The long waning of magic, followed by the living record of the party’s journey.
BEFORE THE CAMPAIGN
History — The Magic Wanes
Years are measured backwards from the fall of the Safehold.
Rumours of Invasion
Stories spread of invasions involving barbarian hordes.
The Gods Grow Distant
Contact with the gods becomes difficult. Divine casters receive only lesser spells through avatars, while arcane casters struggle to draw enough mana for powerful magic. Over the next decade, both traditions steadily diminish.
Magic Items Fail
Minor objects, potions and charged items lose their power, followed by nearly all permanent items. Only the mightiest objects and artefacts endure. Cities dependent on magic fracture into riot, civil war and ruin.
The Silence of the Gods
All contact with the gods is gone. Temples can no longer answer mortal need, and much of the population abandons the cities for rural life.
New Religions
Violent new forms of worship arise. Surviving magical creatures and objects are hunted as prizes, threats or evidence of forbidden power.
The Sealed Towers
As trade between increasingly insular peoples collapses, strange towers appear across many lands. They have no obvious entrances. Those broken open appear empty, and public interest fades.
The Witch Hunters
Belief in gods and magic is outlawed in many lands. Witch hunters prosecute suspected believers with extreme severity.
The Lands of the Restless Dead
Without clerics or magical weapons, incorporeal undead become almost impossible to destroy. Entire regions are abandoned.
The Travelling Roads
Tinkers, traders and other wanderers become the principal source of commerce and news for isolated communities.
The Great Fayres
Annual fayres bind distant settlements together. Tradespeople recruit apprentices there, and marriages between otherwise isolated villages become common.
The Chosen Recruits
Exceptionally talented young people are quietly identified at the fayres, befriended and eventually told of a hidden organisation that still believes in the old gods and magic.
Journey to the Island
The recruits travel to the organisation’s island stronghold: a vast centre of learning later known to them as the Safehold.
Universal Training
A group of ten trains together. Every member studies martial disciplines, practical skills, history, religion, magical theory, wizardry and clerical practice—even though no functioning magic is available to them.
This history is drawn from the original campaign briefing. Its mysteries remain unresolved unless later events reveal more.
NOW
Current Timeline
The campaign record begins when training ends in fire.
Day 1
The campaign begins
The Fall of the Safehold
Barbarians assault the island stronghold. A Bulette tears open the training ground, the dwarven instructor entrusts Karl with a red gem, and eight survivors escape into ancient dwarven underways.
The party crosses a drowned causeway, defeats a giant crocodile and completes trials of strength, aim, balance and voice before approaching a tower behind living thorns.
A rope descent leads to a forgotten laboratory. The party recovers usable alchemical flasks, a faintly pulsing lime-green gem and a strangely cold brass bell before returning past the ratmen cavern.
The party discovers a hidden watchtower of the Order, trades for equipment, then hunts Beastmen into the mire. Their druid summons a Purple Worm; Toby survives being swallowed, the druid falls and the party returns to the Order.
Two Drow bring a chained basilisk into the dwarven underways. Karl, Halen and Toby are petrified before Asuran attacks from concealment with alchemist’s fire.
A Celestial Watcher warns that darker beings hear the party’s divine calls. Asuran begins to fade and takes Ghaunadaur’s symbol at the Library threshold.
Toby infects a living tunnel creature before Karl calls on Kord and cures it. In the prehistoric swamp, Asuran ignites marsh gas to break a troglodyte ambush.
Karl persuades a dryad to open the jungle path. Beneath a supernatural storm, Utabo confronts an unidentified dragon-demon titan while the party flees to the railway tunnels.
Days 15–21 pass strangely within the Library. On the frozen surface, a barbarian camp conceals a buried sanctuary where blood awakens an avatar of Laogzed and Karl attunes the red gem.
The party travels north through virgin snow, shelters beneath a deceptive ruin and meets Sebastian, a werefox and surviving member of the Order who maps the road ahead.
Beyond the wolf hunt and the corrupted polar bear, the party descends beneath the ice, discovers a dimensional mammoth-hide lodge and revives four champions of Telchur. They identify the green shards as diseased fragments of Morgion, the Black Wind.
Telchur’s final ritual returns the party to the dead trees. Three new fragments raise their total to eight before they discover an immense wall of ice advancing south.
After crossing the drowned valley, the party learns that the glacier is Telchur’s transformed divine body. They survive Kraal, stop crystal parasites from possessing the Winter Knight and receive the first of five shard-keys leading to the Heart.