The Sundering

The Sundering

The War Between Heaven and Hell and the Cataclysm of the Sundering

It began not with thunder but with silence—a silence so profound it seemed to split the fabric of existence itself. On the celestial plane, where the light of creation burned eternal, and in the infernal depths, where shadow ruled and chaos writhed, the boundaries of order cracked. Heaven and Hell, locked in an ancient cold war of ideology and hatred, finally erupted into open, merciless conflict.

The war wasn’t just armies clashing; it was the very essence of light and darkness tearing into each other. Angelic hosts, their wings blazing with the fire of stars, descended into Hell’s abyssal chasms with weapons forged from the first sparks of creation. Demonic legions, grotesque and feral, unleashed hellfire and fury that scarred the infinite planes. Time had no meaning there. Moments stretched into millennia, and millennia folded into seconds. And in this timeless conflagration, neither side realized the damage they inflicted upon the fragile veil separating their realm from Mythia, the mortal plane.

Heaven and Hell both sought absolute dominion, yet it was their mutual destruction that finally triumphed. The battle reached its crescendo in a climactic confrontation known now only as The Sundering. At the heart of the infernal depths, a forbidden weapon—an artifact created from the bones of the first fallen angel and the blood of the oldest demon—was unleashed. Its power was apocalyptic, a force not meant to exist, let alone be wielded. When activated, it tore through existence like a blade through silk.

The celestial firmament cracked, spilling shards of heaven across countless realities. Hell itself fractured, its endless caverns collapsing inwards. And Mythia—innocent, unsuspecting Mythia—lay directly beneath the shattering. The sky burned with auroras of divine gold and infernal crimson as fragments of the celestial and infernal planes collided with the mortal world. Entire continents were scarred, reshaped, or consumed. Mountains erupted into molten fury, oceans boiled into toxic mist, and cities turned to ash in the blink of an eye.

When the dust settled, nothing was as it had been.

 


 

The World After the Sundering

Three generations have passed since that day, yet the echoes of the Sundering still ripple through the shattered land of Mythia. The population of the world—once thriving and bursting with life—has dwindled to a fraction of its former numbers. Cities are skeletal ruins, overgrown with mutated vegetation or submerged beneath seas turned brackish and wild. Entire regions are uninhabitable, scarred by lingering pockets of divine radiance or infernal corruption that twist the land and its creatures into monstrous forms.

The survivors cling to existence in isolated enclaves. Some huddle in the husks of ancient cities, scavenging remnants of the old world. Others wander as nomads, braving the wilds and the horrors they hold. Food is scarce, and clean water scarcer. Disease, both mundane and magical, ravages the weak. Mythia’s people are haunted—not just by the memories of what they lost, but by the physical scars of the Sundering: the sky is fractured, ribbons of shimmering energy streaking across it like open wounds; the seasons no longer follow any pattern, with sweltering heat giving way to bitter cold overnight.

And then, there are the newcomers.

 


 

The New Inhabitants of Mythia

The Sundering was not merely an end; it was an opening. The barriers that once separated Mythia from the planes of heaven and hell were destroyed, and with them came the angels and demons. No longer tethered to their celestial or infernal homes, they were stranded on Mythia. At first, they continued their war on this foreign soil, using what remained of their shattered powers to continue their eternal battle. But Mythia was not their world, and over time, even the fiercest angelic and demonic warriors realized they were trapped. The magic of the Sundering had rooted them here, binding their fates to the mortal plane.

In time, some of these celestial and infernal beings began to adapt. Angels, their numbers decimated and their divine purpose stripped away, turned to the mortals for solace and companionship. From these unions came the Archeals, beings of mortal flesh imbued with traces of celestial power. They are taller than humans, their eyes glowing faintly with a golden or silver light. Archeals often possess strange abilities: healing wounds with a touch, manipulating light, or hearing whispers of divine insight. Yet they are also burdened by the weight of their angelic heritage, forever striving for a perfection that seems always out of reach.

Demons, too, changed in their exile. Denied the infernal energies of their home, they grew weaker, more mortal. Yet their fiery passions and cunning intellects persisted, and they, too, began to intermingle with humans. Their offspring, the Infernals, are striking and dangerous—their skin often marked with faint red or ashen hues, their eyes burning with embers. Infernals possess great strength, resilience, and an affinity for manipulating fire and shadow, but they also battle against the darker urges of their infernal heritage.

These new races, Archeals and Infernals, have become a part of Mythia’s fragile tapestry. They are few in number, yet their presence is impossible to ignore. To some, they are saviors—new hope for a broken world. To others, they are abominations, reminders of the Sundering’s horrors.

 


 

The Rise of Magic and the Beasts of Mythia

The Sundering didn’t just bring angels and demons to Mythia; it awakened something older, something primal. Magic, once scarce and hidden, now pulses through the veins of the world. It has seeped into the earth, the air, the water, and the creatures that call Mythia home. From this chaotic infusion of magic emerged the Satyrs, Centaurs, Minotaurs, Orcs, and Goblins—creatures that had no place in Mythia’s natural order but now walk its lands as if they had always been there.

The Satyrs are mischievous and fey-like, thriving in the overgrown forests and ruins. Centaurs roam the plains, proud and fierce, their tribes clinging to their own newfound identities. Minotaurs are hulking brutes, often found in labyrinthine ruins, their instincts drawn to places of mystery and power. Orcs and Goblins, the most numerous of the newcomers, have carved out their own territories, often clashing with human survivors for resources.

 


 

Mythia’s Fragile Future

Three generations after the Sundering, Mythia teeters on the brink of rebirth or ruin. The scars of the cataclysm still dominate the land, but pockets of hope persist. Small communities of humans, Archeals, and Infernals work together to rebuild. Magic, though dangerous, offers new possibilities for growth and survival. Yet danger is ever-present: the lingering remnants of divine and infernal power, the monstrous beasts spawned by the Sundering, and the ever-looming threat of another war—this time, not between heaven and hell, but among the desperate, divided peoples of Mythia itself.

In this shattered world, every choice matters. Survival is not guaranteed, and the future is unwritten. Mythia stands at a crossroads, its fate resting in the hands of those brave or foolish enough to shape it.

The Regions of Mythia

he Regions of Mythia

Mythia, still scarred and fractured by the Sundering, is a land of contrasts and dangers. Its geography has been reshaped, its climate destabilized, and its people scattered. Despite these challenges, pockets of civilization have emerged, carving out territories amidst the chaos. Below are the main regions of Mythia, their settlements, and the factions that vie for power within them.

 


 

1. The Radiant Scar

Description: Once a fertile heartland, the Radiant Scar is now an arid wasteland bathed in the haunting glow of celestial energy. Shards of heaven lie embedded in the ground, radiating both beauty and danger. The air hums with divine magic, but prolonged exposure can burn the unworthy or twist them into something unrecognizable. Sparse vegetation grows here, often luminous and otherworldly.

Settlements:

  • Sanctuary of Aether: A walled city built around the largest shard of heaven, where the remnants of angelic presence linger strongest. The settlement is governed by a council of scholars, priests, and warriors devoted to understanding and harnessing the shard’s power. Though they welcome travelers, they are wary of outsiders who might misuse the celestial energy.

  • Halcyon Crater: A nomadic encampment that moves along the edges of the Radiant Scar. The people here scavenge celestial fragments to sell to scholars and mages. Their existence is perilous, as prolonged exposure to the shards often leads to sickness or worse.

Factions:

  • The Luminal Order: A devout group of priests and warriors who believe the Radiant Scar is sacred. They guard the area fiercely and view Archeals as living relics of the divine, often revering them to an unsettling degree.

  • The Gilded Claw: A guild of mercenaries and scavengers who profit from the sale of celestial artifacts. They are opportunists, often clashing with the Luminal Order.

 


 

2. The Blightlands

Description: The Blightlands are a region of decayed forests and ashen plains, marked by the corruption of infernal energy. The land here is twisted, with rivers of black ichor cutting through poisoned soil. Strange, mutated creatures prowl the region, and the air smells of sulfur and decay.

Settlements:

  • Ashenhold: A fortified settlement perched atop a hill, its walls reinforced with blackened stone. The people here are hardened survivors who trade in infernal relics and black market goods. They tolerate Infernals, but only as long as they abide by the settlement’s strict rules.

  • The Maw: A lawless town built around a massive, fiery chasm believed to be a gateway to the remnants of Hell. Demonic energy seeps from the ground here, attracting outlaws, cultists, and thrill-seekers. The settlement is dangerous but offers rare infernal artifacts for those brave enough to trade.

Factions:

  • The Ember Blades: A ruthless band of warriors who have adapted to the harshness of the Blightlands. They hire themselves out as mercenaries and enforcers for whoever can pay their price.

  • The Infernal Covenant: A shadowy cult dedicated to unlocking the secrets of the infernal energies. They view Infernals as "chosen ones" and seek to increase their influence over the region.

 


 

3. The Wild Verge

Description: A vast, overgrown jungle teeming with life, much of it altered by the Sundering’s magic. The Wild Verge is home to countless magical beasts and plants, many of which are hostile to humans. The dense canopy hides ancient ruins and forgotten secrets, making it a haven for explorers and adventurers.

Settlements:

  • Verdant Spire: A towering settlement built into a colossal tree, its platforms connected by rope bridges and wooden staircases. The people here are skilled hunters and herbalists who trade rare plants and magical ingredients.

  • Shalehaven: A small riverside town on the outskirts of the Wild Verge. It serves as a base for adventurers seeking to explore the jungle. The settlement’s economy thrives on trade with neighboring regions and the sale of jungle resources.

Factions:

  • The Green Pact: A group of druids and rangers who protect the Wild Verge from exploitation. They are deeply connected to the magic of the jungle and view outsiders with suspicion.

  • The Relic Seekers: A loose network of treasure hunters and scholars who scour the jungle for artifacts and ancient knowledge. Their motives vary from altruistic to selfish.

 


 

4. The Shattered Isles

Description: Once a sprawling coastline, the Shattered Isles are now a fragmented archipelago of jagged rocks and storm-wracked seas. The Sundering caused the land to break apart, and the waters are filled with dangerous currents and monstrous sea creatures.

Settlements:

  • Port Mourning: A bustling port city built on the largest island. It is a hub for trade and piracy, with ships coming and going despite the treacherous waters. The city’s black market thrives, offering goods from across Mythia.

  • Tempest’s Rest: A secluded fishing village on the edge of the archipelago. The villagers are deeply superstitious, often offering sacrifices to appease the sea’s wrath.

Factions:

  • The Stormcallers: A guild of sailors, pirates, and weather mages who have learned to navigate the dangerous waters. They hold significant influence in Port Mourning.

  • The Abyssal Circle: A secretive cabal of sea witches and warlocks who worship an ancient, aquatic deity. They are rumored to control some of the monstrous creatures in the area.

 


 

5. The Frozen Expanse

Description: A barren, icy wasteland in the far north, where the sun barely rises, and the cold can kill within minutes. The Frozen Expanse is largely uninhabited, save for a few hardy settlements and nomadic tribes. Strange auroras dance across the skies, hinting at lingering celestial energy.

Settlements:

  • Frosthold: A fortress-like settlement carved into a glacier. Its inhabitants are masters of survival, trading furs, ice crystals, and rare minerals with the southern regions.

  • Glacier’s Edge: A mobile encampment of nomads who follow the migrations of the region’s hardy wildlife. They are deeply spiritual, believing the Sundering’s scars to be divine signs.

Factions:

  • The Winterborn: A tribe of warriors and shamans who thrive in the Frozen Expanse. They are fiercely independent and view outsiders with distrust.

  • The Celestial Remnant: A small but devout group of Archeals and their followers who believe the Frozen Expanse holds a gateway back to Heaven. They search tirelessly for signs of the divine.

 


 

6. The Ember Wastes

Description: A desert of blackened sands and volcanic activity, the Ember Wastes are hostile and unpredictable. The ground is littered with fissures that spew ash and magma, and the air shimmers with heat. Despite its dangers, the region is rich in resources like obsidian and rare gemstones.

Settlements:

  • Cinderfall: A mining town built on the edge of a massive volcanic crater. The town thrives on its mining operations but suffers frequent disasters due to the volatile environment.

  • Smokereach: A hidden settlement of outcasts and exiles. The people here live in the shadow of an active volcano, taking refuge in caves and underground tunnels.

Factions:

  • The Ashen Vanguard: A militant group that controls the mining operations in Cinderfall. They are ruthless in their pursuit of wealth and power.

  • The Forged: A group of blacksmiths and artisans who use the Ember Wastes’ resources to craft unparalleled weapons and tools. They are neutral but highly sought after.

 


 

Closing Thoughts

Each region of Mythia presents its own challenges and opportunities, shaped by the scars of the Sundering and the determination of its inhabitants. While angels, demons, Archeals, and Infernals remain rare, their presence—or absence—often tips the balance of power. In this fractured world, alliances are fragile, survival is uncertain, and every choice carries weight.

The Main Conflict

Main Conflict: The Fractured Balance

Three generations after the Sundering, the fragile world of Mythia teeters on the edge of a new cataclysm. The introduction of celestial and infernal energies to Mythia has not only reshaped the land but also left it deeply unstable. Magic, now a ubiquitous force, has begun to show signs of volatility—its overuse causing fissures in reality itself. The balance between celestial, infernal, and earthly forces is fracturing, and whispers spread of a second Sundering, one that could finish what the first began.

The Catalyst

A discovery in the Radiant Scar has sparked chaos across Mythia. The largest shard of heaven, long believed to be a dormant relic, has begun pulsing with blinding light and emitting waves of energy that ripple across the regions. Scholars at the Sanctuary of Aether believe this is a "Beacon," a celestial signal calling surviving angels to action. However, some fear it is more ominous—an invitation for Heaven to reclaim its lost ground or a warning of their wrath for what transpired during the Sundering.

Simultaneously, a chasm in the Blightlands, known as the Hellrend Maw, has deepened and begun to pour forth infernal smoke and ash. Strange demonic apparitions have been spotted, and those sensitive to infernal magic speak of a "second awakening." Cults such as the Infernal Covenant see this as a sign to summon Hell's forces back to Mythia, while others fear it heralds the return of something even worse than demons.

The opposing celestial and infernal disruptions are destabilizing Mythia’s magical core, creating a ripple effect of disasters—earthquakes, storms, wild magical surges, and mutated monstrosities are becoming more frequent.

Key Players

The conflict drags multiple factions and individuals into its web, as each region and group finds itself either scrambling for survival, vying for power, or trying to restore balance:

The Luminal Order vs. The Infernal Covenant

  • The Luminal Order, seeing the Beacon as divine providence, has begun rallying forces from the Radiant Scar and beyond to prepare for what they believe is Heaven's return. They see the Archeals as essential to this mission, going so far as to forcibly conscript them into their ranks or sanctuaries.
  • The Infernal Covenant, meanwhile, views the growing activity in the Hellrend Maw as an opportunity to complete what demons started during the Sundering. They are actively working to widen the rift and summon higher demonic powers to Mythia.

The Relic Seekers and The Green Pact

  • In the Wild Verge, the Relic Seekers have discovered ruins containing ancient relics that predate the Sundering, potentially tied to the world before Heaven and Hell ever took notice of Mythia. The Green Pact, however, sees their excavation of these ruins as a violation of the natural balance, escalating the already tense relationship between these factions.
  • Some relics unearthed seem capable of amplifying celestial or infernal energies, turning the jungle into a key battleground for both sides.

The Abyssal Circle

  • In the Shattered Isles, the Abyssal Circle claims to have deciphered a prophecy hidden in the deep, foretelling the coming of a "Tide of Unmaking." They warn that if Mythia's imbalance worsens, the oceans will rise and drown the land. However, many see their warnings as a means to seize power through fear.

Independent Players

  • Infernals and Archeals, rare as they are, are caught in the middle of this brewing war. Both groups are seen as tools of power—Archeals, with their divine blood, are hunted by the Luminal Order and other celestial-aligned groups, while Infernals are targeted by those seeking to control or destroy infernal influence.
  • The Stormcallers in the Shattered Isles and Ember Blades in the Blightlands find themselves in high demand, with various factions hiring them as mercenaries to secure vital resources or win critical battles.
  • A secretive organization, calling themselves the Silent Accord, has begun circulating throughout Mythia, claiming that a second Sundering can only be averted by severing the celestial and infernal energies from Mythia completely. However, their methods are mysterious, and many suspect their goals may be far more sinister.

The Crux of the Conflict

At the heart of the conflict lies a terrifying truth: the Sundering fractured more than just Mythia’s physical and magical reality. It also left lingering echoes of Heaven and Hell’s war in Mythia itself—remnants of ancient, destructive forces that were never meant to exist in this plane. If the instability worsens, these echoes could fully manifest, unleashing apocalyptic destruction that would make the original Sundering look tame.

The main question driving the story becomes:

  • Can the balance of Mythia be restored, or is the world doomed to fall into chaos once more?

Characters (heroes or villains) must make difficult choices in the face of overwhelming odds:

  • Should they side with celestial or infernal forces to gain power in hopes of bringing order to the chaos?
  • Should they seek to sever the ties between Mythia and the higher planes completely, even if it means sacrificing those tied to these energies?
  • Should they risk the search for ancient relics or knowledge that might contain the key to stabilizing the magic but could also lead to unimaginable consequences?

A Stage Set for Stories

This main conflict provides a foundation for countless stories:

  1. A mercenary captain leading their band through the dangerous jungles of the Wild Verge, tasked with stealing a powerful relic from under the Green Pact’s nose.
  2. A reluctant Archeal hunted by the Luminal Order who must decide whether to embrace their divine heritage or hide away from the chaos entirely.
  3. A faction leader in the Shattered Isles torn between heeding the Abyssal Circle’s warnings or exploiting the rising fear to consolidate their power.
  4. An Infernal thief who stumbles upon an artifact in the Blightlands that may hold the key to saving the world—or destroying it.

This framework provides endless opportunities for high-stakes drama, complex moral dilemmas, and thrilling adventures within the richly detailed world of Mythia.

Demons and Infernals

In the world of Mythia, demons and Infernals are distinct entities, each with unique origins and roles in the shattered world. Here’s a detailed explanation of their differences and a backstory to ground them in the setting:


Demons

  • Definition:
    Demons are native to the infernal plane of Hell, beings of pure malice forged from the raw essence of chaos and destruction. They are ancient, immortal creatures shaped by eons of war and suffering. Their forms are grotesque and varied, reflecting their inner natures, and they thrive on corruption, manipulation, and domination.

  • Role in Mythia:
    Demons were key participants in the celestial war against Heaven, driven by a desire to overthrow the divine order and impose their will on all existence. When the Sundering tore through the planes, many demons were cast into Mythia, severed from their infernal homeland. Stranded in a world they once sought to dominate, demons now operate as fractured remnants of their former glory. Some continue to spread chaos and destruction, while others, disillusioned and weakened, seek purpose in this unfamiliar realm.

  • History:
    Demons were born of the primordial chaos that predated creation. As Hell solidified into a realm of its own, these beings became its natural inhabitants, their very existence tied to its fiery, corrupted essence. For millennia, demons clashed with angelic forces in the eternal struggle between order and chaos. The Sundering marked the culmination of this conflict, scattering their legions and trapping many in Mythia, far from the infernal power that sustained them.


Infernals

  • Definition:
    Infernals are the offspring of demons and mortals, beings who embody a blend of infernal and human traits. They are not pure creatures of Hell but hybrids born of the Sundering’s aftermath, when demons trapped in Mythia formed bonds—willing or otherwise—with the surviving human population. Unlike demons, Infernals possess mortal souls and lifespans, though they often inherit supernatural abilities and a connection to infernal magic.

  • Role in Mythia:
    Infernals are a new and unpredictable presence in Mythia, often caught between worlds. Their infernal heritage makes them objects of fear and mistrust among humans, while demons regard them as inferior and unworthy of their attention. Many Infernals struggle with the duality of their existence, torn between the darker impulses of their demonic bloodline and the humanity that offers them a chance at redemption.

  • History:
    In the chaos that followed the Sundering, demons, severed from Hell, found themselves weakened and vulnerable in Mythia. Some formed alliances or unions with mortals out of necessity, others through manipulation or conquest. The resulting progeny, the Infernals, became a living testament to the aftermath of the celestial war. While many view their existence as a blight, some see them as potential bridges between the mortal and infernal realms.


Key Differences Between Demons and Infernals

AspectDemonsInfernalsOrigin: Pure beings of Hell, born of chaos and destruction.Hybrids born of demon and mortal unions in Mythia.

Nature: Immortal, inherently malevolent, tied to Hell’s essence.Mortal with a mix of infernal and human traits.

Purpose: Seek domination, chaos, and destruction.Often caught between worlds, seeking identity and purpose.

Appearance: Grotesque and varied, reflecting their chaotic essence.Humanoid with subtle or overt infernal features (horns, glowing eyes, etc.).

Power Source: Draw strength from Hell and chaos.Inherited infernal magic blended with mortal adaptability.

Cultural Role: Villains, corrupters, or remnants of a lost war.Potential allies, outcasts, or misunderstood figures in Mythia.


Historical Note:

After the Sundering, the interaction between demons and humans reshaped the social and magical fabric of Mythia. The existence of Infernals challenged the world’s already fragile balance. While some humans see Infernals as dangerous reminders of the Sundering, others view them as tragic victims of celestial fallout. In certain regions, Infernals are hunted or enslaved; in others, they are revered for their unique abilities.

This dichotomy ensures that both demons and Infernals play pivotal roles in the unfolding story of Mythia—one as remnants of the celestial war, and the other as a new force shaped by the scars of the Sundering.

Angels and Archeals

Here’s a detailed breakdown of the differences between Angels and Archeals in Mythia, along with their historical context:


Angels

  • Definition:
    Angels are divine beings created by the celestial forces of Heaven, embodiments of order, purity, and purpose. They exist as manifestations of divine will, tasked with guarding the mortal and spiritual realms, upholding balance, and opposing the chaos of Hell. Angels are immortal and unwavering in their duty, though they are not immune to the scars of their eternal war.

  • Role in Mythia:
    Angels were central to the war against Hell, fighting to preserve the integrity of creation. When the Sundering ruptured the planes of existence, many angels were stranded in Mythia, severed from their divine source of power. Unable to return to Heaven, these angels became shadowed versions of their former selves, their once-radiant forms dimmed by the burden of survival in a broken world. Some remain resolute in their mission to protect and guide, while others, embittered by their exile, have lost their way.

  • History:
    Angels were forged in the earliest days of creation, shaped by divine energy to be Heaven’s guardians. For millennia, they upheld the celestial order, engaging in an endless struggle with Hell’s demonic legions. The Sundering, however, marked a catastrophic failure in their mission. The forces of Heaven, despite their strength, were unable to prevent the destruction of the planar boundaries. This failure left many angels questioning their purpose and fractured their unity as they became trapped in Mythia.


Archeals

  • Definition:
    Archeals are the mortal descendants of unions between angels and humans. Born after the Sundering, they are hybrids who carry the celestial essence of their angelic parent but are fundamentally tied to the mortal plane. Archeals possess a blend of divine traits—heightened resilience, natural charisma, and an affinity for light-based magic—alongside mortal limitations, such as aging and emotional complexity.

  • Role in Mythia:
    Archeals are symbols of hope and division in Mythia. Their angelic heritage makes them natural leaders and healers, but their existence is often seen as controversial. Some mortals revere them as blessings, while others resent them as reminders of the celestial war that ravaged the world. Archeals struggle with their duality, often torn between the expectations of their divine legacy and the realities of their mortal lives.

  • History:
    After the Sundering, stranded angels formed connections—both willing and reluctant—with mortals. These unions birthed the Archeals, the first generation of which bore a closer resemblance to their angelic parents. Over time, their celestial traits became more nuanced and unpredictable, creating a diverse and unpredictable population. Archeals are often viewed as intermediaries between mortals and the remnants of Heaven, though they lack the divine power to fully bridge the gap.


Key Differences Between Angels and Archeals

AspectAngelsArchealsOrigin: Divine beings created by Heaven, eternal and pure.Hybrids born of angelic and mortal unions after the Sundering.

Nature: Immortal, bound by celestial law and purpose.Mortal, with free will and a mix of celestial and human traits.

Appearance: Radiant, often winged, with a divine aura.Humanoid, with subtle or pronounced celestial features (e.g., glowing eyes, faint halos).

Power Source: Direct connection to Heaven’s divine energy.Inherited celestial essence, limited and often influenced by mortal bloodlines.

Role in Mythia: Protectors, guides, or disillusioned exiles.Leaders, mediators, or outcasts in mortal society.

Vulnerability:Severed from Heaven, they weaken over time.Subject to mortal limitations such as aging and injury.


Historical Note:

After the Sundering, the presence of angels in Mythia became a double-edged sword. While some angels continued their divine mission, others, disillusioned by their failure and exile, succumbed to despair or became tyrants, imposing their will on mortals. Archeals inherited this legacy, and their existence often sparks debates among survivors. Are they harbingers of divine renewal or lingering reminders of a celestial war that nearly destroyed the world?

In some communities, Archeals are seen as living proof that humanity and the divine can coexist, offering hope for a brighter future. In others, they are viewed with suspicion, accused of being too “otherworldly” to be trusted. This tension ensures that Archeals face challenges not only in surviving the shattered world but also in finding a place within it.

Mythological Creatures

Origins of Mythological Creatures

The Sundering tore through the fabric of existence, breaking down the barriers between realms. This event unleashed raw magical energy into Mythia, reshaping its very essence. The emergence of mythological creatures can be attributed to several factors:

  1. Planar Convergence:
    Some of these creatures hailed from other planes of existence, their realms pulled into Mythia by the Sundering. Centaurs, satyrs, and other beings once confined to ethereal forests and magical realms found themselves trapped in a fractured and unfamiliar world.

  2. Magical Mutation:
    The surge of unchecked magic transformed existing wildlife and even humans. For instance, wild beasts exposed to the raw magical energy became monstrous forms, such as griffins and hydras, while humans in close proximity might have been warped into creatures like harpies or gorgons.

  3. Ancient Awakening:
    Some mythological creatures were ancient beings that had long slumbered beneath the surface of Mythia. The Sundering disturbed their rest, awakening them to a changed world. Dragons, once thought extinct or mere legends, emerged from deep caverns and forgotten ruins.

  4. Conjuration Gone Awry:
    In the chaos following the Sundering, desperate mortals and stranded angels or demons attempted to harness the unleashed magic to restore order. These efforts often backfired, summoning creatures like minotaurs, elementals, and chimera into the world.


Key Mythological Creatures and Their Roles

Centaurs (Nomadic Scholars and Warriors):

  • Origin: Pulled from their lush, mystical homeland into Mythia, the centaurs were displaced by the Sundering.
  • Role:
    Centaurs travel Mythia as nomads, often serving as both scholars and warriors. They act as lore-keepers, preserving knowledge from before the Sundering, and as protectors of sacred sites infused with raw magic. Their wisdom is sought after, but their wariness of mortals makes them aloof allies.

Satyrs (Tricksters and Survivors):

  • Origin: Magical energy awakened the dormant spirits of nature, giving rise to satyrs.
  • Role:
    Satyrs have adapted to the chaos of Mythia by embracing hedonism and trickery. They inhabit ruins and enchanted forests, often offering cryptic guidance to travelers—or leading them astray for amusement. Despite their playful nature, they are deeply attuned to the balance of magic and nature.

Minotaurs (Guardians of Ruin):

  • Origin: Originally humans, minotaurs were transformed by exposure to unstable magical rifts.
  • Role:
    Minotaurs often become territorial guardians of ancient ruins or places of great power. While they are feared for their immense strength and ferocity, some are capable of reason and form uneasy alliances with humans and other creatures.

Dragons (Apex Predators and Wyrm-Lords):

  • Origin: Dragons are primordial creatures awakened by the Sundering. Their connection to Mythia’s magic runs deep.
  • Role:
    Dragons are apex predators, claiming vast territories and hoarding magical artifacts. Some dragons act as overlords, demanding tribute from nearby survivors, while others withdraw to remote regions, avoiding the conflicts of lesser beings.

Orcs and Goblins (Chaotic Opportunists):

  • Origin: Brought forth from shadowy planes by the Sundering, orcs and goblins are beings of chaos.
  • Role:
    Orcs form warbands, seeking to dominate the fractured world, while goblins thrive in scavenging and sabotage. Both species are chaotic elements in Mythia, either as foes or uneasy allies, depending on circumstance.

Griffins (Noble Beasts):

  • Origin: Once mundane predators, griffins were transformed by exposure to celestial energy.
  • Role:
    Griffins are revered as noble creatures, often becoming symbols of hope for struggling communities. They are occasionally tamed by Archeals or other skilled individuals, serving as mounts or guardians.

Harpies (Winds of Despair):

  • Origin: Formed from mortal souls caught in the Sundering’s magical upheaval.
  • Role:
    Harpies are tragic creatures who haunt the skies over Mythia, attacking settlements and travelers. Their haunting songs hint at their lost humanity, making them figures of fear and sorrow.

Gorgons (Living Curses):

  • Origin: Created when mortals were cursed or transformed by unstable magic.
  • Role:
    Gorgons, with their petrifying gazes, often dwell in isolation, guarding treasures or magical anomalies. They are feared but not inherently evil, with some seeking redemption or solitude to escape their monstrous fate.

Integration into Mythian Society

Conflict and Coexistence:

The arrival of mythological creatures has thrown Mythia into a state of flux. Some creatures, like centaurs and satyrs, work with humans and Archeals to rebuild what was lost, while others, like dragons and minotaurs, act as obstacles or forces of destruction.

Religious and Superstitious Views:

  • Blessings or Curses: Many communities view mythological creatures as manifestations of divine or infernal will, worshiping or shunning them accordingly.
  • Cultural Symbols: Creatures like griffins and centaurs are often seen as symbols of resilience, while harpies and gorgons are viewed as warnings of magic’s dangers.

Economic Impact:

  • Trade and Exploitation: Creatures such as griffins and minotaurs are hunted for their valuable parts, while satyrs and centaurs trade rare magical knowledge.
  • Taming and Domestication: In rare cases, creatures like griffins, wyverns, or even smaller dragons are tamed by skilled individuals, becoming powerful assets in the struggle for survival.

Potential Factions and Societal Reactions

  1. The Bestial Accord:
    A coalition of centaurs, satyrs, and other cooperative creatures working to protect the remnants of Mythia’s natural balance.

  2. The Scourgebound:
    A marauding force of orcs, goblins, and corrupted beasts bent on conquering the land in the name of chaos.

  3. Dragon Vassals:
    Communities living under the dominion of a dragon, paying tribute in exchange for protection—or subjugation.

  4. Hunters’ Guild:
    A group of humans and Archeals dedicated to hunting dangerous mythological creatures for resources and profit, walking the line between heroism and exploitation.

About us

Voices of Mythia is a platform dedicated to fostering creativity and community through collaborative storytelling. Our mission is to provide a space where creators can come together to build and explore the ever-expanding universe of Mythia.

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