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.
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.
Character creation expectations, table assumptions, and campaign-specific guidance.
The island city where everyone arrives, everyone wants something, and nobody truly rules.
The deep history: the old gods, the Obelisk, the Seal-Bearers, and the Final Division.
The present-day campaign record, updated after events become known at the table.
The old gods are gone. The new gods were once mortal, and the world still argues over whether that was salvation, disaster, or both.
Asylum is neutral in theory, transactional in practice, and far too alive to be fully ruled by any prince, embassy, watch, guild, or god.
Messages, cargo, secrets, debts, and people all move through the island. The price is not always coin, and the seller is not always honest.
The Docks, Irontown, Highside, and the Governance Quarter each have customs worth learning before you test them the hard way.
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.
The fastest route into the campaign: what to read first, what your character probably knows, and what to avoid until it appears in play.
The current company of adventurers, gathered in one place with portraits and the names by which Asylum knows them.
A quick guide to the powers competing for influence in Asylum and across the new age.
The campaign record as it unfolds, including current arc materials and discoveries made in play.
How we build heroes and play at this table. New players welcome; no system mastery required.
How we treat each other at the table, so every session is one everyone wants to come back to.
Campaign modifications to 5.5e (2024): what we’ve changed from the official rules and why.
A quick-reference guide to what changed between the 2014 and 2024 rules editions.
Spell-by-spell breakdown of what’s new, what’s gone, and what’s different.