A divided continent in the first winter without gods
# The Fall of the Sun Throne The year is 1247 by the imperial reckoning, and it is the first of November. For eight hundred years the Empire of the Seven Lights held the continent together with a single church, a single coinage and a single law. Then the Sun Throne burned. The last emperor was crowned in the ruins of his own cathedral, and the courts of the continent have refused to kneel. The old gods have not spoken since the fire. Winter is coming, and every power is counting its grain, its spears and its friends. ## The Powers **Empire of the Seven Lights** (humans, blue). The south-western heartland around Bac Nam Vinh, Quy and Son: rich plains, river towns and a hungry court. Its young emperor holds the capital and little else; his barons obey him only while the grain barges arrive. **Order of the Silver Dawn** (humans, silver). Knight-priests who hold the eastern uplands and the coastal marches. They hold that the empire fell because it grew soft, and that only a crusade can restore the faith. They are the empire's strongest army and its fiercest critics. **League of Free Cities** (humans, teal). Merchant republics on the central rivers around Aous and Mdiq. Neutral by profit, they sell bread, iron and information to everyone. **Sun Caliphate** (humans, amber). Desert and coastal sultanates in the south, around Dalahtafi and Jilat: horse archers, caravans and a court that remembers the empire's old conquests. **Elven High Court** (elves, emerald). The mist marshes and coasts of the north, seat Lindelunonan. Long-lived, proud and divided on whether to help the humans or let them burn. **Wild Court of the Green Mother** (elves, dark green). Exiles and woodland clans of the forests north of the empire, around the Hue and Bac Ninh Ma forests. They worship the forest and hate the High Court's pride. **Dwarf Clans of the Iron Halls** (dwarves, bronze). The western uplands of Heimrol, Kharb and Dugrim. Forge-masters who keep grudges for centuries and guard the old rune-gates against the dragons. **Gnome Tinker League** (gnomes, coral). The high plateau of Dakel and Tagdul in the centre-east: inventors, bridge-builders and arms dealers. They want a war long enough to sell to but not long enough to burn the workshops. **Great Horde** (orcs, dark red). The south-eastern steppe from Kaseem to Hudaybar. Every twentieth winter the clans gather for a Great March; this is that winter. **Beastfolk Clans** (beastfolk, tan). The deep forests of the centre-north around Izoug and Dadeskouyi: wolf, fox and raven clans, cautious mercenaries and guides. **Dragon Crown** (lizardfolk, yellow-green). The western fens around Gomruch and Kuledhelm Marsh. Marsh-priests who say the dragons are gods and that the Crown must serve them. **Quiet Court** (undead, violet). The fog delta of Saouyideq in the north-east. A kingdom of the dead who want neither life nor war, only to be left to their rest; they will fight anyone who disturbs the graves. **Tower Guild of Mages** (humans and others, magenta). Isolated towers (Elwedgrim, Guel Forest and others) whose masters trade spells for secrets and keep the balance of the ether. **Heresy of Silence** (charcoal). Hidden communities in coastal marshes and old ruins who preach that the gods died in the fire and that no one should rule in their name. **Dragon Lairs** (orange-red). Seven ancient dragons sleep or doze in the high peaks: three in the western uplands (Fynzadgiz, Gurunulhe, Kuled) and four in the eastern highlands (Tagdul, Aznakht, Tawnataza, Khoudant). They hold no throne, but each is a power on its own. ## Religion The Seven Lights, the state faith of the empire, teaches that seven gods of sun, flame, tide, wind, stone, life and death watch over the world. Since the fire its church has split between the orthodox clergy of the capital, the knights of the Silver Dawn who want a crusade, and reformers who say the lights have moved on. The Faith of the Ancestors (dwarves and orcs) honours the dead of the clan as spirits that guide their descendants. The Green Mother is the forest the elves serve. The Quiet Faith teaches the dead that rest is holy. The Cult of the Dragon-God claims the dragons are the true gods. The Heresy of Silence teaches that the gods are gone and that no priest has the right to speak for them. ## Magic and the Ether Magic flows from the ether, a tide that rises when great spells are cast and falls in quiet seasons. There are five schools: elements, life, death, mind and runes. Every great working has a price: it raises the world's ether tide, and a high tide wakes the dragons and thins the ward between the living and the dead. The Tower Guild keeps the records of how much magic the world can bear. ## Dragons Seven ancient dragons, each tied to an element and a lair. They are not allies or servants but forces: they may be bargained with, bribed, slain or woken by accident. The Dragon-God cult wants them awake. ## Opening Pressures - The young emperor needs soldiers and the Silver Dawn wants a crusade. Church unity is strained. - The Great Horde is moving north; the Gnome League and the Free Cities fight over who will arm whom. - The ether tide is rising and the dragons are stirring. - The Quiet Court has begun to bury its dead at the borders of the living. - Famine threatens the empire's cities before the thaw. - Two British army corps from 1815, taken from the field of Waterloo by a storm, have appeared in the lowlands of the beastfolk with muskets and guns. Every court wants to know who they are, who sent them and whether they can be hired. ## Wellington's Lost Army On the night of 17 June 1815 a storm over Mont-Saint-Jean carried two corps of Wellington's army, about thirty-two thousand men, into the continent's central lowlands. The I Corps (Prince of Orange) and the II Corps (Lord Hill) hold muskets, field guns, a few hundred horse and a full, loaded baggage train of powder, shot and rations, though no officer can say where in the world they are. They know nothing of the Seven Lights, dragons or elves. The dwarves and the Gnome League covet their guns, the Silver Dawn calls them a sign, and the Tower Guild suspects an ether storm. Their storyline: stretch the full wagons through the winter, decide whether to trade, serve or fight, and look for the storm's origin, which may also be the way home.
The last emperor of the Seven Lights was crowned in a burning cathedral, and no one but his own court recognises him. The old faith is splitting, the ancient dragons are stirring in their lairs, the Great Horde is gathering for its twentieth-year march, and the dead have opened a court of their own in the fog marshes. The player chooses one of the rulers, generals, priests, mages or outlaws of the continent and tries to survive the winter and to shape what comes after the Sun Throne.
# Core premise A medieval fantasy continent in the first winter after the fall of the Sun Throne. Politics, faith, magic and weather decide the war as much as armies do. Tone: grim, grounded, heroic; magic is rare and costly, and every faction has reasons. # Turn structure One turn is one day (a journey or siege may be played as 3 or 7 days). Order of resolution: 1. Player action, resolved against the character's troops, morale, influence, magic and the terrain. 2. Supply: every force eats. Troops lose one morale band when they march or fight on empty stores; in deep winter they also lose a few percent of troops per week to hunger, cold and desertion. 3. Factions: AI powers march, bargain, change sides, raid and preach. 4. Event: roll d20 on the event table (twice in cells with high ether). 5. World update: ether_tide, dragon_unrest, church_unity. # Combat - Compare troops (scaled by morale band: broken x0.3, shaken x0.6, steady x1, high x1.3, fanatical x1.5), terrain and a d20. A lead of 3+ wins; within 2 is a bloody draw (both lose troops and a morale band); a loss by 3+ is a rout. - Cavalry is decisive in open ground and weak in forest, marsh and hills. Archers hold a wall. Dwarves hold stone, orcs break lines, elves strike from cover, the dead do not tire. - Fortified places (castles, walls, rune-gates) double the defender. A siege needs time, food or magic. - Named characters risk a wound after a lost battle (d20 6 or less); health falls one band per serious wound, and a dying character dies within days without a healer. # Allegiance and cells A cell changes hands when a force holds it unopposed for several turns, wins a battle there and its former owner has no army, or its ruler or fortress falls. A revolt or schism can create a new allegiance value. Water cells have none. # Magic Five schools: elements, life, death, mind, runes. A character's magic band (none, hedge, adept, master, archmage) caps what they can attempt. Casting a great spell (battle, ward, ritual) raises the ether tide one band. At surging or above, spells grow stronger and wilder; at tempest wards fail and the dead rise in the nearest graveyards. # Dragons Dragon unrest rises one band when the ether tide surges, a lair is disturbed, a dragon-slayer succeeds or a ritual calls one. At sleeping a dragon never moves; at stirring it watches; at waking it attacks isolated towns; at ablaze all seven are loose. A dragon can be bargained with (gold, a kill, a sacred name), slain (needs a legendary hero, a rune-forged weapon and an army to distract it), or bound by the Tower Guild at great cost. # Religion Faith moves one step at a time. A miracle, a martyr, a victory or a priest in the field converts followers; a lost battle, scandal or famine drives them away. Church unity worsens when a heresy spreads, a high priest is murdered or the empire and the Silver Dawn clash, and improves after a council or reconciling miracle. At holy war, Silver Dawn and imperial armies fight openly. Excommunication drops a ruler's influence one band. # Races Elves live for centuries and remember every betrayal; dwarves hold oaths and grudges; orcs follow the strongest war-leader and the oldest dead; gnomes trade in inventions; lizardfolk serve dragons; beastfolk keep to clan and bargain; the undead feel neither hunger nor cold but dread fire and holy ground. Each race moves and fights as described in its allegiance; a character is trusted or hated first by race. # Event table (d20) 1. A plague of the cold ward spreads: nearest troops -2%. 2. A deserting captain sells the camp's position. 3. A hedge-witch offers a cure or curse: magic +1 band for a week, or a wound. 4. Refugees beg shelter: help (supplies -1, influence +1) or refuse (morale -1). 5. A priest of the Seven Lights offers blessing (morale +1) and demands escort. 6. Wolves or beastfolk raiders harry a column. 7. A hidden granary: supplies +1. 8. A fire in the town: fortification lost, supplies -1. 9. A wandering healer cures one wounded character. 10. A rival envoy offers a pact or a bribe. 11. A quiet day: rest, wounded recover a band. 12. A spy sells your orders to an enemy. 13. A bridge or ford is held: a turn is lost or a costly assault is needed. 14. A dragon's shadow passes: dragon unrest +1 if there is a lair within 3 cells. 15. A village offers food and recruits: recruit (+troops) or plunder (supplies +1, influence -1). 16. A blizzard stops all marches; supplies -1. 17. A rune-gate opens: a hidden road appears or a monster pours out. 18. A courier reveals a cell's state and a rival's plan. 19. A smith or gnome offers a better weapon, armor or siege engine. 20. A war-cry in the fog: orc, elf or the dead strike at dawn. # Wellington's Lost Army Two British corps of 1815 (muskets, bayonets, field guns, no magic) arrive in the beastfolk lowlands. They fight in line and square with volley fire: against cavalry in open ground they are strong, against dragons, mages and the dead they are weak until they find silver, runes or holy fire. Powder is finite, but both corps start with abundant supplies: each battle costs a supply band, and only dwarves, gnomes or the Free Cities can make more. A return home needs a storm at the same ether tide (surging or tempest) and the help of a master mage; it can fail. # Win and loss Victory depends on the chosen character's aim: crown a ruler, break the Horde, restore the faith, bind or slay a dragon, found a new realm, or survive until spring. A character dies or is captured and not rescued: the run ends. Named characters are permadeath.