AETHERMOOR
≈ the hidden laws ≈

How Aethermoor Works

The isle does not explain itself. But for those who read the signs, patterns emerge from the fog.

The Storyboard

The Story Board is where your chronicle unfolds. You describe what your character does — explore a crypt, barter with a merchant, confront a warlord — and the Chronicler writes the next passage. Every prompt shapes the world.

Encounters happen naturally

The isle watches. As you journey, enemies may appear based on where you are and how dangerous the road has become.

Loot matches the scene

You will not find desert relics in a swamp. What you scavenge or buy reflects the biome and the moment.

Characters & Leveling

Create a character, choose their race, and pin them as your active adventurer. All loot, wounds, and experience go to whoever is active. You can switch at any time from the Players page — selecting a new character automatically deselects the previous one for that storyboard.

  • Gain XP from combat victories, looting, scavenging, and simply spending time in the world.
  • Every 5 minutes your active character is bound to a Story Board, they earn +20 XP passively — even in silence, the isle teaches.
  • Every 5 levels grants +5 max health. Higher-level characters access better loot pools and deadlier encounter tables.
  • A character's level determines what rarities they can find — no legendary blades at level 1.
  • All characters begin with 100 HP and 50 mana. Mana is reserved for future magic systems.

Races & The Wounded Houses

When you create a character, you choose a race from the living pantheon of Aethermoor. The six Wounded Houses — Elves, Dwarves, Orcs, Tieflings, Liches, and Beastfolk — are the core bloodlines, each with deep lore and unique flavor.

Race-locked gear

Some weapons and armor are forged for specific bloodlines. An elven bow may refuse an orc's grip. Check race restrictions before equipping.

Flavor is free

Race affects how the Chronicler describes your character, what gear they can use, and how the world reacts to them. It does not lock you out of any story.

Beyond the six houses, ten more races walk the isle: Dragonborn, Halflings, Merfolk, Gnomes, Fae, Goblins, Centaurs, Minotaurs, Vampires, Dryads, and others. Read their full entries on the Races and Wounds pages.

Weapon Sharpness

Every blade has a sharpness percentage from 0% to 100%. A sharp weapon is a deadly weapon. A dull one is a liability.

100% sharpness
1.9×
Maximum attack bonus.
50% sharpness
1.55×
Average attack bonus.
1% sharpness
1.2×
Barely holding an edge.

Bought weapons start at 100% sharpness. Scavenged weapons start between 40% and 98% — the isle does not give up its treasures easily.

Every 2 encounters, the equipped weapon loses 1% sharpness. When it reaches 0%, the weapon shatters and is destroyed.

Armor & Defense

Your character can wear armor across eight slots: head, chest, arms, legs, hands, feet, shoulders, and back. Each piece reduces incoming damage, making the difference between a scratch and a mortal wound.

  • Equip armor from your backpack. Equipping a new piece in an occupied slot automatically replaces the old one.
  • Unequipping a piece returns it to your backpack as a generic armor entry.
  • Some armor is race-locked and can only be worn by its intended bloodline.

Whetstones

Whetstones restore a weapon to 100% sharpness in a single use. Each whetstone has a limited number of charges based on its rarity.

Worn Whetstone
Common
15
River-Stone Hone
Uncommon
20
Quarrymen's Whetstone
Rare
30
Runed Edgestone
Epic
45
Skyforge Whetstone
Legendary
60

When a whetstone runs out of uses, it crumbles and is removed from your pack. Whetstones can be found as loot drops in the world.

Potions & Healing

Healing potions are your lifeline in the wild. They restore a percentage of your maximum health instantly and can be found as loot, bought at apothecaries, or scavenged from the dead.

Lesser Healing Draught
Common
25%
of max HP
Healing Tonic
Uncommon
50%
of max HP
Greater Healing Elixir
Rare
75%
of max HP
Phoenix Restorative
Epic
100%
of max HP
  • Potions of the same name stack in your backpack, saving precious space.
  • Potions are never auto-used. You must open your backpack and drink them manually.
  • Apothecaries and merchants often carry potions. Blacksmiths do not — they only deal in steel.

Combat & Encounters

Encounters are resolved with a combat spinner. You and your enemy each roll a random attack number. The higher number wins the exchange and deals damage.

  • Your attack roll is boosted by your weapon's sharpness bonus.
  • Enemy damage scales with the encounter difficulty and the foe's tier.
  • If you attack a named creature or declare intent to fight, combat begins immediately — the isle does not ask twice.
  • You can flee mid-fight, but the isle extracts a toll: 5 HP of damage as you scramble away. You cannot flee if it would kill you.
  • Encounters block the story. When an enemy appears, you cannot continue the chronicle until you resolve it — fight, flee, or hide. The Chronicler waits.

Fight difficulty presets

Choose from Hearthlight (5% chance) to Doomsung (30% chance). The environment modifies this — dungeons triple the odds, while safe towns reduce them to a whisper.

Forced encounters

Try to steal from a shop and the owner will fight back. Attack a named god or dragon, and the encounter triggers instantly with scaled stats.

Foe Tiers

Not all enemies are equal. When you name a target in your prompt — "I challenge Zeus" or "we hunt the dragon" — the Chronicler recognizes the threat and scales the fight accordingly.

Gods & Primordials
1.9× — 2.6×
The air itself bends in deference.
Dragons & Demon Lords
1.7× — 2.2×
A foe out of legend. Its breath alone could end lesser quarrels.
Bosses & Royalty
1.5× — 1.9×
Crowned in steel and reputation — every blow will be earned.
Elite Monsters
1.3× — 1.6×
Bigger than it has any right to be, and faster too.

These multipliers apply to both enemy health and enemy attack damage. Fighting gods is possible — but the isle will make you earn it.

Death & Rebirth

When a character's HP reaches 0, they die. A dead character cannot be set as active, cannot fight, and cannot earn XP. Their belongings remain in their pack, frozen until someone remembers their name.

The only way back is the Rebirth Rune — a Mythic relic etched in bone and starlight. Using one restores the fallen to full health and consumes the rune forever.

Rebirth Runes are extraordinarily rare. They have a 1-in-1000 chance to appear in any loot drop, and traveling merchants occasionally sell them for 10 gold (or 1 platinum). If you find one, guard it with your life — someone else's may depend on it.

Prevention is cheaper than resurrection

Keep your armor current, your blade sharp, and your potions stocked. The isle respects the prepared.

Runes are shared

A Rebirth Rune sits in a character's backpack. Any of your characters can carry one, and you can use it to revive any dead member of your roster.

Shops & Scavenging

Civilization still clings to the isle in the form of merchants, blacksmiths, apothecaries, tavernkeeps, and wandering traders. When the Chronicler drops you at a shop, you can browse wares, buy with your coin, or sell what you no longer need.

  • Merchants sell general goods. Blacksmiths sell weapons and whetstones. Apothecaries sell potions. Taverns sell food and rest.
  • Selling items returns half of what a vendor would charge for the same item. The isle's economy is cruel but consistent.
  • Stealing from a shop forces immediate combat with the owner. If you win, you can scavenge the shop's shelves for spoils. If you lose, you leave in a coffin — or not at all.
  • Loot and scavenge points appear contextually — a corpse, a drawer, a hidden niche. Search them to claim what the isle has left behind.

Biomes & Scenarios

Where you are matters. The Chronicler infers the current biome and scenario from your prose, shaping both loot drops and experience gains.

Biome loot

Crypts yield grave-silver and funerary daggers. Coasts yield brine-bleached coins and harpoons. Volcanic ash-marches yield obsidian blades and fire-cult sigils.

Scenario types

Combat, scavenge, shop, travel, social, and ritual beats each have their own loot profiles and XP weights.

XP Multipliers

Dangerous places and meaningful moments reward more essence. The biome and scenario combine to multiply every XP gain — from loot pickups to combat victories to quiet vigil.

Underdark tunnels
×1.9
Deadliest biome bonus.
Volcanic ash-marches
×1.85
Second highest biome bonus.
Combat beat
×1.5
Highest scenario bonus.
Crypt
×1.55
High-risk, high-reward.
Shop beat
×0.8
Transactions teach little.
City streets
×0.85
Civilization quiets the soul.

Maps — The Hexed Atlas

The Hexed Atlas is a honeycomb map of the Broken Isle. Each hex hides a region with its own name, terrain, and forbidden chronicle. Touch a hex to unseal it and read what the cartographers dared not publish.

Regions are procedural

Every hex generates a unique territory name, description, and portrait when first revealed. No two explorers unseal the same isle.

Lore, not loot

The Atlas is a repository of world-building and history. It does not drop items or XP — only stories.

The Backpack

Your Backpack holds everything your character carries. Equip weapons, use potions, sharpen blades with whetstones, equip armor, and manage your inventory at any time through the dock that hovers at the bottom-left of the screen.

  • Only one weapon can be equipped at a time. Equipping a new weapon automatically unequips the old one.
  • Potions restore health instantly. Keep a stock for hard encounters.
  • Items can be destroyed to free up space — but the isle does not give refunds.
  • Your backpack has limited space. Once full, you cannot pick up new loot or scavenge finds until you make room.

Allies & Parties

You do not have to wander alone. Add allies to your band and invite them to shared storyboards. Every member sees the same chronicle, contributes their own prompts, and faces the same dangers.

Shared chronicles

Party members take turns shaping the story. The Chronicler weaves every contribution into a single narrative thread.

Friend requests

Send and receive ally invitations. Once bonded, you can see each other's active characters and invite them to your boards.

Scrolls

Scrolls are sealed chronicles — preserved records of your storyboards that you can revisit, rename, or listen to. When a storyboard grows too long or you wish to begin a new tale, seal it as a scroll and store it in the archives.

  • Scrolls preserve every entry, every loot drop, and every battle of a completed storyboard.
  • You can narrate a scroll with text-to-speech, letting the Chronicler read your tale aloud in your browser's voice.
  • Scrolls can be renamed and deleted. Deleting a scroll does not affect your characters or their inventory.

Loot Rarities

Every item the isle yields carries a rarity. Higher rarities mean stronger stats, deeper lore, and steeper prices. Your character's level gates what rarities can drop — the isle does not waste legends on the unworthy.

Common
Lv 1+
The bread and bone of every pack.
Uncommon
Lv 3+
A cut above the village forge.
Rare
Lv 6+
Named, marked, remembered.
Epic
Lv 10+
Forged in catastrophe.
Legendary
Lv 15+
Songs are sung. Wars are started.
Mythic
Lv 20+
The Rebirth Rune lives here.

Coin & Currency

The isle trades in three metals. Carry coin to barter, bribe, and buy your way out of trouble.

Copper
1
Bread, ale, a candle stub.
Silver
10 copper
A night's bed, a dull blade.
Gold
10 silver
A fine sword, a healer's care.

Platinum exists only in legend — 1 platinum equals 10 gold, and is reserved for the rarest of transactions (Rebirth Runes among them). Coin is shared per character: every adventurer keeps their own purse.

The Global Chat

The Global Chat is the isle's open hearth — every adventurer who walks Aethermoor can speak here. Boast of kills, beg for whetstones, recruit a party, or simply trade rumors with strangers.

  • Messages are tied to your account, not your character — you speak as yourself, not your latest avatar.
  • Be kind, be cunning, but be civil. The Chronicler watches the hearth too.

Account & Access

To walk the isle you must first bind your name to it. Accounts are sealed with a username and an email — neither can be claimed twice. Once a name is taken, it belongs to its bearer forever.

  • Verify your email after signing up. A raven carries a binding sigil to your inbox — until you confirm it, you cannot sign in.
  • Forgot your seal? Use Lost the Seal on the sign-in screen to request a recovery sigil and forge a new password.
  • Your account holds every character, every scroll, every coin. Guard your credentials as you would a Rebirth Rune.

Tips for Survival

Write with intent

The Chronicler reads what you write. Vague prompts beget vague tales — specific actions, named targets, and clear stakes shape a richer story.

Mind the sharpness gauge

A blade at 0% shatters. Carry a whetstone before you carry a fight.

Stack your potions

Same-name potions stack. Carry many lesser draughts rather than one greater elixir if backpack space is tight.

Pick your battles

Naming Zeus in a prompt summons Zeus. The isle takes you at your word.

Switch characters freely

Different races unlock different gear. Rotate your active adventurer to fit the road ahead.

Seal long chronicles

When a storyboard sprawls, seal it as a scroll. Fresh boards keep the Chronicler sharp and the pacing tight.

Quick Start

  1. 1Create a character on the Players page, choose a race, and pin them as active.
  2. 2Head to the Story Board and begin your chronicle. Describe where you are and what you seek.
  3. 3Manage loot, potions, weapons, and armor from your backpack dock. Keep your blade sharp and your skin covered.
  4. 4Invite allies, explore the Maps, read the Races, and survive the Broken Isle.

"The isle does not care whether you understand its rules. It only cares that you keep walking."