Forging Myths
Gods, Spirits, Accursed and Shadows are all living myths, the folklore creatures of this world, known collectively as The Velherak.
No two myths are truly the same, although similarity may be found, and they may wander to new lands, following their people of pray.*
Myths can be about Rot, Times, Entities and Places - all myths are otherworldly in some fashion.
Mythical Entities & Forces
What is a God?
The terminology used here is for the storytellers advantage, to seperate types of mythical entities into different categories. But, a spirit can be a god, a god can be a spirit, a god can be accursed, a shadow can be accursed.
Terminology like god and spirit exist, but they do not follow strict rules in the setting and are often used together about the same thing and entity.
Creature of Myth is a catch-all term for any mythical and otherworldly entity. There are a set of categories used to , but there are many creatures that do not neatly fit into these and simply are “Mythical”.
When creating Creatures of Myth for the adventure consider their role, as they should intertwine deeply with the mystery.
In the tables section you can find information on how to quickly generate a concept for your Creature of Myth.
Not all Creatures of Myth you create need to fit into any of the categories below, These are guides to help you, not stifle you. A Creature of Myth can be any mythical entity or thing.
Mythical Entities and Forces
Glory
All Velherak have a form of Glory, commonly taking the shape of a hollow screaming circle. This manifests when they warp and change the world to their own suits.
Behaviour
All Velherak have some foundational behaviour that affects their movements and plans.
Laws
All Velherak are bound to some laws, by their own making, through pacts made with mortal creatures or by the foundations of the world itself.
Shrines
Shrines are man made constructs that they offer to the creatures of myth as a place of communion and connection, to bridge the worlds of the mortal and the otherworldly.
Lairs
Many cursed creatures have a Lair where they rest, consume prey or hide away from the world beyond. The older and more powerful they are, the stranger and mightier their lair is too.
Thrones
Thrones are natural wellsprings of power. One may find them abandoned in the wilds, and as the ages pass they ebb and flow, some disappear, and are born anew elsewhere. These places thrum with power, attracting all sorts of creatures to them, both ordinary and mythical. Some say that Thrones are where Velherak sit and that is why they hold power, others say they are as springs. Thrones may also be more than an area, it can be an imagined place within a thought, object or even another entity.
Below we include some categories for the storyteller in how one might divide the Velherak. In the world there is no true category for Velherak and a create may fit in several or none of the categories detailed below. In the world, any Velherak should simply be considered as a standalone myth with its own rules and definitions.
The Unbound
Entities or forces that may always have been here. They may not even know the concept of life or death and utterly unknowable entities.
In Play the Unbound are living Calamities that cannot be killed. They may be stopped or diverted, but have no concept of death, even if they do, they may simply forget they ever died.
Manifestation
Through the natural world they reveal themselves. The Unbound may take any shape and manifest through any medium. Commonly they are connected to a single element through which they do reveal themselves, but related elements can also be used.
Offering
To sate or push back an Unbound, offerings must be made. These can be presented in any number of Rituals or Festivals, but if an offering is not made, then the Velherak will continue on their path.
Threshold
Being of the physical and of thought allows the Unbound to enter the Waking Wilds through the actions and thoughts of others, or through any event in the natural world. These Thresholds are also required for an Unbound to return to whence they came from.
The Wise
Entities that have lived for too long, overcoming death and ascending into godhood - making them larger, Wiser and mightier than the stock they came from.
In Play the Wise are Lords of the land, bargain makers and guardians of their kin. They can be killed, but with grave consequences following their death.
Shape
Every Wise started as an ordinary creature long ago, and through the ages they survived and grew both in size and wisdom. Some say that the Wise came as they were, or were born of other powerful entities. The sure thing is that Wise take on the shape of ordinary creatures, often leading great packs.
Purpose
Every Wise has a higher purpose or tenet they seek to uphold. This can be something they themselves machinate for, or perhaps they bring their pack with them.
Throne
These are seats of power from whence the Wise rule an area, or perhaps an entire region.
The Unseen
Entities and forces that arise from care, time or violence. It is said that all things have a Spirit, and in time they may grow mighty enough to manifest upon the world.
In Play the Unseen are often parasitic in nature, latching on to people and animals to manipulate them to their own desires. They may also be wise and work as caretakers for a small piece of land or forest.
Presence
While they cannot be seen, they can be felt through their presence. Every Unseen affects the Wilds around them, on purpose or coincidentally through their actions.
Nascence
All the Unseen came from somewhere, and many are bound to their fate from the day of their birth.
Hunger
Every Unseen holds a hunger within them that drives them to grow in strength and reach. They feed upon this hunger like a parasite upon the world, sometimes forming symbiotic relationships with creatures or plants, other times they are utterly destructive in nature.
The Accursed
Entities that have been cursed, by others or by themselves. They are of singular thought and obsession. Manifesting their curse in dreadful physical ways they become monstrous.
In Play the Accursed are monsters that harass and consume the living and must be stopped before committing real harm onto the people and its lands.
Obsession
Any Accursed is driven by a singular thought, an obsession that is in essence what cursed them. This obsession affects all decisions made
Domain
Any Accursed holds dominion of a place where they carry out their obsession. Often the Domain
Nature
Any Accursed is guided by an internal nature which affects how they
Deviation
Any Accursed manifests their curse and obsession in unique ways, making them not only terrible in spirit but also in visage.
Overcoming Myths
There are seldom any true way to defeat a Velherak, but there are ways to still live to see another day. Through Bargain, Ceremony and Trickery one may yet survive.
Rebuke
Fight back the Velherak through ceremony For a Season, Winter or Age. The Myth is kept at bay for now.
Bargain
Enter a pact or deal with the Velherak which will keep your people and land safe, for a price.
Trick
Fool the Velherak into revealing its true Weakness to dispel and defeat the danger once and for all…