Myth Encyclopedia

People, Groups & Races
Races
Berserks
“A berserk at the Stair of Grief, having been told that the hosts of the Soulless were so many that their spears would hide the sun, is said to have replied ‘Then we shall fight them in the shade.’” Berserk Flavor Text, Myth TFL
“Though Egil and his men bristled with javelins their charge did not falter, and they fell upon the Hollow Men with such ferocity that even the Thrall seemed to be frozen with horror.” Berserk Flavor Text, Myth TFL
Berserks are human warriors from the North who forego conventional armor for the sake of speed. Their bare, battle-scarred flesh doesn’t protect them much, but the speed and ferocity of the Berserks’ attack gives them a definite edge, especially when they attack in groups. However, their eagerness to attack may make them difficult to control.
Berserks use giant claymores to lop off pieces of their opponents until those opponents stop moving. Berserk Description, Cast of Character, Myth TFL Manual
" … returning home after the defeat of the Fallen Lords, the men of the North found their farms and villages virtually untouched by the Dark… a testament to the mettle of their homeguard." Berserk Flavor Text, Myth II
“Though Gwyon and his brothers all died they had succeeded in breaking the momentum of the Ghols’ charge… each scattering corpses until a step could not be taken without treading on one…” Berserk Flavor Text, Myth II
“In honor of their heroism, Connacht allowed the men of the North who had been slain defending Llancarfan to be buried in the Mausoleum of Clovis - the Royal Crypt of the Cath Bruig.” Berserk Ghost Flavor Text, Myth II
Berserks are human warriors from the North who forego conventional armor for the sake of speed. Their bare, battle-scarred flesh doesn’t protect them much, but the speed and ferocity of their attack gives them a definite edge, especially when they attack in groups. However, their eagerness to attack may make them difficult to control.
Berserks use giant claymores to lop off pieces of their opponents until those opponents stop moving. Berserk Description, Cast of Characters, Myth II Manual
Notable individuals:
- Egil
- Gywon
- Reiftyr
- Trahern with Fists like Iron
- Truan of the Hundred Battles
- Turgeis with Burning Steel
- Tyrfing
Common Names:
Bran of the Iron Skin, Hrungnir Bereft of Fear, Bram with Screaming Iron, Hervard of the Bloody Stump, Angtyr the Sword Lover, Tyrfing Slaughter’s Son, Baugi Widow’s Husband, Tyrvard of the Silver Hand, Thyrm of the Mighty Blows, Thrend atop the Piled Dead, Brantyr of the Whistling Steel, Skrymir of Brawn Renown, Luh of the Long Arm, Thrudnir Shield Sunderer, Tyr of the Singing Sword, Surt with One Eye, Suttung Ironheart, Surtnir of the Shadowless Hands, Angnir of Fire and Iron, Thiazi Widow Maker, Thrymnir Coward’s Master, Hjonvard who Vultures Follow, Reifnir Always Wounded, Gymir Battle Seeker, Thewyn Splinter Grip, Angvard who Feeds the Worms, Leifnir with Seven Fists, Rudnir Filler of Graves, Bramtyr Piler of Corpses, Glaynir Chooser of the Slain, Hervard of the Iron Gale, Hjonfing with Arms Soaked Red, Jarlnir whose Gaze Freezes, Thorgeisl Whose Laugh Stinks of Killing, Ingvar Death’s Favored Son, Tyrgeis with a Shirt of Scars, Thorolf Impaled Three Times, Eirik who Jams the Gates of the Underworld, Tyrggve of the Nine Wounds, Tyrolf Flame of Battle
bre’Unor
" … little is known of the bre’Unor, a fir’Bolg word referring to the various head-cults of The Ermine, aside from their fanatical devotion to the profane elemental spirit, b’Y’laggo…" bre’Unor Flavor Text, Myth II
" … if this is who the fir’Bolg have been honing their martial skills on since time before memory, it is no wonder they are so good, nor that they would depart to protect their kingdom…" bre’Unor Flavor Text, Myth II
The aboriginal inhabitants of the Ermine, the bre’Unor are a violently secretive race. Their society seems to be structured around their belief that their god, who resides in the air, is strengthened by the escaping breath of the beings they sacrifice and will one day grow powerful enough to spirit away their enemies - most notably the fir’Bolg, with whom they have sparred for centuries.
The bre’Unor have discovered that the bones of their largest sacrifices are excellent objects to hurl at new kills, and hoard them explicitly for that purpose. Tales abound of bre’Unor cunning and ferocity in battle, and some even say their vile deity has given them the ability to command wolves. bre’Unor Description, Cast of Characters, Myth II Manual
Common Names:
Ur-Kaol, Ton-Phal, Jav-Tara, Vir-Hajas, Ten-Dihn, Yer-Tith, Nolan-Gor, Tal-Had, Tal-Hajas, Phal-Dara, Tars-Nolan, Tar-Phal, Tith-Gor, Jav-Hajak, Ur-Thuvin, Nur-Ash, Jat-Nolan, Ras-Dihn, Tal-Mors, Tar-Tith, Ten-Kaol, Gor-Tars, Tal-Phal, Tith-Hajak, Tak-Tara, Had-Thuvin, Nur-Kaol, Mors-Jat, Kajas-Ur, Dihn-Tal, Tal-Nolan, Vir-Kajas, Ton-Jat, Nolan-Vir, Gor-Ash, Ras-Phal, Tak-Jat, Jat-Vir, Tak-Thuvin, Ton-Hajak, Hajak-Tak, Dihn-Nur, Kajas-Gor, Tith-Tar, Kaol-Tara, Phal-Thuvin, Vir-Mors, Ras-Tars, Tak-Hajak, Jat-Tal, Nolan-Ur
Callieach
“A fearsome race from the distant past. The Callieach eventually came into conflict with the Trow, and were destroyed in that conflict. In their final days, rather than be hunted to extinction by the Trow, they destroyed themselves and their hunters, leaving behind the Great Devoid.” Callieach Description, Glossary, Myth II Manual
At the damn of time Nyx molded us out of stone and clay.
During that age it seemed that a new race would crawl up out of the ocean, burrow out of the mountains, or fall from the sky every thousand years or so. But it always came to the same end - they would come into conflict with us and we would crush them.
Even the Callieach, the most fearsome race from a time now unknowable to all but us, came to final ruin at out hand. “Antero’s Bestiary”, Tales From Myth The Fallen Lords
Cath Bruig
“…we will go forth and strike down our enemies. And once they have been vanquished we will rebuild the Cath Bruig Empire to its former glory.” Alric (Emperor) Flavor Text, Myth II
“In honor of their heroism, Connacht allowed the men of the North who had been slain defending Llancarfan to be buried in the Mausoleum of Clovis - the Royal Crypt of the Cath Bruig.” Berserk Ghost Flavor Text, Myth II
Notable individuals:
Changelings
“The bre’Unor name them the Children of b’Y’laggo and humans call them Changelings. The fir’Bolg, however, refuse to speak of them.” Changeling Flavor Text, “Boil and Bubble” PRASP Map
“‘Why is this tree not dead?’ ne’Ric whispered to his companion, ‘There is no nourishment in this rotting swamp to sustain it.’” Changeling Flavor Text, “Boil and Bubble” PRASP Map
Common Names:
Machteca, Ooshombura, Segashan, Iwijongwe, Bometosha, Altemaque, Vengatu, Renomasha, Cajetoga
Chickens
“Once they ranged across The Province in the millions, but in five short years the man now known as Chicken Berel hunted them almost to extinction. Only a handful of these noble beasts remain.” Chicken Flavor Text, Myth II
Deer
“Second era tradition tells of a deer rising in the East, who ate the yummy green shoots and ivy and leaves which had dominated his land for time beyond memory…” Deer Flavor Text, Myth II
Dwarves
“The early Dwarven eddas always speak of heroes ‘having gone north into the mountains to slay Ghols’, but most repeated is the tale of Dvalin son of Alfrigg, third ephor of Stoneheim …” Dwarf Flavor Text, Myth TFL
“Hours after the fall of Myrgard, the dwarves defending Stoneheim collapsed the barbican, entombing ten thousand of their number behind as many tons of shattered rock.” Dwarf Flavor Text, Myth TFL
“Iri trekked for three days through Ghol haunted hills, eating as he walked, sleeping between footfalls; he ran for the last 5 hours, traversing the 26 mile wide corpse-filled morass ringing Covenant…” Dwarven Pathfinder Flavor Text, Myth TFL
“We were glad to see Oleg when he finally returned to the grove, but when we saw that his pack was empty we all covered our ears… sizzling bits of Thrall came raining down for what felt like hours.” Dwarven Hero Flavor Text, Myth TFL
Dwarves and short, stocky creates with a love of explosives and a passionate hatred of Ghols.
Dwarves throw small bottled willed with an unstable concoction which explodes powerfully upon impact. Most of the time, anyway.
Dwarves can also place satchel charges (T) - essentially unlit grenades which detonate if hit by another explosive. The strategic possibilities of littering the ground with high explosives should be realily apparent. Dwarves start with a certain number of satchel charges and can pick up more from the bodies of fallen Dwarves. Dwarf Description, Cast of Characters, Myth TFL Manual
“Within a year of Balor’s defeat, the dwarves had reclaimed Myrgard and its provinces. Most dwarves chose to return to their homeland and rebuild, but some built new lives in the West.” Dwarf Flavor Text, Myth II
“…turning the godhead of the ghols into a monument to Balin’s victory. Nothing else has done more to sustain the mutual hatred since the ghols raided the crypt at Myrgard for ‘victuals’.” Dwarf Flavor Text, Myth II
“‘Si vis pacem, para bellum’ has become a national motto for the Dwarves, and the advancements they have made in the area of explosives over the past sixty years have been awesome to behold.” Dwarven Mortar Flavor Text, Myth II
“Vnarin, son of Snorro, best explained the character of the men of the elite mortar brigade when he said, ‘It takes a certain kind of maniac to carry fire in his fist and death on his back.’” Dwarven Mortar Flavor Text, Myth II
“…the masons who built the mausoleum for Clovis, the first Emperor of the Cath Bruig, still haunt these ancient corridors, eager to destroy those who would plunder its sacred vaults…” Dwarf Ghost Flavor Text, Myth II
Albrecht, the King of the Dwarves, having been presented with the latest invention of the famed Wehrfaktorie, is said to have replied “Such a thing would make war too terrible to wage.” Poacher Flavor Text, Myth II
Dwarves are short, stocky creatures with a love of explosives and a passionate hatred of Ghols.
Dwarves throw small bottles filled with an unstable concoction which explodes powerfully upon impact.
Dwarves, owing to their immense destructive power, need to be handled carefully. They’re stubborn, obstinate creatures with a warped sense of humor. If a Dwarf targets an enemy unit which then moves into a crowd of your own troops, don’t be surprised if he obliterates them all. Friendly fire is part of the realism of the Myth battlefield.
Dwarves can also place satchel charges - packs of explosives which detonate if hit with another explosive. The strategic possibilities of littering the ground with high explosives should be readily apparent. Each Dwarf starts with four satchel charges, but can carry up to nine. Dwarf Description, Cast of Characters, Myth II Manual
The sixty years of peace since the end of the Great War have not seen the Dwarves idling about. There is still great concern over what they refer to as “the Ghol problem” and much research has been done into new technologies of mass destruction. Their mortar technology is still in its infancy, and there are a scant few Dwarves trained in its use; many of them blow themselves to pieces before they learn to use it properly.
Dwarven mortars are wildly erratic…and utterly devastating. Dwarven Mortar Description, Cast of Characcters, Myth II Manual
A diminutive race of sturdy craftsmen. The Dwarves delight in the elements of Fire and Stone, and are unrivaled masters of both.
They share a deep hatred and countless years of war with the Ghols. Driven from their homelands in Myrgard and Stoneheim, they returned to reclaim them following the defeat of the Dark at the end of the Great War. Dwarf Description, Glossary, Myth II Manual
Notable individuals:
Common Names:
Bui, Brami, Hrani, Barri, Durin, Alfrigg, Dvalin, Berling, Grerr, Solblindi, Uni, Iri, Bari, Var, Vegdrasil, Dori, Ori, Delling, Ivaldi, Brokk, Eitri, Baugi, Tind, Haddings, Soli, Dari, Nori, Jar, Oni, Vnarin, Ari, Eri, Uri, Telling, Felling, Gilling, Deri, Duri, Trakk, Ivoldi, Norling, Jarling, Solling, Varling, Jvalin, Badi, Ladi, Tadi, Abi, Ebi, Sak
Ghost Names:
Alvis, Fjalar, Galar, Lit, Beli, Gimli, Regin, Rudlwn, Frocin, Sindri, Fafnir, Hreidmar, Tronc, Pethboc, Druidan
Fetch
“We know not whether Fetches wear the skins of men out of necessity or whim, but we do know they are not from our world and their arrogance is without equal among the minions of the Fallen.” Fetch Flavor Text, Myth TFL
“When first glimpsed, I thought it a devil; when it spoke, it spoke with the voice of an angel, but its true nature was masked by the louse infested skin it wore.” Fetch Flavor Text, Myth TFL
Priestesses summoned from another world by Balor for their magical abilities. Disturbingly pround of their ability to singlehandedly decimate legions of veteran warriors, the Fetch wear the skins of the men they’ve electrocuted as trophy and warning.
The Fetch fires blasts of electricity from its withered fingertips. Fetch Description, Cast of Characters, Myth TFL Manual
“…the fetch wear the skins of men out of necessity, for if the eye of Wyrd were to fall on them not so adorned He would recognize their alienness and smite them…” Fetch Flavor Text, Myth II
“Not native to our world, it is said they fight for Soulblighter in hopes that he will honor Balor’s pledge to send them home. Being stranded in our world has only served to fuel their hatred of us.” Fetch Flavor Text, Myth II
Priestesses summoned from another world by Balor during the Great War, they found themselves unable to return after his destruction at Alric’s hands. In return for their continued cooperation, Soulblighter has promised them a way home.
The Fetch fires blasts of electricity from its withered fingertips.
Disturbingly proud of their ability to singlehandedly decimate legions of veteran warriors, the Fetch wear the skins of the men they’ve electrocuted as trophy and warning. Fetch Description, Cast of Characters, Myth II Manual
fir’Bolg
Long enemies of the civilized nations, the truce which brought the fir’Bolg and their famed bowmen into the Light was forged by ou’Kahn the Great King and Caliban during the Sword Age. Archer Flavor Text, Myth TFL
" … though the Ghols were afraid to kill him after his capture at Myrgard they dislocated his arms at the shoulder with a chisel to prevent him from ever drawing a bow again." Archer Flavor Text, Myth TFL
Formerly enemies of humans and their nations, the fir’Bolg changed their minds when they realized they didn’t stand a chance against the Fallen Lords by themselves. They fare poorly in hand-to-hand combat, but their archers’ skill is so well-developed that most foed don’t get that close.
The fir’Bolg archers are renowed for their dead aim and steady hands. A group of them can do substantial damage to enemy forces while they’re still too far off to fight back. If cornered, fir’Bolg can punch their attackers; double-click an enemy to punch it. Archer Description, Cast of Characters, Myth TFL Manual
" … on occasion an archer of promise is sent to the Ermine, the homeland of the fir’Bolg, to study his craft at one of the three war colleges: jo’Za-Thatal, wa’Ama-Tchal, or ai’Kijin-Tak." Bowman Flavor Text, Myth II
“When asked of his advice on how many men should be trained in the use of the bow og’Un remarked, ‘One in twenty from each town. Go there, these men will make themselves known.’” Bowman Flavor Text, Myth II
" … little is known of the bre’Unor, a fir’Bolg word referring to the various head-cults of The Ermine, aside from their fanatical devotion to the profane elemental spirit, b’Y’laggo…" bre’Unor Flavor Text, Myth II
" … if this is who the fir’Bolg have been honing their martial skills on since time before memory, it is no wonder they are so good, nor that they would depart to protect their kingdom…" bre’Unor Flavor Text, Myth II
After the war against Balor ended, the fir’bolg returned to their own land. The truce remained intact, but they swore that they would never fight outside of their borders again. Bowman Description, Cast of Characters, Myth II Manual
" … fir’Bolg, with whom [the bre’Unor] have sparred for centuries." bre’Unor Description, Cast of Characters, Myth II Manual
“The bre’Unor name them the Children of b’Y’laggo and humans call them Changelings. The fir’Bolg, however, refuse to speak of them.” Changeling Flavor Text, “Boil and Bubble” PRASP Map
In those days as the war raged ever west-ward, old rivalries were forgotten and new alliances formed, and so it came to be that the fir’Bolg, renowned for their archery skills, came to stand with the newly formed legions against the Fallen Lords! The Total Codex, “Fang-Grinder”, Tales From Myth The Fallen Lords
Notable individuals:
Common Names:
he’Rero, il’Edi, ka’Fou, ka’Lemba, ka’Tanga, ke’Nyatta, ki’Ntampo, ku’Bhasah, kwe’Si, ma’Pungu, mho’Ndoro, nwa’Nga, ndo’Ro, nkru’Mah, nsi’Ah, nyo’Ro, ou’Ngan, og’Un, ob’Atala, os’Hun, tsho’Fan, ya’Nalo, ya’Nvalou, ye’Boah, yu’Rugu, iu’Shee, yn’Jouyll, yn’Drogh, ny’Anmey, ry’Ghunver, ny’Marro
Forest Giants
“On the last day of the siege at Seven Gates a priest asked the Giants present of their faith. A young one showered the man with chips of stone as he struck the ground, ‘The Earth is our Faith.’” Forest Giant Flavor Text, Myth TFL
“When asked of the source of their animosity towards the Trow, all were silent. After a time the eldest among them looked down and seemed to weep, ‘It was they who poisoned the soul of iron.’” Forest Giant Flavor Text, Myth TFL
“No man has seen one of the giants since the first battle for Seven Gates thirteen years ago. They helped contain the fury of Balor himself for three years, but on the fourth they did not return and the pass was lost.” Myth TFL, Level 14, “Forest Heart”
Massive wooden dwellers of Forest Heart. Their emnity with the Trow goes back for centuries. The towering Forest Giant can swat smaller enemies out of his way, and beat larger foes into submission. Forest Giant Description, Cast of Characters, Myth TFL Manual
Common Names:
Grayleaves, Graybark, Oldbark, Deeproots, Longbranches, Hardwood, Wisebark, Oldgrowth, Highbranches, Ironwood, Stoneroots, Millionleaves, Yellowleaves, Stonebranches, Evergreen, Wintergreen, Greatwood, Ironroot, Morningwood
Ghasts
“…the unholy throng stumbled through the woods… their wretched claws searching… mouthing words noislessly… drawn to the village they had called home not so long ago…” Ghast Flavor Text, Myth II
“Its fist struck my face and a strip of putrescent flesh sloughed off, adhering to my cheek… my brain disconnected by the horror of it… if not for the fast action of my comrades…” Ghast Flavor Text, Myth II
Having learned Balor’s greatest secret, the reanimation of the dead, Soulblighter passed on this knowledge to his evil human associates so they could build him an army. These Undead are the corpses of villagers and other commoners, and are the first stage in what will eventually become a Wight.
They are nimble compared to most undead units, and while their blows do little damage, their foul stench and clammy touch can stun the living. Ghast Description, Cast of Characters, Myth II Manual
Since they’re dead, thrall, wights and ghasts don’t have to breathe. Unlike the living, they can travel through the deepest water, and can remain hidden under water indefinitely. Thrall Description, Cast of Characters, Myth II Manual
Ghols
“The early Dwarven eddas always speak of heroes ‘having gone north into the mountains to slay Ghols’, but most repeated is the tale of Dvalin son of Alfrigg, third ephor of Stoneheim …” Dwarf Flavor Text, Myth TFL
“The Ghols have forever been at war with the dwarves around Myrgard and Stoneheim, and the rape of the dwarves’ ancestral home there has been the Ghol’s rabid dream for centuries.” Ghol Flavor Text, Myth TFL
“The Ghols worship enormous pieces of unworked stone, moved in antiquity to the open meadows far below their mountain dwellings. They alone remember the names of the dark gods.” Ghol Flavor Text, Myth TFL
The Ghol is a swift beast which drags its knuckles as it lopes along the ground. Their speed makes them incredible souts, and although they are relatively weak they an dash up a hill and hack a group of archers to pieces before they have a chance to react.
The Ghol wields a cleaver longer than its own lengthy and muscular arms.
Ghols can pick up battlefield detritus and hurl it at their nearest enemy. Axe blades, dwarven grenades, explosive pieces of wights, and scattered limbs of the dea can be picked up by Ghols and used for a more destructive attack. To pick something up, select the Ghol and click on the item you would like him to use. He will carry it until told to throw it by targeting another unit or the ground. Ghols can also taunt nearby enemies using the Special Action key. Ghol Description, Cast of Characters, Myth TFL
“…turning the godhead of the ghols into a monument to Balin’s victory. Nothing else has done more to sustain the mutual hatred since the ghols raided the crypt at Myrgard for ‘victuals’.” Dwarf Flavor Text, Myth II
“…with the destruction of their most sacred shrine at Myrgard and driven out of the Dwarven lands, the Ghols have only redoubled their efforts to ‘… devour the dwarves from existence’.” Ghol Flavor Text, Myth II
“…they celebrate the capture of the Dwarven capital at Myrgard with feasts under the full moon… re-enacting its spoliation, so they will never forget their moment of triumph.” Ghol Flavor Text, Myth II
The Ghol is a swift beast which drags its knuckles as it lopes along the ground. Their speed makes them incredible scouts, and although they are relatively weak they can dash up a hill and hack a group of bowmen to pieces before they have a chance to react. They have never been an especially bright race, and since the Dwarven destruction of the Ghol Godhead during the Great War they have thought of nothing but the complete subjugation of the Dwarves. The Ghol wields a cleaver longer than its own lengthy and muscular arms.
Ghols can pick up battlefield detritus and hurl it at their nearest enemy. Axe blades, Dwarven grenades, explosive pieces of wights, and scattered limbs of the dead can be picked up by Ghols and used for a more destructive attack. To pick something up, select the Ghol and click on the item you would like him to use. He will carry it until told to throw it by targeting another unit or the ground. Ghol Description, Cast of Characters, Myth II Manual
Dwarves are short, stocky creatures with a love of explosives and a passionate hatred of Ghols. Dwarf Description, Cast of Characters, Myth II Manual
The sixty years of peace since the end of the Great War have not seen the Dwarves idling about. There is still great concern over what they refer to as “the Ghol problem” and much research has been done into new technologies of mass destruction. Dwarven Mortar Description, Cast of Characters, Myth II Manual
[The Dwarves] share a deep hatred and countless years of war with the Ghols. Driven from their homelands in Myrgard and Stoneheim, they returned to reclaim them following the defeat of the Dark at the end of the Great War. Dwarf Description, Glossary, Myth II Manual
A bestial race of knuckle walkers that served the Dark during the Great War. Inhabiting the same hills and mountains as the Dwarves, Ghols have been in conflict with that race for as long as they have known one another. It is they alone who remember the names of the dark gods. Ghol Description, Glossary, Myth II Manual
It is in the nature of Ghols to be savage and brutish, although they are not thought to be inherently evil in and of themselves, their allegiance to the Fallen due more to ignorance and sorcerous deception! “Fang-Grinder”, Tales From Myth The Fallen Lords
Notable individuals:
Common Names:
Crusher, Masher, Breaker, Snapper, Smasher, Killer, Grinder, Gnasher, Screamer, Splitter, Eviscerator, Destroyer, Crasher, Dasher, Wounder, Ruiner, Tamer, Gentler, Butcher, Slaughterer, Extinguisher, Pulper, Crusher, Flattener, Squasher, Squisher, Pounder, Bruiser, Hasher, Pulverizer, Harasser, Tormentor, Shrieker, Squealer, Screecher, Howler, Severer, Mangler, Eradicator, Lascerator, Disabler, Crippler, Lamer, Mutilator, Thrasher. Cruncher, Knacker
Hawks
“While still shell and yolk, the Hawks were most vain about their color and round shape, spending the eve of hatching beneath a peregrine rather than in an empty nest.” Hawk Flavor Text, Myth II
Mahir
" … an obsidion knife screamed in a tongue he understood not, it’s words violent, clear and distinct, tearing his breast and pulling him toward the dark thing which had risen from the shadows." Mahir Flavor Text, Myth TFL
" … what we pulled back was less a corpse than it was a carcass – the barest ribbons of flesh clung to his ribs and spine." Mahir Flavor Text, Myth TFL
“…an obsidion flame howled in a tongue he understood not, it’s words violent, clear and distinct, tearing his breast and pulling him toward the dark thing which had risen from the shadows.” Mahir Flavor Text, Myth II
“Though he couldn’t have been dead more than an hour, his corpse resembled a centuries old mummy… and it crumbled like dry leaves at a touch.” Mahir Flavor Text, Myth II
Common Names:
Deeper Shadow on a Waning Moon, Vile Oaths and Scorned Supplication, Quiet Whispers from Open Graves, Serene Death Stalking, Dreams of Lost Daylight, Denied Hope of the Wretched, Painful Memories of Lost Faith, Silent Student of Untaught Knowledge, Forever Cast in Deepest Night, Promises Broken to Greedy Ends, Final Sleep Without Rest, Bitter Legacy of Darker Deeds, Curse on a Final Breath, Silent Nightmare in the Twilight, Hope Forever Lost to Fate, Keeper of the Dismal Paths, Thief of the Silent Fate, Deeper Shadow on a Waning Moon, Quiet Student of Untaught Knowledge, The Goassamer Fate Awaiting all Fools, A Cheerless Gathering of Dreams, Pride at Dusk, Joyless Messanger of Still Places, Deemer of Suffering, Weilder of Dim Shapes, Serene Death Stalking, Silent Sacrifice in Vain, Ill Omens and Destiny, Seven Shadows Crossing, Broken Chains of Smoke and Night, Cloudless Night Without End, Waning Moon Over Lifeless Moor, Night Lost in Fog, Vile Oaths and Scorned Supplication, Solitary Walker of Darkened Lands, Hushed Whispers from Opened Graves, Whispers in the Ears of Evil Men, Faded Memories of Forgotten Nightmares, Misery’s Wet Nurse, Broken Oaths and Unspoken Regrets
Mauls
“…tempted by Soulblighter’s promises of easy victory over an unprepared foe… their desire for new lands to dominate became unsatiable…” Maul Flavor Text, Myth II
“Like a nightmare clothed in flesh, the Mauls swept across The Blind Steppes, their grotesque appearance and incredible strength causing even the most hardened Warrior to tremble with fear.” Maul Flavor Text, Myth II
“Even worse, we are not alone. Our scouts report seeing terrifying shapes lurking about, masked by the foul weather.” Myth II, Level 12, “The Stair of Grief”
Hulking, pig-like brutes native to the Blind Steppes, Mauls wear armor and wield spiked clubs fashioned from whole tree trunks. With heads as thick as their massive limbs, they were easily bound to Soulblighter’s service.
Though not fast, Mauls both absorb and inflict serious damage, and are willing shields on the battlefield for more vulnerable units. Maul Description, Cast of Characters, Myth II Manual
Common Names:
Bandoona, Arcooh, Naracoorte, Tantanoola, Warbla, Wigunda, Wooltana, Yamnti, Ithapi, Wakarla, Koomooloobooka, Koomalboogurra, Bildoolja, Noolook, Myora, Butawana
Myrkridia
“Tradition tells us almost nothing of the Myrkridia save for the horrible skull platforms they would build from the severed heads of their enemies.” Myth TFL, Level 16, “The Smiths of Muirthemne”
“The Myrkridia were the most vicious servants of the Dark in another time, now long past, and Balor himself imprisoned them within the Tain. Or at least that’s what Alric says. I’d always heard that the Myrkridia were hunted to extinction by Connacht, the great hero of the Wind Age.” Myth TFL, Level 24, “The Last Battle”
A race if icredible evil and ferocity, destroyed during the Wind Age by Connacht. Myrkridia Description, Glossary, Myth TFL Manual
“…the world lived in the long shadow of the Myrkridia - a race of flesh-eaters too horrible to describe… creatures able to keep the land stricken with fear for hundreds of years.” Myrkridia Flavor Text, Myth II
“…we went looking for what had become of our scouts… what we found were less corpses than they were carcasses… the barest ribbons of flesh clinging to their gnawed and broken bones…” Myrkridian Giant Flavor Text, Myth II
“They were cannibals of the worst sort, proudly displaying their grisly trophies… and their bosses ruled with an iron fist… at the first sign of weakness they would be torn to shreds.” Myrkridian Giant Flavor Text, Myth II
“[Many of them] were slain when they attacked Muirthemne, and their cursed blood seeped into the ground… not every mysterious disappearance could be traced back to the Spider-cults.” Myrkridian Ghost Flavor Text, Myth II
“All that we know of the Myrkridia comes from old songs and half-forgotten legends. They are full of horrifying tales of whole armies being devoured and entire cities being erased from the world.” Myth II, Level 8, “The Great Library”
“They are nightmare made flesh. Even men hardened by combat cowered in miserable terror at first sight of them.” Myth II, Level 10, “Landing at White Falls”
A terrible race of flesh-eaters with a limitless capacity for evil. During the Wind Age, the Myrkridia were trapped in the Tain by Connacht and thought destroyed. Myrkridia Description, Glossary, Myth II Manual
… why had [Acerus Malum Magnus] not spoken of the Myrkridia? According to what I remembered of Forgall’s text the Myrkridia were active during the Golden Age of the Trow and both had come into conflict with Connacht. “Antero’s Bestiary”, Tales From Myth The Fallen Lords
Myrmidons
Desirous of power and immortality, the warrior race of the Myrmidons left their northern kin to join Balor and the Fallen Lords, and so they became known as The Kithless. Myrmidon Flavor Text, Myth TFL
While still flesh and blood, the Myrmidons were most vain about their long hair and body paint, spending the eve of battle before a mirror rather than in a bedroll. Myrmidon Flavor Text, Myth TFL
A race of warriors who betrayed the light when Balor promised them immortality. Three hundred years later, their decayed bodies still walk, held together only by rotting bandages and the desire to rend flesh from the bodies of the living.
Myrmidons carry two Gridaksma Blades, composed of a human femur capped on each end with the steel blade of a scythe. A few deft swings will cut a swath through almost anything. Myrmidon Description, Cast of Characters, Myth TFL Manual
Common Names:
Gorerage, Lifelust, Swordslaughter, Bloodhunger, Battleslaughter, Warwilling, Angerflame, Greedhunger, Swordbite, Ironhammer, Lifethirst, Soulthirst, Souldeath, Skinhunger, Bloodflame, Soulthirst, Bloodlove, Goreflame, Soulrage, Warrage, Lifestifle, Ironfate, Bloodfate, Soulfate, Lifedoom, Hearttear, Skinpeel, Doomrage, Deathcaress, Gorecaress Frothinghunger, Bonepowder, Bonesplinter, Bonehunger, Boneflame, Bonehammer, Boneslaughter, Bonerage, Hearthammer, Heartflame, Hearthunger, Fleshbite, Fleshthirst, Fleshhunger, Fleshrage, Fleshdoom, Fleshtear, Ironheart
Oghres
Then, after an aeon of peace, the younger races began to appear. During that age man was a simple beast hardly worthy of notice. But his older cousins, the Oghres, knew something of the waking world and called us a race of consorts!
[…]
The Oghres resisted us tooth and nail, but we had a very powerful ally…
[…]
But, after twelve centuries of slavery, the Oghres rebelled…
And blinded by hatred, we could not not suffer them their freedom. The war lasted for thirty years and was fraught with unconscionable acts of wholesale slaughter - their towns and villages were razed, their women and children put to the torch and our cities thrown down… It all culminated in a single battle - the Battle at the Valley of the Red Seal was a solid month of fighting and it resulted in the extinction of their race. “Antero’s Bestiary”, Tales From Myth The Fallen Lords
Pigs
“A berserk at Tandem, having been told of the extraordinary taste of roast pig, is said to have replied ‘and Ghol may taste like haggis, but I will never know, as they are filthy beasts.’” Pig Flavor Text, Myth II
Shades
“A house gutted by fire, a well poisoned with carrion, what had been sheep in the morning spread like a thick jam against the long wall of the barn…” Shade Flavor Text, Myth TFL
“… and it was said of Sciron that his hatred for the living was so intense, his shadow would go out and kill while he slept and not return until next he awoke.” Shade Flavor Text, Myth TFL
The reanimated corpses of long-dead sorcerers, Shades take great pains to avoid running water (since they can only cross it by using a bridge) and act as a conduit for the evil magic of the Fallen Lords. Shade Description, Cast of Characters, Myth TFL Manual
“…Turquine so mistreated his subjects that even his personal guard abandoned him… he agreed to endure the indescribable tortures of the Fallen that he might have his revenge.” Shade Flavor Text, Myth II
“…those that Phelot deemed unsuitable for use as thrall… were given to the ghols, who hacked their limbs and chewed their flesh… this is how he dealt with the people of Avon’s Grove.” Shade Flavor Text, Myth II
Notable individuals:
Common Names:
Nym, Sycorax, Gullveig, Cailleac Bheur, Cormorant
Skrael
“Every Skrael believes that he who dies in battle is reborn seven times to revenge himself upon his destroyers, and that each of these seven incarnations may itself give rise to seven more … " Skrael Flavor Text, Myth TFL
Common Names:
He Who Gathers Cattails, He Who Swims Deeply, He Who Speaks Slowly, He Who Hunts Longest, He Who Throws Farthest, He Who Laughs Last
Soulless (Hollow Men)
“A berserk at the Stair of Grief, having been told that the hosts of the Soulless were so many that their spears would hide the sun, is said to have replied ‘Then we shall fight them in the shade.’” Berserk Flavor Text, Myth TFL
Called ‘Hollow Men’ in the West, the Soulless are most feared for the sticky venom with which they anoint their javelins before battle, for wounds contaminated by the toxin never heal… Soulless Flavor Text, Myth TFL
“… they swept through the fields corrupting all they touched, and the stench they left in their wake was that of a hastily abandoned slaughter house.” Soulless Flavor Text, Myth TFL
The souls literally stolen by sorery, the Soulless slowly float across the countryside; leaving pestilence and corruption in their wake. Their weapon of choice is a barned javelin anointed with a toxin that causes excruciating pain that can build up to fatal levels. Soulless Description, Cast of Characters, Myth TFL Manual
“…also known as ‘Hollow Men’. The Soulless’ weapon of choice is a barbed spear anointed with a venom which causes excruciating pain… wounds contaminated by the toxin never heal…” Soulless Flavor Text, Myth II
“…souls stolen by sorcery, these once-human minions of The Dark exist only to torture and spill the blood of the living… leaving pestilence and corruption in their wake.” Soulless Flavor Text, Myth II
Their souls literally stolen by sorcery, the Soulless slowly float across the land, leaving pestilence and corruption in their wake. Their weapon of choice is a barbed javelin anointed with a toxin that causes excruciating pain. One of Soulblighter’s most successful experiments with reanimation, it is hardly surprising that he has brought more of them along this time. Soulless Description, Cast of Characters, Myth II Manual
Spiders
After scoffing at the ease at which he killed one, Hrungnir was told “what they lack in strength, they make up for in number…” Cave Spider Flavor Text, Myth TFL
“… we were standing knee deep in a lake made up of the corpses of spiders the size of very large dogs when 12 Moon remarked, ‘Wyrd preserve us, these are all males!’” Cave Spider Flavor Text, Myth TFL
“… I called for a light to be brought forward and just as soon regretted my order, and I wept with fear as its hideous bulk became more distinct.” Spider Queen Flavor Text, Myth TFL
Dwarven legend tells of spiders that grow larger than humans, living unchecked in the deepest bowels of the earth, Their constitutions were weak, but their frightful size - and their sheer weight of numbers - made the more than a match for thoise foolish enough to delve into their subterranean lairs in search of veins of gold or other precious metals. Having no loyalty, they will also attack the Fallen. Cave Spider Description, Cast of Characters, Myth TFL Manual
“…Berel threw a brand down into the shaft in order to judge its depth… a nightmare boiled up out of that pit which only one in six of our number survived…” Spider Flavor Text, Myth II
“Connacht could no longer ignore the atrocities committed by the Spider-cult but when he assailed their shrines, no trace could be found of the Smiths of Muirthemne or their followers…” Spider Flavor Text, Myth II
“Dwarven legend tells of spiders that grow larger than humans, living unchecked in the deepest bowels of the earth. Their constitutions are weak but their frightful size, and sheer weight of numbers, make them more than a match for those foolish enough to delve into their subterranean lairs. Having no loyalties, they will also attack the Fallen. Cave Spider Description, Cast of Characters, Myth II Manual
Spores
The Spore, though immobile, are feared for their deadly vapor…. Cave Spore Flavor Text, Myth TFL
Squirrels
“…but it was Rocky alone that stood up to the challenge and packed the giant nuts; the huge nuts that no two other squirrels could pack.” Squirrel Flavor Text, Myth II
Stygian Knights
“Empty shells of armor animated by mysterious sorceries, the Stygian Knights have no true spark of life, and thus no fear of death.” Stygian Knight Flavor Text, Myth II
“…it is said that the animation rituals require the caster to surrender a portion of his soul to provide the Knight’s semblance of life.” Stygian Knight Flavor Text, Myth II
Only the darkest sorcery is capable of creating these magically animated suits of armor. Stygian Knights are a rare sight as they are created only by Soulblighter and given as guards to his human associates.
They attack with huge battle axes and are unharmed by arrows. Even dismembered, they do not bleed. Stygian Knight Description, Cast of Characters, Myth II Manual
Swallows
“Of all the swallows in the Four Ages there is no doubt that Pretty Boy was the most powerful and his death the most salient victory of the Feline during the Wind Age.” Swallow Flavor Text, Myth II
“The target dummies of the West have always had the thankless task of training young warriors.” Target Flavor Text, Myth II
Common Names:
Bob, Tuncer, Alex, Jason, Mark, Paul, Juan, Frank, Konrad, Jonathan, David
Trow
“When asked of the source of their animosity towards the Trow, all were silent. After a time the eldest among them looked down and seemed to weep, ‘It was they who poisoned the soul of iron.’” Forest Giant Flavor Text, Myth TFL
“’ … or we will fell your people like a pine forest.’ One Ghol asked why he had singled out pines. ‘Once cut, pines never regrow.’ spoke the Trow emissary, to which the Ghols had no answer save silence.” Trow Flavor Text, Myth TFL
“Initially we thought the barn we were hiding in had been magicked away, but then we saw the unmistakable silhouette of a Trow becoming more and more distinct through the settling dust…” Trow Flavor Text, Myth TFL
The Trow are relics from a forgotten age. During the height of their golden age they were responsible for the creation o fmany complex megalithic structures, but as their civilization declind they began enslaving their lesser brethren, the Oghres, to construct their cyclopean edifices. Finally, during the Wind Age (after many centuries of domination at the hands of tehir cruel masters), the Oghres attempted to throw off the shackles of Trow tyranny. The resulting war left the Trow city-states severely weakened and the Oghres extict. The hero Connacht took advantage of this conflict and entombed the Trow where none would ever discover their barrows, and melted their icon cities into the ice. Since that time, the continent as been free of brutalization at their massive hands. Trow Description, Cast of Characters, Myth TFL Manual
“…when Soulblighter confronted the Trow, demanding their continued servitude, they replied ‘Set iron to rest and choose you one from our number. Ask of his name and what he owes you.’” Trow Flavor Text, Myth II
“…he spoke in a voice I felt as much as heard… his words slow and deliberate… each syllable the roaring of an ocean…” Trow Flavor Text, Myth II
The Trow retreated to the north at the end of the Great War, and have since held a nervous truce with the humans who slew so many of their number during the conflict. Their bitter memories of their own golden age many generations ago have left them with a collective hunger for a return to better times. This urge does not prevent the Trow from exacting a frightful toll upon any who would pass across the land they have claimed as their own.
Trow wade into a melee with mighty kicks, powerful enough to rip the target’s body in half. Trow Description, Cast of Characters, Myth II Manual
“The Callieach eventually came into conflict with the Trow, and were destroyed in that conflict. In their final days, rather than be hunted to extinction by the Trow, they destroyed themselves and their hunters, leaving behind the Great Devoid.” Callieach Description, Glossary, Myth II Manual
To know the history of the Trow is to know the history of the world.
At the damn of time Nyx molded us out of stone and clay.
During that age it seemed that a new race would crawl up out of the ocean, burrow out of the mountains, or fall from the sky every thousand years or so. But it always came to the same end - they would come into conflict with us and we would crush them.
Even the Callieach, the most fearsome race from a time now unknowable to all but us, came to final ruin at out hand. “Antero’s Bestiary”, Tales From Myth The Fallen Lords
… why had [Acerus Malum Magnus] not spoken of the Myrkridia? According to what I remembered of Forgall’s text the Myrkridia were active during the Golden Age of the Trow and both had come into conflict with Connacht. “Antero’s Bestiary”, Tales From Myth The Fallen Lords
Notable individuals:
Common Names:
Igne Ferroque, Tympanum Caput, Saxum Pugnus, Pugil Stultus, Tonitrus Femuf, Auris Morsus, Dolabra Index, Fractum Atrox, Muglio Potens, Acerus Malum, Hebes Ictus, Sanguis Ebriosus, Fustis Demens, Mons Latus, Lapicida Venenum, Luctari Furor, Filius Tofus Mola Saccus, Pernix Ultor, Quercus Invidia, Tegula Cutis, Terramotus Calcitrare, Pulvis Ira, Quassare Vis
Thrall (Children of Bahl’al)
“Though Egil and his men bristled with javelins their charge did not falter, and they fell upon the Hollow Men with such ferocity that even the Thrall seemed to be frozen with horror.” Berserk Flavor Text, Myth TFL
" … the seventh wave of Thrall stumbled and climbed over the slippery, piled dead and Mazzarin saw The Watcher with them and at last knew the number of his days.” Thrall Flavor Text, Myth TFL
“Bahl’al descended to the flooded, rusting halls of Si’anwon and under the sea there took no breath for nine days, searching the ruined palaces and temples of the Trow for the dream of unlife.” Thrall Flavor Text, Myth TFL
The reanimated corpses of humans who fought against the Fallen and lost. Because they’re dead, Thrall are ponderously slow, but they will also withstand a great deal of damage before the foul soreries that keep their bodies upright fail. Another one of the benefits of being undead that Thrall enjoy is not having to breath, this allows them to remain underwater indefinitely.
The only weapon that the mindless Thrall can use with any degree of success is an ax. The Thrall, having no will of its own, can be ordered to taunt nearby enemies to little effect by usin the Special Action key. Thrall Description, Cast of Character, Myth TFL Manual
“…Bahl’al spurred his army onward with a blistering wind. Three full days before his army arrived… the citizens of Tyr knew their doom lumbered nearer with each passing hour…” Thrall Flavor Text, Myth II
“…they attacked the city of Covenant… reinforced not only by the slaughtered town folk and farmers… but also by the plunder of catacombs, crypts and cemeteries of a thousand years.” Thrall Flavor Text, Myth II
“…those that Phelot deemed unsuitable for use as thrall… were given to the ghols, who hacked their limbs and chewed their flesh… this is how he dealt with the people of Avon’s Grove.” Shade Flavor Text, Myth II
The reanimated corpses of humans. Because they’re dead, Thrall are slow moving, but they will also withstand a great deal of damage before the foul sorceries that keep their bodies upright fail. Another benefit of being dead that the Thrall enjoy is not being required to breathe, which allows them to remain underwater indefinitely.
The only weapon the mindless Thrall can use with any degree of success is an axe.
Since they’re dead, thrall, wights and ghasts don’t have to breathe. Unlike the living, they can travel through the deepest water, and can remain hidden under water indefinitely. Thrall Description, Cast of Characters, Myth II Manual
" … though the dwarves before Myrgard were unshaken by the wights opposite them, each knew the slow, bleeding death-fever which awaited those who survived the battle.” Wight Flavor Text, Myth TFL
“… but they were not driven to attack by malice, what goaded them forward was the pain clouded thought of release from an anguish so singular that it wracked their bodies even in unlife.” Wight Flavor Text, Myth TFL
A stitched up corpse, given new life by dark magic as a breeding ground for virulienet disease and foul decay. The wight shambles up to its target and plunges its dagger into its gas-filled body causing it to explode, shaking the earth around it, destroying anything in its immediate vicinity and coating everything with a thin film of pus, which induces a brief paralysis.
Alternately, you can order a Wight to detonate it self by using the Special Action Key. Wight Description, Cast of Characters, Myth TFL Manual
“…once known as the Messengers of Culwyeh, a name now forgotten by all but the most devout pupils of Necromancy, these miserable creatures seek only release from their hellish existence.” Wight Flavor Text, Myth II
“…preceding the assault on Covenant… two score and nine wights were herded into the Tiber an hours march from the city, there to stand until they burst, rendering the water undrinkable.” Wight Flavor Text, Myth II
Since they’re dead, thrall, wights and ghasts don’t have to breathe. Unlike the living, they can travel through the deepest water, and can remain hidden under water indefinitely. Thrall Description, Cast of Characters, Myth II Manual
A stitched-up corpse, given new life by dark magic as a breeding ground for virulent disease and foul decay. The wight shambles up to its target and plunges a dagger into its gas-filled body causing it to explode, shaking the earth around it, destroying anything in its immediate vicinity and coating everything with a thin film of pus which induces a brief paralysis.
You can order a wight to detonate by pressing the Special Action key (T). Thrall Description, Cast of Characters, Myth II Manual
Wolves
“The wolves of The Ermine have been a menace to the people of the Free Cities of the North… since the area was settled in the Axe Age.” Wolf Flavor Text, Myth II
“…wolves, feared for centuries as man-eaters and killers of livestock… used to great effect by the fir’Bolg during our time of conflict with them…” Wolf Flavor Text, Myth II
Groups
Avatara
Of all the avatara in the Four Ages there is no doubt that Mazzarin was the most powerful and his death the most salient victory of the Dark during the Wind Age. Avatara Flavor Text, Myth TFL
" … the seventh wave of Thrall stumbled and climbed over the slippery, piled dead and Mazzarin saw The Watcher with them and at last knew the number of his days." Avatara Flavor Text, Myth TFL
“They say Alric talked about The Head often, ridiculing The Nine’s belief that it was one of the avatara of Connacht.” Myth TFL, Level 10, “Out of the Barrier”
“[Alric] seeks Myrdred, an avatara of the Wolf Age whom Balor renamed “The Deceiver” after bending him to his will.” Myth II, Level 11, “Through The Ermine”
The Nine powerful sorcerors who lead the Legion against Balor and the Fallen Lords. Because of their years of training as magic-users and strategists, they tend to avoid melee combat but can be vicious whe they have to be.
Each Avatar carried a sword, and knows how to use it. Each Avatar has a unique magic ability. Avatara Description, Cast of Characters, Myth TFL Manual
Notable individuals:
Bowmen
" … on occasion an archer of promise is sent to the Ermine, the homeland of the fir’Bolg, to study his craft at one of the three war colleges: jo’Za-Thatal, wa’Ama-Tchal, or ai’Kijin-Tak." Bowman Flavor Text, Myth II
“When asked of his advice on how many men should be trained in the use of the bow og’Un remarked, ‘One in twenty from each town. Go there, these men will make themselves known.” Bowman Flavor Text, Myth II
“…but not all men picked up the bow for love of their country or defense of their liege… for some it was for love of money, and others… an unnatural desire to kill.” Dark Bowman Flavor Text, Myth II
“…[to the likes of] the highwaymen of the Chalk Hills… and the bandit gangs of Tarhan Downs…it was business as usual… it didn’t matter who died, as long as their bellies were full.” Dark Bowman Flavor Text, Myth II
“To be a bowman in the Imperial Army was an honor second only to acceptance into the Heron Guard. It is said that their honor was so great they would not sleep as long as the crown was in peril.” Bowman Ghost Flavor Text, Myth II
After the war against Balor ended, the fir’bolg returned to their own land. The truce remained intact, but they swore that they would never fight outside of their borders again. Humans who had fought alongside them had come to rely on the fir’bolg ability to attack opponents from a distance, and human militias soon drummed up their own groups of bowmen.
A group of bowmen can do substantial damage to enemy forces while they’re still too far off to fight back. In addition, each unit carries a fire arrow that can be activated by selecting the unit, pressing the special action key (T), and attacking an enemy unit or the ground.
If cornered, bowmen can fight with a knife (although this is not their strong suit). To make your bowmen fight hand-to-hand, select the bowman, then double click on a nearby enemy unit. Bowman Description, Cast of Characters, Myth II Manual
Notable individuals:
Common Names:
Jean, Cale, Denis, Matthieu, Guibert, Luis, Roger, Gobain, Philip, Otto, Thomas, Garin, Aubry, Clement, Alvar, Simone, Petrarch, Piers, Francis, Wyclif, Cipolla, John, Jerome, Jaques, Edward, Bartholomew, Walter, Gibouin, Guerri, Raoul, Bernier, Ybert, Amant, Herbert, Droon, Gerard, Henry, Bernard, Peter, Raymond, Leo, Michael, Charles, Olivier, Urban, Eustace, Ludolf, Gislebert, Godfrey, Albert, Victor, Adrian, Karl, Eggihard, Anselm, Haroun, Pippin, Constantine, Bernhard, Hadrian, Augustine, Albinus, Gregori, Brun
Brigands (and Dark Archers)
“There will always be men lacking firmness of character or strength of will who are more than happy to carry out the orders of evil men to make their own lot in life a little more comfortable.” Brigand Flavor Text, Myth II
" … thieves, thugs, and killers… these are the types of men that make up the brigand gangs… weak willed miscreants hoping to hide their sins amongst the evils of tyrants…" Brigand Flavor Text, Myth II
“…but not all men picked up the bow for love of their country or defense of their liege… for some it was for love of money, and others… an unnatural desire to kill.” Dark Bowman Flavor Text, Myth II
“…[to the likes of] the highwaymen of the Chalk Hills… and the bandit gangs of Tarhan Downs…it was business as usual… it didn’t matter who died, as long as their bellies were full.” Dark Bowman Flavor Text, Myth II
As Soulblighter’s corrupting influence spread, many weak and unsavory soldiers were swayed to his banner with false promises. These are the rough equivalent of their Light counterparts, with some differences; for example Brigands, being undisciplined, run more slowly than Warriors.
The stain of evil on these units is visible even from afar. Brigand And Dark Archer Description, Cast of Characters, Myth II Manual
Common Names:
Gape, Lug, Hook, Mook, Gog, Punch, Jounce, Lech, Slog, Shlep, Bob, Widdy, Chug, Creep, Flump, Lurch, Rip, Scrieve, Truk, Lout, Jag, Jerk, Junk, Juke, Drivit, Pall, Muggle, Schuss, Scrooch, Gawk, Grimace, Worm, Leer, Dirge, Coze, Slug, Jabber, Quip, Squib, Bray, Tyro, Rasp, Blat, Crow, Grouse, Jape, Jeer, Scoff, Yobbo, Droog, Balump, Gleh, Kaf, Smek, Nok
Fallen Lords, The
“Some of The Fallen are over a millennium old, and their rivalries go back just as far.” Myth II, Level 11, “Through The Ermine”
“Alric was interrogated by Balor during his captivity, and he learned by chance that Balor had bound each of The Fallen to himself, to ensure their obedience to his will. The Fallen draw their power through these links, and were Balor to be killed they would all be powerless. The armies of the Dark would collapse.” Myth TFL, Level 19, “The Road North”
Six powerful wizards who were suborned by Balor. Among them: Shiver, The Deceiver, The Watcher, and Soulblighter. Fallen Lords Description, Glossary, Myth TFL Manual
“Six sorcerer-generals of dark and fearsome power, led by Balor during the Great War. Numbered among their ranks were The Watcher, The Deceiver, Shiver, and Soulblighter. It was thought by the Nine that their powers were derived from Balor himself, but plainly this was not the case.” Fallen Lords Description, Glossary, Myth II Manual
Notable individuals:
Five Champions, The
“At the behest of the Nine, our officers chose five champions from among the Legion. They were carried over the mountains by balloon and dropped at night in the rough desert twenty miles from The Deceiver’s camp.” Myth TFL, Level 9, “The Five Champions”
Notable individuals:
Heron Guard, The
“Not a palm’s breadth free of wounds on his body, Five Motion Bloody Jaguar knelt to kiss the earth and drawing strength from her rose to charge the thickest gathering of the enemy.” Journeyman Flavor Text, Myth TFL
“Returning to the ruin Muirthemne had become in their absence, the deathless Heron Guards each tore nine gold tiles from the palace wall, every one the weight of a grown man … " Journeyman Flavor Text, Myth TFL
These men are all that remains of the Empire of the Cath Bruig. Formerly the guards of the Emperor, they disbanded and wandered the earth after the Fallen Lords destroyed Muirthemne and everyone in it. Journeymen, when pressed into battle, swing the shovel of a common laborer.
Journeyman can heal friendly units using mandrake roots (T). Select the Jouneyman, hit your Special Ability key and then click on the unit wou wish to heal. Journeymen start with a certain number of roos, and can pick up more from the bodies of fallen Journeymen. A Mandrake root disappeares each time they Journeyman heals someone, and when they are all gone with Journeyman can no longer heal. Journeyman can also wither enemy units - the Wight and Thrall, for example - using his technique. Note that Wight remains are still explosive. Journeyman Description, Cast of Characters, Myth TFL Manual
“To be a bowman in the Imperial Army was an honor second only to acceptance into the Heron Guard. It is said that their honor was so great they would not sleep as long as the crown was in peril.” Bowman Ghost Flavor Text, Myth II
“Their healing ritual has its roots in the initiation rites of the Heron Guard, but what brings about immortality in a truly exceptional person merely restores the vitality of lesser men.” Journeyman Flavor Text, Myth II
“…upon being reborn as a member of the deathless Heron Guard… the date of his initiation, according to the calendar of the old kings of Cath Bruig, would serve as his new name…” Journeyman Flavor Text, Myth II
“Once every seven years warriors of renown from every corner of the empire gather to compete for the honor of joining the Heron Guard. From that multitude less than six will be chosen…” Heron Guard Flavor Text, Myth II
“…Eight Pride Stalking sped across the field of battle like a bolt of lightning… his swords flashing as his foes tumbled to the ground in lifeless heaps…” Heron Guard Flavor Text, Myth II
“The journeymen, after a hundred years of self-imposed penance for being absent during the fall of the city, threw down the gold tiles that hung around their necks and swore fealty to the new Emperor.” Myth II, Level 17, “Redemption”
“Then [Nine Skull Crocodile] told me that next year the Heron Guard will be reinstating the septannual tournament to fill out their ranks. Men of bravery and warriors of renown from every corner of the empire will gather to compete for the honor of joining them.” Myth II Epilogue
These men are all that remains of the Empire of the Cath Bruig. Formerly the guards of the Emperor, they disbanded and wandered the earth in self-imposed exile after the Fallen destroyed Muirthemne and everyone in it. In a further show of penance, they developed the ability to heal other people, though they are by nature loners and do not actively seek out company. To heal a unit select the journeyman, press the special action key (T), then select the injured unit.
Journeymen can also heal undead units (like thrall and wights), dispelling the dark magic that animates them.
When pressed into battle, Journeymen swing the shovel of a common laborer. Some say they still have the remarkable ability of Heron Guards in combat, but the Journeymen themselves seem to have thrown off every vestige of their once glorious past. Journeyman Description, Cast of Characters, Myth II Manual
Common Names:
Eight Flint Deer, Twelve Eagle Falling Sun, Six Motion Bloody Jaguar, Five Heron Waiting Cactus, Eight Pride Stalking Rabbit, Three Vulture Drum, Ten Stone Reed, Four Serpent Seeking Shadow, Seven Lizard Tongue, Nine Eagle Red Skull, One Flint Puma, Twelve Serpent Falling Eagle, Seven Wind Lizard, Nine Serpent Rising Puma, Seven Crocodile Rain, Six Coyote Flower, Thirteen Bloody Crocodile, Five Rabbit Fleeing Jaguar, Three Moon Jeweled Fan, Seven Jaguar White Flower, Five Obsidian Heron, One Serpent Green Talon, Seven Devil Puma, Five Monkey Bloody Stone, Six Vulture Dog Star, One Deer Burning Skull, Nine Serpent Bloody Sun, Eleven Vulture Fire Serpent, Ten Eagle Burning Stone, Seven Eagle Jaguar Claw, Twelve Flint Sun Collar, Twelve Devil Burning Wind, Thirteen Rain Jeweled Fan, Thirteen Wind Moon Stone, Fourteen Flint Moon Eagle
Notable individuals:
- Eight Pride Stalking
- Five Motion Bloody Jaguar
- Four Flint Motion Sun
- Nine Skull Crocodile
- Ten Soaring White Eagle
- Twelve Motion Jeweled Skull
Legion, The
“Yesterday our legion entered the village of Crow’s Bridge and halted there for the night.” Myth TFL, Level 1, “Crow’s Bridge”
“Having turned back the attack on Crow’s Bridge, we headed south to rejoin the Legion in another small town called Otter Ferry.” Myth TFL, Level 2, “A Traitor’s Grave”
“The vanguard of our army, twenty thousand men, has been camped near Otter Ferry for two days now.” Myth TFL, Level 2, “A Traitor’s Grave”
“Hordes of reanimated dead defeated by small, ragged groups of mercenaries and volunteers?” Prologue, Myth II Manual
An army of the Light, the Legion took part in many of the pivotal battles in the closing years of the Great War. Travelling across the continent, they broke through the Fallen lines, and fought their way to Rhi’anon, where they sacrificed themselves in an assault on Balor’s fortress in order to give Alric time to defeat Balor. Legion Description, Glossary, Myth II Manual
Notable individuals:
- Balin
- Cruniac
- Durak
- Eitri
- Four Flint Motion Sun
- Garrick
- gr'Uman
- iu'Shee
- Jari
- Journal Writer, The
- ki'Angsi
- Mauriac
- Nine Skull Crocodile
- Oderic
- Reiftyr
- Oleg
- Ten Soaring White Eagle
- Trahern with Fists like Iron
- Truan of the Hundred Battles
- Turgeis with Burning Steel
- Twelve Motion Jeweled Skull
- Tyrfing
Nine, The
Nine Powerful wizards who oppose the Fallen Lords. Alric is chief among them, and Murgen, Rabican, Maeldun, Cu Roi, and four others act as his generals. Nine Description, Glossary, Myth TFL Manual
Nine sorcerers of great power who opposed the Fallen Lords during the Great War. Among them were Rabican, Murgen, Maeldun, Cu Roi, and their leader Alric. Nine Description, Glossary, Myth II Manual
Notable individuals:
Peasants / Villagers
The humble farmers who feed the West, suffering the worst in every conflict, conscripted before age fifteen to fill the ranks of the army. Villager Flavor Text, Myth TFL
“… and then Pelleas arose and asked of the Council of Lords, ‘And if the Darkness strives further north, then what shall become of the peasantry?’ And the Council answered, ‘They shall die, just as we.’” Villager Flavor Text, Myth TFL
“…always praising King Alric for the change in their lives. The villagers and farmers of the West have prospered during the peace following the Great War.” Peasant Flavor Text, Myth II
“The humble farmers feed the West, suffering the worst in every conflict, conscripted before age fifteen to fill the ranks of the army.” Peasant Flavor Text, Myth II
Notable individuals:
Common Names:
Jean, Thomas, Edward, Henry, Eadwine, Herbert, Gregory, Geoffry, Albert, John, Mark, Phillip, Bernard, Paul, Robert, Tuncer, Arnold, Fulburt, Edmund, Matthew, Richard, Francis, Leo, Walter, Charles, Jason, Louis, Guy, James
Poachers
“It is said that an unscrupulous group of men made a deal with an equally unscrupulous group of Dwarves in order to corner the bullet-riddled meat market.” Poacher Flavor Text, Myth II
Albrecht, the King of the Dwarves, having been presented with the latest invention of the famed Wehrfaktorie, is said to have replied “Such a thing would make war too terrible to wage.” Poacher Flavor Text, Myth II
Common Names:
Jimbo, Biff, Joe Bob, Hank, Remus, Billy Joe, Cletus, Bobby Joe, Joey Bill
Smiths of Muirthemne, The
“Murgen believes us to be trapped inside the Tain, a relic forged by the Smiths of Muirthemne during the Wind Age.” Myth TFL, Level 15, “Heart of the Stone”
“Connacht could no longer ignore the atrocities committed by the Spider-cult but when he assailed their shrines, no trace could be found of the Smiths of Muirthemne or their followers…” Spider Flavor Text, Myth II
“[Many of them] were slain when they attacked Muirthemne, and their cursed blood seeped into the ground… not every mysterious disappearance could be traced back to the Spider-cults.” Myrkridia Ghost Flavor Text, Myth II
Warlocks (of the Scholomance)
“…drawn to forbidden lore and others wise in the ways of the metaphysical sciences as a moth is to a flame… they are doomed by the very knowledge that gives them power over other men.” Warlock Flavor Text, Myth II
“The Warlocks are grim, humorless men; their hearts hardened by the secrets learned in the pursuit of power. And when a Warlock grins, it is unlikely you would find his thoughts amusing.” Warlock Flavor Text, Myth II
“Our scouts have brought back news of an odd group of men who have gathered nearby. From their description alone, Twelve Motion recognized them as Warlocks from the Scholomance, ancient allies of The Deceiver and collaborators of the Fallen Lords.” Myth II, Level 13, “The Deceiver”
When rumors began to spread shortly after the end of the war that the Deceiver was entombed somewhere in the Cloudspine, an odd collection of men dared the journey to find him.
It was many years before anyone recognized them as Warlocks from the Scholomance, ancient allies of The Deceiver and collaborators of the Fallen Lords.
Warlocks have a primary fireball attack and a secondary confusion spell. The confusion spell can be activated by pressing the special action key (T) when the Warlock’s mana bar is full. Warlock Description, Cast of Characters, Myth II Manual
Notable individuals:
Common Names:
Ceannard, Malairt, Admillin, Caithim, Aibistear, Abharsair, Braman, Breamas, Diabhol, Sgulanach, Miosguinn, Eireallach, Sgreataidh, Skrati, Uabh-bheist, uadh-chrith, Beithir, Be’imneach, Mairtrighim, Martad, Casgair, Fadhbhaim, Gonim, Lollard
Warriors
After the armies of The Province were finally broken at Covenant, the survivors scattered among the free cities of the North, taking their arms with them. Warrior Flavor Text, Myth TFL
“Maeldun’s only words on returning exhausted to Tyr from a long campaign in the East to find half the city burning after a raid by pirates from Leix were ‘Show me the way to Leix.’” Warrior Flavor Text, Myth TFL
The few survivors of the human armies which have not yet fallen to Balor’s forces of the undead. These men have survived previous encounters with the Fallen Lords, and might be able to do it again.
Warriors are equipped with swords, and shields that can block attacks. Warrior Descriptions, Cast of Characters, Myth TFL Manual
“…since the end of the Great War the armies of The Province have served as a kind of policing body… from the Free Cities of the North to Forest Heart…” Warrior Flavor Text, Myth II
“Mauriac, ancient and honored, still speaks of his time with the Legion and their victory over Balor. Many of the great military minds of our day sharpened their skills under his command.” Warrior Flavor Text, Myth II
The few living humans who could call themselves veterans of the Great War had staggered back to their cities and villages, hopeful that no similar threat would return to the land in their lifetime but determined to see that future generations would not suffer such losses if faced with a similar evil. Six decades later, their efforts have resulted in a military program which even commands the grudging respect of the mighty Trow.
Warriors are equipped with swords and shields. Warrior Description, Cast of Characters, Myth II Manual
Notable individuals:
Common Names:
Mauriac, Adalard, Aethelwulf, Curran, Derek, Ajax, Avis, Barret, Esme, Kenway, Bevan, Bevis, Montago, Moliere, Billie, Brenainn, Calhoun, Casey, Cathal, Aldwyn, Allard, Chadwick, Farrell, Aethelweard, Garner, Cillian, Alyce, Conlan, Eadgar, Edmee, Beald, Brady, Cormac, Donagh, Bran, Brand, Duncan, Loring, Nealon, Ewan, Nels, Garwin, Kalevi, Kalwa, Neel, Kearney, Murrough, Niall, Bramwell, Mather, Malthus, Nola, Owen, Ramsay, Rand, Sigmund, Sloan, Thayer, Trahern, Ulrich, Vasya, Warner, Hector, Kay, Malory, Naram, Pelleas, Moore, Macaualy, Strephon, Tarquin, Alisander, Alexander, Berel the Unworthy, Clairemonde, Darras, Floridas, Gahalatine, Lucan, Melias, Tristram, Bors, Gareth, Kaherdin, Gaheris, Accolon, Sansloy, Kearney
People
Acer Malum Magnus
“Is man to have an entry as well?”
[…]
These had been Acerus Malum Magnus’ first words since I handed him Antero’s petition nearly a month ago at the very fringes of the northern holdings at the start of my journey through these Trow haunted lands. “Antero’s Bestiary”, Tales From Myth The Fallen Lords
Albrecht
“Albrecht, the King of the Dwarves, having been presented with the latest invention of the famed Wehrfaktorie, is said to have replied “Such a thing would make war too terrible to wage.” Poacher Flavor Text, Myth II
Alric
Of all the avatara in the Four Ages there is no doubt that Mazzarin was the most powerful and his death the most salient victory of the Dark during the Wind Age. Avatara Flavor Text, Myth TFL
" … the seventh wave of Thrall stumbled and climbed over the slippery, piled dead and Mazzarin saw The Watcher with them and at last knew the number of his days.” Avatara Flavor Text, Myth TFL
One of The Nine, former King of the Southern Provinces. Alric Description, Glossary, Myth TFL Manual
“…he drew from his robe one of the five Eblis Stones, and for a few moments it made him an equal of Balor. The rest of the Legion was sacrificed… to give us time to take Balor’s head.” Alric (King) Flavor Text, Myth II
“…we will go forth and strike down our enemies. And once they have been vanquished we will rebuild the Cath Bruig Empire to its former glory.” Alric (Emperor) Flavor Text, Myth II
“Alric, then simply a wizard of immense power and not a King, plotting and fighting against the walking dead without so much as a scratch on his chin from Balor’s rotting armies?” Prologue, Myth II Manual
“An Avatara of years past, Alric is the only surviving member of the Nine sorcerers who opposed the Fallen Lords during the Great War. Alric reclaimed his throne after defeating Balor. He has spent the last sixty years rebuilding the Province.” Alric Description, Glossary, Myth II Manual
Andir
“Andir set out that evening in search of a monster … " Prologue, Myth II Manual
Andvari
“He had been a mathematician and engineer before the Great War… when Stoneheim fell to the Ghols and the university was destroyed… these skills served him well in the years to come…” Dwarven Hero Flavor Text, Myth II
Antero
But Antero, my master and the greatest scholar of our day, did not despair as others did. He saw great opportunity in this tragic event…
[…]
And so it came to pass that my master petitioned the Trow for my safe passage into their lands, that I might observe their natures and record their habits for Antero’s Bestiary. “Antero’s Bestiary”, Tales From Myth The Fallen Lords
Bahl’al
“Bahl’al descended to the flooded, rusting halls of Si’anwon and under the sea there took no breath for nine days, searching the ruined palaces and temples of the Trow for the dream of unlife.” Thrall Flavor Text, Myth TFL
“…Bahl’al spurred his army onward with a blistering wind. Three full days before his army arrived… the citizens of Tyr knew their doom lumbered nearer with each passing hour…” Thrall Flavor Text, Myth II
Balin
Iri trekked for three days through Ghol haunted hills, eating as he walked, sleeping between footfalls; he ran for the last 5 hours, traversing the 26 mile wide corpse-filled morass ringing Covenant…” Dwarven Pathfinder Flavor Text, Myth TFL
“Where’s Balin when you need him?” Dwarf, Myth TFL, Level 15, “Heart of the Stone”
“Led by their pathfinder, Balin, the dwarves landed in the midst of a sea of Ghols and laid waste to them with grenades and satchel charges.” Myth TFL, Level 18, “A Long Awaited Party”
“…turning the godhead of the ghols into a monument to Balin’s victory. Nothing else has done more to sustain the mutual hatred since the ghols raided the crypt at Myrgard for ‘victuals’.” Dwarf Flavor Text, Myth II
Balor
“Second Era tradition tells of a hero rising in the East, who loosened the bloodless grip of the wicked things which had dominated his land for time beyond memory … " Leveler Flavor Text, Myth TFL
“On the day Muirthemne was razed, the sun rose to reveal an army that seemed to stretch across the horizon, and at its center stood Balor with his standard silhouetted against the morning sun.” Leveler Flavor Text, Myth TFL
“Balor has been killed before,” Alric told us after we raised the Myrkridian standard, “and each time it has only made him more powerful.” Myth TFL, Level 25, “The Great Devoid”
Leader of the Fallen Lords. Balor Description, Glossary, Myth TFL Manual
“Although the hero of every age of light is different, every dark age is ushered in by the same beast - a transient divinity that seeks only conflict - The Leveler. And so Tireces returned as Moagim to end the Age of Reason - and Connacht, the great hero of the Wind Age, returned as Balor to lay waste to the greatest empire the world had ever known.” Myth II Epilogue
“Balor himself, with a legion of creatures bound to him through sorcery and intimidation, unable to stop Alric from lopping off his head?” Prologue, Myth II Manual
“Once known as Connacht, great hero of the Wind Age, Balor returned wearing the mantle of the Leveller to lead the armies of the Dark during the Great War. Chief among the Fallen Lords, he fell in battle with Alric at his fortress in Rhi’anon, and his head was cast into the Great Devoid to ensure that he would never return.” Balor Description, Glossary, Myth II Manual
Connacht and his lieutenants fell on us in our moment of weakeness but showed us mercy, instead of returning us to the One Dream, he entombed us in the vaults beneath Rhi’Anon.
Then he finished the job that the Oghres has started, virtually erasing all evidence of our culture.
And it came to pass that Connacht returned and freed us from our prison tombs. And even though we recognized that he wore the Mantle of the Leveler, we owned him our existence, so we became allies. “Antero’s Bestiary”, Tales From Myth The Fallen Lords
Baron Kildaer
“The nearby villagers had taken to burying their dead as far from the Baron’s domain as possible after seeing their recently deceased kin roaming the lands.” Baron Flavor Text, Myth II
“The master of this castle is Baron Kildaer. We were joined at Tallow by reinforcements to attack the Baron’s stronghold and put an end to his unwholesome trade in human remains.” Myth II, Level 4, “Into the Breach”
“The Baron came to power ten years ago, appearing out of nowhere. With the aid of his brigand cohorts, he laid claim to Keep Kildaer and the surrounding lands. " Baron Kildaer Description, Glossary, Myth II Manual
b’Y’laggo
" … little is known of the bre’Unor, a fir’Bolg word referring to the various head-cults of The Ermine, aside from their fanatical devotion to the profane elemental spirit, b’Y’laggo…” bre’Unor Flavor Text, Myth II
The aboriginal inhabitants of the Ermine, the bre’Unor are a violently secretive race. Their society seems to be structured around their belief that their god, who resides in the air, is strengthened by the escaping breath of the beings they sacrifice and will one day grow powerful enough to spirit away their enemies - most notably the fir’Bolg, with whom they have sparred for centuries.
The bre’Unor have discovered that the bones of their largest sacrifices are excellent objects to hurl at new kills, and hoard them explicitly for that purpose. Tales abound of bre’Unor cunning and ferocity in battle, and some even say their vile deity has given them the ability to command wolves. bre’Unor Description, Myth II Cast Of Characters
“The bre’Unor name them the Children of b’Y’laggo and humans call them Changelings. The fir’Bolg, however, refuse to speak of them.” Changeling Flavor Text, “Boil and Bubble” PRASP Map
Chicken Berel
“Once they ranged across The Province in the millions, but in five short years the man now known as Chicken Berel hunted them almost to extinction. Only a handful of these noble beasts remain.” Chicken Flavor Text, Myth II
Ceiscoran
“Legend states that whoever wears the Ibis Crown has at his disposal truly staggering power. Such was the artifact’s power that Ceiscoran, at fantastic expense, commissioned eleven ordinary copies of the thing to be made in order to make theft of the true crown more difficult.” Myth II, Level 16, “The Ibis Crown”
Clovis
“In honor of their heroism, Connacht allowed the men of the North who had been slain defending Llancarfan to be buried in the Mausoleum of Clovis - the Royal Crypt of the Cath Bruig.” Berserk Ghost Flavor Text, Myth II
“…the masons who built the mausoleum for Clovis, the first Emperor of the Cath Bruig, still haunt these ancient corridors, eager to destroy those who would plunder its sacred vaults…” Dwarf Ghost Flavor Text, Myth II
Connacht
“Connacht was the great hero of the Wind Age, who drove the evil Moagim from the earth…” Myth TFL, Level 10, “Out of the Barrier”
“In honor of their heroism, Connacht allowed the men of the North who had been slain defending Llancarfan to be buried in the Mausoleum of Clovis - the Royal Crypt of the Cath Bruig.” Berserk Ghost Flavor Text, Myth II
“Although the hero of every age of light is different, every dark age is ushered in by the same beast - a transient divinity that seeks only conflict - The Leveler. And so Tireces returned as Moagim to end the Age of Reason - and Connacht, the great hero of the Wind Age, returned as Balor to lay waste to the greatest empire the world had ever known.” Myth II Epilogue
“Great hero of the Wind Age, Connacht trapped the Myrkridia in the Tain and imprisoned the Trow. Ruling during a golden age of peace, Connacht disappeared from Muirthemne, and was thought to be dead. Centuries later, Connacht returned as Balor, the Leveller, to raze the continent and lead the Fallen.” Connacht Description, Glossary, Myth II Manual
Connacht and his lieutenants fell on us in our moment of weakeness but showed us mercy, instead of returning us to the One Dream, he entomded us in the vaults beneath Rhi’Anon.
Then he finished the job that the Oghres has started, virtually erasing all evidence of our culture.
And it came to pass that Connacht returned and freed us from our prison tombs. And even though we recognized that he wore the Mantle of the Leveler, we owned him our existence, so we became allies. Acer Magnum Malus, “Antero’s Bestiary”, Tales From Myth The Fallen Lords
Cruniac
“Cruniac, who seems to be more interested in political maneuvers than military ones … " Myth II, Level 1, “Willow Creek”
“Cruniac is nothing if not full of surprises. No sooner had I touched pen to paper in praise of the man than he fell upon one of the captured guards, nearly strangling him to death. I was mortified, but when Cruniac released the fellow he seemed to awaken as if from a deep slumber. The commander had broken the enchantment that had bound the guard.” Myth II, Level 5, “The Baron”
“Cruniac is dead. Our sergeant, Garrick, says he saw the commander and half of the color guard running like hell back through the lines ordering a general retreat. When Garrick caught up with him, Cruniac collapsed; he had been holding his guts in with his shield. Cruniac’s last words were of the bravery of the color guard, who had given their lives trying to save him even as Soulblighter had delivered the killing blow.” Myth II, Level 7, “Beyond The Cloudspine”
“An officer of the Legion. His father is the mayor of Shoal. He has political aspirations, and joined the Legion to distinguish himself.” Cruniac Description, Glossary, Myth II Manual
Cu Roi
“Two of The Nine were killed, which makes them something like The Three now, if you also subtract Murgen and Cu Roi, who did not escape the destruction of the Tain, and the others who have died this year.” Myth TFL, Level 17, “Sons of Myrgard”
“Two of the Nine are with us, Cu Roi and Murgen, trying to make contact with the forest giants who live in this place, to beg their help against the Dark.” Myth TFL, Level 14, “Forest Heart”
One of The Nine. Cu Roi Description, Glossary, Myth TFL Manual
“One of the Nine. A powerful sorcerer who opposed Balor during the Great War. He was trapped in the Tain along with Murgen and the Legion, and died when the Tain was destroyed during their escape.” Cu Roi Description, Glossary, Myth II Manual
Damas
The true name of Soulblighter.
Dari
“Hey, we did it! Dari owes me twenty big ones!” Dwarf, Myth II, Level 7, “Beyond the Cloudspine”
Deceiver, The
“…the farmland surrounding Covenant was choked with the shattered remains of two armies and pregnant with diseases of the blood… It is from this fortress that he issued his commands.” Deceiver Flavor Text, Myth II
“…The Watcher had been the second or third most powerful sorcerer in living memory… these two had it out after the battle for Tyr… The Watcher barely survived.” Deceiver Flavor Text, Myth II
“[Alric] seeks Myrdred, an avatara of the Wolf Age whom Balor renamed “The Deceiver” after bending him to his will.” Myth II, Level 11, “Through The Ermine”
“The Deceiver claims to be held in high regard by the Trow as a being of “furor poeticus”.” Myth II, Level 14, “With Friends Like These”
“Deranged, arrogant, self-serving… none of these words can fully describe The Deceiver. No wonder his army has always been made up of bewitched men and the walking dead - no thinking being would willingly follow him.” Myth II, Level 20, “A Murder of Crows”
“Ahhh, if it isn’t Alric’s lapdog. Will you bow to anyone who claims the Throne of the Cath Bruig?” Shiver to The Deceiver, Myth II, Level 23, “Shiver”
“One of the Fallen Lords who served Balor during the Great War. His rivalry with the other Fallen Lords led to his downfall. He disappeared after the Watcher decimated his army at Seven Gates.” Deceiver Description, Glossary, Myth II Manual
Durak
“Twelve Motion Jeweled Skull says he was last here sixty years ago, fighting alongside the likes of Durak and Turgeis with Burning Steel. They caught The Deceiver and the remnants of his army in this very defile and here destroyed them.” Myth II, Level 12, “The Stair of Grief”
Egil
“Though Egil and his men bristled with javelins their charge did not falter, and they fell upon the Hollow Men with such ferocity that even the Thrall seemed to be frozen with horror.” Berserk Flavor Text, Myth TFL
Eight Pride Stalking
“…Eight Pride Stalking sped across the field of battle like a bolt of lightning… his swords flashing as his foes tumbled to the ground in lifeless heaps…” Heron Guard Flavor Text, Myth II
“Even worse, we are not alone. Our scouts report seeing terrifying shapes lurking about, masked by the foul weather. Eitri and his men have been preparing ambush sites throughout the pass for the better part of the day.” Myth II, Level 12, “The Stair of Grief”
Ewan
… Antero, my master …
[…]
… Antero said unto me, and to what few of his other pupils that still lived …
[…]
And so it came to pass that my master petitioned the Trow for my safe passage into their lands, that I might observe their natures and record their habits … “Antero’s Bestiary”, Tales From Myth The Fallen Lords
Fang-Grinder
…of all the foul and profane fiends who served the Dark, few were feared and hated more than Fang-Grinder! Dreaded Fang-Grinder, whose very name stuck fear into even those who rallied round him in battle! Called the “King of the Ghols” and “the Black Dog of the Hill Lands”, he was the greatest and most terrible of his kind!
[…]
… Fang-Grinder ruled as do all tyrants, through fear and brutality! It was well known that he feasted upon his victims, but few would scarcely guess that he was so depraved as to devour his own kind… But his depravity knew no bounds… “Fang-Grinder”, Tales From Myth The Fallen Lords
Five Motion Bloody Jaguar
“Not a palm’s breadth free of wounds on his body, Five Motion Bloody Jaguar knelt to kiss the earth and drawing strength from her rose to charge the thickest gathering of the enemy.” Journeyman Flavor Text, Myth TFL
Four Flint Motion Sun
“Four Flint had to stifle a grin when word came that the brigand camp had been attacked by twelve to fifteen swordsmen, he remarked ‘it’s odd that I didn’t see them, but I was rather busy.’” Heron Guard Hero Flavor Text, Myth II
Forgall
When Covenant fell and the Great University burned, we lost countless generations of accumulated knowledge - chief amongst the loss was the last surviving copy of Forgall’s Bestiary.
[…]
Thus Antero said unto me, and to what few of his other pupils that still lived, “Even in Forgall’s work some amount of speculation must have been neccesary to complete certain entries, but now, because of this terrible war, the beasts of myth walk the land once more!” “Antero’s Bestiary”, Tales From Myth The Fallen Lords
Frankenstein Computer God
“So, they’ve finally toppled the mad, deadly, world wide, gangster communist frankenstein computer god!” Dwarf, Myth II, Level 7, “Beyond the Cloudspine”
“So, they’ve finally thrown off the shackles of the mad, deadly, world wide, gangster communist radio earphone slavery!” Dwarf, Myth II, Level 7, “Beyond the Cloudspine”
“Place offering here you parrotting puppet.” Text on Frankenstein Computer God, Myth II, Level 7, “Beyond the Cloudspine”
Fulsom
“Trahern dealt a terrible blow to Fulsom, taking his left arm and piling three score dead at his feet before the bandit gang finally broke into full route never to be heard from again…” Berserk Hero Flavor Text, Myth II
Garrick
“…he is a fighting man’s leader… unswerving in his loyalty to the crown… though, he is Cruniac’s right hand man, he is definitely more popular with the men of the Legion…” Garrick Flavor Text, Myth II, Level 6, “Gonen’s Bridge”
gr’Uman
“A few men and I are leaving the main column in a few moments to discover the fate of a scouting party which has not returned. None of us expect to find them alive, but we must recover an artifact carried by their leader, gr’Uman, Lieutenant of Archers.” Myth TFL, Level 19, “The Road North”
Gywon
“Though Gwyon and his brothers all died they had succeeded in breaking the momentum of the Ghols’ charge… each scattering corpses until a step could not be taken without treading on one…” Berserk Flavor Text, Myth II
Head, The
“Apparently The Nine found the severed head of one of Balor’s enemies from the old days, buried out in the desert under several tons of sand and rock, and managed to start talking to the thing.” Myth TFL, Level 4, “Homecoming”
“They say that The Head had an old score to settle with Shiver, and told Rabican that her one weakness was vanity, and showed him how to exploit it.” Myth TFL, Level 4, “Homecoming”
“They say Alric talked about The Head often, ridiculing The Nine’s belief that it was one of the avatara of Connacht.” Myth TFL, Level 10, “Out of the Barrier”
“Worst of all, what’s left of the Nine had it out with The Head, which had apparently been double-crossing them ever since they pulled it out of the ground last summer.” Myth TFL, Level 17, “Sons of Myrgard”
“A severed head that spoke, lies slipping through its lips to an audience that would soon be dead?” Prologue, Myth II Manual
A severed head animated by its own arcane magic, it was discovered buried under tons of sand and rock and claimed to be one of Balor’s ancient enemies. Providing the Nine with dubious advice, this enigmatic being sowed strife among the Nine, resulting in their downfall before vanishing again into the mists of history. Head Description, Glossary, Myth II Manual
Iri
“Iri trekked for three days through Ghol haunted hills, eating as he walked, sleeping between footfalls; he ran for the last 5 hours, traversing the 26 mile wide corpse-filled morass ringing Covenant…” Dwarven Pathfinder Flavor Text, Myth TFL
iu’Shee
“Yesterday I saw iu’Shee, captain of archers, with a fist full of white arrows five feet long and tipped with fragments of bone. I lost track of who was carrying The Watcher’s arm when we fled Silvermines, but I suspect its turned up again.” Myth TFL, Level 20, “Across the Gjol”
Jari
“…then Cruniac called for the Dwarves… foremost amongst them was Jari, son of Balin and Uni, daughter of the Archon of Stoneheim; strong and wise… unsurpassed in bravery or daring…” Dwarven Pathfinder Flavor Text, Myth II
Journal Writer, The
“As we were breaking camp, Garrick handed me a journal he had recovered from Cruniac’s belongings. The commander must have taken it from one of the Baron’s libraries.
What significance it may have had to Cruniac I do not know, other than it appears to have been written by a man who served in the Legion during the Great War.” Myth II, Level 7, “Beyond the Cloudspine”
“I have chosen to follow the Emperor and his Heron Guard back to Muirthemne - there is nothing left for me in Strand, the place of my birth.” Myth II Epilogue
ki’Angsi
“… but it was ki’Angsi alone that stood up to the challenge and strung the giant’s bow; the great yew shaft that no two other men could bend.” Archer Hero Flavor Text, Myth TFL
Leveler, The
“Second Era tradition tells of a hero rising in the East, who loosened the bloodless grip of the wicked things which had dominated his land for time beyond memory … " Leveler Flavor Text, Myth TFL
“Although the hero of every age of light is different, every dark age is ushered in by the same beast - a transient divinity that seeks only conflict - The Leveler. And so Tireces returned as Moagim to end the Age of Reason - and Connacht, the great hero of the Wind Age, returned as Balor to lay waste to the greatest empire the world had ever known.” Myth II Epilogue
“The Leveler was never killed. He was immobilized by sorcery, beheaded and burned at the stake in the Second Era. A thousand years later he was drawn and quartered on the plains before Ileum, the tireless horses dragging the pieces of his lifeless body to the four corners of the world. Again in the Fourth Era his body was destroyed by fire, his ashes mixed with salt and buried under the Mountains of Kor. Balor, Moagim and all those before them wore the Mantle of The Leveler.” Myth II Epilogue
Maeldun
“Maeldun’s only words on returning exhausted to Tyr from a long campaign in the East to find half the city burning after a raid by pirates from Leix were ‘Show me the way to Leix.’” Warrior Flavor Text, Myth TFL
One of the Nine. Maeldun Description, Glossary, Myth TFL Manual
One of the Nine. He was severely wounded in battle at Bagrada near the end of the Great War. Maeldun Description, Glossary, Myth II Manual
Murgen
“Two of the Nine are with us, Cu Roi and Murgen, trying to make contact with the forest giants who live in this place, to beg their help against the Dark.” Myth TFL, Level 14, “Forest Heart”
“Murgen believes us to be trapped inside the Tain, a relic forged by the Smiths of Muirthemne during the Wind Age.” Myth TFL, Level 15, “Heart of the Stone”
“Two of The Nine were killed, which makes them something like The Three now, if you also subtract Murgen and Cu Roi, who did not escape the destruction of the Tain, and the others who have died this year.” Myth TFL, Level 17, “Sons of Myrgard”
One of the Nine. Murgen Description, Glossary, Myth TFL Manual
One of the Nine. He was trapped in the Tain along with Cu Roi and the Legion. He did not survive the destruction of the Tain. Murgen Description, Glossary, Myth II Manual
“One of the Nine. A powerful sorcerer who opposed Balor during the Great War. He was trapped in the Tain along with Murgen and the Legion, and died when the Tain was destroyed during their escape.” Cu Roi Description, Glossary, Myth II Manual
Mauriac
“Mauriac was prince regent [of Covenant] during King Alric’s adolescence…” Myth TFL, Level 5, “Flight From Covenant”
“Mauriac, ancient and honored, still speaks of his time with the Legion and their victory over Balor. Many of the great military minds of our day sharpened their skills under his command.” Warrior Flavor Text, Myth II
It was a moonlit autumn night at the Battle of Grimace Point that Mauriac of Madrigal saw his fellow perish, fallen by Fang-Grinder. His warrior’s vows forgotten, he fled in terror, such was his guilt and shame!
[…]
As for Mauriac, lost and alone, he wandered the hill country for a time, an aimless rogue warrior, unable to come to terms with his disgraced honor.
[…]
… many times before [Fang-Grinder] had been wounded unto the brink of death, but he had been re-stored, his power and malice exalted! But this such time was not to be, for between him and his masters now stood Mauriac of Madrigal!
[…]
Thus did Mauriac of Madrigal regain his lost honor and for this deed his fame spread far and wide. “Fang Grinder”, Tales From Myth The Fallen Lords
Mazzarin
Of all the avatara in the Four Ages there is no doubt that Mazzarin was the most powerful and his death the most salient victory of the Dark during the Wind Age. Avatara Flavor Text, Myth TFL
" … the seventh wave of Thrall stumbled and climbed over the slippery, piled dead and Mazzarin saw The Watcher with them and at last knew the number of his days.” Avatara Flavor Text, Myth TFL
“Ah, Sinis! I thought you died when Mazzarin collapsed the Shrine of Nyx upon you.” Alric to Sinis, Myth TFL, Level 10, “Out of the Barrier”
Moagim
A previous incarnation of The Leveler. Once was Tireces. Lead the Myrkridia. Was eventually defeated by Connacht.
“Although the hero of every age of light is different, every dark age is ushered in by the same beast - a transient divinity that seeks only conflict - The Leveler. And so Tireces returned as Moagim to end the Age of Reason - and Connacht, the great hero of the Wind Age, returned as Balor to lay waste to the greatest empire the world had ever known.” Myth II Epilogue
Myrdred
The true name of The Deceiver.
Nine Skull Crocodile
“I have become fast friends with Nine Skull Crocodile, the man who has healed the many wounds I received during the assault on Tharsis. He is ancient, even by Heron standards, and speaking with him has given me some insight into what has happened to our world.” Myth II Epilogue
Nyx
At the damn of time Nyx molded us out of stone and clay.
[…]
Every edifice… every shrine… every monument we erected we did so for the love of Nyx. Acer Magnum Malus, “Antero’s Bestiary”, Tales From Myth The Fallen Lords
Oderic
“In battle his bow sang like a lyre… by the time his first arrow was tearing through the heart of his enemy he had already loosed two more. Many a ghol has sworn a blood oath on his name.” Bowman Hero Flavor Text, Myth II
og’Un
“When asked of his advice on how many men should be trained in the use of the bow og’Un remarked, ‘One in twenty from each town. Go there, these men will make themselves known.’” Bowman Flavor Text, Myth II
Oleg
“We were glad to see Oleg when he finally returned to the grove, but when we saw that his pack was empty we all covered our ears… sizzling bits of Thrall came raining down for what felt like hours.” Dwarven Hero Flavor Text, Myth TFL
Pelleas
“… and then Pelleas arose and asked of the Council of Lords, ‘And if the Darkness strives further north, then what shall become of the peasantry?’ And the Council answered, ‘They shall die, just as we.’” Villager Flavor Text, Myth TFL
Phelot
“…those that Phelot deemed unsuitable for use as thrall… were given to the ghols, who hacked their limbs and chewed their flesh… this is how he dealt with the people of Avon’s Grove.” Shade Flavor Text, Myth II
“I have yet to mention our jailor. It is the devil Phelot, the shade who decimated Avon’s Grove during the Great War. It is a wonder he has not yet sought vengeance upon us, as he was sorely injured by The Deceiver upon our arrival.” Myth II, Level 20, “A Murder of Crows”
Rabican
“Shiver fell on the first night in a spectacular dream duel with Rabican, one of the Nine.” Myth TFL, Level 4, “Homecoming”
“They say that The Head had an old score to settle with Shiver, and told Rabican that her one weakness was vanity, and showed him how to exploit it.” Myth TFL, Level 4, “Homecoming”
One of The Nine. Rabican Description, Glossary, Myth TFL Manual
One of the Nine. During the War of the Fallen, Rabican faced Shiver in the battle for Madrigal, casting her down in a terrifying dream duel using secrets revealed to him by The Head. Rabican Description, Glossary, Myth II Manual
Rabican had heard tales of Shiver’s powerfull sorcery and how quickly she had defeated those whom he considered his peers. “Ground Zero”, Tales From Myth The Fallen Lords
Ravanna
The true name of Shiver.
Reiftyr
“Still this accursed storm rages, killing as surely as a Thrall’s ax or a Myrkridia’s claws. Reiftyr’s death brings our losses from the storm to three.” Myth II, Level 13, “The Deceiver”
Rurik
“…well respected by his peers and admired by the townsfolk… he is the head of the town council… many think he will be the next mayor of Willow Creek.” Rurik Flavor Text, Myth II, Level 3, “Down A Broken Path”
“As we hurried back to Willow Creek, Rurik, one of the village leaders, demanded to be taken to see the mayor of Tallow. When questioned, he offered us little, save that he had important information about the recent grave robberies. Rurik is well respected by the townspeople, so Cruniac chose not to press him further for information.” Myth II, Level 3, “Down A Broken Path”
Sciron
“… and it was said of Sciron that his hatred for the living was so intense, his shadow would go out and kill while he slept and not return until next he awoke.” Shade Flavor Text, Myth TFL
Seanchaidh
“…he had sacrificed much in pursuit of the Ultimate Truth… a permanent chair at the University of Covenant… a seat in the King’s court… and, there was no denying it, his soul.” Warlock Hero Flavor Text, Myth II
Shiver
“Shiver fell on the first night in a spectacular dream duel with Rabican, one of the Nine.” Myth TFL, Level 4, “Homecoming”
“They say that The Head had an old score to settle with Shiver, and told Rabican that her one weakness was vanity, and showed him how to exploit it.” Myth TFL, Level 4, “Homecoming”
One of the Fallen Lords. Shiver Description, Glossary, Myth TFL Manual
“…her spirit disconnected from her body, set adrift on the ether… gathered up by Soulblighter and… made corporeal with the terrible power of Tramist’s Mirror.” Shiver Flavor Text, Myth II
“Andir remembered stories of the Fallen Lord Shiver killing any tree she brushed as she and her army marched toward Madrigal. Prologue, Myth II Manual
Rabican had heard tales of Shiver’s powerfull sorcery and how quickly she had defeated those whom he considered his peers. “Ground Zero”, Tales From Myth The Fallen Lords
struggled to thought
Moagim
vanity
VANITY
whisper weakness
Peel the body…
…then pierce the soul.
Victory?
Rabican stood to fight another day…
…Shiver lingered in defeat. “Ground Zero”, Tales From Myth The Fallen Lords
Sinis
“Ah, Sinis! I thought you died when Mazzarin collapsed the Shrine of Nyx upon you.” Alric to Sinis, Myth TFL, Level 10, “Out of the Barrier”
Soulblighter
“… some believe that he is Damas, one of Connacht’s lieutenants who, while campaigning in the east, learned how to indefinitely prolong his life with human sacrifices and ritual self-mutilation.” Twice Born Flavor Text, Myth TFL
“… but he has disappeared into the ‘Untamed Lands’ before, often for years at a time; always returning with something more unspeakably evil or singularly malignant than the time before.” Twice Born Flavor Text, Myth TFL
One of the Fallen Lords. Soulblighter Description, Glossary, Myth TFL Manual
“…failing to recover the head of Balor at the Great Devoid, Soulblighter fled to the east into the Untamed Lands… back to the hidden temple where he first studied the black arts…” Soulblighter Flavor Text, Myth II
“…it is arguable that Soulblighter was Balor’s most brutal General… frequently killing those who begged him for mercy… he is the reason that Stöng no longer appears on any map…” Soulblighter Flavor Text, Myth II
“According to legend, Soulblighter was killed in the last battle of that war, when Balor’s severed head was thrown into the Great Devoid and the armies of the dead collapsed.” Myth II, Level 7, “Beyond The Cloudspine”
“Did Soulblighter plan to wash both the Legion and Shiver out to sea? Truly there is no end to the fiend’s malfeasance.” Myth II, Level 23, “Shiver”
“Soulblighter, like Balor before him, seeks not to conquer but to destroy; to be master of the unthinking dead and their blasted lands.” Myth II, Level 25, “The Forge”
“And Soulblighter - the towering, mad thing who cut off his own face and tore out his own heart as part of a ritual too dark to speak of?
None of it seemed especially believable, although the adults still spoke of Soulblighter in hushed tones; according to the stories, no one had ever discovered what became of him.” Prologue, Myth II Manual
“Their leadership broken, most of the Fallen Lords were soon hunted down and destroyed by Alric’s armies. With Balor’s destruction, Soulblighter found himself defeated, but alive and free from Balor’s service. He escaped into the wilderness, to bide his time and look for an opportunity to return to his former power, to achieve the ambition that was denied his master.” The Story Thus Far, Myth II Manual
As Soulblighter’s corrupting influence spread, many weak and unsavory soldiers were swayed to his banner with false promises. Brigand And Dark Archer Description, Cast of Characters, Myth II Manual
Balor’s second in command during the Great War. Arguably the most dangerous of the Fallen Lords, his cruelty and ambition knew no bounds. Many think that he was once Damas, one of Connacht’s lieutenants. Soulblighter Description, Glossary, Myth II Manual
Source of the Five Hundred Poisons
The Deceiver’s surname.
Snorro
“Vnarin, son of Snorro, best explained the character of the men of the elite mortar brigade when he said, ‘It takes a certain kind of maniac to carry fire in his fist and death on his back.’” Dwarven Mortar Flavor Text, Myth II
Summoner, The
“Against my better judgment, I opened the Codex last night to a random page and read about the life of a man not yet born, who would resurrect the Myrkridia and visit horrors on the world without equal in history or myth.” Myth TFL, Level 5, “Flight from Covenant”
“I opened the Codex… and read about the life of a man not yet born, who would resurrect the myrkridia and visit horrors on the world without equal in history or myth.” Summoner Flavor Text, Myth II
“The Summoner has been inside the shattered artifact for five months now, slowly resurrecting their entire race.” Myth II, Level 19, “The Summoner”
Legends tell of “a man not yet born who would resurrect the myrkridia and visit horrors on the world without equal in history or myth.” Summoner Description, Glossary, Myth II Manual
Ten Soaring White Eagle
“…he hadn’t slept in two days, but still he fought… his joints ached and his hands bled, but still he fought… on the dawn of the third day the Kithless fled from the pass in retreat.” Heron Guard Hero Flavor Text, Myth II
Tireces
“Although the hero of every age of light is different, every dark age is ushered in by the same beast - a transient divinity that seeks only conflict - The Leveler. And so Tireces returned as Moagim to end the Age of Reason - and Connacht, the great hero of the Wind Age, returned as Balor to lay waste to the greatest empire the world had ever known.” Myth II Epilogue
Trahern with Fists like Iron
“Trahern dealt a terrible blow to Fulsom, taking his left arm and piling three score dead at his feet before the bandit gang finally broke into full route never to be heard from again…” Berserk Hero Flavor Text, Myth II
Truan of the Hundred Battles
“When Alric sent word that a man was needed to pierce the corpse-city of Muirthemne to its dead heart, and obtain from it what might be the only hope for victory, Truan volunteered without hesitation.” Berserk Hero Flavor Text, Myth TFL
Turgeis with Burning Steel
“… but Turgeis’ attacks were so swift, and his blade bit so deeply, that his foe barely had time to recover from the first blow before he was slain by the last.” Berserk Hero Flavor Text, Myth TFL
“Twelve Motion Jeweled Skull says he was last here sixty years ago, fighting alongside the likes of Durak and Turgeis with Burning Steel. They caught The Deceiver and the remnants of his army in this very defile and here destroyed them.” Myth II, Level 12, “The Stair of Grief”
Turquine
“…Turquine so mistreated his subjects that even his personal guard abandoned him… he agreed to endure the indescribable tortures of the Fallen that he might have his revenge.” Shade Flavor Text, Myth II
Twelve Motion Jeweled Skull
“The King has sent word to Twelve Motion Jeweled Skull, a Journeyman who served under him during his campaigns east of the Cloudspine, in hopes that he has some knowledge of what became of The Deceiver after Balor’s destruction.” Myth II, Level 11, “Through The Ermine”
“Twelve Motion Jeweled Skull says he was last here sixty years ago, fighting alongside the likes of Durak and Turgeis with Burning Steel. They caught The Deceiver and the remnants of his army in this very defile and here destroyed them.” Myth II, Level 12, “The Stair of Grief”
Twice Born
Soulblighter’s surname.
Tyrfing
“Tyrfing just came running into camp bellowing that our scout’s signal fire has gone out. That means trouble.” Myth TFL, Level 7, “Bagrada”
Uni
“…then Cruniac called for the Dwarves… foremost amongst them was Jari, son of Balin and Uni, daughter of the Archon of Stoneheim; strong and wise… unsurpassed in bravery or daring…” Dwarven Pathfinder Flavor Text, Myth II
Vnarin
“Vnarin, son of Snorro, best explained the character of the men of the elite mortar brigade when he said, ‘It takes a certain kind of maniac to carry fire in his fist and death on his back.’” Dwarven Mortar Flavor Text, Myth II
Watcher, The
" … the seventh wave of Thrall stumbled and climbed over the slippery, piled dead and Mazzarin saw The Watcher with them and at last knew the number of his days.” Avatara Flavor Text, Myth TFL
Imprisoned by Connacht during the Wind Age, The Watcher only escaped by tearing off his left arm at the elbow, like a wolf chewing through his leg to escape a snare. Mad Goat of the Fens Flavor Text, Myth TFL
“The old stories all tell that when Balor freed The Watcher from his prison under the Cloudspine, one arm was left trapped in his prison of solid rock.” Myth TFL, Level 11, “Silvermines”
One of the Fallen. Watcher Description, Glossary, Myth TFL Manual
“…The Watcher had been the second or third most powerful sorcerer in living memory… these two had it out after the battle for Tyr… The Watcher barely survived.” Deceiver Flavor Text, Myth II
Wyrd
“… we were standing knee deep in a lake made up of the corpses of spiders the size of very large dogs when 12 Moon remarked, ‘Wyrd preserve us, these are all males!’” Cave Spider Flavor Text, Myth TFL
“…the fetch wear the skins of men out of necessity, for if the eye of Wyrd were to fall on them not so adorned He would recognize their alienness and smite them…” Fetch Flavor Text, Myth II
Events & Periods
Periods
Four Ages, The
1570 HC through 2430 AE. The period in which Mazzarin was the most powerfull avatara.
Of all the avatara in the Four Ages there is no doubt that Mazzarin was the most powerful and his death the most salient victory of the Dark during the Wind Age. Avatara Flavor Text, Myth TFL
Overlapping Periods:
- Axe Age, The
- Age Of Reason / Second Era, The
- Wind Age / Third Era, The
- Wolf Age / Age of Light / Fourth Era, The
Notable Events:
Axe Age, The
Through 570 HC. The period during which the Free Cities of the North were settled.
“The wolves of The Ermine have been a menace to the people of the Free Cities of the North… since the area was settled in the Axe Age.” Wolf Flavor Text, Myth II
Age of Reason / Second Era, The
570 HC through 430 AE. The period in which in a Tireces rose in the East, and the Leveller was beheaded and burnt at the stake; the period which was ended by the appearance of Moagim.
“Second Era tradition tells of a hero rising in the East, who loosened the bloodless grip of the wicked things which had dominated his land for time beyond memory … " Leveller Flavor Text, Myth TFL
The Leveler was never killed. He was immobilized by sorcery, beheaded and burned at the stake in the Second Era. Myth II, Epilogue
And so Tireces returned as Moagim to end the Age of Reason … Myth II, Epilogue
Notable Events:
Wind Age / Third Era, The
431 through 1430 AE. The period in which Moagim released the Myrkridia on the world, but was himself drawn and quartered on the plains before Ileum; the period in which Mazzarin was killed by the Watcher; which was ended when Connacht imprisoned the Myrkridia within the Tain and killed Moagim.
A thousand years [after the Second Era, The Leveller] was drawn and quartered on the plains before Ileum, the tireless horses dragging the pieces of his lifeless body to the four corners of the world. Myth II, Epilogue
…and Connacht, the great hero of the Wind Age, returned as Balor to lay waste to the greatest empire the world had ever known. Myth II, Epilogue
Murgen believes us to be trapped inside the Tain, a relic forged by the Smiths of Muirthemne during the Wind Age. Soon after its construction, the Tain was taken from Muirthemne by raiding barbarians from the south, and believed to be lost forever. Myth II, Epilogue
Of all the avatara in the Four Ages there is no doubt that Mazzarin was the most powerful and his death the most salient victory of the Dark during the Wind Age. Myth II, Epilogue
I’d always heard that the Myrkridia were hunted to extinction by Connacht, the great hero of the Wind Age.
[…]
Alric says Connacht and Balor are two different names for the same person. I think four months in the desert addled his mind. How could the greatest hero of the Wind Age, the king of Muirthemne during its Golden Age, become the greatest evil of our time? Myth TFL, Level 24, “The Last Battle”
Notable Events:
Wolf Age / Age of Light / Fourth Era, The
1431 through 2430 AE. The period in which Myrdred was an Avatara; when Connacht killed the Leveller, destroying him by fire, mixing his ashed with salt, and burying him under the Mountains of Kor; the period at the end of which Muirthemne was sacked, ushering in the Sword Age.
One hundred ten years ago, during the Wolf Age, Muirthemne was sacked, burned and all but buried under a mountain of rock and sand by Balor and the Fallen Lords. Myth II, Level 16, “The Ibis Crown”
The King has decided to fight fire with fire. He seeks Myrdred, an avatara of the Wolf Age whom Balor renamed “The Deceiver” after bending him to his will. Myth II, Level 11, “Through The Ermine”
Again in the Fourth Era [the Leveller’s] body was destroyed by fire, his ashes mixed with salt and buried under the Mountains of Kor. Myth II, Epilogue
Overlapping Periods:
Notable Events:
- Tharsis Erupts
- Connacht Kills Moagim
- Berserks Buried In Mausoleum Of Clovis
- Connacht Assails Shrine Of Smiths
- Balor Subborns Myrmidons
- Muirthemne Sacked
Twenty Years War, The
Circa 2330 A.E. A war of succession fought around Covenant.
A war of succession fought in the Province 150 years before present events, in and around Covenant. Twenty Years War Description, Glossary, Myth TFL Manual
Overlapping Periods:
Sword Age, The
2431 AE through the present. The period in which the Humans and fir’Bolg forged their truce, beginning with the Great War, encompassing the interlude and the war with Soulblighter, and continuing through the present.
Long enemies of the civilized nations, the truce which brought the fir’Bolg and their famed bowmen into the Light was forged by ou’Kahn the Great King and Caliban during the Sword Age. Archer Flavor Text, Myth TFL
Overlapping Periods:
- Great War, The
- War in the West, The
- First Battle for Seven Gates, The
- Battle for Madrigal, The
- Interlude, The
- War With Soulblighter, The
- Cities Of The Province Fall To Soulblighter
- Shiver Crushes West
Notable Events:
- Muirthemne Sacked
- Herons Become Journeymen
- Dwarves At Stoneheim Collapse Barbican
- Maeldun Departs For Leix
- Priest Asks Forest Giants About Faith
- ou'Kahn And Caliban Forge Truce
- Soulblighter Levels Covenant; Royal Family Flees
- Iri Treks Around Covenant
- Armies Of The Province Break
- Balh'al Approaches Tyr
- Battle For Tyr, The
- Deceiver Digs Up Silvermines
- Avon's Grove Destroyed
- Shiver Begins Attacking Madrigal
- Legion Defends Crow's Bridge
- Legion Kills Mayor of Otter Ferry
- Legion Distracts Shiver's Forces
- Shiver Killed
- Legion Searches For Total Codex
- Legion Flees Covenant
- Legion Enters Shoal
- Legion Destroys World Knot
- Legion Defends Bagrada
- Dwarves Ambush Soulless In Bagrada
- Five Champions Rescue Alric
- Alric And Companions Leave Barrier
- Legion Searches Silvermines For Watcher's Arm
- Legion Defends Standard
- Watcher and Deceiver Clash In Seven Gates
- Legion Enlists Forest Giants
- Legion Trapped In Tain
- Legion Escapes Tain
- Head Involved In Civil War; Deceiver Crosses Cloudspine
- Dwarves Assault Myrgard
- Dwarves Destroy Ghol Godhead
- Legion Heads North
- Soulblighter Engages Legion's Rearguard
- Soulblighter Held At Gjol
- Watcher Killed
- Legion Secures Bridge In Rhi'Anon
- Legion Learns Madrigal Has Fallen
- Alric Approaches Fortress
- Balor Killed
- Balor's Head Thrown Into Great Devoid
- Soulblighter Flees To Untamed Lands
- Deceiver Defeated
- Dwarves Recapture Myrgard
- Berserks Return Home
- og'Un Questioned
- Trow Lands Last Visited
- Soulblighter Confronts Trow
- Shiver Reincarnated
- Legion Begins Patroling Wild River
- Legion Rests At Tallow
- Legion Saves Willow Creek
- Legion Rescues Villagers
- Legion Escorts Rurik To Tallow
- Legion Assaults Keep Kildaer
- Baron Killed
- Legion Flees To Gonen
- Legion Repairs World Knot
- Legion Arrives In Madrigal
- Alric Flees Madrigal
- Vigilance Lands At White Falls
- Legion Crosses The Ermine
- Summoner Enters Tain
- Deceiver's Scepter Recovered
- Deceiver Freed
- Trow Recruited
- Muirthemne Recaptured
- Ibis Crown Retrived
- Heron Guard Defends Muirthemne Against Myrkridia
- Deceiver Searches For Tain Shard
- Deceiver Recovers Tain Shard
- Summoner Killed
- Deceiver And Legion Escape Soulblighter's Camp
- Soulblighter's Munitions Dump Destroyed
- Lesotho Dam Threatened
- Legion Engages Soulblighter
- Deceiver Kills Shiver
- Alric Confronts Soulblighter
- Soulblighter Killed
- Legion Heads Toward Muirthemne
Great War, The
2431 through 2481 AE. The period in which Balor attempted, and failed, to destroy the world.
Overlapping Periods:
Notable Events:
- Muirthemne Sacked
- Herons Become Journeymen
- Dwarves At Stoneheim Collapse Barbican
- Maeldun Departs For Leix
- Priest Asks Forest Giants About Faith
- Soulblighter Levels Covenant; Royal Family Flees
- Iri Treks Around Covenant
- Armies Of The Province Break
- Balh'al Approaches Tyr
- Battle For Tyr, The
- Deceiver Digs Up Silvermines
- Avon's Grove Destroyed
- Shiver Begins Attacking Madrigal
- Legion Defends Crow's Bridge
- Legion Kills Mayor of Otter Ferry
- Legion Distracts Shiver's Forces
- Shiver Killed
- Legion Searches For Total Codex
- Legion Flees Covenant
- Legion Enters Shoal
- Legion Destroys World Knot
- Legion Defends Bagrada
- Dwarves Ambush Soulless In Bagrada
- Five Champions Rescue Alric
- Alric And Companions Leave Barrier
- Legion Searches Silvermines For Watcher's Arm
- Legion Defends Standard
- Watcher and Deceiver Clash In Seven Gates
- Legion Enlists Forest Giants
- Legion Trapped In Tain
- Legion Escapes Tain
- Head Involved In Civil War; Deceiver Crosses Cloudspine
- Dwarves Assault Myrgard
- Dwarves Destroy Ghol Godhead
- Legion Heads North
- Soulblighter Engages Legion's Rearguard
- Soulblighter Held At Gjol
- Watcher Killed
- Legion Secures Bridge In Rhi'Anon
- Legion Learns Madrigal Has Fallen
- Alric Approaches Fortress
- Balor Killed
- Balor's Head Thrown Into Great Devoid
- Soulblighter Flees To Untamed Lands
War in the West, The
2463 through 2481 AE. The period of the Great War in which major battles were fought west of the Cloudspine.
Overlapping Periods:
Notable Events:
- Priest Asks Forest Giants About Faith
- Soulblighter Levels Covenant; Royal Family Flees
- Iri Treks Around Covenant
- Armies Of The Province Break
- Balh'al Approaches Tyr
- Battle For Tyr, The
- Deceiver Digs Up Silvermines
- Avon's Grove Destroyed
- Shiver Begins Attacking Madrigal
- Legion Defends Crow's Bridge
- Legion Kills Mayor of Otter Ferry
- Legion Distracts Shiver's Forces
- Shiver Killed
- Legion Searches For Total Codex
- Legion Flees Covenant
- Legion Enters Shoal
- Legion Destroys World Knot
- Legion Defends Bagrada
- Dwarves Ambush Soulless In Bagrada
- Five Champions Rescue Alric
- Alric And Companions Leave Barrier
- Legion Searches Silvermines For Watcher's Arm
- Legion Defends Standard
- Watcher and Deceiver Clash In Seven Gates
- Legion Enlists Forest Giants
- Legion Trapped In Tain
- Legion Escapes Tain
- Head Involved In Civil War; Deceiver Crosses Cloudspine
- Dwarves Assault Myrgard
- Dwarves Destroy Ghol Godhead
- Legion Heads North
- Soulblighter Engages Legion's Rearguard
- Soulblighter Held At Gjol
- Watcher Killed
- Legion Secures Bridge In Rhi'Anon
- Legion Learns Madrigal Has Fallen
- Alric Approaches Fortress
- Balor Killed
- Balor's Head Thrown Into Great Devoid
- Soulblighter Flees To Untamed Lands
First Battle for Seven Gates, The
2465 through 2468 AE. The Forest Giants help contain the fury of Balor himself at Seven Gates.
No man has seen one of the giants since the first battle for Seven Gates thirteen years ago. They helped contain the fury of Balor himself for three years, but on the fourth they did not return and the pass was lost. Myth TFL, Level 14, “Forest Heart”
Overlapping Periods:
Notable Events:
Battle for Madrigal, The
Saturday August 9th through Tuesday August 12th, 2480 AE. The crucial battle which turned the tide of the Great War, including the first defeat of a Fallen Lord by the Light.
The battle for Madrigal lasted four days without pause. Shiver fell on the first night in a spectacular dream duel with Rabican, one of the Nine. No one expected this. We have never before challenged one of The Fallen and won. Myth TFL, Level 4, “Homecoming”
Overlapping Periods:
Light Rebuilds, Soulblighter Plots
2481 through 2540 AE. After the Great War, the Fallen Lords are hunted down and the Light turns to rebuilding their world. Meanwhile, Soulblighter plots their final destruction.
After the Great War, the armies of the Dark collapsed and the Fallen Lords were swallowed up by history. We believed we had entered a golden age, a new era of peace, and our armies laid down their weapons to begin the long task of rebuilding the world. For sixty years we worked our fields and tended our cattle and did all the things that we had fought to defend, until the war became something that fathers told their sons and grandfathers their grandchildren.
But sixty years is nothing to the likes of a Fallen Lord. And while King Alric was restoring the Province to its former glory, Soulblighter was plotting its infinite ruin. Myth II, Level 11, “Through The Ermine”
Overlapping Periods:
Notable Events:
- Deceiver Defeated
- Dwarves Recapture Myrgard
- Berserks Return Home
- og'Un Questioned
- Trow Lands Last Visited
- Soulblighter Confronts Trow
- Shiver Reincarnated
- Legion Begins Patroling Wild River
- Legion Rests At Tallow
War with Soulblighter, The
2540 through 2541 AE. The period in which Soulblighter attempted, and failed, to destroy the world.
Overlapping Periods:
Notable Events:
- Legion Saves Willow Creek
- Legion Rescues Villagers
- Legion Escorts Rurik To Tallow
- Legion Assaults Keep Kildaer
- Baron Killed
- Legion Flees To Gonen
- Legion Repairs World Knot
- Legion Arrives In Madrigal
- Alric Flees Madrigal
- Vigilance Lands At White Falls
- Legion Crosses The Ermine
- Summoner Enters Tain
- Deceiver's Scepter Recovered
- Deceiver Freed
- Trow Recruited
- Muirthemne Recaptured
- Ibis Crown Retrived
- Heron Guard Defends Muirthemne Against Myrkridia
- Deceiver Searches For Tain Shard
- Deceiver Recovers Tain Shard
- Summoner Killed
- Deceiver And Legion Escape Soulblighter's Camp
- Soulblighter's Munitions Dump Destroyed
- Lesotho Dam Threatened
- Legion Engages Soulblighter
- Deceiver Kills Shiver
- Alric Confronts Soulblighter
- Soulblighter Killed
- Legion Heads Toward Muirthemne
Cities Of The Province Fall To Soulblighter
Friday Sept 19th through Friday Oct 10th, 2540 AE. The cities of Scales, Covenant and Tyr fall to Soulblighter.
The cities of Scales, Covenant and Tyr have all fallen to him in the last three weeks. Myth II, Level 9, “Gate Of Storms”
Overlapping Periods:
Shiver Crushes The West
January, 2541 AE. Shiver attacks White Falls and is defeated, but returns with an army of Myrkridia and crushes all resistance in the West.
After we settled in, Garrick told us of events in the west. Shiver’s attack on White Falls came as expected, and the battle there raged for the better part of a month, until Baelden and the seventh legion swept up from the south and attacked Shiver’s flank. Her army was forced to retreat east toward Willow and the combined forces under Alric and Baelden fell upon her rear guard, destroying it utterly.
The victory was short-lived, however, as Shiver returned a week later with an army of Myrkridia. This time we were pushed across the Meander and now Tandem’s fall is inevitable. Myth II, Level 11, “Through The Ermine”
Overlapping Periods:
Events
Second-Era Leveller Killed
Circa 570 HC. The Leveller is beheaded and burnt at the stake.
The Leveler was never killed. He was immobilized by sorcery, beheaded and burned at the stake in the Second Era. Myth II, Epilogue
Moagim Ends Age Of Reason
431 AE. Tireces returns as Moagim to end the Age of Reason.
And so Tireces returned as Moagim to end the Age of Reason… Myth II, Epilogue
Moagim Killed
431 AE. The Moagim is drawn and quartered on the plains before Ileum.
A thousand years [after the Second Era, the Leveller] was drawn and quartered on the plains before Ileum, the tireless horses dragging the pieces of his lifeless body to the four corners of the world. Myth II, Epilogue
Mazzarin Dies
Between 431 and 1430 AE, during the Wind Age. The Watcher kills Mazzarin.
Of all the avatara in the Four Ages there is no doubt that Mazzarin was the most powerful and his death the most salient victory of the Dark during the Wind Age. Avatara Flavor Text, Myth TFL
" … the seventh wave of Thrall stumbled and climbed over the slippery, piled dead and Mazzarin saw The Watcher with them and at last knew the number of his days.” Thrall Flavor Text, Myth TFL
Tain Built
Circa 1431 AE, during the Wind Age. Tain is built by the Smiths of Muirthemne.
Murgen believes us to be trapped inside the Tain, a relic forged by the Smiths of Muirthemne during the Wind Age. Soon after its construction, the Tain was taken from Muirthemne by raiding barbarians from the south, and believed to be lost forever. Myth II, Epilogue
Tharsis Erupts
Circa 1431 AE. Tharsis erupts for the last time until Nov 12, 2480 AE.
The enormous volcano overlooking Seven Gates is erupting for the first time in ten centuries. The tremors started late yesterday and since midnight there has been a constant rain of hot ash and fire. Even here, thirty miles away, it already feels like summer. Myth TFL, Level 12, “Shadow of the Mountain”
Connacht Kills Moagim
Circa 1431 AE. Connacht kills Moagim, destroying him by fire, mixing his ashes with salt, and burying him under the Mountains of Kor.
Connacht was the great hero of the Wind Age, who drove the evil Moagim from the earth… Myth TFL, Level 10, “Out of the Barrier”
Again in the Fourth Era his body was destroyed by fire, his ashes mixed with salt and buried under the Mountains of Kor. Myth II, Epilogue
Berserks Buried in Mausoleum of Clovis
Circa 1431 AE. Connacht allows Berserks slain defending Llancarfan to be buried in the Mausoleum of Clovis.
“In honor of their heroism, Connacht allowed the men of the North who had been slain defending Llancarfan to be buried in the Mausoleum of Clovis - the Royal Crypt of the Cath Bruig.” Berserk Ghost Flavor Text, Myth II
Nearby Events:
Connacht Assails Shrine Of Smiths
Between 1431 and 1462 AE. Connacht assails the shrines of the Spider-cult, the Smiths of Muirthemne, but finds no trace of them.
“Connacht could no longer ignore the atrocities committed by the Spider-cult but when he assailed their shrines, no trace could be found of the Smiths of Muirthemne or their followers…” Spider Flavor Text, Myth II
Balor Subborns Myrmidons
Circa 2181 AE. The Myrmidons are subborned by Balor with the promise of power and immortality, so they leave their northern kin and become the Kithless.
Desirous of power and immortality, the warrior race of the Myrmidons left their northern kin to join Balor and the Fallen Lords, and so they became known as The Kithless. Myrmidon Flavor Text, Myth TFL
Muirthemne Sacked
2431 AE. Muirthemne is sacked, burned, and buried under a mountain of rock and sand by Balor and the Fallen Lords.
Fifty years ago the Fallen overcame the armies of the Cath Bruig, sacked Muirthemne and turned the empire East of the Cloudspine into desert (now called the Devoid). Sack of Muirthemne, Fall of Cath Bruig Description, Glossary, Myth TFL Manual
One hundred ten years ago, during the Wolf Age, Muirthemne was sacked, burned and all but buried under a mountain of rock and sand by Balor and the Fallen Lords. As I stood before the ruins of the Mausoleum of the Cath Bruig I could not help but wonder what we hoped to gain by owning it. Myth II, Level 16, “The Ibis Crown”
…and Connacht, the great hero of the Wind Age, returned as Balor to lay waste to the greatest empire the world had ever known. Myth II, Epilogue
Nearby Events:
Herons Become Journeymen
2431 AE. The Heron Guard return to Muirthemne and, finding it ruined, trade their armor for a wooly coat plated with heavy gold tiles, and their swords for the shovels of common laborors.
“Returning to the ruin Muirthemne had become in their absence, the deathless Heron Guards each tore nine gold tiles from the palace wall, every one the weight of a grown man … " Journeyman Flavor Text, Myth TFL
Nearby Events:
Dwarves At Stoneheim Collapse Barbican
2431 AE. The Dwarves defending Stoneheim collapse the barbican.
“Hours after the fall of Myrgard, the dwarves defending Stoneheim collapsed the barbican, entombing ten thousand of their number behind as many tons of shattered rock.” Dwarf Flavor Text, Myth TFL
Nearby Events:
Maeldun Departs For Leix
2458 AE. Maeldun returns to Tyr to find it ravaged by pirates, then departs to their home in Leix.
“Maeldun’s only words on returning exhausted to Tyr from a long campaign in the East to find half the city burning after a raid by pirates from Leix were ‘Show me the way to Leix.’” Warrior Flavor Text, Myth TFL
ou’Kahn And Caliban Forge Truce
2467 AE. ou’Kahn and Caliban forge a truce between their respective peoples, fir’Bolg and Human.
Long enemies of the civilized nations, the truce which brought the fir’Bolg and their famed bowmen into the Light was forged by ou’Kahn the Great King and Caliban during the Sword Age. Archer Flavor Text, Myth TFL
Nearby Events:
- First Battle for Seven Gates, The
- Soulblighter Levels Covenant; Royal Family Flees
- Iri Treks Around Covenant
- Armies of the Province Break
- Bahl'al Approaches Tyr
- Battle For Tyr, The
Priest Asks Forest Giants About Faith
2468 AE. On the last day of the seige at Seven Gates, a priest inquires of the Forest Giants’ faith.
“On the last day of the siege at Seven Gates a priest asked the Giants present of their faith. A young one showered the man with chips of stone as he struck the ground, ‘The Earth is our Faith.’” Forest Giant Flavor Text, Myth TFL
Nearby Events:
- ou'Kahn And Caliban Forge Truce
- First Battle for Seven Gates, The
- Soulblighter Levels Covenant; Royal Family Flees
- Iri Treks Around Covenant
- Armies of the Province Break
- Bahl'al Approaches Tyr
- Battle For Tyr, The
Soulblighter Levels Covenant; Royal Family Flees
2468 AE. Soulblighter levels Covenant, and Prince Regent Mauriac and the royal family, including young prince Alric, flee through a hidden tunnel to Shoal.
Mauriac was prince regent here during King Alric’s adolescence, and knows of an underground tunnel just outside the city which leads to Shoal, a village four miles away down the coast. The King’s family used it to escape Covenant when Soulblighter leveled the city twelve years ago, and today we hope it will help us elude The Watcher. Myth TFL, Level 5, “Flight From Covenant”
Nearby Events:
- ou'Kahn And Caliban Forge Truce
- First Battle for Seven Gates, The
- Iri Treks Around Covenant
- Armies of the Province Break
- Bahl'al Approaches Tyr
- Battle For Tyr, The
Iri Treks Around Covenant
2468 AE. The Dwarf Iri treks for three days straight on his way to Covenant.
“Iri trekked for three days through Ghol haunted hills, eating as he walked, sleeping between footfalls; he ran for the last 5 hours, traversing the 26 mile wide corpse-filled morass ringing Covenant…” Dwarven Pathfinder Flavor Text, Myth TFL
Nearby Events:
- ou'Kahn And Caliban Forge Truce
- First Battle for Seven Gates, The
- Soulblighter Levels Covenant; Royal Family Flees
- Armies of the Province Break
- Bahl'al Approaches Tyr
- Battle For Tyr, The
Armies Of The Province Break
2468 AE. The armies of the Province break at Covenant, then scatter among the Free Cities of the North.
After the armies of The Province were finally broken at Covenant, the survivors scattered among the free cities of the North, taking their arms with them. Warrior Flavor Text, Myth TFL
Nearby Events:
- ou'Kahn And Caliban Forge Truce
- First Battle for Seven Gates, The
- Soulblighter Levels Covenant; Royal Family Flees
- Iri Treks Around Covenant
- Bahl'al Approaches Tyr
- Battle For Tyr, The
Bahl’al Approaches Tyr
2468 AE, three days before Bahl’al’s army reaches Tyr. An army of Thrall approaches Tyr.
“…Bahl’al spurred his army onward with a blistering wind. Three full days before his army arrived… the citizens of Tyr knew their doom lumbered nearer with each passing hour…” Thrall Flavor Text, Myth II
Nearby Events:
- ou'Kahn And Caliban Forge Truce
- First Battle for Seven Gates, The
- Soulblighter Levels Covenant; Royal Family Flees
- Iri Treks Around Covenant
- Armies of the Province Break
- Battle For Tyr, The
Battle for Tyr, The
2468 AE. The Watcher and the Deceiver both enter Tyr and begin to sack the old city, but then they encounter eachother and clash. The Deceiver bests the Watcher, who barely survives.
I don’t know why [The Watcher] attacked The Deceiver, unless somehow he found out what was going on in Silvermines. One of the veterans said that these two had it out after the battle for Tyr, twelve years ago, and that The Watcher barely survived. I have a feeling the real reasons for what happened today go back even farther than that. Myth TFL, Level 13, “Seven Gates”
Nearby Events:
- ou'Kahn And Caliban Forge Truce
- First Battle for Seven Gates, The
- Soulblighter Levels Covenant; Royal Family Flees
- Iri Treks Around Covenant
- Armies of the Province Break
- Bahl'al Approaches Tyr
Deceiver Digs Up Silvermines
Summer, 2479 AE. The Deceiver begins digging up Silvermines, looking for the Watcher’s arm.
We know The Deceiver is looking for the arm too, and has been digging up Silvermines since last summer. Myth TFL, Level 11, “Silvermines”
Avon’s Grove Destroyed
Circa 2480 AE. Phelot, a Shade, decimates Avon’s Grove, turning its inhabitants into Thrall.
“…those that Phelot deemed unsuitable for use as thrall… were given to the ghols, who hacked their limbs and chewed their flesh… this is how he dealt with the people of Avon’s Grove.” Shade Flavor Text, Myth II
I have yet to mention our jailor. It is the devil Phelot, the shade who decimated Avon’s Grove during the Great War. It is a wonder he has not yet sought vengeance upon us, as he was sorely injured by The Deceiver upon our arrival. Myth II, Level 20, “A Murder Of Crows”
Nearby Events:
Shiver Begins Attacking Madrigal
Monday August 1st, 2480 AE. Shiver begins attacking Madrigal.
Shiver, one of the Fallen Lords, has been attacking the city for two days, but so far has been held back by its defenders. We all know the battle for Madrigal will decide the fate of all the Northern lands, and that if it falls we will soon have nowhere to retreat but the ocean. Myth TFL, Level 1, “Crow’s Bridge”
Nearby Events:
Legion Defends Crow’s Bridge
Wednesday August 3, 2480 AE. Fifteen men from the Legion stay and defend Crow’s Bridge.
Fearing for their safety, the villagers here pleaded with us to remain when we broke camp this morning. None of them understand yet what is happening, but they have all seen the refugees from the south, and they are frightened.
Our officers seemed unsympathetic until the people returned with nine young pigs and ten dozen loaves of bread. Fifteen of us are to stay now, perhaps to fight boredom instead of the Fallen Lords, and watch the bridge here for two days. Myth TFL, Level 1, “Crow’s Bridge”
Nearby Events:
Legion Kills Mayor of Otter Ferry
Tuesday August 5, 2480 AE. The Mayor of Otter Ferry plans a secret meeting with the Dark, but forward elements of the Legion asassinate him first.
Having turned back the attack on Crow’s Bridge, we headed south to rejoin the Legion in another small town called Otter Ferry. On our way we met a force of our own men hurrying in the opposite direction, who gave us ill news.
The vanguard of our army, twenty thousand men, has been camped near Otter Ferry for two days now. The mayor of that village must have guessed our plan to cross the Scamander River behind the main enemy force, and to attack them by surprise.
Perhaps in the cowardly hope that he would be spared when the Dark sacked Madrigal, the mayor intends to betray us to the enemy. A quick death will be too good for him, but we will have time for nothing else.
One of the locals knows of the clearing where the mayor arranged his meeting with the Dark, and will lead us there. Myth TFL, Level 2, “A Traitor’s Grave”
Nearby Events:
Legion Distracts Shiver’s Forces
Friday August 8, 2480 AE. The Legion stages a diversion for Shiver’s forces in the small village of Comfort, while the rest of Madrigal’s army fights off Shiver herself.
Our vanguard has crossed the Scamander unchallenged and remains hidden on the southern bank of the river. Their assault will begin two hours after midnight against Shiver’s right flank, at the same time the Madrigal garrison throws open the Gate of Storms and attacks her from the front.
But I won’t be anywhere near Madrigal when this happens. An hour before the main attack a small group of men and I will head in the opposite direction and strike at the enemy camp alone, hoping to divert forces and attention from the city before the real battle begins.
The plan is to fight our way across a bridge and into the captured village of Comfort. From there we’ll locate the enemy camp and create as much of a diversion as possible.
Every thrall that remains in the camp to deal with us is one less that our main force must hack to pieces at Madrigal. Myth TFL, Level 3, “The Seige of Madrigal”
Nearby Events:
Shiver Killed
Thursday Sept 11, 2480 AE. Shiver dies in a spectacular Dream Duel with Rabican.
I believe I have read of this in the journal. Shiver was defeated at Madrigal by her own vanity, thanks to advice given by the still living head of one of the Fallen Lords’ old enemies. I wonder where the head is now; we could certainly use the help. Myth II, Level 10, “Landing At White Falls”
The battle for Madrigal lasted four days without pause. Shiver fell on the first night in a spectacular dream duel with Rabican, one of the Nine. No one expected this. We have never before challenged one of The Fallen and won. Myth TFL, Level 5, “Flight From Covenant”
Nearby Events:
Legion Searches For Total Codex
Monday September 15, 2480 AE. The Legion enters Covenant in search of the Total Codex, and runs into the Watcher’s forces.
The Head appears to know something about everything, and now it has us looking for an artifact called the Total Codex. Its been located in the ruined city of Covenant, but the first group sent to retrieve it has not returned.
In a few minutes Rabican himself is going to send a few of us through a World Knot to Covenant, to bring back the Codex. Myth TFL, Level 4, “Homecoming”
Nearby Events:
Legion Flees Covenant
Monday September 15, 2480 AE. The Legion, after retrieving the Total Codex, meets up with Maurican and his men, who then flee Covenant, the Watcher tailing them all the way.
Mauriac is on his feet now, talking to the men. We met him and a few other survivors of the first expedition hiding in a collapsed cellar a few hundred feet away from the outer wall, and joined them for a brief rest until dawn.
Mauriac was prince regent here during King Alric’s adolescence, and knows of an underground tunnel just outside the city which leads to Shoal, a village four miles away down the coast. The King’s family used it to escape Covenant when Soulblighter leveled the city twelve years ago, and today we hope it will help us elude The Watcher. Myth TFL, Level 5, “Flight From Covenant”
Nearby Events:
Legion Enters Shoal
September 17, 2480 AE. The Legion exits the secret tunnel from Covenant into Shoal.
We were two days in that tunnel out of Covenant, The Watcher crossing above us every few hours, shaking the ground in his fury and twice nearly burying us alive. Sometime on the second day the tremors grew less distinct, and we were relieved to find nothing but rats and mosquitoes waiting for us when we reached Shoal. Myth TFL, Level 6, “Force Ten From Stoneheim”
Nearby Events:
Legion Destroys World Knot
Friday November 7, 2480 AE. The Legion destroys a World Knot just west of the Cloudspine, as the forces of the Dark have learned to use them.
There is a World Knot west of the Cloudspine and The Head insists that the enemy has learned to travel through the Knots. If we don’t destroy this portal we might hold the mountains only to be outflanked by forces emerging from the Knot behind us. Myth TFL, Level 6, “Force Ten From Stoneheim”
Nearby Events:
Legion Defends Bagrada
Wednesday November 12, 2480 AE. The Legion defends Fool’s Traverse in Bagrada from the forces of the Deceiver.
We’re up here in the mountains to stop The Deceiver from crossing into the west before winter closes the high passes. Its already started to snow pretty hard, so we shouldn’t have to be here longer than a few more days. Myth TFL, Level 7, “Bagrada”
Nearby Events:
Dwarves Ambush Soulless In Bagrada
Friday November 14, 2480 AE. The Dwarves among the Legion ambush a column of a hundred Soulless in Devil’s Overlook, Bagrada.
But not all of the enemy retired ahead of the snow. For the last two hours we’ve watched a column of a hundred soulless, separated from their masters and obviously lost, wandering the canyons below. The dwarves are running about like delirious children. It should be a spectacular ambush. Myth TFL, Level 8, “Ambush At Devil’s Overlook”
Nearby Events:
Five Champions Rescue Alric
Wednesday November 19, 2480 AE. The Five Champions rescue Alric from the Deceiver’s camp in the Barrier.
It all started when The Nine learned that Alric had been captured by The Deceiver, and his army decimated. I’m not certain how they figured this out, but I’ll bet The Head told them (and this was back when the Head could do no wrong).
At the behest of the Nine, our officers chose five champions from among the Legion. They were carried over the mountains by balloon and dropped at night in the rough desert twenty miles from The Deceiver’s camp.
Their instructions were to rescue Alric by any means available, and to return him to the west. I believe that The Nine were suspicious of the circumstances surrounding Alric’s capture, and wished to discover why The Head had sent him over the mountains. Myth TFL, Level 9, “The Five Champions”
Alric was interrogated by Balor during his captivity, and he learned by chance that Balor had bound each of The Fallen to himself, to ensure their obedience to his will. The Fallen draw their power through these links, and were Balor to be killed they would all be powerless. The armies of the Dark would collapse. Myth TFL, Level 19, “The Road North”
Nearby Events:
Alric And Companions Leave The Barrier
Wednesday November 19, 2480 AE. The Five Champions help Alric escape from the Barrier and learn of many odd things along the way.
Alric babbled about a suit of armor so powerful that its wearer was invulnerable to attack and tireless in battle. He claimed that it was buried somewhere in the eastern desert, and that he had been sent by The Head to retrieve it.
They say Alric talked about The Head often, ridiculing The Nine’s belief that it was one of the avatara of Connacht. Connacht was the great hero of the Wind Age, who drove the evil Moagim from the earth, and The Head claims to have been one of Connacht’s closest advisors during this time.
Once Alric even spoke of The Head’s defeat by Balor, where it lost its body. But I’ve begun to wonder how one of the avatara of the Wind Age outlived Connacht himself by hundreds of years, to fight Balor in a battle long before the West had even heard of The Fallen Lords. Myth TFL, Level 10, “Out Of The Barrier”
Nearby Events:
Legion Searches Silvermines For Watcher’s Arm
Wednesday November 19, 2480 AE. The Legion searches Silvermines for the Watcher’s arm, as the Deceiver has been searching for it there for over a year and may have just uncovered it.
The old stories all tell that when Balor freed The Watcher from his prison under the Cloudspine, one arm was left trapped in his prison of solid rock. Bound by a powerful confinement dream, it should have remained there forever. But it didn’t.
We’re a hundred miles from Bagrada and two days ahead of the rest of the Legion today, outside a town called Silvermines, looking for The Watcher’s arm. Myth TFL, Level 11, “Silvermines”
Nearby Events:
Legion Defends Standard
Sunday November 30, 2480 AE. The Watcher and the Deceiver clash in Seven Gates, and the Legion sweeps in to clean up the survivors.
But none of this concerns us. What remains of the Silvermines garrison is less than ten minutes behind us now, determined to claim the arm. We are all too exhausted to continue running, and our scouts have chosen a hill up ahead where we can make a stand. Myth TFL, Level 12, “Shadow of the Mountain”
Nearby Events:
Watcher and Deceiver Clash In Seven Gates
Sunday December 7, 2480 AE. The Watcher and the Deceiver clash in Seven Gates, and the Legion sweeps in to clean up the survivors.
The Watcher drove his army without rest through the fleeing remnants of Rabican’s forces and into Seven Gates. We are there now, inside the pass, where he then clashed with The Deceiver on his way east. The bodies of the undead are everywhere, melted and broken. It seems inconceivable that anything could have survived.
I don’t know why he attacked The Deceiver, unless somehow he found out what was going on in Silvermines. One of the veterans said that these two had it out after the battle for Tyr, twelve years ago, and that The Watcher barely survived. I have a feeling the real reasons for what happened today go back even farther than that.
Whatever the case, while the battle raged only a few miles away and we thought The Watcher was coming for us next, I was glad nobody had asked me to carry his damned arm.
It looks like the volcano will keep Seven Gates open through the winter, so Maeldun is sending out patrols to retake the pass. The Legion’s growing fame seems to draw danger like a bright candle attracts moths, and if any of the enemy survived the floods and fighting I’m sure we’ll be the ones to find them. Myth TFL, Level 13, “Seven Gates”
Nearby Events:
Legion Enlists Forest Giants
Tuesday May 19, 2481 AE. The Legion, with Murgen and Cu Roi, travel to Forest Heart to enlist the aid of the Forest Giants.
The Legion is here alone, camped on the edge of Forest Heart and dangerously far into the territory of the enemy. Two of the Nine are with us, Cu Roi and Murgen, trying to make contact with the forest giants who live in this place, to beg their help against the Dark. Myth TFL, Level 14, “Forest Heart”
Nearby Events:
Legion Trapped In Tain
Tuesday May 19, 2481 AE. Soulblighter traps the Legion in the Tain.
I do not understand what has happened.
Falling back before two myrmidons in Forest Heart, I was enveloped by a greenish haze which tore me from the earth. Now I find myself here, in a vast underground cavern with many of my comrades. We have been unable to find any way to the surface.
Murgen believes us to be trapped inside the Tain, a relic forged by the Smiths of Muirthemne during the Wind Age. Soon after its construction, the Tain was taken from Muirthemne by raiding barbarians from the south, and believed to be lost forever.
But they say that the darkest artifacts have the ability to bend men to their will… Myth TFL, Level 15, “Heart of the Stone”
Nearby Events:
Legion Escapes Tain
Tuesday May 19, 2481 AE. The Legion finds a secret exit from the Tain.
Murgen believes that we are close to finding a backdoor. A secret exit from the Tain added by its creators so they could escape the thing if it were ever used against them. It will be hidden, of course, and almost certainly protected by traps, but it is our only chance of escape.
These caves are so vast that we’ve been able to locate less than fifty of the four thousand men we suspect are imprisoned with us. Murgen hopes that he can release the others after we have escaped, by destroying the Tain at the exit. Myth TFL, Level 16, “Smiths Of Muirthemne”
Nearby Events:
- Legion Trapped In Tain
- Head Involved In Civil War; Deceiver Crosses Cloudspine
- Dwarves Assault Myrgard
Head Involved In Civil War; Deceiver Crosses Cloudspine
May 23, 2481 AE. The Legion learns that The Head and The Nine have become involved in a civil war in Magridal, Maeldun has lost Bagrada, and The Deceiver crossed the Cloudspine at the Stair of Grief.
Messengers reached us today saying that Maeldun has lost Bagrada and that The Deceiver crossed the mountains at the Stair of Grief. Worst of all, what’s left of the Nine had it out with The Head, which had apparently been double-crossing them ever since they pulled it out of the ground last summer.
Something like a civil war erupted back west, too, as thousands of our own men unexpectedly rose to defend The Head. Two of The Nine were killed, which makes them something like The Three now, if you also subtract Murgen and Cu Roi, who did not escape the destruction of the Tain, and the others who have died this year. Myth TFL, Level 17, “Sons of Myrgard”
Nearby Events:
Dwarves Assault Myrgard
Sunday May 23, 2481 AE. After escaping the Tain and fleeing east, the Dwarves among the Legion head into their Ghol-occupied capital of Myrgard.
This far east, the dwarves with us are closer to their occupied homelands than any of their race has been in fifty years. Not expecting to return, many of them have decided to give up their lives rather than abandon their country once again to the Ghols who have overrun it. Myth TFL, Level 17, “Sons Of Myrgards”
Nearby Events:
Dwarves Destroy Ghol Godhead
Tuesday May 24, 2481 AE. Within Myrgard, the Dwarves led by Balin seek out and destroy the godhead of their ancient enemies, the Ghols.
Led by their pathfinder, Balin, the dwarves landed in the midst of a sea of Ghols and laid waste to them with grenades and satchel charges. But the enemy boiled like ants from their burrows in the mountain, and each one that was killed seemed to be replaced by two others.
Yet at last the attacks ceased, and the dwarves found themselves masters of the bloody patch of ground where they had taken their stand. Bodies and pieces of bodies lay everywhere.
A swift council followed their unexpected victory, and the survivors resolved to locate the Ghol’s ancestral stone godhead and blast it to fragments. The Ghols have worshipped this enormous piece of unworked stone since the birth of their race, rolling its hundred tons wherever their migrations have taken them.
The continued presence of the Ghol’s idol at Myrgard is a blasphemy, and to destroy it would be to spit in the face of their entire race. Myth TFL, Level 18, “A Long Awaited Party”
“…turning the godhead of the ghols into a monument to Balin’s victory. Nothing else has done more to sustain the mutual hatred since the ghols raided the crypt at Myrgard for ‘victuals’.” Dwarf Flavor Text, Myth II
Nearby Events:
Legion Heads North
Monday June 15, 2481 AE. Alric convinces the Legion that the west is lost, and the only hope of saving humanity is to head north to the Trow city of Rhi’Anon, to kill Balor.
Back in Forest Heart, Alric convinced our officers that the west was lost. That our small force could contribute nothing to the hopeless battles that would soon be fought around Madrigal, Willow and Tandem. These cities would fall, he said, and all their people would die, whether we sacrificed ourselves or not.
Then he told us what we could do instead.
Alric was interrogated by Balor during his captivity, and he learned by chance that Balor had bound each of The Fallen to himself, to ensure their obedience to his will. The Fallen draw their power through these links, and were Balor to be killed they would all be powerless. The armies of the Dark would collapse.
So Balor must fall. But today we are only at the edge of the Dire Marsh, nearly five hundred miles from his fortress, with The Watcher waiting in ambush ahead and Soulblighter shadowing us from behind. We have a long road before us. Myth TFL, Level 19, “The Road North”
Nearby Events:
Soulblighter Engages Legion’s Rearguard
June 22, eighteen years into the War in the West. Soulblighter begins attacking the Legion’s rearguard.
The Legion has reached the Gjol, the poisoned river which feeds the Dire Marsh. Soulblighter has been continuously engaging our rearguard for the last two days. Between this and The Watcher’s many ambushes along the way, it seems as if the two Fallen are racing to see which can destroy us first. Myth TFL, Level 20, “Across the Gjol”
Nearby Events:
Soulblighter Held At Gjol
Wednesday June 24, 2481 AE. The Legion springs their trap on the Watcher, turning him to stone by arrows made with bone from his own arm. Meanwhile, their rearguard holds off Soulblighter’s persuing forces at the Gjol.
The Legion has reached the Gjol, the poisoned river which feeds the Dire Marsh. Soulblighter has been continuously engaging our rearguard for the last two days. Between this and The Watcher’s many ambushes along the way, it seems as if the two Fallen are racing to see which can destroy us first.
We will cross the river at midnight, but leave a number of men in ambush for Soulblighter when he tries to follow. Alric intends to hit The Watcher while Soulblighter is delayed, and then flee north before either can force a decisive battle. Myth TFL, Level 20, “Across The Gjol”
After weeks of shadowing us, Soulblighter’s army vanished after the battle on the Gjol. He’s certain to show up again soon, but meanwhile its given us a welcome rest from fighting. Myth TFL, Level 22, “River of Blood”
Nearby Events:
Watcher Killed
Thursday June 25, 2481 AE. The Watcher, having been turned to stone by arrows made with bone from his own arm, is shattered into fragments in his camp in the Dire Marsh by one hundred Berserks from the Legion.
We held Soulblighter at the Gjol long enough to let Alric spring his trap on The Watcher. Turned out I was right about those arrows: Alric had been working on them since we entered the marsh two weeks ago, and they were tipped with fragments of bone from The Watcher’s arm.
I sure wouldn’t have wanted to get stuck with one, but apparently they turned The Watcher into stone, leaving him paralyzed and helpless.
But he didn’t die. Thirty berserks chosen to accompany the archers tore through the enemy and piled the bodies of the dead at The Watcher’s feet, but all were killed before they could deliver the final blow.
Rather than leave such a dangerous enemy behind us to be rescued, a hundred men have volunteered to return and smash him to fragments before help can arrive. Myth TFL, Level 21, “The Watcher”
Nearby Events:
Legion Secures Bridge In Rhi’Anon
Monday July 20, 2481 AE. The Legion enters Rhi’Anon and therein secures an important bridge. Alric recieves an Eblis Stone through a Berserk courier from Willow.
Alric has been busy again, hardly sleeping I’m told, planning for the coming battle. A single berserk reached us yesterday, after having come all the way over the mountains from the city of Willow, fourteen hundred miles away. He delivered to Alric a single package the size of a man’s fist, wrapped in rags, and refuses to talk with anyone about events in the west.
A small group of us are going into the city ahead of the main force tomorrow, to secure a bridge which Alric fears the enemy would destroy if we attacked in force. Once it has been secured, the Legion will follow. Myth TFL, Level 22, “River Of Blood”
Nearby Events:
Legion Learns Madrigal Has Fallen
July 21, 2481 AE. Alric informs the Legion that Madrigal has fallen.
Before he left, Alric told us that Madrigal had fallen. Myth TFL, Level 23, “Pools of Iron”
Nearby Events:
Alric Approaches Fortress
Tuesday July 21, 2481 AE. Alric opens a World Knot into Rhi’Anon and brings through a force to kill Balor, while the rest of the Legion prepares to assault the front of the fortress in an effort to distract Balor’s army. The Journal Writer learns that Madrigal has fallen.
In four hours, just after sunrise, the twenty-two hundred survivors of the Legion will attack Balor’s fortress. Those men will surely die. There are perhaps half a million of the enemy between here and the stronghold.
Alric left at dusk, alone. The old maps, he says, all show a World Knot in Rhi’anon, though it has never been used in our time. He intends to find it and bring through a hundred picked men to a point he believes will be almost on top of the fortress. From there we go after Balor.
[…]
Before he left, Alric told us that Madrigal had fallen. Myth TFL, Level 23, “Pools Of Iron”
Nearby Events:
Balor Killed
Tuesday July 21, 2481 AE. The Legion escorts Alric to Balor’s fortress, where he draws forth an Eblis Stone, allowing the surviving Berserks to lop off Balor’s head.
Alric’s plan is a mad one.
One of the many strange things we found while trapped inside the Tain was the shredded battle standard of that long dead race of evil creatures called the Myrkridia.
[…]
Alric intends to approach within a hundred yards of the fortress, and raise the Myrkridian standard. Because of Balor’s old enmity toward the Myrkridia, Alric is certain that this will so enrage Balor that he will come to deal with us himself. Myth TFL, Level 24, “The Last Battle”
As Balor approached, Alric drew from his robe one of the five Eblis Stones, and for a few moments it made him an equal of Balor. Myth TFL, Level 25, “The Great Devoid”
“…he drew from his robe one of the five Eblis Stones, and for a few moments it made him an equal of Balor. The rest of the Legion was sacrificed… to give us time to take Balor’s head.” Alric (King) Flavor Text, Myth II
Nearby Events:
Balor’s Head Thrown Into Great Devoid
Tuesday July 21, 2481 AE. The Legion throws Balor’s head into the Great Devoid.
“Balor has been killed before,” Alric told us after we raised the Myrkridian standard, “and each time it has only made him more powerful. Our best hope is to cut off his head, and hurl it into the Great Devoid. Only in this way will the world be rid of him forever.” Myth TFL, Level 25, “The Great Devoid”
Nearby Events:
Soulblighter Flees To Untamed Lands
Circa 2481 AE. Soulblighter, failing to recover Balor’s head, flees into the Untamed Lands.
“…failing to recover the head of Balor at the Great Devoid, Soulblighter fled to the east into the Untamed Lands… back to the hidden temple where he first studied the black arts…” Soulblighter Flavor Text, Myth II
Nearby Events:
Deceiver Defeated
Circa 2481 AE. Twelve Motion Jeweled Skull, Durak, Turgeis with Burning Steel, and others defeat the Deceiver and his army in Thyrmir’s Gorge, in the Stair of Grief, plunging him into the Dramus River.
Twelve Motion Jeweled Skull says he was last here sixty years ago, fighting alongside the likes of Durak and Turgeis with Burning Steel. They caught The Deceiver and the remnants of his army in this very defile and here destroyed them. Myth II, Level 10, “Landing At White Falls”
Nearby Events:
Dwarves Recapture Myrgard
Circa 2482 AE. The Dwarves finish recapturing Myrgard from the Ghols.
“Within a year of Balor’s defeat, the dwarves had reclaimed Myrgard and its provinces. Most dwarves chose to return to their homeland and rebuild, but some built new lives in the West.” Dwarf Flavor Text, Myth II
Nearby Events:
Berserks Return Home
Circa 2481 AE. After the fall of Balor and his Fallen Lords, the Berserks return home to find their lands untouched.
" … returning home after the defeat of the Fallen Lords, the men of the North found their farms and villages virtually untouched by the Dark… a testament to the mettle of their homeguard.” Berserk Flavor Text, Myth II
Nearby Events:
- Balor's Head Thrown Into Great Devoid
- Soulblighter Flees To Untamed Lands
- Deceiver Defeated
- Dwarves Recapture Myrgard
og’Un Questioned
Between 2481 and 2540 AE. og’Un, a fir’Bolg, is questioned on the training of Bowmen.
“When asked of his advice on how many men should be trained in the use of the bow og’Un remarked, ‘One in twenty from each town. Go there, these men will make themselves known.’” Bowman Flavor Text, Myth II
Trow Lands Last Visited
Circa 2500 AE. The last visit by a sane man, prior to February 1st, sixty years after the War in the West, is made to the Trow lands.
The Deceiver is deranged, of this I am absolutely convinced. He has brought us here, to The Twelve Duns, closer to the Trow demesne than any sane man has dared in two generations. We are a mere four hours march from the lost city of Rhi’ornin. Myth II, Level 14, “With Friends Like These”
Soulblighter Confronts Trow
Between 2481 and 2540 AE. Soulblighter confronts the Trow, demanding their continued service to him. The Trow refuse.
“…when Soulblighter confronted the Trow, demanding their continued servitude, they replied ‘Set iron to rest and choose you one from our number. Ask of his name and what he owes you.’” Trow Flavor Text, Myth II
Nearby Events:
Shiver Reincarnated
Between 2481 and 2540 AE. Shiver, having been slain by Rabican during the Great War, is reincarnated by Soulblighter with the aid of Tramist’s Mirror.
“…her spirit disconnected from her body, set adrift on the ether… gathered up by Soulblighter and… made corporeal with the terrible power of Tramist’s Mirror.” Shiver Flavor Text, Myth II
Nearby Events:
Legion Begins Patrolling Wild River
Thursday July 24, 2540 AE. The Legion begins patrolling the Wild River.
It was only yesterday that we entered the town of Tallow seeking rest after a month spent patrolling the southern regions of the Wild River. But our respite was cut short when the mayor beseeched us to investigate reports of grave robbing around the villages just north of Forest Heart. Myth II, Level 1, “Willow Creek”
Nearby Events:
Legion Rests At Tallow
Sunday August 24, 2540 AE. The Legion stops to rest at Tallow after a month of patrolling the Wild River.
It was only yesterday that we entered the town of Tallow seeking rest after a month spent patrolling the southern regions of the Wild River. But our respite was cut short when the mayor beseeched us to investigate reports of grave robbing around the villages just north of Forest Heart. Myth II, Level 1, “Willow Creek”
Nearby Events:
Legion Saves Willow Creek
Monday August 25, 2540 AE. The Legion approaches Willow Creek, and there saves it from hordes of walking undead Ghasts.
I can hardly believe what I have just witnessed. As we approached the village of Willow Creek, we saw what appeared to be a band of ruffians terrorizing the peasantry. If only it had been so. We rushed to the fray and were able to save a handful of people from the wretched claws of the walking dead. Myth II, Level 2, “Salvation”
Nearby Events:
Legion Rescues Villagers
Monday August 25, 2540 AE. The Legion, having saved Willow Creek from hordes of walking undead Ghasts rescue a number of villager from the clutches of some Brigands.
One man said he was tending his livestock when he saw the [Ghasts] spill out from an overgrown trail that leads to an ancient nearby cemetery. Another villager, a small girl not yet old enough for the fields, said that she had seen brigands take her father and a few others in the direction of that trail.
Cruniac immediately sent scouts to scour the area near the trail for the missing villagers. They returned just before sundown to tell us there were some men holding captives at the cemetery. Upon hearing the news, the survivors begged us to help free their kinsmen. Myth II, Level 2, “Salvation”
Nearby Events:
Legion Escorts Rurik To Tallow
Tuesday August 26, 2540 AE. The Legion, having rescued a number of villages from their Brigand captors, escorts one of them, Rurik, to the city of Tallow, so they he may speak with their mayor.
… Rurik, one of the village leaders, demanded to be taken to see the mayor of Tallow. When questioned, he offered us little, save that he had important information about the recent grave robberies. Rurik is well respected by the townspeople, so Cruniac chose not to press him further for information. Myth II, Level 3, “Down A Broken Path”
Nearby Events:
Legion Assaults Keep Kildaer
September 2, 2540 AE. The Legion, having discovered the Baron’s trade in human remains, assaults his Keep just outside Brayle, with the help of the Dwarven Pathfinder Jari. Meanwhile, a column of Thrall heads south to Tallow, and Cruniac sends a runner after them.
The master of this castle is Baron Kildaer. We were joined at Tallow by reinforcements to attack the Baron’s stronghold and put an end to his unwholesome trade in human remains.
[…]
We watched in helpless silence as a massive army of Thrall, ten abreast and a hundred deep, marched out of the main gate heading south. Cruniac fears their destination is Tallow and has sent a runner to warn the town. Myth II, Level 4, “Into The Breach”
Nearby Events:
Baron Killed
Tuesday September 2, 2540 AE. The Legion enters Keep Kildaer and therin kills the Baron.
The guard told us that a few years ago the Baron had several secret passages constructed so that he could make a quick escape if his safety was ever compromised. Cruniac has sent in a small group of men to hunt down the baron. He has positioned men at the main entrance to the keep in case the Baron manages to get past them. If the Baron tries to leave through this entrance he will be killed where he stands. Should he make it to one of the secret exits though, I doubt we would be able to find him in this wild land. Myth II, Level 5, “The Baron”
Nearby Events:
Legion Flees To Gonen
Monday September 15, 2540 AE. The Legion crosses the Cloudspine and there repairs a World Knot. Cruniac is killed by Soulblighter, and the Journal Writer recovers the journal from the Great War.
“Leave it for the torches, lads, and make haste for Gonen!” Myth II, Level 6, “Gonen’s Bridge”
Nearby Events:
Legion Repairs World Knot
Wednesday September 17, 2540 AE. The Legion crosses the Cloudspine and there repairs a World Knot. Cruniac is killed by Soulblighter, and the Journal Writer recovers the journal from the Great War.
Cruniac’s last words were of the bravery of the color guard, who had given their lives trying to save him even as Soulblighter had delivered the killing blow.
[…]
All of us agree we must reach Madrigal and King Alric soon. But it would take months to get to Madrigal on foot. Garrick believes there is a World Knot directly west of us on the other side of the Cloudspine. Although it was destroyed during the Great War, the Dwarves seem confident they will be able to repair it. This I will have to see for myself.
As we were breaking camp, Garrick handed me a journal he had recovered from Cruniac’s belongings. The commander must have taken it from one of the Baron’s libraries.
What significance it may have had to Cruniac I do not know, other than it appears to have been written by a man who served in the Legion during the Great War. Myth II, Level 7, “Beyond The Cloudspine”
Nearby Events:
Legion Arrives In Madrigal
Tuesday September 23, 2540 AE. The Legion arrives at Madrigal through the World Knot from the Plain of Scales, and departs toward Covenant to recover the Total Codex. Meanwhile, Alric sends the Seventh Legion through the World Knot to Scales to put a stop to Soulblighter’s army before it can grow any larger.
As soon as Garrick was done, King Alric ordered the Seventh Legion through the World Knot to Scales. They have been instructed to seek out Soulblighter’s army and destroy it now, before it grows any larger.
[…]
King Alric says we must travel through the World Knot to Covenant and retrieve the Total Codex from the newly rebuilt library. He says that with the Codex we may be able to find The Summoner before Soulblighter can. Myth II, Level 8, “The Great Library”
Nearby Events:
Alric Flees Madrigal
Friday October 10, 2540 AE. Shiver attacks Madrigal. Alric sends the Legion north to Tandem, then flees to the ship Vigilance as Myrkridia overrun the city.
Today [Alric] sent what is left of our army north to the city of Tandem. Their instructions were to gather as many able bodied men as they could along the way and wait for him in Tandem.
King Alric is staying in Madrigal with a mere handful of men in order to make sure that no one is left behind. Only then will he withdraw from the city. Myth II, Level 9, “Gate of Storms”
Our deepest fears have been realized. Soulblighter has found The Summoner and through him has unleashed the Myrkridia on the world. They are nightmare made flesh. Even men hardened by combat cowered in miserable terror at first sight of them.
We suffered appalling losses getting his majesty safely onboard the Vigilance. Not a single man from the outer guard made it to the ship. Myth II, Level 10, “Landing At White Falls”
Nearby Events:
Vigilance Arrives At White Falls
Sunday November 30, 2540 AE. The Legion lands at White Falls to secure the fortress there in anticipation of an attack by Shiver against Tandem.
We made haste toward Tandem, our rallying point. Tandem is the cornerstone of the free cities of the North, and the key to Tandem is White Falls. So we will sail up the Meander and secure the fortress there. Myth II, Level 10, “Landing At White Falls”
Nearby Events:
Legion Crosses The Ermine
Sunday November 30, 2540 AE. The Legion crosses the Ermine in search of The Deceiver, and is ambushed by bre’Unor while camping.
The King has decided to fight fire with fire. He seeks Myrdred, an avatara of the Wolf Age whom Balor renamed “The Deceiver” after bending him to his will. Although The Deceiver fought alongside Balor during the last war, he held no great love for the rest of The Fallen, nearly being killed by The Watcher in a legendary battle at Seven Gates.
We have decided to go through the Ermine, the homeland of our fir’Bolg allies. Though the forest seems to be a continuous thicket, we have made good time. Myth II, Level 11, “Through The Ermine”
Nearby Events:
Summoner Enters Tain
December, 2540 AE. The Summoner enters the Tain and begins ressurecting the Myrkridia.
The Tain was supposed to be the final resting place of the Myrkridia, but The Summoner has been inside the shattered artifact for five months now, slowly resurrecting their entire race. To think of it makes me shudder, and even now the Myrkridia spread across the Province like fire across a dry field, leaving death and blackened ruins in their wake. We must stop him now. Myth II, Level 19, “The Summoner”
Nearby Events:
Deceiver’s Scepter Recovered
Monday December 22, 2540 AE. The Legion searches for The Deceiver’s Scepter in the frozen Dramus River, while Soulblighter’s forces pursue them.
Even worse, we are not alone. Our scouts report seeing terrifying shapes lurking about, masked by the foul weather.
Today the Dramus River is frozen solid, but back then it was a muddy torrent of melted snow and ice brought on by the eruption of Tharsis. The Deceiver was plunged into the river and swept far downstream, his scepter sinking to the bottom. Myth II, Level 12, “The Stair Of Grief”
Nearby Events:
Deceiver Freed
Saturday January 10, 2541 AE. Having recovered his Scepter, the Legion goes to the Angurvadal Glacier to find and revive the Deceiver himself, having to first fight their way through the Warlocks guarding him.
As soon as Twelve Motion Jeweled Skull pried The Deceiver’s scepter from the Dramus’ icy clutches, we fled the Stair of Grief and headed north in search of the man himself. Myth II, Level 13, “The Deceiver”
Nearby Events:
Trow Recruited
Sunday February 1, 2541 AE. The Deceiver arranges a game between the Trow and the Legion on a battlefield in the Twelve Duns, to win the Trow to King Alric’s cause against Soulblighter.
The Deceiver claims to be held in high regard by the Trow as a being of “furor poeticus”. He has told us of their battles against the Myrkridia and believes he can win the Trow to our cause.
Apparently the Trow are not convinced that our race is worth fighting for, but they have agreed to do battle with Soulblighter for one year if we can defeat them in a game of their devising. The Trow have placed six flags on the field and, if we can control the majority at the end of a period of time that they deem fair, they will assist us. To wit, we shall send forth our best warriors to do battle with the Trow. Myth II, Level 14, “With Friends Like These”
Nearby Events:
Muirthemne Recaptured
Friday February 27, 2541 AE. Forward element of the Legion, with Trow aid, attack the occupied city of Muirthemne and recapture it from the Dark.
So the King has decided on a new course of action. The Legion must capture Muirthemne, though for what purpose we cannot tell, for the city holds no strategic benefits. King Alric himself plans to be here within the week, and we must capture the city before he arrives.
Our scouts have returned from the city proper bearing grim news. The shade Herod and a great number of fetch and Myrkridia are occupying the old armory, just inside the city walls.
Tomorrow we lay siege to Muirthemne with the aid of the Trow and a team of Dwarven Mortars. Breaching the massive wall that protects the old armory is foremost on our list of objectives. While that curtain stands, our infantry is but grist for the mill. Myth II, Level 15, “Walls Of Muirthemne”
Nearby Events:
Ibis Crown Retrived
Friday February 27, 2541 AE. Alric arrives at Muirthemne, and sends a troop of volunteers into the Mausoleum of Clovis to recover the Ibis Crown.
King Alric believes [The Ibis Crown] was secreted away in the catacombs below the Mausoleum of the Cath Bruig. Knowing that entering the haunted crypt is tantamount to a death sentence, the King has called for volunteers. Myth II, Level 16, “The Ibis Crown”
Nearby Events:
Heron Guard Defend Muirthemne Against Myrkridia
Monday March 2, 2541 AE. King Alric is crowned Emperor of the Cath Bruig with the Ibis Crown. The Heron Guard are reborn. Myrkridia attack Muirthemne, but are held off.
After the Ibis Crown was recovered from the ancient tomb below Muirthemne, a ceremony was held to coronate Alric as the new Emperor of the Cath Bruig Empire. The journeymen, after a hundred years of self-imposed penance for being absent during the fall of the city, threw down the gold tiles that hung around their necks and swore fealty to the new Emperor.
The journeymen were no more; the Heron Guard were reborn.
Hours later Muirthemne was overrun by Myrkridia and the Heron Guard were given their chance at redemption. Myth II, Level 17, “Redemption”
Nearby Events:
Deceiver Searches For Tain Shard
Sunday April 12, 2541 AE. The Deceiver and co. begin searching for the Tain.
We have been looking for almost a week now without luck. There are those among us who feel that we are wasting precious time and manpower - that it will never be found. The Deceiver has no such doubts. He says he can feel it calling to him. Myth II, Level 18, “Relic”
Nearby Events:
Deceiver Recovers Tain Shard
Sunday April 19, 2541 AE. The Deceiver searches Forest Heart for the Tain, which he uses to teleport the Legion into the Summoner’s lair.
King Alric has sent us with The Deceiver to find a piece of the shattered Tain. Once found, The Deceiver will lead us through its broken passages to find The Summoner and cut off Soulblighter’s access to the Myrkridia.
We have been looking for almost a week now without luck. There are those among us who feel that we are wasting precious time and manpower - that it will never be found. The Deceiver has no such doubts. He says he can feel it calling to him. Myth II, Level 18, “Relic”
Nearby Events:
Summoner Killed
Monday April 20, 2541 AE. The Deceiver and the Legion teleport into the Tain and therein kill the Summoner.
The Deceiver has brought us here to kill The Summoner. The ruin he will bring about if allowed to remain alive is unconscionable. This alone dictates that he must die. Myth II, Level 19, “The Summoner”
Nearby Events:
Deceiver And Legion Escape Soulblighter’s Camp
Tuesday April 21, 2541 AE. The Deceiver teleports himself and the Legion out of the Tain and into Soulblighter’s camp. The shade Phelot is bound to the Deceiver in the inital battle, and later helps free the Deceiver and his forces, capturing one of Soulblighter’s crows in the process.
The Deceiver dropped us in the middle of Soulblighter’s camp, hoping to attack him by surprise. King Alric said nothing of a sneak attack before we left Muirthemne - it is obvious The Deceiver was acting on his own. We were captured instantly and thrown into rude cells with other prisoners from some unsung battle in the west. The Deceiver was caught in the claw of some elemental beast commanded by Soulblighter, but not before he had struck down more than a dozen of the enemy with his magic.
[…]
I have yet to mention our jailor. It is the devil Phelot, the shade who decimated Avon’s Grove during the Great War. It is a wonder he has not yet sought vengeance upon us, as he was sorely injured by The Deceiver upon our arrival. Myth II, Level 20, “A Murder Of Crows”
Nearby Events:
Soulblighter’s Munitions Dump Destroyed
Tuesday April 21, 2541 AE. After escaping Soulblighter’s camp, elements of the Legion stumble onto his munitions dump, and set out to destroy it.
We are free but not out of danger. In the confusion of the prison break we stumbled upon some sort of assembly area. There are veritable mountains of satchel charges, sagging under their own weight, presumably brought down from Stoneheim. The putrid carcasses of wights, harvested for their baneful polyps and tumors, are strewn everywhere. Cleavers, axes and twisted bits of razor sharp metal fill barrel after barrel and litter the ground. I shudder to think of the destruction Soulblighter must have in mind.
But now that destruction will be wrought on his own army. Myth II, Level 21, “Limbs, Heads & Smoking Craters”
Nearby Events:
Lesotho Dam Threatened
Thursday April 23, 2541 AE While Alric and the Legion battle with Shiver down river, Soulblighter’s forces attack the Lesotho Dam in an effort to drown them all.
The scouts told us that Alric and nearly three thousand men from the Legion have come from Muirthemne to face Soulblighter. Unfortunately, they were met by Shiver and her army in the valley about two hours downstream from the dam. If the dam were destroyed, the resulting deluge would kill everything in its path for miles. Myth II, Level 22, “The Wall”
Nearby Events:
Legion Engages Soulblighter
Thursday April 23, 2541 AE. The Legion engages Soulblighter’s main force near the foot of Tharsis.
The whole of the Legion has been steeling itself for this - the final confrontation with Soulblighter. He is cornered and desperate, making the fight that much more terrible. We engaged his main force two days ago and have been pushing it back toward the Cloudspine ever since. Our casualties number nearly half of our force, but it is certain that we have inflicted far greater damage than we received. Myth II, Level 24, “Twice Born”
Nearby Events:
Deceiver Kills Shiver
Saturday April 25, 2541 AE. While Alric and the Legion confront Soulblighter at the foot of Tharsis, the Deceiver and five heros - Andvari, Oderic, Seanchaidh, Ten Soaring White Eagle, and Four Flint Motion Sun - smash through Shiver’s lines and there proceed to kill her.
Alric was able to repel Shiver’s attack and push her all the way to the broken lands south of Silvermines, but there was never an opportunity to strike at her directly. We will resolve that within hours.
The Deceiver has been screaming for Shiver’s blood all day. Alric has chosen five men of unwavering courage to accompany The Deceiver into the labyrinth of ravines where she hides. There they will hunt her down and destroy her. Myth II, Level 23, “Shiver”
Nearby Events:
Alric Confronts Soulblighter
Saturday April 25, 2541 AE. Alric and the Legion confront Soulblighter at the foot of Tharsis. With The Deceiver in possession of a part of his being, Soulblighter cannot flee, thus he must stand and fight.
The whole of the Legion has been steeling itself for this - the final confrontation with Soulblighter. He is cornered and desperate, making the fight that much more terrible. We engaged his main force two days ago and have been pushing it back toward the Cloudspine ever since. Our casualties number nearly half of our force, but it is certain that we have inflicted far greater damage than we received.
We have Soulblighter’s army caught between the Cloudspine, the Ire River, and Tharsis - the legendary forge of the Trow. With The Deceiver in possession of part of his being, Soulblighter no longer has the ability to escape. Myth II, Level 24, “Twice Born”
Nearby Events:
Soulblighter Killed
Monday April 27, 2541 AE. Alric and the Legion move into Tharsis, hunt down Soulblighter, and thrust him into the lava, killing him.
Soulblighter has done the unthinkable. With his army scattered in disarray, he fled up through the Eye of Tharsis and into the very bowels of the earth. I can hardly blame him. The sight of Alric hacking his way through the enemy, Balmung flashing in his hand, caused many of our own men to stand aside in awe.
If it were anyone other than Soulblighter, I am sure we would just wait outside the volcano until they had been roasted alive or had succumbed to the poisonous vapors. Unfortunately, he has survived worse, and we must follow him. Myth II, Level 25, “The Forge”
Nearby Events:
Legion Heads Toward Muirthemne
Monday May 4, 2541 AE. The Legion heads back to Muirthemne after defeating Soulblighter. Nine Skull Crocodile explains the cycles to the Journal Writer.
The Fallen Lords are dead and the Dark has fled the land. Now we return to the difficult task of rebuilding. It will take many years to restore our cities and recover our farmlands and this time, we will remain vigilant.
I have chosen to follow the Emperor and his Heron Guard back to Muirthemne - there is nothing left for me in Strand, the place of my birth.
I have become fast friends with Nine Skull Crocodile, the man who has healed the many wounds I received during the assault on Tharsis. He is ancient, even by Heron standards, and speaking with him has given me some insight into what has happened to our world. Myth II Epilogue
Nearby Events:
Trahern Deals Blow To Fulsom
Date unknown. Trahern, a Berserk, deals a terrible blow to Fulsom.
Trahern dealt a terrible blow to Fulsom, taking his left arm and piling three score dead at his feet before the bandit gang finally broke into full route never to be heard from again… Berserk Hero Flavor Text, Myth II
Gywon, Brothers Die Battling Ghols
Date unknown. Gywon and his brothers, all Berserks, die while attempting to break some Ghols’ charge.
“Though Gwyon and his brothers all died they had succeeded in breaking the momentum of the Ghols’ charge… each scattering corpses until a step could not be taken without treading on one…” Berserk Flavor Text, Myth II
Dwarves Sell Guns
Date unknown. An unscrupulous group of Dwarves makes a deal with an unscrupulous group of Humans to corner the bullet-riddled meat market.
It is said that an unscrupulous group of men made a deal with an equally unscrupulous group of Dwarves in order to corner the bullet-riddled meat market. Poacher Flavor Text, Myth II
Dwarves Make Guns
Date unknown. The famed Dwarven Wehrfaktorie produces powerfull new weaponry and presents it to Albrecht, who dissapproves.
Albrecht, the King of the Dwarves, having been presented with the latest invention of the famed Wehrfaktorie, is said to have replied “Such a thing would make war too terrible to wage.” Poacher Flavor Text, Myth II
Berserk Derides Pork
Date unknown. A Berserk at the Stair of Grief derides roast pig as coming from “filthy beasts”.
A berserk at Tandem, having been told of the extraordinary taste of roast pig, is said to have replied ‘and Ghol may taste like haggis, but I will never know, as they are filthy beasts.’ Pig Flavor Text, Myth II
ki’Angsi Strings Giant’s Bow
Date unknown. ki’Angsi strings a giant’s bow.
“… but it was ki’Angsi alone that stood up to the challenge and strung the giant’s bow; the great yew shaft that no two other men could bend.” Archer Hero Flavor Text, Myth TFL
Dwarves Face Wights Before Myrgard
Date unknown. Some Dwarves before Myrgard face down Wights.
" … though the dwarves before Myrgard were unshaken by the wights opposite them, each knew the slow, bleeding death-fever which awaited those who survived the battle.” Wights Flavor Text, Myth TFL
The Watcher Escapes His Prison
Date unknown. The Watcher escapes from his magic prison beneath the Cloudspine.
Imprisoned by Connacht during the Wind Age, The Watcher only escaped by tearing off his left arm at the elbow, like a wolf chewing through his leg to escape a snare. Mad Goat Of The Fens Flavor Text, Myth TFL
The old stories all tell that when Balor freed The Watcher from his prison under the Cloudspine, one arm was left trapped in his prison of solid rock. Bound by a powerful confinement dream, it should have remained there forever. But it didn’t. Myth TFL, Level 11, “Silvermines”
Trow Recruit Ghols
Date unknown. A Trow emissary demands the Ghols’ servitude.
“’ … or we will fell your people like a pine forest.’ One Ghol asked why he had singled out pines. ‘Once cut, pines never regrow.’ spoke the Trow emissary, to which the Ghols had no answer save silence.” Trow Flavor Text, Myth TFL
Bahl’al Searches For Dream Of Unlife
Date unknown. Bahl’al searches the sunken Trow city of Si’Anwon for the Dream of Unlife.
“Bahl’al descended to the flooded, rusting halls of Si’anwon and under the sea there took no breath for nine days, searching the ruined palaces and temples of the Trow for the dream of unlife.” Thrall Flavor Text, Myth TFL
Ibis Crown Copied And Hidden
Date unknown. Ceiscoran has eleven ordinary copies of the Ibis Crown made, and hides the original crown.
Legend states that whoever wears the Ibis Crown has at his disposal truly staggering power. Such was the artifact’s power that Ceiscoran, at fantastic expense, commissioned eleven ordinary copies of the thing to be made in order to make theft of the true crown more difficult. When Muirthemne fell to the Fallen Lords, the crown was nowhere to be found. Myth II, Level 16, “The Ibis Crown”
Mazzarin Kills Sinis
Date unknown. Mazzarin collapses the Shrine of Nyx upon Sinis, supposedly killing him.
“Ah, Sinis! I thought you died when Mazzarin collapsed the Shrine of Nyx upon you.” Alric to Sinis, Myth TFL, Level 10, “Out of the Barrier”
Balor Decapitates The Head
Date unknown. The Head loses his body to Balor.
Once Alric even spoke of The Head’s defeat by Balor, where it lost its body… Myth TFL, Level 10, “Out of the Barrier”
Places, Locations & Regions
Regions
Avernus
A region southwest of the Blind Steppes, on the northwest bank of the Gjol River.
Overlapping regions:
Barrier, The
The Desert east of the Cloudspine Mountains. This area used to be the fertile Empire of the cath Bruig, but was put to the torch adn blighted after the passing of the armies of the Dark fifty years ago.Barrier Description, Glossary, Myth TFL Manual
“The great desert east of the Cloudspine. Once the fertile empire of Cath Bruig, the Barrier was razed and blighted when Muirthemne fell to Balor’s forces, becoming an arid desert devoid of most life.”Barrier Description, Glossary, Myth II Manual
Overlapping regions:
Notable locations:
Blind Steppes, The
Like a nightmare clothed in flesh, the Mauls swept across The Blind Steppes, their grotesque appearance and incredible strength causing even the most hardened Warrior to tremble with fear.Maul Flavor Text, Myth II
Overlapping regions:
Cath Bruig Empire, The
“…we will go forth and strike down our enemies. And once they have been vanquished we will rebuild the Cath Bruig Empire to its former glory.”Alric (Emperor) Flavor Text, Myth II
“Once we have recovered the Ibis Crown,” he declared, “Llancarfan will once more be the seat of the Cath Bruig Empire with myself as Emperor. The people will draw strength from me and we will go forth and strike down our enemies. Once they have been defeated we will rebuild the Empire to its former glory.”Myth II, Level 16, “The Ibis Crown”
Notable locations:
Chalk Cliffs, The
Some cliffs, presumably composed largely of chalk, near Shoal.
Overlapping regions:
Notable locations:
Chalk Hills, The
“…[to the likes of] the highwaymen of the Chalk Hills… and the bandit gangs of Tarhan Downs…it was business as usual… it didn’t matter who died, as long as their bellies were full.”Bowman (Dark) Flavor Text, Myth II
Cloudspine Mountains
Mountain range in the central continent, which runs north and south. There are only three passes along the Cloudspine - Bagrada, the Stair of Grief, and Seven Gates.Cloudspine Description, Glossary, Myth TFL Manual
“A mountain range spanning the continent, running north to south across its center. An almost impassable barrier, the Cloudspine has only three passes-Bagrada, Seven Gates, and The Stair of Grief. Even these are only passable during the summer months.”Cloudspine Description, Glossary, Myth II Manual
Notable locations:
Deep Mire, The
A swamp northwest of the Ermine.
Dire Marsh, The
Swamp in the North.Dire Marsh Description, Glossary, Myth TFL Manual
“An enormous swampland. Fed by the poisoned Gjol River, the Dire Marsh was the site of many battles between the Legion and the forces of The Watcher and Soulblighter during the Great War. It was here that the Watcher, crippled by arrows tipped with his own bones, finally fell.”Dire Marsh Description, Glossary, Myth II Manual
Overlapping regions:
Dramus River, The
“Today the Dramus River is frozen solid, but back then it was a muddy torrent of melted snow and ice brought on by the eruption of Tharsis.”Myth II, Level 12, “The Stair of Grief”
Drowned Kingdom of Yer-Ks
A submerged region north of the Deep Mire.
Ermine, The
“The wolves of The Ermine have been a menace to the people of the Free Cities of the North… since the area was settled in the Axe Age.”Wolf Flavor Text, Myth II
Overlapping regions:
Forest Heart
Huge forest east of the Cloudspine Mountains, home of the Forest Giants.Forest Heart Description, Glossary, Myth TFL Manual
“…since the end of the Great War the armies of The Province have served as a kind of policing body… from the Free Cities of the North to Forest Heart…”Warrior Flavor Text, Myth II
“An ancient and majestic forest east of the Cloudspine. Home to the peaceful but powerful Forest Giants. Forest Heart was the site of many battles during the Great War.”Forest Heart Description, Glossary, Myth II Manual
Overlapping regions:
Free Cities of the North, The
…since the end of the Great War the armies of The Province have served as a kind of policing body… from the Free Cities of the North to Forest Heart…”Warrior Flavor Text, Myth II
“Tandem is the cornerstone of the free cities of the North … “Myth II, Level 10, “Landing”
Overlapping regions:
Notable locations:
Gjol River, The
“The Legion has reached the Gjol, the poisoned river which feeds the Dire Marsh.”Myth TFL, Level 20, “Across The Gjol”
A poisoned river that runs south into the Dire Marsh.Gjol Description, Glossary, Myth TFL Manual
“Poisoned river that flows out of the Blind Steppes and into the Dire Marsh.”Gjol Description, Glossary, Myth II Manual
Overlapping regions:
Notable locations:
Gower
A region south of the Blind Steppes, on the southeast bank of the Gjol River.
Overlapping regions:
Hill Lands, The
“Dreaded Fang-Grinder, whose very name stuck fear into even those who rallied round him in battle! Called the ‘King of the Ghols’ and ’the Black Dog of the Hill Lands’, he was the greatest and most terrible of his kind!”“Fang Grinder”, Tales From Myth The Fallen Lords “As for Mauriac, lost and alone, he wandered the hill country for a time, an aimless rogue warrior, unable to come to terms with his disgraced honor.”“Fang Grinder”, Tales From Myth The Fallen Lords
Hill Of Mourning, The
“The battlefield fell silent as the two commanders confronted one another atop the Hill of Mourning.”“Ground Zero”, Tales From Myth The Fallen Lords
Ire River, The
A river flowing from Seven Gates to Ash, and home to the Lesotho Dam.
Overlapping regions:
Notable locations:
Kor, Mountains of
“The Leveler was never killed. He was immobilized by sorcery, beheaded and burned at the stake in the Second Era. A thousand years later he was drawn and quartered on the plains before Ileum, the tireless horses dragging the pieces of his lifeless body to the four corners of the world. Again in the Fourth Era his body was destroyed by fire, his ashes mixed with salt and buried under the Mountains of Kor. Balor, Moagim and all those before them wore the Mantle of The Leveler.”Myth II, Epilogue
Meander River, The
“We made haste toward Tandem, our rallying point. Tandem is the cornerstone of the free cities of the North, and the key to Tandem is White Falls. So we will sail up the Meander and secure the fortress there.”Myth II, Level 10, “Landing”
Overlapping regions:
Notable locations:
Plain of Scales, The
Lowlands east of the Toven River, which rise to the Cloudspine Mountains and Bagrada..Plain of Scales Description, Glossary, Myth TFL Manual
“A vast lowland east of the Toven River and rising to the Cloudspine at Bagrada.”Plain of Scales Description, Glossary, Myth II Manual
Overlapping regions:
Notable locations:
Province, The
…since the end of the Great War the armies of The Province have served as a kind of policing body… from the Free Cities of the North to Forest Heart…”Warrior Flavor Text, Myth II
Overlapping regions:
Notable locations:
Scamander River, The
Main river in the southeastern continent, flowing east from the Clouspine mountains to the sea.Scamander Description, Glossary, Myth TFL Manual
“The main river in the southwest of the continent, flowing from the Cloudspine to the ocean.”Scamander Description, Glossary, Myth II Manual
Overlapping regions:
Notable locations:
Scholomance, The
“Our scouts have brought back news of an odd group of men who have gathered nearby. From their description alone, Twelve Motion recognized them as Warlocks from the Scholomance, ancient allies of The Deceiver and collaborators of the Fallen Lords.”Myth II, Level 13, “The Deceiver”
Taharn Downs
“…[to the likes of] the highwaymen of the Chalk Hills… and the bandit gangs of Tarhan Downs…it was business as usual… it didn’t matter who died, as long as their bellies were full.”Bowman (Dark) Flavor Text, Myth II
Toven River, The
“A vast lowland east of the Toven River and rising to the Cloudspine at Bagrada.”Plain of Scales Description, Glossary, Myth II Manual
Overlapping regions:
Notable locations:
Twelve Duns, The
“[The Deceiver] has brought us here, to The Twelve Duns, closer to the Trow demesne than any sane man has dared in two generations. We are a mere four hours march from the lost city of Rhi’ornin.”Myth II, Level 14, “With Friends Like These”
Notable locations:
Untamed Lands
“…failing to recover the head of Balor at the Great Devoid, Soulblighter fled to the east into the Untamed Lands… back to the hidden temple where he first studied the black arts…”Soulblighter Flavor Text, Myth II
“… but he has disappeared into the ‘Untamed Lands’ before, often for years at a time; always returning with something more unspeakably evil or singularly malignant than the time before.”Twice Born Flavor Text, Myth TFL
West, The
A generic term reffering to all lands west of the Cloudspine.
Overlapping regions:
- Chalk Cliffs, The
- Deep Mire, The
- Drowned Kingdom, The
- Ermine, The
- Free Cities of the North
- Ire River, The
- Meander River, The
- Plain of Scales, The
- Province, The
- Scamander River, The
- Toven River, The
Notable locations:
- Ash
- Avon's Grove
- Comfort
- Covenant
- Crow's Bridge
- Madrigal
- Otter Ferry
- Ox Head
- Scales
- Shoal
- Silvermines
- Strand
- Tandem
- Tyr
- White Falls
- Willow
Western Ocean, The
The ocean west of the known world of Myth.
Wild River, The
“Runs between Forest Heart and the Cloudspine, emptying into the Cavan Bight.”Wild River Description, Glossary, Myth II Manual
Overlapping regions:
Notable locations:
Locations
Ash
A small town near the mouth of the Ire River.
Avon’s Grove
“…those that Phelot deemed unsuitable for use as thrall… were given to the ghols, who hacked their limbs and chewed their flesh… this is how he dealt with the people of Avon’s Grove.”Shade Flavor Text, Myth II
“Say, did’ja hear what happened at Avon’s Grove?” “Yeah, there were no bodies.” “What’d they do with all the bodies?”Warriors, “Crow’s Bridge” Cutscene, Level 1, Myth TFL
Bagrada
Southernmost of the three passes across the Cloudspine Mountains. It connects the Plain of Scales with Forest Heart, and has been the site of battles from time immemoria;.Bagrada Description, Glossary, Myth TFL Manual
“Southernmost pass across the Cloudspine range, Bagrada is a network of dead ends and box canyons that connect the Plain of Scales with Forest Heart. Countless battles have been waged here, including several during the Great War.”Bagrada Description, Glossary, Myth II Manual
Notable places:
Brayle
“When we reached Tallow, Rurik told the mayor he had overheard the brigands speaking of taking corpses to a castle near the town of Brayle.”Myth II, Level 4, “Into The Breach”
Notable places:
Cavan Bight
“Runs between Forest Heart and the Cloudspine, emptying into the Cavan Bight.”Wild River Description, Glossary, Myth II Manual
Comfort
Yet another small town outside of Madrigal.Comfort Description, Glossary, Myth TFL Manual
Covenant
“Iri trekked for three days through Ghol haunted hills, eating as he walked, sleeping between footfalls; he ran for the last 5 hours, traversing the 26 mile wide corpse-filled morass ringing Covenant…”Dwarven Pathfinder Flavor Text, Myth TFL
“The Watcher has entered Covenant from the north, and his tireless undead are raping the old city a second time; tearing down what few structures stand in their way, and choking the sky with dust and smoke. That he wants the book which now rests at the bottom of my pack is clear.”Myth TFL, Level 5, “Flight From Covenant”
“Mauriac was prince regent [of Covenant] during King Alric’s adolescence, and knows of an underground tunnel just outside the city which leads to Shoal, a village four miles away down the coast. The King’s family used it to escape Covenant when Soulblighter leveled the city twelve years ago, and today we hope it will help us elude The Watcher.”Myth TFL, Level 5, “Flight From Covenant”
Once a major city of the Province, Covenant was sacked and destroyed fifteen years ago by the Dark.Covenant Description, Glossary, Myth TFL Manual
“…the farmland surrounding Covenant was choked with the shattered remains of two armies and pregnant with diseases of the blood… It is from this fortress that he issued his commands.”The Deceiver Flavor Text, Myth II
“…they attacked the city of Covenant… reinforced not only by the slaughtered town folk and farmers… but also by the plunder of catacombs, crypts and cemeteries of a thousand years.”Thrall Flavor Text, Myth II
“…preceding the assault on Covenant… two score and nine wights were herded into the Tiber an hours march from the city, there to stand until they burst, rendering the water undrinkable.”Wight Flavor Text, Myth II
“…he had sacrificed much in pursuit of the Ultimate Truth… a permanent chair at the University of Covenant… a seat in the King’s court… and, there was no denying it, his soul.”Warlock Flavor Text, Myth II
“A great city of the Province, Covenant was sacked by the Dark in the Great War.”Covenant Descrption, Glossary, Myth II Manual
Notable places:
Crow’s Bridge
“Yesterday our legion entered the village of Crow’s Bridge and halted there for the night. We are just four days march from the besieged city of Madrigal now, and with a little luck should arrive there in time to prevent its capture by the enemy.”Myth TFL, Level 1, “Crow’s Bridge”
A small town outside the major city of Madrigal.Crow’s Bridge Description, Glossary, Myth TFL Manual
Deep, The
A large bay in the ancient Trow lands.
Gonen
“Leave it for the torches, lads, and make haste for Gonen!”Myth II, Level 6, “Gonen’s Bridge”
Notable places:
Great Devoid, The
“Balor has been killed before,” Alric told us after we raised the Myrkridian standard, “and each time it has only made him more powerful. Our best hope is to cut off his head, and hurl it into the Great Devoid. Only in this way will the world be rid of him forever.”Myth TFL, Level 25, “The Great Devoid”
A bottomless chasm near Myrgard, created by the Callieach during their final days. Rather than be hunted to extinction by the Trow, the Callieach destroyed themselves and many Trow, leaving behind only the Devoid.Great Devoid Description, Glossary, Myth TFL Manual
“The Great Devoid is a chasm near Myrgard that is said to have no bottom. It was created when the Callieach destroyed themselves rather than be hunted to extinction by the Trow. Following his defeat at Rhi’anon, Balor’s severed head was brought here and cast into the Devoid.”Great Devoid Description, Glossary, Myth II Manual
Ileum
“The Leveler was never killed. He was immobilized by sorcery, beheaded and burned at the stake in the Second Era. A thousand years later he was drawn and quartered on the plains before Ileum, the tireless horses dragging the pieces of his lifeless body to the four corners of the world. Again in the Fourth Era his body was destroyed by fire, his ashes mixed with salt and buried under the Mountains of Kor. Balor, Moagim and all those before them wore the Mantle of The Leveler.”Myth II, Epilogue
Leix
“Maeldun’s only words on returning exhausted to Tyr from a long campaign in the East to find half the city burning after a raid by pirates from Leix were ‘Show me the way to Leix.’”Warrior Flavor Text, Myth TFL
Llancarfan
“One hundred ten years ago, during the Wolf Age, Muirthemne was sacked, burned and all but buried under a mountain of rock and sand by Balor and the Fallen Lords. As I stood before the ruins of the Mausoleum of the Cath Bruig I could not help but wonder what we hoped to gain by owning it.”Myth II, Level 16, “The Ibis Crown”
Madrigal
One of the Free Cities of the North.Madrigal Description, Glossary, Myth TFL Manual
“A city in the northwest of the Province, Madrigal was the site of a great battle between Rabican and Shiver during the Great War. Though it was successfully defended by the Light for most of the war, internal strife and the crushing weight of the Dark armies caused its downfall only weeks before the war finally ended.”Madrigal Description, Glossary, Myth II Manual
Notable places:
Muirthemne
Fifty years ago the Fallen overcame the armies of the Cath Bruig, sacked Muirthemne and turned the empire East of the Cloudspine into desert (now called the Devoid).Sack of Muirthemne, Fall of Cath Bruig Description, Glossary, Myth TFL Manual
“[Many of them] were slain when they attacked Muirthemne, and their cursed blood seeped into the ground… not every mysterious disappearance could be traced back to the Spider-cults.”Myrkridian Ghost Flavor Text, Myth II
“One hundred ten years ago, during the Wolf Age, Muirthemne was sacked, burned and all but buried under a mountain of rock and sand by Balor and the Fallen Lords. As I stood before the ruins of the Mausoleum of the Cath Bruig I could not help but wonder what we hoped to gain by owning it.”Myth II, Level 16, “The Ibis Crown”
“He told me about old Muirthemne, describing it with words that seemed out of place coming from such a grizzled warrior. He spoke of its many spired palaces and monuments and the grand bazaar during each year’s harvest.”Myth II, Epilogue
“Returning to the ruin Muirthemne had become in their absence, the deathless Heron Guards each tore nine gold tiles from the palace wall, every one the weight of a grown man … “Journeyman Flavor Text, Myth TFL
“When Alric sent word that a man was needed to pierce the corpse-city of Muirthemne to its dead heart, and obtain from it what might be the only hope for victory, Truan volunteered without hesitation.”Berserk Hero Flavor Text, Myth TFL
“On the day Muirthemne was razed, the sun rose to reveal an army that seemed to stretch across the horizon, and at its center stood Balor with his standard silhouetted against the morning sun.”The Leveler Flavor Text, Myth TFL
Ancient capital of the Empire of the Cath Bruig, home to the mighty sorcerers and seat of a great empire. It was completely shattered and destroyed by the Dark. This is the place that the Tain was made.Muirthemne Description, Glossary, Myth TFL Manual
“The ancient capital of the Cath Bruig empire, Muirthemne was home to many great sorcerers and craftsmen, whose works included the Tain. Ruled by Connacht during the Wind Age, it was sacked and utterly razed when he returned as Balor during the Great War.”Muirthemne Description, Glossary, Myth II Manual
Notable places:
- Llancarfan (?)
Myrgard
“…with the destruction of their most sacred shrine at Myrgard and driven out of the Dwarven lands, the Ghols have only redoubled their efforts to ‘… devour the dwarves from existence’.”Ghol Flavor Text, Myth II
“…they celebrate the capture of the Dwarven capital at Myrgard with feasts under the full moon… re-enacting its spoliation, so they will never forget their moment of triumph.”Ghol Flavor Text, Myth II
“Within a year of Balor’s defeat, the dwarves had reclaimed Myrgard and its provinces. Most dwarves chose to return to their homeland and rebuild, but some built new lives in the West.”Dwarf Flavor Text, Myth II
“…turning the godhead of the ghols into a monument to Balin’s victory. Nothing else has done more to sustain the mutual hatred since the ghols raided the crypt at Myrgard for ‘victuals’.”Dwarf Flavor Text, Myth II
“The Ghols have forever been at war with the dwarves around Myrgard and Stoneheim, and the rape of the dwarves’ ancestral home there has been the Ghol’s rabid dream for centuries.”Ghol Flavor Text, Myth TFL
“Hours after the fall of Myrgard, the dwarves defending Stoneheim collapsed the barbican, entombing ten thousand of their number behind as many tons of shattered rock.”Dwarf Flavor Text, Myth TFL
" … though the dwarves before Myrgard were unshaken by the wights opposite them, each knew the slow, bleeding death-fever which awaited those who survived the battle.”Wight Flavor Text, Myth TFL
Ancestral home of the Dwarves. Along with the other major Dwarven city of Stoneheim, it was seized and occupied by the Ghols fifty years ago.Myrgard Description, Glossary, Myth TFL Manual
“The ancestral home of the Dwarves. Along with the other major Dwarven city of Stoneheim, Myrgard was seized by the Ghols over a century ago. Occupied for more than fifty years, Myrgard was finally liberated after the defeat of the Dark in the Great War. With the Ghols driven out, the Dwarves returned, with a deeper hatred of their mortal enemies than ever before.”Myrgard Description, Glossary, Myth II Manual
Otter Ferry
Another small town outside of Madrigal.Otter’s Ferry Description, Glossary, Myth TFL Manual
Ox Head
The westernmost point of coastline, located in the Free Cities of the North.
Red Seal, Valley of the
“It all culminated in a single battle - the Battle at the Valley of the Red Seal was a solid month of fighting and it resulted in the extinction of their race.”“Antero’s Bestiary”, Tales From Myth The Fallen Lords
Rhi’Anon
“Alric left at dusk, alone. The old maps, he says, all show a World Knot in Rhi’anon, though it has never been used in our time.”Myth TFL, Level 23, “Pools Of Iron”
“We are outside the old Trow city of Rhi’anon, abandoned centuries ago in the war which nearly exterminated their race.”Myth TFL, Level 22, “River Of Blood”
Ancient capital of the Trow, melted into the ice by Connacht during the Wind Age.Rhi’Anon Description, Glossary, Myth TFL Manual
“The ancient capital of the Trow. When Balor returned as the Leveller, it was in Rhi’anon that he raised his fortress, and led the Fallen. This was also his last battleground, where he fell to Alric in the final battle of the Great War.”Rhi’Anon Description, Glossary, Myth II Manual
Connacht and his lieutenants fell on us in our moment of weakeness but showed us mercy, instead of returning us to the One Dream, he entomded us in the vaults beneath Rhi’Anon.“Antero’s Bestiary”, Tales From Myth The Fallen Lords
Rhi’Ornin
“[The Deceiver] has brought us here, to The Twelve Duns, closer to the Trow demesne than any sane man has dared in two generations. We are a mere four hours march from the lost city of Rhi’ornin.”Myth II, Level 14, “With Friends Like These”
“The lost city of the Trow. It was the first city to fall during the Trow-Oghre wars.”Rhi’Ornin Description, Glossary, Myth II Manual
Seven Gates
Central of the three passes across the Cloudspine Mountains, so named for its seven chokepoints.Stair of Grief Description, Glossary, Myth TFL Manual
“One of the three passes across the Cloudspine, named for its seven chokepoints, and overshadowed by an ancient volcano. Here, in the last year of the Great War, the Legion fought their way through the forces of The Watcher and The Deceiver and entered the Barrier.”Stair of Grief Description, Glossary, Myth II Manual
Shoal
“Mauriac was prince regent [of Covenant] during King Alric’s adolescence, and knows of an underground tunnel just outside the city which leads to Shoal, a village four miles away down the coast. The King’s family used it to escape Covenant when Soulblighter leveled the city twelve years ago, and today we hope it will help us elude The Watcher.”Myth TFL, Level 5, “Flight From Covenant”
Town where the player escaped from Covenant.Shoal Description, Glossary, Myth TFL Manual
Si’Anwon
“Bahl’al descended to the flooded, rusting halls of Si’anwon and under the sea there took no breath for nine days, searching the ruined palaces and temples of the Trow for the dream of unlife.”Thrall Flavor Text, Myth TFL
Silvermines
“We’re a hundred miles from Bagrada and two days ahead of the rest of the Legion today, outside a town called Silvermines, looking for The Watcher’s arm.”Myth TFL, Level 11, “Silvermines”
A small mining town near Seven Gates.Silvermines Description, Glossary, Myth TFL Manual
Stoneheim
“…then Cruniac called for the Dwarves… foremost amongst them was Jari, son of Balin and Uni, daughter of the Archon of Stoneheim; strong and wise… unsurpassed in bravery or daring…”Dwarven Pathfinder Flavor Text, Myth II
“He had been a mathematician and engineer before the Great War… when Stoneheim fell to the Ghols and the university was destroyed… these skills served him well in the years to come…”Dwarf Hero Flavor Text, Myth II
“The Ghols have forever been at war with the dwarves around Myrgard and Stoneheim, and the rape of the dwarves’ ancestral home there has been the Ghol’s rabid dream for centuries.”Ghol Flavor Text, Myth TFL
“Hours after the fall of Myrgard, the dwarves defending Stoneheim collapsed the barbican, entombing ten thousand of their number behind as many tons of shattered rock.”Dwarf Flavor Text, Myth TFL
Stong
“…it is arguable that Soulblighter was Balor’s most brutal General… frequently killing those who begged him for mercy… he is the reason that Stong no longer appears on any map…”Soulblighter Flavor Text, Myth II
Strand
A small town in the south.
Tandem
“A berserk at Tandem, having been told of the extraordinary taste of roast pig, is said to have replied ‘and Ghol may taste like haggis, but I will never know, as they are filthy beasts.’”Pig Flavor Text, Myth II
“We made haste toward Tandem, our rallying point. Tandem is the cornerstone of the free cities of the North, and the key to Tandem is White Falls. So we will sail up the Meander and secure the fortress there.”Myth II, Level 10, “Landing”
Tharsis
“We have Soulblighter’s army caught between the Cloudspine, the Ire River, and Tharsis - the legendary forge of the Trow.”Myth II, Level 24, “Twice Born”
“Today the Dramus River is frozen solid, but back then it was a muddy torrent of melted snow and ice brought on by the eruption of Tharsis.”Myth II, Level 12, “The Stair of Grief”
“Soulblighter has done the unthinkable. With his army scattered in disarray, he fled up through the Eye of Tharsis and into the very bowels of the earth. I can hardly blame him. The sight of Alric hacking his way through the enemy, Balmung flashing in his hand, caused many of our own men to stand aside in awe.”Myth II, Level 25, “The Forge”
“The enormous volcano overlooking Seven Gates is erupting for the first time in ten centuries.”Myth TFL, Level 12, “Shadow of the Mountain”
Tyr
“…Bahl’al spurred his army onward with a blistering wind. Three full days before his army arrived… the citizens of Tyr knew their doom lumbered nearer with each passing hour…”Thrall Flavor Text, Myth II
“Maeldun’s only words on returning exhausted to Tyr from a long campaign in the East to find half the city burning after a raid by pirates from Leix were ‘Show me the way to Leix.’”Warrior Flavor Text, Myth TFL
A large city of The Province that was sacked by the Dark ten years before current events.Tyr Description, Glossary, Myth TFL Manual
White Falls
“We made haste toward Tandem, our rallying point. Tandem is the cornerstone of the free cities of the North, and the key to Tandem is White Falls. So we will sail up the Meander and secure the fortress there.”Myth II, Level 10, “Landing”
“A name referring to a town, a fortress, and the White Falls themselves. Located on the Meander River southeast of Tandem, they are the highest falls west of the Ermine.”White Falls Description, Glossary, Myth II Manual
Willow
“After we settled in, Garrick told us of events in the west. Shiver’s attack on White Falls came as expected, and the battle there raged for the better part of a month, until Baelden and the seventh legion swept up from the south and attacked Shiver’s flank. Her army was forced to retreat east toward Willow and the combined forces under Alric and Baelden fell upon her rear guard, destroying it utterly.”Myth II, Level 15, “Walls of Muirthemne”
“A single berserk reached us yesterday, after having come all the way over the mountains from the city of Willow, fourteen hundred miles away.”Myth TFL, Level 22, “River Of Blood”
Willow Creek
“…well respected by his peers and admired by the townsfolk… he is the head of the town council… many think he will be the next mayor of Willow Creek.”Rurik Flavor Text, Myth II
“A small town on the western edge of Forest Heart. Built on the site of a razed village, it is once again a flourishing farming community.”Willow Creek Description, Glossary, Myth II Manual
Places
ai’Kijin-Tak
" … on occasion an archer of promise is sent to the Ermine, the homeland of the fir’Bolg, to study his craft at one of the three war colleges: jo’Za-Thatal, wa’Ama-Tchal, or ai’Kijin-Tak.”Bowman Flavor Text, Myth II
Angurvadal Glacier
A glacier in the Cloudspine, where the Deceiver wound up buried after his near-death at the end of the Great War.
Devil’s Overlook
A pass in Bagrada.
Fool’s Traverse
A pass in Bagrada.
Gate of Storms, The
“Your Majesty! The Gate of Storms has fallen.”Warrior to Alric, Myth II, Level 9, “Gate of Storms”
“Our vanguard has crossed the Scamander unchallenged and remains hidden on the southern bank of the river. Their assault will begin two hours after midnight against Shiver’s right flank, at the same time the Madrigal garrison throws open the Gate of Storms and attacks her from the front.”Myth TFL, Level 3, “Siege of Madrigal”
Gonen’s Bridge
“The commander has sent me and a group of Dwarves ahead of our main force to “stuff Gonen like a turkey.” I was unsure of his meaning until we reached Gonen’s Bridge and the Dwarves began to load the bridge with satchel charges. Apparently he plans to destroy the bridge behind us once we are all across, to make pursuit more difficult.”Bowman Flavor Text, Myth II
Great Library, The
“King Alric says we must travel through the World Knot to Covenant and retrieve the Total Codex from the newly rebuilt library. He says that with the Codex we may be able to find The Summoner before Soulblighter can.”Myth II, Level 8, “The Great Library”
Great University, The
“When Covenant fell and the Great University burned, we lost countless generations of accumulated knowledge - chief amongst the loss was the last surviving copy of Forgall’s Bestiary.“Antero’s Bestiary”, Tales From Myth The Fallen Lords
Grimace Point
“It was a moonlit autumn night at the Battle of Grimace Point that Mauriac of Madrigal saw his fellow perish, fallen by Fang-Grinder. His warrior’s vows forgotten, he fled in terror, such was his guilt and shame!”“Fang Grinder”, Tales From Myth The Fallen Lords
jo’Za-Thatal
" … on occasion an archer of promise is sent to the Ermine, the homeland of the fir’Bolg, to study his craft at one of the three war colleges: jo’Za-Thatal, wa’Ama-Tchal, or ai’Kijin-Tak.”Bowman Flavor Text, Myth II
Keep Kildaer
“The guard told us that a few years ago the Baron had several secret passages constructed so that he could make a quick escape if his safety was ever compromised.”Myth II, Level 5, “The Baron”
“When we reached Tallow, Rurik told the mayor he had overheard the brigands speaking of taking corpses to a castle near the town of Brayle. Indeed, the locals we encountered on the way said they had seen many wagons filled with bodies being hauled into the keep.
The master of this castle is Baron Kildaer. We were joined at Tallow by reinforcements to attack the Baron’s stronghold and put an end to his unwholesome trade in human remains.”Myth II, Level 4, “Into The Breach”
“Unoccupied since the Great War, it was thought that every member of the Kildaer family had been slain when the Fallen Lords crossed over the Cloudspine, destroying everything in their path.”Keep Kildaer Description, Glossary, Myth II Manual
King’s Highway
Somewhere between Crow’s Bridge and Otter Ferry.
Lesotho Dam
“The scouts told us that Alric and nearly three thousand men from the Legion have come from Muirthemne to face Soulblighter. Unfortunately, they were met by Shiver and her army in the valley about two hours downstream from the dam. If the dam were destroyed, the resulting deluge would kill everything in its path for miles.”Myth II, Level 22, “The Wall”
Mausoleum of Clovis, The
“In honor of their heroism, Connacht allowed the men of the North who had been slain defending Llancarfan to be buried in the Mausoleum of Clovis - the Royal Crypt of the Cath Bruig.”Berserk Ghost Flavor Text, Myth II
“…the masons who built the mausoleum for Clovis, the first Emperor of the Cath Bruig, still haunt these ancient corridors, eager to destroy those who would plunder its sacred vaults…”Dwarf Ghost Flavor Text, Myth II
“One hundred ten years ago, during the Wolf Age, Muirthemne was sacked, burned and all but buried under a mountain of rock and sand by Balor and the Fallen Lords. As I stood before the ruins of the Mausoleum of the Cath Bruig I could not help but wonder what we hoped to gain by owning it.”Myth II, Level 16, “The Ibis Crown”
Nyx, Shrine of
“Ah, Sinis! I thought you died when Mazzarin collapsed the Shrine of Nyx upon you.”Alric to Sinis, Myth TFL, Level 10, “Out of the Barrier”
Shepherd’s Gate
Somewhere in Covenant.
Thyrmir’s Gorge
A gorge in the Stair of Grief, where the Deceiver was killed at the end of the Great War.
wa’Ama-Tchal
" … on occasion an archer of promise is sent to the Ermine, the homeland of the fir’Bolg, to study his craft at one of the three war colleges: jo’Za-Thatal, wa’Ama-Tchal, or ai’Kijin-Tak.”Bowman Flavor Text, Myth II
Wehrfaktorie, The
“Albrecht, the King of the Dwarves, having been presented with the latest invention of the famed Wehrfaktorie, is said to have replied “Such a thing would make war too terrible to wage.””Poacher Flavor Text, Myth II
Maps
A map of the world during Myth: The Fallen Lords
A map of the world during Myth II: Soulblighter
A map of the world during the Wolf Age
(from Myth III: The Wolf Age in game)
A map of the world during the Wolf Age
(from the Myth III: The Wolf Age manual)
An early map of the world during the Wolf Age
(from Myth III: The Wolf Age pre-release materials)
Artifacts & Other Things
Inanimate Objects
Abraxas Stone
Also called fever stones, these nondescript totems provide powerful relief from the foul diseases that often accompany the undead.GURPS Myth, Page 83, “Magic Items”
Aconite
The fir’Bolg craft this weapon poison from a very toxic plant found in their home, the Ermine … The forest dwellers don’t often sell this substance to outsiders, but have provided it to the Legion’s Bowmen on occasion.GURPS Myth, Page 82, “Sundry Goods”
Antero’s Bestiary
“Thus Antero said unto me, and to what few of his other pupils that still lived, “Even in Forgall’s work some amount of speculation must have been neccesary to complete certain entries, but now, because of this terrible war, the beasts of myth walk the land once more!” And so it came to pass that my master petitioned the Trow for my safe passage into their lands, that I might observe their natures and record their habits for Antero’s Bestiary.”Ewan, “Antero’s Bestiary”, Tales From Myth The Fallen Lords
“Is man to have an entry as well?” The tone of his voice left no doubt in my mind as to how I should answer. I made a note to suggest its inclusion on my return home.Acerus Malum Magnus and Ewan, “Antero’s Bestiary”, Tales From Myth The Fallen Lords
Anvil of Culwyeh, The
Little is known of this near-mythical artifact once weilded by Shiver and reportedly destroyed in Connacht’s purge. Most scholars believe Shiver used the Anvil to force wicked weapons empowered only for undead weilders, but a few of the greatest archmages hint that the name Anvil misleads: The artifact had nothing to do with weapon-crafting and bore no resemblance to a blacksmith’s tool. Whatever it’s real nature, the Anvil would elicit great concern and dread should rumors crop up that it survived Connacht’s attentions.GURPS Myth, Page 83, “Magic Items”
Balmung
Don’t get too close to Alric when he’s wielding his sword. Alric’s sword is a powerful weapon against massed forces.Hints, Myth II, Level 24, “Twice Born”
“The tales of Alric’s swordsmanship cannot begin to describe what I have just witnessed. He possesses the sword Balmung and wields it with such skill that the magics contained therein spring forth to strike his enemies down. In this man Soulblighter has truly met his match.”Myth II, Level 24, “Twice Born”
“The sight of Alric hacking his way through the enemy, Balmung flashing in his hand, caused many of our own men to stand aside in awe.”Myth II, Level 25, “The Forge”
Generally regarded as the most powerful enchanted weapon in all of Myth, Balmung boasts a storied history dating back to the earliest days of the Cath Bruig empire. Alric currently owns the blade. In addition to being a very fine broadsword, Balmung features a variant Lightning attack. On any successful sword strike, this does additional lightning damage to the target, then arcs to any nearby targets as per the Dispersal Dream. Balmung does not distringuish friend from foe, other than it will not attack its owner, so is best weilded by a great hero at good distance from his companions. Rumor has it that Balmung posesses other great powers, including some disadvantages that may make even the mightiest archmage wary of unsheathing it too often. This suggests that Balmung may be intelligent, and that it attempts to neize control of its user. No price can be placed on such an item.GURPS Myth, Page 83, “Magic Items”
Crom Crauch
Little is known of this near-mythical artifact once weilded by Shiver and reportedly destroyed in Connacht’s purge. Most scholars believe Shiver used the Anvil to force wicked weapons empowered only for undead weilders, but a few of the greatest archmages hint that the name Anvil misleads: The artifact had nothing to do with weapon-crafting and bore no resemblance to a blacksmith’s tool. Whatever it’s real nature, the Anvil would elicit great concern and dread should rumors crop up that it survived Connacht’s attentions.GURPS Myth, Page 83, “Magic Items”
Forgall’s Bestiary
“When Covenant fell and the Great University burned, we lost countless generations of accumulated knowledge - chief amongst the loss was the last surviving copy of Forgall’s Bestiary.”Ewan, “Antero’s Bestiary”, Tales From Myth The Fallen Lords
“Even in Forgall’s work some amount of speculation must have been neccesary to complete certain entries, but now, because of this terrible war, the beasts of myth walk the land once more!”Antero, “Antero’s Bestiary”, Tales From Myth The Fallen Lords
Bow of Furious Incandescence, The
“A few men and I are leaving the main column in a few moments to discover the fate of a scouting party which has not returned. None of us expect to find them alive, but we must recover an artifact carried by their leader, gr’Uman, Lieutenant of Archers.”Myth TFL, Level 19, “The Road North”
Bow of Stoning, The
A bow which launches arrows that turn their targets to stone. It was found by iu’Shee in the Barrier during the Great War.Myth TFL, Level 10, “Out Of The Barrier” (in-game events)
bre’Unor Shrine
Don’t desecrate the bre’Unor shrine.Hints, Myth II, Level 11, “Through The Ermine”
Deceiver’s Scepter
“Today the Dramus River is frozen solid, but back then it was a muddy torrent of melted snow and ice brought on by the eruption of Tharsis. The Deceiver was plunged into the river and swept far downstream, his scepter sinking to the bottom. I asked Twelve Motion why King Alric believes The Deceiver will throw in with our lot. He explained how The Deceiver has been frozen in a half-death beneath the river, clinging to life through sorcery alone, with no power left to free himself. The King believes that if we were to revive him and return the scepter, the focus of his power, he would no doubt join our cause.”Myth II, Level 12, “The Stair Of Grief”
Use the Deceiver’s scepter and an incantation to revive him.Mission Objectives, Myth II, Level 13, “The Deceiver”
In addition to the Staff enchantment, the Deceiver has enchanted his personal staff with Magic Resistance … making the effect cost no energy for a mage weilding the staff. The top of the staff features a skull, glowing with the light of a Powerstone imbedded within it.GURPS Myth, Page 83, “Magic Items”
Deep Fen Boots
These boots of fir’Bolg invention feature Walk on Water … wearers can walk across water, bogs, quicksand, etc, for as long as they can maintain the spell.GURPS Myth, Page 83, “Magic Items”
Eblis Stones
“A single berserk reached us yesterday, after having come all the way over the mountains from the city of Willow, fourteen hundred miles away. He delivered to Alric a single package the size of a man’s fist, wrapped in rags, and refuses to talk with anyone about events in the west.”Myth TFL, Level 22, “River Of Blood”
“As Balor approached, Alric drew from his robe one of the five Eblis Stones, and for a few moments it made him an equal of Balor.”Myth TFL, Level 25, “The Great Devoid”
Magic artifacts of great power. Those who control them are said to be unstoppable in battle.Eblis Stone Description, Glossary, Myth TFL Manual
“…he drew from his robe one of the five Eblis Stones, and for a few moments it made him an equal of Balor. The rest of the Legion was sacrificed… to give us time to take Balor’s head.”Alric (King) Flavor Text, Myth II
“Magic artifacts of great power. Those wielding an Eblis stone are said to be unstoppable in battle. Alric used one of these artifacts to defeat Balor in the Great War.”Eblis Stone Description, Glossary, Myth II Manual
[Connact] dispatched his lieutenant Damas to seek out items of power - the five Eblis Stones, Tramist’s Mirror, the Total Codex, and more. Damas - far less the governor than Connacht but far better the adventurer - destroyed what he could and secreted the rest.GURPS Myth, Page 20, “The Age of Light”
Connacht reportedly destroyed these mighty war totems, but at least one of the original five survived to provide Alric the crucial edge he needed against Balor. That stone provided a ranged Total Paralysis spell. Legend has it the other stones featured different effects, but each just as mighty. Given their historical significance and overwhelming reputation in battle, any surviving stones would be priceless.GURPS Myth, Page 83, “Magic Items”
Energon Cubes
“Alric has only three magical attacks to use. Even large groups of enemies should be disposed of in other ways if your units can handle them.”Hints, Myth II, Level 25, “The Forge”
This is another name for the unrechargable Powerstone variant normally called a Manastone … In this setting, its customary to carve the gem into a cube shape prior to enchanting. Manastones are more common than Powerstones in Myth.GURPS Myth, Page 83, “Magic Items”
Ghol Godhead
“The Ghols worship enormous pieces of unworked stone, moved in antiquity to the open meadows far below their mountain dwellings. They alone remember the names of the dark gods.”Ghol Flavor Text, Myth TFL
“…turning the godhead of the ghols into a monument to Balin’s victory. Nothing else has done more to sustain the mutual hatred since the ghols raided the crypt at Myrgard for ‘victuals’.”Dwarf Flavor Text, Myth II
“…with the destruction of their most sacred shrine at Myrgard and driven out of the Dwarven lands, the Ghols have only redoubled their efforts to ‘… devour the dwarves from existence’.”Ghol Flavor Text, Myth II
Gleaming Wands of Malagigi
The archmage Malagigi created these glowing sticks to end the long-ago Siege of Seven Gates. The Gleaming Wands force the Mahir to become corporeal, temporarily losing their Shadow Form disadvantage. This is an areas effect with a duration of one minute. The component spell to enchant Gleaming Wands has been lost in history.GURPS Myth, Page 84, “Magic Items”
Halcyon Stones
These two fragments of a single stone each gave the user great power over wind and weather (all Air and Water elemental spells, with four levels of Power and Counterspell only vs. the other stone’s spells). The only known fragment was lost in Balor’s sack of Muirthemne.GURPS Myth, Page 84, “Magic Items”
Heaven Stones
These sapphires are supposed to keep their owner safe from malign influences. Legend has it they weild the most power when held in the mouth. Treat as Moly amulets (Magic Resistance vs. one college only), with only half effect if not held in this fashion.GURPS Myth, Page 84, “Magic Items”
Ibis Crown of the Cath Bruig, The
“Legend states that whoever wears the Ibis Crown has at his disposal truly staggering power. Such was the artifact’s power that Ceiscoran, at fantastic expense, commissioned eleven ordinary copies of the thing to be made in order to make theft of the true crown more difficult. King Alric believes it was secreted away in the catacombs below the Mausoleum of the Cath Bruig. Knowing that entering the haunted crypt is tantamount to a death sentence, the King has called for volunteers.”Myth II, Level 16, “The Ibis Crown”
“Legend states that whoever wears the Ibis Crown has at his disposal enormous power. Before the fall of the Cath Bruig empire, Ceiscoran, at enormous expense, commissioned eleven ordinary copies of the crown to be made in order to make the theft of the true crown more difficult. When Muirthemne fell to the Fallen Lords, the true crown was nowhere to be found.”Ibis Crown of the Cath Bruig Description, Glossary, Myth II Manual
Perhaps the greatest enchanted item in Myth’s history, the Ibis Crown is a massive headpiece of bejewelled platinum posessing a vast inventory of powers. Its wearer, if a mage, can cast Fear, Bravery, Berserker, Daze, Sleep, Peacefull Sleep, Madness, Nightmare, Loyalty, Charm, Emotion Control, or Suggestion, all benefitting from the crown’s four levels of Power. Any wearer will enjoy [an increased IQ]. A Conceal Magic speel gives any mage [less ability] to detect the crown’s magical powers. The crown also has other powers, kept secret by the state. When the Cath Bruig emperor Ceiscoral realized the power of the thing that his mages had crafted, he ordered the creation of 11 ordinary copies at huge expense to make stealing the original that much more difficult. The one true crown was lost when Balor sacked Muirthemne, but subsequently recovered by Alric.GURPS Myth, Page 84, “Magic Items”
Journal, The
“As we were breaking camp, Garrick handed me a journal he had recovered from Cruniac’s belongings. The commander must have taken it from one of the Baron’s libraries. What significance it may have had to Cruniac I do not know, other than it appears to have been written by a man who served in the Legion during the Great War.”Myth II, Level 7, “Beyond The Cloudspine”
Magic Armor
“Alric babbled about a suit of armor so powerful that its wearer was invulnerable to attack and tireless in battle. He claimed that it was buried somewhere in the eastern desert, and that he had been sent by The Head to retrieve it.”Myth TFL, Level 10, “Out of the Barrier”
Magic Crystals
Dwarves can pick up crystals. When a Dwarf is near where a crystal belongs, he’ll throw it.Hints, Myth II, Level 19, “Relic”
You’ll need to find a crystal elsewhere in the camp to release the Deceiver. Any unit can retrieve it.Hints, Myth II, Level 20, “A Murder of Crows”
“There is a sixth crystal… find it.” “Yes, yes, now complete the circle…”The Deceiver, Myth II, Level 20, “A Murder of Crows”
Mandrake Plants
Certain plants that grow near the river can be chopped up to yield the Mandrake roots that Journeymen use for healing.Hints, Myth II, Level 11, “Through The Ermine”
Mandrake Roots
Heron Guards have the Journeyman’s healing skills and carry Mandrake roots. They can pick up the roots of dead Heron Guards.Hints, Myth II, Level 17, “Redemption”
“Their healing ritual has its roots in the initiation rites of the Heron Guard, but what brings about immortality in a truly exceptional person merely restores the vitality of lesser men.”Journeyman Flavor Text, Myth II
Heron Guards and Journeymen carry these to power their healing spells. Their order teaches them to never use their own fatigue to do so in combat, for fear they’ll exaust themselves. These can be found for sale from time to time. Most of the expense reflects the difficulty of finding and procuring the root itself, which emits a ghastly shriek as it’s unearthed that automatically slays any living digger. A variety of tricks - involving undead minions or Earth spells if available, cheap trained dogs if not - will circumvent this unhappy side effect.GURPS Myth, Page 84, “Magic Items”
Maul of the Dwarven Kings, The
This incredibly heavy weapon boasted several Air spells in addition to high Accuracy and Puissance. The Dwarves will not say whether they retain the legendary artifact after the sacking of their cities, but were not prone to bring it out into public view even when they clearly did have posession.GURPS Myth, Page 84, “Magic Items”
Myrkridian Skull Platforms
“Tradition tells us almost nothing of the Myrkridia save for the horrible skull platforms they would build from the severed heads of their enemies. We found one of these a few hours ago, thirty feet high and a hundred feet across, each skull arranged with a mad precision that was terrifying to behold.”Myth TFL, Level 16, “The Smiths Of Muirthemne”
Myrkridian Standards
“Many of the skulls were human, or at least humanoid, but among these were others which were certainly not, whose shapes and curves I have tried to forget ever since. In the center of the platform, far above our heads, rose the ancient battle standard of the Myrkridia.”Myth TFL, Level 16, “Smiths Of Muirthemne”
“Alric’s plan is a mad one. One of the many strange things we found while trapped inside the Tain was the shredded battle standard of that long dead race of evil creatures called the Myrkridia. I thought that we had left it behind, but someone must have climbed that horrible pile of skulls and brought it out with them when we escaped. […] Alric intends to approach within a hundred yards of the fortress, and raise the Myrkridian standard. Because of Balor’s old enmity toward the Myrkridia, Alric is certain that this will so enrage Balor that he will come to deal with us himself. All we have to do is plant the standard and wait.”Myth TFL, Level 24, “The Last Battle”
“Where did you find that accursed thing, Alric, and what madness made you raise it here?”Balor to Alric, Myth TFL, Level 24, “The Last Battle”
Oriflamme, The
The royal standard of the house of Mabingion of Tyr, this cast a powerful combination of Bravery on the bearer’s companions and Terror on his foes. It was lost early in the war against Balor, in a fortnight battle in the Bagrada Valley.GURPS Myth, Page 85, “Magic Items”
Quivers of Power
The fir’Bolg specialize in creating quivers of incredible magical power: Any arrow left in them for more than a day and fired by the quiver’s wearer will be treated as if fired from a magical bow, regardless of the actual bow’s properties! Enchantment costs are the same as for a bow of the same properties. Examples including Accuracy, Puissance, Quick-Aim, and other standard weapon enhancements have all been seen.GURPS Myth, Page 85, “Magic Items”
Rune Stones
These are the original rune stones of Myth, landmark-sized monoliths thought to be fragments of the One Dream, barrows of the Callieach, or both. Their rough surfaces become reflective if an archmage taps them. Each apparently facilitates study and casting of a single dream, but archmages are extremely tightlipped about any additional properties. Their locations are kept secret by those who know them.GURPS Myth, Page 85, “Magic Items”
Tain, The
“I do not understand what has happened. Falling back before two myrmidons in Forest Heart, I was enveloped by a greenish haze which tore me from the earth. […] Murgen believes us to be trapped inside the Tain, a relic forged by the Smiths of Muirthemne during the Wind Age. […] Soon after its construction, the Tain was taken from Muirthemne by raiding barbarians from the south, and believed to be lost forever. […] But they say that the darkest artifacts have the ability to bend men to their will. Calling soundlessly to the wicked and discontent from thousands of miles away or hundreds of feet beneath the earth or sea, and that in this way they always come to light again, no matter how buried or forgotten.”Myth TFL, Level 15, “Heart Of The Stone”
“Murgen believes that we are close to finding a backdoor. A secret exit from the Tain added by its creators so they could escape the thing if it were ever used against them. It will be hidden, of course, and almost certainly protected by traps, but it is our only chance of escape.”Myth TFL, Level 16, “The Smiths Of Muirthemne”
“I think Soulblighter lost his nerve when the Tain shattered. To him, only a few seconds passed between the invocation of the thing and its sudden destruction, while it took us two days to escape the caves inside it.”Myth TFL, Level 17, “Sons of Myrgard”
“The old journal records that, during the Great War, Soulblighter trapped the Legion inside an artifact called the Tain. After two days of searching, the avatara Murgen discovered a secret exit. At the cost of his own life, he was able to free the Legion by shattering the Tain from within. When Soulblighter fled after the Tain was destroyed, he must have taken some part of it with him, knowing that even a tiny fraction of the artifact would be useful in the future.”Myth II, Level 18, “Relic”
“The Tain is filled with obstacles and traps. You’ll need Dwarves and The Deceiver to get through. Keep them alive.”Mission Objectives, Myth II, Level 19, “The Summoner”
“This place is wholly outside of my experience. The air is cool and very dry and has a metallic taste. There are sections of cave wall that merge seamlessly with emptiness. Looking into these voids brings on feelings of nausea and I cannot shake the feeling that we are being watched. […] The Summoner has been inside the shattered artifact for five months now, slowly resurrecting [the Myrkridia]”.Myth II, Level 19, “The Summoner”
“Traveling through the Tain Shard has left us at a loss as to exactly where in the world we are.”Myth II, Level 21, “Limbs, Heads & Smoking Craters”
The most powerful Gate artifact ever enchanted, the Tain resembled a jewel box of a very strange design. Its holder could send those around him into another plane, a cavernous place of shadows seamlessly merging with walls.
Connacht comissioned the Tain to hold the thousands of creatures he desired to dispel from the lands. Its user could cast a powerful version of Plane Shift Other to transport those around him into the Tain. The secret of getting back out died with the two archmages who discovered it, shattering the Tain in the process. Each fragment of the Tain can still access the alternate plane to which the original led, though it’s doubtful that a fragment boasts the ability to force creatures into that plane as the original did.GURPS Myth, Page 85, “Magic Items”
Tarnkappe
These capes incorporate a self-powered Hide spell. The Dwarves are known to have enchanted 12 of them.GURPS Myth, Page 85, “Magic Items”
Thalor’s Eye
This isn’t an enchanted itme, but the magical legacy of a powerful Myrkridian mage-pack leader. The eye constantly casts Wither Plant. Anyone who looks into its gaze must resist the eye’s [power]. Looking at the back of the eye is safe. This item has been lost in time.GURPS Myth, Page 85, “Magic Items”
Total Codex, The
“The Head appears to know something about everything, and now it has us looking for an artifact called the Total Codex. It’s been located in the ruined city of Covenant, but the first group sent to retrieve it has not returned.”Myth TFL, Level 4, “Homecoming”
“Against my better judgment, I opened the Codex last night to a random page and read about the life of a man not yet born, who would resurrect the Myrkridia and visit horrors on the world without equal in history or myth. I believed every word. I have resolved to destroy the thing before allowing it to become an instrument of the Dark.”Myth TFL, Level 5, “Flight From Covenant”
“King Alric is convinced that Soulblighter is searching for a man known as The Summoner. He says that the birth of a man ‘who would resurrect the Myrkridia and visit horrors on the world without equal in history or myth’ had been foretold in an ancient tome called the Total Codex.”Myth II, Level 8, “The Great Library”
A magical book of immense power, in which is written the fate of every creature that will ever be born.Total Codex Description, Glossary, Myth TFL Manual
“I opened the Codex… and read about the life of a man not yet born, who would resurrect the myrkridia and visit horrors on the world without equal in history or myth.”Summoner Flavor, Myth II
“And now we come to the tale of how Fang-Grinder, the infamous ‘King of the Ghols’, met with his own grim demise as told in the Total Codex itself!”“Fang-Grinder”, Tales From Myth The Fallen Lords
This indestructable book contains the fate of all things, and thus all of history. The book is infinitely long, though it appears of mundane size and weights but 15 pounds. No one can turn to a specific fate upon opening it, though the great archmage Mazzarin could usually turn to a page near his own fate. Treat reading the Total Codex as casting a Divination spell with no prerequisites. Instrumental in the recent wars, the Total Codex is in Alric’s possession.GURPS Myth, Page 85, “Magic Items”
Tramist’s Mirror
“…her spirit disconnected from her body, set adrift on the ether… gathered up by Soulblighter and… made corporeal with the terrible power of Tramist’s Mirror.”Shiver Flavor Text, Myth II
Soulblighter used this artifact to gather up Shiver’s spirit and make her corporeal once again. It might be an instrument casting or assisting Resurrection. It might cast or assist a spell to create a powerful undead. No one got close enough to Shiver in her short second lifetime to divulge the mirror’s function from her nature. The mirror currently is considered lost.GURPS Myth, Page 85, “Magic Items”
Wards
The fir’Bolg often wear jewelry enchanted with a Fortify variant that need not be enchanted on clothing or armor. The cost is twice that of standard Fortify enchantments.GURPS Myth, Page 85, “Magic Items”
Watcher-Bone Arrows
“[The Nine] hope to use The Watcher’s arm against him, if we find it. Rather like knowing his true name, only better. Again, I don’t pretend to understand.”Myth TFL, Level 11, “Silvermines”
“Yesterday I saw iu’Shee, captain of archers, with a fist full of white arrows five feet long and tipped with fragments of bone. I lost track of who was carrying The Watcher’s arm when we fled Silvermines, but I suspect its turned up again.”Myth TFL, Level 20, “Across The Gjol”
“We held Soulblighter at the Gjol long enough to let Alric spring his trap on The Watcher. Turned out I was right about those arrows: Alric had been working on them since we entered the marsh two weeks ago, and they were tipped with fragments of bone from The Watcher’s arm. I sure wouldn’t have wanted to get stuck with one, but apparently they turned The Watcher into stone, leaving him paralyzed and helpless. But he didn’t die.”Myth TFL, Level 21, “The Watcher”
To defeat a Fallen Lord, Alric once created an arrow - tipped with the bone of the intended victim himself - that triggered a Flesh to Stone spell when it struck its target. The unusual choice of arrowhead materials suggests that at least a fragment of the victim’s bone (obtained from a severed limb in this instance) is a prerequisite for this powerful enchantment. Further details appear to be known only to Alric and his trusted subordinates.GURPS Myth, Page 84, “Magic Items”
Watcher’s Arm, The
“The old stories all tell that when Balor freed The Watcher from his prison under the Cloudspine, one arm was left trapped in his prison of solid rock. But it didn’t.”Myth TFL, Level 11, “Silvermines”
“Imprisoned by Connacht during the Wind Age, The Watcher only escaped by tearing off his left arm at the elbow, like a wolf chewing through his leg to escape a snare.”Mad Goat Of The Fens Flavor Text, Myth II
World Knots
“But we can’t wait for them: There is a World Knot west of the Cloudspine and The Head insists that the enemy has learned to travel through the Knots. If we don’t destroy this portal we might hold the mountains only to be outflanked by forces emerging from the Knot behind us.”Myth TFL, Level 6, “Force Ten From Stoneheim”
Ancient relics which allow near-instantaneous movement from place to place.World Knot Description, Glossary, Myth TFL Manual
“Garrick believes there is a World Knot directly west of us on the other side of the Cloudspine. Although it was destroyed during the Great War, the Dwarves seem confident they will be able to repair it. This I will have to see for myself.”Myth II, Level 7, “Beyond The Cloudspine”
“The old maps, he says, all show a World Knot in Rhi’anon, though it has never been used in our time.”Myth TFL, Level 23, “Pools Of Iron”
Scattered throughout Myth, these sites have the energy cost and skill penalties to Teleport to a World Knot or from one toward the caster. They have a radius of 3, allowing 19 human-sized subjects to be teleported at one time while benefiting from their Beacon enchantments. Most possess no Name and can be used freely by any mage. All World Knots incorporate four curved pylons that must be intact for the Beacon enchantment to work.GURPS Myth, Page 85, “Magic Items”