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People, Groups & Races

 

Races

 

Berserks

A race of fierce northern warriors.

Passages From The Game:

"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

Ancient enemies of the fir'Bolg, native to the Ermine. They can command Wolves thanks to the profant elemental spirit b'Y'laggo, who they worship.

Passages From The Game:

" ... 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

An extinct race, very powerfull enemies of the Trow. They created the Great Devoid.

Passages From The Game:

"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

An ancient race, destroyed by Balor early in the Great War. Their empire was the greatest in living memory.

Passages From The Game:

"...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:
Ceiscoran
Clovis
Connacht

Changelings

Magically reanimated dead trees, powered by the profane elemental spirit b'Y'laggo.

Passages From The Game:

"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

Near-flightless birds, often used for meat and feathers, which can be found roaming various countrysides.

Passages From The Game:

"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

Timid woodland creatures, the Deer are a favored hunting target. A strange, suicidal, explosive variety can also be found in the woods near the town of Tallow.

Passages From The Game:

"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

A race of diminuitive people native to the mountains around Stoneheim and Myrgard, with a love of explosives and all things inventive. They are ancient enemies of the Ghols.

Passages From The Game:

"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:
Albrecht
Andvari
Balin
Dari
Eitri
Iri
Jari
Oleg
Snorro
Uni
Vnarin

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

Creatures from another world who throw lightning and hide inside Human skins. They were summoned by Balor to fight in the Great War, but stranded when he was killed by Alric. They then served Soulblighter in the hopes that he would honor Balor's pledge to send them home.

Passages From The Game:

"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

The skilled archers who live in the Ermine; former enemies and current allies of the Light, they have forever been at war with the bre'Unor.

Passages From The Game:

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:
gr'Uman
iu'Shee
ki'Angsi
og'Un

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

Huge tree-people native to Forest Heart. They are long enemies of the Trow.

Passages From The Game:

"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

Undead Humans, plagued with the paralyzing Death Fever, who will eventaully become Wights.

Passages From The Game:

"...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

Knuckle-dragging, slobbering ape-dogs with an intense hatred of Dwarves.

Passages From The Game:

"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:
Fang-Grinder

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

Agile birds-of-prey which can be found in various wooded areas.

Passages From The Game:

"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

Humans

"Normal" people, resident of the Province in the West. See Bowmen, Brigands, Peasants, and Warriors.

Mahir

Shadow creatures who take corporeal form to drain the life of the living.

Passages From The Game:

" ... 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

Horrible pig-like beasts from the Blind Steppes, following Soulblighter in search of new lands to dominate.

Passages From The Game:

"...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

Ancient evil creatures, originally lead by Moagim, until they were imprisoned by Connacht inside the Tain. Later ressurected by The Summoner for use by Soulblighter.

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."

-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

Ancient kin of the Berserks, turned to the Dark by Balor.

Passages From The Game:

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

An ancient race, who were destroyed by the Trow after calling them a "race of consorts". Their last stand was at the Valley of the Red Seal.

Passages From The Game:

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

Swine, bred and herded for their meat.

Passages From The Game:

"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

The ressurected corpses of long-dead sorcerors bound to the Fallen Lords and used as conduits for their magic.

Passages From The Game:

"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:
Mazzarin
Phelot
Sciron
Sinis
Turquine

Common Names:
Nym, Sycorax, Gullveig, Cailleac Bheur, Cormorant

Skrael

Amphibious allies of the Light, resident to the Deep Mire and the Drowned Kingdom of Yer-ks.

Passages From The Game:

"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)

Once-human souls, stolen by sorcery.

Passages From The Game:

"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

Giant spiders, often found inside the Tain.

Passages From The Game:

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

Small plant-like things which eject paralyzing and/or killing vapor into the air when approached.

Passages From The Game:

The Spore, though immobile, are feared for their deadly vapor....

-Cave Spore Flavor Text, Myth TFL

Squirrels

Small, tree-dwelling rodents with bushy tails.

Passages From The Game:

"...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

Magically animated suits of armor. They were the favored escorts of the Baron.

Passages From The Game:

"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

Small birds.

Passages From The Game:

"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

Target Dummies

Simple constructs in basic hominid form, used for combat practice.

Passages From The Game:

"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

Ancient, giant homonids, created by the god Nyx from stone and clay. While not inherantly evil, they have commited many atrocious acts. In their early days, they came into conflict with a new race every thousand years or so, and always destroyed them. The Callieach were one such race. After an aeon of peace, the younger races appeared, and one of them, the Oghres, instigated a war against the Trow. The Trow, with their iron weapons, slaughtered the entire race of Oghres. Then, in shame, they abandoned their weaponry and returned to an age of peace. Connacht then appeared, and imprisoned them in the vaults beneath Rhi'Anon. Later, when he returned as Balor, he freed the Trow, who - owing him their lives - decided to fight for him. After Balor's defeat, the Trow refused to fight for Soulblighter, but instead were won to the side of the Light by the Deceiver.

Passages From The Game:

"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:
Acerus Malum Magnus

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)

Undead humans, ressurected with dark magics.

Passages From The Game:

"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

Warlocks (of the Scholomance)

Powerfull wizards, and ancient allies of the Deceiver.

Passages From The Game:

"...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:
Seanchaidh

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

Wights (Messengers of Culwyeh)

Bloated, explosive corpse-men, filled with the Death Fever and harvested for their polyps.

Passages From The Game:

" ... 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

Carnivorous dogs, long enemies of civilized man, but still used by the fir'Bolg and bre'Unor.

Passages From The Game:

"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

Powerfull magic users on the side of the Light.

Passages From The Game:

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:
Alric
Cu Roi
Maeldun
Mazzarin
Murgen
Myrdred
Rabican

Bowmen (of the Province)

Humans (of the Province) trained in the art of the bow.

Passages From The Game:

" ... 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:
Oderic

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)

Corrupt Humans serving the Dark to further their own wealth and desire.

Passages From The