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.
Poltergeist 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
The 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
The 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 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.
The 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.
While 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
The 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.
Fonritan 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
Deceit 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.
The 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 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.
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.
The 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
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.
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.