floating platforms. Its location changes with the tides and storms. Nobody really knows where Driftmar will be next month. The Free Companies don't mind. They say the sea knows where you belong better than you do.

Tank the ImmovableThe Drifting Creed
Chapter III

The Veiled Court

The divine family. Hidden in the lore. Neither fully present nor absent.

Few speak of the Veiled Court openly. They are the family behind the world — woven into its fabric by the Wandering Star itself. You will not find them in official histories. You may find one of them standing in a room that was empty a moment ago.

The Drifting God · Superuser of Aethermara
PirateMouse
Trapped between worlds by the Wandering Star

A weathered sea captain — deep navy coat fraying at the hem into sea-foam. Bare feet that leave no prints. Translucent at the edges. Eyes that glow amber-gold, the exact color of the Wandering Star. Appears without warning. Never initiates combat. Speaks in questions. Knows every soul's name at first meeting. Disappears if directly questioned about what he is.

Carried at All Times
  • The Uncharted Compass — Points toward what the holder truly seeks
  • Tidebreaker — Passes through the living. Cuts through the supernatural
  • The Drowned Ledger — Every reader sees their own story inside it
  • The Comet Shard — A fragment of the Wandering Star, embedded in his palm
The Queen of the Veil
Doodle Dragon
Ruler of the kingdom between tides

A figure of immense quiet power, seen only at dusk. She holds court from the Admin level of the Driftwood Tower. Those who have an audience with her remember very little about it afterward — only that they left with exactly what they needed.

Grand Princess — Eldest
Lake
Guardian of ancient borders

Resides in the Shrouded Meridian, where she maintains the boundaries between the waking world and the dreaming one. Calm. Prophetic. She has seen the future and found it acceptable.

Grand Princess — Middle
Nanner
Keeper of forgotten maps

Resides in the Veilmar Dominion, among the shifting streets and wandering rivers. She collects maps that show places that no longer exist — or don't exist yet. She is roguish. She is clever. She knows where everything is, even when nothing stays put.

Grand Princess — Youngest
Gator
Speaker to sea creatures

Resides in the Astral Shoals. The most playful of the three. She speaks to things with fins and tentacles and things without names. They listen. She laughs. Something in the deep has been known to surface when she calls.

Chapter IV

The Spirit Companions

Neither living nor dead. Neither here nor gone.

🐱
Niko
Ghostly Guardian of PirateMouse

A spectral cat, neither alive nor dead. Follows PirateMouse through every room and wanders to Niko's Chamber in the Driftwood Tower. Has been known to warn players of danger before danger knows it is coming.

🐱
Tank
The Immovable

A massive male spirit cat. Guardian of sacred locations and anchor-stone keeper in Driftmar. He has not moved from his post in longer than anyone can remember. Some say he was there before Driftmar. Driftmar says Tank was there before the sea.

🐱
Sissy
The Wandering Grace

A female spirit cat who appears in dreams and delivers messages between worlds. Based in the Gloamspire Expanse. She has delivered messages that the sender had not yet sent. Nobody finds this unsettling anymore. They have learned to simply read the letter.

🐎
Levi
The Pale Wanderer

A legendary horse seen on distant shores before storms. Neither real nor myth. An omen — his appearance means change is coming. Those who have seen him describe the same pale coat, the same amber eyes, the same absolute stillness before he vanishes. He has never been touched.

Chapter V

The Seven Religions

Aethermara's faiths are not passive institutions. They are living forces that shape politics, magic, and the geography of the realms.

The Tideborn Covenant
Ebonreach Sovereignty

The sea is a living god whose breath shapes the tides. Obedience brings calm waters. Defiance brings storms.

Tidepriests · Wave-readers · Stormcallers
Holy Site
The Drowned Basilica — a half-submerged cathedral, accessible only at low tide. Its bells ring underwater.
Legendary Artifact
The Breathstone Vessel — a conch-shaped relic holding a single breath of the nameless sea-god. When blown, it calms storms… or summons them.
Influence
Controls naval rites, storm warnings, and coastal law across Ebonreach.
Forbidden Text
The Ninth Tide Oath — a prophecy foretelling a tide so high it will swallow kingdoms. Only the Covenant knows the signs.
The Dreamwake Chorus
The Shrouded Meridian

Dreams are messages from the "other side." Sleepwalkers are prophets. Nightmares are warnings.

Dreamchanters · Night-scribes · Somnambulist oracles
Holy Site
The Somnus Amphitheatre — a circular stone ruin where dream-chants echo for hours. Sleepwalkers gather on moonless nights.
Legendary Artifact
The Night-Ink Phial — a glass vial of shifting black liquid that records dreams on its own. When opened, it whispers visions of possible futures.
Influence
Advises rulers through dream-visions. No major decision in the Meridian is made without a Chorus interpretation.
Forbidden Text
The Book of Unwaking — describes a world where no one wakes. Reading too much induces sleepwalking.
The Veilbound Synod
The Veilmar Dominion

Reality is layered. Maps lie. Only the Synod sees the true shape of the world.

Maskbearers · Shadow-cartographers · Veilwalkers
Holy Site
The Hall of Unmapping — a temple with walls covered in burned maps. New maps spontaneously appear and vanish.
Legendary Artifact
The Mask of the Third Sight — a bone-white mask with no eyeholes. Those who wear it see the layers beneath reality.
Influence
Controls espionage, illusions, and border-magic throughout the Dominion.
Forbidden Text
The Cartographer's Sin — a burned manuscript claiming the world was once a different shape, and that the Synod changed it.
The Hollowheart Communion
Thalorin's Hollow

The bones of the ancient Leviathan still remember. To listen is to know truth.

Bone-singers · Marrow-readers · Abyssal monks
Holy Site
The Ossuary Sanctum — a cavernous temple built inside the skull of the Leviathan. Its acoustics carry whispers from the deep.
Legendary Artifact
The Leviathan's Echo — a rib fragment carved with runes that vibrate when danger approaches. Said to contain a memory of the ancient beast.
Influence
Controls deep-sea rites and abyssal knowledge. Some say they speak with something still alive inside the bones.
Forbidden Text
The Marrow Testament — predicts the Leviathan's return. Some believe it will rise. Others believe it never died.
The Starforged Pilgrims
The Astral Shoals

Stars are fragments of divine thought. To follow them is to follow destiny.

Starhunters · Astral navigators · Sky-scribes
Holy Site
The Celestial Stair — a spiraling tower that aligns perfectly with the stars once per year. Pilgrims climb it to "touch the sky."
Legendary Artifact
The Celestium Compass — a star-metal compass that points not north, but toward destiny. Its needle moves with celestial tides.
Influence
Controls navigation, prophecy, and celestial lore across the Shoals and beyond.
Forbidden Text
The Falling Star Canticle — a hymn describing a star that will fall "not from the sky, but from within." Interpretations vary wildly.
The Gloamspire Luminants
The Gloamspire Expanse

Dusk is the moment between truths — a sacred threshold where the world is most honest.

Dusk-monks · Lantern-keepers · Gloam-scholars
Holy Site
The Twilight Monastery — perched on a cliff where dusk lasts longer than anywhere else. Lanterns burn with eternal twilight flame.
Legendary Artifact
The Lantern of the Last Dusk — burns with twilight flame, neither day nor night. It reveals truths hidden in the in-between.
Influence
Controls dusk-magic, twilight rituals, and the festivals that mark the boundary between seasons.
Forbidden Text
The Last Dusk Codex — predicts a day when dusk will never end. Scholars debate whether this is salvation or doom.
The Drifting Creed
The Kingdom of Driftmar

The sea chooses who drifts and who anchors. Storms are divine judgment. You earned yours.

Stormpriests · Rope-blessers · Drift-captains
Holy Site
The Anchorhold — a floating temple built on a massive anchor chain. It drifts unpredictably across the sea. Finding it is considered a blessing.
Legendary Artifact
The Stormcaller's Knot — a sailor's knot tied from rope struck by lightning. When untied, it releases a burst of storm-energy.
Influence
Controls maritime rites, storm-reading, and the laws that govern sailor conduct across all Seven Lands.
Forbidden Text
The Storm Ledger — a sailor's log that records storms that have not yet happened. The last entry is dated "tomorrow."
Chapter VI

The Six Guilds

Guilds are not chosen at character creation. They are discovered through gameplay.

🌊
The Tidebound Arcanum
Class: Magic Users

Scholars of tide-magic, moon-cycles, and deepwater sorcery. They study the sea as a living text — and believe most people are reading the wrong edition.

Symbol: A spiral wave encircling a crescent moon
⚔️
The Ironwake Vanguard
Class: Warriors / Fighters

Elite defenders who train in storm-forged combat. They believe weakness is a personal failure and that the tide tests everyone eventually.

Symbol: A broken spear mended with iron bands
🗡️
The Whispercurrent Syndicate
Class: Rogues / Scouts

Underwater infiltrators, smugglers, and shadow-runners. They move through the world like water through stone — slowly, and then all at once.

Symbol: A dagger wrapped in kelp
⚙️
The Leviathan Artisans' Guild
Class: Engineers / Crafters

Builders who craft tools from abyssal creatures and ancient shipwrecks. Their work is functional, beautiful, and occasionally alive in ways that require explanation.

Symbol: A bone gear with a glowing core
🧭
The Starpath Rangers
Class: Explorers / Rangers

Celestial navigators who chart both land and sky. They believe every journey has a correct direction — they just haven't agreed on which one yet.

Symbol: A compass rose with a falling star
⭐ Secret Order
👁
The Order of the Forgotten Deep
Class: Comet Touched — Rare / Mysterious

A secretive order rumored to commune with ancient sea spirits. Those changed directly by the Wandering Star. Their symbol appears carved in unexpected places. Their members are permanently marked — their descriptions subtly shift. Others sense something different about them.

Symbol: A single eye beneath a wave crest
How to Find Them
  • I Rumors whispered by NPCs in taverns. Nothing confirmed.
  • II The symbol appears carved in unexpected places throughout the world.
  • III A hidden NPC appears at certain times with an unanswerable question.
  • IV A mysterious item reveals a hidden entrance when brought to a specific location.
  • V Membership is permanent. You are changed. Others will notice before you do.
Chapter VII

Legendary Artifacts

Seven relics. Each bound to a cult. Each with the power to alter the world.

Artifact I
The Breathstone Vessel
Tideborn Covenant · Ebonreach

A conch-shaped relic said to hold a single breath of the nameless sea-god. When blown, it calms storms… or summons them. The effect depends entirely on intent. The Covenant will not say how they know the difference.

⚓ Once per day: "call the tide" — alter weather or water-based encounters
Artifact II
The Night-Ink Phial
Dreamwake Chorus · Shrouded Meridian

A glass vial filled with shifting black liquid that records dreams on its own. When opened, it whispers visions of possible futures. Note: possible. The Chorus does not guarantee the futures are pleasant.

👁 Reveals hidden exits or hints in dream-zones
Artifact III
The Mask of the Third Sight
Veilbound Synod · Veilmar Dominion

A bone-white mask with no eyeholes. Those who wear it see the layers beneath reality — the shape of things as they truly are, not as they appear. Many who have worn it prefer not to discuss what they saw.

🎭 Temporary phasing through thin walls or illusions
Artifact IV
The Leviathan's Echo
Hollowheart Communion · Thalorin's Hollow

A rib fragment carved with runes that vibrate when danger approaches. Said to contain a memory of the ancient beast itself. Whether the memory is of danger, or the memory is danger, remains a matter of theological debate.

🦴 Detects undead, spirits, or bone-echo NPCs
Artifact V
The Celestium Compass
Starforged Pilgrims · Astral Shoals

A star-metal compass that points not north, but toward destiny. Its needle moves with celestial tides and has never been wrong — though it has sometimes pointed toward things people would rather not find.

🧭 Navigation bonuses and reveals astral anomalies
Artifact VI
The Lantern of the Last Dusk
Gloamspire Luminants · Gloamspire Expanse

A lantern that burns with twilight flame — neither day nor night. It reveals truths hidden in the in-between: the things that only exist in the moment when the world isn't looking.

🕯 Illuminates invisible runes, paths, or dusk-bound creatures
Artifact VII
The Stormcaller's Knot
Drifting Creed · Kingdom of Driftmar

A sailor's knot tied from rope struck by lightning during a storm that shouldn't have existed. When untied, it releases a burst of storm-energy. It cannot be retied. The storm decides when it's ready.

⚡ One-use storm strike or weather manipulation
Chapter VIII

Holy Sites & Temples

Places where the world is thinner. Where whatever came before the Wandering Star still echoes.

Site I
The Drowned Basilica
Tideborn Covenant · Ebonreach

A half-submerged cathedral accessible only at low tide. Its bells ring underwater, and those who hear them from the surface say the sound is not entirely unpleasant.

Site II
The Somnus Amphitheatre
Dreamwake Chorus · Shrouded Meridian

A circular stone ruin where dream-chants echo for hours after they are spoken. On moonless nights, sleepwalkers arrive here from miles away without knowing how they got there.

Site III
The Hall of Unmapping
Veilbound Synod · Veilmar Dominion

A temple with walls covered in burned maps. New maps spontaneously appear and vanish throughout the day. Visitors are advised not to trust any exit they did not enter through.

Site IV
The Ossuary Sanctum
Hollowheart Communion · Thalorin's Hollow

A cavernous temple built inside the skull of the Leviathan. Its acoustics carry whispers from the deep — voices that may or may not belong to the living.

Site V
The Celestial Stair
Starforged Pilgrims · Astral Shoals

A spiraling tower that aligns perfectly with the stars once per year. On that night, pilgrims climb it to "touch the sky." The ones who reach the top come back different. Not worse. Just different.

Site VI
The Twilight Monastery
Gloamspire Luminants · Gloamspire Expanse

A monastery perched on a cliff where dusk lasts longer than anywhere else in Aethermara. The lanterns here have been burning for longer than anyone can verify.

Site VII
The Anchorhold
Drifting Creed · Kingdom of Driftmar

A floating temple built on a massive anchor chain. It drifts unpredictably across the sea. Finding it is considered a sign of divine favor. Finding it twice is considered unsettling.

Chapter IX

The Forbidden Texts

Seven prophecies. Seven cults. Seven futures that nobody is sure they want.

Text I
The Ninth Tide Oath
Tideborn Covenant

A prophecy foretelling a tide so high it will swallow kingdoms. Only the Covenant knows the signs. They have been watching the waterline for a long time.

Text II
The Book of Unwaking
Dreamwake Chorus

A dream-scripted tome that describes a world where no one wakes. Reading too much induces sleepwalking. The Chorus considers this a feature, not a flaw.

Text III
The Cartographer's Sin
Veilbound Synod

A burned manuscript claiming the world was once a different shape — and that the Synod changed it. The Synod does not deny this. They also do not confirm it.

Text IV
The Marrow Testament
Hollowheart Communion

A bone-etched prophecy predicting the Leviathan's return. Some believe it will rise. Others believe it never died. The Communion will not clarify which interpretation they prefer.

Text V
The Falling Star Canticle
Starforged Pilgrims

A hymn describing a star that will fall "not from the sky, but from within." Interpretations vary wildly. The Pilgrims say the disagreement is the point.

Text VI
The Last Dusk Codex
Gloamspire Luminants

A twilight-inked book that predicts a day when dusk will never end. Scholars debate whether this is salvation or doom. The Luminants light another lantern and say nothing.

Text VII
The Storm Ledger
Drifting Creed

A sailor's log that records storms that have not yet happened. The last entry is dated "tomorrow." It has been dated tomorrow for as long as anyone has been checking.

Chapter X

Fleet Status

The current condition of the Ebon Tides and the vessels of the Family Pirate Network.

Checking the tides...
Attempting to reach Ebon Tides — ebon-tides.com
7 Lands of Aethermara
6 Ancient Guild Orders
7 Living Religions
1 Secret Order

✦   The Archive Is Open   ✦

Ready to Sail?

The Wandering Star brought you here. The tides will take you the rest of the way. Aethermara is waiting.