Lorelia is the core fantasy setting for Myth Maker. It recently rejoined the rest of the world after over 800 years of isolation caused by a powerful magical anomaly which prevented all travel in or out of the region. Lorelians are now rediscovering an unfamiliar world that their ancestors had once ruled. Will the descendants of the world spanning Arturian Empire be welcomed back into the world, or will they be seen as a threat to the new civilizations that have emerged from its ruins?

Meet the budding empire of Lyrin as it pushes its lands into the newfound territories of Lorelia under the rule of an ancient daemon. Visit Celerra, a land that appears at first to be the legacy of the utopian Arturian Empire, but hides a dark secret of genocide and mysterious curses. Navigate the island riddled waters of Thalassia and the mysterious human-like people who call it home. Face the proud people of Kurin, an ancient empire who remained independent from the Arturian Empire at its height, and whose way of life finds itself at odds with those of Lorelia.

A massive world awaits, and Lorelia is only the first of many settings to discover in Myth Maker! Stay alert for more updates in the coming months!
The Confederacy of Lorelia
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The Founding of Lorelia
In 451 AT, the magelords of all but two of the world's nations met at the Temple of the Godking on Archon Hill in New Erras to sign the Treaty of Lorel after centuries of conflict. These four founding fathers of Lorelia were Uriel Dragonnen IV of Iona, Barrus Remorhan I of Gornia, Natasha Cerberon of Texton, and Landus Gorgonis VI of Behiron. The dweorg nation of Dengar, the Syrahallon of Par Syrah, and the Owatawa of Anajota would later be amended to the treaty, but without magelords representing their interests in New Erras, they would hold almost no political power in Lorelia.

The Fall of Batholis
275 years later, in the year 726 AT, Iona sent troops into Behiron after Batholis fell to an invading army from its own past. In 407 AT, half a century before the founding of Lorelia, the Gorgonis family had invaded Batholis and took the city from the Behiron, the now extinct mageblood family of the same name as the nation they ruled. According to legend, the Behiron magelords had used powerful magic to turn entire platoons of the invaders into stone. Over time these stories became myth, and the army of statues were moved to decorate the Gorgonis' Royal Palace. The now ruling Gorgonis family had no time to react when the statues came back to life almost 300 years later to continue their invasion. Ionan troops have eliminated most of these ancient soldiers, but they haven't been able to bring order to the city as other mageblood families fight for control.

The Miasma Spreads
Since the Tearing, which separated the land that is now Lorelia from the rest of the world, a deadly cloud has been seeping out of the mountains of Dengar. Its inhabitants have stubbornly refused to leave their mountain top cities that rise above the toxic cloud, but its continual expansion into Gornia,...
What is Myth Maker?
Myth Maker is a tabletop roleplaying game with an emphasis on interactive storytelling. After alpha and beta testing are finished, the core systems will be released under a Creative Commons license so players will be able to modify and distribute the system to their liking (non commercially). Gameplay revolves around five foundational systems:
  • Storytelling: This system is designed to allow each player to contribute as little or as much as they want to the game narrative. It enables a group of players to create a story that can be as short or as long as they want. It also allows for circumventing parts of the game players aren't interested in, so they can focus on the stuff they enjoy more. These storytelling tools will be useful even if your group prefers to have a GM run the game.
  • Combat: This system provides rules for a wide array of tactical options. It uses a combination of actions and reactions to keep everyone at the table involved during a fight while minimizing the math involved to keep the action moving.
  • Social: This system offers a collection of tools that characters can use to influence and manipulate each other. Even players uncomfortable with social scenes will be able to lean on this system to help immerse their characters into the game world.
  • Skill: This system handles any non-combat and non-social skills that might become relevant to a good story. It includes things like languages, education, trade skills, and other skills that may take place in a scene or even during downtime between scenes.
  • Energy: This system covers extraordinary abilities specific to a setting. Magic, superhuman powers, technological enhancements, or anything that grants character's skills or powers unavailable to normal humans are covered here.
What About the Characters?
Characters are defined with the following features:
  • ...
PLAYTEST Seven Samurai
The Seven Samurai playtest is here!

What is Seven Samurai?
In this playtest, players use a group of samurai to defend a humble villiage from endless waves of attacking ninja. All of the characters are premade, and use mechanics from the upcoming combat talents. The ninja are sneaky and use underhanded tactics, while the samurai fight with honor and skill.

What Does It Test?
Firstly, this playtest introduces a two important new elements: The talent system adds resource management to the game and enables highly-trained characters to manipulate the action economy in their favor.
Secondly, this playtest expands upon awareness and stealth, and shows how sneaky characters can be effective in combat situations.
Finally, though all the characters are premade, this playtest is an attempt to show how Myth Maker advancement system allows characters to grow in power and effectiveness without ever altering their core attributes or resources.

Getting Started...
Download the PDF below. It includes instructions for the playtest, premade characters, a map, and character sheets. You'll also need pencils and 6-sided dice (preferably two or three per player). Other gaming materials such as a grid and minis are not required, but you can certainly take advantage of them.

If you have any questions to ask or stories to tell, check out the alpha playtest forums. We look forward to hearing from you!
We're steadily preparing for the second playtest next week. Most of our work concerns content for that test, but we've also been working on systems further out.

Combat system changes
  • Parrying no longer applies to projectiles.
  • Standing up from prone only costs some of a character's movement, allowing characters to move or sprint after standing up, or even stand up as part of a dodge.
  • Physical interactions between creatures of different sizes have been streamlined a bit more. This will become relevant in the upcoming Ogre Battle playtest.
  • Tactics and Command proficiencies now grant their bonuses in all checks relating to Stealth and Awareness.
  • Several changes were made to the combat talents. Quick Draw was simplified, and also allows quick sheathing of a drawn weapon.
  • Added and updated equipment for the Seven Samurai playtest: Kusarigama, Shuriken, & Makibishi.
Other changes
  • Work continues on the social system.
What is the Myth Maker triangle and how does it work?

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Three Attributes
The three inner divisions of our triangle represent a character's attributes: Mind, Body, and Spirit.

Why have attributes? Some game systems have more or different attributes, other systems eschew attributes entirely. We decided to include attributes partly because they are a common game element that most players will already be familiar with. We also like how attributes provide a simple way to differentiate characters from each other.

Why Mind, Body, and Spirit? As we worked through early versions of the game, we settled upon three kinds of activities that we felt were central to the roleplaying experience we wanted to provide in Myth Maker: combat encounters, social interactions, and skill challenges. Our attribute system evolved over time to loosely match the activities we envisioned for characters. As it progressed we analyzed each potential division and combination of these attributes and we feel that the Mind, Body, Spirit trio is ideal for Myth Maker.

What do they represent?
Body
represents a character's ability to perform physical feats of strength and endurance. It also represents the amount of physical damage a character can take before their body dies.
Mind represents a character's ability to solve complex problems and perform quick and precise actions. it also represents the amount of mental damage a character can take before they become brain dead.
Spirit represents a character's strength of will, determination, and gravitas. It also represents the amount of spiritual damage a character can take before their spirit is extinguished.

Three Resources
The three outer divisions of our triangle represent a character's resources: Ability, Stamina, and Willpower.

Why have...
Last week we opened up the website for the first few visitors. In the coming weeks we'll be pulling in more people. First, though, we have two more playtests on the way. A more detailed overview of our release schedule can be found here. The next playtest is the Seven Samurai playtest, which should become available in roughly two weeks. Below are a list of changes that are being made between the first and second playtest.

Combat System changes
  • Damaged weapons and armor have been made a bit worse.
  • Weapon Training now gives a bonus against being disarmed.
  • The combat talents have been completely redesigned due to changes in the core combat system during the creation of Battle Royale.
    • Talents are now designed to enhance specific actions. This makes them far more intuitive when building a character and when using them. As a result, the number of combat proficiencies has increased, but the complexity of playing a combat-focused character has been reduced.
    • Previously, techniques were designed to regain some resources when performed well. The purpose of this was to provide a pacing mechanism for batttles. Battle Royale revealed that this wasn't needed, so it has been removed to simplify combat a bit.
    • Techniques that play with the action economy now always require a resource expenditure. This further improves pacing, while preventing over-use of techniques that might slow down gameplay in combat.
  • New equipment is being added for the upcoming Seven Samurai playtest, many of which are functionally identical to their Western counterparts: Naginata (glaive), Katana (sword), Nodachi (longsword), Wakizashi (shortsword), Tanto (dagger), Tetsubo (mace), Tekko (knuckles), Bo (quarterstaff), Kama (sickle), Yari (spear), Fukiya (blowdart), Yumi (longbow), Makibishi (caltrop), Otsuchi (warhammer), Nunchaku, Sai, Kusarigama, Shuriken
...
This plan is open to change over the course of the year. It gives a general overview of what you can expect for the playtest. The alpha is currently planned to last all year. As subsequent playtests are released, more and more of the system will be tested at one time.

Winter 2016: Combat System

Playtest 1: Battle Royale (RELEASED)
This playtest puts players against other players in a combat arena. It includes basic character creation, the core combat mechanics, a single talent, and an equipment list. This is the only PvP playtest and will feel much different than the rest of the game going forward.

Playtest 2: Seven Samurai (RELEASED)
This playtest puts players in control of premade samurai characters up against ever increasing waves of ninjas. Players have a total of 7 lives divided between them. It introduces the talent system.

Playtest 3: Ogre Battle (RELEASED)
This playtest puts players against an ogre. In this playtest, players will have access to combat talents and will be able to construct a party of characters in an attempt to defeat the ogre. This playtest opens up the talent system and introduces size categories.

Playtest 4: Fighting Spirit (COMING SOON)
This playtest will introduce social talents that can be used during combat. Players will take control of a pair of boxers who not only fight to knock the other one down, but to win the favor of the crowd. Brute force and charm combine in the final combat playtest!

Spring 2016: Social System

These playtests will introduce the social system followed by social talents. They will also include combat scenarios. At this point, the game will start feeling less like a board game and more like a roleplaying game.

Summer 2016: Skill System

These playtests will introduce the skill system followed by skill talents. They will also include social and combat scenarios. At this point, players will be able to play Myth Maker in any non-magic...
PLAYTEST Battle Royale
The first alpha playtest is here!

What is Battle Royale?
Battle Royale is a a test of Myth Maker's basic combat system, without talents. In it, player characters fight each other in a gladiatorial-style arena. Character Creation is simple, as there are only two choices to be made: Will your character be quicker or stronger? And which weapons do you choose? After everyone has made characters, throw them into the arena and see who emerges the victor!

What Does It Test?
In this playtest, our aim is to make sure our basic combat mechanics are working properly before we add additional layers like Talents or other core systems like the Social system. Characters in Battle Royale are average humans with only a basic level of training in their chosen weapons. This should provide a neutral starting point so that the combat mechanics themselves can be the focus of this test.

Getting Started...
Download the PDF below. It includes instructions for this playtest, a map, and mini character sheets. You'll also need pencils and 6-sided dice (preferably two or three per player). Other gaming materials such as a grid and minis are not required, but you can certainly take advantage of them.

We hope you have a blast in the arena and thank you for participating in our first test! We'll be posting community polls here to get some basic feedback, but feel free to write your thoughts about the game in the feedback section or chat about it in the alpha playtest forums with other testers.