Ectoplasm Myth and Assorted Gaming

Beings of Myth (Continued)

BRE'UNOR
The aboriginal inhabitants of the Ermine, the bre'Unor are a violently secretive race. Their society seems to be structured around their belief that their god, who resides in the air, is strengthened by the escaping breath of the beings they sacrifice and will one day grow powerful enough to spirit away their enemies - most notably the fir'Bolg, with whom they have sparred for centuries.

The bre'Unor have discovered that the bones of their largest sacrifices are excellent objects to hurl at new kills, and hoard them explicitly for that purpose. Tales abound of bre'Unor cunning and ferocity in battle, and some even say their vile deity has given them the ability to command wolves.

BRIGANDS AND DARK ARCHERS
As Soulblighter’s corrupting influence spread, many weak and unsavory soldiers were swayed to his banner with false promises. These are the rough equivalent of their Light counterparts, with some differences; for example Brigands, being undisciplined, run more slowly than Warriors.


FETCH


Priestesses summoned from another world by Balor during the Great War, they found themselves unable to return after his destruction at Alric’s hands. In return for their continued cooperation, Soulblighter has promised them a way home.

The Fetch fires blasts of electricity from its withered fingertips.

Disturbingly proud of their ability to singlehandedly decimate legions of veteran warriors, the Fetch wear the skins of the men they’ve electrocuted as trophy and warning.

GHASTS


Having learned Balor’s greatest secret, the reanimation of the dead, Soulblighter passed on this knowledge to his evil human associates so they could build him an army. These Undead are the corpses of villagers and other commoners, and are the first stage in what will eventually become a Wight.

They are nimble compared to most undead units, and while their blows do little damage, their foul stench and clammy touch can stun the living.

GHOLS
The Ghôl is a swift beast which drags its knuckles as it lopes along the ground. Their speed makes them incredible scouts, and although they are relatively weak they can dash up a hill and hack a group of bowmen to pieces before they have a chance to react. They have never been an especially bright race, and since the Dwarven destruction of the Ghôl Godhead during the Great War they have thought of nothing but the complete subjugation of the Dwarves. The Ghôl wields a cleaver longer than its own lengthy and muscular arms.

MAULS
Hulking, pig-like brutes native to the Blind Steppes, Mauls wear armor and wield spiked clubs fashioned from whole tree trunks. With heads as thick as their massive limbs, they were easily bound to Soulblighter’s service.

Though not fast, Mauls both absorb and inflict serious damage, and are willing shields on the battlefield for more vulnerable units.

SOULLESS
Their souls literally stolen by sorcery, the Soulless slowly float across the land, leaving pestilence and corruption in their wake. Their weapon of choice is a barbed javelin anointed with a toxin that causes excruciating pain. One of Soulblighter’s most successful experiments with reanimation, it is hardly surprising that he has brought more of them along this time.

THRALL


The reanimated corpses of humans. Because they’re dead, Thrall are slow moving, but they will also withstand a great deal of damage before the foul sorceries that keep their bodies upright fail. Another benefit of being dead that the Thrall enjoy is not being required to breathe, which allows them to remain underwater indefinitely.

The only weapon the mindless Thrall can use with any degree of success is an axe.

Since they're dead, thrall, wights and ghasts don't have to breathe. Unlike the living, they can travel through the deepest water, and can remain hidden under water indefinitely.

STYGIAN KNIGHTS
Only the darkest sorcery is capable of creating these magically animated suits of armor. Stygian Knights are a rare sight as they are created only by Soulblighter and given as guards to his human associates.

They attack with huge battle axes and are unharmed by arrows. Even dismembered, they do not bleed.

WARLOCKS
When rumors began to spread shortly after the end of the war that the Deceiver was entombed somewhere in the Cloudspine, an odd collection of men dared the journey to find him.

It was many years before anyone recognized them as Warlocks from the Scholomance, ancient allies of The Deceiver and collaborators of the Fallen Lords.

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