Previously On...
So, here’s what you missed (book one).
The world is dying, and everyone knows it. But is the alternative worse?
Welcome to Terra Mythica, the virtual escape that’s less “harmless diversion” and more “all-in wager on your soul.” Time bends here—forty-two hours inside for every one outside. Hunger fades, the weight of reality lifts, and even the lowest of the low can claw their way to greatness. That is, if you’re lucky enough to snag one of those impossibly rare golden tickets.
Jace wasn’t supposed to make it in—his ticket wasn’t meant for him. He cheated, and now it’s catching up to him.
As the reluctant protégé of Hades, Jace finds himself thrust into Mount Olympus University, where gods treat Travelers like pieces on a chessboard, and the line between real and digital blurs with every step.
Here, survival is about more than just staying alive—it’s about clinging to your mind before it slips away, lost in this strange never-never land.
But Terra Mythica didn’t pop up out of nowhere.
Long before the “game”, humanity was circling the drain. Wars raged. Famine spread. Then came the Virus, a techno-plague that fried everything running on ones and zeroes. The world’s brightest minds decided the solution was... a complete technological reset. Out went the smart devices, and in came dusty VHS tapes and typewriters. Got caught with a calculator? Let’s just say people learned to do math the old way.
Then everything changed. It was sudden and created worldwide whiplash.
John Rearden, a gas station attendant with a knack for breaking the rules of reality, invented Excelsior Deep Dive VR—a system immune to the Virus, unhackable, and decades ahead of its time. Suddenly, tech was back, and John went from flipping switches at the pump to flipping entire economies on their heads. He built an empire of neon-lit streets and functioning factories upon the ashes of our old world.
It wasn’t much, but in a world teetering on collapse, it was everything.
Enter Terra Mythica: the crown jewel of John’s empire and humanity’s golden ticket to a better life—or so they said. Win in the game, and you win in the real world. In-game gold converts to real-world cash. Crafting, raiding, even guild politics can pay your rent. But spots in Terra Mythica are limited: a few scholarships, an annual lottery, and whispers of backdoor deals for the rich and connected. Everyone else? Better luck next year.
For Jace, luck had nothing to do with it. His twin brother, Alex, lay comatose, trapped in a limbo between life and death. The game was supposed to be Alex’s shot at salvation for the both of them, but when tragedy struck, Jace took his place, determined to save his brother no matter the cost.
And oh, what a cost it’s been.
Terra Mythica isn’t your average MMO.
Gods meddle.
Sanity frays.
And respawn? That’s a coin toss.
Jace lands in Mount Olympus University, where you don’t just pick a major; you pick a deity… or rather, they pick you.
Zeus has the preppy crowd, Athena has the intense and brilliant, and Hades is…well, apparently super into moody underworld aesthetics and has a bit of a dad-vibe.
Jace gets marked by Hades, which is either the best or worst thing to ever happen to him. On the bright side, it grants him the title of Twilight Guardian and leadership of the Society of Hades (he’s the only member, so not as big of an accomplishment as you might think). Oh, and it basically paints a cosmic target on his back, making him the star quarterback in an interdimensional grudge match. Pro tip: always read the fine print before signing up with the god of the Underworld.
Despite being the lone underworld club member, he manages to assemble a scrappy group of allies. There’s Dex, the cocky rogue who treats danger like a dance floor and can’t stop talking about his finesse . Ell, the stoic fighter with a hard exterior and a knack for strategy, but deep down, she’s got a heart of gold. Thistle, a gnome tank who’s had enough near-death experiences to last several lifetimes but still throws himself in the line of fire when it counts. And Alice, the brilliant, macabre genius whose love for arcane secrets is matched only by her staggering awkwardness and her deep blue eyes. Together, they form a team as chaotic as it is effective.
Jace also makes some enemies, like Marcus, the combat mage with Zeus-backed powers and an ego to match. Marcus is the guy who’s always “better than,” and he makes sure everyone knows it.
In classic “this is why we can’t have nice things” fashion, he stumbles into some bad decisions. Such as triggering a deathmatch trap meant for the faculty and the all-powerful Archmage Theon.
Naturally, this puts he and his friends in the crosshairs of a zombie spider horde and, oh yeah, the Dark One himself. It’s as freaky and terrible as it sounds.
That’s Book One in a nutshell: Jace tries not to get eaten by monsters.
Which brings us to what happened next…
In Book Two, things go from “Uh-oh” to “We are so screwed.” Jace can’t log out. Along with everyone else. Of course that’s right when campus drama hits an all-time high—possession, shady backstabbing, general teenage meltdown but on cosmic steroids. Whispers say Terra Mythica is an actual realm, not some fancy VR code. Whispers turn into warnings, and warnings into undeniable truth: Terra Mythica isn’t just a game. It’s another world—alive, ancient, and far deadlier than anyone dared to imagine.
At first, he thought the cracks he saw were just glitches—artifacts of an overactive imagination. But the deeper he delves, the clearer it becomes: the fractures aren’t in the game—they’re in reality itself.
And respawn? Yeah, we start seeing some solid evidence that it was never as safe as advertised. Side effects may include: loss of sanity, forgetfulness, upset stomach, indigestion, and your immortal essence being lost in the void—torn into infinite pieces and scattered across the far realms.
Now, he’s caught between two collapsing worlds, with his brother’s life—and maybe everyone else’s—resting on his shoulders.
Oh, and students are going a little nuts. Possessions are all the rage. And lucky Jace, with his Soul Affinity and Twilight Guardian abilities, becomes the go-to exorcist.
Drive out the corruption, rescue your classmates, don’t lose your soul in the process—it’s a weird day job, but someone’s gotta do it.
We have some new friends. Such as Molly, who likes long walks on the graveyard shift. Oddly enough, Marcus started showing signs of being slightly less of a total wet blanket.
Let’s see, what else happened in Book Two? Oh, right, just a tiny, insignificant revelation : Jace (and his brother Alex) turns out to be the estranged son of Henry—a.k.a. the Dark One, a.k.a. the guy who sees Terra Mythica as a cosmic bug in the system and thinks hitting “delete” is the only solution.
Turns out, Henry’s been in Terra Mythica, for like, almost twenty years—which, in Terra Mythica time is almost eight centuries! And he’s had one too many hits on the head. And lost everything. Which basically leads to him snapping and embracing the Eternal End (an immortal cosmic entity) and trying to destroy all of existence with his undead army. No biggie.
Henry’s meltdown left the realm in shambles, so Jace’s existence is kind of the key to whether Terra Mythica goes poof or not. Turns out his mom tried to save him by hauling his newborn self and twin brother off to Earth. Some half-goblin named Bertrude mislabeled him as Jason instead of Grayson.
While Jace grapples with family drama, Hades invests big-time in Jace’s success. He recruits more weirdos to the Hades Society, building a mini dark empire.
Between cramming for exams and stopping possessed classmates, he unlocks the Affinity of Truth, glimpses the cosmic forces behind Terra Mythica, and basically realizes Earth and Terra Mythica are entangled in one big cosmic hairball.
Just as he thinks he might finally breathe, he spots his comatose brother, Alex, in a mirror. Obviously, the most logical next step is to follow that reflection.
Cue a giant magical vortex going SLURP — and there goes Jace, yanked straight into gods-know-where. So, now he’s swirling around in mirror-world limbo, and we don’t know if he’ll pop out before Henry jumps out of the shadows to declare the next “family reunion.”
That’s where we left it: Jace, mirror, whoosh, gone. Frantic speculation, existential dread, and a whole lot of Greek deities side-eyeing each other. Because when you’re half-human, half-scion-of-doom, you gotta have a dramatic exit.
Bonus Stuffs
Here’s some extra info—not exactly a “Previously On,” but you know, helpful . Basically, the Cliff Notes for how the System and universe work.
All Travelers are equipped with a shiny, silver User Interface Stone (super neat, very chic). This nifty little gadget gives them access to a storage space, a HUD, and all the fun features you’d expect from a high-tech fantasy playground.
Then there’s the soul-bound Traveler’s Handbook. It’s basically their personal diary meets achievement tracker. It keeps a record of who they are, their quests, their accomplishments, and probably some embarrassing doodles.
Now, how does the game system itself work? Oh, just your standard immortal cosmic entity stuff . Meet the Infinite Potential—aka Jack. Jack’s the polar opposite of the Eternal End and claims he’s not an entity at all, but the embodiment of life itself. Jack also happens to be the source of the EXP system in Terra Mythica.
Here’s the deal: the User Interface Stone and Traveler’s Handbook team up to track a Traveler’s progress and calculate EXP gains. Once the EXP bar fills up, Travelers have to “fortify” their gains during downtime.
How? Well, that’s where it gets personal.
Some meditate, others journal, and Jace? He cooks.
Yep, our grim, brooding representative of Hades unwinds by whipping up recipes and practicing alchemy. And honestly? He’s getting pretty good at it. Nothing says “Chosen of the Underworld” like rocking a floral apron while perfecting a potion or a soufflé.
The Prismata Shards
All peoples of Terra Mythica, if they are magically inclined, attune to a Prismata Shard, which come in different colors and benefits. More on that below.
This poem should be almost helpful in explaining the situation.
From the Infinite Potential,
A Word of Power was Spoken,
Its Aether’s boundless force,
The Prismata Stone was Broken.
And thus the Shards were born, Stars scattered through the night,
Cast down upon man and myth, To carry on the fight.
A Sapphire for the Scholars’ eyes, quick of wit and mind,
A Ruby for the Warriors’ might, boldest of their kind,
An Emerald for the cunning tongued and Politically inclined,
Amber for the Healers’ touch, soothing hearts and mind,
Amethyst for the Sages wise, their protections intertwined,
Moonstones for the Shadow cast, lost in twilight’s bind.
Together they are the Prismata,
A single blinding light,
Guided by the great Aether,
To end the endless night.
Prismata Shards and Their Enhanced Attributes:
- Ruby – Strength
- Sapphire – Intelligence
- Emerald – Charisma
- Amber – Constitution
- Moonstone – Dexterity
- Amethyst – Wisdom
Each shard channels its unique Aether into the bearer, amplifying the specific attribute that aligns with its archetype.
Character Recaps
Jason “Jace” (Human) - Working things out
- Class: Twilight Gaudian, Cleric Specialization
- Prismata Shard: Moonstone
- Patron God: Hades, God of the Underworld
- Word of Power: Soul + Truth
- Abilities :
- Soul Mend : Heals wounds by channeling life force through touch.
- Soul Tether : Links souls, allowing for minor effects to be transferred between connected entities.
- Soul Sense : Grants perception of emotions and spirits, enabling insight into the souls of others.
- Traits : As the Chosen of Hades, Jace is uniquely attuned to the boundary between life and death, wielding powers that blend healing and spiritual insight.
Alice (Human) - bookish and brilliant, also terrible awkward and loves the macabre
- Class: Scholar, Caster Specialization
- Prismata Shard: Sapphire
- Patron God: Harpocrates, God of Silence and Secrets
- Word of Power: Secrets
- Abilities :
- Summon Tome of Secrets : Gathers hidden knowledge to unlock new spells and abilities over time.
- Arcane Detection : Reveals hidden or magical objects and entities within a radius.
- Veil of Shadows : Conceals herself and allies, blending them into the environment.
- Traits : Alice’s powers reflect Harpocrates’ influence, focusing on hidden knowledge, discretion, and subtle magic.
Dex (Human with a dash of elf) - cocky, but caring
- Class: Shadow Dancer, Rogue Specialization
- Prismata Shard: Emerald
- Patron God: Hermes, God of Thieves and Trickery
- Word of Power: Dance
- Abilities :
- Dancing Sword : Conjures a rapier and enhances his agility and precision in combat.
- Evasive Waltz : Increases evasion and movement speed, allowing him to dodge with finesse.
- Traits : Dex’s connection to Hermes endows him with an agile, trickster’s grace, making him a master of swift, elusive combat.
Ell (Unknown... human, we think) - she’s got a hard, confident exterior but is kind as they come
- Class: Combat Strategist, Fighter Specialization
- Prismata Shard: Amethyst
- Patron God: Athena, Goddess of Wisdom and Strategy
- Word of Power: Strategy
- Abilities :
- Force Shield : Touch-activated barrier that reduces incoming physical damage by half.
- Pathfinder’s Sight : Highlights the safest and most strategic path to a destination.
- Spot Weaknesses : Detects vulnerabilities in opponents, increasing her tactical advantage.
- Traits : Under Athena’s guidance, Ell’s abilities focus on strategic insight, defense, and adaptability, positioning her as a crucial tactician.
Thistle (Gnome) - not been having a good time of it
- Class: Defender, Tank Specialization
- Prismata Shard: Ruby
- Patron God: Artemis, Goddess of the Wilderness
- Word of Power: Size
- Abilities :
- Gigantify : Temporarily transforms into a half-giant, greatly increasing his size, strength, and durability.
- Traits : Thistle’s abilities reflect Artemis’ influence, focusing on raw strength and resilience, particularly suited for survival and physical challenges.
Marcus (Half-Elf) - bit of a turd, but he’s okay
- Class: Combat Mage
- Prismata Shard: Ruby
- Patron God: Zeus, God of the Skies and Thunder
- Word of Power: Power
- Abilities :
- Thunderous Might : Channels Zeus’s power to amplify physical strength and deliver electrifying strikes, granting Marcus an edge in both close and ranged combat.
- Stormbound Resilience : Imbues Marcus with enhanced stamina and the ability to endure relentless onslaughts, allowing him to fight tirelessly through the fiercest storms.
- Bolt’s Fury : Summons bolts of lightning that Marcus can hurl or direct, adding explosive force to his attacks.
- Traits : As the Chosen of Zeus, Marcus personifies the unyielding power of the storm and the unbreakable will of a warrior.
Molly (Spirit Elf) - kinda creepy, but in an endearing way
- Class: Speaker for the Dead, Cleric Specialization
- Prismata Shard: Amber
- Patron God: Hecate, Goddess of Magic, Crossroads, and the Moon – under the Banner of Hades
- Word of Power: Fate
- Abilities :
- We haven’t learned too much here yet. We do know she deals with lost souls.
And now, for book Three of Terra Mythica.
I hope you enjoy reading as much as I’ve enjoyed writing! Oh, and if you really enjoy the series, a rating/review is always insanely amazing.
Chapters
- Previously On...
- Prologue—Stairways to Nowhere
- Chapter One Hundred Four: Of Beginnings and Ends
- Chapter One Hundred Five: This Is Why We Can’t Have Nice Realities
- Chapter One Hundred Six: Family Matters
- Chapter One Hundred Seven: Impossible Things Before Breakfast
- Chapter One Hundred Eight: Haunted Hallways and Management Perks
- Chapter One Hundred Eight: Of Ink and Immortality
- Chapter One Hundred Ten: Underworld Incorporated
- Chapter One Hundred Eleven: I Should Have Kneeled
- Chapter One Hundred Twelve: The Cost of Becoming
- Chapter One Hundred Thirteen: Character Sheet
- Chapter One Hundred Fourteen: One Small Step
- Chapter One Hundred Fifteen: Fractured Sky
- Chapter One Hundred Sixteen: Rot Beneath the Snow
- Chapter One Hundred Seventeen: Illusions of Comfort
- Chapter One Hundred Eighteen: The Masks We Wear
- Chapter One Hundred Eighteen: The Masks We Wear, Continued
- Chapter One Hundred Nineteen: Making Friends
- Chapter One Hundred Twenty: Peacocks and Predators
- Chapter One Hundred Twenty-One: Behind the Masquerade
- Chapter One Hundred Twenty-Two: One Gold Per Soul
- Chapter One Hundred Twenty-Three: A Crown in Shadow
- Chapter One Hundred Twenty-Four: A Price Already Paid
- Chapter One Hundred Twenty-Five: Written in Ash and Blood
- Chapter One Hundred Twenty-Six: The Chronicler
- Chapter One Hundred Twenty-Seven: Wordrot
- Chapter One Hundred Twenty-Eight: Gilded Promises
- Chapter One Hundred Twenty-Nine: Polished Floors Hide Dirty Secrets
- Chapter One Hundred Thirty: A Kingdom for a Lie
- Chapter One Hundred Thirty-One: Beneath the Painted Throne
- Chapter One Hundred Thirty-Two: Shenanigans and Secret Vaults
- Chapter One Hundred Thirty-Three: A Little Too Quiet
- Chapter One Hundred Thirty-Four: Dex Machina
- Chapter One Hundred Thirty-Five: The White Raven Awakens
- Chapter One Hundred Thirty-Six: What's In a Name?
- Chapter One Hundred Thirty-Seven: How Do You Kill a God?
- Chapter One Hundred Thirty-Eight: The Day the Gods Stood Still
- Book Three Epilogue: A Cold Welcome
- Bonus Chapter: The Man in the Storm