Loader image
Loader image
Back to Top

Blog

Nerdarchy > Roleplaying Games  > Campaign Settings  > Aether Skies  > Navigating the Surface: Survival in a Post-Apocalyptic Fantasy World

Navigating the Surface: Survival in a Post-Apocalyptic Fantasy World

Welcome to the Circus, Kids! - A Multi-Part Encounter with the Joker Dragon
Inspired by Powered by the Apocalypse: Why Zoo Mafia Stands Out

In the world of Aether Skies, the surface is more myth than memory—a cursed, overgrown graveyard full of ruined cities, forgotten gods, and things that don’t stay dead. While the floating cities drift safely above the clouds, the world below festers in darkness, twisted by the fallout of broken magic and the sins of a war-torn past.

Yet, players are drawn to danger. And where there are ruins, there’s treasure. Secrets. Power.
But getting there—and surviving—is another matter entirely.

Whether you’re building a brutal crawl for treasure-hungry adventurers or a grim expedition into madness, here’s your guide to crafting post-apocalyptic fantasy wilderness inspired by Aether Skies.


1. The World is Cursed: Magic Gone Wrong

The gods are gone. Magic has turned feral. The very land pulses with hostile energy.

In Aether Skies, Aether once bound the world together—but when the floating cities rose, the balance was broken. Now, the surface is soaked in tainted Aether, warping both the environment and those who linger too long.

Design the surface like a half-awake dream:

  • Forests that grow in fractal patterns, trapping travelers in shifting, recursive paths.
  • Rivers of blackened Aether, which scream when disturbed.
  • Abandoned cities whose streets rebuild themselves at night, reabsorbing anything left behind.

Even time might not flow properly. Think “fantasy Chernobyl” meets “eldritch Stalker.”


2. Monsters That Are More Than Just Teeth

Monsters on the surface aren’t just dangerous—they’re wrong. Twisted by raw Aether, ancient rites, or something darker that stirs beneath the earth, they are as much expressions of the land’s trauma as they are threats to overcome.

Types of Surface Monsters:

  • Aether Parasites: Floating leeches that drink magic from airships, mages, or even living blood​.
  • The Dark Riders: Reanimated husks carrying eldritch entities, bound to cursed artifacts. They don’t just kill—they invade​.
  • Surface Behemoths: Gargantuan relics of the old wars, part-flesh, part-machine, now feral and angry at the sky.
  • Echoes of the Past: Illusions or ghosts locked in loops, reenacting tragedies so powerful they became real.

Every creature should raise questions. How did it come to be? What does it remember? Can it be reasoned with—or does that just make it more dangerous?


3. Environmental Threats: The Land Itself Wants You Dead

Surviving the surface isn’t just about fighting monsters. It’s about enduring.

Think about:

  • Toxic Aether Storms: These swirl across the land with no warning, warping everything they touch. Players must shelter, adapt, or mutate.
  • Dead Zones: Areas where Aether is totally absent—no spells work, no healing functions, and even enchanted gear falls silent.
  • Overgrown Ruins: Cities swallowed by living jungles of metal and stone, full of traps and collapsing floors.

The terrain should force players to plan, improvise, and fear every step. This isn’t about a fair fight. It’s about whether they should have come here at all.


4. Ruins with Secrets: History as Hazard

The surface is a broken mirror reflecting what the world used to be.

Each ruin should:

  • Hold echoes of the first age—statues of forgotten gods, altars still pulsing with heat, war machines etched with names long erased.
  • Be cursed by design—sealed tombs, cracked domes, and vaults humming with aetheric radiation.
  • Offer knowledge no one wants to know—truths that might save the world… or doom it.

Link ruins back to your sky cities. Let them uncover a vault once owned by their city’s founders—or stumble across the failed experiments of a secret order. Discovery should always come with a cost.


5. Factions on the Ground: The Desperate and the Damned

Not everyone up there stays up there.

Many are sentenced to the surface—criminals, exiles, or political problems that are easier to disappear than deal with. Some cities even send expedition teams known as Grounders to extract resources, hunt artifacts, or eliminate threats.

Possible factions:

  • Surface Cults: Worship the eldritch horrors as gods, seeking to open the way for their full return.
  • Scavenger Tribes: Survivors who’ve adapted, learned the rhythms of the cursed world, and see the sky-cities as myths.
  • Corporate Digs: Sponsored expeditions hunting Aether nodes, often guarded by mercenaries and driven by greed.
  • Knight-Exiles: Former warriors of the Knights of Anti-Aether who believe salvation lies in reclaiming the ground.

Let these groups collide, bargain, betray, and survive. The surface is a political arena as much as a battlefield.


6. Madness as a Mechanic

Survival isn’t just physical—it’s psychic.

Exposure to raw Aether, proximity to certain ruins, or even understanding certain truths can lead to sanity loss. Characters may gain permanent afflictions, nightmares, or even minor boons—rewards for walking the edge of reason.

In Aether Skies, the Sanity Score serves as both a buffer and a clock. When it hits zero? You break—and something inside you might not be you anymore​.

Use this to flavor encounters:

  • A monument that whispers secrets only the insane can hear.
  • A foe who fights with visions, not weapons.
  • A dungeon that rewrites your memories as you explore it.

Madness is not just a risk—it’s a currency.


Conclusion: The Surface is a Mirror

The surface reflects the sky. What was cast down, forgotten, or covered up has taken root in the shadows. But the truth is still down there—rotting, bleeding, and waiting to be found.

Survival in this world isn’t about killing monsters. It’s about confronting the consequences of floating too high for too long.

So when you send your players to the surface, don’t just throw beasts at them. Make them question who they are, what they’re fighting for, and whether the real monsters were ever below the clouds at all.

Thanks for reading. Until Next Time, Stay Nerdy!!

Share
Ted Adams

The nerd is strong in this one. I received my bachelors degree in communication with a specialization in Radio/TV/Film. I have been a table top role player for over 30 years. I have played several iterations of D&D, Mutants and Masterminds 2nd and 3rd editions, Star wars RPG, Shadowrun and World of Darkness as well as mnay others since starting Nerdarchy. I am an avid fan of books and follow a few authors reading all they write. Favorite author is Jim Butcher I have been an on/off larper for around 15 years even doing a stretch of running my own for a while. I have played a number of Miniature games including Warhammer 40K, Warhammer Fantasy, Heroscape, Mage Knight, Dreamblade and D&D Miniatures. I have practiced with the art of the German long sword with an ARMA group for over 7 years studying the German long sword, sword and buckler, dagger, axe and polearm. By no strecth of the imagination am I an expert but good enough to last longer than the average person if the Zombie apocalypse ever happens. I am an avid fan of board games and dice games with my current favorite board game is Betrayal at House on the Hill.