The Mythic Isles: Hero
Synopsis
This page contains a detailed synopsis of the plot for The Mythic Isles: Hero. So if you intend to play the game from the start, we suggest you read no further. But if you want to catch up on the plot, read on.

We have divided the synopsis into sections divided by white space, so if at any point you decide you do not want to know more, you can stop before you see something you did not want to see!

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The Realm of Robin Hood Robin Hood and his Merry Men wage war against Guy of Gisbourne and the Sheriff of Nottingham, fighting to seek to ease of the lot of the oppressed and downtrodden. After gaining the trust of Robin, you are taken to speak with Herne, a spirit of the Forest. From Herne, you learn that the Mythic Isles consist of many realms, in each of which heroes battle their ancient foes and are doomed to do so forever, rising from death to endlessly repeat their tales. Yet there is one who seeks to gather together all that is evil across all realms, and destroy the forces of good finally and forever. And that as one who is free from the cycle of myths, a Walker Between Realms, it falls to you to stand against them.

"As to the who this person is," Herne concludes, "much is hidden from me. But there is another who knows more than I: the wizard Merlin, who waits for you even now in the town of Nottingham."

Together with Robin Hood and several of his Merry Men, then, you journey to Nottingham. You do not find Merlin, but meet instead with none other than King Arthur, who is questing far from his own realm, and who tells you that Merlin has had to leave for Broceliande in the east, but that he will take you to him.


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A Journey Between Realms In Broceliande you meet with Merlin at last, who reveals that the enemy who threatens the isles is none other than Morgana le Fay, bitter foe of Merlin and Arthur. She is too great an enemy for you to face alone, so he tasks you with gathering together heroes from across the realms of the Mythic Isles, so that together you can defeat her. Some of these are gathered already in Broceliande, but others you must seek out. And first, he bids you travel to the Norse Realm far to the south, there to gain the aid of Odin and his kin.

The way to the Norse Realm is perilous, for you must first pass through the Underworld. Merlin himself offers to guide you, but he is lost in battle there against an Arch Demon, when he freezes both himself and the demon in a tomb of ice. And you are forced to continue on alone, finally reaching the sanctuary of Faerie Land, where Titania and Oberon rule, and where you rest awhile to recover your strength.

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The Norse Realm Leaving Faerie Land, you continue south through the Fenlands, following the Enchanted River. As you leave the river you are set upon by goblins of Morgana, led by one of the Black Knights, the most feared of Morgana's servants. Then, even as you are dealing with this threat, two of your company – Lady Marian and Queen Guinevere – are abducted by kobolds. Giving chase, you finally reach the Norse Realm, and the wide lands of Asgard.

Here you meet with Thor, who tells you that his company came upon and slaughtered a force of kobolds, but that they found no prisoners. Not willing to give up, however, you continue to follow the kobold tracks to where you find both signs of the battle Thor spoke of, and, to your relief, tracks left by the women as they fled.

Following the tracks into the Black Forest, to your joy you find not only Marian and Guinevere, but also Merlin, who has freed himself from his icy tomb and travelled to join you once more.

Leaving the Black Forest, you return to Asgard, where you meet with Odin, who agrees to aid you, if in return you help him against Loki and his frost giants, who are preparing to invade Asgard. You meet Loki's army in battle at Bifrost, and are victorious. And from there, you track Loki back to his lands of Jotunheim, where you see him defeated and set in chains, though not before he boasts that his ally, Morgana, will avenge him.

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Arthur's Realm Odin promises to gather his forces of Aesir, Einherjar and Valkyries, and then march directly east to the Realm of Arthur, where Morgana's forces threaten Camelot. Meanwhile, you head south east into the heart of Arthur's realm, for you have learned that a Viking fleet is drawing near the coast, no doubt summoned by Morgana.


Repelling the Vikings at Tintagel, you leave Arthur behind to gather more troops, and head to Camelot. Arriving at that mighty city only hours before the armies of Morgana, you find yourself besieged. And the fighting goes ill, but even as the walls fall, so Odin arrives, driving the enemy from the gates. With renewed hope you fight on, defeating Mordred, commander of Morgana's armies. Then comes Arthur and the troops he has gathered to his banner, and together you drive the forces of Morgana from the field. Camelot is saved.

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The Northern Realms The armies Morgana put forth, you discover, are but a portion of her forces, the majority of which remain in her realm of Lyonesse. But even as you debate whether to attack her now or seek more allies to aid you first, word comes from Faerie Land that it is under attack by strange creatures, and also from the northern realm of Geatland that a huge barbarian force is advancing on them. And so you decide to put off marching on Lyonesse, and go to the aid of these realms.

Travelling first to Faerie Land, you find it besieged by foul creatures. You succeed in driving them off, but learn that they come from the realm of Tir na nOg, once a fair place but now in the wintry grip of the evil Winter King. Journeying then to Tir na nOg, you kill the Winter King and free that land, earning the gratitude of the Tuatha who dwell there, several of whom join you.

Merlin warns that you will need aid against the barbarians, and so you travel next to Heorot Forest, which is on the way to Geatland. Here the Lord of Heorot, Hrothgar, agrees to aid you, but only if first you defeat a monster that has been plaguing his lands: Grendel...