MeG Goes Deeper into The Spirit Plane – More Nuanced Spirits

Spirit abilities, Curse and Bless abilities and Madness Types can form very diverse encounters. Here are some combinations I have created.

Poltergeist Intensity 1,2,3,4Poltergeist is a spirit that is angry at something and reflects it with its actions – throwing things at targets. Escalation of its attacks could be:
-> Pebbles and dust first
-> Pots and tools flying
->Bricks and stones
-> Furniture moving
-> Entire rooms becoming hazardous
Here some examples
A storm of small stones flies around, knife or tool whips across the room, Pottery explodes against the wall, Heavy rock or brick launched, Furniture slides violently
Borrowed Mask – Puppeteer SpiritThe Borrowed Mask of Qadish is a subtle parasitic spirit that slips unseen into living hosts, hiding behind their eyes while leaving no trace to magic or sense. It bends perception with delicate illusions, nudging allies toward doubt, error, and quiet betrayal rather than open violence. In the crowded streets and shadowed courts of a big city, it thrives on misjudgment, turning small mistakes into cascading disasters. Those touched by it seem almost themselves, save for a faint hesitation, as if something else briefly considers each word before it is spoken.
The spirit uses Covert to remain completely undetectable to magical and spiritual observation. It uses Puppeteer to take control of an innocent bystander or even one of the player characters. While hidden within its host, it projects mental illusions using Glamour to distract, disorient, or trick the party into attacking the wrong targets
Devourer of Fetishes – Cannibal SpiritThe Fetish-Eater of the Hollow Gourd is a predatory spirit that feeds not on flesh, but on the bound spirits of animists, following the invisible cords that tie charm to soul. It drives lesser spirits into frenzied servitude, overwhelming its prey before turning on weakened bindings to consume them and restore its own power. Where it feeds, fetishes grow cold and silent, their once-living presence reduced to empty husks. In Hombori Tondo, its passing leaves behind a quiet dread, as if the unseen world itself has been thinned and something vital has been taken.
Agony Neverending – Pain spiritAgony Neverending is a relentless torment-spirit that binds itself to unresolved suffering, returning again and again to collect what it believes is owed. It can tear a victim’s spirit partly from their body, forcing them to endure pain that seeps into both flesh and soul, turning even simple actions into trials of will. Its Wither gnaws directly through the body as if reopening an ancient wound, while its presence feels like an unseen ledger quietly counting each moment of agony. Though it can be driven off, it always returns, drawn back by the same unresolved debt until it is finally settled or bound.
• Marks a victim first: It fixates on one target tied to its “debt” and stalks them across scenes rather than attacking randomly. • Opens with Discorporate: Attempts to drag the victim into spirit combat, isolating them from allies and forcing a Willpower contest on its terms. • Applies Pain early: Cripples the target’s effectiveness so most actions fail unless they rely on strong Willpower. • Uses Wither opportunistically: While the victim struggles, it inflicts unavoidable physical damage to wear them down steadily. • Avoids fair fights: Targets the weakest Willpower, withdraws if pressured, and returns later rather than risking destruction. • Learns between encounters: On each return, it adapts to the party’s tactics, focusing on prior vulnerabilities.
Whisper of the False Hand – Curse SpiritThe Whisper of the False Hand is a subtle and insidious spirit that nests within trust itself, slipping unnoticed into companions, retainers, or even the party, where it slowly unravels certainty and skill. It feeds on hesitation and error, laying a creeping curse that dulls reflexes, weakens strikes, and erodes the victim’s effectiveness day by day without revealing its presence.
Hidden by perfect Covert, it cannot be sensed or revealed by ordinary magical means, leaving only a trail of small but troubling failures—missed steps, misjudged blows, and decisions that feel wrong only after they are made. Under pressure, it tightens its grip, flooding the victim with a sudden surge of Confusion that twists intent at the worst possible moment, turning allies into targets or causing vital actions to falter.
It does not seek destruction directly, but engineers it through mistake, mistrust, and timing, ensuring that when harm comes, it appears to be the fault of those involved. Friendships fracture, commands fail, and suspicion spreads long before anyone suspects a spirit at work.
In the crowded intrigue of Hombori Tondo—among guild rivalries, court politics, and fragile alliances—it is especially feared, for it turns loyalty into liability and leaves behind a single, devastating question: was it truly the spirit… or did you choose wrong?
The spirit uses Curse to lower a victim’s key stats, such as reducing their Action Points, Damage Modifier, or a specific Combat Style. Combined with Covert, the spirit can perfectly hide from active magical or spiritual observation by opposing the observer’s Perception. Adding the Passion: Confusion causes the victim to do the exact incorrect thing during times of stress, such as striking the wrong target in combat or casting the wrong spell.
Fatal Mirage – Curse spiritWhile traveling through a harsh wilderness or desert, the party is stalked by a spirit that curses their Endurance or Survival skills.
It uses Glamour to project hallucinatory illusions of an oasis or a rescue party, intentionally misdirecting the hosts further into the wilderness. As they wander, the spirit uses Drain to sap their Fatigue, slowly bleeding them of their life essence while keeping itself fully empowered for Spirit Combat
Curse of the Dunes – Curse SpiritThe Curse of the Dunes is a vast curse-spirit that reshapes ruined desert sites into a shifting labyrinth of sand and broken stone, where every path betrays those who follow it. A suffocating aura of dread hangs over its domain, driving the weak to flee and sapping the resolve of those who remain. Within its grasp, unseen curses erode strength and fortune, leaving victims slower to heal and more prone to fatal mistakes. It does not hunt directly, but traps and exhausts its prey, until they realize too late that there is no path out—only the illusion of one.
Curse spirit that affects Luck points when possessing.
Warrior of UndeathFonritan slave soldier zombie possessed by large undeath spirit of intensity 3.
Possession gives 3 points of Warding ability against spells and 9 to strength and con
Whispering Betrayer – Deceit Madness SpiritDeceit induces the host to lie, cheat, and steal no matter the consequences, though they will try to conceal this subterfuge. Madness forces the host into irrational or gibbering behavior during times of stress, changing their perceptions or instilling paranoia.
May rationalize its deceit due to its madness spirit type. For example hydrophobic would do its treachery to avoid getting near water.
Mnemonic Parasite – Deceit Spirit (Medium and Large)While in control, it performs a single, carefully chosen deceit each week—preferably one that ripples outward into maximum disruption—then withdraws, feeding on the confusion and consequences echoing in the host’s mind. The host retains no memory of the act and instinctively fills the void with invented explanations, growing increasingly certain of things that never happened. Over time, these false recollections tangle with reality, creating contradictions, misplaced blame, and quiet paranoia. The spirit remains perfectly Covert, leaving no trace unless actively sought and successfully opposed against its stealth.
Blue Ghost – an Artmali Guardian SpiritThe Blue Ghosts are formidable spectral entities that act as a test of strength and a gateway for those seeking the Isle of Artmal
If the person loses the spirit combat with them he is cursed by losing permanently some of his might – Curse of Blue Ghost
Virtue Eater – Passion spiritVirtue Eater is a covert possessing spirit that seeks hosts with strong convictions, twisting their noblest Passions into destructive compulsions while clouding judgment with subtle confusion. It feeds by driving the host to make morally “justified” but disastrous choices, especially under pressure, leaving behind regret, contradictions, and carefully invented memories to mask the truth. In play, it rarely acts openly; instead it steers conversations, decisions, and loyalties so that the host undermines allies, escalates conflicts, or sabotages their own goals while believing they are acting rightly. Tactics: it targets high-stakes moments (negotiations, accusations, crises), amplifies a single Passion into absolutism, induces Confusion to force the worst possible choice, and then retreats into cover, letting consequences unfold while it feeds on the fallout.
Foundation Eater – a city spirit (Medium, Large,Huge))In a Bronze Age city —where massive mud-brick structures, subterranean vaults, and heavy stone columns dominate the skyline—a spirit capable of devouring architecture is a weapon of mass destruction. Often whispered to be a corrupted earth elemental or a minor manifestation tied to the Dark Cults (who seeks to erode civilization from within), this entity is highly prized by the city’s more cutthroat factions.
The Mechanics:
Animate (Mud-Brick/Stone): The spirit uses the Animate (Substance) ability to seep into the mortar, load-bearing wooden pillars, and bronze reinforcements of citys buildings.
Curse (Structural Decay): Rather than cursing a living victim, the spirit’s Curse ability is directed at the inanimate structure. It drastically lowers the Armour Points (AP) and Hit Points (HP) by the intensity of the spirit of the building materials, causing ancient stone to turn to brittle sand, wood to instantly dry-rot, and bronze to rapidly oxidize.
Steadfast: The spirit has been bound using complex sorcerous wards or an Enchant (Binding) matrix created by a master occultist. This makes it Steadfast—completely immune to standard Exorcism or Dismiss Elemental miracles. It can only be removed by destroying its physical fetish (often a cursed foundation brick planted on-site) or by reducing its Magic Points to zero in brutal, close-quarters Spirit Combat.
Vermin Lord SpiritThe VerminLord
In the squalid, maze-like depths of the sprawling slum—the Vermin Demagogue is whispered to be a corrupted nature spirit of the city’s ancient sewers, or perhaps a minor manifestation sent by the Dark Cult to erode the city’s civilization from within. It feeds on the misery of the city’s lowest castes.
The Mechanics
Domination (Vermin): The spirit possesses the Domination (Specific Species) ability. In the city, it uses this to telepathically command the swarms of giant and diseased rats that infest the city’s subterranean underbelly.
Passion (Hate): The spirit covertly possesses a host and weaponizes the Passion (Hate) ability. It broadcasts a supernatural fury that amplifies the simmering resentments of the oppressed kadam (slaves) and the disenfranchised Blue Folk. Anyone failing a Willpower resistance roll is overwhelmed by a temporary, murderous Hate ( Nobility) Passion, driving them to uncharacteristic violence against the ruling elite.
Miasma: The spirit projects a Miasma of supernatural dread in a radius around its host. Anyone caught in this aura—including battle-hardened mercenaries or city guards—must succeed in an opposed Willpower roll or break ranks and flee in abject terror.

You will se an example of each with Nuanced and More Advanced Spirits
You will find many other spirits in MeG by searching with tag Spirit or by searching for spirits. 

In the following posts there will be more spirits with different attributes

You will find how to use Meg in this post

MeG – Invokes Spirits From Signs & Portents

In the Signs and Portents magazine there was published quite a few spirits. Here are few of them created in the form for Mythras. For full information for each of the spirits go to the original magazine.

Spirits from Signs and Portents

You will find many other spirits in MeG by searching with tag Spirit or by searching for spirits. 

In the following posts there will be more spirits with different attributes

You will find how to use Meg in this post

MeG – RAW Spirits Creep in From Everywhere

I decided to visit the Spirit Plane and summon some spirits that are existing in RAW plane that have been missing. Hope that you find them useful – many spirits are fiendish complications or opponents on the heroes road.

  • Love Spirit – intensity 1,2,3
  • Amnesia Spirit – intensity 1, 2, 3
  • Confusion spirit – intensity 2,3
  • Deceit Spirit – intensity 1,2,3
  • Fear Spirit – intensity 2,3
  • Greed Spirit Intensity 1,2,3
  • Grief Spirit Intensity 3
  • Hate Spirit Intensity 2,3
  • Madness spirit intensity 2,3
  • Violence Spirit Intensity 3
  • Pain Spirit 2,3

Updated also:

  • some of the Wraiths
  • Bane spirit 2,4

Updated also several lists of attributes for the spirits for example Madness types.

Here is a list of the simple spirits above as a party

You will find many other spirits in MeG by searching with tag Spirit or by searching for spirits.

In the following posts there will be more spirits with different attributes

You will find how to use Meg in this post

Mythras in a Nutshell – Mythras Nanoref the shortest reference

This is the gist of Mythras that players need to know mechanically. Most everything else can be provided by GM.

Mythras Nano-Ref

  • Roll: d100 ≤ skill | 01–05 auto ✓ | 96–00 auto ✗ | Crit ≤ skill/10 | Fumble 99–00
  • Augment: +20% relevant skill/Passion
  • Opposed: higher Success Level wins | tie → higher roll | both fail → GM | >100% subtract excess
  • Differential (for example combat): Both roll; compare Levels of Success (Crit > Success > Fail > Fumble); higher level gains advantage equal to the difference, ties give none.
  • Luck (1/action): re-roll, extra AP, reduce Major Wound, swap digits, last act
  • Passions: 1–100 | +20% | roll to compel | oppose each other | resist mental/magic control

MeG Gains new Creature Abilities and Spirit Abilities

When creating new opponents and creatures in MeG one can add either a fixed or a random feature for the creature.

Here we could add random ability that is POW+POW likely to appear for the creature from the ability feature list.

Here is a way to add specific feature. From Combat Style Trait-Close Combat feature list the Hooker is chosen as well as from Level list the Rab´ble is chosen. You could add several from the ability list by clicking on the ability and selecting the one you want and add it with the button

You can view the other possible items in the list with view items above or selecting the left hand side list (for example Ability) and scrolling down.

Here are some newly added ones.

Creature abilities

There are now more than 150 Creature abilities you can add to the creatures in MeG. Check the Features – Abilities.

The following ones come from Thennla supplements (Khakun Shrugs, Sorandib and others) .

  • Aura of Dread Upon first sight of him, onlookers must make an unopposed Willpower roll. On a failure, the character cannot act for one round. On a success, the character may act, but all rolls are one difficulty grade harder for one round. With a critical success, the character may act normally. With a fumble, the character may not act for 1d4+1 rounds.
  • Bloodless Does not bleed when cut and is immune to the Bleed Combat Manoeuvre.
  • Fluid Motion Ignores SIZ restrictions for abilities like Engulfing; moves fast in non-solid material
  • Horrifying Dreams This effect costs 1 MP to invoke. Unless the targeted character succeeds in an opposed Willpower roll he will suffer 1 point of damage to the head per round until he makes an unopposed Willpower check or 6 rounds pass.
  • Immune to Bleed
  • Immune to Stun Location
  • Psychic Attack 1d8 Damage to Magic Points. Does not cost Magic Points to use
  • Sonic Scream The scream covers a cone CON in metres. width of the cone is one quarter of the CON. Any in the cone suffers sound-based damage to all hit locations, Evade halves. A creature can only scream once in a specified time period (usually once per hour or once per day). Further attempts to scream within this time require the creature to pass Endurance rolls with each roll becoming one grade harder, or suffer a level of Fatigue. It inflicts damage equal to its Damage Modifier, even to solid objects made from ceramics and obsidian.

Spirit Abilities

There are now 48 Spirit abilities you can add to the spirits – check Features > Spirit Abilities. Following are the newly added.

Craving

The spirit can turns its victim’s darkest Passion into a Compulsion (p. 91). If the victim has no darker Passions, the spirit latches into the noblest Passion and corrupts it into an extreme form – turning Love (Childhood Sweetheart), for instance, into a Compulsion where the victim becomes excessively clingy and cloying, or domineering and controlling.

Source: Fioracitta

Drain

The spirit can drain its victim of some of their life essence, effectively inflicting a level of Fatigue as if they were suffering from blood loss (Mythras Core Rulebook, p. 71). This Fatigue is recovered at a rate of one level per day of complete rest. The spirit gains 1d2 Magic Points from this drain. The target resists with Endurance.

Source: Fioracitta

Weave

(similar to Demesne but the Weave distorts the spiritual and physical world within its area of effect and allows its other abilities to affect corporeal beings and spirits). Domination (creatures with INS or plants within its Weave, or people it has overcome in Spirit Combat and corrupted). Discorporate (only sleeping sapient creatures within the demesne of its Weave).

Source: Bird in Hand

Corrupt

(inflicts mutagenic features as a consequence of defeating them in Spirit Combat, randomly generate feature from Mythras page 275¸ it may also Dominate defeated victims).

Source: Bird in Hand

Endowment

Grant creature abilities (e.g., Flight, Venom) to the binder

Source: AiG

Grind

Dust Elemental or Spirit – Grind opponents with larger pieces of stone and grit whirling within its form, using its Damage Modifier to inflict wounds.

Source: Sorandib

Neutralise

Neutralise any power or condition rune. Allows spirit to counteract the magic or supernatural ability of an attacking creature or spirit tied to specified power or rune, providing the POW of spirit is greater than that of attacker

Source: AiG

Pain

Inflicts a possessed victim with grinding aches in their body which flare into shooting pain when he or she moves quickly or tries to concentrate. Any skill roll by the host must be equal or below Willpower else it fails due to distraction

Source: AiG

Smother

Dust Elemental or Spirit – It may attack any target within its volume with a Smother attack at a cost of 1 AP, and maintain the effect against several targets simultaneously at a cost of 1 AP per target per round. Victims must each spend 1 AP per round to defend against the attack.

Source: Sorandib

Steadfast

The spirit gains immunity to dismissal of any form. This does not mean it is immune to magical damage or spirit combat only that spells such as Banish or Exorcism do not affect it

Source: AiG

More about MeG

Starting Resources for a Mythras GM

ToolsFromPavis December 2025 Update

www.ToolsFromPavis December 2025 Update 🎲⚔️

December has been a busy month behind the GM screen. Since December 2nd, ToolsFromPavis has picked up a bundle of improvements aimed.

⚡ MeG Encounter Library: Fast Enough to Disappear

The Encounter Library has had a serious performance tune-up.

  • Infinite Scroll & Paging Browsing large encounter catalogs no longer drags your browser into the mud. Encounters now load in fast 200-row batches with HTMX-powered infinite scroll, keeping everything responsive even with thousands of entries.
  • Source Transparency You can now see exactly where your data comes from, live database or validated cache, plus how fresh it is. Live “Read X minutes ago” timestamps make it obvious what you’re looking at.
  • One-Click Combat Tracker A new “Combat Tracker from Initiative” button in Initiative Wheel page lets you turn your current Initiative Wheel state directly into a markdown Combat Tracker session ready to add to your Obsidian . This is just first version
  • Clearer Initiative Flow Small visual improvements help follow the initiative. Pulsing turn indicators and clearer font sizing make it obvious whose turn it is, even in busy encounters.

📝 Obsidian Statblocks & Content Tools

Exports are now cleaner, richer, and better aligned with Mythras rules.

  • Customizable Links Choose between visible links for navigation-heavy notes or plain text for clean reading and printing.
  • Improved Size & Build Descriptions Creature exports now use proper Mythras SIZ bands with narrative size descriptions. Humanoids also receive body-build descriptors plus randomized height and weight from Mythras RAW.
  • Smarter Naming Logic Exported filenames are cleaner and more predictable. Character Sheets, for example, now automatically gain a “-CS” suffix, making Obsidian folder hygiene much easier to maintain.
  • Statblock API Throttling The API now includes rate limiting to keep everything stable and responsive, even under heavy use.
  • Improved Error Integrity and lots more tests.

🎨 UI, UX, and Mobile Polish

Small refinements that add up at the table.

  • Unified Help HubAll tools now link into a single, theme-aware help system that respects your Light or Dark mode choice.
  • Mobile Tweaks Menus, spacing, and tooltips have been tightened up so the MeG Encounter Library and Initiative Wheel behave properly on phones and tablets, whether you’re GMing from a laptop or a side table.
  • Firefox tuning. Small tuning for Firefox browser
  • Dice roller updates – shows 5 last rolls. Some tuning of the UI.

As always, thank you for using ToolsFromPavis and for the steady stream of feedback, bug reports, and playtest abuse. The tools keep evolving because real GMs keep pushing them in real sessions.

More to come. Dice willing. 🎲

You can find the tool here http://www.toolsfrompavis.com

More about Initiative Wheel here

More about Mythras Encounter Library here

Character Sheets in Markdown from ToolsFromPavis

ToolsFromPavis — Early December 2025

This update continues the steady work of tightening Markdown output, improving reliability, and adding options that help GMs shape content to their preferred table format. All changes come directly from practical use of the MeG data pipeline and repeated testing in Obsidian.

At a glance

  • New Character Sheet output mode for Mythras statblocks generated from MeG data.
  • Markdown link rendering options: choose visible Markdown links or plain text.
  • Clearer filenames for Character Sheet exports (“CS” added automatically).
  • Formatting fixes across multiple generators for cleaner and more consistent output.
  • Markdown correctness fixes, especially in AP/HP sections.
  • Performance and reliability improvements in Markdown generation and preview.

Character Sheet mode (Obsidian Markdown / Preview)

  • When exporting MeG encounters to Markdown, you can now choose between the standard statblock format or a Character Sheet layout.
  • Standard Enemy Markdown
  • The Character Sheet option reorganizes the material to follow structure of a Mythras character sheet, which could help to create pregens for an adventure – try for example tag Core Codex or Pregen
  • Character Sheet exports automatically add “CS” to filenames so they stand out in your session files and downloads.

Link rendering options (Markdown)

  • A new toggle allows you to decide how links should appear in generated Markdown:
    • Visible links retain normal Markdown link markup.
  • Plain text removes link formatting for those who prefer simpler reading or cleaner printing in Obsidian.

Generator formatting

  • Several generators received formatting adjustments to keep headings, spacing, and lists consistent across outputs.
  • These changes aim to produce more predictable Markdown, especially when combining content from different generator types.

Markdown correctness fixes

  • AP/HP sections now render with the correct labels and layout, avoiding previous alignment issues.
  • Additional small corrections address bullet spacing, code block boundaries, and section ordering in a few edge cases.

Performance & reliability

  • Markdown generation and preview now complete more quickly, especially for large MeG encounter sets.
  • Stability has been improved for longer sessions and heavier loads, reducing slowdowns during repeat exports.

Getting started

  1. In the MeG Encounter Library, generate any encounter as usual.
  2. Choose Markdown export.
  3. Pick your preferred layout: Standard or Character Sheet.
  4. Select your link style: Visible or Plain text.
  5. Download or preview. Character Sheet files will include “CS” in the name for easier sorting.

If you notice anything unexpected in this update window, feel free to report it and it will be reviewed.

More from ToolsFrompavis on

ToolsFromPavis – Initiative Wheel and MeG Encounter Library new features and updates

This summary covers updates released between Nov 23–27, 2025, plus one Generators UX change on Nov 26. All changes draw directly from user feedback and repeated tabletop use. The tools remain intended primarily for larger screens, but several areas now respond more smoothly when used on phones or tablets.

At a glance

  • Initiative Wheel: clearer turn cues, steadier roster behavior, tweakable suggestion batches, and import of enemies from Markdown created in the MeG Library.
  • MeG Encounter Library: improved responsiveness, better reliability, and smoother navigation.
  • Markdown Preview & Obsidian Export: direct download, template access, and easier movement between preview outputs.
  • Generators Hub: simpler index view; quantity selection happens on each generator’s page.
  • Files & Recent Items: fewer duplicates and more consistent visibility.
  • Site-wide: reduced bot load, steadier caching, and clearer error pages.
  • Tip Jar / Stats: updated text and steadier daily capture.

Initiative Wheel (/initiative)

  • Interface responds more smoothly on smaller devices while still being designed for real use on laptops or tablets at the table.
  • Roster improvements: enemy groups expand automatically when they contain entries; selection updates feel steadier.
  • Clearer turn-ending indicator and a subtle highlight on the active segment.
  • Controls made consistent across views, plus minor stability adjustments.
  • Suggestions moved to the upper-right. Their count can now be tweaked in Settings.
  • Larger wedge labels for easier reading across the table.
  • New feature: import enemies directly from Markdown produced in the MeG Library.
  • Navigation updated so you can flip through recent Markdown previews without leaving the Wheel.

Community notes:

  • Hypnotician (Reddit): “That is unbelievably helpful. You have no idea. Thank you.”
  • Matt_E (Mythras Discord): “Hannu, this is kind of amazing.  Thank you!”

MeG Encounter Library (/megjson)

  • More responsive across devices, keeping the layout readable even when space is limited.
  • More predictable menu behavior and consistent placement of MeG-related navigation.
  • Stability improvements to prevent disappearing entries in Files and to keep recent items reliable.
  • Navigation improvements so you can flip through Markdown previews while reviewing encounters.

Markdown Preview & Obsidian Export (/preview_markdown)

  • One-tap download for the rendered Markdown output.
  • Access to Markdown templates for quick starts.
  • Smoother session flow and easier scrolling through multiple outputs.
  • Cleaner “lite” preview mode with updated spacing and theme polish.
  • Navigation refined so switching between preview outputs is more straightforward, including from within Initiative Wheel and MeG Library.

Generators Hub (/generator/)

  • Nov 26 UX change: Removed the global “# to generate” from the index. Quantity selection now happens inside the specific generator page.
  • Menu reliability fixes to keep generator lists in sync.

Files & Recent Items

  • Session files now remain visible more consistently.
  • Improved deduplication in the recent-files area.

Site-wide & Operations

  • Caching architecture updated to use Service Worker + Cache Storage for steadier behavior when the network fluctuates.
  • Reduced unnecessary bot traffic through refined robots settings.
  • 404/500 pages rewritten for clearer guidance and consistency.

Tip Jar (/tipjar)

  • Updated text and presentation.

Stats (/stats)

  • Daily stats capture adjusted to show “today” more reliably.

If you notice anything unusual in this update window (Nov 23–27), feel free to report it and it will be checked promptly.

There is also What’s New page and rewritten help pages here and there

More charts and tables for Mythras. Description of Mythras Encounter Generator

MeG Encounter Library — Faster Encounters, Cleaner Markdown for Obsidian and JSON

The MeG Encounter Library at https://www.toolsfrompavis.com/megjson/ has been enhanced to pull ready-to-run Mythras opponents into our prep. This update focuses on reducing friction: clearer browsing, predictable filtering, reliable generation, and smoother hand-off into Obsidian or your VTT. Everything you create stays tied to your current browser session, so prep flows naturally from idea → statblock → notes.

Overview

The MeG Encounter Library lets you browse and filter a catalog of ready-to-run Mythras opponents and creatures, then generate encounter artifacts (Markdown and JSON) for use in your session.

  • Browse with filters by Tag, Author, Rank, and Name contains.
  • Select an entry and choose how many opponents to generate (1–8).
  • Generate to produce Obsidian-ready Markdown and JSON into the current session.
  • Manage your session’s files: preview, download, zip, or remove.
Quick start
  1. Go to MeG Encounter Library.
  2. Type a few letters in the Name field or pick a Tag/Author/Rank.
  3. Set count – default is currently 6. Click a row to select it
  4. Find the created files in the Session Files panel; download or preview as needed.
  5. The selected filters stay in your browsers’ local storage.
Browsing and filtering
  • Name contains — free-text filter that matches encounter names.
  • Tag — category/tag dropdown (“All” shows everything public).
  • Author — authors available under current Tag/Rank/Name filters.
  • Rank — available ranks under current Tag/Author/Name filters.

Reset Filters clears all filters back to defaults.

Refresh Catalog forces a fresh reload of the MeG catalog (bypassing cache).

You can also produce markdown either one enemy at the time or multiple using selection button.

Selecting and generating
  • Click a table row to select an encounter. The row becomes highlighted and selected number of enemies in both markdown and json is generated
  • Your current filters, sorting, and page are preserved when selecting a row — selecting does not change filters.
  • Even if your filters would normally hide the selected row, it will stay visible at the top until you change the selection.
  • Count — number of opponents to generate (1–8). Values outside this range are clamped.
  • Name override — optional; if provided, it is used as the output name.

If the backend can only produce a partial set (e.g., 2 of 4), a notice appears. You can retry to fill the rest.

The preview of markdown looks like this.

In obsidian the entries will look something like this.

Session Files panel

Every generated artifact is registered to your current browser session and listed in two groups:

  • Markdown — Obsidian-ready statblocks (.md); previewable and downloadable.
  • JSON — for VTTs or further tools (.json); direct download.

Actions:

  • Preview Markdown — opens a rendered view for a single .md file.
  • Download — fetch one file.
  • Remove — removes the file from this session (optionally from disk).
  • Download all — zip the entire session: /session-files/download-all.
  • Download all Markdown — /session-files/download-all-md.
  • Download all JSON — /session-files/download-all-json.

Session scope lasts until you close the browser/session or explicitly clear. Autodiscovery may pull in recent files on first visit when enabled.

Generated files will remain available for a few hours so download them to your machine as needed and deploy to your VTT or Obsidian.

Saving to a folder (browser support)

The “Save … to folder…” buttons use the browser’s File System Access API to let the page write multiple files directly into a folder you choose. This is currently supported in Chromium-based desktop browsers (Chrome, Edge, Brave) and only over a secure context (HTTPS or localhost).

  • Safari and Firefox: do not provide this API in regular browsing as of Nov 20, 2025. When you click the button, the app will download the equivalent Zip instead (e.g., “Download all”).
  • iOS/iPadOS Safari: the folder picker is not available; use the Zip downloads.
  • Zip alternative: use “Download all”, “Download all Markdown”, or “Download all JSON”, unzip in Finder/Explorer, and move the files where you want (e.g., your Obsidian vault).
  • Tip: If you prefer one‑click saving into a folder, open the page in Chrome/Edge/Brave on desktop.
Tips & troubleshooting
  • If nothing appears after Generate, check the notice above the table. You can try a lower Count.
  • Use Reset Filters if the table shows zero results.
  • On a flaky network, try again; cached data allows browsing even when offline.

Where your settings live

The hub stores your preferences (like last-used count) in your browser’s local storage.

They appear only on the same device + same browser and disappear if you clear site data.

To clear them, remove site data for: http://www.toolsfrompavis.com

For other tools, charts and tables go to Mythras Charts and Tables

Visit also Mythras Encounter Generator to create templates for your encounters and enemies