Mythus Journeys - v1.0
Mythus Journeys - v1.0
Mythus Journeys - v1.0
This is a work of love created by a fan. No challenge to whoever holds the copyright is intended, nor is ownership implied.
Dangerous Journeys Mythus Journeys
TABLE OF CONTENTS
INTRODUCTION .................................................................. 1 JM Notes .................................................................. 30
A JOURNEYER’S GUIDE TO ÆRTH ........................................... 31
JOURNEYS #1 ...................................................................... 2
JOURNEYS #4 .................................................................... 35
THE MYTHUS SEC BENEFITS QUESTION .................................... 2
SEC Advantages and Disadvantages ............................ 2 THE GRAND CAMPAIGN IN THE MYTHUS FRPG, PART II ............. 35
Special Quirks ............................................................. 2 Peasant-Freeman Scenarios ...................................... 36
ANY PORT IN A STORM.......................................................... 4 Freeman Scenarios.................................................... 36
Background ................................................................ 4 Gentry-Aristocrat Scenarios....................................... 37
Adventure Introduction ............................................... 5 Fame and Recognition............................................... 37
The Attack .................................................................. 6 THE SCEPTRE OF AMUN-RA.................................................. 38
Rewards ..................................................................... 6 JM’s Notes ................................................................ 38
Some JM Advice .......................................................... 6 Introduction .............................................................. 38
BACK TO BASICS .................................................................. 7 Aftermath of the Brawl ............................................. 38
THE ADVANTAGE OF SKILL-BASED RPGS ................................... 8 Kaspar’s Offer ........................................................... 38
Limitations of Level-Based Systems ............................. 9 Where’s That Girl? .................................................... 38
Skill-Based Systems and Their Advantages................... 9 Kill the Blasphemers!................................................. 38
The Sceptre ............................................................... 39
JOURNEYS #2 .................................................................... 11
The Deal ................................................................... 39
CREATED CASTINGS INTO STANDARD ONES IN THE MYTHUS™ AP/G Awards ............................................................ 39
FRPG.................................................................................... 11 Other Personas ......................................................... 40
Discussion ................................................................. 12 K/S STEEP CROSS-FEEDING AND FEEDING .............................. 43
Example.................................................................... 13 THE PRANCING PONY INN .................................................... 45
IT’S NEVER A GOOD DAY TO DIE ........................................... 14 Approaching the Prancing Pony Inn ........................... 45
Background .............................................................. 14 Inside the Inn ............................................................ 48
Enter the HPs ............................................................ 15 Bellias the Innkeeper ................................................. 50
Necromancer’s Lair ................................................... 15 Elaine, Wife of Bellias................................................ 51
Bearding the Lion ...................................................... 15 A JOURNEYER’S GUIDE TO ÆRTH ........................................... 52
A JOURNEYER’S GUIDE TO ÆRTH ........................................... 17 Lord & Immediate Officers & Retainers...................... 53
Types of Power ......................................................... 17 Constable’s Office, Sub-Offices & Positions
Lighting .................................................................... 19 Thereunder ...................................................................... 56
Memphis, Ægypt ....................................................... 19 Marshal’s Office, Sub-Offices & Positions Thereunder 57
Heating and Cooling.................................................. 20 Seneschal’s Office, Sub-Offices & Positions
Water ....................................................................... 20 Thereunder ...................................................................... 58
Chamberlain’s Office, Sub-Offices & Positions
JOURNEYS #3 .................................................................... 22
Thereunder ...................................................................... 59
THE GRAND CAMPAIGN IN THE MYTHUS FRPG, PART I .............. 22
JOURNEYS #5 .................................................................... 61
Campaign Management ........................................... 23
Accomplishment Points ............................................. 24 THE GRAND CAMPAIGN IN THE MYTHUS FRPG, PART III............. 61
Handling Extra Awards.............................................. 24 Advantages of the Single-Genre Campaign ................ 61
Conclusion ................................................................ 26 Problems of the Multigenre Campaign ...................... 61
READIED CASTINGS ............................................................ 27 Benefits of Genre Change .......................................... 62
Readying Castings..................................................... 27 Role of the JM ........................................................... 62
THE TROUBLE WITH TRIBALS ................................................. 28 GRYM’S KEEP ................................................................... 64
Adventure Location ................................................... 28 History of the Tower.................................................. 64
A Horrible Discovery.................................................. 28 Travel to the Tower ................................................... 65
On the Trail of Doom................................................. 28 Tower ....................................................................... 65
River Crossing ........................................................... 28 Wrap-Up................................................................... 68
Dinner Break ............................................................. 29 Experience ................................................................ 68
Mounting Obstacles .................................................. 29 A JOURNEYER’S GUIDE TO ÆRTH ........................................... 69
Battle on the Beach ................................................... 29 Castle Lands.............................................................. 69
The Heroes Rewarded ............................................... 30
Dangerous Journeys Mythus Journeys
JOURNEYS #6 .................................................................... 73 Get a Clue ................................................................. 82
Perfect Fit ................................................................. 82
INPUT/OUTPUT ................................................................. 73
LIGHTHOUSES OF ÆRTH....................................................... 83
WITCHCRÆFT ISN’T JUST FOR BAD GUYS ANYMORE ................... 74
Pharos, the Patriarch of Beacons ............................... 83
Counter-Necromancy, -Sorcery & -Witchcræft ........... 74
Roman Lighthouses ................................................... 84
Examples .................................................................. 75
Beacon’s End: Most Intriguing of Lighthouses ............ 84
Conclusion ................................................................ 76
Common Traits ......................................................... 85
ELEMENTAL, MY DEAR MAN ................................................ 76
A JOURNEYER’S GUIDE TO ÆRTH ........................................... 86
History’s Muse .......................................................... 76
Notes on Stronghold Livestock, Gardens, etc.............. 87
Who are the people in your neighborhood? ............... 77
The Game is Afoot..................................................... 80 INDEX OF MAJOR TOPICS.................................................. 88
Schedule of Events .................................................... 81
Dangerous Journeys Mythus Journeys
INTRODUCTION
Welcome to the Journeys.
This is the next in my continued efforts to bring Dangerous Journeys and Mythus into the modern age. Contained within
are the articles from Journeys Magazine, the Journal of Multidimensional Roleplaying, published by GDW from September of
1992 through May of 1993. We only got six issues of this magazine before economic pressures and continued legal battles with
TSR, Inc. brought the magazine to an inglorious end. Its successor, Mythic Masters Magazine, was publishes as an e-Zine in an
age when such was really only feasible in ASCII format.
This compilation document isn’t a remaster of those magazines, however. Though Journeys was primarily a vehicle for
supporting Dangerous Journeys, it also included content for the broader genre of “multidimensional” roleplaying games,
including GURPS, Time Lords and Torg (among others). It was very similar to what we saw in the early years of Dragon
magazine… TSR’s games, D&D in particular, were the spotlight, but any and all RPGs might find a place in those hallowed
pages. I imagine that Journeys was, in many ways, a continued effort on behalf of Gary Gygax to support not only TTRPGs that
he designed, but the community and hobby as a whole. This document focuses solely on those articles from Journeys that
focused on Dangerous Journeys and Mythus specifically.
I tried to avoid too many editorial changes when remastering these articles. I’ve made some minor corrections for spelling
and grammatical errors. Where I applied actual changes to the articles (specifically handling of Avoidance), footnotes are made
so as to be clear where I’ve deviated from the original text. I’ve also tried to include only the artwork that’s absolutely necessary
for the articles to make sense. Where possible, I’ve tried to credit the artists, but Journeys was never really good at associating
specific art with specific artists. And, of course, I’ve included an Index of Major Topics at the end of this document that’s meant
to mirror the index from the original Mythus core book and my own Mythus Remastered document.
And, to be clear, this is a labor of love. No challenge to whoever holds the copyright to these articles is intended or implied.
I’m just a hobbyist obsessed with a 30-year old TTRPG.
Please don’t sue me.
- R. William Morris, March, 2024
JOURNEYS #1
Premiere Issue!
Published September, 1992
By Gary Gygax
Privileged information for the JourneyMaster! What’s this? Class distinctions. The Socio-Economic Class (SEQ rule
Something more disallowed to players? Not at all. This is by no means system is highly important to the whole of the Dangerous
confidential, let alone secret. If I have the attention of players not otherwise Journeys MGRPG system, and particularly so to the Mythus
prone to read this sort of article, however, I consider it a valuable step. Do fantasy RPG module. I did not stress this as completely as I
read on, and if you find the information such that you believe your JMs might have in the published work.
would benefit from it, tell them so. The goal of this writing is to improve
There are two reasons for this omission: First, it would
and enliven the many new Dangerous Journeys multigenre
have further accentuated an admittedly touchy subject and
roleplaying game (MGRPG) system campaigns, and to do so it is necessary
promoted argument about how much or how little benefit the
to reach the persons responsible for creating and conducting them, the
socio-economic class background might actually bestow upon
JourneyMasters of the world. What is in this column, however, is in one
the HP (and in that read the player’s SEC too!). Second, to
sense privileged. It is assumed that the readers are all special, more
reflect my own opinions requires the granting of additional
knowledgeable, in some measure because they are readers. Therefore, what
Knowledge/Skill (K/S) Areas and STEEP points; and once
is contained herein will certainly benefit JourneyMasters, players and the
that door is opened up to the casual reader/game system
latter’s Heroic Personas in no small measure!
Greetings to all of the participants in
what I believe is the roleplaying game of the SEC Advantages/Disadvantages
future! Welcome to the system which opens SEC Add’l Foreign Other K/S @ 5 Add’l Special Add’l STEEP Add’l
every conceivable vista to players and Level Language STEEP per Connections @1 per K/S Quirk
provides all the tools JourneyMasters will 9 1 4 3 +9 --
need to make those vistas vividly real. Before 8 1 3 2 +8 --
you dismiss those words as hype, remember 7 -- 2 1 +7 --
that I have the whole of the system in mind 6 -- 1 -- +6 --
and much of it on paper, and can foresee the 5 -- -- -- -- --
end result. There is no exaggeration in what I 4 -- -- 1 -2 1
tell you, but only time will enable us to bring 3 -- -- 2 -4 2
the whole to you. It is complex, monumental 2 -- -1 3 -6 3
in scope and enthralling in its application. 1 1 -2 4 -8 4
What you have seen so far is but the
proverbial tip of the iceberg. Perhaps later on I’ll be able to participant, there would be virtually no end to allowing more
deliver more in the way of information and facts, but for now and more of this sort of thing, and tremendous abuse would
there is something far more critical to discuss – material aimed arise as the proverbial camel entered the tent. So I kept that
primarily at the farsighted souls who have ventured into this head out, as it were. But for those able to control things, I now
multiverse as JMs. provide the basis for a more accurate reflection of the SEC in
relation to the Heroic Persona (HP).
This initial article will deal strictly with the Mythus fantasy
roleplaying game, of course, for obvious reasons. However, A moment’s consideration will make it evident that the
JMs will be well advised to extend what is said herein to all more advantaged members of a society, those higher on the
genres, as applicable, for there are general considerations which socio-economic ladder, will by and large have more
are as valid in other times and places. Now here’s what I’m opportunities and better education. That is, from birth they are
talking about... exposed to the finer things, culture outside the immediate area,
wider range of experiences and early education (upbringing).
Later they will have more and better education, learn a foreign
by Lester Smith
This adventure is intended as a one-session adjunct to your
normal campaign. Toss it in sometime when your Heroic Background
Personas are travelling overland through wilderness. You can Five hundred years ago, a full-fledged monastery – with a
set the encounter wherever you like, but because it involves the church, dormitories, kitchens, bake houses, brew houses, guest
ruins of a monastery; it would be most appropriate someplace houses, infirmary, baths, fowl houses, granary, workshops, mill,
in Æropa, the Middle East, Azir, or northern Afrik. hospice, stables, kennels, sheepfold, servant’s houses, cloister
yard, gardens, orchards, and cemetery – stood here in the
Just make sure to place it in an area that the HPs are not wilderness. But for some reason now centuries forgotten, a
native to, however, so that its history will be unknown to them. bandit lord took exception to the monks cloistered there, and
pillaged the monastery. Since that time, all that has remained
standing are two of the original buildings – the house for
4 Any Port in a Storm Journeys #1
Dangerous Journeys Mythus Journeys
distinguished guests, and the other its attendant kitchen, bake, the bake house; the others hold the horses’ bridles while the
and brew house. During those years, these two buildings have HPs dismount (grasping the bridles through the cloth of their
served as a hermitage for a few adherents to the original sleeves, without letting their “hands” show), then lead the
monastery’s order. But recently (mere days before the HPs horses into the building, taking them through to the stables.
arrive), the ruins were raided once again, this time from The HPs are left to follow.
underground! A hideous race of
Soon, a pair of monks arrive from the bake house, carrying
Subterranean antmen broke through the ground by night pans of hot water, towels, and bed clothes. They carry these
and set upon the dozen hermits dwelling here, dragging them into the guest rooms, again speechlessly expecting the HPs to
into their underground warrens, to be used as slaves... and follow. When they have set these materials down inside the
food! rooms, they leave, just as silently. Finally, another pair arrives
Adventure Introduction
(If your HPs act fairly predictably, the The False Monks
course of this adventure will flow as (Note: The following information is set up in Epic of Ærth notation. Most
described below. If they do not – and every information is based upon standard human base or outlook. Sensory notation is explained
JM knows that HPs are full of surprises – in the, footnote.)
you can improvise, based upon the general
situation and the desires of the “False Antmen: Call themselves the “Chk-bzzz.” M: -1, P: -2, S: +2.
Monks.”) Attractiveness (-2). Heka use: Minor only. Sensory*: FX, HU, SX, TD, XA.
Height: 4’5”, Weight: 90 lbs. Omnivores. Malign (due to propensity toward
While travelling through wilderland human-flesh eating).
regions foreign to them, the Heroic
Personas are caught outside toward evening A previously unknown race of sapient humanoids from regions of
with a severe thunderstorm threatening. But Shallowshadow in Subterranean Ærth, antmen have such an inhuman mindset
in the near distance, they can see a set of as to make cooperation or negotiation between them and humans very
ruins, with two shabby buildings remaining unlikely. Each antman is an integral part of his hive, linked to the others in a
standing, and with ragged garden plots joint aura, and feeling no need for interaction with beings outside the hive...
evident here and there, as well. Here, then, is except as food.
welcome shelter for the night. In appearance, antmen resemble their namesakes, ants and humans. They
As the HPs approach or hail the stand nearly erect, like mantises, aon their four rear legs, with head and thorax
buildings, a trio of rather short, stooped vertical, abdomen generally horizontal (but able to be held vertical between
figures in loose monk’s robes exit the larger the legs – though awkwardly – for short periods of time). Their heads have no
building (the old guest house) and stand, eyes, but do possess insectoid mandibles and a pair of short, sturdy antennae
waiting, at its door. (The antmen have that are capable of lying flat against the skull.
sensed the HPs coming, and have prepared *FX = Feeling, Excluded: Little or no sense of feeling in human terms. HU
for their arrival, as you’ll see.) Their heads = Hearing, Ultrasonic: Ability to hear ultra-high frequency sound waves and
are humbly bowed within voluminous minute noises. SX = Sight, Excluded: Little or no visual capacity in terms of
hoods, the robes cover their bodies human norm. TD = Taste/Smell Discrete: Ability to distinguish such things as
completely to the ground, and long sleeves animal, vegetable, mineral, living, dead, etc.; and thus discern as much as might
cover their hands. One of the figures waves any visual sense. XA: Extrasensory, Aural: Sensing of aura generated by life
a slow welcome and beckons the HPs forms: Ranges from state of health, to Heka capacity, to emotions, etc. (See
nearer. If they call out or ask questions, he Aura Reading in the Mythus Magick book.)
hesitates, then says in a raspy voice, “We
have taken a vow of silence, which you are and sets out food on a table in the dining hall. It isn’t very fancy,
forcing me to break. Ask no more, but thankfully accept our just stale bread, gruel, slightly moldy cheese, and a thin, sour
hospitality.” (This antman is using a very short duration Special ale, but it is hospitality of a sorts. While the HPs eat, the storm
Casting Charm to imitate the human speech of the local outside begins in earnest. (Be sure to emphasize its violence. It
language. He can make utterances of no more than 3 CTs will last throughout the night.) All of the “monks” have left,
duration each time the Charm is cast, and must spend a CT apparently taking shelter in the bake house and leaving the HPs
casting the Charm each time he wants to speak.) to their own devices for the evening.
When the HPs reach the front of the building, they smell a
heavy incense wafting from its open doorway. For a moment,
the horses are skittish, but then they calm. (The incense covers
the antmen’s alien odor.) One “monk” heads silently toward
Journeys #1 Any Port in a Storm 5
Dangerous Journeys Mythus Journeys
The Attack antmen were fairly new to the surface world, and they had no
Once the HPs settle in for the night, the antmen attack possession of any real value, barring whatever weapons you
them en masse, swarming out of holes in the floors of the decided to equip them with. Any living real monks will, of
servants’ privies and in the larder of the bake house. The course, be extremely grateful to the HPs, but they have taken a
antmen will pen the HPs inside the guest house, then struggle vow of poverty, and can’t really offer much in the way of a
to capture them so as to add them to their subterranean slave tangible reward. (Unless you, as JM, want to use this as an
pens and larder. If pressed, the antmen will fight to kill, rather opportunity to pass along a mysterious magickal item long held
than to capture. If they begin losing even then (and that’s the in utter secrecy by the monks!)
idea, JM), they will try to flee back into their underground
warrens. Some JM Advice
In the descriptions above, all secrets are laid bare to you,
If the PCs pursue, a few antmen will be left at the mouths
as the JM. That doesn’t mean that you should emphasize the
of the tunnels to play rear guard while the rest of the colony
strangeness of the “monks” to your players, however. Mention
packs up and flees deeper into Subterranean Ærth. They will
at first sight that they are covered head to toe in the robes, then
fight to the death, or until the HPs withdraw. In the first
avoid making any further mention of the fact, doing everything
instance, the HPs will find seven of the real monks bound and
you can to set your players enough at ease that they will have
gagged, but still living, within the tunnels. On the other hand,
their HPs settle in for the night. They should get the idea that
if the HPs withdraw and leave the rear guard even a few
something is strange about the “monks,” but as religious
moments of peace, these antmen will slay the monks before
hermits and foreigners, the strangers should be expected to
following their colony.
have some odd ways about them. And with the storm raging
After all is said and done, if the HPs want to explore deeper outside, where else could the HPs go for the night?
into the now abandoned tunnels, that is up to you, as JM. But
Due to space constraints, some preparation work has been
it could be a great way of introducing a Subterranean Ærth
left to you, as JM. For example, you should set the total number
campaign, should you so desire.
of antmen present as seems appropriate to give your HPs a
good fight, without overwhelming them, and you should set
Rewards their exact combat abilities with the same thing in mind, based
It has been said that doing good is its own reward. That upon the guidelines in the sidebar.
just about sums things up in the case of this adventure. The
JOURNEYS #2
Unmask the Unimaginable
Published October, 1992
Privileged information for the JourneyMaster! What’s this? 1. The player determines his HP is going to create a
Something more disallowed to players? Not at all. This is by no means Specific Casting, and thoroughly researches the rules
confidential, let alone secret. If I have the attention of players not otherwise to assure that he wastes neither his nor the JM’s time
prone to read this sort of article, however, I consider it a valuable step. Do in regard to his creation of a Specific Casting.
read on, and if you find the information such that you believe your JMs 2. The player writes down all aspects of the Casting as if
would benefit from it, tell them so. it were in the rules. (Using the worksheet on page 305
in the Mythus Magick™ book is very helpful.)
The goal of this writing is to improve and enliven the many new
3. The JourneyMaster examines the work with critical
Dangerous Journeys multigenre role playing game (MG RPG)
care, adjusting TAD, R&D, etc., so that the final
system campaigns, and to do so it is necessary to reach the persons
version is correct and the approved cost of the Specific
responsible for creating and conducting them, the JourneyMasters of the
Casting is fair.
world. What is in this column, however, is in one sense privileged. It is
4. The JourneyMaster determines the Grade of the new
assumed that the readers are all special, more knowledgeable, in some
Specific Casting, basing his rating on commensurate
measure because they are readers. Therefore, what is contained herein will
Archetypical/Tutelary ones. This will likely cause the
certainly benefit JourneyMasters, players and the latter’s Heroic Personas
Grade to increase from the number suggested by the
in no small measure!
player.
It is certain that the JourneyMaster has had to bear the 5. Both JM and player add the Specific Casting to their
brunt of complaints from those players who are bent on game material, so that when the HP attempts to use
developing their Heroic Persona into the most powerful Heka- the Casting, both will have the necessary data.
wielder of all time and probability. This is not an aspiration to 6. When the HP successfully activates the Specific
be disparaged, but I hardly need say that it should be a virtually Casting in a setting which is applicable for the general
unattainable goal. Nonetheless, each Heka-employing HP with use of the Casting, the ACE total of Heka is reduced
the ability to utilize Castings will quickly cobble up new ones by 10% when the Special Casting is next employed.
of his own devising. Then, of course, he will begin to bemoan This reduction can be doubled in the case of a Special
the cruel fate which makes him pay such exorbitant amounts Success. Each successful activation will continue to
of energy points for using the special Cantrip or Spell. lower the Heka point cost of the Specific Casting until
it is at approximately the Grade cost, or one higher, for
Well, once the campaign is underway for a sufficient
Archetypical/Tutelary Castings of the same Grade.
period, there is hope for the beleaguered Mage, Priest or
The JM might opt to keep it higher by a Grade or two
whatever. Yes, there is a method by which the JM can allow a
or 20% above the lowest cost he will allow until a
Specific Casting to be considered as Archetypical or Tutelary!
Special Success occurs, at which point it will drop to
The seven steps which the JM should follow in this process are
the base cost he has set.
listed here as a handy reference for the balance of this article
7. At such time as the HP allows or otherwise cannot
and possibly as a clip-and-wipe file for attachment to the
prevent a copy of the Casting to be held by another
campaign.
individual, then there is dissemination of the Specific
Anyway, here goes: Casting. In a year or so, it will be known locally. In 10
years, it will be known nationally, and in 100, it
becomes common Ærthwide.
Journeys #2 Created Castings Into Standard Ones
in the Mythus™ FRPG 11
Dangerous Journeys Mythus Journeys
Discussion • If cost exceeds Grade by more than a 3x factor, the
Step one is the beginning, obviously. Also apparent is the Specific Casting should probably be bumped up one or
likelihood of the player setting about creating a cheap Casting more Grades (i.e., if it costs 400 points, move it from
aimed at answering every dilemma the HP is likely to be Grade V to VI, and at about 500, it might be Grade VII).
confronted with. Why belabor so obvious a point? To Now I know there are Archetypical/Tutelary Castings
discourage the attempt right away. A world-altering Casting is listed to which this rule of thumb doesn’t apply. So what! There
going to take tens of thousands of Heka points. Don’t bother are magickal works which are assumed to have been around for
with the rest of the process if it is an exercise in futility save for
centuries and through time have been pared to the bone as for
a Greater or Higher deity! Players, pay attention. Be sensible in as Heka requirements are concerned. Got that? Good! You are
what you propose. the JM, and it is up to you, but there’s the extra ammunition to
The second step has a dual purpose. First of all, by actually use in this regard if you need it. Of course, you can simply
sitting down and writing up the Casting as if it were “from the ignore the above rule and make determinations based solely on
book,” the player gets a better grasp of exactly what he wishes your campaign.
to accomplish, and at the same time gains a better Moving on to the fifth step – it seems too elementary to
understanding of the rules. Be sure that you quantify the mention, but think of this: What happens if the JM doesn’t
effect(s). If, for example, a missile is involved, how fast does it have a copy of the Casting when the HP employs it? The
travel? What damage does it do, and if PD, what type? When potential for abuse is great. The JourneyMaster must have an
the work is done to the player’s satisfaction, the result should exact copy of the Specific Casting. His copy is the “true” one,
be something which might be included in the Mythus Magick and anything different on the player’s is null and void unless it
book without being noted as aberrant and commented upon by is reflected on the JM’s own. This the game master must insist
an outside reader. If your Specific Casting passes the test in on.
your eyes, it must then go to the JourneyMaster.
Step six is also one which should be quite self-explanatory.
Step three is certainly the acid test, so to speak. The JM will Until the Specific Casting is actually employed successfully in a
look at the proposed new Specific Casting as if he were an situation which is commensurate with the usual application, it
outsider. By comparing and contrasting it with like can’t be known how well it works. That is, “laboratory” tests
Castings, especially within the same K/S Area, he can are fine, but until “field tested,” it is experimental! The JM
decide the merits of the matter with relative ease. Keep an eye might rule that a Special Failure of any Specific Casting not
on the Time, Area and Distance portions. Even if they are paid previously successfully activated indicates that that HP will
for properly, sometimes the desired factors can’t be attained never be able to create a Casting of that sort, by the way. If the
considering the end result. For example, a full-blown storm out initial attempt results in a Specific Success, the bonus of 20%
of a clear sky can’t be generated in a short time. If all seems reduction to Heka cost on the next successive use of the
right, it is then necessary to check the Heka costs. Do so Casting is quite sufficient. The JourneyMaster might well
carefully. Shaving a few points here and there is a likely ploy decide that despite the HP’s best efforts, he will never reduce
for the intelligent and creative player. Make certain that all the cost of his Specific Casting all the way to the same as that
applicable costs and adjustments are included in the total Heka. for an Archetypical/Tutelary Casting of the same Grade. Thus,
Pay attention to the plane/sphere costs attributed to the cost is always one Grade above the stated rating of the Casting.
Casting, for allowing something to slip by here means a far For instance, a Specific Casting of Grade I difficulty will cost
undervalued Heka energy cost. 35, not 20 points; one of Grade II, 50 not 35; and so forth.
Final cost is strictly a matter for the JM to decide upon.
The fourth step has a fair amount of subjectivity involved
in it. By comparison and consideration of the cost, the I have a rule of thumb for this too. If the HP devising the
JourneyMaster must place the Specific Casting into a Grade. Specific Costing is very highly skilled, then the cost will eventually be that
Using the benchmark of the Archetypical/Tutelary Castings of Grade. He is a past master and knows his art. A highly skilled
provided should be the major factor in determination. Actual HP might get the cost to the Grade just one step above that of
Heka cost could be anywhere from just a little above such his Specific Casting; an initial-use Special Success indicating its
Grade cost to five or more times greater. Here is a rule of cost is actual Grade. All others will pay a two-Grade penalty
thumb for the JourneyMaster in regards to Heka cost. without a Special Success in the first attempt; that gains them a
one-Grade penalty only. Again, these are my suggestions, not
• Up to 3x cost can be in the same Grade (i.e., a Grade anything which the JM must follow.
V Specific Casting costing up to 300 points of Heka is
probably okay). Finally, the seventh consideration regarding dissemination
of the Specific Casting must be considered. Let’s face it folks,
the HP creating the Casting has spent a lot of time
Priestcræft, Ethos of Balance: Casting Grade V Total cost of the Charm, without addition for Resistance
Drain Negative Heka Energy Charm and added Heka draining, is thus 286 points. This falls nicely
Time: Instantaneous Other Heka Costs: into the Grade V limits, so the JourneyMaster agrees that it’s
Area: 1 Subject (up to 1 R&D: 1:1 above 99* fine. However, as Heka above the ACE level is 255, he rules
cubic chain) that the HP must spend 1D3 weeks’ time, plus 26D3 days (255
Distance: Sight to 1 chain Other: 1 pt. / 1D6 addl. ** divided by 10=26) doing nothing but working on this Casting.
* Specific to Inhetep. Otherwise, the caster’s SM The player points out that his HP is very skilled at not only
CATEGORY. Priestcræft-Religion but also Dweomercræft-Magick, having K/S
** Subject to a maximum number of D6 equal to the STEEP of over 80 in both! The JM grudgingly agrees that the
caster’s SM CATEGORY. time required will be one week plus 26 days, or 33 days total.
E/F/M: When this Charm is employed, the caster
automatically depletes the subject’s supply of Negative Heka R&D cost is then negotiated. The JM finally allows,
energy, whether personal or contained in reservoirs or both, by because of the canon and the plane considered, as well as the
an amount equal to the caster’s Spiritual TRAIT. An additional HP’s STEEP, that the Casting “as is” should have some power
amount of Heka up to the caster’s Spiritual Metaphysical built in. He rules that it will be equal to the HP’s Spiritual
Capacity in points of Heka can be expended to drain more Metaphysical CATEGORY, in Inhetep’s case 99 points! Of
energy from the subject. If additional Heka is invested in the course, because Resistance to be overcome will typically be
Charm, then it likewise drains away the subject’s Negative Heka equal to the subject’s total Spiritual TRAIT, the player knows
energy, each 1 point of Heka so invested draining 1D3 points that in dealing with Netherbeings, he’ll have to add a fair
of Negative Heka. The loss can be recovered by the subject amount to be on the safe side – like about 101 points at least!!!
only after a period of not less than one day and then only To really drain much Heka, a whole lot of extra points will
through means normal to that subject. likewise have to be cranked into the Casting. This will cost
about 500+ points of Heka to be effective, but it should be well
worth it. When successful, the total cost will probably drop to
300 or so (100 plus 101+R, and say 99 for that many D6 extra
Negative Heka point drain) and be a real Netherbeing/malign
item squelcher.
That’s all until next time, Dedicated Readers. Please be
there for my next foray into the realms of the Dangerous
Journeys game system and the Mythus fantasy roleplaying
game.
By John Langford
This particular journey was not supposed to be a dangerous one. Your but he also knew better than to trust it. The necromancer was
group had unanimously decided to make the side trip to the Pool of well versed in many subjects, but controlling such an entity was
Purification. It turned out to be a visit with Death itself. out of his primary area of expertise. He did, however, learn
through extensive research that the being could be banished
This adventure can be added into an existing campaign or run
back to its own plane. To do so required a holy spot, however,
as a stand-alone adventure. The print in italic type below is
such as a nearby pond known as the Pool of Purification, a
meant to be read or paraphrased to the players, with any
pond which had long been revered as a site where many saints
additional “colorization” you might wish to add.
had been blessed by visions, and which had a reputation for
mystical (though infrequent) healing powers.
Tepid, pulsating surges wash over your grimy, battered and bruised
So Quintell packed up his belongings in a wagon, hitched
body. The water has quite an invigorating effect: Your wounds seem to
up his team, and set out for the glade in which the pool rested.
heal right before your very eyes.
Once there, he went to the side of the pool, paused, chanted a
Crash! Reality suddenly awakens you from your daydream, as a flash brief prayer he had uncovered in his recent studies and hurled
thunderstorm rains forebodingly upon your happy parade. Fortunately, the chalice into the pool. At first it appeared that nothing was
the sacred pool you seek should just be over the next rise, about 1S going to happen, that he would just have to go in and retrieve
minutes more travel. it. But just as he was about to enter the water, there began a
thunderous, ear-splitting howl, as of a demon in horrible
Finally you reach your destination, only to feel gut-wrenching horror at
torment. Suddenly, about 30 feet above the pool, a swirling,
the ghastly remains of lifeless bodies strewn about the shore of the pool.
chaotic blackness materialized, and a hole was opened to
The lightning flashes only worsen the effect, as it is quite dark now and
another plane of existence. The howl was stretched and
very menacing. Bones thrust through rotted clothing; putrid, grayish
thinned over the space of many minutes as the entity was
flesh adheres to ashen bones here and there. It is a scene out of a
sucked into the void. Then silence was restored, and the
nightmare, far from what you’d expect of a holy spot.
morning turned tranquil once again.
It seemed as if the entity had been dispelled, but Quin tell
Background had a nagging feeling that all was not right, as if the job were
About three weeks ago, an elderly necromancer named unfinished. And he thought there remained something to be
Horace Quintell – in a desperate search for some means of learned about the events, something he might yet turn to his
prolonging his life – happened upon an artifact of immense but own advantage. He decided that he had best keep an eye on the
unstable power, buried in an ancient sepulcher. It was an ebony pool for a while, so he set up camp in a nearby cavern, using a
chalice. The first time he touched it, the Heka flood that ensued few Specific Castings of his own design to protect it and make
nearly killed him. Obviously, the artifact was not something it something of a home (the necromancer was used to dwelling
with which to be fooled; studying it would require very delicate in such out-of-the-way places). After two days of constant
handling. The next time Quintell scrutinized it, he was well surveillance, he finally saw proof that his hunch had been
prepared to defend himself from its Pandemonian energy. correct. A group of six journeyers looking for a night of
What he began to learn about the artifact both thrilled and relaxation came upon the pool. Before long, they were all
frightened him, and after two weeks of mindful, delicate bathing and frolicking, their mounts helping themselves to a
analysis, he decided that he had better destroy the chalice thirst-quenching drink as well. The horses were the first to
before it possessed him. show the water’s ill effects, but it was not long before the
The chalice entombed an exceedingly malign entity that if humans were suffering as well. Within minutes, the horses
released would wreak considerable devastation on the world. collapsed where they stood, their flesh decomposing nearly
Quintell was never able to learn its name. It took amazing before they had hit the ground. The humans were barely able
resolve for him to hold to his purpose of destroying the chalice, to get out of the water before their flesh also dissolved from
for the entity within constantly pleaded to be set free, their bodies, leaving only small blotches of putrescence on
promising great gifts if he obeyed it and great suffering if he glistening bones.
did not. Quintell knew that if only he could find a way to Quintell was delighted at this demonstration of power. He
control the being, he would reap much power from the alliance, began thinking that perhaps there was some way of putting it
Max Max
K/S Areas STEEP Heka CG K/S Areas STEEP Heka CG
Necromancy 69 89 VI Apotropaism 31 50 III
Dweomercræft (Black) 59 106 V Influence 39
Magick 59 116 Literature 47
Exorcism 54 74 V Foreign Language, Arcane 38
Demonology 54 72 Magickal
Survival 50 Combat, HTH, Lethal 30
Toxicology 55 Native tongue (JM’s choice) 50
Mysticism 41 61 IV Etiquette/Social Graces 31
Ecology/Nature Science 42 Trade Language (JM’s 46
Biology 40 choice)
Chemistry 40 Ride 25
Alchemy 35 55 III Perception, Mental 41
If things are not going well, the necromancer will attempt plugged with more magickally “glued” stones. When Quintell
an escape through a hole in the floor behind the desk, a hole speaks a dispelling word, this stone plug loses its adhesion; the
16 It’s Never a Good Day to Die Journeys #2
Dangerous Journeys Mythus Journeys
rocks fall away; and he slides approximately 100 feet to a small Of course, if he has to flee, he is sure to return to wreak
chamber below which leads out into the dry riverbed. Horace vengeance on those who chased him away!
has his wagon and team waiting there, ready for just such an
emergency escape.
by Ernst Grumbold
Although we are unfamiliar with the author of this article, Neustrian border, some 30 leagues distant from brilliant Paris.
Gary Gygax informs us that Mr. Grumbold is a well-educated There are indeed many interesting sources of power and the
fellow as well as an inveterate traveler and a keen observer. rest which will be familiar to the reader. Devices employed in
Gygax also relates that the author is familiar with Ærth, in Earth’s Ancient and Medieval periods are sometimes still
particular west Æropa, and in this capacity was employed as an commonly employed on Ærth, as you will see.
advisor and consultant for the Dangerous Journeys project in
The differences, though, are manifest, not only because of
general and specifically in regard to the Mythus fantasy
the centuries they have had to refine and perfect such things,
roleplaying game, the Mythus Magick book and the Epic of
but also because of the pervasive influence of magickal energy.
Ærth companion volume. Thus intelligenced, we could not
In the final solution, it is usually Heka which enables what must
reject the article manuscript submitted by Mr. Grumbold, for
be done, even as regards to many petty things.
it contained a fascinating variety of information. So you have
before you his narrative regarding the “nuts & bolts
technology” which underlies the workings of the parallel world Types of Power
to our own, that planet upon which so much of the action of Power use on Ærth differs radically from that on Earth for
the Mythus game takes place, Ærth. two major reasons. Neither the combustion engine nor the
dynamo functions there. There are no motor vehicles for
Please read on. transport, no electrical ones either: There are no great ocean
liners, let alone airplanes. Neither is there a network of power
Everyday Life in Æropa: lines supplying electrical energy to the comers of the world. Of
The Energy, Devices and Structure to Provide
lesser import, but certainly noteworthy, is the lack of typical
Necessities of Life and Services for the People
chemical explosives, for reactions of such on the parallel world
Much of the material offered to those interested in Ærth is
differ from what occurs here. Still, Ærth manages quite well
aimed at the adventurous and exotic. This is only natural,
indeed in regard to power for its needs.
considering that readers are studying the planet so as to be
aware of the aspects which pertain to great persons and events, Treadmill: The most primitive device for supplying power
action, and the dangers of the world. This is all well and good, is the treadmill. It is little used in Æropa, save perhaps in places
but to ignore the everyday matters, those things upon which so where some other form of cheap power is unobtainable, or for
much relies, is to be critically deficient in knowledge and convict labor. On other continents, there is evidently more use
understanding. Because of the unique nature of Ærth, the made of the treadmill, the applications of which will become
magickal forces in operation must always be considered, but apparent later on. Readers not familiar with the construction
there are far more mundane factors which also affect the world. should picture a huge wheel with steps or treads outside or
To understand Ærth, it is needful to be apprised of such things inside of it. The wheel is turned by a person or persons treading
as power, fight, heating and cooling, water, services such as on those steps. In devices constructed for an animal, the wheel
sanitation and protection, and even the amenities for is replaced by a continuous tread-way: Either the turning of the
entertainment. wheel itself directly accomplishes the task desired, or the
rotation of its axle provides torque, and that energy, geared or
Because my sojourns to Ærth are of relatively small
otherwise, accomplishes the task. Several of either type can be
number and my travels around that world not as extensive as
used in conjunction for mighty tasks. Typical uses of the
some might have you believe, what I relate applies generally to
treadmill include water movement (for draining or irrigation),
western Æropa, most particularly Francia. My most recent and
milling, and other low-energy-requirement tasks. Outside of
detailed observations have been there. In order to illustrate this
hearing rumors of its use in Paris “sweat shops,” rumors passed
article, then, I will give examples from time to time which
on to me by my guide and companion, Marcelus François; I
compare and/or contrast the particular aspect of everyday life
never saw a treadmill in operation in Paris. Such devices are still
in question to what occurs in the marvelous capital city of
occasionally employed in the countryside, and I indeed saw a
Francia and in a small village, Lorrez le Bocage, near the
JOURNEYS #3
Phærees and Magick and Mushrooms and More!
Published September, 1992
Campaign Management
The end of the Mythus game book contains much
information for the JM. You are probably pretty well through
the assimilation of the rules by now. If you haven’t already done
so, turn to the end and concentrate on the back for a bit. The
glossary is useful in familiarizing yourself with the particular
jargon of the system, and when you truly know that language,
you understand much of the system and its major concepts. Be
sure to read the short if numerous, appendices too. They tell
you a lot about what we are doing and have in mind for the
26 Journeys #3
Dangerous Journeys Mythus Journeys
READIED CASTINGS
Originally from p 31
By Gary Gygax
Readers should be reasonably familiar with the Mythus • Using a “readied” Casting: The JM should allow not
Magick™ book by now. In fact, this question has probably only the+ 10 STEEP addition for a “readied” Casting, and
already come up in your campaign. Take a look at the a reduction on the activation time as well. This is shown in
aforementioned work. Therein, on page 26, under the optional the Casting table.
STEEP modifiers, there is a rather cryptic mention of
“readied” Castings, showing a+ 10. Well and good, that bonus, You’ll notice that having Castings “readied” is a big boon
but what is a “readied” Casting? Well you might ask! I knew to practitioners who want to get around a Ritual’s
what I meant, but in the heat of completing a 3000-page activation delay. However, this is offset to some
manuscript, I forgot to detail this point. So here is some considerable extent by the following:
quantification for all JourneyMasters, as well as those who seek • If the caster is distracted or hit when “readying” or
to up-gun their Heka practitioners. attempting to activate one of the “readied” Castings, the
Casting and all others in “readied” state are lost as well. In
Readying Castings that loss, all Heka expended to “ready’” them is likewise
The procedure is fairly simple and is handled in the gone.
following manner: • If the persona opts to employ a Casting other than one
in the “readied” state, all those in “readied” state are lost.
• Select up to three Castings to be “ready.” From
The Heka necessary to activate a “readied” Casting(s) is
Known Castings, the persona decides to select three to be
lost in this case, just as above.
ready quickly, “just in case.” It really doesn’t make any
difference which K/S is involved or even which Known In summation, it is fine to have “readied” Castings, but
Castings under a given Knowledge/Skill Area are selected. there is a considerable amount of risk involved too. The
The type of Casting selected is important. For example, disadvantages are that such use of this optional rule does not
three are chosen. Let’s say, for the sake of this exposition, allow practitioners an unfair edge. Its use does give them a
that one is a Charm, one a Cantrip, and one a Spell. more active and direct role which, in my opinion, is quite
• Ready them. It takes as long to ready a given Casting justified.
as it does to cast one from an unreadied state. Thus, in the
example given above, it will take 1 CT for the Charm to be Casting Table
“readied,” 5 CTs for the Cantrip, and one BT for the Spell, Casting “Readied” is Activation Time is Now
a total of 16 CTs of time, or 48 seconds. During this time, Eyebite No different
the practitioner must be totally undisturbed. Any Charm Same CT as cast; as last event in that
disturbance means the preparation must begin anew. Some CT
Heka could be lost if there is disturbance. See below. Cantrip 1 CT
• Paying for them. The Heka needed to activate each Spell 2 CTs
and every Casting to be on ready status must be paid for Formula 3 CTs
up front. As each Casting is “readied,” the practitioner Ritual 5 CTs
stores the Heka points required for activation along with
the “readied” Casting, more or less in the front lobe of his
brain, shall we say. The Heka point cost might be relatively
low if all are under Grade V or quite high if Grade V and
higher. In addition, any Resistance or Damage additions
must be made at this time and can’t be changed later. That
is, the practitioner gets exactly what he or she paid for
when the Casting(s) was “readied.”
By David F. Moyer
The Trouble with Tribals is an introductory Mythus creatures with very large and somewhat disfigured feet, and 8
adventure designed for four to eight HPs of Primitive to 16 small bipeds.
Vocations. Alternatively, it can be adapted fairly easily for HPs
The large tracks belong to ogres (one for each Heroic
of other Vocations and backgrounds, with the understanding
Persona), and the smaller tracks belong to orcs (two per HP).
that they have recently been shipwrecked on the island
The horse tracks belong to the mastermind of the entire
described herein, or that they have come to the island as
operation, a full practitioner Black Dweomercræfter. The Black
explorers.
Dweomercræfter has mental control over all of the creatures
The number of adversaries can be adjusted up or down and, after the invasion of the village, he also has control over
depending on the number and composition of the HP group. the approximately 50 villagers who survived the attack.
This is a time-dependent adventure, so the JM should keep
From the west side of the village, the tracks lead into a
careful track of the amount of game time that passes.
jungle. They appear to have been made by four columns of
humans, with the larger and smaller tracks ranging up and
Adventure Location down the lines like task-masters or slave-drivers. A careful
The adventure is set on a small island located wherever the examination of the tracks over a distance of about 10 yards will
JM would like to place it. Terrain ranges from volcanic rock to reveal that the columns of humans are travelling in unnaturally
rain-forest jungle. The tribe the Heroic Personas belong to is perfect straight lines. This should indicate to the Heroic
the only indigenous human life, but game animals are plenty. Personas that some form of Dweomercræft is involved.
The island sits on a natural nexus point to Phæree The Heroic Personas should follow the tracks for about
encounters involving Exterior Phæree or closely related areas. four game hours, with any random encounters the JM wishes
Elves and their kin are infrequent visitors to the area, so it is to throw in. During those four hours, the tracks narrow to two
possible for a Heroic Persona to be an Elf or related Vocation columns and expand to eight columns, seemingly at random.
(though not recommended).
At one point, the tracks narrow to single file and disappear.
A Hunting/Tracking roll at DR “Hard” will follow the tracks into
A Horrible Discovery the brush, but the brush is not trod down, so it appears that the
The Heroic Personas begin the adventure away from their
tracks just simply disappear. A careful inspection of the area
tribal village. Witch doctors, seers, shaman, and medicine men
where the tracks vanish will show that an artificial blind was
could be out gathering herbs or other Materia for healing,
constructed to hamper the Heroic Personas. While they are
Castings, etc. Warriors could be accompanying the magick
clearing the brush from their path, they will be attacked by
users as body guards, or on their own in a battle with a
either a small group of dinosaurs (page 329 of the Mythus
neighboring tribe. Hunters would most likely be hunting.
book), or one common dragon (page 330). These creatures
When they return from their various tasks, the HPs were summoned here magickally and left as a trap, so any use
discover that their village has been completely destroyed. A few of an ability to detect Heka will indicate that someone used
bodies litter the ground but not enough to account for the Heka in this area, and it is centered on the blind. Destroying
entire village. Most of the huts have been burned to the ground, the blind will release the creatures to attack.
and there are many signs of a struggle.
River Crossing
On the Trail of Doom If the HPs defeat the creatures, they can continue on for a
A Hunting/Tracking roll at DR “Hard” will show a set of while before running into a small river. The river is flowing at
tracks coming into the village from the east. If the tracks are a relatively sedate pace at this point and can be crossed easily.
not found immediately, additional checks may be made once The water will only come up to the HPs’ waists unless someone
every Action Turn until the tracks are found, if the Heroic in the party is extremely short. On the other side of the river,
Personas are willing to spend the time doing so. The tracks end there are no tracks.
at the point in the village where the struggle appears to have
If the Heroic Person as go downstream, they will spend a
been the worst. They then appear to exit the village on the west
great deal of time finding nothing. However, if they go
side. A Hunting/Tracking roll at DR “Difficult” will indicate that
upstream, they will find tracks on the bank of the river. The
the tracks are from a single horse, four to eight bipedal
tracks are on the same side of the river as they started on. Any
Black Dweomercræfter
SEC: 5 Joss: 6 Move (yds/BT): 80 Heka: 1010
M: 115, EL:92 P:80, WL:60, CL:72 S:94, EL: 75
MM: 58 MR: 57 PM: 42 PN: 38 SM: 46 SP: 48
MMCap: 20 MRCap: 20 PMCap: 15 PNCap: 14 SMCap: 16 SPCap: 17
MMPow: 19 MRPow: 18 PMPow: 13 PNPow: 12 SMPow: 15 SPPow: 16
MMSpd: 19 MRSpd: 19 PMSpd: 14 PNSpd: 12 SMSpd: 15 SPSpd: 15
by Ernst Grumbold
As we informed readers last month in the introductory some smaller ones. Garderobes are interior latrines which
portion beginning this article, we are unfamiliar with the Ernst empty into a moat, or otherwise outside of a fortified place.
Grumbold. However, when we asked Gary Gygax for details, Jakes, whether interior or detached structures, are similar
he informed us that we could trust the narrative submitted by facilities which go down a shaft to somewhere, but sans any
Mr. Grumbold, for the fell ow knew what he wrote about. flush of water. Outhouses, or privies, are small, portable,
Gygax claimed that the author was certainly familiar enough exterior constructions of wood set over a hole dug in the
with Æropa, had been employed as an advisor and consultant ground which serve as latrines. From time to time, soil (and
for the Dangerous Journeys project in general and specifically often quicklime) is returned to the hole to cover the wastes
in regards to the Mythus fantasy roleplaying game, the Mythus therein so as to reduce odor and assist sanitation. When the
Magick book, and the Epic of Ærth™ companion volume. space is about three-quarters filled, the outhouse is moved, the
Armed with those assurances, we decided to include Mr. balance of the hole filled with quicklime and dirt. A new hole
Grumbold’s narrative in last month’s issue. Here then is the is excavated, and the outhouse is placed over it so the process
concluding portion of his account of the “nuts and bolts can begin again. The reader will be interested, I am sure, to
technology,” services, and entertainments which are typical of learn that there are indeed specialized craftsmen, carpenters,
Æropa on our parallel planet, that world called Ærth. designers and builders of all manners of privies. Manual
laborers are often hired to manage the excavation work needed.
A Journeyer’s Guide to Ærth
Everyday Life in Æropa, Part II: The Energy, In advanced cities there might even be public facilities on
Devices, and Structure to Provide Necessities of Life and the street – the famous pissoir of Paris, for instance. Having
Services for the People sewers under the community doesn’t necessarily imply that
there are indoor waste disposal facilities connected to them.
Sanitation: Garderobes, jakes, outhouses, chamber pots Such sewer lines generally mean only that rain water won’t
and gutters are the order everywhere when indoor plumbing collect in thoroughfares and that waste deposited in streets and
isn’t available. That is almost everywhere, save in big cities and gutters can be washed into them through their vertical shaft
Journeys #3 A Journeyer’s Guide to Ærth 31
Dangerous Journeys Mythus Journeys
openings. Note that about one place in five in Paris is now In Lorrez le Bocage, there is a possible natural sinkhole
actually hooked up by auxiliary sewer line to the main sewer, some few miles from the village. Citizens carry their rubbish
and this number is gradually increasing. Even if running water and dispose of it there by throwing it down the hole. Again, the
is not available for flushing wastes, such liquid (as is to be shaft never fills up...
otherwise discarded) is employed for this purpose from time to
Safety: Safety extends to two areas – police and fire
time. Returning to the remainder, in most big cities where water
protection. Let us consider the police first. Cities are typically
is plentiful, a midmorning washing of the streets by hose
doubly protected. The soldiery assigned there provides safety
flushes litter and wastes from streets, sending the lot along
through their military police details, and the metropolitan
gutters and into the sewers. Despite such cleansing, however,
officials likewise have watchmen, especially during the hours of
the odor in summer is sometimes most pervasive and
darkness. Free cities such as Camelough, Londun, and Paris
unpleasant, at least in portions of these places. Thus, those
have their own guard and augment it with a watch as well, so
affluent persons so able often remove to the countryside during
in effect the policing of them is very much the same as
hot months. For instance, my guide of whom I spoke of earlier,
otherwise. Small cities and towns content themselves with a
M. Marcelus François, leaves his town house in Paris about the
nighttime watch and an active constabulary by day. Some
time of the summer solstice, remaining in Lorrez le Bocage
villages have a constable too. However, most small
until the autumnal equinox.
communities are overseen by a lord of some sort who appoints
Unlike here on Earth, though, the mains of sewers of most a member of the community as a police officer but provides his
cities are set so as to empty into vertical shafts, whether natural own men to support that individual as needed.
or man-made. Thus, instead of polluting the water of the ocean,
Going back again to metropolitan communities, policing
sea, lake, or river, all such wastes are delivered to the
doesn’t end with mere gate checking and street patrolling.
subterranean places which are said to honeycomb the whole
Every major city has a criminal investigation force of some sort
continent, possibly all land areas of Ærth. It seems that there is
– from petty crime and youth gangs to swindlers and the
absolutely no limit to the capacity for the absorption of waste
criminal underworld. Such a special investigative force combats
water and all it carries by this underground system. This
illegal activities in the city. Of course, many lands allow or at
capacity extends further still, as will be shown hereafter.
least tolerate organizations such as thieves’ or assassins’ guilds
Smaller communities likewise rely on shaft disposal for to operate. Being realists, they have made the best of a bad
wastes where some method of collection and conveyance is situation, knowing that such activities will take place in any
possible. While outhouses use a simple pit system, some event, by accepting them and forcing them to operate under
cesspools are employed, and the contents of these, being the stricture of codes and laws, have ameliorated their baneful
pumped up and into a container for transport, are often impact. Note that in general there is no such thing as a
disposed of in the same manner. “victimless crime” in Æropa, save with regard to some religious
offenses. Thus, gambling, harlotry, and the like are legal,
Street cleaning extends to rubbish removal. Large solid
although proper license fees and taxes must be paid.
wastes, garbage, and the like, when contained in a barrel or box,
are picked up for a fee, whether covered by tax or direct States have their investigative police agencies too, albeit
collection or money, and conveyed to some disposal place. they tend to be more concerned with crimes such as espionage,
Again, an advanced city such as Paris actually collects all other sedition, and treason rather than other sorts of illegal activities.
rubbish on a monthly basis so as to keep the community clean. The exception to that tends to be in regard to state tariffs, taxes,
Some few small or backwards cities dispose of their rubbish in and like revenues due to the national government. Crimes
dumps in which the refuse collects to fill the site. There is which affect transportation routes or the movement of goods
virtually no disposal by water, for priests and sages alike forbid and communications, sometimes even private ones, might fall
it. Shafts which so readily accept waste water and excrement under the purview of a state police agency, the national military
also serve to contain unlimited amounts of rubbish of any and or possibly both.
all sorts. In short, on Ærth there is no problem of disposal of
Fire protection is always a concern of any community, here
what is unwanted! While there is some small problem of air
as well as on Ærth. It is generally provided for by municipal
pollution in cities, virtually no other sort of pollution exists to
authorities in Æropan cities and towns through a small,
the best of my knowledge.
permanent company of fire fighters, including Heka
Returning to the example of Paris, even the sewers have practitioners, and augmented by levied and volunteer citizens.
been routed away from the nearby river to a series of shafts – Most large municipalities rely not only upon magickal
five to the north, one on the main island, four to the south. suppression of fires but they also have a considerable number
These same shafts also serve for all rubbish disposal, the of wagons which have water tanks and fairly efficient force
openings being accessed from street level by great, gate-like pumps. These vehicles are rushed to the scene of a fire, nozzled
trapdoors which are winched open each morning and shut fast hoses attached, and then teams of men work the pumps so as
each evening.
JOURNEYS #4
Mystical…
Published January, 1993
By Gary Gygax
Privileged information for the JourneyMaster! What’s this? Middle or Lower Upper Class. The UUC doesn’t want to be
Something more disallowed to players? Not at all. This is by no means seen, so its members never run for office, and even the Middle
confidential, let alone secret. If I have the attention of players not otherwise range of that class tends to stay out of the political limelight.
prone to read this sort of article, however, I consider it a valuable step. Do Think of it in this way: in some places, the common people
read on, and if you find the information such that you believe your JMs would elect from amongst themselves a sort of a king-for-a-
would benefit from it, tell them so. day. During that time, the elected “monarch” would indeed be
treated as royalty. Thereafter, though, it was a different story.
The goal of this writing is to improve and enliven the many new
Elected officials are something like that, but not quite. Wielding
Dangerous Journeys multi-genre roleplaying game (MGRPG) system
power for a few years, they acquire connections and possibly
campaigns, and to do so it is necessary to reach the persons responsible for
fame of some sort. They become a sort of gentry or even like
creating and conducting them, the JourneyMasters of the world. What is in
lesser nobility.
this column, however, is in one sense privileged. It is assumed that the
readers are all special, more knowledgeable, in some measure because they The Upper Middle Class has more power and prestige in
are readers. Therefore, what is contained herein will certainly benefit the fantasy milieu, even though it lacks the ability to actually
JourneyMasters, players and the latter’s Heroic Personas in no small put forth its members to become the chief governing force. It
measure! is a pillar of support to the aristocracy; its members serve in all
manner of capacities, employing those lower down, including
In this installment we are going to consider Socio-
the Peasant Class, to achieve what is desired. When there is
Economic Class in relation to adventuring potentials. What is
credit, they accept it gladly from above. When there is blame,
discussed herein is quite different from our earlier exposition
they have plenty of scapegoats to offer up – and that works
regarding SEC, so do read on! We are about to study adventure
most of the time.
possibilities for the HP team according to their SEC level
average. With the major possibilities laid out, you, the In any milieu, the Middle Class position must be
JourneyMaster, can then decide how you will get Heroic considered. In the fantasy one it is critical to the campaign –
Personas involved in intrigue on multiple levels, military and the HPs’ future. It is a hurdle, a stepping stone, a tool, and
activity, exploration, adventuring in Subterranean Ærth and so even a place in which to hide.
forth. When you average the SEC of your players’ HPs, toss
One other thing must be discussed. That is the race of
out the highest and lowest levels if the group is over five strong.
Gnomes in relation to humanity. Because they are not quite
In any case, ignore a social level which is very high or very low.
human, and because they possess a good bit of wealth, the
Say, for example, the HP team is all in the Freeman class, Gnomes are unpopular. In fact, on Ærth only the Phonecians
4 and 5, save for an Aristocrat 8 and/or a Peasant 1. The others treat them with true, if grudging, respect, save when something
in the group won’t be able to operate in either the high or the they have is needed. To associate with Gnomes is to accept
low end, so it is a mid-range team. their status, and personas who do are accordingly treated as two
steps lower in SEC – if the opportunity to do so presents itself.
As usual, there are a couple of things to cover before
Despite that, the game master might well bring in Gnomes as
launching into the main text. The first is the real SEC, in a
an interesting foil, and players can indeed use this device to
fantasy world as opposed to this real one. In the former, the
excel in the development of successful Heroic Personas in the
higher the level, the more directly one is involved in running
fantasy milieu of the Dangerous Journeys game system.
the government. This applies, generally, in our world only to
such extent as we are not dealing with democracies. In any
monarchy, even a limited one, the royal house is at the pinnacle.
In a democracy, it is not atypical to have a leader from the
Journeys #4 The Grand Campaign in the Mythus FRPG, Part II 35
Dangerous Journeys Mythus Journeys
Your HP team will fall into one of three general categories. Masterless Soldiers of Fortune: As able independents,
We will first identify the characteristics of these three groups, the team moves to some locale where their talents are in
and then go on to discuss the sorts of adventuring that is most demand. They can become bounty hunters tracking down
likely and beneficial for that category. Remember, we are beasts and bandits. They can accept work as guards and short-
dealing in broad and general terms. Likewise, suggested term mercenaries. In such activities, the group should gain
adventuring potentials given are by no means exhaustive. What abilities, find sufficient money to cover their costs, and meet
is offered is a sort offield survey with general sorts of potentials quite a number of interesting people too. When sufficiently
into which you can fit specific adventures which are established thus, the team can probably find some employment
appropriate. with local organizations or gentry. This specialization leads to
a role in the free company line.
The categories of HP teams are:
Intrepid Delvers: There are many prospects for the
Peasant-Freeman: Average status is low, averaging 3-4 or
beginning HP team in the Shallowshadow region of
so, and in general they will be “masterless” hirelings or low-
Subterranean Ærth. There they can make connections with
level operatives.
Phæree folk, including Gnomes, of course. Prospects for
Freeman: Average SECs of 4-5 allowing most of the financial gain are good there too. After proving themselves in
options of group 1, and they also have potential to be a “free this arena, the team might well take on assignments from elves,
company” or operatives for very important guilds, petty nobles, or even work for gnomish traders and factors. Also, they might
etc. well bring in something of real value or interest, so that
employment of the sort mentioned above is then opened to
Gentry-Aristocrat: If the team has an average SEC of 6-7
them. The long-range prospects are generally in exploration
or better, then this group can do just about anything the
and travel. We’ll talk a little more about Gnomes later on.
JourneyMaster decides upon, and the players will find this
interesting and exciting. The HPs might have to move from place to place and
operate as suggested for some considerable time before they
Now for adventure settings.
find themselves effectively in the next SEC category, whether
from actual advancement or through repute and ability in
Peasant-Freeman Scenarios various areas.
An adventure team which is of the lower SEC end of the
scale is uncommon. While it has little “clout,” the prospects for Thoughtful players might actually make sure that their
such a group are great. Funds and equipment will be in short Heroic Personas have engaged in all three general areas, and
supply, and skills not as high as usual for a beginning group, so thus have some credentials for just about anything which
the team will have to take a number of small steps to guarantee comes along.
that the Heroic Personas will have the opportunity to amass
the wherewithal to handle greater challenges. Because they Freeman Scenarios
aren’t known or tied to some higher-up, such a band of bold The middle-range team is probably able to adventure in any
heroes can set about making a mark for themselves in of the settings which are the forte of the lower-end teams,
adventures of this sort: especially if one or two of their number are in the Peasant SEC.
Robbers of Robbers: In an urban setting, the Heroic In fact, to some extent, the HPs should perform a bit of such
“work” so as to establish their reputation. Then to the basic
Personas might do “sting” operations on local crooks, steal
from the thieves, and generally raise havoc amongst the bad repertoire they add one or more of the following:
guys – including the vile minions of Evil bound to be found in Military Service: Whether for a local noble or in the name
a big city. This might not make them popular with the local of the state, the team enlists to serve in time of conflict. They
authorities depending upon the corruption amongst them. use their high abilities to excel, and thus they gain both
However, corrupt officials are prime targets for burglary, jewel monetarily and in status. Here again the path tends towards the
theft, and so forth a la Robin Hood and Raffles. In this case, free company, but successful commanders can receive offices,
any SEC rise will be through other “efforts” (such as tipping even fiefs. Also, they are sometimes sent on voyages of
off non-corrupt authorities, display of special skills not exploration. The intermediate assignments range the gamut of
associated with the ones actually used to fleece the crooks, what makes up an exciting campaign. By all means, steer your
spending money, etc.). SEC increases should be kept slow and players away from the idea of amassing too much power, for
low, so to speak. The team becomes a sort of “P.I.” group with authority comes responsibility. Put another way, when
which can also take on troubleshooting assignments, even Conan eventually became king, his son Conn took over
semi-espionage work. adventuring. Of course, highly talented and sophisticated HPs
might find interesting a campaign in which they were the
government of a state of Ærth...
Other Personas
Katerine Commentary & Description: Katerine is a professional
Vocation: Assassin SEC: 4 (2) killer on the run from the assassins’ guild in Camelough (the
Move (yds/BT): 100 Initiative Modifier: Human capital of Lyonesse). She and her former partner, Gregor,
standard stumbled across the Sceptre of Amun-Ra during a routine
mugging several towns away. Seeing an opportunity to keep all
Outstanding-Important K/S Areas-Sub-Areas & STEEP the profit to herself, she quickly” eliminated” Gregor. She
(Assassin Vocation K/S bundle plus) figures the sceptre will provide enough money to buy her a
Deception: 35 (60)† passage to the Vargaardian colonies.
Toxicology: 50
Combat, HTH, Lethal: 40 Shortly after the sceptre had come into her possession,
Combat, Hand Weapons: 42 Kaman-Non and his followers started pursuing her. It appears
Combat, Hand Weapons, Missile: 40 that Katerine and Gregor mugged the courier who was
Legerdemain: 33 delivering it to Kaman-Non and now the priest and his
† See Commentary & Description for explanation devotees are willing to go to great efforts to get it back.
Katerine is too desperate and broke to give the sceptre up until
Joss (Anti-Joss) Factors: 2 Attractiveness: 16 (IU 2) she has received a decent amount of money for it Thus, she
Quirks: Nil decided to recruit the aid of some gullible and kind-hearted
Average Armor Protection: Nil volunteers (enter the HPs). She figures the HPs will keep
Dodging: 1 Avoidance: Base 29/32/25 1 Kaman-Non busy while she finishes her deal with the
Phonecian merchant, Kaspar. She considers the HPs to be
Weapons: disposable, and if anyone suspects her, she will use her
Weapon WP S ATK DT Dam Bonus BAC C Dur exceptional Deception K/S to keep the person off guard.
Dagger 5 2 1.5 P 2D6 +3 47 M 5/20 Anybody who exposes Katerine for what she really is or what
Dagger, 2 2 4 P 2D6 +2 42 M 5/20 she really is doing will be promised a percentage of the money
Thrown expected from the sceptre – something she will not follow
Short Sword 6 3 1.5 P 3D6 +3 48 M 5/20 through on.
Katerine has long black hair and brown eyes, and she
Statistical Detail: appears to be 17 or 18 years old – she is actually 26. She stands
M: 92, EL: 74 P: 100, WL: 75, CL: 90 S: 77, EL: 62 five feet tall, weighs 100 pounds, and wears a dark-blue blouse,
MR:48 MM:44 PM: 47 PN: 53 SM: 41 SP: 36 dark-brown trousers, and black-leather boots with a dark-
MRCap: 17 MMCap: 16 PMCap: 17 PNCap: 19 SMCap: 16 SPCap: 12
MRPow: 16 MMPow: 14 PMPow: 15 PNPow: 17 SMPow: 12 SPPow: 12
brown riding cloak. Her weapons are concealed beneath her
MRSpd: 15 MMSpd: 14 PMSpd: 15 PNSpd: 17 SMSpd: 13 SPSpd: 12 cloak. To aid her with her profession, she wears a pair of
Earrings of Deception . These earrings look like cheap, junk
jewelry, but when they are worn together they bestow a +25
STEEP bonus to the wearer’s Deception K/S Area (or they give
the wearer a 25 STEEP in the Deception K/S Area if he or she
lacks that K/S). They also hide the wearer’s Aura for 1 AT,
three times per day – see the Hide Aura Spell Casting on page
143 of the Mythus Magick book for details, or just describe
her Aura as unreadable or fuzzy.
2 The original text had Avoidance for Kaspar listed as 17/13/15. 3 The original text had Avoidance for Kaman-
In Issue #5’s Exclamations!, Alan Kellogg issued a correction, which Non listed as 10/15/16. In Issue #5’s Exclamations!, Alan Kellogg
is reflected here. issued a correction, which is reflected here.
Journeys #4 The Sceptre of Amun-Ra 41
Dangerous Journeys Mythus Journeys
MRCap: 14 MMCap: 11 PMCap: 15 PNCap: 15 SMCap: 19 SPCap: 17 resorting to violence. He worked out a deal with Katerine for
MRPow: 13 MMPow: 11 PMPow: 15 PNPow: 15 SMPow: 18 SPPow: 16 the Sceptre of Amun-Ra (with a little magickal help). Kaman
MRSpd: 10 MMSpd: 11 PMSpd: 15 PNSpd: 15 SMSpd: 17 SPSpd: 16
knows the true nature of the sceptre; he wants it back because
Commentary & Description: Kaman-Non is an
it belongs to his temple.
ambitious priest of Thoth who wanders around Æropa
searching for the treasures of his temple. Several years ago, Kaman is a large, black man who stands six feet tall and
Kaman’s temple was plundered and burned to the ground while weighs 210 pounds. He wears light blue robes with a belt that
he was in Memphis paying homage to Pharaoh. holds his khopesh and a dark blue fez on his shaved head.
His followers are rather fanatical, but he is more
reasonable, preferring to purchase his treasures back before
Starfire Guild Thugs Kaman-Non’s Followers/Men
Vocation: Mercenary SEC: 1
Vocation: Soldiers SEC: 2-3
Move (yds./BT): 86 Initiative Modifier: Human standard
Move (yds./BT): 76 Initiative Modifier: Human standard
Outstanding-Important K/S Areas-Sub-Areas & STEEP
Outstanding-Important K/S Areas-Sub-Areas & STEEP
(Mercenary Vocation K/S bundle plus) (Soldier Vocation K/S bundle plus)
Combat, HTH, Lethal: 20 Combat, HTH, Lethal: 24
Combat, Hand Weapons: 36 Combat, Hand Weapons: 30
Combat, Hand Weapons, Missile: 34 Combat, Hand Weapons, Missile: 31
Joss (Anti-Joss) Factors: Nil Attractiveness: 10 Joss (Anti-Joss) Factors: 0 Attractiveness: 10
Quirks: Nil Quirks: Nil
Average Armor Protection: 12 Average Armor Protection: 8
Dodging: 0 Avoidance: Base 17/27/16 4 Dodging: Nil Avoidance: Base 18/24/18 5
Weapons: Weapons:
Weapon WP S ATK DT Dam Bonus BAC C Dur Weapon WP S ATK DT Dam Bonus BAC C Dur
Dagger 5 2 1.5 P 2D6 +3 38 M 5/20 Hand Axe 5 4 1 C 3D6 +1 35 W 10/20
Dagger, Thrown 2 2 4 P 2D6 +3 36 M 5/20 Hand Axe, Thrown 5 4 1 C 3D6 +1 36 W 10/20
Long Sword 5 5 1.5 C/P 4D6 +4 41 M 5/20 M. Comp. Bow 5 4 2 P 3D6 +1 36 W 10/20
H. Crossbow 7 2 2 P 2D6 +1 41 C 8/20
Averaged Armor Detail:
Armor Avg Pierce Cut Blunt Fire Chem Stun Pty
Averaged Armor Detail:
Avg Pierce Cut Blunt Fire Chem Stun Pty Half Rein. Leather 8 9 11 10 5 5 8 1
Armor
3/4 S. Leather 12 13 17 15 8 8 12 2
Statistical Detail:
M: 58; El: 46 P: 76; WL: 57, CL: 68 S: 55; El: 44
Statistical Detail: MR: 29 MM: 29 PM: 38 PN: 38 SM: 28 SP: 27
M: 59; EL: 47 P: 86; WL: 65, CL: 77 S: 58; EL: 46 MRCap: 11 MMCap: 11 PMCap: 13 PNCap: 13 SMCap: 10 SPCap: 10
MR: 29 MM: 30 PM: 45 PN: 41 SM: 28 SP: 30 MRPow: 9 MMPow: 9 PMPow: 13 PNPow: 13 SMPow: 9 SPPow: 8
MRCap: 12 MMCap: 11 PMCap: 16 PNCap: 14 SMCap: 12 SPCap: 13 MRSpd: 9 MMSpd: 9 PMSpd: 12 PNSpd: 12 SMSpd: 9 SPSpd: 9
MR Pow: 9 MMPow: 10 PMPow: 15 PNPow: 14 SMPow: 8 SPPow: 9
MRSpd: 8 MMSpd: 9 PMSpd: 14 PNSpd: 13 SMSpd: 8 SPSpd: 8
4 The original text had Avoidance for Starfire Guild Thugs listed 5 The original text had Avoidance for Kaman-Non’s
as 8/13/8. In Issue #5’s Exclamations!, Alan Kellogg issued a Followers/Men listed as 9/12/9. In Issue #5’s Exclamations!, Alan
correction, which is reflected here. Kellogg issued a correction, which is reflected here.
42 The Sceptre of Amun-Ra Journeys #4
Dangerous Journeys Mythus Journeys
K/S STEEP CROSS-FEEDING AND FEEDING
A Complete Listing with New Additions to Boost Persona Ability Scores in the Mythus™ Game
Originally from pp. 23-26
by Gary Gygax
[Editor’s Note: This table is included in Mythus Journeys • Unless otherwise indicated, 10% of the STEEP in the
so as to be a complete rendering of the Mythus-related named K/5 Area is applied.
information included in the pages of Journeys Magazine. The
• “⇆” means that there is a cross-application between the
information in this table was obsoleted with an updated version
K/S Areas indicated. For example, Acupuncture and Medicine,
of this information in Mythic Masters Magazine Issue #1]
Oriental cross-apply to each other. Thus, 10% of the HP’s
This article is aimed at assisting you in regards to the Acupuncture STEEP is added to his or her Medicine, Oriental
Knowledge/Skill Area and Sub-Area cross-application or one- STEEP and vice versa.
way addition to STEEP process (from page 137 of the Mythus
book) by cutting down the amount of effort required. Yes, • “→” means that the K/S feeds the other but is not in
turn fed. For example, Apotropaism cross-applies 10% of its
Discerning Reader, I do know how annoying the process is.
STEEP to Exorcism, but Exorcism does not cross-apply any
However, from the player’s standpoint, each and every point
of STEEP which can be garnered is more precious than rubies, STEEP to Apotropaism.
so to speak. Rather than do away with the concept, I have • “←” means that the K/S is fed by the other but does not
proposed expanding it! In fact, the expansions, whether entire or feed it in return. For example, Agriculture receives 10% of the
simply adding to existing cross-applications, are indicated in Biology K/S Area’s STEEP, yet it does not cross-apply any
italic type, as you will see below. Hereafter is an exhaustive list STEEP to Biology.
of the K/S Areas which add to other abilities. It makes
preparation of the final STEEP of the HP in the K/S Areas
and Sub-Areas far easier. Please note the following:
Cross-Application Table
Acupuncture: ⇆ Medicine, Oriental Construction, Transport: ⇆ Construction, ⇆ Construction Naval
Acrobatics/Gymnastics: ⇆ Juggling, ← Yoga Criminal Activities, Mental4: ⇆ Criminology, → Espionage, →
Agriculture 1: ← Biology Surveillance/Security
Alchemy: ← Chemistry Criminal Activities, Physical43: → Espionage, ⇆ Police Work,
Animal H andling 1: ⇆ Zoology → Surveillance/Security
Apotropaism: → Exorcism Criminal Activities, Physical: STEEP in Stealth Sub-Area ⇆
Appraisal: ⇆ Gemology, ⇆ Rarities Hunting & Tracking if higher
Arms & Armor: ← Smithing & Welding Criminology: ⇆ Criminal Activities, Mental, ← Logic
Architecture: ⇆ Fortification & Siegecraft Cryptography: ⇆ Mathematics
Astronomy: → Navigation Cultured Palate: ⇆ Domestic Arts & Sciences
Biography/Genealogy: ← Current Events Current Events: → Biography/Genealogy
Biology: → Agriculture Demonology: → Conjuration (once, if acquired after it),
Boating: ← Seamanship Exorcism
Botany: → Herbalism Domestic Arts & Sciences: ⇆ Cultured Palate
Charismaticism 2 Disguise 4: ⇆ Impersonation, ← Thespianism
Chemistry: → Alchemy, → Toxicology Endurance: ← Yoga
Combat, Hand-to-Hand, Lethal3 Engineering: ← Mines & Mining
Combat, Hand-to-Hand, Non-Lethal3: ⇆ Games, Physical Engineering, Military: ⇆ Fortification & Siegecraft
at 20%, ⇆ Sports (Individual Violent) Escape3: ⇆ Legerdemain
Combat, Hand Weapons3: ⇆ Hunting & Tracking (spear use Espionage 42: ← Criminal Activities, Mental, ← Criminal
only); ⇆ Sports (Team) Activities, Physical
Combat, Hand Weapons, Missile3: ⇆ Hunting & Tracking Etiquette/Social Graces: ← Literature, ← Poetry/Lyrics5
(with missile use only) ⇆ Sports (Individual Non-Violent) Ecology/Nature Science 1: ⇆ Nature Attunement
Conjuration: → Sorcery (if the former is gained thereafter, Exorcism: ← Apotropaism, ← Demonology
one time only) Foreign Language: ← Linguistics
Construction: ⇆ Construction Naval, ⇆ Construction, Transport Fortification & Siegecraft: ⇆ Architecture, ⇆ Engineering,
Construction, Naval: ⇆ Construction, ⇆ Construction, Transport Military, ← Surveying/Topography, ← Weapons, Military, All Other
and turnips; they look healthy and set to produce a good the garden, various fruits and vegetables can be seen growing
harvest. Farther down the track another grass field adjoins the gooseberries, strawberries, black currants, peas and a stunted
cottage. Three cows graze contentedly, sharing their meal with apple tree all grow in harmony.
half a dozen sheep. In the field’s far corner is a small thatched
There are three windows on this side of the building, all
barn, with a fine Shire horse looks out from his stable,
about two feet wide and three feet high, and louvred shutters
apparently unconcerned at your approach. You can hear the
lie folded back against the walls. There are two windows then
squabbling of chickens in the small courtyard by the farm
a stout oak door, then the last of the windows near the
house. Opposite the grassy field, the stream has been dammed
building’s far end.
to provide a pool for the attendant ducks and geese. Each of
the fields is surrounded by thick hedgerow protecting the crops Through the first window can be seen a large double
and livestock from the worst of the elements. bedroom. A fireplace can be seen in the center of the left wall.
Opposite this is an unmade double bed apparently with a straw
Nearing the inn, you can see an outbuilding has been added
mattress. On either side of the bed stands a 2’ x 2’ x 3’
to the cottage within the past few years. The outhouse looks
cupboard; the corner of a bench can be seen running along the
like a small stable, thatched with large heavy oak double doors
front wall. In the far left corner stands a small cot between the
providing an entrance. A small sign hangs over the door at the
fireplace and the door alcove. Part of a thick woolen rug can
far end of the cob building, though you are too distant to tell
be seen running down the far side of the bed near the door in
any detail. The central chimney stack is mounted by three
the far left corner. There are two torch holders mounted on the
chimney pots. Smoke rises from each.
right wall near the cupboards, each holding an unlit torch.
Arrival: The sign reads, “The Prancing Pony Inn, board,
Both windows, on either side of the door, look in on a
lodging and stables available” and shows a picture of a dancing
small bar. A fireplace joins the right wall; a bucket stands on
circus pony performing tricks. A smaller sign above the door
the hearth on the near side. A low seat runs down the right wall
reads, ‘‘This premises has been licensed for the sale of alcoholic
and around the corner to the front. An oak table stands next to
beverages.”
the bench, and beyond it are two stools sitting on another thick
Reaching the Prancing Pony, you can see a garden running wool rug which runs right to left covering the center of the
left and behind the building, again bordered by hedgerow. In flagstone floor. In the near left-hand corner stands a round
6 The original text had Avoidance for Bellias the Innkeeper listed 7 The original text had Avoidance for Elaine listed as 11/12/9.
as 10/17/12. In Issue #5’s Exclamations!, Alan Kellogg issued a In Issue #5’s Exclamations!, Alan Kellogg issued a correction, which
correction, which is reflected here. is reflected here.
Journeys #4 The Prancing Pony Inn 51
Dangerous Journeys Mythus Journeys
MRPow: 11 MMPow: 12 PMPow: 10 PNPow: 12 SMPow: 10 SPPow:9 children a better, more stable existence. The couple bought the
MRSpd: 12 MMSpd: 11 PMSpd: 10 PNSpd: 14 SMSpd: 9 SPSpd:9 Homestead Inn three years ago and have fitted into the lifestyle
well. Four months ago, a third child was born in the
Commentary & Description: Elaine joined the circus comfortable surroundings of the inn. They named the newborn
when she ran away from home with her younger brother at the Hemison, after Bellias’ uncle. Elaine runs the culinary side of
age of 14. Her parents were living London at that time, her the business, providing fine meals for their guests. A particular
father unable to find employment as a soldier in the city guard. specialty of hers is blackberry and apple pie, for which the inn
Taking his frustration out on his family, they were often is noted. Elaine also brews their homemade wines, and though
subjected to severe beatings. Elaine ran away with her brother she strongly disapproves of excessive drinking, she has been
and joined the passing circus troop. Looked after by Bellias, known to indulge in a mug or two.
both Elaine and her brother learned the circus way of life and Elaine is 37 years old, about 5”4”, 123 pounds, and is of a
were trained by Bellias in the arts of horsemanship. Ten years medium build. She wears her auburn hair in a long plait-tied
ago, Elaine married her fun-loving tutor and semi-retired from with a white ribbon. Her face is pleasantly rounded, full lips
the circus act to look after the horses and their newborn child, and smiling eyes match her ruddy complexion. Elaine wears
Alein. Four years passed before their second child, Alice, was heavily embroidered cotton skirts and blouses, often in deep
born. Bellias and Elaine decided to settle down to give their rich colors, red being her favorite.
by Ernst Grumbold
Although we were not expecting the good Mr. Grumbold Why should this interest readers? Simply put – because
to submit any further articles, it somehow came as no surprise there are castles everywhere in Æropa (and elsewhere too)
to us when we actually found another one of his manuscripts where a feudal or quasi-feudal government rules. Such places
amongst the other mail. There was no need to consult with are needful for many reasons too complex to detail here.
Gary Gygax about the author or his material. As we are now all Suffice it to say that should you travel anywhere in the lands
familiar with Emst Grumbold’s credentials in regards to Ærth, mentioned, you will be sure to encounter strongholds of this
nothing more needs to be said. However, we do wish to alert type in all corners of the land. That said, let us move on.
you to the special nature of this piece. The detailed organization
First, let me make it clear that what follows is a
charts which Mr. Grumbold included with his brief manuscript
generalization based on the knowledge obtained thanks to the
are most enlightening and useful for students of Ærth and for
generosity of the Sieur deVal. In many cases, the size of the
all enthusiasts of fantasy gaming as well.
stronghold and associated land holdings will be smaller, so
How a Feudal Noble’s there will be fewer officers and staff. In some other cases these
will be greater, and an increase proportionate to that larger scale
Stronghold is Organized: must be interpreted.
The Structure of Authority and Responsibility, Showing
Offices and Positions, Along with Such Commentary as Next, allow me to point out to the reader that here I am
is Helpful to the Reader addressing those fortified residences which are built,
maintained, and inhabited by aristocrats. There are state and
Until I actually visited Æropa and personally observed the
even noble fortifications, which are only incidentally something
operation of an aristocratic stronghold, I was somewhat other than military strongholds. These exist for purely military
ignorant and quite confused as to who did what in a chateau
reasons, and guards are the only residents the vast majority of
and what “such-and-such” title in castle parlance actually the time. These are not at all castles in real terms – they are
meant. A friend of my guide, M. Marcelus François, was kind
forts or fortresses. Whether moat house, chateau, or some
enough to allow me to spend a fortnight at his chateau west of other appellation, castles are the first and foremost residences
Paris. There the Sieur deVal soon enlightened me regarding the
of their owners, even if for only a portion of the year. On Earth
whole matter. Because such information is so poorly presented we often see the castle depicted as a fortress, and fictional
in texts found here on Earth, I thought it would be beneficial literature adds to this inaccuracy.
for me to extract the whole of what I had learned, and with as
brief a text as possible, illustrate the matter by organizational So, then, a castle is the domicile of its noble lord or lady,
chart, thus providing readers of this journal with clear and the residence of his or her liegemen, retainers, and servants. It
concise data. is the headquarters for the administration, finance, and
management of all the lands and the manors which belong to
52 A Journeyer’s Guide to Ærth Journeys #4
Dangerous Journeys Mythus Journeys
it. It is the seat of local, or low, justice for those dwelling on chatelaine, possibly a sub-officer, and then soldiers and some
those lands – the Hallmote held monthly for the peasants, the necessary servants only.
Greatcourt for freemen who have made their View of
Frankpledge to the lord of the castle. It is a place of safety in Lord & Immediate Officers & Retainers
time of war. The castle is a staging point for military operations, Noble Lord: This might well be a lady, and in most cases
an impediment to invaders, a point of resistance too, unless actually assumes the lord and lady as a unit. Where lord and
overcome somehow. lady are concerned, the lord directly oversees the actions of the
Those readers who have delved into historical treatments steward and the constable; the lady assists by giving his
of castles certainly comprehend all that and more. To make the direction to the seneschal chancellor. Lord and lady command
functions of the castle, its organization, hierarchy, and bureaus all within the castle and on its lands. All boxed positions shown
plainly understandable to all, there are a series of schematics on this chart are very important. Each officeholder concerned
drawn hereafter to give a visual representation of them. By will be a member of the noble lord’s/lady’s council – grand
identifying titles and the like, we delineate offices and oversight council if the noble vassals are in attendance.
responsibilities clearly. Of course, there always exists a problem Chancellor (also Chaplain): A priest or monk always
when it comes to precedence of office or station, for titles are holds this office, unless it is broken into two portions,
not fixed. Thus, in some places a title might correspond to a chancellor and chaplain, in which case the former may be held
somewhat different office, possibly altering rank and duties to by one of the laity who is a Heka-user able to employ some
some extent. Nevertheless, this effort is by no means vain, for forms of divinatory and healing Castings. He or she is directly
what is set forth in the exposition holds generally true responsible to the lord/lady for these duties and activities:
throughout all Æropa and those other lands which model their
feudal structure after one of the states of that continent. • Keeping the lord’s/lady’s seal(s) (chancellor)
• Treasurer* (chancellor)
The organizational charts which follow are presented in a
progressive fashion. That is, the very first one depicts the • General accounting (chancellor)
schematic of the highest authority and those immediately • Intelligence (chancellor)
beneath that authority. In the case of the Sieur deVal, • Secretarial functions (either, principally chaplain)
enfeoffment is directly from King François, so there is no • Personal errands and communications (either,
authority interposing between him, as lord of Chateau Lune- principally chaplain)
Noire, and the throne. Where a greater noble stands between • Religious observances (chaplain)
the king and the holder of a castle, it is helpful to refer to such • Charity (chaplain)
a position as that of a vice-lord, thus indicating that • Healing (chaplain)
enfeoffment is from one owning fealty to a suzerain. Following
each chart is commentary explaining the illustration. As we * Our charts show the office of cofferer being in charge of
progress, sub-charts were needed to expand upon certain areas. the lord’s/lady’s monies and like wealth. Note that in this case,
These charts are clearly indicated as belonging to the main one however, the chancellery oversees to some extent the cofferer.
in question by the addition of a suffix capital letter after the See Chart IV.
chart number, thus: III A. It is possible that an apotropaist and/or exorcist is attached
As stated initially, in order to make a full exposition, the to this office if a great noble is the lord of the castle.
whole assumes a rather substantial castle and a noble with Almoner: The almoner is in charge of distributing charity
substantial lands and income. Larger organizations are a simple to the poor and needy on the lord’s lands.
matter, for retainer and staff numbers are simply greater, with
only rare and specific offices to be added, i.e., jester, astrologer, Secretaries: These positions are often held by monks or
Mage, wizard, privy counsellor, justiciar, etc. scribe-like clerks. Clerks otherwise generally need to be only
semi-literate but highly numerate.
It becomes less clear when smaller households are
considered. In general, begin by omitting servants indicated in The office will work closely with that of the Heka
the least positions, one at a time. Double up related counselor at all times, of course, as their combined abilities are
responsibilities. Eliminate offices entirely. Reduce the number
of guards. A very small castle might have but one, all-purpose
officer, a seneschal serving directly under its lord, no knights,
one or two esquires, and but a score of servants and guards. A
minor knight, for example, might have only a few servants and
a half-dozen men-at-arms. As an aside, note that a royal castle,
in this case a fort or fortress, will have as its head a castellan or
needed in regard to Heka-warding of the castle. The two will more sub-offices attached to it: alchemist, astrologer, conjurer,
also assist the steward in regards to weather, and crop and Heka-forger, spellsinger, wisewoman or wiseman.
animal welfare within the lands of their lord or lady.
Note that on Earth in Medieval times this general position
Heka Counselor: This office is one of Heka practice. on the organizational chart would be occupied by these names:
That is, the holder will be able in the use of Castings which doctor (maker/prescriber of medicine), barber (blood-letter),
foretell and also have some magickal skill. In most cases this surgeon (medical operation performer), dentist (care of teeth).
means the individual is a magician with knowledge of astrology They are very much secondary positions which might be filled
and divination. However, any number of variations can and do by a single individual, two, or even none.
exist The duties are of an advisory nature, assisting in the
Noble Vassals: Observe, if you please, the box. The
protection and defense of the castle, and healing secondarily, all
thorny vines indicate that the position is not actually attendant
through the employment of Heka. In the case of a very great
to the castle. These noble vassals, with a few exceptions which
noble, the Heka counselor might be only an advisor in regards
will be noted, reside on their own fiefs within or adjacent to the
to foretelling and the like, and the steward, as we will see, may
lord’s/lady’s lands. Being vassals, they owe their holdings to the
be the one detailed to defensive and offensive Castings.
noble lord in question. They will have lesser titles, possibly
In most cases, there will be some form of apprentice being only knights. Note also the thorny vine running
serving the officeholder. In large castles there will be one or diagonally to the office of steward. When the lord/lady is not
present, then the steward stands in his or her place, and the
JOURNEYS #5
Published March, 1993
By Gary Gygax
Privileged information for the JM! What’s this? Something more 2. The single-genred campaign allows the game master
disallowed to players? Not at all. This is by no means confidential, let and players to concentrate on that milieu. They focus
alone secret. If I have the attention of players not otherwise prone to read there, get into character and stay there. The adventures
this sort of article, I consider it a valuable step. Do read on, and if you are within a known realm. Personas are developed so
find the information such that you believe your JMs would benefit from it, as to operate most efficiently therein.
tell them so. 3. As personas are developed, their roles in the milieu of
the one-genre campaign become clear. Players can
The goal of this writing is to improve and enliven the many new
attempt to assume major positions within that milieu.
Dangerous Journeys multigenre roleplaying game (MGRPG) system
4. JourneyMasters and players are not called upon to
campaigns, and to do so it is necessary to reach the persons responsible for
know or learn details outside of the single genre
creating and conducting them, the JourneyMasters of the world. What is in
considered. There is, therefore, less demand on their
this column, however, is in one sense privileged. It is assumed that the
free time. More play is possible because free time isn’t
readers are all special, more knowledgeable, in some measure because they
spent reading material dealing with information which
are readers. Therefore, what is contained herein will certainly benefit
doesn’t pertain to the campaign’s genre.
JourneyMasters, players and the latter’s Heroic Personas in no small
5. As the players’ personas in the single-genre campaign
measure!
develop and become more powerful, the
As stated last issue, we are now going to consider the JourneyMaster, too, is developing his milieu so as to
multigenre campaign. Before discussing that, though, it is a accommodate the rising abilities of the personas. In
good idea to consider the drawbacks of such a campaign. To this manner, scenarios are not likely to be
accomplish this, I’ll give the advantages of the single-genre unchallenging or pose the impossible for the team.
campaign first, then list potential problems with the many-
genred one. In truth, some of these arguments speak to the Problems of the Multigenre Campaign
whole concept of offering a multigenre game system, not We move now from the single-genre campaign into the
merely whether or not the campaign should be set in one or larger one which allows milieux beyond that of fantasy. What
more. Some game masters might not agree with the list, finding are the advantages and disadvantages of this?
that some arguments are specious, that supposed objections are
not valid, that stated drawbacks are not actually negatives at all. 1. The JourneyMaster’s abilities are not strained by an
They might also think of things not shown here which they do attempt to deal with genres he is not conversant with.
find non-conducive to their gaming. Fair enough. I don’t claim He selects that genre which is his forte, then finds a
to be an encyclopedia, and these articles are to involve you in player group which is likewise devoted to the genre.
the decision process by stimulating your thinking and creativity. Excellence is encouraged by such specialization.
Enough. Let’s get on with it! 2. There is no lack of interest. The participant group
opted for play in the genre considered, and that
Advantages of the Single-Genre Campaign indicates sufficient devotion to it to merit the sole
attention of the JourneyMaster. To move outside of
1. None of the participants have the least interest in or
the single genre will possibly alienate some or all of the
desire to switch from the one genre they love. They
players.
roleplay in that single genre and cannot imagine play
3. The cost of maintaining a single-genre campaign are
in any other as interesting or exciting. They cannot
lower than the multigenre one. This isn’t necessarily
believe in any other milieu.
speaking to the basic cost of amassing game rules and
support materials. It addresses the ancillaries –
reference works and fiction principally from which
background information and ideas are drawn.
GRYM’S KEEP
Originally from pp. 10-14
by Ernst Grumbold
The last issue of this journal was still not complete when there came barn, smithy, armory, livestock barn, piggery, poultry sheds,
to our submissions desk yet another of the odd-colored envelopes which we dovecot, barracks, refectory/mess hall and garderobe.
now recognized immediately. Gary Gygax’s associate, the inveterate author
First Story: Main Building: Gallery, lord’s chambers and
of several articles on Ærth, Ernst Grumbold, was at it again. One look
wardrobe, lady’s chambers and wardrobe, bath room,
at the material he had sent was sufficient for us to approve it for inclusion
garderobe/lavatory, solar (sun room); oriel (bay room), guest
in this publication. Mr. Grumbold himself tells you why.
chambers. Separate: Various minor offices, various quarters for
Castle Rooms and the Manor Lands retainers, servant’s quarters, barracks, arsenals (weapons and
Details of what divisions of space are within and outside ammunition including stones, timbers, oil, combustibles, etc.),
the castle, along with a plot of a manor and lists of things feed storage rooms, store rooms.
pertaining to life-styles of the noble and the peasant. Second Story: Main Building: Private chambers of greater
While knowing the organization of a castle is all well and officials and garderobe/lavatory. Separate: Guard rooms,
good, to truly comprehend the matter requires greater barracks, arsenals (weapons and ammunition including stones,
knowledge. Readers are asked for their forgiveness of my timbers, oil, combustibles, etc.) and store rooms.
neglecting to include this in my previous exposition pertaining Third Story: Main Building: Small private bed chambers
to the matter of who lives in a castle and does what, so to speak. (retainers), male dormitory, female dormitory, servants’
Following all of that, I append a stylized plot of a manor. quarters and garderobe/lavatory. Separate: Guard rooms,
After the necessary explanations of that graphic, we will return barracks, arsenals (weapons and ammunition including stones,
to the exposition of what sorts of things are concerned with timbers, oil, combustibles, etc.) and store rooms.
the whole. That is, there is much more to relate. One cannot Outside: Gardens, orchards, hay and straw stacks, apiary.
be ignorant of the food and drink, cloth worn and possessions
of the nobles and the others in the noble lord’s demesne. In Typical Entertainers &: Musical Instruments:
this regard, I offer informational details noted by observation Acrobats, animal trainer/act, buffoon (fool), dancers, jester
and questioning while visiting the domain of the Sieur deVal in (comedian), juggler, jongleur (travelling minstrel and story
company with my Francian guide, M. Marcelus François. teller), minstrel, musicians and play actors.
Before giving a listing of typical space allotment, I must Typical Instruments: (Newer ones in italics.) Cello (also
mention that the furniture and furnishings of a castle are much bass and double bass cello), clarinet, cornet, drum (various sorts),
dependent upon the relative wealth of the lord. In general, dulcimer, flute, Francian trump (similar to a French horn), guitar,
however, the goods therein are quite extensive and resemble harp, harpsichord (instrument recently purchased by the Sieur),
things drawn from the late medieval, renaissance and possibly keltic trump (similar to an English horn), lute, lyre, mandolin,
even up to the late 17th/early 18th century of Earth. Thus, one oboe, oliphant (great horn), organ (pipe, recently reed organ),
will notice such things as ceramic stoves, large clocks and a case recorder, sackbut (trombone), saker, shawm (reed pipes),
with perhaps a dozen or more books! Upholstered chairs and tambor, tambourine, viele, viola (also bass viola), violin, virginal.
divans are unremarkable, as are pillows and cushions and
mattresses filled with feathers and/or down. Castle Lands
It is now time to move on to the lands belonging to the
The rooms of the castle are something like this:
castle. In general, each castle will have a number of manors.
Basement: Main Building: Well or cistern, wine cellar, Manors are principally agrarian in nature. A local appointed to
buttery, root cellar, lumber room, coal cellar, firewood room, the office of reeve will see to the lord’s affairs there, while a
bakery, store rooms, cells for confinement of prisoners. bailiff oversees his activities, checks on agisters and so forth.
Separate: Aging cellar for brewed or vinted beverages, various The reeve is of social rank equal to that of a freeman of
store rooms. middling sort.
Ground Floor: Main Building: Great hall with upper gallery
(musicians), lesser hall, antechamber, salon, library, offices,
Plot of a Manor
strong room (plate), butler’s pantry (dishes and glassware), The plot of a manor is highly abstracted for the reader’s
convenience. It doesn’t depict any actual place. What is
linen room, various passages/hallways and garderobe/lavatory.
Separate: Various offices, chapel, kitchen pantry larder, scullery, depicted hereafter is in graph-like style in order to illustrate the
amount of land by type and usage. The graphic plot is also
laundry, servants’ hall, brew house, granary, stables, transport
shown to enable you to better visualize the whole of the
JOURNEYS #6
Published May, 1993
INPUT/OUTPUT
Originally from #6, p. 5
By Alan Kellogg
In all the letters and bulletin board queries I’ve answered, Explanatory note: “½(att+att)” means you use the average
the most popular question seems to be, “How do you figure of the two ATTRIBUTES. (Yes, I know most of you are aware
out personal Heka?” So that’s what I’ll deal with this issue. what “½(att+att)” means, but somebody would ask if I didn’t
spell it out, so bear with me.)
The first step when figuring out a persona’s Heka is to
determine whether or not the persona has vocational TRAIT Since I’m talking about magick use, I’ll go on to finding out
Heka. (Every vocation has a Vocational TRAIT – for if your Heroic Persona is a Full Practitioner.
Apotropaists it’s Mental TRAIT, for a soldier it’s Physical
To be a mage, the HP must first have the dweomercræfter,
TRAIT, and for an astrologer it’s Spiritual TRAIT, for
specific school Vocation and second have a Mental TRAIT of
example.) When the persona is a Partial Practitioner – unable
101 or better. If both are true, you then roll against Mental
to fully channel Heka – you roll 1D10. On a 1-9, the persona
Mnemonic Capacity (MMCap) at DR “Hard.” If the roll is
gets Vocational TRAIT Heka, and on a 10 (0) the persona does
successful, then the persona is a mage. For example, an HP
not gain Vocational TRAIT Heka.
with the dweomercræfter, Gray Vocation, a Mental TRAIT of
In the case of a Full Practitioner, mage or priest, the 101 and an MMCap of 19 would have a 19% chance to be a
persona automatically gets Vocational TRAIT Heka. Gray Mage.
Should the persona have Vocational TRAIT Heka, you To be a priest, the HP must take Priestcræft, Specific
then get to find out if he has a second TRAIT in Heka. Roll Ethos, and have a Spiritual TRAIT of 101 or better. If such is
1D10 again. On a 1, the persona has two TRAITS in Heka, and the case, a check against Spiritual Metaphysical Capacity
on 2-10, he doesn’t. I recommend rolling for the higher of the (SMCap) at DR “Hard” is made to find out if the HP is a Full
remaining two TRAITS, unless your referee says roll for the Practitioner in Priestcræft. An HP with Priestcræft, Ethos of
lower. Shadowy Darkness, a Spiritual TRAIT of 102, and an SMCap
of 19 would have a 19% chance of being a Full Practitioner, for
A mage-priest (or priest-mage) gets both Mental and
instance.
Spiritual TRAIT in Heka automatically. A mage or a priest must
roll for a second TRAIT in Heka normally. In the case of a “dual class” HP, the procedure gets a tad
more complicated.
If the persona has two TRAITS in Heka, you can now roll
to see if he has all three TRAITS contributing Heka. On a 1D10 To be a mage-priest, the persona must take the
roll, a 1 means the persona does and a 2+ means he doesn’t. Dweomercræft, school Vocation, take the Priestcræft and Religion
All personas have to roll for a third TRAIT in Heka. K/S Areas and have a Mental TRAIT of 101+ and a Spiritual
TRAIT of 91+. If that is the case, you then roll against the
Once you’ve found out whether or not your game persona
lower of MMCap or SMCap. In the case of a Priest-Mage, the
has TRAIT Heka, you now get to find out how much Heka
HP must have the Priest, Specific Ethos Vocation, a Spiritual
your persona gets from Heka generating K/S Areas. Use the
TRAIT of 101+ and a Mental TRAIT of 91+, take the
Heka-generating K/S Areas chart (Mythus, page 276 and
Dweomercræft and Magick K/S Areas, and then succeed in a roll
Mythus Magick, page 8) to figure out K/S Area Heka, with
against the lower of MMCap or SMCap. In either case, the rolls
the following change: Wherever the notation “(att+att)”
are against DR “Hard.”
appears, change it to read “½(att+att).” Also, make sure to read
the footnotes carefully. Magi, for instance, get Dweomercræft If you feel the above methods for determining Full Practice
(school) STEEP + Mental TRAIT instead of Dweomercræft are a bit restrictive, then all an HP needs for magedom or
(school) + Mental Mnemonic Category in Heka for primary priesthood would be the appropriate K/S Areas (Dweomercræft
school. and Magick for Magi, Priestcræft and Religion for priests), high
enough Mental and/or Spiritual TRAIT, and a low enough die
roll. Using this method, a soldier with Priestcræft and Religion,
and a Spiritual TRAIT of 101 or better, could be a Full
Journeys #6 Input/Output 73
Dangerous Journeys Mythus Journeys
Practitioner with a low roll on 1D100 (an army chaplain, and Poetry/Lyrics K/S Area Heka can only be used for Spellsongs
perhaps?). Castings.
Finally, let’s look at those Heka-generating K/S Areas that Before I close, Smithing/Welding does generate Heka. The
supply Heka for limited use. formula is: Smithing/Welding STEEP + ½(PMPow + PNPow)
= K/S Area Heka. Smithing/Welding K/S Area Heka can only
With the following exceptions, K/S Area Heka may be
be used for Heka-forging Castings and operations.
used for any casting, Power and/or operation. In other words,
if your HP needs to use a Dweomercræft, White Casting and has Well, that’s it for this installment. Next issue I’ll discuss the
only Astrology Heka left, then he can use Astrology Heka to corrections for the OPs’ Heka for the “Condemned as Galley
power a Dweomercræft, White Casting. Slaves” adventure in the Mythus book. And maybe a few other
clarifications as well.
The exceptions are: Astronomy K/S Area Heka can only be
used for Astrology Castings and operations. Musical Composition Keep the questions coming in.
By Gary Gygax
Here is some special information for JourneyMasters which I am most
anxious for those worthies to share with players and utilize in their Counter-Necromancy, -Sorcery
campaigns. As I’ve always stressed, the material in this column is by no & -Witchcræft
means confidential, let alone secret. The goal of improving and enlivening To know the Necromancy, Sorcery and/or Witchcræft
the many new Dangerous Journeys MGRPG system campaigns is nearer, Area is to have the opportunity to identify such practice and
but from the tremendous response we’ve had, it is clear that you want more! possibly counter the practices involved. Here is how the
More new rules, further details, greater quantification. I spoke with Mr. counter-K/S practice works:
Grumbold not long ago, and he passed along some comments made to him
The persona need never have used or actually be able to
by M. Marcelus François, Grumbold’s erstwhile companion and guide in
employ Castings, Powers and other practices of the K/S Area
Francia. It seems that the actualities on Ærth are not accurately reflected
in question in order to manage identification and possible
in the game rules as regards to the versatility of three special
countering. The knowledgeable but non-practicing persona can
Knowledge/Skill Areas. Read on...
employ the STEEP possessed in the Evil K/S Area by
Why, one might well wonder, would a Heroic Persona not checking against it as follows:
of Evil persuasion – a decent and upright sort, not in the least
1. Identify use of the K/S Area: STEEP at base DR of
desirous of making a pact with some monstrous being from the
“Easy.” Has a necromancer (sorcerer or
Netherrealms, let alone employing malign practices – have
witch/warlock) been at work here? If the check
knowledge and skill in sorcery and/or witchcræft? What right-
succeeds, then the persona will know for sure.
thinking HP would have any truck with Necromancy?! All of
2. Identify specific practice within the K/S Area: STEEP
that is shocking to consider! Yet we have sages and
at base DR of “Moderate.” Was a Casting, Power or
wisewomen/wisemen and even witch doctors possessing the
some other sort of action employed by the offender?
Witchcræft K/S Area. Furthermore, any persona can acquire
If not a Casting, the Power or other activity can be
these abilities at any time. What is going on? Now there are
identified by succeeding in the check. Otherwise...
some other seemingly malign K/S Areas which can be
3. Identify an Archetypical Casting employed from
employed for Good. For instance, we know that Conjuration
within the K/S Area: STEEP at base DR as if the
is employed for many benign and useful practices, and neutral
persona were actually using such a grade of Casting.
ones as well, albeit it is also the principal tool of the Evil
Ignore prohibitions regarding use above STEEP. That
sorcerer. Again, Demonology is an aid in Exorcism, and likely
is, one able otherwise to employ Castings of given a
useful in any general investigation of supernatural evil
grade at DR “Hard” can identify those above that
occurrences. Very well, is there any like application of the three,
grade by three steps, at DRs of “Difficult,” “Very
seemingly offensive K/S Areas mentioned – Necromancy,
Difficult” and “Extreme” respectively. With practice
Sorcery and Witchcræft? Yes. The non-Evil persona is able to
found, and a Casting indicated, pinpointing the exact
employ the abilities held in these areas to fight against the
one requires a successful roll as indicated.
malign. The following rule applies:
4. Negate an Archetypical Casting employed within the
K/S Area: There are two methods of attempting to
accomplish this, depending on the circumstances:
LIGHTHOUSES OF ÆRTH
Originally from pp. 18-20