Aysle World Laws
The Law of Light & Darkness
The peoples of Aysle believe that virtue is a
palpable force, akin to magic in scope and power.
The codified virtues as they see them are known
collectively as The Light. The Light is more
important than love, family, or life to those who
believe in it. Those who eschew The Light have
more freedom at the cost of widespread disdain.
The Light isn’t always the same thing as goodness.
Obedience to the gods and royalty are prime pillars
of The Light, but what if the commands given
are foul? Is losing a battle courageously more
important than retreating and saving lives? These
conundrums make questions of honor difficult and
open the way for those tinged with Darkness but
who remain essentially good.
Light and Darkness are vital and tangible forces
in Aysle. Light Perks exemplify the wholesome and
beautifying effects of virtue. (See page 91 for a
description of Light Perks.)
Darkness Perks are the flip side of the law, allowing
mischievous rogues or foreboding necromancers to
fight for good outside the boundaries of courtesy.
They tend to physically corrupt the character, and
Aysle natives are understandably mistrustful of
those who bear such marks.
Some rugged souls reject both Light and Darkness.
These rare individuals are called “Outsiders“ by
the natives of Aysle, and are equally mistrusted
by both sides.
The Law of Enchantment
The wild magic of Aysle is so pervasive it seeps into
some objects unbidden. A sword used to defeat
dozens of bandits may spontaneously become a
magical bane against their kind. Generations of
veneration can turn mundane tools into artifacts
rivaling Eternity Shards.
When Uthorion’s forces emerged, their first
targets were museums, since the artifacts they
housed were likely to be imbued during the
axiom wash. Dragons in particular are drawn
towards such items.
The Delphi Council encourages Storm Knights
to hunt magical artifacts in the depths, and bring
them back for their agents to use in the fight against
the High Lords.
The Law of Enchantment creates powerful items
created by Possibility Energy, growing in might
as their legend increases. These items function
outside of Aysle, but are contradictory unless
the Magic Axiom is 13 or higher—just enough to
support magical objects, regardless of how they
Beware! The greater an item’s power the
easier it becomes for powerful foes to detect and
covet! Dragons, especially, are known to collect
• Enchantment: When a character rolls 60+ on
a test in a stressful situation (such as combat),
the magic of Aysle spontaneously enchants
one of his items. The item must fit within
Aysle’s Tech Axiom, but it doesn’t have to be
the item used to generate the total. Thereafter,
it adds +1 to its user’s relevant skill when
employed. Enchanted items have a Magic
Axiom of 13. Alternatively, the hero may roll
on the Magic Treasure Table (page 239) to
let the magic take a different form.