Tales of Mythvere - Myth-Weavers Lethe


Tales of Mythvere


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Mythvere


The Setting in Brief
Mythvere is an island dominion known for its chivalry and trade market. Human and angelic knights of the Erathian Empire, devoted followers of Erathis, invaded the realm over a thousand years ago, wresting control from the indigenous tribes of barbarians. The kingdom has since established its supremacy and forged tenuous alliances with many of its former enemies, in particular the dwarf clans of the coastal cliffs. It has survived the collapse of the Erathian Empire and the arrival of pirates and warlords eager to stake their claim on the rich island dominion, not to mention threats from other survivors of the Erathian Empire's demise, including its nearest political neighbor, the dominion of Dregmyr.

The ruler of Mythvere is the demigod of trade Myrthon, the Golden King. Myrthon is the son of Erathis, and the longevity and prosperity of his reign are attributed to the Council of Sages. The seven members of the Council – each one a powerful wizard and ritualist of noble birth – serve the demigod as advisers. Myrthon relies on three knightly orders to defend the realm and hold its enemies at bay: the Order of the Hearth, which defends the cities and lands; and the Order of the Waves, which patrols the seas around the island both above and below the surface; and the Order of the Stars, which defends the skies above and the astral space surrounding the realm

Myrthon rules from Whitespire, the cultural and political heart of the island realm. The Trade Guilds are prominent here, and the High Thaumaturge of the Tower of Elder Rites has great influence at court. Beyond the walls of Whitespire, the lowlands and coasts are comprised of farms, forests, rustic towns, and port cities built on land bequeathed by Myrthon to noble landowners and religious abbeys. Conifer forests are home to a variety of fey creatures that shun mortals except when goblin uprisings demand a temporary alliance. By stark comparison, the highlands are a vast, untamed frontier where civilization has barely taken root and where savage races wage open war. Dangerous beasts also roam these cold, mountainous, gods-forsaken lands.

The seas that surround Mythvere are almost a world to themselves. Besides the coastal patrol ships of Mythvere, the waters are constantly trafficked by trade ships from the Astral Sea seeking the open markets of the island dominion. Spelljammers and other astral ships are not an uncommon site in the waters and skies around the island. Further, the ocean floor is home to an expansive merfolk empire which maintains friendly relations with Mythvere. Merfolk warriors often meet incoming ships on behalf of the island and escort them to one of the many port cities. In exchange, Myrthon has granted the merfolk exclusive rights to the fish, pearl, and shell trade.

The Lancers

The defense of Mythvere is maintained publicly by the knightly orders and the coastal patrol. The combined forces of these organizations is enough to deter almost any major threat to the island dominion. However, from time to time threats arise that are either to delicate, or too dangerous to be handled in force. At these times, a more precise, specialized group is required. At these times, the responsibility falls to The Lancers, a collection of adventurers, operating in independent groups, put together by Myrthon to handle special situations. Every so often, a new group is added to the organization. The latest addition is a group designated Indigo Lance, a group of new recruits under the command of a seasoned veteran. It is their task to track down threats to Mythvere and its people, and remove them.

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