Choose how the story begins

The year is 1712, though in Edevane the date matters less than who is willing to enforce it.

Rain moves across Saint Orison in silver curtains, darkening the roofs of the palace quarter and turning the lower streets into mud, lanternlight, and reflected chimney smoke. Bells mark the late hour from a cathedral built over foundations no architect can reliably date. Beyond the river, a ship fires a warning cannon. Somewhere nearby, a press begins stamping illegal pamphlets before the watch can find it.

You have arrived in the city with whatever name, history, possessions, obligations, and intentions you choose to bring. The city does not know you yet. That may be an advantage.

Saint Orison offers work and danger in equal measure. A customs officer is taking bribes at the eastern gate. A noble household seeks discreet help. A coffeehouse is circulating rumors about the succession. Dockworkers are whispering about a ship that returned with no crew. A physician has posted for an assistant, a fencing master is looking for pupils, and a printer has begun watching the street too carefully. In the poorer districts, people say a bell rings beneath the city whenever someone uses forbidden magic.

At the corner ahead, three unrelated lives collide in the rain. A well-dressed stranger drops a sealed packet and keeps walking. A courier with blood on one sleeve looks back toward the bridge. A constable catches sight of you and decides, for reasons known only to him, that you may be worth questioning.

None of them has noticed the fourth detail: a thin line of blue light shining beneath a storm drain, brightening whenever the cathedral bells sound.

The city waits. You may pursue a person, a rumor, a job, a mystery, a meal, a room, a way out, or something no one here has thought to offer yet. What do you do?
Start with this opening

About

Edevane: Ashes of the Crown

An expansive, narrator-led fantasy RPG inspired by the long 1700s. Gunpowder, sailing ships, aristocratic courts, merchant empires, privateers, printing presses, scientific societies, rigid class systems, religious authority, and dangerous roads shape the world. Magic exists, but it is uncommon, difficult, regulated, and never free.

You create and control your own protagonist. You decide their name, appearance, identity, history, skills, beliefs, loyalties, relationships, ambitions, and limits. You may play a noble heir, dockworker, sailor, soldier, scholar, healer, magician, smuggler, criminal, revolutionary, investigator, artisan, traveler, priest, spy, or someone who belongs to no neat category at all.

The continent of Edevane is entering an unstable age. Valedonne's Crown is weakened by debt, a disputed succession, corruption, colonial rebellion, and unrest among workers, tenants, merchants, and provincial nobles. Rival states compete for trade and influence. Cities glitter with theaters, salons, coffeehouses, churches, universities, and fashionable promenades, while their alleys hold illegal printshops, debtors, smugglers, secret societies, and people who cannot afford to be seen by the law.

Magic may be studied, inherited, bargained for, prayed through, or discovered by accident. It can heal, deceive, bind, illuminate, destroy, and transform, but every working demands preparation, a medium, a cost, or a risk. Powder, ink, blood, salt, bells, mirrors, old coins, written names, and personal connections may become part of a spell. Magic is not a replacement for judgment. Hunger, weather, steel, firearms, disease, money, reputation, law, and social power remain just as dangerous.

There is no required protagonist, fixed party, or single correct path. You can pursue the Crown's mysteries, ignore them, exploit them, expose them, or become responsible for creating new ones. The world reacts to your choices, and events continue beyond your view. Build friendships, rivalries, romances, careers, criminal networks, political movements, businesses, expeditions, or entirely unexpected lives. The RPG supports both sweeping adventures and intimate stories about survival, ambition, belonging, and change.

Tone: grounded historical fantasy with atmospheric magic, political intrigue, exploration, swordplay, firearms, romance, moral uncertainty, danger, humor, and human warmth. Your choices matter, but the world does not exist solely to reward you. You can fail, recover, change sides, walk away, or become someone history remembers for reasons you never intended.

Created
Sep 18, 2026
Updated
Sep 18, 2026
Version
v2
Origin
Original content

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