Æther is a role-playing system that emphasizes its universal nature without being boring and generic. It focuses on skill-driven characters, role playing, and team building instead of number crunching and charging blindly forward. Character creation is startlingly simple, yet incredibly robust. In a nut shell, the Æther system is quick to learn, easy to teach, and only limited by your imagination.

Æther Core Book

The Æther Core Book supplies the basis of everything you need to run a role-playing game set in any time, tone, genre, or technology that you can imagine. The more creative you get, the more room you have to expand the rules to fill your own particular flavors and settings; but, the Core provides suggestions of how to proceed ahead. Coupled with a growing library of support from us (and community support from gamers just like you), Æther is one of the most user friendly systems on the market today.

Included in the Core Book is the modern setting of Wellstone City, and the legendary adventure Public Transit Assassins.

Adventures, Settings, and Supplements

If you’re looking for official adventures, settings, or supplements to the Æther system, The Wellstone City Chronicles, Zombacalypse, Camp Wicakini, Panzer Reich, and more are all waiting for you to check them out!


Æthermancy is the magic supplement for the Æther system! We completed a successful a Kickstarter for it, so if you want to see more about it, including a sample of the art and a spell, check out the Kickstarter for Æthermancy! To view those who helped make this book a reality for us, please visit Our Heroes section. For those looking for this book, we are currently chugging away at it and the artwork for the book and will have it available to the public after all of our awesome backers have their copies!

Panzer Reich

The world is at war after a massive asteroid strike nearly destroys it. One hundred years have passed since the strike. Now bands of survivors are pulling technology out of the ruins of the old Earth and are forming new governments while the planet is seized in a deep ice age…

Learn more about Panzer Reich here and then see how well the Æther system can be adapted to miniature tank combat! If you would like to get the print version instead of the PDF version, click here and pick it up at DriveThru RPG!


Red Blizzard
Your eyes burn with the intensity of your gaze as it tries to pierce the veil of falling snow. Ahead, you catch the glimpse of an animal in your headlights a second before you strike it; its eyes wide with fear right before you strike it. You register that you just hit a deer, and now the vehicle is skidding out of control…the lights you see coming could either be your salvation…or something else completely…

In this book, you’ll find ways to introduce zombies into any game, set anytime and anywhere. A multitude of zombification theories are presented for use or inspiration, as well as campaign ideas to fight against them. The core of the book centers around creating the undead, and using 13 separate qualities, each with 4 separate levels of ability, any kind of zombie can be created. Any type of zombie can be emulated from any source, or you could create your own. Eleven types of sample zombies are given in the book, from the easy to put down and run from Slow Zombies, to the deadly assassins known only as Shadow Stalkers.

Camp Wicakini
Taking the players back to the dog-days of summer, camps, and the tediousness of being a camp counselor, this throwback to the early 1980s takes up to eight pre-generated characters and pits them against an ancient curse. As victims start to stack up like firewood, the players make a startling revelation: even as the body count starts to climb, that is only the beginning. Have a little fun in the woods at Camp Wicakini!

Camp Wicakini: Part II
Something bad has gone down at the once-peaceful summer camp and it’s your job to clean it up. Special Agent Cosgrove, your boss, isn’t looking for answers or something to study. He wants the problem stepped on and resolved with extreme prejudice.

This sandbox-style adventure follows the first Camp Wicakini adventure by a few hours. It is set up with guidelines on how to run it whether the original adventure was run or not, and it has some big surprises for players who are familiar with the first treatment of Camp Wicakini.

Camp Wicakini: Part III
Five years after the horrible disaster that resulted in a total loss of Camp Wicakini, it’s been rebuilt. New counselors, new buildings, new everything…except for one man. The new caretaker, Max Mason, was one of the last campers to stay at Wicakini. He survived the initial zombie onslaught, and then the government came and rescued him. He has sworn that what happened on that fateful day almost exactly 5 years ago would never happen again, and this time, he’s prepared.

Camp Wicakini 4
You weren’t expecting the head of the Kinzey Foundation to contact you for a meeting. Everyone knows the Foundation is into some heavy stuff and that building parks is just their public face. After the meeting, you’re just as confused as you were before. It just doesn’t make any sense. You’re supposed to go up to some summer camp and kidnap some Native guy, but you’ve got some really nasty equipment that you’re taking with you. They gave you some sort of freeze gun and a suspicious device that is supposed to keep animals at bay.

None of this makes sense, but the pay is good, and the chance to work with the Kinzey Foundation more in the future is way worth it.

Or so you thought.

Adventure in a Con

Conventions usually contain everything you need to write an adventure. There are artists, sometimes cartographers, and plenty of gamers to use as playtesters. Using the random setting generator built into the Æther Core Book, three scenarios are rolled up at the gaming table and the players choose which scenario to use. One of our game masters runs it on the spot and the results are what generates the imagery for the illustrations, and what drives the adventures themselves. We write as much as we can during the Convention and try to get the whole thing done in the space of a few days, with more time reserved for polishing. The players each have their signatures and character names immortalized on a special sheet in the adventure. The results are below!

Adventure in a Con – The Eater’s Tower
A powerful cursed Human, an Eater, has taken up residence in an abandoned Byzantine tower which was long-ago overgrown by the forest it used to protect. The party finds their way to the tower, possibly hunting the Eater, possibly seeking shelter from the dark of the woods; but no matter what their purpose is, they have a fight on their hands!

Adventure in a Con – Legend of the One-Toes
A group of cavemen and women are the last remnants of their tribe. Last night there was a loud bang and a bright flash which knocked everyone out after hearing their Shaman raise an alarm. Now it’s several hours later, the Shaman is gone, and the only clue to his whereabouts are odd footprints leading away from the cave that seem to have only one toe, and a skin pattern that they have never seen before.

Things only get weirder as the group follows the tracks and finds a mysterious egg-shaped cave standing on four shiny metal trees…