The World of Mythren
The World & Its Magic
The land Mythren is infused with an ancient, living magic—its essence woven into the forests, rivers, mountains, and deserts. This magic once held the world in balance, keeping the dangerous forces locked away beneath the surface. But something has changed. Cracks—Fissions—have begun appearing, weakening the land and allowing terrifying creatures to seep through.
Only a rare few are chosen by the land itself to take on the sacred Quests. These adventurers are not just warriors or mages but defenders of the world’s magic, tasked with either sealing the Fissions or hunting down the creatures that escape.
The Chosen & The Quests
When a Chosen completes a Quest, another reveals itself—a never-ending cycle of trials meant to prepare them for something greater. No one knows why some are chosen and others are not, only that those who succeed grow stronger, wiser, and more deeply connected to the land’s magic.
Factions & Kingdoms
Over the centuries, kingdoms and factions have risen, each with their own beliefs about the Fissions and the Chosen:
- The Order of the Seal – A group dedicated to closing the Fissions, believing the world must be restored to its former state.
- The Hollowborn – Those who believe the Fissions are a natural evolution and that the creatures should roam free.
- The Ashen Lords – A kingdom that wants to harness the power of the creatures for their own gain.
- Wayfarers’ Guild – A neutral faction where Chosen adventurers gather, share knowledge, and prepare for the next Quest.
The Mystery
No one knows why the land is weakening. Some say the magic itself is dying. Others whisper of an ancient force awakening. Could the Chosen be pawns in a game far older than they realize?
The World of Mythren
Regions of Mythren
Each region has its own unique magic, creatures, and civilizations.
1. The Celthar Peaks (Mountain Region)
Towering, snow-capped mountains with deep valleys and hidden cities.
- Home to Dwarves, Mountain Elves, and Wyverns.
- Magic seeps into the stone, creating floating islands and glowing crystal caverns.
- Some peaks are home to the Skyforged Citadel, where an ancient order of mages and warriors guard powerful relics.
- The Dawnfrost Clan (Mountain Dwarves) mine magical ore, but they often clash with roaming Storm Drakes.
2. The Veil of Zahari (Desert Region)
A vast, shimmering desert with rolling dunes, ancient ruins, and hidden oasis cities.
- Home to Nomadic Humans, Sand Elves, and Djinn.
- Magic in this region is chaotic and unpredictable, leading to illusion-covered cities and vanishing temples that appear only under certain moons.
- The Zahari Concord controls trade, but rogue Mirage Lords manipulate reality, creating a dangerous underbelly of deception and secrets.
3. The Sunken Dominion (Undersea Region)
A massive, sprawling civilization beneath the waves, illuminated by glowing coral.
- Home to Merfolk, Deep Elves, and Leviathans.
- The magic here is ancient and primal, tied to the Tideheart, a mystical artifact that keeps balance.
- Recently, dark fissures have begun opening in the deep, releasing nightmarish creatures never seen before.
- The Abyssal Court (ruling faction) struggles against the Tideborn Rebels, who believe the land-dwellers are to blame for the sea’s growing instability.
4. The Verdant Shores (Coastal/Shore Region)
Lush coastlines, thick mangrove forests, and a mix of maritime trade hubs and pirate strongholds.
- Home to Seafaring Humans, Elves, and Gnomes.
- The Harbinger Isles are home to the free-trade capital of the world, but also the most infamous pirate fleets.
- Magic here is linked to the ever-changing tides, sometimes leading to islands appearing or disappearing overnight.
- The Tidecallers—mages who control the waters—are struggling to keep balance as the ocean magic grows erratic.
5. The Frostveil Expanse (Arctic Region)
A frozen, mystical land of icy plains, enchanted glaciers, and hidden underground cities.
- Home to Ice Giants, Snow Elves, and Frostborn Beasts.
- The Glacial Sanctum, an ancient monastery, houses some of the oldest magical texts in Mythren.
- Magic is strong here, but fragments of time itself freeze in certain areas, making parts of the land exist in different eras.
- The Everfrost Warband believes the only way to restore balance is by embracing the coming storm, while the Auric Pact seeks to heal the land. Kingdoms & Factions
Kingdoms are large, structured civilizations, while factions operate independently with their own beliefs and influence.
Kingdoms (Major Political Powers)
The Elarian Empire (Highly structured, believes in order, rules with magic-enhanced armies)
The Zahari Concord (Desert traders, rich in ancient magic and illusion mastery)
The Free Isles (Pirate-controlled, chaotic but highly independent)
The Frostborn Pact (Ice-dwellers who protect old magic)
The Abyssal Court (Underwater kingdom, distrustful of land-dwellers)
Factions (Cross-Kingdom Groups with Unique Goals)
The Order of the Seal – Seek to close the Fissions and restore balance.
The Hollowborn – Study and manipulate the magic, believing change is inevitable.
The Ashen Lords – Seek power through control of creatures and corrupted magic.
The Wayfarers’ Guild – Scholars, adventurers, and explorers who seek knowledge over power.
Magic & Its Changing Nature
- Mythren’s magic is alive and once actively aided the people of the land.
- Over the past few years, it has become erratic, sometimes vanishing or surging unpredictably.
- The Fissions are appearing more frequently, bringing dangerous creatures and mysterious energy.
- No one knows why magic is failing, but some believe an ancient force long thought dormant is beginning to stir…