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The Mythic Age Overview

A world in decay

The world is in decay. All the oracles have seen it, all the prophecies foretold it, the Time of Heroes is done. The Lycians killed their gods twenty-five years ago. From that act the decay was inevitable. Travel is no longer safe between towns. Monsters roam the countryside, opposed only by foolhardy adventurers with nothing left to lose. Each nation has become a shadow of its former self. The godless Lycians cast order aside to rule by chaos. Their neighbor the plodding Apolitain League continues to deliberate, refusing to take a stand. The tyrannical Sarmanians continue their conquest. Their borders widening day by day to appease their wicked goddess, Ereshkigal who rules from the sky citadel Ganzir. Decadent Immaurkim houses have grown fat and opulent, choosing to maintain their market advantages through violence and skullduggery rather than self-improvement. Obedient Na-Keb continues to labor under the ever-changing direction of distant gods, dithering hither and yon, rotting on the vine.

A world in flux

The world is in the grips of unprecedented change. All the oracles have seen it, all the prophecies have foretold it, the Time of Heroes is done. The Lycians freed themselves twenty-five years ago, and the old world is no more. Brave people of all stripes Take Up Arms to defend hearth and home. Some from the monsters that plague the wilderness, others from the corruption and excess of past ages. The Lycians pioneer a new form of society, where no one is greater than another. Their neighbors in the Apolitain League try to incorporate this new way of being into their divinely ordained government. Navigating the narrow band between chaos and conformity. New great houses in Maurkim are taking the role of being ambassadors to the world, bringing Immaurkim goods and culture far and wide. The citizens of Na-Keb approach the completion of their millennium project, promising freedom from the whims of the great river, resulting and stability and prosperity for all.

A world you make

Welcome to The Mythic Age, a hex based E10 campaign set in a world reminiscent of our own ancient Mediterranean. As a hex based adventure you will make your own story. The world is alive, with people, places, secrets, treasure, and conflicts to discover everywhere. The world exists without you, but your actions will forever change it. The lands close to cities are safe, from monster attacks at least. But the further you travel from civilization, the danger grows, however so do the rewards. The monsters that roam the land can be hunted by those brave enough to do so, and the weapons crafted from these hunts will be unmatched in the land. As an Epic 10 campaign, leveling stops at 10. However, you will still gain experience and progress, gaining stat boosts and feats as you progress, allowing you to push beyond the limits and become a hero of myth.

The world exists without you, but your actions will forever change it

The world of the mythic age largely consists of the five great nations surrounding The Sea.

  • The Apolitain League
  • Lycia
  • Na-Keb
  • Maurkim
  • Sarmania.

These are the prime movers and shakers in the region.

While most of the population is human, the Khenra, a race of Jackal headed humanoids can be found all over. Originating from Sarmania and Na-Keb, these people are primarily scholars and sages, employed in business or state for their wealth of knowledge.

In addition to these nations, there are the Free Minotaur Captains who sail the seas. Those who prefer order and law tend to find work as merchants, or naval captains. Those who prefer chaos tend to be pirates or mercenaries.

From the north the animist Wood Elves of the various tribes make a living among the citizens of the nations as guides, trappers or herbalists. The frontier settlements of Lycia and the Apolitain League find such knowledge invaluable.

From the east come the Ardhadeva, wispy humanoid creatures whose grace and long life spans set them apart. While they claim to be descended from the gods, none in the nations know of these gods. They are seen as oddities by many, and the Ardhadeva rarely act to dispel this notion.

The Five Nations

The Apolitain League tries to represent moderation in all things. A collection of city- states founded by the major gods of the pantheon, the League operates as a representative democracy. The Judicial branch are the major gods themselves, with chosen champions acting as the executive branch. The legislative branch is made up of a mixture of minor local deities and elected representatives. To the Apolitains this is the perfect balance of all methods of rule.

The League conflicts with its neighbors. To the north, the border between the League and Lycia is ever shifting as each try to take a bit more land for themselves. This is further exacerbated by the prevalence of monsters in this region, making travel of all types risky. The league has additionally angered Maurkim. With the Apolitain league and several minotaur captains entering an agreement, the league has begun to gain ground as an international merchant. The established Maurkim houses dislike this new competition, and it’s becoming clear that the Maurkim tenant of fair competition only applies to fellow countrymen.