Session 0 Reference Guide - Player Edition

The World of Aethelgard

Aethelgard is a continent defined by its extreme verticality. Unlike typical fantasy worlds with rolling plains and gentle hills, Aethelgard is fractured into massive strata - continent-spanning plateaus separated by cliff faces thousands of feet high, known as the Great Divides.

What Your Character Knows: Life in Aethelgard exists at multiple elevations. Travel between strata is dangerous and rare for common folk. Most people live their entire lives on a single level, with stories of the realms above or below being half-myth to them.

The Nature of the World

Common Knowledge

The Four Strata

Aethelgard is divided into four primary elevation zones, each with distinct environments and cultures.

Stratum IV: The Sky-Realm

Uppermost Dangerous

Atmosphere: Thin air, extreme magically-infused storms

Features: Storm-wracked mountain peaks, floating islands, ancient observatories

Population: Sparse - hermits, monks, scholars, and the mad

Travel: Specialized airships, teleportation, or weeks of climbing

Few mortals dwell here permanently. Those who do are either mad, powerful, or both.

Stratum III: Aeria (The Mid-Realms)

Upper-Middle Civilized

Atmosphere: Breathable but crisp, variable weather

Features: Continent-sized plateaus, the Shattered Isles aerial archipelago, deep chasms

Population: Wealthy cities, noble estates, major trade centers

Travel: Airships common, well-maintained cliff roads

Home to wealthy trade cities and those who can afford the climb.

Stratum II: Terra-Firma (The Lowlands)

Lower-Middle Starting Area

Atmosphere: Shadowed, damp, misty near waterfalls

Features: Canyon floors, plunge pools, river systems, dense jungles

Population: Working class, miners, farmers, frontier folk

Travel: River boats, cliff paths, the rare cargo airship

Where most common folk live, in the eternal shadow of the cliffs above.

Stratum I: The Deeps

Lowest Perilous

Atmosphere: Absolute darkness, magical/biological light only

Features: Massive cavern systems, subterranean lakes, ancient ruins

Population: Dwarven holds, outcasts, things that shun the light

Travel: Dangerous descent routes, underground rivers

The source of recent troubles. Something stirs in the endless dark.

Settlements & Locations

Stratum IV: The Sky-Realm

Population centers are rare at this altitude. Most "settlements" are isolated monasteries, research stations, or the domains of powerful individuals.

Stormwatch Citadel

Sky-Realm Fortress

Population: ~200

Leader: Commander Vashra Thornwind

An ancient fortress converted into a weather-monitoring station. The Stormwatch Order tracks magical tempests and provides early warnings to the settlements below. They also guard against things that ride the high winds.

Known For: Storm predictions, aerial defense, mysterious "wind riders" they hunt

The Eyrie Markets

Sky-Realm Trade Post

Population: ~150 (varies)

Leader: Merchant Prince Aldric Skyborn

A collection of platforms anchored to a stable peak where rare goods are traded. Sky-crystals, storm-silk, and stranger things change hands here. No laws but those enforced by the merchants themselves.

Known For: Rare magical components, no questions asked, dangerous clientele

The Monastery of Drawn Breath

Sky-Realm Temple

Population: ~60

Leader: Abbess Silence (she took the name literally)

Monks who believe enlightenment comes from existing where breath is precious. They practice a martial art based on efficient movement and meditation. Some say they can hear the world's heartbeat.

Known For: Martial training, prophecy, treating "altitude sickness of the soul"

Isolde's Isle

Sky-Realm Floating Island

Population: 1 (officially)

Ruler: The Archmage Isolde

A solitary floating island covered in crystalline structures. Home to the reclusive Archmage Isolde, who hasn't been seen in decades. The island occasionally drifts, and lights can be seen within.

Known For: Powerful magic, forbidden knowledge, trespassers who never return

Stratum III: Aeria (The Mid-Realms)

The most populated and prosperous stratum. Major cities, trade routes, and political power centers exist here.

The Shattered Isles Hub

Aeria Trade Center

Population: ~15,000

Leader: The Council of Captains

The largest airship port in Aethelgard, built across dozens of floating islands connected by bridges and cables. A cosmopolitan hub where goods and people from all strata mix. The Windwright's Consortium is headquartered here.

Known For: Airship travel, international trade, information brokering, sky-pirates

Vantage

Aeria Major City

Population: ~25,000

Leader: Duke Aldhelm Crestfall

A wealthy city built along the plateau edge, famous for its views and noble estates. The aristocracy here considers themselves the pinnacle of Aethelgard civilization. Home to the prestigious Crestfall Academy of Arcane Arts.

Known For: Nobility, magical education, looking down on everyone (literally and figuratively)

Windhollow

Aeria Mining Town

Population: ~3,000

Leader: Guildmaster Petra Ironvein

A mining settlement extracting sky-crystals from the floating rocks. These crystals power airship engines and magical devices. The work is dangerous - falling means falling forever.

Known For: Sky-crystal extraction, brave (or desperate) miners, aerial rescue teams

Driftmoor

Aeria Floating Settlement

Population: ~800

Leader: Elder Mira Cloudwhisper

A community living on a large, slowly-drifting island. They've adapted to their mobile home, trading with whoever they drift near. Some say their island follows invisible currents that trace ancient patterns.

Known For: Unpredictable location, unique crafts, oral histories of sky-patterns

The Chain

Connects II-III Vertical City

Population: ~5,000

Leader: The Lamplighters Guild Council

A city built INTO the cliff face, spanning the Great Divide between Strata II and III. Homes, shops, and taverns carved into rock, connected by stairs, lifts, and bridges. The Lamplighters Guild maintains it all.

Known For: Vertical architecture, guide services, being literally between worlds

Castellan

Aeria Fortress City

Population: ~8,000

Leader: Lord Marshal Gareth Ironhand

A fortified city controlling access to the Serpent's Ascent from above. Military-minded and suspicious of outsiders. The Ironhand family has ruled for seven generations, and they take border security very seriously.

Known For: Military tradition, toll collection, "protecting civilization from below"

Stratum II: Terra-Firma (The Lowlands)

The working heart of Aethelgard. Mining towns, farming communities, and frontier settlements exist in the shadow of the cliffs.

Bastion's Fall

Terra-Firma Starting Location

Population: ~2,500

Leader: Mayor Edric Stonebridge

A mining town at the base of the Great Divide, adjacent to the Skytear plunge basin. Named for an ancient fortress that fell from above in ages past. The mines recently broke into something old... and something responded.

Known For: Iron ore, the Skytear Falls, recent strange events, missing miners

Current epicenter of the Creeping Blight outbreak.

Misthollow

Terra-Firma Jungle Town

Population: ~1,200

Leader: Speaker Yara Greenveil

A settlement within the Emerald Canopy, built around and within massive trees. The locals have made peace with the jungle's dangers and harvest rare plants. Druids of Nessa's Grove sometimes visit.

Known For: Rare herbs, bioluminescent exports, jungle guides, respect for the forest

Ironroot

Terra-Firma Industrial

Population: ~4,000

Leader: Forgemaster Brennan Cole

A smelting and smithing center that processes ore from multiple mines. The air is thick with smoke, and the sound of hammers never stops. The Cole family has run the forges for generations.

Known For: Metalwork, weapons, tools, poor air quality, strong labor unions

Spillwater

Terra-Firma Fishing Village

Population: ~600

Leader: Harbor Master Lena Deepcurrent

A fishing community at the plunge pools where the Skytear Falls meet the lowland rivers. They harvest fish that exist nowhere else - creatures that adapted to the churning waters. Recently, the fish have been... strange.

Known For: Unique seafood, waterfall tourism, river transport, strange catches lately

Lastlight

Terra-Firma Border Town

Population: ~900

Leader: Warden Kira Duskmantle

The last settlement before the descent into the Deeps. Named because it's the last place you'll see natural light. The Stoneheart Order maintains a chapterhouse here, watching the darkness below.

Known For: Deep expeditions, the Stoneheart Order, monster hunting supplies, grim people

Thornfield

Terra-Firma Farming

Population: ~1,800

Leader: Reeve Aldous Thornfield

Agricultural settlement that feeds much of the lowlands. They grow hardy crops in the cliff shadows and raise livestock adapted to the dim light. The Thornfield family founded it three centuries ago.

Known For: Food production, shadow-wheat, cave cattle, honest folk

Trader's Rest

Terra-Firma Crossroads

Population: ~2,000

Leader: Innkeeper Consortium (rotating leadership)

A town that exists because three major routes intersect here. More inns than houses, more taverns than temples. Everyone passes through eventually. The perfect place to hear news or find work.

Known For: Information, mercenary hiring, trade goods, neutral ground

Thornhaven

Terra-Firma Major City

Population: ~16,000

Leader: Governor-Regent Elias Thornwood

The largest city in the Lowlands and the administrative heart of Terra-Firma. Built where three river systems converge, Thornhaven controls trade flowing between the Deeps, the lowland settlements, and the ascent routes to Aeria. Its towering stone walls and spired government quarter stand as proof that civilization thrives even in eternal shadow. The Thornwood family has governed for twelve generations, earning loyalty through fairness and pragmatism rather than noble blood.

Known For: River trade, lowland governance, the Grand Tribunal courts, the Thornwood Archives, shadow-wine distilleries

Deepgate

Terra-Firma Fortress City

Population: ~12,000

Leader: Marshal-Commander Vera Ironshield

A massive fortress city built directly over the primary passage to the Deeps, where a natural cavern system opens into the darkness below. Deepgate exists for one purpose: controlling what comes up and what goes down. The city is organized into concentric defensive rings, with the Gate itself at the center - a reinforced structure of iron, stone, and ancient wards. The permanent military garrison outnumbers civilian residents, and everyone serves the defense in some capacity.

Known For: Military discipline, the Ironwatch garrison, controlled Deep access, quarantine protocols, veterans who've seen too much

Stratum I: The Deeps

Few permanent settlements exist in the endless dark. Those that do are hardy, isolated, and often strange.

Glimmerhold

The Deeps Dwarven Outpost

Population: ~1,500

Leader: Thane Durgon Brightaxe

A dwarven mining settlement that's existed for centuries, extracting deep-iron and precious gems. They've learned to coexist with the darkness, but recent tremors have collapsed old tunnels and opened new ones to... somewhere else.

Known For: Deep-iron weapons, gemstones, stoic dwarves, sealed doors they won't discuss

The Undercroft

The Deeps Criminal Haven

Population: ~500 (estimated)

Leader: The Pale King (identity unknown)

A lawless settlement where those fleeing surface justice can disappear. Built in a massive cavern, lit by stolen magic and bioluminescent fungi. The Pale King rules through fear and a network of informants.

Known For: Black market, assassination contracts, smuggling, asking no questions

The Sunken City of Undrak

The Deeps Ancient Ruins

Population: 0 (living)

Notable: Contains the Archivist's Vault

A flooded city in a massive cavern, predating all known civilizations. The architecture is alien, the writing untranslated. At its center glows the Archivist's Vault - said to contain records of every cycle of rise and fall.

Known For: Ancient secrets, deadly guardians, scholars who went in and didn't come out

Fungalheim

The Deeps Unusual Settlement

Population: ~300

Leader: The Spore Council

A community of surface exiles who've adapted to life among the giant fungi. They cultivate mushrooms for food and light, and claim to commune with a "mycelial network" that spans the Deeps. Outsiders find them unsettling.

Known For: Fungal products, strange customs, knowing things they shouldn't, possible Blight connection?

Major Points of Interest

A massive switchback road carved into the cliff face over centuries. Twenty-three miles of hairpin turns, rope bridges, and carved tunnels. Maintained by the Lamplighters Guild. Travel time: 3-5 days on foot, 1-2 days by cart.

Dangers: Rockslides, altitude sickness, bandits, creatures nesting in the cliffs

Rest Stops: Seven waystations maintained by the Lamplighters, offering basic shelter and supplies

A dense jungle with bioluminescent flora that glows in the perpetual shadow of the cliffs. Home to unique creatures, hostile plants, and the reclusive druids of Nessa's Grove.

Nessa's Grove: A pristine sanctuary at the heart of the Canopy, protected by powerful nature magic. The druids there serve "the Green Dream" and may know something about the other dreams stirring below.

Key Characters

Bastion's Fall (Starting Location)

Captain Maren Ashford

Bastion's Fall Guard Captain

Race: Human female, 40s

Personality: Practical, protective, increasingly exhausted

Twenty years keeping the peace in a mining town didn't prepare her for this. She's losing guards to the mines and losing sleep to the reports. Will hire capable adventurers - she's desperate enough to trust outsiders.

"I don't need heroes. I need people who can go into that darkness and come back with answers."

Foreman Grist Holloway

Bastion's Fall Hiding Something

Race: Dwarf male, 130s

Personality: Nervous, evasive, guilt-ridden

He knows exactly when this started - when his miners broke through into that smooth-walled chamber. He saw what was inside before he sealed it. He hasn't slept properly since, and he knows the seal won't hold forever.

"We should never have dug so deep. Some things are buried for a reason."

Mayor Edric Stonebridge

Bastion's Fall Politician

Race: Human male, 50s

Personality: Pragmatic, worried about economics, in denial

More concerned about the mine closure's impact on the town's economy than the actual threat. Wants this handled quietly before word reaches Castellan and the nobles start asking questions. May obstruct investigation if it threatens stability.

"The mine WILL reopen. We just need to deal with this... pest problem."

Talia Mercer

Missing Survivor

Race: Human female, 17

Personality: (Before) Curious, brave, too clever for her own good

The Foreman's assistant who was cataloging finds from the deep tunnels. She went back to retrieve her notes when the blight emerged. She's alive somewhere in the Labyrinth - she has to be. But what has she seen? What has she become?

Her journal was found near the mine entrance: "The walls remember. I can almost hear what they're trying to say."

Brother Aldric Venn

Bastion's Fall Priest

Race: Human male, 60s

Personality: Devout, concerned, secretly fascinated

The local priest who tends to the spiritual needs of miners. He's been performing more funerals lately, and the nightmares his flock reports disturb him deeply. He's begun researching old texts about "sleeping gods" and doesn't like what he's finding.

"I pray every night. Lately, I'm not sure anything is listening. Or perhaps too much is."

Della Ironbrew

Bastion's Fall Innkeeper

Race: Dwarf female, 180s

Personality: Motherly, sharp-eared, secretly tough as nails

Runs the Fallen Stone Inn, the best (only decent) establishment in town. Knows everyone's business, serves as an informal information hub. Has a crossbow under the bar and knows how to use it. Survived worse than this in her youth.

"Sit down, eat something, then tell me what you've really seen. I've heard stories that would curl your hair."

Regional NPCs

Captain Kaelen Vance

Shattered Isles Airship Captain

Race: Human male, 30s

Personality: Charming, adventurous, owes too many favors

Captain of the Windchaser, a fast courier ship. Well-connected across all strata, always knows the latest rumors. Currently grounded in the Hub due to "a misunderstanding" with the Consortium leadership. Might be convinced to fly again for the right cause (or price).

"The winds have been strange lately. Shifting in patterns I've never seen. Something's changing up here."

The Muted Oracle

Silent Peaks Seer

Race: Unknown (appears elderly, androgynous)

Personality: Patient, cryptic, burdened by knowledge

Dwelling in enforced silence at the highest reaches. Communicates through gesture and writing. May hold prophecies about the Dreamer's cycles. Some say they've lived through previous awakenings. Reaching them is a quest in itself.

(Written) "I remember the last time it stirred. The world survived. Most of it."

Nessa the Evergreen

Emerald Canopy Archdruid

Race: Wood elf female, age unknown (centuries)

Personality: Serene, speaks in nature metaphors, fiercely protective

The ancient druid for whom the Grove is named. She's felt the disturbance in the earth's dreams and is deeply troubled. The Green Dream she serves is being disrupted by something deeper, older. She may seek allies among surface-dwellers for the first time in generations.

"The roots whisper of something beneath even them. The earth is dreaming, and its dreams are changing."

Magister Corwin Drake

Vantage Scholar/Seeker

Race: Human male, 50s

Personality: Brilliant, obsessive, ethically flexible

A professor at Crestfall Academy who's dedicated his career to studying the "First Works" and ancient cycles. He believes the current events are part of a repeating pattern. He's right, but his methods of investigation are increasingly questionable.

"Every thousand years, give or take. The records are fragmentary, but the pattern is clear. We're overdue."

Warden Kira Duskmantle

Lastlight Stoneheart Order

Race: Half-orc female, 30s

Personality: Grim, duty-bound, haunted by what she's seen

Commands the Stoneheart chapterhouse at Lastlight. She's led more expeditions into the Deeps than anyone alive. She's seen the Blight before - isolated outbreaks that the Order quietly handled. This time feels different. Bigger.

"We've been fighting this war in the shadows for centuries. The shadows are getting deeper."

Thornhaven (Lowland Capital)

Governor-Regent Elias Thornwood

Thornhaven Political Leader

Race: Human male, 60s

Personality: Cautious, diplomatic, burdened by responsibility

The twelfth generation of Thornwoods to govern the Lowlands. Elias has spent his life balancing the interests of miners, merchants, and the nobles above. The current crisis threatens everything his family built - and he's receiving conflicting pressure from Aeria to suppress information and from his own people demanding action.

"I govern sixteen thousand souls who trust me to keep them safe. Tell me how to do that when the ground itself turns hostile."

Magistrate Seren Blackwood

Thornhaven Judge/Seeker

Race: Half-elf female, 90s

Personality: Analytical, incorruptible, quietly fascinated

Chief justice of the Grand Tribunal, responsible for law across Terra-Firma. Her court has recently seen cases involving Blight exposure, cultist activity, and disputes over contaminated claims. She's begun collecting testimonies that paint a disturbing pattern - and has quietly reached out to Seeker contacts.

"The law requires evidence. I now have evidence of something the law was never written to address."

Archivist Mira Thornwood

Thornhaven Scholar/Seeker

Race: Human female, 30s

Personality: Curious, rebellious, haunted by dreams

The Governor's youngest daughter, who rejected politics for scholarship. She maintains the Thornwood Archives - family records going back twelve generations. Recently, she's been finding references to previous "quiet times" followed by disasters. She's also been having dreams that match reports from Bastion's Fall.

"My ancestors wrote about this. They called it 'the stirring.' They survived it. Their notes on how are... missing."

Deepgate (The Fortress Below)

Marshal-Commander Vera Ironshield

Deepgate Military Commander

Race: Dwarf female, 180s

Personality: Uncompromising, tactical, secretly terrified

Commands the Ironwatch garrison and controls all access to the Deeps through the Gate. She's seen Blight outbreaks contained before - but the quarantine protocols are failing more often now. She's requested reinforcements from Castellan three times. Each request has been denied or delayed.

"We are the door between the darkness and everyone you love. We do not open. We do not bend. We do not fail."

Sister Evangeline Cross

Deepgate Chaplain

Race: Human female, 40s

Personality: Compassionate, resolute, privately doubting

Senior chaplain of Deepgate, responsible for the spiritual welfare of soldiers who regularly face horrors. She performs blessings, last rites, and increasingly, cleansing rituals. Her prayers still work - but she's noticed they require more effort now. Something is interfering.

"Faith is not the absence of fear. Faith is standing at the gate anyway. But I fear what's coming tests even that."

Sergeant Kael "Scar" Dunrath

Deepgate Veteran Scout

Race: Half-orc male, 35

Personality: Laconic, fearless, deeply loyal

Leads the Ironwatch's most experienced Deep patrol unit. He's survived seventeen expeditions into Stratum I - more than anyone else on active duty. The scars aren't just on his face. He's seen things in the deep tunnels recently that match no known creature in the bestiaries.

"You want to know what's down there? Nothing that wants to be found. And lately, things that want to find us."

Potential Allies & Contacts

Whisper (True name unknown)

Trader's Rest Information Broker

Race: Changeling, appears as needed

Sells information, no questions asked. Has contacts in every stratum. Currently very interested in reports from Bastion's Fall - will pay well for firsthand accounts. May have their own agenda regarding the awakening.

Brennan Cole the Younger

Ironroot Smith/Rebel

Race: Human male, 25

Son of the Forgemaster, but more interested in adventure than anvils. Skilled smith who makes "special orders" for those who need unconventional equipment. Dreams of exploring the Deeps. May join the party if given the chance.

Scribe Penelope Inkwell

The Chain Lamplighter Archivist

Race: Gnome female, 90s

Maintains the Lamplighters Guild records. Has access to maps and journals from centuries of expeditions between strata. Knows paths and passages that aren't on any public map. Will help those who respect the Guild's work.

Thane Durgon Brightaxe

Glimmerhold Dwarven Leader

Race: Dwarf male, 250s

Leader of Glimmerhold, the most stable settlement in the Deeps. His people have sealed doors they won't discuss - doors to places that existed before the dwarves arrived. He may share what he knows if the threat grows dire enough.

The Quiet Ledger (Seeker Intelligence Network)

A semi-secret network of investigators and informants aligned with the Seekers. Most members know only their immediate contacts for protection.

The Inkkeeper (Vera Quill)

Thornhaven Spymaster

Race: Human female, 50s (appears older, moves younger)

Personality: Patient, methodical, fiercely protective of her agents

The founder and secret leader of the Quiet Ledger. Publicly, Vera Quill is an unremarkable senior scribe in the Thornwood Archives - the kind of person whose face you forget after meeting. Privately, she coordinates the largest intelligence network in Terra-Firma. She started the Ledger fifteen years ago when the Deniers first began silencing witnesses.

"Every lie the Deniers tell creates a crack. We document everything until the weight of truth becomes undeniable."

Cassius "Candle" Brightmore

Multiple Field Investigator

Race: Half-elf male, 70s (appears 30s)

Personality: Charming, reckless, haunted by what he's witnessed

The Quiet Ledger's most active field agent, known internally as "Candle" because he's often the first light in dark places. Cassius has infiltrated Crystalline Brotherhood gatherings, survived three Blight zones, and interviewed dozens of witnesses marked for silencing. He's gathered more firsthand evidence than anyone alive.

"The cover-up isn't protecting anyone - it's just giving the Dreamer more time to wake up while we argue about whether it exists."

Factor Helene Marsh

Thornhaven Trade Agent/Informant

Race: Human female, 40s

Personality: Calculating, observant, motivated by loss

A senior factor for the River Traders Compact who uses her position to track suspicious shipments. Her brother was a miner at Bastion's Fall who went missing in the early outbreak; the official story blamed a "tunnel collapse." She knows better. Now she feeds intelligence to the Quiet Ledger.

"They said my brother died in an accident. Then why did they cremate the body before anyone could see it?"

"Moth"

Mobile Courier/Scout

Race: Halfling, gender ambiguous, age unknown

Personality: Skittish, observant, surprisingly brave when it counts

A mysterious figure who serves as the Quiet Ledger's primary courier between cells. No one knows Moth's real name or origin - they simply appeared one day with crucial intelligence and never left. They have an uncanny ability to pass unnoticed and remember complex messages perfectly.

"Don't look at me too long. Don't remember my face. I'm just the message. Focus on the message."

Major Factions

As the crisis spreads, different groups have emerged with conflicting agendas. Your characters may ally with, oppose, or navigate between these powers.

The Deniers

Political

Philosophy: "Order must be maintained. Panic kills more than any threat. Control the narrative, control the outcome."

Members: The Gilded Veil (merchant cartel), city councils, noble houses, corrupt officials, well-meaning authoritarians

Goals: Maintain stability, suppress dangerous information, preserve the current power structure

Methods: Silencing witnesses, controlling information, discrediting researchers, quarantining affected areas, "handling" problems quietly

Recognizing Them: Official authority, insistence that everything is "under control," sealed documents, disappeared witnesses

The Seekers

Scholarly

Philosophy: "It has a mind. It dreams. Perhaps it can be understood. Perhaps it can be reasoned with."

Members: The Resonance Choir, academic researchers, dream-touched survivors, fringe scholars, the simply curious

Goals: Understand the Dreamer's nature, find a way to communicate, discover if coexistence is possible

Methods: Research, exploration, attempting psychic contact, studying ancient texts, documenting phenomena

Recognizing Them: Journals full of dream records, interest in ancient texts, willingness to study rather than destroy Blight samples

Guilds, Orders & Organizations

Beyond the major factions, numerous smaller groups shape daily life in Aethelgard. These can serve as allies, employers, or complications.

Professional Guilds

The Windwright's Consortium

Trade Guild Aeria

Purpose: Controls airship travel and sky-crystal trade

Leader: Guildmaster Helena Stormwright

Headquarters: Shattered Isles Hub

The most powerful guild in Aethelgard. They set prices, license pilots, and maintain the airship routes. Recently concerned about unusual wind patterns and ships that have gone missing in storms that shouldn't exist.

Leaning: Neutral (business first), but some members are Deniers (bad for trade) or Seekers (curious about the phenomena)

The Lamplighters Guild

Service Guild The Chain

Purpose: Maintains paths between strata, guides travelers

Leader: Guildmaster Theodric Brightpath

Headquarters: The Chain

Ancient guild that's kept the cliff roads passable for centuries. They know every path, every waystation, every danger. Their archives contain maps and journals from thousands of expeditions. Fiercely neutral in political matters - they serve all who pay.

Leaning: Neutral, but deeply concerned about increased tremors damaging their routes

The Ironmasters' Union

Labor Guild Ironroot

Purpose: Represents miners, smiths, and metalworkers

Leader: Spokeswoman Magda Coalhand

Headquarters: Ironroot

The collective voice of Aethelgard's workers. They're demanding answers about the mine closures and hazards. Magda is suspicious of both official explanations and wild rumors - she wants the truth, and she's organizing workers across multiple towns to get it.

Leaning: Anti-Denier (tired of cover-ups), potentially Seeker-allied

The Deep Delvers

Explorer Guild Lastlight

Purpose: Professional explorers of the Deeps

Leader: Expedition Master Varnis Gloom

Headquarters: Lastlight (chapterhouse)

Specialists in underground exploration and survival. They map caverns, recover artifacts, and occasionally rescue those foolish enough to enter the Deeps unprepared. Many members have encountered strange phenomena - they swap stories over drinks and try not to think too hard about the implications.

Leaning: Practical survivors, some Seeker sympathy (curiosity), some Denier contracts (paid to keep quiet)

The River Traders Compact

Trade Guild Thornhaven

Purpose: Controls river trade and lowland commerce

Leader: Compact Master Aldric Oarsman

Headquarters: The Confluence Hall, Thornhaven

The economic heart of Terra-Firma. The Compact manages the river barges that move ore, food, and goods between lowland settlements. Their captains know every navigable waterway and their factors track every significant shipment. Lately, they've been hired to transport sealed cargo from Deep expeditions - cargo that sometimes moves on its own.

Leaning: Pragmatically neutral, but growing nervous about what they're being asked to move

The Ironwatch

Military Deepgate

Purpose: Guards the primary passage to the Deeps

Leader: Marshal-Commander Vera Ironshield

Headquarters: Deepgate Citadel

The professional military garrison that has held Deepgate for three centuries. Unlike the Stoneheart Order's religious zeal, the Ironwatch operates on military discipline and practical protocols. They control who goes down, what comes up, and maintain quarantine procedures for Blight exposure. Every member has witnessed things they don't speak of publicly.

Leaning: Duty-focused containment - work with Stoneheart Order but answer to Thornhaven's governance

Religious & Mystical Orders

The Stoneheart Order

Martial Order Multiple

Purpose: Guards against threats from below

Leader: Grand Warden Aldric Stone

Headquarters: The Bastion (fortress between Strata I and II)

An ancient order dedicated to defending the surface world from subterranean threats. They've been fighting this quiet war for centuries, handling Blight outbreaks and worse before they reached public awareness. They know more about what's happening than almost anyone - and they're terrified.

Leaning: Neither Exploiter nor Seeker - they believe the threat must be contained, period. Some members are beginning to question if that's still possible.

The Resonance Choir

Mystical Vantage

Purpose: Studies dreams and psychic phenomena

Leader: Harmonist Sera Dreamsong

Headquarters: The Dreaming Spire, Vantage

Originally dream-interpreters for the nobility, they've recently become obsessed with the shared nightmares spreading across Aethelgard. They believe they can decode the Dreamer's "language." Some members have begun exhibiting strange abilities - or strange symptoms.

Leaning: Primary Seeker organization, but some members are drifting toward Exploiter ideology

The Silent Watchers

Monastic Silent Peaks

Purpose: Serves and protects the Muted Oracle

Leader: None (they follow the Oracle's guidance)

Headquarters: The Muted Oracle's Sanctum

Monks who have taken vows of silence to serve in the soundless sanctuary. They guide worthy seekers to the Oracle and turn away the unworthy. They communicate entirely through gesture and writing. Some say they can hear things in the silence that others cannot.

Leaning: Neutral - they serve the Oracle's unfathomable purposes

Criminal & Underground

The Gilded Veil

Cartel Multiple

Purpose: Controls black markets and information

Leader: The Masked Merchant (identity unknown)

Headquarters: Unknown (operates through fronts)

A merchant cartel that deals in things that can't be traded legally - smuggled goods, secrets, influence. They have fingers in every stratum and ears in every court. Currently making enormous profits selling "protection" and silence to those affected by the crisis.

Leaning: Primarily Deniers (crisis is good for business as long as it doesn't get out of control)

The Pale Court

Syndicate The Undercroft

Purpose: Rules the criminal underworld of the Deeps

Leader: The Pale King

Headquarters: The Undercroft

Everything illegal in the Deeps goes through the Pale Court. Smuggling, assassination, forbidden knowledge - all available for the right price. The Pale King has ruled for decades (centuries?) and seems to know secrets about the ancient ruins that even scholars don't.

Leaning: Opportunistic - selling services to all factions while pursuing unknown personal agenda

The Rootless

Resistance Mobile

Purpose: Fights for lower-stratum rights

Leader: "Mother Thorn" (identity protected)

Headquarters: None (cell structure)

A resistance movement fighting against upper-stratum exploitation of lowland resources and people. They've recently shifted focus to exposing the truth about the Blight and the cover-ups. Some members advocate for direct action against Denier interests.

Leaning: Anti-Denier, some Seeker sympathy (want the truth out), reject Exploiter "salvation"

Academic & Research

Crestfall Academy

Academic Vantage

Purpose: Premier magical education institution

Leader: Archmagister Elara Crestfall

Headquarters: Vantage

The most prestigious magical academy in Aethelgard. They train mages, conduct research, and advise nobility. Currently divided between those who want to study the phenomena openly (risking panic) and those who want to research quietly (enabling cover-ups).

Leaning: Officially neutral, internally divided between Seeker and Denier factions

The Archive Seekers

Scholars Multiple

Purpose: Studies ancient ruins and "First Works"

Leader: Lorekeeper Aldwin Scroll

Headquarters: Trader's Rest (main library)

Dedicated archaeologists and historians trying to understand Aethelgard's ancient past. They believe previous civilizations faced similar crises - and some survived. They're racing to find records of what worked before. Several expeditions to the Archivist's Vault have failed.

Leaning: Strong Seekers - knowledge is the only hope

The Quiet Ledger

Intelligence Network Multiple

Purpose: Gathers intelligence and investigates suppressed truths

Leader: The Inkkeeper (identity known only to inner circle)

Headquarters: Officially none (cells operate through Thornwood Archives, River Traders Compact offices, and tavern backrooms)

A semi-secret network of investigators, informants, and intelligence gatherers that works in the shadows of the Seeker movement. While the Resonance Choir studies dreams and the Archive Seekers research history, the Quiet Ledger does the dangerous work: infiltrating Denier cover-ups, tracking Crystalline Brotherhood movements, interviewing witnesses before they "disappear," and protecting those who know too much. Members are recruited from merchants, scholars, former guards, and anyone with useful access. They communicate through coded messages in shipping manifests, library margins, and seemingly innocent correspondence. Most members know only their immediate contacts - a precaution that has saved lives when cells are compromised.

Leaning: Strong Seekers - truth must be uncovered, no matter who wants it buried

Campaign Timeline

The campaign spans four tiers, from local mystery to world-altering stakes:

Tier 1: Levels 1-4

The Blight Below

Setting: Bastion's Fall and immediate surroundings

Tone: Survival horror, mystery, localized grit

The Creeping Blight emerges from the mines. People go missing. Creatures mutate. You investigate the source, rescue survivors, and neutralize the immediate threat - only to discover this is not an isolated incident.

Key NPCs: Captain Ashford, Foreman Holloway, Talia Mercer, Brother Venn

Current Threats & Phenomena

The Creeping Blight

A fungal infection spreading from deep underground. Mutates creatures and plants into aggressive, alien forms. Early symptoms: vivid dreams, mild paranoia, sensitivity to vibrations. Advanced symptoms: crystalline growths, loss of identity, "joining" the network.

Treatment: Early stage can be cured with magical healing. Advanced stage... there is no coming back.

Manifestations of the Dreamer's Influence

Tremors

Increasingly frequent earthquakes. Sometimes they come in patterns, like breathing. The Lamplighters have lost three waystations in the past month.

Psychic Resonance

Mass nightmares of vast caverns and something watching. Anxiety, unexplained compulsions, sense of being observed. Some people are developing minor telepathic abilities.

Reality Distortions

Areas where gravity warps or time flows unevenly. A merchant in Trader's Rest aged ten years walking through a fog bank. A child in Misthollow fell up.

Crystalline Eruptions

Strange mineral formations bursting from the ground. They hum at frequencies that cause headaches. The Exploiters collect them. The Stoneheart Order destroys them.

Creature Mutations

Animals becoming aggressive, deformed, or displaying alien features. Cave beasts with too many eyes. Birds that fly in geometric patterns. Livestock that speaks in tongues.

Echo Events

People encountering copies of themselves, or hearing conversations that haven't happened yet. Most common near the Obsidian Labyrinth, but spreading.

What Characters Know at Session 0

Common folk know something is wrong. Tremors are more frequent. Animals act strangely. Some speak of bad dreams they can't remember. The miners' guild in Bastion's Fall has had... incidents. But the full scope remains hidden - for now.

Rumors, Legends & Tavern Talk

What people are saying in taverns and markets across Aethelgard. Some are true, some are false, some are both.

Common Knowledge (Mostly True)

Whispered Rumors (Varying Truth)

Completely False (Or Are They?)

Character Background Hooks

Consider these connections when creating your character. Pick one or combine elements from several.

The Miner's Child

Your parent or sibling worked the mines beneath Bastion's Fall. They came back... different. Or didn't come back at all. You've come seeking answers.

Contacts: Foreman Holloway, Ironmasters' Union

Dream-Touched

You've had vivid dreams of vast crystalline caverns and a presence watching from the dark. You woke with knowledge you shouldn't have - fragments of ancient languages, maps of places you've never been.

Contacts: Resonance Choir, Brother Venn

Seeker Initiate

You studied under scholars investigating the ancient texts. They sent you to Bastion's Fall to observe the phenomena firsthand. Your notes may save the world - if you survive to deliver them.

Contacts: Archive Seekers, Magister Drake

Survivor of the Fall

Your home settlement was destroyed by tremors or blight. You're one of the few who escaped. You want answers, and you want someone to pay for what you lost.

Contacts: Other refugees, The Rootless

Skyborn Exile

You lived on a floating island in Aeria until it destabilized and crashed. You lost everything. The Consortium says it was "natural causes." You know better.

Contacts: Captain Vance, Windwright's Consortium

Cult Escapee

You were inducted into a group that worshipped something below - the Crystalline Brotherhood. You saw what they were becoming and fled. Now they want you back. Or silent.

Contacts: The Crystalline Prophet (enemy), Stoneheart Order (potential ally)

Stoneheart Trainee

You were training with the Stoneheart Order when they sent you to Bastion's Fall on your first real assignment. It was supposed to be a simple patrol. It isn't.

Contacts: Warden Duskmantle, Stoneheart Order

Depths Explorer

You've delved the Obsidian Labyrinth before with the Deep Delvers. You've seen the smooth walls, heard the whispers. You know something lives down there. You've always wanted to know what.

Contacts: Deep Delvers, Expedition Master Varnis

Resonance Sensitive

You can feel the tremors before they happen. Lately, the feeling never stops. The Resonance Choir wants to study you. The Crystalline Brotherhood wants to recruit you. You just want to understand what's happening to you.

Contacts: Resonance Choir, local healers

Merchant's Agent

The Gilded Veil sent you to investigate why their operations in Bastion's Fall have gone quiet. Find out what's happening. Protect their interests. Try not to become a liability yourself.

Contacts: The Gilded Veil, Whisper

Lamplighter's Kin

Your family has served the Lamplighters Guild for generations. You know the paths between strata better than anyone. Recently, you've been finding routes that aren't on any map. They shouldn't exist. They lead down.

Contacts: Lamplighters Guild, Scribe Inkwell

Blight Survivor

You were infected by the Creeping Blight and somehow recovered. You still hear whispers when it's quiet. Sometimes you understand them. The Stoneheart Order wants to quarantine you. The Seekers want to study you. What do you want?

Contacts: Stoneheart Order (suspicious), Resonance Choir (curious)

Noble Investigator

Your family in Vantage sent you to discover what's really happening in the lowlands. The official reports don't match the rumors. Someone is lying, and your house wants to know who before the truth costs them.

Contacts: Vantage nobility, Duchess Ashcroft (potentially)

Druid's Messenger

Nessa the Evergreen sent you from the Grove to the surface world with a warning. The Green Dream is troubled. Something older than the forest is stirring. The druids need allies among the shorter-lived races.

Contacts: Nessa the Evergreen, Misthollow

The Foreman's Guilt

Grist Holloway is your relative - uncle, father, or old family friend. He sent you a letter begging for help. He's done something terrible and needs someone he can trust. You arrived to find him a broken man who jumps at shadows.

Contacts: Foreman Holloway, Captain Ashford

Talia's Friend

Talia Mercer was your closest friend, your sibling, or your betrothed. When you heard she was trapped in the mines, you came immediately. You will find her. You will bring her home. Whatever it takes.

Contacts: Talia's family, Della Ironbrew

Questions to Consider