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Aethelgard

by David · Fantasy · 5e-Compatible

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 Aethelgard hero

Beneath the burning eye of the Sun-God Phaethon, the Aethelgard Empire enforces Mandatory Awakening — every citizen infused with volatile solar magic to hold back the Cimmerian Blight, a darkness that devours light and life alike. In the glittering capital of Solhrein, power is measured in lumens and uncontrolled magic brands you a heretic, while merchant guilds grow fat selling suppressants and rebels slip into the darkened forests to whisper prayers to the eclipsed Old Gods.

01

Essentials

Technologymedieval
Magicstandard
Seed3997370676
Themes
High fantasyTyranny and rebellionCost of powerLight vs. darkness
Common races
HumanHalf-ElfHalflingDwarfTieflingGnome
02

Geography

Primary terrains
plainsforesthillsmountainscoastswamp
Climate
temperate
Landmarks
The Beacon-Chainlandmark
The Black Thronelandmark
The Eclipse Altar
The Everflame
Regions
The Lumenscar Valleytemperate

Fertile heartland of the Empire, crisscrossed by sun-glass roads and watchtower beacons that keep the Blight at bay. Endless golden wheat fields feed the capital's millions.

The Duskwealdtemperate

A vast forest where the Blight has seeped in, dimming the canopy to perpetual twilight. Rebel cells and Old God cultists shelter among its twisted, light-starved oaks.

The Ashen Peakstemperate

A jagged mountain range studded with dwarf-holds and sun-glass mines, where raw solar magic bleeds from exposed crystal seams and earth-tremors shake the deep places.

The Emberlighttemperate

A lone lighthouse-fortress on a rocky isle at the continent's edge, where the Sun-God's Radiant Order tends an eternal flame said to hold the Blight back from the western sea.

The Cimmerian Deeparctic

The Blight's source — a lightless plane of absolute darkness where the eclipsed Old Gods were cast down, and where the shadow that devours the world gnaws ever outward. Reached only through tears in reality where the Blight has eaten through to the mortal world.

03

Factions

The Radiant Order
order · An ancient military-priestly order devoted to Phaethon. They tend the eternal flame at the Emberlight, operate the Inquisition's dawn-courts that judge Flare-Touched heretics, and police the boundaries of acceptable magic across the Empire.
Territory: Solhrein (headquarters), the Emberlight, watchtower beacons throughout the Lumenscar Valley
Goals
  • Maintain the Everflame at the Emberlight and hold the Blight at bay
  • Enforce Phaethon's doctrine and purge Flare-Touched heretics through dawn-court trials
  • Control and catalog every Awakened citizen's lumen output
Values
The light of Phaethon is the only thing standing between civilization and annihilationUncontrolled magic is not freedom — it is a spark that lights the Blight's pyreThe ends of survival justify terrible means
Dawn-Commander Thessaly Vorne
The Lumen Consortium
guild · A powerful merchant guild controlling the mining, refinement, and sale of sun-glass and lumen suppressants. They profit from both sides of the Empire's agony — selling suppressants to the terrified Flare-Touched and sun-glass weapons to the Inquisition that hunts them.
Territory: Sun-glass refineries in the Ashen Peaks, trade houses in Solhrein, river ports along the Lumenscar
Goals
  • Maintain monopoly on sun-glass refinement and the suppressant trade
  • Secretly acquire Blight-tainted materials from the Duskweald for arcane weapons research
  • Expand political influence until the Consortium answers to no Imperial office
Values
Profit is the only honest faithDependence is more valuable than loyaltyA crisis controlled is a market cornered
Guildmaster Phineas Vance
The Embergrove Compact
cult · A clandestine network of Old God cultists and Flare-Touched refugees who shelter in the Duskweald's twilight. They perform forbidden rites at the Eclipse Altar, seeking to free the Eclipsed Old Gods and shatter the Awakening that binds every citizen to Phaethon's will.
Territory: Hidden groves and cave-sanctuaries throughout the Duskweald
Goals
  • Free the Eclipsed Old Gods from their imprisonment in the Cimmerian Deep
  • Protect Flare-Touched refugees from Inquisition dawn-courts
  • Undermine the Empire by sabotaging the Awakening infrastructure
Values
The Old Gods were not cast down — they were buried aliveEvery soul Awakened against its will is a soul stolen from its true divine patronThe Blight is Phaethon's weapon, not his enemy — it grows where he wills it
The Veiled Hierophant (identity unknown)
The Solhrein Crown-Legions
nation · The standing army and civil bureaucracy of the Aethelgard Empire — the secular arm that enforces Imperial law, collects the lumen-tithe, and garrisons the border fortresses. Caught between the Radiant Order's theocratic ambitions and the Consortium's creeping corruption of the imperial court.
Territory: Fortress-garrisons across the Lumenscar Valley, the border marches facing the Duskweald, the capital of Solhrein
Goals
  • Defend Imperial borders against both Blight incursions and rebel raids
  • Maintain secular Imperial authority against encroaching theocratic control by the Radiant Order
  • Collect the lumen-tithe and keep the Empire's bureaucratic machinery functioning
Values
The Empire is the people — not the church, not the guildDuty to the Crown transcends personal faithOrder is the soil in which civilization grows
Marshal-General Cassius Dunmore (strategist; aging and increasingly sidelined by the Order)
04

Threats

The Cimmerian Blightexistential corruption

A creeping supernatural darkness that devours light, life, and magic alike. It radiates outward from the Black Throne in the Cimmerian Deep, bleeding through tears in reality to corrupt the mortal world — and it grows a little stronger every time an Awakened citizen's magic flares beyond their control.

Manifestations · Blight-Tears: ragged wounds in reality where absolute darkness bleeds through, corrupting surrounding terrain into lightless dead zones, Shroud-cysts: pulsing black growths on living creatures that drain magical energy and twist the host into a hungering Blight-Wraith, The Dimming: regions where sunlight grows perceptibly weaker, crops fail, and Awakened magic sputters unpredictably
Signs · A spreading cold that no fire or magic can fully warm, Sun-glass and enchanted weapons flicker and dim near contaminated ground, Awakened citizens suffer surging, uncontrollable magic — the Blight feeds on the very solar energy meant to repel it, Silence: birdsong, wind, even footsteps go utterly mute as the darkness advances
The Flare-Touchedmajor other

Citizens whose Mandatory Awakening went wrong — their solar magic has surged beyond control, turning them into walking magical catastrophes. Some are mad, some are dangerous, and some are simply desperate people hiding from the dawn-courts that would purify them in Phaethon's flame.

Manifestations · Awakened citizens whose magic destabilizes into violent solar flares — damaging everything nearby, Flare-Mad: those driven insane by the Awakening, wandering as living wildfires that the Order hunts mercilessly, Hidden Flare-Touched living in secret on suppressants bought from the Consortium, one bad dose from detonation, Flare-Touched who have fled to the Duskweald and joined the Compact, weaponizing their unstable magic
Signs · A person whose skin glows faintly even in daylight, veins traced with molten gold, Spontaneous ignition of nearby objects when the afflicted experiences strong emotion, Animals fleeing an area or refusing to approach a specific building or person, Whispered rumors of someone 'burning bright' spreading through a neighborhood
05

Lore web

Factions · 4
Historical events · 5
Browse the full lore index →

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