Creatures That Choose You (Aether skies D&D campaign setting)
Unique Pets of the Aether Skies
In most fantasy worlds, pets are simple things: dogs, cats, horses—maybe something exotic if magic allows it.
In Aether Skies, nothing is simple.
The sky is saturated with aether. Dreams bleed into reality. Engines hum like living things beneath the great Aether Barrier. When creatures adapt to this environment—or are shaped by it—they become something more than animals.
Pets in Aether Skies are not owned.
They are kept. Courted. Endured.
And sometimes… they choose their people first.
Why Pets Matter in the Floating Cities
In a world where:
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The ground is unreachable
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Storms erase entire districts
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Cities forget their own past
Small, living companions become anchors.
Pets in Aether Skies provide:
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Emotional grounding in a transient world
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Early warning signs of instability or aether surges
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Cultural identity within different sky cities
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Narrative leverage for GMs
More importantly, they reveal how people survive the impossible on a daily basis.
You can learn more about a city by its pets than by its laws.
Aether-Touched Companions
These creatures are shaped by proximity to engines, conduits, and concentrated aether fields.
1. Driftcats
Semi-translucent felines with faintly glowing eyes, Driftcats can momentarily reduce their weight, allowing impossible leaps or effortless vertical climbs.
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Popular among skyship crews
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Curl around aether conduits to “warm” themselves
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React violently to unstable aether
GM Use: A Driftcat hisses or flees seconds before an aether surge or dimensional breach.
2. Lantern Koi
Small floating fish that “swim” through open air, their bodies glowing with shifting bioluminescent patterns.
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Kept in open-air tanks or tethered glass spheres
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Colors shift in response to emotional energy
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Considered illegal in Theopholis due to “unsanctioned symbolism”
Narrative Hook: A Lantern Koi goes dark for the first time in generations.
3. Cogfinches
Tiny mechanical-avian hybrids originally designed as maintenance aids. Over time, they developed quirks resembling personality.
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Nest inside machinery
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Sing diagnostic “songs” when systems are stressed
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Often inherited instead of purchased
Cultural Note: Among engineers, losing a Cogfinch is considered a grave omen.
Creatures of the Storm
These beings thrive in atmospheric instability and drifting aether currents.
4. Cloudleeches
Gelatinous ribbon-like organisms that feed on excess atmospheric aether.
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Found clinging to skyship hulls
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Harmless when fed, destructive when starving
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Illegal to transport between cities
Some captains keep them intentionally as living stabilizers—others consider them parasites waiting for an excuse.
5. Windhounds
Lean, long-limbed beasts with translucent flanks that allow wind currents to pass through their bodies.
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Used by scouts and high-speed couriers
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Bond to a single handler
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Howl before skyquakes or sudden pressure shifts
Windhounds are status symbols… and liabilities.
Dream-Touched Companions (Haven’s Legacy)
In cities where memory fractures and dreams linger, some pets blur the line between imagination and life.
6. Somnolents
Small, plush-like creatures stitched from fur and shadow.
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Manifest during deep sleep
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React to nightmares by shifting shape
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Disappear if emotionally neglected
Some believe Somnolents are fragments of dreams given form.
7. Memory Moths
Pale insects drawn to strong recollections.
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Feed on emotional resonance
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Leave behind “echo dust” that triggers vivid flashbacks
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Common near individuals with fractured identities
In Haven, killing a Memory Moth is considered sacrilege.
How to Use Pets in D&D Without Slowing Play
Pets in Aether Skies are narrative tools, not stat blocks.
For Players
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They don’t need combat mechanics to matter
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They can signal danger or emotional shifts
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They can be comfort, complication, or clue
For GMs
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Use pets as environmental sensors
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Let them react before NPCs do
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Put them at risk sparingly—never casually
A threatened pet raises stakes instantly without requiring initiative rolls.
Cultural Attitudes Toward Pets
How a city treats its animals reveals how it treats its people.
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Orashul: Pets are curated, fashionable, and tightly regulated
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Granglehold: If it doesn’t serve a function, it doesn’t last
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Theopholis: Animals are symbols first, companions second
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Kerfluffle: Everyone’s pet becomes everyone’s responsibility
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Haven: Pets are treated as equals… or warnings
In Aether Skies, companionship is political.
Adventure Hooks Involving Aether-Touched Pets
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The Missing Familiar: Pets across an entire district vanish overnight.
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The Pet That Knows You: A creature recognizes a PC it has never met.
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Illegal Breeding Ring: Rare aether-touched animals are being trafficked.
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The Inherited Companion: A pet refuses to leave after its owner’s death.
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The Creature That Shouldn’t Exist: A hybrid pet begins destabilizing reality.
Final Thought: Companions in a World That Floats
In Aether Skies, everything is temporary—homes, alliances, even memories.
Keeping a pet is an act of defiance.
It is choosing to care for something small and vulnerable in a world that devours the careless.
It is being remembered by a creature that does not care about rank, titles, or debts.
And sometimes, when the engines falter and the sky goes quiet,
the first warning isn’t a siren—
It’s your pet, suddenly afraid.
Thanks for reading.
Until next time—stay nerdy.







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