Myth

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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.

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 capitol, in western Dalriada.
  • Nifleim - the notorious port-town, in western Dalriada.
  • Halainn inniu - the forest refuge of the Fian, in wild-lands of southeastern Asga. The existence of Halainn 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.

Men

Hardy and adaptable, the Men (also known as freemen) are the most abundant species on Midgard. Coming in all shapes and sizes, they can be found in all most every corner of the world and often share only one thing in common: their thirst for expansion and growth. Dalriada is the largest and first of all freeman kingdoms, with Bai-Ulgan acting as the seat of power. With the recent death of the King, and no heir in sight, Dalriada has become divided as noble houses assume control of individual fiefdoms, vying for power.

The Men of Dalriada typically have Norse-sounding names. Some examples are: Sigrún Hyrrokkin, Agviðr Wordsplane, Brandr Gilling.

Second in power to Dalriada is the kingdom of Ankaa, which lies across the Hadar Wastelands to the Southeast. The Ankaarim have little interest in affairs outside their borders and so have had virtually no dealings with Dalriada. Goods from both kingdoms travel across the Hadar with nomadic Shamassi caravans; it is highly dangerous to attempt to cross the desert without their guidance.

Ankaaric magical prowess is legendary, and their secrets are guarded closely by the various Arcane Colleges. Most Ankaaric mages are Fire/Metal.

The Men of Ankaa have three names: their given name, a name that identifies the individual's father, and the house or family name. For exmaple, Hassim, son of Khufar, of the house of Suhail, would be Hassim Ben-Khufar Al-Suhail. Zyani, daughter of Rassad, of the Anar family would be Zyani Sha-Rassad Anar. Those without house or family standing have only their given name and father's name; those who do not know their father's name have only their given name.

Glauca

It is believed that the Glauca were once freemen fishermen, who grew so fond of the sea that they vowed never to leave it. Though they possess gills and are most at home beneath the waves of the Great Ocean, they are able to travel on land and are regarded fondly by the Men of Midgard. Due to their affinity with the sea, many Glauca become sailors and some even take up careers in piracy.

In terms of physical appearance, Glauca differ from baseline freemen stock in a number of ways. As well as possessing gills, Glauca have a slight pigmentation to their skin – ranging from pale blue to dark green. By freeman standards, many Glauca are considered handsome and Glauca females are often spoken of as being the downfall of many a man.

Most Glauca magicians are Water/Metal.

Fian

The Fian are a nomadic warrior race of peoples who believe themselves to be descended from the race that originally created the world. Uncertain of their heritage, the Fian often find themselves on the fringes of society. Their natural skill for hunting and combat sets them in good stead for careers as mercenaries and swords-for-hire. Although most of the Fian are solitary creatures, some restless Fian have banded together as the Larcus Brotherhood, a guild of thieves lead by the charismatic Rimuova.

The Fian are distinguishable from the Men due to their pointed ears, luminous eyes and somewhat feral appearance. As a people they are extremely dependable and frown upon dishonesty – making the existence of the Larcus Brotherhood particularly offensive to those more traditional Fian.

Most Fian magicians are Wood specializers, though their secondary element is wildly diversified.

Inspiration for the Fian is taken from the mythological Fianna. Consequently, Fian have Gaelic sounding names.
Some examples of notable Fian: Ciaran ó Broin, Diarmuid Mac Giolla, Mahon Maolomhnaigh.

Trow

The Trow are believed to be a sub-species of the Men of Midgard. According to Dalriadan myth, the Trow species began with the banishment of Prince Hugo from Dalriada. Hugo was the eldest son of the legendary King Mergovas, who sought to usurp the throne of the newly founded Bai-Ulgan for himself. As punishment for his treasonous actions, the Gods of Midgard condemned Hugo to spend eternity in darkness, never again to set foot on the holy land of Dalriada.

Many Trow, to this day, still harbor this old suspicion and avoid the kingdom of Men if at all possible. There are those who do venture out of the underground caverns and warrens of Verbannen, the home of the Trow, rarely achieve a status any higher than of servant or menial laborer. With pale skin and lank hair, they are unpleasant to the eye, and often lack the 'civility' prided by the Men. In spite of this, the Trow are notoriously sharp-witted and often possess a dark sense of humor to match their bleak outlook on life.

Most Trow magicians are Earth/Fire.

Ankaarim

Southeast of Dalriada is a vast stretch of desert known as the Hadar Wastelands. Many Dalriadans believe that all the country to the East is desert inhabited by nomadic traders. But beyond the Hadar is a region of lush jungles and verdant savannahs known as the Kingdom of Ankaa. The Ankaaric civlization has developed largely independent of western influence and in some ways has surpassed Dalriada - their cities boast great colleges and libraries, magic-powered street lamps, internal plumbing, public baths with hot and cool water, as well as beautiful temples, palaces, and gardens. Their feudal society is governed by a council of regional Sheiks and their deputy Sharifs, though all swear fealty to the Rajjah, who rules in the capital city of Ankaarizad and commands the majority of the army.

Aside from ethnic rivalries, the people of Ankaa live mostly in peace united under the banner of their Rajjah. This was not always so. The verdant lands were once contested by another nation, Nusakar. The Ankaarim and Nusakans fought bitterly for many years until a powerful Ankaaric wizard ended the war with one horrific spell. The Nusakan lands became desert and the people crumbled into dust, but a counterspell preserved the Nusakan armies as immortal undead warriors. They still lurk beneath the sands to attack travelers indiscriminately and occasionally still wage war on Ankaa's borders. Those who disturb Nusakan crypts and other ruins risk incurring their wrath and joining the armies of the dead.

Mer

Similar to Glauca in that they love the sea, the Mer do not possess gills though they can hold their breath underwater for close to twenty minutes. They have large eyes with secondary eyelids for protection underwater, small petite bodies and webs between fingers and toes. They live by the sea, usually in 'cities' built into seaside cliffs. Sometimes considered to be the result of interbreeding between Glauca and the Fian. Of all the races the Mer are the fewest in number.

Most Mer magicians are Water/Air.



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. The Ankaarim, however, are known for the ability to use three or even four elements.

Wood

Those who have a keen affinity with the natural world often excel in the use of Wood Magic. A master of Wood Magic may influence the growth of plants and trees, have a good head for path-finding and tracking, and wield a bow and arrow with skill. The Fian, above all other races, are known for their skill with Wood Magic.

Sorcerers who use Wood Magic are unable to use Metal Magic and Fire Magic.

Metal

There is some contention over whether or not so-called Metal Magic is really a Magic unto itself, or simply a derivative of Earth Magic. Rather than being able to shape stone, Metal magicians are able to weld and reform many minerals. Metal magicians are often given the title of Smith, as many of them make their livings in the forges of Dalriada. Metal Magic also grants the user enchanged strength. The swash-buckling Glauca are, perhaps unexpectedly, strong in the use of Metal Magic. Many of the Ankaaric magi are also skilled Smiths, as are the Men of Midgard. Based in the forges Bai-Ulgan, The Order of Hephaes is the largest known sect of Smiths in Midgard.

Sorcerers who use Metal Magic are unable to use Wood Magic and Air Magic.

Water

Those who control the Water have several advantages that no one else can master. They know the art of healing, using a tub of water to immerse the injured, and the most skilled can see into the future or the past with a reflective bowl of water. The manipulation of water in its liquid and solid forms is also possible, as well as some weather control. Those who know the Water are often called Seers. Water Magic originated in the under-sea cities of the Glauca. Even after the first Glauca had set foot on land, it was some time before the secrets of the Seers were passed on to other races.

Sorcerers who use Water Magic are unable to use Fire Magic and Earth Magic.

Air

As the bird is the most revered animal on Midgard, the element of Air is considered the highest form of magic. Mastery of the air element may grant the user quickened movement, the ability to create and control wind-currents/thunderstorms and even, in some cases, the ability to fly. The elusive Mer are known to practice Air Magic.

Sorcerers who use Air Magic are unable to use Earth Magic and Metal Magic.

Fire

The most volatile of all of the elements, Fire Magic is known for its destructive power. Often borne from pure passion, Fire Magic allows sorcerers to conjure and control lethal flames, as well as inspiring emotion in others. As an often frustrated and mistreated race, the Trow are naturally pre-disposed to the use of Fire Magic. Throughout the ages the use of Fire Magic has been viewed in many different ways - from being a unspeakable taboo to an act of righteous purification. Instruction of Fire Magic is considered to be a very serious matter, and the knowledge is not imparted without careful consideration. Official permission to study Fire Magic is granted by The Council of Ignati - though this does not stop 'unapproved' Fire sorcerers from trying to teach themselves.

Sorcerers who use Fire Magic are unable to use Water Magic.

Earth

For those who seek brute strength, Earth Magic is the path to take. Granting the user immense physical stamina, beyond that accessible to Metal Magic users, Earth Magic grants sorcerers the power to shape the very world around them. It is believed that the Trow caverns were created with the use of Earth Magic, and that even the walls of mighty Bai-Ulgan may have been built by Earth sorcerers. Earth Magic users are also able to influence the growth of crops and the fertility of land, making their presence a valuable asset to any settlement. Individuals who use Earth Magic are called Shamans, and are often men and women of simple lives in spite of their great power.

Sorcerers who use Earth Magic are unable to use Air Magic and Water Magic.



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