Based on experience in using them for a bit – the travel rolls and fatigue have been separated to two sheets so you can print them on A4 and still read the type with relative ease.
Travel rolls look like this

And the fatigue table like this

Based on experience in using them for a bit – the travel rolls and fatigue have been separated to two sheets so you can print them on A4 and still read the type with relative ease.
Travel rolls look like this

And the fatigue table like this

There was a question on Facebook about Finnish translation of the names. Found an old document where I translated for my own campaign the names available at the time – somewhere mid to late 80’s. They were done in my student days. Nowadays perhaps would change a few when both the Glorantha and my knowledge of English has changed.
Reflecting back on time: when this translation was last saved it was written with Word version prior to Word 6 and it does not open with current versions of word. The only available Glorantha materials were
Borderlands
Cults of Prax
Trollpak
Dragon Pass
DW14
genertela
Griffin Mountain
Pavis
RQ Companion
There was no internet for general public. Alarums & Excursions was the closest I knew about general community. Things have changed a bit…
From what I hear there are several expeditions in various campaigns that are heading to interior of Monster Island. Built up some new versions and new variations of the shoals, flocks and hordes in the Monster Island. Now there exists all the sizes of Flocks and the links work again for example: Enormous Swarm of Jellyfish . You can find all these by using search word : Flock , it will find also other people’s flocks.
Rats
Include chance of getting a disease
Bats
Piranhas
They include blood sense and swimmer ability.
Leeches
Crab swarms
Jellyfish
This is a summary page for all weapon related charts done for Mythras. Rest of the charts can be found at Mythras Charts and Tables
Weapons
Shorter Weapon Reach Comparison
Longer Weapon Reach Comparison
Parry and Passive Backing Weapon SIZ effects
Combat Styles and Traits
Combat Modifiers
Ranged Combat Visual Modifiers
Special Effects
Selecting Offensive Special Effects Visually
Selecting Defensive Special Effects Visually
Lovers of sword and sorcery have a field day now with the long awaited hard cover release of Monster Island by the Design Mechanism and the most appropriate new scenario for it – A Bird in The Hand. Run, don’t walk to Lulu to purchase the hard cover for the sandbox and the new scenario. A Bird in the Hand will give you an excellent induction to Monster Island. You will need a hard cover for the Monster Island as the sandbox will last you a long long time with a lot of gaming. It can easily be slotted into your campaign – in mine I changed the lizard folk to native tribesmen and the high folk to serpent folk with some extra camouflage powers.
A Bird in the Hand scenario contains the wonderful hex crawl rules put together by John Holmes and my group was given a chance to put them to extensive play test and have used them in every scenario ever since. The hex crawl rules makes it a must buy for the scenario itself, for the Monster Island travel and also for other jungle related scenarios. The only thing that is “missing” from the scenario hex crawl rules is a GM sheet for the various hex crawl features. The scenario is perfectly playable without GM sheet and has all the rules.
The Core rules have tucked inside them rules for Survival, Precipitation, Exposure and Wind effects. The combination of Monster Island and the Hex Crawl rules in the scenario makes the terrain and weather of the island itself an adversary worth planning for. Your party better have navigation, survival, endurance and several other skills.
Useful Folk Magic for Hex Crawl
Many folk magic spells would also come in useful. It is of course sad that by default Monster Island does not have folk magic. YMIMV. Cool would help quite a bit during a scene. For drying yourself off “Dry” would help in helping survive the jungle night. Might might help when trying to avoid the encumbrance penalties from Burdened or above conditions. Pathway would help in not losing one’s way so easily within a single scene. Preserve would help in keeping the rations good for longer than the Monster Island week. Tire would be nasty spell against the already fatigued – might even kill a person. Vigour would help avoiding the burdened and above conditions Fatigue rolls and Warmth could help for a bit in the night.
These of course will burn quite a few magic points as they are targeted per person, will last only a short while (scene might not be a day, sounds like too strong for a cantrip like folk magic spell) and magic might not work every time. It is also worth noting that Cool and Warmth requires concentration that might be broken by the denizens and surprises of Monster Island.
GM Sheet for Hex Crawl
I was inspired to create a GM sheet for the Hex Crawl and John was kind enough to provide some feedback to tune it a bit.
You will need Mythras Core Rules, Monster Island and the scenario A Bird in the Hand. GM sheets provide summary information at a glance and refer to the books.
The GM sheets contain
The GM sheets combine information about Monster Island temperature effects,



The Monster Island Armour Penalty Fatigue Calculator
The Monster Island Armour Penalty Fatigue Calculator tool calculates the effects of Monster Island Jungle rules for wearing armour. The tool is currently an excel – will likely be added to toolsfrompavis.com later on. Mark here your current fatigue level (Fresh, Weary…), your strength, worn Armour ENC and all other ENC than armour. Monster Island is unforgiving if you wear any armour at all so be prepared for that. If you need to calculate the weapon, specific armour set and other equipment ENC use the Encumbrance calculator and mark down what you need here.
The








The files are here
…and they will appear also in the Mythras charts page and Starting Resources for GMs
To get the best of these you will need the Mythras Core Rules, Monster Island and the scenario A Bird in the Hand from Design Mechanism , Mythras Encounter Generator will create you encounters.
Here is a small chart to use when characters are traveling in wilderness. Bird in the Hand scenario brings in more detailed rules for finding shelter. If you do not know where a good shelter is your travel will get slower and there is a risk of having to sleep in the open.
The RAW rules state wearing suitable local clothing permits a character a grace period of their CON in hours before exposure sets in. The chart below shows the RAW rules for effect of being exposed to temperature ranges. The wonderful Hex Crawl rules in the scenario Bird In the Hand situated in the Monster Island enhance if you try to rest without proper tent or lean-to you risk exposure and there is no recovery of fatigue or natural healing.

In the jungle you will be wet most of the time either thru torrential afternoon rains, constant wetness of everything or the rivers. If you try to rest overnight without first drying yourself and without a fire and lean to or tent for the night – you are likely to get more and more fatigued. So if you try to sleep in a tree to avoid ground level predators (and encounter the higher order predators above) you are likely to not get rest unless you find a nice nest or build a tree house but how to keep warm there..
So even if there is no check required – there is no recovery of fatigue or natural healing unless you are sheltered.
.and the link to pdf is here
City Quarter Generator which generates city quarter for Mythic Constantinople era cities and generic fantasy cities now has the first versions of Gloranthan City quarters. There are two versions – Orlanthi City Quarter and Fonrit City Quarter.
Currently the Orlanthi City Quarter generates temples from the Storm Pantheon. Fonrit one generates from Ompalam pantheon. For this first version the probability of gods are even for the city quarter. There are only gods from a single pantheon in the city quarter. Major Temples are more rare, others are evenly distributed to appear. This also may change in the future. There might even be other pantheons appearing.
The contents of the temples are defines by Mythras ruleset – substitute your own favourite distribution and kinds of priests there. For example acolytes seem to come and go in the rulesets.
These would be most likely suitable for larger cities with tenements, multiple professions and stores and multiple temples. My campaign is in Fonrit where this seems to suit well.
Example of Fonrit City Quarter


Example of Orlanthi City Quarter


You can find the tool here
I expanded the Mythras Constantinople generator to create city quarter maps in couple of additional ways.
The generator creates city quarter street map using Voronoi Tessellation. The maps could be suitable for many kinds of fantasy or even some medieval historical cities. It is using the rules from Mythic Constantinople city block generation and Mythras Core Rules temple creation rules. There is quite little that is rules specific so the maps could be usable by any rule system.
You have the options to create either Mythic Constantinople style maps or generic Fantasy Style maps.
For either you can get poor, middle class and upper class quarter maps down. Main differences will be the kind of structures, businesses, houses and their condition. The difference between Mythic Constantinople and Fantasy style cities are the religious institutions and affiliations of the quarters. You will also get sometimes special features, events and disasters for the quarter.
You will get a city street map with few houses and stores created. Other housing buildings and businesses probably would be similar.
You will also get a tabular picture giving more information for each created business, religious institution and housing building.
These are currently created using Plotly library and you can save them to your disk by using either screen capture or dragging the window big enough to show the entire map / table – you will get a menu on top of map or the table that gives you the opportunity to download it to disk. Currently there are technical limitations by the hosting provider that prevent me from offering direct map downloads.


You can find the Mythras City Quarter Generator here http://toolsfrompavis.com
A fellow Mythras fan asked me if it would be possible to create a city quarter generator based on Mythic Constantinople rules.
Here is the first version – it can only do Constantinople and only poor city quarters. More will probably come later and I will most likely do a more sword and sorcery oriented version later on.
The system is based on generating nodes. After generating a few nodes for a part of a city quarter you will draw the streets and alleys around them and then start sketching out the shape of the buildings. You can save the resulting files as .png files and then draw the needed roads, buildings around the nodes.


The tool can be found here