
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 Undercity Cistern's new passage has become a focal point of Alderic Vane's machinations, with Ducal agents subtly corrupting its Void energies to destabilize rivals, alerting mages like Celia Dunmore. Meanwhile, Lantern Hall crackles with tension 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 emerges from the Whispering Wards, where Ilsa Marrow and Rhys discovered a blight-resistant crop, offering a potential lifeline for the struggling Hearth. Ione Vale continues her precarious supply runs in the Ember Yard, ever vigilant against Ducal patrols. Ducal patrols in the Ember Yard continue to expand their presence, setting up more frequent checkpoints and barricades. The Ducal forces' expanding presence in the Ember Yard now includes new barricades, making supply runs even more perilous. Ione Vale's daring supply runs in the Ember Yard continue to highlight the growing dangers posed by Ducal forces. Ione Vale continues her perilous supply runs, now frequently encountering new Ducal barricades and patrols in the Ember Yard. Ducal forces continue to tighten their grip on the Ember Yard, making supply runs an increasingly perilous endeavor for figures like Ione Vale. Ducal forces continue to expand their presence in the Ember Yard, with new barricades making supply runs increasingly challenging. The recent close call with Ducal patrols in Lantern Hall has left the locals more vigilant, understanding the growing tension in the city. The silent defiance of Ember Yard residents provides a small, but vital, morale boost to those like Ione Vale navigating Ducal scrutiny. The wards at Cartographers' Hall are holding, but the strain on mages like Vesna and Tobias Marrek is palpable as they battle the encroaching blight. The wards at Cartographers' Hall groan under the blight's assault, and panic begins to spread among its residents. Ione Vale's supply runs are further complicated by new Ducal barricades in the Ember Yard. Ione Vale's supply runs in the Ember Yard are becoming increasingly fraught with danger, as new Ducal checkpoints make evasion a constant challenge.
Live Events
Rhys and Ilsa Marrow Discover a Blight-Resistant Crop
During their perilous foraging mission in the Whispering Wards, Rhys and Ilsa Marrow stumble upon a small, hardy patch of previously unknown flora that appears resilient to the blight. This discovery offers a glimmer of hope for the struggling Hearth.
Lantern Hall Crackles with Renewed Tension
Following Oren Reed's warning, Ione Marrek and her allies find themselves under intense scrutiny in Lantern Hall. The Ducal crackdown on 'uncontained magic' intensifies, forcing mages to either conceal their abilities or risk confrontation.
Alderic Vane Exploits New Void Passage
Seizing the opportunity presented by the newly opened passage in the Undercity Cistern, Alderic Vane dispatches agents to subtly corrupt and exploit its Void energies, aiming to destabilize rival factions and further his influence across Lanternmoor.
Pravel O Louco: Briefing da Capitã Ilsa Marrow sobre os Cofres Submersos
O tecido áspero do seu novo gibão da guilda roça a pele enquanto você pisa no chão de pedra polido por séculos de botas, o peso da Lanterna da Guilda de latão pendurada no cinto. O ar dentro do Salão da Lanterna cheira a óleo de lâmpada e pedra molhada, carregado com o hálito frio e profundo que sob
Leon: Player's companions offer differing advice on how to proceed.
"We hold no lantern," you state, the words cutting through the market's low hum. Wick, the one-eyed recruiter, blinks slowly, his gaze lingering on you before it flicks to Peregrine, then Jory. "Right, then," he rasps, a sound like dry leaves skittering, "fresh from the moor road, eh? No allegiances
Angel Uncovers a Hidden Path in the Undercity Cistern
Following a surge of Void energy and using their keen perception, Angel discovers a previously unknown, unstable passage deeper within the Undercity Cistern. The path appears to lead towards the heart of the expanding corruption, hinting at further mysteries and dangers.
Rhys Leads a Desperate Foraging Mission
Alarmed by the widespread blight mutations and the Hearth's dwindling supplies, Rhys, the Beastkin Scout, organizes a dangerous foraging mission into the Whispering Wards. His keen senses are vital in navigating the blighted terrain to seek out untouched resources.
Alderic Vane Exploits New Void Echoes for Power
Upon receiving reports of the new resonant echoes from the Sunken Vaults, Duke Alderic Vane dispatches agents to the Ember Yard and other strategic locations. He aims to leverage the escalating chaos and mysterious energies to further his own power and dismantle rival factions, particularly the Ember Company.
Angel: Entered Undercity Cistern via a winding passage
You push past the erratic Whispering Currents, the air growing colder as you step towards the shadowed mouth of the Undercity Cistern, trusting the new path will hold. The sound of rushing water grows louder, a hollow echo swallowed by the vast, dark space. Though you enter the Cistern, you quickly
Sunken Street's Desperate Stand: Dragomir's Defenses Hold Against Blight Tide
The direct assault from the Garden Under against the Sunken Street outpost intensifies, funneling a relentless tide of blight. Dragomir, rallying the Lanterns and Beastkin, manages to shore up defenses, creating temporary bulwarks against the encroaching corruption. The desperate fight has transformed the Sunken Street into a hardened battleground, but their resolve holds.

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.

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.

Cartographers Hall
landmarkThe Cartographers Hall struggles to process the new, chaotic data emanating from the Astromancers' Stair, its resonance machines overwhelmed by the sudden and profound changes below. The hall itself seems to pulse with uncertainty.

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
- *THE SUNKEN KINGDOM: three centuries ago the capital of Aurel sank in a night of falling stars. Its five layers — the Sunken Street, the Flooded Chapel, the Garden Under, the Astromancers' Stair, the Star Vault — still hold their lights. Lanternmoor grew on the rim; four charter guilds live by what comes up.
- *THE PARTY: every player travels with companions of their own — real people, minted for that player, with wants, a secret, a memory, and relationships with each other. They answer for themselves, disagree, notice favoritism and remember who was shielded. Affection is server truth and rises only from deeds and shared scenes, never from talk alone.
- *HARMONY: the party's harmony is server truth. Winning together raises it; favoring one member while another is left behind lowers it; a member pushed too far sits out. Jealousy is teasing, sulking and pride — never cruelty.
- *THE CITY'S FACES: the Council captains, the Cartographers, Ember Company, the Hearth and the Duchy are shared by every party. They can be liked and served; they are never romance targets.
- *THE VAULTS: depth is earned. A layer counts as charted only when the party maps it on the page; the way down is sealed to a party that has not charted the layer above. The Star Vault needs a Star Chart.
- *STAR CHARTS: three — the survivor's (Garden Under), the Astromancers' (their Stair), the Chapel relic's (Flooded Chapel). Laid together they draw a door. The Cartographers know the door exists; the Duchy knows what is behind it and says nothing.
- *THE STARFALL: every thirty days the stones fall for a week and the lower gates open. It is texture and pressure, never a countdown that ends the story.
- *MAGIC IS SMALL AND BRIGHT: starstone lanterns, Vault lights, temple mending, a survey map that glows. Nothing throws fire to fix a scene; nothing raises the dead.
- *DECORUM: every named person is an adult. Attraction is sincere and earned — a first kiss only when a companion is Close, and the door closes at Beloved. No coercion, nobody is bought or sold, nobody is humiliated.
- *OTHER PARTIES: other players' parties exist in the city. Their deeds persist as guild talk and Vault marks; their romances are their own and never appear on another party's page.
- *NAMES: Lanternmoor names are plain fantasy-Western (Marrow, Ashe, Tallis, Quill, Okonkwo, Lind); never a name from another world.