Mythulu Creation Cards Pack A

PURPOSE OF THE CARDS

Say goodbye to writer's block forever.

The human brain is an imitation machine. We mimic to learn. If it works, we are rewarded with dopamine and our brain says, “do the same thing again.”

Creation, therefore, is rebellion. Invention requires sending an electric signal in your brain where neurons have never been---something our brains are explicitly NOT supposed to do. This is why creation is painful. To speed up the process, MYTHULU provides the meaningful stimulus needed to escape your comfort zone.

The Deck Categories

Elements

The foundation for worldbuilding, magic, science, and authentic awe. Each card includes literary symbolism behind the element so you can layer subtext intentionally into your games or stories.

Habitats

External metaphors for internal states of mind. Reveals imbalance in body vs mind, self vs others, survival vs ambition.

Characters

Identities—titles, labels, professions—reinforced by how people spend their time. Covers all five levels of Maslow's hierarchy with a diversity of coping mechanisms at each level.

Relationships

Conditional connections that describe the flow of energy between two parties. We looked for relationships with inherent conflict, high stakes, and relatability.

Traits

Words you didn't know existed, describing real-life phenomena you didn't know were possible. Every trait changes the way your character, creature, or race interacts with the world.

Textures

Multi-sensory details designed for impatient modern readers. These meaningful tactile layers change the way characters interact with an object, which can foreshadow, reveal hidden motives, and even impact the plot.

RESEARCH

Mythulu cards came from hundreds of hours of research. Starter Pack A contains 150 archetypes gathered from the works of Joseph Campbell, Carl Jung, Shakespeare, Homer, Hafiz, Milton, Chaucer, and Diogenes. We gleaned the best of each master's work, then expanded to account for significant characters that were missing.
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These archetypes were then modernized with twists from recent masters like Tolkien, Victor Hugo, Chekov, Asimov, Rowling, Moffit, and Gaimen. 
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After a master list of exhaustive ideas was gathered, the descriptions and goals for each deck were refined using storycrafting principles taught by Robert McKee, Stephen King, Brandon Sanderson, Craig Chalquist, Stant Litore, and Aristotle. 

Card-by-card support:

Our app contains extra decks + guided drawings! Bonus commentary for every card in progress.

Get it on Google Play

 

WHEN YOU DRAW WEIRD CARDS:

EMBRACE IT - Often cards that “feel weird” are where genuinely new ideas are waiting.

DON'T TAKE CARDS LITERALLY - Gem & Crystal can be interpreted as icicles, chandeliers, windows, fragility... Every card has both literal and abstract interpretations.

LET GO OF REALITY - What you think you know about the world might not be true anyway. Did you know our oceans contain sea sponges that are literally made of glass?

SLOW DOWN - Don’t draw rapid-fire. Let ideas stew. Read the whole card. Study the picture in detail. What do you notice? Does it remind you of anything?

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DRAWING SUGGESTIONS:

+1 Trait or Texture can be added to any drawing

Adult Character:

Profession: 2 Characters + as needed to expand
Best & worst relationships: 2 Relationships
Impact of each: 2 Traits 

Animal:

Appearance: 2 Textures
Affinity: 1 Element 
Habitat: 1-2 Habitat
Role in Habitat: 1 Character

Architecture:

Who it was built for originally: 1 Character
Materials: 1-2 Element
Sensory immersion: 1 Texture

BURIAL TRADITION:

Disposal method: 1 Element
Last to touch the body at funeral: 1 Relationship
Disenfranchised grief: 1 Relationship
Method of remembrance: 1 Texture

Child Character:

Habitat that shaped them: 1 Habitat
Most important relationship: 1 Relationship
Pivotal memory (x3): 1 Random + 1 Trait for impact on child

Character Arc:

Where they start: 1 Character
Where they end: 1 Character
Catalyst for change: 1 Element
What stays constant: 1 Relationship

Disease:

Symptoms: 1 Element
Vector: 1 Relationship

Episode In A Series:

1 of each

Fashion:

Who they’re trying to impress: 1 Character  or  1 Relationship
Material they’re imitating: 1 Element
Actual material: 1 Element
How wearer wants the world to interact with them: 1 Texture

Gender Roles:

Function in society: 1 Character
Person most affected: 1 Relationship
Stereotypes: 1 Texture  and 2 Traits 

Habitat:

2 Habitats2 Traits, and 2 Textures

Race:

Traits of race:  2 Elements, 1 Trait, and 1 Habitat
Relationship to other races: 1 Character and 1 Relationship

Rite of Passage:

Strength sought: 1 Character
Reason for rite: 1 Relationship
Trial: 1 Element1 Habitat, 1 Character   (best 2 of 3)

Seasons:

1-2 Elements , 1 Texture  per season

Weapon:

What enemy is using:  1 Element
Who gave you your weapon: 1 Character
Weapon itself:  1 Element1 Trait1 Texture
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