Myriad is a place of wonder and mystery. Each world is overflowing with a diverse array of creatures and species, each with their own unique characteristics.
The Core - Home of The Navigator
As the initial realm of Myriad, the Core possesses consciousness, granting it the extraordinary ability to pull broken planets into its orbit and revive them. Once Bartholomew Spark settled there and immersed himself in research, it transformed into the bustling hub of the nine worlds and his cherished home. The landscape contains small islands, adorned with lush fields and dense forests, and is teeming with the earliest known fauna in Myriad.
Prosperia - Home of Stories
Home to immortal personifications, Prosperia became the first world saved by The Core. These ethereal beings are storytellers, always eager to share tales that reflect their roles, and are given the task of safeguarding and nurturing the mortals in their realm. At the heart of it all is Prosperity Palace, a central tower from which the entire world is governed. Each personification holds a slice of land surrounding the tower and tends to it in their own unique ways.
Solgarde - Home of Magic
Solgarde holds the key to Myriad's immense power, where mages and an array of enchanting creatures can be found. The land is divided into three kingdoms, each bearing the name of one of the three siblings who established it: Celestria, Cavell, and Craeton. Celestria's path led her to the majestic mountains in the west, where she carefully cultivated her harmonious magic and grew Eventide crystals and Imperial stones. Cavell took charge of the vast, expansive northern grasslands, where he honed the strength of formidable warriors who gained the power to sway the outcome of any conflict. In his quest for the finest soldiers in the realm, he buried Volar gems deep in the dirt, hoping to amplify their skills. The youngest sibling, Craeton, claimed the sunny lands of the east. There, he cultivated Pyracore crystals and focused on fostering diplomacy and constructing the most breathtaking cities in Solgarde.
Lucarian - Home of the Undead
Lucarian, the fourth world of Myriad, is a place where death takes on an entirely new significance. A multitude of beings call Lucarian home, from vampyres to demons, to walkers and ghosts. According to the locals, if something dies, it won't remain dead for long. One dominant landmass composes the majority of the world, and small islands can be found along the coast. Due to the limited sunlight caused by the haze and mist, Lucarian is home to a remarkable array of protective flora. The trees have developed the ability to adapt and move, ensuring that even the slightest ray of sunlight is redirected away from those who are susceptible.
Eternity - Home of Glass
Eternity earned its name as the home of glass due to the vast expanse of sandy dunes that, under the scorching sun, transformed into massive formations of glass. Outside of the cities, the landscape transforms into a treacherous place, inhabited by terrifying monsters and roaming towns known as Drifters. Among the static cities, Azuris and Requiem stand as the governing powers. Eternity is famous not only for its hospitality but also for vector racing, an adrenaline-pumping sport where participants ride on top of moving vehicles, manoeuvring through a canyon track to collect orbs.
Aetherdril - Home of the Sun and Moon
Aetherdril is the celestial abode of the sun and moon and floats to the south of The Core. Enveloped by the ocean, this otherworldly paradise is a haven of small islands and man-made floating cities. However, amidst its beauty, there are ominous stretches of molten lava and active volcanoes. This place is home to mythical creatures like kelpies, werewolves, mermaids, dragons, and fire giants. Due to the constant movement of the floating islands, cartographers have faced great difficulties in accurately mapping Aetherdril.
Sanctus - Home of Horrors
Always draped in smoke and bathed in a crimson hue, Sanctus earned its reputation as the home of horrors following the end of the war. Once a sanctuary in Myriad, this world blossomed with lush vegetation and abundant wildlife, providing a shelter for countless evacuees and those seeking safety from brutal leaders. Towards the end of the war, Sanctus became a prime target for the enemy, and the surface was left devastated during what is now known as The Shrouded Dream. In the aftermath of the war, the planet became a breeding ground for feral monsters and beasts.
Skuld - Home of the Forest
A haven of nature, Skuld is home to the most stunning array of flora in all of Myriad. The world is predominantly covered in dense forests, but there are occasional stretches of lakes and waterfalls, their waters shimmering with a radiant blue glow. While most regions enjoy peaceful alliances and flourishing trade, there are a few villages that still bear the weight of past disagreements and still harbour deep distrusts, especially of outsiders. This place is home to a variety of forest creatures, including dwarves, elves, trolls, and other magical beings.
Delorem - Home of Industry
Delorem was the final world to be saved by The Core and hums with the sounds of industry. The dense cityscapes are the backdrop for regular rebellions against the industry families and secret heroes fighting for justice. Corporations fiercely compete to develop innovative technology and weapons, often crossing legal boundaries in their quest for dominance. Despite intervention from other worlds in the past, the harshness of Delorem remains unchanged.
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Legends of Myriad: Lore of Myriad
FantasyMyriad is a place where history and secrets intertwine. Uncover the hidden mysteries and legends that make up Myriad as we delve into the nine worlds of the Starlight Path.