Player's Guide to Light of Sarenrae

Introduction

The Light of Sarenrae campaign follows the Paladin of Sarenrae, Amin Al-Nur, on his quest to retrieve the Lumenthal Lantern; an artifact that is said to house the light of Sarenrae herself. The artifact was lost some 200 years ago, when Sarenrae's Church was overrun, in what is now a part of Akasha. Amin has been tasked with finding the Lumenthal Lantern, and ensuring its safe return to Misraq - The Radiant City.

Background

The Light of Sarenrae (LoS), takes place in the border area between Aljashe and Akasha. This area has been fought over many times throughout history; with the most recent conflict lasting from about 700 CE to 800 CE. During this time, a group known as The New Dawn, started a rebellion in Akasha. The New Dawn was led by a faction of disillusioned commoners who seek to overthrow the increasingly tyrannical rule of the Black Council leaders in Akasha. The rebels used espionage, sabotage, and assassination to weaken the Empire's hold from within, which eventually led to a civil war which destabilized the region for decades. The conflict never officially ended, and the New Dawn still has some presence in the area.

The New Dawn rebellion led to fractures within the Black Council and the rise of The Black Sun, a faction which sought to expand the Black Empire of Akasha. While there is no official support for the Black Sun or their operations from the Black Council, there is undoubtably some sharing of information and resources from individual council members, who secretly support the Black Sun's ambitions of expansion.

During 800 CE to 900 CE, a mysterious Shadow Plague spread across Ordo, causing those infected to fall into a death-like sleep, only to rise as zombies, skeletons, shadows, and wraiths. It was eventually discovered that the plague had been deliberately spread by a necromancer in Akasha. Ordo sent armies to retrieve this necromancer, however, the Black Council did not take kindly to this military presence within their borders. This eventually led to a war between Akasha and Ordo. Ordo eventually withdrew their forces, and brokered a truce between the nations. The fate of the necromancer still remains a mystery, as it is unknown if Ordo managed to capture them.


In Aljashe, the Emberveil League has become increasingly powerful since 900 CE. The Emberveil League is a coalition of the most powerful guilds of Aljashe, which now controls a vast majority of the trade, import, export, and production in Aljashe. Since 900 CE, the Emberveil League has had periods with internal struggle, which weakened their hold on Aljashe. This led to the Emberveil League reintroducing the rule of the Sha in Aljashe - with them ruling Aljashe behind the scenes. However, with each passing year, the power of the Sha becomes greater, and the fractures between the major guilds within the Emberveil League grows wider. The Emberveil League's hold on Aljashe was weakened even further during the Merchant War of 945 CE. The Merchant War was a series of economic and military conflicts over key trade routes and markets around Aljashe. It was ended when the Golden Pact was signed, a treaty which divided the trade rights and territories between all guilds involved. This stabilized the Aljashe again, but did not fully address the underlying tension between the guilds.

Location

People

Ethnicities

Languages

The particularly relevant languages for this campaign are

This is by no means all the languages that might make an appearance, by are those that will be most heavily featured.

Religions

The following deities, and their worshipers, might be relevant to this campaign. Not listed in order of importance.