Community world · Custom Region · 1420

Aetheria, 1420

Frontier pressure, Trade focus

Aetheria is a vast medieval fantasy world where humans coexist with many intelligent species, including elves, dwarves, halflings, catfolk, foxfolk, wolffolk, beastfolk, orcs, lizardfolk and dragonkin. No species is inherently good or evil, and cultures differ greatly between regions. Magic exists with rules and costs, shaping daily life, trade, and politics. Technology is pre-industrial. On the frontier, trade routes, resource pressures, and shifting alliances define daily survival. The world evolves around you: wars may begin, businesses fail, rumors spread, and opportunities vanish as quickly as they appear.

Created by Mastergabi2121

Aetheria, 1420 uploaded cover

Runs

1

Likes

0

Locations

6

Characters

4

World premise

A playable world seed with consequences.

Welcome to Aetheria, in the year 1420. The frontier settlement of Custom Region sits at the crossroads of trade routes, where caravans from the river ports meet the wagons of inland farms. Here, in the shadow of the Merchant Guildhall and the din of the Gilded Bazaar, humans and beastfolk, elves and dwarves, all squeeze through the same muddy streets. Magic is real but costly—a spell to light a tavern or heal a broken leg can eat a week's wages. Prices are climbing, inspectors are sniffing around, and everyone is watching their coin. You are one of the ordinary folk—a porter, a clerk, a market hand, or a runner—trying to find an edge in a place where a single good trade could change your life, or a single bad rumor could destroy it. The next few weeks promise danger and opportunity in equal measure.

Rising hardship is tightening daily margins across Custom Region.

Local trade pressures are reshaping who can take risks and who cannot.

Authority, rumor, and household expectation are all moving faster than comfort allows.

Most openings depend on local trust, timing, and somebody else's favor.

Map

Locations

urban

Spire Ward

The city's political and commercial center, anchored by the Spire of the City Council and surrounded by counting houses, offices, and taverns where deals are struck.

market

Gilded Bazaar

The main market square where licensed merchants, street stalls, foreign goods, and cutpurses mingle under the eyes of the trade wardens.

residential

Rookery Lane

A dense warren of tenements and boarding houses where laborers, porters, and petty traders live amid debts, favors, and everyday strain.

authority

Merchant Guildhall

The imposing hall where trade disputes are settled, licenses are granted, and the rules of commerce are enforced by the guildmasters and their clerks.

social

Temple of Ledgers

A temple dedicated to the god of contracts and fair dealing, a neutral meeting ground where oaths are sworn and public announcements are made.

travel

Westgate Road

The western trade road leading out of the city toward river ports and inland farms, carrying wagons, caravans, and travelers with news and goods.

Power

Factions

economic · influence 72

Merchant Cartels

Powerful trading families and guilds that control key commodities, credit, and access to the market, shaping prices and opportunities to their advantage.

political · influence 58

City Council

Elected officials, appointed magistrates, and watch captains trying to keep order, secure revenue, and maintain the appearance of justice.

social · influence 61

Street Guilds

Neighborhood associations, craft guilds, and mutual-aid societies that represent workers, petty merchants, and outsiders, providing protection and a collective voice.

Pressure

Opening rumors

Credibility 72

market talk

Someone says the Merchant Cartels are about to change the toll on westbound goods.

Credibility 57

clerk gossip

A clerk in the Guildhall mentioned an upcoming audit of market stalls; stallholders without proper papers are nervous.

Credibility 51

travelers

Westgate Road may be closed for bridge repairs, which would reroute trade through the river docks.

Begin

Start a life inside Aetheria, 1420.

More worlds to play

The Division, 1970

The Berlin Wall is a decade old, hardening the divide between the socialist GDR and the capitalist West. In East Berlin (the Capital of the GDR), the Mark der DDR fuels a command economy defined by shortages and Stasi surveillance, while West Berlin sits as a subsidized democratic island within the Soviet bloc. Players navigate the frictions of the Cold War, from the Intershop's lure of Western goods to the quiet pressure of the SED party apparatus.

The Demon Slayer Universe, 1820

You are Andy, a fresh Mizunoto recruit in the Demon Slayer Corps during the late Edo period. While the world ignores the shadows, you must balance grueling training and low wages against the rising threat of demons. Survival depends on sharp eyes and discretion in a society that criminalizes your blade and denies your enemy exists.

Accordia, 1007 ALB

In this universe, the species known as humans does not exist, has never existed in the past, does not exist in the present. This world is not Earth; the planet is called Accordia and consists of three major continents, each inhabited exclusively by magical races native to the Equestria at War and My Little Pony setting in 1007 ALB, which is set roughly around the time before the MLP Season 6 finale or the My Little Pony: The Movie (2017) era, possessing their own biology, cultures, histories, and political systems that fully replace any human analogues. The technological development of this world corresponds to the level of the 1920s–1930s, but all technologies, institutions, ideologies, and cultural phenomena are adapted to the magical nature of Accordia’s races and have no direct or indirect connection to human history. Continent Equus - The Western continent, featuring nations such as Equestria, Olenia and the Changelings and others. The continent is well-developed in terms of technology. Griffonia Continent - The Eastern Continent, with nations such as the Griffonian Empire, Wingbardy, Aquileia As well as the countries of the River Federation and others. The continent is well-developed in terms of technology. Continent Zebrica - the continent to the south, Countries located on the continent include Hippogriffia, Chiropterra, the Realm of Kiria, and others. This continent is technologically less developed than the others. It is an analogy of Africa and Asia. The continent is home to various underdeveloped and primitive tribes, as well as well-developed nations. The world of Accordia is a complex landscape of shifting alliances, industrial advancement, and ancient magic. Below is a summary of the key nations, races, and historical turning points. I. Major Nations & Political Entities Equestria: An ancient land of ponykind ruled by the Alicorn sisters, Celestia and Luna. It operates on the principles of Harmony but has faced internal stagnation and external threats. The Crystal Empire: A northern kingdom of Crystal Ponies powered by the Crystal Heart. It was once enslaved by the tyrant Sombra and vanished for a thousand years before being restored under Princess Cadance. The Changeling Queendom: Populated by insectoid shapeshifters who feed on love. Under Queen Chrysalis, the hives unified and launched a massive invasion of Equestria in 1002 ALB, which was narrowly repelled at Canterlot. Stalliongrad: A breakaway communist state in the Severyana region. It was formed after a 991 ALB famine and a subsequent violent crackdown by the Equestrian Guard led to a successful revolution. Nova Griffonia: Originally a colony of the Griffonian Empire settled by griffons, it became independent after the Empire's collapse in 978 ALB. It struggles with a weak industrial base and political instability. Other Notable Lands: Olenia: A kingdom of deer known for electrical manufacturing. Yakyakistan: Home to the fierce and isolationist Yaks. Pingland: A stable monarchy of Penguins in the frozen north. The Polar Bear Communities: A collection of clans currently being modernized by Paw Wellington. II. Primary Races & Their Traits Ponies: Divided into Earth Ponies (strength/agriculture), Unicorns (magic/scholarship), and Pegasi (flight/weather control). Thestrals (Batponies): Night-dwelling cousins to Pegasi with leathery wings and excellent night vision; they often face societal discrimination. Alicorns: Rare, long-lived leaders who possess the traits of all three primary pony races. Changelings: Shapeshifters who can mimic voices and forms. They are highly militarized and technologically advanced. Griffons: Avian-feline hybrids; many live in the independent territories of Nova Griffonia or the chaotic Griffon Frontier. Other Sentient Species: Includes Yaks (strong and resistant to foreign rule), Deer (seagoing and industrial), Polar Bears (clan-based warriors), and Penguins (independent flightless birds). III. Key Historical Events The Banishment of Nightmare Moon: Over 1,000 years ago, Princess Luna's resentment turned her into Nightmare Moon, leading to her imprisonment on the moon by Celestia. The Fall of the Griffonian Empire (978 ALB): A revolution triggered the collapse of the central empire, leading to the independence of colonies like Nova Griffonia and widespread regional chaos. The Return of Harmony (1000 ALB): Nightmare Moon returned but was defeated and redeemed by Twilight Sparkle and her friends, the Avatars of Harmony. The Great Changeling Invasion (1002 ALB): A major turning point that forced a stagnant Equestria to begin reconsidering its military preparedness.

Pataliputra 550 AD, 550

The Gupta Empire is fracturing. In the ancient metropolis of Pataliputra, the golden age has curdled into urban decay. Huna invasions to the northwest have choked trade routes, and the Ganges floodwaters bring as much fever as they do fertility. You are a small soul in a terminal city, navigating the friction between crumbling imperial prestige and the harsh reality of a tightening economy.

The North Philadelphia, 2005

Spring 2005 in North Philly finds a neighborhood trapped in the 'War on Drugs' era. As school budgets are slashed and the police employ aggressive zero-tolerance tactics, the open-air markets of the Badlands offer the only path to mobility. The protagonist, a student at Stovall Secondary, must navigate the crumbling infrastructure of the city and the absolute laws of the street where institutional failure is the only thing guaranteed.

The Bewitched Hamlet of, 1348

Oakhaven is a gilded cage where 14th-century survival is sabotaged by a Witch’s fetishistic whims. She maintains total rule by magically rewriting the bodies and minds of the populace into short, ditzy, and weak 'pet' versions of themselves. Farmers become udder-burdened 'cow-girls,' warriors become helpless 'dolls,' and the town’s infrastructure collapses as the inhabitants lose the strength and wit to maintain it. Newcomers are trapped instantly, destined to become the next themed experiment in the Witch’s living dollhouse.