A world on Worldtable

Aetherra

A Modern Fantasy Sandbox. Play however you want to play.

modern fantasy 3 membersBuilt by Papa_Chaos

Played in English

Aetherra is a modern world whose ancient gods, peoples and magical traditions have survived into the age of smartphones, passenger jets and global trade. Across six continents, nations compete through industry, spellcraft, diplomacy and war. On Virelia, the Accord binds rival states against outside invasion even as they fight one another. Valoria leads with advanced technology and influential technology businesses; the Nordic Federation combines older technology with stronger magical traditions. Both societies use magic and technology. Ordinary lives unfold among old ruins, living legends and powers that governments struggle to control.

The lands

Sah’lari Concord

The Sunforged Concord

An alliance of desert kingdoms, oasis cities and tribes on Virelia, governed through the Circle of Ash and Wind. Solar-mana towers, heatforges, railways and caravan routes connect its settlements. Zharat-Ka is its capital.

An alliance of desert kingdoms, oasis cities and tribes on Virelia, governed through the Circle of Ash and Wind. Solar-mana towers, heatforges, railways and caravan routes connect its settlements. Zharat-Ka is its capital.

Tharnholm Union

The Runic Foundries

A subterranean republic on Virelia whose cavern cities and surface settlements support engineering, heavy industry and railways. The Council of Gauges values expertise and public service. Runic machinery is respected; other magic often faces suspicion. Giragzdin is its capital.

A subterranean republic on Virelia whose cavern cities and surface settlements support engineering, heavy industry and railways. The Council of Gauges values expertise and public service. Runic machinery is respected; other magic often faces suspicion. Giragzdin is its capital.

Valoria

The Modern Republic

Recommended starting point. A technologically advanced republic on Virelia, with diverse communities, influential corporations and pronounced inequality. Jaelyan is its capital and a major port city. Smithford is another city; Bifrost is a separate town with Nordic roots. Domain Magic itself is legal. The Nordic Federation controls its only overland approach.

A technologically advanced republic on Virelia, with diverse communities, influential corporations and pronounced inequality. Jaelyan is its capital and a major port city. Smithford is another city; Bifrost is a separate town with Nordic roots. Domain Magic itself is legal. The Nordic Federation controls its only overland approach.

Varkesh Dominion

The Iron Assembly

A mountainous Virelian country ruled by warlords, syndicate leaders and commanders through the Iron Assembly. Shagab is its capital. Industrial settlements produce weapons and improvised technology; militias bargain over routes and territory. Its rivalry with the Nordic Federation remains bitter.

A mountainous Virelian country ruled by warlords, syndicate leaders and commanders through the Iron Assembly. Shagab is its capital. Industrial settlements produce weapons and improvised technology; militias bargain over routes and territory. Its rivalry with the Nordic Federation remains bitter.

Astralara

The Grand Arcanum

A Virelian nation governed by archmages, where magical aptitude shapes education, inheritance and social status. Caelora, the capital, rises on crystalline spires suspended by magic. Enchanted infrastructure supports settlements across the dry landscape alongside modern communications and transport.

A Virelian nation governed by archmages, where magical aptitude shapes education, inheritance and social status. Caelora, the capital, rises on crystalline spires suspended by magic. Enchanted infrastructure supports settlements across the dry landscape alongside modern communications and transport.

Nordic Federation

The Northern Federation

A northern Virelian federation with forest settlements, communal traditions, martial service and strong magical expertise. Husbernes is its capital. Older machinery operates alongside modern communications and magic. It controls Valoria's sole land approach; acceptance across ancestries comes with expectations of service.

A northern Virelian federation with forest settlements, communal traditions, martial service and strong magical expertise. Husbernes is its capital. Older machinery operates alongside modern communications and magic. It controls Valoria's sole land approach; acceptance across ancestries comes with expectations of service.

Who you can be

Humans

Humans

Humans live across Aetherra, sharing cities, schools and workplaces with other peoples. Valoria's diverse republic, the Nordic Federation's communal traditions, Astralara's magical hierarchy and the Sah'lari Concord's oasis cities offer very different upbringings. Human communities also belong to Tharnholm's cavern cities and Phoros on Cindaros. Bifrost was founded by human, elven and dwarven families who left the Nordic Federation. Nationality, family and personal experience shape a human's beliefs and ambitions.

Elves

Elves

Elves are a long-lived people with communities across modern Aetherra. Elves are prominent in Astralara, where magical aptitude governs education and status; sand elves are among the peoples of the Sah'lari Concord. Others grow up in Valoria or the Nordic Federation, and elven families helped found Bifrost. Their lives include college, careers, family, art, public service and magical study. An elf's culture comes from their community and upbringing, while their loyalties and profession are personal choices.

Orcs

Orcs

Orcs are a robust, often gray-green people living in Aetherra's modern cities and communities. Orcs and goblins are prominent in the Varkesh Dominion, whose warlords, military and syndicates compete for power. Orcs also live in Valoria and serve in the Nordic Federation. In Jaelyan, the Burning Skulls and Metal Punch Warriors are particular orc gangs with their own members and loyalties. Other orcs build lives through work, study, family, sport and countless individual ambitions.

Rabbitfolk

Rabbitfolk

Rabbitfolk are a type of beastfolk who look human but are distinguished by rabbit features, like long rabbit ears and a fluffy rabbit tail. They live alongside other peoples in modern Aetherra, including the Nordic Federation and Valoria. Some study Arcane or Runic magic; others pursue careers in science, art, trade, public service and everyday work. A rabbitfolk character's family, community and personal experiences shape their customs and ambitions.

Drow

Drowrare

Drow, also called dark elves, are an elven people whose communities belong to modern Aetherra. The Nordic Federation welcomes dark elves among its many peoples, and Valoria's diverse cities offer homes, education and careers to people from many backgrounds. A drow character may have local roots or an immigrant family history. Their family, community, training and personal experiences establish their loyalties, magical interests and way of life.

Dwarves

Dwarves

Dwarves live throughout modern Aetherra. The Tharnholm Union is a major center of dwarven life, with cavern cities, industrial guilds, runic engineers and railways. On Cindaros, Braldrak is a dwarven nation known for fortress-cities, precision engineering and its Great Wall. Dwarves also belong to the Nordic Federation and Valoria; dwarven families helped found Bifrost alongside humans and elves. Heritage offers many traditions, while each dwarf chooses their own work, interests and allegiances.

Centaurs

Centaurs

Centaurs have a humanlike upper body and the four-legged lower body of a horse. They are one of the major peoples of Phoros on Cindaros, a modern nation shaped by military service, sport and public coliseums. Centaurs also make lives abroad, including in Valoria and the Nordic Federation. Their build matters when choosing housing, seating and transport. Community, education and individual interests shape their work, beliefs and ambitions.

Demons

Demonsrare

Demons are a mortal people within demonkind, often marked by horns, tails or glowing eyes and an innate affinity for magic. They restore mana by absorbing strong anger and hatred; proximity to those emotions can sustain them. They still eat, sleep, work and form families. Zavareth is a major homeland, but many demons have settled abroad, including in Valoria and the Nordic Federation. Prolonged emotional deprivation can leave them mana-starved and eventually comatose. A Demon Lord's emergence brings a strong natural pull to serve, while each demon has their own loyalties and motives.

Succubi and Incubi

Succubi and Incubirare

Succubi and incubi are a mortal people within demonkind. They replenish mana through lust and desire, with emotional and physical intimacy often central to how they sustain themselves. They eat, sleep and participate in modern society, balancing jobs, relationships and personal needs. Fading desire can strain a relationship as well as their mana recovery; sustained deprivation can lead to a manaless coma. Communities exist in Zavareth and abroad, including Valoria and the Nordic Federation. Individuals choose their partners, professions and loyalties. Like other demonkind, they feel a natural pull toward an emerging Demon Lord.

Magic

Earth Domain · EarthWater Domain · WaterFire Domain · FireAir Domain · AirLife Domain · LifeDeath Domain · DeathOrder Domain · OrderChaos Domain · ChaosArcane Magic · Arcane magic is learned and accessible to anyone with mana. It includes elemental spells, illusions, wards, and everyday utilities. Unlike domain magic, arcane magic demands study, focus, and often chants or rituals. It is crafted, not born—passed down through grimoires, academies, and tutors. Precision matters: miscasting can lead to failure or harm. Arcane magic is common, versatile, and shaped by knowledge rather than instinct.Runic Magic · Runic magic stores spells within inscribed symbols—etched into stone, metal, skin, or even air. Activation comes through triggers like touch, words, or time. Casters are often artisans, engineers, or warriors, crafting traps, wards, or enchanted tools. Runes are stable, reliable, and persist long after casting, but require precision and deep script knowledge. One misstroke can cause failure—or worse. Often used to enchant weapons and bullets with elemental effects.Druidic Magic · Druidic magic is instinctual and deeply tied to nature’s rhythm. It is often practiced by elves, rabbitfolk, and forest-bound creatures, though any species may learn it if bound closely to nature. Unlike arcane or domain magic, it flows more from harmony than will. Druidic casters guide rather than command magic, channeling it into plant growth, healing, shapeshifting, and summoning spirits like nymphs or treants. It is ancient, spiritual, and alive.Blood Magic · Blood magic is a volatile, forbidden art fueled by life essence—usually the caster’s, sometimes another’s. Feared and outlawed in most regions, it channels pain and sacrifice into deadly precision. Blood mages can form weapons like spears, blades, or whips from their own blood, or fuel dark summoning rituals that bind demonic entities. Powerful but dangerous, it is often practiced in secrecy, where survival and strength demand a price in blood.