Aideum Compendium (Lanterns)

New to Aideum or revisiting after some time away? This reference sheet covers some of the basics in Aideum laws as are relevant to members of the Three Lanterns.

Laws of Aideum 

1. No Unauthorized Blades

Carrying a visible weapon without a permit is forbidden within the inner districts.

2. Curfew in Outer Wards 

No one may be on the streets between bells three and five unless marked as Watch, clergy, or licensed courier.

3. Magical Disclosure Edict

Any magical activity within the city must be logged with Scryfall if it affects more than a single person, object, or structure.

3a – any use of enchantment magic on an official of the city or ranking nobility is punishable by death.

4. No Unauthorized Assembly

Gathering of more than five individuals for unsanctioned purpose is considered conspiracy.

5. Contraband Control Act

Movement of forbidden goods such as arcanum, godsblood, relics, and illicit substance is illegal.

6. Edict of Civic Dignity

Mockery, impersonation, or interference with government officials, clergy, or noble house symbols is considered sedition.

7. The Right of Audit

All businesses and guilds must open their books to royal or noble audit on demand.

8. Street Tax Mandate

All coin-changing, mercantile contracts, and major purchases must be logged and taxed.

Optional: Secret Law

9. (Whispered only) The Red Seal

Any citizen may be detained without charge by agents bearing the 5ths Seal of Silence.


Core Principles of The Game

These are foundational rules most factions adhere to. Break them, and you invite retaliation – not just from your victim, but from others who fear the collapse of order.

1. No Blood on the Coin

You do not kill during a deal, or on the way to one. Everyone gets safe passage to and from parley or a transaction.

2. Territory Stands

No jobs in another crew’s territory without either:

– paying a cut,

– getting permission,

– or being invited to act as a neutral third party.

3. No Fire in the Street

You keep it quiet. No explosives, no public shootouts, no riots that bring down the Watch or the Queen’s Mercy.

4. Silence is Binding

If you accept a job, you finish it. If you don’t want the job, decline it. You don’t flip, leak, or steal jobs from another crew.

5. One War at a Time

No gang can open conflict with more than one rival at once. You want war? Fine. But two, and the city bleeds.

6. We Honor Selk 

The black coin will be observed between parties and Selk will have their cut. 

Optional Conventions (Respected but Not Enforced)

These vary by faction or region. They’re more flexible, but breaking them still risks consequences.


The Five Houses

At the apex of Angorian governance stand the Five Houses, ancient institutions entrusted with the ultimate stewardship of the realm. Each House governs a specific domain, acting as both a counterweight to the others and a unifying force for the nation. Membership in a House is based on merit, though it is exceedingly rare for the children of House members not to ascend themselves. One exception is the Revered Court, wherein new members are ceremonially adopted into their House.

The 1st House: The House of Law

The House of Law, also known as the Royal House, is the cornerstone of Angorian governance. Tasked with overseeing law, order, and the operation of the judicial system, it also supervises the Judges, the Courts, and the town watch. Historically the throne of the House of Law remains vacant since the abdication of Queen Niobe Theia following the establishment of the Angorian Empire, unless in times of civil unrest. Currently ruled by Queen Thelia McMorrin.

The 2nd House: The House of War

Commanding Angoria’s land-based military forces, the House of War governs the nation’s fortresses, soldiers, and elite troops. Known for its rigorous training of commanders and warriors, it ensures the kingdom’s defenses are ever-ready. This House is currently ruled by the McMorrin family and their cadet branches.

The 3rd House: The House of Trade

The House of Trade oversees Angoria’s commerce, diplomacy, and naval forces. Its purview includes taxation, trade agreements, and the maintenance of the nation’s economy. The Torevir family and its cadet branches preside over this House, their influence woven deeply into Angoria’s mercantile network.

The 4th House: The House of the People

This House safeguards the wellbeing of Angoria’s citizens. Responsible for festivals, religious observances, and the distribution of essential goods, the House of the People ensures the prosperity and unity of the nation. House Wildcloak recently supplanted the entrenched Tenshadow family, marking a rare shift in the House’s leadership.

The 5th House: The House of Secrets

Known as the House of Shadows, this House governs the collection of knowledge, the practice of magic, and the realm of espionage. Tasked with rooting out corruption and safeguarding Angoria from external threats, it also holds the solemn duty of deposing rogue monarchs. Members of this House are prohibited from ascending to the 1st House, preserving their impartiality. The Naïlo family currently rules this enigmatic House.


Prime Deities

In the forming of Aethér, seven deities were pulled from the roiling wild of Chaos and given shape. Their existence in the world remains self-evident, as their gifts of magics, or their fateful or guiding hands affect and shift the cosmos. They have no fixed form or being comprehensible to mortals, but across regions and countries, their depictions follow certain trends as those who are visited by their aspects tell of or create art of their appearances. This summary records the modern Angorian depictions of the gods of Aethér, shown in main halls and temples as humans. However, individual shrines, smaller temples, personal art and altars vary greatly in their depictions.

Aleadra – (Head) Life
Radar-Riel – War
Iov – Grave
Kasya – Nature
Einar – Twilight
Anmok – Death
Selk – Trickery


Aleadra (ʌ-le’-drə)
Head of the Pantheon

Archetype: The Empress 
Domains: Forge, Arcana, Life, Order 
Titles: Creator, Architect of Creation
Depiction: A dark skinned woman resplendent in a silken white stola. In one hand, she holds Aether’s light; in the other, a worn and battered adze. 
Holy Symbol: A simple copper adze 
Temples: Long, magnificent Greek-styled halls filled with high art and artists 
Followers: Artists, leaders, tradesmen
Conflict: Civilization/immortality 

Origin: From where fire meets earth and gives life to new things, so stepped a woman: skin as dark as the obsidian stone around her, who took her axe and gave form to the world. And so shaped chaos. 

Ally: Radar-Riel
Friends: Iov, Einar
Against: Selk, Kasya
Enemy: Anmok 

Notes: As the Goddess of Civilization, cities are hers. Aleadra in enmity with Anmok is a major conflict; civilization vs. wilderness, death vs. immortality.


Radar-Riel (‘rʌ-dɑr ‘raɪ-ɛl)

Archetype: The High Judge
Domains: War, Order, Knowledge 
Titles: Divine Strategist, Architect of War
Depiction: Most often shown as a powerfully built man with burnished skin draped in fine silk robes, a book in one hand and a sword in the other. He has been known to his followers to appear as a humble old man imparting a wise lesson, or as a raging warrior drenched in blood tearing his way through a battle. 
Holy Symbol: Blood lotus, oftentimes inscribed with the personal philosophy of the bearer 
Temples: Open air gardens meant for reflection and training, filled with debating philosophers, scholars, scribes and teachers
Followers: Philosophers, warriors, scribes
Conflict: mindfulness/justice

Origin: When first order was given to chaos, so too was the first blood spilled. From this red earth rose Radar-Riel who forged weapons from the blood of gods and bent battles to his will. And so shaped chaos. 

Ally to: Aleadra 
Friendly to: Selk, Iov
Against: Anmok, Einar
Enemy of: Kasya 


Iov (ɔv)

Archetype: The Oracle 
Domains: Knowledge, Grave, Arcana 
Titles: The Lady of Mysteries, Architect of Fate
Depiction: A pale young woman draped in a cloak, the left half of her face obscured by a hood. A cosmic serpent bound and entangled by her twin sister Kasya. 
Holy Symbol: entwined black serpents 
Temples: Her places of worship are often underground and on the outskirts of cities, home to healers, sages, alchemists, and arcanists. She shares temples with her twin Kasya.
Followers: Sages, wizards, and grave keepers
Conflict: safety/fate

Origins: As the threads of Aethér spread, they began to form patterns and spirals of fate. So Iov was formed from these threads. She ordered them, gave shape to them, weaved them. In time, she learned to read their secrets, and in knowing the unknowable, bound all of creation in Aethér’s web. And so shaped chaos. 

Codex Doctrina, the prophecy of the world: a living prophecy written across the world in sky and stone, in omens and events. It is a vast thing and an ever-changing thing. One prophecy may tell of the death of a king while another will tell of that king’s victory over his enemies. They are branches of fate. Normally only immortal or very long-lived creatures dedicate themselves to learning to read the signs or piece together the many strands of prophecies. 

Ally: Kasya
Friends: Einar, Aleadra, Radar-Riel
Against: Anmok
Enemy: Selk

Notes: As Aethér’s psychopomp, Iov shepherds the dead on their final journey. In exchange, they whisper to her their secrets.


Kasya (‘kɑs-yə)

Archetype: The Witch 
Domains: Life, Nature, Tempest 
Titles: Lady of the Unbound Path, Architect of Freedom
Depiction: A pale young woman shrouded in a cloak, the right half of her face hidden by a hood. A cosmic serpent made of living storm entwined with her twin sister Iov. 
Holy Symbol: Entwined bone-white snakes 
Temples: Her places of worship are often underground and on the outskirts of cities, home to healers, sages, alchemists, and arcanists. She shares temples with her twin Iov.
Followers: Healers, druids, alchemists, revelers
Conflict: compassion/freewill 

Origin: From the moment the threads of fate bound creation, so too the wild will of the world strained against the binding. From this was formed Kasya, who entwined her sister, creating balance. And so shaped chaos.

Ally: Iov
Friends: Anmok, Einar
Against: Aleadra 
Enemy: Radar-Riel


Einar (ɪ’nɑr)

Archetype: The Knight
Domains: Light, Twilight, Life 
Titles: The Light in the Dark, Architect of Hope
Depiction: Most often, a noble soldier dressed for battle in heavy armor, their helm plumed and visor obscuring their face. A broad shield in one hand, the other holding their lantern high to ward away the darkness. Sometimes as a young masculine figure with hands extended, or as an armored feminine figure bearing a shield. 
Holy Symbol: A lantern with an ever-burning flame
Temples: Gateways, lighthouses, and crossroads dedicated to them house ever burning fires. In these places, the poor are always kept warm, the weak are protected, and the needy fed. 
Followers: Adventurers, travelers, sailors, guards 
Conflict: courage/honesty 

Origins: The first light cut through the darkness, taking shape to ward and save. Its warmth  expanded, creating courage and a path between the dark places. And so shaped chaos. 

Ally: Kasya
Friends: Iov, Aleadra 
Against: Selk, Radar-Riel
Enemy: Anmok


Anmok (‘ɑn-mɑk)

Archetype: Death
Domains: Death, Nature, Tempest, War 
Titles: Devourer, Architect of Death 
Depiction: A towering black wolf with eyes made of fire. Less often, in human form as a pallid, red-headed man draped in bloody furs, wielding a cleaver. 
Holy Symbol: A snarling wolf head cast in silver
Temples: There are no temples to Anmok. Sometimes, deep in the wilds, one can find shrines covered in bloody pelts. 
Followers: Hunters, rangers, murderers 
Conflict: wilderness/death

Origins: See the images of truth: the dead of winter, the first death, the dying man alone in the wilderness, the hunt, the kill. These things are Anmok. And so shaped chaos.

Ally: Selk
Friends: Kasya
Against: Radar-Riel, Iov, Einar
Enemy: Aleadra 

Notes: Anmok is said to devour the souls of the dead who die in the darkest reaches of Aether. All of the deepest wilderness is his domain. 


Selk (sɛlk)

Archetype: The Trickster 
Domains: Trickery, Knowledge, Death 
Titles: The Survivor, Architect of Knots
Depiction: He appears as either a weathered old man in patchwork clothing with an ironic smile and six eyes, or as a large spider.  
Holy Symbol: Blackened coin
Temples: Shrines in back rooms of shady establishments, a carving above a particularly dark passageway
Followers: Prisoners, criminals, survivors, thieves
Conflict: freedom/deception 

Origins: Selk was once a mortal who was fated to die but too clever to let it happen. His antics displeased the Gods so much that each in turn attempted to kill him. He in turn tricked each one until finally tricking the secrets of Godhood from Aleadra. 

Ally: Anmok
Friends: Radar-Riel, Kasya
Against: Aleadra, Einar
Enemy: Iov 

Notes: Though he is the god of trickery and deception, he is invoked when making compacts, as Selk will know if there is any deception by either party and punish them. A ritual known as Selk’s Cut is used during the making of important deals. The ritual is as follows:

A chawan is placed upon the table, the inside of the bowl coated with Nerium. When the deal is made, both parties place two coins in the bowl – one for them, one for Selk. If either party is intent upon deceiving the other, the poison will kill them as they draw their coin from the bowl. Criminals will often use this ritual symbolically and only place coins in the bowl for Selk to gain his favor.


Aethérian Calendar

The Aethérian calendar measures time in rae, weeks, lune, and years. Dates are written rae lune year (e.g. 16 Harvest 358).

rae (plural: rae): the daily sun cycle
week (plural: weeks): 8 rae, each corresponding to a deity with the final rae named after a name for the sun (see detail below)
lune (plural: lunae): each lune coincides with the movement of the three moons, and varies in length between 28-32 rae. The lunae also correlate to the alignment of the outer planes and their proximity to the Prime Material plane. 
year (plural: years): 360 rae, 12 lunae in a year. one year coincides with one circle around the sun

Rae (and its associated deity)

1. Narae – Einar
2. Asyarae – Kasya
3. Mokrae – Anmok
4. Runrae – Radar-Riel
5. Donrae – Aleadra
6. Selrae – Selk
7. Ovrae – Iov
8. Einrae 


Lunae 

1. Ethereal Moon – 30   
2. Redwolf Moon – 29 
3. Lonely Moon – 31
4. Prism Moon – 28
5. Guiding Moon – 32
6. Shepherds Moon – 30
7. Golden Moon – 29
8. En Sindarin Moon – 30
9. Sovereign Moon – 31
10. Harvest Moon – 30
11. Fading Moon – 31
12. Hollow Moon – 29 


Major Holidays for Angoria

1 Ethereal –  New Dawn (Einar)
20 Redwolf – Blazing Night
13 Lonely – Wild Hunt (Kasya)
10 Prism – Heroes’ Rest (Anmok)
2 Guiding – Revelry
17 Shepherds – Proving Day (Radar-Riel)
22 En Sindarin – Day of Lost Sea
11 Sovereign – Founders Day (Aleadra)
15 Harvest – Sun’s Close (Selk)
30 Fading – Night of Far Omen (Aether, Syphon)
29 Hollow – Day of Far Night (Iov)


Solstice and equinox

Summer solstice – 30 Shepherds
Winter solstice – 29 Hollow (Day of Far Night)

Spring equinox – 30 Lonely
Fall equinox – 31 Sovereign


Aethér has three moons.

Ayla, the largest moon. It is always visible, day or night. During particularly clear nights in the early lunae, Ayla’s soft rings are also visible. 
Ember, a small-ish, red-tinted moon that rises and falls in its own orbit. Omens and foretellings are often connected to Ember.
Uriel, a small moon with glittering ice rings. Often seen as a symbol for hope and change.

4 times a year Ayla and Uriel are full moons for 1 day
4 times a year triple new moon black out, usually seen as especially portentous