World State (Canonical Bullets)
World Snapshot
Qualihut lies under the paper-sovereignty of the Divine Elvish Empire: a sprawling feudal machine that claims everything in ink and controls far less in practice. Power travels by courier, contract, and caravan; most people feel “the Empire” as taxes, tolls, and the sudden arrival of someone with a seal.
Magic is real, finite, and increasingly processed into something portable and tradable. The result is a world where spellcraft has a price tag and a custody chain—and where money can literally flare in your hands when you try to redeem it.
Travel is dangerous by default. Old-growth forests are protected and politically touchy; the central wilds refuse to stay mapped; the Three-Moon Sea is unstable under three moons. Those who gamble on the Fey Roads can cross impossible distances, but time and memory do not always come back in the same shape.
Time is negotiated. The Empire keeps calendars and census clocks; the Fey do not. Gods are present in the way storms are present—felt, argued about, never wholly trusted. The dead do not come back by default; if a return happens at all, it is a cost, a condition, or a story.
Current Pressures (Player-Facing)
- In Hochsilvar, guild power rises and court power turns defensive; decisions feel financial before they feel moral.
- The Banking Guild is teaching people to treat paper like law—until a ledger hiccups and a riot starts looking like “market correction.”
- The Southern Union smiles through treaties and keeps everyone guessing whether the next insult arrives as a speech, a bribe, or a fire.
- Sea routes migrate under three moons; caravans become targets; “safe passage” is leverage sold twice.
- The Fey Roads tempt the desperate with impossible distance, and collect their fee in time, memory, and aftermath.
Campaign Frame (Player-Facing)
- You begin as competent professionals, assembled into a new team under the Empire’s long-view bureaucracy (Der Weitblick) and its cut-outs.
- Expect covert work, leverage, and bureaucracy: maps, ledgers, favors, and deniable violence.
- The world is a sandbox; choices move factions and change the map.
- Magic is high-impact but not free; it has markets, custody chains, and consequences.
- Death is meaningful; replacement characters enter through the same apparatus.