Difference between revisions of "Myth"

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'''Trow'''
 
'''Trow'''
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* [[D'eryiel Rey]] -  Earth/Fire
  
 
'''Glauca'''
 
'''Glauca'''
 
* [[Calder Aquasis]] - Pirate of Fyrian's Fold - No magic abilities
 
* [[Calder Aquasis]] - Pirate of Fyrian's Fold - No magic abilities
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* [[Mr. Glasswater]] - Pirate of Fyrian's Fold -
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* [[Adriane Fyrian]] - Pirate of Fyrian's Fold - No magic abilities
  
 
'''Mer'''
 
'''Mer'''

Revision as of 23:18, 6 September 2010

Midgard.jpg

Contents

Introduction

Myth is a General Roleplaying scenario, in a fantasy setting created by the members of SW-Fans.Net. The story of Myth begins with the discovery that someone or something is affecting the flow of magic on the world of Midgard. Whether wittingly or otherwise, the characters of Myth are drawn into a quest to discover the source of this disturbance and must set aside their differences in order to protect Midgard.

Game Mechanics

Locations

Myth takes place on the fictional world of Midgard. The central continent on Midgard is Asga, on which the following locations can be found...

  • Dalriada – the largest kingdom in Midgard, Dalriada is home to men and women from many species and walks of life. Bai-Ulgan lies at the centre of Dalriada and is thus considered the capitol of the civilized world. Bai-Ulgan was founded hundreds of years ago by King Mergovas, whose bloodline ruled Dalriada and much of Midgard for centuries. Stretching all across the central continent of Asga, the terrain of Dalriada ranges from lush green plains to harsh icy mountain ranges. Bai-Ulgan itself is a city of stone, each structure built from scratch by the founding settlers.
  • Verbannen – the underground tunnels and caves occupied by the Trow.
  • Ankaa - a great kingdom to the Southeast separated from Dalriada by the formidable Hadar Wastelands. Ankaa is mostly jungle and savannah with coastline to the South and mountainous regions to the North. The capital city of Ankaarizad rests on the holy river Eridan, whose tributaries keep the land green and fertile. The Ankaaric people are ruled by regional lords called Sheiks, who are united under the banner of the Rajjah. Ankaa is known for its great learning, especially in the realm of magics.
  • Necia - at the shores of the Great Sea of the East, Necia is formed of a peninsula jutting from Asga, with an archipelago sweeping into the sea. It was formed centuries ago as a confederacy of Men and Glauca, working together to trade with the lands beyond the East. The land is sun-drenched and craggy, with citadels placed atop cliff faces, allowing vistas for miles into the blue expanse. The sixty tribes of Men and Glauca rule together, with a chief from each tribe speaking for their people in the capital, Demos.
  • Jarnvid - known as the Ironwood, this black forest sits between the borders of Dalriada and Necia, it's northern limits stretching into the mountains. Held at bay from Dalriada by the Rampart, Jarnvid is home to the Larcus Brotherhood as well as a whole menagerie of creatures that most men see only in their nightmares.
  • Peer - The main city of the Mer, Peer is sometimes called Peerl by the merchants that travel to the cliff city to trade for the pearls the Mer pull out of the ocean.

Settlements

The following is a list of towns, villages and hamlets that pepper the landscape of Asga.

  • Fortriu - a Fian settlement, in northeastern Dalriada.
  • Talmeir - a important trade city within the Kingdom of Ankaa
  • Dunadd - the ghost-town of the former Fian capital, in western Dalriada.
  • Nifleim - the notorious port-town, in western Dalriada.
  • Ha'lainn Inniu - the forest refuge of the Fian, in wild-lands of southeastern Asga. The existence of Ha'lainn Inniu is unknown to most of Asga, as it's location is carefully hidden with Magic. It's name is taken from the Fian phrase 'beautiful dawn', and is pronounced haul-inn inn-you.

Races


The following is a list of the currently playable races in Myth.

Magic


The people of Midgard practice a form of sorcery that draws its power from the six elements. Of these six elements, some act as complimentary to one another - such as Water and Air - whilst others cancel one another out - such as Earth and Air. Magic users are typically masters of one element, supplementing their skills in this element with another. While not all peoples are gifted with magical affinities, enough are that the ungifted are a minority. Some beings are only able to use one element, and only a little, while others are quite adept in two elements.

Bestiary


The following is a bestiary of the creatures known to roam Asga and beyond. They are divided into those which are neutral and can be considered mostly harmless, and those which are considered hostile and should be approached with varying degrees of caution - if they are even approached at all.

Neutral

  • Tigraphant - a rare and unusually patterned elephantine creature; spawned the phrase 'tigraphant in the room', idiom for an obvious truth that is being ignored.

Hostile

  • Gryphon - a large, avian predator with hindquarters resembling those of a great cat; it walks on catlike hind limbs and the knuckles of its wings, which have developed toes with long, fearsome talons. They are found in the Arrakis Mountains and are fiercely territorial.
  • Manes - a spirit which takes the shape of a human shadow. It can exist wherever shadows are cast and can attach itself to the shadows of living creatures; when attached it becomes a parasite and feeds on the soul of its host. It can only be excised and destroyed by isolating it in bright light.
  • Vargr - a large canine predator, commonly found in many areas of the wildlands. Their fur ranges from pure-white to pure-black.

Characters

Human

Fian

Trow

Glauca

Mer

  • Weeta - pearl diver, huntress - water/metal