Iron & Myth — The World
Iron & Myth is a low fantasy, human world—harsh, grounded, and shaped by memory rather than magic.
Power is human. Faith is contested.
The supernatural lingers at the edge of belief.
Magic exists, but it is rare, subtle, and mistrusted.
Creatures of legend—beasts, spirits, and worse—are said to dwell in deep forests, buried ruins, and forgotten crypts.
Most have never seen them.
Many believe they do not exist.
The Adventurer’s Call
You are not a hero.
You are a survivor.
A farmer, scout, laborer, or wanderer—drawn into something greater.
Beyond the walls lie ruins, secrets, and things best left undisturbed.
If you endure, your story may be remembered.
A Broken Past
Long ago, a great empire ruled for a thousand years.
It fell.
What followed was an age of darkness—centuries of ruin, isolation, and fear.
Stories speak of monsters, cursed lands, and dying light.
Whether truth or myth, none can say.
Then, a century ago, the darkness receded.
The stories faded with it.
The Present Age
From the ruins rose a new order.
They claim the Lord of Light drove back the darkness and restored mankind.
Walled cities and strongholds now stand where the empire once ruled.
But beyond those walls:
the wild remains dangerous
roads are uncertain
bandits, warlords, and worse still roam
Civilization survives in scattered pockets—fragile and hard-won.
Three Truths
No one agrees on what ended the darkness.
The Old Faith — the fey restored balance
The Order of Light — faith and war reclaimed the world
The Arcanum — knowledge will prevent its return
All may be right.
What is certain:
the darkness was never destroyed.
What Stirs
A recent expedition did not return.
A lone survivor came back—half-mad with fear—speaking of creatures long thought myth.
The Orders prepare.
The wild grows restless.
Something is stirring again.
The Beira — The Edge
The Beira—the edge—marks the boundary of the known world.
Beyond it lie broken roads, deep forests, and forgotten places. Within it, small villages endure through labor and hardship.
Life is harsh.
Peace is rare.
Civilization here is thin—and always at risk.
The People
You are human. Everyone is.
You come from a village—practical, wary, and shaped by survival.
A trade, a duty, a simple life.
Then something changes.
You leave.
You may walk your own path—or swear to an Order.
The Orders
Five Orders shape the Beira. Each offers a path of survival, belief, or power.
Order of the Raven
Wardens of the frontier. Scouts and hunters who guard the wilds.
The Old Faith
Druids who serve the fey and preserve the balance of the land.
Order of Light
Friars who bring faith, structure, and hope.
Order of Arcanum
Scholars who seek lost knowledge in the ruins of the past.
The Military Order
Builders of strongholds and defenders of civilization.
Become a supporting member to access digital assets, Foundry adventures, and more. Click here.