The first saga of Einsol's Razor

Prophecy of the Six

“From beyond the Tetorlaious, the great void between worlds, a call resounds, as Einsol's Forge falls silent and celestial descent ensues. A blue star ablaze with blinding light.”

The Three Material Worlds, Adamah, Cynasthera, and Solasris, were never meant to touch. One of them is dying, and the living gods who rule it would sooner burn the cosmos than fall with it. In its final hours, a voice calls out: that the dying world can be saved by reuniting the Einsols and binding the Planes together. The voice making that promise is ancient, powerful, and she is not trying to save anyone.

This is not a setting you read. It is a war you walk into.

Adamah, 2633 CE

The World You Walk Into

Six hundred years ago, the Sundering War burned for a decade, left two billion dead, and reduced whole nations to radioactive ruin. Adamah survived it. What rose from the ashes is a world where magic and technology have fused into a single way of life, where the ancient gods are myth or memory, and where the powers that rebuilt civilization now fight over what it becomes.

Four great city-states divide the rebuilt world, each one a different answer to the same question: what must never be allowed to happen again?

Holy Kingdom of Enoch

A theocratic monarchy in the Caelunora Desert. Cybernetics, AI, and genetic alteration are outlawed within its walls.

United Aerlyth Federation

A militarized theocracy where citizens swear oaths and register their magic with the state.

Eastern Dwôrven Republic

The largest and most industrialized city-state. Worker-owned, with corporations constitutionally barred from governance.

Sovereign Elven Dominion of Alnira

The most technologically advanced city-state, where magic and cybernetics have fully merged and corporate power reaches into every part of life.

Above it all, silence. The Ohros, the seven architects of creation, have never been seen and never been proven, and the faiths built in their names agree on nothing except their absence. Corporations stepped into that vacuum: energy cartels, cybernetics giants, arms manufacturers with armies of their own. And beneath the monorails and the ruins, older things wait. The buried Einsols are about to be found.

The saga expands the entire game as you play it.

Prophecy of the Six is not one book. Every adventure in the line adds new spells, new genotypes, new classes, new gear, and new places to play. Buy an adventure, own it forever, and everything inside it is yours: on our system and at your own table, wherever you run it.

The world does not hold still. Neither does the system.

Three arcs. One prophecy. The convergence of three worlds.

Arc I · The Gathering Storm

A machine tears a rift open in the Kairos Wastelands, and the Ur’zhaan pour through into Adamah. The hunt for the Einsols begins, and the prophecy starts to wake.

  • Chapter 1 · Winds of War. Four adventures, each holding an Einsol. Play one, play all, play them in the order you choose: The Empty Machine, The Shifting City, Shadows of Primalandora, A Dream of Darkness.
  • Chapter 2 · The Revelation. Project Deadlight. You come face to face with the force behind the rift, and learn what it is building.
  • Chapter 3 · Descent into the Vaults. Beneath the Crimson Sands and The Broken Anthem. The truth of the War of the Ohros begins to surface.
  • Chapter 4 · The True Prophecy. Ashes in the Vault. What the prophecy actually meant, and what it will cost to answer it.

Arc II · Chains of the Forgotten

Ancient secrets, a prophecy misread, and a prison that was never meant to open. As the hunt for the Einsols continues, the thing the prophecy was truly about begins to stir.

Arc III · The Gate of Eylirium

The Planes converge. Time and space warp into a single battlefield. The prophecy reaches the conclusion it was always pointing toward, with the fate of the Material Planes in the balance.

The saga Begins with the Adventure “The Empty Machine” (Available on Release)