The Society for the Preservation of Myth

One of the old pagan gods, his power greatly diminished since the Purification Crusade, had almost faded from existence when a sudden trickle of Essence rejuvenated him, and attracted him to the corporeal plane.
It turned out a popular fantasy novel, in which he (or a reasonable fascimile) was a main character was spinning off computer games, movies, and other media imagery. Millions of people (mostly adolescent boys) were reliving his mythical adventures (albeit in greatly distorted form) and then dreaming about them at night, thus providing him with Essence and worship, of a sort.
Alerted to the possibilities in modern storytelling techniques, where a properly packaged myth could generate millions of "worshippers," the god began looking for writers, game designers, and anachronists in the Marches. He recruited other ethereal spirits to help him, and soon they had inspired an organization on Earth: the Society for the Preservation of Myth.
Ostensibly an educational foundation that collects world mythology and presents it in books and on websites (and has recently won funding for a video series), the Society continues to be guided by its ethereal patrons . . . who are now trading Essence and favors with other spirits, in return for attempting to influence their unwitting human minions to exert efforts on the ethereal client's behalf.
Category:Organizations
Category:Ethereals