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A thriving city of Old Earth beneath the immense red Seventh Sun, with small islands floating in the sky and an inexplicable green-black remnant rising from the sea.
Old Earth endures beneath the red light of its last and oldest age.

The world may end tomorrow. It may continue for another twenty thousand years. In Tzaadra, this uncertainty is no excuse to neglect the vintage, abandon an expedition, default upon a debt, or leave the cat unfed.

Seventh Sun: Old Earth, Very Late

Six Suns have passed—not six stars, but six immense ages of humanity and its heirs. Civilizations have risen beyond counting. They remade the body, disciplined the mind, moved Earth through the heavens, and worked transformations for which no living language possesses an adequate verb. Most of their names are lost. Their works remain.

Now the Seventh Sun hangs vast and red above an Earth grown strange. Islands of stone float in tranquil skies. Roads arrive at destinations they did not formerly possess. In certain valleys light moves slowly enough to watch. Ancient engines sleep beneath vineyards, palaces and rubbish heaps. Some relics answer questions. Others take offense.

No one living understands more than a fraction of the Legacy. Science is not advancing; it has already advanced farther than the imagination can follow, a million times over, and been forgotten just as often. The learned do not invent miracles. They recover old procedures, consult surviving records, and persuade recalcitrant wonders to perform their proper functions.

Yet this is not a world waiting obediently for death. The red sunshine is warm. Gardens bloom. Children quarrel in the streets. Magistrates issue needless proclamations. Merchants cheat with impressive continuity. Songs are sung badly and then sung again. Tomorrow remains doubtful, and therefore today remains valuable.

The Seventh-Sun Temper

The end of the world is a serious matter. This does not require everyone to be serious about it at all times.

Tzaadra

The continent of Tzaadra is a country of ancient roads, isolated city-states and impossible horizons, surrounded by an ocean broad enough to swallow histories. No single empire commands it. Optimates rule from old courts and floating cities; Metropolites crowd fantastic urban precincts; pastoral peoples follow routes older than their nations; and settlements separated by a few days’ travel may disagree about law, custom, humanity and the proper direction of sunrise.

The Monitors are present throughout its life. They are worshiped as gods, petitioned as patrons, accused as meddlers and defended as the last guardians of humanity. Perhaps they will save Earth before the final darkness. Perhaps they have already done all they intend to do. Their Emissaries receive answers, but not necessarily explanations.

Beyond the walls and cultivated lands are abandoned works, altered regions and the remnants of wars fought under earlier Suns. Gorgonids, Behemoths, Scourge, nanite swarms and stranger beings inhabit a world never designed to remain tidy for so long.

Heroes of the Latter Days

Heroes of the Seventh Sun are posthuman travelers, protectors, adepts, couriers, antiquarians, opportunists and holy nuisances. They cross Tzaadra in search of lost routes, stolen relics, necessary truths, unreasonable fortunes and solutions to problems that were old before their species appeared.

Every hero belongs to one of the world’s posthuman lineages, but lineage is a beginning rather than a destiny. A character’s Path is likewise a guide—a recipe for realizing an heroic idea, never a class that dictates which Skills must be learned.

  • Blades meet danger directly and make themselves the obstacle it must overcome.
  • Shadows survive through movement, audacity, misdirection and inconvenient knowledge.
  • Magisters control internally generated phasm through the living instrument of the vinculum.
  • Emissaries receive phasmic power from the Monitors and bear all the complications of divine attention.

Begin with Character Creation, or meet the Sample Heroes.

Wonders, Relics and Phasm

The Legacy and Its Relics

A relic may resemble a sword, cup, mask, door, bridge or smooth stone. Its apparent simplicity says nothing about its nature. A blade may divide matter along a fractal edge; a hammer may lend gravity to its blow; a pistol may emit a ray whose makers considered it a household convenience. Some relics possess minds, memories, loyalties or grievances of their own.

Phasm

Phasm is the disciplined action of mind upon reality: neither sorcery in the old sense nor science as the present age understands it. Magisters generate and shape it through the vinculum. Emissaries channel what the Monitors provide. To those without access to it, the distinction may be academically sound and practically unhelpful.

A World That Has Grown Untidy

Reality itself has endured too much revision. Physical law fails locally, ancient systems awaken without warning, and geography sometimes behaves as custom rather than fact. These are not exceptions pasted onto an otherwise ordinary medieval world. They are part of what Old Earth has become.

Enter the Seventh Sun

The Last Question

If the Sun dies tomorrow, how should one live today? If it does not die for twenty thousand years, does the answer change?