Wednesday, April 27, 2022

Introduction: The World Under the Laughing Moon

 

The world of Mythren is a fantasy setting inhabited by a broad range of both familiar and unique denizens to the fantasy genre. It is a place where magic plays a significant role, and where mortal ambitions often conflict with immortal desires. In Mythren, the word “bandu” means fate. The ability to control bandu, not only one’s personal fate, but that of the world itself, lies at the very heart of the Laughing Moon setting. The history of Mythren is filled with characters who chose not to accept their meager lot in life, but to aspire for more: to shape the world and forge a destiny of their own choosing.

Mythren has known a long history of conflict that can be broken down into three distinct eras. Each of these historical eras are unique, but there is certainly a narrative thread that binds them together. Although there are differences between these eras, each of the three Ages of Mythren offer a wide world of adventure and compelling conflicts to help establish context for role-playing campaigns. Game Masters and players are encouraged to look over the three ages of the world and see what best fits the desired style and game play.


The Three Ages of Mythren

 

The Age of Dominion

The longest time period of the Laughing Moon world, this age is characterized by the appearance of the immortal races and their rise to power. Some denizens of Mythren choose to worship these entities, while others aspire to claim that very power and rival those of immortal origins. As forbidden magic is eventually stolen by mortals, the lands of Mythren are transformed into a battlefield where armies of angelic creatures are bound to Sorcerer Kings and Queens, all vying for control in an effort to solidify an undying destiny.

 

The Age of Prophecy

From the ashes of the Dominion Age is born a world haunted by hubris and mortal greed. Magic is controlled by powerful institutions such as the Spire of Mystics and the elven tower of Tanthelion, but a rogue element begins to grow as the desire for forbidden arcane secrets takes root. Fear of the ancient world is balanced against personal quests for knowledge and power, but sleeping dangers buried in history move restlessly toward wakefulness. 

 

The Age of Wheelhouse

Mythren was virtually lost in the catastrophe known as the Breaking of the Moon. Now what remains is a post-apocalyptic world virtually devoid of gods, its very existence impossible were it not for being anchored to the shattered Dreamscape. Here, a great tower called the Wheelhouse acts as a lynchpin, holding the fraying bits of the physical world as well as reality itself together. Heroes, resurrected from the former ages of the world, serve the Wheelhouse even as new powers arise, threatening to break that fragile hold on reality and scatter the remains to oblivion.

All current RPG campaigns occur during this age.

 

Todd VanHooser

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