THE TOME OF UNTRUTHS
The Not-Quite-Official Expansion Manual for Myth & Mire
← Player’s Guide Storyteller’s Handbook →
“A tangled branch of errors, insights, and good guesses.”
—Griswold Cain
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If you’ve already wandered through the Player’s Guide and browsed the Storyteller’s Handbook, then you’re ready to open the so-called Tome of Untruths.
This book is not canon. But it is useful. A sort of evolving notebook of advanced rules, optional mechanics, house hacks, philosophical ramblings, and Myth & Mire content that didn’t quite fit anywhere else.
It is unfinished. Possibly unfinishable.
But you’re here now, so let’s begin.
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FORMS & CLASSES
Expanded and Unofficial Character Options
NEW FORMS:
The following are extra options for players and Storytellers who want weirder or more whimsical character types.
• Tinderkind – Small, humanoid matchsticks. Flammable. Tend to start fires when lying.
• Clayborn – Created from soil, moss, or stone. Resistant to pain, weak to existential dread.
• Wispkin – Half-visible foglings. Hard to pin down. May forget they’re real.
• Mothling – Drawn to lamps. Speak in poetry. Wings are ceremonial only.
• Dregspawn – Born in bogs. Part frog, part question mark. Immune to guilt.
• Threadfolk – Humanoid beings stitched from enchanted cloth. Can mend others with a touch.
NEW CLASSES:
These function just like the base game’s classes, but add flavor and creative options.
• Lurker – Expert in hiding, listening, and vanishing. +1 when observing or avoiding.
• Tinker – Builds gadgets, traps, or strange contraptions. +1 when using tools or plans.
• Warden – Defender of places or pacts. +1 when standing ground or resisting corruption.
• Haunt – Interacts with spirits, memories, or echoes. +1 when dealing with the unseen.
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NEW TRAITS (d12 table)
Roll or choose one:
- You leave muddy footprints, even on dry stone. These can vanish or reveal hidden paths.
- You can fold yourself small enough to fit in a satchel, once per day.
- Animals ignore you unless you speak to them directly.
- When you sleep, your dreams continue into waking. This may cause confusion or insight.
- You smell like something someone once loved.
- You never cast a shadow—unless you want to.
- You can whistle in two tones at once, creating harmony.
- If you bleed onto stone, it glows softly for one hour.
- When struck by lightning (even magically), you level up instantly.
- You can hum the exact pitch of any locked door.
- You are followed by a friendly cloud only you can see.
- Once per rest, you may swap memories with another willing creature.
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LUCK POINTS (Optional Rule)
Each player begins with 1 Luck Point. It can be spent at any time to:
• Reroll any die (your own or someone else’s)
• Avoid certain doom
• Discover something hidden, helpful, or bizarre
Luck Points refresh after a long rest or major moment of wonder.
They are rare and meant to encourage bold, fun, cinematic decisions.
Some Storytellers also allow Luck Points to be earned mid-game via exceptional roleplay, cleverness, or accepting delicious failure.
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MAGIC SYSTEM: MYRRHYN
Magic in Myth & Mire is not memorized or prepared—it’s remembered.
Characters who learn Myrrhyn may choose from 3 primary disciplines:
• Gleaning – Reading the residue of thoughts, dreams, or past events.
• Kindling – Setting motion to subtle energies. Heat, change, mood, attraction.
• Bending – Altering truth, form, or probability in small ways.
Casting involves describing what the character attempts, spending a charge, and rolling a Presence or Intellect check.
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MAGIC CHARGES
Each caster begins with 3 charges per rest.
These can be used to cast subtle but powerful effects.
The Storyteller decides whether the spell works, partially works, or causes unintended side effects.
Advanced rule: Charges regenerate by touching a memory, solving a riddle, or being vulnerable.
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ADVANCED CONDITIONS
In addition to standard effects (Stunned, Weakened, Charmed), consider these optional states:
• Woven – You’ve been bound by a magical thread or story. May compel action.
• Echoed – Your words or thoughts repeat later. May reveal secrets.
• Hollow – You’ve lost part of yourself. Fill it with something else or risk unraveling.
• Named – Something has spoken your true name aloud. You are now visible to them, always.
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ADVANCED INITIATIVE (Optional)
Instead of fixed turns, try narrative flow:
• Whoever makes the boldest move goes first.
• Each turn, the next person to act must build on or respond to what just happened.
• Enemies act when dramatically appropriate.
The goal is fluidity and momentum—not fairness.
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WANT MORE?
If you somehow finished this… there’s more to explore: