Merric Goldbright
The builder of New Arcanum. After the Arcane Registry lost political power in Kingdom Grand and moved its headquarters into the Western Wastes, he raised a city where none should be possible: dowsers found an aquifer beneath the sand, blasting through the sheet of cooled magma above it created the artesian well now called Origin Lake, and the blue sodalite syenite from the excavation was formed into the colossal Senate Obelisk that hovers above the lake at the city's center. Sand cooked into massive glass sheets became the dome that seals the city's water into a closed loop, cooling the desert metropolis like a terrarium.
Featured In Modules
This lore entry is featured in the following adventure modules:
- A Horse With No NameGuildmaster Thalin hand-picks a party and sends them west from Kingdom Grand to New Arcanum to investigate the caravan of strangely well-guarded stolen keepsakes tied to Cassius and, he suspects, to Biscuit's fate. Given a wagon, supplies, and an unnamed horse they are urged to name, the heroes must survive a week-long trek across the Western Wastes—rationing food and water, weathering a blinding sandstorm that forces desperate choices about what to save, and threading between unstable arcane crystals whose shattering warps magic and flesh. At a rare oasis they drive off a nest of burrowing Giant Scorpions besieging a merchant caravan, earning the gratitude of its leader Elanor Westwind, who escorts them the rest of the way in comfort. They arrive to be welcomed by Guildmaster Alyndor "Aly" Marvale, their business in the desert city still to come.
- Evil from the PastThe four guildmasters of Kingdom Grand, Evenfell, Kdor, and New Arcanum send adventurers to Holt's abandoned laboratory beneath the temple of Vitalia, discovered through Sage Elbera's final intelligence. A magic mouth delivers Holt's farewell before vents release shimmering Lullwater that floods the chambers. Navigating rising water and failing magic, they recover Holt's journal revealing his childhood among the Molokite, his manipulation of their ancient desires, and his belief that their "god" was one of The Evil One's experiments—a creature grown from a tarrasque corpse through biomancy, controllable by the Lullwater. They escape the drowning ruin as the guildmasters prepare a full strike on Holt's camp at the dungeon gate.
- Ledger of SoulsWhen the delivery girl Kori crash-lands her flying gondola at the party's feet, her undeliverable brass cylinder—addressed to ring three, one-hundred-and-twenty degrees, "but there's nothing here"—proves to be the missing piece of the Soul Brokers' hidden archive. Following the swan Kori saw vanish into a canal culvert, the party plays her remembered melody (F-A-C-A-D-E) on a chained pan flute, defeats the water-jug scale guarding the inner door, and finds a brass clockwork counting machine binding the Ledger of Souls—the master tally of Aurelian's debtors, friends, and materiel. The Swan and his Ugly Ducklings bar the only way out, and a flying gondola chase through New Arcanum's canals follows, with Kori proudly at the tiller. The Ledger's first page names Aurelian's Spire as the seat of the whole operation.
- Shining SpireOver dinner at an open-air cafe, Guildmaster Alyndor "Aly" Marvale sends the party on a night infiltration of Aurelian's Spire, the Soul Brokers' newly revealed stronghold. Climbing the tower with captured soul tokens as keys, they interrupt an enthrallment "orientation" run by the manager Durnan Bronzeforge—freeing the tavern keeper Nessa Vey mid-ritual—file Harlan Stonefoot's botched paperwork to restore his suspended clearance, battle the eerily positive Soul Broker Recruiters of the glass-walled third floor, recite affirmations to the professional-development mirrors, and reach the Enlightenment Lounge at the top. There they learn the tower is only "New Arcanum Sector 1" of a far larger operation, that even Regional Director Elara Voss is owned by Aurelian, and—as Voss speaks through her hand-mirror soul token and locks the penthouse doors—that she will be happy to discuss their future in the morning.
- Sound the Horns of WarThe four great guilds unite to stop Holt and the Molokite from awakening He Who Slumbers. Their combined forces march on the ancient gate beneath Kingdom Grand, where the final dungeon has opened and Holt's army has already entered. Adventurers join the vanguard, clearing Molokite cultists, mind-controlled adventurers from Evenfell, and remaining defenders to establish a forward operating base before the assault on the dungeon proper.
- The Locket and the LedgerLieutenant Darnik De Roche of the City Watch of Grand hires the Adventurer's Guild to recover a brass-and-glass locket—a keepsake from his late wife—stolen by a westbound caravan fleeing into the desert toward New Arcanum. Tracking the caravan, the party ambushes a patrol of soulbound Thrall Grunt outriders, scouts a broken-down wagon, and confronts the soul broker Cassius. The locket proves to be collateral for a soul contract that would turn its owner into a thrall if not reclaimed in time, opening a new arc into how New Arcanum's soul contracts operate. Cassius, who prizes sentiment over gold, would rather bargain a Writ of Exchange than fight, and Darnik quietly pays extra to recover other trinkets he knows to be soul-contract collateral.
- Underworld SecretsArriving in the magical metropolis of New Arcanum, the party puts on their detective hats for Guildmaster Alyndor "Aly" Marvale, who wants to know why sentimental trinkets are being delivered to the city like grand treasures. Working the city's secretive underworld—a tavern keeper (Nessa Vey) whose fortunes turned after her mother's bracelet vanished, a crotchety second-hand dealer (Milo Venn) who refused the brokers' bargain, and the cheerful customs clerk Orville Thrice-Checked, whose records show shipments expedited by the Church of Aurelian—they trace the Soul Brokers' rotating rented warehouses to the ninth ring. There they fight the expendable Thrall Grunts left behind to burn the evidence and recover the address of a hidden "Archive Intake" feeding something called the Ledger.
- Welcome to the Adventurers GuildAn introductory trial for new members of the global Adventurer's Guild. Adventurers are tasked with hunting one of five magical creatures and returning with a trophy to earn their starting rank of Tin, Copper, or Brass. The hunts take place across three regions: the Whispergrove Forest (for Cockatrice), the Old Sewers of Kingdom Grand (for Gazers and Gibbering Mouthers), and the Fangridge Peaks (for Rust Monsters). Harpys are also hunted in the forests or mountains.