Realms of Myth
  • Player Character Creation
    • A Quick Guide to Character Creation
    • Character Concept: The “Compleat” & Motivated Character
      • Historic Character Names
    • Character Race
      • The Blood of Færie: The Dvergar; The Dwarfs
      • The Blood of Færie: The Alfar; The Elfs
      • The Blood of Giants: Half-drow
      • The Blood of Færie: Half-elfs
      • The Blood of Giants: Half-ogres
      • The Blood of Giants: Half-trolls 
      • The Humans
      • The Irdanni
      • The Pumatharæ
      • The Wulvers
    • Character Origins & Background
      • Birth Heritage
      • Social Class & Family Station
        • Determining Crafts & Trades
        • Interpreting “In Service” Family Station Results
        • Offices and Officers of Medieval English Royal Government
      • The Family: Marriages, Siblings & Family Relationships
    • Character Trades
      • A List of Trades
      • Trade Ranks
    • Character Skills
      • Appendix C. Trade Skills
      • Life Skills
    • Character Attributes & Scores
      • Physical Description: Applying the Scores
      • Virtue & Vice (Moral Character)
      • Determining Encumbrance & Movement Limitations
      • Generating Tactical Scores
    • Starting Monies; Equipping the Character
      • Adventure Gear, Necessaries and Sundries
      • Weapons and Harness
      • Armor and Shields
    • Non-Player Character Creation for GMs
  • Rule Mechanics
    • The Mechanics 1. Races and Attributes
    • The Mechanics 2. Trades & Trade Ranks
      • A List of Trades
      • Trades & Character Concept
      • Trade Ranks
      • Trade Rank Advancement & Character Ranks (CR’s)
    • The Mechanics 3. Character Skills & Skill Levels
      • A List of Skills
      • Skill Levels
        • Starting Character SL Awards
      • Skill Level Advancement: Growth through Play
      • Skill Atrophy
    • The Mechanics 5. Levels of Achievement for Trades & Skills
      • The Ongoing Career
    • The Mechanics 6. Task Resolution
      • Aptitude Values (AV’s)
        • Magick: Casting AV’s
      • Difficulty Values (DV’s)
        • Magick: Casting DV’s
    • The Mechanics 7. Tactical Contests & Armed Combat
      • Tactical Time
      • Initiative: The Order of Play
        • Surprise!!
      • Phases of Play each CS
        • Declarations: Character Actions
          • Tactical Actions
        • Movement
        • Ranged Combat
        • Melée Combat
          • Attacking in the Melée
          • Attack Actions
          • Defenses & Defending
        • Resolving the Battle
          • Getting Hit: Damage; the POT of Blows
          • Getting Hit: Knock-Back
            • Optional Rules: The Virtue of Armor
          • Getting Hit: Stunned by Pain
          • Getting Hit: Wounds & Levels of Wounding
        • Healing Wounds
      • The Tactical Display
  • The Grimoire
    • A Primer: What is Magick?
    • A Primer: The Great Laws & Ultimate Limits of Magick
    • A Primer: The Magickal Mortal World
      • The Ætherium, the Ambience
        • Ripples in the Ambience: Sensing Mana & Magick 
      • The Mark of Power
      • The Demands of the Trade: A Magician’s Honor
      • The Demands of the Trade: A Magician’s Word
    • A Primer: Defining Magick in the Game World
      • Quinque Artes Magicka
        • A Wizard’s Style
      • Potence (POT)
      • Forms of Casting
        • Progressions in Form
    • Magick in Play
      • Casting Time (CTM)
      • The POT of a Casting
      • Magick’s Range (RNG)
        • The RNG of Enchantment & Sorcery
      • The Duration (DUR) of a Dweomer
      • Magickal Damage
      • Magick Resistance
      • Charms in “Opposition” & Dispelling Dweomers
      • Optional Rules:  Overexposure to Magick
    • Tools of the Arts: Bonds of Sympathy and Resonance
      • Optional Rules: The Tool of Correspondences

Bringing history & folklore back to medieval frpg

  • About
  • Playing the Game
    • Foreword
    • Introduction (for the new or novice roleplayer)
      • How the Game is Played (for the new or novice roleplayer)
      • Roleplaying 101
    • The Language of the Medieval Fantasy Gameworld
    • Avoiding Anachronisms in Medieval TRPG settings
  • The Medieval Fantasy World
    • Medieval Society and the Medieval Mind
      • Defining Social Class and Family Station
    • Roleplaying in a European MEDIEVAL Fantasy Setting
      • The Countryside, Travel and Correspondence
      • The Rhythms of Medieval Life: The Work of the Seasons
      • Time in the Medieval World; The Typical Medieval Day
      • On Accommodations
      • On Law and Order
      • Conditions of Daily Life
      • Conditions of Daily Life 2. In the Marketplace
      • The Guilds, the Fraternities and Medieval Society
      • Society & Custom: The Society of Medieval Women
    • Character Idea: The “Compleat” and Motivated Character
    • Taking the Long View: The Perpetually Medieval Game World
  • Game Mastering
    • GMing 101
      • The Art of Description
      • The Relationship with the Players
    • The Game World: Creating the Setting
    • Starting Quick, Starting Small
    • The Adventures, The Campaign
    • NPC’s & NPC Generation
      • NPC’s and NPC Generation
    • Encounters – The Spice of Life
      • Example Encounters
    • Magick in the Game World
    • Mystics & Patronage, Gods & Religion
    • Booty: The Fruits of Adventure
    • Getting the Most Out of the Game
    • Task Resolution Table
  • The Compendium of Magick
    • Common Sphere Charms
    • Enchanted Items and Immortal Enchantments
  • The Bestiary
    • Beasts of the Land
    • Beasts of the Waters
    • Beasts of the Air
    • Beasts of Myth
      • Beasts of Myth: The Restless Dead & The Un-dead
      • Beasts of Myth: Dragons
      • Beasts of Myth: Giants
      • Creatures of Spirit: Ghosts & Hauntings

Beasts of Myth

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