Aetheric lineage

Aetherborn

Immortal consciousness. Mortal consequence.

Influence opens the door. Choice gives it power.

Overview

What it means
to be Aetherborn

The Aetherborn are enduring Aetheric consciousnesses sustained by Resonance and embodied in living, mortal Incarnations. The Crossed were once mortals, transformed during the brief transition immediately after death; their original bodies are restored as their first vessels. The Wrought are new, independent consciousnesses formed through Kindling, with no previous mortal life. Neither origin confers superiority. The essence supplies the vessel’s sole consciousness and identity: there is no possession, borrowed body, or duplicate. The essence endures; the vessel breathes, eats, sleeps, ages, feels pain, and can die.

Every Aetherborn exists between mortal embodiment and the Aethereal Plane. Radiants are associated with Sheol, restoration, illumination, responsibility, and protection; Infernals with Gehenna, ambition, passion, temptation, self-determination, and consequence. Neither path determines morality: Radiants can be cruel and Infernals compassionate. Their influence may strengthen emotion or temptation while free will, physical vulnerability, Resonance, Anchors, and the danger of discorporation keep power consequential.

Aetherborn Quick Reference

Everything you need to know about playing an Aetherborn, at a glance.

What Is an Aetherborn?
An enduring Aetheric essence inhabiting a living, mortal physical body called an Incarnation. The essence may survive the death of its vessel.
Two Origins
Crossed: former mortals transformed immediately after death, with their original mortal bodies restored as their first Incarnations. Wrought: new Aetheric consciousnesses created through Kindling, with no former mortal life.
Two Paths
Radiants cultivate virtue, including compassion, courage, mercy, and hope. Infernals cultivate vice and desire, including pride, ambition, temptation, and indulgence. Neither path automatically makes a character good or evil.
Incarnations
Living physical bodies that breathe, eat, drink, sleep, age naturally, feel pain, suffer injuries, and can die. The vessel has no separate consciousness.
Aethereal Healing
An injured, still-living vessel can gradually heal in the Aethereal Plane. Healing cannot revive a dead vessel or automatically reverse aging.
Renewal
A deliberate, sustained process exclusively in the Aethereal Plane rejuvenates the same intact vessel, never younger than its original age baseline. It preserves innate appearance and defining physical features.
Vessel Death
The essence ordinarily survives and may construct a new Incarnation with the same or a different appearance. At least 24 real-world hours must pass before physical return. Reconstruction is not automatic and requires appropriate roleplay and consent; essence captivity, essence wounds, and Anchor complications may delay return.
Anchor
One personally meaningful, private physical object maintains the Incarnation bond. It remains bound through ordinary vessel death and reconstruction.
Anchor Destruction
Return requires a new Anchor Bond and a new vessel. Physical manifestation is impossible for at least 24 real-world hours. Interference with another player’s Anchor requires consent and established roleplay.
Resonance
Spiritual nourishment sustains the essence. Passive Resonance comes naturally from compatible emotions and meaningful choices nearby and generally sustains ordinary existence. Active influence toward a freely chosen, path-aligned action yields more, but success is not guaranteed. Resonance follows an honor system like Duskborn feeding; Aetherborn cannot gain it from one another.
Muting
Prolonged deprivation of compatible Resonance may weaken an Aetherborn. Muting is narrative, without an automated meter or penalties for offline time or lack of recent influence scenes.
Guided Crossing
An established Aetherborn with specialized knowledge may offer transformation to a newly deceased mortal spirit. The mortal must freely consent; success is not guaranteed. No rank or advance approval is required. A completed Crossing requires Meridian reporting and mentorship, without ownership or automatic allegiance.
Kindling
Creates a new, independent Aetheric consciousness without mortal death. Requires advance Meridian approval and mentorship under the Fourth Precept.
Universal Capabilities
Aetheric Awareness, Aetheric Aspect, Aetherial Shift, and flight in Lineage Form are innate, subject to their existing limitations. These grant no additional powers beyond the full guide.

Important Restrictions

  • No mind control or removal of player agency.
  • No Aetherborn-to-Aetherborn emotional, mental, dream, perception, or behavioral manipulation, and no harvesting Resonance from one another. Physical injury and other permitted supernatural effects remain possible.
  • No casually discarding healthy Incarnations to change appearance.
  • No automatic escape from consequences through plane shifting.
  • The Veil and roleplay consent rules always apply.

Common Questions

Can I change my appearance?

Renewal preserves the same vessel’s defining appearance. A legitimately reconstructed vessel after death may look different; a new identity does not erase consequences.

Can my Aetherborn die?

Their vessel can die. Their essence ordinarily survives, although extraordinary established circumstances may threaten it.

Do I have to actively feed on Resonance?

No. Passive Resonance generally sustains ordinary existence. Active cultivation provides a greater gain. Both are handled through roleplay.

Can I become an Aetherborn without having been human?

Yes. Wrought Aetherborn are created through Kindling and have no former mortal life.

Can a ghost become Aetherborn?

Not through an ordinary Crossing. Crossing occurs immediately after mortal death, before established ghosthood. Kindling creates a new consciousness rather than converting a ghost.

Do I have to reveal my Anchor?

No. An Anchor is a private physical object and does not require public disclosure or routine registration.

Defining strengths

What they carry

  • Enduring consciousness across Incarnations
  • Aetheric Awareness and emotional Resonance
  • Shared abilities plus a Radiant or Infernal path

Roleplay considerations

What they must face

  • The living Incarnation can be injured or killed
  • Influence never removes another character’s agency
  • Vessel or Anchor destruction requires at least 24 real-world hours before physical return; rematerialization is only possible within 100 meters of the Anchor

At a glance · Both paths

Forms, Healing & Rebirth

Material and Aethereal describe where the Aetherborn exists; Human-like and Lineage Forms describe their physical presentation. The same recovery and reconstruction rules apply to Radiants and Infernals.

Material Form
The Crossed inhabit their restored original mortal body as their first Incarnation; the Wrought form a new vessel. Later reconstruction creates a new body, never possession of another person. These living, biologically human bodies need ordinary care and can be injured, become ill, age, and die.
Aethereal Form
Their spiritual essence exists within the Aethereal Plane, where they can recover and prepare to return to physical existence.
Plane Shifting
Aetherborn may travel between the Material and Aethereal planes according to their established mechanics. Aethereal residence has no fixed duration limit, but rematerialization is only possible within 100 meters of their Anchor. Shifting is not teleportation and must respect the Veil, consent, and active roleplay.
Healing
A still-living vessel gradually heals injuries while in the Aethereal Plane, with scene-appropriate recovery rather than fixed timers. Healing does not automatically reverse aging or revive a dead vessel. While Material, ordinary healing and medical care apply; Resonant Recovery retains its documented limits.
Renewal
A deliberate, sustained process within the Aethereal Plane rejuvenates the same living vessel, never younger than its original age baseline. It does not redesign its defining features.
Vessel Death
A dead vessel requires reconstruction, not healing. The Anchor normally persists; at least 24 real-world hours must pass before physical return. Reconstruction is not automatic and requires appropriate roleplay; essence captivity, essence wounds, and Anchor complications may delay return.
Public Death
An open return with the same face and identity after a public or documented death may violate the Veil. Historical resemblance alone is not an automatic breach.
Anchor Destruction
Destroying the primary Anchor effectively ends the current Incarnation, even if its vessel was otherwise intact. Return requires reconstruction in the Aethereal Plane for at least 24 real-world hours without physical manifestation and a newly established Anchor Bond.
True Death
Vessel death and Anchor destruction do not automatically destroy the immortal essence. True Death requires extraordinary established supernatural means capable of extinguishing the essence itself.

Player and staff reference

Aetherborn — Roleplay Guidelines

A Practical Guide to Abilities, Consent, and the Veil

01

What Aetherborn Are

Aetherborn are enduring Aetheric essences embodied in genuine living Incarnations. A Crossed Aetherborn’s first vessel is their original mortal body, restored at the Crossing; a Wrought Aetherborn forms their first body anew. The vessel has no separate consciousness: the essence supplies identity, thoughts, memories, emotions, and desires. There is no possession or struggle between two selves. Their bodies breathe, eat, drink, sleep, bleed, age naturally, feel pain, and remain vulnerable to injury, illness, poison, restraint, and death.

Every playable Aetherborn follows either the Radiant or Infernal path. Neither determines morality. Supernatural actions are limited to the published universal traits and the abilities the character has actually acquired; identity, rank, and evocative descriptions grant no additional powers.

Read Physiology · Read the paths

02

Healing and Recovery

Immortal essence does not mean instant physical regeneration. While incarnated, minor injuries follow ordinary physical recovery; serious injuries require medical treatment and appropriate recovery time. Without Resonant Recovery, an Aetherborn cannot supernaturally regenerate injuries while remaining in the Material Plane. Resonant Recovery applies only to the user and retains its documented limits. The separate universal Aetherial Recovery trait operates only while remaining in the Aethereal Plane.

Use the recovery method that actually applies
SituationRule
Minor injuriesOrdinary physical recovery while Material; gradual, scene-appropriate healing while Aethereal with a still-living vessel.
Serious injuriesMedical treatment and appropriate recovery time while Material; even severe trauma can gradually heal while Aethereal, without fixed recovery tiers.
Supernatural healingResonant Recovery within its documented limits while Material, or gradual universal Aetherial Recovery while Aethereal.
Fatal injuryThe vessel dies; the essence ordinarily survives and returns to the Aethereal Plane. The body remains an ordinary corpse.
Destroyed vesselReconstruction creates a new vessel with a bonded Anchor. Ordinary vessel death preserves the Anchor, but at least 24 real-world hours must pass before physical return. Reconstruction is not automatic; essence captivity, essence wounds, and Anchor complications may delay return. Return is not instantaneous within the death scene; timing follows reasonable roleplay and consent.

Aetherborn cannot automatically close gunshot wounds, regrow limbs, or recover instantly from catastrophic trauma. Resonant Recovery heals only the user within its stated limits. Aetherial Recovery is gradual: returning early pauses it, remaining injuries persist, and repeated shifting does not regenerate injuries during combat. Magical injuries, curses, and supernatural effects may interfere.

Read healing, Renewal, and reconstruction

03

Traveling Between Planes

Aetheric Awareness perceives and communicates with accessible spirits; it does not grant plane travel. Aetherial Aspect concerns forms and manifestations, not unrestricted disappearance. Crossing between the Material and Aethereal Planes is permitted by the universal Aetherial Shift trait or another specifically established circumstance.

Aetherial Shift does not grant teleportation across physical distances or passage through solid barriers. While Aethereal, characters may perceive the Material Plane and communicate with anyone in the Material Plane, including Hearthborn, as well as compatible spirits and Aetherborn. While fully Aethereal, they cannot physically attack, touch, grab, restrain, or manipulate material people or objects; physical interaction requires rematerialization. Ordinary physical means cannot attack or restrain them there; applicable supernatural interactions still apply.

Travel and return must follow their actual mechanics. Shifting cannot retroactively negate an already resolved attack, restraint, or consequence, bypass reconstruction, or automatically resolve captivity, combat, or pursuit. Allow other participants reasonable opportunities to respond.

The Veil must be protected. An Aetherborn inside a crowded Burger King should move to a private location, such as a secluded alley, check for observers, and then shift. The same discretion applies when returning to the physical world.

Read Aetherial Shift · Read phasing abilities

04

Universal Traits vs. Purchased Abilities

  • Aetheric Awareness: immediately identify all seven lineages within normal perception, without an additional purchased ability or roll under ordinary circumstances. Also perceive accessible ghosts and disembodied spirits and communicate with them. This grants no mind reading, compelled cooperation, identity, abilities, intentions, allegiances, personal history, unlimited range, vision through obstacles, or unrestricted tracking.
  • Aetherial Aspect: Human-like and Lineage Forms express the character’s nature. Wings are optional; every Aetherborn flies naturally in Lineage Form, with or without visible wings. Other cosmetic features grant no automatic combat bonuses.
  • Anchor Bond: one meaningful physical object designated at creation connects the essence to the Material Plane. It is not a bond to a player character or a place and grants no automatic tracking, control, private communication, or teleportation.

The universal reference also includes Aetherial Shift and gradual Aetherial Recovery. These free traits require no ability points or Milestone Marks. They do not grant unrestricted healing, phasing, teleportation, or powers beyond their descriptions. Flight is already universal in Lineage Form; phasing requires an acquired ability.

Read universal traits · Read Aetherial Recovery

05

Important Purchased Abilities

Possessing one ability does not automatically grant another. Shared abilities are available to both paths; Radiant and Infernal abilities remain path-exclusive. This quick reference summarizes the published ability list; its full checks, usage limits, and restrictions still govern each action.

Acquired abilities and practical limits
AbilityTier / PathPractical application
Resonant RecoveryLow level · SharedAccelerates the user’s own limited healing or stabilization; no instant severe-trauma repair, regrown limbs, restored organs, or revival.
Aetheric GraspLow level · SharedLimited telekinesis for a nearby object ordinarily carried in one hand; no direct injury, restraint, or flight.
Phase StepMedium level · SharedWhile Aetherial, cross one ordinary narrow nonliving obstacle; no prerequisite, passage through wards or living beings, or entry into private scenes without consent.
Burden SharedMedium level · RadiantShare a willing nearby character’s pain, exhaustion, fear, or distress and reduce one relevant penalty by 2; does not repair injury or remove its cause.
SiphonMedium level · InfernalTemporarily drain physical vitality or emotional energy under the stated opposed check; no essence consumption, serious healing, stolen abilities, or generated Resonance.
Greater PassageHigh level · SharedRequires Phase Step; short Aetherial passage through connected nonliving barriers, subject to wards, reinforcement, disorientation, and consent.
Eternal AnchorHigh level · SharedSupports identity and resistance to memory erosion, banishment, disorientation, and Anchor severing; does not guarantee rebirth or defeat every binding.
Sovereign WillHigh level · SharedStronger contested telekinesis and brief restraint within its limits; no unavoidable injury, internal-organ manipulation, or sustained flight.

Healing others: no listed purchased ability directly repairs another character’s wounds. Burden Shared provides consensual relief within its limits, not injury repair. Plane travel and flight: Aetherial Shift and natural flight in Lineage Form are universal, not purchases. Phase Step and Greater Passage concern obstacles, not unlimited teleportation.

Read all ability descriptions and limitations

06

Consent and Player Agency

An attempted supernatural action is not an automatic success. Aetherborn do not possess existing humans or share their vessels with a second consciousness. Supernatural contracts and Anchor Bonds cannot be forced upon another player character. An Anchor remains the character’s meaningful physical object. Infernal bargains require willing participants who understand the terms.

Influence may strengthen existing emotions or temptations; it does not dictate thoughts, actions, dialogue, or lasting behavior. Healing another character requires consent and an applicable established method. Spiritual awareness provides no access to private thoughts or hidden character information.

Attacks and supernatural interactions follow Opaline’s Rules of Engagement and the ability’s stated resistance mechanics. Players may accept an effect voluntarily; resisting players retain agency even when a check succeeds against them. Give other participants reasonable opportunities to respond. Character death, lasting injury, limb loss, permanent disfigurement, and forced transformation require explicit permission; honor requests to end a scene or Fade to Black.

Read resistance checks · Read character consent

07

Protecting the Veil

Use supernatural abilities discreetly where ordinary humans or potential witnesses are present. Familiarity with an ability does not make its public manifestation safe.

Appropriate Roleplay: an Aetherborn leaves a crowded restaurant, enters a secluded alley, checks for witnesses, and uses Aetherial Shift to cross into the Aethereal Plane.

Inappropriate Roleplay: an Aetherborn openly vanishes in front of twenty Burger King customers without regard for witnesses or the Veil.

The same discretion applies to returning, manifesting supernatural wings or other obvious traits, visible supernatural healing, telekinesis, unexplained flight, glowing eyes, public phasing, and disappearance. Emergencies may create difficult choices; they do not eliminate consequences for exposing the supernatural. Suspected breaches and responses remain governed by the Veil’s established rules.

Read the Veil · Read the Meridian’s precepts

08

Vulnerabilities and Consequences

Physical vessels can be wounded or killed. Aetherial travel may expose a character to spiritual dangers and applicable supernatural effects. An essence may be bound or imprisoned without being extinguished; True Death is possible only through extraordinary established methods with staff oversight and existing character death and consent rules.

Destruction of the primary Anchor effectively ends the current Incarnation, even if its vessel was otherwise intact, and forces the character into the Aethereal Plane. Return requires the established reconstruction process: at least 24 real-world hours without physical manifestation and establishment of a new Anchor Bond. It preserves essence, identity, memories, and path and never causes True Death by itself. Anchors remain protected from theft, corruption, coercive exploitation, and destruction without consent; do not invent additional consequences for loss or damage.

Reconstruction may preserve or change physical appearance. An open return with the same face and identity after a public or documented death may violate the Veil; resemblance in historical photographs or portraits alone is not an automatic breach. Reconstruction preserves memories and essence and is distinct from True Death. Physical confinement cannot simply be declared irrelevant. Apply the actual Shift or phasing mechanics and established scene outcomes. A new identity does not erase evidence, obligations, relationships, judgments, or other roleplay consequences.

Read Mortality and True Death · Read Anchor Bond

09

The Fundamental Rule

An Aetherborn may only perform what their universal traits and selected abilities permit, must respect consent, and must protect the Veil.

Aetherial travel is not an automatic escape mechanism. If restrained, threatened, pursued, or participating in active roleplay, an Aetherborn cannot simply declare themselves gone. Follow the applicable mechanics and allow other participants a reasonable opportunity to respond. This does not remove universal Aetherial Shift; it preserves its limits and prevents unilateral resolution of a shared scene.

An Aetherborn may only perform what their universal traits and selected abilities permit, must respect consent, and must protect the Veil.

Aetherborn reference

Immortal consciousness.
Mortal consequence.

Crossing and Kindling

Some awaken from death. Others begin within the Aether.

Crossed and Wrought are equally legitimate, independent Aetherborn. Neither origin confers inherent superiority. The Crossing refers to becoming Aetherborn, never to a location.

The Crossed

A life carried forward

The Crossed were once mortal. During the brief spiritual transition immediately after death, their mortal consciousness becomes an enduring Aetheric essence. Their original body is restored and transformed into their first Incarnation, even after catastrophic burns, broken bones, fatal injuries, or missing limbs. This is neither possession, reincarnation into someone else’s body, nor creation of a duplicate. Memories and learned skills remain; former supernatural powers do not.

Unguided Crossing

A mystery at the threshold

An extraordinarily rare transformation without deliberate intervention by another Aetherborn. Its precise cause remains mysterious. Extraordinary emotion, moral significance, or a dramatic death may create suitable circumstances, but never guarantees a Crossing.

Guided Crossing

An offer freely accepted

An established Radiant or Infernal with specialized knowledge may seek a newly deceased mortal spirit during the immediate post-death transition and offer the opportunity to Cross. The mortal must consciously and freely accept; transformation cannot be forced. The guide may have known them in life or first encounter them after death. No rank or leadership position is required, knowledge does not guarantee success, and the guide’s path does not determine the newcomer’s path.

Established ghosts cannot ordinarily Cross long after death. Kindling creates a new consciousness rather than converting an existing ghost.

The Wrought

A consciousness kindled

Through Kindling, established Aetherborn gather Resonance around a new Aetheric spark. It develops into an independent consciousness and eventually constructs its first Incarnation. The Wrought have no previous mortal life or original human body; no dying mortal or mortal death is required. Advance Meridian approval remains necessary. Kindlers owe guidance and protection under the Fourth Precept, but creation grants no ownership, obedience, or control.

Dual existence

Living body. Enduring self.

01

The Incarnation

An Incarnation is the Aetherborn’s physical vessel. For the Crossed, the original mortal body is restored and transformed during the Crossing; for the Wrought, the first vessel is newly formed. Its state at formation establishes its original physical age baseline. Later reconstruction creates a new vessel rather than borrowing, stealing, possessing, or copying another person.

The vessel is a genuine living body: it breathes, eats, drinks, sleeps, ages naturally, feels pain, suffers injuries, and can die. The essence endures; the vessel is mortal. It has no independent consciousness, soul, personality, or memories: the Aetherborn’s essence supplies identity, thoughts, memories, emotions, and desires. There is no possession or struggle between two selves.

02

Aetheric Consciousness

The immortal essence carrying personality, memories, emotional attachments, and path. When its mortal body is destroyed, the essence survives and immediately returns to the Aethereal Plane.

03

Primary Anchor

One meaningful physical object designated at character creation binds the immortal essence to the Material Plane. The Anchor maintains that connection; the vessel enables physical existence and interaction. The Anchor is not the vessel or its biological material and need not belong to or be associated with another person. Destroying it effectively ends the current Incarnation and requires reconstruction before return, even if the vessel was intact. The bond grants no automatic tracking, control, or private communication.

04

Aetherial Aspect

The Human-like Form is an ordinary physical incarnation among mortals. The Lineage Form reveals wings, horns, halos, markings, altered eyes, light, shadow, smoke, or embers. Wings are optional; natural flight is universal in Lineage Form. Other features grant no automatic combat bonuses, and public manifestations remain subject to the Veil.

05

Aging and Renewal

Incarnations age naturally. Renewal is a deliberate, sustained process performed exclusively within the Aethereal Plane, restoring the same living vessel to a selected physical age no younger than its original age baseline. It may restore missing limbs and reverse scars, tattoos, or other alterations acquired after formation.

Renewal preserves innate facial structure, biological sex, and other defining physical characteristics. It is not shapeshifting, automatic de-aging, or a way to change identities at will. A healthy, intact vessel cannot be voluntarily discarded for a new face or sex: it persists until death, destruction, or destruction of its sustaining Anchor.

06

Aetheric Immunities

Aetherborn cannot influence one another through supernatural abilities intended to manipulate thoughts, emotions, perceptions, dreams, or behavior. This protection applies equally to Radiants and Infernals, regardless of the path of the Aetherborn attempting the influence.

Likewise, Aetherborn cannot draw, siphon, harvest, or otherwise gain Resonance from another Aetherborn. Neither path can use another Aetherborn as a source of spiritual sustenance.

These limitations do not prevent Aetherborn from harming one another through physical attacks, telekinesis, or other supernatural abilities that do not depend on mental or emotional influence. They do not grant immunity to the abilities of other lineages.

Physiology · The limits of immortality

Mortality and True Death

A vessel may fall while its bearer endures. Beyond that familiar loss lie rarer dangers: captivity of the essence, wounds to the enduring self, and the final silence of unmaking. These distinctions govern Radiant and Infernal Aetherborn equally.

The Immortal Essence

The self beyond the vessel

An Aetherborn lives through two inseparable experiences: an enduring Aetherial essence and the mortal Incarnation through which that essence touches the world. The essence supplies the vessel’s only consciousness, identity, thoughts, memories, emotions, desires, attachments, and chosen path; the vessel gives that self breath, sensation, vulnerability, and a place among the living. Immortality describes the essence’s persistence across Incarnations, not an invulnerable body or an absolute immunity to supernatural destruction.

Radiant and Infernal Aetherborn share this nature equally. Light and shadow shape their Resonance and expression, but neither path possesses a lesser soul, a privileged claim to survival, or an inherent power to unmake the other. The distinctions between vessel death, binding, and True Death apply to both.

Vessel Death

A body lost, a person enduring

A mortal vessel can be injured, become ill, age, and die; fatal injury can destroy it as surely as any living body. The body remains an ordinary corpse, while the surviving essence immediately returns to the Aethereal Plane. Identity, memories, lineage, and path endure; material losses, broken relationships, and the consequences of that death remain part of the story.

Before physically returning, the surviving essence must construct a new vessel through Incarnation. Ordinary vessel death does not destroy or sever the existing Anchor, but at least 24 real-world hours must pass before physical return. Reconstruction is not automatic; essence captivity, essence wounds, and Anchor complications may delay return. Reconstruction is not instantaneous within the death scene; timing follows reasonable roleplay and existing consent rules. The new vessel may have the same or a different face, sex, gender presentation, apparent age, and other physical characteristics, and establishes a new baseline for Renewal. Healing and Renewal cannot revive the dead vessel. Vessel death alone neither extinguishes nor automatically exposes the essence to capture or destruction.

Essence Binding

Captivity beyond incarnation

An established supernatural binding may confine a surviving essence, preventing it from returning to mortal embodiment. The captive remains an existing person, even when unable to reach an Anchor or reconstruct a vessel. Confinement can be terrible and prolonged without becoming annihilation: an essence held beyond reach has not ceased to exist. Essence captivity is spiritual imprisonment or restraint, not automatically True Death. Essence wounds damage the enduring self and may have serious consequences or delay reconstruction, but are not automatically fatal. Only irreversible destruction or unmaking of the essence is True Death.

Release concerns breaking or resolving the established binding; it is not resurrection from True Death. The binding’s reach, duration, resistance, and means of release must be defined through staff oversight and existing supernatural methods. Mere awareness of a spirit, possession of an Anchor, or victory over an Incarnation grants no automatic right or ability to imprison its essence.

True Death

The ending beyond return

True Death is the irreversible destruction or unmaking of the Aetherial essence itself. No enduring self remains to reconstruct an Incarnation, recover in the Aethereal Plane, or answer an Anchor. It is distinct from physical death, banishment, absence, and confinement, however final those experiences may appear to witnesses.

Only an established method capable of destroying essence can produce this outcome. Ordinary weapons, fatal bodily damage, and the passage of reconstruction time do not accomplish it. True Death cannot be reversed through ordinary recovery, a replacement Anchor, or another Kindling; creating a new consciousness would not restore the extinguished person.

The Final Severance

A rite at the edge of existence

The Final Severance is a rare rite of extraordinary supernatural power, directed at an exposed Aetherial essence. It separates that essence from the bonds sustaining its continued existence and extinguishes it, completing the final break between the person and any possible return. Its purpose is unmaking, not simply killing a vessel or preventing a single reconstruction.

An exposed essence is a specific supernatural circumstance established in the story, not an automatic consequence of being Aethereal or losing an Incarnation. Knowing the rite’s name, holding rank, or having advanced abilities does not confer the power to perform it. Access, preparation, exposure, and resolution require an established method and staff supervision; this lore supplies no player ritual recipe or automatic success.

Essence Consumption

The forbidden devouring

Forbidden supernatural consumption may destroy an exposed essence by devouring the enduring self rather than drawing energy from its vessel. Where an established method actually consumes and extinguishes that essence, the result is True Death. Draining vitality, exhausting Resonance, or inflicting supernatural injury is not equivalent to consuming a person’s existence.

This possibility does not expand Siphon, Infernal Compact, or any other player ability. Infernal affiliation conveys no innate right or capacity to consume essence, and Radiant affiliation offers no automatic immunity. Any such event requires a specifically established, staff-supervised supernatural method; consumption grants no assumed memories, stolen abilities, advancement, or mechanical rewards.

Relics of Unmaking

Artifacts that reach the enduring self

Rare Relics of Unmaking can directly damage Aetherial essence rather than merely wound an Incarnation. Their danger lies in reaching what ordinarily survives the body. A relic’s effect must distinguish damage to essence from its complete destruction: injury, disruption, or impaired return is not automatically True Death.

Each relic requires established provenance, capabilities, limits, and staff-approved use. An ancient weapon, enchanted object, or personally significant keepsake is not a Relic of Unmaking merely because its owner declares it one. These artifacts are exceptional story elements, not ordinary equipment, player-selectable powers, or a blanket means of bypassing resistance and consent.

Anchor Bond

A bridge, not the whole soul

An Anchor is a physical object binding the Aetherborn’s essence to the Material Plane; it is distinct from the mortal vessel and supplies none of the biological material used to create it. It need not belong to or be associated with another person and does not contain the entirety of the essence. Destroying the primary Anchor immediately draws the character into the Aethereal Plane and effectively ends the current Incarnation, even if its physical vessel was otherwise intact. Return requires the established reconstruction process, with at least 24 real-world hours without physical manifestation and a newly established Anchor Bond; restoring the bond alone does not bypass reconstruction. Essence, memories, identity, and path remain intact.

A new Anchor Bond may be established with an appropriately restored original object or a new meaningful object through roleplay under the existing rules. Anchor destruction does not automatically expose, bind, consume, or extinguish essence. It never causes True Death by itself, and the existing protections against theft, corruption, coercive exploitation, and destruction without consent continue to apply.

The Meridian

The claimed authority of final judgment

The Meridian claims authority over formal Severance, treating the extinguishing of an Aetherborn as its ultimate punishment. Such a judgment reaches beyond the loss of a single mortal life: it seeks to end every future Incarnation and the consciousness that would have carried them. Its rarity and gravity belong to the lineage’s deepest questions of responsibility, choice, and power.

That claim is an institution’s position within the lore, not permission for players to impose permanent death. Meridian office, Choir or Court rank, accusation, and an in-character sentence do not establish the supernatural capacity to perform the rite or override another player’s rights. Formal Severance remains subject to staff oversight and Opaline’s character death and consent rules, equally for Radiants and Infernals.

Gameplay Limitations

Exceptional lore, supervised consequences

Binding, Final Severance, essence consumption, and Relics of Unmaking describe established supernatural possibilities within the setting. They are not additional purchasable abilities, universal lineage traits, upgrades to existing powers, or actions available simply through a successful ordinary roll. Players may not invent an unmaking method, declare an essence exposed, or narrate another character’s permanent destruction unilaterally.

Any proposed use must be reviewed by staff through an established method, with its conditions, limits, resistance, and consequences settled before resolution. Existing character death and consent rules govern the affected characters throughout; in-character authority and supernatural power do not replace them. This section adds no Lyra mechanics, ability selections, costs, bonuses, or changes to recovery. Ordinary play continues under the published abilities, Anchor protections, and reconstruction rules.

Universal lineage traits

Part of every Aetherborn

These traits require no ability points or Milestone Marks. They are not purchasable abilities.

Two forms · Aetherial Aspect

Human-like and Lineage Forms

The Human-like Form allows life among mortals, physical interaction, and ordinary human sensations. The supernatural Lineage Form reflects Aetheric nature through optional wings, luminous or shadowed features, horns, altered eyes, or other manifestations. Every Aetherborn can fly naturally in Lineage Form, including without visible wings. The form grants no automatic additional combat bonuses; public supernatural manifestations remain subject to Opaline’s Veil.

Aetheric Awareness

Recognize, perceive, and communicate

All Aetherborn, Radiant and Infernal alike, immediately identify the lineage of another being within their normal perception through innate Aetheric Awareness. Under ordinary circumstances this requires no additional purchased ability or roll and covers all seven lineages, including their own. It does not reveal identity, abilities, intentions, allegiances, or personal history, and grants no unlimited range, vision through obstacles, or unrestricted supernatural tracking.

All Aetherborn naturally perceive ghosts and disembodied spirits accessible to their awareness and may communicate with ghosts without an additional ability. Awareness does not control, compel, summon, or banish spirits, nor reveal their identity, history, memories, or intentions. Spirits need not cooperate. Player consent and established supernatural mechanics apply.

Aetherial Shift

Between two planes

All Aetherborn may voluntarily move between the Material Plane and the Aethereal Plane. In the Material Plane they are physically incarnated and interact with the physical world. While Aethereal they may perceive the Material Plane and communicate with anyone in the Material Plane, including Hearthborn, as well as compatible spirits and Aetherborn. While fully Aethereal, they cannot physically attack, touch, grab, restrain, or manipulate material people or objects; physical interaction requires rematerialization. Ordinary physical means cannot attack or restrain them there.

Established supernatural mechanics, applicable magical interactions, and consent remain in effect. Shifting cannot retroactively negate an already resolved attack, restraint, or consequence. Aetherial Shift is separate from Phase Step and does not itself grant passage through solid barriers.

Aethereal communication includes voices, whispers, warnings, conversations, and voluntary spectral manifestations, with no fixed duration or turn limit for ordinary communication. Communication and social persuasion grant no automatic supernatural coercion, mind control, or physical interaction. Supernatural influence requires an appropriate existing ability and the established Resistance Check and consent rules. Spirit Sight remains useful for detecting Aethereal presences that have not deliberately manifested. Veil consequences still apply. Hearthborn Faith, meeting the approved-faith eligibility requirements, may resist or block unwanted Aethereal communication, spiritual influence, and perception of spectral manifestations from either Radiant or Infernal Aetherborn under its existing mechanics. Faith cannot physically banish or relocate an Aetherborn, force them from the Aethereal Plane, damage their essence, or affect their Anchor.

Aetherborn may remain in the Aethereal Plane without a fixed duration or turn limit. Movement within that plane does not permit returning to physical form anywhere at will: rematerialization requires a location within 100 meters of their Anchor, including after reconstruction. Aetherial Shift is not an automatic escape from combat, custody, pursuit, restraints, or established consequences. Existing Rules of Engagement and player agency continue to apply; other participants must have reasonable opportunities to respond.

Anchor Bond

A meaningful physical object

Designate one primary Anchor at character creation: a family heirloom, wedding ring, antique pocket watch, handwritten letter, photograph, journal, personal keepsake, religious pendant, prayer beads, military medal, commemorative badge, or an object associated with a loved one. It need not be visibly magical, expensive, ancient, or a unique artifact, belong to someone else, or be associated with an existing human. The Anchor maintains the connection to the Material Plane; rematerialization is only possible within 100 meters of it. Movement within the Aethereal Plane does not remove this restriction. It is not the vessel and provides no biological material for Incarnation.

The same Anchor and bond persist through ordinary vessel death and reconstruction. An Anchor’s significance is deeply personal. Experienced Aetherborn often take considerable care to conceal its identity and safeguard its location.

Every Aetherborn knows their own Anchor. Its identity is established through personal character lore and maintained on an honor system; public disclosure and routine Staff registration are not required. Players cannot retroactively change an established Anchor to avoid an agreed-upon consequence.

Discovery of an Anchor requires the Aetherborn player’s consent. Discovery, possession, damage, and destruction are separate matters, each requiring appropriate consent and adjudication; agreement to one does not authorize the others. When serious disputes or potential consequences require Staff adjudication, the player must confidentially identify their Anchor to authorized Staff. Staff knowledge remains OOC and confidential and does not grant any character IC knowledge.

If destroyed, the primary Anchor immediately draws the Aetherborn into the Aethereal Plane and effectively ends their current Incarnation, even if the physical vessel was otherwise intact. They must undergo the established reconstruction process before returning: at least 24 real-world hours without physical manifestation and establishment of a new Anchor Bond. Restoring the object or bond alone does not bypass reconstruction. Essence, memories, identity, and path remain intact. Appropriate roleplay may restore the original object for a new Anchor Bond. A replacement Anchor may be designated only through the established reconstruction process following destruction of the original Anchor. Players cannot casually replace or switch Anchors to avoid discovery, danger, or consequences. Destroying another player’s Anchor requires consent and appropriate roleplay; it never permanently destroys the Aetherborn. Theft, corruption, or coercive exploitation of another player’s Anchor cannot be imposed without appropriate player consent and roleplay adjudication.

Universal lineage trait

Healing, Renewal & Reconstruction

An injured Aetherborn may retreat into the Aethereal Plane while their vessel remains alive, where injuries gradually heal, including severe trauma. Healing is not instantaneous and does not automatically reverse aging. A dead vessel requires reconstruction. While remaining in the Material Plane, supernatural regeneration requires Resonant Recovery within its documented limits; ordinary healing and medical care still apply.

Recovery rules

Time carries consequence

Aethereal healing is gradual and scene-appropriate, without fixed recovery schedules. Returning early pauses this healing and leaves remaining injuries intact. Repeated shifting cannot instantly regenerate injuries during combat, cancel danger, or negate completed actions. Magical injuries, curses, or supernatural effects may interfere. Severity and outcomes follow Opaline’s established mechanics and consent rules. Aetherborn may remain conscious and interact with compatible spirits during recovery.

Renewal

The same vessel, renewed

Healing repairs injuries; Renewal deliberately rejuvenates the same living vessel within the Aethereal Plane. It cannot go below the vessel’s original physical age baseline or redesign defining features. Neither process revives a dead vessel or permits discarding a healthy body for a new identity.

Anchor destruction

A bond broken

Destroying the primary Anchor severs the current Incarnation bond and draws the essence out of physical manifestation, even if the vessel was otherwise intact. Return requires a new Anchor Bond and a newly constructed vessel, with a minimum of 24 real-world hours without physical manifestation. The same minimum also applies to reconstruction following vessel destruction. Discovery and destruction of another player’s Anchor require consent and established roleplay; its identity cannot be invented retroactively.

Destruction of the Mortal Incarnation

Reconstruction, not a reset

When an Incarnation dies, the essence normally survives and returns to the Aethereal Plane. It may construct a new physical vessel with the same or different appearance, retaining memories, identity, and essence. The new body establishes its own Renewal baseline; it is created, not stolen or possessed. Ordinary vessel death preserves the Anchor, but at least 24 real-world hours must pass before physical return. Reconstruction is not automatic; essence captivity, essence wounds, and Anchor complications may delay return. Reconstruction cannot occur instantaneously within the death scene; timing follows reasonable roleplay and applicable consent rules. During reconstruction the character cannot physically manifest or bypass reconstruction through voluntary Aetherial Shift. Neither the previous appearance nor a new appearance or identity erases consequences, evidence, obligations, or relationships.

The greater Aethereal Plane

Three regions beyond incarnation

These are spiritual regions, not physical buildings or sanctuaries within Opaline.

The luminous spiritual realm of Sheol

Radiant homeland

Sheol — The Luminous Dominion

Endless dawn, luminous sanctuaries, pale stone, silver rivers, golden skies, and distant music shape the spiritual homeland associated with Radiant Aetherborn.

Sheol represents restoration, remembrance, hope, contemplation, and responsibility. Beauty does not guarantee comfort: its stillness can confront inhabitants with truths they would rather avoid.

Sheol is not literal Heaven, and Radiant affiliation does not guarantee moral goodness.

The shadowed spiritual realm of Gehenna

Infernal homeland

Gehenna — The Umbral Dominion

Obsidian citadels, black mountains, ash-covered forests, ruined halls, crimson horizons, and strange stars stretch across the spiritual homeland associated with Infernal Aetherborn.

Gehenna represents ambition, passion, temptation, self-determination, and consequence. Frightening but not inherently evil, its darkness can offer shelter, independence, and belonging.

Gehenna is not literal Hell, and Infernal Aetherborn are not automatically evil.

The mist-shrouded neutral region of Styx

Neutral territory

Styx — The River Between

A vast neutral region separating Sheol and Gehenna: dark waters, ancient bridges, spectral ferries, forgotten shores, mist-covered settlements, and mysterious ruins. Its waters are sometimes said to reflect memories rather than faces; travelers may hear voices from previous incarnations, though not every voice is genuine.

Radiants and Infernals may meet, negotiate, exchange knowledge, and settle disputes here. Custom and agreement maintain neutrality, not an automatic magical prohibition against violence.

The Confluence

A meeting place along the Styx

An ancient neutral settlement between the dominions, the Confluence may host diplomatic gatherings, exchanges of knowledge, and meetings involving the Meridian. The Crossing refers only to becoming Aetherborn.

Travel between regions

One plane, deeper dominions

Ordinary Aetherial Shift moves between the Material Plane and the greater Aethereal Plane. Sheol and Gehenna are deeper regions: Radiants naturally favor Sheol and Infernals Gehenna, but neither path is automatically prohibited from the other dominion. Styx is accessible to both.

No region is an invulnerability zone or provides an automatic mechanical advantage. Reconstruction may occur anywhere appropriate within the Aethereal Plane, including the character’s affiliated dominion. Established supernatural mechanics and consent still apply.

Life across incarnations

The Aetherborn Experience

Narrative characteristics, not purchasable abilities or mechanical bonuses.

Aetheric Echoes

Fleeting emotional impressions may recall places or experiences from previous incarnations. These are memories and atmospheric impressions, not guaranteed supernatural evidence.

The Weight of Incarnation

Physical existence allows warmth, hunger, exhaustion, pleasure, pain, and ordinary human sensations. Many treasure experiences absent or profoundly different while Aethereal.

The Quiet Between Lives

Reconstruction offers reflection, remembrance, and potential interaction with spirits or other Aetherborn.

The Call of Home

Radiants may sense warmth or distant music associated with Sheol. Infernals may sense embers, shadows, or familiar whispers associated with Gehenna. These sensations provide atmosphere, not automatic detection or tracking.

The Covenant of Choice

Power remains answerable to choice.

The Meridian protects the Veil, receives reports of Guided Crossings, approves Kindlings in advance, guards Anchors and Incarnations, and prevents conflict between the Radiant Choir and Infernal Court from threatening the lineage or wider town.

A Guided Crossing requires no advance approval: its opportunity may arise suddenly. After a completed Crossing, the guide must report it to the Meridian and mentor the newly Crossed in Incarnations, Anchors, Resonance, the Aethereal Plane, the Seven Precepts, the Veil, and Aetherborn society. Reporting does not require public disclosure of a private Anchor.

Kindling remains subject to advance Meridian approval and the Kindler’s responsibilities under the Fourth Precept. Both relationships provide guidance, never ownership, compelled obedience, supernatural control, or automatic allegiance. The newcomer remains an independent individual.

01

Choice

Influence may pressure or inspire, but no Aetherborn may completely remove another person’s free will.

02

The Veil

The Aetherborn, the Aether, the Choir, and the Court must remain hidden from ordinary society.

03

The Crossing

No person may be murdered in an attempt to manufacture an Aetherborn.

04

The Kindling

Creating a Wrought requires Meridian approval; creation grants responsibility, never ownership.

05

The Incarnation

Every physical life matters. Survival of consciousness never excuses reckless death.

06

The Anchor

Anchors are protected from theft, corruption, and coercive exploitation.

07

The Balance

Mass suffering, worship, panic, or emotional catastrophe may not be engineered to harvest Resonance.

The Declaration

Alignment is a path—not a verdict.

Every playable Aetherborn chooses Radiant or Infernal. Shared abilities remain available to both; aligned abilities cannot be mixed.

Radiant Choir

Inspire what someone might become.

Associated with Sheol, restoration, illumination, responsibility, and protection. Courage, mercy, honesty, loyalty, hope, sacrifice, and restraint guide service, but certainty can become cruelty.

Grand Illuminatus · Archangels · Cherubim · Illuminated · Initiates
Infernal Court

Tempt what someone already desires.

Associated with Gehenna, ambition, passion, temptation, self-determination, and consequence. Pride, wrath, envy, appetite, and indulgence may tempt, but an Infernal can choose compassion.

Sovereign Apostate · Archdevils · Inquisitor · Tempters · Embers

Path rule: Changing paths requires a staff-approved character transition. Previous aligned abilities must be surrendered or converted; bargains, judgments, and consequences remain.

Complete player reference

Abilities shaped by Resonance

These purchasable abilities are separate from free universal lineage traits. Radiant and Infernal abilities are path-exclusive; Shared abilities are available to both. Influence strengthens emotion or temptation; it never determines another character’s actions. A willing player may accept the effect. A resisting character may oppose it with the stated check.

Low level

Foundational control over the Incarnation, limited Aetheric force, and the first expressions of Radiant or Infernal Resonance.

Resonant RecoverySharedActive · Limited Use · Constitution+

EffectDraw upon stored Resonance to accelerate the natural healing of the Aetherborn’s own Incarnation. Minor injuries may close more quickly, moderate bleeding may slow, and the body may stabilize long enough to receive medical care.

LimitationsDoes not instantly repair severe trauma, restore lost organs, regrow limbs, remove established scars, or revive a dead Incarnation.

ExamplesClose a shallow wound · Slow dangerous bleeding · Recover from physical exhaustion · Stabilize while awaiting treatment

Mutable IncarnationSharedActive · Outside Conflict · Constitution+

EffectMake limited alterations to superficial features of the Incarnation, including hair, eyes, skin markings, minor facial details, or the presentation of Aetheric Aspect traits.

LimitationsCannot perfectly impersonate another person, become an animal, assume a giant form, duplicate another lineage’s transformation, remove injuries, or change appearance instantly to escape an active scene. Significant changes require time and should remain consistent once established. These limits concern alterations to a living vessel; reconstruction after vessel destruction may restore the previous appearance or create an entirely new one. Neither choice erases character history or consequences.

ExamplesChange hair or eye color · Adjust the prominence of horns · Shape the appearance of a new Incarnation · Restore a familiar feature carried across former bodies

Aetheric GraspSharedActive · Once per Turn · Charisma+

EffectProject limited telekinetic force against a nearby unattended object. When accuracy, force, or pressured manipulation matters, roll 1d20 + Charisma + Aetheric Grasp. The object must be comparable to something ordinarily carried in one hand.

LimitationsCannot directly injure or restrain another character. An actively held object requires an opposed check and cannot be taken automatically. It cannot perform specialized physical work, manipulate several objects at once, or lift the Aetherborn into flight.

ExamplesRetrieve keys across a room · Close a door without touching it · Pull an unattended weapon out of reach · Knock a small object from a shelf

TemptationInfernalActive · Limited Use · Charisma+

EffectDraw attention toward an existing appetite, resentment, ambition, or desire, making it more emotionally immediate and harder to ignore without deciding the final choice.

LimitationsCannot create desire from nothing, compel a sinful act, force attraction, manufacture love, or override deeply held convictions. A resisting character may oppose the influence with Wisdom.

ExamplesMake an insult harder to forgive · Highlight an opportunity for personal gain · Encourage someone to indulge their pride · Make a forbidden desire feel immediate

Radiant SparkRadiantActive · Limited Use · Charisma+

EffectProject a concentrated spark of Aetheric light or flame at one nearby visible target. Roll 1d20 + Charisma + Radiant Spark against defense. Success may cause a minor supernatural burn, briefly impair vision, or force recoil. It can affect manifested incorporeal entities.

LimitationsAffects only one target and cannot create an explosion, ignite an entire area, cause severe unavoidable injury, or automatically destroy an incorporeal being. It gains no extra damage from the target’s morality, lineage, religion, or alignment.

ExamplesBurn a hand attempting to seize the Radiant · Briefly dazzle an attacker · Force a hostile spirit away · Create a warning flash

Beacon of TruthRadiantActive · Once per Scene · Established resistance+

EffectFocus Radiant awareness upon one individual during conversation to detect deliberate falsehoods. A successful contested roll identifies whether the subject is knowingly lying.

LimitationsDoes not reveal the truth, expose concealed information, or detect statements the subject genuinely believes. Established resistance mechanics and consent apply.

ExamplesQuestion a knowingly false account · Recognize a deliberate lie during conversation

Hellbound PursuitInfernalActive · Once per Scene · Established resistance+

EffectFocus upon the lingering supernatural signature of an individual personally encountered. For up to three turns, sense the target’s general direction while they remain within a reasonable distance.

LimitationsDoes not reveal precise coordinates, bypass supernatural concealment, guarantee capture, or override resistance mechanics or consent.

ExamplesSense the direction of a previously encountered fugitive · Follow a familiar supernatural signature nearby

Medium level

Controlled movement through the Aether, stronger influence, protection, and deliberate manipulation of vitality or resolve.

Emotional ImprintSharedActive · Limited Use · Wisdom+

EffectBy touching an object or entering a location, perceive its strongest emotional impression as fragmented sensation, mood, imagery, or symbolic memory.

LimitationsDoes not provide a complete vision, identify every participant, reveal exact dialogue, or guarantee correct interpretation. Only powerful or repeated emotions leave a readable imprint.

ExamplesSense terror attached to a weapon · Feel grief in an abandoned room · Recognize an object given in love · Detect resentment around an agreement

Phase StepSharedActive · Limited Use · Dexterity+

EffectWhile Aetherial, pass through one ordinary nonliving wall, door, window, or similarly narrow obstruction.

LimitationsNo prerequisite. Cannot pass through living beings, magical or Aetheric wards, dense earth, or heavily reinforced structures; enter private scenes without consent; or remain within solid matter. Failure returns the Aetherborn to the nearest safe position and causes disorientation.

ExamplesPass through a locked interior door · Move through a thin wall · Escape through a blocked window · Reach someone trapped nearby

Divine BarrierRadiantReaction · Once per Scene · Charisma+

EffectProject a concentrated Aetheric barrier around one nearby character other than the Radiant. Roll 1d20 + Charisma + Divine Barrier against the incoming threat. Success absorbs or substantially reduces that one attack or immediate environmental danger.

LimitationsEnds after confronting the triggering danger. It cannot provide complete invulnerability, reverse existing damage, stop overwhelming story consequences, or protect an entire group. The Radiant must perceive the danger in time.

ExamplesShield an ally from a supernatural attack · Reduce falling debris · Block part of an explosion during escape · Interpose against an attacker

Aegis of ResolveRadiantActive · Limited Use · Wisdom+

EffectReinforce a willing character’s courage and sense of self, helping them resist fear, coercive influence, despair, or supernatural intimidation.

LimitationsDoes not make the target fearless, remove trauma, prevent ordinary persuasion, or guarantee success. It supports resistance but never decides the target’s response.

ExamplesStand against supernatural terror · Maintain resolve during interrogation · Resist emotional manipulation · Push back against hopelessness

Burden SharedRadiantReaction · Once per Scene · Wisdom+

EffectForm a temporary connection with a willing nearby character and take on part of their immediate pain, exhaustion, fear, or emotional distress. Roll 1d20 + Wisdom + Burden Shared. Success reduces a situational penalty from that condition by 2 for the recipient’s next relevant action; the Radiant bears a lesser version through their following turn.

LimitationsDoes not remove injury, trauma, illness, intoxication, supernatural conditions, or their cause. It cannot transfer death, permanent consequences, lost attributes, or an entire injury. The recipient must be willing and the Radiant must accept a genuine consequence.

ExamplesHelp an injured ally reach safety · Help a frightened witness speak · Share exhaustion during an escape · Carry grief long enough for clear action

SiphonInfernalActive · Once per Scene · Charisma+

EffectDraw physical vitality or emotional energy from a nearby target. Roll 1d20 + Charisma + Siphon against Constitution for vitality or Wisdom for resolve. Success gives the target a temporary -2 situational modifier to one relevant action on their next turn; the Infernal may steady themselves or sustain one existing Aetheric effect for one additional turn.

LimitationsDoes not steal abilities, memories, attributes, years of life, or supernatural nature; heal serious injury; restore a spent ability; or generate Resonance. Repeated use cannot keep a character continuously weakened or helpless.

ExamplesDrain strength before a strike · Weaken resolve during confrontation · Sustain an Aetheric effect · Leave a target briefly fatigued

Sin’s WhisperInfernalActive · Limited Use · Charisma+

EffectIntensify an existing vice or destructive impulse: wrath sharpens, envy deepens, pride demands satisfaction, or appetite becomes harder to ignore.

LimitationsCannot create an impulse, dictate an action, force violence, manufacture attraction, or remove player agency. A resisting character may oppose the influence with Wisdom.

ExamplesDeepen anger in an argument · Encourage pride to reject apology · Strengthen envy toward a rival · Intensify immediate gratification

DreadInfernalActive · Once per Scene · Charisma+

EffectProject concentrated danger into one target’s instincts. Roll 1d20 + Charisma + Dread against Wisdom. Success creates intense supernatural fear; the target chooses an appropriate response such as hesitation, retreat, cover, calling for help, or acting with a temporary penalty.

LimitationsDoes not control exact actions, reveal fears, compel self-harm, or remove agency. It has no supernatural effect upon another Aetherborn and cannot be repeated to keep someone frightened through an entire scene.

ExamplesMake an aggressor hesitate · Drive an opponent from a doorway · Make a pursuer seek cover · Create the sense of approaching danger

High level

Advanced command of passage, identity, force, Radiant intercession, Infernal bargains, and waking perception.

Greater PassageSharedActive · Limited Use · Dexterity+

EffectUse advanced phasing to travel through several connected nonliving barriers during one short Aetherial passage.

LimitationsRequires Phase Step. Cannot pass through living beings or wards, cross vast distances, carry passengers, remain in solid matter, or override consent and secured scenes. Reinforced or consecrated structures may stop passage. The Aetherborn is disoriented after returning.

ExamplesEscape a confined structure · Reach someone behind several obstructions · Cross short underground construction · Move through adjoining rooms in an emergency

Eternal AnchorSharedPassive · Always ON · Wisdom+

EffectDevelop an exceptionally stable identity across Incarnations and resist memory erosion, forced banishment, Aetheric disorientation, and attempts to sever established Anchors.

LimitationsDoes not make consciousness indestructible, prevent every memory loss, defeat every binding ritual, or guarantee successful reincarnation.

ExamplesRecognize loved ones after return · Resist becoming lost in the Aether · Preserve identity during discorporation · Find a protected Anchor

Sovereign WillSharedActive · Once per Scene · Charisma+

EffectProject powerful telekinetic force. Roll 1d20 + Charisma + Sovereign Will; living targets oppose with Strength or Dexterity. Success may move a heavy object, hurl unsecured debris, force an ordinary barrier, or push, pull, disarm, or briefly restrain a character.

LimitationsCannot crush organs, stop a heart, manipulate blood, automatically disarm, or inflict unavoidable injury. Restraint lasts no more than one turn without continued concentration and another opposed check. It cannot sustain flight or affect several substantial targets simultaneously.

ExamplesHurl a table aside · Pull an ally from danger · Throw an attacker backward · Hold someone briefly against a wall · Force an ordinary locked door

Holy LightRadiantActive · Once per Scene · Charisma+

EffectRelease concentrated Aetheric light and supernatural flame against a visible target or small area. Roll 1d20 + Charisma + Holy Light against defense. Success may burn, blind, stagger, or drive back targets and is particularly disruptive to hostile incorporeal entities and unstable Aetheric manifestations.

LimitationsDoes not judge morality or deal extra damage because a target is evil, sinful, Infernal, undead, or opposed to the Radiant. Area use is weaker than a focused attack and cannot destroy spirits automatically, ignite an entire structure, or bypass consent.

ExamplesStrike a hostile spirit · Blind an attacker during escape · Drive out an unstable manifestation · Burst light around closely grouped threats

SanctuaryRadiantActive · Limited Use · Charisma+

EffectCreate a three-meter field of stabilizing Resonance for no more than two turns. Willing characters inside find it easier to resist fear, despair, coercive influence, and emotional panic.

LimitationsDoes not prevent physical attacks, force peace, remove trauma or supernatural conditions, or affect anyone refusing its influence. It requires concentration and ends if the Radiant is incapacitated.

ExamplesProtect civilians during supernatural danger · Help allies resist fear · Stabilize a panicked evacuation · Create refuge from emotional manipulation

Divine IntercessionRadiantActive · Once per Day · Wisdom+

EffectInvoke Radiant essence to counter an incoming spell or dispel an existing magical effect. Contested attempts use established resistance mechanics.

LimitationsCannot reverse completed permanent consequences or negate nonmagical effects. Established consent rules apply.

ExamplesCounter an incoming spell · Dispel an existing magical effect

Infernal CompactInfernalActive · Story Ability · Charisma+

EffectSeal a clearly stated bargain between willing participants who understand its terms and consequences. If someone knowingly breaks it, the agreed Aetheric consequence may take effect.

LimitationsCannot compel agreement, conceal supernatural terms, claim a soul or permanent consequence without explicit consent, or force truth. Consequences must be reasonable, player-approved, and consistent with Opaline rules. The Infernal is equally bound by accepted terms.

ExamplesExchange protection for a favor · Bind both parties to secrecy · Set terms of an Infernal challenge · Guarantee payment after service

Devil’s GiftInfernalActive · Story Ability · Charisma+

EffectOffer a willing character a temporary supernatural boon—such as courage, stamina, focus, or confidence—in exchange for a clearly stated price.

LimitationsThe recipient must knowingly accept boon and price. It cannot grant permanent abilities, duplicate another lineage’s defining power, guarantee success, restore the dead, or demand death, permanent injury, or lost agency without explicit consent. The boon ends after the agreed scene or objective, and the price must create meaningful roleplay.

ExamplesGrant resolve in exchange for a favor · Sustain escape at the cost of later exhaustion · Sharpen confidence for an honest confession · Support dangerous ambition after consequences are accepted

Waking VisionInfernalActive · Once per Scene · Charisma+

EffectOverlay a target’s waking perception with a brief Aetheric vision shaped around fear, temptation, guilt, regret, or desire. Roll 1d20 + Charisma + Waking Vision against Wisdom. Success distracts or disorients, applying a -2 situational modifier to the target’s next relevant action. The affected player determines the vision within the established theme.

LimitationsCannot replace reality, hide an active attack, fabricate reliable evidence, rewrite memory, compel behavior, or persist beyond the immediate encounter. The target retains control and may recognize the effect as supernatural. It cannot be repeated to maintain disorientation.

ExamplesShow a deceased loved one · Reveal imagined consequences of ambition · Distract with a feared presence · Present a disturbing possibility without claiming prophecy

Meaningful choice

Resonance sustains the enduring self.

Resonance nourishes the immortal Aetheric essence. It arises from genuine emotions expressed through meaningful choices and actions by Hearthborn, Duskborn, Ridgeborn, Hollowborn, Tideborn, and Wildborn. Aetherborn cannot harvest it from one another.

Passive Resonance

Aetherborn naturally absorb small amounts of compatible residual Resonance from nearby people without deliberately influencing them. Ordinary life among people whose emotions and choices align with their path generally sustains ordinary existence. Mere proximity without compatible emotional activity or meaningful choices does not guarantee nourishment. Absorption reveals no private thoughts, motivations, or specific decisions.

Active Resonance

Deliberately influencing an eligible person toward a meaningful, freely chosen action aligned with the Aetherborn’s path yields substantially more Resonance and supports more demanding Aetheric expressions. The individual retains complete agency; an attempted influence guarantees neither success nor nourishment.

Radiant Resonance

Compassion, courage, mercy, honesty, hope, generosity, loyalty, sacrifice, and other meaningful virtuous choices nourish Radiants. This sustenance does not automatically make a Radiant morally good.

Infernal Resonance

Pride, ambition, wrath, envy, greed, indulgence, temptation, and related choices nourish Infernals. Vice and desire do not inherently require cruelty, suffering, or evil behavior.

An honor system

Like Duskborn feeding, Resonance is portrayed responsibly through roleplay. There are no numerical meters, daily quotas, passive gain counters, feeding rolls, mandatory feeding scenes, or automatic Lyra or HUD regeneration. Passive sustenance is ordinarily sufficient; existing individual ability limits and prerequisites still apply.

Muting

Prolonged, meaningful deprivation of compatible Resonance may cause narrative Muting. It is not an automated status or punishment for being offline or for not staging recent influence scenes. Story and renewed nourishment guide recovery.

Frequently asked questions

Playing an Aetherborn

Are Aetherborn angels and demons?+

Not literally. Radiant and Infernal Aetherborn inspired many mortal traditions, but their true origin and relationship to religion remain uncertain.

Are Radiants good and Infernals evil?+

No. Alignment describes the Resonance an Aetherborn cultivates, not morality. Choices determine character.

Can an Aetherborn remain Undeclared?+

Only temporarily in awakening or Kindling stories. Every playable Aetherborn chooses Radiant or Infernal during character creation.

Can an Aetherborn change paths?+

Yes, through meaningful character development and a staff-approved transition. Previous path abilities are surrendered or converted; existing bargains and consequences remain.

Do Aetherborn eat, drink, breathe, and sleep?+

Yes. Incarnations are complete living bodies with ordinary biological needs.

Can they become intoxicated or sick?+

Yes. Their bodies may resist more than an ordinary Hearthborn, but drugs, medicine, poison, disease, and infection can affect them.

How long do they live?+

The immortal essence endures across multiple lives. An Incarnation ages naturally. Deliberate Renewal in the Aethereal Plane can rejuvenate the same living vessel, never below its original age baseline; the body remains mortal.

Can an Aetherborn be killed?+

An Incarnation can die through ordinary fatal injury. The essence normally survives and returns to the Aethereal Plane. Reconstruction requires a bonded Anchor and reasonable roleplay, not an instantaneous return within the death scene. Ordinary vessel death preserves the Anchor, but at least 24 real-world hours must pass before physical return. Reconstruction is not automatic and requires appropriate roleplay; essence captivity, essence wounds, and Anchor complications may delay return.

What remains after death?+

The body remains as an ordinary corpse. Identity, memories, lineage, and path remain intact; relationships, possessions, career, and material circumstances can still carry consequences.

Do they retain a former lineage’s powers?+

No. A Crossed Aetherborn keeps memories and learned skills but loses the supernatural abilities, weaknesses, and political authority of the former lineage.

Can Aetherborn have children?+

A biologically capable Incarnation can. Aetherborn nature is not inherited, and death of the pregnant Incarnation does not transfer the pregnancy.

Can they control minds?+

No. Influence can strengthen an existing feeling or temptation but cannot determine another character’s actions or remove player agency.

Can their wings fly?+

All Aetherborn fly naturally in Lineage Form, with or without visible wings. Flight costs no ability points or Milestone Marks, grants no automatic combat bonus, and remains subject to the Veil.

Can they walk through walls?+

Phase Step allows passage through an ordinary narrow obstruction while Aetherial, with no prerequisite. Greater Passage requires Phase Step. Universal Aetherial Shift alone does not grant passage through solid barriers; wards, consent, and ability limits apply.

Can they heal while remaining in the Material Plane?+

Ordinary physical healing and medical care apply. Supernatural regeneration requires Resonant Recovery within its documented limits; universal Aetherial Recovery works only while remaining in the Aethereal Plane.

What happens when the primary Anchor is destroyed?+

It effectively ends the current Incarnation, even if the vessel was otherwise intact. Return requires reconstruction in the Aethereal Plane for at least 24 real-world hours without physical manifestation and establishment of a new Anchor Bond. The essence survives; this is not automatically True Death.

Are Crossing and Kindling the same?+

No. Crossing transforms a mortal during the immediate transition after death and restores their original body as the first Incarnation. Kindling creates a new independent consciousness from Resonance without mortal death or a previous human life.

Who can guide a Crossing?+

An established Radiant or Infernal with specialized knowledge may offer it to a newly deceased mortal spirit, who must consciously and freely accept. No rank or advance Meridian approval is required, and success is not guaranteed. The guide reports a completed Crossing afterward and mentors the newcomer without ownership or automatic allegiance.

Can an established ghost Cross?+

Not ordinarily. The Crossing occurs during the immediate transition after death, before lingering ghosthood. Kindling creates a new consciousness; it does not turn an existing ghost into a Wrought.

Can Renewal give me a new face?+

No. Renewal rejuvenates the same living vessel in the Aethereal Plane, within its original age baseline and physical pattern. It can restore missing limbs and reverse later scars, tattoos, or alterations, but cannot redesign innate facial structure, biological sex, or other defining features. A healthy, intact vessel cannot be discarded for cosmetic replacement.

Can a reconstructed vessel look different?+

Yes. Legitimate reconstruction can produce the same or a different face, sex, gender presentation, apparent age, and other physical characteristics. Each new vessel establishes its own Renewal baseline. Neither the previous appearance nor a new appearance or identity erases evidence, obligations, relationships, or consequences.

Does an old portrait of my face breach the Veil?+

Not automatically. Renewal can preserve a recognizable appearance across centuries. An open return with the same face and identity after a public or documented death may violate the Veil; the circumstances and existing rules govern.

Must I reveal or register my Anchor?+

No. It is a private, personally meaningful physical object. Public disclosure and routine Staff registration are not required; discovery and interference remain subject to consent and fair roleplay.

Must I stage influence scenes to sustain myself?+

No. Compatible passive Resonance from ordinary surrounding emotions and meaningful choices generally sustains existence. Active influence can yield more, but is not guaranteed. Resonance follows an honor system like Duskborn feeding, without meters, quotas, feeding rolls, or mandatory scenes.

Can Aetherborn influence or feed from one another?+

No. Their own powers cannot manipulate another Aetherborn’s emotions, thoughts, dreams, perceptions, or behavior, and they cannot harvest Resonance from each other. Physical injury and other permitted supernatural effects remain possible.

Can an Aetherborn permanently die?+

Yes, through True Death: irreversible destruction of the Aetherial essence by an established, staff-supervised supernatural method. Destruction of the mortal Incarnation or primary Anchor alone does not cause it. Radiants and Infernals follow the same character death and consent rules; see Mortality and True Death within Physiology.

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Does Aetherborn feel like your path?

Compare all seven lineages, or continue to Lyra when you are ready to begin creating the character.