Aylse



Prithee, rest thyself for a spell (nay, not that kind) and pay heed to the tale I have to tell.  Aylse is a realm and cosm beset by troubles, and only the strength of a warrior's good right arm and powerful sorceries can drive away the Dark.
    Long have sorrow and despair been the stuff of life in Aylse.  Centuries agone, Lady Pella Ardinay did alter her aspect, visiting great cruelties upon her subjects and causing the very land to cease bearing fruit.  Some bard to claim that she was possessed by the spirit of a foul mage dubbed Uthorion--the truth of this I do not know, though many are the lips this tale has passed.
    Ardinay ordered her armies to assail a new world, one verdant and rich.  Her warriors did unsheath their blades and march upon it.  But when she herself arrived, her aspect again changed, and she called for the fighting to cease and vowed to save this plane from the ravages of the Dark.  The Viking chieftain, Thorfinn Bjanni, whom some say Death has claimed, opposes Lady Ardinay in her new goal.  Aylse is divided between Light and Dark.  It is to this great and bloody civil war that you are called.

Axioms

Magic: 18.  Magic defines much of Aylse identity.  Everyone believes in it, uses it, and understands it, to varying degrees.  Magic can be used by even the least skilled, and promises great powers to those who go through the rigorous training.  Even the economy is determined by magic.  Spells and spell casting are possible.  Enchanted items exist, and some creatures thrive on magic making them even more fantastic, strange, and powerful.

Social: 18.  Aylse resembles the medieval world as it was on Core Earth, as far as social values go in general.  Magic makes day to day life far easier than it was on Core Earth, however.  Women experience more freedom as well.  The Delegate Legacy is the highest ideal in the land; a system of government where people and nobles meet to determine laws.  No single authority exists in the cosm, though Uthorian and Ardinay are the most powerful leaders in the realm.  In the cosm, houses and united cities fight for power under many flags.

Spiritual: 16.  The gods of Aylse can be asked of to perform observable miracles by the faithful, including magical abilities or the direction nations should take.  They do not, however, regularly appear in town squares or even within sanctified temples.  Dwarves are the only race who regularly refuse to utilize this avenue of power.

Technological: 15. The technology is akin to the late medieval, early Renaissance on Core Earth.  Ships have large sails which can move them across deep oceans.  Firearms exist, but they are still crude and less reliable then a good bow or sword.  Some dwarven cultures even use steam power.  However, technology is both supplemented and consequently stagnated by the existence of magic.  Magical wind can help move a ship when the sails fail it.  Firearms pale in comparison to the power of a lighting bolt from a wizard's hand.  There is nothing that technology promises that magic can't do faster or more conveniently.

World Laws

Law of Observation:  Reality is Aylse is defined by what can be observed by ones senses.  If something cannot be sensed, it holds no reality.  Observations give rise to theories; theories are not tested by observation.  Sine the sun, in Aylse, is perceived to rise and fall throught the center of the world, than it is true.  Everything that is [erceived is real.  Everything that is real has been previously perceived.

Law of Magic:  This law states that magic is real.  While it cannot be observed by the usual senses, it can be perceived by those who are sensitive to its power and can be made manifest through spells.  All Aylish folk are born with one magic skill and one arcane knowledge (one add each).  Because of magic, Aylse beings can have some attributes with higher maximums than found in many other realms.

Law of Honor:  Honor cannot be hidden.  The good that folk do is reflected in their spirit and is discernable to those who can sense such things.  Honorable traits include: faithfulness, loyalty, being true to yourself and your word, respect, and valor.  Those who are noble of heart will be rewarded to further good.

Law of Corruption:  Corruption cannot be hidden.  The evil that folk do is reflected in their spirit and is discernable to those who can sense such things.  Corruptable triats include: spiritual weakness and immoral character, disloyalty, lying, cheating, stealing, deception, cowardice, premeditated crimes, and other acts of evil.  When evil is done, it will be known by those of honor.  Those od despicible heart will be granted power to further evil.
 
 

Back to Cosms

Back to Main