Men Commit Horrors in the Wake of Prophecy

An Elysian Tale by Rodney Peerkhan


Synopsis

In the era where gods roamed alone, a catastrophe occurred which tainted the world of Elyziæ with despair. To hinder its spread, Six gods took an irrevocable oath to fight against these evils and guide all, both mortal and divine, towards an Elysian Paradise. This vow has come to be known as The Elysian Promise.

In the early histories, the Dominion of Tearithia stood at the centre of the world. Now, many generations later, it stands at the brink of war and devastation. In pursuit of retribution and personal enlightenment, a group of adventurers get entangled in a web of lies and deceit that has spun across the Dominion, forcing them to face their past, present and future.

With an ancient prophecy calling to the unaware adventurers; two faltering kingdoms at odds; and a civil war in the making; the crones are perceiving bad omens. Though some things rarely change, as dragons and prophecies still guide the trajectory of history. Will the forgotten Elysian Promise be fulfilled? Or will the Dominion spiral into despair?

Part 3: Revelation of Kings

Tearithia

Part 3: Revelation of Kings

as part of The Elysian Promise


Synopsis

Reunion in the wake of fire lead to the rebirth of the party. Revitalised and rejoined by an old friend, they escape from Lithion and focus their gaze to Elderville—an apolitcal city-state far beyond the grasp of the king—where a myriad of revelations, far beyond their expectations, await them.

On the other side of the Agolithian Kingdom the war between Tritos and Agolithia has surmounted to nothing but death and despair, seeding doubt amongst generals on both sides. Lord Commander Ramhart has recalled all his forces—which make up nearly half of the Agolithian effort—from the frontline and has retreated to his ancestral home of Firehold.

As the 10th quarterly Regiis Solludos—celebrating the 250 year reign of the Agoliths—approaches, King Franko invites both friends and enemies to participate in the renowned games where one wrong step, one wrong swing or one overcharged spell could make the difference between life and death, regardless of any friendliness beforehand. After all, a death is easily staged in the heart of a theatre. Because that’s all it is in the end: a play.

Designs, both ancient and contemporary, are culminating. Dancing around these revelations is an enigmatic cult, seemingly led by masked disciples, whose intentions are hidden away between the stars. The political landscape, perception of the world, and nature of The Elysian Promise are about to change as the revelation of kings unfolds.


Table of Contents

Act 11: L'aube du soleil

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Act 12: The Means and the End

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Act 13: Everything Smells like Roses

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Interlude: Answers

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Act 14: Live, Die and Know

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