Doloir Ocean Sovereign Dice — Ocethyr, Lord of Abyss
Par Doloir
Statut actuel
À venir
Fin de campagne : 30/10/2026
Opening: The Deep Remembers
Before the first shore existed, there was only the Deep. And in the Deep, a voice moved through the dark water like a current made of will. That voice had many names across many peoples, but we who shaped these dice know it as Ocethyr, Lord of Abyss.

They say the Lord of Abyss was not born. It was remembered into being — recalled by every drowned sailor, every forgotten vow, every promise thrown into the sea by those who had no other witness. Where memory pooled deep enough, the water grew a will of its own. It learned patience from the slow fall of sediment and hunger from the lost things that sank. In the cold halls beneath the tide it still waits, watching the surface with eyes made of moonlight and old salt. The throne was never empty. It was only waiting for someone bold enough to sit upon it.
Who We Are
"Some dice are rolled. Ours remember."
We are Doloir — a Hong Kong-based collective of tabletop players, gemstone lovers, and lifelong dreamers. We did not set out to make "another set of dice." We set out to carve a kingdom you can hold in your palm.

Every Ocean Sovereign die is designed in our workshop, carved by our hands, and finished under the same roof where we roll dice at our own tables. We are not a large brand. We began as three friends who believe that something as small as a die can carry a whole ocean of story.

We are the same Doloir handcraft team that has already carried multiple handcrafted dice collections to tables around the world — every set shipped, every story rolled, every promise kept.
The Seven Voices
Before the kingdom was carved, the deep made seven promises. They were never spoken aloud, because the abyss does not speak; it sings through tide, salt, and stone. We shaped one die to remember each promise, so that when you roll, the deep itself leans closer to hear what you ask of it.
Whisper of the Tide
Picture this: you stand on a shore at night, and the water speaks in a language you almost understand. Each wave carries a word, each retreating foam takes an answer. The smallest die is the quietest relic of the throne — a promise that the deep will always listen before it acts. Those who roll it hear the answer first.
The shore-watchers of the old port say the whisper is the first word the sea ever learned, and that it still remembers who taught it. If you roll the smallest die exactly as the tide turns, some swear you will hear a name you once forgot — and that name will come back to you at the moment you need it most.

Anchor of the Deep Vow
An anchor is not weight; it is promise. In the old stories, sailors swore oaths by dropping iron into the sea, certain the deep would hold their word where storms could not break it. This die is that vow made solid. When it lands, it lands like a covenant: whatever happens next was already sworn.
There is a harbor where no ships moor anymore, because every anchor dropped there was left behind on purpose. The sailors called it the anchorage of the answered prayer. This die carries that harbor with it — a place where promises are kept even when the person who made them is long gone.

Trident of the Stormcaller
When the sea rises, it is because something below remembered. The old tales say a trident was thrust into the heart of the first storm, and the storm has been loyal ever since. This die carries that memory made sharp. Roll it when you need the sky and the sea to take your side.
The storm priests say the trident remembers the hand that first held it, and that it has been searching for that hand in every lightning strike since. When thunder answers your roll, it is not the sky showing off. It is the trident calling home.

Conch of the Calling Deep
Legends say the Deep answers only one horn, and only when the one who sounds it truly means the question. Fishermen used to carve names into shells and drop them overboard, hoping to be heard. This die is that horn — hold it to your ear and the answer is already moving beneath the water.
Divers still tell of a grove of drowned statues where the conch was found, each statue posed as if listening. They say the conch only speaks to those who can hear what the statues heard: the one true question the deep has been waiting to answer since before the first shore.

Tail of the Moonlit Siren
The siren does not lure sailors. She lures fate. On nights when the moon pours silver into the waves, she dances where the light cannot reach, and the sea dances with her. This die is her dance made small — a promise that even the wildest rolls move with a secret rhythm.
On nights when the moon is full and the tide is low, the siren's tail is said to surface where two currents meet, and the water around it dances in patterns no wind can explain. Rolling this die is like stepping into that dance — the rhythm was chosen long before you, but the step is always yours.

Shell of the First Tide
Before there was a throne, there was a shell. It was the first breath of the ocean, the first shape the deep wore when it decided to remember. Every tide since has been a heartbeat counted from that first one. This die carries the beginning — a reminder that all stories, even yours, start with a single breath.
The shell is older than the sea floor it was found on. In the oldest telling, the deep breathed once, and the shell kept that breath safe until the world was ready to hear it. That is why this die never rolls the same way twice — it is still remembering what the first breath taught it.

Crown of the Roaring Tide
The crown is not worn. It is earned. When the tide is loudest and the storm bows to the water, the throne crowns the one who answered the deep without fear. This die is that coronation. Every critical roll is a king or queen rising — and the deep recognizes its own.
The old kings of the drowned court wore no gold; they wore the sound of the tide when it is at its angriest and its most honest. This die is that sound given shape. Those who roll it well are not lucky. They are simply the ones the deep has chosen to hear.

The Four Tides
The deep once crowned four sacred tides, and each crown was a die with twenty faces. The first — the Roaring Tide — never left the throne. The other three were lost to the abyss, scattered across the dark like fallen stars, their names surviving only in the warnings old sailors whispered to one another.
Three of the four were lost. Now, for the first time, they rise again.
Crown of the Star-Fallen Sea
A crown that fell from a sky the sea keeps secret. On the clearest nights, sailors swear they see starlight sinking instead of rising — light falling into the deep and never touching the bottom. This die is that fallen sky, caught before it was lost forever. Those who roll it carry the blessing of a star that chose the sea.
It is said the star that became this crown fell during the first quarrel between sky and sea, and the sea kept it as a peace offering. Sailors who carry it never look up at the night sky the same way again — they look down instead, because they know the missing star is still sailing beneath their keel.

Visage of Ocethyr, Lord of Abyss
The face of the Deep itself. Before it was a throne, the abyss wore a shape, and that shape looked up at the world with patience older than light. This die is the mirror of that gaze. When it rolls, it is not chance that answers — it is the Lord of Abyss looking up from the dark, and everyone at the table feels the water go still.
Look into it too long and you will see your own reflection looking back at you from beneath the dark. The old captains believed the Visage shows you the version of yourself that the deep has already met — the one who answered the call, or the one who turned away. Every roll is a quiet meeting between the two.

Trident of the Stormfather
The weapon that commands the sky and the sea at once, carried by the oldest storm that ever lived. The stories say the Stormfather lost his trident in the battle that carved the first harbor — and the sea has been waiting for it ever since. Roll it when you need the heavens to take sides. It has never forgotten the war it was forged to finish.
The Stormfather's trident still hums when thunder is near, and the sea grows restless whenever it changes hands. It is said that whoever rolls this die in a storm will hear the old god's voice in the wind — not to command, but to ask whether the war should finally end.

The Seven Gemstones of the Deep
Every Ocean Sovereign die is carved from a natural gemstone, and each stone carries its own voice in the story of the deep. Five answer the call from the first day: Violet Stillwater (Amethyst), Emerald Drift (Green Aventurine), Midnight Trench (Obsidian), Crimson Reef (African Bloodstone), and Moonlit Shoal (White Crystal). Two sleep deeper — Golden Gale (Yellow Tiger's Eye) wakes when total pledges reach USD 3,000, and Abyssal Night (Lapis Lazuli) rises when total pledges reach USD 7,000.
Violet Stillwater (Amethyst)
A violet crystal of the quartz family, Amethyst has calmed minds and steadied hands for as long as healers have kept records. Its color deepens where light has touched it longest, and ancient courts set it in rings to keep arguments from becoming wars. In the game, it is the stone of the clear mind — for wizards, bards, and planners who keep the table calm when the dice turn against them. It is the die you reach for when the map is half drawn and everyone is waiting for someone to speak first.

Emerald Drift (Green Aventurine)
A green stone flecked with natural shimmer, Aventurine is called the traveler's luck stone because it seems to catch light from roads that are not there yet. The tiny sparkles inside are not added by any hand; they are the stone's own memory of being broken and healed. It is the die you reach for when your character steps into the unknown and the whole table leans forward to see what happens. Old players say it never guarantees the roll — it only promises that the road ahead will be worth taking.

Midnight Trench (Obsidian)
Obsidian is volcanic glass, born from fire older than the sea and sharp enough to hold the edge of a memory. It is not mined so much as found, still warm from the earth's deepest moods, and it breaks into edges that cut cleanly through light itself. It belongs to rogues, warlocks, and every character who keeps a secret in their pocket — the die that cuts without a sound and leaves no trail. When it lands, it lands like a shadow deciding to become visible.

Crimson Reef (African Bloodstone)
Dark green stone threaded with veins of red, Bloodstone has been carried by warriors who needed courage that would not run. The red flecks are the stone's own signature, like a promise written in iron inside the earth. For barbarians, paladins, and protectors, it is the die that stays calm when your health is low and the party looks to you to hold the line. It is the sound of a shield going up when the enemy thinks the fight is already over.

Moonlit Shoal (White Crystal)
Clear quartz, the stone of light and truth, cut from the part of the deep where the water finally learns to see. It has been used to focus light, to quiet storms in the mind, and to keep records that must never be altered. It answers to clerics, celestial souls, and keepers of oaths — the die that cuts through lies and rolls like a promise kept. When the table is lost in doubt, this is the die that finds the way back.

Golden Gale (Yellow Tiger's Eye) — Unlocks at USD 3,000
A golden-brown stone with a banded eye that seems to follow the light, Tiger's Eye is the hunter's stone, polished from the earth's own watchfulness. Its chatoyant bands shift as you turn it, so the stone always appears to be looking at you first. It belongs to rangers, fighters, and anyone who refuses to be ambushed twice — the die that is already watching before you decide to roll. It does not make you luckier; it makes you ready.

Abyssal Night (Lapis Lazuli) — Unlocks at USD 7,000
A deep celestial blue flecked with gold pyrite, Lapis Lazuli was ground into the crowns of ancient kings and the ink of scribes. The gold flecks are tiny stars frozen inside the blue, and old storytellers said the stone was a piece of night sky that fell into the earth and learned to remember. It is the stone of the throne and the spellbook — for sorcerers, warlocks, and lorekeepers who hear the old names in the water, and want the deep to remember theirs too. Roll it when you need the oldest answer in the room.

From Stone to Sovereign
Every Ocean Sovereign die begins as a raw gemstone, and no two stones enter our workshop the same way. Some arrive veined with storm, some carrying a tiny galaxy of inclusions, and some almost silent, as if they have not decided what they want to become.
The Choosing — we read every stone by hand, studying its color, clarity, and character, and matching each one to the voice it will carry in the set.
The Cutting — each rough stone is cut to the size of a standard polyhedral die, preserving the natural character of the material. We never force a stone to be what it is not.
The Carving — faces are carved one by one, and every number is engraved into the stone rather than printed on it. Light moves through the engraving the way water moves through a channel.
The Polishing — every edge is polished until the die feels like something the ocean wore smooth for centuries. The surface should be cool, calm, and completely alive in your hand.
The Naming — before a set leaves our workshop, each die is inspected by hand and rolled at our own table. Only when it feels like a true voice of the deep does it earn its name.
From raw stone to sovereign crown — every step is done by hand, guided by the same craft that started this voyage.
Craftsmanship: Forged Between Tide and Storm
We hand-carve and hand-finish every die. The numbers are engraved into the material, not printed on the surface, so the light moves across them like water over stone. Every edge is shaped for the hand that will roll it, every face polished until the stone feels alive. Each set is inspected by hand before it is allowed to leave our workshop.
We source our materials with care, because a relic should not cost the world its future. The stone chooses the die as much as we do.
Why We Need Your Support
We have shaped the kingdom. Now we need fellow travelers to help us bring it across the sea. Your pledge is not a purchase — it is a crew member's hand on the rope. With your support, we can complete the final carving work, perfect the packaging, and deliver a set worthy of the name it carries.
We have self-funded the carving, the prototypes, and the long nights of design. What we cannot do alone is bring this fleet to every table that wants it. That part of the voyage belongs to you.
Our Community Mission
The tide only rises when many waters move together, and we believe the same is true of good stories. Every Ocean Sovereign set we craft helps us grow the programs we run alongside our work:
Hong Kong Youth Tabletop Workshops — we partner with local community centers to host free monthly RPG and creative design workshops for young people. Our team volunteers every week to teach character creation, dice design, and the joy of telling a story together.
Craft Preservation Circles — we work with local artisans and small workshops so that hand-carving skills are passed on to the next generation of makers. Every die we produce keeps a chair at the workbench warm for someone who is learning.
When you back Ocean Sovereign, you join that mission: empowering young creators through tabletop play and proving that the stories we roll together can shape the world beyond the table.
The Deep Awakens
The seven gemstones are not all awake. Five answered the call the moment we carved them; two are still sleeping in the dark below, and they will only surface when the tide of your support rises high enough to reach them.
When total pledges reach USD 3,000, Golden Gale (Yellow Tiger's Eye) awakens. The hunter's stone rises from its trench, and every backer can add it through the Pledge Manager.
When total pledges reach USD 7,000, Abyssal Night (Lapis Lazuli) rises. The old night sky of the drowned court returns to the light, and the family of seven gemstones stands complete.
Once they awaken, they stay awakened. The five launch materials and both new stones can all be chosen and added through the Pledge Manager after the campaign, so no tide is ever left behind. The Rainbow Set already carries all seven from the first day — this is the deep's promise, and yours.
Thank You
To every traveler who answered the deep, to every player who rolls for the story behind the number, to every backer who helped this kingdom cross the sea — thank you.
Ocean Sovereign Dice is not just a set of dice. It is a promise carved in stone, a crown waiting to be earned, and a tide that will never stop moving. When you roll, you hold more than fate in your palm. You hold the deep itself.
Roll with heart.
The Doloir Team (Your Fellow Travelers)
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