Myriad Legends - Campaign Setting Overview
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Updated 19 days ago

Style
Myriad Legends is a high fantasy setting that honors the historical, mythic, and classic fantasy traditions.
- Historical: The realms of Ichoros draw inspiration from medieval and ancient history. This provides a variety of rich cultural influences, and it gives a sense of realism to balance out the more fantastical aspects.
- Mythic: This is a setting of gods and heroes, of timeless archetypes, and of dreamlike mysticism. There is a sense of mythical drama, in which mortals grapple with fate.
- Classic: Myriad Legends honors the foundations of swords & sorcery, Tolkien, and all those who laid the groundwork for the modern fantasy genre.
Guiding Principles
- Quality comes first. Great adventures and great stories are the top priority.
- Treat the RPG experience as something meaningful. While enjoyment and fun are ingredients, there is something deeper that all of this is connected to.
- Avoid roleplaying as though modern-day people. We come to Ichoros to immerse ourselves in a world of wonder and myth.
- Universe. Ichoros is not part of a multiverse. It does not link to other IPs. There are not infinite timelines or alternate realities with variations of the characters. Each soul is unique, and everything is at stake.
World Story
The world began when the elder gods formed it from raw elements. They created many realms and many kinds of living things, from mortals and beasts to titans and dragons. Some of the gods had ventured forth from the Glorious Domains of Heaven, though many of them were actually cast out of Heaven for their wrongdoings.
The Age of Cataclysms (unknown millennia). Gods and titans existed physically in the world, fighting for dominion over it. They perished through epic-scale wars. Their spilled blood (ichor) seeped into the land, and from this comes the name of the world—Ichoros.
Their spirits entered diminished, latent states for a time, though some were exiled to the edges of the cosmos. The bodies of the fallen deities became as huge statues, known as corpus-idols.
The Age of Conquest (618 years). Various world powers vied for control of the realms, the most prized of which being the archipelago of Bazagon at the center of the world. During the War of Three Dooms, allabons (superweapons) were unleashed in the realms of Jaia, Magneland, and Drekkengrim. This caused eight decades of Arcane Blight. This age ended with the Infernal War, the reincarnation of the gods Mitra-Satsil the Mithral Dragon and Illus the Lantern, and the establishment of the Bazagonian Empire.
The Age of Requiem (13 years–current). While there are a number of brightly-shining points of civilization, large portions of the world contain the ruins of fallen kingdoms and stretches of wilderness where nature fights to reclaim the land after nearly a century of Arcane Blight.
Magic
“Magic” refers to the supernatural, that which transcends the limitations of natural laws. Every spirit in existence has supernatural essence, and the greater the spirit, the greater this essence. For most creatures, it is impossible to actively control magic, and the only properties of their spirits are lifeforce and a latent connection to gods and cosmic laws.
The source of magic is the gods, whether directly or indirectly. From their places outside the Material Plane, gods can bestow gifts of divine spellcasting upon creatures or even influence miraculous occurrences.
When the material bodies of the gods died during the Age of Cataclysms, their ichor seeped into the world. The supernatural effects of this are diverse and not all accounted for, but many are known:
- Ichor infused supernatural power into the world. The terrain and atmosphere thus have ambient forces, which mages draw upon to cast arcane spells. Some places have high amounts of these forces, making them wondrous and mythic locations.
- Precious metals and gemstones absorbed traces of ichor. This is what gives them their monetary value and their supernatural properties, which provide magical energy and makes them effective as sacrifices.
- Ichor caused transformations in various kinds of creatures, turning certain beasts and people into magical beings or monsters.