MÜTVIA
STREAMED • ACTUAL • PLAY • TTRPG
This might be some cult shit, honestly. You might wanna wrap this up.
ABOUT THE SERIES
Six individuals, each an outcast in their own right, find each other and attempt to survive in Mütvia, the horror-filled Land of 1,000 Princes.
Mütvia is an actual play Pathfinder 2e Remaster TTRPG campaign set in the titular country within the larger World of Evindale.
Tuesdays, 8:30pm EST
https://twitch.tv/VoxAndQuill
Edited VODs of the actual play can be found on YouTube every Friday after each game, though Patreon patrons have immediate access to the VODs.
THE STORY SO FAR
ELIAS, a human oracle (Aetherius), found himself a refugee from his own country of Cultrek and fled west with his family. Tricked by roadside charlatan, the family found nothing but sorrow upon touching the shores of Mütvia. His parents died, his sister betrayed him, and his little brother is nowhere to be found. With nothing left, after 18 months after his arrival, Elias began his journey north to find a new home and work.
During his travels, he came across DELIA, a drósti thiraf thaumaturge (Yuri), whose Lupescoi family had recently discovered her knack for the seer-like powers of a vrojiti. She was to go her own way and discover her own path.
Meanwhile, VIN, a commoner human sorcerer (Chris) who was covered bodily with mysterious tattoos since birth which caused enough fear to drive him out of society even as a child, was foraging in the woods. A massive undead creature lumbered his way and burst open to reveal the Fayd’il psychic, MERCI (Erin), who poured out exhausted from her birthing.
Drawn to the area by a mysterious connection, Merci immediately clawed at the ground to uncover BELLE, a Vivashan wizard (Aun), from a centuries-old slumber despite never having met. They continue to explore their connection to this day.
Soon after, the five met at a crossroads in the northern country. Together in Delia’s wagon, they continued their travels spurred on by visions from Delia which led them to the ruins of Cheleva Abbey.
Once within, they discovered the place overrun by undead and a possessed centaur creature. The party defeated the possessing spirit, and out of it came DANIX, a noble centaur champion (Emma), who would be the sixth to join the party.
With thanks, Danix offered his lone cabin in the woods to the group as a place to stay. Danix explained he was drawn to the lands of Mütvia by divine command to purge this place of its evils and the abbey had been his first target.
Episode 4: Soon after, the cabin was revealed to be the home of another possessing spirit, possibly the same one that inhabited Danix previously. Delia worked some folk magic and cleansed the place, only to reveal the house had under its floorboards the cursed remains of its prior inhabitants, a group of cultists that met a grisly end. The ordeal left Merci exhausted who immediately fell into a torpored state.
Episode 5-6: The group decided to head back to the Abbey with the unconscious Merci in tow to seek answers. Overnight on their day-long journey, a voice crying out for help drew their attention toward a swamp. There they discovered and stopped a shambler from attacking a Mütvi called Jaros.
Episode 7: Now saved, Jaros pledged his life to Danix who had been previously revealed to receive benefits from The Land in recognition of owning property and having a drósti and commoners within their demesne. As a commoner, Jaros felt duty-bound to serve the new prince and all continued toward the abbey.
Night fell once more and with a campsite secured, the group quickly fell into an argument over how commoners should be treated. At the height of the internal fight, Belle got up and attempted to stab Jaros in the back. Immediately everyone involved had a mysterious effect come over them, the most notorious of which was Elias, as a noble, seemingly no longer had any connection to The Land to the point of being unable to even speak Mütvian.
Episode 8: Belle’s increased suspicion of Jaros led her to backstab the commoner. Jaros spun around in fear, Belle fell to the ground dying. She was immediately stabilized and healed. Inquiry of what happened led the reveal of Jaros as an otherworld entity, one that gained control of Belle’s mind. Driven out, Jaros swore to see them again at the Abbey. Merci’s body, meanwhile, was beginning its final stages of decomposition. The party hurried to the Abbey with Belle’s attachment to the fayd’il revealing where she might be kept.
• THE CAST •
AETHERIUS
Elias
Human Oracle
Aetherius Bordeaux (he/him) is an AP actor, Twitch Affiliate, and strong advocate for creating more diversity within the TTRPG community. Aetherius is known for such roles as Phimeus Revelborn, host of “Good Morning Castleton” in the smash hit Castleton, and as the Jean-Pierre Baptiste from the award-nominated Philly by Night! To find, follow, and support Aetherius across socials, check out linktree.com/vampirehimbo.
AUNDAWYN
Belle
Vivashan Wizard
Aun (she/they) is the creator of the CRiT-nominated TTRPG channel Role D5, where the team specialize in showcasing and playing indie-developed RPGs with talented special guests from the community. Aun has been playing TTRPGs for 7+ years and guests on a wide variety of channels with a cosplay with a cosplay to accompany each character! Always more projects in the works you can keep up with them here: https://beacons.ai/aundawyn
CHRIS
Vin Bahlimut
Human Sorcerer
Chris (he/him) does cool things, like TTRPGs and cooking. Follow his journeys in Mütvia, Vassen, and VtM on Threads!
EMMA KOCAR
Danix
Centaur Champion
Emma Kocar (she/her) is an AP actor, GM, and producer with a passion for storytelling. She is the Founder and Creative Director of the Tabletop Talespinners Network, a TTRPG podcast network whose mission is diversity without tokenism. Her credits within the network include Chronicles of Chreathe, Improv Madness, and Magnificence.
ERINMYLAUNDRY
Merci
Fayd’il Psychic
Erin (she/any) is a cozy horror streamer and the Founder of the TTRPG Collective (web/Discord). They are also a finalist in the CRiT Awards for Best Game Master | Paradox Interactive (World of Darkness) for their storytelling in the Vampire: the Masquerade campaign, Philly By Night (Twitch/YouTube).
YURI
Delia
Thiraf Thaumaturge
Yuri (she/her) is a neurospicy AP performer, GM, and voice actor who plays video games and writes in her spare time. She uses her marketing degree for good by helping indie creators in the TTRPG community. You can find her at yuriandthebeast.carrd.com.
SJ McKEEN
Game Master
Human Writer
SJ McKeen (he/him) is an American voice actor (Marty Manson, Showgunners; Dagger team voice, Ground Branch) and a lifelong professional storyteller. A veteran actor of the stage, SJ has been the founding director of the two-time award-winning Journeyman Company, a 40+ member of the improvisational street cast of the New York Renaissance Faire. His love for gaming as a medium for storytelling has stayed with him throughout his career, founding the Twitch-affiliated channel VoxAndQuill in 2018 to host actual play productions of tabletop games set in the World of Evindale, a vast campaign setting for TTRPGs.
• THE SETTING •
Mütvia is a dark, xenophobic confederation of principalities each with its own laws and traditions. Its bloodied ancient history has turned the country into a haven for folk evils and spirits. In response, its people have learned to endure at the cost of freedom. Strict rules brought down by draconian princes and the stringent caste system keeps everything together on the surface, but below lurks The Land itself, a seeming unthinking, uncaring entity of divine origin that divides those that dwell within as either survivors or victims.
THE LAND
Some Mütvi believe The Land is embodied by Nor’dagha, the divine facet of Sythlia that oversees nature with an uncaring eye. As such, Nor’dagha is also the patron deity of Mütvia.
“Her Eyes”, the two Moons Caelen and Serith, also play a part in Mütvian lore. Their phases often determine important religious holidays, while agricultural festivals and events are counted out by their cycles.
Vyers and archvyers oversee the religious practices. In d20 games, these are represented by the druid class.
Superstitions & The Horrors Within
Culturally, Mütvi understand death to be both an aberration and a natural cycle. Whereas other countries can enjoy relatively peaceful funeral rites as their society would dictate, the Mütvi must take part in rituals that will cause bodies to stay in the ground. Salting the earth, for example, is a common practice but not always practical. Therefore, the Mütvi have discovered various methods to stave off death, especially if it comes at the hands of the creatures of the night.
Outsiders find Mütvian society curious and perhaps even hypocritical. The people view arcana as something to revile, yet they practice folk magic and healing practices that rival the most potent of divine healers. Their brand of warding protection comes in the form of crude amulets, talismans, herbs, and superstitious practices. A braid of garlic on every window and door of a home will keep strigoi away, but the addition of some holy relics may also repel the more powerful vampyr. Meanwhile, the ubiquitous sanji, a class of troublesome land spirits, can be kept at bay with porridge & butter in the winter, or a loaf of bread in the summer.
Yet, all of these practices stave off death. They prefer not to foolishly combat the agents of nature with steel when a bundle of herbs wrapped around an iron nail will do the trick.
THE CASTES
Three castes evolved out of an understanding of The Land’s desires, mimicking nature’s own basic animal structure. Resistance to this rigid organization is often met with odd resistance from The Land including attacks of natures including avalanches and blights.
Anyone can move within the castes providing they are accepted and act accordingly. Hence a drósti may one day become a prince and thereby be both (though this hasn’t yet happened), or a commoner may be adopted by a drósti family.
While castes are mostly a social division, The Land does impart certain abilities to those who are heavily invested in The Land. These benefits appear to be divided by the caste one is in.
THE NOBLES – Mind of the Land
Someone stood on a plot of land and managed to hold it until they had an heir. Thus a noble was born.
Nobles are organized into Ruling Houses, Academic Houses, and Military Houses. Larger noble houses are usually an alliance of two or more houses.
Some nobles are one person whose mudpit hasn’t yet been claimed by someone else. Most nobles are petty and have at least a small court (mainly friends and family) and maybe a manor house. The largest oversee vast territories, have a standing militia or two, and are effectively their own country with their own laws.
Most nobles are excessively cruel for a very good reason: it keeps the commoners tough enough to survive the night and prevents “the drósti from stealing”, a view seen as exceedingly ignorant by the more wise.
Certain elder houses, such as House Dracovich, value drósti presence and when there’s no heir to the title, they leave their entire principality to whichever drósti family they have ties to until an heir is found.
Noble Rumors: Powerful Nobles have a connection to The Land (geomancy) commensurate with their political power. The Land communicates with them, updates them on the goings on in their demesne and warns of natural disasters. Others receive portents to their own demise.
In the actual play, both Elias and Danix are Nobles.
THE DRÓSTI – Soul of the Land
You never betray those you see as family. You never break certain traditions. You understand survival within Mütvia can not only be understood, but mastered to the point of thriving. You practice the old ways because they work, navigate the byways of Mütvia with ease, and know your place as the heart and soul of The Land. You understand the rule of a prince is only as strong as their word and Nor‘dagha knows no princely boundary to her domain.
Drósti are organized into families and their offshoot clans, the larger of which is known for distinct customs and traditions. Each family has a territory and most families honor each other. As noble houses war and commoner guilds compete and kill, however, the drósti have their own politics and reputations to uphold.
The largest family, the Lupescoi, are fearsome horseback warriors whose blades are as keen as their eyes. The Lupescoi can be found in the north where they are rumored to mix with werewolves. To the south, they are the traditional wardens of Dracovich lands and work to prevent House Maristev from growing their anti-Mütvi influence, though ties to the lupines are still whispered.
Second to the Lupescoi in size are the Tzyganesti. Warrior-poets and bards, the Tzyganesti take pride in recording Mütvian history, recounting it (carefully) in the courts of nobles or in the public houses of the commoner where their crafts and collections from other domains are often for sale.
Many nobles view drósti as outlaws lest their border-crossing habits be an inspiration to commoners.
In the actual play, Delia is a Drósti of the Lupescoi Family.