A continent ruled by the Emberthrone Dynasty, where devotion is currency, magic is infrastructure, and beauty conceals what the crown does not wish remembered.
❖
The Present Age
The Realm As It Stands
Four centuries since the Day of Ignition, Eldraheim is at peace, ruled from the capital of Velsyn by Queen Serathine and the royal family who steward her lands.
Magic runs through daily life like any other trade, and devotion has become its own kind of currency. Academies across the realm educate the young in every discipline imaginable, forming a world unto themselves, separate from the passions and politics beyond their walls.
Before You Apply
What This Adventure Is
This is a long-term, roleplay-forward campaign built around discovery, not combat.
I. Puzzle-solving and investigation lead the way. Combat happens, but it isn't the point.
II. Every player carries a magic journal that records what they've learned. Sessions are built so missing one means missing new information, not falling behind. No guilt if life gets in the way.
III. The world is built collaboratively, session by session. What your character learns is what the world comes to know.
IV. This is a long-haul table. There's no fixed end, only the end of your character's journey.
V. Mature themes are part of the setting. This is a kink-themed game, but it isn't built around sex. Every character starts with little exposure to the outside world, and must choose between the path of knowledge and truth, or the pull of passion and temptation.
Character Creation
Before You Are Chosen
Every character in Eldraheim starts the same way. Discovered young, and raised at a college, in a town they can barely remember. The character creation guide walks you through it, step by step.