Myth & Mire

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

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.

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.

NEW TRAITS (d12 table)
Roll or choose one:

  1. You leave muddy footprints, even on dry stone. These can vanish or reveal hidden paths.
  2. You can fold yourself small enough to fit in a satchel, once per day.
  3. Animals ignore you unless you speak to them directly.
  4. When you sleep, your dreams continue into waking. This may cause confusion or insight.
  5. You smell like something someone once loved.
  6. You never cast a shadow—unless you want to.
  7. You can whistle in two tones at once, creating harmony.
  8. If you bleed onto stone, it glows softly for one hour.
  9. When struck by lightning (even magically), you level up instantly.
  10. You can hum the exact pitch of any locked door.
  11. You are followed by a friendly cloud only you can see.
  12. Once per rest, you may swap memories with another willing creature.

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.

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.

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.

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.

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.

WANT MORE?

If you somehow finished this… there’s more to explore:

← Player’s Guide  Storyteller’s Handbook →