This Fog of War app tries to be as simple as possible to setup and use erring on having less features than having more. I was persuaded to add couple of more: Token support and Point based area selection.
Running encounters often comes down to one question: what can the players actually see? This update expands the ToolsFromPavis Fog of War tool with features that make running tactical encounters smoother, while also improving reliability behind the scenes.
Fog of War: Tokens Arrive
The biggest addition is token support.
You can now place both Player and Enemy tokens directly onto the map, move them with drag and drop, rename them, and track their condition during play.
More than fifteen RPG-oriented status markers are included, covering common situations such as:
Prone
Dead
Impaled
Blinded
Stunned
…and many more.
Status indicators use clear visual borders so they remain easy to read without obscuring the map itself.
For groups playing tactical Mythras combats or any other RPG with simple positioning, this removes the need to juggle a separate virtual tabletop or token tracker.
Reveal Exactly What You Want
The Fog of War brush remains the fastest way to uncover large areas, but sometimes a corridor bends at awkward angles or a room has an unusual shape.
The new Point Selection mode solves this.
Simply click between three and eight points to define any polygonal area, then reveal it instantly. Double click at the final point. It’s ideal for:
oddly shaped caverns
twisting corridors
irregular buildings
revealing only what characters can actually see
Press P to enter Point Selection mode.
If you change your mind halfway through, press Esc.
A Cursor That Doesn’t Disappear
One surprisingly annoying problem with many Fog of War tools is losing sight of the cursor when moving between dark fog and bright map areas.
The cursor now automatically changes contrast depending on the terrain underneath it, making it visible whether you’re working over black fog, pale stone floors, forests, or snow.
It is a small change, but one that quickly becomes difficult to live without.
Better Safari Support
Safari users should notice a smoother first experience.
An issue that occasionally prevented session files from appearing immediately after opening the application has been resolved by ensuring session cookies are established as soon as the application loads.
Faster MeG Library
The MeG Library also received attention in this release.
A new centralized caching layer together with proactive cache priming reduces waiting time and improves responsiveness, particularly on slower network connections or after server restarts.
Most users won’t notice the engineering involved, only that the catalogue responds more quickly and consistently.
Stability Improvements
Several infrastructure updates also made their way into this release:
improved session persistence
updated visualization libraries
general reliability improvements across the application
These aren’t flashy features, but they help keep the tools focused on the game instead of the technology.
Available Now
This release continues the goal of making ToolsFromPavis a practical companion for running tabletop RPGs, whether you’re revealing ancient temples one chamber at a time or tracking the chaos of a full-scale combat with multiple opponents.
As always, feedback and feature suggestions are welcome. Many of the improvements in recent releases have come directly from game sessions where a small inconvenience turned into the next feature.
ToolsFromPavis now has a monthly digest for the Mythras Encounter Generator.
The digest shows the new creatures and encounters added to MeG during the past month. It also selects one of the new creatures as the New Creature of the Month and digs up a Creature from the Archives.
The featured creatures are chosen only from entries that include author notes, so there should always be something useful, unusual, or inspiring to read rather than just another stat block dragged blinking into daylight.
Each entry includes a direct link to the generator, making it easy to inspect the creature, adjust it, or drop it into an encounter.
The digest includes:
New Entries from the past month
New Creature of the Month
Creature from the Archives, rediscovering an older MeG entry with written notes
A small monthly window into what has recently crawled, marched, flown, or slithered into MeG
If the entry there is not for a current day, press the update/generate button.
Having tried GIMP,some other local tools and all the major VTT tools I still wanted something simpler as I only needed fog of war, not the other bells and whistles. So created this Fog of War tool that does not have any whistles outside a simple way of handling just that.
Added a local map veil for RPG sessions. Load any map, cover it in fog, axnd reveal areas as players explore. Image processing is entirely local for maximum privacy.
What changed
New Feature: Fog of War. A local map veil for RPG sessions. Load a map, cover it in fog, and reveal areas as the party explores. Works entirely in your browser—no images are ever uploaded to our server.
Local Map Painting. Reveal areas of your map by painting with a customizable brush.
Undo/Redo Support. Full support for reversing or restoring brush strokes.
PNG Export. Save the current revealed state of your map as a new PNG file.
UI & Layout. Integrated with the global layout; includes a “Fit to screen” feature for better map visibility.
Help & Documentation. Added comprehensive help and privacy details for the new tool.
Enhanced Tracking. Added visit counting for the Fog of War page in the global stats.
Improved Labels. Refined the stats page to show friendly labels for all application tools.
Impact: Better support for tactical map exploration with complete privacy and improved visibility into tool usage.
I gave a presentation about Mythras at Helsingin Roolipelaajat, HePro, a very active roleplaying society in Helsinki. HePro has about 200 active members, most of them playing the largest RPG around, trying other published games, or experimenting with their own rules. In 2025, there were more than 130 one-shots, 32 short campaigns, 14 long campaigns, and 9 special campaigns run under the HePro banner, with many more games happening around the same community.
This presentation grew out of one long-time GM’s enthusiasm for Mythras. It is meant for GMs and players who are curious about what the system offers: D100 mechanics, skill-based characters, grounded but dramatic combat, and worlds where culture, cults, passions, choices, and consequences all have weight at the table.
It is not an argument that Mythras is better than other games. I still enjoy many different systems even though I run almost purely Mythras, and different tables need different tools. This is simply my attempt to show why Mythras has become my favourite toolkit, what kind of play it encourages, and why it may be worth a closer look for groups who enjoy flexible rules, dangerous situations, and characters shaped by the world around them.
So what is new with MeG Creatures. Created a tool that I will run occasionally it creates all new creatures for a month (since it was last run approximately).
Here are all new creatures created since November 2025. Also showing showcase entries by picking randomly Encounter of the Month and Encounter from the Archives by any encounter that has notes field content.
Will be updating this now and then.
MeG Release Notes – November 2025 -May 2026
Start: 2025-11-15 End: 2026-05-22
Encounter of the Month
Name: Vivid IAP Creator: raleel Rank: 3 Link: MeG Link
Internal Asset Protection (IAP) – Corporate Lab Security IAP is designed for “Asset Preservation.” They carry equipment that stops intruders without destroying expensive lab equipment or piercing hull plating.
Primary Weapon: Assault Rifle (5.56mm)
Standard Mag: 5.56mm Frangible (Damage: 2d6, Armor x2) — Used to avoid collateral damage to the facility.
Tactical Mag: Regular 5.56mm (Damage: 2d6) — Swapped in once heavy targets are identified
Sidearm (Sergeants Only): Heavy AP Pistol
Ammo: .45 AP (Damage: 1d8+1, Bypass 4 AP) — Specifically for putting down high-armor threats.
Armor: Tactical Vest
Protection: AP 4 (Torso/Abdomen).
Utility: * Flashbangs: To disorient targets for easier “Asset Recovery.”
Magnetic Zip-Ties: For restraining survivors.
Encounter from the Archives
Name: Ghast, Greater Creator: SFLucid Rank: 4 Link: MeG Link
Abilities: Immune to Extreme Environments.
Fear – Any living creature that sees the creature test Willpower for be struck with fear for a turn and all further actions must be used to flee from creature.
Stench – Any living creature that starts its turn within 4m of the creature must test Endurance or suffer 1 grade skill penalty until the start of its next turn. On a successful saving throw, the creature is immune to the creature’s Stench for 24 hours.
Poison – Any living creature that is bitten test Endurance or become paralyzed for one turn.
Formidable Natural Weapons – Can Attack an parry with natural weapons shrugging off damage of manufactured weapons.
Created a summary of Gloranthan Holy Days from all the sources that I have at hand. Used the most recent holy days found in the Cults of Runequest books (Lightbringers, Earth Goddesses, Lunar Way and Gods of Fire and Sky) and many others elsewhere. This means about 178 cults and brotherhoods. Some of the information comes from campaign specific sources and that has been mentioned at the end of the document. Some cults have random days as holy days and that has also been mentioned. This is not official material but tries to have as accurate information as possible.
Our Glorantha campaign began sometime in February 1981… memory suggests the 4th or maybe 6th, but what remains certain is the season, the cold outside, and the excitement of the first firelit stories.
Forty-five years.
Not merely years of play, but a lifetime spent along the edges of maps, frontiers where ink fades and imagination continues the line.
Characters have come and gone, yet never truly vanished. They have passed forward as sparks carried between hands, catching again, becoming flame in the memories, standing tall. Among them walked Sekolah the dragonewt, silent and alien; Kefalos and Hog, sons of Orlanth, wind in their blood; Borak and Mahor, Praxian warriors cast ashore on Monster Island; Nemesis of Humakt, blade-bound and unyielding; Auron, steady in war; Mahal of Lanbril, and Kilan the bowman, eyes always measuring distance and a deal to be made, secret to unravel.
They were born in firelight, fell to their destinies in dire places, some retired with high honors and rose again beneath new names. Scarred hands, restless hearts, and the familiar weight of a travel-worn sack over the shoulder… always the next road, always one more story.
The journey began in the shadows of Apple Lane and plunged into the choking darkness of Snakepipe Hollow. The winds of Balazar tore at cloaks. From the vampire-haunted Dwarf Mine the company fled toward the Borderlands, where dust worked its way into leather and bone alike. Along the River of Cradles they drifted onward, drawn toward trial after trial. In the harsh light of Sun County, coins changed hands quickly, taken from Lunars and lost just as quickly in Gimpy’s tavern.
Prax opened wide and merciless. The shadow of Penal Colony 457 stretched long across memory – a traitor got what he deserved in the lowest cells. Pavis rose from the earth, ancient and broken, its ruins swallowing secrets—Chaos temples, forgotten enemies, and echoes that never quite faded.
The hunt for traitors in Orlanth’s inner circles, and the escort of the Cradle toward the sea, carried the company into Sartar. When Whitewall fell, the road curved once more back toward Pavis. It always does. Every long road should remember its beginning.
Across the sea they sailed in storm unyielding—and did not truly choose their landing. Storm and reef broke the hull, and the survivors found themselves cast upon Loral, the Monster Island, a shore that seldom releases what it claims.
There the jungle offered few allies and demanded blood in return. The Mandahis watched from the shadows without mercy. Ancient hatred stirred in the mountains among the serpent folk. Gongs echoed. Wars flared at the edges of maps. And in time, the truth settled in: this was no place one simply left.
And there was the tall grass.
At first it seemed no different from any other stretch of land. Then the signs began to gather: birdsong cut short, as if the air itself had tightened; game trails driven deep into the earth, stamped in panic as though something had lurched through and everything fled at once; bones stripped too clean; grass that stirred without wind. At times a thin whistling carried through it, never from where one expected – and a return whistle, soon after.
Those who learned late did not return. Those who learned early read the land with care, keeping to trees where they could, to water when they must, giving the grass a wide and wary distance. Raptor country earned its name, and no one with sense crossed it lightly.
The Obsidian Rift cut a black wound into the land. And through it all, the jungle pressed close, green, suffocating, patient and ancient.
From there the path led to Fonrit, into the bronze-shadowed vastness of Hombori Tondo. A port city alive with trade, secrets, and tightening schemes. There the Orange Guild cast long shadows. The Black Carnival laughed behind painted masks. The Kunnian Kukko—its doors never fully closed, its dice always rolling, its fortunes bought and lost in smoke-thick rooms—drew in the desperate and the damned alike.
In those years walked Careshdar, outcast of Tarsh; Ibn al Shihab, whose mastery of the sorcery bent fate in quiet ways; and Tyr, among others from the coasts of Pamaltela. There too moved Faisal, healer (he claims) of Burayha Xolani, and Yara of the Brotherhood of Behemoth, whose path would one day lead deep into Hombori Tondo. Uthman followed, a cook by trade, though few who traveled with him would ever mistake him for only that. From distant Laskal came Yeweha, Jaguar Warrior, carrying the jungle’s memory in his stride, wondering at the high walls and streets filled with people. Lately, the tale included the Four Khalids and their unlikely inheritance: the fortunate merchant, the retired pit fighter, the bureaucratic spy-wizard, and the bloodthirsty assassin.
There too moved Fjalar, whose treachery cut deeper for the trust it betrayed, and Kwame the shaman, unmoored in mind yet sharp in purpose, whispering of bulls and upheaval, weaving schemes of revolution that smoldered beneath the city’s ordered surface.
The Orange Guild schemes, Garkites, Thanatari, the mysteries of the Ukam family, and Fiona—fled, but is she really gone—wove threads that refused to break. Even here, the road did not end.
Now the trail forked toward Zzabur’s Book, claimed to be hidden within a fragile God Learner tower, and drew the company deep into the burning desert of Nargan. The sand holds the memory of wars older than any living tongue can name. Each step presses its brief claim upon the world… and each is taken back by the Sikkanos wind.
Forty-five years. Twenty-two players across the decades, as best as memory allows. Another twenty or more passing briefly through shared stories in one offs. Dozens of characters. Thousands upon thousands of rolls.
One continuous journey through a world that grows a bit with every telling.
Systems have changed—RQ2, RQ3, brief interlude with HeroQuest, MRQII, RQ6, Mythras—but the story never broke. Since 2012, Mythras has carried the full weight of the tale. Since summer 2024, the rhythm has steadied into near-weekly play. Before that, weeks some time stretched between sessions, then tightened again. Lives moved outward, abroad and returned. Two of the companions remain from the first table in 1981 Some roots reach back even further, to 1978. One has set the dice aside, at least for now. Another joined in 1988 and never truly left. Now even a second generation sits at the table, sons and daughters of those who began it all, alongside new hands who lately found their way into the story.
In August 2025, a second table formed within the same world, same timeline, same city—another thread woven into the same tapestry.
The road goes on from the door where it began. It stretches ahead – where I cannot see. If I am able, I will follow it—step by step—until it meets a greater road, where many paths come together.
Where then? No one knows.
Forty-five years. Shared stories. That was reason enough to gather. We reached out across the years to those who had been active in recent decades, as life had carried some beyond the gaming table or out of easy reach.
No ceremony. No complication. Just people, stories, and the quiet understanding of something that has endured. And of course, the cake.
Into the Heart of Darkness – the cake
Six years had passed since we last met face to face. For some, this was the first meeting beyond voices and screens. Old stories were told again, old materials shared, perhaps differently this time. And of course we played.
Gathering of the tribe brough good spirits and old memories.
We will meet again—at the table, and beyond it—but for a moment, the road gathered us in one place.
Forty-five years. A lifetime of a campaign, carried forward by friends.
The new tools are search by words contained in tags, name, race and notes content. Words search can force all words in the search words or any of the words in the words search field. MeG Library searches those from the word index that does not contain some common filler words. If you type in words that are not in the word index, MeG Library will inform that to you. MeG Library has generated three common synonyms for the words that exist in the MeG and inserted them to word index.
You can find what words exist and what words are popular using Word Cloud feature and you can see all the words in the words detail view. Either of those pages can get you back to Meg Library page with the selected words.
🧠 Advanced Search, Word Cloud, and Generation Features
Word Index (Deep Search)
Search now reaches across the entire dataset, including names, tags, and notes.
Normalization and synonym expansion improve recall and reduce missed matches.
Search Modes (AND / OR)
Choose whether results must match all search terms or any of them.
Your selection persists between sessions for a consistent workflow.
Word Cloud & Word Details
Explore keyword distribution visually or inspect exact counts and synonym mappings through the new Word Details view.
Combined Markdown Toggle
Control encounter output format:
ON → single combined file
OFF → individual files per entity
⚙️ Index Refinements, Rebranding, and UI Enhancements
Word Index Filtering
Introduced a centralized filtering system that removes filler words and search noise.
This improves relevance in both the Word Index and Word Cloud.
Meg Library (Rebranding)
“MeG JSON” has been renamed to Meg Library.
All routes updated to /meglib/ for consistency and future expansion.
You can find more about the new features of the companion app for MeG here
Summary View, Enhanced Filtering, and Persistence Improvements
This update introduces the MeG Catalog Summary, significant filtering enhancements including URL synchronization, and improved session stability.
What changed
MeG Catalog Summary. A new bird’s-eye view of the encounter library, showing counts grouped by Tag and Rank for easier content discovery.
URL Parameter Synchronization. Your filter selections (Name, Tag, Author, Rank) are now automatically reflected in the browser URL, allowing you to bookmark or share specific library views.
Deep-linking & ID Selection. Use the ?id=... URL parameter to automatically find, select, and highlight a specific encounter in the catalog.
Robust “No tag” Support. Improved handling for untagged entries in both filtering logic and dropdown updates.
Extended Session TTL. Session persistence has been increased to 48 hours to better support long-running RPG sessions :-).
Improved Stability. Refined error handling for content writes and session-file reloads ensures a more reliable experience during heavy generation tasks.
Impact: Easier navigation of the vast encounter library, better ways to save your favorite filters, and a more stable environment for your game preparation.
What’s New — March 26, 2026 (local time)
PDF Export, Combat Notes, and Improved Naming
This update adds PDF export capabilities, integrated combat rules reminders, and significant improvements to naming and UI readability.
What changed
PDF Export. Individual session files can now be downloaded as styled PDFs. Also added a “Zip all as PDF” feature for bulk exports.
Filtering by MeG Content words. The search will search for the word (at least 3 characters) in name, tags, race and notes. Several filler words like “and”, “have” etc are not searched
Combat Notes. A new generation toggle adds automated rule reminders for Strength Tactics, Reach, Parry, Knockback, Bash, and Sunder to your statblocks.
Improved Naming. Encounter summaries are now prefixed with “Summary -” (replacing “MeG -“), and the UI uses a new `split_wordcase` filter for better readability of creature names.
Direct link to MeG from the Encounter table. (The arrow right next to Tags)
Reach & Initiative. Refined Melee Initiative calculations and Reach rules integration in both the MeG Library and the Initiative Wheel.
Chaos Features. Added support for Chaos feature effects on initiative calculations.
Random Encounters. You can now trigger random encounter generation directly from the MeG library interface – select your tags for example Tag “All” Author All Rank All and filter by name: “Troll” and search by words “chaos”. Then in the generation settings the count of how many to create for each encounter 2 and how many random encounters you will get 3.
Press Create Random button
Robust Session Files. Refactored session file management with better clock-skew detection and more reliable cleanup of expired files.
Impact: Better offline access via PDFs, faster rule lookups during combat, and a cleaner, more intuitive interface for managing encounters.