Erce is most fundamentally a setting where mundane people can leave behind their regular homes and enter a dark and chaotic mythic wilderness. In the human dominions of Law, the gods rule and they have ordered the lands and made them relatively safe.
Beyond the divine dominions, in the wilds, Chaos rules and all bets are off. Here one may encounter bloodthirsty elves riding with goblins in wild hunts; troll sorcerers abducting babies for their thaumaturgic rituals; woodlands that are larger on the inside than the outside and paths that can not be retraced. Conversely, one may also meet with an elven champion of life, song and laughter who arrives to save villagers from undead incursion, a cunning giant wizard who will trade ancient spells for a small favour and demonic imps who wish only to show you the true meaning of free will.
|Hildebrandt captures a lot about the feel of Erce.|
The champions of humanity who enter these mythic lands are inevitably touched by the gods and saturated with the magic of the lands they battle with, becoming mythic heroes themselves – Epic, larger than life and perhaps even alien to the very mundane lands they grew out of and protect. Such are the fickle fates of the Mythlands of Erce.