First Bearings

Begin Here

The Five-Minute Version

What This Campaign Is

Fifty years ago, the old gods fell and mortals took their thrones. The world survived the Final Division, but it did not return to normal. Asylum remains the chaotic free port at the center of Aevum, and the new age is already producing mysteries that powerful people would rather own than understand.

Rule of thumb: the Codex and Chronicle may be browsed freely. Anything marked Loremaster or sealed should remain unopened until it appears in play.
First

Build Your Hero

Character creation expectations, table assumptions, and campaign-specific guidance.

Second

Know Asylum

The island city where everyone arrives, everyone wants something, and nobody truly rules.

Third

Read the Codex

The deep history: the old gods, the Obelisk, the Seal-Bearers, and the Final Division.

Fourth

Follow the Chronicle

The present-day campaign record, updated after events become known at the table.

Player Knowledge

What Your Character Probably Knows

Most People Know

The Gods Changed

The old gods are gone. The new gods were once mortal, and the world still argues over whether that was salvation, disaster, or both.

Anyone in Asylum Knows

The City Does Not Behave

Asylum is neutral in theory, transactional in practice, and far too alive to be fully ruled by any prince, embassy, watch, guild, or god.

Dockside People Know

Nothing Moves for Free

Messages, cargo, secrets, debts, and people all move through the island. The price is not always coin, and the seller is not always honest.

Travelers Know

Every District Has Its Own Rules

The Docks, Irontown, Highside, and the Governance Quarter each have customs worth learning before you test them the hard way.

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 the 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.

Begin Here

The fastest route into the campaign: what to read first, what your character probably knows, and what to avoid until it appears in play.

Heroes

The current company of adventurers, gathered in one place with portraits and the names by which Asylum knows them.

Faction Index

A quick guide to the powers competing for influence in Asylum and across the new age.

The Chronicle of the New Age

The campaign record as it unfolds, including current arc materials and discoveries made in play.

Character Creation & House Rules

How we build heroes and play at this table. New players welcome; no system mastery required.

The Social Contract

How we treat each other at the table, so every session is one everyone wants to come back to.

House Rules

Campaign modifications to 5.5e (2024): what we’ve changed from the official rules and why.

5e → 5.5e Player Reference

A quick-reference guide to what changed between the 2014 and 2024 rules editions.

5e → 5.5e Spell Changes

Spell-by-spell breakdown of what’s new, what’s gone, and what’s different.

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