The Asylum Broadside
Dia Incipium · Cycle of Rain · Year 50 of the New Reckoning · Weather: Suspicious  ❖  THE RED MASK RIDES AGAIN! Crimson Crusader Confounds Criminal Cabal in a Canal-Side Caper Near the Fish Market  ❖  GHOST SHIP! Spectral Schooner Sails Sans Sailors Toward the Feyveil Mists  ❖  WHAT PASSES BEHIND CLOSED DOORS? Late Lights Observed on Liar’s Path; Both Embassies Silent  ❖   Dia Incipium · Cycle of Rain · Year 50 of the New Reckoning · Weather: Suspicious  ❖  THE RED MASK RIDES AGAIN! Crimson Crusader Confounds Criminal Cabal in a Canal-Side Caper Near the Fish Market  ❖  GHOST SHIP! Spectral Schooner Sails Sans Sailors Toward the Feyveil Mists  ❖  WHAT PASSES BEHIND CLOSED DOORS? Late Lights Observed on Liar’s Path; Both Embassies Silent  ❖  
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 to the heavens rule a world still healing from the Final Division. They have sworn never to repeat the silence that nearly unmade it. This is the story of that world and the new heroes that rise to defend it. Below lies the history of Aevum: a lawless island, two circling empires, a coffin of black iron, and the day mortals confronted The Great Devastation and the gods changed.

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The Adventure Awaits

Asylum, now more than ever, is the crossroads of Aevum. Adventure beckons from every door, alley, or whispered invitation.

Asylum

A free port of markets, embassies, shrines, and old grudges at the center of Aevum.

Rumors Move Fast

Broadsides shout from the corners, sailors trade stories for coin, and the truth usually arrives wearing a disguise.

Trouble Finds Work

In Asylum, opportunity arrives as a favor, a job, a warning, or a quietly spoken name.

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The Mystery at the Center of the World

The Obelisk

When it appeared 50 years ago, every compass on Aevum moved to point 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 spoke the world a little more into being, while one stood ready to destroy it. They 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 that by a lack of interference they might spare creation the final, ruinous Division. These are the gods as the old age knew them.

East
Holy symbol of Lux

Lux

Light
the Birth of Light
Holy symbol of Lux, a sunrise pendant displayed in a case
Northwest
Holy symbol of Vitana

Vitana

Life
the Midwife
Holy symbol of Vitana, a doorframe and vine pendant displayed in a box
Northeast
Holy symbol of Alitura

Alitura

Nature
the Shaper
Holy symbol of Alitura, a tree pendant displayed in a woodland box
Southeast
Holy symbol of Agnitio

Agnitio

Knowledge
the Answerer
Holy symbol of Agnitio, an hourglass over an open book pendant displayed in a box
Southwest
Holy symbol of Nequitia

Nequitia

Trickery
the Split-Tongued
Holy symbol of Nequitia, a sealed contract and keyhole pendant displayed in a box
South
Holy symbol of Proelius

Proelius

War
the Decider
Holy symbol of Proelius, scales within a warding shield pendant displayed in a box
West
Holy symbol of Nox

Nox

Death
the Nightbringer
Holy symbol of Nox, a crescent moon and key pendant displayed in a box
North
Holy symbol of Tempestas

Tempestas

Storm
He Who Sweeps Away
Holy symbol of Tempestas, a wave and lightning pendant displayed in a box

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.

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

Originally the Wylanders’ private guard for Highside, the Gold Hands have become personal bodyguards for Asylum’s rich and powerful. Their elven leader, Shivah Nightshade, accepts Prince Jesper Wylander’s gold but sees herself as a protector of Elenethil’s interests more than the Wylanders alone.

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

Neutral ground where a sailor of any flag may drink without bloodshed. The peace is kept by Head Bosun Clayton Greer, a rare captain who has flown the colors of both Elenethil and Zhangrym in his many years at sea, and now works for interests of his own.

The First People

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

The Wata Wa Nusu

The indigenous halfling tribes lived here before Asylum was 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. They are wild, insular, and fiercely protective of their land. They are spoken of in the city with a mix of fear and curiosity. 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 stand in the presence of all the gods at once.

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 Great Devastation, and change the heavens themselves. The full account, arc by arc, year by year, lives in the Codex.

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 with The Great Devastation walked into the heavens.

Lux
Holy symbol of LuxEthuial WintersbloomLight, sight & revelation. The Child of Alitura who gave her life at the Gate now gives the world its dawn.
Divine portrait of Lux, god of Light, sight, and revelation
Vitana
Holy symbol of VitanaLiam WindchyldeLife, healing & growth. A hard-drinking duelist with a sword named for the storm, now the god of living things.
Divine portrait of Vitana, god of Life, healing, and growth
Alitura
Holy symbol of AlituraDorrac ElhornNature, wild places & beasts. The hunter who walked in Alitura's own boots took up her wild.
Divine portrait of Alitura, god of Nature, wild places, and beasts
Agnitio
Holy symbol of AgnitioCorvusKnowledge, time & foresight. A refugee from the world's last cycle, who chose to ascend rather than flee again.
Divine portrait of Agnitio, god of Knowledge, time, and foresight
Nequitia
Holy symbol of NequitiaAnton VerkelDeception, secrets & the binding word. The Gearspeaker who ruled by contract now rules the truth itself.
Divine portrait of Nequitia, god of Deception, secrets, and the binding word
Proelius
Holy symbol of ProeliusSt. Nicholas "Nick" Cagier BachStrength, judgment & the Balance. The gnome who absorbed every blow for others now weighs them all.
Divine portrait of Proelius, god of Strength, judgment, and the Balance
Nox
Holy symbol of NoxQuilla BafflestoneDeath, darkness & hidden things. The archaeologist who found what was buried now keeps it.
Divine portrait of Nox, god of Death, darkness, and hidden things
Tempestas
Holy symbol of TempestasCassandra "Cass" ZiurovasStorm, destruction & the cycle. Child of the Tempest by blood, now its keeper, the loop closed at last.
Divine portrait of Tempestas, god of Storm, destruction, and the cycle

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 is the story the next age will have to live through.