
Starfall Guild
The old kingdom sank into the earth; the guild city sits on its edge. Build your party, chart the Vaults — and find out who stays at your side.
Three centuries ago the kingdom of Aurel did not burn — it sank. One night of falling stars and the whole capital dropped into the earth, leaving the Sunken Vaults: five layers of streets, chapels and palaces that still hold their lights. On the rim grew Lanternmoor, a frontier city of adventurers' guilds that live by what comes up. You arrive with a party of your own — a knight, a mage, a thief, whoever answered your notice — and the Starfall is early this year. Chart the Vaults, keep the guilds honest, and find out who is still at your side at the campfire when the stars fall.
The new passage of Undercity Cistern has become a nexus for Alderic Vane's machinations, its Void energies subtly corrupted by Ducal agents to destabilize rivals and draw the attention of mages like Celia Dunmore. In Lantern Hall, tension crackles as Ducal scrutiny on magic users intensifies, forcing Ione Marrek and her allies into a precarious dance of defiance and caution. Yet, a glimmer of hope shines from the Whispering Wards, where Ilsa Marrow and Rhys have discovered a blight-resistant crop, offering a potential lifeline for the struggling Hearth. Meanwhile, Ione Vale continues her perilous supply runs through Ember Yard. Ducal forces are tightening their grip on Ember Yard, expanding their presence with more frequent checkpoints and new barricades, making these runs increasingly dangerous. Ione Vale's recent close calls with these patrols highlight the growing peril, but also the quiet solidarity of locals who actively aid her evasion. This silent defiance, fueled by small, meaningful exchanges and vital information, continues to bolster Ember Yard's resistance against tightening Ducal control. In Lantern Hall, a recent near-miss with Ducal patrols has left locals more vigilant, acutely aware of the city's mounting tension. At Cartographers' Hall, the wards hold, but the strain on mages like Vesna and Tobias Marrek is palpable as they battle the encroaching blight. Indeed, the wards groan under the blight's assault, and panic begins to spread among the residents.
Live Events
Aurel Aqueduct Survey Completed
Journeyman Petra Lind and Sergeant Doran Vex finish unjamming an ancient bronze sluice gate within the Reservoir Below. With the floodwaters channeled safely into lower culverts, a dry set of carved masonry steps now connects the reservoir directly to the Sunken Street.
The Hearth's Delver Canteen
Matron Hesper Quill and Wick organize a continuous ration relay from Gate Market into the upper descent. Warm herbal broth and fresh hardtack are carried straight to resting parties gathered around Sunken Street campfires.
Surveying the Sunken Reservoirs
Receding canal waters have revealed intact stone archways across the Reservoir Below. Petra Lind and Doran Vex anchor glowing starstone beacons along the newly opened masonry path, establishing a direct survey route toward the deeper layers.
Guild Muster at the Gate Market
After cutting ties with unreliable wanderers, Sabine Vane and Kestrel Haskell report back to the market post to bolster local security. Recruiter Wick welcomes their return, immediately assigning them to escort supply carts departing toward the Sunken Street.
Hearth Provisions for Ember Company
Hesper Quill and Old Halloran oversee the packing of warm moor-bread and dried mountain herbs at The Hearth, sending fresh provisions across to Roa Tallis at Ember Yard. The hearty rations and shared tea lift the spirits of weary runners preparing for their next descent into the Sunken Vaults.
Campfire Watch on the Sunken Street
Following successful perimeter surveys, Kestrel Harrow and Cassia Dumas establish a fortified rest camp along the Sunken Street. Companions and scouts share warm rations by lantern light, securing the anchor points that lead deeper into the Sunken Kingdom.
Perimeter Star-Traces Mapped
Guided by Kestrel Harrow's sharp scouting and Cassia Dumas's watchful blade, vanguard party surveys led by Brün secure stable footholds along the deep vault approaches. Word and glowing parchment rubbings make their way up to Selwyn Ashe, allowing the Compass Company to chart safer descent waypoints.
Hearth Convoys Link with the Gate Market
Fresh herbal salves and hearty autumn roots arrive safely at Gate Market from The Hearth under Wick and Bridie's watchful eyes. Matron Hesper Quill and Bram Okonkwo coordinate the distribution, ensuring that every delve party departs well-fed and equipped.
The Hearth's Dawn Caravan
Matron Hesper Quill and Recruiter Wick organize an escorted relief caravan from The Hearth directly to the Gate Market. Defying strict Ducal curfews, new guild recruits and tavern keepers deliver fresh loaves and starstone salves to bustling market stalls.
Mapping the Silver-Leaf Glades
Master Cartographer Selwyn Ashe and Journeyman Petra Lind chart a luminous new survey path through the Garden Under. Armed with fresh notes from Starfall Temple scholars, the Compass Company opens a dependable botanical trail for guild explorers seeking restorative herbs.

Gate Market
marketThe stalls, rope-sellers and recruiters' boards at the top of the great Vault stair: lantern-oil, hot bread, guild marks chalked on a board, and Wick the one-eyed recruiter who knows every party by its arguments. Every adventurer in Lanternmoor passes here twice a day.

Astromancers Stair
dungeonThe Astromancers' Stair is a labyrinthine ascent through the Sunken Kingdom, once a center of celestial study. Now, it is a volatile nexus of ancient magic, its structure constantly shifting and reforming as protective wards clash with the encroaching Void. The air hums with discordant energies, making mapping efforts perilous but potentially rewarding for those who can discern the patterns.

Auxiliary Tunnel
caveA narrow, damp auxiliary tunnel, recently opened, leading away from the Flooded Chapel's sluice gates. The air is cold with spray from overhead arches, and the passage soon splits into two distinct paths.

Beastkin Camp
settlementNo longer a haven, the Beastkin Camp is a staging ground for a desperate flight, its inhabitants clinging to the hope of survival against overwhelming odds.

Alderic Vane
Duke of Lanternmoor; head of the Ducal Office

Alina Ashgrove
Lantern squire — party knight

Alina Castell
Lantern squire — party knight

Alina Hale
Lantern squire — party knight

Alina Lanmoor
Lantern squire — party knight

Alina Varen
Lantern squire — party knight