20/07/700 ASU
The popularity of Mythic has caused the Artidum Corporation to expand the franchise into the roleplay side of tabletop gaming.
Three rulebooks have been released to coincide with the release of Mythic Roleplay, alongside dozens of new models, each available for purchase now. There’s a hero rulebook, a villain rulebook, and the monster manual so the GM can get an idea of what sorts of things the players should be doing.
These books cover powers, weakness, the various sects and races as well as a map of the ‘Sunset Coast’, which is where the four starter campaigns are located. Then, GMs can craft their own quests.
Importantly for my interests, these rulebooks give a fantastic level of insight into the world, Malaethron. How the average people live their lives, how the world came to be, how the races originated, the rise and fall of core sects. It doesn’t get quite to the level of detailing the tax policy of the Empire, but that can wait for a future book.
The sect’s members are largely segmented into ranks based on their power and mastery over their discipline. The common citizens toil away in harsh conditions, always threatened by a million things and people at once, and it’s up to the heroic sects to bring them peace and justice. The Imperial bureaucrats and scholars are always squabbling, and the empire fractures into civil wars so often that it’s more accurate to call the Empire a thousand independent territories with their own goals and ambitions. The monsters, based loosely on the old faebeasts, stalk the land for food and slaves, and the villainous sects are always popping up like a disease that can’t quite be ripped out from the root.
It is a time of strife, but also chivalry, heroism, and grand adventure.