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  ❖  
The Aevum Codex · Deep History

A History of the Known World

Part One

How to Read the Aevumn Calendar

Time in Aevum is measured differently from what you may be accustomed to. The Aevum week has ten days, each named for one of the eight gods plus two days of transition. The days, in order, are:

The Ten-Day Week
Aevum NameTranslationSignificance
Dia IncipiumThe First DayThe beginning of the week. A day of fresh starts.
Dia LuminisThe Day of LightSacred to Lux, god of light and revelation.
Dia VitaeThe Day of LifeSacred to Vitana, god of life and healing.
Dia MeliusThe Day of GrowthSacred to Alitura, god of nature and wild places.
Dia SapiensThe Day of KnowledgeSacred to Agnitio, god of wisdom and foresight.
Dia IncognisThe Hidden DaySacred to Nequitia, god of deception. Considered unlucky.
Dia ImpetiusThe Day of StrengthSacred to Proelius, god of war and judgment.
Dia UmbraThe Day of ShadowsSacred to Nox, god of death and hidden things.
Dia VentusThe Day of WindsSacred to Tempestas, god of storms and the cycle.
Dia FinisThe Last DayThe end of the week. A day of reflection and rest.

The Aevum year has 365 days, divided into twelve named Cycles of 30 days each, four festival days celebrating a solstice or equinox, and Dia Circulus at the year's end. Each Cycle corresponds to a season or natural event.

The Twelve Cycles and the Turning Days
EntryYear DaysSeasonNotable Holiday
Cycle of Rain1-30SpringFestival of Revelation, Day 1
Cycle of Bloom31-60Spring
Cycle of Growth61-90SpringDay of the Midwife, Day 73
Sun's Victory91Summer SolsticeThe solstice between Growth and Plenty
Cycle of Plenty92-121SummerVerdant Faire, Day 103
Cycle of Rest122-151Summer
Cycle of Fire152-181SummerFestival of Inspiration, Day 163
Autumn Balance182Autumn EquinoxThe equinox between Fire and Harvest
Cycle of Harvest183-212AutumnThe Liar's Ball, Day 195
Cycle of Hearth213-242Autumn
Cycle of Darkness243-272Autumn/WinterTrials of Glory, Day 255
Longest Night273Winter SolsticeThe solstice between Darkness and Secrets
Cycle of Secrets274-303WinterParting of the Veil, Day 287
Cycle of Cold304-333WinterUnsealing of Lux, Day 317
Cycle of Hope334-363WinterFestival of Sacrifice, Day 346
Spring Balance364Spring EquinoxThe equinox before Dia Circulus
Dia Circulus365Year's EndThe final day of the year. Reflection on beginnings and ends.

The present day, at the time this history closes, is Dia Incipium, Day 1 of the Cycle of Rain, the first Day of Year 50 in the New Reckoning. The Festival of Revelation.

Noteworthy Holidays

Aevum's calendar is anchored by a number of sacred days observed across the known world, each tied to a god, a season, or a principle. The following holidays are celebrated in Asylum and beyond.

The Holidays of Aevum
HolidayWhenObservance
Festival of RevelationDay 1, Dia Incipium, Day 1 of the Cycle of RainA day dedicated to the exposure of lies and the speaking of hard truths. Considered auspicious for confrontation, confession, and the settling of old debts of honesty.
Day of the MidwifeDay 73, Day 13 of the Cycle of GrowthOn this day, people honor mothers and those who help bring life into the world. Midwives, healers, and those who have given birth receive gifts, prayers, and public recognition.
The Sun's VictoryDay 91, outside the Cycles, Summer SolsticeThe longest day of the year, when the sun defeats the night at its fullest extent. Celebrated with fire, feasting, and public spectacle.
The Verdant FaireDay 103, Day 12 of the Cycle of PlentyA fair of green and growing things, honoring Alitura and the wild places of the world. Fey are said to walk openly on this day, and it is considered lucky to leave gifts at the forest's edge.
Festival of InspirationDay 163, Day 12 of the Cycle of FireA day to honor new ideas, inventions, and creative endeavor. Artisans, scholars, and inventors display their work publicly. Considered sacred to Agnitio.
The Autumn BalanceDay 182, outside the Cycles, Autumn EquinoxThe mirror of the Spring Balance. On this day people give gifts to those they have wronged, seeking either Usticia's mercy or relief from Udex's punishment. An uncomfortable holiday for those with long memories and unsettled accounts.
The Liar's BallDay 195, Day 13 of the Cycle of HarvestA masquerade where people dress as anyone or anything they are not, and conduct themselves accordingly. Sacred to Nequitia. Business deals, confessions, and assignations made at the Ball carry an unspoken understanding: what happens in mask stays in mask.
The Trials of GloryDay 255, Day 13 of the Cycle of DarknessA multi-day series of athletic competitions, duels, and feats of strength and endurance, open to all comers. Crowds gather from across the known world. The winner of the final combat is named Champion of the Trials and receives glory, prizes, and the attention of the powerful.
The Longest NightDay 273, outside the Cycles, Winter SolsticeThe longest night of the year, when darkness reigns longest. Some fear it; others celebrate it as the turning point, the moment after which the light begins to return. Sacred to Nox.
The Parting of the VeilDay 287, Day 14 of the Cycle of SecretsA day to honor the dead and to peer, carefully, into the world beyond. Candles are lit for the departed, their names spoken aloud, and doors are left unlatched in case a loved one wishes to visit in dream.
The Unsealing of LuxDay 317, Day 14 of the Cycle of ColdA holy day of light in deep winter. Lamps, lanterns, and candles are set in windows. Communities gather before dawn to greet the first light together.
Festival of SacrificeDay 346, Day 13 of the Cycle of HopeA day of solemn remembrance and public generosity, honoring those who gave something precious for the world to continue. Families share food with strangers and give to those in need.
The Spring BalanceDay 364, outside the Cycles, Spring EquinoxOn the day of equal light and dark, Proelius the Decider is offered worship through gift-giving. The twins Usticia and Udex sit at Proelius' right and left hand, Usticia acts kindly, rewarding those who give gifts of charity and thanks; Udex acts viciously, punishing those who have not set accounts to right. During the Spring Balance, people give gifts to those who have done right by them throughout the year, seeking Usticia's favor.
Dia CirculusDay 365, outside the CyclesThe final day of the year, observed with reflection on beginnings, endings, and the turn of the cycle.
Part Two

The Age of Creation

Before there was sky, before there was earth, before there was light, before there was dark, there were the gods. Eternal, without beginning or end, these unknowable forces stood amidst the primordial stuff of the universe as exemplars of the base forces that make up all things.

And this was the First Division.

First spoke Lux, the Birth of Light, in a voice bright and clear,
and from his voice the void was filled with his will.
And this was the second division.

Next spoke Vitana, the Midwife, in a voice of growth and patience,
and Aevum was formed as a perfect circle of vibrant light and life.
And this was the third division.

Next spoke Alitura, the Shaper, in a voice both wild and with purpose,
and from the circle of light, all the mountains and the valleys,
the streams and the oceans, the trees and the plants and the beasts
and yes, mankind was born.
And this was the fourth division.

Next spoke Agnitio, the Answerer, in a voice of wisdom and purpose,
and from the world all the sentient races of the earth
gained knowledge of themselves and their separation from the beasts.
And this was the fifth division.

Next spoke Nequitia, the Split-Tongued,
in a voice from everywhere and nowhere at all,
and from this separation did the races of the world
learn to deceive each other, and themselves.
And this was the sixth division.

Next came Proelius, the Decider, in a voice of unbearable strength,
and from this strength did the races of the earth
learn to make war with each other and seek conquest.
And this was the seventh division.

Next came Nox, the Nightbringer, in a voice of terrible quiet,
and from these wars did the races of the earth
know what it was to have their brief lives end.
And this was the eighth division.

And last will come Tempestas, He Who Sweeps Away,
in a voice of fury and force,
and from this storm will the world be swept clean,
to begin anew the cycle.
And this will be the last division. From the transcripts of Brother Emon, Fifth Lorekeeper of Agnitio
Part Three

A History of the Known World

The Age of Separation

In the beginning of recorded history, the three great races kept to themselves. The elves occupied the endless forests of northern Solorien, the continent from which the sun rises. The dwarves delved into the mountains of the south. Between them, humanity spread across the plains - short-lived and burning with ambition.

For uncounted generations this arrangement held. Then humanity, in the span of a single millennium, raised an empire that stretched between the elven forests and the dwarven mountains. Their speed was terrifying to the older races and impressive to themselves. They named this empire after nothing, because they could not imagine it ending. It ended.

The Age of Expansion

From Solorien the races eventually spread westward. Sailors and explorers found Tenebris, a second continent of untold natural wealth, sitting just beyond the horizon. The discovery changed everything.

By this time the elves had formed a loose confederation of city-states known as the Northern States. The dwarves had organized into the Southern Federation. Both nations saw in Tenebris an opportunity to expand their power and, more importantly, to gain an advantage over the other. The race to colonize Tenebris was the beginning of a rivalry that would simmer for centuries.

Between Solorien and Tenebris, on a volcanic tropical island that had once been home only to pirates, criminals, and the indigenous halfling Wata Wa Nusu, lay Asylum. It became the hinge point of two great empires. Both nations opened embassies there. Both nations endorsed privateers to harass the other's shipping. Both nations smiled at each other across diplomatic tables while their spies moved through the docks below.

The Appearance of the Obelisk

Nothing changed Asylum - and the world - so completely as the Obelisk. Overnight, a massive iron landmass shaped like a stone sarcophagus rose from the center of the ocean at the exact point where every compass in the world pointed. Completely barren, formed entirely of sedimentary rock, stark and unwelcoming, it was enormous and utterly without explanation.

The industrious began mining it almost immediately. Most of the iron proved ordinary. But roughly one vein in ten yielded something different: darker, denser, almost alive in its resistance to working. Cold Iron - valued by smiths for its extraordinary workability, and prized above all else by those who create magic items for its ability to conduct and contain magical energy. A one-pound ingot of Cold Iron fetches a hundred gold pieces at market. Cold Iron weapons count as magical against aberrations, celestials, elementals, fey, fiends, and undead; Cold Iron armor prevents critical hits from those same creatures; and magic items forged with it require only half the normal time to create.

The discovery sparked a gold rush, a privateering war, and a religious pilgrimage all at once. A flotilla of ships formed semi-permanently around the Obelisk's edges. A floating market with inns grew to serve the needs of those who mined it, complete with everything a prospector might need and several things they shouldn't have. Scaffolding covers the Obelisk's sheer sides. Every kilometer of its surface is fought over. Claim jumping is common. Life here is dangerous. For those who seek their fortune, the risk is held to be worth the reward.

But there were always those with a more spiritual reason to visit. Because of the magical nature of Cold Iron, some theorized that the Obelisk was in some way keeping something in - that the island itself was a prison. Some said it held a demon prince. Some said a dead god lay entombed within. Others said it was Tempestas himself, dreaming the long sleep before the Final Division. In any event, travel to the Obelisk became a religious pilgrimage. People from all over Aevum came to walk its shores, breathe its cold air, and seek whatever answers a barren rock could give them.

No one understood at the time that all of them - the miners, the merchants, the faithful - were right about the Obelisk being a prison. They were only wrong about who was imprisoned. The Cold Iron within it was not a resource. It was a corruption, seeded into the world as a weapon. Someone, or something, was slowly working to open it from the inside.

Part Four

The Chronicle of the Seal-Bearers

What follows is a chronological account of the events of the last three years, as recorded from the accounts of those who lived them. Dates are given in Aevumn calendar notation.

Before the Adventure - Origins

Before the Seal-Bearers came together, each arrived in Asylum by their own path. These are their stories, told as they happened, before the world knew what any of them would become.

Pre-Campaign

A Friend in Need

Nick arrives in Asylum aboard the North Wind from the Northern States. He makes his way through the Fish Market, gets directions to Veris' Slip from a leather merchant named Jhorin, and begins his self-appointed mission to gather data on the naughty and nice people of the world - a three-and-a-half-foot gnome with a pointy hat, a long white beard, and more confidence than any reasonable person should possess.

Pre-Campaign

Nobody's Daughter

Cass is awakened by a storm. Watching through a keyhole as her mother Madame Zoirovas gives a reading, she sees Zoirovas go into a trance and deliver a prophecy directly at her: "Child of the Tempest, nobody's daughter will find nobody's son." She follows flyers for the Storm Temple, fights through the arenas, and meets Adir Kerriway, who removes his Hat of Disguise to reveal he too is a Water Genasi. He gives her the sealed scallop-shell locket and tells her it was found on him when he was born.

Pre-Campaign

The Last Gasp

Quilla arrives aboard the Endurance, tracking her missing mentor Warryn Daergel. She gets her bearings at Veris' Slip, pokes around the Fish Market, and encounters a mysterious operative named Jasmine connected to an intelligence organization. She does not find Warryn but picks up his trail and decides to stay.

Pre-Campaign

Alone

Flax is in a cell, caught cheating at cards under a false identity. Icarus visits him - clean-shaven, dark-skinned, eyes swirling with purple mist. He produces a key and tells Flax that Nequitia has a mission: find a lost priest named Niles Atterton at the Obelisk. Then he vanishes. Flax does not yet know Icarus lies.

Pre-Campaign

Inheritance

Liam is fighting in the Storm Temple arena against a dwarf named Gundrin. Adir Kerriway watches from above. Liam wins, and afterward discovers his father's enchanted dagger, connected to his Fey bloodline. This is where Flax first notices him fight.

Pre-Campaign

The Fire Within

Dorrac crawls ashore on an unknown tropical island after the Morning Light goes down in a storm, his wolf Snow beside him. Shipwrecked alongside a half-orc, a dwarven merchant, and a religious pilgrim tattooed in unreadable script, he survives the island and eventually finds his way to Asylum.

Pre-Campaign

As Below and So Above

Hel wakes in a pine box underground with no memory of the night before, her focus and very little else to hand. She works out that she has been buried alive and begins the slow process of figuring out what happened. Her introduction to Asylum.

Pre-Campaign

Dead Men's Tales

Hel is on a rocky shore, menaced by a wight commanding four skeletons. Vee, a dark tiefling, appears at the base of the cliff and sees her in danger. They fight together for the first time, forming a wary partnership.

Year One - The Adventure Begins

The original party: Nick, Quilla, Flax, Cass, and Liam. Hel and Dorrac join roughly a year into the adventure.

Day 233 · Cycle of Storms · Dia Incognis

The First Gathering

The strangers who have each found their way to Asylum are brought together at the Antiquarian Eye in Irontown, summoned by Northern States agent Althaea Greymoon. Nick, Quilla, Flax, Cass, and Liam find themselves in the same room with a commission and a mystery.

Days 234–237 · Year One

The Alchemist's Secret

Commissioned to retrieve the book Transmutive Properties of Base Ores from the abandoned Orsten Mansion. Inside they find Cold Iron embedded in the bones of a dead squire and encounter Vox Noctis thief Ned Shakeshaft, sent to steal the book before them.

Days 251–256 · Year One

The Cavalier's Entreaty

Sir Kalum Sonnenblut of the Order of the Red Charger hires the party to investigate the death of his squire Arnault the Younger. They return to Orsten Mansion to find orcs carrying written orders to capture or kill Nick and Quilla specifically. Someone is already tracking them.

Days 265–271 · Year One

The Illusionist's Peril

Cirrol, a young illusionist fleeing his former mistress, comes to the party for help. They track Kamilah the Lamia to her cave operation beneath Irontown, defeat her, and recover her Cold Iron dagger.

Days 290–298 · Year One

Dark Waters

Flax's mission from Icarus sends the party to the Obelisk to find the lost priest Niles Atterton. They survive hobgoblin pirates en route. At Pilgrim's Folly they find the wreck of the Admirable infested with Deep Scions and gibbering mouthers, track Atterton to the Western Watch, fight through the corrupted pirate haven, and kill him in his transformed form as a priest of The Great Devastation. They find the first blood map of the Great Devastation's reach. Icarus is revealed to have been deceiving Flax all along.

Days 299–308 · Year One

Ground Swell

Returning from the Obelisk, a Deep Scion named Ogden pushes Flax off a ship into shark-infested water; the party rescues him. A tattoo found on the transformed pirates marks followers of the pirate Glory, captain of the Darkling, who has seized the Western Watch lighthouse on Wayfinder Isle. The party sails there to find every ship in the harbor scuttled, sacrificed by cultists of The Great Devastation, and fights through the transformed crew. Liam's sword begins pulling toward something. Quilla begins having nightmares from her gibbering-mouther exposure: many voices chanting about the sea, sky, wind, and rain.

Days 315–322 · Year One

A Mentor's Gift

Quilla receives a package from her mentor Warryn Daergel: his ring and a note bequeathing it to her. She puts it on and finds Warryn's soul trapped inside. He explains he was murdered after discovering the Seal of Lux in a hidden temple on the Obelisk, bankrolled by Anton Verkel. The party breaks into the Treasury House to retrieve Warryn's body; he is reincarnated. They learn the Seal of Lux was purchased at auction by Duke Andreas Wylander.

Days 330–338 · Year One

In Letter or Spirit

The party moves through Highside via the Gate of Champions, escorted by Adir Kerriway, navigating the High Garden's tree-grown architecture for meetings with the city's powerful. Early contact with the forces that will eventually drive Asylum to open war.

Year Two - The Seals Revealed

Hel and Dorrac join at the start of Year Two, expanding the group to seven.

Days 13–17 · Cycle of Vitana

The Verdant Path

Cellulinde trades Liam a driftglobe in exchange for going to the Isle of the Ancients to find the Seal of Vitana. The temple has been desecrated by the adult green dragon Korram'Per Lashiti and the lizardmen are corrupted. The party befriends the Red Stripes lizard tribe and defeats the dragon with the help of a young bronze dragon, Caelum Spero, who becomes a recurring presence in the heroes' story. The Atara Oren gives them the Living Seed freely once the corruption is lifted.

Days 41–44 · Cycle of Vitana

The Unsealing of Vitana

The party descends into the Underdark to the Gate of Vitana at the roots of the dead Atara Oren. After fighting through the Shallows and the Sap Mines, Liam places the Living Seed at the Gate. The world trembles. Something ancient stirs in the Obelisk.

Day 71 · Cycle of the Midwife

The Night of Fire - Return to Asylum

The party returns to find Asylum transformed. In their absence, demons erupted from the Lookout and invaded the island. The Northern States cut a deal with the demons; the Southern Federation was driven underground into the canal network, running a shadow government through Vox Noctis. The Lookout's standing stones are toppled, a cavernous hole filling with water where they stood.

Days 102–107 · Cycle of the Verdant Faire

Many Paths

The party infiltrates a Highside diplomatic gathering called Rose's Bloom in disguise with forged papers. Their target: one of halfling Oslo DoGood's compasses, each pointing to a Seal rather than magnetic north. Northern States and Southern Federation representatives are both present, both suspicious, neither aware the party is there.

Days 108–118 · Cycle of the Verdant Faire

Amongst and Against - The Noble's Respite

Bound to Gearspeaker Anton Verkel's magical contract, the party infiltrates the Noble's Respite prison island posing as servants. Quilla explores the lower levels, finds a wight chanting the Devastation's mantra and the real Ophirah's waterlogged body. Nick has a private theological conversation with Udex in the factory, who reveals his growing disillusionment: the gods deliberately distanced themselves to delay Tempestas' arrival, and he finds the philosophy bankrupt. The party fights the Silent Warden, an aboleth in the reflecting pool, and recovers the Seal of Proelius - a forge hammer. They escape aboard Thaddeus' Folly.

Days 140–143 · Cycle of Darkness

The Unsealing of Proelius

The Gate of Proelius is found and opened. The party begins to understand that the Seals are mantles of succession, not just locks: each person who unseals a gate is marked by that god's aspect. The Obelisk shakes again.

Days 155–162 · Festival of Inspiration

Sins of the Father

Liam's dagger points the party to a storm-lashed island east of Asylum. Aboard Thaddeus' Folly they survive a violent tempest, explore underwater ruins, and navigate three Fey trials. Liam confronts Jon Sixfingers, an immortal archfey who sires children across the world seeking a worthy heir for his power. Liam's sister Lily is revealed aboard the rival ship Lodestone. Liam receives his Hexblade powers. Tomas "Bone" joins the group.

Year Two - Into the Deep
Days 193–199 · The Liar's Ball

The Eye of the Storm

The party returns to Asylum aboard the Lodestone to find ships from both the Northern States and Southern Federation racing toward them. A tense negotiation earns passage through the blockade - but they must choose which faction to align with. The North controls the docks, the magic academy, and Liam's mother; the South controls the underground canal network; Vox Noctis remains neutral. The city is on the verge of open war. Around this time, Flax and Cass's threads lead them away from the main group. Cass remains in Asylum as a presence but no longer travels with the party.

Days 208–218 · Cycle of Storms

Maelstrom

The party makes their way underwater to the Praesidian Safe Haven. Dorrac's bow Hirilonde guides them and serves as the key to the puzzle-door. Inside they find an ancient civilization under siege: mind flayers running a colony on a demiplane between the Safe Haven and the Elemental Plane of Water, using Praesidians as a food source and controlling key figures through Intellect Devourers, while Githyanki warriors hunt the mind flayers from outside. The party fights through, confronts the mind flayers, and recovers the Seal of Agnitio - the Scroll of Agnitio, the prophecy of the Final Division. The Safe Haven collapses after the elder brain's destruction, and the party is pulled across the planar boundary into the Shadowfell.

Days 219–280 · Cycle of Darkness

Dusk

The party finds themselves in the Shadowfell, a plane of permanent half-light mirroring the Prime Material in shadow. For Hel, a Shadar-Kai who fled this plane seeking sensation, it is a complicated homecoming. They navigate the grey world and encounter a shadow dragon - a silver chromatic fallen into darkness by long exposure, its memories of what it once was bleeding through its corrupted form. The party deals with it. In the end, Hel chooses to remain in the Shadowfell, having found what she was always looking for, on her own terms. The rest find their way back to the Prime Material, emerging in Tenebris.

Days 281–290 · Cycle of Darkness

The Hidden Temple of the Lost Gods of the Serpent Tyrants

The party surfaces in Tenebris. Yuan-Ti offer to guide them to shore if they retrieve a golden idol from a hidden temple. They fight through the dungeon, defeat an Alhoon and a beholder, recover the idol, and hand it over. The Yuan-Ti betray them immediately. The party escapes on dinosaur-back through the jungle.

Days 295–310 · Cycle of Secrets

Birth

The party returns to the Isle of the Ancients to find that two years have passed. Strange beasts have been patrolling the oceans enslaving travelers. They re-emerge into a world dramatically changed. The Atara Oren is dead. Thaddeus waits with the Folly. Osiris Galanodel, a wood elf from the mist-shrouded island of Misthaven, and Corvus, a time-displaced wizard of uncertain origin, join the group here, bringing the party back to strength.

Year Three - Hell and Back
Days 311–325 · The Liar's Ball

The Devil's Due

The party confronts the Seal of Nequitia. Samozel, a devil accountant banished from Mammon's layer of Hell, holds the Mask of Nequitia. Framed by his siblings for embezzling from Mammon, he cannot return home. The deal: help him prove his innocence and reclaim his position, and the Seal is theirs. The party navigates Minauros - the third layer of Hell, an endless polluted swamp of acid rain and volcanic ridges - fighting a froghemoth, dealing with the Shadow Hounds, and unraveling the conspiracy. They recover the Seal of Nequitia and acquire Fetch, a magical astral puppy living in a bag of holding.

Days 326–335 · Cycle of Secrets

Reflection

The aftermath of Hell. The party reassembles and takes stock. A half-elf whisper bard named Mark Quesh'Ton appears. The Dross Forge features in combat. The party processes what they have been through and what still lies ahead.

Days 336–345 · Cycle of Cold

Compromise

The political situation in Asylum comes to a head. North and South maneuver openly. The party, holding multiple Seals, becomes a target for both sides. Negotiations, alliances, and betrayals shape the landscape of the final act.

Days 346–355 · Cycle of Cold

Split

The party divides over how to proceed. The weight of what they carry, and what it means for each of them individually, fractures something. They come back together, but changed.

Days 356–365 · Cycle of Hope

The Three Pillars - The Isle of the Dead

Ophirah the Cambion offers safe passage to the Isle of the Dead in exchange for releasing her agent Glory from Thaddeus' ship. She tells the story of Sir Arquen through the legend of the Three Pillars: a champion of justice who showed mercy to a noble and a priest during wartime, had them banished, watched the kingdom suffer without them, then died alongside them when they returned at the head of fleets. Sir Arquen rose as a death knight from that unresolved judgment. The party fights through his undead army and recovers the Seal of Nox - a human skullcap.

Year Four - The Final Descent
Days 5–14 · Year Four

Fire and Steel

The party travels into the Underdark to the Duergar city of Port Steel on the shore of the underground Undersea. The Dross Forge - a Cold Iron gatling gun built to fight fiends - has been stolen from the Indurate Throne by Talan's mother Stala and her apprentice Brand on behalf of the Valenar. Deep Gnome twins Fergal and Lagref run competing inns and prank everyone continuously. The party fights a legendary Iron Golem and navigates Duergar politics. Talan, a gunslinger and son of the Dross Forge's thief, joins the group.

Days 15–22 · Year Four

The Ascent

Climbing out of the Underdark, the party reaches the Ascent, an 800-foot natural stone pillar rising from a cavern at the center of the world. Stone Giant Dream Speaker Kur'Sahl explains that only by climbing the Ascent can a mortal assume a god's mantle during the Final Division. The Great Devastation has corrupted the stone giant matriarch Vashka into the Poison Storm and is also trying to climb. The party gathers the three pieces of Vashka's staff and reaches her through the Dream Speaker ritual; she sacrifices herself wrestling the Devastation back into the water. Climbing the Ascent releases the Titans into the world.

Days 23–28 · Year Four

Storm Front - Awakening

The party surfaces to find Asylum besieged from every direction. The Tarrasque has made landfall. An Empyrean walks through the city. North and South are in open war. The party races to recover the remaining Seals. On a slumbering Kaiju dragon turtle in the Mare Revelatum, Ethuial Wintersbloom arrives with her elven entourage and triggers the Gate of Alitura on the creature's back. She sacrifices herself. The Seal of Alitura is unsealed. The world's compass needles spin wildly for three days.

Days 29–30 · Year Four

The Nic of Time

Nick, who had departed the group some time before, returns for one crucial moment. Old friends reunite on the battlefield as the Titans run loose and Asylum burns. Nick's arrival turns the tide at the exact moment it is needed. Dorrac receives the Fulgent Crook with the Uvar rune for his service. Then the group must move on.

Days 31–34 · Year Four

Titans - Lux et Veritas

The party assembles the full picture in Duke Wylander's conjured guest house. Seven Seals are accounted for. Tempestas himself has confirmed the gods' philosophy and its failure. The party visits Osiris's island Misthaven to recover the Seal of Nequitia from the Gate of Nequitia hidden in the First House; wereboars attempt to steal it. Cass and Osiris's brother Adran are present. Ethuial's sacrifice then releases a wave of light that burns through the fog of Aevum. Dorrac feels a presence in his chest: the light of Lux. The final Seal status: Liam holds Vitana, Osiris holds Nequitia, Dorrac holds Lux, Corvus holds Agnitio. Proelius and Nox remain.

Days 35–37 · Year Four

Blind

Aboard the Lodestone, the party sails to the Noble's Respite for the final Seals. They fight Sir Arquen, and Quilla uses the Seal's hammer to recover the Seal of Proelius. Corvus survives a near-death ordeal in the process. With the Great Devastation attacking Asylum and all the gates open, Liam proposes using the Feywild's relationship with time to recover before the final confrontation. The party sets course for Lantasire.

Days 38–41 · Year Four

Lantasire

The party enters Lantasire, the heart of the Faewyld. The full truth of Liam's origins is revealed: Jon Sixfingers is, in a very real sense, Liam himself, a time-loop of Fey power seeking a worthy mortal to take over the role. Both Titania and the Queen of Air and Darkness want Liam. Each character confronts their deepest fear in the twilight courts. Nick arrives at the crucial moment, having followed them into the Faewyld with dragons at his back. The party emerges with Lantasire, a legendary extradimensional mansion, in hand, and with enough recovered time to face what comes next.

Present Day

The Confrontation with The Great Devastation

The Great Devastation manifests in the Mare Revelatum. The party faces it in a confrontation at sea that will determine the fate of the world. This is where the history of the old world ends. What comes next is written in a different book.

Part Five

The New Pantheon

Tempestas was meant to sweep the world clean so the cycle could begin again. He spoke. The last 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.

LuxLight · sight · revelation
Ethuial Wintersbloom

The Child of Alitura who gave her life at the Gate now gives the world its dawn.

VitanaLife · healing · growth
Liam Windchylde

A hard-drinking duelist with a sword named for the storm, now the god of living things.

AlituraNature · wild places · beasts
Dorrac Elhorn

The hunter who walked in Alitura's own boots took up her wild.

AgnitioKnowledge · time · foresight
Corvus

A refugee from the world's last cycle, who chose to ascend rather than flee again.

NequitiaDeception · secrets · the binding word
Anton Verkel

The Gearspeaker who ruled by contract now rules the truth itself.

ProeliusStrength · judgment · the Balance
St. Nicholas "Nick" Cagier Bach

The gnome who absorbed every blow for others now weighs them all.

NoxDeath · darkness · hidden things
Quilla Bafflestone

The archaeologist who found what was buried now keeps it.

TempestasStorm · destruction · the cycle
Cassandra "Cass" Ziurovas

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

The Present

Fifty years have passed since the Confrontation with The Great Devastation. The world survived, the first time in any remembered cycle that it has, but it did not survive unchanged, and the people living in it do not all agree on what it survived into.

How the Present Came to Be

The old world did not end in peace. The Night of Fire, the demon occupation that followed it, and the open civil war between the Northern States and the Southern Federation had already left Asylum in ruins by the time the Great Devastation rose in the Mare Revelatum. The Governance Quarter was rubble. Highside’s walls had fallen. The Lookout, where the Wata Wa Nusu had prayed since before any of the civilized races arrived, was destroyed, replaced by a growing pit that filled slowly with water from below. When the Confrontation came and the old world ended, almost no one understood how close it had come to ending entirely. Only the Seal-Bearers knew, and the governments that survived have suppressed or reshaped what little they learned for political advantage in the fifty years since. Most of the world still knows only that something terrible happened, that the demons are gone, and that the gods are not who they used to be.

Ephemeris

At the Confrontation, the Obelisk cracked. The Cold Iron once confined to its interior veins leaked into the surrounding ocean; ships that anchored near it reported equipment failure, sickness, and nightmares, and the pilgrimages that once drew thousands stopped entirely. In the years since, it has become something else. It still stands at the center of the Mare Revelatum, but it is now called Ephemeris, the living temple of Tempestas. The scaffolding, the docks, the floating market, the inns and claim-shacks built during the great iron rush, all of it is still there. None of it has been dismantled. But none of it is used. Every structure is blanketed in a strange, lush plant life found nowhere else in the world: flowers that bloom and wither in the span of an afternoon, vines that climb a rafter and die back within days, trees that drop their leaves and put out new growth in the space of a week. A full seasonal cycle compressed into days. The island itself seems to age at an extraordinary rate, and so does anything living that stays on it too long. Insects that land there mature, breed, and die before nightfall. Animals that wander the old mining paths grow visibly older with each visit. Scholars debate whether this is a curse or a blessing, whether Ephemeris is showing the world what Tempestas’ domain truly means, or slowly consuming everything that stands on it. Pilgrims come anyway, for exactly that reason. To stand on Ephemeris and watch a flower live and die in an hour is the closest most mortals will ever come to experiencing the cycle entire.

The Great Powers

The great powers that once fought over Asylum have been reshaped by a generation of upheaval. The Northern States and the Southern Federation, now renamed Elenethil and Zhangrym in the years following the Final Division, both endure, their old rivalry now refracted through the lens of competing theologies. Feyveil, once called the Isle of the Ancients, has become a place where the Feywild bleeds into the mortal world, its reborn Atara Oren now a towering sacred grove where Vitana is most powerfully present. The Penumbra, built upon what was once the Isle of the Dead, has become the world’s greatest repository of knowledge about the dead, run by scholars and clerics of Nox who tend both the library and the necropolis with equal devotion. The Praesidium, the risen city of the Tritons, sits half above and half below the waves in the southern Mare Revelatum, its ancient keepers now openly partnered with Agnitio as custodians of the world’s deepest knowledge. And in Tenebris, the frontier settlement of Snowpoint marks Alitura’s presence at the edge of the known world.

The Fate of the Great Devastation

The Great Devastation was an ancient force that sought to take Tempestas’ place as the engine of the Final Division. It manipulated events across the world for decades, using Niles Atterton, a priest of The Great Devastation, the transformed creatures of the deep ocean, and the Cold Iron corruption as tools. Whether it was destroyed at the Confrontation with The Great Devastation, or merely driven back, is a question the history books have never answered, and fifty years of uneasy quiet have not settled it.

The New Gods

The new gods are young in their roles, still learning what they are, disagreeing about what they should do, watched by mortals who remember some of them as people. The hands-off approach of the old gods was a considered philosophy that failed. The new gods know this. What they have chosen to do about it is the question at the heart of the new age.

The old gods built the house and left. The new gods grew up in the house. They know which floorboards creak and where the roof leaks. Whether that makes them better landlords or just more dangerous ones remains to be seen. Anonymous, overheard in a tavern in Asylum, Year 47 of the New Reckoning
Part Seven

Asylum: Organizations & Factions

Fifty years after the Final Division, Asylum is still governed, if that word applies, by the same uneasy coalition of power and self-interest that always kept it from falling entirely into chaos. What follows is a primer on the groups that matter.

The City Fathers

Insofar as Asylum has a governing body, the City Fathers are it. A loose council of the city’s most powerful figures, they meet on the first Dia Incipium of each Cycle to pass laws, hear criminal cases, and render judgment. The Fathers are answerable to no one but each other, and hold their positions by personal power, wealth, or political backing. Currently, the council comprises:

Current Members of the City Fathers
NamePosition
Gearspeaker Orek SteeljawA dwarven priest of Nequitia and the current occupant of the Gearspeaker seat. He runs the Verkel Manor as both a political hub for Zhangrym interests and a temple to the god of deception, leaning on Nequitia’s guise as diplomat and storyteller rather than outright liar. He is the public face of Zhangrym’s civilian influence on Asylum.
Prince Jesper WylanderYoung, idealistic, and hopelessly naive, sent to Asylum both because he has almost no real claim to Elenethil’s throne and because his family hoped the posting might toughen him up. The Wylander seat on the City Fathers is technically his. In practice, Shivah Nightshade and the Gold Hands do most of the governing that matters.
Kairon TrueheartKeeper of the Treasury House. Tiefling. In his great age but unchanged in health, thanks to what some credit as infernal dealings and others attribute to a long, happy marriage to the medusa Karisa. Deeply disliked; utterly effective.
Ambassador Jiran WintersbloomThe Ambassador from Elenethil. Patient, political, and playing a longer game than anyone else at the table.
Ambassador Merris GoldweaverThe sociable Ambassador from Zhangrym, who hosts as shrewdly as she negotiates.
Head Bosun Clayton GreerLeader of the Privateer’s Guild. Flies both flags and answers to neither.
Gregor IronsingerLeader of the Miner’s Guild. Still fighting the Merchant’s Guild over territory, fifty years in.
Maester BrahmLeader of the Merchant’s Guild. Famously fair, famously indifferent to wealth.
Veris LightbringerOwner of Veris’ Slip and ordained priest of Lux. Unofficial Mayor of the Docks. Takes only what guests can give, and somehow keeps the Docks from eating itself.

Vox Noctis

Beneath the island of Asylum runs an interconnected series of canals - initially built to move the city’s waste to the sea. They became the hiding place, the throne room, and the kingdom of Vox Noctis: the city’s thieves’ guild. The Voices, as they are sometimes called, have business interests and influence throughout the city. Their focus is protection rackets, smuggling, and petty theft. Whether they are a nuisance, a neighborhood protector, or the scourge of the city depends entirely on who is being asked.

The public face of the guild - insofar as such a thing exists - is an elf named Jasmine. Charming, acid-tongued, and very good at her job, she serves as intermediary between the guild and anyone who needs to reach them. Those who want a more direct audience with leadership must come through her first, and she does not always agree that the meeting is warranted.

The Blue Cloaks

Asylum’s city-sanctioned watch: a combination of policing force, jail warden, and judge. Empowered to enforce punishments for petty crimes, the Blue Cloaks keep most minor lawbreaking in check throughout the city. More serious matters result in a stay at the Hall of Mercy, Asylum’s prison.

Their ranks run from lowest to highest: Third Shield, Second Shield, First Shield, Third Sword, Second Sword, First Sword.

The leader of the Blue Cloaks, First Sword Boravik Sturn, is pragmatic about his responsibilities and his limits. He has made a tacit agreement with Vox Noctis: the Blue Cloaks stay out of the Docks, and in exchange the Voices keep the worst of the larceny in check. Neither side discusses this arrangement openly.

The Gold Hands

Originally a private guard force serving Duke Wylander and his interests alone, tasked with protecting Highside. Today, fifty years on, the Gold Hands have evolved into personal bodyguards for the rich and powerful of Asylum more broadly. Their elven leader, Shivah Nightshade, accepts gold from Prince Jesper Wylander but views herself as a protector of Elenethil’s interests more than the Wylanders’ specifically. Her position gives her unique insight into Highside’s political machinations, and she uses it.

The Wata Wa Nusu

Before the Obelisk. Before Tenebris. Before the pirates who first camped on Asylum’s shores. This island was home to the Wata Wa Nusu, a tribe of feral halflings who once roamed all across the island. As more settlers arrived they were driven deeper into the hills surrounding the city, until the hills were all they had left. They are fiercely protective of their remaining lands. People rarely travel into the hills because of them, and those who do go armed. Their oral tradition describes the edge of the world in terms that scholars are only now beginning to take seriously.

A Note on Sources

This document was compiled from the transcripts of Brother Emon, Lorekeeper of Agnitio; the archived notes of Quilla Bafflestone, recovered from the ruins of the Antiquarian Eye in Asylum; the personal correspondence of Gearspeaker Anton Verkel, made available to scholars following his ascension; and oral accounts gathered from survivors of the events described herein. Where sources conflict, this document has favored the account most consistent with the physical evidence. Where no evidence exists, it has said so plainly rather than speculate. History, like the gods, does not concern itself with what we would prefer to be true.

The history ends here. The campaign begins fifty years later, in a world run by gods who were once people, and who have sworn not to repeat the silence of those before them.

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