A Dungeons & Dragons Campaign · The World of Aevum

After Asylum: Hubris

Fifty years ago the old gods fell, and mortals took their thrones. Now the heirs of the heavens rule a world still healing from the Final Division — and they have sworn never to repeat the silence that nearly unmade it. This is the campaign. Below lies the history of Aevum that leads to it: a lawless island, two circling empires, a coffin of black iron, and the day the Kraken was confronted and the gods changed hands.

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The Mystery at the Center of the World

The Obelisk

Every compass on Aevum pointed to one spot — the dead center of the ocean. A generation before our chronicle, an island appeared there overnight: a vast coffin of black, iron-rich stone. Most of its iron was ordinary. One vein in ten held Cold Iron — a metal that drank magic and bit at things not of this world. Pilgrims called it a prison. A sleeping demon prince. A dead god. The storm itself. None of them were entirely wrong. The Obelisk was the lock on the world's last secret, and the gathering of its keys is what brought the old age to its end.

The Eight Divisions

The Old Gods of Aevum

Before sky or sea there were only the gods, and creation came in a series of Divisions — each god speaking the world a little more into being. These eight built Aevum and then, by deliberate choice, withdrew from it. They answered prayers in the form of spells and otherwise let the world run on its own, hoping a hands-off heaven might spare creation the final, ruinous Division. It did not. These are the gods as the old age knew them.

East

Lux

Light
the Birth of Light
Northwest

Vitana

Life
the Midwife
Northeast

Alitura

Nature
the Shaper
Southeast

Agnitio

Knowledge
the Answerer
Southwest

Nequitia

Trickery
the Split-Tongued
South

Proelius

War
the Decider
West

Nox

Death
the Nightbringer
North

Tempestas

Storm
He Who Sweeps Away

The gods built the house and walked away, leaving mortals to play in it. They believed distance was mercy — that a heaven which never intervened could not be blamed for the storm, and might even forestall it. They were wrong. The wager failed, and the failure is the hinge on which this whole history turns.

Who Holds the Power

Powers & Factions

Asylum today answers to three very different kinds of power: two great nations that circle it like sharks, the home-grown forces that actually run its streets, and the people who were here long before any of them.

The World Powers

Two great nations — and the neutral island caught between them.

Elenethil

The elven confederation once known as the Northern States — magic, patience, and the long game. Fifty years after the Final Division its old rivalry with the south endures, now waged as much through competing theologies as through trade. Its embassy in the Governance Quarter is still a living grove, and its hand on Asylum runs through the Wylander family and the ever-patient Ambassador Jiran Wintersbloom, called Celulinde the Springseeker.

Zhangrym

The dwarven federation once known as the Southern Federation — machinery, gold, and the binding letter of a contract. It remains Elenethil’s great rival, its interests on the island advanced from what was once Gearspeaker Verkel’s manor (now a temple to Nequitia) and through the sociable Ambassador Merris Goldweaver, who hosts as shrewdly as she negotiates.

Asylum — The Free Port

Still no crown, no flag, no standing army. With the Obelisk’s Cold Iron long since spent, Asylum thrives instead as the great trade crossroads between Elenethil and Zhangrym — neutral ground, governed loosely by the City Fathers, where both powers keep embassies and neither dares move openly.

The Forces of Asylum

Who actually holds the streets, the docks, the courts, and the coin.

The City Fathers

Insofar as Asylum has a government, this is it: a loose council of the island’s wealthiest and most powerful, who meet to pass laws, hear cases, and hand down judgment from the House of Justice. They answer to no one but each other — the ambassadors of Elenethil and Zhangrym, the great guild-masters, the keeper of the Treasury, and the unofficial Mayor of the Docks among their number.

Vox Noctis

The thieves’ guild that rules the flooded canals beneath the city — tunnels first dug to carry away waste, now a hidden kingdom. They run protection rackets, smuggling, and petty theft, and their tendrils reach into every quarter of Asylum. Individual members are called the Voices; the guild’s charming, acid-tongued public face is an elf named Jasmine, the only sanctioned door between Vox Noctis and the outside world. Whether they are a nuisance, the neighborhood’s protectors, or the scourge of the city depends entirely on who you ask.

The Blue Cloaks

Asylum’s city-sanctioned watch — police force, jailers, and judges of petty crime all in one — headquartered at the House of Justice and answerable to the City Fathers. Their leader, First Sword Boravik Sturn, is clear-eyed about both his duty and its limits: he takes the work seriously, but he knows there are corners of the city he will never hold. So he has struck a quiet bargain with Vox Noctis — the Blue Cloaks stay out of the Docks, and in return the guild keeps the worst of the larceny in check.

The Gold Hands

The Wylanders’ private mercenary guard, gold-liveried and loyal to coin. They hold the Gate of Champions and patrol Highside as its private watch — these days under hard-nosed Guard Commander Mikaela Bront — guarding the wealthy from outsiders far more diligently than from one another.

The Trade Guilds

The Merchant’s Guild still arbitrates the island’s commerce under the famously incorruptible Maester Brahm. The Miner’s Guild, once master of the Obelisk dig, is much diminished now that Cold Iron no longer flows — under Gregor Ironsinger it trades in precious metals and gems out of Tenebris, and answers these days to the Merchants who manage it.

The Privateer’s Guild

The one neutral ground where a sailor of either flag may drink without bloodshed — violence is forbidden on guild grounds. The peace is kept by Head Bosun Clayton Greer, a rare captain who flies the colors of both Elenethil and Zhangrym at once.

The First People

Here before the empires, before the pirates, before the Obelisk.

The Wata Wa Nusu

The indigenous halfling tribes who held all of Asylum before the pirates, before Tenebris was ever charted, before the Obelisk broke the sea. As settlers crowded the coast they drew back into the hills, where they remain — wild, insular, and fiercely protective of their land, spoken of in the city with a fear that runs to rumors of rites no settler has seen. Outsiders rarely climb into the hills, and never unarmed. Yet it was the Wata Wa Nusu who first prayed at the Lookout, the ring of eight standing stones older than any settler, and that windswept hilltop remains the one place on Asylum where a mortal can speak directly to the gods.

The Saga That Ended an Age

The Chronicle

Everything here grew out of one long story: how a band of strangers who stepped off boats in the Docks came to gather the Seals of the Gods, confront the Kraken, and change the heavens themselves. The full account — arc by arc, year by year — lives in the Codex.

The Final Division

The New Gods

Tempestas was meant to sweep the world clean so the cycle could begin again. He spoke. The Final Division came. But it did not end the world — it changed its management. When the storm passed, Aevum still stood, scarred but breathing, and eight new hands held the old mantles. For godhood here is a station, not a person: a role to be inherited, like a crown or a debt. Those who walked out of the Confrontation of the Kraken walked into the heavens.

Lux
Ethuial WintersbloomLight, sight & revelation. The Child of Alitura who gave her life at the Gate now gives the world its dawn.
Vitana
Liam WindchyldeLife, healing & growth. A hard-drinking duelist with a sword named for the storm — now the god of living things.
Alitura
Dorrac ElhornNature, wild places & beasts. The hunter who walked in Alitura's own boots took up her wild.
Agnitio
CorvusKnowledge, time & foresight. A refugee from the world's last cycle, who chose to ascend rather than flee again.
Nequitia
Anton VerkelDeception, secrets & the binding word. The Gearspeaker who ruled by contract now rules the truth itself.
Proelius
St. Nicholas "Nick" Cagier BachStrength, judgment & the Balance. The gnome who absorbed every blow for others now weighs them all.
Nox
Quilla BafflestoneDeath, darkness & hidden things. The archaeologist who found what was buried now keeps it.
Tempestas
Cassandra "Cass" ZiurovasStorm, destruction & the cycle. Child of the Tempest by blood, now its keeper — the loop closed at last.

The old gods withdrew and the world nearly died of their distance. The new gods watched it happen, and not one of them intends to repeat the mistake. What that resolve becomes — mercy, meddling, or hubris — is the story the next age will have to live through. Not every hero ascended: Osiris Galanodel refused the mantle, and others simply walked back into the world they had saved.

The Next Age Begins

Player Resources

The history above is prologue. After Asylum: Hubris opens roughly fifty years after the Final Division, in a world run by new gods who are determined not to repeat the old ones' silence. Everything here is what you need to join that table.

The Codex is the deep-history archive — the calendar, the Age of Creation, the full chronicle of the Seal-Bearers, the new pantheon, and the world fifty years on. Read it to understand the world your hero was born into.