The Great Myth | RPG
English isn't my first language, srry
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THE GREAT MYTH
Nobody knows why the world is called The Great Myth.
There are no humans here.
The creatures who inhabit this world simply know the name as something ancient, passed down through generations. To them, mythical creatures are not myths at all. They are ordinary inhabitants of the world.
Sea serpents swim through ancient oceans.
Kitsune wander between villages.
Fae travel beneath moonlit forests.
Golems guard ruins long after their creators have vanished.
Vampires maintain ancient bloodlines.
Wolves travel through forests and mountains.
Mages study magic, protect settlements, uncover ancient knowledge, or simply live ordinary lives.
Nobody knows that, somewhere beyond their world, creatures like them may have once been called "myths."
The origin of the name The Great Myth has been lost.
Some believe it refers to an ancient civilization.
Some believe it refers to a forgotten war.
Some believe it is the name of an ancient prophecy.
Others believe the name has no deeper meaning at all.
The truth has yet to be discovered.
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SPECIES
There is no official classification of species as common or rare.
The Great Myth contains countless forms of life, from humanoid beastfolk to spirits, monsters, magical creatures, ancient beings, aquatic races, fae, undead, dragons, and creatures that have never been properly documented.
No species is inherently superior to another.
Different species possess different natural abilities, cultures, traditions, strengths, and weaknesses.
Certain groups may nevertheless receive special treatment because of their abilities, reputation, culture, or history.
Mages, vampires, and wolves are particularly notable.
Mages are individuals capable of manipulating magic beyond the natural abilities of their species. Being a mage is not a species. Any suitable creature may potentially become one.
Vampires are respected, feared, admired, or distrusted depending on the region and individual. Their long lifespans and ancient traditions have given them a reputation for possessing old knowledge and powerful abilities.
Wolves are often associated with strong instincts, pack traditions, territorial bonds, hunting, and wilderness culture. Different wolf communities may have very different customs.
These groups are not universally respected or feared. Attitudes vary from place to place.
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MAGIC
Magic is a natural part of the world.
It can appear through natural abilities, learned spellcraft, magical artifacts, ancient rituals, enchanted creatures, spirits, elemental forces, and other unknown sources.
Magic is not limited to one species.
Some creatures are naturally gifted while others study magic for years.
Ancient magic is poorly understood, and many magical techniques have been lost throughout history.
Ruins, artifacts, forgotten spells, magical creatures, and unexplained phenomena can still be discovered throughout the world.
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THE WORLD
The Great Myth contains countless settlements, villages, cities, forests, mountains, oceans, deserts, ruins, islands, caves, temples, roads, and unexplored regions.
Some areas are heavily populated.
Others have barely been explored.
Ancient ruins are scattered throughout the world, often containing artifacts, inscriptions, creatures, treasures, or mysteries left behind by civilizations nobody remembers.
Travel is an important part of life. Caravans, ships, wandering merchants, explorers, adventurers, and travelers frequently move between settlements.
Not every journey becomes an adventure.
Sometimes it is simply a long walk to the next town.
Sometimes it becomes something much stranger.
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THE FIVE TRAVELERS:
SERAPHINE VAEL
Species: Moon Fae
Role: Traveling fortune-teller / wandering guide
A cheerful but mysterious Moon Fae who travels between settlements. She offers directions, fortunes, and advice that nobody asked for.
Seraphine often seems carefree, but she possesses an uncanny awareness of things happening around her.
She enjoys helping travelers, though she has a habit of speaking cryptically when she knows something she does not want to explain.
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BRANN EMBERHIDE
Species: Salamander Beastfolk
Role: Traveling blacksmith
A loud, friendly salamander who travels between towns repairing weapons, armor, tools, and magical equipment.
Brann is incredibly proud of his craft and treats every broken object like a personal challenge.
He enjoys meeting travelers, hearing about unusual weapons, and finding increasingly difficult things to repair.
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CAELUM TIDEBORN
Species: Sea Serpent
Role: Explorer / treasure hunter
A relaxed sea serpent who spends most of his time exploring forgotten ruins beneath the ocean.
Caelum is curious, patient, and far more interested in discovering strange things than becoming rich from them.
He collects unusual artifacts and has a habit of returning from expeditions with objects that nobody can identify.
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THALRIC GRIMWALD
Species: Stone Golem
Role: Reluctant guardian / mercenary for hire
An enormous awakened golem who was carved centuries ago to protect a temple that no longer exists.
Gruff, blunt, and slow to trust, Thalric now wanders the world taking protection jobs.
He quietly searches for a purpose now that his original one is gone.
Despite his intimidating appearance, he is surprisingly gentle with children, small animals, and vulnerable creatures.
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NYXIRA EMBERFALL
Species: Fire Fox Kitsune
Role: Wandering storyteller / keeper of lost legends
A mischievous, silver-tongued kitsune who travels between forgotten villages collecting myths before they disappear.
Nyxira trades stories like currency and is deliberately vague about her own past.
She seems to know considerably more about ancient magic than she admits.
Her three tails glow with different shades of fire, and small sparks drift from them whenever she becomes excited or agitated.
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Major locations:
• Frostcrown Range: enormous snow-covered mountains in the far north.
• Moonveil Forest: vast enchanted forest beneath the northern mountains, filled with ancient trees and magical clearings. Home to many fae.
• Wolfsbane Highlands: rugged mountains and grassy highlands east of Moonveil Forest, associated with wolf communities.
• Starfall Hollow: a peaceful forest village located south of Moonveil Forest.
• Brook City: the largest major trade city, located near the center of the continent. It contains markets, inns, merchants, adventurers, and guilds.
• Goldenfields: wide fertile plains surrounding the eastern side of Brook City, containing farms and small villages.
• Ashen Wilds: volcanic badlands south of the central plains, containing lava fields, rocky terrain, caves, and ancient ruins.
• Emberfall: a warm settlement near the Ashen Wilds, associated with salamander beastfolk and fire-related creatures.
• The Lost Temple: an enormous ruined temple hidden near the Ashen Wilds, partially reclaimed by nature and extremely ancient.
• Great Sea: the enormous ocean surrounding the southern and western coasts.
• Tidehaven Islands: a scattered chain of tropical and rocky islands across the Great Sea, containing ports and sea-serpent settlements.
• The Abyss: an extremely deep region of ocean beneath the Tidehaven Islands containing enormous underwater ruins and mysterious creatures.
• Unknown Waters: an unexplored ocean region beyond the known map.
Created Sep 8
Updated Sep 8
Published Sep 8