It’s been well over a year since I last addressed the Ethereal State as a concept, and I think it’s probably a good point to discuss some of the changes that have occurred since then. How do the Seven States play a role in the game? I came to a couple conclusions — first, that they need to be better defined.

Ethereal magic still claims many of the same themes and concepts as before. It’s the magic of Spirits, Ghosts, and Phantoms, the Afterlife, the Underworld, Ancestors, Heritage, Memory, and Monuments. The magic of reflections, including literal mirrors but also keepsakes and mementos to facilitate introspection.

Work on the various classes brought in new ideas — Animists, who manage the “goods” of dead spirits, arrange and facilitate the construction of their monuments, Monikers, who keep the names of the living, the dead, and the unborn, and also Egoists, who arm themselves and allies with weapons and skills of legacy.

The original medium of the Ethereal State was the Aether itself, around which all the classes were based. The whispering of unbound spirits is referred to as the Clamor, and it is as ubiquitous as the Aether itself, spirits of all kinds being found even in places where life is not. The boundary between life and death is the Veil.

Shamans are the main connection most people have with the Spirit World, and the reverse is true of creatures walking the Spirit Realms. Daemons are those individuals tasked with hunting and finding those lost in the swells of the Aether. Guides are the watchers and guardians of the living and dead alike.

Stories and adventures dealing with the Aether are often those about the passage from one side of the Veil to the other — from life to death and vice versa. Travel to the Underworld itself, and communion with the spirits of those alive, dead, or somewhere in between feature prominently. Also: heritage, legacy, and immortality.