Mythus Journeys - v1.0

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Articles for the Mythus Fantasy Roleplaying Game

Originally published in Journeys Magazine by GDW, Inc


remastered by R. William Morris, 2024

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

Introduction The Mythus SEC Benefits Question 1


Dangerous Journeys Mythus Journeys

JOURNEYS #1
Premiere Issue!
Published September, 1992

THE MYTHUS SEC BENEFITS QUESTION


Originally from GameMasters’ Purview on pp. 6-8

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

2 The Mythus SEC Benefits Question Journeys #1


Dangerous Journeys Mythus Journeys
language early on, be introduced to relatively important people Personas, but adequately and reasonably reflects SEC effects.
and enter society at a level commensurate with their Although the header of the column doesn’t reflect it, there is
background. Contrarily, those near the bottom of the scale will also a penalty in STEEP for the lower ranks, albeit not a very
have less of these benefits, but there is one game-related bright great one. Again, only 1 point may be taken from a single K/S
spot. They will probably have certain connections (as “Good Area.
Ol’ Boys” or “Homies”), likely know a second language
(because it is spoken at home) and might have “quirks” which Additional Quirks
aid them in their environment. Thus, it is possible to award This means exactly what it says. Those Heroic Person as
something to assist the lower SEC range even as we take away not blessed by high SEC have the benefit of extra Quirks. If
from these ranks and add to those higher up. the JourneyMaster keeps these added Quirks on the relatively
moderate side and makes sure they aren’t too powerful, then
SEC Advantages and Disadvantages no Counter-Quirks are necessary. To this end I have included
Now it is time to stop dealing in generalities and get down some new Quirks and a system for their operation so as to
to game specifics. Working from the highest SEC downward, obviate the need of the Counter-Quirks being placed into the
here is what can be done by the JourneyMaster to reflect the makeup of the Heroic Persona.
realities of virtually any society. The SEC
Advantages/Disadvantages Table encapsulates the advantages Special Quirks
and disadvantages. The basic operation of any of these Special Quirks is a
If the group elects to institute this optional SEC K/S-type roll. The percentage chance for successful operation
adjustment, then here is how it works. As each player develops is determined at the outset. There are two different methods of
his or her Heroic Persona, the SEC Level of the HP will affect finding the chance of successful operation, depending on the
the portions of that persona noted on the table above. That is, Special Quirk. In some, the chance is found by taking the
adjustments will be made in one or more of the statistics as appropriate TRAIT score, dividing it in half, then adding the
hereafter explained. results of the roll of 1D10 minus SEC Level, negatives
counting (that is, a score of 1, minus SEC Level 3, means the
player must deduct 2 from the HP’s percentage chance). In the
Additional Foreign Language
second case, the JM supervises the concerned player, the latter
The exact language gained should be determined by the
making an initial D% roll. If this roll is under 30, the result is
JM, as appropriate to the player’s HP Profile, the game genre
modified upward by adding points equal to 40 minus (10x SEC
and the campaign milieu. For the upper SECs, the STEEP will
Level) – i.e., -30 at SEC 1, -20 at SEC 2 or -10 at SEC 3. If the
be that of the Class Level – i.e., 9 STEEP at SEC Level 9, 8
result is over 70, the result is modified downward by the same
STEEP at 8, etc. For the lowest two, the STEEP will be
method. In effect, we thus modify the curve to get a higher
2D10+5 minus SEC Level.
cluster near the medial point of 50% likelihood of success.
Other Knowledge/Skill Areas Once the percentage chance of success of any Special
at 5 STEEP Points per Area Quirk is known, it doesn’t normally change. No Difficulty
Again, the JM will determine which Knowledge/Skill Rating is usually placed on their operation, but JourneyMasters
Areas the persona can pick up due to SEC Level, based on the might wish to adjust things from time to time for special
Profile, genre and campaign. HPs are thus benefited by having circumstances. JourneyMasters might also wish to take into
a smattering of knowledge in more K/S Areas, a reflection of account related K/S Areas, if any, when determining the use
the advantages of their level. and number needed to succeed in employment of a Special
Quirk. Whenever the Special Quirk is put into play by the
Additional Special Connections player on behalf of the HP, it is simply a matter of rolling the
This is simply a matter of using the table or allowing the D% dice (with such adjustments as the JM deems appropriate,
player to decide later when the Heroic Persona will make a as mentioned previously) to see if the attempt succeeds or fails.
Special Connection. Naturally, the JourneyMaster might find it Results of success are given in the descriptions of the Special
reasonable to take a hand in the matter by personally Quirks hereafter.
determining such connections, creating special lists of them for
this addition and so forth. Blarney (Rap)
Use the first method for chance of success; this is based on
Additional STEEP Points at the Spiritual TRAIT. Any one may be used at intervals of one
1 per Knowledge/Skill Area game hour, as long as individuals concerned are generally
The added points of STEEP must be broadly distributed different from those last faced. In this case we have four
in that only 1 point may be awarded to any single K/S Area. separate Special Quirks:
This prevents too great a disparity amongst beginning Heroic
2 The Mythus SEC Benefits Question Journeys #1
Dangerous Journeys Mythus Journeys
Funny Stories & Entertaining: A crowd of people (or Dialects: The HP is able to employ a dialect of a known
like beings) able to hear and understand such HPs will be kept language, even though it is actually almost a different one than
amused and generally friendly if this Special Quirk functions that of the known language, if the Special Quirk functions
successfully. After an Action Turn or so, such HPs can cease, successfully. However, the individual must know the root
and the listeners will be generally disposed to let the persona language of the dialect to enable the learning of one of its
go without molestation. dialects. Ability conferred in gaining the dialect is equal to that
of the root language.
Men: An audience of men (or like-gender similar beings)
able to hear and understand the HP will be interested in what Languages: The HP is able to learn to speak the language
the HP has to say and so remain generally friendly if this Special in question if the Special Quirk functions successfully. The
Quirk functions successfully. After an Action Turn or so, such STEEP conferred will be equal to the HP’s Mental Mnemonic
HPs can cease, and the listeners will be generally disposed to Power (MMPow). If full capacity (reading and writing) are to
let the personas go without molestation. A single individual be added, the HP must purchase these abilities at the cost of 1
might be won to special friendliness by successful use of this AP/G per speaking STEEP ability (MMPow), and all must be
ability. purchased at once. A week is required after purchase to
command reading and writing facilities.
Petty Officials: One to three such individuals (guards,
police, clerks, etc.) can be convinced of something generally
reasonable and not too unlikely by the HP, if this Special Quirk
Gimmicks
functions successfully. The persona should then move away The second method, adjusting an initial D% roll, is used to
quickly, for the effect won’t last too long, in all probability! find the chance of successful operation of this Special Quirk.
This Special Quirk can be used only once per game week. If it
Women: An audience of women (or like-gender similar operates successfully, such HPs can cobble together some little
beings) able to hear and understand the HP will be interested thing that will serve to rig up something or get them out of a
in what the HP has to say, and so remain generally friendly if scrape or difficulty. Examples are: (1) A gadget to cheat or foil
this Special Quirk functions successfully. After an Action Turn cheating at some mechanical gambling device; (2) a mechanical
or so, such HPs can cease, and the listeners will be generally device or alteration to a machine or apparatus, so as to
disposed to let the personas go without molestation. A single temporarily bypass checks or improve operation or
individual might be won to special friendliness by successful performance; or (3) something useful to such individuals to get
use of this ability. past, into or through something, viz. a Gimmick to convince
an attendant that the HP (and associates) are really inspectors.
Connecting
This is based on Spiritual TRAIT. Its function can be Lucky
attempted once per game day. Success enables the individual to This is based on Spiritual TRAIT. Its function can be
establish a short-term, one-time Special Connection with an attempted once per game week. The operation is limited to
appropriate selected individual. Those more than one place small sorts of things, and anything truly important will not be
above SEC Level will not be affected by this Special Quirk, but affected by this Special Quirk. There are three Special Quirks
there is no downward limit. considered under this heading:
Chances &: Drawings: Such personas are able to enter
Language Ability
their name or take a chance in drawings for small things or
Didn’t Sir Richard Burton speak no fewer than 23 different
relatively petty prizes, and win if they roll successfully. As a rule
languages fluently? Use the Mental TRAIT for finding
of thumb, the JM might reduce success chance by one for every
operational percentage chance. Its function can be tried once
10 people involved beyond 100 (this will, of course, mitigate
on any new accent, dialect or language heard for an extensive
against winning larger prizes and sums ri cash).
period (one or more hours/days/weeks). Failure means that
there is no chance of ever getting/speaking the accent/dialect Finding: Such personas are able to find – as a lost,
/language in question. The limit of possible discarded or unwanted item – some small thing or sum they
accents/dialects/languages gained is the average of Mental need at the time, if the roll for this Special Quirk succeeds.
Reasoning and Mnemonic Capacity. In this case, we have three Thus, a persona might gain a key, a sum of cash equal to a
separate Special Quirks: couple of day’s average earnings for an average person, a tool
or an instrument needed, and so forth.
Accents: Such HPs are able to perfectly accent their
speech to suit the desired accent if the Special Quirk functions Tight Situations: In a threatening situation of minor sort,
successfully. Note that this is not actually speaking a previously such an HP will be able to find a means of escape. If it operates
unknown dialect or language, but the mimicking of unusual, successfully, the Special Quirk will provide a distraction, open
regional or local speech sounds and patterns of a known door or other means not dissimilar to the Finding Special Quirk
language. above, to enable the persona to slip out of trouble.
Journeys #1 The Mythus SEC Benefits Question 3
Dangerous Journeys Mythus Journeys
Nondescript ATTRIBUTES, divided by 2. Thus, they could hit harder, lift
This is based on Spiritual TRAIT. Its function can be more, etc.
attempted once per game day. By employing this Special Quirk,
individual personas will seem normal and unremarkable to all Rapid Reading
those in a general area who might otherwise observe and This is based on Mental TRAIT. It enables the persona to
remember them. As a rule of thumb, this will operate for about scan a surface equal to a normal page in one Combat Turn so
a half-hour, affect 100 individuals or continue for one mile’s as to see all that is thereon, including words, pictures, drawings,
travelling distance. maps, charts, etc., if the K/S check roll for the ability succeeds.
Note, however, that recall of the material is based on MMPow;
Perfect Pitch the JM will assign a DR to the material in question, and a
This is based on Physical TRAIT. The obvious use is to second K/S roll will then have to be made for success in
know the quality of sound (music) and be able to match it with remembering what was gained through this Special Quirk.
voice, whistling or instrument. It can, however, also be used Thus, recalling a page of simple material might be “Easy”,
once per day to imitate sounds of a natural sort of those several pages “Hard”, and many pages “Hard” or even
emanating from a device, within the range of sound possible “Difficult.” A sketch map might be “Moderate”, and a highly
for a normal human. Thus, beeps, twitters, etc. can be imitated. detailed, small-scale map “Extreme,” to accurately reflect all
This is might enable one to activate some mechanism, for material thereon. However, it can be employed as frequently as
instance, which would otherwise not function for the persona. the player desires. Remember, the JM will make the DR more
Operation requires a successful roll, of course. difficult as volume or complexity or unfamiliarity of material
increases.
Physical Burst
This is based on Physical TRAIT. It increases potential by Rhyming
50% (round down) and can be used once per week. After This is based on Spiritual TRAIT. This Special Quirk can
successful employment of this Special Quirk, the Heroic be used as frequently as desired, with a “rest” of one or more
Persona must rest for one hour or else suffer Physical Damage Action Turns between attempts. If it operates successfully, the
equal to the number of additional points of Speed or Strength HP can make up rhymes, doggerel, song lyrics and the like on
(see below) gained by its use. There are two cases of this Special the spur of the moment.
Quirk: A roll of 2D10 will indicate the number of couplets,
Speed: This applies to Physical Muscular and Neural quatrains or stanzas of about eight lines (JM’s option) the
Speed. If it functions successfully, such individuals will have persona will be able to make before the Special Quirk ceases
the greater ability for as many Combat Turns as they have functioning. “Rapping” is an example of the sort of rhyming
points of Physical Muscular and Neural Capacity generally enabled by this ability.
ATTRIBUTES, divided by 2. Thus, they could run faster,
move faster and so on.
This brings us the end of this first sally through the many
Strength: This applies to Physical Muscular and Neural portals of the Dangerous Journeys system. Next issue we’ll
Strength. If it functions successfully, such personas will have try another door and see what is to be learned by the
the greater ability for as many Combat Turns as they have exploration. Interested in Magick? Be here!
points of Physical Muscular and Neural Capacity

ANY PORT IN A STORM


Originally from pp. 12-13

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

6 Any Port in a Storm Journeys #1


Dangerous Journeys Mythus Journeys
BACK TO BASICS
Originally from p. 27
by Frank Mentzer
Whenever a new RPG appears, I look at mechanics. As an and moderately acceptable routine. Any new game, and the
author of roleplaying games, that has naturally been a primary Dangerous Journeys game system in particular, offers
focus for me, and I’ve found it to be likewise for most players revitalization and an opportunity to look to new horizons.
as well – especially those with experience in multiple game
Style is one thing; preparation is another. The principles of
systems. The mechanisms for handling various game elements
dramatic presentation have been known for over 2000 years –
– such as encumbrance and movement, initiative and combat,
a series of events lead up to a final resolution. And every good
and magic castings and effects – comprise the skeleton
RPG session is just such a presentation. In creating an
supporting the system, and offer a primary means of gauging
adventure, a JM should have a clearly defined resolution (or
both innovation and completeness of the rules.
goal) in mind. When players assume the roles of Heroic
But all too often we become immersed in such mechanics, Personas and enact that adventure, they should be aware of
focusing on the skeleton as if it were the body. The arrival of their goal. It is thus very important for a JM to communicate
the Mythus rules set of Gary Gygax’s new Dangerous this clearly to the players, either through statements by Other
Journeys roleplaying game gives us new rules, to be sure, but Personas (OPs) or directly, JM-to-players. Given a clear
it also provides an opportunity to reexamine the most basic delineation of the goal, the results can be accurately measured.
elements of play. Let’s reconsider the obvious and how it The obvious exception is the “twist” that occurs when the HPs
relates to this new game. are deliberately fed a false goal, then discover their actual
mission in mid-adventure. But even in such cases, a clear goal
We’re playing RPGs to have fun – that’s Rule One. It’s odd
is visible throughout.
how often that basic fact is overlooked. I’ve seen
JourneyMasters who offer a relatively fixed style (take it or (We’ve been in all too many “dungeon crawls” where the
leave it), and others who tailor their styles to the needs and only goal was treasure. Although I do not denigrate the
desires of all. The former have only audiences; the latter have importance of loot, that being a principal measure of material
viable gaming groups. Most people enjoy adventures that offer success, it’s a means to an end, not an end in itself. This is a
a mixture of roleplaying, combat and situational problem basic philosophy to which many game systems apparently do
solving. By maintaining such a balance, a JM can avoid the not subscribe, blatantly emphasizing the material element.
known pitfall of overemphasizing one such component. Dangerous Journeys is not among them; it dwells on higher
moral ground.)
The ideal game session for some players may be a whole
evening of noncombatant roleplaying at the local bar; others The climax represented by goal completion should be
may become impatient if they can’t kill something every five prefaced by lesser objectives. As each objective is reached – be
minutes. Both extremes should learn to compromise for it a vital piece of information, arrival at or penetration of a key
maximum enjoyment all around. location, meeting an important person or whatever – there
should be a sense that each is a definable step along the road to
But while player input should be the dominant guiding
a goal. The flow (or pace) of the adventure is set thereby, and
force in a JM’s choice of style, this should not imply any sort
it should be carefully crafted to produce enjoyable results. More
of democracy. One sure way to bog down your game is to
on this in a later column, but one quick tip – combat early in a
submit topics for general discussion or even (shudder) vote on
game session serves to wake everyone up, thrusting all the
decisions. Witness the effect on American government! A
players into an active mode they tend to maintain, and thereby
corporate executive solicits and considers the expertise of
avoids the game-killing lethargy of slow starts.
support personnel before making a decision, and so should a
JM weigh player input. (And the Mythus rules are absolutely Ever been in a good game that came to a screeching halt
stuffed with the results of Gary Gygax’s 20 years of experience while someone looked up rules? That’s one way to destroy a
in the field – the best support you’ll ever find.) But the carefully planned flow. Given the scope of the Mythus
decisions are made by the executive alone – the JourneyMaster. rulebook, it would seem an inevitable facet of this game.
Obviously, a JM should diligently strive to learn all the rules as
Yes, the above reiterates the obvious, but its importance
quickly as possible and teach those rules to players during
should not be overlooked. Back off from your experiences with
games, but that will take time. Therefore I plan to ignore some
your gaming group and reconsider the preferences of all.
rules, and so should you. Sure, as a JM I’ll try to learn them,
(Don’t neglect the JM!) Have your games been reflecting the
and they’ll become second nature in time. But to maintain the
group’s preferences in style? Even if that’s a “yes,” are minor
flow of the game, and to maximize everyone’s fun, I’ll skip
adjustments in order? Consider experimenting with alternate
some rules and “wing it” as needed. The need for a decision –
styles, even extremes, simply for the experience. Many groups
any decision – is a higher priority than finding the correct rule.
become settled in a comfortable rut, content with a predictable
Journeys #1 Back to Basics 7
Dangerous Journeys Mythus Journeys
Speaking of rules, there’s one section of the Mythus needs of all? Have you tried alternative styles? And wouldn’t
rulebook you should learn immediately – that concerning you like a new system that reflects all we’ve learned over the
adventure award. The basic criteria are Success (goal last 20 years?
completion), Difficulty and Roleplaying. No awards are
Frank Mentzer is the founder of TSR’s RPGA™ Network and
specified for loot grabbing or monster hacking; those elements
writer of their five boxed D&D® game rule sets. He is also co-author of
of the game are relegated to where they belong – events, not
the Cyborg Commando™ game from New Infinities, and author of dozens
goals. The orientation of play subsumed within this award
of D&D and AD&D adventures and tournaments. Currently, he
system refocuses the game upon its most important elements.
occupies much of his time as a desktop publisher and co-owner of a
Let’s keep this short and sweet. JM, are you specifying Wisconsin engineering firm.
goals and planning adventure flow? Is your game tailored to the

THE ADVANTAGE OF SKILL-BASED RPGS


Originally from pp. 29-31
by Dave Newton
As anyone with a broad background in roleplaying games Those of you who remember the “Pong” video game know
knows, some game systems work better than others. If realism that it was simple and addicting. But there wasn’t much to it
is important to a JourneyMaster and players, then often the besides bouncing a bunch of pixels back and forth across the
preferred games are complicated affairs, with reams of rules. screen. Once you mastered the flip of the wrist required to put
And it’s usually safe to assume that those who desire playability some “spin” on the video puck, you had reached your zenith.
over realism will opt for the simpler systems – games that And yet, I can remember spending countless hours in front of
require a minimum amount of tables and strictures. But there the screen, caught up in playing the game. Eventually, though,
is more to it than that. I submit to you that it isn’t so much the I grew tired of the dull repetition and obvious limitations of the
amount of rules and tables in a game (or lack thereof), but the static environment, and I moved on.
approach of the game itself that draws gamers to it.
I think this offers a good analogy of the original version of
The quality of a game is in the flexibility of the system – Dungeons & Dragons – except, as with all roleplaying games, the
how it approaches all possible situations. Can it provide player had a lot more options. The obvious reason is that as an
reasonable results for the unique situations players often find interactive game, it was able to include the plethora of human
themselves in? Does it allow the level of detail required by actions and reactions that are nearly limitless in scope. But did
realism buffs? Can it be played simply, foregoing mastery of it, really? After all, there were only so many roles which could
numerous tables and modifiers? Is it flexible, expandable and be played and only so many variations of each before repetition
easily matched to the diverse nature of the multitude of gamers once again encroached.
out there?
As time went on, even the freshest scenarios began to leave
Roleplaying games have been around long enough for us me with a feeling that I had been there before. For though the
to know that there are some real gems – and some real turkeys range of character classes added some variation, the characters
­ out there. I don’t need to tell you that. What I would like to themselves were essentially two-dimensional. The normal rules
do is to give you my opinion of what makes a good one tick. and limitations of the game restricted me from venturing in the
Some of you seasoned gamers may already understand the directions I craved. Sure, my characters could (and did) go up
points I’ll be presenting. But many of you, like myself, might in levels – gaining power, influence and that wonderful sense
not have spent much thought on what makes one game system of invincibility that comes from experience in those fabulous
more appealing than another. milieux. But I didn’t want to go up – what I wanted was depth
and breadth. I wanted my characters to gain a sense of
Gary Gygax and I had a recent discussion regarding
dimension not found in hit points or armor class. I wanted –
people’s excitement about the Dangerous Journeys system.
variety.
We came to the conclusion that we had never really analyzed
just what makes the system so special. I remember when I took How many of you have wanted a wizard who, like Gandalf
my first look at the rough draft of the core rules. I was so in Lord of the Rings, could wield a sword? Or a cleric of Odin
impressed, all I could say for hours was “This is great!” On a who could wade into the thick of battle with his trusty battle-
purely intuitive level, I recognized the ease of play, the possible ax (sorry, only non-edged weapons!)? And what about this
depth and the flexibility – all common traits of a skill-based business of female characters and their Strength limitations? I
game system. Now here I am two years later, and I’m just won’t even talk about nonhumans.
beginning to recognize why such game systems are better. And
that, gentle reader (as Gary might say), is what this article is all
about.

8 The Advantage of Skill-Based RPGs Journeys #1


Dangerous Journeys Mythus Journeys
Needless to say, we all broke a few of the rules in what was Skill-Based Systems
otherwise the best system around – at that time. But why did
we have to? Because the game had its limits. Most of those
and Their Advantages
Now, let’s take a look at skill-based systems, using the
limits were imposed because the system was level-based, and
Mythus game as a specific example. (Note that while the points
there had to be a balance between characters and their
to be made here use the Mythus game system as the model,
opponents – and their peers. But all we saw were unreasonable
those of you who are familiar with other skill-based games will
restrictions. And the more restrictions any game has, the less
certainly find many parallels.)
spontaneous it can be.
In developing a Heroic Persona (or HP, for short) in the
Limitations of Mythus game, players each calculate a skill rating for each area
Level-Based Systems of knowledge or skill possessed by their HP. These skill ratings
are called STEEP scores, short for Study/ Training/
It is evident that level-based games are inherently more
Education/ Experience/ Practice. First and foremost are those
limited than those based on knowledge, skills and abilities.
common skills possessed by every persona, things as
A level-based game system provides only a narrow Perception and Riding. Next, personas gain roughly 20
definition of abilities, regardless of the level a player character Knowledge/Skill Areas (also called K/S Areas) relating to their
obtains. There is little variation between characters of the same chosen Vocation. Because the focus is on knowledge and skills
type in a level-based game. The main difference is that those of possessed, players start with a clearer picture of the persona
higher level have more of the same skills and abilities – along they will be playing.
with an increased chance to succeed at what they have learned,
Yes, it does take more work up front, but that’s part of the
time and again, in the past. Think about it: What does a
advantage. By putting more effort into generating a persona,
Thirteenth Level Fighter have that one of the Third Level does
players have a better feel for the persona’s background and
not (besides an ungodly amount of hit points)? More of the
abilities. This translates into a persona we know how to play
same. It hardly makes sense that after a lifetime of facing dire
from the start, instead of one who stumbles through the first
peril, all a character has to show for it is a better chance of
session or so, as the player tries to identify with the character
hitting someone with a sword, a few more coins in the pouch
and his or her unformed personality.
and, of course, the ever-increasing collection of magickal
goodies. In addition to the knowledge and skills related to Vocation,
HPs also receive extra K/S Areas, chosen by the player. These
Level-based game systems offer little, if any, crossover
“Bonus” K/S Areas give each persona a flexible background,
skills from one class to another. The only exception to this is
and even personas of the same profession start with distinct
when characters reach a certain level, whereupon they can then
differences. For example, two players who wish to start HPs of
begin another field of endeavor – starting at the bottom, of
the Mercenary/Soldier Vocation may choose completely
course. In real life, we gain new knowledge and skills all the
different backgrounds and enforce these by selecting diverse
time, usually right along with those things we consider to be of
Bonus K/S Areas. While one player might choose to add
utmost importance. Quite often we don’t even realize it until
additional martial skills, the other could select skills related to
we make a choice to broaden our horizons, or perhaps even
thieving and stealth, or even spellcasting K/S Areas.
change our vocation.
And so, Vocation represents only a fraction of what the
And what about the normal, mundane things like how well
persona knows or can do. In a skill-based game system, it is
characters ride a horse? Or how well they are able to interact
easier to realistically develop a persona who has a diverse set of
with the multitude of mundane people who populate a
skills, some of which have no connection whatsoever to the
campaign milieu? These are examples of the unclear capabilities
persona’s chosen profession. A skill-based system enables
outside the chosen field of specialization – skills that every
warriors to use magickal Castings, and mages to wield swords
character needs to possess to make a game session feel “real.”
and wear armor. In fact, as in “real life,” the skill-based role
Add to these the unrealistic playing scope that players must playing system allows for anything to be possible in the fantasy
work within. Why must a Thief always steal for experience? milieu.
Because usually, that’s all he is really good at! To further
This “anything is possible” approach enables a broad range
illustrate this point, just take a Druid into your standard-issue
of actions and reduces the limitations found in level-based
dungeon. Once there, you have the makings of a laughably
systems. There is no reliance upon the only mage, thief or
outclassed character (probably not very funny to the player,
whoever to solve a difficult and class-specific dilemma for the
however). Never mind the fact that above ground he is truly a
party.
force to be reckoned with!

Journeys #1 The Advantage of Skill-Based RPGs 9


Dangerous Journeys Mythus Journeys
In the Mythus game system, many K/S Areas are further Probably the biggest advantage of the skill-based system is
broken down into Sub-Areas. By concentrating points in the ease with which it lends itself to multigenre roleplaying.
particular Sub-Areas, a persona may specialize – gaining an This is usually the point in many level-based game systems
even greater degree of depth. This is done by increasing the where the thorny issues surface. For example, how does a JM
persona’s skill in one or more Sub-Areas while decreasing the handle transferring those character types that don’t “fit” in the
skill in those which remain. For example, an HP possessing the particular genre? It’s one thing to take warriors and thieves,
Combat, Hand Weapons K/S Area typically gains proficiency in a quite another when dealing with those whose primary bent is
number of weapon Sub-Areas, depending on the HP’s STEEP. magickal.
These would include groups of like weapons, such as swords,
In a skill-based system, this poses much less of a problem.
spears, clubs, et al. So, if the persona were to be a master
Where some of the HP Vocations in the Dangerous Journeys
swordsman, skill rating in the swords Sub-Area would rise to
system may not transfer across genres, many of the skills do.
one-and-a-half times that HP’s STEEP score, while effective
While it may be impossible to take a persona of the
skill in the others would be at one-half STEEP. This, of course,
Dweomercræft Vocation into another campaign as a
pertains not only to weapons skill, but any K/S Areas with Sub-
Dweomercræfter, the HP would still have skills and knowledge
Areas.
enough to allow for creative adventuring. Such a persona would
The Mythus game has an intuitive, clearly defined possess a high Mental score and could acquire a new set of K/S
structure for determining the source and amount of knowledge Areas. Therefore, this worthy probability traveler could soon
or skill provided by any K/S Area. If more than one master the technology – and eventually become something
ATTRIBUTE influences the skill, the JM merely averages the more than just a “mage in space.”
two. It is likewise a simple task for JMs to invent new K/S
By now it should be apparent just how much more can be
Areas where desired. The JourneyMaster must only decide
done in a skill-based system such as the Mythus game. If you’re
which ATTRIBUTE would be of most import to the new K/S
like me, you are excited about what the game has to offer. The
and use this as the Base STEEP.
horizon for fantasy gaming has never been this broad. And just
But what about developing brand new Vocations? No beyond that horizon lies the vast expanse of future genres in
problem! Because Vocational K/S bundles consist of the Dangerous Journeys system. Pardon me while I grab my
approximately 250 points of STEEP spread over various sword and blaster...
Knowledge/Skill Areas, it is relatively easy to create new (and
Dave Newton is contributing author of the Mythus fantasy RPG
playable) Vocations. More importantly, such development is
possible without disrupting the balance of the system or for Gary Gygax’s Dangerous Journeys multigenre roleplaying
excluding the HPs from gainful employment when adventures system.
are slim. And since the personas have something to do in their
“off-hours,” it opens up whole new vistas of potential playing
scenarios.

10 The Advantage of Skill-Based RPGs Journeys #1


Dangerous Journeys Mythus Journeys

JOURNEYS #2
Unmask the Unimaginable
Published October, 1992

CREATED CASTINGS INTO STANDARD ONES


IN THE MYTHUS™ FRPG
The second in a series of Dangerous Journeys system articles for JMs.
Originally from GameMasters’ Purview on pp. 5-7
By Gary Gygax

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

12 Created Castings Into Standard Ones


in the Mythus™ FRPG Journeys #2
Dangerous Journeys Mythus Journeys
experimenting and note-taking. When all is complete, he has a Now let’s see what this will cost:
copy of the material pertaining to his Specific Casting.
Cost Points
Whenever he employs it, any witnesses observing it know
Time (instantaneous) 1
something about it. However, until the HP actually distributes
Area (up to 1 cubic chain) 15
written details, or until someone manages to get such
Distance (up to 1 chain) 15
documentation, the Casting remains personal and private. A
TOTAL 31
good one will certainly elicit considerable interest and possibly
an avaricious desire in some quarters. This can be a matter of
considerable fun in the campaign. The slow-spread notation is Costs Points
simply a dry matter of fact. Charm 30
Canon employed = Darker Mysteries 100
Example Plane/sphere drawn from = Entropical 70
Following is an example of a Specific Casting in process. Entry cost to Supernatural place 20
Let’s assume that a certain HP named Magister Setne Inhetep E/F/M reault = against subject’s nature 5
decides he needs a unique bit of enchantment to employ against Augmentation or reduction of nature consideration 5
those of the Netherplanes. Here’s what the finished Casting Change of nature consideration = Moderate 15
would look like when submitted to the JourneyMaster by the Passive/Active Usage = Active Damage 10
player to whom this HP belongs: TOTAL 255

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.

Journeys #2 Created Castings Into Standard Ones


in the Mythus™ FRPG 13
Dangerous Journeys Mythus Journeys

IT’S NEVER A GOOD DAY TO DIE


A Mythus adventure
Originally from pp. 29-32

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

14 It’s Never a Good Day to Die Journeys #2


Dangerous Journeys Mythus Journeys
to use, and to that end he collected some for thorough torch in the sconce and the corridor floor is stepped upon (with
examination. He filled two skins, being very careful not to a weight of at least 35 pounds), the tunnel will come to pieces,
touch the water in any way. With a spring in his step and a dropping the stepper into the precipice. A Physical Avoidance
wicked smile on his face, he hurried back to his equipment in roll of DR “Hard” is required for that person to avert a
the cave. plummet of approximately 100 feet. Damage taken from the
fall is equal to 10D6 times a 1D6 exposure roll. The corridor
Enter the HPs crosses a dry underground riverbed which is covered with a
The Heroic Personas arrive upon the scene the same littering of sharp rock fragments. The riverbed runs in an east
evening as the untimely death of the travelers. A successful and west direction and winds its way up to an exterior crevice
“Moderate” DR Hunting/Tracking roll will tell a persona that toward the east after approximately 1500 yards.
the group of travelers whose bones lie along the shore arrived There is a door at the far end of the suspended corridor,
here only this morning. If Detect Heka is cast successfully, the. identical to the one at the southern end. This door is not
pool will radiate faintly with Conjuration and Sorcery magick. trapped and leads into a roughly square room, 30 feet on a side,
A “Difficult” search roll will locate Quintell’s observation with lit torches on each of the four walls. A sickly sweet smell
point, then an “Easy” tracking roll can be made to follow him seems to be emanating from four decayed corpses sprawled out
back to his cave entrance. on the floor. There is another “glued” stone door in the far
The pool is still very dangerous: Anyone who even touches (north) wall. The skeletal corpses will remain inactive until the
the water will decompose in 1 AT. Most of the previous door on the opposite wall is opened, revealing nothing but a
travelers’ gear is still lying about intact and in fairly good shape. blank stone wall, and triggering the Casting effect.
(Equip the victims with weapons, armor and provisions The skeletons will animate and fight until they are
suitable to your campaign.) Anyone touching any of the bodies, destroyed or the HPs flee the room, deactivating the
be it human or beast, will slowly start to decompose as well. enchantment.
But it will take a period of 20 ATs duration for the process to
complete. The only way to stop the process is to somehow A description of these skeletons can be found on page 313
retrieve the chalice from what is now the Pool of Decay and of the Mythus book. They are armed with hand axes and long
ascertain the true name of the entity (Ridnax) which is polluting swords, and are protected by breastplates and shields.
the pool with its very existence.
Bearding the Lion
Necromancer’s Lair If the personas are victorious over the skeletons, they can
The glade of the pool is sheltered in a rocky valley. To the attempt to locate the concealed opening in the northwest
north is a small pass leading to an east-to-west ravine that corner of the room, hidden beneath a boulder that can be tilted
extends for many miles in both directions. Quintell’s cavern is upward with very little effort. A search roll of DR “Very
to the east. Once the HPs are in the ravine, they will need to Difficult” must be made to find it. Once this “door” is opened,
make another Hunting/Tracking roll at a DR of “Hard” to the light permeating from behind the personas will illuminate a
continue following the necromancer, due to all the loose long, unlit tunnel. It slowly curves its way back to the north and
rubble. If successful, the HPs will be able to follow his tracks terminates at another stone door apparently identical to the
right up to an apparent avalanche sight. previous doors. A DR “Extreme” hearing roll will reveal that
the room is currently occupied; a shallow breath is ever so
Upon further investigation of these rocks, the HPs will slightly detectable.
notice that all of them are stuck to one another; they are actually
“glued” together by a Specific Casting of Quintell’s design. A When the door is opened, the first view the HPs will have
search roll at DR “Hard” will find a section of rocks that is of a horrible visage. Two rather large and ominous-looking
actually form a concealed door. It will open noiselessly and skeletons flank a cloaked figure standing behind an ebony desk
easily to reveal a two-square-yard opening that stretches into a as dark as a starless sky. The cloaked figure seems to draw the
long, dark and gloomy corridor. HPs’ gaze, for the only part of his face they can see is his eyes,
which burn with an intense redness. The blood-red pentacle on
There are torches in· sconces every 10 yards or so, all unlit. his black cloak also appears to glow with an intense fieriness.
The tunnel extends north for about 160 yards, then dead-ends
at another door made of “glued” stones. The door hinges on “Now I shall watch you die for interfering with matters that
the left, and there is an empty torch sconce above it. This door are no concern of yours,” the necromancer howls! “Cleave
is trapped – unless a torch is placed into the sconce, the trap these interlopers in two and bring me their hearts,” he shouts
will be activated. On the other side of the door is a three-foot- to the skeletons! A fight ensues, unless the HPs decide to run
wide by 20-foot-long corridor which, in actuality, is a “covered for it. Important statistics for Horace and the guardian
bridge” of sorts, again composed of “glued” stones, and skeletons can be found in the sidebar.
spanning a great precipice. When the door is opened without a

Journeys #2 It’s Never a Good Day to Die 15


Dangerous Journeys Mythus Journeys
The room is quite spacious. The east wall is covered Other items of note in the room include three grimoires
entirely by a bookshelf crammed to overflowing with books, found with careful examination of the bookshelves. Quintell
parchments and various other odds and ends. The west wall has grimoires on Necromancy, Dweomercræft (Black) and Witchcræft.
has a bench lining it, covered with a variety of alchemical – Books on various other subjects are located here as well,
apparatuses. A mural occupies almost the entire northern wall, everything from demons to ancient civilizations. The samples
a swirling mass of black chaotic shapes that appear to move from the pool are on the workbench in four vials, along with
ever so slightly. On the floor next to the bookcase is a pile of other apparatuses and materials. Should his skeletons be
furs, obviously Horace’s sleeping area. His desk is rather defeated, Quintell has a magickal ring on his left index finger,
unusual in that the legs of it form into lion paws at the bottom, which confers a 10-point defense versus all forms of attack. He
and when seeing it from behind, viewers would swear they also has a dagger with a Strength 30 insinuation poison coated
could see a lion’s face formed by the desk’s shapes and onto the blade; it is good for two more uses.
contours. None of the drawers are locked, and in the top center
one, a journal detailing the necromancer’s study of the chalice
can be found.

Horace Quintell, Necromancer


SEC: 5 Joss:6 Move (yds./BT): 84 Heka:672
M: 103; EL 82 P:84; WL: 63; CL: 75 S: 118; EL: 94
MM: 47 MR:56 PM:39 PN:45 SM:59 SP:59
MMCap: 18 MRCap: 20 PMCap: 14 PNCap: 16 SMCap: 20 SPCap: 20
MMPow: 16 MRPow: 18 PMPow: 13 PNPow: 15 SMPow: 20 SPPow: 19
MMSpd: 13 MRSpd: 18 PMSpd: 12 PNSpd: 14 SMSpd: 19 SPSpd: 20

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

Weapons: 1 dagger (STR 30 Insinuation Poison).


Armor: None but a Ring of Hardiness (10 points protection versus all attacks).
Physical Description and Notes: Horace Quintell is 91 years old and 5’6” tall, and he weighs 131 pounds. He has an
extremely pale complexion and a withered look about him. You might think he were dead if his eyes did not burn so intensely.
At one time, he was a top scholar, but by the time the Heroic Personas meet him, he is nearly insane. His latest discovery has
pushed him over the edge of what might be considered normal human behavior.
Skeleton Guards
The stats for Quintell’s two personal guardian skeletons are per page 313 of the Mythus book. They are each equipped with a
two-handed sword, and for protection they have been enchanted with the Stoneskeleton Formula Casting (page 254 of the
Mythus Magick book).

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.

A JOURNEYER’S GUIDE TO ÆRTH


Originally from pp 37-40

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 #2 A Journeyer’s Guide to Ærth 17


Dangerous Journeys Mythus Journeys
mule-powered one operating a grist mill near the village of and use it in various ways. Water is used to drill and sluice mine.
Lorrez le Bocage. But hydraulic power for lifting, lowering or other work is rarely
available. However, this source is currently being studied in
Capstan: The capstan is another device for harnessing the
Paris, with an eye toward development as a useful tool.
energy produced by human or animal to accomplish some task
or lend power to some other engine. On Ærth, and particularly Wind Power: On Ærth, wind is first and foremost the
in Æropa, small capstans are generally operated by ratchet- main power source for waterborne vessels on ocean, sea, lakes
wheeled crank rather than by levers, larger ones almost and even some rivers. The student is alerted to the fact that
exclusively by the latter means. Humans or animals use a crank improvements in ships include both hull designs and sail plans.
or lever to tum the capstan, its shaft then imparting torque to In truth, the average vessel plying the waters of western Æropa
accomplish the desired work. With the addition of pulley, block might be a copy of some craft seen on Earth during the 15th
and tackle, winch, hoist crane (with net, hook, or forceps), or 16th century. However, newer designs are similar to our
derrick and the like, this device accomplishes much or the 17th-century ships, and visionary naval architects are certainly
hauling and lifting needed. Outside of crowded spaces, such as moving ahead, so that in due course, great merchant vessels·
on shipboard, most power provided by the capstan is gained and ships of the &ne of battle like those of Earth’s early 18th
through the employment of animals. century will be seen in the Lantlan Ocean of Ærth.
Animals commonly used to tum a capstan are the donkey, Wind is also another power source used extensively on
mule, ox, buffalo, horse, camel or elephant. Readers not land in those places where there is generally sufficient
familiar with animal power will be served by the following table steadiness and strength of air movement to turn the vanes of
converting the various sorts to a known measure, horsepower. windmill devices. Again, readers are surely sufficiently aware of
such constructions to need no further description from this
Creature(s) Horsepower (hp)
writer. In addition to the uses already mentioned for water
10 humans 1
wheels, windmills are often harnessed to pumps so as to move
1 donkey/ass/llama 0.25
water – whether to be rid of it where there is flooded mine or
1 ox 0.5 {slow speed, but cheaper to feed and
field, or to bring it up for irrigation. Very limited use of wind is
maintain than a horse)
made for land transport, although some experiments continue
1 mule/quagga* 0.75
in this regard.
1 buffalo 0.75 {speed rather than power is the
determinant here) Of late in Francia there has been some development of
1 camel 1 (not as efficient at working thus as is a small “household” windmills to generate power for minor
horse) labor-saving and convenience devices, such as pumps to fill
1 zebromega** 1.25 upper water storage tanks, and revolving cooling fans.
1 elephant 10 Steam Power: Steam power expertise on Ærth is virtually
*Reportedly used in northern Afrik. in its infancy. Most experimental work is being done in the
**Said to be used to a small extent in Ægypt Grecian nations, I am given to understand. With the recent
developments leading toward more reliable engine components
Typically, besides oxen or buffalo, perhaps, only very low- – namely boilers, cylinders, valves and pistons – it is expected
value animals will be put to work thus for extended time that more use of this means of obtaining hamessable energy
periods. Raising and lowering of weights (cargo, freight, will be made. It was difficult indeed for me to restrain myself
building materials, etc.) are usual employments of the capstan regarding the use of the steam engine in regard to rail and water
and associated machinery. Drilling and ærth-moving operations transportation. However, as an “outside observer,” I could not
are also often accomplished by means of capstan-obtained speak. It seems likely, however, that over the next few decades,
power. steam-powered drills, machines, catapults, cars and trucks,
railroad engines, and ships will begin to proliferate in the more
Water Power: Water power is extensively utilized on
advanced states of Ærth, particularly from Ægypt and the
Ærth, but of course it can be harnessed only where there is
Phoenician lands in North Afrik through Atlantl, and certainly
running or falling water available. It is assumed that all readers
in Æropa.
are sufficiently familiar with the general principles of the water
wheel not to need any detailed explanation. Generally speaking, Gas Power: In this same category I must mention gas
water is used to tum wheels, which in turn operate many sorts production. By that I speak of hydrogen and helium to a minor
of devices such as grist mills, saw mills cutting lumber and extent, not natural or coal gasses, such as methane or propane,
stone, various machines for fabricating things from wood, for instance. Ballooning has recently become quite popular In
bellows, etc., or power machines for forging and working metal Francia, and there are proponents of this activity in many other
and so forth. Sometimes the energy of falling water is likewise parts of Ærth, I am told. While the technology is very much in
used. In other cases, water’s weight is employed to store energy its infancy, lighter-than-air balloons, propelled by Heka-

18 A Journeyer’s Guide to Ærth Journeys #2


Dangerous Journeys Mythus Journeys
engendered Power, might well become a factor in years to combined. It can be affixed to some area or suspended in air,
come. That is, such devices will likely be used in warfare and or can even make the atmosphere itself become illuminated.
exploration, if not for general transportation, rather than
Heka-engendered illumination can be steady or
merely for amusement and sport.
intermittent, flashing, illuminate in series or sequence, even
Heka Power: Heka is, quite naturally, the greatest power actually move about independent of outside agency. It can be
source available on Ærth. Through its manipulation, just about colored and shaped to suit need or desire. Similarly, it can be
any desired work can be accomplished. However, able made to give off illumination brighter than day or so pale as to
practitioners are uncommon, and the Castings to perform tasks seem ghostly.
frequently demand considerable specialized skills. Nonetheless,
With such power and potential, why then isn’t it all-
virtually everything which is done here on Earth by explosives,
pervasive? Again, because of the particular requirements of
combustion engine or electrical power is managed, if in a less
Heka manipulation, only a limited number of persons can
general way, through the employment of Heka energy. In truth,
actually utilize the energy to create such light. Furthermore, the
magickal forces are often used to create torque, water and wind
cost is high.
for their imparted energy, and so forth.
In truth, Paris is aglow with various forms of witchlights.
Lighting Some commercial streets’ enterprises combine to give special
Lighting is again quite different on Ærth than we are used illumination to their active portion by this means. All of the
to on Earth. In many places activities are very much regulated largest and finest commercial establishments advertise their
by the amount of sunlight and full moonlight available. Where presence thus with very special and unusual witchlighting.
such natural illumination is lacking or insufficient, there are Certain very wealthy freemen, and most aristocrats, use simple
many sources used to bring light to an area. The most primitive Heka-engendered lighting in their residences, more complex
means are firelight, rush-light, torches and oil-fueled cressets. forms around their grounds. Religious edifices too utilize such
Such sources of illumination are still fairly common. In non- Heka-engendered illuminations to enhance the visibility and
urban places, but in almost all cases they are augmented with attractiveness of their places of worship.
somewhat less-primitive means. Fat and oil lamps are only a Finally, in this regard I include my translation of an excerpt
little step removed from the most primitive. Next are the tallow from a travel book written in Francian, published in Paris, and
and wax candle, both of which are quite generally employed supplied to me by the good M. Marcelus François.
everywhere, the former by the poorer because it is far less
costly. Even vegetable ·wax candles are beginning to become Memphis, Ægypt
less rare as developments in extraction of such substances from
Population: 2,000,000 (not counting those who don’t
oils continue to improve in efficiency. Beeswax tapers are
want to be noted in the census!).
certainly the finest candle and the most costly to burn. Many of
the gentry and aristocrats use them, in fact, in place of less dear Memphis is not merely the capital of the Lower Kingdom,
means of illumination, simply to display their wealth! but it is the largest and most cosmopolitan city in the land –
perhaps on all Ærth. Who can say, for so much of that sort of
Wicked lighting fixtures burning refined oil such as
thing is pure preference and taste...
kerosene are fairly common in better places everywhere, and
more so still in urban communities. ...Outstanding features of the city are the witchlights, for
various sections of Memphis are illuminated in different ways
I have previously mentioned the use of gas. Location of
and with varying dweomers. Thus, there are:
gas wells or production of flammable gasses in sufficient
quantity to be sold commercially has started in several places in Rainbow District: A quarter of wealthy sort where the
Æropa. This availability of gas has seemingly begun a trend. villas are set off by the different colors of Heka-engendered
This is certainly true in Paris where much use of the gaslight is light surrounding them in pastel or pale radiance.
made for street lighting, in. commercial establishments and Festival Way: The street of that name which is lit by
many better private residences as well. While this is fashionable, colored lanterns in fantastic shapes, animal form, etc. Light
even so good a system for illumination cannot replace that here is from flame and Heka, too.
enabled by magickal means.
Rose Quarter: This is the principal red-light district and is
Heka-engendered lighting need have no wasted energy in awash in sultry reds, dusky scarlets, crimsons, hot pinks, and
production of heat accompanying its illumination. “Witch passionate violets and purples. The air above glows with a rosy
lights,” for such seems to be the near-universal name for Heka- hue from the exotic witchlights here.
engendered illumination on Ærth, serve in many roles. This
form of light, in fact, is superior to our own neon, fluorescent, Undersea Court: Several ultra-wealthy families whose
incandescent and all the rest of the electrically powered systems properties adjoin compete in extravagant show during certain
holiday festivals. The short, dead-end street is then lit in a pure
Journeys #2 A Journeyer’s Guide to Ærth 19
Dangerous Journeys Mythus Journeys
blue light, as if one were immersed to a depth of about 30 feet the frost line are being constructed in a few of these cold
in clear, tropical sea water. There are greens and paler blues countries. This concept is treated hereafter as well in regard to
from some locations, while the edifices themselves are kept cooling.
bright through “rays of sunlight piercing the water, “ colored
Elsewhere, in those regions where there is much sunshine
“coral reefs, “ moving “shoals of fish” (-shaped light), and the
and warm weather, the energy of the sun is being collected and
– radiance shed by singular marine “denizens” as well, from
transferred to water. While having hot water to wash and bathe,
“whales,” “sharks” and “rays” to “jellyfish,” “turtles,” “eels”
warm for swimming and the like, is not considered a major
and “sea snakes.” Occasionally, “mermaids,” “tritons” and like
concern, this step is noteworthy. It saves other fuels, makes the
Phæree creatures will appear.
provision of hot/warm water easier, and even assists in what
Temple of H opi: The deity of the River Nyle has fighting small amount of heating is needed in such climes.
of Heka-induced sort which is as if one were submerged in a
Industrial establishments everywhere rely on charcoal,
green river. There are brighter forms of “‘hippopotami,”
coke, gas and Heka to produce the heat needed for their work.
“crocodiles,” “turtles” and “fish,” plus illuminated banks of
riverine flora to bring moving illumination along the walks Again, where needful, Heka is employed to produce
adjoining the precincts of the temple. This is, however, no warmth or great heat such as is required in Heka-forging,
match for the spectacle of undersea display done on special alchemical operations and commercial use.
occasions noted previously. Cooling is often more a matter of comfort than necessity,
Despite such glowing words, I myself believe that the save in regard to preservation of foodstuffs. In hotter regions,
audial and olfactory enchantments so frequently combined in the buildings are now not only thick-walled and high-ceilinged,
Paris with the visual of witch lighting makes the city one of the but insulating materials are being included wherever possible to
most exciting places on all Ærth. When Heka-practitioner help maintain a constant temperature. Southern exposure walls
artists send their work into the sky above Mont Marte, not even are seldom pierced with windows. Natural air currents and
such a place as described above can compare. shading are always considered where they are possible factors.
Soil subterranean temperature conduction is employed in the
Heating and Cooling construction made of rammed ærth, as well as in those partially
Only the most primitive of places still use the fire pit and buried in soil. Special cooling devices include the fine-spray
open smoke hole for heating. Similarly, fuel such as dung is not water fountain where evaporation cools the surrounding air
generally used anywhere but in remote places in which better and the mechanical fan operated by windmill or other means.
ones are unavailable or too costly. With respect to heating, Most cooling fans are placed on the ceiling, of course.
simple fireplaces are most common. These are of masonry, Cooling by means of snow or ice is also common in regions
brick and lately of forged metal as well. Some are now being where winter temperatures drop below freezing or where there
augmented with metal for improved conduction of heal. They are snow-capped mountains nearby. Generally, though, such
are meant to bum wood, wood and coal, or charcoal or coal. use is restricted to very small and select areas or for special
Occasional use of braziers with charcoal fuel to augment foods and drinks. Snow is collected and packed into blocks, or
heating is not uncommon. In colder regions, brick ovens are ice is cut. In regard to the latter, it is generally cut by saw from
used by the common folk for all purposes, including the frozen lake or river, hauled by animals on a sledge, then packed
wam1th needed in their dwelling places. Recently introduced in in straw-separated layers. Snow or ice blocks collected thus are
advanced countries, metal heating/cooking and heating-only stored in insulated constructions (double roofed and walled,
stoves are proving very popular with those able to afford such the space filled with sawdust or some like insulation) called ice
luxury. Pipes and register openings can be used in connection houses, or else kept deep below ground in caves.
with such stoves to distribute heat throughout several rooms.
Also of note is the coupling of improved boiler systems to such Heka-engendered cooling is generally reserved for special
devices, and not only those fired by conventional fuels. circumstances such as large-scale food preservation,
Experiments are supposedly under way to test petroleum oil laboratories or the dwellings of the wealthy. Of course,
and gas in this regard. If steam can be used for power, why not enchantment can freeze oxygen, produce dry ice, or even
for heat? Likewise, why necessarily steam? Hot water is engender snow or ice – all provided there is a capable
efficient. However, the cost of producing the necessary metal practitioner and that individual is willing to provide a Casting
piping leaves this very much in question. Indeed, it seems likely and expend the Heka energy to accomplish what is desired.
that in a decade or so, Ærth will begin to have some fair amount
of central heating in those states of Æropa which are coldest. Water
Water is a necessity everywhere, of course. Its basic sources
Buildings which are set deeply into hillside soil or covered
on Ærth are almost the same as on our Earth, the only
in part by a berm of soil so as to take advantage of the near-
exception being that the former place can, in need, draw that
constant, if cool, temperature encountered a foot or so below
liquid from the Elemental Sphere, a distinct advantage indeed!
20 A Journeyer’s Guide to Ærth Journeys #2
Dangerous Journeys Mythus Journeys
Most large communities, as well as many not so large, Paris, of course, being on the River Seine, has a main
obtain water from some nearby river or lake. Some few system, plus separate wells, along with various other means also
communities also have or rely solely upon collection of utilized by individuals, generally cisterns for rainwater
precipitation in reservoirs constructed for that purpose. collection, although there are also private wells. Lorrez le
Similarly, some communities have natural wells (possibly Bocage, contrarily, must rely principally on a central well,
artesian) and/or springs to supply their needs in this regard. In although, again, many places have rainwater cisterns.
rural communities and isolated dwellings, the reliance is on, in
Purification of water is accomplished by many means: Sun
descending order, water courses, bodies of water, springs,
and air, that is, natural action, is most common. Alchemical
wells, wells and cisterns, then cisterns.
additives and even Heka-engendered purification techniques
Water is commonly drawn by bucket and rope only in very are employed in advanced communities such as the Francian
isolated places or by the every poor. Large communities have a capital, where water in the collection reservoir is so treated
water distribution system, now typically piping, but some daily. Distillation is used broadly only where water must be
aqueducts still function. From the main water pire (main) run obtained by desalinization of seawater. However, small
auxiliary conduits to supply the needs of the community. These quantities for various purposes are also distilled by many
generally break down into three groups: (1) public wells, pools means.
and fountains; (2) baths, natatoriums and street sanitation; and
Water obtained through Heka use from its Elemental
(3) private users whose structures have running water supplied.
Sphere can be of just about any sort, according to the specifics
Reservoirs, where applicable, are also divided thus to assure
of the Casting employed. Normally, production will be of sweet
that each group receives its allotted quantity, the first being the
water. The very wealthy rely on such for their use. Some
largest, naturally.
commercial enterprises bottle such water and sell it in
Water is usually moved up or along by means of a screw competition with those purveying spring water, aiming at the
pump, drum pump, force pump, vacuum pump or Heka better-off freemen able to buy it.
operation. In backward communities or where there is some
Next issue will continue the exposition and cover not only
special consideration, such devices as the bucket-lift lever,
sanitation and safety provisions, but also provide us with
treadmill-operated wheel and buckets, the advanced design
information on public works and the typical amenities. We
bucket wheel or a chain and buckets lift will be employed.
hope you’ll join us then.

Journeys #2 A Journeyer’s Guide to Ærth 21


Dangerous Journeys Mythus Journeys

JOURNEYS #3
Phærees and Magick and Mushrooms and More!
Published September, 1992

THE GRAND CAMPAIGN IN THE MYTHUS FRPG, PART I


Third in a series of Dangerous Journeys system articles for JMs
Originally from GameMasters’ Purview on pp. 6-10
By Gary Gygax
Privileged information for the JourneyMaster! What’s this? It will come as no surprise to many readers to learn that in
Something more disallowed to players? Not at all. This is by no means the past I JourneyMastered an Unhallowed™ Supernatural
confidential, let alone secret. If I have the attention of players not otherwise
Roleplaying Game campaign. In fact, I began to do so at a time
prone to read this sort of article, however, I consider it a valuable step. Do
well before we had even thought of either genre’s game trade
read on, and if you find the information such that you believe your JMs name. In 1988, I used my son, Luke, as a sort of guinea pig-
would benefit from it, tell them so. cum-play-tester in an early version. That was the basis of the
overall system, and it went to the redoubtable Mike McCulley
The goal of this writing is to improve and enliven the many new
for his contribution to the modem supernatural milieu. (By the
Dangerous Journeys multigenre role playing game (MGRPG)
way, you’ll soon be seeing that product!)
system campaigns, and to do so it is necessary to reach the persons
responsible for creating and conducting them, the JourneyMasters of the In 1990, I began a more detailed campaign with over a half-
world. What is in this column, however, is in one sense privileged. It is dozen player-participants. We managed about six months or so
assumed that the readers are all special, more knowledgeable, in some of regular weekly play before the demands of getting the
measure because they are readers. Therefore, what is contained herein will Mythus game together prevented me from managing a
certainly benefit JourneyMasters, players and the latter’s Heroic Personas continuing campaign. Thus, those intrepid heroes were left on
in no small measure! our world and never had the fun of experiencing the “HP-
mind-wrenching” transition from the world of contemporary
Greetings once more to all of the learned participants in
Earth to the magickal realms embodied in the cosmos of Ærth.
what I believe is the roleplaying game of the future! Welcome
What all this is about, however, is the matter of how to ably
to the system which opens every conceivable vista to players
master the game’s campaign in its multigenre form. From the
and provides all the tools the JourneyMaster will need to make
very beginning of your campaign, you should plan for the
those vistas vividly real. Before you dismiss those words as
eventuality of moving from the initial genre to one or more of
mere hype and puffery, consider what you have seen so far.
the other genres.
Then consider that there’s a whole lot more coming. I have the
advantage at this moment, for you haven’t yet seen the scope, This expansion of the campaign, naturally, must be
while I have the whole of the Dangerous Journeys system in directed by the group’s desires and the availability of material.
mind. In fact, much of it is already on paper, and it is thus However, you can bet that my players’ group of HPs were
possible for me to foresee the end result more clearly than indeed destined to step through a portal, whether on purpose
others not so supplied with this information. This series of or by accident, so as to adventure in the magickal milieu. Only
articles is designed to assist you in just this regard. their JM’s lack of time prevented that. They were sufficiently
experienced to relish such an opportunity, and knowing that
There is no exaggeration in what I tell you, but only time
the system was aimed at multi-milieux play in other genres, they
will enable us to bring the whole to you. It is complex,
were eager. To put it another way, you, the Sage JMs, will know
multidimensional and, yes, even monumental in scope, but
when it is time to mete out such a change in order to broaden
enthralling in its application. What you have seen so far is but
your own campaign.
the proverbial tip of the iceberg. Through later articles we’ll be
able to deliver more in the way of information and facts, but Before going any further, there is an important point I
for now there is something far more critical to discuss: material must make, one which I want you to mentally underscore. Only
aimed primarily at the farsighted souls who have ventured into after you understand this matter should you move on to the
this new multiverse as JMs of the Mythus Fantasy Roleplaying exposition which follows. Two decades of experience have
Game. indicated to me that the vast majority of participants in any
popular roleplaying game do not read material such as this. This
applies to JMs and players alike, albeit a higher percentage of
22 The Grand Campaign in the Mythus FRPG, Part I Journeys #3
Dangerous Journeys Mythus Journeys
JourneyMasters than players are cognizant of sources outside system as an entity. Most importantly, though, might be the
of the game which pertain to and develop greater bibliography in the Mythus Magick book, for that is where
understanding of and skill in playing it What that all means is the uncertain JM can go to get named sources of information
only about 1 in 20 (or fewer) JMs read articles about their RPG and inspiration for the campaign. The fiction is especially
interest. If 1 player in 100 does so, you are doing well. I don’t important.
view this as either a conspiracy or a desire to remain
When you are done with all that, it is time to assess your
“unenlightened.” In simplest terms, most who play do so for
campaign management with an eye towards running not only a
pure fun, and they don’t want to bother with anything outside
superior one but towards its development as multigenred. You
that consideration. There are lots of other reasons, and most of
might find it helpful to make up a checklist like this:
them are valid, so there is no caviling on my part. However,
this does affect the manner in which the game module rules 1. Do I have a copy of each and every player’s HP
were written. Profile Sheet? This is a must, of course. As soon as
the players have basically completed their personas
Even though we bend over backwards, metaphorically, to
and filled in the forms, you must have a copy for your
stress the fact that the system is open and flexible: JMs (with
records. Then, at appropriate times during a game
the players’ input and agreement, it is hoped) may alter, modify,
session, have these forms updated by the appropriate
and add to the rules system. And that overall the system is
players, i.e., any permanent change made to their
designed to operate as well using very little of the fine details
sheets should be reflected on your own. Fluctuating
or with the whole of its complexities – the result will be
things such as Physical damage and the like can be so
something along these lines for those not in touch with trends
noted or kept track of in the log, which is covered next.
as evidenced in the pages of this vehicle and similar ones.
2. Do I have a JourneyMaster log? As there are no
About three-quarters of active JM/player groups will “official,” published logs available at this time, you will
follow the works to the letter wherever possible, and of this need some form of blank book or notebook to keep
group there will be a linear division of incorporation of detail track of things. Here’s the minimal information which
which runs the gamut from simplistic to the totally you’ll need to record: Each game session, you should
complicated, with the bulge in the middle range. Of the 25% note the game day, and time of starting and concluding
remaining, almost one half, say 10% of the total, will in due action. Note locales, day and time, with activity in
course so alter the system – through inclusion of their own each. Activity includes a brief precis of events,
creative input and other game material – as to make it totally encounters, information given out etc. A secondary
unrecognizable, whether they call it by the Dangerous notation beside the name of each player’s HP should
Journeys game name or that· of some other system. be made. This should give your assessment of
Hybridization is fairly common. So too is the creation of performance and results, i.e., how well the player
“house” game systems, wherein radical changes are made in roleplayed, understanding of the persona’s abilities,
sufficient quantity as to develop a unique game form, and this individual and intergroup performance (good or poor),
occurs about as frequently as hybridization. and so forth, as well as rewards or penalties handed
out There’s a very important reason forth is, above and
All this is borne in mind as the game system is put into
beyond the obvious. I’ll get to that later. With all
rules and instructions. That is, we are speaking mainly to that
salient information noted, the game day and time of
block of participants who we know will utilize our work as their
play cessation should be written down as the dosing,
primary, if not only, guide. Information is packed into the
and this again picked up for the next session’s
works, and advice and guidance too, but there is only so much
commencement. Players, naturally, should likewise
space. What follows is for the sophisticated JourneyMaster just
keep track of things.
embarking on the voyage into the manifold realms of adventure
made possible via the Dangerous Journeys MGRPG vehicle.

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

Journeys #3 The Grand Campaign in the Mythus FRPG, Part I 23


Dangerous Journeys Mythus Journeys
3. Do my players have HP journals to record their Accomplishment Point distribution during the course of
personas’ game session activities? As a matter of adventures prior to the conclusion of such action.
course, you should insist that each and every player in
What’s this? Has Gygax gone dotty in his advancing years?
your group has a diary of events! This gives them a
Not at all. However, a well-run campaign with an expert JM
place to make notes and keep bits of information
and skilled players should not have HPs whose true
you’ve given out orally or in the form of hand-outs.
accomplishments are dwarfed by those personas from second-
Doing so actually increases the sense of realism in play,
rate campaigns whose JourneyMasters give out undue rewards.
and that is the reason you should make a point of
No, I am not suggesting a race for “super-persona of the
seeing to that. Part of your job as JM is to train and
century” status, but rather a lessening of disparity between fine
assist. Tell your group that keeping track of people,
players’ personas and those of a give-away campaign. Most of
places, things, events, and even thoughts of the
you are all too aware of “Monte Haul” fantasy campaigns and
moment will prove absolutely invaluable over the
their attendant deity-oriented HPs. Yet I also wish to
course of time. Anything they think important but
discourage the opposite extreme as well.
which doesn’t fit into their HP Profile Sheets should
be noted in their HP journals. Adventure scenarios in the Dangerous Journeys system
4. Do I have a recap of the past session’s events reflect this, in part, through insertion of instructions to JMs to
available for my team? It is a really helpful thing to award Accomplishment Points, Joss Points, etc., at certain
read out a brief account of what happened last time, times during the course of play if proper actions are taken by
before commencing a new session of game activity. HPs. This same thinking extends to scenarios devised by the
After all, you are seeking to make the game seem as JM. First let me say that such “intervention” in the awards
real as possible, and in real life there aren’t hiatuses in system is most vital early in the campaign, for at initial stages
living. The poor HPs are dropped for days or even habits of players and conduct of play have likely not yet become
weeks, not infrequently in the midst of some dire peril, ingrained and routine, plus the HPs are least developed and
to be brought back suddenly when again the more vulnerable to severe loss or death. JM use of APs and
participants sit down and reconvene campaign action. other awards will assist in addressing standards of play,
Also, there is always the odd player or two who missed encouraging excellence, and at the same time fortifying
the preceding session, possibly with their HPs personas for greater trials to come. When the multigenre
immersed in the activity despite their own absence. A campaign is considered, this is particularly important.
recapitulation before play helps things immensely. In the multigenre campaign, Heroic Personas need to be
many-faceted and talented indeed to operate in milieux so
Accomplishment Points vastly divergent as fantasy, modem supernatural, science
So now you are brought up to the point where I can return fiction, etc. It does truly require considerable fortification of
to something I alluded to earlier. This is the generalization of TRAITS ( and the subclasses thereof), as well as
rules and instructions. As noted, we have done our work Knowledge/Skill Areas, in relatively short time so as to enable
assuming that the majority of JMs and players will not have the such HPs to venture from their “home” milieu into different
benefit of material such as this. Perhaps the most critical effect strange and always-perilous worlds. This is not to say I
of that assumption is its impact on rules and instructions for recommend being too generous with rewards, but a slight error
the awarding of Accomplishment Points. Please, be aware that in that direction can be corrected later... unlike a too-stringent
I have “mandated” very stringent and somewhat stingy awards policy, which results in discouragement of players if not
because of this. Typically, the uninformed and/or isolated permanent loss of Heroic Personas. Thus, we come to the
JourneyMaster tends to be extravagant in the distribution of suggestions of how to handle the award of extra
rewards to players’ personas. This is understandable, not only Accomplishment Points and other rewards.
because everyone enjoys being liked, and giving out such
rewards brings adulation, but because as a part of a team, JMs Handling Extra Awards
tend to think of their player group as top-notch and deserving.
Rewards to consider are AP General (AP/G), AP Specific
This means that they typically disregard admonitions regarding
(AP/S), AP Exceptional (AP/X), Joss Factors OFs), Special
awards, and by and large their players receive far too much in
Connections, Equipment Documents, and Money. Each of
the way of rewards for actual accomplishments by their Heroic
these eight possible rewards will be considered in turn.
Personas.
Before dealing with the various rewards, let me establish
You, wise reader, on the other hand, are knowledgeable, so
one other thing in your minds. The scope of play sessions,
further instruction and advice can be given and properly acted
frequency, actual time spent playing and the intensity of activity
upon. In this regard, stick with the awards system given in the
during that time period are all important. So too is the skill of
books, but with your high degree of acumen, make additional
the JourneyMaster and the players concerned. As a standard,
let us assume a complex and unfolding scenario with
24 The Grand Campaign in the Mythus FRPG, Part I Journeys #3
Dangerous Journeys Mythus Journeys
progressively more difficult missions and challenges taking AP/Xs are gifted thus, it is urged that these be split between
place, during weekly play sessions of three hours length, different Heroic Personas.
wherein some crisis point is attained each session. The JM is
JFs: Joss Factors are particularly needed by novices and in
not a novice, nor are the players, but no one in the group is
situations of highly perilous sort. A perusal of a prepared
truly expert. There are four players in the team. If your own
scenario will show not only places where awards of various
campaign differs in its particulars from the above, adjust your
sorts of APs are recommended, but situations where, if playing
awards accordingly.
skill is exercised or sometimes mere stupidity is avoided,
AP/G: In addition to standard rewards, use the following additional JFs will be gained. In the case of extra awards,
additions: Accomplishment Points, General should be given though, error avoidance is seldom as important as correct
out at nearly every play session. The single player showing the action. Only JourneyMasters can judge the need for additional
greatest skill during the evening might be awarded an AP/G, Joss in their campaigns, but when players are at or near O Joss
with a comment on the reason why. Grasp of the overall Factors, they are certainly needed! It is recommended that a JM
mission, goal, objectives, strategic situation, tactical have “built in” places during the course of any long scenario
(situational) grasp, roleplaying demonstrated, command of the where the HPs can earn JFs through good play. Also, extra
rules, understanding of the spirit of the game system, group AP/Gs can be brought out to purchase 1 or 2 JFs if absolutely
leadership, thinking, and cooperativeness are all to be necessary. At the end of a scenario, or at a hiatal point similar
considerations for giving out the award. The reward shouldn’t to such a conclusion, adjudicate the group’s success, and then
go to the same player too often, and never in two straight award the team a couple of JFs per Heroic Persona if they were
sessions. It might be used to encourage the least able and most totally successful, one per if they managed to do the right
retiring member of the group from time to time, when that one things, generally, but forget such an award if they failed. Too
does something laudable. Continued exceptional performance much “luck” discourages thinking, roleplaying and skill!
by one player, however, cannot be ignored, and such
Special Connections: Special Connections are most
individuals must receive other sorts of awards. All of this
useful in rewarding the player whose HP seems to always be
encourages performance according to the desires of the JM,
performing above average, but there are a couple of caveats, of
makes players pleased and eager to return to be the best, and
course. Simply put, personas whose players have developed
also makes each more aware of his or her HP and that persona’s
them along lines where others interacting with them would be
needs and wants. You should pass along the benefit of 12
repelled are not going to make friends and influence people.
AP/Gs to the group during the course of a dozen play sessions.
However, whenever an HP interacts with non-opposed Other
AP/S: Accomplishment Points, Special are for Personas so as to save their lives, protect their families,
performance of a K/S Area That is, does the player totally relatives, or property, assist them in some important way, or
understand the information detailing the ability and utilize it otherwise befriend and aid them, the HP is likely to have gained
thus? Does she or he use it at the “perfect” time with assurance a Special Connection (of whatever value). Similarly, other
and speed? Is the Knowledge/Skill used in a manner not forms of interaction of less dramatic sort wherein the player
anticipated but otherwise sound? Does the player add real facts has the HP using K/S Areas to influence the Other Persona to
to expand the Area? A “yes” answer means that the HP is become a Special Connection might work, at the JM’s
eligible for consideration for an award of 1 to 3 STEEP points discretion, and the successful K/S roll at a Difficulty Rating
in the appropriate K/S Area. Be more generous when players determined by the JourneyMaster. There is no guideline for the
are inexperienced and Heroic Persona’s new and relatively award of additional Special Connections, but it is worth noting
weak, but become a bit stingy when experts are playing veteran that in real life some people have many. Thus, an HP with a
HPs! Also, when one already has 50 or 60 STEEP points, make dozen, a score, or even more Special Connections is not
certain that any award is highly deserved. During a period of 12 incredible. However, limit extensive Special Connections to
play sessions, the JM might give out from three to six extra HPs who really work at making them. Remember too that such
AP/Ss – but unlikely to all be awarded to one HP! individuals can be “used up” by too frequent demand for
favors and such.
AP/X: Accomplishment Points, Exceptional are rare
indeed, for they can purchase all manner of useful things, most Equipment: Equipment is an easy and not too obvious
probably additions to ATTRIBUTES, and thus building manner of rewarding good play. Equipment of all sorts can be
CATEGORY and TRAIT totals too. Insightful or expert play given out in the course of any given session of play. For
that saves the group, solves the dilemma, or slays the arch example, let’s imagine that one of the players has been quite
enemy are the areas to consider when deciding on when to remarkable in the use of a Heroic Persona’s Knowledge/Skill
award an AP/X to whom. One or two extra points might be Areas, but not so as to deserve an AP/S award. Instead, have
awarded during the course of 12 play sessions if one or more that HP discover some equipment which will aid that ability.
of the criteria above are met and the JM so wishes. If two What sort of equipment can be given out? Electronic gear,
weapons, protective items, or even things which are Heka-

Journeys #3 The Grand Campaign in the Mythus FRPG, Part I 25


Dangerous Journeys Mythus Journeys
related or super-secret scientific sort might be appropriate. but the JourneyMaster should keep a firm control of this
Anything the foe can reasonably possess and utilize is in line, matter. So, again, money is a reasonable and appreciated reward
as is that gamut of things which might be given to the team by for the team as they move from session to session of the
allies in order to assist the group to successfully combat the adventure. Rewards of cash can be worked into play through
common enemy. In all cases, the item given out at any payments by Other Personas for services, granted by
particular time should be commensurate with the performance organizations allied to the cause of the HPs, and the standard
of the team, the individual HP, and the immediate objective or sort where the foiled foes “contribute” their ill-gotten funds to
long-range goal. Equipment award can be frequent or the war chest of the HP team. As is typical of all awards, the
infrequent, depending on all manner of variables, of course. JourneyMaster should keep money level reasonable in regards
Something like one to three such awards during the course of to the campaign that has been devised. In some cases this can
a dozen sessions is probably in line with good mean a team of independently wealthy HPs is desirable, and in
JourneyMastering. other instances the JM might wish to have the players’ personas
perpetually impecunious. Cash should start to flow according
Documents: Documents are similar to equipment, and
to the overall campaign milieu, as needed, and this usually
they are separated here only for reasons of clarity. When I speak
means sometime after anywhere from 12 to 20 or more play
of documents, I refer to as broad a spectrum of things as are
sessions. Thereafter, circumstances, play, and need will be the
covered under equipment. That is, documents include
JM’s best guides to continuing a monetary award policy.
correspondence, diaries, books, maps, blueprints, plans, codes,
identification papers ( credit cards, driver’s licenses, passports,
credentials, etc.), and even such powerful things as magickal Conclusion
writings, computer programs, and so forth. In most respects, To sum up this last portion, then, let me stress how
certainly, the awarding of documents closely parallels that of important it is to keep rewards flowing in the campaign, but to
equipment. Refer to the paragraph above for guidelines. use keen insight and great judiciousness in selecting which sort
to give and in amounts commensurate with achievement
Money: Money is seldom a need in the initial stages of balanced by the overall direction of the campaign and
play; therefore, it will not be perceived by players as a reward JourneyMaster ends. Use any and all of the eight categories as
for good play of their HPs. After a few game sessions, though, you will to make your particular expression of the Dangerous
as purchases eat into cash reserves, some personas’ earnings Journeys system the utmost in personal enjoyment for you and
drop due to inattention to normal pursuits, travel is your player group.
necessitated, and so on, money becomes more important in
players’ minds. On the other hand, it is not generally advisable, Next time we will go further into the development of the
at least in many milieux of the game system, to have the Heroic campaign with an eye towards how to get the player HP team
Personas habituated to looting, robbery, pillage, and all the into many sorts of adventures so as to broaden the campaign
other rather unsavory practices so common in many RPGs. in such aspects as intrigue on multiple levels, military activity,
This is not to say that it should be prevented where appropriate, exploration, and adventuring in the Subterranean Ærth.

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.”

Journeys #3 Readied Castings 27


Dangerous Journeys Mythus Journeys
THE TROUBLE WITH TRIBALS
A Mythus Adventure
Originally from pp 32-35

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

28 The Trouble with Tribals Journeys #3


Dangerous Journeys Mythus Journeys
personas who crossed the river earlier and have not yet crossed of the adventure, mauled by a native predator (tiger, mountain
back will now have to do so. The river here is moving very lion, etc.).
swiftly, and the rocks below the surface are hidden from view,
due to the mud and dirt picked up by the current. A PN Mounting Obstacles
CATEGORY check at DR “Hard” is appropriate here. A After leaving the clearing, the HPs will need to make
failure means such Heroic Personas have lost their footing and another Hunting/Tracking roll at DR “Hard” to pick up the trail.
slipped into the river.
Should this roll fail, an additional roll at DR “Hard” can be
If an HP slips, a Swimming/Diving check at DR “Moderate” made once every Action Turn until the trail is found. When the
should be made to avoid drowning. If the roll succeeds, such trail is followed, it switches back several times, eventually
person as have been swept about 10 yards downstream and are ending at the bottom of a 25-foot waterfall. Unless every
soaking wet, but have regained their feet and are standing member of the party has the Climbing K/S Area, someone will
upright. If the roll fails, however, subsequent rolls may be have to get up the cliff and lower a rope. Hauling personas up
made, one each Battle Turn, each one DR step harder than the the cliff will take one Action Turn if the persona being hauled
last (to indicate the effects of panic and lungs full of water). has the Climbing K/S Area, four Action Turns otherwise.
Personas who fail all the way through the “Extreme” roll, or
who do not have Swimming/Diving, will have to be rescued by Once at the top of the cliff, the trail grows cold; because
another member of the party. of all of the rocks there, no tracks are left. Eventually, the HPs
should get the idea to continue upstream. If more than two
Once all of the HPs are on the proper side of the river, hours of game time pass before the Heroic Personas decide
they should pick up the trail again and follow it into the jungle this, the JM may want to place a clue to turn them in that
once more. Another six hours of game time will pass before direction (ravens converging in the distance on a murdered
the next planned encounter, so random encounters may be villager, for example).
placed by the JM in the interim.
Battle on the Beach
Dinner Break Another four hours of tracking pass before the next
By now it should be approaching dusk (regardless of what encounter. If the Heroic Person as have taken longer than two
time the Heroic Personas started out that day). The HPs come days from their return to the village to get to this point, they
upon a small clearing. A Physical Perception/Hearing roll at DR will emerge on a beach to find a lot of tracks, some marks in
“Hard” will alert them to noises up ahead. A quick recon of the the sand that look like boats have been grounded then launched
clearing will show a small group of villagers, about 10, with again, and nothing else. They have failed to rescue their clan.
three guards. One of the guards is an ogre, and the other two Alternately, they could emerge on the beach as the villagers are
are orcs armed with crude maces, basically rocks tied to sticks being loaded into the boats. In this case, not only will they have
with leather thongs (treat as one-handed mace of Below to participate in the following fight, they will also have to
Average quality for combat). Also in the clearing are the account for the entire ship’s complement, roughly twice as
remains of a human, one of the villagers who has been mostly many trained seamen as there are HPs. The seamen are all
eaten by the creatures. The villagers in the clearing are the armed with cutlasses.
oldest and youngest of the village, people who would not last
long on the forced march the Black Dweomercræfter is driving If, however, it has taken less than two days to reach this
the others on. point, the Heroic Personas should make a Physical
Perception/Hearing roll at DR “Hard.” If any succeed, they hear
Regardless of how the HPs handle the situation, it will be shouting and noises from up ahead. A careful approach will
dark by the time it is over, so they will have to camp for the allow them to come within visual range undetected. Looking
night. All through the night, the villagers will remain standing out from the jungle, they will see the remaining villagers, the
exactly where the HPs found them, and no one will be able to remaining ogres and orcs, and the Black Dweomercræfter.
make them do otherwise. These “zombie” villagers will just These orcs, like the previous ones, are armed with crude maces,
stand there, not moving, not blinking and almost not breathing. and the Dweomercræfter has a broad sword, though he will not
In the morning, they will still be standing there and will refuse use it unless severely pressed.
to move regardless of what anyone does or says.
The Black Dweomercræfter has three spells in place when
The only way to protect the villagers will be to either have the Heroic Personas arrive: Armor: Physical (General
one of the party stay with them – a distasteful idea, because this Dweomercræft, Grade I, page 34 of the Mythus Magick
persona will be left out of the rest of the adventure – or cast book), Armor: Mental (General Dweomercræft, Grade II, page
some sort of protective circle around the clearing. Nothing will 36), and Armor: Spiritual (General Dweomercræft, Grade III,
happen to these villagers unless they are left completely page 39), all at his Mental Trait level. All of the Evil Personas
unprotected. If this is the case, they will be found after the end are on the beach, apparently waiting for something.

Journeys #3 The Trouble with Tribals 29


Dangerous Journeys Mythus Journeys

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

Outstanding-Important K/S Areas/Sub-Areas & STEEP


(Black Dweomercræfter Vocation K/5 bundle plus)

K/S Areas STEEP Heka Max CG


Dweomercræft (Black) 64 755 VI
Magick 64 64
Witchcræft* 58 58 V
Sorcery* 59 59 V
Demonology* 54 74
Combat, Hand Weapons 36
*The Black Dweomercræfter receives no additional Heka since he has not forged a Pact with any Evil
beings.

Weapon WP S ATK DT Dam Bonus† BAC C Dur


Sword, Broad 7 6 1.5 C 4D6 +1 43 M 5/20
†Bonus is based on PM Pow ATTRIBUTE, see page 224 of the Mythus book.

Average Armor Protection: None other than Castings, see text.

After the Heroic Personas reveal themselves, either by


moving into the clearing or by using some form of Casting, the The Heroes Rewarded
Black Dweomercræfter will begin shooting at Heroic Personas If the Heroic Personas can defeat the Black
with Heka Darts (General Dweomercræft, Grade III, page 39). Dweomercræfter, the villagers will be released, and any
He has roughly 500 points of Heka remaining after casting the remaining orcs or ogres will run away. The villagers will be fall-
armor Cantrips, so he will attack according to a threat all-over-themselves happy that they have been rescued and will
assessment: Magick users first, fighters with ranged weapons elevate the Heroic Personas to heads of their tribe. Appropriate
second, and fighters with hand weapons last This is subject to awards should be given by the JM. This adventure is worth 10
change if there is a definite threat to his life; JMs should use AP/Gs, adjusted up or down for good or bad playing.
their best judgment,
Each Casting will cost 60-100 points of Heka (one to five
JM Notes
If, as a JourneyMaster, you wish to start a Primitive
darts each time). The Black Dweomercræfter will cease his
campaign, this adventure would be a good starting point.
attack when his Heka total drops below 150. He must do this
Simply have the Heroic Personas arrive just in time to see the
or lose control of the villager “zombies.” If the Heroic
slavers rowing off-shore with the villagers, and the Heroic
Personas start to advance, he will command the “zombies” to
Personas unable to do anything about it. The Heroic Personas
form an intervening barrier. If the Heroic Person as get within
can then explore Ærth looking for their lost tribesmen. If you
range, these “zombies” will attack as per normal zombies (page
should add someone to your gaming group, you can find one
313 of the Mythus book). Also, if the situation looks bad for
of the villagers and have him join the hunt.
the Evil Personas, the Dweomercræfter will command the
villagers to actively attack the Heroic Personas.

30 The Trouble with Tribals Journeys #3


Dangerous Journeys Mythus Journeys
Slaver Crew Members
SEC: 2 Joss: Nil Move (yds/BT): 90
M: 56, EL: 45 P: 90, WL: 68, CL: 81 S: 56, EL: 45
MM: 28 MR: 28 PM: 46 PN: 44 SM: 28 SP:28
MMCap: 10 MRCap: 10 PMCap: 16 PNCap: 15 SMCap: 10 SPCap: 10
MMPow: 9 MRPow: 9 PMPow: 15 PNPow: 15 SMPow: 9 SPPow: 9
MMSpd: 9 MRSpd: 9 PMSpd: 15 PNSpd: 14 SMSpd: 9 SPSpd: 9

Outstanding-Important K/S Areas/Sub-Areas & STEEP


(Pirate Vocation K/S bundle plus)
K/S Areas STEEP
Seamanship 40
Boating 35
Combat, Hand Weapons 37

Weapon WP S ATK DT Dam Bonus† BAC C Dur


Cutlass 4 6 1.5 C 4D6 +3 41 M 5/20
†Bonus is based on PM Pow ATTRIBUTE, see page 224 of
the Mythus book.

Averaged Armor Details


Armor Avg. Pierce Cut Blunt Fire Chem Stun PTY
Half Leather 6 7 9 8 4 4 6 --

A JOURNEYER’S GUIDE TO ÆRTH


Originally from pp 38-42

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.

32 A Journeyer’s Guide to Ærth Journeys #3


Dangerous Journeys Mythus Journeys
to provide a stream of water to extinguish blazes. There are also are sometimes paved, usually graveled; roads are generally well-
wagons with hoses and ladders to accompany the water tankers. maintained.
Smaller communities have less equipment, but most will Naturally, such public works require a considerable degree
have at least a minor practitioner available to assist volunteers of attention. This commences with planning, followed by
in firefighting. In worst cases, a “bucket brigade” is formed, financing (including feudatory obligations), construction,
members forming a line from water source to fire, passing supervision and maintenance, policing, and overall
along buckets, empty or full, to be filled or emptied upon the administration. These factors call for some bureaucracy, often
fire to extinguish it. considerable, and various officials, ministers, etc.
Municipalities now tend to codify what sorts of buildings M. François was kind enough to guide me to a site in which
can be constructed within their limits, so that in theory, less a tunnel for a ducal aqueduct was being dug in a hillside near
inflammable building materials will be used, i.e., brick and stone the village of Lorrez le Bocage. Knowing that such work is
instead of wood, tile or slate roofs rather than thatch or typically both difficult and time-consuming when done by
wooden shingles. Far too frequently, such codes are ignored, hand, and learning of the schedule, I assumed I would observe
honored in the breach as it were. However, again thanks to magickal operations there. Instead, I saw a large gang of
Heka, fires are generally less of a problem on Ærth than on our laborers divided into a dozen-score teams. As two such groups
own world, save where there are no able practitioners available began lateral excavation on opposite sides of the hill through
to combat a conflagration of this sort, or where Heka is which the tunnel was to be cut, the remaining 10 began to dig
involved in the blaze! vertical shafts, each such hole begun where a surveyor had
planted a stake. The spacing of these shafts was exactly 110 feet
Public Works: Public works, whether of national,
apart, six to the furlong. The depth to which they were
regional, or community sort are tending towards a slightly
excavated varied upon the elevation from which they worked.
growing scope in Æropa. Without boring the reader unduly by
Various machines were employed to loosen and remove soil
identifying the authority or authorities concerned with any
from the shafts.
specific sort, here are the main categories of constructions
considered to be public works: I was gladdened when rock was encountered, for then a
Heka practitioner was called upon to utilize some Casting or
• Fortifications (forts, fortresses, arsenals, citadels, etc.) other to deal with the obstruction. This occurred many times.
• Signal stations However, the spectacle was, to say the least, disappointing.
• Highways and roads Neither great sights nor sounds were evoked. After the laying
• Bridges and causeways of the necessary magick, the rock simply changed into a mucky
• Lighthouses material which was thereafter pumped out of the shaft as if it
• Rivers (keeping them clear) and riverbanks (preventing were slurry from a mine. Wooden shoring was put in place as
erosion) these shafts progressed downwards. Although I did not see it,
• Canals M. François assured me that such supports would eventually be
replaced by masonry.
• Dams
• Reservoirs At the desired level, vertical excavation ceased, but crews
• Aqueducts and water mains remained working at the bottoms of each and every shaft. Now,
• Mines and tunnels however, they were laboring to dig lateral tunnels, adits, to
connect the many shafts with the entrance and exit tunnel being
• Public granaries and storehouses
excavated simultaneously with their own work. In short, the
Most, if not all, such works exist in all states of Æropa, and many groups were used so as to maximize manpower input and
certainly the most developed countries of the entire Ærth minimize time of construction. Alignment of the separate
consider these and other works to be of public concern and tunnels was quite easy and accurate. In the resulting tunnel,
under governmental control at some level, usually the engineers then established a bed with the desired slope, and the
uppermost. ductwork was put in place. Maintenance of the whole would
thereafter be easy, for each shaft could be uncovered to allow
Signal stations use semaphore and mirror towers to
inspection of its point. Furthermore, surges of air or water
transmit coded messages. Such device is used when the matter
pressure resulting from storms or floods would be vented off
is not important enough for Heka-engendered communication.
by means of these shafts.
These are quite commonly seen all over western Æropa.
Uniquely municipal public works are typically of the
Along with the development of wagon, coach, and carriage
following sorts:
technology to a state roughly equivalent to Earth in the 19th
century came the need to allow such improved vehicles to • Municipal buildings
travel easily and quickly over greater distances. Thus, highways • Streets and alleys
Journeys #3 A Journeyer’s Guide to Ærth 33
Dangerous Journeys Mythus Journeys
• Sewers • Music halls
• Waste shafts (sewage and rubbish) • Public houses
• Community walls and fortifications Paris has no amphitheater, and the associated hippodrome
• Commons (greens, woodlands, and water). is somewhat removed from the city’s walls. However, it has
Municipal arteries, long and paved, are tending towards several carnival grounds, many public squares, and a plethora
being made broader where possible, due to the proliferation of of theaters, music and dance halls, and public houses.
wheeled vehicles which has come about through the greater Contrarily, the village of Lorrez le Bocage has only a carnival
availability of asses and mules. Then again, sanitation and safety ground, small plaza, and single public house. It is necessary to
concerns also promote this gradual improvement. say a few words about the latter, public houses, for there are all
manner of such establishments.
However, no existing structure of sound sort is ever
demolished in order to make way for renovation of this sort. The sort most commonly encountered is that which offers
Indeed, Æropans as a whole seem to appreciate and protect both food and drink. A small percentage of these also offer
heritage even as then embrace ideas which better their lives. By entertainment. There are places which provide for eating only,
that, of course, I speak of those segments influential in such restaurants, more or less, sans a bar, but not necessarily
matters, the upper tiers of the freemen and the aristocracy. restricted in regards to what sort of beverages they offer. Again,
a small percentage of such places provide entertainment as well.
The remainder of these are too self-evident to bear Then there are tea and coffee houses, usually providing light
discussion, save perhaps for the last named. Commons, or foodstuffs, pastries, and desserts in addition to some narrow or
public lands, are generally reserved for use to citizens of the broad range of the drinks named. Last, and perhaps the most
municipality. Their construction consists only of clearing commonly encountered public house, is that which purveys
and/or fencing in most cases. Upkeep is another matter. only various alcoholic potables, i.e., beer, ale, wine, brandy,
Rotation of use aside, gardens and pastures need fertilization whiskey, etc. A fair percentage of such establishments offer
because of the heavy usage they are put to. Likewise, entertainment regularly, on certain days, or during special
reforestation must be undertaken or woodlands will be events.
depleted in short order. Public water in this case usually refers
to that for livestock only, not for human use. Often such places Some comment on entertainment is necessary. There are
must be excavated, dredged, embanked, etc. all forms of entertainment offered. Harpers, singers, musicians,
dancers, mummers, mimes, players, jugglers, acrobats, boxers,
Amenities: My survey comes last to what actually might wrestlers, poets, and various slight-of-hand artists and true
most interest the reader. That is, what facilities for recreation Heka-practitioners to amaze and amuse audiences. There are as
and amusement are provided in the larger communities of well performing animals, animal fights too staged for so-called
Æropa? The list which follows will provide that information. amusement.
Note that I have made no distinction between such facilities
which are provided by the municipality and which are privately There are even less-savory entertainments, of course. I
owned concerns. The range of recreational facilities includes refrain from detailing such places herein so as not to offend the
the following: good nature of the readership. Suffice to say that most larger
cities have various dens of iniquity in which virtually any form
• Baths and natatoriums of depravity is available for a fee.
• Gymnasiums
In conclusion, I urge the interested reader to see these
• Parks and gardens things for himself. Failing that, I recommend the perusal of the
• Menageries many books written on the subjects I have so lightly touched
• Lists (outdoor exercise and weapons practice) upon herein. Because of hand-printing and hand-binding, the
Amusement activities that are available consist of a varying cost of any book on Ærth, let alone from it, is going to be
range of the following sort: somewhere on the order of 10 or even 100 or more times
greater than here. Therefore, I recommend that the reader use
• Amphitheaters a lending library rather than attempt purchase. In particular, I
• Hippodromes suggest these recently published excellent volumes as a starting
• Carnival grounds (usually lists or commons pressed point:
into service) Engineering in Francia. Portier, Charles-Pepin. Rouen 986.
• Plazas and public squares (individual entertainer’s The Great Cities of Æropa. Frederick, Giles. Londun 990
performance) Advances in Francian Public Works. Ministry of Public Works.
• Theaters Paris 991.

34 A Journeyer’s Guide to Ærth Journeys #3


Dangerous Journeys Mythus Journeys

JOURNEYS #4
Mystical…
Published January, 1993

THE GRAND CAMPAIGN IN THE MYTHUS FRPG, PART II


Originally from GameMasters’ Purview on pp. 5-8

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...

36 The Grand Campaign in the Mythus FRPG, Part II Journeys #4


Dangerous Journeys Mythus Journeys
Clerical or Similar Organization Agents: The team such a journey will be to learn and bring back valuable things;
finds a local or national temple in need of assistance and signs possibly it will be to discover if some rumor or legend is so.
on to assist. The path here is one which will certainly be more
Servers as Royal Agents and/or Troubleshooters: At
clandestine than that of the military sort, even though the HPs
the initial stage of adventuring, some lesser officer of the crown
might use arms and all in attaining their desired ends. As they
will be the “control,” then an officer to whom they report will
progress they become something akin to secret agents.
become progressively more important as the group succeeds
Typically, the members will retain the guise of average freemen,
and gains status. In the long run this course is similar to the
while actually being something quite different as time passes.
first two Freeman scenarios.
The limiting factor here is geographical more than anything
else.
Fame and Recognition
Noble Patron: If some powerful aristocrat is in need of A bit of consideration will make it apparent to the
assistance, the HP group calls upon that individual and discerning player team that it is a very good idea to avoid
undertakes service there so as to right things or do what is publicity, remain unrecognized, and operate sub rosa, as it were.
needed. Here we get into social intrigue, vendettas, and lots of “Hiding” in the obscurity of the Middle Class is a good way of
politics. Office in the noble court is likely with success, unless
keeping a low profile, yet having sufficient freedom to act. This
the team chooses to move on to some higher-ranking patron. will enable the group to exercise more options, in general, and
Eventually it is almost inescapable that they will be so well- do so for a longer period of time. Eventually, however, no
known that they must become fixed to a location or else change matter how careful the Heroic Personas are, their fame is
the thrust of their activity. bound to spread. Then they must “disappear” for a time, move
to some other place at least semi-permanently, or move into
Gentry-Aristocrat Scenarios roles of grander sort where there is less field activity and more
When Heroic Personas are generally of the gentry and in the way of administration, politics, grand intrigue, and so
aristocracy, the team has the greatest number of options open forth.
to them. In fact, the Mythus game rules are slanted towards
There is, naturally, an intermediate option available to any
generating such groups. The avenues which the lower two sorts
group at the JourneyMaster’s discretion. That is the vile
of teams can follow are as generally open to this group as to
Accursed and those who oppose that evil. The team, once
their lower-ranking fellows, albeit some forethought will be
proven, can be recruited by an organization acting to counter
required so as to pick up the necessary Knowledge/Skill Areas
Evil. The HPs will at first handle assignments locally, then
for activity involving the criminal underworld, bandits,
perhaps in the Subterranean Ærth, then expand to national and
commoners, etc. In that regard, a fellow HP who is actually of
continental concerns. Soon they will be operating worldwide,
the lower SEC is helpful and very much a key member of the
on Phæree, amongst the manifold planes and spheres beyond
group! The major advantages held by this sort of team are their
the Material one of the Mythus game. From that it is but a step
financial-based resources, connections, believability, and
to the multigenre campaign. Best of all for the Heroic Personas,
freedom to move about without raising a lot of questions.
such activity doesn’t adversely affect their potential on their
Adventuring options of special note are:
own world at all. In truth, they become more viable and have
Independent Farers to Phæree and the Subterranean greater potential there – and elsewhere too!
Realms: With the wherewithal available to them, such a team
Readers familiar with my novels based on the Dangerous
can likely manage “calls” upon various courts on Phæree. As
Journeys system (and all Insightful Readers are so aware, I’m
abilities increase, more can be done there, and a deeper
certain) will note that I have not opted for such breadth with
penetration of the underworld’s maze can be achieved too. The
the principal protagonist. Magister Setne Inhetep is a great
magnitude of adventuring in all manner of situations presented
noble with plenty of wealth, but he does not journey outside
thus is high indeed. Through activity of this kind, the group is
his own milieu, the cosmos of Ærth. That’s because he has
creating an unattached status which will lead them to many
plenty to do in the fantasy setting, of course, and I need a hero
roads, including that of being feared by governments – rule or
to allow a proper exposition of Ærth and its environs.
be ruled, so to speak. And such a team won’t wish to do the
Obviously, then, well-placed HPs need not ever leave their own
former or be chained by the latter. The challenge for the team
milieu either, but then again...
after a time is high and exacting.
In closing, let me add a few words about gnomish traders
Travelers on Missions of Discovery and/or
on Ærth. Their antipathy for association with humans stems
Intelligence Gathering: These can be on behalf of just about
from human prejudice. The Gnomes are very clever and hard
any powerful sponsor. After some initial “testing,” the team
working. They are, actually, rather hard, sharp, and shrewd
will be sent forth by the organization, great noble, or even an
businessfolk. If they meet humans they can deal with and
office of the crown to voyage or trek to distant places. Perhaps
maybe even out-deal them, then those men have their grudging
respect. If, in addition, those humans are open-minded,
Journeys #4 The Grand Campaign in the Mythus FRPG, Part II 37
Dangerous Journeys Mythus Journeys
unprejudiced, fair, and good-willed (in regards to the gnomish will have certain entrees into Phæree in addition. Here is one
folk), then admiration and actual friendship can occur. place where an SEC loss of status consideration might well be
Employment by, or dealings with, Gnomes as stated will set aside for a time – maybe for all time – by discerning players!
benefit all parties. The HPs will receive all that they deserve –
Next issue we move from the single-genre campaign into
and that’s said with malice aforethought, all you JMs. They had
the two-or-more- “genred” one. What are the advantages and
better be clever when associating with the gnomish folks!
disadvantages of this? Find out by being with us same time,
However, and being wholly serious, if there is a simpatico
same place next issue!
relationship built, not only will the byways of trade and the
gates to Subterranean Ærth be opened to the HP team, but they

THE SCEPTRE OF AMUN-RA


Originally from pp. 16-20

by Paul Arden Lidberg


will pursue. The remaining two thugs will tell the HPs to mind
JM’s Notes their own business or else they will hurt them. The HPs can
This adventure is intended to be a beginning scenario, as still intercept the thugs and the fight will yield the same results
opposed to a more complex adventure that will require more as above.
familiarity with the rules. The adventure takes place in northern
Francia, but it can be adapted to take place in any part of Æropa Move on to the “Kaspar’s Offer” section of the scenario
or wherever the JM pleases. for HPs who continue to do nothing about the situation.

Introduction Aftermath of the Brawl


“You have just arrived in the small farming village of The owner of the tavern, Nigel, will throw the HPs out for
Krevan. After a long day on the road, you decide to spend fighting, but if they give him a “cleaning fee” of at least 50
a little time at the local tavern/inn, la’ Grenouille Bleu BUCs, he lets them remain as long as they like.
(the Blue Frog). After a couple of hours, and several
rounds of drinks, you are approached by a young lady. Kaspar’s Offer
When the HPs decide to leave (or get expelled for fighting)
“A young lady, approximately 17 or 18 years old, walks
the tavern, a Phonecian merchant named Kaspar will approach
over. Her raven-black hair accents her attractive features,
them. He is a civil person, and he has eight mercenaries
and when she looks at each member of your group, her
accompanying him. The mercenaries also wear similar attire to
jade-green eyes flash. Her demure style of clothing
the ruffians previously encountered. Kaspar’s party will quietly
suggests a girl born to some substance, but definitely not
“escort” the HPs off the street and into a convenient alleyway
nobility. She appears very cautious.
or somewhere out of the public eye. Each of the men is armed
“‘Strangers, I need your help. Certain people wish to with a variety of weapons – long swords, daggers, and hand
do me harm, and I cannot escape them on my own. They crossbows.
have already killed my husband, Gregor. Won’t you please
Kaspar will be very blunt with the HPs and will offer them
help me?’
a small sum for “it.” When the group professes ignorance,
“At this point, just as you are about to ask questions, Kaspar will not accept that for an answer. He will continue
four nasty-looking ruffians enter the tavern. The girl interrogating the HPs and suggest that an arrangement can be
panics and flees through the side door. The HPs are the made; bring him the girl, and he will let them leave the village
only people between her and the ruffians.” alive. After making his offer, Kaspar and his men will leave.
At this point, the HPs have a quick decision to make. Will
they help the girl or not? If they decide to intervene, stats for Where’s That Girl?
the ruffians (see Starfire Guild Thugs) are located in the OPs No amount of searching the village will reveal the girl’s
section at the end of this adventure. The thugs are whereabouts, although several in town have seen her around.
overconfident and will pick a fight with the HPs but will quickly
flee when the confrontation goes against them. They tell the Kill the Blasphemers!
HPs that they have more “friends” in this village as they leave That night, after a lot of wandering around, the group will
the tavern. most likely return to the tavern, go to the inn, or camp outside
town. While they are sleeping, some of Kaman-Non’s men will
If the HPs refuse to aid the girl or hesitate too long to make
attack (their number will be equal to the number in the party
any difference, she will flee out a side entrance and two thugs
plus two). They will be searching for the “sceptre,” and they
38 The Sceptre of Amun-Ra Journeys #4
Dangerous Journeys Mythus Journeys
will not be very quiet about it. They will fight if they must, and Katerine begins to get nervous. She exclaims that they have
they have no qualms about killing people who “blaspheme the to meet the “rightful owner” in an hour so she is open to any
gods.” Stats on Kaman-Non’s men are found in the OPs suggestions at this point. When asked as to who this “rightful
section. owner” is, she will tell the HPs it’s an Ægyptian priest named
Kaman-Non (he made a higher bid than Kaspar).
After the late night attack, the HPs will be (or should he)
on edge. Early in the morning, Katerine – the young lady from
the previous night – will appear where they are staying. She will The Deal
express concern and again ask the HPs for help and protection. The HPs and Katerine arrive at the clearing where Kaman-
If she is pressed about the “item” that everyone wants, she will Non and 12 of his followers are waiting. Kaman greets
reveal the following: everyone and asks Katerine to get down to business – he wants
the Sceptre of Amun-Ra. Just as Kaman’s men and Katerine
“‘The item of which they speak is the Sceptre of exchange the sceptre for the money she was promised, Kaspar
Amun-Ra. It is a magickal item, filled with much Heka and 12 of his mercenaries appear in the distance. Kaman
energy. My husband, Gregor, received it by accident. We immediately suspects a double-cross from Katerine and orders
were on our way to return it when a group of highwaymen his men to attack everyone. Kaspar just wants the sceptre so
came to take it away from us. he’s already ordered his men to attack everyone, but he wants
‘The sceptre is the source of tremendous energy. We Katerine alive for her punishment.
couldn’t allow these common criminals to get it – it would Katerine knows that she and the HPs are in deep trouble
place many in danger. Can you help me return it to its now, so she will try to save her own skin first But before she
rightful owner?’” flees, she will attempt to hold onto the sceptre (at the JM’s
When questioned as to who that might be, she is very discretion though) if that is feasible. Otherwise, Katerine will
vague. She seems like she is hiding something, but she won’t flee into the forest with two of Kaman and two of Kaspar’s
give out more information. Any HP who tries to read her Aura men in pursuit.
or find the truth magickally will get “fuzzy” readings (mainly Both or either side will flee if the battle fares badly against
grayish colors for her Aura). If they take her up on her pleas them. If Kaspar’s side wins, the HPs will be taken prisoner,
and offer her protection, she will lead the group to the hiding interrogated by Kaspar, and set free without weapons or
place of the sceptre. money. A victory for Kaman-Non will result in him healing the
HPs, interrogating them and setting them free. If they seem
The Sceptre worthy individuals – e.g., they fought his men with mercy – he
Katerine leads the HP group five miles out of town and will recruit them in his cause to recover his temple’s treasures.
into the nearby forest. They come to a clearing into the forest But an adventure dealing with those matters is up to the
wear she hid the Sceptre of Amun-Ra under a tree stump. JourneyMaster to flesh out.
The Sceptre of Amun-Ra is about three feet long and two
inches in diameter with the head of a bird on the top. Any HP AP/G Awards
examining it with detection Castings or other means of Extra AP/Gs and other types of APs should be awarded
revealing its true nature will discover that the sceptre is nothing at the JourneyMaster’s discretion. The base award for this
really special. At best, the sceptre could be a Heka Reservoir adventure is 3-4 AP/Gs, since this is more of a red herring
but it has no Powers that are required to make this a true scenario.
magickal device.

Journeys #4 The Sceptre of Amun-Ra 39


Dangerous Journeys Mythus Journeys

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.

1 The original text had Avoidance for Katerine listed as


14/16/12. In Issue #5’s Exclamations!, Alan Kellogg issued a
correction, which is reflected here.
40 The Sceptre of Amun-Ra Journeys #4
Dangerous Journeys Mythus Journeys
Kaspar Kaspar has very dark brown hair, brown eyes, and the olive
Vocation: Merchant SEC: 5 complexion that is common among the Phonecians of Semitic
origin – the descendents of the Phonecians who originally lived
Move (yds/BT): 77 Initiative Modifier: Human standard where Shamash and Yarbay are today. He appears to be in his
Outstanding-Important K/S Areas-Sub-Areas & STEEP mid-forties and is slightly under five feet in height. Besides
(Merchant Vocation K/S bundle plus) being short, he is also somewhat overweight, weighing roughly
Appraisal: 75 160 pounds. Kaspar wears clothes that are typical of a merchant
Deception: 53 in Æropa; shirt, jacket, shoes, pants, boots, cloak, and a hat.
Influence: 38 Underneath his shirt, he wears a Heka-engendered chain mail
Combat, Hand Weapons: 27 shirt (equal to Half Chain for purposes of armor) that only has
a Speed Factor Penalty of 2.
Joss (Anti-Joss) Factors: 1 Attractiveness: 12 (IU 3)
Quirks: Very stubborn, +1 DR harder when using the Kaman-Non
Persuasion K/S Sub-Area on him (or the Influence K/S Area if Vocation: Priest, Full SEC: 5
not using Sub-Areas). Practitioner
Average Armor Protection: 12 Move (yds./BT): 90 Initiative Modifier: Human
standard
Worn: Chain Shirt under his clothes – equal to Half Chain
Outstanding-Important K/S Areas-Sub-Areas & STEEP
Heka-Engendered: Yes, it only has a SF Penalty of 2
(Priest Vocation, Ethos of Moonlight K/S bundle plus)
Dodging: Nil Avoidance: Base 34/27/30 2 Priestcræft*: 60
Weapons Religion*: 60
Weapon WP S ATK DT Dam Bonus BAC C Dur Combat, Hand Weapons: 30
Pantheology*: 55
Dagger 5 2 1 P 2D6 -- 32 M 5/30
Exorcism*: 40
Metaphysics*: 40
Averaged Armor Detail: Demonology*: 38
Armor Avg Pierce Cut Blunt Fire Chem Stun Pty Divination*: 39
Half Chain 12 12 21 14 6 7 14 2
Joss (Anti-Joss) Factors: 2 Attractiveness: 14

Statistical Detail: Quirks: Nil


M: 102; EL: 82 P: 77; WL: 58, CL: 69 S:94; EL: 75 Average Armor Protection: Depends upon Castings in use
MR: 52 MM: 50 PM: 39 PN: 38 SM: 47 SP:47
MRCap: 18 MMCap: 17 PMCap: 13 PNCap: 14 SMCap: 16 SPCap: 16 Worn: Nil
MRPow: 17 MMPow: 16 PMPow: 13 PNPow: 10 SM Pow: 16SP Pow: 16
MRSpd: 17 MMSpd: 17 PMSpd: 13 PNSpd: 14 SMSpd: 15 SPSpd: 15 Heka Available: 1142
Castings:
Commentary & Description: Kaspar is the Starfire
Priestcræft, Basic: Max CG of VI
Guild’s agent-at-large in this part of northern Francia. He uses
Priestcræft, Tutelary: Max CG of VI
the cover of being a legitimate Phonecian merchant
Priestcræft, Moonlight: Max CG of VI
representing a shipping company based in Tripolis.
Exorcism: Max CG of Ill
He recently heard about the Sceptre of Amun-Ra being in Divination: Max CG of II
the area and decided to acquire it to further his own ends in the
Dodging: Nil Avoidance: Base 21/30/33 3
Starfire Guild. Kaspar will go to great lengths to get it too –
including murder. Weapons:
Weapon WP S ATK DT Dam Bonus BAC C Dur
He already made a deal with Katerine to purchase the Khopesh 4 7 1 C 3D6 +3 34 M 5/20
sceptre, but at the time of adventure’s beginning, he has found
out that she has also cut a deal to sell it to the Ægyptian priest
Kaman-Non. Now he intends to get the sceptre for free and Statistical Detail:
enslave Katerine into the services of the guild. M: 70; EL: 56 P: 90; WL: 68, CL: 81 S: 103; EL: 82
MR: 37 MM: 33 PM: 45 PN: 45 SM: 54 SP: 49

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

Journeys #4 K/S STEEP Cross-Feeding and Feeding 43


Dangerous Journeys Mythus Journeys
Games, Physical: ⇆ Combat, Hand-to-Hand, Non-Lethal by Navigation: → Seamanship
20%, → Mountain Climbing Pantheology: ⇆ Metaphysics
Gemology: ⇆ Appraisal, ⇆ Gemsmith/Lapidary, → Rarities Perception, Mental: ← Yoga
Gemsmith/Lapidary: ⇆ Gemology Perception, Physical: ← Yoga
Geography/Foreign Lands: ⇆ History, ⇆ Travel Phæree Flora & Fauna1
Geology/Mineralogy 1: → Mines & Mining Philosophy: → Influence
H erbalism : ← Botany, → Toxicology
1 Poetry/Lyrics5: → Etiquette/Social Graces (even outside
H istory: ⇆ Geography/Foreign lands _ culture area)
H unting & Tracking 1: ⇆ STEEP ⇆ use of Criminal Activities, Police Work : ⇆ Criminal Activities, Physical
4

Physical (Stealth Sub-Area), if higher Political Science 4: ← Public Administration


Hunting & Tracking1: ⇆ Combat, Hand Weapons (Spear Public Administration: → Political Science
Sub-Area only), Combat, Hand Weapons, Missile (Missile Riding: ⇆ Sports (Mounted Team and Mounted lndivi9ual)
weapons only) Rarities: ⇆ Appraisal, ← Gemology
H unting & Tracking 1: → Botany, → Ecology/Natural Science, Seamanship: ← Navigation
→ Survival, ⇆ Zoology Smithing & Welding: → Arms & Armor
Hypnotism : ← Yoga
2 Sorcery: ← Conjuration (if the latter is gained thereafter, one
Impersonation: ⇆ Disguise, ← Thespianism time only)
Influence : → Leadership, ← Philosophy, ← Writing, Creative
2 Sports (Individual Non-Violent): ⇆ Combat, Hand
Jack-Of-All-Trades: ⇆ Jury Rigging, ⇆ Mechanics Weapons, Missile
Juggling3: ⇆ Acrobatics/Gymnastics Sports (Individual Violent): ⇆ Combat, Hand-to-Hand,
Non-Lethal
Jury-Rigging: ⇆ Jack-Of-All-Trades
Law 4 Sports (Mounted Individual and Mounted Team): ⇆
Leadership 2: ← Influence Riding
Sport (Team): Combat, Hand Weapons
Legerdemain 4: ⇆ Escape
Subterranean Ærth1
Literature: → Etiquette/Social Graces
Linguistics: → Foreign Language, → Native Tongue, →
Surveillance & Security: ← Criminal Activities, Mental, ←
Criminal Activities, Physical
Trade Phonecian
Logic: → Criminology Surveying/Topography: → Fortification & Siegecraft
Survival1: ← Hunting & Tracking, Nature Attunement
Mathematics: ⇆ Cryptography
(Personal Relationship)
Mechanics: ⇆ Jack-Of-All-Trades Thespianism 2: → Disguise, → Impersonation
Medicine, Oriental: ⇆ Acupuncture Toxicology: ← Chemistry, ← Herbalism
Mediumship2 Trade Phonecian: ← Linguistics
Metaphysics: ⇆ Pantheology Travel: ⇆ Geography/Foreign Lands
Military Science 4: → Fortification & Siegecraft, → Weapons, Weapons, Military, All Other: → Fortification & Siegecraft, ←
Military, All Other Military Science
Mines/Mining: → Engineering (Mining S-A); ← Writing, Creative: → Influence
Geology/Mineralogy Yoga: → Acrobatics/Gymnastics, → Endurance, →
Mountain Climbing: ← Games, Physical Hypnotism, → Mysticism, → Nature Attunement, →
Mysticism: ← Yoga Perception, Mental, → Perception, Physical
Nature Attunement1: ⇆ Ecology/Nature Science, ← Yoga Zoology: ⇆ Animal Handling, ⇆ Hunting & Tracking
Native Tongue: ← Linguistics
Table Notes
1: Nature Attunement adds to the following according to 2: Charismaticism use with a successful roll against
Sub-Area: STEEP= 2 x STEEP in:
Animal Relationship: → Animal Handling Espionage
Hypnotism
Exotic Places: → Phæree Flora & Fauna, → Subterranean
Influence
Ærth
Leadership
Growing Things: → Agriculture, → Herbalism Mediumship
Natural Cycles: → Ecology/Nature Science, → Thespianism
Geology/Mineralogy
Personal Relationship: → Hunting & Tracking, → Survival

44 K/S STEEP Cross-Feeding and Feeding Journeys #4


Dangerous Journeys Mythus Journeys
3: Juggling adds 10% STEEP to one of the following at Be sure to write in the HP’s STEEP in pencil from now
player’s choice: on! With all of this cross-feeding and application interaction
between K/S Areas and Sub-Areas, personas are going to be
Combat, Hand-to-Hand, Lethal
even more realistic. In life, one doesn’t learn most things in
Combat, Hand-to-Hand, Non-Lethal
separate, compartmentalized fields. It’s a lot more like that now
Combat, Hand Weapons
in the Dangerous Journeys system too.
Combat, Hand Weapons, Missile
Criminal Activities, Physical By the way, if you decide that all this bookkeeping work is
too much for your players, then you can take the easy way out.
4: Deception use with a successful roll against STEEP = 2
Use nothing but the base STEEP but give a few extra AP/Gs
x STEEP in:
from time to time and be sure they are applied in various K/S
Criminal Activities, Mental Areas not necessarily related to the persona’s main ones.
Criminal Activities, Physical However, this isn’t very realistic. I urge you to use the cross-
Disguise feeding instead.
Escape
Espionage
Law
Legerdemain
Military Science
Police Work
Political Science
5: Each STEEP point applies even outside the culture area
of the persona.

THE PRANCING PONY INN


a Mythus Adventure Locale
Originally from pp. 28-34

written by Barry Hilton; artwork by Rob Lazzaretti


The Prancing Pony Inn is a very detailed location JMs
can use for their Mythus game campaigns, whether they
are based on Ærth or their own world. The inn is also an
ideal location for a group of Heroic Personas to use as a
base for “R&R” and/or hearing new rumors.
Most of the text is written in a descriptive manner
and many of the passages can be read aloud by the JMs to
their players to help build the setting and mood of the inn.

Approaching the Prancing Pony Inn


First Sighting: The furrowed track winds down into
the valley following the twists and turns of the small
stream flowing below. Bordering the steam are numerous
willow trees intermingled with dense ramble patches,
gorse and hawthorn. The steep sides of the valley are
carpeted in a multitude of heathers and coarse grass.
In the distance, a small area of cultivated land on the right suffering from the adverse conditions prevailing on the moor,
back of the river surrounds what looks like a thatched farm the field looks as if it will likely produce enough grain for the
cottage or small holding, sheltered by the valley sides from the small holding to be self-sufficient but little to sell on the open
chill wind that blows higher up on the moor. market. The field above the rye contains a mixture of potatoes
Nearing the Inn: as you near the cottage, the three fields
become clearer. In the first field, nearest the path and closest
to you, grows a grain crop of struggling rye. With the crop
Journeys #4 The Prancing Pony Inn 45
Dangerous Journeys Mythus Journeys

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

46 The Prancing Pony Inn Journeys #4


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Journeys #4 The Prancing Pony Inn 47


Dangerous Journeys Mythus Journeys
table, with five stools clustered around it. Another window Master Bedroom: For main description, please see text
looks out on the gardens from the center of the left wall. The “Approaching the Prancing Pony Inn,” above.
bar runs out perpendicular to the far side of the garden
There is a chest located opposite the door on the left side
window. Behind the bar are two shelves containing clay bottles
of the bed. The chest is 3’ wide, 1½’ deep and 2’ high; it is of a
and leather tankards; each bottle has a hand-written label
rounded construction. A 1-inch keyhole lies in the center of the
though you cannot make out what they say. Slightly to the right
lid front. The chest is not locked, its key lost long ago. The
of the shelves is another door leading to the back of the inn;
chest contains an assortment of clothing:
the door is closed. Spaced around the room are seven torches,
all unlit. 1 folded leather cape, green in color
1 woolen tweed cap
Inside the Inn 2 cotton skirts, emerald and ruby colored with a floral trim
Lounge/Bar: For the main description, please see the text 3 plain undyed woolen shirts
“Approaching the Prancing Pony Inn,” above. 2 plain undyed woolen trousers
1 folded woolen heavy duty blanket
When you enter through the heavy door, a bell chimes 2 white cotton blouses, with lace floral trimming
from above signaling your entry to the establishment. The 1 coiled leather medium sized belt with a brass buckle
chimes are nailed to the top of the door, the opening of which
rattles the chimes. Beyond the fireplace are a small iron shovel, The left hand cupboard contains:
a rake and two toasting forks hung on nails next to the grate. 1 pair of soft leather ladies shoes
Behind the door to the left are four coat hooks nailed to the 1 bone comb
wall, all of which are currently empty. The shelves behind the 3 2” needles
bar contain: 1 ball of cotton thread, (20)
10 leather tankards 1 ball of twine, (23)
3 copper mugs 1 wax candle and brass holder
3 clay bottles marked “Strawberry Liquor” 1 brass candle snuffer
2 clay bottles marked “Gooseberry Wine” The right hand cupboard contains:
1 clay bottle marked “Applewood Wine, Sweet” 1 pair of stout walking boots, leather
1 clay bottle marked “Applewood Wine, Dry” 1 smoking pipe
1 clay bottle marked “Blackberry Wine” 1 8oz. pouch of tobacco, golden
1 clay bottle marked “Honey Mead 968” 1 quill
Three barrels protrude from the underside of the bar 1 2oz. ceramic bottle of writing ink
towards the back wall. The barrels contain: 2 rolled sheets of parchment
A light ale from the Stamford breweries, “Stamford Light” Passage: The door opens into a 3’ wide by 20’ long
A heady beer also from the Stamford breweries, “Soldier’s corridor. To your right, at the end of the corridor is an oak
Brew” door. The door is hinged on the left and bears no sign of a lock.
A strong cider from the breweries at Barton, “Miller’s Similar doors stand on the opposite side of the passage, one
Cider” slightly offset to your right, the other two to the left. All are
hinged on the left and have no sign of locks. At the far right
A small cupboard behind the bar next to the left wall end of the passage, set into the floor, is a 2’ square wooden
contains a small wooden open box containing a pouch with 10 trapdoor. The trapdoor is hinged on the left and is held shut
pennies (0.01 BUCs each) inside. The box is used to keep the with a bolt latch fixed in the center of its right edge.
takings safe during the day. The box is emptied at the end of
each day, however a float of 10 pennies is always on hand. The Children’s Bedroom: Upon opening the door, you can
door at the back of the bar has no lock and is kept shut with a see a straw mattress serving as a bed directly in front in the left
piece of twine looped around a nail. hand corner against the wall. On the far side of the room is
another mattress, again in the corner against the right wall. In
the center of the room lies a thick wool rug taking up an area
approximately 6 feet by 5 feet. The rug is a plain gray color and
has no pattern. A tin bucket stands against the front wall and is
empty. In the far right bottom corner is a large chest some 3’
by 1½’ by 1½’. The chest has a curved lid, there is no keyhole
and no lock mechanism visible. The chest has two handles, one
on each end, mounted on its sides, and is fashioned in a simple
uncomplicated manor. The chest contains:

48 The Prancing Pony Inn Journeys #4


Dangerous Journeys Mythus Journeys
A small leather bag containing eight 1” diameter wooden Guest Room 2: Facing you as you open the door is a straw
balls mattress in the far right corner running down the right wall.
Behind the door to your left are three wooden cloak pegs
3 horseshoes
fastened to the wall. Below the coat hooks is a thin bucket.
A well-worn rag doll 9 11 tall
Standing in the bottom left comer is a small table some 2 feet
A reed whistle
long, 1’ wide and 2½’ high. Carved into the table are:
A skipping rope 6’ long
2 folded linen shirts Ebondark mages live in sties
2 pairs of tweed trousers, one smaller than the other Kellts stay home
2 pairs of leather sandals Bellias slept here
1 coiled leather belt with an iron buckle This establishment is only fit for pigs – Morial, Eliot of
1 large black and white striped feather in a rather tattered Sanford is a bastard
condition
Next to the table is a small wooden stool. In the far corner
A thick wool scarf and a pair of mittens
is a wooden trunk, the lid of which is curved. In the center of
There are two torch holders, equally spaced on the near the lid is a 1½’ keyhole; protruding from the keyhole is its iron
wall. In the center of the far wall is a 2’ by 3’ shuttered window. key. The chest is empty. There is a torch holder in the far wall
The window looks out on the back of the garden. Numerous between the bed and chest. The door has a bolt latch to enable
vegetables can be seen growing, including carrots, onions, the occupant to secure the door from the inside. A 2’ by 4’ wool
lettuce and parsnips. rug lies under the window in the left wall. Through the 2’ by 3’
feet window, you can see the inn’s garden, to the left a patch of
Guest Room 1: Opening the door, you look in on a straw
gooseberries, to right strawberries, peas, black currants and the
mattress bed facing you in the far left corner running down the
stunted apple tree. The window shutters too have a latch bolt
left wall. Next to the door to the right are three wooden coat
that you may use to secure them.
pegs fastened to the wall. In the far bottom right corner is a
wooden stool, similar to those in the bar area. Adjacent to the Kitchen and Wine Cellar: Opening the trapdoor, you can
stool against the right wall is a small functional table some 2” see a flight of stone steps leading downward into the basement
long and a foot wide. The table stands about 2½’ high. Carved some 10 feet ahead. At the far end of the room opposite the
into the table surface are the names: stairs is a 7’ long, 1½’ wide, 2½’ high stout wooden bench. The
bench is heavily marked and stained in the preparation of meats
Aelfric
and vegetables. In the center of the far wall hang three shelves,
Mynydogg
each 8’ in length and 6” wide. The top shelf contains:
Hengest
Lorette 1 mortar and pestle
1 whetstone
In the far right comer is a small chest. The chest lid is
8 wooden turned bowls 6” diameter
rounded and in its center is a 1½” keyhole. In the chest is an
8 pewter plates 8” in diameter
iron key which looks as if it will fit the lock; otherwise, the chest
4 pewter goblets
is empty. Next to the chest, in between the table and under a
2 pottery decanters
torch holder, is an iron bucket. In the center of the room is a
2 1 8 11 oval pewter trays with raised decorative lips
woolen rug approximately 4’ by 2’. Visible through the window
1 tinderbox
in the far wall’s center is the back garden and vegetable plot.
Growing in the plot is a variety of vegetables including carrots, The middle shelf contains:
lettuce, onions and parsnips. The door has a slide bolt to enable
1 large pottery pot marked “Salt (2 lbs.)”
the occupant to lock the door from the inside; the window
2 pottery jars containing 1 pint of lard
shutters also have a bolt attached.
4 pottery jars with cork stoppers containing 4 pounds of
flour each
A small wooden lidless box containing eight sets of pewter
cutlery including spoons, forks and knives
The bottom shelf houses 15 assorted jars of mixed herbs,
peppers, tarragon, vinegar, garlic cloves, saffron, nutmeg,
thyme, basil, dates, olives, walnuts, pickled onions, honey and
pickled eggs. All the jars are pottery and have cork stoppers,
and each is labeled by hand. Next to the shelves on the floor
are two tin buckets. Opposite the shelves in the center of the
basement is a large table some 8’ by 4’ made in two halves. The

Journeys #4 The Prancing Pony Inn 49


Dangerous Journeys Mythus Journeys
table is also used to prepare foods. Under the table are two 1 pint of thick cream
wooden stools. In the far wall is a 5-foot fireplace. A spit hangs A pewter 8” diameter plate containing six 7” filleted fresh
above the large grate. To the right of the fireplace, hanging on fish
hooks, are a shovel, a rake, two pokers and a toasting fork. On
the opposite side sits another tin bucket. A whole array of Bellias the Innkeeper
cooking pots and pans, knives, forks, cleavers, skewers, and tins
hang on hooks in the wall. There are about 40 utensils here of
every conceivable sort. In the far left corner is a double
cupboard 4’ by 18” and 3’ high. The cupboard contains:
2 10-pound bags of potatoes
1 two tray wooden box holding 48 apples
1 cloth bag containing 12 onions
Between the stairs and the cupboards are four barrels:
“Stamford Light Ale 989, Stamford Breweries”
“Soldier’s Brew 989, Stamford Breweries”
“Miller’s Cider, Barton Brewers”
The fourth contains water
Perpendicular to the steps, screening the barrels is a nine
foot wine rack, the rack contains the following clay bottles:
14 bottles marked “Strawberry Liquor’”
35 bottles marked “Gooseberry Wine”
5 bottles marked “Appleweed Wine, Dry”
6 bottles marked “Appleweed Wine, Sweet”
10 bottles marked “Blackberry Wine” Vocation: Innkeeper/Farmer SEC: 5
2 bottles marked “Elderberry Wine”
1 bottle marked “Rum” Move (yds./BT): 101 Initiative Modifier: Human
12 bottles marked “Honey Mead” standard
In a discrete recess under the wine rack in the stone stairs Outstanding-Important K/S Areas-Sub-Areas & STEEP
is a wooden box. The box has a tiny keyhole in its front and is (Poet/Musician Vocation K/S bundle plus)
locked. The box contains: E/S Graces: 35
Native Tongue (Kelltic): 45
45 bronze commons (1 BUC each) Trade Phonecian: 35
6 copper quids (5 BUCs each) Foreign Language, Brythokelltic: 30
1 silver crown (25 BUCs each) Foreign Language, Latin: 28
All the coinage is bagged separately in leather purses. Riding: 55
Equally spaced around the kitchen are seven torches providing Animal Handling: 49
ample light. Acrobatics/Gymnastics: 35
Sports: 39
Stables: Opening the heavy double doors, you can see a Agriculture: 20
stable of four separate compartments, each with its own half Business Administration: 25
door. Each stable is three feet wide, the floor carpeted in a thick Games, Physical: 20
layer of clean straw. All the doors have bolt latches and are Games, Mental: 25
hinged on the left. To your left, an archway leads into a separate Current Events: 25
storeroom. To the left are hooks for the horses’ tackles and
space for their saddles. A hay fork lies on the floor in to Joss (Anti-Joss) Factors: 2 Attractiveness: 13
opposite comer. In the far corner is an ample pile of clean straw Quirks: Nil
piled up to 5’ high in the corner. To the right, next to the stable
wall, are four tin buckets. Between the hay and the pitchfork is Average Armor Protection: Nil
a large 20-pound sack of grain. Outside the stable in a muslin-
covered cool box mounted on the right wall are:
1 flask of milk (2 pints)
2 one pound blocks of mild cheese

50 The Prancing Pony Inn Journeys #4


Dangerous Journeys Mythus Journeys
Dodging: 3 Avoidance: Base 20/34/24 6 Elaine, Wife of Bellias
Statistical Detail:
M: 63; EL: 50 P: 101; WL: 75, CL: 90 S: 75; EL: 60
MR: 31 MM: 32 PM: 42 PN: 59 SM: 38 SP: 37
MRCap: 12 MMCap: 11 PMCap: 15 PNCap: 20 SMCap: 14 SPCap: 13
MRPow: 10 MMPow: 10 PMPow: 13 PNPow: 19 SMPow: 12 SPPow: 12
MRSpd: 9 MMSpd: 11 PMSpd: 14 PNSpd: 20 SMSpd: 12 SPSpd:12

Commentary & Description: Coming from a travelling


circus background, Bellias and his wife were part of a trick
riding troop that worked alongside the fair. The fair travelled
around Lyonesse stopping at small towns and villages to
entertain the crowds between Durham in the north and
Hereford in the south. Bellias is familiar with the training and
husbandry of horses and ponies, having some minor skill in
veterinary care. Bellias left the circus, tired of the travelling life,
to settle down with the inn which he renamed “The Prancing
Pony” in respect to his former occupation. The inn was
formally named “The Homestead” and was built some 50 years
earlier. The stables were added by Bellias two years ago when
he took over the establishment: Bellias is now in his third year
as innkeeper of the Prancing Pony. He still keeps in contact
with his circus friends when they pass during their travels. Vocation: lnnkeeper/Farmer SEC: 5
Indeed the whole family can often be seen attending the local
fair. Being a travelling man for most of his life – his parents Move (yds./BT): 76 Initiative Modifier: Human
were also· members of the circus – he is always interested in standard
the gossip and tales of the wayfarers who take rooms in the inn. Outstanding-Important K/S Areas-Sub-Areas & STEEP
Bellias knows many of the local rumors and legends in the area (Thief, Physical Vocation K/S bundle plus)
and is happy to swap stories over a drink. Often in the summer EIS Graces: 40
months, Bellias works long hours in his fields tending to the Native Tongue (Brythokelltic): 35
crops and livestock, relying on his wife, Elaine, to look after the Trade Phonecian: 25
inn. Foreign Language, Kelltic: 30
Riding: 47
Bellias is a fun-loving and jovial man who enjoys life to the
full and shares his enthusiasm for living with all those who meet Animal Handling: 32
Acrobatics/Gymnastics: 40
him, however short a time that may be. His stature, though
diminutive, is lithe and muscular belying his age. His Business Administration: 23
complexion is of a ruddy, tanned color, a sign of the long hours Games, Mental: 25
Current Events: 15
spent toiling in the fields. Bellias is clean-shaven, the sharp
features of his nose and chin offset by deep chocolate eyes and Domestic Arts and Sciences: 35
Medicine, Veterinary: 36
his shoulder-length mousy locks. Bellias is 47 years old, stands
5’ 2” in height and weighs some 140 pounds. He wears simple First Aid: 25
functional clothing, generally natural wool or linen. Joss (Anti-Joss) Factors: 2 Attractiveness: 14
Occasionally, he wears fine cotton shirts, though that is a rarity.
Quirks: Nil
Average Armor Protection: Nil
Dodging: Nil Avoidance: Base 23/24/18 7
Statistical Detail:
M:71; EL: 56 P: 76; WL: 57, CL: 68 S: 58; El: 46
MR: 36 MM: 35 PM: 35 PN: 41 SM: 31 SP: 27
MRCap: 13 MMCap: 12 PMCap: 15 PNCap: 15 SMCap: 12 SPCap: 9

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.

A JOURNEYER’S GUIDE TO ÆRTH


Originally from pp 39-44

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

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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

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noble vassals must indeed obey the steward as if he were the security thereof, household finances, and all domestic matters relating to the
lord or lady of the castle. The principal duties of such noble castle and immediate grounds. In the event of a great noble and
vassals are payment of service in regards to keeping order and warfare,
extensive (palatial) castle, there might be a majordomo office
whether offensive or defensive. reporting to the seneschal office. The former position would
be charged with household finances and domestic matters, with
In a similar fashion, another of the duties of the noble
the seneschal directly managing oversight and security.
vassals is to serve under the steward as inspectors (see Chart II,
Office of Regarder). Whenever the lord/lady visits, noble See Chart IV for the many positions directly overseen by
vassals must house and care for their overlord(s) and this office.
attendants, of course, and do so in grand fashion.
With the most important offices detailed, the titles,
Steward: This is the office of vice-lord of the castle. Next authority, and duties understood, we move on to details of the
to the lord/lady, the steward is the highest-ranking person various sub-offices and positions appended to the three chief
there. They will be at least knights, often minor nobles if the officers of the noble lord.
castle is one of a great noble. Sometimes an aristocratic Mage,
In addition to being the deputy of the noble lord,
wizard, or the like will hold this office. In the
the office of steward has charge of the general
absence of the lord/lady, the steward commands
administration of the lord’s/lady’s holdings. Justice,
all. The basic duties of the office pertain to the
revenues and auditing, and the maintenance
oversight of the lands of his lord/lady outside
of all lands and property of the
the castle. He or she is also in
noble lord are overseen by
charge of legal matters,
the steward. The position
and in the case of a great
might well be likened to
noble, the steward might
that of a general
have the office of
manager.
the justiciar
reporting to his Justices of the
own, that office Peace: Note that if a
being just below the justiciar office was
parallel line under the
between steward, that
constable and position would
seneschal. be in place of
this one, and
In the event
the office of
that the office of
justices of the
steward is held by
peace depend
a very able Heka
from it. Justices
practitioner, the
of the peace have
responsibilities for
duties regarding local
magickal security and
justice. They preside over the monthly
defense will also be vested
Hall Mote, and in addition, they might travel
here, such matters being fulfilled in
around the noble lord’s lands, if such are
close consultation with the office of
extensive, so as to administer like justice in remote
constable. See Chart II for other details of duties and the many
places. In the latter case, they will likely be in company with a
positions directly overseen by this office.
bailiff and a few men-at-arms.
Constable: This office is principally charged with the
Auditors: This position serves to check on all offices’
duties of policing the lord’s lands and military matters. This
accounts. The auditors examine the records of income and
responsibility begins in the castle and extends to the borders of
expenditures as well as see that all rents, taxes, tariffs, and other
the noble lord’s lands. In the absence of the lord/lady and the
revenues have been properly collected and accounted for. Not
steward, the constable is commander of all. See Chart III for
only money is kept track of thus, but supplies and equipment
the many positions directly overseen by this office.
are seen to as well.
Seneschal (also Major Domo): This office is principally
Bailiff: This is a relatively minor office but one which is
accountable for the place of residence and working places of
vested with quite important responsibilities. There might be a
the lord/lady and their chief retainers in the castle. That is, the
single individual in charge of this office if there are many
seneschal has oversight of the dwelling and working place, internal
bailiffs; in such case he will bear the title of chief bailiff. There

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is a bailiff for every four manors and separate small verderer oversees the forests and wild lands within the noble
communities within the noble lord’s land holdings. Each is lord’s holdings. Thus, there are the following under-officers
visited one week in every month. Crimes and infractions seen reporting to the verderer’s office.
by or reported to the local bailiff (by the reeve, for instance) are
brought to the attention of the steward for action, probably • Gamekeeper (Warden): The officer seeing to the wild
before the monthly Hall Mote court. The following are the game and the prevention of poaching.
titles and duties of the sub-officers of the bailiff, reporting to • Huntsman: Guide hunting parties, keep down excess
the local bailiff: numbers of predators or prey animals.
• Horn Blower: Sounds the horn to direct hunters and
• Agisters: Collect rents and fees such as paid by cotters dogs to the quarry.
and crofters. • Woodward: Polices the forest land to see that no
• Reeves: Local headmen of manors or small persons encroach thereon by clearing and farming, felling
communities who are given office by the lord or lady and of trees, or herding swine.
at all times see to their noble lord’s interests there. • Beaters: Those who drive game in a desired direction by
• Haywards: See to the crop lands of the noble lord, the beating the underbrush and making noise. When not so
fencing thereof, and the crops harvested therefrom. employed, beaters will generally assist the gamekeeper or
• Herdsmen (Coward, Shepherd, Swineherd): Care for the woodward as needed.
noble lord’s ordinary livestock.
Parker: This is another minor sub-office which is highly Constable’s Office, Sub-Offices & Positions
regarded by the noble lord because of the responsibilities which Thereunder
it holds. Its charge is the oversight of the castle grounds and The office of constable is always held by a knighted
the lands immediately surrounding the stronghold. The offices individual. The constable is the captain of all forces, second in
below the parker’s are: military command only to the noble lord/lady. As already
noted, the position has considerable responsibilities, duties of
• Keeper of the Mews: The office of chief falconer.
Acquisition, training, feeding, and care of hunting birds critical nature. In this regard there are normal, everyday
such as falcons and hawks are its duties. In a large mews, functions and extraordinary, wartime ones.
individual falconers and workers
report to this office. In addition,
this office will have charge of the
dovecot and the roost (for homing
pigeons) if the latter are possessed
by the castle’s lord.
• Keeper of the Kennels: The office
of head dog trainer and handler.
Acquisition, training, feeding, and
care of guard and hunting dogs are
its duties. In large kennels,
individual dog handlers and
assistants report to this office.
• Gardener: The office is
responsible for vegetable gardens,
flower gardens, landscaping,
orchards, trees and shrubs, and
lawns. Where there are extensive
gardens and lawns, there will be
specific gardeners, possibly a grover
in charge of orchards, and
groundsmen to do common labor
required.
Verderer: Yet another minor office
dear to the noble lord’s heart, for it is
responsible for the hunting lands game
thereon, and the hunt itself. The

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Organization of the castle’s military force, general repair of castle the marshal and warfare the extraordinary duty. The marshal is
fortifications, transportation, and communications are the ordinary responsible for the recruitment of soldiers and the hiring of mercenaries.
concerns of the constable. This charge covers riding and draft In time of warfare, armorers, artillerists, and the like might be
animals, vehicles for transport (coaches, carriages, wagons, and assigned directly to the marshal’s office by the constable. The
carts), and the movement of personnel and goods to and from marshal will be in command of the castle’s regular troops, and
the castle. Associated with that responsibility are purchase, in some instances some or even all of the noble vassals’ forces
maintenance, repair, care, and feeding of animals including might serve under him or her. Vassals and their knights and
obtaining feed not grown on the noble lord’s lands. Attendant esquires, however, will typically form their own contingents
to these is the security of the portals of the castle. All of the castle’s and accept orders only from their liege lord, the steward, or
main gates and lesser points of entry are the responsibility of possibly the constable. Of course, where a very great noble is
the constable. concerned, or royalty, this rule might be altered to some extent.
Extraordinary duties of the office are the military force’s Messengers and clerks serve the office to enable its proper
deployment and operations in attack and defense, the additional functioning.
fortifications of the castle, siege engines therein, supply, and transport when
Knights Banneret: Only greater nobles will have within
at war. In many instances, the constable will have direct
their castles such knights. A knight banneret is an exceptional
leadership of other noble vassals of the lord of the castle,
one commanding a troop (usually of 20 “lances”) of other
especially if the office is held by a titled noble. In such case, the
knights, esquires, armigers, scutifers, and mounted serjeants. In
constable will not be just a field commander, but one of mixed
such case, however, the knight banneret will be cavalry
units, a general officer.
company sub-commander under the marshal, or in the case of
Various messengers and clerks serve the office directly. knights banneret present, each will command a squadron of the
cavalry company fielded by the noble lord.
Marshal: This sub-office is that of the principal military
commander as regards to cavalry and infantry, the lieutenant of Knights: These are the principal front-line warriors and
the constable in all cases. The marshal is further detailed in and defenders of the castle and its lord/lady. They command
under Chart III A, and the reader is directed there for additional esquires (knight trainees), armigers (assistants who care for the
information. armor and assist in its donning, esquire trainees, in effect), and
Artillerists, Armorers, etc.: These
positions directly under the constable’s
authority are self-explanatory.
Porter: This office is responsible for the
operation, guarding, and watch of all exterior
entrances to the castle, the games and smaller
portals. He orders the opening and closing of
gates, which might include the
lowering/raising of a drawbridge, portcullis,
grille, etc. For example, a herald calling upon
the castle will typically be greeted and
answered by the castle’s porter.
• Watchmen: These are specially retained
men-at-arms maintained for night duty
guarding the castle portals.
• Sentries Tenant: These are local men
serving as nighttime sentries at portals and
associated walls, doing this service as part
of their vassalage payment.

Marshal’s Office, Sub-Offices &


Positions Thereunder
Marshal: As with the office of constable,
that of the marshal is always held by a knight
of repute in regard to his ability and skill at
arms. Training is the ordinary responsibility of

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scutifers (lesser assistants who carry the knight’s shield, armiger Even in such case, these troops are of questionable value,
trainees, in effect). Note that trainee doesn’t necessarily apply to although assisting in the defense of the castle might be within
skill at horsemanship or arms, but more to the overall code of their capacity to manage.
chivalry, with its attendant etiquette and the like. In general, all
those attending the knight are able warriors. Also, some Seneschal’s Office, Sub-Offices &
armigers and scutifers will be of low station and so unless raised
in rank for battlefield performance cannot hope to rise above
Positions Thereunder
Seneschal (or Major Domo ): Responsible for the entire
their position.
domicile of the noble lord and appertnant structures utilized for domestic
A knight serving in a castle will usually have one or two purposes, this office is a very busy one indeed when the lord/lady
esquires in training, and no further entourage. A landed and are in residence in the castle. In addition to that, the seneschal
renowned knight might have two esquires, an armiger, a might be the personal assistant to the noble lord/lady in all domestic
scutifer, and several mounted serjeants as well. regards, and responsible for the care of noble guests staying at the castle.
Serjeants: It is usual that serjeants serve as cavalry. They The office is ultimately responsible for the comfort and security of all
within the domicile buildings in the castle, and in particular the great
are veteran warriors of a social station below that of the gentry,
sometimes of the peasant class originally. They are well or main hall, where there is considerable traffic of persons from
mounted, have good armor and their own weapons – lance, outside the castle seeking admittance and audience. The
accountants attached to this office serve in self-explanatory
sword, etc. In general they are medium-heavy cavalry (able to
perform as heavy cavalry), almost equal to (sometimes as good manner.
as) knights and esquires. They are paid accordingly for all they Cofferer: This office is directly responsible to the
bring. There are foot serjeants as well, and by this I do not seneschal with at least a reporting obligation to that of the
mean simply dismounted serjeants fighting on foot; the foot chancellor. Thus, the cofferer has charge not only of the silver
serjeants receive less pay because they lack mounts and the food service pieces and the like but also the money of the noble lord.
skills necessary to fight as cavalry. However, as previously noted, the charge of the money
belonging to the lord/lady belonging to this office might be
Turcopoles: Although not shown on the chart, such light
cavalry might be present in a castle. These are fight horsemen under the purview of the chancellor/chaplain office. In such
case the cofferer has responsibility only for the silver food
typically only moderately armored and usually armed with light
lances, light crossbows, and various hand weapons besides. If service, and he would then appear under, and report to, the
their principle missile weapons are javelins, the troops are office of the chamberlain.
called genitours. In any case such cavalry serve as scouts and
harassing forces. In the lands to the east,
turcopoles might be armed with short composite
bows.
Archers, Crossbowmen and Men-at-
Arms: Archers rank above all other infantry save
foot serjeants and receive pay accordingly.
Crossbowmen rank next in status and pay. Regular
men-at-arms are what we would call ordinary
soldiers.
Levies: The tenants owing military service
as payment for their vassalage are referred to as
levies. Such troops will form up at the castle to
assist in defense or attack when called forth by
the noble lord, or when an invader is present.
Militia: This category is not shown on the
chart either. It refers to the peasants on the noble
lord’s lands. In time of great need the able men
of this sort will be pressed into service. They are
ill-trained, ill-equipped, and generally useless
unless their lord has indeed seen fit to have
ordered that they were given attention in regards
to military maneuvers and weapon use, and were
supplied from his arsenal with armor and arms.

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Chamberlain: This office is responsible for the great hall Usher: The office is charged with security within the great
and all its adjacent communal places. The private quarters of the hall or any room in which an official function is taking place.
lord/lady, guests, etc., do not come under the purview of the This includes the admittance and announcement of the titles
chamberlain. See Chart IV A for details of this office and its and names of visitors, their placement or seating, and order
subordinates. within the area in question. Also, communications from
outside the area or going outside from it are the responsibility
Keeper of the Wardrobe: This office is responsible for all
of this office. To enable the carrying out of his duties, the usher
areas of the greater domicile not overseen by the office of the seneschal or the
has command of one or more serjeants-at-arms and pages. The
chamberlain. In general, this means care for the persons and
service staff might be permanently assigned to this office or
clothing of the lord/lady and their guests, as well as the private
lent to it by the office of the butler.
rooms which they occupy. The various positions reporting to
this office are self-evident. Butler: Originally only charged with care of the buttery,
that place where butts of alcoholic beverages were stored, the
Chamberlain’s Office, Sub-Offices & office of butler in the contemporary Æropan castle is vastly
expanded. Oversight of alcoholic beverages is secondary now to the
Positions Thereunder duties attendant upon seeing to the meals and drink of the lord/lady
Chamberlain: Responsible for the great hall and environs,
and such other diners and guests as they desire to share food and
all functions which take place within these rooms, the office of
refreshment with them or separately.
the chamberlain must then manage such matters as meetings,
audiences, court days, regularly served meals, feasts, • Pantler: The office in charge of the pantry; not only
celebrations, revels, and the like. Note that if the cofferer has bread but all attendant to its ingredient and in general all
charge only of silver service, then that office will be directly stores of food staples an dry food in the domicile.
under this one. • Brewer/Vintner: If there is such a position, there will be
Various entertainers are allowed into the castle from time a cooper amongst the carpenters in the constable’s office.
to time as the lord/lady or seneschal directs or the chamberlain • Chandler: This position sees to all matters of lighting in
sees fit. Only very large castles will have permanently retained the entire castle, including the provision of candles in the
entertainers such as musicians. greater domicile.
• Cupbearers and Dispensers: These are servitors caring for
drink.

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• Table Clothers: These are servitors who set and clear duties of each position shown are quite evident. In regards to
tables, and see to the tablecloths and napkins before, the wafer maker, though, one bit of additional information
during, and after their use. needs to be given. The actual duties involved concern the
making of most fancy pastries and desserts, and in many castles,
Chef: This office is the head of the kitchen, the chief cook, and this is an assistant chef position.
the overseer of all food preparation. In general, the large staff and the

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JOURNEYS #5
Published March, 1993

THE GRAND CAMPAIGN IN THE MYTHUS FRPG, PART III


Originally from Gamemasters’ Purview on pp. 6-9

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.

Journeys #5 The Grand Campaign in the Mythus FRPG, Part III 61


Dangerous Journeys Mythus Journeys
4. There is too great a difference between most genres. literature in one genre or another has absolutely no appeal to
Fantasy doesn’t really mesh with any other, because it them, then it is unlikely that they will find long-term play in that
employs magick. The past and the future can’t merge genre to be desirable. A brief foray into such a genre, though,
either. In order to have continuity in a campaign, and will be doubly challenging to them because of their lack of
in the thinking of the participants, only one genre can knowledge, and thus such an attitude by no means precludes
be treated. some occasional and limited use of the “foreign” genre.
5. The author as well as the publisher of a single-genre
roleplaying game is more knowledgeable in that lone Benefits of Genre Change
body of work than the one who offers a multigenred There are, of course, new challenges for the JM and player
game. The single genre’s potential will be maximized alike when a genre is added. When a new one is put into place
thus, and the materials provided will be superior. The for extensive use, all parties are concerned, while the short-
lone genre will be covered as broadly as possible, in term/ occasional use of a new one is truly demanding only as
greater depth than possible for the less-focused work. regards the JourneyMaster. In the former case, all participants
To begin the apology, as it were, let’s first establish that the must change their mindset, shift gears so to speak. New things
multigenred campaign does begin with a single milieu. In the will have to be learned and understood, new approaches to new
primary genre, the JourneyMaster and players develop their problems tried. In the latter, the player group must be able to
skills, and the personas, too, grow more able and adjust quickly and attempt to return to their own place. In any
knowledgeable. At some point – whether early, after substantial event, the JourneyMaster doesn’t have to learn a new game
activity, or perhaps even years later – the game master and system, nor do the players. In fact, their Heroic Personas will
players will address the matter of whether or not to broaden be fairly functional in even a highly disparate genre from the
the scope of the campaign by adding one or more other genres initial one. Even that sudden shift is more fun than trial.
to the base. This decision-making process might be rather Whether or not the players desire a change in genre, the
arbitrary – the JM simply goes ahead and does it. In such a case, following beneficial things apply to the campaign which does
unless he is a very good judge of his players, there might be change milieux thus.
discontent. It might be occasioned by flagging interest on the The switch is a test of abilities as far as actual play is
part of the JourneyMaster or some players or both. Most concerned. That is, the players must stretch their knowledge,
probably, though, it will come because everyone knew it was thinking and roleplaying to accommodate themselves and their
planned eventually. The event might come as a surprise only as Heroic Personas to the new “laws” of the cosmos they are in
to timing, not occurrence, in such a case. That, Dear Reader, is and its society, mores, etc.
desirable.
Any success within the new genre benefits the players, for
To be candid, I find virtually all of the objections noted to it teaches them problem-solving “on the spot” and gives them
a multigenre campaign to be absolutely specious. A few have greater ability in playing the game – possibly in real life
some merit – after all, I tried to be as fair and open-minded as situations which might be analogous to such a genre-switch
possible in making up the list. However, even the first, too. Furthermore, that success will broaden the HPs’
seemingly most compelling argument, is probably an objection Knowledge/Skill Areas to whatever extent is applicable. When
based on nothing other than speculation or ignorance. That is, the team of Heroic Personas emerges from the “foreign” genre,
without trying something, how can you know if you really like they will be stronger, more knowledgeable and able to function
it or not? Going further, even an unsatisfactory experience with there or anywhere.
another system doesn’t necessarily make a later objection to
this one valid. Until the individual tries the Dangerous Because the players have had the experience of how that
Journeys system and judges it on its merits, an informed new genre operates, their thinking has been affected. The foray
opinion is not held, and a valid objection cannot be made from will either reinforce the general dislike for the bases of the new
ignorance. Let’s see why. genre, assuring all that it is antipathetic not prejudicial,
underscoring reasons for that opinion. I submit that this is
The opening of the campaign to another genre or many unlikely, however. Much more probable is that the brief
genres can perhaps be better likened to diet than to reading. exposure will destroy mental stereotypes, remove false
Think of it this way: just because one’s favorite food happens impressions, and convince the group that there is, after all,
to be Chinese cuisine, why preclude sampling Japanese, Korean some small or even considerable merit in the genre in question.
or Thai, let alone such major ones as Italian, French and
Hungarian? Not only do you experience variety, but the Role of the JM
possibility of discovery of a new co-favorite exists. At worst,
With that, we come to the role of the JourneyMaster in the
one knows what one dislikes, and the old favorite remains
matter of providing multigenre play and scenarios. There is a
always available! Of course, an analogy to taste in reading does
device given in the system which enables the genre to change,
have some validity. If the participants tend to agree that the
and no more need be said. If the JM opts for some other

62 The Grand Campaign in the Mythus FRPG, Part III Journeys #5


Dangerous Journeys Mythus Journeys
mechanism of switching genres, there are plenty at hand. He knows his stuff, is highly conversant with the rules system and
can employ magick, deities or any other means he finds new genre, so that’s that.
reasonable, believable and logical in terms of his campaign to
What about being there? Well, the JourneyMaster must
accomplish the transition. Once done, however, he must have
have some milieu sufficiently developed so that the team of
a structure for continued play.
Heroic Personas will be able to operate within it in believable
There are two cases in this regard. The first is that the JM fashion. That is, the detail must be as factual, logical and
simply uses the available game modules and adventure consistent as is possible considering the genre, so that the
scenarios to enable the change to multigenre play. Simple, easy, players will believe. That way they will roleplay their HPs, find
straightforward. Enough said there. enjoyment and have fun. The extent of the new milieu can
actually be quite limited, but in such case, the JM must have a
The second avenue of approach is that of devising “house”
tight control on the team via his scenario’s options. Thus, it is
rules based on the Dangerous Journeys system, and along
clear that the milieu and the scenarios must be commensurate
with those rules, special scenarios which pertain to them. The
in their approach. The JM must set the stage and then establish
latter places considerable demand on the JourneyMaster –
the following:
more in respect to the establishment of the milieu and
adventures therein than rules, assuming he is conversant with What is the mission of the HP team? What is their goal in
the genre and RPGs in general. One caution: Beware of the new genre’s milieu? What objectives do they have to
trapping HPs in a new milieu. If magick doesn’t work there, measure their progress toward the goal and completion of the
then how will they return home? If it does function, how is the mission? What routes are open to them? Are those routes
genre different from the original? This isn’t a paradox, of varied and possible? What are the Heroic Persona team’s
course. I have covered this in the extensive material pertaining resources? What aid can they receive along the various routes
to the rules works for the other genres planned for the system. of approach? Who and what constitute antagonistic forces?
Where will opposition be encountered? Where and how
As a fast aside, let’s cover the salient points so that the
strongly? Is the goal attainable with the resources at hand and
creative JM won’t be stymied or find he’s strayed too far.
available as the scenario progresses considering the
Magick doesn’t work well, if at all, in most universes. That of
antagonistic forces? What rewards will the team receive for
Earth makes it impossible to get to a highly magickal universe
various degrees of success in the mission?
save through Portals – which are rare – and very roundabout
means. The less magickal the universe, the fewer the Portals, Fine. The milieu is known, so operating within the new
and in the non-magickal universes, which include the future of milieu, the game master goes about the work of establishing
Earth’s own, there are none. This doesn’t make return just what sort of mission the group is on in the genre. Following
impossible, only difficult, as noted above. In the distant future that initial step, one by one, he now checks the rest of the
Probability Travel becomes possible. Although that mode of quantifiers against his scenario to ascertain that goal, objectives,
transference from universe to universe becomes tenuous in etc. are all clear to him and will be understood in some
magickal ones, it will work with sufficient reliability to allow reasonable way to players, and that their HP team can actually
entrance into a cosmos in which Heka functions with enough accomplish what is set forth for them to do by the demands of
reliability for the opening of a Portal by a skilled practitioner. the mission. The use of a commercial adventure scenario which
Additionally, there are certain dimensions accessed in the all participants admire as a template for the one devised by the
future, as well as magickally, which transcend the JM isn’t a bad idea. (It is a good idea, in fact, whenever devising
science/magick considerations and allow one or the other to an adventure setting, whether for submission to a publisher or
function sufficiently well to employ that dimension as an access simply for use by your players!)
route to a particular universe in the multiverse. Sure, that’s
Routine is a thing of the past when multiple genres are
vague, but for greater detail you’ll have to await the release of
considered in the campaign. Not only does the group then
the various modular game portions of the Dangerous
experience the challenges of a different universe, but they
Journeys multigenre roleplaying game system!
might actually have to deal with three or more genres during
Okay, we have set forth the bases of the means for getting the course of a single adventure. That could mean a chase
there and returning. What comes next? We’ll assume that the through fantastic planes and spheres, into a parallel world of
JourneyMaster has sufficient acumen to deal with all rules the future, along time streams and across probability lines
questions. After all, the system is complete, and the mechanics through an infinite multiverse! All right, you say, I’m sold. What
work in any genre. Communications, K/S operations, unusual is the best mix to use in the multigenre campaign? Well, now –
abilities such as psychogenics, mutations, cybernetics, robotics, that depends on you, Sagacious JourneyMaster, and on the
androtics, genetic engineering, aliens, weapons, etc. and all group of player participants regularly (or potentially) attending
manner of Heroic Persona information need be taken into your gaming sessions.
account when the change occurs. That’s all done. The JM

Journeys #5 The Grand Campaign in the Mythus FRPG, Part III 63


Dangerous Journeys Mythus Journeys
The contrast between fantasy and science fiction is always While it is my opinion that the Grand Campaign must be
tempting – magick vs. technology and all, even if a lot of multigenric, it is not necessary for each and every Heroic
presumed future science is more magick than not. The fact is Persona to be, in fact, multigenric. If the JourneyMaster has an
that the Dangerous Journeys system contrasts the two is in-depth and fully developed “home milieu” for HPs, most
sufficient to make it a challenge and then some! Intermediate players might well have two or more personas. One or more
stops along the way, as it were, might be a world of quasi- “stays home,” and one or more are “farers to other universes.”
science and weird magick in combination. The future genre will Dyed-in-the-wool stay-at-homes will have only a single HP
also enable purely historical scenarios if time travel is included. who is active only when play is in the principal genre. A few
“odd balls” might actually have HPs active in “foreign” milieux
Another route to follow is that of the operation of Heka.
used when expanding play into other genres! Indeed, such a
Open the campaign to a genre in which magick is quite
campaign goes beyond even what I suggest as the superlative,
operational, go on to another where it is less so, and so forth
going well past the grand into realms so rare that they are the
until arriving at some universe where it is virtually functionless.
stuff of which most enthusiasts merely dream. There you are.
This method has the advantage of gradual transition, a boon to
Make dreams come true!
JM and players and their HPs, but not always as wildly exciting
as the abrupt shifts in game reality. Next time, we leave the broad campaign considerations to
focus on the more prosaic. Even though there are lots of
Simply relying on the Mythus and Unhallowed games as
vocational choices set forth in the Mythus game, we thought
the initial bases for the multigenre campaign is fine. They both
most inventive JourneyMasters and players too would be
allow magick, although the two systems are radically different,
interested in seeing a select few additions – what they are and
and either overall milieu is suitable for a springboard into
how we do them. Come along with us on that sojourn, please.
another genre, whether one prepared and published under the
system or devised by the JM, when the group is ready for
another transition.

GRYM’S KEEP
Originally from pp. 10-14

by Paul Arden Lidberg


Lightning arced down and struck the ground with a loud cracking • The keep was constructed over a dimensional rift and
noise near the side of the road. The horse whinnied and reared, rightly was meant to keep things in rather than out. The tower
afraid. The traveler brought his horse under control and searched for a place itself was the portal that served to keep creatures from the
to protect them from the storm. Across a field, he saw a light in a tower. “other side” from crossing over. This would explain the
He managed to guide the horse toward the shining beacon. At the door he recent interest in the tower and might be an alternate
knocked, but there was no response. He stood in the entryway holding the explanation for the display at the tower (rather than a
reins of his horse, looking out into the storm, weighing his options. A magickal duel).
moment later, that was the furthest thing from his mind as he was dragged, • The keep served as a prison for magickally proficient
kicking and screaming, into the dark doorway. criminals. The tower was said to hold a bunch of magickal
The HPs have come to a small village during their travels artifacts which were taken from these criminals and which
in search of fame and fortune. While enjoying themselves at the would make a fine prize for anyone powerful enough to
local drinking establishment, they are regaled with stories of a take them back. Unfortunately, there are also some pretty
mysterious tower and the legend of its haunting. hefty wards and other magickal menaces guarding this
treasure. Some think that the mage Grym was destroyed
The JourneyMaster is encouraged to spice up this account when he interfered with these powerful wards.
with extra false or legendary details. Some appropriate legends
concerning the tower and its original occupants are detailed The JM is encouraged to come up with as many new and
below: interesting rumors as he can. Disinformation will only enhance
the mystery of this (or any other) scenario and should be
• The tower was once the home of a powerful handed out without compunction.
supernatural creature. Some believe that this creature was
one of the undead, a powerful liche who used his powers History of the Tower
to enslave the citizens of the surrounding villages. What The tower has been there for many years. Once it was part
happened to the liche is unknown, but it is said that he was of a much larger fort, but mighty forces lay siege to the fort,
killed by a powerful demon sent by an Ægyptian priest of and it was eventually conquered. Peasants in the area carted
Thoth. away the stones of the major walls and used the half-destroyed

64 Grym’s Keep Journeys #5


Dangerous Journeys Mythus Journeys
lumber in creating their dwellings, but the tower remained Once the HPs are within one-half mile of the tower, one
intact. Some said it was blessed, because no one had started to of them will see a light from the upper floor. They will be able
dismantle it. Others said it was cursed, because no one could to use this as a beacon to locate the tower.
dismantle it.
Once at the tower, they will notice that the surrounding
A few years later, the tower became home to a powerful area appears to be barren, with no plant life whatsoever. There
mage by the name of Grym. Although initially curious, the is not even the remains of any dead grass or plants anywhere
people of the town shied away from the tower when it became within several hundred feet.
evident that Grym disliked visitors. Cows that strayed into the
The tower has a small entryway, with a large, heavy oaken
area gave sour milk, dogs became rabid, and people just plain
door. A huge cast-metal knocker, in the shape of a demonic
disappeared. It became so bad that a major road was moved to
figure holding an iron ring, is built into the center of the door.
another area so people could avoid contact with Grym.
HPs who use the knocker will hear a dull echo throughout the
Thirty years ago, after Grym had inhabited the tower for a tower for each knock, but no apparent reaction inside.
very long time, it became the sight of even more bizarre
If an HP happens to stand with his back to the door,
happenings. Great flashes of light and horrendous explosions
something spectral grabs the HP and pulls him inside. There is
were seen all the way back in the town, and strange cries were
no way to avoid this. Captured HPs go directly to the tower
heard in the night. This went on for over eight hours, and when
sub-basement (see below).
the sun rose, the tower had changed.
Large holes had been blasted into the sides of the tower. Tower
Ethereal shapes were seen flitting in and around. Mystical The tower and keep were originally a base of operations
magickal fire would appear, rise and dissipate continuously. for a number of quite powerful mages. These mages used their
Strange and mysterious shapes were seen moving inside the powers to create a web of magickal energy that went from the
tower through the damage and the few windows. The land keep to each of their private towers and spread out to
around the tower became barren, and the obviously magical (or encompass the towers of other willing mages. This web allowed
cursed) storm clouds, thunder and lightning now appear over any mage attuned to it access to the towers of another mage,
just the tower and the surrounding land. provided both mages were willing. The idea was to create an
The locals decided that a mage duel (quite rare) had easy way for mages to get together and talk about their Latest
occurred, and it appeared that Grym had lost. The cursed researches or just socialize. Many mages agreed to be part of
nature of the weather was a sure sign that the mage had been the network. To protect their investment, the mages also
able to utter a curse on the tower before his final demise. magickally strengthened and preserved the tower itself.
The biggest reason anyone cares what happens to the When some of the local people found out that a large
tower, though, is the stories of the fabulous wealth stored there number of mages frequented the tower, they became
by Grym. He was known to be quite powerful, and the people understandably nervous. These frightened commoners
of the village are certain the tower contains all of his most managed to put together a sizable army and laid siege to the
powerful artifacts. The value would be beyond measure. tower.
Of course, characters would be expected to turn a portion The mages, being relatively benign sorts, decided to take
of the money recovered to the villagers. But they are free to their toys and leave. The tower would stand up to any assault
keep any items that they wish, and the villagers offer them that the rabble could level against it, and the keep wasn’t that
room and board free of charge for the rest of the characters’ important. The network would remain intact, and all the mages
lives. This will make the village an interesting place to base the agreed not to take up residence in the tower, using it only as a
characters during the early portion of their careers, as well as a waystation of sorts. The proper wards were put up, and the
nice place to retire later on. mages evacuated. The enraged mob managed to tear down the
keep, and they were satisfied with their somewhat hollow
Travel to the Tower victory. And, until now, the tower was left alone.
The trip to the tower is mostly uneventful. It is the
approach that warrants interest. When the HPs start out from First Floor
the village, the sky is clear and blue. No clouds can be seen. As The first floor of the keep is surprisingly dry and very
they approach, the sky over them grows darker and more dusty. From inside, you cannot hear the lightning that was so
cloud-filled. The weather continues to worsen, until they are in incessant outside. From the entryway, you can see a spiral
the middle of a full-blown thunderstorm. Lightning strikes all staircase that heads both up and down. You can also see a door
around them, and visibility is markedly reduced. to the left, a door to the right, and evidence of a door behind
the stairs.

Journeys #5 Grym’s Keep 65


Dangerous Journeys Mythus Journeys
The tower is built on a found this ‘magical highway’ but
central column, with a spiral agreed to meet with me later today.”
staircase up the center. The (The above section is dated the
first floor has three rooms, plus same as the day on which the
the entryway. magickal duel at the tower took
place.)
Grym’s Bedroom: The
door to the left leads to Grym’s These hints should be
old bedroom. Inside is a decrepit enough to let the characters know
old wooden bed frame and an what is going on, or at least let
ancient, moldy straw mattress. A them know they are on the right
small table sits to the right of the track.
bed, holding an empty pitcher
Kitchen: The door to the
and bowl. A small chest of
right leads to the kitchen. Rusty
drawers at the foot of the bed is
old pots and pans are strewn
unlocked. Characters who check
about, along with rotted and
it for magickal wards or other
desiccated bits of food.
traps will find that no such
dangers exist. Food Pantry: The food
pantry also has a door that leads
Inside the chest are a
to the kitchen. Nothing here is
number of loose pieces of fine
remotely edible, even with a load
paper, a block of wax and a
of salt.
signet ring (the ring has a half-
moon with pentacle which is
Grym’s personal seal). There is
Second Floor
also a fine ivory letter opener, Once the HPs move up to
the second floor, they will see
which has been magically
enchanted to work as a dagger. If two doors exactly opposite one
another. Also, the stairs continue
used as a weapon, the opener
up to the roof.
gains a 10% attack bonus.
Grym’s Workshop: Strewn
Also in the chest of drawers
is a small diary that is written in a about the room is an impressive
hodgepodge of different collection of various magickal
artifacts in an assortment of
languages. The parts that the
characters should be able to conditions. Half-finished
potions litter workbenches, and
understand are shown below.
ancient, dusty, magickal tomes
“What they say is not true. I can are open all around the room.
find no evidence that this is any more JMs should feel free to add in a
than an old fort, despite the fact that the couple of magick items for the
tower is heavily warded and magickally characters to find, but should
preserved. Though the expenditure of make these items of a mixed
Heka would have been outrageous to nature. For instance, you might
preserve such a structure, I cannot find put in a sword that does double
any reason for this magick to have been damage, but the wielder suffers a
performed.” third of the damage inflicted.
“Made a discovery today. A gate Such magick items keep
of sorts is in one of the lower sections of themselves in balance, as
the tower – will activate later tonight.” characters become loathe to use
(This section is dated later than the them in all but the most dangerous
one above.) of circumstances.

“The gate seems to act as a form of


transport for a number of mages. One,
Dyll by name, seemed a bit perturbed that I had

66 Grym’s Keep Journeys #5


Dangerous Journeys Mythus Journeys
Storage Room: This room is filled with dusty and half water is twice as powerful versus undead or other unnatural
functional items of all descriptions. When the HPs open the creatures.
door, a load of stuff will fall on them because the room is so
The room is pretty much barren other than the well,
full.
though there is a small hidden door on the eastern wall.
Characters who find this door can open it easily and will
Top of the Tower discover a small sack with 2D10 gold coins in them. All the
The HPs are in for a shock when they reach the top of the coins are without seal or sign of any sort on them.
keep. There is no rain. No lightning. It’s not even dark. Looking
out over the field where the tower is situated will reveal a barren The coins were placed in the tower when a mage was
field, but no water or other adverse conditions are present. concerned that thievery was going on between mages. The
coins were bait that a thief would have to go for, as the mage
Basement wasn’t all that secretive about what he was doing.
The first level of the basement has four rooms, laid out like The coins are much more than they appear and radiate a
a square. The basement served as the research section of the slight magical aura if checked. If the coins are removed from
tower and was heavily warded. Grym managed to do away with their hiding spot, the character who takes them will begin to
the largest number of the wards present here, and those that feel lethargic and generally slow. The character will suffer
remain are designed to stop powerful mages, which no a -10% penalty on all actions and will only be able to carry half
beginning character is. The only ward that works is that on the his normal weight allowance. If the character is examined with
first room in this section, the warning hex. magical sight of any sort, he appears with vertical black stripes
Pet Shop: This section was used to contain a number of on his face. This marks him as a thief. The coins are cursed and
small- to medium-sized animals that were used in various can only be gotten rid of through the use of powerful castings
experiments. All the animals are dead now, and the numerous to counteract the curse.
cages that fill the room are empty save for bones. Storage: This room once contained a number of magickal
There is also a long table in this room, with grooves cut ingredients, but now holds only dust. There are a number of
around the edges. The table is slightly inclined and is tipped sturdy vials around, though, which cannot be broken through
toward a small hole in the floor. Of course, the table was a any means. Characters who take some of these will probably be
vivisectionist’s operating surface, and the grooves were meant able to make a hefty profit on them and won’t have to worry
to carry away blood and viscera into the drain hole. Touching about any of their potions getting spilled during a fight. The
the table starts the following recitation, in a deep booming downside is that all the vials are slightly flawed. The magick
voice: used to make them unbreakable is not always compatible with
potions placed within them, and potions have a one in 10
Know ye that trespassing in this area is punishable by the most severe chance of becoming inert when put into these vials.
torments. Leave here at once, lest mighty magick strike ye as still and cold
as those for whom this room was designed. Go! Temple of Thoth: A good number of the mages who
studied here were also servants of Thoth in one way or another,
Of course, nothing will happen to characters who remain and this temple was built to venerate their god. This temple is,
here, but it does make a good scare tactic. unlike the rest of the tower, completely devoid of dust, and
Also scattered about the room are various surgical devices, every surface shines as if recently polished.
all of which are as sharp as the day they were forged. They are All the religious accoutrements that could be expected are
covered with dust, though, and appear to be quite old and here, and more. Ceremonial chalices, daggers, vestments and all
tarnished at first glance. While these have little use as combat manner of icons are ensconced in wall niches, scattered about
tools, some may do as much as 1D6 damage – they are the perimeter of the room.
extremely sharp and will cut through most any material, given
time. (In 10 minutes, they can cut through one-eighth inch of There is also a jug of wine sitting on the altar, and a chalice
iron. This figure can be used to estimate the time it would take inlaid with Ægyptian symbols is next to the wine. Any character
to cut through other materials.) drinking from the glass will be visited by a dream that evening.
In the dream, Thoth berates the HP for daring to taste the wine
Well: The mages who lived here had a need for pure water. of his church. This dream will continue until the character
The well in this room provided that at an abundant rate. The manages to find a priest or temple of Thoth and make proper
well looks like a wicked demon with its mouth over a bucket. amends (all the character’s current wealth should suffice). The
At present, the well is deactivated. To make it work, the character will be at a -15% on all actions until such amends are
characters must place a handful of dirt into its mouth. This made because he cannot fully rest, due to the dream.
triggers magic, which then pumps pure, cold water from the
elemental plane. This water can be used as the base for any The above dream also affects any HP who is not a priest
potion, adding 10% to its effectiveness. When blessed, this holy of Thoth who takes any of the religious items here.

Journeys #5 Grym’s Keep 67


Dangerous Journeys Mythus Journeys
Sub-Basement exhaustive search, 75% of their equipment may be found in the
This section of the tower has been destroyed. It once keep (provided you have time to make the search).
contained the nexus of the magickal highway, which the mage
Dyll sealed with his magickal wards. Now, the on only way to Wrap-Up
travel the highway is to converse with the vampire. The HPs may manage to kill the vampire, in which case the
A small chamber in the sub-basement is the lair of the curse on the tower is also released. Magickally, the area around
vampire. The room is 40 feet square, rough-hewn from the the tower will return to what it was before the coming of Grym
solid bedrock beneath the tower. and the mage duel. Plants will appear in the ground around the
tower, and the sky will clear. Unfortunately, this release of the
A long time ago, what is now the vampire was Grym the curse also has its price.
mage. During the final battle with Dyll the Unworthy, Grym let
his guard down, and Dyll turned him into a vampire with a Within minutes of Grym’s death, the tower will begin to
powerful Casting. During the transformation, Dyll also feel its age. Starting slowly and increasing at a geometric rate,
managed to place a curse on the tower. Grym cannot gain the the tower will begin to crumble. Any HP caught inside is
eternal rest he desires unless his life is ended by an outside subject to damage from the falling rock, subject to JM
force. Use the stats in Mythus for a supernatural vampire (page discretion (depending on the level of the HPs).
317). If the HPs don’t kill the vampire and still manage to escape,
Grym was meant to serve as a guardian for the highway, he will attempt to follow and attack them with all his power. If
and is magickally bound to harm none of those who are they are able to make it more than one-half mile from the keep,
authorized to use the route. For this to work, Grym was forced they have successfully escaped.
to become attuned to the highway, so much so that his Any HPs killed in the keep will return within a few days as
destruction will also result in the destruction of the highway. vampires, aiding Grym.
Dyll is able to see all that the vampire sees and will know
the identity of anyone attempting to kill Grym. This could Experience
become quite tricky for the characters, as several powerful The following are good approximations of the number of
mages aren’t going to be at all happy to find something they General Accomplishment Points the HPs should get when
worked so hard for destroyed. Characters will have to walk very playing this adventure. Be sure to consult the rules in Mythus
carefully from here on out! Merciful JMs may have Dyll appear (pages 303-304) for more specific information.
and demand the characters perform some task for him in order If the HPs defeat Grym, they should receive an average of
to appease him. Cruel JMs can have the mage work from the 20 General Accomplishment Points each.
shadows to torture the characters and ruin their lives. Of
course, this gives the characters a long-standing enemy which If the HPs don’t kill Grym, survive the adventure, and
they can strive to defeat for many years. manage to get some of the magickal artifacts in the keep, they
should get 10-12 points.
Also in the vampire’s chamber is a collection of magickal
artifacts that Grym accumulated during his living years. The JM If the HP’s don’t kill Grym and don’t collect anything of
should be very careful when filling this room, so as to avoid note from the keep, they should get 5-7 points for the
overpowering the HPs too early in the campaign. Any HPs who adventure.
may have been captured during the adventure are here, caged If any of the HPs are killed during the adventure, subtract
in a small cell, bereft of all weapons and nifty equipment. Upon 2 points for each one that died.

68 Grym’s Keep Journeys #5


Dangerous Journeys Mythus Journeys
A JOURNEYER’S GUIDE TO ÆRTH
Originally from pp 16-19

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

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Dangerous Journeys Mythus Journeys
manorial territory. The area is relatively small, and a manor’s Water refers to rivers, streams, tarns, ponds, pools, etc. In
extent might be twice that shown, as a small size was chosen the plot, 24 acres are allowed for the existence of water. Note
for convenience of illustration. Note also that an actual manor’s that in cases where a fairly large river flows through a manor,
various areas will be broken up to some considerable extent, so the total will be about twice that allotted.
that parts of the stylized blocks shown neatly in my plot will
Roads include tracks to various fields. Even so they will not
actually be scattered here and there in the manor. This is
be extensive. Traffic is light, and only 12 acres total are allowed
especially so with regard to water courses, roads and tracks.
for this usage.
Approximately 10% of the harvest (actually about 18 acres
Manor House and Lands, or Temple and Lands (60
in this example) of any area belongs to overlords. Over half will
Acres): This area will usually be adjacent to the manor
go to the noble lord, the balance to the manor house or temple.
community for obvious reasons.
Spring Planting (144 Acres): In this example, the 144
Manor House and Lands: If the manor is held in fief for the
acres of this area will be planted in spring, harvested in autumn.
noble lord by a vassal, then that individual will have his
Autumn Planting (144 Acres): Before frost, this area will domicile (five acres extent) here, and the remainder of the area
be plowed and sewn with seed. Harvest will then be made in (55 acres) will be in fields and pasture. If this area is ruled
late spring. directly by the noble lord, then all land will be in fields
belonging to him, save in the case of some temple presence,
Fallow Fields (144 Acres): These arable lands are not
which is usual. Manor villeins will have to maintain this area by
planted for a year in order to assist in fertilization and keep
their labor regardless of who has control of it.
them from becoming depleted. In the autumn before the year
they are to remain fallow, they are sewn with a mixture of Where no temple lands are present, manor inhabitants will
grasses and legumes (such as alfalfa). They serve as pasture land typically travel to a nearby village, or possibly even to the nobly
while fallow. In the autumn of the year, when grazing is lord’s castle for religious observances.
virtually over, they are manured. In the spring of following year,
Temple Lands: If the manor is held directly by the noble lord,
they are plowed under and planted for fall harvesting.
there might by an allotment given by him to a temple. (Note
Meadowlands & Pasture (108 Acres): Meadowlands that over the past five centuries, Æropan monarchs have
provide hay for winter fodder. Pastures are for grazing of limited actual possession of lands by temples to the extent that
livestock. The proportions shown here assume that the manor possession is in fief, not ownership. Thus, for example, glebes
does not support a concentration of large livestock (cattle and are no longer common at all.) In most such cases, it will not be
horse’s). Where large herds or flocks are maintained, larger more than half of the total of 60 acres, so that 30 acres will be
manors must be used, and there will be proportionately less the lord’s fields, 30 of those of the temple.
cultivation and more meadow (hay) fields and pasture land
The temple will have a shrine, chapel or chantry building.
allotted.
That, with associated constructions for ecclesiastics, will
Woodland (108 Acres): Firewood and some small amount typically take up no more than two acres of land. The remaining
of timber for construction might be harvested here. 28 will be in productive fields used to support the temple
Management of manor woodlands is careful, so as to make concerned.
certain that the allotted area remains wooded. Firewood is thus
Manor villeins by and large tithe gladly, of course,
typically dear in price and dwellings cold in winter. In cold
considering the marvelous benefits in husbandry and health
regions, either much greater woodland must be allowed or
they receive from ecclesiastics – more so when they are actually
other fuels employed for heating of villeins’ dwellings.
present.
Wasteland, Wetlands, etc. (108Acres): This is shown to
If the manor in question is the fief of an ecclesiastical
depict the actuality of most areas of land. In some regions,
overlord, then the manor and temple holdings become one,
there will be little or no wasteland, scant area of water. That is
although in the not uncommon case of some petty noble
atypical.
holding, the manor is sub-fief from the temple, and this rule
Wasteland is that acreage unusable for planting or grazing does not hold.
due to rockiness, soil conditions, steepness and so forth.
Community and Lands (48 acres): The community is
Possibly goats (able climbers and browsers) might be kept on
actually best identified as a hamlet (from the Francian for a
some such lands, some wild crops or game taken, or fuel
small village), because it is, by and large, a community of
gleaned from it. If so, it will be done! Here we assume 36 acres
villeins. There will be some eight to 12 dwellings, possibly a mill
of wasteland.
and granary and one or two small shops. Nearby will be any
Wetlands are marshes and the like. Hunting and food manor house and its buildings or constructions of the temple
gathering use might be made of such area. In the plot, 24 acres if such presence exists in the manor. Some members of the
are allotted to wetlands. community might rent small plots of land or actually own them
70 A Journeyer’s Guide to Ærth Journeys #5
Dangerous Journeys Mythus Journeys
outright. There will be some acreage set aside for vegetable and the labor of this strata. The ox is being gradually replaced by
herb gardens, orchards and apiaries, and small livestock raising mule as a harness animal in locales where this is feasible.
– typically poultry, rabbits and small fur-bearing rodents
yielding valuable pelts. Dwellings (Owned by lord) & Possessions
The lord provides draft animals, now usually a team of
Salable Produce & Goods of mules, and tack, to the hamlet. The villeins must in turn shelter,
a Castle Manors & Lands feed and care for these animals and maintain their harnesses.
Some, but by no means all, of the following representative Material: Rarely of wattle and daub or even timber and
produce and goods will be exported from the demesne of the plaster now. Stone and brick are now most common.
noble lord for sale: ale, beer, bricks, butter, cheese, cloth,
distilled spirits, dried eels/fish, dried fruit, fodder, flax, fur, Size: Ground floor about 350 square feet. Two rooms with
grain, herbs (dried), hides, honey, leather, livestock, lumber, loft, rear work/animal shed. Ground floor of stone, brick, or
meat, metal ore, nuts, oil, pitch, pottery, preserved fruit, salt, even wood plans consisting of main room has kitchen, living
stone, tar, wax, wine, wool and vegetables. and eating areas, second room for adults. Loft for children
sleeping. Shed for handiwork and for keeping small livestock.
Sale income will be used to generate money to pay officers, (Separate pens and hutches probably exist as well.)
retainers and servants. The annualized net income thereafter
for a small holding might be zero to 20,000 BUCs, while Sanitation: Usually outhouse.
average holdings will show a net gain of 21,000 to 50,000 Furniture and Bedding: Bed, pallet(s), mattress, sheet(s),
BUCs. Large demesnes will generate in excess of 50,000 BUCs. blanket(s), comforter(s), trestle table, two chairs, two benches,
two stools, chest, cupboard, rush or grass mats or rugs, possibly
Villeins & Villagers a braided and hooked rug, work bench, spinning wheel or loom
Life isn’t particularly comfortable for the peasant class, but or potter’s wheel, etc.
it is by no means anything like that of Earth’s medieval age.
Brickmaking is now common, and the use of bricks in Utensils: Iron kettles and skillet, tin pots, earthenware
construction of even the row cottages of hamlets is usual. jugs, ceramic pitchers and bowls and tea pit, wooden dishes and
Fireplaces, if not brick ovens, are near standard inclusions in spoons, tin cups and plates, steel knives, wooden pails and
such dwellings. Charcoal and some coal are sometimes buckets, large tin tub.
available for heating. Cheap, crude glass is often used in Clothing (Per Person): Head covering, scarf and mittens
windows. Wooden and earthenware dishes are owned. Cooking (where climate dictates) outer garment (cloak typically), coat or
is in iron and tin pots and pans. shawl, apron, two smocks, shirt or blouse, two pairs of leggings
Exploration and discovery, importation of new animals or hose or two skirts, belt or sash or girdle, two pairs of
and plants, and increased trade have improved the lot of the stockings, pair of boots, pair of sandals, two sets under-linens
commoner to a great extent. If trade made silk available to the (usually cotton now).
upper classes, velvet to the middle, it brought cotton to the Linens: Towels, small amount of uncut homespun cloth,
lowest. Oriental carpets grace aristocratic floors, woolen rugs rags.
the freeman’s, and peasants have floor coverings of woven
grass and the like. Sandals and crude boots are now inexpensive Tools: Plow or harrow or drag, scythe, sickle, axe, hatchet,
enough for all. wheelbarrow, harrow rake, shovel, hoe, hay fork, threshing flail
or pruning hook, broom, card and comb for making yarn, rug
Diet too is much better than before. The arrival of peanuts, hook, knitting needles, needles, thread – possibly adz, chisel,
maize, lima beans, varieties of squash, and tomatoes from the file, hammer, saw, etc.
western continents of Vargaard and Amazonia have
considerably improved the nutrition available to even the Livestock: Pigs (and piglets) or several goats or sheep,
poorest of villeins. Most peasant-class persons enjoy one daily geese or ducks, chickens, rabbits, pigeons, sometimes vicuna,
meal which includes milk, cheese, eggs, fish, poultry or rabbit. coypu, or mink.
Even pork, mutton and beef are consumed, if only weekly and Miscellaneous: Barrel, box, tin or brass tray (uncommon),
usually as filling for meat pie or in soup or stew or sausage. coal scuttle (rare), earthenware mugs and plates (uncommon),
Special treats include small beer, cheap wine and tea, for comb, brush, scissors (rare), tobacco pipe, dog or other pet
these are not beyond the means of many of the lower class of (uncommon).
Ærth. The same is true of tobacco, the use of which has spread Food & Drink: These things are generally available
throughout the world, it seems. throughout western Æropa. Despite the length of the list, it is
Finally, the metal plow and availability of the ass and the not exhaustive. Those in bold type are the commonest fare of
mule to the villeins have brought more productivity and eased villeins. Those indicated by an asterisk (*) are items usually

Journeys #5 A Journeyer’s Guide to Ærth 71


Dangerous Journeys Mythus Journeys
available only to the gentry or aristocrats due to prices or lack plums, *pomegranates, pork, potatoes, prunes, pumpkin,
of availability in most market places: *almonds, apples *quail, rabbit, radishes (black, white, red), *raspberries (black
(regionally), apricots, *artichokes, *asparagus, *avocados, and red), rhubarb, rice, rutabagas, raisins, raspberries, rye, salt,
*bananas, barley, beans (dried, many sorts), beans (green scallions, shellfish (clams, *cockles, *mussels, *oysters),
and wax), *bear, beets (and greens), blackberries, blueberries, *sherbet, snails, *spices (all kinds), spinach, *squab, squash
*boar, bread (all varieties), broccoli, brussel sprouts, butter, (many kinds), squid, strawberries, sugar, *swan, *tangerines,
cabbage, carrots, *cashew nuts, catsup, cauliflower, celery, tea, toad, tomatoes, *truffles, turkey, *turtle, turnips (and
chard, cheese, cherries, chicken, *chocolate, *cocoa, greens), *vanilla, *veal, *venison, vinegar, watercress,
*coconuts, *coffee, cookies, crab apples, crabs, cranberries, watermelons, whale, wheat, whortleberries (regionally),
*crane, crawfish, cream, cucumbers, currants (fresh and dried, wine vinegar, *woodcock, yogurt.
black, red, white), *dates, duck, eels, eggplant, eggs, *elk, *figs
Fish: *Caviar, cod, *flounder, herring, mackerel, mullet,
(fresh), figs (dried), fish (see list below), frog legs, *game hen,
pike, pilchard, plaice, ray, *salmon, shad, shark, *sole,
garlic, goat, goose, gooseberries, *grapefruit, grapes, *hare,
stockfish, *sturgeon, *trout, whitebait (minnows).
herbs (many varieties for seasoning), honey, horseradish, kid,
lamb, lark, leeks, lemons, lettuces (several), lima beans, Animal Fodder Typical of a Manor: Acorns, hay, maize;
*limes, *lobsters, maize, melons, millet, mushrooms (many maize ensilage, oats, turnips, vetches.
kinds), mustard greens, mustard sauce, mutton, *nectarines, Cloth and Clothing Material Types Available:
noodles, nuts (beechnuts, chestnuts, hickory nuts,
*Brocade, burlap, canvas, *camelhair, *cashmere (wool),
walnuts), oats, *octopus, oil, *olives, onions, *oranges, cotton, felt, *fur, flannel (cotton), *lamme, leather, linen,
parsnips, peaches, *peacock, peanuts, pears (regionally),
mohair, *satin, *silk, *suede, *velvet, wool.
peas, *pecans, *pepper (black and red), peppers (hot and
sweet), *pheasant, pickles, pigeon, *pistachio nuts, *plover,

72 A Journeyer’s Guide to Ærth Journeys #5


Dangerous Journeys Mythus Journeys

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.

WITCHCRÆFT ISN’T JUST FOR BAD GUYS ANYMORE


Originally from GameMasters’ Purview on pp. 6-8

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:

74 Witchcræft Isn’t Just for Bad Guys Anymore Journeys #6


Dangerous Journeys Mythus Journeys
• In the event that a Casting is active and operational, example, the Grade IV Casting referred to above costs 75 Heka
the individual checks against his STEEP at base DR as if points, and the Grade VI expenditure is 125. In this case, the
the persona were actually using such a Casting, but at one would-be disjoiner suffers 50 points of Physical damage in
grade higher than the Casting in question is in actuality – losing the struggle.
Heka cost for negation paid before check but at same grade Success by the Evil practitioner means his Casting
as the Casting is in actuality, however. activated successfully at no Heka cost to the Evil individual.
The increased DR here is because this is a difficult The would-be disjoiner/negater suffers a Heka backlash of as
thing to do, identifying and negating all in one, and much D6 Physical damage as the activated Casting’s grade i.e.,
at the same time expending Heka to manage the 1 to 9 or 10).
negation. A Special Success means that actual As you can see from the above, this can be risky business.
Heka extended was one grade below that of the
Casting negated.
Examples
• In the event that the individual wishes to disjoin or Now for some examples of these of the Counter Evil K/S
negate a Casting being employed prior to or at the moment use: The mage, Lucan, possesses STEEP in all three Areas –
of its activation within the K/S Area, a K/S versus K/S Necromancy (at 57), Sorcery (at 43) and Witchcræft (at 33). Of
contest is held. In addition, the persona attempting to course, being right-minded, he would never utilize the actual
disjoin or negate the Evil practitioner’s Casting must abilities of these dark, malign practices. He has studied them in
expend Heka as if for a Casting two grades higher than the order to thwart those foul creatures who would stoop to such
Evil Casting in question, such cost paid before the K/S wickedness. Someone has been brutally murdered, and there
versus K/S contest takes place. However, the are few clues, save that Heka was used. Lucas tries counter-
disjoining/negation is attempted as if casting the grade of Sorcery. Was that K/S employed? His base chance of success
Casting in question, not at the higher Heka point cost is 41, and the roll is made at DR “Easy,” so there’s a 129%
demanded, so the task isn’t impossible! chance of Success. Let’s assume that Necromancy was at work,
though. Lucan rolls a 12, which indicates Special Success. He
knows that Sorcery wasn’t used, and the JM decides that he
Here the persona is attempting something really believes it was indeed Necromancy, for he has that K/S at 57
difficult, identification and countering of a Casting STEEP.
in progress. The Heka cost reflects energy at play
Lucan now tries to discover what sort of Necromancy
during the contest.
practice was employed – a Casting, Power or some other thing.
Victory: If the individual wins the K/S versus K/S contest: The DR is “Moderate” for this, so a score of 114 or less is
needed. The roll is 59, a Success. Lucan discovers that some
Special Success indicates the Casting is disjoined/negated,
undead thing was involved, one sent by the persona employing
and the Evil practitioner suffers as much D10 damage as the
grade of Casting paid for by the individual who succeeded. Necromancy.
Damage is according to the nature of the Casting, Mental, Later on, Lucan and his comrades track down the
Physical or Spiritual – Physical if there is any doubt. For nethercræfter-necromancer who is guilty of the hideous crimes
example, a Grade IV Casting is disjoined/negated, and the non- they have been investigating. This malign foe has utilized a
Evil persona so doing paid a Heka cost equal to Grade VI (125 Summon Deadspirits Spell, Grade VII Casting to place deadly
points) to so do. The caster suffers 6D10 points of damage of spirits on guard in his stronghold for his protection. Lucan can
some sort in addition to having his Casting attempt ruined and theoretically use Grade V Castings at DR “Hard.” As this is a
losing the Heka employed for that purpose. Grade VII Casting, he must use a DR of “Very Difficult” to
identify it. Since 0.25 x 57 yields a 14, Lucan’s chance of success
Success means that the Casting is disjoined/negated, and
is only 14%. He gives it a go, adding 2 JFs to help the process.
the Evil practitioner suffers as much D3 damage as the grade
The JM considers. He could lower the DR to “Hard,” one step
of Casting paid for by the individual who succeeded (i.e., 3D3
easier for each Joss Factor, or he could allow a -10 per JF on
to 12D3). Damage is according to the nature of the Casting,
the dice score. He decides on the former, as he doesn’t want to
Mental, Physical or Spiritual – Physical if there is any doubt.
allow a big chance (score 01-21) for Special Success. The roll is
Defeat: If the Evil persona triumphs in the contest: made, and the score is 52. Because the DR was considered back
Special Success by the Evil practitioner means that his at a mere “Hard,” Lucan has succeeded, and he identifies the
Casting activated successfully at no Heka cost to the Evil Casting and knows what is opposing his team (and the good
individual while the would-be disjoiner/negater suffers as guys can counter those nasty things).
many points of Physical damage as he expended above the A bit later on they confront the villain – who of course has
normal cost for the activation of the Casting in question. For a force of guards – and a major fight ensues. In the course of

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Dangerous Journeys Mythus Journeys
this conflict, Lucan sees (via a successful Perception [Noticing] is back to 76. Not bad, all things considered, and if it is a tie,
roll) the vile foe doing something which seems likely to be then Lucan is in big trouble.
involving some Heka. Therefore, Lucan attempts to
The dice roll for Lucan comes up 19, and that translates to
disjoin/negate this activity. It turns out the nethercræfter-
a Special Success! That for the bad guy must likewise be a
necromancer is using a Necromancy Casting, Arrowbones Charm,
Special Success, or else. The roll is 33. A Success, but that isn’t
Grade III, the missiles to be directed at none other than Lucan.
good enough. Special Success vs. Success equates to Success
The Casting is only Grade III, which means that Lucan must
and Failure. The Casting is disjoined/negated, and the
pay Heka points as if he were activating a Grade V Casting, so
nethercræfter-necromancer suffers 5D3 points of Physical
he expends 100 points, and the K/S vs. K/S contest begins.
damage, because Lucan paid for a Grade V cost to countercast.
Lucan is disjoining/negating as if casting at Grade III, the
Let’s suppose that the result of the nethercræfter-
actual grade of the Casting which it in question, so his DR is
necromancer’s roll was a 91, a Failure. Then Lucan has
“Easy,” and he has 171.
managed a Special Success, and not only disjoined/negated the
However, the Evil foe, the nethercræfter-necromancer, has Arrowbones Charm but delivered 5D10 rather than a mere 5D3
STEEP of 76, and his Casting is only Grade III, so his DR is points of Physical damage to the Evil foe.
“Easy” and a 228. The difference (171 minus 228) is a -47 in
Failure for Lucan is too gruesome to consider.
favor of the bad guy! That means “Extreme” DR for Lucan,
who must then roll 17 or less, and “Easy” for the nethercræfter-
necromancer, who needs only a whopping 228 – and to avoid Conclusion
Failure on 99 or Special Failure with a 00 result. As can be seen from the above, there is a very good reason
for upright personas to know a whole lot about the malign
Again Lucan expends his last 4 JFs to help him in this practices in question. Identification and the foiling of their use
deadly game. A pair go to mess up the Evil foe, while the other are strong and excellent motivations for acquiring knowledge
two are used to obtain a better dice result for Lucan. The JM and skill to counter such Evil activities! However, unless the
considers alternatives, rules that the foe is in the midst of persona has great STEEP, it is better not to attempt to actually
Casting activation and is thus unable to himself expend Joss, interfere with a bad guy through attempting to disjoin/negate.
and this time allows a -20 on the result rolled for Lucan, a A lot of Joss and plenty or real luck are in order in such cases.
“Hard” DR for the nethercræfter-necromancer, so his chance If the HP doesn’t have greater ability than the EP, it’s tough-
going indeed – but that’s as it should be.

ELEMENTAL, MY DEAR MAN


Originally from pp. 10-17

by Ryan McRae and Eric Vance Curl


This mystery adventure is set in the town of Beacon’s End, all others in the Five Crowns) are taken from taxes levied to
on the southeast tip of Lyonnesse, but it can be placed in any ships using the kingdoms’ ports. The oldest son has
small town where there is a lighthouse and a port. It is assumed traditionally become keeper, and the other children have almost
that the adventurers are just passing through, but they could be always gone on to become important members of the town’s
in the town for almost any reason. The information is not middle class.
presented in a linear fashion, which allows more freedom in
Five generations back, the eldest son took over the
how the group progresses.
lighthouse upon his father’s death, and the second-born son
went to school to become a mage. This second son, Æron,
History’s Muse discovered that he had quite a talent for Elemental Magick, and
Beacon’s End is the best, most reliable lighthouse in the became a Full Practitioner Elementalist. There wasn’t much
Five Crowns, possibly in all Æropa, and has been for over 100 market for an Elementalist in Beacon’s End, so he became an
years. The town gets its name, not to mention its very existence, adventurer and grew quite powerful. His older brother never
from the reliability and quality of the lighthouse, and the port married and, when he died, it was left to Æron to become
which has built up around it. Five generations, though, have keeper of the lighthouse. By this time, Æron was ready to retire
not been long enough for the town to grow to the status of city from the life of an adventurer, and he didn’t mind at all settling
– it is still a small port, and the lighthouse is used primarily as a down to the stable life of the keeper. But once a mage, always
navigational device to reach other, more important, ports. A a mage, and Æron found a way to make use of his Heka skills
single family has cared for the tower since even before its in his new position.
reputation spread, and that family was surnamed Beacon. The
funds to pay the keeper and maintain the lighthouse (as well as During the part of the winter season when no ships were
coming into port, Æron cleared out the fire chamber on the
76 Elemental, My Dear Man Journeys #6
Dangerous Journeys Mythus Journeys
top of the lighthouse where a circle of 24 huge tallow candles the lighthouse (forbidden, of course, to touch the beacon
were enclosed in a large glass, Heka-forged to be fireproof. He mechanism). He would sometimes go up alone, fascinated by
polished the granite floor and set to work to make the most the light and heat, and try to catch a glimpse inside as it turned
powerful, reliable source of light he could imagine. With a in its circle. He must have had some of his ancestor’s gift for
Pentacle Wand of his own making, he created a permanent, working with the elements, because, not only could he look
complex, inclusive Pentacle on the floor, but left it partially safely into the beacon, but he could see the fiery shape of a
covered so it would not yet activate. He then rebuilt the glass man, sometimes hunched down, head in its hands, sometimes
chamber around it and, as a final step before he set about his arms raised as if in pleading, and one time – the last time –
real work, he covered the Pentacle with a couple inches of looking straight at the little boy, hands held out in a desperate
water and removed all other obstacles. Not considering the pleading.
cruelty of his actions, Æron then summoned a Greater Fire
The title “keeper” has taken on an ironic, accusing double-
Elemental, who appeared within the chamber, burned off the
meaning in Adain’s ears, and he has been driven to despair and
water with his great heat, and found himself trapped in a
denial. In his own guilt, he began accusing anyone else he could
Pentacle.
of any wrongdoing he could think of, and he has made many
When the shipping season resumed, the beacon from the enemies, especially among those who wield Heka. It may be
lighthouse was one of the brightest, most far-reaching beams that the action he will take in this story is an act of suicidal
any sailor had ever seen (more than three leagues), and its despair, or possibly even of great courage – or both.
reputation spread, as well as rumors about its keeper. He was
Rebecca Hearthman:
known to have been a mage, even an adventurer, and the
Rebecca is Adain’s older sister.
beacon was obviously Heka-powered. Subsequent keepers
She married the town’s
installed a clockwork mechanism to power a rotating bull’s-eye
innkeeper at 16, and since her
opening, making the beacon even more distinguishable from
husband’s death two years
any other visible lights on shore, and occupied themselves with
later, has run the Candle’s Call,
caring for this mechanism, since they didn’t have much work
the town’s only inn (besides
to do with the beacon itself. Except for Æron, no one ever
the rather disreputable ones by
knew how the beacon was really powered, and, eventually, no
the docks). She is 29, about
one cared. It became just a part of life in Beacon’s End.
5’3”, and far too stubborn and
confident for most men to
Who are the people in your neighborhood? notice that she is actually quite
OPs likely to be important are described below. Some pretty. She has long dark hair
statistics for minor characters are also included. which she keeps up in a bun,
Adain Beacon: Adain is the current keeper of the except at night, and which she
lighthouse, and the town drunk. It is a testimony to the will not cut despite the trouble of keeping it, because her late
reliability of the beacon that it continues to function under his husband loved it so. Her inn is slowly gaining a reputation equal
care. It is also testimony to the popular (and correct) to that of the lighthouse, both for food and comfort. She has
assumption that it is magick. Adain refuses to believe in Heka taken in a number of orphans to help run the place (the only
Castings beyond petty and deceptive tricks. He has convinced people she said could be trusted) and has developed a skill at
himself that the beacon is not magick, but simply the product throwing knives, which doesn’t suit a lady, but is quite useful
of an ancestor’s ingenuity, and he will argue this point violently as a barkeep. She is usually treated as “one of the guys” and
with anyone who even hints at would have it no other way, but she has made sure to separate
the contrary. He has been in the her room enough from the rest of the inn so that only a few of
constable’s cell many times for her adopted children can hear her crying sometimes at night.
attacking an unwitting visitor Despite the pain of losing the one whom she deeply loved,
who remarked on the she is basically satisfied with her life (she says that pain is a part
“enchanted beacon.” He is 5’ of a full life), and there is only one thing she would change her
5”, about 225 pounds, 27 years brother, Adain. She doesn’t know whether to pity him, hate
old, has dark hair, a shaggy him or just ignore him, but she does know that he is no longer
beard, and an affinity to allowed in her inn. When he is around, fights increase
slobbering and screaming. exponentially. He owes her a large sum of money, and this is
Adain’s delusions are not a not an unknown fact, but she has so far not taken any drastic
result of stupidity, but of guilt. action to collect
Growing up, he and his siblings She is, overall, a remarkable person. She is one of the few
often played on the top floor of literate people, maybe the only literate woman, in town, and

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Dangerous Journeys Mythus Journeys
makes sure that her children have this skill as well. She raised attractive daughter of about 16 (Kyriana), of whom he is quite
her younger brother, Sebastian, after her parents died of the overprotective because he has trouble admitting she is growing
same sickness as her husband (leaving the lighthouse to Adain). up, and a wife (Elaine) who is as overprotective of their
She and Sebastian have an ongoing, equally matched daughter as he is because she is well aware that their daughter
tournament of Fidchell, which they continue on his nightly is growing up. Kyriana had taken to talking to Adain, and
visits to the Candle’s Call – there are a number of Fidchell Smitty has forbidden her to see him. He and his wife are
boards in the inn, as it is a favorite among regulars, along with becoming quite concerned with her seeming interest in Adain,
darts for less intellectual competition. On top of it all, Rebecca and Smitty has even gone so far as to threaten him if he comes
can do things with mutton that cause sailors’ mouths to water near their daughter again. This outstanding threat is common
from days out of port. knowledge in the town, as it was made in broad daylight in front
of his forge.
Sebastian Beacon:
Sebastian, the youngest of the Kyriana Smith: Kyriana is
current generation of Beacons, the only person in town to show
has set up shop in Beacon’s End any real kindness to Adain. Her
as a merchant. He is 21 years parents’ suspicions are
old, 5’ 11”, has jet-black, wavy unfounded, as she is thoroughly
hair, a smile that could melt a smitten by his brother,
polar cap, and a temper that Sebastian, and the sentiment is
could scare a troll. He is very not unrequited. She cannot
successful, very rich, very understand, though, how he can
handsome and very much the hate his own brother so, and she
target of his brother’s jealousy. has set out to find something
He despises Adain and has no good about Adain. In her
pity for him – only hatred. This conversations with him, she can
could be seen as his only fault sense that he is horribly guilty
besides his temper, except that many people don’t consider about something. Anyone who
hatred of the town drunk to be a vice. listens to him for even a few minutes finds it obvious that he
hates himself. She has sat and talked with him many an
His primary import is silk, supplied to all of the Five
afternoon in front of her father’s forge, trying to find out what
Crowns and sometimes even to the mainland. His primary
makes him so guilty, and when her father forbade Adain to
export is Hekalite and celedonian wool. His roots as a merchant
come around, she started going occasionally to the lighthouse.
stem from his days as a boy in his sister’s inn, where he was
often sent as a gopher or delivery boy by merchants staying She hates the lighthouse – it is amazing how dark and dingy
there. He started to develop his business sense immediately and it can be inside a place known for its light. The last time she
this, combined with his sister’s lessons in reading and writing, went there, she found Adain on the top floor, screaming at the
plus the inheritance which he received upon turning 18, set him beacon – until he saw the girl and turned his furious ravings on
up with the resources he needed to become the first merchant her. She ran home, and, even though she knew he didn’t mean
based in Beacon’s End, instead of just using it as a secondary what he said, she was crying miserably when she got to her
port. The town places its hopes in his business, and so does he. room. When her father found out where she had been, he
threatened Adain not to so much as look at his daughter again.
Gerard “Smitty” Smith:
Smitty is the town’s only smith Darius Magus: Darius is
– blacksmith, silversmith, you the town “mage.” He is not a
name it, but if you don’t want to Full Practitioner, but has made
go out of town to get it, you get a good living at supplying the
it from Smitty. He isn’t the best town with needed Castings,
smith in the Isles, because he often cooperating with Smitty
has had to spread his skill so to make items such as the
broadly, but he is still town’s “witch lights.” He is a
invaluable, not just because of small, wiry man who either says
his accessibility, but because he nothing or repeats what he says
is an accomplished Heka- three or four times. Adain had
forger. He is jovial, friendly and been fond of standing outside
generous, but very strict on his Darius’ shop, proclaiming the
apprentice. Smitty has an fraudulence and deception of

78 Elemental, My Dear Man Journeys #6


Dangerous Journeys Mythus Journeys
Heka-wielders, and has had to be removed by the constable a in there,” “I can’t let you out” and “The fire is alive.” She now
number of times. Darius has even emerged from his shop, works for Sebastian. She is a meek, old widow, very reluctant
wielding a Sceptre of Inferno, threatening to bum Adain to a to speak to anyone, and very loved by her employer, who has
crisp if he doesn’t leave the legitimate customers alone. known her since he was born.
Gawain Cuchucail:
Gawain is the town constable, Rebecca Hearthman
and he is very good at it. He is SEC: 4 Joss: 9 Heka: -- Avoidance: 32/29/24
retired from the King’s Army,
and has brought his military M: 106; EL: 84 P: 88; WL: 66, CL: 79 S: 87; EL: 69
training to Beacon’s End’s MM: 53 MR: 53 PM: 36 PN: 52 SM: 44 SP: 43
MMCap: 18 MRCap: 19 PMCap: 13 PNCap: 18 SMCap: 19 SPCap: 19
small-town guard. He is in his MMPow: 18 MRPow: 18 PMPow: 12 PNPow: 16 SMPow: 13 SPPow: 12
late fifties, in good shape, big, MMSpd: 17 MRSpd: 16 PMSpd: 11 PNSpd: 18 SMSpd: 12 SPSpd: 12
strong, and a master Fidchell
player. He taught Rebecca and
Sebastian how to play, and he is Outstanding-Important K/S Areas/Sub-Areas & STEEP
the only one in town who can (Innkeeper)
beat either of them (which he K/S Areas STEEPK/S Areas STEEP
always does quite soundly). Etiquette/Social Graces 36 Kelltic 45
Gawain is the nicest man you’ll Perception (Mental) 52 Phonecian 34
ever meet – unless you’re a troublemaker. He is well aware of Domestic Arts/Sciences 61 Current Events 46
the trouble that Adain causes, but doesn’t have time to deal Jack-of-All-Trades 35 Education 32
with him, room in the jail to keep him permanently, or Mental Games 42 Combat, Hand 44
sufficient reason to execute him. He has often said that, if he Weapons, Missile
weren’t the constable, he would take care of Adain himself. Seamanship 32 Combat, Hand Weapons 29
Boating 35
Simon: Simon is one of the
orphans Rebecca has taken in.
He was living down at the docks Weapons:
and had picked up some rough Weapon WP S ATK DT Dam Bonus BAC C Dur
habits, but Rebecca usually
Dagger 5 2 2/1* P 1/--* +1 49/34* M 5/30
works him too hard to leave
*Thrown/Held
him any energy for violence. He
is very vocal, when she is not
around, of his disdain for her
Sebastian Beacon
lazy brother, and has said that, if
SEC: 6 Joss: 6 Heka: -- Avoidance: 37/30/30
he had the means, he would
“put that slob in his place – six
feet under.” He has also said M: 111; EL: 88 P: 93; WL: 69, CL: 83 S: 90; EL: 72
that, having lived on the street, MM: 54 MR: 57 PM: 45 PN: 48 SM: 44 SP: 46
MMCap: 19 MRCap: 20 PMCap: 16 PNCap: 17 SMCap: 15 SPCap: 16
if he didn’t have the means, he MMPow: 17 MRPow: 18 PMPow: 14 PNPow: 16 SMPow: 15 SPPow: 14
could steal it (he’s quick to point out that he doesn’t do that MMSpd: 18 MRSpd: 19 PMSpd: 15 PNSpd: 15 SMSpd: 14 SPSpd: 16
anymore – but he could if he wanted to). He is in his mid-teens.
Elaine Smith: Smitty’s wife, equally ill-disposed toward Outstanding-Important K/S Areas/Sub-Areas & STEEP
Adain, if less hostile, and more aware of their daughter’s age. (Merchant Vocation K/S Bundle)
Henry: Smitty’s apprentice. K/S Areas STEEPK/S Areas STEEP
Etiquette/Social Graces 42 Kelltic 67
Sally, Richard, Harry and Ann: Other orphans in the Perception (Mental) 39 Phonecian 74
inn, ages 9, 12, 13 and 14, respectively. They have heard Appraisal 54 Deception 42
Simon’s bragging. Economics/ Finance/ 41 Travel 40
Elizabeth: Adain’s servant (and his parents’ before him) Investing
until she quit two years ago, due to his rantings and ravings. He Rarities 35 Combat, Hand Weapons 35
was never violent or even mean to her specifically, but she Mental Games 42 Boating 45
couldn’t stand living in the same place with him. He would
wander around at night, drunk, saying things like, “You’re not

Journeys #6 Elemental, My Dear Man 79


Dangerous Journeys Mythus Journeys
Gerard “Smitty” Smith Sceptre of Infernos: By expending 65 Heka, the sceptre causes
SEC: 4 Joss: 9 Heka: 206 Avoidance: 24/33/20 5D6 of fire damage on the target

M: 85; EL: 68 P: 107; WL: 80, CL: 96 S: 63; EL: 50


MM: 42 MR: 43 PM: 56 PN: 51 SM: 32 SP: 31 Gawain Cuchucail
MMCap: 19 MRCap: 15 PMCap: 19 PNCap: 18 SMCap: 12 SPCap: 12
MMPow: 13 MRPow: 14 PMPow: 19 PNPow: 18 SMPow: 10 SPPow: 9 SEC: 6 Joss: 8 Heka: -- Avoidance: 30/33/25
MMSpd: 10 MRSpd: 14 PMSpd: 18 PNSpd: 15 SMSpd: 10 SPSpd: 10
M: 93; EL: 74 P: 104; WL: 78, CL: 93 S: 76; EL: 60
MM: 46 MR: 47 PM: 56 PN: 48 SM: 42 SP: 34
Outstanding-Important K/S Areas/Sub-Areas & STEEP MMCap: 16 MRCap: 17 PMCap: 19 PNCap: 18 SMCap: 15 SPCap: 12
(Blacksmith) MMPow: 15 MRPow: 15 PMPow: 19 PNPow: 15 SMPow: 14 SPPow: 10
K/S Areas STEEP K/S Areas STEEP MMSpd: 15 MRSpd: 15 PMSpd: 18 PNSpd: 15 SMSpd: 13 SPSpd: 12
Trade Language 33 Geology/Mineralogy 25
Perception (Physical) 32 Arms & Armor 45
Outstanding-Important K/S Areas/Sub-Areas & STEEP
Combat, Hand Weapons 42 Physical Games 39
(Soldier Vocation K/S Bundle)
Jack-of-All-Trades 24 Leatherwork 28
K/S Areas STEEPK/S Areas STEEP
Smithing/Welding 42 Construction, Naval 31
Gambling 45 Criminal Activities, Mental 35
Deception 27 Mental Games 55
Heka producing K/S Areas STEEP Heka Max CG Military Science 35 Riding 48
Heka-Forging 42 98 IV Perception (Physical) 52 Perception (Mental) 43
Combat, Hand Weapons 42 Criminal Activities, 40
Physical
Weapons: Escape 39 Handicrafts 35
Weapon WP S ATK DT Dam Bonus BAC C Dur Combat, HTH, Non-lethal 46 Combat, HTH, Lethal 46
Hammer (2H) 7 9 1 1/2 B 4D6 +8 49 C 5/40 First Aid 30 Jack-of-All-Trades 26

Darius Magus Weapons:


SEC: 6 Joss: 7 Heka: 658 Avoidance: 32/21/23 Weapon WP S ATK DT Dam Bonus BAC C Dur
Broad Sword 7 6 1 1/2 C 4D6 +8 49 M 5/20
M: 100; EL: 80 P: 73; WL: 56, CL: 65 S: 77; EL: 61
MM: 54 MR: 46 PM: 37 PN: 37 SM: 43 SP: 34 Armor Avg. Pierce Cut Blunt Fire Chem Stun PTY
MMCap: 19 MRCap: 16 PMCap: 13 PNCap: 14 SMCap: 15 SPCap: 14 Half Leather 6 7 9 8 4 4 6 --
MMPow: 18 MRPow: 15 PMPow: 12 PNPow: 13 SMPow: 15 SPPow: 10
MMSpd: 17 MRSpd: 15 PMSpd: 12 PNSpd: 9 SMSpd: 13 SPSpd: 10

The Game is Afoot


Outstanding-Important K/S Areas/Sub-Areas & STEEP This section details exactly what the mystery is, who might
(White Dweomercræfter Vocation K/S Bundle) hire the characters or offer a reward and any other necessary
K/S Areas STEEP K/S Areas STEEP information for playing out the mystery.
Ægyptian 35 Combat, Hand Weapons 26
Pantheology 34 Keltic 49 Adain overheard some visiting travelers comment on “the
remarkable magickal lighthouse” as they walked into the
Candle’s Call. He followed them in, despite his sister’s
Heka producing K/S Areas STEEP Heka Max CG forbiddance, and began yelling at them as coherently as a total
White Dweomeræft 45 99 IV drunk can. “There’s no magick in that lighthouse! You think
Magick 45 91 ‘cause I’m a drunk, I don’t know my own business? Ain’t no
Apotropaism 38 45 III magick involved. My family don’t need no magick to run our
Green Dweomeræft 34 53 III lighthouse, never did. Simple ingenuity. I’m sicko’ you
Alchemy 33 76 III outsiders walkin’ into town, pretendin’ you know everything.
Divination 33 47 III Locals ‘re bad enough...” and so on. He was promptly kicked
Exorcism 25 40 II out, but on his way out he yelled, “I’ll prove it, once and for all,
Metaphysics 36 51 there ain’t no magick in my lighthouse!”
Heka Forging 19 56 I
Adain then preceded to the lighthouse in a stumbling fury,
and went straight to the top floor – the beacon’s chamber –

80 Elemental, My Dear Man Journeys #6


Dangerous Journeys Mythus Journeys
pausing only to pass out once and to grab a wooden chair on the HPs can devise within their own means and mores will
the way up. When he got to the top, he broke the glass suffice – the main point is to get the ships safely into port.
surrounding the chamber (and the Pentacle), and the shattering
glass broke the Pentacle. The Elemental was freed. Schedule of Events
Over a century of captivity had driven the fire Elemental The following is the general order in which the main events
mad with rage. He had watched the children play on the floor will occur unless their order is altered
outside his prison and recognized this man as the one who saw
him. The one who would come up (drunk) and yell at him, First Day
“You’re not in there. Nobody’s in there. There’s no magick.” • Early Morning: Adain harasses the travelers, breaks the
All that was left of Adain (and the chair) was a pile of ash. beacon, and frees the Elemental. The Elemental kills Adain
and hides in the blacksmith’s forge.
The Elemental ran down through and out of the
lighthouse, and set out across the sandy terrain toward the • Adain does not show up in town, which he usually
nearest place he could sense his element – the embers of the does during the day.
blacksmith’s forge on the edge of town. He moved slowly, • Night: The beacon is not on. Sebastian comes to the
overcome with confusion and terror and freedom, but with inn (as he usually does) and complains to Rebecca, “Our
rage more than anything. stupid brother has the beacon closed, and it’s a good thing
there are no ships coming in tonight. I’m going over to see
The blacksmith’s forge (and home) is located near the him in the morning and make sure this never happens
beach, for easy access to water for cooling. The Elemental again.”
therefore only had to cross over the sandy beach and through
the scorched working room, and crawl into the forge, leaving Second Day
no discernible marks except for chunks of sand his feet had • Morning: Sebastian goes to see his brother and
fused into glass. discovers the beacon broken. He puts out a reward for the
Sebastian is expecting a major shipment on the night after capture of his brother, posting notices and sending out the
the next. Darius has determined that a great storm will begin town crier with this message: “Reward for the capture and
that evening. If the beacon is not up at full strength, the return of Adain Beacon, who in spite and avarice sabotaged
shipment, and possibly the lives of many seaman, will be lost. the beacon of the lighthouse, as he has sabotaged and
maligned the name Beacon for years in his drunken
Suspects: For reasons apparent if you read their histories,
insolence. To the man who can capture and return this
Sebastian, Smitty, Darius, Gawain and Simon all have good
scoundrel to justice goes 100 pieces of silver, and to the
motives to kill Adain, and no concrete alibis (even people they
man who can restore the beacon, to its full strength, before
were with were asleep). Of course, unless someone magickally
the shipment arrives on the morrow’s night, there goes 300
detects that the pile of ashes is Adain, he will be thought to be
pieces of silver for the rescue of innocent seamen and the
missing. When the murder is realized, Gawain will accuse
salvage of their cargo.” If the HPs are reputable, he might
Sebastian, and Sebastian will quickly accuse Gawain right back,
hire them directly.
recalling his wish to take care of Adain himself. Everyone else
in town will have their own opinions, and the HPs will easily • Afternoon: The Elemental sees Rebecca, who goes to
hear the rest of the suspects accused if they ask around. the blacksmith on business, and recognizes her. He talks to
the fire in the forge, and finds out that she is at a place
Problem: The HPs have two mysteries to solve: Who where Kyriana goes at night. The blacksmith notices that
killed Adain and how did the beacon work? The most urgent the forge is burning awfully hot, and he scolds Henry for
problem is getting the beacon back up to full strength. There is it.
a moral dilemma in recapturing the Elemental (along with the • Evening: The Elemental follows Kyriana to the inn,
problem of simply getting him back up there). His insanity can leaving the same glass chunks in the sandy terrain on the
be cured by any castings which would cure it in a human, and outskirts of town, and crawls into the inn’s hearth through
he is a reasonable, intelligent being if so cured. Smitty, being an a door on the outside used for cleaning. Inside, Sebastian
excellent Heka-forger, does know the Permanency Casting, but has an argument with Kyriana about Adain, and then with
finding a Casting which will produce the same light as the Rebecca about his reward notice being too harsh.
Elemental did would be difficult. Remember, also, that the
increasing wind and rain atop the lighthouse will make Castings
more difficult as the storm increases through the evening, and
will make fire-building near impossible (a Fire Building roll is
“Very Hard” at the beginning of the evening, “Extreme” by
night, one level lower to keep a built fire burning). Anything

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• Night: The Elemental burns down the inn. The fire • Rebecca knows that there was a mage a few
starts in the hearth and the kitchen, so it is noticed soon generations back in the family. She’s never really stopped
enough for everyone to get out quickly (the characters were and thought about the origins of the magick beacon, but if
the only overnight guests, because there are no ships in she did, she would probably assume that the mage had
dock and no other travelers). The fire seems by all evidence something to do with it. She has in her possession a
to have started because too hot a fire was left burning in detailed record of the family genealogy, up to her parent’s
the hearth overnight. Ann is absolutely sure she generation, which the oldest daughter always inherits and
remembers checking the fire before she went to bed. The updates. She hasn’t managed to get around to reading it,
Elemental returns to the forge. much less updating it (she’s been afraid of what she’d have
to write about Adain), but she’d be glad to let the HPs look.
Third Day It contains detailed information about every member back
• The HPs are offered a place to stay in Sebastian’s to the first keeper (five generations before Æron),
home, where they get a chance to talk to Elizabeth. including Æron’s status as an accomplished Elementalist.
• The blacksmith is furious at Henry because the fire is • Sebastian has in his possession the Pentacle Wand,
too hot again – so hot it even melts some of what he’s which has been passed down as an heirloom, and which he
working on. took possession of because Adain was too irresponsible.
• Afternoon: The dark clouds and ominous rumblings of They call it “the sceptre,” and nobody really knows what
the incoming storm begin. it’s for, but the fathers used to make a big deal out of giving
it to their sons, and Sebastian treasures it as a memory of
• Early Evening (Before Sunset): If the Elemental has not
his father. He is aware that it is probably magickal.
been discovered, Sebastian will go visit Kyriana, who is in
her father’s workshop. When the Elemental sees him, he • Where the Elemental walked from the lighthouse to
will lose all control and flare up, setting the forge and the forge, he left chunks of glass his feet had fused from
workshop on fire. He will then attack Sebastian and set out the sand. It is a “Moderate” Tracking roll to notice the glass
to find Rebecca, who will be on her way to the forge when if the characters are looking to track someone away from
she hears that there is a fire. It begins to rain, causing the lighthouse, and a “Hard” Perception roll if they just walk
enraging pain, but no real damage, to the fire Elemental. back and forth to the light house (then an “Easy” Tracking
roll to follow it to the forge). Remember, the Elemental did
• Night: The shipment arrives, amidst wind and rain, and
only the brightest lighthouse in the land will be good not leave any footprints in the forge area because it is
already scarred with burn marks. The granite surface of the
enough to get it safely aport. The increasing wind and rain
lighthouse and its interior stairs were not marked because
will dispel the Elemental if he is not inside and has not
the Elemental ran out and did not make enough contact to
been destroyed.
leave any burn marks (except where he incinerated Adain
and the chair) He walked slower to the forge because by
Get a Clue then he was confused more than frightened.
This section contains various information, from things to • Elizabeth has stories to tell about Adain’s ravings, and
events to relationships, which will enable the characters to if the HPs haven’t already talked to her, they will get a
solve the mystery. chance to hear her account of life with Adain when
• It doesn’t take a psychologist to figure out that Adain Sebastian puts them up after the fire.
was guilty over something, and that is what drove him to • Henry, who went out to light the forge on the
drink. After talking to the townspeople, especially Kyriana, mornings of the second and third days, noticed that it was
the HPs should be able to figure out that something was already lit, but assumed someone else had lit it.
eating at Adain’s conscience and that it had something to • Smitty’s forge is continually overheating from the
do with the beacon. Elemental’s presence (if the HPs visit Smitty, they will hear
• There is a big Pentacle inside the shattered beacon (it him scolding Henry for it).
could have contained only Heka energy for a light, though,
so it is not an immediate giveaway). Perfect Fit
• One of the two piles of ashes by the broken beacon, if Below are hints on how to fit the adventure into existing
magickally inspected, will prove to be the remains of the campaign or formats.
incinerated Adain (the other was a chair). Noticing the two
piles of ashes, separate from the rest of the wreckage, is a If you are running a detective campaign, this adventure
“Hard” Perception roll. would fit in perfectly. Give Gawain a magick item which lets
him detect the ashes as Adain’s, and the HPs could be hired by
Sebastian to clear his name of the murder, figure out how to fix
the beacon, and determine if there is a connection.

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If you want to start a detective campaign, this would be an The HPs could also have been sent to town by officials
excellent way for the HPs to begin establishing their reputation. interested in the maintenance or documentation of the
It could also be a starting point for characters setting off to lighthouse. This would give the HPs an official, sanctioned
become merchants or explorers, as it would provide a good status in involving themselves in the affair (and they could be
base of operations and some good contacts. The shipment they the visitors Adain yells at).
(hopefully) save could even be setting off on some dangerous
journey and may welcome the HPs as hirelings or comrades.

LIGHTHOUSES OF ÆRTH
Originally from pp. 18-20

by Eric Vance Curl


The following is a letter written to the emperor of Nippon from a beacon to seagoing vessels is an ancient one and, indeed,
servant who was sent to the West in order to investigate the use of ancient sailors here in the West often used the fire and smoke
lighthouses. As Nippon is an island empire, its rulers were very interested of volcanoes such as the great mountains in our land to guide
when they discovered the phenomenon of the lighthouse. They do not have them. But Pharos is the first known structure built specifically
what we would consider a navy, because no one else in their corner of Ærth for the purpose of providing a beacon light for seagoing
does either, and all fighting is done on land. They do need reliable means navigation. It is nearly 400 feet in height, built of white
of navigation, though, since many of their islands are small or remote, and limestone, decorated with the purist white marble – a truly
many even smaller islands can prove a bane to navigation. We have printed magnificent structure, and all the more so considering its age
this letter because we think it will be of interest to those curious about of more than a millennium. It has outlasted empires and
geography, seafaring or even cultural relations on Ærth. knowledge, and it still stands to lend its beacon, much as the
royal house of Nippon. It was designed by a man named
To the Great Emperor, may his life and reign last through
Sostratus from a place called Cnidos located somewhere in
the ages, from his humble and gracious servant, Tanaka
what the westerners call Middle Azir (why, I do not know, since
Masahiro:
this land is located on the far west of Azir, so as to nearly adjoin
It is my deepest wish that this correspondence finds you in with Afrik). He must have been a man of great ingenuity, but
the best of health, and your family as prosperous and growing very little is known about him, as, indeed, very little is known
as your empire. I am well and have found great interest in the about his tower.
lands of the West, although I long for the island of my home
The Ægyptians who know anything of Pharos are very
and my family.
secretive with information about the tower, and those who do
I have nearly completed my task of documenting the use not know anything are nearly as secretive with their lack of
of lighthouses in the West, as you assigned, so that you and the information. It seems there is more to his tower than a beacon
Shogun can consider their use in Nippon. It is my humble for ships, and rumors abound. One rumor is certain, especially
opinion that we will be able to make great use of this in Ægypt, that the light at the top of the tower comes from no
navigational aid in our own shipping and, with the results of ordinary fire. Although it is assumed that the beacon was
my humble research and the excellence of our engineers, it will originally produced by a great bonfire, kept burning by the
require minimal contact with the West. Even as this letter labor of slaves, this arrangement is unlikely now, seeing as no
travels the seas to your hand, Great Ruler, I will begin to one is ever actually seen entering or leaving the tower.
formulate my recommendations for which type of lighthouses Accounts range from tales of a mages’ school (not unlikely in
we should build and where to place them. My purpose in this that land), to an exiled deity (unlikely in any land), to a hermit
letter is to inform you of my discoveries and of how the West granted eternal life in exchange for seeing to the beacon.
has made use of the lighthouses they have built, so that you, in Adding to the mystery of Pharos is the fact that in recent
your wisdom, can begin to consider the information and share history it withstood an earthquake. This is sometimes attributed
it with the Shogun. to the skill of its legendary builder, and sometimes to one of
the various rumors in circulation, but either way, it only served
Pharos, the Patriarch of Beacons to strengthen the reputation of Pharos. All things considered, I
My account of lighthouses must being with the first and learned little and much about the use of lighthouses from the
greatest of lighthouses, which is in the land of magick, the patriarch of beacons – little about how to run or build one, but
mysterious land of Ægypt. It is named Pharos and it is believed much about its importance.
to be found on a small island which gives it its name located on
the western entrance to the harbor of the fabulous city of
Alexandria. The idea of building a fire on a high place to give a

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Roman Lighthouses Beacon’s End: Most Intriguing of
Whereas Pharos came from the ingenuity of the Hellens, Lighthouses
during their expansive but short-lived empire, the majority of As is evident, the Italics are still among the most prevalent
the ancient lighthouses I have encountered were built by the builders of lighthouses, but they are joined by most seafaring
Romans (both of these while the decadent and idle empire of or harbor dependent countries, such as Francia, Saxony, the
Atlantl sat by and milked the greatness of ingenious whelps nations of Gallia and Iberia, and the kingdoms of the Five
indeed, I find no evidence of ancient beacons built by these Crowns of Avillon.
first of the seafarers). The Romans were (and are) a practical
people, and they were not as inclined to the use of Heka in the It was in Avillon that I encountered the most intriguing of
building of their empire. But they did build solid and lighthouses. It is located on the southeast corner of the Island
dependable structures, and began the development of the of Lyonnesse, in a town called Beacon’s End. Whereas Pharos
lighthouse as an important navigational aid. took its name from its location, the town of Beacon’s End
seems to have taken its name from its position near the
There most well-known lighthouses were a pair, built on lighthouse. Indeed, not only its name, but the town’s very
either side of the Avillonian Channel – a hazardous but vital existence, seem to be a result of the lighthouse. The inhabitants
passage. The tower on the Albionian side was erected in Dover, of this town were much less secretive with their information,
and on the Francian side, in Boulogne-Sur-Merin. They were but unfortunately, no one seemed to know anything that wasn’t
built during Rome’s reconquest of Avillon, during the height based on rumor. And of rumors, there were plenty. There were
of the Atlantlan Empire, nearly 1000 years before its fall. All more rumors of the lighthouse in this little town than there
that remains of the tower at Dover is ruins, but the tower in were people, I think, and if your humble servant were not in
Francia still stands, as it was restored right before the fall of service of the Emperor himself and the Shogun who serves
Atlantl. The practicality of the Roman Empire is demonstrated him, I would have wearied greatly of the task of sorting them
in these towers, in that they were built atop high cliffs, so that, out. One thing is certain, though, for even if I only heard tell
even though the actual structure is a mere 80 feet, the beacon of it in rumor, such rumors would not all agree so well if the
actually stands 400 feet high. The beacon functions through the point of their agreement were not a truth: The lighthouse is
use of multiple flames, and mirrors which reflect and magick – possibly a great magick and certainly a secret one. The
concentrate the light. Candles seem to be the primary means of similarities to Pharos seem great, but I would say the magick is
illumination in the Western beacons, but not to the exclusion in the lighthouse at Beacon’s End, and not in those who run it,
of other methods. and the secrecy seems more a result of ignorance than
Another Roman-built lighthouse stands in Genoa, Italia. It conspiracy.
is named “Lanterna” due to its use of an oil lamp to produce The purpose of this lighthouse originally was not to mark
the beacon. This is an attractive method for Nippon, due to the a port, but to give a reference for navigation, much the same as
abundance of fish and whale oil, but its drawback is the great the twin towers further up the Avillonian Channel. Its
amount of smoke and soot, which collect in the enclosed space importance in navigation is twofold: First is its location at the
atop the tower and require frequent and extensive cleaning west side of the entrance to the perilous Avillonian Channel,
(although replacing candles, feeding fires and carrying wood to and second is its visibility to those traveling along the southern
the tops of towers are considerable difficulties as well). coast of Lyonness to the port at Shellot, for there are many
The largest of Roman lighthouses is appropriately located dangerous reefs, and sudden winds and storms. But, in what
at Portus, the port of Rome. It was built during the decline of seems a particular occurrence, a port has grown up around it,
the unified Roman Empire (only a few years after the pair on for it has come among seafarers to be called the most reliable
the Avillonian Channel were built), during the decadence of and remarkable of lighthouses. It contains an ingenious
those whom they undeservedly called emperor. Indeed, in front mechanism which actually rotates the beacon in a beam of light,
of towers at both Francia and Portus, the reigning emperor had the likes of which I have seen nowhere else. This was done
a statue of his own countenance erected – a tribute to their because there is another lighthouse further west on the
vanity. Other Roman and Italic lighthouse locations include southern shore, and sailors lost in a storm often confused the
Leghorn, where stands a stone tower 165 feet high; Ostia, two beacons, and even other fires and lights on shore. When
where a tower was erected between breakwaters shortly after one beam rotates, though, it is distinguishable from all other
the harbor was dredged and constructed, in order to mark its lights.
entrance; and Messina, Sicily (which, like Avillon and Francia, The tower itself is not remarkable. It is only a little over
is no longer a Roman province), where the volcano Mt. Etna 100 feet high, and a dwelling for the keeper stands near it. It is
assists the beacon in its duty to mark the harbor. remarkable for the brilliance and clarity of the beacon – which
can be seen for leagues out to sea – and not for the structure
itself. I approached the tower, for does it not make sense to
talk to the keeper of the lighthouse to learn about the

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Dangerous Journeys Mythus Journeys
lighthouse he keeps? It stood near the shore of a sandy beach devices to concentrate the light; or oil lamps. Due to the fact
(which is also unusual, since most lighthouses are on rocky that the lighthouses are located in areas in which they will be
outcroppings or practically in the sea themselves), and as I subject to highly corrosive elements (spray, saltwater, wind,
neared, even in the light of day, I could see a light – as near to etc.) their construction often makes extensive use of the metal
the light of the sun herself as I have seen – turning atop the bronze. Also, the towers are often in highly secluded areas.
tower. I knocked at the door of the house, and a drunkard, not
This last quality proves to make some of the greatest
even bothering to open the door, put his head out a window
difficulty in the construction and maintenance of lighthouses,
and asked me what I desired. Taking him to be an unruly
but their seclusion can also be a strong point. I encountered a
servant I asked to see his master, the keeper of the beacon.
number of beacons which were adjoined to a monastery,
Imagine, great ruler, my shame to discover that he was the
providing a secluded place as well as a needed occupation for
keeper. I then understood one of the things I heard in town,
the religious communities. A number of hermits found
“The beacon must be magick, if it still works while he’s the
residence in lighthouses, as well as retired military officers,
keeper.” I wished him good health and his family prosperity,
looking to end their lives in peace, but still near the sea. (Much
and he did not respond, not even with one of their simple good
of the warfare in the West happens in the water, on boats, and
days, and seemed to just wait for me to continue. I had no more
although it is a strange way to fight, there are many honorable
than said, “I wish to inquire as to the workings of your fabulous
warriors, well trained in the art of combat at sea – this is
and magick lighthouse,” when he broke into a fury. “There is
possibly one reason why they have put such effort into
no magick!!” he screamed, then slammed the window shut. I
developing the use of beacons in the West.)
never was able to find out more about this lighthouse, and I
regret the loss of the knowledge. I thank the gods, though, that This was a wise quest, my Emperor, and it has proved a
the rest of my quest was more successful. fertile ground for the bettering of the empire. You were wise in
sending your servant on this mission, and your Shogun shrewd
Common Traits to advise it. I am eager to share my recommendations with you
I learned that certain traits were shared by most all in person. Until I am once again with my Emperor and my
lighthouses. Most all of the structures I came in contact with family, I wish you health and wisdom.
were solid stone masonry towers, which we are quite capable Your humble servant Tanaka Masahiro
of building.
For an adventure utilizing this information on lighthouses, see
The beacons are produced one of three ways: wood or coal “Elemental, My Dear Man” by Eric Vance Curl and Ryan McRae in
fire, which also produced a column of smoke for guidance in this issue.
daylight; a large amount of candles, often with reflecting

Journeys #6 Lighthouses of Ærth 85


Dangerous Journeys Mythus Journeys
A JOURNEYER’S GUIDE TO ÆRTH
Originally from pp. 22-24
by Ernst Grumbold
We were again somewhat surprised to find another controlled by the stronghold will not have any great extent – a
envelope from this author in our mail. However, upon reading village and a few manors, perhaps. As rank of the chief cleric
its content it seemed a natural companion to his information increases, so too should the holdings and estates of the
regarding a manor. To be certain, however, we requested Gay stronghold. A very important ecclesiastical lord might
Gygax to examine the article. He was kind enough to inform command a town or small city plus various lands.
us that it was accurate, and to suggest we direct readers to The
It must be borne in mind by the reader that not only will
Plan of St. Gall (in brief), published by the University of
the offices be held by individuals who are priests or monks, but
California, Berkeley, 1982, for their confirmation of Mr.
that most others within the stronghold are likewise priests,
Grumbold’s work and further enlightenment as well. Please do
monks or those training to become one or the other. It is
so, readers! Now, on to what this inveterate traveler and author
generally a self-sufficient place. Priest/monk members of the
has to tell us!
stronghold community will handle most tasks of artisan,
Organization of an Ecclesiastical Stronghold craftsman and labor function. Only a few secular persons
The hierarchy within such a place, along with some (individuals not under a vow) will be employed by the
miscellaneous details of what is kept and raised there. stronghold.
When discussing the castle manor, I mentioned that some Chief Cleric: This might be a chief monk (in the strict
were held in fief by a temple. In this regard, I would be remiss Ærth sense of the word, that is a failed priest under a vow),
not to show how an ecclesiastical stronghold, then, is with some great degree of ability in many areas of knowledge
organized, much as I illustrated for readers that detail regarding and skill. More probably, though, it is an office held by a priest
a noble lord’s castle. In order to be as general as possible, I have of some considerable status and power. In terms of socio-
kept exact details to a minimum. Why so, you might well ask. economic class, the individual holding this office will be an
The answer is as follows. I understand that readers of this aristocrat, possibly in the middle tier. Put into Earth’s historical
publication are interested in playing a game whose setting is terms, an abbot ranked in the lower tier of the aristocracy, just
based on Ærth. If I were addressing an audience of readers above a knight, I would think; a bishop fell into the tier of the
whose potential aim was to travel Ærth, I would, naturally, be lesser nobility, coming ahead of a normal baron, possibly; while
far more specific and precise so as to make the work a an archbishop stood in the highest tier above all but the greater
worthwhile guide. princes and their ilk. The chief cleric will sit as chief judge in
The basic information herein presented is intellectually trials where major religious law has been violated.
worthwhile, but it is aimed at utilization as a basis for Provost: (Four to 116 staff, soldiers separately accounted
JourneyMasters to develop make-believe places in their for.) This is the office of the deputy chief cleric. Its holder will
campaign extraction of the real Ærth, for players to understand be the second in command. The office combines the functions
the workings of such a place in actuality and as abstracted for of the three major offices of a castle: steward, seneschal and
the game. In this regard, the stronghold can have a basis of constable. Temporal affairs – almost all everyday affairs in general in
monastic, socio-political, militaristic, or just about any other the stronghold – fall under the supervision of this office. Activities of
kind desired and workable in the scheme of things. spiritual nature are exempted, as are some other specific
The ecclesiastical stronghold is a fortified place not unlike activities. The provost will sit as judge in trials where major
a castle, possibly an actual castle, although in all cases religious religious law has been violated.
structures within it will predominate over everything save Stronghold, lands and the military are indicators of how
needed fortifications. The place might be similar to a medieval complete the provost’s authority is in regards to most matters.
walled abbey or priory. It will always contain a shrine and The list of concerns shown under the boxes indicates the scope
chantry in addition to its chapel. It might very well contain a of the office. What is eaten, made, sold and so forth is under
full-scale temple instead of those lesser religious structures. the provost’s purview. Also, who is there to defend the
In times of trouble, those dwelling on stronghold lands will stronghold is his concern. Of course, most such places will be
seek refuge in the place. Able-bodied men amongst the manned by warrior priests or monks, and few indeed will need
refugees will, of course, serve in the defense in such a case. to hire mercenaries in this regard.
The reader is alerted to the fact that the head of the Dean: (Four to 20 staff.) This is the next most important
stronghold will have a master. That is, the chief cleric will office. The individual holding it is third in command. This
report to some greater one, and that greater one to a yet higher office is in charge of spiritual and medical services such as religious
one in all likelihood. If the chief cleric is of lesser sort, the lands observances, ceremonies and rituals, and also stronghold ports and
86 A Journeyer’s Guide to Ærth Journeys #6
Dangerous Journeys Mythus Journeys
visitors. In addition, this office conducts the court for trials of offenders Notes on Stronghold Livestock,
who have broken minor religious laws. Major laws are tried by the
chief cleric, provost and dean in conjunction.
Gardens, etc.
Livestock maintained within a stronghold will include
Monitor: The office of an assistant dean who observes the some or all of the following kinds, the range and number
residents of the community to see that their spiritual and depending on the size of the place: bees, cattle, chickens, ducks,
physical health is sound. Conduct and discipline are a major geese, goats, horses, pigeons, rabbits, sheep and swine.
oversight of the monitor.
Within the stronghold will be both granaries and fodder
Proctor: The office of an assistant dean who travels to the storage facilities. Granaries will be extensive where beer or ale
lands of the stronghold, especially hospices thereon, to see that is brewed, less so if wine is vinted, although there will then be
spiritual and physical health of those who reside there is sound. a vinting house and grape press instead of a brewhouse and
Porter: The office of the cleric or monk charged with gate great mortars for cracking grain. There will be a mill for flour.
security and watch, who greets visitors, allows them to enter Note that in siege conditions, grain will be saved for human
(or not), and sees to their welfare and proper conduct while consumption and for horses used in warfare. Other livestock
within the stronghold. would be slaughtered and preserved in a fairly short time period
Magister: (Four to 16 staff.) This office ranks fourth in after their specific fodder was consumed.
the hierarchy. The individual who is magister is fourth in Livestock manure is used to assist in the fertilization of
command of the stronghold. The office is concerned with education, fields, orchards, vineyards and gardens.
research and services. Education extends to all levels, from the
Gardens are laid out in beds only five feet wide for easy
lowest to the highest, including the training of aspiring priests,
working. Similarly, beds are raised above ground level by use of
further education for monks and/or priests, the schooling of
timbers or the like. Typical garden crops are:
commoners, and the teaching of aristocratic pupils. This office
maintains the library, conducts research as is appropriate to the stronghold, Medicinal: Basil, cannabis savita, climbing bean, costmary,
and oversees such attendant functions as acquisition of new works and cumin, foxglove, fennel, garlic, greek bay, horehound, iris, lily,
Materia needed for Heka use, save for such material and Materia lovage, mint, mustard, pennyroyal, peppermint, pepperwort,
obtained by the office of the provost (minimal) or dean poppies (two varieties), rose, rosemary, rue, sage, tarragon,
(ceremonial and healing). thyme, watercress and wintergreen.
Again, the boxes under the office of magister simply show Regular Consumption: Asparagus, beans (green & wax), beans
the extent of concern. Few strongholds will have official titles (various for drying), beets, cabbage, carrots, celery, chard,
for the assistants to the magister who are designated to see after chervil, coriander, cucumber, dill, fennel, leeks, lettuces (many
each area. Note, however, that the list of materials and sorts of kinds), lima beans, maize, melons, onions, parsley, parsnips,
work performed under this office are very broad. For example, peas, potatoes, pumpkins, radishes (all kinds), salsify, shallots,
in addition to apotropaism, astrology and so forth, Heka- spinach, squash and tomatoes.
forging, mysticism, demonology, conjuration, necromancy,
Bushes bearing berries are sometimes cultivated within a
etc., could well be areas which are studied, researched and
stronghold. These would typically be blackberry, currant or
experimented in.
raspberry.
Community Proper: Above and beyond members serving
Only small grape arbors are maintained within the fortress.
in or under a specific office, there will be general members of
Vineyards are found outside the stronghold.
the community. There will, then, be some number of
priests/monks in the stronghold, those training to achieve that Orchards within an ecclesiastical stronghold consist
status and possibly some laity as well. A small community might generally of trees of one or more of the following kinds:
number in total only 25 to 50 such individuals, but in such case
Cool to Cold Clime: Apple, cherry, chestnut, pear or plum.
the number in and serving under offices will be less than shown
above. A larger one will have 50 to 100 or more. The greatest Warmer Clime: Almond, apricot, lemon, lime, olive, orange
in size range well into the hundreds, say from 600 to 800. or peach.

Journeys #6 A Journeyer’s Guide to Ærth 87


Dangerous Journeys Mythus Journeys

INDEX OF MAJOR TOPICS


Adventures JF (Joss Factor)
Any Port in a Storm, 4–6 Awarding, 25
Elemental, My Dear Man, 76 K/S (Knowledge/Skill) Area
Grym's Keep, 64–68 Cross-Application, 43–45
It's Never a Good Day to Die, 14–17 Errata
The Prancing Pony Inn (Locale), 45–52 Necromancy, 74–76
The Sceptre of Amun-Ra, 38–42 Smithing/Welding, 74
The Trouble with Tribals, 27–31 Sorcery, 74–76
Ærth Campaign Witchcræft, 74–76
Amenities, 34 Monstrous Things
Castle Rooms, 69 Antmen, 5
Ecclesiastical Strongholds, 86–87 Skeleton Guards, 16
Feudal Strongholds, 52–60 Personas
Heating and Cooling, 20 Evil Personas
Lighthouses, 83–85 Black Dweomercræfter, 30
Lighting, 19 Horace Quintell, Necromancer, 16
Manorial Lands, 69–72 Slaver Crew Members, 31
Memphis, Ægypt, 19–20 Other Personas
Power, Types of, 17–19 Bellias the Innkeeper (Innkeeper/Farmer), 50
Public Works, 33–34 Darius Magus (White Dweomercræfter), 80
Safety, 32–33 Elaine (Inkeeper/Farmer), 51
Sanitation, 31–32 Gawain Cuchucail (Soldier), 80
Water, 20–21 Gerard “Smitty” Smith (Blacksmith), 80
AP (Accomplishment Point), 24 Kaman-Non, Priest, 41
AP/G (General), 25 Kaman-Non’s Followers/Men (Soldiers), 42
AP/S (Specific), 25 Kaspar, Merchant, 41
AP/X (Exceptional), 25 Katerine, Assassin, 40
Awards Rebecca Hearthman (Innkeeper), 79
AP/G (General), 25 Sebastian Beacon (Merchant), 79
AP/S (Specific), 25 Starfire Guild Thugs (Mercenaries), 42
AP/X (Exceptional), 25 Quirks, 2–4
Documents, 26 Blarney, 2
Equipment, 25 Connecting, 3
Fame and Recognition, 37 Gimmicks, 3
Joss Factors), 25 Language Ability, 3
Money, 26 Lucky, 3
Special Connections, 25 Nondescript, 4
Campaigns Perfect Pitch, 4
Management, 23–24 Physical Burst, 4
Multigenre, 61–64 Rapid Reading, 4
Casting Rhyming, 4
Readied, 26–27 SEC (Socio-Economic Class)
Specific, 11–13 Scenarios for, 35–38
Heka SEC Benefits, 2
Generation, 73–74 Special Connections, 2
Awarding, 25

88 A Journeyer’s Guide to Ærth Index of Major Topics

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