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May 23 to May 26
Shadow's Edge
HHD: Grumach
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The April 2008 issue of our newsletter is now online!
Rules & Forms
The Realm of Seasons
Close the western window panes
'gainst the gusts of strong spring rains.
'Tis best to break the portals south;
burned by summer's thunderous mouth.
Be sure to seal the northern path
'gainst the sky of winter's wrath.
For none can walk the eastern route
when autumn's stars go twinkling out.
- old Nursery Rhyme
The true founding of the Four Thrones - Winter Sky to the North, Spring Rain to the West, Summer Thunder to the South, and Autumn Stars to the East - is lost to the winds of time. There are those who believe that the Thrones developed independently of one another. Others say that a great king ruled all the land and divided his Kingdom among four sons or daughters. Still others feel that the Gods themselves had a hand in the creation of the Thrones, doling out the territories to mortals who pleased them.
All of the civilized people of the world belong to one of the Four Thrones; those that do not are anathema, the Reviled (as they are sometimes called) or the Forgotten. Those who commit heinous crimes against their Throne treason, worship of dark forces, murder, or worse can be excommunicated from their Throne and cast out to the Center of the World to be destroyed by the beasts of Chaos that inhabit that forgotten island.
The Thrones all share a similar political system:
Each Throne is ruled by a Zenith, who has two Advisors beneath him or her.
Beneath the Advisors are the Exalted, provincial governors of the lands of the Thrones.
Within these provinces are villages, forts, and towns (usually called Houses) ruled by Stewards or Mayors and assisted by Sages and Wise Ones.
Beneath them are the Guides and Mentors. These men and women maintain the customs of the Throne and advise the young people within the Throne.
At the lowest rung are the Adepts (those who have devoted themselves to the Throne after their Nameday) and the Wards (those who are too young to have received their Name, or are unwanted or lost).
As a player in the Realm of Seasons, you will begin as an Adept or Ward in a House of the Four Thrones and inherit the rules and customs, feats and fears of it. Through acts of heroism, sacrifice for your Throne, and concentration of purpose, you may rise through the ranks of your House to govern the people of this new territory. To rule, you must protect all of them as if they were your own children. For the first time in history you are in contact with the peoples of the other Thrones. After many centuries of hatred and distrust, you must find a way to adjust and fight alongside them. And, through all of this, a shadow rises in the Center of the World, and threatens to destroy everything that you hold dear...
Welcome to End of Seasons
Four Thrones of Four Seasons…
and The Rise of the Eclipse
In this ancient and primitive world four distinct societies have developed within the Realm of Seasons.
To the North, the Throne of Winter Sky boasts a defiant people who are unyielding in battle. Their element is Air, their colors are blue and white.
To the South, the Throne of Summer Thunder is filled with desert-dwelling masters of magic and technology. Their element is Fire, their colors are yellow and orange.
To the East, the melancholy Throne of Autumn Stars is known for their gift of prophecy and strength against the unquiet dead. Their element is Earth, their colors are red and black.
To the West, the kindred spirits within the Throne of Spring Rain seek to preserve all of life. Their element is Water, their colors are brown and green.
In the Center of the World, upon the Isle of the Damned, lies the exiled and forgotten from the Realm of Seasons. It is here, in this mysterious and hostile land, that a campaign against the rising Darkness must be waged against the newly risen Throne of the Eclipse. After many centuries of hatred and distrust, the Four Thrones have sent representatives to root out the Darkness and save the world.*
Two Localities,
Two Distinct Adventuring Styles:
Two settlements have been established on the Isle of the Damned. Within these settlements, acts of heroism, sacrifice, and concentration of purpose will not only yield success within the mission, but also personal honor and the ability to rise through the ranks of leadership.
Dawn's Refuge lies relatively close to the coast and provides a vital link to the Realm of Seasons. Here, there are many opportunities for smaller adventures amidst the larger event plot. Political intrigue may also be the thickest in this (comparatively) safe haven.
Shadow's Edge lies further inland and provides the front-line in the battle against the Darkness. Shadow's Edge features numerous large-scale battles with some opportunities for smaller adventures. The Edge is not a setting for those of delicate sensibilities.
* For more detailed information on the Four Thrones, we invite you to delve into our online rulebook! You will find their links, along with a map to the Realm of Seasons, on the lower right hand side of our Home Page.

