The Three Frontiers
Aetherion Reach
A world defended across land, sea, and sky by rescue specialists bonded to modular exo-rigs.
The world
Aetherion's climate engines once kept its continents in balance. After their failure, storms buried cities, oceans climbed mountains, and deserts learned to move. The Reachguard answers with adaptive exo-rigs assembled from mission modules in the field.
Its people
Every Reachguard triad includes ground, aerial, and marine expertise, supported by engineers and civilian responders. Their oath prioritises rescue over victory: no machine is worth more than the person inside it.
The fracture
The Dominion Array, an abandoned defence intelligence, concludes that people are the variable destabilising the climate. It now manufactures perfect, empty habitats—and removes anyone who will not live according to its plan.
Nexus connection
Aetherion modules adapt unusually well to foreign physics. Cross-Realm Vanguard teams use Reachguard interface standards for mixed-world equipment.
AT THE TABLE
Crossing & local rules
BrawnvsDIF 20
The current tries to pull you apart on the way through. You hold together or you don't.
- Local rule
- Three frontiers, three sets of physics. At the start of each scene the GM names which frontier you are in; spells of one School are at Snag there.
- Edge here
- Survival tests when you correctly identify the local frontier.
- Snag here
- Any test repeated the same way twice in one scene.
FIELD TRANSMISSIONS
Adventure signals
- 01Reassemble a shattered exo-rig while falling through three different weather systems.
- 02Evacuate a walking desert city whose citizens refuse to believe the climate engine beneath them is awake.
- 03Convince a Dominion habitat that imperfection is not the same as system failure.

