Aesil'Dan
GEOGRAPHY
The World - The game of Prophecy is lived out on the planet of Aesil'Dan, a
unique world with its own unique flora and fauna; over 100  animals and beasts
fill its bestiary.  Aesil'Dan is larger than Earth, its days are illumined by twin
suns and its season determined by twin moons.

Superius - Your journey shall begin within the lands of Superius, the greatest of
the four known continents.  Superius reaches from the glacial northern wastes to
the sweltering jungles south of the equator, from the Endless Sea of the West to
the eastern Ocean of Felderass... there is no "edge of the map" in Prophecy!

HISTORY
The Distant Past - Timelines delve into 7,000 years of history from the birth of
Aesil'Dan through the present age.  Characters will learn of the invasion from the
world of Axterath and the corruption of life by a force known as the Mhirrin.
   
A Turbulent Present - The Alliance Realms once stood together against the darkness, yet are now mired by politics, greed and fear. Tellers spin their tales of news and myth, adding confusion to an uncertain populace.  Animals twist into monsters, men into animals; the world is changing, and the changes are dire.

An Uncertain Future - Ancient texts have been surfacing from lost places about the world.  Visions dark and foreboding plague the dreams of men high and low.  Tales are spread of a dark destiny that threatens Aesil'Dan... The Absolution!  The kingdoms attempt to obtain and hide the writs to control the populace, the faiths seek to destroy those which do not shine upon their doctrines as the one true path and the Tellers Guild profits from twisting truth and myth into a tale fit only for entertainment.  Who can discern the truth through this haze of intrigue?  Who can heed the warnings of the Absolution?

CULTURES
The Races - The civilized world is comprised of the four Prime Races; Comnar
who labor and war, NelVan who master all knowledge, Felinor who wield magic
in all things, and Gelling whose bravery and physical prowess exceeds their slight
frames.  These four must contend with many subraces that also populate the land; some remnants of Axterath's defeated armies, others twisted forms of the Prime.

Realms of Superius - From the ancient kingdom of Thans Mordinar and their
historic rival the Empire of Cannadoorn to the fledgling democracy of the Free
Arix States and dark blight of Lor Donguel, the rootless Wasteland Nomads to
island nation of Getchmir, there is no end to lands, cultures and intrigue.  GM's
feel free to tailor the Minor Kingdoms to enhance and personalize campaigns;
you may even integrate your timelines with world history for greater depth.

The Faiths - Over the centuries they have grown in influence, through kings and lords they wield staggering power, but now their scriptures are under scrutiny as new revelations come to light!  Will one faith be proven true? Or will there be much bloodshed by blind believers, all grasping at an elusive hope?

GOOD & EVIL
Is there true good and definite evil?  A character in Prophecy must make his or her own choices... intent will decide alignment, but how shall history record their actions?  Take the Keepers of the Promise, who draw their swords and march in the open against all things dark and sinister.  They are certainly a force of good, are they not?  Even if the innocent sometimes suffer from their accusations?  And what of the Dark Veil?  Assassins!  Saboteurs!  They seek to bring the Absolution about, is there any question of their evil?  Even though they act because the world is dying, and they know the Absolution will bring a new age of light? In the world of Prophecy, do not be too quick to judge!
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