Myrth, Spirit of Play, is bound in silence, their light dimmed, their power diminished. Yet, ever cunning, Myrth has stretched forth beyond the Veils and sought out Ignis, the ancient spirit of fire, to help rekindle the light of Play and summon The Seven Muses of Play to give voice to The Sacred Game once more.
Chaos, Narrative, Harmony, Optimisation, Whimsy, Mastery and Order prepare to enter the realm of form.
But Ruin, who hates play and who gnaws at all delight, discovered this pact and sought to unmake it. With fear and shadow, Ruin shattered the light of each Muse into nine scattered aspects, veiling their brilliance, fracturing their song. What once burned as a single flame was scattered like embers on the wind.
Thus, Myrth in their wisdom extends an invitation to you, dear reader, to seek the scattered, to gather the lost and to call the Muses back into being. For only in play can the muses speak, and only through ritual can they be reborn.
And when at last the aspects are gathered and the Muses form is restored, complete the ritual, bring forth the joy of Myrth and call out:
“Ignisynthia!”