Aesil'Dan
THE PRIME RACES
In the early light of the Dawn Age, four races were created to bear witness to creation and to bear unique burdens.  To these Prime Races were given the Commissions, one great task entrusted to each.  It is from these Commissions that civilization was to be built, and it was from the actions of each race toward their mission that history has unfolded in both tragedy and triumph.
In the simplest of forms they protect the trade of the trapper, the miller, the tanner and the smith.  The greatest of the great guilds, however, all but own the realms!  Shall any ruler elect that his people lack clothing?  Would any faith be without the gold adorning their worship halls?  Can the mages store their spells for eternity without gemstones?  No!  If commerce is the real power of Superius, how, then, shall you play your role in the far reaching guilds?  Where can their ships take you?
The Comnar - The most plentiful race, with strong backs and creative minds, they are most similar to humans.  Comnar were given the Commission to work the soil and construct the great civilizations of Aesil'Dan.  Over time the race built kingdoms, and invented war.  For their pride and folly they have been forbidden the gift of magic forever, yet many ever seek the power of mana through artifacts and alchemy.
The Felinor - Beautiful beyond measure and with a depth of soul no other race can understand, the Felinor were dedicated to their Commission; to work and understand magic.  Yet they paid the ultimate price for their might when they stood against the hordes of Axterath.  Slaughtered to a mere handful, Felinor are recovering from extinction.  With so few males left, even a magical life of 1,000 years is a burden to the surviving females.
The Gelling - The Commission of spreading their jovial spirit seemed one that could not go awry, yet the Gelling became a frivolous people relishing in their own nature.  They withdrew to their own kind and stole the joy from the Prime.  Magic was placed far from their blood, yet there are still a few who can wield the wonders of mana.  Diminutive in size yet with great  hearts filled with wonder, to the Gelling life is an adventure.
The NelVan - Intelligent and stately, the NelVan were trusted with the Commission of attaining and sharing the knowledge of the world.  Though they still seek it beyond gold, they cache what they learn away for future gain.  For their selfish nature  only one in ten may wield magic.  NelVan society now strictly regulates who may learn what, and they have been known to hide secrets even to the harm of their truest friends.
SUBRACES
The Prime Races do not live alone upon Aesil'Dan.  Intelligent creatures, remote cultures rejected by the civilized world and even the descendants of the invaders from Axterath still build their societies in the fringes.  The subraces, as they are called, may be just as strong, just as wise and even more powerful than the Prime, yet they are few in number and must forage for themselves.  Could they hold the key to the future?
You may have fought as a Warrior, lived as a Woodsman in the wilds, or sought the shadows of the city as a Skulker.  Perhaps you are a True Mage studying your spells into the night, an Artifact Mage seeking your power through recovering magical items, or an Alchemist discovering the hidden powers of nature. You may even be a Vagabond, wandering untrained.  You can change your profession as readily as changing the direction of your travels... In Prophecy you are not shackled to a class!
From kingdoms of renown to empires bent on war, Superius is shattered into realms great and small.  Your character is more than a set of statistic; his or her world view will depend greatly upon the realm of origin.  Do you value commerce?  Loyalty?  Do you share the ideals of your throne?  Of your countrymen?  You may discover that the land of your birth is sliding into the maw of darkness, or that only your actions can spare the life of a truly noble ruler!
The ancients are speaking to us.  Their writs surface from long lost libraries, their visions cloud our dreams.  Yet the mighty faiths are moving across the face of Aesil'Dan, shouting from the streets, influencing the masses and rulers alike.  They speak of the writs, that they support the true doctrines.  Have you a faith to guide you through the dark times to come?  Is the faith to which you adhere in possession of the truth?  Perhaps you can shed the light that will guide all to true salvation...
Ancient writings, modern laws, politics and blind devotion are all hollow consolations to the world of the powerless.  Within the halls of the magic orders lies the power of change.  Who is it that cures the sick?  By what means are the defenses held?  And, when the Mhirrin rises again to strike down the world by force, what power will be called upon to face the foe?  Magic.  Yes, the mundane may well perish should such a dark day come, but for all matters of import sacrifices must be made.
Despite the spread of civilization and the explorers dispatched by kings and clergy, much of Superius remains untamed.  There are lands that have never yielded to men, and there are former city states that have been retaken by the wilds.  The tales of the Age of Cataclysms come to life in the ruins of the past, and many of the present delve to uncover their mysteries in hopes for a better future.  Yet many who seek wealth and revelation never return.  Will you?
The Known World of Aesil'Dan
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