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People,
Groups & Races
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Races
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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Humans
"Normal"
people, resident of the Province
in the West. See Bowmen,
Brigands,
Peasants,
and Warriors.
|
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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
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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
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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
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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
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|
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
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|
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
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|
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
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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
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|
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
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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
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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
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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
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Groups
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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
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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
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Brigands
(and Dark Archers)
Corrupt
Humans serving the Dark to further their own wealth and
desire.
Passages From The
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