User Guide
3
Prologue
This is the world of the Etherlords. Ether is this world's most basic element, the source of all things.
White ether flows from the center of the universe, the symbol of this world and its greatness, the source
of its power. White ether is fickle and unstable, and its flow dissipates into four lesser types of ether to
form the infinite variety of nature. These four types of ether are Chaos, scarlet like blood; Motion, the
blue of the sky; Vitality, green like a fresh leaf; and Synthesis, black as scorched stones. Each plant
and animal owes its existence to these ethers. Ether is more simply known as…. magic.
In this world, there are four intelligent races: Chaots, Kinets, Vitals, and Synthets. Each race is adept
at using ethereal energy and each is primarily bound to one of the four lesser ethers. Some primitive
creatures also have inborn magic, but they cannot develop their powers or acquire new aptitudes
beyond their species’ inherent abilities.
One Etherlord rules each race with absolute authority. Life here passes in an unhurried way, following
the eternal flows of ether. Using these invisible currents, the Etherlords summon heroes to build their
castles, tame wild creatures, dig mines, create portals, and perfect their magical knowledge and skills.
As time marches on, the positions of the heavens slowly change. At last, there comes a moment when
the prime celestial bodies become fully aligned with the center of the Universe. Flows of White ether
suddenly rush toward the Earth and bring upon the Time of Changes. Now renewed in heroes' minds
are the ancient legends of the White Lord, the Master of White Ether living at the edge of the world in
the Temple of Time. During the Time of Changes, the old barriers no longer hold, and the road to the
Temple of Time once again opens. According to legend, the first Lord to enter the Temple of Time will
become the new White Lord, and the old Master will be banished to a far-distant and hostile world.
Thus ends the long-standing peace between the races. The Etherlords themselves do not enter the
battle – their sworn heroes fight in their stead. Following their lieges’ orders, the races’ heroes engage
in mortal combat, deriving strength from the influx of White ether. Those who are stronger and more
adept in its use claim victory. Races forge alliances but they are often no more solid than the blurred
border between light and shadow.
In the race to the Temple of Time, the Etherlords will require large stockpiles of natural and magical
resources to sustain their war campaigns. Yet here, Fate lays more obstacles in the path of the battling
heroes. The White ether flows have enraged wild animals. Evil spirits have risen from the grave; ghostly
beings materialize in the intersections of the ether flows. On roads and trails, near gardens, mines, and
towers, these creatures lurk waiting for unwary passers-by. Each creature is dangerous in its own
unique way; withstanding their bites, blows, and sorcerous powers is a daunting task. Not every hero
will risk such a conflict, but these monsters often guard resources or rare artifacts.
During this conflict, there is only one constant: heroes of any race always behave honorably. They never
deign to engage in physical combat. All battles are fought using only sorceries, enchantments, and
creatures the heroes summon up to assist them.










