The World of Aeon
5 min read1,174 words
It is a tale of divine creativity, the struggle for understanding, and the eternal quest for harmony.
Overview#
Aeon is a world of broad continents, stormy waters, a great inland sea, and an island chain that now matters far more than its size should permit. It is a world of churches and counting-houses, plantations and dockyards, salons and signal towers, shipyards and shrines, archive rooms and jungle roads that become less road with every mile. It is old in memory and immediate in texture. The people of Aeon do not experience themselves as living in legend. They live in a present shaped by rank, hunger, doctrine, weather, labor, and ambition. Harbor fees still matter. Powder still clumps in damp weather. Sailors still lie about how bad the storm was. Governors still host dinners to conceal extortion. The dead are still washed by hand. To understand where your character stands, it helps to see the world at two scales at once. There is the intimate scale: a cramped cabin aboard a hired cutter, the steps of a cathedral warmed by afternoon light, the engine room of an airship smelling of heated metal and catalyst, a market square under awnings while rain comes down in silver cords. Then there is the larger scale: crowns, churches, colonial ventures, reform movements, mercantile networks, chartered companies, mission schemes, and centuries of inheritance pressing their weight into the present.
The shape of the known world#
The old continent remains the seat of the major crowns and the long institutions that shaped the age. Here stand Valdegracia, Albionis, Stroomdijk, Luminore, Eisenmark, and Volkharov, alongside the Republic of Éirighdún, a mercantile power of the western coast whose formal neutrality in continental conflicts has never quite prevented it from having strong opinions about their outcomes. Their rivalries were old before your character was born. Their habits of prayer, administration, and commercial ambition reach across the sea even where their direct control does not. Across the ocean lies the New World, and within it the colonial establishments that the continental powers have spent two generations constructing. Albionis holds New Avalon, a settlement tightly controlled from home: its governors are capable administrators who exercise real authority, but the shape of that authority, its laws, its loyalties, and its limits, is drawn in Albionis and exported wholesale. Luminore maintains Nouvelle Lumière, a colony whose cultural and commercial ties to the metropolitan capital are intimate and deliberate. Stroomdijk operates Nieuw Waterland, bound to the company boards of the home republic by charter, debt, and the shared understanding that the colony exists to serve the counting house. These three are extensions of the continent, not departures from it. Their loyalty is structural, not chosen.
Then there is the Duchy of Heller. It occupies a different category entirely. The colony is approximately twenty years old, its founders not crown appointees dispatched by ministry but the survivors and settlers of the original Compañero expeditions, men and women who carried a crown blessing into the New World before any formal mandate existed, who built something in that space between sanction and instruction, and who were still building it when the formal machinery of empire finally caught up with them. The Compañeros were never unauthorized, but they were never entirely controlled either, and the difference proved consequential. Valdegracia holds a treaty claim over the Duchy, and the Duchy formally acknowledges it, owing allegiance in time of war. The Duchy's autonomy is recent, formally acknowledged by Valdegracia within living memory, though the exact terms of that acknowledgement and what persuaded the crown to extend it remain a subject of competing accounts. The Dukes of Heller are accomplished political operators, and the autonomy they hold is real, is exercised, and is watched with no small resentment from the old continent. The Duchy of Heller governs itself, sets its own commercial policy, and is building something that the existing categories of colonial administration were not designed to contain.
Separate from the colonial holdings of the northern powers, Canula Prime occupies its own position in the New World order. It is a free port under Valdegracian dominion, its governor appointed by the crown and answering directly to it, but its commercial charter grants open access to vessels of all flags. Canula Prime is where the colonial world's commerce meets itself, where the factor for a Stroomdijker house and the agent of a Valdegracian crown ministry sit in the same tavern and discuss arrangements that neither government would sanction openly.
The Archipelago of Mar de Oro lies at the edge of the New World, a scatter of islands roughly the scale of a large island nation, large enough to sustain a dozen competing colonial ambitions and small enough that those ambitions cannot avoid each other. It is a part of the New World in geography and in the logic of colonial extraction, but it is distinct in character: less settled, more contested, more genuinely dangerous, and correspondingly more interesting to the kinds of people this handbook is written for. Here the colonial ambitions of the great powers meet and press against each other. Here the Duchy of Heller has found the space to become what the continent would not allow it to be. Here the Colonial Born have built lives that belong to no crown's accounting. Here, in this place where the old world's long reach finally begins to attenuate, the new stories begin.
The three moons#
The three moons rule both the calendar and the imagination of the world. No one in Aeon is indifferent to them.
Solara, the Golden Moon, is largest and brightest, associated with guidance, kingship, visible protection, and the public face of divine order. Its cycle structures official time in much of the world.
Luna, the Silver, governs dreams, inwardness, reflection, and many of the healing traditions that speak in quieter tones than formal church doctrine. Lovers, physicians, mystics, and the sleepless all pay closer attention to Luna than they sometimes admit in daylight.
Umbra, the Shadow Moon, is smallest, darkest, most irregular, and most feared. It carries associations with Nytharion, temptation, concealment, corruption, old dread, and the curse of the moons. Umbra is not evil in any simple way, but simple ways are exactly how frightened societies prefer to think.
The year 7202#
It is the year 7202 by the reckoning of the Sundering. That date matters. It reminds the attentive reader that the world still counts from a break so old entire civilizations have risen and failed inside its aftermath. People speak the date casually, but the calendar itself is an artifact of trauma.
This is an age of flintlock and sail giving way, in scattered and uneven places, to the first age of flight. The church remains powerful, wealthy, and divided. Empires are large enough to threaten one another and thin enough to lose control at the edges. Engineers, clerics, scholars, brokers, and military men are all beginning to understand that something underlies the world’s wonders, though no one yet commands the whole picture.
It is, though the common person may not yet feel it clearly, the eve of an enormous change.