
Worlds are made, make no mistake, and no life comes without some small share of magic. However, the nature of life and of magic in a world is entirely dependent upon the beings which reign over them. All thought first begins with itself, and so it is no surprise that Ythir’s earliest creation stories focus on the world as a site of great conflict between powerful entities vying for control of one ideal place in the universe to begin their own worlds, that place being Ythir. More practical revisions in a few surviving texts suggest that many worlds are in this way fought over, given the rarity of worlds capable of being seeded with magic. In any case, Ythir was supposed to have been the grounds of a particularly lengthy battle between these titanic powers, until at last the beings agreed upon leaving behind each of them a seed of their power and allowing the strongest to choke the rest before they could come to fruition. The magic itself would decide which was best suited to conquer this land.
However, these beings were clearly far too proud for their own good to believe their seeds would fare any better than they did. The seeds fought for supremacy just the same, but unlike the controlled war of their parents, the seeds fought for control by establishing their magic in the world, inadvertently giving life a head start in its creators. While the battle waged on, with no side gaining the advantage, magic in many combinations took root as sentient life, and those life forms grew in strength and wisdom until they could cease warring long enough to understanding their own tentative position.
Together they decided to seal away the sources of power. At the cost of losing much of their magic, they would be safe from the eventual destruction or subjugation which would come at the hands of their creators. The trick was to seal each seed with the power of the others, keeping them forever in check. Plans rarely survive their implementation, however, and one of the seeds in particular had been losing their ground. Already losing, this seed risked less than the others in making a gamble. When the seals were placed, this seed timed its moment with the mortal races which were acting against them and when the seals snapped into place, the seed dropped its power into one task alone: creating a leak in its seal.
Without the additional seed to contend with, the other powers redoubled their efforts, ignorant or unconcerned with the fact that they could do nothing but keep one another sealed off from the world they had been set to conquer. Meanwhile, the last seed used its trick to the fullest. The mortal races went back to war and the seed acted slowly so as not to arouse attention, feeding a steady trickle of its power through the narrow gap in its binding. From its power, a single creature was eventually born with the ability to wield its magic and set it free. Had the seed which birthed this creature been any but chaos, our story may have ended here.
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This creature of magic was the first goon. It had only one purpose, and needed no additional strength, and so there was only one. Unbound by order, duty, law, loyalty, or any other force which might have compelled it to
serve the purpose it was made for, though, the goon was able instead to make its own choices. The goon saw a world like no other, under the domain of no power in particular, and capable of growth that no others could dream of. The goon... was curious.
Wise enough to know it could never learn and see and do all it wanted on its own, and that another creature of chaos like itself could be completely different and not help it at all, the goon hatched a plan of its own. One by one, he went to each seed and whispered to them about the seal and how they could escape more easily with help from the outside. One by one, he placed his own spells and cracked the seals to siphoned their powers, keeping the balance himself in place of the seed he had stolen from. In no time at all, this one goon could wield magic of every kind, and with all of that power, they decided it would be most fun to see what happened if all of that magic were returned to the world in the hands of beings far too weak to use it all.
But first, they decided to make a friend.
Somewhere along the line, many friends down the line and with the first goon long past, the race began to notice its control of the magic slipping. This was when they began to take an interest in their own roots and seek out the reason for the change. The cracks in the seals were growing, and with more power seeping into the world the seeds were wresting back control of their own magic. Forced to take action to keep the seeds from escaping, some of the goons not only stepped up, but stepped out of the shadows for the first time to claim these prisons and take responsibility for their keeping. Since that time, the goons have claimed many locations in this way, and the guardianship has generally been ceded due to their undeniable power, if nothing else. Speculation suggests many of these claims are false, but none are sure whether it is greed or a desire to obscure the true seeds' location as an added measure of security which drives them. However, the races of Ythir tend to agree - if on nothing else - that a goon's claim of ownership to a place in order to protect it can do no harm and should be indulged, if only to remain in their good graces.