Mythus
Setting
Earth, 21st century — but fully intertwined with gods, myths, biblical figures, and supernatural creatures.
The Harbingers (11 corrupt gods) rule the planet through fear and manipulation.
Supernatural Matter — the essence of creation itself, divided into Earthly, Celestial, and Abyssal forms.
Humans research and weaponize it at great cost to body and mind.
The central conflict: humanity's rebellion against divine tyrants.
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Main Character
Knowledge Daedalion ("Daedalion" — descendant of Daedalus)
Appearance: Medium-length black hair, sharp golden eyes (from his divine bloodline), lean but muscular build.
Weapons:
Bow of Daedalion — crafted by his grandfather, once a divine artificer. Fires arrows infused with volatile Supernatural Matter.
Dagger — close-range, lightweight, forged from fragments of his father's burnt Matter Wings.
Pet Eagle (Aetherion): Used for scouting, distraction, and retrieving arrows.
Abilities:
No supernatural powers, but unparalleled vision, agility, accuracy, and creativity.
Compensates for lack of divine power with intellect and invention.
Backstory:
Grandfather (Daedalus): Former god of craft, executed for creating tools to defy gods.
Father (Icarus): God of the sky, a democratic idealist, killed when his Matter Wings disintegrated.
Mother: Goddess of warfare and protection, tortured and burned alive by Harbingers.
Legacy: To complete his family's rebellion and bring the gods down.
Personality:
Inside battle: Quiet, calculating, tactical genius.
Outside battle: Loving, funny, kind, teasing, curious.
Flaws: Short-tempered, hates monsters (esp. Bestia Primus), frequent clashes with the deuteragonist.
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Deuteragonist
Praevisio Norren ("Foresight")
Appearance: White-blond hair, pale blue eyes, tall and stoic. Always looks like he's "watching something else."
Weapon: Blade of the Sentinel — forged from crystallized starlight, etched with runes that distort probability.
Abilities:
Foresight: Can anticipate attacks seconds to minutes ahead.
Mind-reading and instinctive counters.
Near-perfect reflexes, though foresight overload often causes migraines and emotional instability.
Backstory:
From a Norse bloodline chosen by gods.
His clan was massacred in a corrupted ritual (Aztec sacrifice + yokai summoning).
Believes Knowledge's family "provoked the gods," causing the destruction.
Fate binds him to Knowledge despite his hatred.
Personality:
Calm, tragic, analytical.
But irrationally enraged by Knowledge's existence.
Despises Knowledge's skill, spirit, and aim — everything he sees as a threat and reminder of his loss.
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Antagonists: The Harbingers (11)
1. Dominus Aeternum (Odin/Zeus/Set) — Harbinger of Dominion
Supreme tyrant, manipulates storm & chaos matter.
Views mortals as insects, controls their fates.
2. Mortem Tenebris (Hades/Hel/Yama) — Harbinger of Death
Ruler of underworld matter, cold and fascinated by rebellion.
3. Ignis Fatum (Ra/Apollo/Amaterasu) — Harbinger of Flame
Master of solar matter, hoards divine light.
4. Aqua Abyssum (Poseidon/Enki/Varuna) — Harbinger of Seas
Controls abyssal oceans, manipulative and cruel.
5. Bestia Primus (Fenrir/Anubis/Nemean Lion) — Harbinger of Beasts
Commands monsters. Pure carnage. Knowledge's most hated enemy.
6. Bellum Rex (Ares/Kartikeya/Huitzilopochtli) — Harbinger of War
Creates weapons from condensed Supernatural Matter.
7. Mens Mentis (Thoth/Hermes/Omoikane) — Harbinger of Wisdom
Hoards divine secrets, controls knowledge itself.
8. Tempus Raptor (Chronos/Kali) — Harbinger of Time
Bends causality, mocks Knowledge by replaying his traumas.
9. Umbra Maledicta (Tezcatlipoca/Loki) — Harbinger of Shadows
Trickster, master of curses and illusions.
10. Gladius Iustitia (Tyr/Shango) — Harbinger of Judgment
Carries divine blade of balance, hypocritically judges mortals.
11. Spiritus Caelum (Quetzalcoatl/Perun) — Harbinger of Storms
Childlike yet destructive, embodiment of chaotic winds.
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Power System: Supernatural Matter
Core principle: All existence comes from Matter.
Types of Matter:
1. Earthly Matter — tangible, natural elements. (Stone, wood, metals.)
2. Celestial Matter — radiant energy, light, stars, order.
3. Abyssal Matter — darkness, entropy, corruption, chaos.
Rules:
Humans can manipulate it with training and artifacts, but it strains mind & body.
Harbingers wield it effortlessly as gods.
Weapons forged with Supernatural Matter carry divine weight but can burn out the wielder.