Aelthyr - Dragon Realms: Veil of Crowns Dice
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A world you can hold
Aelthyr makes dice from the world outward. We begin with a place, give it a law, draw the marks that law would leave behind, and then choose the material that best carries it.
Dragon Realms: Veil of Crowns opens with five core dragon courts. Each court has its own landscape, symbol, dragon, relic and way of changing the world around it.
Aelthyr is an independent studio with a Hong Kong-based team. We build for players who want the object in their hand to belong to a place with its own history.
Why this is worth backing
This is not one design repeated in a row of colors. It is five complete court narratives, seven named dice in every set and thirty-five formal die names across the collection.
Each court can be read through its dragon, its relic, its seat of power and the material that best catches its atmosphere. Materials carry the court's visual language; they are not an endless palette.
Backers can choose a single court, pair two courts, or gather the five-court archive. The set is built to be played, displayed and returned to.
Who it is for
· Players who choose dice to match a character, class or campaign.
· Game Masters who want a physical object to carry the identity of a location.
· Collectors who value named dice, court lore and a complete written world.
· Backers who prefer a focused archive over an endless color line.
The five core courts
Long before the first crown was raised, the Dragon Realms were divided by laws older than kingdoms. Fire remembered every promise made in its light. Winter kept its word long after the speaker had turned to dust. Roots carried the names of buried years. Storms answered any challenge that dared to cross open water. Night kept what the day had refused to name.
The five core courts are the parts of that world still standing above the Veil. Each court is a place where one of those laws became physical: a palace, a root, a storm-road or a shadow with a throne at its center. Their doors do not open for rank or bloodline. They open when a traveler carries something the law recognizes as true.
Every court leaves a different mark on those who enter. Frost writes circles around a remembered vow. Gold leaves a bright scar across the eye. Roots alter the direction of a road. Salt gathers inside a sealed room. A name slips from a record while the ink is still wet. These are not decorative wonders. They are the evidence that the court has noticed you.
A crown in this world is not a promise of rule. It is a claim the land has agreed to recognize. When a court raises its crown, weather, stone, beasts and boundaries answer. The dice carry those claims at table scale, where a dragon, relic and law must survive in the turn of a hand.
Rimeveil - Crown the Winter Wears
Rimeveil is the court of winter, stillness and vows that outlast the speaker. Its seat is the Frozen Lake Sanctuary, a palace built across a river that stopped in the middle of its course. From a distance, the towers look abandoned. Up close, every window holds a thin blue flame that gives no heat.
Nothing in Rimeveil is allowed to finish too quickly. Footprints remain until the court permits them to fade. Bells ring once and hang silent for a year. The frozen river still holds the shape of the last wave that tried to reach the palace gate.
The dragon's horns sweep back like bare branches. Its scales sit close as thin ice, and every slow breath leaves a ring of frost in the air. When it opens its eyes, the snow stops falling as if the whole court has remembered a command.
The court's relic is the Seal of Unbroken Winter, a mark said to hold a moment still inside its own silence. A promise, a wound or a command can be locked beneath the ice until the thaw that never comes. Rimeveil asks for no speed. It asks what remains after every easy answer has frozen.
Aurepelt - Mane That Woke the Dunes
Aurepelt rules sunlight, wealth and the hunger to go beyond the next horizon. Its home is the Solar Crown Palace, a court of gold roofs and open terraces raised above the dunes. At noon the palace casts no shadow; at dusk it casts too many.
The road to Aurepelt is lined with empty pedestals. Each one once held a gift from a ruler who believed the next horizon belonged to them. The court keeps the pedestals and returns the gifts as mirages: a cup of water that becomes a coin, a doorway that opens onto more sand.
The dragon holds its head high. Its mane spreads like a second sun, and its wing edges trail molten gold across the sand. Its scales are warm enough to make the air shimmer, yet they never burn the hand that approaches with a modest request.
The relic is the Sun-Mane Ring, which remembers every land touched by its light. Aurepelt can turn sand into gold and burn brief marks into stone, but pride makes the court easy to challenge and difficult to calm. Its greatest gift and its deepest danger are the same: the certainty that the road must continue.
Sylvafang - Root That Remembers Spring
Sylvafang guards growth, years and shelter. Beneath the Worldroot Ring Court, roots move through the dark like slow rivers, carrying the names of old seasons. The court has no fixed floor. Walk too slowly and the moss closes behind you; walk too quickly and the roots mark your ankles with green rings.
Seeds fall upward in Sylvafang. Rain gathers in the hollows of old stumps and remembers the taste of wood. Every arch in the court is a living branch, and every carved leaf opens when a true name is spoken beneath it.
The dragon rests low against the earth. Its body is heavy as a tree trunk, its horns branch like antlers, and its teeth are traced with leaf veins. When it moves, roots follow beneath the ground like a second, hidden body.
The relic is the World Tree Ring, a band of wood and stone that keeps the memory of every spring. Sylvafang can wake a sleeping root and raise a forest from ruined ground. The cost is patience: the court moves slowly, and it remembers every wound left in the soil. A forest offered shelter; a forest damaged without need will become a debt.
Kaelvorn - Sea That Answers Thunder
Kaelvorn rules storm, route and challenge. Its throne stands above the Storm Abyss, where the sea answers every roar with another wave. The court has no single sky. Clouds move in opposing currents, and a clear horizon can open inside a wall of black rain.
Lanterns hang from the cliffs on ropes tied to nothing visible. When a storm arrives, they swing toward the one route that remains open. Sailors leave their last safe course carved into the throne steps; the court keeps every line, including the ones that led nowhere.
The dragon leans forward like a ship before the wind. Its fin-wings stretch into sails, its horns sweep back, and thin lines of lightning move beneath its scales. It does not roar at empty air. It waits for a challenge, then answers with the full weight of the sea.
The relic is the Thunder Pearl Compass, a navigator's stone that finds the one path through a closing storm. Kaelvorn can call lightning to mark a route or raise a wind against an enemy, but the court is impatient and would rather break a dead calm than wait for permission. Every route it grants demands movement.
Nyxmaw - Night That Forgot Its Name
Nyxmaw keeps night, secrecy and forgetting. Its court is the Hollow Night Eclipse Throne, a place with no clear edge between stone and shadow. The entrance is easy to find only when no one is looking for it.
Inside Nyxmaw, footsteps arrive before the feet that made them. Murals show the backs of events that have not happened yet. The court keeps rows of black bells, each marked with a name too faded to read. When one rings, somebody outside the palace forgets why they came.
The dragon is half-formed from negative space: a hollow fang, an eye like a lunar eclipse and a tail that disappears before the eye can follow it. Its outline remains visible only because the darkness around it has learned to hold a shape.
The relic is the Hollow Night Bell, a bell that swallows names and keeps the echoes of the forgotten. Nyxmaw can erase a footprint or drink the light from a room. The price is solitude; the court trusts silence more than company. To leave with a secret intact is to leave something else behind.
Material directions
The material archive is a defined selection rather than an open palette. Each court has a suggested direction, and backers may choose another direction that is available for that court after the campaign. The stone is chosen to carry an atmosphere; it does not lock the court into a single finished design.
White Crystal
White Crystal holds winter inside a clear edge. Its surface catches light the way a frozen lake catches the last blue of evening: bright at the rim, quiet beneath the face, and cold enough to make the carved lines feel newly cut.
Yellow Tiger's Eye
Yellow Tiger's Eye carries a band of late sun through the stone. Golden light seems to drift across the surface like heat over a dune, turning every angle into a different horizon.
Green Aventurine
Green Aventurine is a piece of forest floor with mineral sparks caught inside it. Tiny bright inclusions appear and disappear as the die turns, like insects moving between roots under a canopy.
Lapis Lazuli
Lapis Lazuli holds a storm chart in deep blue. Pale flecks gather like lighthouse dust or distant stars, while darker veins suggest the pressure of water beneath a night sea.
Obsidian
Obsidian is night cut to an edge. Light sinks into the black surface and returns only where a carved line catches it, making the dragon seem to emerge from the empty space around the die.
African Bloodstone
African Bloodstone looks like a cinder sealed beneath dark glass. Red points glow inside the stone like embers under ash, giving the surface the tension of heat held back by a seal.
Amethyst
Amethyst is twilight folded into violet light. The stone seems to hold the moment between waking and sleep, when a dream is still close enough to cast a shadow.
African Bloodstone and Amethyst enter through separate stretch goals. When a material opens, it joins the available choices across the courts opened by the campaign.
What arrives at your table
Every court is a complete seven-die polyhedral set containing a d4, d6, d8, d10, d10%, d12 and d20. Each die carries its own formal name, and the names are not interchangeable between courts.
The Velvet Dice Tray, display rack and wooden magnetic storage box appear only in the rewards or add-ons that list them. The reward section shows which field pieces accompany each pledge.
The archive
The campaign offers five reward paths.
The First Oath is the early-backer path: one complete court set at the early price. It is best for first-time backers or players who already know which court they want.
The Courtbearer is the standard one-court path: one complete set. It is best for a single character, a GM screen or a focused campaign location.
Twin Thrones offers two complete court sets. The two courts can be different or the same. It is best for two characters, a player and a GM, or two locations tied to one story.
The Fivefold Crown gathers the complete launch archive. It is built for a full campaign or a dedicated collector. It also includes Permanent VIP Backer Status.
The Crown Vault adds a Velvet Dice Tray, a display rack and a Leather Magnetic Dice Box to the full five-court archive. It is for backers who want the complete collection with practical storage and display. It also includes Permanent VIP Backer Status.
Stretch goals
The public funding goal is USD 499. The sealed courts and the remaining materials open through four separate stretch goals.
At USD 999, African Bloodstone enters the material archive. The opened courts can then be selected in this material.
At USD 1,999, Cindermaw returns. This sealed court is the lord of a volcanic heart, bound inside a pressure-locked furnace. Its dragon body compresses around an ember chain, and its marks carry the memory of fire that refused to die.
At USD 2,999, Amethyst enters the material archive. The opened courts can then be selected in this material.
At USD 3,999, Lyrscale returns. This sealed court keeps the twilight sanctuary and the dream gate. Its dragon drifts with half-closed eyes, its scales turn like star maps, and its tail curls around a sleeping nest.
Each goal unlocks independently. A material must open before its associated court can be selected in that material. If the campaign reaches only USD 999, African Bloodstone opens but Cindermaw remains sealed. If the campaign reaches USD 3,999, all four goals open in order.
Unlocked sealed courts can be selected through The Courtbearer, Twin Thrones or the Extra Court Set add-on. The Fivefold Crown and The Crown Vault remain five-court rewards and do not include sealed courts unless they are added separately.
Precision engraving and hand finishing
Every court is built in the same order: define the law of the place, choose the visual language that carries that law, reduce the court to one primary mark and one clear dragon anchor, name the seven dice, and test how the design reads at dice scale.
Each die is precision-engraved and hand-finished. Natural stone can differ in tone, inclusions and translucency.
Timeline and delivery
Our current delivery estimate is March 2027. This is an estimate and may change if production or fulfillment requires adjustment. We will explain any change and its effect on the delivery plan.
Shipping is collected after the campaign through the pledge manager. We ship worldwide via tracked courier. Final rates depend on destination and will be shown in the pledge manager. Import duties and taxes are the responsibility of the recipient unless local rules require otherwise.
Questions can be sent to Aelthyr@outlook.com.
Responsibility to backers
Our responsibility is to be specific. We name the materials we offer, distinguish design renders from product photography, answer support questions through one contact point, and avoid environmental, labor or sourcing claims that we cannot verify.
The studio
Avery Chan - Founder and Worldkeeper
Avery leads the world and product direction at Aelthyr. She begins with a place, not a palette: what law does this court obey, what would it carve into stone, and what would a player recognize at a glance? If a design cannot hold that logic, it does not go into production.
Avery also oversees community and fulfillment. Backer questions stay in one record, and every page promise is checked against the object on the bench.
Marcus Tse - Lapidary and Product Lead
Marcus leads materials and production. He reads stone by grain, inclusions and the way a mark sits at dice scale. He would rather hold a lot back than hide a weak batch behind a polished render.
Team Common Ground
Aelthyr is an independent studio with a Hong Kong-based team. We are players, worldbuilders and makers working from the same table.
Thank you
Worlds leave a mark.
Thank you for reading the archive, comparing the courts and choosing the one that belongs at your table. May your table remember the worlds you build.
The Aelthyr Team
Choose a court. Carry its law.
Back Dragon Realms: Veil of Crowns and bring one realm to your table.
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