Introduction

The World of Prometheon

Long ago, before time had a name, there was only emptiness—air drifting through an endless void. Then came a spark, and from that spark, the first Titan was born. His name was Prometheon, a being of living flame, brighter and greater than any who would come after.

Alone in the dark, he burned for eons, the only light in an expanse of silence. But even his flame would fade. As Prometheon died, he wept tears that became oceans. His skin cracked and cooled into mountains and stone. With one final breath, his heart erupted into the sky, becoming the sun, and his soul followed, glowing as the moon.

The world—Promethalon—is a corpse, but it still dreams.

From the dreams of the dying Titan came others. Titans of stone and storm, sea and sky, rose to shape the world. They carved mountains, raised islands into the sky, and sculpted life from clay, crystal, and flame. The Titans ruled in many ways—some as noble stewards and protectors, others as ruthless tyrants. Some had no interest in ruling at all; they simply existed, vast and unknowable.

For countless millennia, the Titans ruled. The lands prospered. Great cities were built. Nations flourished under their guidance. Yet, as all things must, the Titans eventually departed, leaving their creations to govern themselves.

With their absence came the Sundering—a cataclysmic period when mortal ambition spiraled into chaos. Without the Titans to guide them, the gods vanished, and rulers crumbled. Nations turned on one another, and worse, they turned on themselves. The power of the Oneiros became the object of desire, for those who sought to control magic, believing it could bring them dominion over all.

Driven by greed, some attempted to breach the Seal. Their actions unleashed unimaginable destruction—volcanic eruptions, tidal waves, and earthquakes ravaged the land. Magic became untamed, erratic, warping the fabric of reality itself. Strange creatures emerged, and regions of the world became twisted, unrecognizable horrors. The chaos left scars upon the earth, and the world was forever altered.

In the aftermath of the Sundering, the old world fell apart. The great empires crumbled. Nations became a thing of the past, replaced by scattered factions, each ruled by different leaders, often struggling for dominance. Many cities and towns now stand isolated, ruled by local authorities—warlords, merchants, and factions, who trade protection for resources.

Though the Sundering has ended and the fires of war have cooled, the scars remain. Most regions are still rebuilding. Many cities that remained standing became empty shells of their former glory. Not all wars have truly ended. Old rivalries simmer beneath uneasy truces, and ambition—never extinguished—creeps back into the hearts of lords and would-be tyrants.

The last remnants of the Titans’ legacy still echo across the world, some seek to harness the power that was once theirs, others simply wish to survive. And some, far fewer now, still cling to the hope that the return of the Titans might one day bring balance—or destroy the world entirely.

The age of the Titans has ended, but their legacy still shapes the world. In this fractured land, ancient powers stir, old wounds fester, and new legends are waiting to be written. Will you rebuild what was lost, protect what remains, or seize the remnants of Titankind to forge a new destiny?

Take your fate into your own hands, and let your story shape the world.

Your Journey Begins

Vesryn had heard whispers of a great wizard residing in the city of Thalmyris, a place renowned for its vast wealth of arcane knowledge. Eager to find answers, he set out on the long road toward the city, but his journey quickly soured. Along the way, a band of bandits ambushed him, stealing most of his belongings. Left with little, Vesryn sought refuge in the nearby village of Bramblewick. It was there he encountered Brundac, an ogre of imposing size and even more imposing appetite. Guided by advice from Mythra, Vesryn learned what pleased ogres. With gifts and the promise of food, he managed to hire Brundac as his protector for the remainder of his journey.

Meanwhile, Noelle wandered restlessly in search of a lost relic, an artifact believed to have been crafted by Calion. The only clue she had was that it had been forged in the company of someone named Aurelian, and that it held the key to her future. She didn’t know what it was or where to find it, but she believed it could help her, and she was determined to find it.

Ohn had set out on his pilgrimage some time ago. His journey had taken him through ghostly villages, where only the charred remnants of old conflicts remained. He walked among the ashes of forgotten skirmishes, pausing to kneel beside the nameless fallen.

Now, all four of you find yourselves within Thornmarch, a forest that was once vibrant and full of life, now a place of ruin and slow recovery. Parts of it are broken, scorched by flames long past, while other areas are beginning to regrow, fresh green leaves pushing through the blackened earth. The air is thick with the scent of damp wood and the eerie quiet of a land still healing.

But as you press forward, the atmosphere shifts. The wind picks up, unnaturally cold, and the trees seem to creak in response. Looking up, the sky darkens, swirling with unnatural, shifting clouds. The storm on the horizon isn’t natural—it's magic, raw and unsettled. It crackles with an ominous energy, and the air hums with a dangerous charge.

The storm is coming.


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