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| Artifacts & Other Things
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Abraxas Stone
Totems providing strong resistance to disease.
Passages From The Game:
Also called fever stones, these nondescript totals provide powerful relief from the
foul diseases that often accompany the undead.
-GURPS Myth, Page 83, "Magic Items"
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Aconite
A parylizing poison made by the fir'Bolg,
used to anoint weapons.
Passages From The Game:
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"
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Antero's Bestiary
A book, written by Antero, with help from his pupils
such as Ewan, to replace
Forgall's Bestiary.
Passages From The Game:
"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
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Anvil of Culwyeh, The
An artifact once weilded by Shiver, and supposedly
destroyed by Connacht.
Passages From The Game:
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"
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Balmung
A magical sword, used by Alric against
Soulblighter, found in the
Mausoleum of
Clovis, alongside the
Ibis Crown.
Passages From The Game:
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"
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Crom Crauch
A Ghol idol and possible
Rune Stone.
Passages From The Game:
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"
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Forgall's Bestiary
A book, written by Forgall, about the different races
of the Myth world.
Passages From The Game:
"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
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Bow of Furious Incandescence, The
A bow which launches powerfull lightning bolts in place of arrows. Carried by
gr'Uman through the
Dire Marsh, until he was ambushed by
The Watcher's forces and killed.
Passages From The Game:
"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"
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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.
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bru'Unor Shrine
A shrine to the profane elemental spirit b'Y'laggo, which
the Legion camped near in the
Ermine on their way to ressurect the
Deceiver.
Passages From The Game:
Don't desecrate the bre'Unor shrine.
-Hints, Myth II, Level 11, "Through The Ermine"
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Deceiver's Scepter
The source of the Deceiver's power. Lost in the raging
Dramus River during the Great War, 60 years later it was
recovered by the Journeyman
Twelve Motion Jeweled Skull and the
Legion, and along with an incantation was used to revive
the Deceiver from his icy half-death on the
the Angurvadal Glacier.
Passages From The Game:
"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"
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Deep Fen Boots
Boots of fir'Bolg manufacture which allow the wearer
to walk on water.
Passages From The Game:
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"
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Eblis Stones
Five magical stones of immense power. One was brought by a
Berserk courier to Alric
at his camp outside Rhi'Anon, and soon thereafter
used to defeat Balor and end the Great War.
Passages From The Game:
"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"
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Energon Cubes
Magical artifacts used by Shades and
Avatara to cast Dispersal Dreams.
Passages From The Game:
"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"
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Ghols Godhead
An ancient stone worshipped by the Ghols. It was destroyed
by the Dwarven Pathfinder
Balin and his crew when the retook their ancestral home,
Myrgard.
Passages From The Game:
"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
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Gleaming Wands of Malagigi
Magical items created by Malagigi, which force
Mahir into corporeal existance.
Passages From The Game:
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"
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Halcyon Stones
Magical artifacts giving their bearer great weather control powers.
Passages From The Game:
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"
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Heaven Stones
Sapphires supposed to guard their bearers against malign influcences.
Passages From The Game:
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"
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Ibis Crown of the Cath Bruig, The
A magical crown with immense powers, worn by the emperors of the
Cath Bruig. Ceiscoran,
at fantastic expense, comissioned eleven ordinary copies of it to me made, and when
Balor and his
Fallen Lords sacked the capital city
Muirthemne, the true crown was nowhere to be found.
Over a hundred years later, in the war against
Soulblighter, Alric sent a crew of volunteers into
the Mausoleum of
Clovis to find it, then crowned himself the new emperor.
Passages From The Game:
"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"
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Journal, The
The book in which the Journal Writer from the Great War
recorded the events he witnessed and heard of, and through which those events are
conveyed to us. It was found in the Baron's library by
Cruniac, recovered from his body by
Garrick, and then given to Myth II's
Journal Writer.
Passages From The Game:
"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"
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Magic Armor
A suit of magic armor, said to make its wearer invulnerable to attack and tireless in
battle, which The Head sent
Alric to recover from the
Barrier. It may have later been worn by
Balor.
Passages From The Game:
"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"
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Magic Crystals
Small glowing crystals found in a variety of places, most notably the
Tain, which serve an equally varied number of purposes.
Passages From The Game:
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"
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Mandrake Plants
Plants from which, when chopped up, produce the healing
Mandrake Roots, for use by
Journeymen and
Heron Guards.
Passages From The Game:
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"
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Mandrake Roots
Roots used by Journeymen and
Heron Guards to heal injured warriors and unheal the
undead.
Passages From The Game:
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"
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Maul of the Dwarven Kings, The
A magic weapon once - and perhaps still - posessed by the
Dwarves.
Passages From The Game:
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"
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Myrkridian Skull Platforms
Towering platforms formed by Myrkridia by arranging
the severed head of their enemies. One was found inside the
Tain when the Legion was
trapped inside it by Soulblighter. Apparently the
Myrkridia place their
battle standards atop them, as the
Legion took one from the platform they found and used it
to lure Balor into a position where he could be killed.
Passages From The Game:
"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"
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Myrkridian Standards
The battle standards of the ancient race of the
Myrkridia. One was found by the
Legion inside the Tain, and
later used against Balor, during the Great War.
Passages From The Game:
"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"
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Oriflamme, The
The royal standard of Mabingion.
Passages From The Game:
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"
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Quivers of Power
fir'Bolg quivers which cast magical properties on
the arrows kept in them.
Passages From The Game:
The fir'Bolg specialie 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"
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Rune Stones
The markers of the 49 Dreams of Wyrd.
Passages From The Game:
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"
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Tain, The
A small device with a very unusual pocket-universe within it, where neither space or time
correspond to their outside equivilants. It was forged for
Connacht by the
Smiths of Muirthemne,
and used to imprison the Myrkridia. It was later
stolen by raiding barbarians from the south, but was eventually found by
Soulblighter and used against the
Legion during the Great War, when it was destroyed by the
avatara Murgen and Cu Roi.
Sixty years afterward, a shard of it was again used by
Soulblighter to let the
Summoner ressurect the
Myrkridia, and by
The Deceiver and the
Legion to kill the
Summoner.
Passages From The Game:
"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"
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Tarnkappe
Cloaks of invisiblity.
Passages From The Game:
These capes incorporate a self-powered Hide spell. The Dwarves are known to have
enchanted 12 of them.
-GURPS Myth, Page 85, "Magic Items"
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Thalor's Eye
The magic eye of a Myrkridian mage.
Passages From The Game:
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"
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Total Codex, The
The magical book which tells the history of every person ever to live. During the Great
War The Head sent the Legion
to Covenant to retrive it before
The Watcher, who was also scouring the old city, could
find it. On their escape through a tunnel to Shoal, the
Journal Writer opened the Codex and read about
The Summoner, who would "ressurect the Myrkridia and
visit horrors on the world without equal in history or myth". Sixty years later, when
Soulblighter returned and began searching for
The Summoner, King Alric
sent the Legion to
Covenant once again to retrive the Codex from the
Great Library before
Soulblighter could use it to find
The Summoner.
Passages From The Game:
"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"
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Tramist's Mirror
A magic mirror. It was one of the many powerful artifacts hidden and/or destroyed by
Connacht. It was later used by
Soulblighter to resurrect
Shiver to aid him in his war against
Alric.
Passages From The Game:
"...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"
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Wards
Enchanted, protective jewelry.
Passages From The Game:
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"
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Watcher-Bone Arrows
Arrows, tipped with fragments of The Watcher's bone, and
used by iu'Shee, captain of
archers, to stone him during the Great War.
Passages From The Game:
"[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"
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Watcher's Arm, The
The severed left arm of The Watcher. When
Balor freed him from his prison under the
Cloudspine, he was forced to tear off that arm to
escape. Somehow it ended up near the town of
Silvermines, where
The Deceiver went to find it, only to lose it to
The Legion. It was later used to make the
arrows which stoned the Watcher near the end of the
Great War, allowing a team of Berserks to kill him.
Passages From The Game:
"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
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World Knots
Magical structures which can teleport people and things instantly between them. Their
locations include Scales,
Covenant, Tyr,
Madrigal, Rhi'Anon,
and the Plain of Scales.
Passages From The Game:
"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"
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Found anything we've missed? Got a theory that fits? Have a correction to make?
Please post it in The Asylum so others can add their ideas and thoughts.
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Legends and Lore is really Forrest's baby, though Gholsbane probably does more work on it nowadays. It also contains a lot of work from the Myth Nontoxic days whose exact authors have been lost or forgotten. Some of these lemurs include Joshstar, Orange, Lacrymosa, and poena.dare. Original "Journal of the Legion" concept by poena.dare and Hamish Sinclair. Other authors are credited as appropriate in their individual articles.
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Myth at Bungie.org is now maintained almost entirely by Gholsbane and Zandervix; Forrest is (theoretically) still around calling the shots when he can be bothered to check his email, and Claude, as always, OWNZ U. Original Nontoxic webpage design copyright (c) 1998 by Joshstar; updates and revisions mostly by Forrest. Many thanks to all those old Nontoxic munkies - you know who you are.
No portion of this website may be reprinted without explicit permission from Bungie.org, unless it is content created and submitted by you. By submitting content to this site, you grant Bungie.org the right to use it as they see fit, unless otherwise negotiated in writing.
Myth: The Fallen Lords, Myth II: Soulblighter, and all materials derived therefrom are trademarks and copyrights of Bungie Software Products Corporation (now Bungie Studios, a wholly owned subsidary of the Microsoft Corporation). We are not Bungie; we are an independantly run fan organization who Bungie has been so kind as to not sue for using their trademarked name in our domain. The Myth franchise is now owned by Take Two Interactive; Myth III: The Wolf Age is a trademark/copyright of Mumbo Jumbo, Inc., and is published by Gathering of Developers and MacSoft - none of whom are associated with us.
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