Mythras Encounter Generator: Glossary and Index Tools for Faster, Informed GMing

The Mythras Encounter Tool – feature recap for busy GMs (MeG) can be used for preparing encounters in Mythras, Glorantha, or general fantasy settings. But when you’re staring down 4,500+ entries—from broo raiders to allosaur stampedes—you may need more than just random searches.

That’s where the Glossary and Index Reports come in.

These tools will be periodically updated every couple of months, reflecting new entries, tags, and notes added to the generator. Whether you’re building sessions in a deep Gloranthan sandbox or just trying to figure out what the “Ojahl Acolyte” or “Afadjann Masarin” your players just provoked actually is, these resources can help you find the right encounter for your adventure.


🔍 Glossary for the Mythras Encounter Generator – Quick Reference for Busy GMs

The MeG Glossary helps decode the setting-specific, cult-specific, and rule-specific terms that show up in templates—especially from GloranthaMonster Island, and Mythic Earth.

Whether you’re new to the world of AgimoriAltinae, and the 7 Mothers, or just need a reminder of what AA or AiG means the glossary provides a one-line explanation for fast reference and may provide link to additional info under “More info” link.

Example Glossary Entry

👉 [View the latest Glossary PDF here] 


📚 Mythras Encounter Generator Indices

Two new PDF index reports help you browse and sort through the thousands of MeG entries more efficiently.

Use the Go To Index on first page and then click on any index word to move to the right page. For example use swordandsorcery, Core Codex, Pregen, Dark Troll or Monster Island or RAW. Click on the encounter name and you will find the MeG page.

Each entry is broken down by the words in its name and its tags, with helpful glossary-enhanced context where needed.

Features of Both Reports:

  • Entries sorted alphabetically by token words in names (e.g., “Troll”, “Wachaza”, “Necromancer”)
  • Tag-based navigation allows filtering by encounter theme, faction, or region
  • Highlights glossary terms and adds clickable “More info” links when available
  • Filters out common filler tokens (like “of”, “the”) for clean, readable indexing

Whether you’re prepping a troll caravan ambush, stocking a jungle ruin, or rolling up “just another bar night in Pavis,” these tools can help you move faster

These reports are updated in sync with the Glossary, every few months, to reflect the latest content, naming conventions, and additional notes in the generator.

Two Versions to Choose From:

  1. Commented Index – Includes glossary definitions and notes under each entry 👉 [View with comments] Currently about 4100 pages.

Clean Index – Same structure, no comments, good for faster scanning 👉 [View without comments] Currently about 900 pages.

Keep These Tools Handy

The MeG Glossary and Index Reports are meant to speed up prep and cut down on lookup time. They are not meant to be printed but as online tool.

Index. Click. Unleash doom.


Some New (and Old) Generator Updates from ToolsFromPavis

I’ve been quietly updating the Toolsfrompavis generators again (and getting the access working) — if you’re like me and enjoy automating some of the background or flavor work for your games, there might be something here for you.

This time I focused on generators that produce useful game elements — things like NPC appearances, city scenes, names, monster events, and more. Whether you’re building a city night by night, detailing background cultures, or just need a pocket full of weird jungle encounters, these should help speed up prep (or spice up improvisation).

Here are some of the updated and new ones now live on the site:


🧟‍♂️ Monsters & Encounters

  • Ocean Monsters – For those monster-infested coastlines. Based on Mythras Monster Island.
  • Camp Site Events – why would one get rest only at a camp site.
  • Enemy Encounters – Quick enemy ideas for Monster Island.
  • Jungle Traps – Avoid them. Or don’t. Also from Monster Island.
  • Jungle BirdsJungle PlantsCoastal MonstersMonster Island Daily (Jungle Only) – These all add color, danger, or both to your tropical settings.
  • Ghoul Description – For when you need your undead just disgusting enough.
  • War – Primitive Combat Units for Monster Island from Ships and Shieldwalls
  • Lairs of Ghouls, Pirates and Thieves

🧍 Characters, People, Cultures

  • Three Line NPC – Fast NPCs with looks, jobs, and quirks.
  • Vadeli Person and AppearanceFonritan Person (M+F) and AppearanceMaslo Agimori AppearanceSartarBackgroundFonritanBackground – All tied into Gloranthan cultural frameworks.
  • Names Generators – For Orlanthi, Fonritans, High Folk, Africans, Arabs — male and female.

🛠 City & Campaign Flavor

  • Activity at City – Slice-of-life or trouble in the streets.
  • City Bad Night Encounter Seeds – Mornings after strange nights.
  • Barroom BrawlGraffitiRuined BuildingWhispers in the Bar – All great for taverns and streets with character.
  • Faction Names – To put a name to a faction in your city politics.

💰 Items, Currency, Treasure

  • I Loot The Body – Because players always do.
  • Coinage for GloranthaCoin Stash – For populating your shops and loot piles.
  • Poison, Disease and Basic Poison – Some nasty stuff here, from Mythras.

🎭 Questions, Prompts & Roleplaying Tools

  • Questions – InterrogationPhilosophicalFun – If you’re stuck or want to explore character ideas.
  • Background Connections – Tie your PCs more tightly to the world.

If you’re already using some of these — I hope the updates are smoother, faster, and maybe offer a few new surprises. If not, give them a try! These are small tools made with care and an eye for games that mix improvisation and prep.

Let me know if something breaks, or better, if you use one of these and something cool happens at your table.

Many of these generators draw on a mix of published RPG resources and custom adaptations. You’ll find inspiration from Raging Swan Press (especially their Urban and Dungeon Dressing series), the mythic pulp of Monster Island (from The Design Mechanism), and background material from Mythras and Glorantha. A few idea generators are based on prompts from Johnn Four’s Roleplaying Tips, while others — like the background tables and NPCs — are Toolsfrompavis originals built to fit into a Gloranthan or bronze-age fantasy context. Where possible, sources are noted directly in each tool’s explanation.

You can find all of these at ToolsFromPavis 

Very Old Red Dragon for Supporting Rodney Leary, Author of Classic Fantasy and Unearthed Companion In His Fight Against Cancer

Over the holidays I noticed that the author of Classic Fantasy and Unearthed Companion, Rodney Leary is fighting against cancer. Please support him. Below is the direct support link.

Here is Rodney’s post from Mythras Discord – Please Support Rodney

Hello everyone, I have been struggling with if I should post this or not. I’m Rodney Leary. the author and line manager of Classic Fantasy. At the end of September, I was diagnosed with cancer when a little bump under my skin turned out to be Merkel cell carcinoma, a fast-moving, aggressive form of cancer. When the tests came back, it had already progressed to stage 3, having spread into my lymph nodes. For the next month and a half, I will be having daily radiation treatments and weekly immunotherapy sessions in Boston. I am looking to raise money through GoFundMe to help me with daily transportation from New Hampshire and/or lodging when I’m there, as well as mounting medical bills. I’m not one that is typically comfortable asking for help, but I am doing so at the behest of my daughter and grandchildren, who mean more to me than my pride. The link to my GoFundMe is… https://www.gofundme.com/f/daily-cancer-treatments-in-boston-need-help?utm_campaign=fp_sharesheet&utm_medium=customer&utm_source=copy_link&attribution_id=sl%3Ab883179e-fd40-4481-89fb-38d351554a09 Please don’t feel obligated, I know this can be a tough time of the year for people. Thanks in advance

End of Rodney’s post

These are among the publications Rodney has made for the tribe – Unearthed Companion and Classic Fantasy. They are a treasure trove for GMs and the stats for monsters (92 pages worth of Monsters in Unearthed Companion alone) can be used for RAW as well.

Here are the RAW stats I made for very old red dragon in MeG from Unearthed Companion

Please support Rod…

Starter Resources Summary for Mythras Player


Here is a starter set of resources for a Mythras Player (not the GM). This is a subset of all resources available at NotesFromPavis blog plus additional cheatsheet by Duke Herb that I find useful

Cheat sheet

Duke Herb’s cheatsheet

Combat

Combat – special effects

Combat – others

Other sources

The starter resources summary for Mythras GM can be found here

Pregen Character Sheets in Markdown

Guest Post: How to be a great player in the Mythras roleplaying game

My friend Antalon from the Mythras forums wrote an essay on how to be a great player in the Mythras roleplaying game. Here goes:

—-

I Game Master nearly exclusively. I am, however, a bad player. By this I mean that when I am let loose as a player, I just act an arse! Almost instinctively I look for ways to disrupt, betray and connive against my fellow players and the Game Master’s world, plot or adventure. (What inner trauma this reflects is for a different occasion!) As I consider my own behaviour, it got me thinking about how the players I have now, and over the years, have played at my table, especially with Mythras

Some of my sessions in recent years have been nothing short of a triumph… so I’m a great Game Master then? No. There is a lot of discussion and advice ‘out there’ about what it takes to be a good – or great – Game Master. I’m firmly coming to the view that a Great Game is absolutely a collective effort: Great Players maketh the Game Master! Players have as much or maybe more responsibility for the success of the game as the Game Master – this is, if you look for it, well established advice. There is also a plethora of good player advice generally, essentially boiling down to respecting each other: don’t be an arse like me when playing!

So, how do we help players be great at Mythras specifically? Here, I set out my observations and preferences for player behaviour that mark the difference between a successful – that is, engaging, satisfying, surprising, dramatic, and funny – and unsuccessful game. My views also reflect recent experience with players that are new to Mythras, and fairly new to roleplaying in general. My hope is that I can improve my own behaviour as a player, whilst also easing the introduction to Mythras for others, and help players make their Game Master great!

In brief, players should:

  • Be driven, be passionate!
  • Play with the other players.
  • Focus on the described scene and their character motivations.
  • Enable other players to voice their action without undue debate or barracking!

Be driven, be passionate! The Passion mechanics are, technically, an optional rule. But just use them! Getting players to express what make’s their character tick, and what drives them to ‘adventure’, is the first ‘way in’ for a player and Game Master to know what the character and the game world is about. Playing to their passions makes the players invested in the game and makes decision-making much easier: passions ‘tell’ the player what actions or reactions ‘fit’ a situation.

Finding the right way to express the passion can be difficult. There are two ways around this. First, be flexible, and allow passions to be ‘re-expressed’ as the character’s personality solidifies in the player’s and gaming group’s mind. Second, set some thematic guidelines for choosing passions. Discuss what your table wants from the game and what is suitable to reflect the themes of the adventure or campaign setting. For example, for a Monster Island game I asked players to propose three passions based on an ambition or personal goal, a vice or dependency and fear or superstition. From this, across the players, I got “love to create mayhem”, to “total faith in Sarnai” (one of the other player characters), to “loyalty to companions” amongst others. This was not necessarily quite what I anticipated, but it got the players invested, started a discussion and, somehow, this eclectic mix of passions worked!

However, this experience of such varied passions made me conscious that care is needed to ensure passions are not too contradictory, either with each other or between different player characters. Passions could risk outright intra-party conflict. None of us want to condone the “that’s what my character would do” argument! Share choices of passions with the other players, and if they are not working, discuss it and fine-tune. However, there is a balance. Passions should – perhaps ‘must’ – aim for ‘dramatic tension’ between player characters: think about the best weekly TV drama, it is the tensions between the recurring characters that make it worth watching! 

Play with the players. A feature of play nowadays is often reliance on video-calls or virtual tabletops. This has exacerbated the practical and real-world social difficulty many players face if – in character – they challenge or engage with each other’s characters. How many times have your players watched passively whilst another player declares – unilaterally – they are “stabbing the prisoner in the face”? This is not a Mythras-specific issue. But, the singular thing that moved my games from okay or good to Great was how, by mutual consent, players focused their attention on each other. In this way, they gave ‘permission’ for each other to respond to or interrupt one another’s actions. Sometimes the interruptions could not prevent an action occurring, but this fuelled the in-game drama. In this player-to-player focused game I found that I too, as Game Master, had ‘permission’ to invite interaction between players, to open opportunities for intra-party drama. It also shifted the focal point of attention from me as Game Master to a shared, inclusive, and animated dialogue. If players act true to their character’s passion where everyone feels welcome to respond to character action, then drama follows, and the game group reinforces positive engagement.

Focus on the described scene and your character motivations. The core mechanic of Mythras is a very simple ‘roll equal to or under’ on percentile dice. But system challenges do exist. Two examples are Mythras-centric: the expenditure and accounting of Action Points (especially combing with movement); analysis-paralysis of combat special effects. With modest effort a reasonable level of system-mastery can be achieved. But players do not need to master Mythras to be an excellent player! What players need to do is listen to the Game Master’s description of event, listen to other player’s choices and their descriptions, then describe what they – the player character – want to achieve and how this could happen. What the player wants to achieve is often informed by their passions. The Games Master’s job is then to translate, or suggest, how to reflect this action with game-mechanics. Focus on the drama and visceral responses, do not allow outcomes to be framed as an optimisation choice. New players in particular find it much easier to simply be narrative: “I leap forward and try to drive the bandit back with the savagery of my attack, I want to stop them threatening Sarnai who is trying to cast healing magic!”, which could be handled as a Press Advantage or Bash special effect. Surely all I’ve done is just describe roleplaying? Yes. But the art of listening and description is an art to be nurtured!

Enable other players to voice their action without undue debate or barracking! This is advice to me as a player and a Game Master. Having established ‘permission’ for player-characters to interrupt, this does not mean that you – as a player – should interrupt. When it is another player’s go, it is for them to state their action. Do not comment, criticise, suggest, scrutinise, analyse or otherwise pass judgement on another player’s choices. I realised what a difference this made when I noticed one of my groups patiently allowing each player to voice their actions on their turn without commentary. The outburst of the player that interrupts saying “No! You should do …”  We did not debate this concord. It just happened. And I found that this simple act of respect for each other hugely strengthened trust between players, and the success of my game. It also facilitated in-character interruptions. To be clear, I do not intend that your character passively accepts the actions or consequences of another player-character, remember play with the players and be passionate. The desperate cry of “No!” invites a response between players: “I stab the bandit in the face anyway, and then grin savagely at Sarnai!”. Or, a player shouts-out to the Games Master “Wait, Layla needs to stop this!”, leading to an adjudication of the drama between characters (“Okay, make an Opposed Combat Style roll, if you beat Muammar, then you managed to parry his stab to the bandit’s face!”). But, what if a player asks for advice? In this case, wherever possible, describe your own character’s perspective and their motivations: “what special effect is best?”… “Well, Layla wants to get out of the fight quickly, so she would want you to help us escape… what could you do to help?”. Questions on the rules should be answered by the Game Master.

So, in the end, I’m not sure if this is really very Mythras specific? But, it does not matter. I think these are the things that I should do when playing. I want my players to do this, as it will make my games successful. Our shared responsibility, as players and Game Master, is to make the game a success. Whenever I play, this is how I think I can contribute to that goal.

Mystic Calculator 1.0 for Mythras

Sorcery in Mythras has for a long time enjoyed tooling support in the form of Sorcery Calculator.

It has come to my attention (after starting my first Mystic character) that Mystic may need tool support as well for for both slightly mathematically challenged and for those mastering the game for others – therefore often busy.

Here is a first version of the Mystic Calculator. It knows all the calculations involved in creating a Mystic Path for a character and it may also help GMs to design their Mystics properly or even run them properly.

The calculus takes into account all rules in RAW involving Mystic Talents and has a list of all the talents to pick from. 

There have been many who have exceled with ease using this secret calculus – it is of course desired by the crowds and despised by the masters of mystic mathematics.

Any feedback is welcome – as gremlins might have installed bugs in the system. 

Here are some mystics made with this either from RAW or from a campaign I play in.

Order of the Dragon’s Claw

Dervishes of the Open Sands
School of the Leaping Tiger

You can find the Mystic Calculator here Other useful charts for Mythras can be found here