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Chevar
Fort Unity

Fort Unity is a waypoint built at the close of the last great war. The world of Mythera was once ruled by a powerful empire based in the center of the continent. The empire, and the site of the capitol are little more than ash and rubble now. Racial strife tore apart the great empire thousands of years ago.

An undead hoard arose from the depths of an ancient graveyard, and sought to destroy all life in Mythera. To stop the advances of the undead hoards a group of mages, later known as the lightbringers, cast a spell over the land to insure the sun would never set. There was indeed prosperity for a time, but only within the lighted lands. All those from the shadows sought were kept from entering the light.

The reptilian races united to fight for their own salvation, for without the sun they would all freeze to death. The goblins considered it a betrayal, for they were left in the shadow, where there was no rest from the onslaught of the undead.

The dwarves were closest to the source of the undead, and had to flee from their ancient halls, and were offered sanctuary by the halflings.

As the shadow dwellers fought to escape from the ravaging hoards of undead, the empires crops began to fail under the relentless warmth of the sun. Crops outside of the barrier were destroyed by the cold.

The emperors palace was torn down brick by brick. The lightbringers, and their tower fortress simply vanished.. With the lightbringers gone the sun finally set for the first time in 20 years. The undead took advantage of the darkness to launch an all out assault on the surface world. This was known as the 'long dark' when the sun rose again the force which had lead the undead into battle was slain by it's piercing rays.

Fort unity was once a dwarven outpost. After the fall of the Limner empire Fort unity was established on the site of the old fort as a reminder that without the balance between light and darkness the world will die.

The fort still stands as a reminder, even now, nearly two thousand years later.


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A Land of Adventure:
Many forsake their heritage, and put down their spade to draw arms, seeking fame and fortune. The life of a farmer, nobleman, serf, blacksmith, merchant and so forth can be honorable and rewarding. Yet, for some the draw of adventure is where the sweet necter of life truely lies. They are blown by the winds each seeking something else, but all of them crave the adventures life has to offer.

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Chevar
The Myth of Tala and Micah

Long before the rule of emporer Limner the nations fueded with oneanother land, and many marriages amoung the children of noble blood were brokered in exchange for treaties and land.

The desert kingdom, known as Azule at the time, was ran by Lord Baltran. Lord Baltran's first born son Roka was to marry King Erol's daughter Tala. forever bringing together the desert kingdom, and it's neighbors to the north (human region). The union of these two nations would not only stop three hundred years of strife, but would also be of great assistance to King Erol's designs to conquor the frozen lands of the barbarian chieftans.

The greatest of the barbarian chiefs sought to unite the tribes. It would take an act of great cunning and bravery to win over the other chieftans, so Warchief Korakus sent his most trusted son, Micah, with a group of his finest warriors to capture princess Tala out of the very halls of her father's castle.

The plan did not go as the Chief had hoped. The barbarian raiders did indeed sneak into the castle, and reached the room of the princess. Upon seeing her Micah instructed his loyal guards to guard the door, while he spoke with the princess.

They stood there looking at one another, without speaking while time passed. One of the servents rose the alarm at the site of Mika's men standing impatiently in the hallway. Before long the catle guards had slain the intruders, with the exception of Micah, who they found still staring at the princess.

As the guards Dragged Micah away to then dungeon, he finally spoke to the princess.. the words were simple, but would change both of their destinies. The words "I love you," were but a whisper from his lips, but the words found home within Tala's heart.

Tala visited Micah each day in the dungeon, and forbade the guards to harm him. Never did they speak to one another. Each of them had much they wanted to say, but somehow found they could not.

The King Erol planned for Micah's execution, but Tala pleaded with her father to spare his life. He asked his daughter why he should spare Micah, and she pleaded more, explaining that she loved him. Her father became enraged and demanded to know how she could love a man who she's never spoken to, and who has never spoken to her.

Thus it was revealed. With her father's permission the Azule Sorceror Lord Baltran had cast a spell upon her that she may never speak of love to a man other than his son Roka.

The princess and micah escaped into the night, to find a way to lift the spell, that they may speak of their love.

The sorceror king was furrious at this deciet, and declaired war on the people of king Erol. He cast a curse upon the kingdom of man, and barbarian alike. Micah was tuned into a great stag, and Tala into a wolf. Only on the anniversary of their first meeting are they man and woman, but for the rest of the year they are beasts. They will remember their lives as beasts, and hunger for eachothers death when they are not within their human form. This tale does not have a happy ending, for even death will reject them as long as but one member of Batlron's family line still lives.

It is said that Tala, in wolven form bore many children. Each of these children were abominations which were both man and beast (the legendary origin of wolfweres).
Chevar
Legend of the Lost City

Rumor has it that somewhere deep in the woods within the Yaunti realm is a hidden city, isolated and lost to the world for nearly a thousand years. Although this rumor has persisted for hundreds of years, an elven scouting party has claimed that they have found the entrance to this fabled city.

Much of the scouting parties reports were extremely far fetched, including accounts of witnessing the use of a strange and ancient artifact.

Upon researching ancient elven archives, it has been confirmed that the markers described by the elven scouts match historical accounts dating back over five thousand years.

Several expeditions have been launced, however they've been unable to find the shady path mentioned by the scouting party.
Chevar
The Spark of Life

It is said that The gods each live in their own lands on other planes of existance. Each god has their own function and task, and not all of these divinities enjoyed their roles. Over time there were rebellions, but one God against many is a battle that is doomed from the start.

Several divine powers were cast out from their lands because they had become to troublesome. Sargana, the goddess of strategy, diplomacy, and war, formed a secret alliance with several banished gods, and waged war across the planes. In time they were victorious, but cost of the battle was incredibly high. the very fabric of the reality which bound their plane together was destroyed.

This damaged plane endangered the multiverse. The balance between law and chaos had been disrupted, and it was spreading. In the end the gods had to send the shattered world into a pocket dimension. Sargana and her allies were imprisoned for ages beyond number.

A bold and mischevious young god, Loki, learned of their imprisonment, and sought to free them. He was, however, stopped before they could be liberated. The leaders of each of the planes came together to find a way to prevent the possibility of them ever being freed. Sargana and those loyal to her were condemned to eternal suffering within the very plane which they had desecrated.

Upon their arrival they discovered that during the time of their imprisonment their plane had found it's own balance. It had become an echo of its origin, an alternate dimension to the one they had left, but they were alone. There were no other gods. It was a cold and barren place. Without anyone to worship them, they would all fade from existance.

Each of them created creatures, and races they had once known. There creations were flawed in that they did not posess the history and upbringing of those they sought to duplicate. Their ability to create live was imperfect.

This imperfection enraged Sargana, so she set out to create a perfect being which would have dominion over all others. Her creation looked like a human with beautiful feathery wings, and it was good and just.

Kultan, one of Sargana's former generals, was angered by this new creation. Chaos had been nearly striken from the world. He grew bored and restless, and sought to undo Sargana's creation. He created his own 'perfect being', and it was dark, and chaotic. This creature was known as Korog, and it battled with Sargana's creation for a thousand years, until her angelic creation was scorched, and defeated.

Sargana imprisoned Korog deep within Mythera. Kultan and Sargana quarreled for ages, manipulating the events within Mythera.

Moruhasi, god of wisdom, sought to end the feuding. The battles waged on, and the neutral god could not stop them, nor could he maintain the balance.

Sirul, the goddess of nature, provided Moruhasi with a way to end the conflict. Together they created a foul creature which was the bane of all living things. This creature, known today only as "the Dark One", sought to consume all living things within Mythera.

Sargana and Kultan both sought to stop this abomination. Sargana's 'perfect being' was returned to Mythera to help battle against the abomination. The people of Mythera, named the servant of Sargana "Scorched One". Korog planted the seeds of chaos in hundreds of mortals, allowing many of them to achieve nearly godlike powers.

In the end the inhabitants of Mythera defeated the Dark One. The gods struggled to remove all traces of their struggle from Mythera, so the world could find it's own balance once again.

Through the ages many things have been forgotten, but know this the Dark One was defeated, not destroyed. The Scorched One was destroyed during the last battle against against the abomination. Somewhere within the bowels of Mythera Korog struggles to find a way to free itself, and the gods seem to have forgotten about a terror greater than the Dark One.
dragon_lord
Gods of Mythera

Sargana, Queen of the gods; Greater Goddess of War, Strategy and diplomacy.

Kultan; Greater God of chaos, Change, luck and transformation

Moruhasi; Greater God of wisdom, and learning

Sirul; Greater Goddess of nature

Serzon; God of the Sun

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Scorch; Champion of Sargana - defeated, believed to be destroyed

Korog; Champion of Kultan - imprisoned deep within Mythera

The Dark One; Creation of Sirul and Moruhasi - fate unknown

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These are the generic divinities, and their notable creations. They have realitively few actual followers. The predominant dieties are the lesser divinities, and a few 'regular' gods and goddesses.

Sirul has no technical followers, however those who deal with nature will offer her prayers and ask for her blessing in addition to those of the gods they normally worship.

Moruhasi Has very few followers, he's the parton of wise men, merchants and fools. When a normally follish man shows a breif moment of enlightenment it is said that Moruhasi is working through them.

Kultan has many followers. Most of these followers are the wort kind of people, gamblers, liars and theives. His religion and name exists in the back alleys, not around decent people. He has no clerics, although many orders have tried to worship him formally each attempt has resulted in catastrophy.

Sargana is believe to be a fallen goddess. The only prayers uttered in her name are by those facing seemingly impossibe odds in battle, or diplomacy. She is still considered the queen of the gods out of the fear of angering the most ancient divinity of Mythera.

Actual groups openly worshiping either Kultan or Sagrana often come to a horrible end through disease or violence. Although Sargana may be considered to be fallen, in this war her presence is still recognized.
Chevar
The Great Forge (The Soul of the Forge)

At the height of the Limner empire, oracles predicted the comming of the long dark. Emperor Limner dismissed these predictions as a plot to undermine his authority, and had nearly all of these oracles beheaded.

The only oracle known to have survived was Erillien, one of the Elven lords. Erillien was sent to live amoung the dwarves, where Limner would never have thought to look.

The greatest smiths, mages, and gnome inventors were gathered in secret to create a new order of craftsmen. The gnomes and dwarves worked together to create what would come to be known as the Great Forge.

The mages and smiths worked side by side for years teaching one another the secrets of metal and magic. These were the greatest of their kind, yet most were unable to create anything without help. Their items were indeed magical, but they were crude. Over time the magics infused within the items would unravel.

Rumors of the great forge began to spead, and in time Limner heard of it's creation.

The Dwarven project was abandoned, and the forge was dissasembled before the wrath of Limner could reach them.

The Gnomes, seeking to preserve their creation, secretly moved the facility to a mountainous region between the human, elven, frigian, and yaunti regions. Their new home was deep within the bowels of the independant dwarven stronghold known as four points.

Every book, manual and tome was relocated to the new site, and there it waited for the day it could reopen. Several decades later the forge had been all but forgotten. The legend of it's existance is all that remained.

Legend has it that the forge merely "awakened" one day, and started calling to those that it deemed worthy of it's power. It is said that the forge itself somehow became a living thing. Perhapse the souls of the elementals, which were destroyed to create many of it's parts, slowly combined to created the soul of the forge. Regardless of how it happened, and many scholors have speculated, the forge became a sentient thing.

It is said that too this day the soul of the forge calls to those that are worthy of its power. There have been many called to serve the forge over the ages, and for each age the Great Forge has known a new master. Not all of those called by the forge stay within it's grasp, but most of those called remain there forever. Their lives are sustained by the spirit of the forge, and their will is enslaved by it in return. While enslaved by the forge the magic smiths do not age, get sick or die of natural causes. At the end of each age of Mythera a new group of smiths is chosen, and the former masters are released to live their own lives.

Recently some of the smiths from the mythic forge have been reported wandering the surface of Mythera, signaling the start of a new age.

Here is a brief list of those who are known to have served the forge, and the sybol used to mark their work.

Ash Firehearth - hammer in flaming circle
Dale - snowflake
Garvolli - sword and anvil
Heirune - skull ontop of magic hexagram
Karakus - dragon eating it's tail
Lochneir - padlock over a diamond
Takiri - crossed axes

Footnote: There have been many other, but these are the Master and Grand Masters which have Item Packs in development currently. Dale's first weapon pack has already been released internally.
dragon_lord
God Symbols:

Moruhasi - Greater God of wisdom, and learning
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Sirul - Greater Goddess of nature
IPB Image

Serzon - God of the Sun
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