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EINSOL'S RAZOR

Where neon light meets ancient steel. A tabletop RPG forged at the intersection of high fantasy and cyberpunk — built for those who refuse to choose between magic and machines.

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Home/Lore Wiki/Myths and Legends

Myths and Legends

The tales, prophecies, and legendary figures passed down through the ages.

Asýndra — The Material Worlds

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Azturium — The Inner Realms

The cradle of spirit and idea. At its center sits Einsol's Forge — the birthplace of light and shadow. Azturium pulses with pure essence: dreams, divine powers, and ancestral spirits dwell here. It is called the Realm of Origin, though its paths are too sacred — or too dangerous — for most mortals to tread.

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Bailbor, The Gnomish Empire

The crown of gnomish civilization — a city of arcane spires, clockwork districts, and the world's greatest research institutions, erased in eleven seconds by a 50-megaton nuclear strike during the Sundering War.

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Bhiahra — The Outer Realm

Sometimes called the Great Periphery, Bhiahra is a place of incomprehensible forces and ancient beings. It is the space between stars and stories, where ethereals walk in slumber or madness. Most legends agree: if you drift too far into Bhiahra, you don't die — you are rewritten.

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Cosmology of the Universe

Three layers. One architecture. The universe of Einsol's Razor is not a single plane of existence — it is a nested structure of reality, each layer serving a distinct cosmic function.

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Eloharian Prophecy of the Six

As recorded by the Eloharian Church. Origin and date of composition: disputed.

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Evermere, The Hidden Halfling City

Either the oldest continuously inhabited settlement on Aerlyth or a myth so well-maintained it has outlasted the nations that tried to find it. The Halflings don't confirm or deny — which is itself confirmation.

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Founding of Veridia

Player
Shal'kutElves
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Li'en, The Vanished Nation of Or'sìth

An Or'sìth island nation that stepped sideways out of reality to survive the Sundering War — and has now returned, six centuries later, changed.

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Pact of the Disavowed

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Primalandora

A principled city-state born from Ardentmere's independence movement, destroyed in the 1940s during the War of the Burning Skies. It refused evacuation. Its ruins still move.

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Project Black Skies

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Rise of Vu’hurael

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The Dyvolic Civilization

Player

A legendary Gnomish civilization said to have mastered sacred geometry, harmonic resonance, and portals to the Ethereal Plane — before vanishing in a catastrophic event known as the Resonance Rift.

Gnomes
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The Era of Creation

As preserved in the common tradition of Adamah. Rendered here in the manner of the ancient recitations.

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The Era of Darkness

A story of betrayal, bondage, and a broken gate. As sung in the Lament of Gi'lion — an Or'sìth dream-chant rarely spoken aloud.

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The Hidden Circuit

Player

As told in the Halfling Folklore of the Shifting Markets. Passed down through song, rumor, and campfire chant.

Halflings
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The Luminogrove Isle

Player

Scholars call it Luminogrove Isle, though no map agrees on its location. Some say it appears only when the moon and the sun align in a particular way that happens once in a generation. Others say it sank beneath the waves at the very height of its glory, taking its wonders with it. A few whisper that it was never meant to be found — only remembered.

Gnomes
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The Lure of the Infernal

Player

You hear it at last call, when the neon starts to blur and the crowd thins out. Someone leans in across the table and says: I need to tell you what happened to me last week.

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The Mal’akh

They say the Ohros did not make the Mal'akh in a single hour or a single shape. They made them across ages, each order shaped for a purpose, each bearing a different piece of the divine design. To see one is to see only a fragment. To know all fourteen orders is to begin — only begin — to understand what the Ohros intended.

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The Ohros

Seven divine architects. Seven forces woven into the fabric of existence itself. They did not build the universe the way a craftsman builds a chair. They are the universe, expressing itself through will and intention. Creation, time, matter, life, death, dreams, the infinite cosmos — each governed by one of the Seven, each inseparable from the whole.

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Veridia, The Desert Orchid

Player

An ancient desert city, thriving for three millennia at a shared oasis — then gone. Not destroyed. Not conquered. Just empty.

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War of Solehaquin

In the age before Adamah, when mortals were still new and the gardens of Solehaquin bloomed with starlight, it is said that one of the Ohros set aside their distance and walked among creation.

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