Iron & Myth

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.



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