The Mythical Journeys II Rulebook

Transcription

The Mythical Journeys II Rulebook
Revised Edition
Live Fantasy Roleplaying
Copyright© 2006, 2007, 2013 Mythical Journeys, LLC
Acknowledgements
Mythical Journeys, LLC would like to thank the following people for their hard work in making this rule book possible:
Project Manager: Jonathan Dale, without whom this rule book would not have been possible.
Mythical Journeys II Rules Team
Gene Barry
Jonathan Dale
Brian Harvard
Derik Rochon
Scott Thompson
Liz Bischof
Troy Danko
Zoë Lawson
Mike Romatelli
Brandon Boucher
Dan Desilets
Grant Lower
Dave Tamburin
David Chau
Paul DiNunno
Carl Mikkelson
Eric Tetreault
Gene Barry
Jonathan Dale
Connor Griffin
Robert Johnson
Derik Rochon
Lacey Trepanier
Michael Calabrese
John Ellingwood
Ed Griffin
Grant Lower
Mike Romatelli
Steph Tyll
Jarrid Clifton
Dan Desilets
Nikki Guarino
Jessi Jaffe
Zoë Lawson
Todd Pahner
Meg Steele
Steph Tyll
Chris Dahlberg
Paul DiNunno
Brian Harvard
Larry Joyce
Amber Loomis
Cameron Peterson
Brian Swedis
Jonathan Dale
Dennis Fusaro III
Michael Henthorne
Allison Kara
Grant Lower
Mike Romatelli
Eric Tetreault
Abby Barry
Saurav Chatterjee
Angela Jacobs
Amber Loomis
Sara Shatkyvich
Steph Tyll
Gene Barry
Jonathan Dale
Jessi Jaffe
Jen Mailloux-Rochon
Dave Smith
Seth Bender
Jay Gormley
Allison Kara
Kaitlyn McCarthy
Meg Steele
Mythical Journeys II 2012 Rules Revision Team
John Agostino
Erica Conlon
Michael Fenton
Kyle Griffin
Rick May
Marc Seyfried
Scott Thompson
Sabrina Arroyo
Sean Conlon
Jay Gormley
Jeff Hyland
Brian Paul
Matt Soucy
Zoë Lawson
Mythical Journeys II Settings Team
Brandon Boucher
David Decker
Jeremy Glidden
Bizzy Jacobs
Kim Langstaff
Todd Maguire
Sara Shatkyvich
Scott Thompson
Models
Tatiana Antunes
Eric Burt
Derek Herrera
Zoë Lawson
Amanda Parla
Scott Thompson
Special thanks to The Lady and the Leopard for supplying costuming.
Photographers: Derik Rochon and Eric Tetreault
Graphic Editor: Derik Rochon
Editorial Staff
Liz Bischof
Jonathan Dale
Layout & Design: Zoë Lawson
Zoë Lawson
Todd Pahner
Eric Tetreault
Mythical Journeys Logo: Louis LeClerc
Original Mythical Journeys Game Concept
Dan Desilets
Louis LeClerc
Brad Harrison
Ian Sudimak
Brian Harvard
Paul Swedis
Craig Laprise
Eric Tetreault
Notice
All rules in this guide are subject to change. Please visit http://www.mythicaljourneys.com for errata and updates.
2.5
C ontents
Welcome to Mythical Journeys ....................................vii
What is Mythical Journeys? ....................................................vii
Why Mythical Journeys ............................................................ix
The Basics ................................................................................. xii
Combat ............................................................................. xii
Healing ............................................................................. xii
Death and Dying ............................................................ xii
Safety Calls ...................................................................... xii
Spells ................................................................................ xii
Beneficial Magic ............................................................. xiii
Effects ............................................................................. xiii
Durations .........................................................................xiv
Special Attacks ................................................................xiv
Traps and Poison ............................................................xiv
Treasure and Other Items .............................................xiv
Searching People and Monsters .................................... xv
Where to Go From Here .......................................................xvi
If You Are Playing ..........................................................xvi
If You Are Casting .........................................................xvi
Part 1 - Getting Started
Chapter 1 - Making a Character ...................................3
Character Creation .................................................................... 4
Character History ..................................................................... 5
Character Classes ...................................................................... 8
Divine Classes: Sanctity and Devotion ......................... 8
Fighting Classes: Finesse and Might ............................ 9
Magical Classes: Power and Sight ................................. 9
Stealth Classes: Precision and Subtlety ........................ 9
General Skills .................................................................. 10
Craft Skills ...................................................................... 10
Character Skills ....................................................................... 10
Reserves ............................................................................11
Choices .............................................................................11
Character Advancement ..........................................................11
Resetting Your Character .............................................12
Advanced Classes ............................................................12
Chapter 2 - Races ........................................................ 15
Race Overview ..........................................................................15
Basic Races .......................................................................15
Special Races ...................................................................16
Basic Races ...............................................................................17
Dwarves ............................................................................17
Elves ..................................................................................18
Famori ...............................................................................19
Humans ............................................................................20
Ra'Kash .............................................................................21
Wargs ................................................................................22
Special Races ............................................................................23
Dark Elves, Half .............................................................23
Enselari .............................................................................24
Fiend Elves .......................................................................25
Frost Elves .......................................................................25
Goblins .............................................................................26
Mistborn ..........................................................................27
Orcs ...................................................................................28
Varns dos Sedrin .............................................................29
Unique Races ...........................................................................30
Racial Skills ..............................................................................31
Chapter 3 - Skills ......................................................... 33
Learning Skills .........................................................................33
Crafting Skills ..........................................................................33
Skill Descriptions ....................................................................36
Skill costs .........................................................................36
iii
Contents
Chapter 4 - Preparing for the Event .........................55
Weapons ................................................................................... 55
Armor ........................................................................................ 55
Light Armor ..................................................................... 56
Medium Armor ............................................................... 56
Heavy Armor ................................................................... 56
Helmets ............................................................................ 57
Shields .............................................................................. 57
Costuming ................................................................................ 57
What Not to Wear ......................................................... 58
The Test ...........................................................................58
Costuming For Cast ...................................................... 58
Real World Equipment .......................................................... 58
General Information ............................................................... 59
Web Site ...........................................................................59
Contacting Us ................................................................. 59
Before the Game ...................................................................... 59
User Profile ..................................................................... 59
Privacy Policy .................................................................. 60
Membership ..................................................................... 60
Registration and Refunds ............................................. 60
Parental Consent ............................................................ 60
Participant Agreement Form ........................................ 60
Part 2 - Playing the Game
Chapter 5 - Arriving at Game ....................................63
Setup ......................................................................................... 64
Sleeping Arrangements ........................................................... 64
Drop Off Your Gear .............................................................. 64
Check In .................................................................................... 64
New Player Meeting ............................................................... 64
Opening Meeting .................................................................... 64
Chapter 6 - Interacting with the Game ....................65
Acceptable Behavior ................................................................ 65
Sexual Harassment Policy ..................................................... 65
Definition ........................................................................ 65
What is Not Sexual Harassment ................................. 65
Complaint Procedure ..................................................... 65
Retaliation Prohibited ................................................... 66
Alcohol and Drugs .................................................................. 66
Cheating .................................................................................... 66
Disciplinary Action ................................................................. 66
Thieves and Stealing ............................................................... 66
Lost and Found ....................................................................... 66
Disguise and Forgery .............................................................. 67
Living Space ............................................................................. 67
Out Of Game Areas ................................................................ 67
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Metagaming ..............................................................................67
Searching Others .....................................................................67
Physical Search ................................................................68
Describing Your Search .................................................68
All Searches ......................................................................68
Carrying Others ..............................................................68
Staying In-Game ......................................................................68
Chapter 7 - Combat ..................................................... 69
Physical Contact ......................................................................69
Stopping Combat ....................................................................69
Combat Safety .........................................................................70
Noncombatant Players ...........................................................71
No-Combat Areas ...................................................................72
Legal Hits .................................................................................72
Courtesy ....................................................................................72
Calling Skills ............................................................................73
Role-Playing Combat .............................................................73
Resist, Armor, Barrier, and No Effect ........................73
Damage and Vitality ...............................................................74
A Hit is a Hit ..................................................................74
Thrown Weapons ............................................................74
Torso Shot and the Stun Rule .....................................74
Death and Dying .....................................................................75
Life States ........................................................................75
Being Dead .......................................................................76
Improving Your Chances ...............................................76
If you return . . . ..............................................................76
Suicide ..............................................................................77
The Dead Don't Sneeze! ...............................................77
Chapter 8 - Sounds of Battle ..................................... 79
Special Attacks .........................................................................80
Melee Weapon Special Attacks .....................................80
Thrown and Missile Weapon
Special Attacks .................................................................................81
Subdue Packets ...............................................................81
Magical Attacks ...............................................................81
Area Effects ......................................................................81
Backlash ............................................................................82
Special Defenses ......................................................................82
Other Details ...........................................................................83
Durations .........................................................................83
While I Sing .....................................................................83
...Until Death ...................................................................83
...To... ................................................................................83
Attack Calls ..............................................................................83
Poison ........................................................................................89
Traps .........................................................................................89
Myt hi cal Journeys Renai ssance
Contents
Chapter 9 - The Stuff Adventures Are Made Of ... 93
Immovable vs. Irresistible ...................................................... 93
Red Stickers .................................................................... 93
Heavy Objects ................................................................. 93
Yellow Stickers ............................................................... 93
Locks ................................................................................. 93
Magical Locks: Secure ................................................... 94
Magical Gates .......................................................................... 94
Loot ........................................................................................... 95
Coins and Money ............................................................ 95
Gems and Jewelry ........................................................... 95
Materials .......................................................................... 95
Components .................................................................... 95
Enchanted Items ...................................................................... 95
Potions and Oils ............................................................. 95
Powders ............................................................................ 96
Charms ............................................................................. 96
Scrolls ............................................................................... 96
Magic Items ..................................................................... 97
Stealing ..................................................................................... 97
Chapter 10 - Magic and Spells .................................. 99
Religions ................................................................................ 111
Fortune .......................................................................... 111
Radiance ........................................................................ 113
Shamanism .................................................................... 114
The Fiend Goddess ..................................................... 115
The Undead Lords ....................................................... 115
Pilgrim Spells ........................................................................ 115
Chapter 12 - Alchemy and Herbalism ....................117
Collecting Magical Components ....................................... 117
Alchemy vs. Herbalism ........................................................ 117
Potions, Oils, and Powders ................................................ 118
Potions and Oils .......................................................... 118
Powders ......................................................................... 118
Learning Alchemy ................................................................. 119
Learning Herbalism ............................................................. 119
Starting Recipes ................................................................... 120
Alchemical Starting Recipes ...................................... 120
Herbalism Starting Recipes ....................................... 120
Using Your Processes .......................................................... 120
Chapter 13 - After Game ..........................................121
Schools of Magic ..................................................................... 99
Your First Spells ..................................................................... 99
Rules of Magic ......................................................................100
Beneficial Spells and Stacking ............................................100
Spellbooks ......................................................................101
Learning New Spells .............................................................101
Teaching .........................................................................101
Knowledge Scrolls ........................................................102
Self Instruction .............................................................102
Beginning Spells ....................................................................102
Elementalism .................................................................102
Mentalism ......................................................................104
Rune Magic ...................................................................105
Wizardry ........................................................................106
Leaving the Game ................................................................. 121
Check Out ..................................................................... 121
Sunday Breakdown ....................................................... 121
After the Game ..................................................................... 121
Feedback Letters and Updating ................................ 121
The PEL in Detail ....................................................... 122
Updating Your Character ........................................... 124
Message Board .............................................................. 124
Donations ..................................................................... 125
Universal Point Rewards ............................................ 125
Miscellaneous Information ................................................. 126
Merchanting Policy ..................................................... 126
Volunteers Needed ...................................................... 126
Cast Members ............................................................... 126
Chapter 11 - Faith and Religion .............................109
Chapter 14 - Advancing Your Character ...............127
Faith, Pilgrims, and Dedication ..........................................109
Casting Faith Spells .............................................................110
Prayer Spells ..................................................................110
Learning Faith Spells ............................................................110
Teaching .........................................................................111
Knowledge Scrolls ........................................................111
Self Instruction .............................................................111
Mythical Journeys Renaissance
Prerequisites ................................................................. 128
Rites of Passage ........................................................... 128
Skills .............................................................................. 128
Focus .............................................................................. 128
Reserves ......................................................................... 128
Choices .......................................................................... 128
Mystic and Holy Weapons ......................................... 128
Prestige Classes .................................................................... 133
Temporary Prestige Skills .......................................... 133
v
Contents
Part 3 - Setting
Chapter 15 - Regions of the World ........................141
Places of Note .......................................................................141
Arkenstone .....................................................................141
Dragon Dynasty ............................................................141
Dumar .............................................................................142
Felnar ..............................................................................142
Forgotten Forest ...........................................................142
Free Cities ......................................................................143
Freelands ........................................................................143
Frozen North ................................................................143
Harradon ........................................................................144
Imperium ........................................................................144
Midnight Moor .............................................................144
New Arcadia and Nova Korhadien .............................144
Oakholme .......................................................................145
Purk .................................................................................145
Sandridden Plains .........................................................145
Sarden .............................................................................146
Shattered Lands ............................................................147
Shimmering Coast ........................................................147
Southern Continent .....................................................147
Valley of No Return ....................................................147
Zelfir ...............................................................................148
Accents ....................................................................................148
Chapter 16 - The World of Pendaan ......................149
The Age of Darkness ............................................................149
The Great Rebellion .............................................................150
The Age of Light ...................................................................150
The Turning of An Age .......................................................151
Recent Events ........................................................................152
507 ..................................................................................152
Felnar .....................................................................152
Arkenstone .............................................................152
Sarden ....................................................................152
Dumar ....................................................................152
508 ..................................................................................152
Dumar and Harradon ..........................................152
Felnar .....................................................................152
Sarden ....................................................................152
Goblins ..................................................................153
Purk ........................................................................153
vi
509 ................................................................................. 153
Arkenstone ............................................................ 153
Felnar ..................................................................... 153
Harradon ............................................................... 153
Sarden .................................................................... 153
Zibberwan, Dragon Dynasty, and El’Idur ....... 153
Ra’Kash ................................................................. 153
Frozen North ....................................................... 154
510 ................................................................................. 154
Felnar ..................................................................... 154
Arkenstone ............................................................ 154
Harradon ............................................................... 154
Dumar ................................................................... 154
Imperium .............................................................. 154
Free Cities ............................................................ 154
Frozen North ....................................................... 154
Dragon Dynasty and El'idur .............................. 154
511 ................................................................................. 155
Felnar ..................................................................... 155
Arkenstone, Part 1 .............................................. 155
Imperium .............................................................. 155
Dragon Dynasty .................................................. 155
Arkenstone, Part 2 .............................................. 155
512 ................................................................................. 156
Arkenstone ............................................................ 156
Turn of Time ........................................................................ 156
Part 4 - Appendices
Appendix A - Weapon Construction........................159
Creating A Safe Sword ........................................................ 159
What You’ll Need ................................................................ 159
Sword Construction ............................................................ 160
Weapon Guidelines .............................................................. 164
Bow and Crossbow Guidelines ........................................... 165
Appendix B - Packet Construction...........................167
Spell Packet Construction .................................................. 167
Construction Needs .................................................... 167
Instructions ................................................................... 167
Index .............................................................................169
Myt hi cal Journeys Renai ssance
Welcome to Mythical Journeys
Six years ago...
It is the 506th year of the Age of Light, rather
optimistically named for the period after the fall of the
Dark Queen. The term is perhaps an exaggeration, but not
without some truth.
The wars of the Great Rebellion are a distant memory.
Even for the Dwarves they are an old tale passed down by
grandparents and for the other races, they are many, many
generations past. Old enmities have shaped prejudices but
the details of their origins are foggy. Many of the events of
the Great Rebellion are shrouded in legend, and the true
history is no longer entirely clear. Nor do any but the
historians really care about the details.
One thing is clear. After the fall of the Queen and the long,
hard battles of the Great Rebellion, there was little
impetus to continue losing troops wiping out the last
remnants of her forces. Without a leader, many assumed
they would scatter or fade away, and weren’t worth the
trouble. Five hundred years later, some still wait for the
Fiend Goddess’s forces to release their grasp on Blackhold.
One settlement lies near the borders of the darkness. On
the northern border of the perilous Forgotten Forest,
south of the Midnight Moor, lie the lands of Felnar. A
crossroads between the port city of Arkenstone, the
holdings of Sarden, the hunting grounds of Harradon, the
Imperial city of Ironwatch, and the western margin of the
woods of Oakhome, Felnar survives despite its perilous
location. Some say it also is spared some of the brunt of
evil’s attacks because it harbors smugglers who trade in and
out of Blackhold. Certainly, both Harradon and Ironwatch
have tried to conquer it under this pretense, but the
intervention of other states has so far kept it independent.
It attracts a curious mix of traders, magical researchers,
treasure hunters, those tempted by the promises of
darkness, and those dedicated to wiping out darkness’s last
vestiges. A place of struggle, strife, heroism, and above
all… adventure.
In the small town of Eldyrwood, just a few days journey
outside Felnar, an unlikely assortment of brave souls is
gathering. Some have their eyes out for hints of ruins from
the war, or even from the settlements of the Golden Vale
destroyed at its inception. Others are concerned or fascinated
with the liches said to dwell within the Forgotten Forest and
on the Midnight Moors. One way or another, each of them
will find their destiny soon, for dark powers are gathering.
The Age of Light has lasted five centuries, but all things must
come to an end...
It is now the 512th year of the Age of Light. The great Fiend
War has come to a close, leaving Pendaan battered but intact.
Arkenstone has only just been freed from fiendish control
while other regions are still rebuilding. Magical storms rage in
the Imperium, and undead hordes roam in southern Purk and
the northern Free Cities. Heroes and heroines have saved the
day before, but what is yet to come?
What is Mythical Journeys?
Mythical Journeys is a game in which an everyday person
like you can live the life of a fantasy hero or villain for a
weekend. Using your imagination, creativity, and the
game’s rules you create a role of your choosing much like
the author of a book or movie would do. You then play this
character for an entire weekend at Mythical Journeys,
making decisions and doing what you feel your character
would do in any given situation. This is known as
improvisational theater.
Unlike regular theater, there are no scripts to follow or
lines to memorize at Mythical Journeys. You say and do
what you feel your character would and face the
repercussions of your actions within the game. You, and
hundreds of others who are working with you, create this
fantasy world and are your own audience in a consistent,
ongoing storyline that continues for years.
Using thousands of props, masks and costumes, the
creative staff of Mythical Journeys sets the stage of a 100acre camp by transforming everyday buildings and cabins
into taverns, alchemy labs, mages guilds, shops, town hall
and much more. There is no need to ask “What do I see
before me?” in this WYSIWYG (what you see is what you
get) game that leaves little to your imagination.
With the words “Game on” on Friday night, the fun begins.
Citizens of the town rush off to attend guild meetings,
suspicious folk hang out in the shadows of the tavern,
adventurers make dangerous treks into the monster-ridden
forest, and the staff of Mythical Journeys begins to send
supporting actors out (Cast) to interact with you and your
fellow players to help move the story along.
You are now your character for the weekend. There are
monsters to do battle with, mysteries to solve, maps to
follow, friends to make, and an unlimited number of things
for you to see and do. The choices are yours to make and
you are in control of your own destiny. It is in this
enchanted world you can face off against darkness itself
and become a legend.
vii
What is Mythical Journeys?
I’ve done something like this before so what sets
Mythical Journeys apart?
So you’ve “been there and done that,” but you haven’t done
anything like Mythical Journeys before. Here are some
things to consider when it comes to us:
Active Membership - Mythical
Journeys runs six
weekend-long events every year, occasional one-day events
and a community-building winter feast during the offseason. When the game isn’t in session our members are
actively flooding our message board, having between-event
get-togethers and meetings, sending e-mails, and trying to
guess what’s up our sleeves for the next event. This is a
great place to make new friends who share a common
interest.
Choices - When your character and history are approved
by Mythical Journeys, you are able to take your character in
any direction you choose. Heroes and villains alike receive
support from writers and “player vs. player” encounters are
a possibility for those who wish to pursue that path. Just
be prepared to face the repercussions for your actions in a
Feudal-style justice system.
With so many choices, plots, and options available you
aren’t left in the cold if you don’t want to participate in a
particular adventure. There is always something to see or
do for those willing to explore the unknown.
Combat & Safety - Our first concern is the safety of our
members and we always go the extra mile to insure this.
Mythical Journeys uses safety-checked foam weapons for
combat resolution as well as soft beanbags for magic spells.
All weapons do a single point of damage per hit. This
makes combat easier to follow, more “in-game,” and
balanced regardless of how powerful a character or monster
is.
Consistency & Continuity - Like any good story, the
work of our writers is reviewed by an editor for continuity.
This helps make the world more consistent and the
storyline able to continue smoothly. And when your
actions change the world—the world changes.
Easy Rules - This guide is the culmination of nearly ten
years of member feedback that has allowed Mythical
Journeys to create a streamlined game system that is both
easy to learn and fair to everyone involved. Mythical
Journeys rules are consistent from event to event
eliminating a need for constant “Holds!” and rules
viii
P a rt 1 - In tro ductio n
clarifications that interrupt game play. Additionally, new
players are instructed in how to play the game to make sure
they are comfortable with the system and aware of the
rules. Our goal is to keep the game fair, user-friendly and
flowing as much as possible.
Instant Action—Just Add You - Mythical Journeys runs
specially developed new player adventures designed to pull
you right into the action your first event. These adventures
often group you with other new folks, enabling you to
make new friends while exploring a monster-ridden forest,
decoding notes, following maps, interacting with veterans,
and having fun.
Rich Storyline - We have several teams of highly creative
writers who spend hundreds of hours between adventure
weekends writing up the numerous high-fantasy stories and
adventures you’ll encounter at events. Some of these
stories continue from event to event while others play out
quickly. These same writers are responsible for breathing
life into the game’s world with books upon books worth of
background information, lore, and statistics. You won’t
believe the things you can discover in the library, on
ancient scrolls or simply by talking to others. This alone
makes the world seem real as though it has been around for
thousands of years.
Characters are able to take heroic risks and become legends
with a lenient death system that offers second-chances.
This means more opportunities to make a name for
yourself and further develop your character.
Make A Difference - Our plots don’t railroad you to a
pre-determined ending. We decide how it starts but no one,
not even us, knows how it will end. At every step of the
way, your actions determine the outcome. That outcome
may determine the path of future plot for years—until
another player comes along and changes it again.
Service - Mythical Journeys is a game run like a
professional business or organization. Our goal is to offer
fair and consistent service to our members and proactively
prevent issues that affect game integrity before they arise.
We know this all sounds too good to be true, but don’t
take our word for it. We encourage you to visit our online
message board and ask our members what they think of the
game. They’ll give you their honest opinion of the game
and what to expect. You won’t be disappointed.
Myt hi cal Journeys Renai ssance
Welcome to Mythical Journeys
Why Myt hical Journeys
Why Mythical Journeys
Mythical Journeys is usually an odd curiosity amongst
those who have not tried it. The concept of “make-believe”
often implies a lack of organization and direction. In
today’s success driven world, why would anyone want to
participate in Mythical Journeys when there are countless
television stations, movies, videos, computer & board
games, magazines, web sites, sports and many other forms
of entertainment? While it appears that other activities
offer a more consistent level of social interaction and
benefits, you’ll be amazed to discover just how beneficial
and unique Mythical Journeys really is. There is far more
to it than mere amusement. Often overlooked, Mythical
Journeys games provide a combination of benefits that are
uniquely its own.
1. Mythical Journeys is social. It requires participants to
verbally interact face-to-face with friends (not strangers
over the Internet) in a positive manner. This interaction
with peers helps to develop social skills that can be applied
to the everyday world: teamwork, fair play, conflict
resolution, and many other “people skills.”
2. Mythical Journeys is educational and encourages
reading. Participants are encouraged to seek out new
knowledge to enhance their playing experience and often
read about ancient history, mythology, weaponry, science,
codes of honor and much more. It is no surprise to find
our members improving their reading skills with books by
renowned writers such as C. S. Lewis, J. R. R. Tolkien,
T. H. White and even Mark Twain.
3. Mythical Journeys teaches an inherent sense of morality.
The sense of honor, honestly, loyalty, and courage all
pervades our environment. At the same time, chivalry is
tempered with logic and strategic thinking. Very few
traditional sports have preserved these concepts so innately
into the mechanics of their game.
4. Mythical Journeys encourages a “drug-and-alcohol free”
environment. Because safety is an important overlying
concern at Mythical Journeys, alcohol and illegal drugs are
strictly forbidden and enforced with a zero-tolerance
policy. There are no “warnings” or second chances in this
regard. Rule-breakers are expelled from the game
immediately and permanently. Not only does this make
game play safer, but it also reinforces the concept of a
drug-free environment where one can interact with friends
who share a positive, similar interest.
5. Mythical Journeys is relatively inexpensive. Mythical
Journeys doesn’t require memory upgrades or expensive
equipment. Once you have your costume and equipment
the remaining costs are nominal. Because all props and
equipment are crafted from common household items,
there are no brand names and endorsements to worry about
keeping up with. This often levels the playing field for
people who do not have a financial advantage.
Mythical Journeys Renaissance
6. Mythical Journeys is about having fun outdoors.
Psychological studies have shown the importance of play to
human health and well-being. Mythical Journeys is very
much about getting “off the couch” and into the great
outdoors. Leaving the video game or computer screen
behind, Mythical Journeys characteristically incorporates
hiking down nature trails and navigating woodland paths,
or at least running away from monsters.
7. Mythical Journeys improves self-esteem. People need a
certain amount of interaction with others to feel a sense of
belonging and camaraderie. This builds self-esteem. Taking
part in social and leisurely activities helps to achieve this.
Players learn to set realistic expectations and achieve the
in-game goals they set. A routine sense of accomplishment
also increases their feeling of self-worth and confidence.
ix
Why Mythical Journeys
8. Mythical Journeys encourages teamwork. In some cases
participants can only succeed at a given quest if they work
together as a team. Participants are encouraged to work
together to solve puzzles and overcome obstacles. Parties
(teams) must organize themselves and delegate tasks in
order to complete quests while building trust and a sense
of community. These are valuable lessons that can be
directly reapplied in the real world where employers state
that individuals are often not prepared to work in a
collaborative work environment. In traditional educational
settings, unfortunately, teamwork is usually not high on
the priority list.
9. Mythical Journeys has no losers. Many sports and games
pit players against each other in a win/lose battle. Mythical
Journeys encourages players to work together as a single
team to complete goals and objectives, overcome obstacles
and save the day. Furthermore, it teaches that winning and
losing is not “the end”; that winning or losing does not
solely determine one own worth. At Mythical Journeys,
each loss only acts as a vehicle to teach the player how to
better survive and achieve.
10. Mythical Journeys encourages imagination and creative
expression. Many of our members enjoy painting,
sketching characters, and sewing. Some write game-related
poetry or short stories, compose game-related songs, and
create costumes. Others enjoy cooking “period” meals.
Simply participating in the game automatically requires
one to exhibit their creativity by creating their character
and interacting in a fictional world in which the game takes
place.
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Part 1 - Introduction
11. Mythical Journeys teaches conflict management. When
participants are posed with a problem, they are encouraged
to create and explore different methods of problem solving
within the constraints and resources of the game. Players
must learn to become objective and look at things from
another person’s point of view. Participants learn that
things aren’t always what they appear to be and to get all
sides of a story through research and better understanding.
12. Mythical Journeys is safe. Mythical Journeys enjoys an
excellent safety record that far exceeds the safety records of
most other sporting endeavors. At Mythical Journeys,
safety guidelines are enforced with mark precision. A
mandatory equipment check is performed on all
equipment; and the safety protocol is reviewed at each and
every game before any action begins. All physical conflicts
happen within the construct of the safety protocols that
only allow for actions that can safeguard the well being of
all other players.
13. Mythical Journeys improves public speaking skills.
Mythical Journeys is a verbal game and through practice
players improve their speaking skills. Live Role-Playing is
also a form of acting (Improvisational Drama) and
participants learn to improvise and convincingly present
themselves to others while they play. Improvisational
drama teaches participants to imaginatively solve problems
or think on the spot. This type of “thinking on your feet”
learned at Mythical Journeys becomes an invaluable skill in
the real world.
14. Mythical Journeys doesn’t discriminate. Mythical
Journeys members can be almost any age, ethnicity, health/
disability, income, religion, sexual orientation, shape, size
or level of fitness. Likewise, in-game, players learn to
accept and reject other player characters based on actions
and character traits and not appearance or association.
Myt hi cal Journeys Renai ssance
Welcome to Mythical Journeys
15. Mythical Journeys is occupational counseling. Many
parents complain that their children have no professional
interests; no direction for the future. In addition to its
therapeutic benefits, Mythical Journeys allows us to “try
on” different occupations (merchant, scientist, firefighter,
policeman, tavern keeper, botanist, soldier, guardsman,
etc.). This can be a useful tool that helps participants
realize what professions may make them happy in real life
without the rigors of real-world trial and error.
16. Mythical Journeys is something you can do with your
kids. You heard right. Parents are encouraged to participate
with their children. Unlike other sporting events such as
baseball, football, soccer, etc., parents are active
participants instead of simply those cheering on the
sidelines. Struggles and achievements are experienced
together, enabling parents to create stronger bonds with
their children. Playing with your kids is a lot of fun.
Mutual participation is a great way to learn more about
your children in ways you may never have otherwise
learned. Bonding with them gives you a chance to see what
their friends and social circle is like. Plus it makes you the
coolest parent in your neighborhood.
17. Mythical Journeys improves physical prowess and
reduces stress. Participants are put into situations that may
test their manual dexterity and challenge them physically
through balance, strength, endurance and aerobic
exercise—a proven method in stress reduction. Most
players will attest that after a full weekend event, they go
home “stress-free” of their everyday pressures.
18. Mythical Journeys teaches critical learning traits.
Critical learning traits allow individuals to become
empowered learners. At Mythical Journeys participants
learn
problem
solving,
independent
thinking,
organizational skills, and teamwork, while expressing
individuality through creative outlets and confidence
building.
Mythical Journeys Renaissance
Why Myt hical Journeys
19. Mythical Journeys encourages leadership skills.
Mythical Journeys encourages members to be enthusiastic
and optimistic while teaching creativity, flexibility and
cooperation—all key requirements to building strong
leaders. With these tools, participants will learn to
delegate, hire individuals who have different skills sets,
seek advice from others, show dedication and stand by
their team members. Finally, participants will learn to take
their leadership potential to the next level through vision,
mentorship, sharing in celebration, giving back to their
community, and not letting it all go to their head. Skills
learned during Mythical Journeys are often applied to the
real world through increased self-confidence.
20. Mythical Journeys is wish fulfillment. Mythical
Journeys is sometimes mistaken for rank escapism. Given,
using fantasy to escape from responsibility is obviously
detrimental. However, there is something to be said for
“productive escapism”. Doing the same old thing day-in
and day-out can eventually wear even the best of us down.
Mythical Journeys can be a relief from the every-day grind
and enables us to become a fearless warrior, a prince/
princess or even a wise, old wizard for a while. Mythical
Journeys lets us be someone else for a short time... and
most of us could use that break in our lives.
So why play Mythical Journeys? Mythical Journeys is a
positive and social form of entertainment that encourages
team play and camaraderie. Not only is Mythical Journeys
fun, but educators and counselors have also used roleplaying for decades to improve skills and encourage
learning. Mythical Journeys is storytelling, one of the
oldest art forms known to mankind. It is a great way to get
off the couch, off the Internet or out from in front of the
television into a positive, drug-free environment. It is here
you will make new life-long friends and acquire some
adventurous tales you can share for the rest of your life.
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The Basi cs
The Basics
The basics of Mythical Journeys are very simple. If you are a
player, you will play a single character that you have created. You'll
dress like the character, act like the character, and even try to think
like the character. If you are a member of the cast, you will play
many characters and creatures over the course of the event, but
you'll still dress and act like the character or creature you are
playing.
Each character's capabilities are defined by their Skills. These may
be simple, like the ability to swing a sword in combat or the
ability to read. Or they may be more complex, like the ability to
cast spells or perceive the near-invisible magic auras that surround
enchanted items. Some skills create exceptions to the rules
summarized in this section. For the sake of simplicity, these
exceptions are not listed here. For information about making a
character, see Chapter 1 Making a Character. For information about
the skills, see Chapter 3 Skills.
Combat
The world of Mythical Journeys is a dangerous one and you may
need to defend yourself. Combat is simple. We use safe, padded
weapons (see Appendix A Weapon Construction for details). To
damage your opponent, you simply strike them with your weapon.
You don't need to hit hard; any touch to a legal target area is a hit
and does one point of damage. Hits to the head, hands, feet, and
groin are not legal targets and you should avoid striking them.
Anywhere else on the body counts. A blow that is partially blocked
but still touches the body is still a hit. Each time you take a point
of damage, you lose 1 Vitality. When you have only 1 Vitality left,
you can only lose it if you are struck in your torso area, but any
hit to a limb will Stun that limb, making it unusable for 5
minutes or until healed.
Some skills permit you to make special “called” attacks. You call
the effect and then swing your weapon. If it hits an appropriate
target, the target takes the effect. For example, if you have the
Maim skill, you could call “Maim” and then strike. If your swing
hit the target's limb, that limb would be Maimed and unusable
until healed. The skill is not expended unless the strike hits or is
resisted. For most called weapon attacks, the strike must hit any
legal target area on your body, but is not effective if it hits your
weapon or shield. (Disarm is effective against a weapon only, and
Knockdown and Push are effective if they hit your body or your
shield.) If an effect is called, it replaces the normal 1 point of
damage from the strike. See Effects, below, for a brief summary of
the effects that can be called.
For more details about combat, see Chapter 7 Combat.
Healing
The most common forms of healing are bandaging and the
Healing spell. Bandaging is used on a patient who is unconscious
and dying. It takes one or five minutes, depending on the skill of
the bandager, and when it is complete the patient is restored to 1
Vitality (bandaging will not raise them above 1 Vitality).
Bandaging can also repair Maimed or Stunned limbs even on a
conscious patient.
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The common Healing spell can be used on anyone, not just
the dying. It takes one minute to cast and restores 1
Vitality, up to their original maximum Vitality, and also
repairs all Maimed and Stunned limbs. More advanced
healing spells heal more Vitality or do so more quickly.
Death and Dying
If you are reduced to 0 Vitality by damage, you fall unconscious
and begin bleeding to death: you are Dying. Fall down, lie
motionless and silent, and begin silently counting out 5 minutes.
If someone begins tending you, with bandages or other types of
healing, this will pause your count. Otherwise, if you are not
healed before the 5 minutes are up, you will die.
If you are helpless (e.g. Unconscious, Paralyzed, etc), someone
with the Quickdeath skill can finish you off by placing their
weapon on your torso and stating “I grant you a quick death.” If
they are not interrupted, you die immediately.
Once you are Dead, healing and bandaging are no longer effective.
Your dead body will linger for another 5 minutes before you
dissipate, become a spirit, and go to Fate. (If no one is around to
take interest in your body, you may dissipate early.) Keep your
eyes down, do not interact with anyone, and go directly to Fate. If
anyone tries to interact with you, just say “Spirit.” When you
reach Fate, knock on Fate's door and wait to be called before Fate,
who will determine what will happen to you. Normally, you will
not remember your last 5 minutes of consciousness before your
death.
Safety Calls
Three calls are used for out-of-game concerns and safety
issues.
Caution: this call is used to warn people of a dangerous
situation. For example, Caution would be called if your opponent
is about to back into a tree or step on a fallen person. Caution
creates a personal hold between the individuals involved. Nothing
affects either of you until the situation is resolved. You should
resume play as quickly as it is safe to do so.
Clarify: this call is used when you don't know the effect of a call,
or could not hear it clearly enough to understand. Like Caution,
Clarify creates a personal hold until the situation is resolved.
Hold: it is rarely necessary to stop the action for everyone in the
area, but when it is necessary, the call of Hold is used. For
example, if there is an injury and the action needs to be stopped
to avoid further harm. When Hold is called, everyone present
must stop and drop to a knee. Allow people to deal with the
situation. When the situation has been resolved, the most senior
person present will count down “3... 2... 1... Game on.”
Spells
Some characters have the ability to cast spells. Spells are powered
by Mana or Faith. Each spell will have an Incantation and a cost in
Mana or Faith. To cast the spell, you expend the Mana or Faith
and state the incantation. If the spell is offensive, you throw a
spell packet—a small beanbag filled with birdseed—at the target.
If it hits anywhere on the target, even on their shield, weapon, or
Myt hi cal Journeys Renai ssance
Welcome to Mythical Journeys
cloak, it takes effect. If the target is willing, you may simply touch
them with a packet or, if they give permission, with your hand.
Certain conditions must be met when casting a spell:
y The Incantation must be spoken clearly and loudly
enough for the target to hear everything you are
saying.
y If your spell requires the expenditure of Mana, you
cannot cast it while you are wearing Armor.
y You may not have anything in your hands except one
spell packet. At least one of your hands must be free
(not pinned, bound, or Maimed).
y You must have both feet stationary while speaking the
incantation, and can take only one “pitching step”
while throwing the packet.
Most spell incantations are descriptive. For example, “Through
fire, bolt, damage one” is a simple spell that does one point of
damage. “I heal you one vitality” will heal you, restoring one
vitality and also repairing any Stunned or Maimed limbs (this
spell takes one minute to cast).
Spells can have many of the same types of effects as called weapon
attacks. See Effects, below, for a brief summary of possible
effects. All magical damage is treated as a torso hit. If you are on
your last Vitality, it will take away that last point and leave you
Dying, even if the packet hit your limb.
Beneficial Magic
Some magic is harmful, but other spells can be helpful. Most
helpful spells are Shield, Barrier, Armor, or Bestow effects. You
may receive these benefits from a spell, potion, scroll, magic item,
or other source. If it is one of these types of effects, it will have
the word Shield, Barrier, Armor, or Bestow in it. You may only
have one effect of each type on yourself at any time. For example,
you can have a Shield and a Barrier, but not two Shields. If you
receive a second one, you must decide which one is removed.
A Shield allows you to resist one effect of the specified type. For
example a Fire Shield allows you to resist one spell with Fire in its
incantation. A Slumber shield allows you to resist the Slumber
effect once. When using a Shield defense, you must state
“Resist.”
A Barrier allows you to resist all effects of the specified type for a
certain duration. For example a Fire Barrier would allow you to
resist all Fire spells, typically for one or five minutes. When using
this defense, you must state “Barrier.” You'll also hear “Barrier”
called by enemies who are temporarily protected against different
kinds of attacks, including creatures who are immune to nonmagical weapons until their defense is broken.
An Armor effect provides protection similar to armor. For
example, the Ice Greaves spell (”Through ice, I armor your bones,
resist next maim”) allows you to resist one Maim effect.
A Bestow effect grants you use of a skill or spell. For example, the
Rune of Holding spell allows you to be Bestowed the use of a
given spell.
Mythical Journeys Renaissance
The Basics
Effects
These effects may be called as weapon attacks or as spells, or even
specified as the effect of potions or other magic.
Acid: represented as splashing water, acid does 1 point of damage
if it hits your body at all.
Amnesia: for the duration, you are unable to remember
anything, even your own name.
Assassinate: if it strikes your back, you are instantly Dead and
cannot be healed.
Backstab: if it strikes your back, you take 3 damage.
Betrayal: you must try as hard as possible to kill or destroy your
friends.
Bind: your wrists are bound to your sides and you cannot fight
or cast spells.
Bloodrend: in one minute, you will lose all your Vitality.
Charm: you must treat the caster as your closest friend.
Disarm: drop your weapon, and you cannot pick it up for 5
seconds. If called with a weapon strike, it must hit your weapon.
Two-handed weapons held in both hands are immune, as are
shields and bucklers.
Death: you are instantly Dead, and cannot be healed.
Disease: you cannot be healed by any means, including
bandaging and Karma.
Dispel Enchantment: you cannot use any magic item,
including potions and scrolls. Defenses against spells will not
protect you against Dispel effects.
Dispel Magic: any spell cast upon you is removed. Defenses
against spells will not protect you against Dispel effects.
Drain Vitality: lose one vitality; it cannot be healed (unless you
go to Fate). If all your vitality is drained, you fall and start dying,
but can still be healed your last point of Vitality.
Enslave: you must do anything the caster says, even kill yourself
or your friends. (You do not need to reveal any secret
information, however.)
Explosion: the caster throws a handful of packets and you are
affected if any of them hit you, but do not take extra damage if
hit by more than one.
Feeblemind: you cannot cast any spell by any means, or use any
called expendable skill except those whose call is “Resist.”
Final Death: you are dead forever. You will go to Fate, but never
return.
Flat: the attacker is pulling their blow, and the attack does no
damage.
Forget: you permanently forget the events of the last 5 minutes.
Freeze Limb: your limb is frozen solid and cannot move.
Knockdown: you fall down and must lay flat on your back/front
before getting up again. If called with a weapon strike, it even
works if it hits your shield.
Magnetize: your body or the specified object is pulled to the
specified location and cannot move from it.
Maim: your limb is broken and cannot be used. You cannot hop
with a Maimed leg or hold things in a Maimed arm.
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The Basi cs
Mimic: you must be dead for this to work. It animates you as a
minor undead who will serve your creator. Any skills expended
while you are a mimic will be restored when you go to Fate.
Pain: you suffer overwhelming pain which continues until you
fall and touch both knees and a hand to the ground.
Paralyze: you are immobilized and must stand in place,
motionless.
Petrify: your body and everything on it is turned to stone. You
are immune to non-magical attacks and cannot be searched, but
you also can't move.
Pierce: this attack (which must be an arrow, crossbow bolt, or
javelin) will be effective even if it hits a target wearing medium or
heavy armor (which normally resist missile attacks).
Poison: you suffer 10 seconds of agony during which you cannot
fight, cast spells, or defend yourself. After 10 seconds, you fall
unconscious for 5 minutes. At the end of that time, if you have
not been Cleansed, you die.
Push: you must immediately move at least 10 feet from the
attacker.
Repel: you must begin moving away from the attacker, and
continue moving away for one full minute.
Silence: you may not speak or otherwise vocalize, and you are
unable to cast spells or use any skill with an in-game incantation.
Slay: if it hits your torso, you take 5 damage.
Slumber: you fall into a magical slumber and cannot be woken
up except with an Awaken spell.
Snare: your feet are bound to the ground and cannot be moved.
Subdue: if the subdue packet hits your torso, you fall to the
ground for a quick ten-count, during which time you may not
defend yourself.
Venom: this will be called with another effect. Take the other
effect, but it can also be resisted as a Venom and, if it has an ongoing effect, can also be cured with a Cleanse spell.
Waylay: if it hits your back, you fall unconscious for 5 minutes.
Weakness: you are unable to fight, carry heavy objects or other
characters, or even to throw spell packets farther than 5 feet.
Wither: your limb is unusable, and cannot be cured except by
Cure Disease.
Durations
Some effects are instant (e.g. Damage, Death), and some
continue until you take a required action (e.g. Knockdown, Pain).
Ongoing effects always last one minute unless otherwise
specified.
Until cured: this is an ongoing effect that will not go away on
its own. It lasts until it has been cured.
Until death: a few effects become more severe and eventually
fatal. For example, “Through earth, petrify five minutes until
death” will turn you to stone for five minutes. At the end of the
duration, if it has not been cured, you will de. If the effect is
cured, the death is prevented.
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Special Attacks
The most common attacks are weapon strikes and spells.
However, there are a few other possibilities.
Backlash: after you strike a creature with your melee weapon, it
may call Backlash followed by an effect. The person (or people)
who struck the creature takes the effect. Backlash can only be used
in response to melee attacks that have injured the creature; it does
not protect the creature against your attack at all.
All Within... magic that affects everyone within a designated
area will begin with a call of “All Within...” followed by a
description of the area. For example, “all within this cabin, heal
one vitality” would restore one vitality to everyone inside a cabin.
Traps and Poison
Danger comes in many forms. Traps lie in wait for the unwary.
There are several types:
Acid traps: any squirting water represents acid. If any water hits
your body, you take one point of damage.
Buzzer traps: these are magical traps which Paralyze you for 1
minute.
Flash traps: everyone in the area of the flash suffers Pain.
Mechanical traps: if you are struck by anything like a weapon,
you take either the Slay effect (if it hits your torso) or the Maim
effect (if it hits a limb).
Popper traps: small poppers or string pull-traps represent
caltrops or small explosives. These Maim the limb that set off the
popper.
Contact poison: vaseline represents a poison that affects the
first person to touch it. It causes the Poison effect—you are
incapacitated for the first 10 seconds (no fighting or casting
spells), then unconscious for 5 minutes, and then if not cured
you will die.
Ingestive poison: poison in your food or drink is represented
by a Swedish Fish (a red gummy candy). If you find a Swedish
Fish in your food or drink, whether or not you consumed it, you
have been poisoned, with the same effects as Contact Poison.
Treasure and Other Items
Adventure takes more than enemies and traps, there must
also be treasure and other types of enchantments.
Coin: the common currency consists of copper farthings, silver
crowns, and gold sovereigns. A gold sovereign is worth 10 silver
crowns; a silver crown is worth 10 copper farthings.
Battle scrolls: these small scrolls written in special scripts store
magical spells that can be used by characters with the Read Magic
or Read Divine skills.
Potions: a piece of paper rolled up inside a clear film canister
represents a potion. On the outside, you will see a picture of the
potion and a color which you can use to identify familiar potions.
To use the potion, open the vial and read the paper. You cannot
open the vial or read the paper without using the potion.
Gems, Ores, and other materials: many types of gems, ores,
and other materials such as furs, leather, and glass can be used by
craftsmen, ritualists, and others.
Myt hi cal Journeys Renai ssance
Welcome to Mythical Journeys
Yellow stickers: other items that can be taken are marked with
yellow stickers. The sticker indicates that the item must be
checked in at the end of each event.
Red stickers: items marked with red stickers cannot be taken,
either because they are immobile, breakable, or simply have no
value. If the red sticker has a number written on it, it represents a
very heavy item. It can only be moved by the combined efforts of
the number of people written on the sticker. Each person needs to
be able to get both hands on the item in order to assist.
Locks: in-game locks are represented by locks with a yellow
sticker or Mythical Journeys logo (other locks should not be
disturbed). Such locks can be picked if you have the Lockpicking
skill and the ability to do so—you'll need to actually open the
lock. Otherwise, the item with the lock cannot be opened.
Secure: items can also be magically locked. The opening will be
covered with a Secure tag indicating the strength of the Secure
spell. It can only be opened by the person who placed the Secure
or someone who casts a sufficiently potent Pry spell.
Gates: a doorway ringed with light represents a magical Gate, a
portal through which a distant location can be reached. You may
pass through the opening only if the lights are on. Using magical
Gates can have harmful effects on those who do so often, though
there are no untoward effects of a single trip.
Searching People and Monsters
After the defeat of your foes in combat (or just stumbling across
their unconscious bodies), you may wish to search the bodies for
treasure. You may search any dead, unconscious, or non-resisting
body. The physical contact rules of Mythical Journeys require that
one person may touch another only with the consent of both
parties. Consequently, searching others must proceed as follows.
Approach the person and state “I search you.” The victim may
respond with either “You may search me” or “Describe your
search.” You may always choose to describe your search if you
prefer. Regardless of which searching method you use, you still
must accept any effects that such a search might inflict upon you
(e.g., poison or disease).
Physical Search: If the person you are searching responds
“Search me,” this means that they have given you permission to
do a basic body search. In this situation you are permitted to pat
their pouches and pockets and generally search their clothes. Do
not touch taboo areas such as the groin and chest. No in-game
items or coins may be hidden in “taboo” areas, including inside
your pants or under a skirt.
Describing Your Search: If the person you are searching
responds with the statement “Describe your search,” this means
that they have refused permission for you to do a body search.
You must roleplay searching their body, leaning over them close
enough to perform a search, but perform your search verbally by
describing where you are searching. Describe your search with a
series of “I search your (area)” statements, which must be
answered truthfully. For example: “I search the pockets of your
tunic.” “You find nothing.” “I look for anything around your
neck.” (Victim removes jeweled necklace and gives it to searcher)
“I search both your boots.” “You find nothing.” “I search the
small of your back.” “You find a tiny dagger strapped to my back”
(removes dagger and hands it over) “I remove your bracelet”
“Prop.”
Mythical Journeys Renaissance
The Basics
Although the search is being described, your responses must be
true. You can hide an item in your boot, but it must really be
hidden in your boot. You cannot simply describe it as being there.
Each area to be searched will take about 5 seconds. However, if
you are being searched in an area that has already been searched by
someone else, you should immediately tell the searcher. “I search
this pouch.” “It looks like it has already been opened and
emptied.”
All Searches: Any search that is thorough enough will
eventually reveal everything you have. After five minutes of
search, you must hand over any in-game items that have not
already been found. You may hand them over earlier if you prefer.
Cast, especially, who may need to get on with another role, may
choose to hand over any loot more quickly.
If you have an item on your body that is not in-game, simply state
“Prop” when the searcher says, “I take your (blank).” Obviously,
items acquired in-game cannot be props. This rule is to enable
players to enhance their characters’ costumes without risking the
loss of their real-life treasures. Anything that has in-game value
can be stolen. Additionally, any item that has been sealed in an ingame way (e.g. with a lock or Secure spell) can be taken, if the
searcher has the ability to do so.
You may take weapons to put them out of reach, for example if
you are afraid your victim is not entirely dead. However, you may
not take and keep the weapons unless they are yellow-stickered.
You must leave them nearby where your victim will easily be able
to find them.
On occasion there will be the need to gather things like Fiend
claws, Troll’s hide, and other components for the completion of
potions and such things. This will be dictated by plotlines
delivered during the events. A vivid description of cutting up a
body, or of a full body search will not be necessary and will not be
tolerated by Mythical Journeys. Harvesting parts outside of
designated plotlines will prove futile (no Cast Member will
purchase them from you). Anything that can be taken and has
value will be represented by a prop that the monster will give you.
It is polite to gently roll any monster’s body out of sight
to keep it from decaying in public (see Carrying Others).
This allows that cast member to leave the area more
quickly so they can come back out into play sooner.
Searching Cabins: Cabins and most other buildings are ingame unless otherwise marked, and you can enter them in search
of treasure—although there may be in-game consequences of
doing so.
In-game items can be taken: in-game coins, gems, minerals,
crafting materials, potions, scrolls, any item with an Appraisal or
Magic Item code, or any yellow-stickered item. All in-game items
must be stored in in-game locations, never in out-of-game
locations (such as your car).
Other items, especially personal items such as clothing, bedding,
and food, cannot be taken. In addition, underneath the beds is
considered an out-of-game area. No in-game items may be placed
there, and you may not search there.
The out-of-game belongings of other players must always be
treated respectfully. These items should be left in place, not
thrown on the floor or in disarray.
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Where to Go From Here
Where to Go From Here
Do not be afraid of the length of this rule book. Mythical
Journeys wants to provide you with the richest world
possible, and that does require some details. However, you
do not need to know all of these details all at once. You’ll
need to read some sections in order to play, while other
sections you can safely skim, and get back to when you
want the additional detail.
You've already finished reading the core rules, on the
preceding four pages. These are enough to begin play.
What follows are the details about making characters, more
in-depth explanation about the core rules, and information
about our world.
If You Are Playing
If you want to make a character to come play Mythical
Journeys, you must read the following chapters:
Chapter 1 Making a Character - this chapter describes
the nitty-gritty of making a character.
w You might want to skim Chapter 2 Races to get an
idea about different races as well as skim Chapter
3 Skills for details about skills.
w If you are playing someone who uses magic, read
Chapter 10 Magic and Spells. Otherwise, you can
skip all of this chapter except the short section
titled Beneficial Spells and Stacking on page 100.
w If you are playing a character who follows a divine
path, read Chapter 11 Faith and Religion.
y Chapter 4 Preparing for the Event - this chapter talks
about what you should bring to an event.
y Chapter 5 Arriving at Game - this tells you about checkin and what to do before game start. This is a short
chapter, don’t be afraid!
y Chapter 6 Interacting with the Game - this chapter
describes real-world rules of conduct you’ll need to
follow while at Mythical Journeys.
y Chapter 7 Combat - this chapter describes how combat
works at Mythical Journeys. Even if you play a noncombatant character, you’ll need to know how to react
to attacks and the effects of injuries.
y Chapter 8 Sounds of Battle - this chapter briefly
describes every special call in the game. Even if you are
unable to call the skill, you just might run into a
creature who can.
y Chapter 9 The Stuff Adventures Are Made Of - this chapter
describes all the physical things you might run into:
treasure, magic items, locks, and magical barriers and
gates. At minimum, you’ll need to know about the red
and yellow stickers we use to mark special items.
y
xvi
Part 1 - Introduction
If You Are Casting
If you want to run around and play monsters all weekend at
Mythical Journeys, you must read the following chapters:
Chapter 4 Preparing for the Event - this chapter talks
about what you should bring to an event.
y Chapter 6 Interacting with the Game - this chapter
describes real-world rules of conduct you’ll need to
follow while at the game.
y Chapter 7 Combat - this chapter describes how combat
works at Mythical Journeys. Even if you play a noncombatant character, you’ll need to know how to react
to attacks and the effects of injuries.
y Chapter 8 Sounds of Battle - this chapter briefly
describes every special call in the game. Even if you are
unable to call the skill, you just might run into a
creature who can.
y Chapter 9 The Stuff Adventures Are Made Of - this chapter
describes all the physical things you might run into:
treasure, magic items, locks, and magical barriers and
gates. At minimum, you’ll need to know about the red
and yellow stickers we use to mark special items.
y Rules of Magic on page 100 and Beneficial Spells and
Stacking on page 100 for an overview of how magic
works in the game.
y
Myt hi cal Journeys Renai ssance
Part 1
Getting Started
Chapter 1 - Making a Character ...................................3
Chapter 3 - Skills ......................................................... 33
Character Creation .................................................................... 4
Character History ..................................................................... 5
Character Classes ...................................................................... 8
Character Skills ....................................................................... 10
Character Advancement .......................................................... 11
Learning Skills .........................................................................33
Crafting Skills ..........................................................................33
Skill Descriptions ....................................................................36
Chapter 2 - Races ......................................................... 15
Race Overview ......................................................................... 15
Basic Races ............................................................................... 17
Special Races ............................................................................ 23
Unique Races ........................................................................... 30
Racial Skills ............................................................................. 31
Chapter 4 - Preparing for the Event ......................... 55
Weapons ....................................................................................55
Armor ........................................................................................55
Costuming ................................................................................57
Real World Equipment ..........................................................58
General Information ...............................................................59
Before the Game ......................................................................59
Chapter 1
Making a Character
They had all met at Rich’s house to make their
characters and try to develop some form of group. Rich
had finally convinced them to try live action roleplaying, and after visiting the Mythical Journeys web
site, talking with some of the players and cast, and
reading the rule book, they couldn’t wait to get started.
Rich told everyone he wanted to be a Human fighter,
cocky and fearless like his favorite fantasy character.
His best friend, Lloyd, quickly decided to be a fighter
as well, but since he met the height requirements, he
decided that playing a Dwarf Barbarian might be more
fun. Jason wanted to become a fighter too, but he was
also intrigued by the magic system. He chose to play an
Elven Ranger because of their affinity to both fighting
and magic skills. He would start as a fighter and
advance to the mystic elements of Ranger as he met
teachers in the game. Kim didn’t particularly enjoy
fighting, and decided she would play the role of a magic
user. She checked the requirements for the races and
quickly chose to become a Famori since she admired the
way they were portrayed in the lore as masters of
mental pursuits. Tim was always a loud person, and so
none were surprised when he announced his desire to
become an outspoken Human cleric of Radiance. Gerry
announced his character would be a Mistborn thief.
Some knew the paths they wished to follow in their
careers as adventurers, and others were content to let
what
happened at the game guide their character progression.
They chose skills which would support their initial
character choices and started to think about other
information they would have to decide on. What would
their names be, what personalities would they have,
what did they like or not like, did they have any
annoying traits or endearing ones and did they have
family? They worked through these and then decided
where they came from and how they had met each other.
When they were done the room was no longer filled
with the same six people. The room now contained
Rasaan, a boisterous Human pit fighter from the mean
streets of Arkenstone; Grog, the surly and excitable
Dwarven Barbarian from the Frozen North; as well as
Dunnam, the calm Elven Ranger from the wastes of the
Freelands. The same room now held Kimba, the world
naïve but book smart Famori mage straight from the
colleges of Nova Arcadia; Gabriel, the fiery Human
cleric of Radiance, initiate to the Temple of Divine
Right in Arkenstone; and finally Melkar the dashing
but misguided rogue whose background was as much a
secret as his activities during the darkness. In that
moment, in that room, amid the hopes and excitement
of six people who could not wait for the chance to play,
the Soldiers of the Shadow were born. Their adventures
would help to write the saga that is Mythical Journeys.
3
Character Creation
Character Creation
Your character is your alter-ego in the world of Mythical
Journeys. Your character may have a personality much like
yours, or you may choose to play a character that is very
different. Your character will have a name and a history,
defining where he or she grew up, what kind of experiences
he or she had, what he or she learned in the process, and
how. Your character may be Human, like you, or another
race, like an Elf or Dwarf. And your character will have a
class or classes that defines his or her particular talents or
aptitudes.
A character is a fictional being; you, the player, are the real
person. For simplicity, though, we’ll often refer to your
character as “you.”
The steps of making your character:
1. Choose a name.
Your name is very important. Since Mythical Journeys
is such a large world, oftentimes people will never have
met you and therefore will form much of their opinion
about your character based on your name. If you are
successful with your character you might have to live
with this name for years to come. Here are some
things to avoid:
Don’t use names of well-known fictional characters.
While Bilbo or Aragorn might seem like good names,
trust us, they really are not. You will never live up to
the original character, and even if you establish
yourself as your own, unique character, you’ll never
escape the shadow of the name.
Don’t use names that are extremely cliché or over the
top. A name like “Death Dealer the God Slayer” is not
a good name. You can take a title like “Giantslayer”
after you’ve slain some giants in-game, but if you start
with it, people won’t take you seriously.
Don’t use names of modern people or characters. This
is a fantasy setting, after all.
Don’t use names that are just silly. If you take a name that
is a joke, serious role-players will avoid you, because your
name isn’t a believable part of the world. And, since our
goal is to create a believable world for you and others to
take part in, a joke name does not belong.
Lastly, your name will be made public. Before you can
play Mythical Journeys, you must enter your character
into the online character database (see Submit your
character online on page 5 for more information about
submitting your character online). So if your character
has a secret identify of some sort do not put that in
the “Character Name” section of the online character
creation page. Put the secret name in the “History”
section and your Character Name should be what you
want publicly known.
Can’t think of anything? There is a name generator on
the Mythical Journeys web site.
4
P art 1 - Get ting Start ed
2. Choose a race.
There are six basic player races at Mythical Journeys:
Dwarves, Elves, Famori, Ra’Kash, Wargs, and Humans.
(There are more special races available for returning
characters.) All the races have unique and rich histories
and cultures, as well as advantages and limitations.
Often the race you choose will influence the rest of
your decisions in creating a character. All races have
benefits that might lower the cost of certain skills or
offer other bonuses. For example, Humans can select
any one weapon skill and any one craft skill for a
reduced cost. See Chapter 2 Races for more details.
3. Choose a class.
All characters begin with one Basic Class and can gain
more Basic Classes immediately or later on by
spending Character Points for them. Each class
provides access to a unique set of skills. There are also
General skills from which you can choose to help make
your character unique. Looking for more possibilities?
New classes will open up to your character as you
develop later on. The eight Basic Classes are the
beginning of your development, not the end. See
Character Classes on page 8 for an overview of the Basic
classes. Chapter 14 Advancing Your Character discusses
Advanced Classes, which you might want to read to see
where you can take your character in the future. Not
sure? Don't worry, you can change your mind once
before your fourth game (see Resetting Your Character on
page 12 for more details).
4. Choose your specific skills.
Skills define what abilities the character has, whether
you’re good with a sword, skilled with magic, full of faith,
or stealthy. The skills available to you are determined by
your classes, and are listed in Skill costs on page 36. For a
full description of all the skills, see Chapter 3 Skills. In
addition, the General skills are available to everyone.
All starting characters receive 100 Character Points
(CP) to make their initial skill purchases.
5. Write your character history.
Before you play Mythical Journeys for the first time,
you can earn 10 extra CP (for a a total of 110 CP) for
writing a detailed character history. This is the story
of your character up to the moment they arrive in
Eldyrwood for the first time. To receive points, you
will need to submit your history at least two weeks
before the first event you attend so that we can use it
to generate unique plots for you to join, and
characters for you to meet. You can also make
additions later on. Your character history is something
you will do anyway in your imagination, so please write
it down and submit it to us! Once you've submitted
your history, we'll read it and either approve it as
written or make suggestions to help your character fit
the world better. See Character History on page 5 for
suggestions on writing your history.
Myt hi cal Journeys Renai ssance
Making a Character
6. Submit your character online.
For everyone’s convenience, you must submit your
character to the My Character section of the Mythical
Journeys web site. Here you give us your name, history,
and other details of your character. This includes
submitting your skills to our interactive skills
database, which automatically calculates skill costs,
etc.
Character History
Once you have decided what your character’s personality is
going to be like, you must decide what made your character
become that way. What are the events in your past that have
shaped and molded you into a hero or villain? Below are a list
of questions for you to answer that will help you flesh out
your character and develop your history. Once you have
written your history, enter it into your online character at
least two weeks before your first game so we can do our best
to fit you into our world quickly and logically.
Don’t be afraid to leave openings and hooks for our plot
writers to play with: a stuttering cleric whose face you have
never seen, a long-lost sister who was separated from you
at birth, or even a map which you seek that leads to
something unknown.
Avoid writing noble titles into your history; similarly avoid
personal wealth, land ownership, magic items, or other
such resources or status. Histories that include these
things will certainly be declined; after all, there would be
no reason for you to adventure if you already had
everything you needed. You can bring heirloom items (e.g.
the sword of your great-grandfather), but these will be
non-magical items of only normal value, no matter what
you write in your history.
Character History
When you begin to play always keep in mind a number of
things. Set goals for your character over the short and long
term. Have your character work toward them. Feel free to
transfer your own character and personality traits into your
character, but also realize that this is your chance to roleplay an entirely different personality that you may want to
experience.
How long should it be? It's more important to cover the
basics than worry about length. Tell us something
interesting about your character. Where is your character
from? Who are some people he/she knew? (With names!)
If you want a target length, 1000-2000 words is good. It is
almost impossible to cover everything you need to cover in
100 words or less. If your history is much longer (e.g.,
5000+ words), it may take us longer to get through but
we'll still read it. You may want to start with a summary in
that case.
Here are some questions to help create your history:
How old is your character? - You don’t have to play
someone your own age. You can play someone older, or if
you can pull it off, younger. It can be quite a challenge.
Where was your character born? - Are you an Elf from the
great Oakhome Forest? A bounty hunter from Arkenstone?
A barbarian cleric from the far reaches of the Frozen
North? Where you come from helps to shape who you are.
A thorough understanding of your home region helps to
make your character more believable and more exciting to
role-play with. For instance, if you are from the Frozen
North, then the hot weather in Eldyrwood will drive you
crazy.
Does your character have a family? - What was your family
like? Do you have brothers and sisters? Pets? Did your
childhood affect who you are today? Was your family poor
or commonfolk? Are your parents still alive? Do you get
along with your family? Do you miss them, search for
them? What are/were their names?
If you had to describe your character with five adjectives
what would they be? - Cruel? Kind? Peaceful? Friendly?
Forgiving? Merciless?
What are your character's beliefs? - If you have not already
done so, take a look at Chapter 11 Faith and Religion. Does
your character follow or believe in Fortune, Radiance, or
Shamanism? Were you raised in one of these religions? Is
your character lawful? Does he or she have a strict code
that they must follow, or are they more free with their
decisions?
What is your character's moral code? - When will your
hero steal, cheat, or lie? What does it take to make you kill
something? Are you capable of killing at all? Would you
leave someone behind to save your own skin? To what
lengths will your character go to defend their beliefs?
Mythical Journeys Renaissance
5
Character History
What is it that your character loves? - Does your character
love being outside? Being alone? Being with others?
Reading dusty books? Dwarven ale? Creating the perfect
end to every battle? A clever phrase? Money? Carnage?
Someone else?
Who is the most important person in your character's
life? - Your father? Mother? Best friend? What is that
person’s name, and why were they important to you?
What does your character hate? - Trail Rations? Snooty
Elves? Nethermancers who raise the dead? Guards that ask
prying questions? Slow service from the tavern? Laws?
People who mess with the forest? Your family? Yourself?
Game masters who ask too many questions?
What is your character's weakness? - Beautiful
artwork?
Are you unable to resist a bribe? Chocolate? Gold? Gems?
Do you always give in? Are you incapable of lying?
Incapable of telling the truth?
What is your character's worst fear? - Are you afraid of
being alone? Spiders? Crowds? Goblins?
What makes your character happy? - Sunny days? Long
walks alone? A warm fire to tell tales by in the tavern? The
perfect crime? A good fight?
What is your character's idea of a good night of
entertainment? - Socializing in the tavern? Dancing or
singing? Hosting a party? Theological debate over a game
of chess? Gladiatorial combat?
What did your character do before they arrived? - Who
taught the character his or her beliefs? Who trained your
character? What is your character’s relationship with their
teacher? Or, are you seeking a teacher? What was your
profession previously and why did you leave it?
6
P art 1 - Get ting Start ed
Why did your character leave to come to this new land? Most people in our town are not from around here. This
means they left somewhere. Knowing why you left is
probably one of the most important things you will decide
about your character. Did you have a falling out with your
family? Are you searching for your family or a lost love?
Do you seek wealth? Are you running from a previous
action you are ashamed of? Shame is a great motivator.
Revenge? Tracking down someone who stole something
from you? Are you being tracked, or are you on the lam?
How about starting off with amnesia and wandering into
Eldyrwood by mistake?
Does your character have unusual habits, or quirks? What are they? Why do you have them? How do others
react to them? Phobias? Think of a physical attribute that
might be different, or a way of speech. Again, what many
might consider to be flaws actually help define who a
person is. Consider them endearing and choose a few.
Create a character from your past - Though not essential,
you could create a description of somebody your character
has very strong feelings about. Perhaps an enemy, a long
lost friend, a family member, etc. How would you
recognize this character if you were to see them? It’s best
to specify a style of clothing, a tattoo, a facial marking, a
speech mannerism (e.g. a stutter) rather than their actual
appearance. If you have a 7’ purple-haired character in your
history, we can’t bring that character into the game until we
find a cast member who is 7’ tall and purple-haired. If the
person always wears a yellow turban, we can always find
someone to play them.
characters
became
Death and destruction - Many
adventurers when their families or towns were destroyed by
undead, orcs, the thieves guild, or some other enemy. It’s
cliche, but not unreasonable. You may wish to explain why
they did not come back from Fate, or at least note that they
did not. Perhaps their spirits were taken to create undead,
or they were killed by evil creatures whose power was
sufficient to destroy their very spirits.
Myt hi cal Journeys Renai ssance
Making a Character
Melkar’s History
Medrin Glennon was born in the port city of Temmek
to poor Human parents. Shocked by his strange
appearance, with white, purple, and blue markings
around his eyes, they decided that he was still their kid,
and they would raise him just the same.
The city of Temmek was ruled by Ra’Kash, but many of
the common laborers were Human, and even some of
the merchants. Medrin’s father, Tareld, worked on the
docks, loading and unloading ships. Usually he worked
when the Human-crewed ships came in from
Arkenstone or Colonna, since the Ra’Kash captains
preferred Ra’Kash workers. Medrin’s mother, Cenda,
worked as a seamstress, but she mostly had her hands
full with five children. Of these, Medrin was the
youngest.
Although Medrin appreciated his family, he spent a
great deal of time away from them, especially in the
Ra’Kash sections of the city. The Ra’Kash children
would tease him, but only the same way they teased the
Humans for being hairless, which gave him a sort of
twisted sense of equality. The Human children were
more merciless.
As Medrin grew up, his father found him odd jobs
around the docks. He wasn’t strong enough to load and
unload the ships yet, but he was quick and there was
often a copper or two to be had for a messenger. It was
these jobs that brought him to the attention of Nydar,
a hulking lion Ra’Kash. Nydar often needed small
packages delivered. Eventually, after he found Medrin
to be reliable, he began trusting him with more
“discrete” deliveries. Often these had to be delivered
after dark, in poorly-lit taverns, or only after the
recipient had given a pass-phrase. Medrin knew not to
ask questions, and not to talk about how he earned his
coin.
Nydar also gave the young Mistborn a few pointers on
how to handle a knife. The lessons came in handy one
night when some street toughs tried to shake him down
for his delivery. Medrin knew better than to fight, but a
few quickly-tossed daggers made them duck while he
made his escape. After that, Nydar showed him how to
prepare and apply what he called a “blade polish” that
would slow his targets down even more.
By the time Medrin was 16, Nydar had introduced
Medrin to his own boss, a tiger named Vaokath. The
tiger clearly did not think much of using non-Ra’Kash,
but Medrin’s jobs became a little more interesting after
that. He might be tasked to observe who entered or left
a certain tavern, to see what cargo was stored in a
certain warehouse, or follow a particular person.
Sometimes he would pick up “samples” from the cargo.
One night, Nydar brought Medrin along to case out a
warehouse. Vaokath wanted an inventory, saying a
competing merchant would pay well for the
Mythical Journeys Renaissance
Character History
information. Nydar and Medrin split up and circled the
warehouse, noting the positions of the guards. Then
they took advantage of a low wall near the building to
jump up to the roof. Nydar picked a padlock on the
rooftop trapdoor, and they dropped into the dark
building.
“Nice work,” said Vaokath, sitting on top of a crate.
They could barely make out his outline in the gloom.
“What are you doing here?” said Nydar.
“Just solving a little problem. I hear one of my men has
been doing a little freelancing on me. Undercutting my
business. Can’t have that, now, can we?”
“Wait, I’m sure we can...” Nydar started to answer. But
then the doors burst open and the guards came in from
both sides. Vaokath tossed a glowing light spell at
Nydar’s feet, then dropped out of sight behind the
crates. Medrin, a few feet back from Nydar, made it to
cover but Nydar was hit by a half-dozen crossbow bolts
before he could jump.
Vaokath appeared again near one of the doors. “Make
sure to take care of Medrin the misborn thing, too. The
two of them are the last ones left.” Then he slipped
out, shutting the door behind himself.
In the gloom, Medrin considered his position. Clearly
it was time to go. The guards looked tough, but they
were easy to hear moving, and he had learned to be
quiet. The trapdoor was not an option, it would put
him in the open, but the second door was still open. He
slipped over. There were two guards at the ready by the
door, but he readied and threw two of his “polished”
daggers at them and they staggered, suddenly offbalance and weak. He knew better to wait around to see
what would happen, and made his dash for freedom and
into the chill night air. Outside, he stopped by home
just long enough to slip a note through an open
window, and then he made for the gates of the city. It
was time for a new life.
[]
In Arkenstone, a Mistborn slipped into a noisy tavern.
Accustomed to listening, he sat down close to a
simmering argument. The Human pitfighter was trying
his best to keep his voice down, but his anger was
obvious. “What do you mean, lose?!? I don’t lose to
anyone!” The well-dressed man he was speaking to was
calm, “We can make a lot more money if you just throw
this one fight. Just help me out here and I’ll make your
name big, like I promised.” “I’m not letting some Elf
whelp beat me, no matter what the price!” “Listen, if
you want to throw your future away, you can do that.
But these papers right here—“ he brandished a sheaf of
parchment before stuffing it back in his oversized
pouch “—say you won’t fight unless it’s for me. So
take it or leave it. Your choice, I suggest you think it
through and make the smart decision.” As the well-
7
Character Classes
dressed man stood up and turned to go, the Mistborn
got up for a drink, accidentally bumping him. By the
time the Mistborn had his drink and was approaching
the corner table where the Human pitfighter was
talking to a dwarven companion, the well-dressed man
had left the tavern.
The Mistborn leaned over the table. “I think I can help
with your problem,” he suggested. The Human glared
but gestured for him to take a seat. The Mistborn
continued, “Now, as long as you’re in this town where
people know you’re fighting for old so-and-so, and he’s
got your papers, you’re pretty much stuck. But
supposing you weren’t in this town, and he didn’t have
your papers, you could get started fighting without his
interference, and by the time he found out it would be
too late.”
Grog scowled, and in a too-loud voice complained, “I
know, I know. Freakishly tall and not a hair on his chin.
But you spend enough time among Humans and you
can start to overlook those things.”
“Actually I meant...” the Famori started to explain.
The Dwarf glared at her.
Catching the look and thinking for a moment, she
finished, “...I guess you have a point.”
Melkar smiled to himself. This would work out all right.
Character Classes
“Ah,” said the Mistborn with a knowing look, “but it
seems to me he may have misplaced these papers
somewhere or other,” pulling out a sheaf of papers.
“And if we leave town before he notices, there’s not
much he can do about it.”
A character’s classes define the skills they are able to learn.
There are eight Basic Classes: the divine classes Sanctity
and Devotion, the fighting classes Finesse and Might, the
magical classes Power and Sight, and the stealth classes
Precision and Subtlety. Every character may select one
Basic class at no cost. Additional classes can be purchased
by spending character points for them: 20 points for your
second class, 30 points for your third, 40 for your fourth,
and 50 for each subsequent class after four. (These costs
will also apply for Advanced and Prestige Classes later on.
See Chapter 14 Advancing Your Character for more details.)
The Dwarf slapped the Human on the back, “Laddy,
this is an offer you can’t turn down.”
Divine Classes: Sanctity and Devotion
“How does that help? He’s still got my contract. If I
get in the fights somewhere else no one else will
sponsor me.”
The Human smiled. “I’ve been wanting to see Felnar
now that you mention it. Name’s Rasaan, and this is
Grog. And you’re welcome to join us.”
The Mistborn smiled back. “Med... Melkar. The name’s
Melkar. And I’d love to see Felnar.”
[]
Rasaan, Grog, and the newly renamed “Melkar” reached
Lacarta and then stopped in an inn for the night. While
Rasaan made the arrangements, Melkar overheard an
Elf, a Famori, and a Human talking about the road to
Felnar. “Is it safe? I hear there are bandits in the hills,
and if it’s just the three of us...” said the Human.
Melkar interjected, “Pardon me, but any bandit who
attacked a pitfighter or a Dwarf is dumber than dirt.
And it just so happens that I am traveling with one of
each, if you would like the company.” And so Rasaan,
Grog, and Melkar made the acquaintance of the Elf
Dunnam, the Famori Kimba, and the Human Gabriel.
[]
As they walked along the road to Felnar, the Famori sidled
over to the Dwarf. “Your friend looks a little... freakish.”
8
P art 1 - Get ting Start ed
Some draw upon spiritual power through the intensity of
their own belief, while others are blessed for reasons they
may not understand. You may be devoted to one of the
faiths, such as Fortune, Radiance, or Shamanism, or you
may not yet have chosen your path. In time, the Sanctified
and the Devout may grow in wisdom and become a devout
and respected Cleric. The spiritual who fight for their faith
become Holy Warriors, those who combine spiritual and
magical power become Mystics, and those whose other
talents are cunning and discreet may become Fatespinners
or Scourges.
Sanctity provides access to the minor miracles of faith
most call “spells.” Some of the sanctified also channel
spiritual power to destroy the unholy undead.
Skills: Destroy Undead (10/15/+), Faith (20/*), Divine
Scrollcraft (10/*), Read Divine (20).
Arms and Armor: The Sanctified often use the Staff (20)
and Short Staff (15) as their weapon of choice.
Devotion is a selfless path, concerned especially with
advanced forms of healing but also with rites such as the
creation of holy water and the blessings upon the dead.
Skills: Advanced Bandaging (30), Create Holy Water (10/
15/+), Diagnose (30), Empathic Healing (10), Last
Rites (10/15/+), Read Divine (20), Self-Sacrifice (10).
Notes: Any character with Devotion and the Bandaging
skill may Bandage in 1 minute, instead of the usual 5.
Myt hi cal Journeys Renai ssance
Making a Character
Fighting Classes: Finesse and Might
A warrior is one who faces battle head-on and delights in
the countless cuts, bruises, and aching muscles that come
with it. Many warriors consider adventure to be a chance to
test their strength, courage, and swordsmanship against an
endless plague of danger. Warriors are not simply men and
women who fight. Some view battle as a sacred duty, some
as what they happen to be good at, and some just find it
fun. Many warriors will focus on a particular style of
combat and train to become Duellists, Champions, or
Archers. Others blend martial training with magic (the
Warrior Mage), with stealth (the Rogue), or with
spirituality (the Holy Warrior).
Finesse grants speed and control, striking with accuracy
while keeping just beyond reach of a foe's weapon. Finesse
is the method of the Duellist. The arms of Finesse are
quick and nimble.
Skills: Chosen Foe (30/45/+), Disarm (30/45/+), Pain
(30/45/+), Parry (20/30/+), Pierce (10/15/+).
Arms and Armor: Archery (20), Armor I (20), Blowgun
(15), Buckler (10), Long Blades (15), Net (20), PoleArm (20), Shield (20), Short Blades (10), Thrown
Weapon (15), Two-Weapon (10/15/+).
Might is sheer strength, overwhelming the foe with force.
Might is the style of the Champion. The arms of Might
may be heavy but they hit hard, and the strong warrior may
take advantage of the heaviest armor.
Skills: Knockdown (20/30/+), Maim (20/30/+), Push
(10/15/+), Slay (40/60/+), Subdue (20/30/+).
Arms and Armor: Long Blunt (15), Net (20), Pole-Arm
(20), Short Blunt (10), Two-Handed Weapon (20),
Armor I-III (20/30/40), Shield (20), Tower Shield (30).
Magical Classes: Power and Sight
The arts of Elementalism, Mentalism, Rune Magic, and
Wizardry depend on the manipulation and perception of
magical energies. These energies can only be absorbed,
stored, and channeled by those trained in the art of magic.
Most magic-users concentrate on one type of magic and
eventually become Elementalists, Rune Mages, Mentalists,
or Wizards. Magic may also be combined with faith (the
Mystic), with martial training (the Warrior Mage), or with
stealth (the Shadow).
Mythical Journeys Renaissance
Character Classes
Power is the manipulation and control of magical energies.
Magical spells are powered by Mana, or may be stored in
scrolls.
Skills: Mana (20/*), Scrollcraft (10/*), Read Magic (20).
Arms and Armor: Mages of all types often use the Staff
(20) and Short Staff (15).
Sight permits the perception and comprehension of the
hidden energies within people and items.
Skills: Alchemy (30/*), Analyze Alchemical Powder (15),
Detect/Attune Magic (20/30/+), Read Aura (10/15/+),
Read Magic (20), Recharge Item (20), Scroll Mastery
(10/15/+).
Notes: Only characters with Sight may learn more than
one school of magic.
Stealth Classes: Precision and Subtlety
Some are not pious, magical, or strong, yet are quick and
cunning with a knack for survival. Some specialize in theft
and become Burglars, while others focus on the art of the
stealthy strike and become Assassins. Those who combine
cunning with strength may be Rogues; those who combine
stealth with magic may be Shadows; those whose nimble
talents serve spiritual ends may be Fatespinners or
Scourges.
Precision guides a knife through the ribs or prepares a
poisoned blade. It is the way of the Assassin. The arms of
Precision are quick and compact, to keep out of sight until
the perfect moment.
Skills: Apply Poison (25), Backstab (30/45/+),
Hamstring
(20/30/+),
Poisoncraft
(30/45/+),
Quickdeath (5/*), Resist Poison (30/45/+).
Arms and Armor: Archery (20), Armor I (20), Blowgun
(15), Buckler (10), Short Blades (10), Thrown Weapon
(15), Two-Weapon (10/15/+).
Subtlety may be overlooked until it is too late. A skilled
Burglar may never be seen at all. The arms of Subtlety, like
Precision, are quick and small enough to keep out of the
way.
Skills: Avoid Trap (20/30/+), Catch Thrown Weapon
(20), Dodge (20/30/+), Escape Artist (20/30/+),
Lockpicking (20), Waylay (10/15/+).
Arms and Armor: Archery (20), Armor I (20), Blowgun
(15), Buckler (10), Short Blades (10), Thrown Weapon
(15), Two-Weapon (10/15/+).
9
Character Skills
Part 1 - Get ting Start ed
Skill costs:
10/15/+ — skill increases in cost by 50% of the
original cost every purchase (e.g. 10, 15, 20, 25, 30,
35…).
If this results in a half point, round down. For
example, if the cost is 5/7/+, the first purchase costs
5, the next costs 7 (not 7.5), and the next 10.
y 10/* — skill increases in cost by 50% of the original
cost every 5 purchases (e.g. 10, 10, 10, 10, 10, 15,
15…).
If this results in a half point, round down. For
example, if the cost is 5/*, the first five purchases cost
5 each, the next five cost 7 each (not 7.5), and the
next five cost 10 each.
y 10~ — skill does not increase in cost. It costs the
base amount every time you purchase it.
y 10 — skill can be purchased only once and used once
per event.
y 10 (unlimited use) — skill is only purchased once but
may be used as often as you like.
See Chapter 3 Skills for a detailed description of all the
skills available to you.
y
General Skills
Some skills may be learned without too much trouble by
anyone, though they may be easier for members of certain
classes. These are the General skills. General skills do not
count as a class and you do not have to pay for access to them.
Skills: Appraisal (5/*), Bandaging (30), Hardiness (40),
Karma (40), Last Rites (20/30/+), Literacy (10),
Quickdeath (15/*), Read Divine (40), Read Magic (40).
Arms and Armor: Small Weapon (5). In addition, anyone
may learn any Arms and Armor skill from any other class
for double the listed cost.
Craft Skills
The Craft skills are a category to themselves. These are the
trade skills of the common folk and artisans, of gatherers
and crafters. Each craft represents the basics of a field, but
opens the door to learn more advanced techniques which
you must be taught in-game. Your first craft costs 20
Character Points, your second costs 30, your third 40, etc.
The gatherer skills are Farmer, Miner, Scavenger, and
Trapper/Tanner. With these skills, you will start each event
with a supply of trade goods.
The crafter skills are Blacksmith, Carpenter, Glassblower,
Herbalist, Inkmaker, Lapidary, Leatherworker, Papermaker,
Tinker, and Weaver. These crafts let you use materials you
obtain during game to repair or create items.
Character Skills
There is more to a character than just their class. If you
want to walk the path of a warrior, are you a brute with a
single club, a fighter of finesse with a rapier, or a
skirmisher with a bow? There are dozens of ways to make
your character unique.
Remember your character starts with 100 CP (plus 10 CP
for a character history).
10
Myt hi cal Journeys Renai ssance
Making a Character
Reserves
Every character gains one of these three benefits, based on
the basic class they have invested the most points in. If two
are equal, they may choose either one. Characters who have
an Advanced Class should see that class instead.
Physical Reserves: If your primary basic class is Finesse,
Might, Precision, or Subtlety, you are more physically
resilient. Any time you are healed by any means (healing
spell, bandaging, karma, etc), when the healing is complete
you will have a minimum of 2 vitality. For example, if you
are unconscious with 0 vitality and are bandaged, normally
you would recover consciousness with 1 vitality, but
instead you would have 2. You can be Bandaged even if you
are not unconscious, and it will bring you up to this
minimum if you are not there already. In addition, the
maximum amount of Vitality you can purchase is 5 (for
most characters it is 4).
Magical Reserves: If your primary basic class is Power or
Sight, you can draw on your reserves when your spell power
is exhausted. When you have 0 mana remaining, you may
spend 5 minutes preparing a single use of any 1-2 Mana
spell you know. You can then cast this spell once. If the
spell is an Armor, Shield, or Bestow spell, it may only be
cast upon yourself. You can’t have more than one spell
prepared at a time. If you have multiple types of mana, you
must be out of all of them to use this ability. During the 5
minutes of preparation, you should roleplay an activity
related to magic, such as drawing magical symbols or
discussing or studying magical matters.
Divine Reserves: If your primary basic class is Sanctity or
Devotion, you can draw upon divine energies when your
faith is exhausted. This works exactly the same as Magical
Reserves, except you must be out of Faith, the spell must
be a divine spell, and the roleplay should relate to your
faith, such as prayer or discussing or studying religious
matters. Resting in an area consecrated to your faith is also
sufficient.
Choices
Depending on which skills you’ve chosen, you may have a
few more choices to make.
Mana and Scrollcraft: These must be purchased for a
particular school. Unless your character has Sight, you may
only select one school; you may have both Mana and
Scrollcraft but they must be for the same school. The
schools available to starting Basic races are Elementalism,
Mentalism, Rune Magic, and Wizardry. Enselari and Fiend
Elves may start with Sorcery. For more information on
these schools, see Chapter 10 Magic and Spells.
C haracter Advancement
Spells: If you purchased Faith, Mana, or Scrollcraft, you also
need to choose your starting spells. All characters with Faith
or Mana receive Light and Cancel Spell automatically;
characters with Faith also get the Healing spell. In addition to
these, if you purchased any of these three skills, you may
select a total of four more spells of Faith or your selected
school of magic. If you have Faith and a school of magic, you
may distribute the four spells however you like between the
two: two of each, four of one, etc. For Faith spells, see Pilgrim
Spells on page 115. For magic spells, see Beginning Spells on
page 102.
Alchemy, Herbalism, and Poison Craft: These skills allow
you to make things from specific plants and animals you
find during the game. Each skill requires you to select one
or more recipes. Alchemy and Herbalism allow you to
choose one recipe from the list in Starting Recipes on
page 119. Poison Craft allows you to choose between
contact poison, ingestive poison, and weakness venom. For
more details, see the skill description Poison Craft on
page 47 and the section on Poison on page 89.
Character Advancement
As your character seeks adventure, learns new things, and
explores our world, he or she develops.
For each game event that you participate in, you receive
10 CP.
y 10 CP are awarded for writing a post-event letter to let us
know how the game went for you, and what you are
planning on doing in the future. See The PEL in Detail on
page 122 for more information.
y We award 10 or more Universal Points for helping us set
up before each event and clean up afterwards. These
Universal Points can be converted into Character Points
or used for other benefits.
Your CP can be used to buy more skills, just like the CP you
used when you first made your character. This allows your
character to develop and grow. You can also earn additional
Universal Points by donating your time and effort to the
game, but in the interest of fairness to those who don’t have
the time, we limit how many of these points can be spent on
skills. Unless you purchase a cap increase, you can not have
more than 150 + 50 x (number of games played) CP of
purchased skills. You can, however, spend as many UP as you
want on other items for your character such as Fate’s Kisses,
potions, scrolls, and many other things. A selection of what
you can purchase is listed in Universal Point Rewards on
page 125. For a complete list, see the Mythical Journeys web
site. Universal Points can also be given to other players.
y
For characters with a spending cap below 1000 points, once
per event attended, you may “upgrade” the cap received for
that specific event by 25 points (from the standard 50 point
cap increase per event, to a 75 point cap increase for that
event). You can upgrade any event attended in August 2012 or
later. The upgrade costs 25 UP.
Mythical Journeys Renaissance
11
Character Advancement
Part 1 - Get ting Start ed
Resetting Your Character
“But I really need to be a Mistborn,” Gerry said to his
friends as they met to strategize, “everything I want to
do depends on it”. “Yeah, and I need 20 more points to
buy that Parry” said Rich, “I have to have some way to
protect us from a fighter with skills.” “Well I need 20
more points”, said Kim “or I won’t be able to get Read
Magic, and then I won’t be able to read scrolls.”
After your fourth event or if you've already used your reset,
you can retire your character and start a new one. A retired
character is gone forever—we may even make the
character's fate part of the story—although you do keep
any unspent CP and UP. When you start a character after
retiring an old one, the initial limit on your spent CP is 50
points for every three events you played as the previous
character, with a minimum of 150.
“Ok, Ok, we all need more points for things we want to
do,” Jason replied. “Lets see if there is a way to get
more points to start with and let’s see if we can live
without some of the things we need until we get
through our first event.”
If you are unhappy with your character design, you can change
it. You are allowed to reset your character once before the
fourth game you play. If you reset, you keep the CP you’ve
spent, reset all your skills to zero, and then purchase skills
again with the CP. You can either keep your name and
character history or start completely from scratch.
Advanced Classes
There are Advanced and Prestige Classes you can advance
to from the Basic Classes. See Chapter 14 Advancing Your
Character for more information. It typically takes at least a
year to reach an Advanced Class, so while they may give you
ideas, don't feel you need to decide right away. Sometimes
the experiences you have in game will lead you in a
completely unexpected direction.
They proceeded to check the message board, the rule
book and the web site’s FAQ, and found others had
similar questions. Jason found they could each get 10
extra points by writing down a detailed character
history. This would also help them remember things
they had agreed on when making their group and help
the game directors know what sorts of goals and dreams
they had for their characters. That sounded easy
enough and a pretty good idea.
Rich found they could also get extra points by helping
the game acquire necessary props and supplies for the
events. Gerry checked the list of donations on the web
site and found that spell packets and weapons, as well as
specific types of costuming were on the list of things
they could get extra points for donating. Kim found
directions on the site for making weapons and spell
packets and Tim, who was sewing their basic tabards
anyway, agreed to sew up some basic Orc tabards the
game had been looking for as well. It would be worth
the extra time if he could start the game with that
dagger skill he was hoping for. Lloyd really scored when
he located information about helping to set up and
break down the game. Lots of extra points were awarded
for doing that, and even though they wouldn’t help
initially, they would ensure that the Soldiers of the
Shadow always had an extra edge.
Armed with that information, they submitted a Help
request on the website to confirm that the items they
would bring were still needed, and arranged a time to
drop off the props before the event to get the points to
make their characters. They resolved to write character
histories and have them ready for the next time they
met. They divided up the tasks and went home, each
one of them dreaming about the new skills they would
be able to start the game with.
12
Myt hi cal Journeys Renai ssance
Making a Character
C haracter Advancement
Jason: Dunnam
Lloyd: Grog
The aspiring ranger chose Might as his free Basic Class,
giving access to fighting and weapon skills.
Armor - light armor would have to suffice for Grog.
Picking Might as his free Basic Class made it available
for 20 CP.
Long Blades - Although Might granted blunt weapons,
Jason really wanted a longsword. Normally it would
cost him double to purchase as a General skill, but
selecting it as his human Racial weapon cut that back in
half, to the original 15 CP.
Armor - Light armor seemed like a good idea, he could
always improve it later on. Since he already had Might,
it cost him only 20 CP.
Maim - It would help to have at least one trick up his
sleeve, and again it was available through Might, for 20
CP.
Vitality - A few extra points of vitality might make up
for inexperience. Jason decided to purchase two points,
the first for 20 CP and the second for 30 CP. Since his
primary class was Might, he could also benefit from
Physical Reserves.
Dunnam’s skills totaled 105 CP. He decided he would
save his last 5 points for future advancement.
Rich: Rasaan
Rich also chose to start with Might. This allowed him
to buy the mighty skill, Slay, as well as heavy armor.
Long Blades - Since Rasaan is a Human, Rich could
choose one weapon skill for half cost, making up for
choosing one of the few weapons not available through
Might. 15 CP.
Slay - The most powerful fighting skill in the book,
Rich can’t resist. 50 CP.
Armor - Rich decided he wanted the best protection he
could get. To start with all three levels of the skill cost
20+30+40 CP, or 90 CP in total, but Rich decided it
was well worth the cost.
Rasaan’s skills totaled 145, just under the 150 CP
limit for new characters.
Mythical Journeys Renaissance
Long Blunt Weapon - Grog would wield a sturdy onehanded mace. A skill within Might and also a Dwarven
racial skill, the cost was only 7 CP.
Blacksmithing - This skill would let Grog repair
Rasaan’s heavy armor. As a Dwarf, he received a 10
point discount, bringing the cost down to 10 CP.
Maim - Lloyd decided to purchase this twice, so he
could get a little more use out of it. The first purchase
cost 20 and the second purchase cost 30, for a total of
50 CP.
With his remaining 20 points, Lloyd chose one point of
Vitality. He hoped it would be enough!
Grog’s skills total 107 points. Lloyd would earn some
extra points by helping set up and break down the
event, but for now the normal starting points were
enough.
Kim: Kimba
Mana - Kim decided this would be the most important
skill for her aspiring mage, so she picked Power as her
free Basic Class. She purchased it 5 times, for a total of
100 CP. After reading about the different schools of
magic, she decided she liked the direct approach of
Elementalism. For her starting spells, she received
Light and Cancel Spell, like everyone with Mana, and
also selected Fire Bolt, Giant’s Grip, Silence, and Snare.
Literacy - No self-respecting Famori would neglect this
skill, and besides, she needed it in order to learn Read
Magic. As a Famori racial skill, it cost her only 5 CP.
Read Magic - This skill would let her use any magical
battle scrolls she could find, helping to augment her
own spell abilities. Since it was also a Famori racial
skill, it cost only 10 CP.
Kimba’s total was 115, but since Kim was making spell
packets for herself anyway, she made enough extra to
donate and receive 5 extra CP before the event.
13
Character Advancement
Part 1 - Get ting Start ed
Tim: Gabriel
Gerry: Melkar
Short Blunt Weapon - Tim would have liked to carry a
longer weapon, but there were too many other skills he
wanted as well, so he would have to make do with a
smaller Hammer. He planned on doing more healing
than fighting, anyway. Still, he picked the basic class of
Might and chose this as his racial weapon skill, as a
Human, so the cost was just 5 CP.
Gerry had decided to play a Mistborn character; the
mystery of their origins suited him. It cost him 50 CP
that had to be paid from extra points, but he made
enough extra weapons to donate to the game that he
was able to pay the cost, although not enough for any
extra skills. He picked Precision as his free Basic Class
and decided to pick only skills within that class to save
points.
Knockdown - He didn’t want to fight often, but this
skill might help him out of a tight spot. It cost 20 CP.
Armor - Some light armor might keep him alive long
enough to help his friends and let him get full benefit
of Might. 20 CP.
Short Blades - A nice compact short sword would suit
his stealthy character. It cost him 10 CP.
Small Weapon - A dagger to tuck behind his back
would serve him well. 5 CP.
Bandaging - This skill would let him patch up his
friends as often as he needed to. 30 CP.
Thrown Weapons - Without a long weapon, it might be
useful to be able to attack from a distance. 15 CP.
Literacy - Gabriel was well-educated, and Tim decided
he should know his letters. 10 CP.
Apply Poison - With short weapons, poison might be a
great equalizer. 25 CP.
Faith - Now that he had established the basics to let him
defend himself, Tim’s next choice for Gabriel was to learn
Faith, the spells of the priests. Since he already had one
Basic Class, he would have to purchase the second for 20
CP, and then he chose to purchase two Faith for 20 CP
each. Like everyone with Faith, he received the Light,
Cancel Spell, and Healing spells, and in addition he
selected Cleanse, Free Will, Purify, and Repel Undead. He
wouldn’t have enough power to cast all of them at the first
event, but it did give him plenty of options.
Poison Craft - His last skill would allow him to make
his own poisons. He decided he would make a Weakness
Venom which could be applied to one of his weapons.
30 CP.
Melkar’s total was 85 CP, plus the 50 points he spent
to become a Mistborn.
Gabriel’s total was 145 CP. Since Tim was making the
group’s basic tabards, he also made a set of Orc tabards
the game was looking for, and received enough extra
points to complete his character. However, he couldn’t
spend more than 150 CP before the first event and
decided to save the remaining 5 CP he had earned.
14
Myt hi cal Journeys Renai ssance
Chapter 2
Races
There are many different races and intelligent beings that
populate the magical world of Mythical Journeys. This
section describes the races that can be chosen by players.
Many other races exist in the world, of course, but they are
mysterious and rare; you will learn about them as you meet
them in your adventures.
You can choose to be a Dwarf, Elf, Famori, Ra’Kash, Warg,
or Human. The descriptions of these races offer a general
summary of the qualities and abilities of each of these
races. They are not rules to which your character must
adhere, simply guidelines to help enhance your role-playing
experience. Other than a few specific constraints, the rest
is up to you. There is no rule that states that you cannot
play an Elf from an Asian-like culture, a Dwarf from a
barbarian culture, or perhaps a Ra’Kash from a long-lost
Celtic-like culture. Your Human may have been raised by
Dwarves (and you had to leave town when the tunnels got
too small for you to navigate), or your Famori may be in
denial of his or her heritage.
Try not to choose a race based only upon its benefits.
Often the most creative and fun role-playing comes from
your weaknesses. Famori can be hopelessly formal, Elves a
bit physically weak, and some Ra’Kash have tempers that
get the best of them at times (while others are easily
distracted by squirrels). Combined, these benefits and
weaknesses form the core of your character, so spend some
time thinking about which race to choose.
More information is available about each of the races in a
Racial Packet on our web site. We encourage you to read
the packet for the race you select.
GbgX5 Because Mythical Journeys is a WYSIWYG game,
we take our make-up and height requirements seriously to
preserve the atmosphere of the game. If your make-up,
height, or costume does not meet our requirements you
may not be allowed to play the character.
Race Overview
There are many different races at Mythical Journeys, The
following gives a brief description of the general opinion
of each race. Basic Races on page 17 and Special Races on
page 23 give detailed descriptions of each race.
Basic Races
These races are the most common inhabitants of Pendaan.
Dwarves - Short and often stocky, with thick beards, Dwarves
live long and industrious lives under mountains and hills.
Other races respect their skilled craftsmanship, but often find
them stubborn and cantankerous. See Dwarves on page 17.
Elves - With their usually fair features and slender, pointed
ears, Elves sometimes seem fragile, a remnant of their faery
ancestry. Most who deal with Elves learn to first determine
what type of Elf they are dealing with. See Elves on page 18.
Elves, Imperial - The Imperial Elves have carved out an
empire for themselves, which is organized along militaristic
and strictly hierarchical lines. When other races see the
curved facial brands of the Imperials, they usually expect a
haughty, superior attitude to go with it.
In addition to the six races listed above, a few unusual
races are also available as options: Orcs, Goblins, Enselari,
Half-Dark Elves, Fiend Elves, Frost Elves, Mistborn and
the Varns dos Sedrin. These are races that are often
unwelcome in civilized areas, and consequently will be
more difficult to play. In addition, some have masks or
substantial make-up requirements. To ensure their rarity,
and in order to limit them to returning players who
understand them well enough to play them well, these races
have a CP cost that must be paid before making the
character. This cost does not count against the normal
limit of expended CP.
Elves, Grue - Unlike their Imperial cousins, the Grue
prefer the quiet peace of their forests, and their egalitarian
society cooperates without the need for leaders or rank.
Many races see them as weak or backwards, but those who
need the forests often come to respect them.
We may consider requests to play characters of other races,
on a case-by-case basis. See Unique Races on page 30 for
more information.
Humans - Populous and adaptable, Humans are the most
common race of Pendaan. Most find them at least tolerable,
although among the Imperial Elves there are those who still
look upon them with contempt. See Humans on page 20.
Famori - Tall and sturdy, with a gem-like Charak
prominent on their forehead, Famori are best known as
scholars and mages. Some find their intellects invaluable,
while others are put off by their sometimes tiresome
humor or meticulousness. Orcs and Famori retain an
ancient disdain for each other, which sometimes rises to
the level of hatred. See Famori on page 19.
15
Race Overvi ew
Ra'Kash - The dominant race of the Southern Continent,
the cat-like Ra’Kash also rule the city of Harradon on
Pendaan. Harradon’s neighbors see them as wild, with little
regard for borders and other niceties of law. Most races in
other regions treat them well enough, however. Ra’Kash
themselves save their greatest hatred for gnolls and
kobolds. See Ra'Kash on page 21.
Wargs - Often monstrous in appearance, Wargs were
despised by most races for many generations, as they were
created to be soldiers of the army of the Dark Queen.
Since their role in the Queen’s fall and their establishment
of the northern city of Haven, their reputation has
improved. Parents may still tell children to keep their
distance, but usually Wargs are treated as civilized beings
unless they prove otherwise. See Wargs on page 22.
Special Races
These races are rare or found only in remote areas. Most
have poor reputations and are often unwelcome in civilized
areas. Some are considered monsters, not people, and are
not protected by local laws in many areas.
Elves, Half- Dark - True Dark Elves, with black skin and
shock-white hair, are known only from stories and history.
According to legends, they live deep underground and
emerge only to conduct murderous raids on the surface.
These stories might be considered fiction if their halfblooded relatives did not offer the proof of their existence.
Half Dark Elves are gray in color, but otherwise look much
like Dark Elves. Most react to them with fear or, at least,
grave distrust. They are often suspected of collaboration
with or spying for Dark Elves. Most consider their homes
safer without Half-Dark Elves around. See Dark Elves, Half
on page 23.
Elves, Fiend - A group of Imperial Elves corrupted by
fiends, little love is lost on Fiend Elves. Even Enselari
consider them untrustworthy. Elves with the marks of their
taints are especially despised by Imperials. See Fiend Elves
on page 25.
Part 1 - Get ting Start ed
Elves, Frost - Few have encountered Frost Elves beyond
the Frozen North, but those who know them find them
cold and distant at best, callous and amoral at worst. Most
find it wisest to help them finish their business and assist
them with a quick departure. See Frost Elves on page 25.
Enselari - The silver-marked Enselari hail from a western
isle which only recently made contact with Pendaan. Their
novelty fascinates some, but many find them violent and
callous. They are widely known as sorcerers, and Radiants
especially shun them as servants of fiends. See Enselari on
page 24.
Goblins - Green-skinned and warty humanoids, Goblins
live in tribes in the Freelands and on the fringes of other
societies. Some are traders, while others are more inclined
to theft and brigandry. Other races find them
opportunistic and dishonest. See Goblins on page 26.
Mistborn - More commonly known by a variety of slurs,
including Misborn, Misbegotten, Maskling, or simply freak
or aberration, Mistborn are born to other races. Their
white “mask” is difficult to hide, and most are treated as
outcasts. Some believe them to be changelings or part
fiend; neither theory improves their reputation. Mistborn
are extremely rare, and many will go through their entire
lives without even encountering another of their kind. See
Mistborn on page 27.
Orcs - A violent race usually organized into tribes, Orcs
are uncivilized and brutish. Their red monstrous faces are
recognized and unwelcome in most areas. Orcs are most
common in the Freelands, where they dominate some
regions. In other areas they are most likely to be
encountered as mercenaries or pit fighters. Orcs and
Famori hold each other in mutual contempt or hatred, and
many Orcs will attack Famori when the opportunity arises.
See Orcs on page 28.
Varns dos Sedrin - Indistinguishable on the surface from
the other races of Pendaan, the Varns dos Sedrin travel the
land in their caravans, often taking the role of performers
and itinerant workers. Distrusted by most civilized people
as vagabonds and miscreants, most Varns stick close to
their families, keeping true to the belief that they are
chosen above all others. See Varns dos Sedrin on page 29.
The diviners of the path of sight
and the diviners of light have examined the signs and portents, and
have determined that this turn,
the second of the arc of storms,
shall be the turn of searching...
16
Myt hi cal Journeys Renai ssance
Races
Basic Races
Basic Races
There are six races in Mythical Journeys that are the most
common: Dwarves, Elves, Famori, Humans, Ra’Kash, and
Wargs. Any player can portray one of these races without
extra CP (assuming you meet the height requirements). All
of these characters, including Humans, can either purchase
certain skills at a reduced cost, or have access to special
racial skills.
Dwarves
“Poke a grizzly, pull a badger’s whisker, and
wrestle a giant kin before breakfast each day.”
- Recruiting Poster for the Iron Brigade
Physical Description - Dwarves
are
bearded, stocky folk, no taller than 5’
6”. Dwarves’ beards are their pride and
joy, males and females alike, and they
would rather bury their heads in the
dirt than be seen without one.
Some Dwarves will braid their
beards, or adorn them with
ribbons or bows.
Culture - Dwarves
generally
reside in, or come from, the
mountainous
and
hilly
regions of the world. It is said
that the birth of the Dwarves
came with the creation of the
mountains. To remark that a
Dwarf is “as old as the hills” is a
compliment indeed. Dwarves are
clannish, and can be as stubborn and
blunt as they are aggressive. This
stubbornness often sustains an
unbreakable loyalty, but can also result
in a bit of tunnel vision. Dwarves
often lack many of the social
graces found acceptable in
surface society; however, at
heart most Dwarves are honest
folk. Dwarves dislike water, and will
generally refuse to travel by such means even if the
situation is life-threatening.
History - Dwarves are more concerned with history than
many of the younger races, as many among them have
outlived numerous human generations. Even today,
Dwarves speak of their old Citadel of Flame, Kilnjen, built
within an active volcano of the Fireforge Mountains, and
destroyed by the Dark Queen’s Earthrending. Just as
Mythical Journeys Renaissance
important is their pride in supporting the rebellion that
led to her destruction. Today, most Dwarves live within the
Fireforge Mountains, but few are allowed to see their
underground cities, and no one outside of the Dwarf clans
knows how many there are. Dwarves do trade with the
other races, however, especially in Purk and Kadir Safwan
(in the Sandridden Plains).
Roleplaying - Dwarves are often gruff, blunt, honest, and
have a tendency to enjoy Dwarven ale a bit
too much. They are a quiet, private, and
somewhat bitter people as a result of
their great loss. They have no
difficulty getting along with most of
the other races, but hold bitter
contempt toward Wargs for
their part in the Dark
Queen’s sinister war. The
destruction of Kilnjen
resulted in the near
genocide of the Dwarven
race; consequently, Dwarf
sightings are few and far
between.
Language - In
general,
Dwarves speak and write
Common. In addition, Dwarves
hold sacred the Language of the
Stone, a language of cryptic runes
used to inscribe texts in stone.
Costuming - Dwarves, male or
female, may not be taller than
5’6”. All Dwarves, male and
female, must have a prosthetic
beard unless your real
beard is at least 4” long.
Racial Advantages Dwarves may learn the
skills Long or Short Blunt
Weapon for half the normal
cost. If this results in a half
point, round down. For example, if the cost of a skill is
normally 15, as a racial skill the cost is 7 (not 7.5). In
addition, Dwarves receive a 10 point discount on
Blacksmith, Miner, and their choice of any two other crafts.
Racial Limitations - Costuming and height requirements.
Half-Dwarves - Dwarves rarely interbreed with Humans,
producing Half-Dwarven offspring. Half-Dwarves must be
5’6” or shorter, and have a beard (including women), but
there is no length requirement for the beard. They receive a
10 point discount on one chosen craft.
17
Basic Races
Elves
“There is a song in the soul of each of us. To know
it is to achieve perfect harmony.”
- Llanden Valinsre, Elven Warrior
Physical Description - Elves are a magical race that once
lived among the ranks of the Faery. They are usually
slender and graceful, and all have pointed ears. They do not
have facial hair (except eyebrows).
Culture - Once, long ago, the immortal Elves lived in
eternal harmony with the other Faery Folk in enchanted
glades and forests. Different groups had passion for
different pursuits: arts, culture, philosophy, nature, magic.
Today, they are mortal and long parted from the Faery, but
they remain diverse in their ways. Still, all Elves bring a
passion and artistry to everything they do, whether it is
music, gardening, or warfare.
History - When the war against the Dark Queen began, the
Faery were forced into the deepest reaches of the forests to
escape the battles among the mortals. Years passed with the
Faery watching as the Dark Queen’s cruel minions slew
countless mortal men, women, and children. The Elves,
always a thoughtful race, eventually could stand no more
18
P art 1 - Get ting Start ed
and petitioned the Faery Ring to allow them to help the
mortals against this evil foe. The Faery Ring refused. The
Elves chose then to defy the Ring and help the mortals in
the struggle against the Queen, knowing well that in doing
so they would sacrifice their immortality. And so it was
that the Elves, now mortal themselves, were exiled from the
Faery Ring in order to stand with the mortals in the war
against darkness itself.
Roleplaying - Elves are proud of their heritage, their ability
to appreciate the finer things, and their sense of beauty.
Elves age at approximately the same rate as mortals, having
left the graces of the Faery Ring. In fact, they can be
somewhat frail as a result of this sacrifice; this limitation is
something to consider when choosing to play an Elf.
Language - Elves speak and write the Common tongue.
Elves also have an enchanted speech all their own and a
flowing handwritten script that is nearly impossible to
duplicate with a non-elven hand.
Costuming - All Elves must wear full pointed ears.
Examples include Large Space Ears, Troll Ears, Vampire
Ears, Pro Artist Ears by Woochie, or Anime Ears (small or
large) by Aradani Studios. Elves cannot have facial hair,
except for eyebrows.
Myt hi cal Journeys Renai ssance
Races
Racial Advantages - All full Elves may purchase the skills
Resist Slumber (see Resist Slumber on page 31) and Resist
Charm (see Resist Charm on page 31). Additional racial
skills depend on the type of Elf.
Racial Limitations - May not use any two-handed weapon
except for a staff or pole-arm.
Types of Elves:
Grue Elves favor the woods for their homes, and
prefer to live peaceful lives. Generally they live in small
villages that blend harmoniously into the natural
environment. Grue Elves receive Archery for half cost,
and receive a 10 point discount on Farmer, Herbalist,
and Trapper/Tanner.
y Imperial Elves focused their passion and art on
warfare, and played a critical role in the fall of the
Dark Queen. Their society is strictly hierarchical, and
all Imperials bear a brand that identifies their status
and, for the Highborn, their House. Player Imperials
will have the rank of Citizen, marked only with a single
curl down from the corner of their right eye. (Halfelves have a single curl up from the corner of the right
eye.) Imperials may purchase Long or Short Blades for
half cost. If this results in a half point, round down.
For example, if the cost of a skill is normally 15, as a
racial skill the cost is 7 (not 7.5). In
addition, Imperials receive a 10 point
discount on Blacksmith, Carpenter,
and Glassblower.
y Some Elves grow up outside of
Elven society, separated from
their heritage or even
unaware of it. These Elves
do not receive any
additional racial skills.
y Half-Elves, with one Elven
and one Human parent, are
the most common hybrid
race. Half-Elves must wear
ear tips. Examples include
Small Space Ears by Woochie,
or Small Ear Prosthetics,
Halfling/Hobbit Ears by
Aradani Studios. They may
purchase Resist Charm or
Resist Slumber, but not both.
Dark Elves, Fiend Elves, and Frost
Elves are uncommon types of
Elves. For more information, see
the entries for each race under
Special Races on page 23.
y
Mythical Journeys Renaissance
Basic Races
Famori
“How many Famori does it take t’ change the
torches?
None. By da’ time dey’s all done discussin’ how t’
do it, it’s daylight again.”
- Warg Humor
Physical Description - Famori are a tall and sturdy race, with a
Charak, or gem, in the center of their foreheads. They are direct
descendants of the Ogres, an ancestry they share with Orcs, with
whom they share an animosity that has existed for centuries.
Culture - Famori tend to adapt to whatever society they are part of.
Individually they are renowned intellects, serving as Chief Librarians
in many cities. They adore debate, the pursuit of knowledge,
information in all forms, and have a predilection for puns. Their own
societies are egalitarian meritocracies overseen by their elders.
History - As time went on, the Ogre race split into two factions:
“those who would learn” became known as the Famori and “those
who would fight” became known as Orcs (a derivative of Ogre).
With time, the gems on the Orc’s foreheads slowly faded away
and their towering height began to diminish. As the Orcs
changed, so did their relationship with the Famori. The two
factions began to quarrel and have done so ever since.
The two great cities of the Famori, Arcadia and
Korhadien, were destroyed by the Queen, but
rebuilt after her fall as New Arcadia and Nova
Korhadien.
Roleplaying - The Famori are an
intellectual and strong race of people.
They tend to pay great attention to
detail and the gathering of
information, much to the
consternation of the less patient
races. They come from an ancient,
organized, formal and highly
ritualized society. Many Famori
despise their Orc cousins as
much as the Orcs despise them.
Language - Famori read and
speak the Common tongue.
Costuming - All Famori wear a
colored gem on their forehead (known
as a Charak). The chosen color holds
no known significance. The area
around the gem is often decorated
with makeup or runes. The gem
cannot be removed. Famori
Guardians have three gems; the two
additional gems are added by a
magical ritual but are just as
permanent as the birth Charak.
Famori males must be at least 6’2”
tall; females at least 5’8” tall.
19
Basic Races
Racial Advantages - Famori may purchase Resist Poison
even if they do not have Precision; the cost is halved if they
have Precision. Literacy and Read Magic may also be
purchased for half cost. If this results in a half point,
round down. For example, if the cost of a skill is normally
25, as a racial skill the cost is 12 (not 12.5). In addition,
they receive a 10 point discount on Inkmaker and
Papermaker.
Racial Limitations - Costuming and height requirement.
Half-Famori - None. Famori are not able to interbreed
with other races.
Humans
“If ever a curse was placed upon this land, it is
the blight known as humanity...”
- Triannis Mosswind, Elven Seer
Physical Description - Humans are the most populous race
in the world. They hail from a diverse set of cultures, lands,
and races. They are of every height, color, and build.
Culture - Humans come from all walks of life. They tend
to be a communal and social people, although there are
always exceptions. They are a highly successful race and
have populated the far reaches of the world.
20
P art 1 - Get ting Start ed
History - Humans are a younger race than the Elves, Dwarves,
and Famori, though older than the Wargs and Enselari. They have
prospered and spread throughout the world.
Roleplaying - Just because one is a Human playing a
Human need not limit the complexity of one’s roleplaying.
Because of the Humans’ mixed history, their complex
relationships with the other races, and their highly diverse
cultural backgrounds, nearly any kind of character can be
played as a Human.
Language - Humans speak the common tongue. There are
also some regional and cultural dialects. See Accents on
page 148 for more details.
Costuming - Any. An understanding of your culture will
guide you in your costuming. We encourage you to consult
the Region Packet(s) for the area(s) your character grew
up in or lived in.
Racial Advantages - Humans may select any one weapon
skill (not including armor, any type of shield, or TwoWeapon skill) for half cost. If this results in a half point,
round down. For example, if the cost of a skill is normally
25, as a racial skill the cost is 12 (not 12.5). In addition,
they receive a 10 point discount on one chosen craft.
Racial Limitations - None.
Half-Humans - Humans can interbreed with Dwarves and
Elves. See Half-Dwarves on page 17 and Half-Elves on
page 19 for more information.
Myt hi cal Journeys Renai ssance
Races
Basic Races
Ra'Kash
“The dogs of war are nothing compared to the
cats.”
- Siamese Ra’Kash proverb
Physical Description - The Ra’Kash are an intelligent race
of cat people who come from a Mayan-like culture in the
jungles of the southern continent.
Culture - Far in the southern reaches of the world lie
countless miles of lush jungle which are as beautiful as
they are dangerous. Hidden within the deepest regions of
this jungle continent are cities made up of Maya-like
ziggurat pyramids, cobblestone streets, and straw houses.
These are the places the Ra’Kash call home. The Ra’Kash
society is matriarchal, and usually led by groups of female
priestesses who perform the Ra’Kash religious ceremonies.
Women in this culture are held in the highest regard, and
are treated with the utmost courtesy and respect by males.
Priestesses are particularly revered. Ra’Kash are renowned
hunters and are said to be able to track a falcon on a cloudy
day. Needless to say, Ra’Kash bounty hunters are in great
demand.
Language - The Ra’Kash speak and write the common
tongue. In addition, the Ra’Kash have a unique language of
growls, hisses, and purrs as well as a written language of
hieroglyphics and complex symbols.
Costuming - Ra’Kash must have full face make-up in a
natural cat color or pattern plus at least two of the
following: Furry ears (on the side of your head, where your
real ears are, not on top of your head), Tail, Cat’s eye
contacts, Fangs, Nose/whiskers prosthetic, Furry paws, or
Body Suit. Paws and Body Suit may be counted as one of
the two required items only if they have an appropriate
pattern (e.g. tiger stripes, leopard spots), not a uniform
color. Note, if your ears are not covered by costuming, a
headpiece, or your hair, they must be furry.
Racial Advantages - Ra'kash may purchase Karma for half
cost, and may purchase it up to eight times. In addition,
they receive a 10 point discount on Trapper/Tanner.
Racial Limitations - Extensive costuming requirement.
Half-Ra'Kash - None. Ra’Kash are not able to breed with
other races.
History - The Ra’Kash kept themselves apart from the
affairs of Pendaan until the Dark Queen invaded,
attempting to conquer the Southern
Continent as she had conquered Pendaan.
Her first defeat came here, and the
rebellion began when her defeated armies
were attempting to sail home. During
the rebellion, a large group of
Ra’Kash came to get their
revenge, promised payment in
the form of lands. To this day
they control the city of
Harradon and other lands
around the eastern half of the
Forgotten Forest.
Ra’Kash hold no discontent
toward any of the other
races, but do hold a great
hatred for their ancient
enemies: the gnolls and
kobolds. The war between
these races and the Ra’Kash has
endured for hundreds of years.
Escaped Ra’Kash prisoners have
told many stories of their
treatment at the hands of the
savage gnolls and their demented
kobold allies, and of the
unspeakable acts they saw
performed on helpless captives for
sport. It is for this reason that
Ra’Kash are eternal enemies of the
gnoll and kobold races.
Mythical Journeys Renaissance
21
Basic Races
P art 1 - Get ting Start ed
Wargs
“Thunder bashes your name, smashes your
name, then you have no name. Then your name
is broked.”
- Kodee, Warg Poet
History - Wargs were created by the Dark Queen for her
armies, a monstrous race that grew quickly to maturity.
They were never meant to breed on their own, or think for
themselves. Yet, even before the Queen’s fall there were
small breeding populations in the wilderness, and after her
fall many migrated to the new Warg city of Haven.
Physical Description - Wargs are one of the youngest of
races, and they retain some of their monstrous heritage,
with horns, tusks, or other features. Most are strong of
build and hardy. There are three breeds of Wargs. Yellow
skinned Wargs posses warts and pointed ears. Blue Wargs
have pointed ears and horns from their heads. Finally, the
Black skinned Wargs have tusks and horns protruding from
their faces as well as black skin.
Role-playing - Wargs are seen by many as monstrous,
savage, and uncivilized, even to this day. Indeed, some live
up to this reputation. Yet others try to live like the other
races, or practice their own form of civilization. Wargs
grow up quickly compared to other races, and their typical
lifespan is half that of humans.
Culture - Wargs keep the details of their culture to
themselves, but have divided many of their duties along
breed lines. The Black Wargs are the warriors, the Blue the
spiritual leaders and the Yellow Wargs their liaisons to the
other races. A mongrel culture, they value brains and brawn
and are curiously protective of their children.
Costuming - There are three common types of Wargs.
Language - Wargs speak and write the common tongue, but
on occasion have been known to speak Orcish as well.
Yellow Wargs must have full yellow make-up, extensive
warts, and pointy ears.
Blue wargs must have full blue make-up, horns, and pointy
blue ears.
Black wargs must have full black make-up and at least three
horns on their head and face; the horns must be obvious
(black horns or small horns hidden in your hair are not
acceptable).
22
Myt hi cal Journeys Renai ssance
Races
Special Races
Racial Advantages - Yellow wargs may purchase Resist
Paralyze and receive a 10 point discount on Scavenger.
Black wargs may purchase Two-Handed Weapon for half
cost, and may purchase the racial skill Stones Throw.
Blue wargs may purchase Empathic Healing even if they do
not have Devotion; the cost is halved if they have
Devotion. Bandaging may also be purchased for half cost.
They receive a 10 point discount on Herbalist and Farmer.
If a half-cost skill results in a half point, round down. For
example, if the cost of a skill is normally 25, as a racial skill
the cost is 12 (not 12.5).
Racial Limitations - Costuming
possess more than 12 Mana.
requirement.
Cannot
Half-wargs - The unique breeding habits of wargs results
in all wargs being a mix of many parents. If Human parents
have any effect on the mix, it is not apparent.
Special Races
These races are rare in civilized lands, and many are feared
or distrusted. We provide them as additional options for
players starting their second (or later) characters, who
should realize the difficulties they will face.
Characters of these races are held to a
higher standard of consistency with the
appropriate racial packets, and histories
that go against the packet (including
characters growing up outside their race’s
society) are much less likely to be
approved.
Dark Elves, Half
This is a special race, and is only
available to players with at least
150 saved CP, which must be
spent to select this race. These
points are not considered part of
your total spent points. See the
spending cap rule in Character
Advancement on page 11.
Physical Description - Half-Dark
Elves have gray skin, gray pointed
ears, and white hair.
Culture and History - Dark Elves
were said to live in subterranean
cities, hidden away from the world
Mythical Journeys Renaissance
and emerging only to raid and pillage. They were said to
work with Fiends and other foul creatures. However, they
have not been seen on the surface for centuries and many
believe them extinct. Players may not play Dark Elves, but
they may play Half-Dark Elves, shunned by surface Elves
and scorned by Dark Elves.
Roleplaying - Dark Elves were arrogant, violent, and
intolerant. Their society was matriarchal, but only because
the females of the race were stronger than the males. HalfDark Elves may emulate Dark Elf behavior, or some try to
reject it, but arrogance and violence are in their blood, and
they find the traits difficult to shake.
Language - Dark Elves spoke and wrote the common
tongue as well as their own language. Half-breeds would
not have been exposed to their language, however.
Costuming - All Half-Dark Elves have gray skin and ears,
and white hair. Half-Dark Elves who have one Dark Elf and
one other type of Elf as their parents must wear full
pointed ears. Examples include Large Space Ears, Troll
Ears, Vampire Ears, or Pro Artist Ears by Woochie. They
cannot have facial hair, except for eyebrows.
Those with one Human parent must wear ear tips.
Examples include Small Space Ears by Woochie, or Small
Ear Prosthetics, Halfling/Hobbit Ears, or
Anime Ears (small or large) by Aradani
Studios. They may have facial hair, but it
must be white.
Racial Advantages - Half-Dark Elves may
purchase the skill Resist Magic (see
Resist Magic on page 31) and may
also purchase Maim even if they
do not have Might; Maim is half
cost if they do have Might. They
may also purchase one chosen
weapon skill for half the usual
cost. If this results in a half point,
round down. For example, if the
cost of a skill is normally 25, as a
racial skill the cost is 12 (not
12.5).
Racial Limitations - May not use any
two-handed weapon except for a staff
or pole-arm. Their vitality is reduced
by 2 during the day unless
underground; the vitality is restored at
sunset. This limitation will not drop
them below 1 Vitality.
23
Special Races
Enselari
This is a special race, and is only available to players with at least
50 saved CP, which must be spent to select this race. These points
are not considered part of your total spent points. See the
spending cap rule in Character Advancement on page 11.
Physical Description - The Enselari appear much like Humans,
and many scholars believe they are closely related. However, their
faces, and sometimes other parts of their bodies, show patterns of
silver or gray. Many wear silver jewelry to complement their patterns.
History - The Enselari live on the western isle of Zelfir, several
hundred miles west from the port of Arkenstone. Under favorable
winds, the trip can be made in about a week. Yet, it was not until
the 498th Year of Light that the first encounter between them
and the people of Pendaan took place. In fall of that year, a small
vessel from Zelfir reached the coast just north of Arkenstone, and
Enselari explorers first encountered the people of Pendaan. Since
that time, many expeditions to and from Zelfir have occurred, led
by merchants, missionaries, and scholars. The Enselari welcomed
the merchants and scholars, and have shown great interest in the
products of Pendaan, as well as in its lore and art. Conversely,
they almost immediately banned missionaries and priests of both
Fortune and Radiance. For this reason, and because many Enselari
practice Sorcery, many Radiants believe that the Enselari are the
servants of fiends and shun them at all times.
P art 1 - Get ting Start ed
The recent Fiend War began with a Radiant-led crusade to the
isle of Zelfir, and resulted in divisions within the Enselari
people. Those who follow the Elders blame the
Radiants for drawing the fiends, while those
who follow the Queen appreciate the aid. The
Queen has directed her people to renounce
Sorcery, although not all have.
Culture - While there is an
artistic side to Enselari culture,
they primarily value strength
in battle, both physical and
magical, and from a young
age engage in combats and
duels to test their abilities.
Often, these battles are to the
death. Those who die permanently
are mourned, but the sorrow is
not such much at their deaths
but rather that they had the misfortune
to grow up weak. Families are large,
and most families will lose at least
one child in such tests before they reach
adulthood. Some Enselari are
malicious or have tempers, but
just as many pursue violence with a purely
practical, matter-of-fact attitude that other
races find unnerving. In contrast, the
use of faith is nearly unknown in
Enselari society, with few practitioners of
Shamanism and no representation of
Radiance or Fortune.
Roleplaying - Enselari who come to Pendaan may be
adventurous and looking to test themselves in new ways,
scholarly and looking to learn about Pendaan for its own
sake, spiritual and wishing to explore Pendaan’s faiths, or
even discontented with their society and simply trying to
find a new lifestyle.
Language - Enselari speak the common language of Pendaan
easily. Their own language is a closely-related dialect, which is one
piece of evidence that they are related to Humans.
Costuming - Patterns of silver markings. These are variable
between individuals, and can range from patterns like warpaint to
tribal designs to geometric patterns like spirals. They must be
obvious to viewers. Normally an individual’s design remains the
same over time.
Racial Advantages - May purchase any one weapon skill for
half the usual cost. If this results in a half point, round
down. For example, if the cost of a skill is normally 25, as a
racial skill the cost is 12 (not 12.5). In addition, they may
purchase Resist Charm (see Resist Charm on page 31).
Enselari may also begin play with Sorcery Mana.
Racial Limitations - No Enselari was raised in the religions of
Fortune or Radiance, or taught any magic in their youth aside from
Mentalism or Sorcery. Consequently, Enselari character may not
start with Faith or with Mana other than Mentalism or Sorcery.
24
Myt hi cal Journeys Renai ssance
Races
Half-Enselari - Since Enselari and Humans encountered
each other recently, all offspring of mixed parentage are
still children. However, the few that have been born have all
been full Enselari, as far as can be determined.
Fiend Elves
This is a special race, and is only available to players with
at least 50 saved CP, which must be spent to select this
race. These points are not considered part of your total
spent points. See the spending cap rule in Character
Advancement on page 11.
Physical Description - Fiend Elves appear much like other
Elves, but with traces of red or black coloring.
Culture and History - Once part of the Imperium, the
Fiend Elves grew too close to fiends and were corrupted.
They are feared or despised by other races. Other races
know little of them.
Roleplaying - Fiend Elves are militaristic, much as
Imperials, but more violent. Otherwise, little is known of
their personalities.
Special Races
Racial Advantages - Fiend Elves may purchase the skills
Resist Slumber (Resist Slumber on page 31) and Resist
Charm (Resist Charm on page 31). They may choose one
weapon skill for half the usual cost. If this results in a half
point, round down. For example, if the cost of a skill is
normally 25, as a racial skill the cost is 12 (not 12.5). In
addition, Fiend Elves may start with Sorcery Mana.
Racial Limitations - May not use any two-handed weapon
except for a staff or pole-arm.
Frost Elves
This is a special race, and is only available to players with
at least 50 saved CP, which must be spent to select this
race. These points are not considered part of your total
spent points. See the spending cap rule in Character
Advancement on page 11.
Physical Description - Frost Elves are usually slender and
graceful, like other Elves, with pointed ears and no facial
hair. Unlike other Elves, their skin and hair color tends
towards white or blue.
Language - Fiend Elves speak and write the common
tongue. If they have developed their own language, it is
unknown to other races.
Costuming - All
Elves
must wear full pointed
ears. Examples include
Large Space Ears, Troll
Ears, Vampire Ears, or
Pro Artist Ears by
Woochie. Elves
cannot have
facial hair,
except for
eyebrows.
Fiend
Elves also
have minor
physical
traits that
distinguish them
from other Elves.
Fiend Elves must
choose one (and
only one) of the
following traits: a
red tinge of color
over their eyes,
black fingernails, a
red streak in their
hair, or a red tinge
on the ears.
Mythical Journeys Renaissance
25
Special Races
P art 1 - Get ting Start ed
Culture and History - Frost
Elves
turned away from the war against the
Dark Queen, bent on regaining their
lost immortality. It is said they
succeeded, finding a way to join
themselves with ice and preserve
themselves
forever.
The
Crystalline, or True Frost
Elves, seek little contact with
world beyond their fortresses
and domains in the Frozen
North, but those younger
Frostlings, inexperienced in
their ways, sometimes wander
in northern Pendaan while they
learn to master their magic.
Roleplaying - Frost Elves are
cold in demeanor, unforgiving
and without mercy. Most are
intent on proving themselves
and joining with ice.
Language - Frost Elves speak
and write the common tongue.
If they have developed their own
language, it is unknown to
other races.
Costuming - All Elves must
wear full pointed ears.
Examples include Large
Space Ears, Troll Ears,
Vampire Ears, or Pro Artist
Ears by Woochie. Elves cannot have
facial hair, except for eyebrows. Frost Elves must also have
full face make-up in ice colors (white/blue/silvery), and
white or blue streaks in their hair.
Racial Advantages - Frost Elves may purchase the skills
Resist Slumber (see Resist Slumber on page 31), Resist
Charm (see Resist Charm on page 31), and Resist Ice (see
Resist Ice on page 31). They may choose one weapon skill
for half the usual cost. If this results in a half point, round
down. For example, if the cost of a skill is normally 25, as a
racial skill the cost is 12 (not 12.5).
Racial Limitations - May not use any two-handed weapon
except for a staff or pole-arm. Their Vitality is reduced by
3 during the day in the months May through September.
The vitality is restored at sunset. This limitation will not
drop you below 1 Vitality.
Goblins
This is a special race, and is only available to players with
at least 50 saved CP, which must be spent to select this
race. These points are not considered part of your total
spent points. See the spending cap rule in Character
Advancement on page 11.
26
Physical Description - Green-skinned humanoids that
come in all different shapes and sizes, much like humans.
Culture - Goblins are loosely organized into tribes,
although these are not structured the same as Human
tribes. Their leaders are respected for their intelligence and
savvy, and tribe members go to them for advice and
guidance. When their leaders lose their respect, they are
replaced, or tribe members will simply leave the tribe and
look for a new, smarter tribe to join. Most goblins do not
like to live without the community support of a tribe,
however. Goblins are adaptable and can be found both in
cities and in wilderness areas such as the woods. Some even
live in caves. The one thing that all goblins have in
common is that they make their money through some kind
of trade. Woodland goblins are often herbalists,
woodworkers, or other types of craftsmen, using the
resources available to them in the woods. Goblins without
resources often migrate to cities, where they are usually
poorly treated by other races, and primarily interact with
others of their own kind. No major city grants citizenship
to goblins, and some cities bar them from entry entirely.
History - Goblins had a long and proud history, which was
recorded in their library until it was burned centuries ago.
Now, much of Goblin history has been lost. Currently,
most tribes claim to be the oldest and
greatest of the tribes. Within the last
250 years or so, increasing areas of
Goblin land has been taken over
by cities of other races. Their
numbers have been gradually
declining overall.
Role-playing - All goblins are
traders,
whether
they
are
craftsmen who produce goods or
fighters or Elemental mages who
sell their services. Goblins are
usually very smart about their one
trade, such as herbalism, while
they are often ignorant about
most other subjects. Some cover
their ignorance with bluster, but
outside of their area of expertise,
many goblins are hesitant or even
shy when dealing with others.
Goblin players should pick one
of the local tribes to be from,
or may submit another tribe for
approval with their character
history (generally from a more
distant area). Local tribes
include the Ajagar (living
in the outer parts of the
city of Felnar), the Tessen (a
woods tribe), the Oldback (a
merchant tribe), the Takmok,
the Hammertooth, and the
Redfoot.
Myt hi cal Journeys Renai ssance
Races
Special Races
Language - Goblins speak the common tongue, though
usually heavily accented, but they write in symbols or
pictures because most are not literate.
Costuming - Green Goblin half-mask (available from
Mythical Journeys) and the bottom half of the face must
be painted a similar shade of green.
Racial Advantages - Goblins receive a 10 point discount on
Scavenger, and may also purchase Resist Tamper (see Resist
Tamper on page 31).
Racial Limitations - Extensive
costs 50 CP to play.
costuming
requirement,
Half-Goblin - None. Goblins are not able to breed with
other races.
Mistborn
This is a special race, and is only available to players with
at least 50 saved CP, which must be spent to select this
race. These points are not considered part of your total
spent points.
Physical Description - Mistborn appear much like
Humans, Elves, or Famori, but with distinctive markings
around their eyes. These markings have a shape similar to a
raccoon’s “mask,” but are predominantly
white with darker blue and/or purple
accents, and some have bright
“sparkles” dotting their face.
Mistborn themselves show no inherent gift for Sorcery or
other signs of a fiendish taint, although some have traveled
that path as a means of striking back at the communities
that spurned them. Most, however, are content to find a
place in society where they can be useful and prove their
worth as individuals. Being an outsider from the moment
they are born gives them a stronger sense of self than most
people and consequently the discipline of Mentalism
appeals to many. Others turn to Shamanism as a means of
getting in touch with the greater world and distancing
themselves from the provincial concerns of a wary
populace.
Mistborn have no society or culture of their own and many live
their entire lives without seeing another of their kind.
Consequently, their names, accents, manners of dress and customs
are largely dependent upon the community they are born into. Most
possess the physical traits of their parents while having a white
“mask-like” pattern around their eyes. Some have inexplicably
pointy ears like an Elf—even though both parents are Human—and
some even have a gem in the center of their forehead like a Famori.
Role-playing - Mistborn have all the problems typical of halfbreeds in that they have no real society of their own and must do their
best to fit in where-ever they can. Due to their distinctive markings,
this is not always easy, and some Elves and Famori look down on
are
History and Culture - Mistborn
born to otherwise normal parents of any
race, but usually Humans or Elves. Their
appearance seems unrelated to that of
their parents, and a Mistborn with
Famori parents is no more likely to have
a charak than one born to Human
parents. Even those born to Ra’Kash or
Wargs have skin like Humans, aside
from the mask, and never have fur or
the color of the skin of Wargs.
(Players of Mistborn characters may
choose any basic player race for their
character’s parents: Human, Dwarf,
Grue or Imperial Elf, Famori,
Ra’Kash or Warg.) While many
rumors and tales exist attempting to
explain their origins, there is no
established rhyme or reason as to
when and to whom they’re born.
The disproportionate number that
are born to an unmarried parent
give rise to tails of fiendish liaisons
and sorcerous pacts although none
of these claims have ever been
proven. Unfortunately, lack of
evidence has failed to save more than
one “fiend-wife” and her offspring from
murderous mobs of frightened villagers.
Mythical Journeys Renaissance
27
Special Races
P art 1 - Get ting Start ed
them as “pretenders” due to the “fake”
ears and gems. It was a kinder, gentler
time and place that christened them
the Mistborn. Very few cultures refer
to them by their “proper” name,
often favoring more colorful
terms such as misborn,
misbegotten, mistakes,
and the like. Even the
term “Mistborn” can
be
perjorative,
referring to creatures
(variously fiendish,
undead, fey, or other
spirits) coming out of the
“mist” to taint or replace a
natural child.
Mistborn have a natural affinity
for mind-based magics and
strong senses of self which
often makes them seem
haughty or dismissive to other
races despite their need to fit
in. Some Mistborn embrace
this enforced solitude and
spend their time looking
inside themselves or exploring
the wonders of the natural
world. Many take up
shamanism of some form,
while others delve into
the mysteries of
Mentalism. Ultimately, a
Mistborn can be found in almost any profession as the one thing
important to them above all is a sense of purpose.
Language - Usually the common tongue of Humans, as
appropriate to their region of origin.
Costuming - White markings in a mask-like pattern around the
eyes, with blue or purple accents, sometimes glitter around the
markings. The mask must extend all the way across the face,
ending at the hairline on each side of the face, and must extend
upwards all the way to the eyebrows. In addition, Mistborn may
wear elf ears or a Famori gem, although these are not required.
Racial Advantages - May purchase Resist Terror (see Resist Terror
on page 31) and Resist Charm (see Resist Charm on page 31).
Racial Limitations - Mistborn have their maximum
Vitality reduced by one during the day (it will not drop
below 1, however). The vitality is restored at sunset.
Children of Mistborn - Mistborn can apparently have children
with any of the basic player races, and possibly with other races as
well, but these offspring take on the features and traits of the nonMistborn parent and show no signs of their Mistborn parentage.
Players of characters with one Mistborn parent should simply select
the other parent’s race as their character’s race. If two Mistborn
have ever produced a child, it was not made public knowledge.
28
Orcs
This is a special race, and is only available to players with
at least 100 saved CP, which must be spent to select this
race. These points are not considered part of your total
spent points. See the spending cap rule in Character
Advancement on page 11.
Physical Description - Red-skinned humanoids that come
in all different shapes and sizes, much like Humans. Most
are strong and muscular.
Culture - Orc are arranged in many tribes, all of which are
said to have stemmed from the Iron Helm clan. They have
a strong emphasis on war and physical strength. Orcs that
are unfit to be in the Orcish army are deemed second class
in the tribe and may become skilled workers in crafts,
especially those relating to weapon and armor crafting.
Those that do not take up a craft often become shamans.
Most Orc shaman believe that spirts serve and obey them
because of the aid the spirits of their tribe’s ancestors.
Women in the Orc society are viewed as third class citizens
for the most part, though there are some that have broken
this mold. In some tribes, to do so is treason punishable by
death. Orcs identify themselves with their clan, often
wearing symbols and even wearing face paint to show which
clan they are in.
History - Orcish History dates back to the separation of the
Famori and the Orcs from the Ogre. At
that time it is said there was one clan,
The Iron Helm Clan. All clans of the
orcs are split off of this main clan.
Orcs do value their history, and
most know and respect their
great leaders. The Clans have
spent much of history
warring with each other until
recently. Some fear the orcs
will cease warring each other
and turn their attention
towards the other races. Each
Clan also has a rich history
shown in the Orc Racial
Packet.
Role-playing - Orcs
are
warriors by birth-right, they
want nothing more in life than to
become the Warchief of their
clan. They train for hours each
day in combat arts. Honor to an
Orc is only something gained on
the battlefield. You cannot gain
honor if you do not fight, and
you are often dishonored if
you do not fight. Orcs will
fight for almost any reason.
Their first response to most
situations is to take swings.
They are crude and have horrible social
Myt hi cal Journeys Renai ssance
Races
manners as well as table manners. Most orcs also view all
women as potential wives because that is the known mold
for females in the Orc culture. Orc players should pick one
of the local tribes to be from, or may submit another tribe
for approval with their character history (generally from a
more distant area). Local tribes include the Bone Crusher
Clan, the Clan of the Shattered Steel, the Clan of the
Stone Minds, the Iron Helm Clan, the Fist of Stone Clan.
More information is available about these clan in the Orc
racial packet.
Language - Orcs speak the common tongue, normally with
a harsh sounding voice. They do not have a written
language and struggle greatly to learn to write in common.
Costuming - Red Orc half-mask (available from Mythical
Journeys) and the bottom half of the face must be painted
a similar shade of red.
Racial Advantages - Orcs may purchase Subdue even if
they do not have Might; it costs half if they do have Might.
They may also purchase the racial skill Recovery. Hardiness
and one weapon skill cost them half the usual amount. If
this results in a half point, round down. For example, if the
cost of a skill is normally 25, as a racial skill the cost is 12
(not 12.5).
Racial Limitations - Costuming requirements, cost 100
CP to play. May not start with Mana.
Half-Orcs - There are no half-orcs. They cannot
interbreed with other races, just like their cousins, the
Famori.
Special Races
Varns dos Sedrin
“The world is no longer any place for us and yet
we remain, too stubborn to see what it is we’ve
become.”
Chuvani Observation
This is a special race, and is only available to players with
at least 50 saved CP, which must be spent to select this
race. These points are not considered part of your total
spent points. See the spending cap rule in Character
Advancement on page 11.
Physical Description - The Varns dos Sedrin, or Children
of the Clans, can be found across Pendaan though they are
physically indistinguishable from the other races of the
world.
Culture - The Varns are a wandering people, found traveling
across Pendaan in their Kumpaniyi (caravans), made up of
numerous families in their personal Vardos (wagons). Each
individual Kumpania belongs to one of the Tribes, most of
which are bound to a specific element. The rarest of these folk
are the Forgotten and the Wicked. These two Tribes keep few
Kumpaniyi of their own, preferring to blend in with the other
Clans when they can. Even then, their numbers are
insignificant when compared to the Elemental Tribes. The
Varns dos Sedrin on the whole are a highly superstitious
people and suspicious of outsiders, even when they’re also of
the Varns though of a different Tribe. Due to their ties to the
Elements, all Elementalists must walk the path of the Purist,
learning no spells outside their Element and all faithful are
Shaman who follow the Ways of their Tribal Element.
History - Once times were good for the Varns, but those
happier times are no more. Once their vardos and
Kumpaniyi spanned the whole of the Pendaan and in the
many times the Gaje rose up against them never could they
be destroyed. They claimed to be created from all the
Gods, yet they were abandoned the same as everyone else
when the Godless Time struck. Elemental Wars created
rifts among friends and families, driving the Varns to seek
out those who walked the same path. Those who had joined
The Destroyer’s ranks looked upon their brethren as prey
and those who clung to the Old Ways were written off and
left behind, artifacts of a time now past.
Language - The Varns have a language all their own which
they often blend seamlessly with the common tongue.
Costuming - A Varn may appear to be of any race, but
must adhere to any height, make-up, and prosthetic
requirements for that race, and also have the racial
limitations of that race. Varns may not appear to be of any
special race without permission, and additional CP cost in
some cases, although no racial advantages are ever gained
from the race they share their appearance with.
Mythical Journeys Renaissance
29
Unique Races
P art 1 - Getting Started
Racial Advantages - Varn receive racial benefits only
according to their tribe. They do not gain any racial
advantages from the race whose appearance they share.
Half-Varns - None. A child is either born as a Varn or not,
though until they’re tested by their Satarma they won’t
know for certain.
Detlene—They have no name they call themselves and
tend to try to blend with the others, who call them the
Detlene, the Forgotten or the Spirits of Dead
Children. Their Chuvani follow the old ways of the
spirits who have departed the world. All Elements are
found within this Tribe.
May purchase Resist Spirits (See Resist Spirits on
page 31); Last Rites may be purchased at half cost.
y Dharter—The Tribe of the Earth, they are methodical
in all that they do. Dharter are slow to anger and slow
to act, but when they have reached a decision, none can
sway them from their chosen course of action.
May purchase Resist Earth (see Resist Earth on
page 31); Herbalism may be purchased with a 10
point discount.
y Jastaqui—The Tribe of Water, the Jastaqui are
performers and charmers extraordinaire. Under this
veneer, however, hides a cool, distant personality
always calculating how to get the result they desire.
May purchase Resist Ice (see Resist Ice on page 31);
Read Magic skill may be purchased at half cost.
y Jhanarum—The Tribe of the Wind, the Jhanarum are
the most socially adept. The have a gift for blending in
with the Gaje and have earned the Varns their
reputation for trickery and swindle.
May purchase Resist Wind (see Resist Wind on
page 31); Escape Artist may be purchased even if they
do not have Subtlety, or for half cost if they do.
y Kuyignum—The Tribe of Fire, they are quick to assess
and take action. Kuyignum are prone to acting without
thought regarding cause or consequence and have a
well earned reputation for vengeance.
May purchase Resist Fire (see Resist Fire on page 31); a
weapon skill may be purchased at half cost (not
including the armor, any type of shield, or two-weapon
skills).
y Mizhak—The Wicked Ones, they are deceivers and
destroyers to the core. They believe they challenge and
make their people stronger by keeping them on their
guard. All Elements are found within this Tribe, as well
as a predilection for the darker arts of Sorcery and
Nethermancy.
May purchase Apply Poison and Backstab even if they
don't have Precision, or for half cost if they do.
Racial Limitations - Elementalists must be purists of their
elements. Faithful of the Elemental Tribes are Elemental
Shaman, while the Chuvani of the Detlene follow their
deceased ancestors, the Spirit Wardens.
GbgX5 Unlike most races, Varns can not be distinguished
y
30
solely by appearance, and some characters who discover
they have strong ties to the Varns may, in fact, be Varns
themselves. Those who are tested and discover that they are
Varns will lose all previously gained racial advantages of
their original race.
Unique Races
If you have an idea for a race that is not listed here, and
you believe it would fit our setting, you may submit it for
approval. We will consider your idea within these
guidelines:
1. Any special request will cost CP. Generally it will cost
more CP than the special races that we’ve already made
available.
2. You must provide backstory that meets our approval. Where
is the race from? Why is your character here? Even if we
approve it, we may make changes as we see fit, and we may or
may not tell you about these changes. It’s possible that not
everything you believe is true.
3. You must submit a picture of yourself in full make-up
and costume, and you are committing to wear
something at least that good at all times. If you can’t
wear it in hot weather, it’s not suitable for use.
4. You can propose racial skills, but we will consider this
merely a suggestion and usually will not assign any
racial skills to your proposed race. If we do, you will be
eligible to buy your racial skills for the appropriate CP
cost, but you get nothing for free.
5. We may reject your idea for any reason, including the
backstory not fitting our world, your make-up not
meeting our standards, your concept not being
balanced against other races, your idea is silly or
cheesy, or because there are too many unique races
already in-game. We may or may not tell you why we
rejected your idea.
Myt hi cal Journeys Renai ssance
Races
Racial Skills
Some races have skills available only to them. Since these
skills are not available to all characters, they are described
here, not in Chapter 3 Skills.
y
10~—skill cost per use, does not increase in cost.
Recovery
Category: Racial
Cost: 50 ~
Prerequisite: Orc
Once per event, when you are Dying due to your injuries, at
the end of the usual 5 minutes, this skill allows you to recover
instead of becoming Dead, and regain all your vitality. Treat
this as a Healing effect, so it will also repair any Maimed
limbs but it cannot be used if you are Diseased.
Resist Charm
Category: Racial
Cost: 10 ~
Prerequisite: Elf, Enselari, or Mistborn
You may resist one Charm spell or effect. This may not be
used to resist any other spell or mental effect, only “Charm.”
Resist Earth
Category: Racial
Cost: 10 ~
Prerequisite: Varns dos Sedrin of the Dharter Tribe
You may resist one spell or effect that contains the word “Earth.”
Resist Fire
Category: Racial
Cost: 10 ~
Prerequisite: Varns dos Sedrin of the Kuyignum Tribe
You may resist one spell or effect that contains the word “Fire.”
Resist Ice
Category: Racial
Cost: 10 ~
Prerequisite: Frost Elf or Varns dos Sedrin of the Jastaqui
Tribe
You may resist one spell or effect that contains the word “Ice.”
Resist Magic
Category: Racial
Cost: 50 ~
Prerequisite: Half-Dark Elf
You may resist one spell. This skill may not be used
during the day. Even if you have purchased this skill more
than once, you must wait at least 10 minutes after each use
before using it again.
Mythical Journeys Renaissance
Racial Ski lls
Resist Paralysis
Category: Racial
Cost: 10 ~
Prerequisite: Yellow Warg
You may resist one Paralyze spell or effect.
Resist Slumber
Category: Racial
Cost: 10 ~
Prerequisite: Elf
You may resist one Slumber spell or effect (including
Slumber Venom).
Resist Spirits
Category: Racial
Cost: 10 ~
Prerequisite: Varns dos Sedrin of the Detlene Tribe
You may resist one spell or effect that contains the word “Spirits.”
Resist Tamper
Category: Racial
Cost: 25 ~
Prerequisite: Goblin
Allows you to resist the last complete sentence from any potion.
Resist Terror
Category: Racial
Cost: 15 ~
Prerequisite: Mistborn
May resist one effect with the word “Terror” in its incantation.
Resist Wind
Category: Racial
Cost: 10 ~
Prerequisite: Varns dos Sedrin of the Jhanarum Tribe
You may resist one spell or effect that contains the word “Wind.”
Stones Throw
Category: Racial
Cost: 20 ~
Prerequisite: Black Warg
You may pick up and throw a large boffer stone or similar
object, calling “Pain” when you do so. You may make and bring
throwing rocks for use with this skill. The object must be made
entirely of foam and duct tape, just as a normal thrown weapon,
but larger. They must be larger than your head, and red-stickered
with a 2, 3, 4, or 5. They should be irregular in shape, like a rock,
not perfectly round like a ball. Red-stickered objects with no
number may not be picked up. After picking up a numbered redstickered object, you must throw it within one minute, or put it
back down. The skill is expended whether or not you throw the
object.
31
R a ci a l S k il l s
32
Pa rt 1 - Get ting Start ed
Myt hi cal Journeys Renai ssance
Chapter 3
Skills
Skills represent your in-game abilities. These can include
what weapons you know how to use, how much Faith or
Mana you can wield, what trade skills you know, etc. There
are several types of skills:
General skills are available to every character. These are
abilities anyone can learn or use, such as bandaging,
literacy, or vitality.
y Craft skills are available to every character. These
abilities represent the mundane skills of the World
such as farming, leather working, smithing, etc.
y Finesse and Might skills represent techniques with
weapons such as disarming your opponent. Finesse
skills are quick and precise, while Might is strong and
brutal.
y Precision and Subtlety are the skills of stealth.
Precision skills are the skills of murder, poisons, and a
quick knife. Subtlety skills are the tricks of the
thieving trade.
y Sanctity and Devotion skills represent abilities of
those who have learned to call upon their faith or the
spirits. Sanctity is concerned with shaping faith into
spells and other direct effects. Devotion focuses on
other methods of healing and holy rites.
y Power and Sight skills represent manipulation and
perception of magical energies. Power provides the
methods of shaping magical energy into spells, while
Sight encompasses a variety of means to perceive and
manipulate magic in other forms.
y Special skills require more advanced training and are
available only to those in the appropriate Advanced or
Prestige classes.
y
Learning Skills
Any skill listed in this chapter may be learned by any
character of the appropriate class who meets the listed
prerequisites. We encourage the roleplaying of being taught
these skills, but such teaching is never required.
Some skills are not listed in this rule book, and can only be
learned if you are taught by someone who has the
appropriate skills to teach you. These include the skills for
teaching magical and divine spells, advanced ritual skills,
and all craft skills beyond those listed here. You may never
be taught more than one skill per event. (You may, however,
learn a skill and a spell at the same event.) If a skill requires
instruction over multiple events, you can learn other skills
during the preliminary lessons, but not during the final
event when you complete your training. To purchase the
skill, note the name of the skill and your teacher in the
appropriate section of your Post Event Letter (PEL). If
you do not have enough points to buy the skill
immediately, you may save your points and buy it later.
Skills that you have been taught, but not yet purchased,
may not be used to fulfill prerequisites to learn other
skills.
Crafting Skills
Craft skills represent trade skills and ordinary, everyday
skills used by those who work for a living, instead of
adventuring. Your character may have learned a craft skill
before becoming an adventurer, or you may choose to
develop one later on. Characters who focus on developing
their craft skills may discover more advanced techniques
and reach a level of mastery far beyond those who simply
dabble. These advanced techniques are skills that you must
learn while playing Mythical Journeys.
Your first craft costs 20, the second costs 30, the third 40, etc.
Some races receive a discount on certain crafts, reducing the cost
by 10. This discount applies to the initial purchase of the craft,
not to the additional techniques you may learn within the craft.
33
Crafting Skills
Part 1 - Getting Started
Table 1 Skill Costs
General Skills (Available to everyone)
Bandage
30
Literacy
10
Karma
40
Read Divine
40
Small
Weapon
5
Hardiness
40
Any arms/
armor skill
for double
the listed
cost
Last Rites
20/30/+
Quickdeath
15/*
Vitality
20/30/+
(max of 4)
Read Magic
40
Appraisal
5/*
Crafts: First costs 20, second costs 30, etc.
Finesse
Might
Chosen Foe
30/45/+
Disarm
30/45/+
Knockdown
20/30/+
Maim
20/30/+
Pain
30/45/+
Parry
20/30/+
Push
10/15/+
Slay
40/60/+
Pierce
10/15/+
Subdue
20/30/+
Arms and Armor
Arms and Armor
Archery
20
Armor I
20
Long Blunt
15
Net
20
Blowgun
15
Buckler
10
Pole-Arm
20
Short
Blunt
10
Long
Blades
15
Net
20
TwoHanded
Weapon
20
Armor I, II,
III
20/30/40
Pole-Arm
20
Shield
20
Shield
20
Tower
Shield
30
Short
Blades
10
Thrown
Weapon
15
Two
Weapon
10/15/+
34
Myt hi cal Journeys Renai ssance
Skills
Craft ing Ski lls
Table 1 Skill Costs
Precision
Subtlety
Apply
Poison
25
Backstab
30/45/+
Avoid Trap
20/30/+
Catch
Thrown
Weapon
20
Hamstring
20/30/+
Poison
craft
30/45/+
Dodge
20/30/+
Escape
Artist
20/30/+
Quickdeath
5/*
Resist
Poison
30/45/+
Lockpicking
20
Waylay
10/15/+
Arms and Armor
Arms and Armor
Archery
20
Armor I
20
Archery
20
Armor I
20
Blowgun
15
Buckler
10
Blowgun
15
Buckler
10
Short
Blades
10
Short
Blunt
10
Short
Blades
10
Short
Blunt
10
Thrown
Weapon
15
Two
Weapon
10/15/+
Thrown
Weapon
15
Two
Weapon
10/15/+
Sanctity
Power
Destroy
Undead
10/15/+
Faith
20/*
Mana
20/*
Divine
Scrollcraft
10/*
Read
Divine
20
Read Magic
20
Arms and Armor
Short Staff
15
Staff
Scrollcraft
Arms and Armor
20
Short Staff
15
Devotion
Staff
20
Sight
Alchemy
Advanced
Bandaging
30
Create
Holy Water
10/15/+
Diagnose
30
Empathic
Healing
10
Last Rites
10/15/+
Read
Divine
20
SelfSacrifice
10
Mythical Journeys Renaissance
10/*
30/*
Analyze
Alchemical
Powder
15
Detect/
Attune
20/30/+
Read Aura
10/15/+
Read Magic
20
Recharge
Item
20
Scroll
Mastery
10/15/+
35
Skill Descriptions
Skill Descriptions
This section describes many of the skills available for your
character. There are some skills available only to certain races,
and they are listed in Racial Skills on page 31. There are other
skills available to Prestige Classes and advanced Crafters, but
you will need to learn about those in-game.
Unless otherwise specified, a skill may be used once per
event per time purchased.
Skill costs
10/15/+—skill increases in cost by 50% of the original
cost every purchase (e.g. 10, 15, 20, 25, 30, 35…).
If this results in a half point, round down. For
example, if the cost is 5/7/+, the first purchase costs
5, the next costs 7 (not 7.5), and the next 10.
y 10/*—skill increases in cost by 50% of the original
cost every 5 purchases (e.g. 10, 10, 10, 10, 10, 15,
15…).
If this results in a half point, round down. For
example, if the cost is 5/*, the first five purchases cost
5 each, the next five cost 7 each (not 7.5), and the
next five cost 10 each.
y 10~—skill does not increase in cost.
y 10—skill can be purchased only once and used once
per event.
y 10 (unlimited use)—skill is only purchased once but
may be used as often as you like.
y
Advanced Bandaging
Category: Devotion
Cost: 30 (unlimited use)
Prerequisite: Bandaging
Through practice and natural talent, you can aid the
injured more than most. After one minute of normal
Bandaging, the recipient is restored to one vitality and all
their maimed limbs are repaired. With this skill, you can
choose to spend four more minutes (for a total of five
minutes) to restore the recipient to half of their total
purchased vitality (round up). For example, a person who
has purchased a total of three vitality can be restored to
two vitality. The remaining vitality cannot be healed by this
skill, although it can still be restored by the Healing spell
or other Healing effects.
You may use this skill on someone who is conscious. It
does not heal them any more than if they had been
unconscious to start with. For example, a person who has
purchased a total of three vitality and currently is
conscious with one vitality can be restored to two vitality.
If they had two vitality already, you could not use this skill
to restore any more.
36
Part 1 - Get ting Start ed
Alchemical Analysis
Category: Special (Sight: Alchemist)
Cost: 50 (unlimited use)
Prerequisite: None
By spending five minutes role-playing study of a potion,
oil, or powder, and expending a required component (when
you take this skill, you will learn which component is
needed), you may safely determine the effects of the
potion, oil, or powder without drinking or using it. The
potion is not consumed during testing.
Alchemical Extraction
Category: Special (Sight: Alchemist)
Cost: 100
Prerequisite: None
You may break down an elixir and extract one component
from it. You must turn in the potion, oil, or powder at
check-out, and it will be destroyed. You will receive the
extracted component in preserved form. If the elixir was
made from multiple unknown ingredients, you will receive
one at random. If you know at least one of the ingredients,
you can specify that you do or do not want a specific
known ingredient to be extracted. You may only use this
skill on one elixir per event.
Alchemy
Category: Sight
Cost: 30/*
Prerequisite: None
Alchemy is the art of creating magical potions, oils, and
other elixirs from certain natural and supernatural
components that must be sought in-game. For each
purchase of the Alchemy skill you learn one Basic Process.
A Basic Process can be used to make a potion or oil from
certain appropriate types of components. An alchemist may
create as many potions as they can find components for,
provided that they know the appropriate recipes. See
Chapter 12 Alchemy and Herbalism for more detailed
information.
Alchemy, Moderate Process
Category: Special (Sight: Alchemist)
Cost: 60/*
Prerequisite: None
You have mastered one of the Moderate alchemical
processes. Once you enter the Alchemist class, more
information will be available to you.
Myt hi cal Journeys Renai ssance
Skills
Alchemy, Advanced Process
Category: Special (Sight: Alchemist)
Cost: 90/*
Prerequisite: None
You have mastered one of the Advanced alchemical
processes. Once you enter the Alchemist class, more
information will be available to you.
Analyze Alchemical Powder
Category: Sight
Cost: 15 (unlimited use)
Prerequisite: None
You can identify the stored magics within properly-made
alchemical powders without setting them off. An
alchemical powder will be marked as a powder, contained in
a vial (like a potion), and also contain a powder packet
which is thrown at the target when the powder is used. You
may open powders and read the tag. If it has side effects or
effects on the person using the powder, you take those
effects and the powder must be used as explained on the
tag. If it does not have any effect on you, you may use it
immediately or re-bottle the powder for use later.
Apply Poison
Category: Precision
Cost: 25 (unlimited use)
Prerequisite: None
You may safely apply any type of blade venom or contact
poison. If a character without this skill attempts to apply
blade venom or contact poison, they will always
accidentally poison themselves. You do not need this skill
to apply ingestive poison (swedish fish). You also do not
need this skill to wield a weapon which has been poisoned,
but you do need this skill to poison a weapon. See Poison on
page 89 for examples of some types of poisons. Blade
venom may not be applied to blunt weapons, but it may be
used on bladed weapons, arrows, crossbow bolts, blowgun
darts, or other non-blunt weapons.
Appraisal
Category: General
Cost: 5/* (unlimited use)
Prerequisite: None
To the practiced eye, the value of jewelry and other items
is easily apparent. These items are marked with letters of
the alphabet encoding their values. By adding up the
corresponding letter values, you can calculate the worth of
the item. This skill gives you the ability to know what each
of the letters represents. Each purchase gives you the value
of one letter. Also, this skill will give you information
about the general value of some other items, which may
vary over time. This information should not be shared with
other players.
Mythical Journeys Renaissance
Skill Descriptions
Archery
Category: Finesse, Precision, or Subtlety
Cost: 20 (unlimited use)
General Cost: 40
Prerequisite: None
You may use a bow or crossbow. Real bows (maximum
25 lb. draw) may be used with the approval of Mythical
Journeys, and during daylight hours only. All missiles
(arrows and bolts) must be manufactured to Mythical
Journeys designs and specifications. Bows may not be used
as melee weapons under any circumstances. When firing
into combat, only a half-draw on the bow is allowed. Overdrawing is never allowed.
Approved NERF© or equivalent bows and crossbows
may be used day or night. Some types of finger arrows may
be used in conjunction with a real bow, day or night. For
complete information about all types of acceptable bows
and crossbows, see Appendix A Weapon Construction.
The only Fighting or Stealth skills which may be used
with a bow or crossbow are Pierce, Venom, Slay With Bow,
Maim With Bow, and Pain With Bow. Note that Medium
and Heavy Armor allow the wearer to resist any uncalled
missile attack.
Armor
Category: Finesse, Precision, or Subtlety (all limited to 1
purchase), or Might.
Cost: 20/30/+ (unlimited use) General Cost: 40/60/+
Prerequisite: None
You are able to move and fight in such a way as to gain
the full effectiveness of armor. The first purchase of this
skill allows the use of light armor, the second purchase
allows the use of medium armor, and the third purchase
allows you to use heavy armor. The second purchase also
allows the use of a helm. See Armor on page 55 for
descriptions of the various types of armor and their
benefits.
Assassinate
Category: Special (Precision: Assassin)
Cost: 50/75/+
Prerequisite: Small Weapon, Short Blade, or Short Blunt
Weapons
You have learned to kill a victim with one well-placed
blow. To use this skill, you must be standing completely
behind the victim, using a weapon no larger than a short
sword, and have one foot solidly planted on the ground
(not running or walking). Call “Assassinate” (you may do
so quietly) and strike your foe with your weapon. If the
attack is successful, the victim is instantly Dead.
Assassinate cannot be parried.
37
Skill Descriptions
Avoid Trap
Category: Subtlety
Cost: 20/30/+
Prerequisite: None
Your quick reflexes allow you to avoid the consequences
of one trap that has been triggered. If you trigger a trap,
immediately say “Avoid Trap” and you will suffer no
damage or other consequences from it. This skill does not
protect any bystanders from the effects of the trap. See
Traps on page 89 for more information.
Part 1 - Get ting Start ed
In general, bandaging is the best way to begin healing an
unconscious person, because you are not limited in how
often you can use it, and it requires no resources (other
than a simple strip of cloth). If they need additional
healing you can follow it with Healing spells or potions or
with Advanced Bandaging.
Blacksmith
Category: Precision
Cost: 30/45/+
Prerequisite: Small Weapon, Short Blade, or Short Blunt
Weapons
You have learned how to strike with great effectiveness
against your victim’s back. You must be standing
completely behind the victim, using a weapon no larger
than a short sword, and have one foot solidly planted on
the ground (not running or walking). Call “Backstab” and
strike your foe with your weapon. If the attack is
successful, the victim takes 3 points of damage. Each
purchase of this skill allows another use of the Backstab
skill. Backstab always does 3 points of damage. Backstab
cannot be parried. If it misses, it is not expended.
Category: Craft
Cost: Special (craft)
Prerequisite: None
You may repair metal armor that has been broken. Armor
is considered metal armor only if it is primarily metal (e.g.
complete coverage with metal plates, chainmail). Armor
that is leather with metal plates is repaired using the
Leatherworker skill. Repairing medium metal armor
requires 1 piece of steel for every three areas the armor
covers (torso, head, right arm, left arm, right leg, and left
leg). Repairing heavy metal armor requires 1 piece of steel
for every two areas the armor covers. For example, heavy
armor covering the torso and both arms (three areas total)
requires 2 pieces of steel to repair. The repair takes two
minutes per piece of steel required. Blacksmithing must be
performed at a forge. For more information about different
types of armor, see Armor on page 55.
Skilled blacksmiths may learn to make and enhance
weapons and armor. These skills must be learned in-game.
Bandage
Blowgun
Backstab
Category: General
Cost: 30 (unlimited use)
Prerequisite: None
By bandaging the wounds of the injured, you can save the
dying and the maimed. When you begin applying this skill
to an individual who is Dying, you immediately stop them
from slipping into death. After five minutes of bandaging,
this skill brings the victim up to one vitality (but never
above one vitality unless they have Physical Reserves or
Fortitude) and repairs any Maimed limbs. If you are Dying,
your five-minute death count is suspended as long as
someone is bandaging you. After the first minute of
bandaging, your five-minute death count is reset; if the
person bandaging you is interrupted after the first minute,
begin counting out your five minutes again starting at
zero. Characters with Devotion require only one minute to
apply bandages. You can use the Bandage skill on yourself
to heal a maimed limb as long as you have one arm free and
are able to tie the bandage. Bandaging will not awaken a
character who is Unconscious (e.g. from Waylay, Slumber,
etc).
You must use actual bandages and the bandages must
remain until the end of the event or until the character is
healed by magical means. If the bandage is removed or falls
off, you will lose any benefits of the bandage (restored
vitality or limbs). This will not happen instantly, you can
take up to a minute to adjust or re-tie the bandage.
38
Category: Finesse, Precision, or Subtlety
Cost: 15 (unlimited use)
General Cost: 30
Prerequisite: None
This skill allows use of a blowgun. This weapon may not
be used in close combat or while running. Darts must be
made entirely of foam, and your blowgun must be approved
as safe by Mythical Journeys.
Buckler
Category: Finesse, Precision, or Subtlety
Cost: 15 (unlimited use)
General Cost: 30
Prerequisite: None
You have trained in the proper use of a buckler, a small
shield up to 18” in diameter which is held in your hand.
This bucker can only have a one hand grip, with no arm
strap. This is not a weapon and may not be used as one;
shield bashing, rushing, and punching are not allowed. A
buckler cannot be disarmed.
Myt hi cal Journeys Renai ssance
Skills
Carpenter
Category: Craft
Cost: Special (craft)
Prerequisite: None
You have learned to select, gather, and refine wood that is
of extremely high quality, suitable for the construction of
staves, bows, and shields. At each event, you will receive
four pieces at check-in.
Skilled carpenters may gather more wood, as well as
using it to make high quality bows, mystic staves, holy
shields, and other items. These skills must be learned ingame.
Catch Thrown Weapon
Category: Subtlety
Cost: 20 (unlimited use)
Prerequisite: Thrown Weapon
Your talent with thrown weapons enables you to safely
catch them when they are thrown at you, at least some of
the time. Thrown weapons may be caught or swatted aside
with the hands without taking damage. If any other part of
the body is contacted by the thrown weapon, you take
damage as normal. This skill does not permit the catching
of arrows or crossbow bolts. If a weapon with blade venom
is caught (not merely swatted aside), you can still use the
venom. Other calls, such as ‘Pierce’ on a javelin, cannot be
returned.
You cannot catch or deflect boulders or other items that
are too big for you to pick up. However, the Strength skill
will allow you to do so, and if you have the Stones Throw
skill, you can use it to catch boulders and throw them back.
Charms
Category: Special (Devotion: Cleric, or Sight: Rune Mage,
Wizard)
Cost: 50 (unlimited use)
Prerequisite: 15 Faith or Mana of one type, and at least
one Craft skill.
You have learned to store your spells in single-use magic
items called Charms. These items do not need to be
attuned, and anyone can use them. You will learn the
material requirements and other details after taking this
skill, but generally a gem (type and quality depends on the
spell) and one other item will be required.
Mythical Journeys Renaissance
Skill Descriptions
Chosen Foe
Category: Finesse
Cost: 30/45/+
Prerequisite: any melee weapon
You have studied the fighting style of one specified race.
At any time, you may expend this skill to gain unlimited
use of the Parry skill against your chosen foe for 5
minutes. You can only have one Chosen Foe in your
character's lifetime and it may not be changed, even by
multiple purchases of the skill. Each purchase allows
another use of the skill for 5 minutes, against the same foe.
Acceptable foes include: Dwarves, Normal Elves, Dark
Elves, Half-Dark Elves, Fiend Elves, Frost Elves, Enselari,
Famori, Orcs, Goblins, Wargs, Giantkin, Gnolls, Ra’Kash,
Rats, Trolls, Skeletal Undead, Clawed Undead, Zombies,
Non-corporeal Undead, Fire Elementals, Ice Elementals,
Earth Elementals, Wind Elementals, Imps, Bestial Fiends,
Sulfur Fiends, and certain other specific kinds of fiends.
You may also choose any specific individual person or
creature as your foe. Some groups may also be acceptable
foes but this requires approval on a case-by-case basis.
Notes: See Parry on page 47 for complete details
(especially note that you must have a weapon in your hand
to use this skill).
Chosen Foe: Additional Foe
Category: Special (Finesse: Holy Warrior, Hunter)
Cost: 20
Prerequisite: Chosen Foe
Your careful study of your foes extends to a second,
related type of foe. For these purposes the types of foes
are:
y Elementals: Fire Elementals, Ice Elementals, Earth
Elementals, or Wind Elementals.
y Fiends: Imps, Bestial Fiends, Sulfur Fiends, or other
specific types of fiend.
y Common monsters: Orcs, Goblins, Wargs, Giantkin,
Gnolls, Rats, Trolls.
y Undead: Skeletal Undead, Clawed Undead, Zombies,
Non-corporeal Undead.
y Humanoids: Dwarves, Normal Elves, Dark Elves,
Half-Dark Elves, Fiend Elves, Frost Elves, Ra’Kash,
Enselari, Famori.
39
Skill Descriptions
You can pick a second type from the same category as
your original foe. For example, if your original Chosen Foe
was Orcs, you might choose Giantkin as your second
Chosen Foe. Each time you use your Chosen Foe skill, you
have unlimited Parries against both foes for the duration.
Chosen Foe: Unabated Wrath
Category: Special (Finesse: Holy Warrior, Hunter)
Cost: 20
Prerequisite: Chosen Foe
Once you have learned this skill, every use of the Chosen
Foe skill lasts 30 minutes for you, instead of the normal 5
minutes.
Cleave
Category: Special (Might: Champion)
Cost: 50 (unlimited use)
Prerequisite: Slay
Effective follow-through is key to your success in battle.
When you use the Slay skill and your foe falls, you may
immediately swing slay against a second foe. You call only
“Slay”, not “cleave.” You may not move more than one step
before the second swing. If the second Slay misses, the
opportunity is lost. You may not swing a third “Slay” even
if your second one is successful.
Cloak Fighting
Category: Special (Finesse: Duellist)
Cost: 10/15/+
Prerequisite: None
You have learned to use a cloak to distract your foe and
divert his attacks. This skill allows you to wrap a cloak
around your forearm. For the next 5 minutes, your cloak is
treated exactly as a shield for all purposes. State 'Resist' to
all weapon attacks hitting your cloak.
Counterspell
Category: Special (Sight: Elementalist, Nethermancer,
Sorcerer)
Cost: 50 (unlimited use)
Prerequisite: None
Your mastery of elemental or dark magics allows you to
counter any spell you know how to cast using
Elementalism, Nether, or Sorcery. To do so, you must
expend as many Mana as the spell requires to cast, and then
state “Resist.” The spell you are countering doesn't need to
have been cast using one of these three schools (you may
not be able to tell), but it must have exactly the same
incantation as the spell you know in these schools.
40
Part 1 - Get ting Start ed
Create Holy Water
Category: Devotion
Cost: 10/15/+
Prerequisite: Rite of Dedication
Through meditations and prayers, you can infuse pure
water with holy power. You may create one vial of Holy
Water per purchase of this skill. To create Holy Water, you
must turn in one new, clean vial at the end of game for each
vial of Holy Water you wish to make. You will be given
vials of holy water at that time. Holy Water comes in vials
(black film canisters) marked with your religion (Fortune,
Radiance, or Shamanism), and is represented by a white
spell packet which can be thrown. Call “Holy Water” when
you throw the packet. Holy Water can affect certain
creatures and undead, but you will have to experiment ingame to find out the details. You may give vials of Holy
Water to others and they may also be stolen.
Holy Water is resisted as a spell, because it is delivered
by packet. However, it is not a spell and other limitations
on spellcasting (e.g. no weapon in hand) do not apply, and
it cannot be stored in a Rune of Holding.
Destroy Undead
Category: Sanctity
Cost: 10/15/+
Prerequisite: None
You have learned to channel holy energy at undead, which
may weaken or destroy them. You must have a holy symbol
of your faith if you are dedicated, which must be visible;
Pilgrims do not need a holy symbol. To use this skill state
a spell-like incantation as follows: (“With Fortune”, “With
Radiance”, “By the Spirits”, or “Through my Faith” for
Pilgrims), state the incantation (“I destroy this undead,
damage 5”) and then throw a spell packet at the undead.
Destroy Undead has no effect on normal living creatures.
Destroy Undead is resisted as a spell, because it is
delivered by packet, and if you are Silenced you cannot
speak the required incantation. However, it is not a spell
and other limitations on
spellcasting (e.g. no
weapon in hand) do not
apply, and it cannot
be stored in a Rune
of Holding.
Myt hi cal Journeys Renai ssance
Skills
Detect/Attune Magic
Category: Sight
Cost: 20/30/+
Prerequisite: None
You can see and comprehend the auras of magical items.
Upon learning this skill, you will receive a decoder for
deciphering the aura codes placed upon magical items.
Additional purchases will allow you to comprehend more
details of the aura. This aspect of the skill may be used as
often as you wish.
You may also use this skill to detect magic on an item,
once per purchase per event. To detect magic on an item,
turn the item in during check-out and fill out the magic
item detection form. Next event, you will receive more
details about the item. Detecting an item may trigger some
curses.
Or, you may use this skill to attune one item per
purchase per event to yourself or to another willing person,
by turning in the item at check-out and filling out the
magic item detection form. Once you are attuned to an
item, you can use the item. You can detect and attune an
item at the same time with one use of the skill.
Items may be unattuned as well. You must bring the item
to check-out and expend one use of this skill to unattune it
from yourself or someone else. Cursed items can not be
unattuned this way.
All enchanted items require attunement before they can be
used. Knowing the properties of an item is not sufficient;
you must still be attuned to the item. You may only be
attuned to four items at any time. When attuning an
additional item beyond four, you should specify which
previously attuned item you will lose your magical
connection to. You may attune the same item to multiple
people by using multiple uses of this skill. See Chapter 10
Magic and Spells for more details.
Diagnose
Category: Devotion
Cost: 30 (unlimited use)
Prerequisite: None
You have learned the signs of physical ailments and can
identify them. Anyone can check for a pulse or heartbeat to
see if someone is Alive or Dead. By using this skill, you can
go behind this simple test and ask the following specific
yes/no questions of any cooperating or helpless person:
Are you Poisoned? Are you Alive? Are you Diseased?
Are you Paralyzed? Are you Wounded? Are you Dying?
Are you Unconscious?
The subject should answer yes or no, without any
additional comment or elaboration.
Mythical Journeys Renaissance
Skill Descriptions
Disarm
Category: Finesse
Cost: 30/45/+
Prerequisite: any melee weapon
With a quick turn of the wrist, you can remove your
opponent’s weapon from his hand. Once the skill is called
(call “Disarm”), you must strike your opponent’s weapon
with your melee weapon. If you successfully hit their weapon,
they must drop their weapon and may not pick it up for at
least 5 seconds. If you miss, the skill is not used up. Bucklers,
Shields, Tower Shields, and spell packets may not be disarmed
with this skill. Two-handed weapons (weapons that are more
than 48” and designed for two-handed use) are immune to
Disarm when they are held in both hands. Parry will negate
this skill, and cause it to be expended.
Disguise
Category: Special (Subtlety: Burglar)
Cost: 20/30/+
Prerequisite: None
Any player may disguise themselves by wearing different
clothing, but not add, remove, or alter their makeup or
prosthetics. This skill allows you to go farther, disguising
yourself as a monster or other creature by putting on the
appropriate mask (and makeup if appropriate, such as for orcs
and other monsters with half-masks). The disguise lasts until you
remove the mask. You must supply your own masks. All disguises
must be done with a mask, not prosthetics and makeup alone.
If you recognize a voice, clothing, posture, or other clues that lead you
to suspect a person is disguised, you may draw your own conclusions.
However, the disguise cannot be removed except by the person using the
skill, nor can it be verifiably detected by any normal means.
Dodge
Category: Subtlety
Cost: 20/30/+
Prerequisite: None
Quick reflexes allow you to duck or dodge out of the way of
thrown or missile weapons once per purchase of this skill. This
skill can be used to resist both called and uncalled attacks from
thrown or missile weapons. Call “Dodge” when using this skill.
Empathic Healing
Category: Devotion
Cost: 10 (unlimited use)
Your great compassion allows you to transfer one of your own
Vitality to someone who is injured by touching them with a spell
packet, concentrating or praying for one minute, and stating
“Empathic Healing.” Your vitality is expended even if they cannot
use it (e.g. they are not injured or they are diseased). You may
only transfer one Vitality at a time; each additional vitality
requires another minute of concentration or prayer. The Vitality
you have expended may be healed by any normal means. Empathic
Healing will also repair any maimed limbs. You may not give your
last vitality. You may not use Empathic Healing on yourself.
41
Skill Descriptions
Empower Weapon
Category: Special (Power: Warrior Mage)
Cost: 20 (unlimited use)
Prerequisite: must have a specially crafted melee weapon
A Warrior Mage who has obtained a Mystic Weapon may
use this skill to channel pure mana into this special weapon
only (not into normal weapons) to enhance its abilities to
harm certain creatures. As with other melee weapon calls,
the skill (in this case, the mana) is not expended if the
blow misses or if it hits a weapon or shield. Because this is
a skill (not a spell), it may be invoked even if the Warrior
Mage is wearing armor, is walking, or does not have a hand
free. The specifics depend on the Warrior Mage's mana
type. The Warrior Mage may use this ability with any mana
type they have as a Focus skill (normally this will be one
type of mana).
y Elementalism: the Warrior Mage may call “Earth”, “Fire”,
“Ice”, or “Wind” when striking. 2 Elemental Mana must be
expended each time this ability is used. The Warrior Mage
must have at least one spell of the appropriate element in
order to make an attack using that element.
y Mentalism: the Warrior Mage may call “Will” when striking. 2
Mentalism Mana must be expended each time this ability is
used.
y Rune: the Warrior Mage may call “Mana” when striking. 2
Rune Mana must be expended each time this ability is used.
y Wizardry: the Warrior Mage may call “Mana” or “Void”
when striking. 2 (Mana) or 3 (Void) Wizardry Mana must
be expended each time this ability is used.
y Nether Mana: the Warrior Mage may call “Spirits” when
striking. 2 Nether Mana must be expended each time this
ability is used.
y Sorcery: the Warrior Mage may call “Darkness” when
striking. 2 Sorcery Mana must be expended each time this
ability is used.
Escape Artist
Category: Subtlety
Cost: 20/30/+
Prerequisite: None
Ropes, chains, and similar bonds cannot hold you for
long. This skill allows you to escape from ropes, cords,
shackles, chains, stocks, or any other form of physical
binding placed on your body, once per time purchased. For
safety reasons, no one should be tied, chained, or shackled
in such a way that they are unable to release themselves. If
you do not have this skill, you cannot get free regardless of
what tools are at hand. If you cannot free yourself, ropes
can be untied by anyone with a free hand, while chains and
shackles that have a lock attached can be removed only
after the lock has been unlocked or picked by someone with
the Lockpicking skill. If there is no lock, the chains or
shackles can be removed instantly by anyone with the
Lockpicking skill (but not by the wearer).
42
Part 1 - Get ting Start ed
Extend Shield
Category: Special (Sight: Warrior Mage)
Cost: 20/30/+
Prerequisite: any appropriate Shield spell
The Warrior Mage has learned to modify normal Shield
spells in order to extend their utility. This skill may be
used in conjunction with any Shield spell in the Warrior
Mage's Focus school of magic with a normal cost of 1 or 2
Mana (note: this may never be used with a Spell Shield). If
the Warrior Mage has more than one Focus school of
magic, it can be used with any of them (this will not
normally apply). To use this skill, at any time after the
Shield spell has been cast on the Warrior Mage, he or she
must speak this incant: “I convert my Shield to a Barrier, 5
minutes.” After 5 minutes, the protection is expended (it
does not revert to being a Shield). This skill cannot be
used to convert Shield spells cast on other people (only on
the Warrior Mage), it cannot be used with Aegis spells
(any spell with Aegis in the name), and it also cannot be
used to convert Shield spells from other schools of magic
besides the Warrior Mage's Focus school(s). The Barrier
created by this skill cannot be stacked with any other
Barrier. Because this conversion is a skill (not a spell), it
may be invoked even if the Warrior Mage is wearing armor,
is walking, or does not have a hand free (normal
restrictions still apply when casting the original Shield
spell). However, it may not be used if the Warrior Mage
has been Silenced and is unable to speak the incant.
Faith
Category: Sanctity
Cost: 20/*
Prerequisite: None
Being a spiritual person, you are able to call on holy
power to create minor miracles. (Most people call these
“spells.”) You may choose to dedicate to a particular
religion, and doing so will allow you to learn spells specific
to that religion, but this is not required. Unlike Manabased spells, you may wear armor while casting Faith-based
spells. See Chapter 11 Faith and Religion for more
information.
Farmer
Category: Craft
Cost: Special (craft)
Prerequisite: None
You grow crops of various types. Unless special
circumstances interfere with your harvest, each game you
begin with four bushels of Produce, which may be used in a
number of ways.
Skilled farmers produce more crops and can even learn to
grow unusual plants. These skills must be learned in-game.
Myt hi cal Journeys Renai ssance
Skills
Feign Death
Category: Special (Subtlety: Ninja)
Cost: 20/30/+
Prerequisite: None
By slowing your breathing and heart rate, you appear
Dead even to the most knowledgeable examiners. Anyone
checking you for a pulse or diagnosing you will believe that
you are Dead. The effect lasts until you move.
Forgery
Category: Special (Subtlety: Burglar, Fatespinner, Shadow)
Cost: 30 (unlimited use)
Prerequisite: Literacy
Anyone may use normal writing implements (pen, pencil, paper) to
attempt handwritten forgery. With this skill you may attempt forgery
of papers or documents using any resources available to you
(including photocopier, computer, scanner, printer, etc). Even with
this skill, you may not forge any type of magical scroll.
Fortitude
Category: Special (Might: Archer, Champion, Duellist,
Monk, Rogue)
Cost: 30 (unlimited use)
Prerequisite: 2 Vitality
Any time you are healed by any means (healing spell,
bandaging, karma, etc), when the healing is complete you will
have a minimum of 2 vitality. For example, if you are unconscious
with 0 vitality and are bandaged, normally you would recover
consciousness with 1 vitality, but with this skill you would have 2.
You can be Bandaged even if you are not unconscious, and it will
bring you up to this minimum if you are not there already. In
addition, the maximum amount of Vitality you can purchase is 5
(for most characters it is 4); beyond your maximum, the cost of
all Vitality is doubled.
If you also have Physical Reserves, this is cumulative
with it, so your minimum vitality after healing is 3 and
your maximum vitality is 6.
Glassblower
Category: Craft
Cost: Special (craft)
Prerequisite: None
You may use pieces of glass to make high quality vials, suitable
for bottling potions, oils, powders, poisons, and holy water. These
vials may only be used once. Each batch of 10 vials requires three
pieces of glass, plus one piece of wood to stoke the fire. You may
melt down used vials to make new ones, although some glass is
lost in the process (10 used vials can be melted down to make one
piece of glass). You can also make larger bottles, such as wine
bottles (three pieces of glass plus one piece of wood can be used
to make one wine bottle).
Skilled glassblowers learn to make their own glass as well
as glass items such as lenses and alchemical equipment.
These skills must be learned in-game.
Mythical Journeys Renaissance
Skill Descriptions
Hamstring
Category: Precision
Cost: 20/30/+
Prerequisite: Small Weapon, Short Blade, or Short Blunt
Weapons
With a quick and precise blow to the leg, you can keep
your victim from escaping. You must be using a weapon no
larger than a short sword. Call “Maim” (not “hamstring”)
and strike your foe’s leg with your weapon. If the attack is
successful, the leg is Maimed. The wound can be cured by
Bandaging or with any healing magic. This skill may be
Parried, just as the Maim skill, but is not expended if the
blow misses.
Hardiness
Category: General
Cost: 40
Prerequisite: 3 Vitality
You’re exceptionally hard-headed. You may resist the
first Waylay or Subdue attack received per event (call
“Resist” when you use this ability). This skill may be
purchased only once.
Healing Poultice
Category: Special (Devotion: Holy Warrior)
Cost: 30 (unlimited use)
Prerequisite: Bandaging
You have learned to use certain specific enchanted herbs,
magnified by your own faith, to enhance the healing effects
of your bandages. To use this skill, you need a new, unused
piece of Fine Cloth and one plant component of an
appropriate type, which will be expended and must be
turned in once you are finished. After learning this skill,
you will be told which plant components are suitable.
Applying the Poultice takes one minute and counts as
Bandaging, but heals one additional point of Vitality. (If
you also have Advanced Bandaging, you can choose to
spend 5 minutes and restore half of the recipient's Vitality,
plus one.) Additionally, after one hour, the poultice may be
removed with no ill effects (unlike a normal bandage).
Herbalism
Category: Craft
Cost: Special (craft)
Prerequisite: None
A variety of plants have beneficial properties. You have
learned one process for the use of such plants. See Chapter
12 Alchemy and Herbalismfor more information.
Skilled herbalists learn additional processes as well as
baking and brewing. These skills must be learned in-game.
43
Skill Descriptions
Inkmaker
Category: Craft
Cost: Special (craft)
Prerequisite: None
You may make high quality ink, suitable for making
battle scrolls and possibly other magical purposes. One vial
of ink, suitable for writing 10 scrolls, requires three
bushels of produce and a new, unused glass vial.
Skilled inkmakers learn to make other types of inks. Each
recipe must be learned in-game.
Iron Will
Category: Special (Sight: Mentalist)
Cost: 50 (unlimited use)
Prerequisite: Mentalism Mana
Your mind is stronger than most. You may resist any
spell that contains the words “Feeblemind” or “By will” by
expending 2 Mentalism Mana and stating “Resist.”
Karma
Category: General
Cost: 40
Prerequisite: None
It’s difficult to kill you. One per event, when you are
Dying due to your injuries, at the end of the usual 5
minutes, you will be Healed 1 vitality instead of becoming
Dead. Treat this as if a Healing spell was cast upon you, so
it also repairs any Maimed limbs, and you will also gain the
benefits of Fortitude or Physical Reserves if you have
them. However, it will not help you if you are Diseased.
Notes: This skill may only be purchased once, except by
Ra’Kash who may purchase it up to eight times. This skill
does not stop a Quickdeath, Poison, or any other fatal
effect. It only prevents bleeding to death after normal
injuries and will not revive you after being Quickdeathed,
Assassinated, or Deathed.
44
Part 1 - Get ting Start ed
Knockdown
Category: Might
Cost: 20/30/+
Prerequisite: Short Blunt Weapons, Long Blunt Weapons,
or Two Handed Weapon (must be blunt)
With a powerful blow from a heavy, blunt weapon (e.g.
mace, hammer, but not a staff), you can knock your foe
right off his feet. This skill also works if it hits your foe’s
shield. Call “Knockdown” before striking. After being
struck in any legal target area or on their shield with this
skill, your foe must safely fall to the ground and then lie
flat on their back or front before they can stand again.
Unlike the Subdue skill, they may defend them self if they
are able to do so while falling. Knockdown can be Parried.
Knockdown Punch
Category: Special (Might: Monk, Ninja)
Cost: 20 (unlimited use)
Prerequisite: Knockdown
Your fists hit like a hammer. You may expend your
Knockdown skill, state “Knockdown”, and throw a Subdue
packet. The packet may hit anywhere on your foe’s body, or
on his shield. If it hits, they suffer the same effect as the
Knockdown skill. Although delivered by a Subdue packet,
Knockdown Punch gives the Knockdown effect and may
not be resisted by Hardiness, a helmet, or any other ability
or item that allows Subdue to be resisted. You cannot Parry
a Knockdown Punch.
Lapidary
Category: Craft
Cost: Special (craft)
Prerequisite: None
You have learned to cut and polish gems, enhancing their
value and suitability for both jewelry and magic. With the
base level of this skill, you may cut up to four gems per
event. To use this skill, bring the gems you wish to cut to
check-out at the end of game.
Skilled lapidaries
learn to cut more
gems, to split large
gems, to make jewelry
and even to tap into
the mystic properties
of the materials they
work with. These
skills must be learned
in-game.
Myt hi cal Journeys Renai ssance
Skills
Last Rites
Category: Devotion
Cost: 10/15/+
Prerequisite: None
A few respectful words over the body of the fallen (not a
spirit) can aid them greatly when they reach Fate. You
know just the right ones to say. After performing Last
Rites over a corpse, state “Last Rites.” The Spirit must tell
Fate that Last Rights have been performed on him/her, and
Fate will look upon the deceased more favorably. Some
people choose to give the corpse a token to indicate Last
Rites have been performed, but this is not required. The
Read Aura skill can be used to determine whether a corpse
has received Last Rites.
Lay On Hands
Category: Special (Devotion: Cleric, some Holy Warriors)
Cost: 30
Prerequisite: None
By calling upon holy aid, you may fully heal one person
per event. You must touch them with a spell packet,
meditate or pray for one minute, invoke your religion
(“With Fortune”, “With Radiance”, “By the Spirits”, or
“Through my Faith” for Pilgrims), and state, “I heal you
to full vitality.” The individual is healed completely, with
all vitality restored and all maimed limbs healed.
Lay On Hands may be resisted as a spell, and cannot be
used if you have been Silenced. However, it is not a spell and
other limitations on spellcasting (e.g. no weapon in hand) do
not apply, and it cannot be stored in a Rune of Holding.
Leatherworker
Category: Craft
Cost: Special (craft)
Prerequisite: None
You may repair leather armor that has been broken.
Armor that is mainly leather, even if it has metal
reinforcement, plates, or rivets, is considered leather armor.
Repairing light leather armor requires 1 piece of leather for
up to one full suit. Repairing medium leather armor
requires 1 piece of leather for every three areas the armor
covers (the areas are torso, head, right arm, left arm, right
leg, and left leg). Repairing heavy leather armor requires 1
piece of leather for every two areas the armor covers. For
example, heavy armor covering the torso and both arms
(three areas total) requires 2 pieces of leather to repair.
The repair takes two minutes per piece of leather required.
Repair of medium armor and heavy armor requires the use
of an anvil.
For more information about different types of armor, see
Armor on page 55.
Skilled leatherworkers learn to make and enhance leather
armor as well as other leather items such as sheaths and
pouches. These skills must be learned in-game.
Mythical Journeys Renaissance
Skill Descriptions
Literacy
Category: General
Cost: 10 (unlimited use)
Prerequisite: None
This skill enables you to read and write the common
language. Additional languages beyond this may be learned
in-game. Literacy is common among the noble and
merchant classes, but less common among the peasantry. If
you do not have this skill, it does not mean your character
is stupid; it merely means that you cannot read or write.
Lockpicking
Category: Subtlety
Cost: 20 (unlimited use)
Prerequisite: None
Anything worth locking is probably worth investigating.
You have learned to open locks. Locks at Mythical Journeys
are represented by real locks that must be either opened
with a key or with lock picks. In order to attempt to pick a
lock you must have the lockpicking skill. All locks in
Mythical Journeys need only a well-placed paperclip with
the proper curves to bypass them. For safety reasons, locks
on doors (and occasionally on other items) will be secured
with eyehook screws. These eyelets cannot be removed, nor
can these locks be stolen since they represent a keyhole in a
door. Locks may not be smashed off using force or opened
with spells. Players must supply their own paperclips and
may not use professional lockpicking tools. All locks that
are legal to pick will have the Mythical Journeys symbol on
them. All other locks are not to be picked and are there for
out-of-game reasons. See Locks on page 93 for more
information.
Long Blades
Category: Finesse
Cost: 15 (unlimited use)
General Cost: 30
Prerequisite: None
You are proficient in the use of any long bladed weapon,
including swords and axes, with a length between 31” and
48”. One-handed weapons may be fashioned for use with
one or two hands.
Long Blunt Weapons
Category: Might
Cost: 15 (unlimited use)
General Cost: 30
Prerequisite: None
You are proficient in the use of any long blunt weapon
with a length between 31” and 48”, such as a war hammer.
One-handed weapons may be fashioned for use with one or
two hands.
45
Skill Descriptions
Maim
Category: Might
Cost: 20/30/+
Prerequisite: any melee weapon
With a painful strike to a nerve or joint, you can disable
your foe’s arm or leg. This skill must strike an arm or leg
to have any effect. Call “Maim” before striking. If
successful, the arm or leg may not be used for any purpose,
and anything held in the arm must be dropped. Maim can
be cured by Bandaging or with any healing magic. Maim
can be Parried, but if it simply misses the limbs, it is not
expended. Heavy Armor worn on the limbs allows the
wearer to resist the Maim skill.
Part 1 - Get ting Start ed
Net
Category: Finesse, Might
Cost: 20 (unlimited use)
General Cost: 40
Prerequisite: None
You may use a net in combat. Mesh fabric is best suited
for constructing battle nets, as open spaces in the net must
not be able to fit over a person's head. Nets do no damage
but may be able to entangle opponents if used properly. If
the creature is physically tangled in the net, the use is
successful. Monsters and characters may choose to roleplay being more entangled than they actually are. This
weapon, like all weapons, must be inspected at check-in.
Pain
Maim With Bow
Category: Special (Might: Archer)
Cost: 20/30/+
Prerequisites: Archery or Thrown Weapon (Javelins only)
With a precise shot at a joint, you can disable your foe’s
arm or leg, exactly as the normal Maim skill. This skill may
be used with a bow, crossbow, or javelin. The missile must
strike an arm or leg to have any effect. Call “Maim” before
firing. The skill is not expended if it does not strike a limb.
This skill can be blocked with the Dodge skill, but it
cannot be Parried. Heavy Armor worn on the limbs allows
the wearer to resist the Maim skill.
Category: Finesse
Cost: 30/45/+
Prerequisite: any melee weapon
By hitting your foe in a vulnerable area with a melee
weapon, you can cause them sudden, incapacitating pain.
Call “Pain” before striking. If the attack is successful, your
foe must immediately fall to the ground and role-play
severe pain (scream in agony). The pain continues until
your foe touches both knees and a hand to the ground.
During this time, your foe cannot cast spells, fight, or
defend him or herself. Pain can be Parried. If the attack
misses or is blocked, it is not expended.
Mana
Pain With Bow
Category: Power
Cost: 20/*
Prerequisites: None: Mana is the power to cast magical
spells. Mana must be bought for a specific school (which
must be specified at the time of purchase): Elementalism,
Mentalism, Rune, or Wizardry. Only characters with Sight
may purchase more than one of these types of Mana. You
must have the appropriate Mana type to cast a spell. For
example, a fireball spell might require three Elemental
Mana to cast; three Wizardry Mana would be useless in
this casting. Once a spell is successfully cast, the Mana is
spent. While casting with Mana, the character may not
wear any armor. See Chapter 10 Magic and Spells for details.
Miner
Category: Craft
Cost: Special (craft)
Prerequisite: None
Any player lucky enough to find a mine can try to
discover ore. A miner knows where to go and how to mine
to recover ore that hasn’t yet been exposed. A miner will
begin each game with four pieces of ore, unless special
circumstances interfere with the mines.
Skilled miners produce more ore and more types of
minerals. These skills must be learned in-game.
46
Category: Special (Finesse: Archer)
Cost: 30/45/+
Prerequisite: Archery or Thrown Weapon (Javelins only)
With a precise shot at a sensitive area, you can cause
them sudden, incapacitating pain, exactly as the normal
Pain skill. This skill may be used with a bow, crossbow, or
javelin. Call “Pain” before firing. The skill is not expended
if it misses. This skill can be blocked with the Dodge skill,
but it cannot be Parried.
Palm Thrust
Category: Special (Might: Monk, Ninja)
Cost: 20 (unlimited use)
Prerequisite: Push
You can strike with perfectly placed force to send your
foe reeling. You may expend your Push skill, state “Push”,
and throw a Subdue packet. The packet may hit anywhere
on your foe’s body, or on his shield. If it hits, they suffer
the same effect as the Push skill. Although delivered by a
Subdue packet, Palm Thrust gives the Push effect and may
not be resisted by Hardiness, a helmet, or any other ability
or item that allows Subdue to be resisted. You cannot Parry
a Palm Thrust.
Myt hi cal Journeys Renai ssance
Skills
Papermaker
Category: Craft
Cost: Special (craft)
Prerequisite: None
You may make high quality paper, suitable for making
battle scrolls and possibly other magical purposes. One
batch of paper, sufficient to make 10 battle scrolls, requires
three pieces of wood and one bushel of Produce.
Skilled papermakers produce more paper as well as
special types of paper and paper-related items such as
books. These skills must be learned in-game.
Parry
Category: Finesse
Cost: 20/30/+
Prerequisite: any melee weapon, plus Chosen Foe, Disarm,
or Pain
With a quick move, you can block most kinds of special
attacks. You must call “Parry” during or immediately after
the attack hits you. Failure to do so means you have failed
to block the attack. The attack you are defending against
may be blocked from any direction, but your weapon must
be unsheathed and in your hand in order for this skill to be
used. (You cannot Parry with a shield, it must be a
weapon.) Any called attack delivered by a melee weapon
may be parried using the Parry skill, except the stealth
skills Backstab, Waylay, and Assassinate. Parry cannot block
Subdue or any skill used with a subdue packet, thrown
weapon, or missile weapon. Parry also may not be used
against a regular melee attack with no called skill or effect,
even if an enchantment is called (e.g. “Fire”, “Holy”).
Pierce
Category: Finesse
Cost: 10/15/+
Prerequisite: Archery,
Blowgun,
or
Thrown Weapon (Javelins only)
By aiming for joints or weak spots in
armor, you are able to damage even
armored targets. Pierce can only be used
in conjunction with a bow, crossbow,
thrown javelin, or blowgun. It may not be
used with a melee weapon or thrown weapons
other than javelins. Call “Pierce” before firing. Pierce
does not penetrate shields. You may not combine
pierce with other fighting skills. If the attack misses,
it is not expended.
Mythical Journeys Renaissance
Skill Descriptions
Poison Craft
Category: Precision
Cost: 30/45/+ (unlimited use)
Prerequisite: None
You have learned to extract and prepare one type of
poison or venom: contact poison, ingestive poison, or a
Weakness venom that can be placed on a blade. After
purchasing this skill you will learn the recipe for your
chosen type of poison. To make the poison, turn in the
components and a new, clean vial at check-out. You will
then receive the poison. The first three Poisons can be
learned in any order. The fourth (and final) purchase of
this skill allows you to extract additional types of blade
venoms. For complete information on poisons, see Poison
on page 89. Once made, poisons will last from event to
event if not used.
Poison Craft: Composite
Category: Special (Precision: Assassin)
Cost: 50 (unlimited use)
Prerequisite: 4 purchases of Poison Craft
You have learned to make compound poisons. You will
receive additional information about this skill after
purchasing it.
Pole-Arm
Category: Finesse, Might
Cost: 20 (unlimited use)
General Cost: 40
Prerequisite: None
You are proficient in the use of pole-arms in combat.
You may also use a staff. Two-handed weapons such as
pole-arms are immune to the Disarm skill when held in
both hands. You may not wield a two-handed weapon with
one hand. If you are holding a two-handed weapon in one
hand, you take the damage from any attack that it prevents
from hitting your body.
Push
Category: Might
Cost: 10/15/+
Prerequisite: any melee weapon
With a powerful or wellplaced blow, you can send your
foe reeling. This skill also works if
it hits your foe's shield. Call “Push”
before striking. After being struck in any
legal target area or on their shield with this
skill, your foe must move back from you at
least 10 feet. They should do so safely, not
blindly running backwards.
47
Skill Descriptions
Quickdeath
Category: Precision
Cost: 5/*
General Cost: 15
Prerequisite: any means of inflicting damage
Simple wounds may kill, but it takes time for enough
blood to be lost and breath and spirit to leave the body. Yet
those without remorse may use foul means to strike
directly at the spirit of their helpless victim. These
methods may be shunned by goodly folk, but you have
learned how to deliver a death blow of this sort. Your
victim must be Unconscious, Dying, or otherwise unable
to move. To kill them with a weapon, you must place your
weapon to their torso and state the incant, “I grant you a
quick death.” To kill them by magic, you must hold a spell
packet on the torso, state the incant, “I grant you a quick
death,” then the incant for a spell that will damage your
victim. If you are not disturbed during the incant, then
your victim is Dead. If you are disturbed in any way
(including any weapon or spell attack striking you, your
weapon, your shield, or anything else on your person
whether or not it affects you) the skill does not work but
it is not expended.
If for whatever reason a non-helpless character allows
themselves to be Quickdeathed, their spirit separates from their
body immediately and they die just as if they had been helpless.
Read Aura
Category: Sight
Cost: 10/15/+
Prerequisite: None
You have learned to identify magical disturbances in a
person's aura. By using this skill, you can ask the following
specific yes/no questions of any cooperating or helpless
person, who must answer only “yes” or “no”. One use of
this skill is one person, but you can ask all of the
questions. When you use this skill, state “Read aura.
Answer yes or no.” Then ask the question(s):
y Are you cursed? (This refers only to effects specifically
identified as Curses, not other harmful effects.)
y Are you under any mental influence? (This refers to
any ongoing Will or Terror effect, but not Forget
which is not considered on-going.)
y Are you under the effects of any other harmful magic?
(This refers to any other undesirable magical effect
from a spell, potion, etc.)
y Do you have any beneficial spells on you? (This refers
to any Armor, Barrier, Bestow, or Shield effect.)
y Were you given Last Rites?
y Were you given Fate's Disfavor?
The subject must answer yes or no, but should not
elaborate. In the case of special afflictions such as curses,
they will be informed of the appropriate answers to these
questions.
48
Part 1 - Get ting Start ed
Read Divine
Category: Sanctity, Devotion
Cost: 20 (unlimited use)
General Cost: 40
Prerequisite: Literacy
The power of divine spells can be stored using special
inks and papers in writings called Battle Scrolls. You have
learned to read, decipher, and use Divine scrolls. After
purchasing this skill, you should request a Divine decoder
at check-in. To use a Battle Scroll, you must write the full
translation on the scroll (this can be done in advance). To
cast the spell from the scroll, you must hold the scroll in
one hand and the spell packet (if needed) in your other
hand, speak the incantation, and then throw the spell
packet. If it is too dark to read, you must have a light
source to cast the scroll. You must be able to read the
scroll, even if you already know what it says. Wearing armor
does not interfere with casting from scrolls.
Read Magic
Category: Power, Sight
Cost: 20 (unlimited use)
General Cost: 40
Prerequisite: Literacy
The power of magical spells can be stored using special
inks and papers in writings called Battle Scrolls. You have
learned to read, decipher, and use Magical scrolls. After
purchasing this skill, you should request a Magical decoder
at check-in. To use a Battle Scroll, you must write the full
translation on the scroll (this can be done in advance). To
cast the spell from the scroll, you must hold the scroll in
one hand and the spell packet (if needed) in your other
hand, speak the incantation, and then throw the spell
packet. If it is too dark to read, you must have a light
source to cast the scroll. You must be able to read the
scroll, even if you already know what it says. Wearing armor
does not interfere with casting from scrolls.
Ready Powder
Category: Special (Sight: Alchemist)
Cost: 10/15/+
Prerequisite: Analyze Alchemical Powder
You may decant a powder and keep it ready for use. Open
the powder and read the tag. As with Analyze Alchemical
Powder, any side effects or effects on yourself will affect
you immediately, but if not you may then choose to use the
powder as normal, re-bottle it (using the Analyze skill), or
expend this skill and imbue yourself with its power. If you
choose to expend this skill, you can cast the powder at any
time before the end of the current event. You do not need
to keep it in your hands or in the bottle, and you do not
need to read the tag at the time of casting (essentially you
may cast it as if it was a spell bestowed upon you, although
it does not count as a Bestow effect). You may only have
one powder readied at a time.
Myt hi cal Journeys Renai ssance
Skills
Recharge Item
Category: Sight
Cost: 20 (unlimited use)
Prerequisite: None
If a magic item grants a spell that you are capable of
casting, to be used a limited number of times per event,
and at least one use has been expended this event, you can
recharge one use of the item for this event by expending
the Mana or Faith for the spell. This skill does not apply
to charms, to items with a fixed number of total charges, or
to items which have expired.
Resist Poison
Category: Precision
Cost: 30/45/+
Prerequisite: None
Your strong constitution allows you to resist poison or
venom once per purchase of this skill. This resistance must
be used against the first poison or venom attack you are
subjected to. State “Resist” when using this skill.
Riposte
Category: Special (Finesse: Duellist)
Cost: 40/60/+
Prerequisite: any melee weapon
Your mastery of the flow of combat allows you to reverse
your foe’s attack back upon him. This skill is used as Parry
(call “Parry”, not “riposte”), but immediately after using
it, you may call the same skill your foe attempted to use. If
it misses, the opportunity is lost. for example, if your foe
swung Slay at you, you could riposte it by calling “Parry”
and then attempt to use the “Slay” against your opponent.
You can use this ability even if the skill to be returned is
one you could not normally use. For example, you can
Riposte a Knockdown even if your weapon is not suitable
to use Knockdown normally. You can even Riposte effects
like Venom; effectively you are causing your foe to hit
himself with his own weapon.
Ritual (Divine)
Category: Special (Devotion: Cleric, Mystic)
Cost: 30 (unlimited use)
Prerequisite: 5 Faith
Your faith is strong enough for you to invoke effects
through ritual and ceremony. Specific rituals must be
learned in-game. Advanced rituals require advanced skills,
for which this skill is a
prerequisite.
Mythical Journeys Renaissance
Skill Descriptions
Ritual (Magical)
Category: Special (Sight: Alchemist, Elementalist,
Mentalist, Mystic, Nethermancer, Rune Mage, Sorcerer,
Wizard)
Cost: 30 (unlimited use)
Prerequisite: 5 Mana
Your understanding of the principles of magic allows you, in
principle, to perform simple magical rituals. Specific rituals must
be learned in-game. Advanced rituals require advanced skills, for
which this skill is a prerequisite.
Scavenging
Category: Craft
Cost: Special (craft)
Prerequisite: None
You have a knack for finding useful stuff. You never know what
you’re going to find. Sometimes it’s a copper coin, or an empty
vial. Other times it’s a nice piece of metal, a lost piece of jewelry,
or even a potion. You will receive four randomly determined items
at the start of each event.
Skilled scavengers find more useful stuff, and can learn to be more
selective in what they find. These skills must be learned in-game.
Scrollcraft (Divine)
Category: Sanctity
Cost: 10/*
Prerequisite: Read Divine
By using special inks and papers, which you must acquire
in-game, and expending Scrollcraft points,
you are able to record your Faith
spells as Battle Scrolls. These may
be used by anyone with the Read
Divine skill. To make your scrolls,
you must turn in your ink and paper
at check-out and fill out a
Scrollcraft Checkout Form. You
must know the spell completely; if
you partially learned it with a
limitation or side effect, you
cannot make a scroll of it.
It is possible to make scrolls of
Cancel Spell and Light if you have
Scrollcraft. These cost none of
your Scrollcraft points but do
require the ink and paper
components.
49
Skill Descriptions
Scrollcraft (Magical)
Category: Power
Cost: 10/*
Prerequisite: Read Magic
By using special inks and papers, which you must acquire
in-game, and expending Scrollcraft points, you are able to
record your Mana spells as Battle Scrolls. These may be
used by anyone with the Read Magic skill. To make your
scrolls, you must turn in your ink and paper at check-out
and fill out a Scrollcraft Checkout Form. You must know
the spell completely; if you partially learned it with a
limitation or side effect, you cannot make a scroll of it.
When you purchase Magical Scrollcraft, you must
choose a school of magic: Elementalism, Mentalism, Rune
Magic, or Wizardry. Each school of Magical Scrollcraft is
considered a separate skill. If you can cast a spell with
Mana and you have Scrollcraft in the same school, you can
scribe that spell as a Battle Scroll. You may only learn one
school of magic, which applies to both your Mana and
Scrollcraft, unless you have Sight.
It is possible to make scrolls of Cancel Spell and Light if
you have Scrollcraft. These cost none of your Scrollcraft
points but do require the ink and paper components.
Scroll Mastery
Category: Sight
Cost: 10/15/+
Prerequisite: Read Magic and Mana, or Read Divine and
Faith
You may draw upon the magics within a battle scroll
using your own power instead of expending the power in
the scroll. You must have the correct type of mana or faith
to cast the scroll, and expend this skill and the specified
amount of mana or faith (which will be marked on the
scroll). Scrolls that have modified effects due to special
inks and papers cannot be used with this skill (and will be
marked accordingly), nor can scrolls for spells with a
casting cost more than 4 mana/faith. When using the scroll
this way, tear off a corner of the scroll. A scroll can be used
this way no more than three times (each counts as one
expenditure of this skill), after which it can be used only
by expending the scroll. When the fourth corner is gone,
the scroll is immediately destroyed and must be torn in
half.
50
Part 1 - Get ting Start ed
Self-Sacrifice
Category: Devotion
Cost: 10 (unlimited use)
Prerequisite: None
Through your great compassion, you are able to transfer
an affliction (magical, physical, or spiritual) from another
person to yourself. This ability is limited to negative or
hindering effects (e.g. Waylay, Quickdeath, Bind, Snare,
Maim, Break Limb, Disease, Assassinate, Death, Poison,
Petrify, etc.) and does not apply to bodily damage or the
exchange of vitality (you cannot self-sacrifice Slay,
Backstab, Fireball, Bolt, etc.). If someone has Died because
they lost all their vitality and then bled to death (as long as
they are still a corpse and not a spirit), you can selfsacrifice that, but it will not restore any vitality; they will
have 0 vitality and begin bleeding to death again, and you
will be Dead.
You cannot self-sacrifice the mind-controlling effects
Charm, Enslave, or Betrayal. You also cannot self-sacrifice
Curses, other permanent effects (including Forget),
Sojourn, or Final Death. Self-Sacrifice cannot be used to
transfer an ailment to yourself if you already are suffering
that ailment. For example: if you are Diseased, you may not
Self Sacrifice disease from another person. If your right
arm is Maimed, you may not Self-Sacrifice another
person’s maimed right arm.
You must state which effect you are Self-Sacrificing in
order to show that you are willingly accepting this fate. For
example, if your victim has been poisoned, you would say,
“Self-Sacrifice Poison.” If the victim is not suffering from
the effect that you think they are, they will state “No
Effect.” Diagnose will assist you in determining what the
victim might be suffering from, but will only work as
stated in Diagnose on page 41. If the victim is suffering
multiple effects, you take one at a time. You can choose to
take one and not the others.
You may not resist in any way the affliction that you
have Self-Sacrificed, even if you have a spell or ability that
normally would allow you to resist it. Once taken on, this
affliction may however be cured in any normal way. Once
you take over an effect for a person, they must inform you
the length of time remaining on the effect and you must
then take over exactly where they left off. (Example: You
Self-Sacrifice Poison. You immediately fall Unconscious
and the original victim becomes Conscious again. They
inform you that they only had one minute to live, so you
now have only one minute to live.)
Myt hi cal Journeys Renai ssance
Skills
Skill Descriptions
Shield
Slay
Short Blades
Slay Foe
Category: Finesse, Might
Cost: 20 (unlimited use)
General Cost: 40
Prerequisite: None
You have trained in the proper use of a shield up to 30”
in diameter if round, or up to 24” x 30” otherwise (e.g.
rectangular). It must be larger than a buckler, and have
both a handle and an arm strap. This is not a weapon and
may not be used as one; shield bashing, rushing and
punching are not allowed. A shield cannot be disarmed. For
more details see Shields on page 57. Also see Buckler on
page 38 and Tower Shield on page 53.
Category: Finesse, Precision, Subtlety
Cost: 10 (unlimited use)
General Cost: 20
Prerequisite: None
You are proficient in the use of any bladed weapon, including
swords and axes, with a length between 19” and 30”. One-handed
weapons may be fashioned for use with one or two hands.
Short Blunt Weapons
Category: Might, Precision, Subtlety
Cost: 10 (unlimited use)
General Cost: 20
Prerequisite: None
You are proficient in the use of any blunt weapon with a length
between 19” and 30”, such as a war hammer. One-handed
weapons may be fashioned for use with one or two hands.
Short Staff
Category: Sanctity, Power
Cost: 15 (unlimited use)
General Cost: 30
Prerequisite: None
You are proficient in the use of the Short Staff in
combat: a blunt weapon without a head or any type of
blade, no longer than 48”. Only one hand is required to
wield a Short Staff. Short staves (and other weapons 48”
or less) can be affected by the Disarm skill. Short staves
may also be wielded using the Short Blunt Weapons or
Long Blunt Weapons skill (depending on the length).
Silence
Category: Special (Subtlety: Burglar)
Cost: 20/30/+
Prerequisite: Small Weapon, Short Blade, or Short Blunt
Weapons
With sudden strike you can knock the wind out of a foe,
leaving them gasping for air and unable to speak. You must
be using a weapon no larger than a short sword. Call
“Silence” before striking. After being struck in any legal
target area, your foe is Silenced for 1 minute. Silence can
be Parried, but if it simply misses or is blocked, the skill is
not expended.
Mythical Journeys Renaissance
Category: Might
Cost: 40/60/+
Prerequisite: any melee weapon
With a mighty strike of your weapon, you can inflict 5
points of damage. Call “Slay” before striking. The strike
must hit the torso area of the opponent. If it does not hit
the torso area, the skill is not used. This skill can be
blocked with the Parry skill, or resisted if the target is
wearing heavy armor on their torso. This skill may not be
used with a missile or thrown weapon. (Slay With Bow is a
separate skill.)
Category: Special (Might: Holy Warrior, Hunter)
Cost: 30/45/+
Prerequisite: Chosen Foe
Not only have you learned to anticipate the attacks of
your chosen foe, you also know how to target their most
vulnerable areas. This skill works like the “Slay” skill (and
you call “Slay” to use it), but may only be used against
your chosen foe.
Slay With Bow
Category: Special (Finesse: Archer)
Cost: 40/60/+
Prerequisite: Archery, at least 5 Pierce
With a powerful and well-aimed shot from your bow or
crossbow, you can inflict 5 points of damage. Call “Slay”
before shooting. The strike must hit the torso area of the
opponent. If it does not hit the torso area, the skill is not
used. This skill can be blocked with the Dodge skill, but it
cannot be Parried. Heavy Armor worn on the torso allows
the wearer to resist Slay, including Slay with Bow. This
skill may not be used with a melee weapon. (Slay and Slay
with Bow are separate skills.)
Small Weapon
Category: General
Cost: 5
Prerequisite: None
You may use any weapon up to 18” in length, such as a
dagger or a small hammer.
51
Skill Descriptions
Part 1 - Get ting Start ed
Spellbreaking
Subdue
Staff
Taming The Cobra
Category: Special (Sight: Wizard)
Cost: 50 (unlimited use)
Prerequisite: Wizardry Mana
Your ability to perceive and work with pure magical
energy allows to you weaken or use spells cast against you.
Any time you are damaged by a bolt spell, are Conscious
when hit, and do not resist it, you are restored one
Wizardry Mana. Storm and Explosion spells count as one
spell for this purpose, not one per packet. (Storm spells
allow multiple packets to be thrown with abbreviated calls
such as “Fire, damage one”. Explosion spells allow multiple
packets to be thrown simultaneously with a single call.)
Any time you are under the effects of a spell with a
duration of 1 or 5 minutes, and Conscious, you may cancel
the spell after 10 seconds by expending 1 Wizardry Mana
and stating, “Spellbreak.” Spellbreaking cannot be used
when you are unable to use your Mana (including under
the effects of Feeblemind) but can be used against other
mental effects (including Charm and Enslave) and against
Silence, as long as they have a duration of 1 or 5 minutes.
Category: Sanctity, Power
Cost: 20 (unlimited use)
General Cost: 40
Prerequisite: None
You are proficient in the use of the Staff in combat: a
49-72” blunt weapon without a head or any type of blade.
Two-handed weapons such as staves are immune to the
Disarm skill when held in both hands. You may not wield a
two-handed weapon with one hand. If you are holding a
two-handed weapon in one hand, you take the damage from
any attack that it prevents from hitting your body. Staves
may also be wielded using the Pole-Arm skill.
Strength
Category: Special (Might: Champion)
Cost: 30/45/+
Prerequisite: 4 Vitality
You are capable of summoning reserves of strength far
beyond those of ordinary people. By using this skill, you
may pick up or manipulate an item marked with a
numbered red sticker with a number up to 10. The item
may be lifted or moved for up to one minute. If attempting
to lift heavier objects, you count as 10 normal people for
the group effort. Alternatively, you may expend one use of
this skill to resist or remove the effects of Weakness.
52
Category: Might
Cost: 20/30/+
Prerequisite: None
With a strong and quick arm, you may surprise your foe
with a punch to the jaw. To perform this skill, you must be
standing approximately one-and-one-half arms’ lengths
away from your target, call “Subdue,” and throw a small
fist-sized bean bag at your opponent’s chest. If it connects
with your opponent’s torso (front or back), they will be
rendered senseless for a quick ten-count. During this
count your victim will be unable to do anything but fall to
the ground. If your opponent catches or blocks the
beanbag in any way, successfully preventing the chest from
being struck, the attack fails but is not expended.
Subdue can be resisted using Hardiness or a helm (if it
is not broken), and the skill is expended if it is resisted.
Unlike the Knockdown skill, you may not defend yourself
at all while Subdued. Parry cannot block this skill (because
it is not performed with a weapon). Subdue does not last
long enough for the victim to be Quickdeathed.
Category: Special (Might: Monk)
Cost: 10/15/+
Prerequisite: None
You have mastered the kata of the serpent. If Poisoned, you
may state “Taming the Cobra” and drop to the ground in a
meditative state before the onset of Unconsciousness caused
by the poison. While in a meditative state with your eyes
closed, you will not go Unconscious from the poison and will
be aware of your surroundings by listening. As long as you do
not stop meditating and are not attacked during your
meditation, you will remain alive. As soon as you stop
meditating, or are attacked, the poison takes effect. This can
be used to delay the effects of other venoms as well as long as
it is used immediately after you are struck. This skill does not
cure you of the effects of the poison.
Tanner/Trapper
Category: Craft
Cost: Special (craft)
Prerequisite: None
Any player can try to skin monsters or other creatures which
have useful hides, although some pelts will be damaged
excessively by the encounter or destroyed in the attempt. A
trapper will obtain four hides at the beginning of each game,
unless special circumstances interfere with his traps. Hides are
represented with pieces of fur. In addition, you can tan these
hides and produce leather instead, and if you obtain furs you
can tan them (one piece of fur produces one piece of leather).
Skilled tanners/trappers produce more hides or leather, can
tan special types of leather, and can trap small animals that
have useful magical properties. These skills must be learned in
game.
Myt hi cal Journeys Renai ssance
Skills
Thrown Weapon
Category: Finesse, Precision, Subtlety
Cost: 15 (unlimited use)
General Cost: 30
Prerequisite: Small Weapon
You may effectively use thrown weapons in combat. This
skill includes thrown weapons and javelins. Thrown
weapons, except for javelins, may not have any piping or
solid object within them; they must be made entirely out
of foam, and no larger than 8”. Javelins may be all foam
and between 24” and 36”, or they may be made from uncut
golf tubes with the end padded in the same way as a melee
weapon’s thrusting tip. Thrown weapons should be made
to look like weapons. Daggers, axes, hammers, and javelins
are all acceptable; rocks are not.
Pierce may be used with javelins only, and Venom may be
used with any non-blunt thrown weapon, but no other
Fighting or Stealth skill may be used with any thrown
weapon. Any Armor allows the wearer to resist any uncalled
thrown weapon attack.
Tinker
Category: Craft
Cost: Special (craft)
Prerequisite: None
You have a talent for the mechanical. You may use this
skill to set up traps. These traps may be purchased ingame; this skill lets you set them up for use. You may also
move your own mechanical traps and acid traps, but not
those set by others. Caltrops (popper traps) may be
pushed aside using a tool, but not touched with your hands
or collected. Buzzer traps and flash traps may never be
moved once they have been set up. If a trap is accidentally
set off while being set up, the character setting the trap
will suffer the full effect of the trap as if they had triggered
it normally (the Avoid Trap skill can still be used), and the
trap will be expended.
Skilled tinkers may produce their own traps as well as
other types of complicated mechanisms (within the limits
of what is possible in a fantasy setting). These skills must
be learned in game.
Tower Shield
Category: Might
Cost: 30 (unlimited use)
General Cost: 60
Prerequisite: None
You are proficient in the use of a tower shield up to
21”x38”. It must be larger than a buckler, and have both a
handle and an arm strap. This is not a weapon and may not
be used as one; shield bashing, rushing, and punching are
not allowed. A tower shield cannot be disarmed. Also see
Shield on page 51.
Mythical Journeys Renaissance
Skill Descriptions
Transcend Armor
Category: Special (Power: Warrior Mage)
Cost: 30 (unlimited use)
Prerequisite: Armor
The Warrior Mage has learned to overcome some of the
interference that light or medium armor creates for
spellcasting, although only with great effort and
concentration. The Warrior Mage must spend 30 seconds
roleplaying preparation for the spell, during which time he
must be stationary and have nothing in his hands which
would interfere with spellcasting. At the end of this time,
he must state “I transcend my armor,” and immediately
cast the spell. (For Rune spells, he may not begin drawing
the runes until the preparation time has been completed.)
The spell may only be cast by touching the target/recipient
with a spell packet, not by throwing the spell packet. The
spell may also be cast on the Warrior Mage them self. This
skill does not allow casting with heavy armor.
Two-Handed Weapon
Category: Might
Cost: 20 (unlimited use)
General Cost: 40
Prerequisite: None
You may use two-handed swords, axes, hammers, and
maces in combat. These weapons must be 49-66” in
length. Two-handed weapons are immune to the Disarm
skill when held in both hands. You may not wield a twohanded weapon with one hand. If you are holding a twohanded weapon in one hand, you take the damage from any
attack that it prevents from hitting your body.
Two-Weapon
Category: Finesse, Precision, Subtlety
Cost: 10/15/+ (unlimited use)
Prerequisite: any one-handed melee weapon
You have learned to fight with two weapons at once. One
of the weapons may be the size of a long sword (or
shorter); the maximum permissible size for the other
weapon depends how many times you have purchased this
skill. If you have purchased it once, you can only use a
small weapon as your secondary weapon (up to 18”). If
you have purchased it twice, you can use a short weapon
(19-30”), and if you have purchased it three times, you
can use a long weapon (31-48”). You still need the
appropriate weapon skills in order to use your weapons.
When using fighting or stealth skills and two-weapon,
two-weapon does not allow you to call a skill
simultaneously for both weapons. Your call applies only to
one weapon (whichever strikes immediately after the call).
53
Skill Descriptions
Vitality
Category: General
Cost: 20/30/+ (see below)
Prerequisite: None
The purchase of Vitality increases the amount of
physical damage you can sustain. New characters receive
their first point of Vitality for free, and purchasing this
skill grants additional points. In addition to increasing in
cost as most skills, the cost of Vitality doubles after you
reach a limit, which for most characters is 4. This means
your first point is free, your second point costs 20, your
third point costs 30, your fourth point costs 40, and your
fifth point costs 50 x 2, or 100. In other words, the cost of
your next point of vitality equals the number of Vitality
you will have after the purchase, times 10, and doubled if
this will put you above the limit. Physical Reserves and
Fortitude each increase the limit by one.
Waylay
Category: Subtlety
Cost: 20/30/+
Prerequisite: Small Weapon
With a quick hit to the head from a blunt object, you can
knock your foe Unconscious. Waylay must be performed
with an item 8” or smaller. This item must be all foam,
with no pipe in it, but could be a boffer mug, plate, pan,
54
Part 1 - Get ting Start ed
etc. Waylay must be performed when you are standing
entirely behind your victim, and you must strike your
victim on the back. In addition, you must have one foot
solidly planted on the ground when using Waylay. Call
“Waylay” before striking. If successful, the victim must fall
to the ground for five minutes, unconscious. While
Unconscious, the victim may be attacked or injured, or may
be killed by using the Quickdeath skill. Any head
protection that meets the requirements for Medium or
Heavy armor will protect you completely from Waylay and
Subdue, as long as it has not been destroyed.
Weaver
Category: Craft
Cost: Special (craft)
Prerequisite: None
You may refine Fur (wool) or Produce (cotton/flax) to
produce Fine Cloth. Each piece of Fur or Produce can be
used to make one piece of Fine Cloth. You must spend at
least two minutes roleplaying your weaving for each piece
of Fine Cloth that you produce.
Skilled weavers learn techniques to dye their cloth, some
of which impart special properties. They can also produce
cloth items, such as clothing, that have magical properties.
These skills must be learned in-game.
Myt hi cal Journeys Renai ssance
Chapter 4
Preparing for the Event
“We're all dead anyway....somebody hand me a longsword”
~ Morguhn Mac-Tyr
Weapons
Mythical Journeys uses weapons made from CPVC (3/4”)
or kite rod (minimum .505” for one-handed weapons,
.610” for two-handed weapons), with foam padding
(minimum 5/8” wall thickness) and a foam thrusting tip,
held together with duct tape. For more information about
making your own weapons, see Appendix A Weapon
Construction. No weapons may be made of any materials
other than those listed in the Sword Construction section
of the rule book. If you have an idea for an unusual
weapon, please contact the Mythical Journeys staff for
approval before you begin constructing it. We don’t want
all your hard work to go to waste. Be prepared to have your
weapon dismantled for internal safety inspection. Bring a
regular style game weapon as a back up in the event your
weapon fails inspection.
It is highly recommended that all new players with no
previous weapon crafting experience bring all the supplies
necessary to create a new weapon. If your weapon fails to
pass safety inspection you will be left weaponless for the
duration of the event if you can’t construct a new one,
purchase one, or borrow one
from
a
fellow
player.
Unfortunately, Mythical Journeys
does not have enough weapons to
replace unsafe player weapons.
Maximum weapon lengths are:
Small Weapon: up to 18”
y Short Blade/Blunt: 19” - 30”
y Long Blade/Blunt: 31” - 48”
y Two Handed Weapon: 49” - 66”
y Staff or Polearm: 72”
y Thrown Weapon: 8”
y Thrown Javelin: 24” - 36”
y
Armor
Armor has been indispensable for warriors throughout
history, and Mythical Journeys is no different. The use of
armor requires the Armor skill, which represents the ability
to move effectively and position the armor against attacks
to achieve its full defensive potential. A single purchase of
the Armor skill allows the use of light armor, two
purchases allows medium armor, and three purchases
allows heavy armor.
Real weapons (real swords,
knives except pocket knives,
guns, etc.) are forbidden on site
at Mythical Journeys. Individuals
with these items will be asked to
leave for the remainder of the
event without refund.
55
Armor
Those who use Mana-based spells should remember that it
is impossible to cast these spells while wearing armor.
To receive the benefit of armor, in addition to the skill, you
must actually be wearing armor. Armor is assigned by
location. The five locations are your torso, right arm, left
arm, right leg, and left leg. At least half the location must
be covered for it to be considered armored.
Costume armor is acceptable, however the Mythical
Journeys staff will not grant you armor protection for lowgrade, or “cheesy” armor. Tin foil is not suitable as armor,
nor is duct tape or similar material. At no time do we want
you to think that you have to spend your life’s savings on
armor for a game. If you can’t afford to have a full suit of
shiny plate armor, don’t sweat it! There are many ways to
make armor for your character. Just ask on our message
board for ideas.
Your armor is destroyed any time you are Dead due to
bleeding to death or being Quickdeathed. Armor that is
removed from a Dying body is still considered to have been
destroyed during combat. Consider the damage to have
occurred during the battle, not while you were laying on
the ground. If you die from a Death spell, or from contact
or ingestive poison, your armor is not damaged. When
your armor is destroyed, it does not offer any protection at
all. You should remove it as soon as convenient. Destroyed
armor still interferes with the use of Mana-based spells.
Light Armor
Light armor can be made of leather that does not meet the
requirements for Medium or heavy armor. It is repaired
using the Leatherworking skill, and requires 1 piece of
Leather and two minutes to repair up to a full suit of light
armor.
Any location protected by light armor is immune to all
uncalled attacks from thrown weapons. You should state
“Armor” when using this protection. An “uncalled attack”
is one in which no skill is called. If any skill or effect is
called (e.g. Fire, Magic, Venom), the armor does not
protect you.
Medium Armor
Medium armor can be made of leather, if it is very thick
(11+ oz.), rigid (e.g. boiled or waxed), or reinforced with
metal plates. If the base material is leather, it is repaired
with the Leatherworking skill, even if it contains some
metal. Repairing these armors requires 1 piece of leather
and two minutes to repair up to three areas of armor. The
areas are the torso, right arm, left arm, right leg, and left
leg. For example, repairing armor that covers both arms
and both legs (four areas total) requires 2 pieces of leather
and four minutes, total.
Chainmail and scale or lamellar armor (any armor made of
small overlapping metal plates) is also considered medium
armor. These armors are repaired with the Blacksmithing
skill, and require 1 piece of metal and two minutes to
56
P art 1 - Get ting Start ed
repair up to three areas of armor. The areas are the torso,
right arm, left arm, right leg, and left leg. For example,
repairing armor that covers both arms and both legs (four
areas total) requires 2 pieces of metal and four minutes,
total.
Any location protected by medium armor is immune to all
uncalled attacks from thrown weapons and missile
weapons. If any skill or effect is called (for example “Fire”,
“Magic”, or “Venom”) the medium armor does not protect
you. In addition, if you are wearing medium armor on your
torso, you are immune to Bolt spells (any spell that does 1
point of damage). You should state “Armor” when using
this protection.
Heavy Armor
Rigid or 11+ oz. thick leather armor that is reinforced
with metal plates is considered heavy armor. These armors
are repaired with the Leatherworking skill, and require 1
piece of leather and two minutes to repair up to two areas
of armor. The areas are the torso, right arm, left arm, right
leg, and left leg. For example, repairing armor that covers
the entire body (five areas total) requires 3 pieces of
leather and six minutes, total.
Plate armor (armor made of large metal plates with no
significant gaps) is also considered heavy armor, and is
repaired with Blacksmithing, and require 1 piece of metal
and two minutes to repair up to two areas of armor. The
areas are the torso, right arm, left arm, right leg, and left
leg. For example, repairing armor that covers the entire
body (five areas total) requires 3 pieces of metal and six
minutes, total.
You can also combine medium metal armor (chain, scale, or
lamellar) with medium leather armor to receive the
benefits of heavy armor. You still need the skill to wear
heavy armor, and both your metal armor and leather armor
must cover at least half of the location. Just adding a small
amount of chain mail does not count. Both must be visible
at least in part, one cannot completely cover the other. No
other armor can be stacked, only medium metal armor with
medium leather armor. When your armor breaks, it is
treated as two broken sets of medium armor. The metal
armor must be repaired by a blacksmith and the leather
part by a leatherworker. If you fix only one, you only get
the benefit of medium armor. Your armor can be enhanced
by a blacksmith or a leatherworker with the appropriate
skills, but not both at once.
Any location protected by heavy armor is immune to all
uncalled attacks from thrown weapons and missile
weapons. In addition, any limb protected by heavy armor is
immune to Maim, and if you wear heavy armor on your
torso, you are immune to Slay and all Damage spells
(regardless of where they hit you). You should state
“Armor” when using this protection. Armor does not
protect against called attacks other than those listed here,
nor does it protect against uncalled melee attacks.
Myt hi cal Journeys Renai ssance
Preparing for the Event
Helmets
Any head protection that meets the requirements for
Medium or Heavy armor will protect you completely from
Waylay and Subdue, as long as it has not been destroyed.
Bike helmets, hardhats, and other anachronistic items are
not suitable for use as helmets. A helmet may be worn if
you have purchased the Armor skill at least twice, and is
considered one area for repair purposes.
Shields
Shields must be padded around the rim, and may not have
any protruding sharp points. For example, if you have
attached the grip using bolts, these must be covered.
Buckler: up to 18” diameter, with a one hand grip and
no arm strap. Bucklers cannot be disarmed.
y Shield: up to 30” diameter if round, up to 24”x30”
otherwise (e.g. rectangular). Shields cannot be
disarmed.
y Tower Shield: up to 21”x38”. Tower shields cannot be
disarmed.
y
Costuming
“A life of danger is no excuse for looking shabby.
A true hero always remembers to look the part.”
- Shae Tallencrest, Seamstress of Dumar
At Mythical Journeys, our goal is to create a realistic world
that you are completely immersed in, from Friday night at
Game On to Sunday noon when the game ends. In part, we do
this by creating plots, by sending out cast in various roles
(including monsters), by supplying appropriate costuming to
our cast for whatever role they happen to be playing, and by
using props to decorate game buildings. However, it also
depends on you wearing an appropriate costume.
The importance of a good costume cannot be overstated.
Costuming helps to set the atmosphere for the events and also
helps you to role-play your character to its fullest potential. In
addition to enhancing the setting for everyone, it makes you
look like someone who’s been around, who knows what’s what,
who is worth interacting with. A good costume can make you
memorable, and can make an impression on everyone you
meet. The better you look, the more experienced and
respectable you appear.
If you are playing a race besides Human, make sure you
consider the costuming requirements of your race. See
Chapter 2 Races for more details.
We expect everyone to meet a certain minimum standard for
costuming. Obviously modern items are not permitted. These
include tank tops, t-shirts, cargo pants, jeans, trench coats,
sunglasses (normal glasses are okay), white or bright colored
sneakers, or anything with an obvious logo. Technological
devices (wrist watches, cell phones, radios, beepers, etc.) are
also not permitted. An analog pocket watch is permitted.
Mythical Journeys Renaissance
Costuming
You have no costuming? There are numerous vendors of
medieval clothing, many of whom are listed on our web site’s
Links page, and some have very reasonable prices. If you have a
little bit of extra money to spend, Mythical Journeys often has
merchants on Friday night before the game, selling proper
game attire, pouches, hoods, and other gaming accessories to
make your character look like a long time veteran.
You want to spend as little money as possible? Costuming
doesn’t have to be expensive. Here are some ideas to get
you started:
A large, roughly square piece of material with a hole in the
top makes a quick and easy poncho. A narrower rectangle
of material (about as wide as your shoulders) with the
same hole is a surcoat - add a belt and you’ve got the basis
of a costume. If you can sew, you can fancy these up with
trim, or for the more ambitious you can find patterns at
your local fabric store. The “t-tunic” is a basic design that
anyone with even marginal sewing ability can accomplish;
search the web for “t-tunic” and you’ll find a wide variety
of patterns (some obviously easier than others).
For your pants, a plain pair of sweat pants is simple and
generic. An alternative, wrap pants, are easy to make
(another easy web search if you need a pattern). A t-tunic
or a surcoat and shirt over either type of pants, finished off
with a belt, and you can consider yourself dressed.
You can find usable or adaptable costuming in many places.
Thrift stores and flea markets are good places to find
unusual clothing items cheap. These include belts and
leather or fur jackets that can be adapted for the barbarian
look. An old leather purse from the thrift store, with the
strap removed and some holes to fit a belt through, is a
quick and easy belt pouch. Army surplus stores are also
good places to find leather pouches and belts. Many craft
stores will carry simple drawstring pouches, too. Martial
arts supply stores can be useful for some Dragon Dynasty
characters.
Footwear is a challenge for many people. Sandals are an
easy choice, when the weather is nice. Minnetonka
Moccasin© makes a variety of relatively inexpensive boots
(although they provide little ankle support and are not
suitable for everyone—a pair of good insoles help a lot,
though). You may be able to find simple leather boots at a
local discount shoe store, too.
Keeping warm is important. Wearing layers under your
costume is often the best option. A cloak (or poncho as
above) can also help keep you warm. A simple but
traditional cloak can be made from a large rectangular piece
of fabric, pinned in front. Waterproofing your cloak and
boots will keep you much more comfortable if it rains.
Also, bring extra socks. It doesn’t really have anything to
do with costuming, but wearing cold, wet socks is not how
you want to spend your game. Trust us. A hood or mantle
can also add a great look while adding warmth; these are
relatively inexpensive (and easy to make).
57
Real World Equipment
You can use wigs, make-up, and facial prosthetics as ways
of making your character look even more distinctive, but
please note that these are considered parts of your
character, and if worn at all, they must be worn at all times
you are in-game.
If you create a character that wears armor, we ask that you try to
make it authentic looking, such as chainmail, studded leather or
plain leather. Costume armor is acceptable, however Mythical
Journeys reserves the right not to grant protection for low-grade
armor (such as tin foil armor which can’t stop a plastic butter
knife). Please keep in mind the armor rules when constructing
your armor.
Need more ideas? Ask on our message board and people
will be glad to help.
What Not to Wear
Some items and costume pieces may not or should not be
worn, either because they have specific meanings, or they
are anachronistic.
Do not wear a yellow armband or horizontal yellow stripe on
your arm.
A yellow armband indicates a non-combatant player. See
Noncombatant Players on page 71 for more information.
y Do not wear a circlet or crown.
Circlets and crowns indicate nobility. It is a crime punishable
by death in many areas of Pendaan to impersonate a noble.
y Do not wear a red armband or horizontal red stripe on your arm.
A red armband indicates a member of the Courier’s Guild.
y Obviously modern items are not permitted. These include
tank tops, t-shirts, cargo pants, jeans, trench coats,
sunglasses (normal glasses are fine), white or bright colored
sneakers, or anything with an obvious logo. Technological
devices (wrist watches, cell phones, radios, beepers, etc.) are
also not permitted.
An analog pocket watch is permitted.
y
The Test
Once you’ve put your costume together, it’s time to test it
out. Don’t wait till you get to the game! Put on your costume,
add any weapons you might be carrying, and put some coins in
your pouches/pockets. (You have no pouches or pockets?
Then how will you carry your loot?) Now, run 50 feet. What
worked? What hit you in the face? Did all your stuff fall out
of your pockets? This is the time to fix it.
58
Part 1 - Get ting Start ed
Costuming For Cast
For those planning to be cast, not players, the requirements are
simpler. We can supply most of your costuming for the event. You
need to bring suitable shoes (as above) and “basic black”—a base
layer of black that you can wear under other costuming. Black tshirts and sweats are fine for this; you should bring more than
one of each, since you’ll be running, fighting, and sweating for
much of the weekend. Bringing your own belt guarantees you’ll
have one that fits, and pouches are also useful if you have any.
Cargo pants and jeans are not acceptable. Cast are welcome to
bring your own costuming beyond these items, if you have it, but
these are the minimums you can get by with.
Real World Equipment
“You don’t need to run faster than the monsters
to escape certain death, just faster than your
friends.”
- From the Mythical Journeys Rules of
Adventure
What should you bring to an event? Here is a list of items
you may want to consider:
Costuming, which is essential to the atmosphere of the
event. This may include changes of costuming or just the
basics of extra boots, clothing, and socks. Maybe even a
type of period rain gear or something easily covered up by
costuming. Remember to pack for the weather.
y A tankard or period looking drinking vessel for
partaking in the tavern.
y Feast gear if you plan to eat at the tavern including a plate or
bowl, a cup or tankard, and utensils.
y Food and drinks are very important to your survival at the event.
We suggest bringing plenty to drink such as water and juice to
prevent dehydration.
y Sleeping bag (good for down to zero degrees) and pillow. It can
get chilly at the earlier spring events and the later fall events.
y Tent, if you plan to stay outdoors.
y Shower gear including your essentials (shampoo, soap,
toothpaste, toothbrush, towel, etc.). Shower shoes are
recommended.
y Insect repellent is always nice to have. Remember we
are in a wooded area.
y First aid kit including wrap bandages, band-aids, etc.
y Props to decorate your cabin and enrich the atmosphere.
y Boffer-style weapons as described in Appendix A
Weapon Construction.
y A notebook, pen, and pencil (to take in-game notes).
y Weapons repair/creation kit to include duct tape,
open-cell foam, scissors, etc.
y
Myt hi cal Journeys Renai ssance
Preparing for the Even t
G eneral Information
Spell packets if you are a spell caster. Always bring spell packets
for yourself. Cast will not provide extras for you to use.
y Flashlight to be used in the cabins only (or after
“game off ” at 2 AM).
y Glow sticks for Light spells.
y Trash bag(s) to keep your cabin clean during the event.
y The Mythical Journeys Rule Book in hard copy form
to reference during the game.
By no means is this list the end all of what you may need. There are more
suggestions available on our web site. Each person’s needs differ and we
could never fit all the possibilities here. Make a list and be sure you have
everything on it. Once you think you do have it all, check again.
In short, the web site is the place to go for all your
Mythical Journeys needs.
General Information
Contacting Us
y
The first step to interacting with Mythical Journeys is
keeping in contact with the Game. You will need to contact
Mythical Journeys often—to create your character, to
register for events, to interact with other players and cast
members, both about in-game and out of game concerns.
Web Site
The Mythical Journeys web site is the main method of
interacting with Mythical Journeys. Our web site,
http://www.mythicaljourneys.com, was developed to be a
fully interactive and informative resource for our members.
It is “one stop shopping” for all your questions and needs
related to Mythical Journeys. Here you can interact with
staff and fellow members via our Message Board, view and
update your character online and get any and all
information related to Mythical Journeys and our events.
We also have an online Help System that makes the process
of getting your questions and issues resolved quick and
easy. Some of the information resources you will find
include:
event location and directions
y event schedule & costs
y sleeping arrangements
y contact information for Mythical Journeys and its
members
y news and developments
y online feedback form (Post Event Letter or PEL)
y our mission statement and company information
y game promotional stuff
y photos of events
y game lore
y online rule book
y message board
y and so much more
y
Mythical Journeys Renaissance
If you have any questions, comments, or feedback please
feel free to use our Message Board, Online Help Feature,
or e-mail [email protected].
Additionally, we are continuously striving to improve our
site. Please e-mail any thoughts, comments, ideas or issues
you have to [email protected].
You do not have to own a computer or have internet access
in order to enjoy all the Mythical Journeys web site has to
offer. Stop by your local library. Most libraries now have
computers that give you internet access and the ability to
do e-mail through free services such as Yahoo! or Hotmail.
Mythical Journeys can be reached by the following means:
Our web site: http://www.mythicaljourneys.com
In addition to a Contact Mythical Journeys page, the web
site has a HELP feature on its menu that will bring your
question or request to the prompt attention of the
Mythical Journeys staff.
E-mail:
[email protected] - All feedback—
positive or negative—and post event letters (if you
did not use the online form).
For our mailing address, please see our web site.
Before the Game
There are several things that need to be taken care of before
you come to play Mythical Journeys. These include:
Creating a user profile
y Registering for the event
y Paying for the event
y Providing a signed parental consent form if you are 16
or 17 years old (part of the Mythical Journeys
Participant Agreement Form)
y Completing the Mythical Journeys Participant
Agreement Form (Waiver)
y
User Profile
Before you can come to Mythical Journeys as a player, you
should create a user profile in our online database. Once
you have a user profile and log in to our site, you can
register for events online, view the in-game message board
(if your character is literate), and have access to many
other “members only” features of Mythical Journeys.
59
B e f o r e t he Ga me
P a r t 1 - Get t i n g S t a r t e d
Privacy Policy
Your address, e-mail address, and phone number are your
business and will not be furnished to anyone without your
permission. All personal information submitted to us will
be held in the strictest of confidence. If you would like to
contact another player, we recommend you attempt to
reach them through our message board. Our web site also
has ‘couriers’ to send private messages to individual players
or cast members.
Membership
Membership to Mythical Journeys is free and as simple as
creating your online profile through our web site.
Registration and Refunds
Pre-registration reserves your place for an event and allows
us to better prepare for your stay. Pre-registration also
allows us to design plot that directly involves your
character. You can register for our events on our web site,
making payment by credit card. If payment is made before
the preregistration deadline (generally two weeks before
the event), you can pay the lower pre-registration price.
After the deadline, you will pay the at-the-door price. To
pay at the door (cash only), you can register online after
the pre-registration deadline.
If the event fills before you have registered, you can put
yourself on the standby list, in case other players cancel. If
you were on standby and a space opens up for you, you have
two weeks to pay from the date we moved you to the
registration list. If you do not pay within two weeks, you will
lose your spot. If you were on standby,
and you pay by credit card online, you
can pay the pre-registration price as
long as you are paying within two
weeks of being registered, and
you are paying no later than
the Wednesday before the
event.
If you are paying at the door,
payment must be made
in cash. We cannot
accept credit cards
on site, or checks at
any time.
registration canceled and payment refunded or applied to a
future event. If you don't notify us at least one week before
the event, you are responsible for the cost of the event. If
you were registered and told us you were paying at the
door, but fail to give us one week notice you still must pay
for the event even if you didn't attend.
If you do not attend the event, you will not receive points
for the event even if you were registered.
If you have been suspended, expelled, or removed from play
for any reason, your registration is forfeit.
Parental Consent
You must be at least 18 years old to play or cast at
Mythical Journeys.
Those who are 16 or 17 years old may play or cast if:
you have played or casted for us before, or
y a parent, legal guardian, or responsible adult family
member is playing or casting for us.
Young adults (ages 16-17) are required to submit the
parental consent form (available for download on our web
site) before participating in a Mythical Journeys event. You
will not be allowed to participate until this form is
completely filled out and signed by your parent or legal
guardian—no exceptions.
y
Proof of age is required at your first event (a birth
certificate will do if you have no photo ID). Falsifying
signatures misrepresenting your age, or aiding someone in
misrepresenting their age will result in expulsion from all
future events. If you have a youthful appearance, we cannot
allow you to participate until you have shown us a valid
proof of age—no exceptions.
Participant Agreement Form
Before you can play or cast for Mythical Journeys, you must
complete the Participant Agreement Form, available for download
on our web site. This form is also available when you arrive at the
game for check-in.
If
you
are
registered for the
event, you are
committed
to
attend and to
pay for the
event. You can
notify us at
least one week
before the event
to have your
60
Myt hi cal Journeys Renai ssance
Part 2
Playing the Game
Chapter 5 - Arriving at Game .................................... 59
Chapter 9 - The Stuff Adventures Are Made Of ... 89
Setup ......................................................................................... 60
Sleeping Arrangements ........................................................... 60
Drop Off Your Gear .............................................................. 60
Check In .................................................................................... 60
New Player Meeting ............................................................... 60
Opening Meeting .................................................................... 60
Immovable vs. Irresistible ......................................................89
Magical Gates ...........................................................................90
Loot ...........................................................................................91
Enchanted Items ......................................................................91
Stealing .....................................................................................93
Chapter 6 - Interacting with the Game .................... 61
Acceptable Behavior ................................................................ 61
Sexual Harassment Policy ..................................................... 61
Alcohol and Drugs .................................................................. 62
Cheating .................................................................................... 62
Disciplinary Action ................................................................. 62
Thieves and Stealing ............................................................... 62
Lost and Found ....................................................................... 62
Disguise and Forgery .............................................................. 63
Living Space ............................................................................. 63
Out Of Game Areas ................................................................ 63
Metagaming .............................................................................. 63
Searching Others ..................................................................... 63
Staying In-Game ..................................................................... 64
Chapter 7 - Combat ..................................................... 65
Physical Contact ...................................................................... 65
Stopping Combat .................................................................... 65
Combat Safety ......................................................................... 66
Noncombatant Players ........................................................... 67
No-Combat Areas ................................................................... 68
Legal Hits ................................................................................. 68
Courtesy ................................................................................... 68
Calling Skills ............................................................................ 69
Role-Playing Combat ............................................................. 69
Damage and Vitality ............................................................... 70
Death and Dying ..................................................................... 71
Chapter 8 - Sounds of Battle ..................................... 75
Special Attacks ......................................................................... 76
Special Defenses ...................................................................... 78
Other Details ........................................................................... 79
Attack Calls .............................................................................. 79
Poison ....................................................................................... 85
Traps ......................................................................................... 85
Chapter 10 - Magic and Spells .................................. 95
Schools of Magic .....................................................................95
Your First Spells .....................................................................95
Rules of Magic .........................................................................96
Beneficial Spells and Stacking ...............................................96
Learning New Spells ...............................................................97
Beginning Spells ......................................................................98
Chapter 11 - Faith and Religion .............................105
Faith, Pilgrims, and Dedication ......................................... 105
Casting Faith Spells ............................................................. 106
Learning Faith Spells ........................................................... 106
Religions ................................................................................ 107
Pilgrim Spells ........................................................................ 111
Chapter 12 - Alchemy and Herbalism ....................113
Collecting Magical Components ....................................... 113
Alchemy vs. Herbalism ........................................................ 113
Potions, Oils, and Powders ................................................ 114
Learning Alchemy ................................................................. 115
Learning Herbalism ............................................................. 115
Starting Recipes ................................................................... 116
Using Your Processes .......................................................... 116
Chapter 13 - After Game ..........................................117
Leaving the Game ................................................................. 117
After the Game ..................................................................... 117
Miscellaneous Information ................................................. 122
Chapter 14 - Advancing Your Character ...............123
Prestige Classes .................................................................... 129
Chapter 5
Arriving at Game
“Trust me, I have a plan”
~ Famous Last Words
Rich and his friends arrived early the Friday of the first
event to help set up the camp. There were a lot of
things that needed to be done to translate a nature
camp into a Medieval village. Helping out gave them an
excellent opportunity to see the site in the light of day
and get acclimated. They learned where the Tavern was,
where “Fate” could be found, they even helped to set up
the cemetery where fallen adventurers find their rest. At
one point, Kim walked through the giant operations
center that the cast used to control the encounters of
the event. Gerry even caught a glimpse of the “Module
Building” where indoor adventures were rumored to
take place when the players needed to be someplace that
couldn’t be represented in the camp. It was hard work,
but a lot of fun, and even more so when they thought
about the new skills they would buy with the points
they were earning. They resolved to try staying late on
Sunday to help with site breakdown as well.
Time passed quickly and it was time to check in as their
characters. They showed up at the tavern in their
costumes and with their armor and weapons ready to be
checked for safety and given values. Gerry had been
practicing with his weapons for so long that he had
forgotten to make a new weapon for the game. His
weapon had some weak spots and he had forgotten to
bring weapon repair materials to the game. He cursed
his luck, but Lloyd had a spare short sword he could
borrow, so the rogue was able to start with a weapon.
Rich was especially pleased that the armor he had spent
so long on was given heavy armor status. He had found
instructions for making it on the internet and he was
extremely proud of it. He bragged to Lloyd that he
would be a tank now.
They received packets at check in, complete with a
character card listing the skills they had chosen. Tim
was surprised to see a note on his about a vision that
his character had experienced the evening before. It told
of dark omens for the future and an adversary covered
in feathers. He was sure it was a hint of things to come
and resolved to be alert to any foes who wore
headdresses. Gerry found a vial of poison within his
packet and remembered that he had decided to take the
poison skill. He remembered reading that Poison was
illegal in Eldyrwood and resolved to keep the vial in a
secret place until needed. He had a perfect hiding place
in mind for the poison, in his sleeve. Nobody would
ever check there, and it would be available if he needed
it.
It was only an hour before game start and before they
would finally see what came of all their plans. They
headed to the New Player Meeting to get a brief
overview of the game and its rules as a refresher. In the
next hour, they would get to ask any of their final
questions or clarifications. The team thought they had
a pretty good understanding of the rules, but soon
found many causes to be grateful for the overview. Tim,
Jason, and Lloyd were particularly happy to get some
pointers on fighting safely from the instructor. For
their part, Kim and Tim learned some new ways to carry
their spell packets and how to ensure their spells
incantations were said clearly, so that they wouldn’t fail.
As they became confident enough to ask questions
about the town or political structure and where they
could find work, they learned the most often repeated
phrase of Mythical Journeys as well: FOIG, or “Find
Out In Game”.
63
Setup
Part 2 - Playing the Game
Finally, the anticipation is over, and you’ve arrived at the
event site!
vehicle to the parking lot as soon as possible so traffic to
and from the cabin areas may flow smoothly.
Now what?
GbgX5 Vehicles are forbidden on site during game play
You may arrive at the Mythical Journeys game site as early as 5
PM on the Friday night of an Adventure Weekend. You may arrive
earlier if you wish to help us with setup. We ask that before the
game you remain within the confines of the town and do not
venture off into the woods to explore. Below is a listing of the
steps you will need to take upon arrival at Mythical Journeys.
Setup
Set up for an event usually begins Friday morning. If you
would like to receive extra CP for helping us transform the
camp into a medieval fantasy town, this is your big chance.
We appreciate the help as well. We need many hands to
transform a nature camp into Eldyrwood.
Sleeping Arrangements
If you preregistered for the event, you will find a listing of
all sleeping arrangements in the Check-In area. If you did
not preregister (or if you need to change your sleeping
arrangements) a staff member will promptly help get you
situated. Sleeping arrangement information is available on
our web site in the Event Details section and is updated
daily as registration comes in. Once you have gotten your
sleeping assignment, proceed to the next step.
Drop Off Your Gear
Bring all of your equipment to your assigned cabin and get
into costume. Once all of your gear is properly stored and
you are in full costume, armor, and weapons, return to the
Check-In area. If you are
staying in a tent, please let us
know where it is located for
safety reasons.
Be sure to
return your
64
hours unless there is a medical emergency. Please plan
accordingly.
Check In
Check-in begins at 7:00 PM and ends at 9:00 PM. At
check-in, we will give you your character cards and any
notes specific to the event, check your weapon(s) for
safety, evaluate any armor you are wearing for its protective
value, and assist you with overall character creation. If you
did not pre-register, and space is still available, you may
register at check-in. If you have never played before, be sure
to ask where the New Player Meeting is being held. New
players should try to arrive early, so they can be done
moving in, in costume, and checked in before the new
player meeting begins at 8 PM. After you have completed
the check-in process you are off to the New Player
Meeting. Players arriving too late for normal check-in may
come to the plot center to check-in, no earlier than 10:00
PM.
GbgX5 Weapons must be checked for safety every event. You
cannot check in without your weapons.
New Player Meeting
Our New Player Meeting is required for all new players
and cast. It will teach you how to play Mythical Journeys in
just a short period of time. Here we will go over game
rules, basic safety, role playing, and a variety of other
interesting things. This meeting is usually conducted at
8:00 PM on Friday night.
Opening Meeting
At approximately 9:30 PM on Friday night, a half-hour before
game start, we begin our opening meeting. This short
meeting is essential for all Players to attend, as we will be
filling you in on vital information regarding safety, rules, and
other issues or changes. All Players must attend this
meeting.
Myt hi cal Journeys Renai ssance
C ha p t e r 6
Interacting with the Game
“Whoever said, it does not matter if you win or lose, it only matters how you play the game, never
fought as a gladiator.”
~ Cor-Muth “Digger” Thul
Game on! However, as you play, there are certain things
you need to remember. These rules are here to make sure
everyone has a fun and safe game play. We’re all here to
have fun, so let’s help each other.
Acceptable Behavior
“Will I get out for good behavior?”
- Last Words of F’Gor Before his Sentence to the Void
In one form or another you are going to interact both in
and out-of-game with Mythical Journeys. The following
are explanations of these ways.
Though we travel to a fantasy world, the laws of the real
world are still in effect at Mythical Journeys. Assault,
harassment, sexual harassment, theft, vandalism, etc., all
still exist. Breaking real world laws will result in action
from the local police department and expulsion from
Mythical Journeys.
Vulgar and obscene language is not appropriate. Mythical
Journeys is intended for participants as young as 16, and
therefore adult content is not appropriate. For example,
discussion or implication of sexual assault is not
acceptable (including your character history), nor are lewd
and/or tasteless descriptions of in-game searches.
Please report any of the above incidents to the game
owners as soon as possible. If you would like, you may
remain completely anonymous. We are also available
between events at the regular Mythical Journeys address to
discuss issues from previous events.
Please remember when searching and moving people that
you are not allowed to touch other players without their
permission, as described in Searching Others on page 67 and
Carrying Others on page 68.
Sexual Harassment Policy
Mythical Journeys believes that you, as our guests, cast and staff,
should be afforded the opportunity to participate in an
environment free of sexual harassment. Sexual harassment is a
form of misconduct that undermines our desired relationships.
No one, either male or female, should be subjected verbally or
physically to unsolicited and unwelcomed sexual overtures or
conduct. Sexual harassment refers to behavior that is not
welcome, that is personally offensive, that debilitates morale and,
therefore, interferes with our effectiveness. Behavior that amounts
to sexual harassment may result in disciplinary action, up to and
including Expulsion.
Definition
Mythical Journeys has adopted, and its policy is based on,
the definition of sexual harassment set forth by the Equal
Employment Opportunity Commission (EEOC). The
EEOC defines sexual harassment as unwelcome sexual
advances, requests for sexual favors, and other verbal or
physical conduct of a sexual nature when:
such conduct has the purpose or effect of
unreasonably interfering with your performance or
creating an intimidating, hostile or offensive
environment.
y submission to or rejection of such conduct by you is
used as the basis for decisions affecting you.
y submission to such conduct is made either explicitly
or implicitly a term or condition of your participation.
y
What is Not Sexual Harassment
Mythical Journey’s recreation of a medieval/renaissance
village may include bawdy behavior. Flirtation as part of
creating this atmosphere should not be construed as sexual
harassment.
Complaint Procedure
If you experience or witness sexual harassment during
event hours (set-up until clean-up), report it immediately
to an event manager or owner. All allegations of sexual
harassment will be quickly investigated. To the extent
possible, your confidentiality and that of any witnesses and
the alleged harasser will be protected against unnecessary
disclosure. When the investigation is completed, you will
be informed of the outcome of that investigation.
65
Alcohol and Drugs
Retaliation Prohibited
Mythical Journeys will not tolerate retaliation against
anyone who brings a complaint of sexual harassment or
who speaks as a witness in the investigation of a complaint
of sexual harassment.
Alcohol and Drugs
The use or possession of alcohol or illegal drugs on the
game site are not permitted. We also cannot permit anyone
on site who is under the influence of alcohol or illegal
drugs. If you go out for dinner and have a drink, even just a
beer or a glass of wine, please do not return to game. If we
believe you are using, have, or are under the influence of
alcohol or illegal drugs, you will be suspended or
permanently expelled from the game.
Cheating
Mythical Journeys strives to keep the game free of
individuals who bend the rules to their advantage, blatantly
cheat, reveal plots, violate safety rules, and those who are
constantly grieving. Grieving is when an individual
constantly complains to the game staff to have previous
rulings overturned or game rules changed to their
advantage.
Cheaters cause others to quit the game due to the negative
experience. They also discourage new players from joining
who don’t want the hassle. We need your help to
immediately and discreetly identify cheaters so they may be
observed and disciplined appropriately. We need your help
to send a clear message to cheaters: you will be caught.
All reports of cheating or possible cheating are considered
anonymous, and investigated. In some cases your report
may provide corroboration to reports from other players. If
we can’t determine what happened, we often place the
individual under observation to see how they handle
similar situations.
Mythical Journeys will not tolerate retaliation against
anyone who brings a complaint of cheating or who speaks
as a witness in the investigation of a complaint of cheating.
Disciplinary Action
The following methods are used by Mythical Journeys to
discipline disruptive players:
Warning (Minor) - A warning is nothing more than an education
in policy on minor issues and a tool for our staff to track member
behavior. We use warnings to officially remind you of specific game
rules and log the warning to your profile. Warnings in your profile are
unlikely to have any long-term repercussions unless you accumulate
several in a short span of time.
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P art 2 - Playing the Game
Ejection (Serious) - Ejection is a short form of suspension
where the member is immediately removed from game play and
asked to leave without refund or compensation for the remainder
of the event. Ejection is used when real-world emotions have
caused the individual to forget their sense of fair play or rules of
safety. Ejected individuals will not receive CP for the event they
are ejected from. Ejection may be combined with Suspension if
we deem it necessary.
Event Suspension (More Serious) - An event suspension
may be used for individuals who have previously received a
warning for a similar or identical incident. Event suspensions
help reinforce the unheeded warning previously issued by staff.
Event suspensions are also used on policy violations we do not
consider minor and are issued to stress the importance of the
situation. During an event suspension the individual may not
attend events or use the game message board.
Extended Suspension (Very Serious) - An
extended
suspension lasts for a period of time determined by game
staff and may be used for individuals who need to be
removed from the game for repeatedly violating game
policy in a brief period of time. Extended suspensions tend
to be rare and are issued only for serious violations. During
an extended suspension the individual may not attend
events or use the game message board.
Expulsion (Most Serious) - Individuals who excessively
and/or grossly ignore game policy will be permanently banned
from participating in Mythical Journeys events. Expulsions are
very rare and represent a member who is unable to abide by
game rules and/or insists on negatively affecting the
enjoyment of others at the game or harming the game itself.
Our goal is to make Mythical Journeys a safe and fun
environment for everyone involved. We have written the
system to be clear, concise and fair to all those who
participate in the game. Through your efforts we can keep
Mythical Journeys the most incredible game out there.
Thieves and Stealing
When you join us at Mythical Journeys, we consider you a friend
and part of our family. Though we do our best to maintain this
atmosphere, sadly it is possible for a real-world thief, who
couldn’t care less about friends, to exist in our midst. Please do
your best to safeguard valuables under lock and key (combination
locks or your car are the best means). Real world thieves will be
caught and tried to the fullest extent of the law. We do prosecute.
Lost and Found
If you find something that does not belong to you, please
turn it in to Game Operations as soon as possible so its
rightful owner may claim it. Items left behind after events
will be disposed of (underwear, toiletries, towels, etc.).
Mythical Journeys is not responsible for lost or stolen
goods. Please secure your items.
Myt hi cal Journeys Renai ssance
Interacting with the Game
Disguise and Forgery
You may not make any costume changes to your character that
alter your race or appearance without permission from the
Mythical Journeys staff. Example: An Elf could cover her ears to
hide her heritage, however, she could not remove her ears to
appear Human. You can not wear a costume beard, wig, etc.,
unless you started your character with them. In this instance they
are considered to be the real features of your character and may
not be removed. However, you may change your clothing freely.
All forgery attempts of any sort must be handwritten,
unless you have the Forgery skill.
Living Space
During the weekend, you will most likely be staying in a cabin
provided by the camp. Your cabin is home for your character, so
treat it as such. You are encouraged to decorate your weekend
home to suit your character. Your cabin is considered “in-game”
during the entire weekend including “after-game” hours. The only
part of your cabin that is considered out of game is under your
bed. Real world laws and morality apply here. If you wish to sleep
out of game, simply place a lighted glowstick above your bed.
Your bed is also out of game in this instance. No one may touch
or harm you or your bedding. Likewise, you may not use this
place to hide in-game objects. Nor may you use knowledge gained
when you are out of game, in-game. For instance, if an Orc
wanders in and begins attacking your cabin mates, you may not
“magically appear” and come to the aid of your friends.
Out Of Game Areas
Certain areas are designated as Out Of Game. These
include the bathrooms and the parking lot, and may also
include other areas marked with a drama face in a crossed
circle. Areas marked with a sword in a crossed circle are
considered in-game for roleplaying purposes, but combat is
not permitted, usually for safety reasons. The full size
version of these posters are available on our web site. Feel
free to copy them should you need to put one on your
cabin. In addition, the owner of the game site may have
specific rules such as no open flames, designated smoking
areas, etc. These will be covered at the opening meeting.
You should enter out-of-game areas only for out-of-game
reasons. You may not enter an out-of-game area to escape or evade
danger. You also may not use information gained while you are in
an out-of-game area. You must leave the out-of-game entrance the
same way you entered it (e.g. leave the bathroom from the same
door, leave the parking lot on the same side).
While we recognize that players may need to access items stored
in their cars (which may not include any in-game items), we ask
that you minimize your access to the parking lot area, and when
going to your car you must leave the parking lot the same way you
entered it.
Mythical Journeys Renaissance
Disgu ise and Forgery
Players may pass through the parking lot only when being
led by a cast member or when following a group that is led
by a cast member. In addition, you may pass through the
parking lot immediately after leaving fate. In neither case
may you linger in the parking lot, you must pass through
as quickly as possible. You may not follow someone
through the parking lot when they leave Fate.
Metagaming
The term “metagaming” means using out-of-game
information in an in-game way. There are only a few times
you are expected to not use out-of-character knowledge:
1. You died, and Fate did not allow you to remember the
circumstances of your death.
2. You died permanently and are starting a new character. You
can use all your knowledge about the world but should be
selective about what you know of the town and people in it.
3. Very, very rarely there are spells and effects that make
you forget something.
4. You were Unconscious or Dead when it happened.
5. You were out-of-game when it happened during the Event. For
example, you put a glow stick over your bed and went to sleep.
In those few cases, you shouldn’t use the information as your
character, and you shouldn’t talk about it out of game, either.
Aside from those circumstances, if you see or overhear
something, even if you overhear something in an out-of-game
conversation, you can use that information. You don’t have to,
and many players like to limit what their character knows
more than this, which is fine, but it is their choice.
This means that if you want to keep something secret, you should keep
it secret both in and out of game. If you talk about it and someone
uses the information, you have no one to blame but yourself.
Cast are held to a more stringent standard. If you are cast, you are
expected to keep separate what your different characters know. If
you cast and then become a player again, you are expected to not
use things you learned as cast. Cast are also expected not to reveal
in-game information to players.
Searching Others
After the defeat of your foes in combat (or just stumbling
across their unconscious bodies), you may wish to search
the bodies for treasure. You may search any dead,
unconscious, or non-resisting body. The physical contact
rules of Mythical Journeys require that one person may
touch another only with the consent of both parties.
Consequently, searching others must proceed as follows.
Approach the person and state “I search you.” The victim may respond
with either “You may search me” or “Describe your search.” You may
always choose to describe your search if you prefer. Regardless of which
searching method you use, you still must accept any effects that such a
search might inflict upon you (e.g., poison or disease).
67
Staying In-Game
Physical Search
If the person you are searching responds “Search me,” this
means that they have given you permission to do a basic
body search. In this situation you are permitted to pat
their pouches and pockets and generally search their
clothes. Do not touch taboo areas such as the groin and
chest. No in-game items or coins may be hidden in “taboo”
areas, including inside your pants or under a skirt.
Describing Your Search
If the person you are searching responds with the statement
“Describe your search,” this means that they have refused
permission for you to do a body search. You must roleplay
searching their body, leaning over them close enough to perform a
search, but perform your search verbally by describing where you
are searching. Describe your search with a series of “I search your
(area)” statements, which must be answered truthfully. For
example: “I search the pockets of your tunic.” “You find nothing.”
“I look for anything around your neck.” (Victim removes jeweled
necklace and gives it to searcher) “I search both your boots.”
“You find nothing.” “I search the small of your back.” “You find a
tiny dagger strapped to my back” (removes dagger and hands it
over) “I remove your bracelet” “Prop.”
Although the search is being described, your responses
must be true. You can hide an item in your boot, but it
must really be hidden in your boot. You cannot simply
describe it as being there.
Each area to be searched will take about 5 seconds.
However, if you are being searched in an area that has
already been searched by someone else, you should
immediately tell the searcher. “I search this pouch.” “It
looks like it has already been opened and emptied.”
All Searches
Any search that is thorough enough will eventually reveal
everything you have. After five minutes of search, you must
hand over any in-game items that have not already been
found. You may hand them over earlier if you prefer. Cast,
especially, who may need to get on with another role, may
choose to hand over any loot more quickly.
If you have an item on your body that is not in-game,
simply state “Prop” when the searcher says, “I take your
(blank).” Obviously, items acquired in-game cannot be
props. This rule is to enable players to enhance their
characters’ costumes without risking the loss of their reallife treasures. Anything that has in-game value can be
stolen. Additionally, any item that has been sealed in an ingame way (e.g. with a lock or Secure spell) can be taken, if
the searcher has the ability to do so.
You may take weapons to put them out of reach, for example if
you are afraid your victim is not entirely dead. However, you may
not take and keep the weapons unless they are yellow-stickered.
You must leave them nearby where your victim will easily be able
to find them.
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P art 2 - Playing the Game
On occasion there will be the need to gather things like
Fiend claws, Troll’s hide, and other components for the
completion of potions and such things. This will be
dictated by plotlines delivered during the events. A vivid
description of cutting up a body, or of a full body search
will not be necessary and will not be tolerated by Mythical
Journeys. Harvesting parts outside of designated plotlines
will prove futile (no Cast Member will purchase them from
you). Anything that can be taken and has value will be
represented by a prop that the monster will give you.
It is polite to gently roll any monster’s body out of sight
to keep it from decaying in public (see Carrying Others).
This allows that cast member to leave the area more
quickly so they can come back out into play sooner.
Carrying Others
If you wish to move a fallen character or monster, approach them
and state “I carry you.” The victim will either get up and move
with you or state “You may move me.” You are not required at any
time to physically pick up another person and may repeat “I carry
you,” in which case the victim must move with you. With both
parties’ permission you can role-play the carry by having the
victim walk in a slump alongside you with an arm draped across
your shoulder, your arms about their waist, etc. While carrying
someone, you may only travel at a leisurely walking pace (no
speed walking) unless you have a Strength spell cast on you.
Although it is not encouraged, if both parties are willing you may
carry an individual on your shoulder or in your arms and flee with
them without the use of a Strength Spell. Please consider the
terrain and the physique of both players when doing this. Always
think of your own safety as well as that of the person you are
carrying in these situations.
Staying In-Game
Mythical Journeys succeeds at creating an exciting, immersive
world because of the cooperation of all of our players and cast.
We ask that you do your part by avoiding out-of-game talk. Outof-game talk can disrupt the experience for our other players,
whether you are talking about real-world subjects like the latest
sports events or movies, or confusing in- and out- of game ideas,
like calling people by their real names. Other characters may
respond to out-of-game talk by shunning you, assailing you for
using “vulgarity,” or even throwing you in the stocks for madness.
If these things happen to you, you should recognize them as
warnings. If we are forced to speak to you out-of-game, we may
take further action as well.
If you have a rules question, please quietly pull a cast
member or fellow player aside and quietly ask them to
“Clarify.” Even if there are only a few of you in a room,
please don’t break character. Some of the most intense ingame moments are those between just a few players. See
Stopping Combat on page 69 for more details about special
calls to switch between in- and out- of game for safety or
rules clarification.
Myt hi cal Journeys Renai ssance
Chapter 7
Combat
“Sounds incredibly dangerous....I know this goes without saying, but I'm in.”
~ Cedric Argentum
Mythical Journeys places a great deal of emphasis on roleplaying. Nevertheless, players will often find themselves in
combat situations. Combat adds an unparalleled sense of
danger and excitement to the game and Mythical Journeys
can be a very combat-intensive game. Players use
lightweight weapons made out of plastic pipe and foam to
resolve these situations in a safe yet exhilarating manner.
While every measure is taken to ensure the safety of all
participants, the nature of combat presents some
unavoidable risk of injury. For this reason, Mythical
Journeys has instituted important rules and common-sense
recommendations pertaining to this aspect of the event.
The safety of players and cast members is the primary goal
of Mythical Journeys. The greatest risk of injury occurs
when those involved in combat become over-excited. The
cast and players of Mythical Journeys are like a troupe of
improvisational actors working together to wring the
greatest amount of drama and suspense out of every
interaction. If any of the participants loses control and
begins swinging wildly, or too hard, it could be bad for
everyone. Please keep your wits about you and remember at
all times that the person who is trying to kill you is your
friend. Any person, whether cast member or player, who
earns a reputation as an unsafe fighter is a danger to
everyone involved and may find that no one wants to play
with him or her. It is important to follow the rules of
safety listed below and to use common sense and courtesy
at all times.
Physical Contact
Physical contact is strictly forbidden unless all parties
volunteer their consent. This applies particularly to the
searching and moving of both player and non-player
characters, and additionally outlaws all direct person-toperson contact during combat. Please refrain from
touching anyone else without their express permission.
The only physical contact you may make with someone else
without their permission is to attack them with spell
packets and weapons. (See also Searching Others and
Carrying Others on page 68.)
Stopping Combat
On occasion there may be a need to clarify a rule or the
working of a spell, or to completely stop combat for safety
reasons. Below are listed the out-of-game command words
to pause or end combat. Please memorize this list of key
words and refrain from using them in-game for any other
purpose.
“Hold” - Use this out-of-game word only in serious or
potentially serious emergencies. When someone calls
“Hold!,” everyone in hearing range should repeat the word
“Hold” and drop to one knee. This stops all game activity
in the area in order to tend to a medical emergency or to
prevent a large-scale safety hazard. It is important that
everyone kneel so the appropriate Emergency Medical
Response personnel can clearly see and take charge of the
scene. This also lets approaching persons know that you
are all in a Hold and therefore not to enter the area.
During a Hold the game is stopped. This means that your
character would not see a warband of Orcs coming over the
hill in the distance, or an assassin poised behind you.
Although everyone in such a situation will be concerned
about the well-being of their friends, we therefore
recommend that those not involved with the actual
emergency situation stare at the ground and not look
around them to see what is going on. If you inadvertently
do witness such things during a hold, please consider it as
out-of-game knowledge and have your character react
accordingly. Also, please do not use the word “hold” in
your regular role-playing, as in, “Hold, varlet!,” as it will
stop all play. We also ask that you avoid the use of the
word “halt”, which can be misheard as “hold.” All action
remains stopped until a call of “Play On” is heard.
“Caution” - Use this word when you need to prevent
someone from getting hurt, but need not stop everyone in
the area from doing what they are doing. The word
“Caution” puts you, the individual in danger, and any
persons directly interacting with that person (attacking
them, etc.) in a personal hold.
69
Combat Safet y
P art 2 - Playing the Game
“Clarify” - Use this word
when
you
need
an
explanation of the meaning
of a spell or rule. The word
“Clarify” creates a personal
Hold between yourself and
the individual you are
questioning. If you are
attacked at this time, quietly
state “In a Clarify” and
ignore any damage inflicted.
You may also use this word
if you did not hear which
spell or skill was called.
“Play On” - Use this phrase
to resume game play after
any Hold, Caution, or
Clarify is called. Normally, it
is up to the person who first
called the hold to determine
if everyone is ready and to
restart the game. If the
person who called the Hold
Example of Unsafe Combat - Baseball Bat Swinging and Turtling
has left the area, a member of the staff, or
any other person who can verify that the
through your weapon’s pommel either. Avoid leaning on
danger is over, should restart the game. For courtesy’s sake,
the tip of your sword or staff; this could compress the
it is best to prepare everyone for the “Play On” with a
protective foam on the most important part of your
countdown, i.e., “Three, two, one, Play On!”
weapon, creating a safety hazard.
“Check Your Swings” - Use this phrase to tell someone that
In the heat of combat it is possible to forget just how fast
they are swinging too hard. It does not interrupt play. If the
and hard one is swinging. Remember to pull back just
Mythical Journeys staff receives multiple complaints that a
before your weapon strikes your opponent so they only feel
particular person is swinging too hard or acting dangerously, that
a slight tap. Every blow that lands will count, no matter
player will receive a warning. If this same person receives three
how lightly it hits, unless your opponent has some special
warnings within a one-year period, they will not be allowed to use
immunity. Excessive force is not necessary and is frowned
their weapon for at least the remainder of that event. If the player
upon.
has their weapon taken away because of this rule two times over
any span of time, that player will be suspended. Please abide by
Never swing your sword at your opponent from more than
this rule.
a 90 degree angle. This will help prevent swinging too
hard. Swinging from more than a 90 degree angle and
hitting someone hard is called baseball bat swinging and is
against the safety rules.
Mythical Journeys can be a physically challenging experience.
While combat involves the exchange of weapon blows by
Expect that you will encounter a few bumps and bruises from
combatants, the combatants themselves should never come
participating, as well as some aching muscles. For maximum
into bodily contact. You should be in full control of
flexibility and in an effort to reduce injury, we strongly suggest
yourself at all times. When advancing on a foe, especially
stretching before every event and recommend the use of proper
on one who is backing away, you must be able to stop
eye and groin protection.
immediately without running into them, even if they stop
or take a step towards you. Running towards someone at
It is important that before, after, and even during combat
high speed without being in control, or pushing up against
that you check your weapon(s) to make sure they are safe
their body or against their shield (even pushing your shield
enough for further combat. It is possible for a weapon to
against their shield), is known as charging. Charging is
be damaged in combat without the wielder noticing. Take
against the rules of safety because it often results in
the time to feel the tip of the blade and the padding along
collision and injury, may knock your opponent over, and
the blade (or other “business end”) itself. If you can feel
violates the physical contact rules. If your opponent must
hard pipe then you need to repair your weapon before
back away in order to avoid having you collide with them
injury occurs. Though it is not often used in combat, it is
or their shield, you are also charging. Moving quickly into
just as important to ensure that you cannot feel piping
Combat Safety
70
Myt hi cal Journeys Renai ssance
C o m bat
N o n co m b a ta nt P l aye r s
find that you are frequently hit in the head, ask your
friends whether you are leaning forward and leading with
your head. You may not be aware that what you are doing is
putting yourself at risk.
Though not unsafe, repeatedly striking your opponent
with rapid and repeated movements is unrealistic and
against the rules. This form of attack is known as machine
gunning or drum rolling for obvious reasons. In real life, a
heavy weapon could not be wielded with such speed.
Machine-gunned attacks beyond the first do not count as
hits. Rapid, repeated strikes count only if you hit a
different location with each swing.
You may not use your weapons or hands to bat missile
weapons (arrows, bolts) out of the air. If a thrown or
missile weapon hits your weapon, it is blocked, but you
may not actively bat or knock away any type of missiles
with your weapon. You may use your hands to bat thrown
weapons out of the air only if you have the Catch Thrown
Weapons skill, see Catch Thrown Weapon on page 39.
Please do not use non-legal targets as cover. For example,
do not block with your hands or head as this violates the
spirit of our combat system. We want to have fun and be
safe at the same time.
At night, cast will pursue you at the pace you set. If you
choose to run headlong into the darkness, cast may choose
to follow you. If you choose to move hurriedly and
carefully away, cast will follow you no faster than the same
speed. During the day when we can all see the rocks, twigs,
and logs, etc., cast will chase you.
Another Example of What Not To Do - No Contact When Fighting
melee range is not charging if you can safely stop without
running into your opponent, even if they take a step
forward.
The best, most challenging, and most enjoyable method of
swordplay is to move in for a strike or two and then step
out of reach of your opponent’s weapon, like you see in the
movies. There is nothing more exciting and dramatic than
good swordplay; it is similar to a dance.
Shields offer the greatest amount of protection against
weapon and missile attacks. They can also be a safety
hazard if used improperly. Never use your shield as a
weapon to strike your opponent; this is known as shield
bashing and is against the safety rules. It is also against the
rules to throw your shield at an opponent, or to use it in
any other way than to block an adversary's attack.
Crouching low to the ground and hiding behind your
shield is known as turtling; this creates an unsafe
condition because your head is the only available target and
is likely to be hit. Leaning forward and holding your shield
far away from your body is also a form of turtling, and is
also likely to result in you being struck in the head. If you
Mythical Journeys Renaissance
The Mythical Journeys staff encourages all new players to
arrive to the game site as early as possible so our game
weapon masters can instruct them in safe weapon creation,
sword play, and proper use of the combat system. This
orientation usually occurs at the New Player Meeting (held
at 8:00 pm) which is held before every event.
Noncombatant Players
At any Mythical Journeys event there may be noncombatant
players. These are players or cast members who, for medical
reasons and with the knowledge of the Mythical Journeys
staff, choose not to participate in combat or other strenuous
physical activities but are still participating in role-playing.
These individuals can be recognized by the yellow armband
they must wear in a visible location at all times. Under no
circumstances are noncombatant players to be struck by any
weapon, spell packet, or in any other way. Similarly,
noncombatant players may not strike anyone with any weapon,
spell packet, or the like. While noncombatant players may not
participate in the more physical aspects of game play, their
characters still run the risk of being killed. To do so, all an
opponent need do is come to within a weapon’s reach of the
noncombatant player, point a weapon at them, and slowly
state, “I kill you.” If this action is interrupted in any way, the
life of the noncombatant player has been saved. You may also
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No-Combat Areas
target
them with spells at this distance by simply stating the incant
and pointing; the spell is considered to automatically hit.
Please do not use any form of yellow armband as part of your
costume unless you have been approved as a noncombatant
player by the Mythical Journeys staff.
No-Combat Areas
There are certain areas of the camp that are designated as
No-Combat areas. No combat is allowed to take place in
these areas for a variety of reasons, such as the presence of
fragile or dangerous props in the area. These areas will be
specified at the pre-game meeting which takes place before
every Mythical Journeys event and may also be marked with
a sign showing a sword surrounded by a circle and crossed
diagonally with a thick line. Areas marked with these signs
may still be entered for role-playing and in-game thieving,
but no fighting will be allowed in such areas.
There is no combat allowed near open flame. Combatants
must move away from the fire before engaging in combat.
Please note that fires must be attended at all times. Being
near a fire does not protect you from attacks (if combat is
going to ensue, you must move to a safe distance) but you
may not leave the area unless someone remains to tend to
the fire. If you attack a group at a fire, you may be required
to stay to tend it until a replacement arrives (or you may
put it out). If no one else is available, if you have died, you
may remain as a Spirit to tend the fire, in which case you
may not speak to anyone except to say “Spirit” and you
should go to Fate as soon as someone else arrives and
agrees to take responsibility for the fire.
Legal Hits
Please avoid striking any opponent in the head, face, neck,
hands, feet, or groin. These areas are considered illegal
targets. Your character will not take any in-game damage
from weapon strikes to these illegal areas.
None of these illegal targets should ever be swung at,
especially the head and neck areas. However, accidents do
happen and it is possible that someone may inadvertently hit
you in the head, neck or another illegal area. If this does
happen and you are able to continue the combat, simply state,
“Head shot,” do not count the hit, and continue fighting. If
you need a few minutes to recover, simply call a “Caution” and
step away for a few moments, or if necessary call a Hold (see
Stopping Combat on page 69). It is important to remember that
your opponent probably did not intend to hit you illegally.
Keep in mind that individuals wearing masks have a difficult
72
Part 2 - Playing the Game
time seeing and
may accidentally strike
these areas. Please be
understanding.
If
you
should
encounter
another
player or cast member who habitually disregards these and
other safety rules, the best course of action is to walk away
and inform one of the Mythical Journeys staff. This way,
the matter can be dealt with in a way that is considerate to
all the players. Mythical Journeys will give a warning for
unsafe behavior, or suspend the violator for repeated or
deliberate violations.
It is against the rules to use your hands and feet to block
weapons. However, you may block or catch a thrown
weapon if you have the skill Catch Thrown Weapon.
Courtesy
No one wants to play with someone who is constantly
hurting them. It is therefore important to use common
courtesy when hitting other players or cast members. If
cast members are constantly injured through rough
handling by players, they may decide it is not worth their
while to continue. It is important to remember that
without the dedicated and talented people who make up the
Mythical Journeys cast, there would be no one to interact
with. Players and cast members should work together to
ensure the greatest amount of enjoyment for everyone
involved.
On the same note, if a monster does not seem to be
affected by your weapon blows, it may be safe to assume
that it cannot be injured by normal weapons. This is not a
cue to hit the creature harder. Remember that there is an
unfortunate cast member in that costume. Try to combat
such creatures in some other way instead. It is never wise to
anger a creature you can’t fight. Every creature at Mythical
Journeys can be defeated, but sometimes you’ll need to be
creative to discover the appropriate means.
While some creatures at Mythical Journeys may be difficult
to battle, others can be incredibly easy. It is unnecessary for
eight to ten players to descend on such monsters to beat
them into a pulp. Some of the most enjoyable combat
experiences are one-on-one. The type of “wolf pack” attack
described above can take the challenge away from both the
players and the cast members involved. If you should find
yourself fighting such low-level monsters, why not step
back and let your buddy have some fun? You’ll be there as
backup if needed, and next time you can be the hero.
Myt hi cal Journeys Renai ssance
Combat
Live Action Role Playing, by its very nature, seems to
attract power players. Players will often find themselves in
situations in which they will be exerting power over cast
members and other players alike. This is not an invitation
to victimize or insult other people in out-of-game or
borderline ways. No one enjoys leaving a situation feeling
like a victim; this includes cast members as well as players.
Vanquishing your foe in-game does not mean you may
humiliate them in real life. The same goes for insults. Such
things must always be kept in-game. Please avoid references
to another that could be construed as a real-life insult. The
best way for all of us to have fun together is for all to
remain friends.
Calling Skills
Mythical Journeys provides a number of fighting skills that
can be purchased with a character’s skill points (see
Chapter 3 Skills). These skills enhance a player’s natural
abilities by allowing the character to do things the player
cannot. Parrying blows that have already landed and
inflicting greater amounts of damage with each hit are
examples of these skills. For a full description of these
combat skills, refer to Chapter 3 Skills.
Normally, a player must call out the name of the fighting
skill they intend to use before swinging their weapon (the
Parry skill is an example of a skill that is called out after a
weapon strikes you). In each case, if the blow lands the
skill is used up, and the opponent suffers the effect (unless
they have some special protection). In most cases, the skill
or effect is not used up if the blow does not land. The
exceptions are the Cleave and Riposte skills. See Cleave on
page 40 and Riposte on page 49.
If a skill is called, it replaces the normal damage for the
attack. For example, if you are hit with a call of Pain, you
suffer the Pain effect, but take no damage. If the attack hits
you but in the wrong area (e.g. Slay hitting your arm,
Maim hitting your torso), the skill is not used but you do
not take any damage. Some calls indicate that a weapon is
magical but do not have any effect of their own. These
Weapon enchantments include Magic, Void, Earth, Fire,
Ice, Wind, Holy, Will, Spirits, and Darkness. In these cases,
you take the normal one point of damage. See Chapter 8
Sounds of Battle for a list of combat calls.
You can combine one Weapon enchantment with one other effect.
No other skills or effects can be combined. For example, you
could have a “Wind Slay,” but not a “Knockdown Slay“ or
“Backstab Weakness Venom.” Against normal characters (who
have no special vulnerability to the enchantment), the attack
delivers only the stated effect. For example, if you are hit by
'Wind Slay', you take 5 points of damage. If you are hit by 'Wind
Knockdown', you are knocked down but take no damage.
If the effect or enchantment is resisted, the entire call is
negated. For example, you can Parry a “Fire Slay”, though not
a “Fire Backstab”, because the Backstab effect cannot be
Parried. Similarly, heavy limb armor will stop a “Fire Maim”,
Mythical Journeys Renaissance
C a l l i n g S k i ll s
because it resists all Maim calls, and heavy torso armor will
stop a “Fire Slay” (even delivered by a missile weapon)
because it resists all Slay calls. The ability to Resist Fire will
also allow you to resist “Fire Slay” or “Fire Maim”. If a
weapon enchantment is called by itself (e.g. “Fire”), it can be
Dodged (if thrown or missile) but cannot be Parried (whether
melee or otherwise), and is considered a called attack for
thrown and missile weapons against armor (because it is a
call). As with other calls, the weapon enchantment is not used
up unless it hits or is resisted.
Any time you hear a called skill or effect it is assumed you
are able to see or hear what happened. If you use stealthy
skills such as Assassinate or Venom, it is recommended you
speak them only loud enough for your target to hear.
Role-Playing Combat
Because most combat skills are not expended unless they
land, it is important to role-play the effects of these skills
during combat. If your opponent does not realize that the
Slay he has just hit you with has landed, he may assume
that the skill is still active on his weapon and will continue
to call out the skill until he knows it has been used.
Therefore, it is always wise to indicate that the skill has hit
you. It is also advisable to role-play any normal damage
that you sustain, so that your opponents don’t assume you
are ignoring their blows. Your barbarian fighter may be
tough, but no one can ignore an axe wound in their side.
It is recommended that each player acknowledge each
weapon strike that hits them. A phrase such as, “That
scratch was all I needed to awaken me!” or something as
simple as an “Ow!” or “Ooof!” should be enough. Not only
do these actions show that you are taking your hits, but
they add to the atmosphere, drama, and overall enjoyment
of the battle. No classic swashbuckling movie is complete
without the quips and insults traded between combatants,
or the hero who suddenly turns the tables on his foes when
all appears lost. This is just the sort of atmosphere that
Mythical Journeys strives to create.
Resist, Armor, Barrier, and No Effect
Sometimes you will meet opponents who do not seem to
be affected by your attacks. If any player or cast member
responds to your attack by stating, “Resist,” it indicates
that, through some special means, they were protected
from an attack that normally would have injured them. In
such a case, a second attempt might have better luck.
If your opponent calls “Armor,” then they are receiving the
effects of armor, an armor spell, or in the case of monsters,
an especially thick hide. Additional attacks of the same
type will not be effective.
If your opponent calls “Barrier,” then they are immune to
attacks of the type you used for a certain amount of time
or until their defenses are breached by a specific type of
attack, the nature of which will depend on the creature.
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Damage and Vitalit y
Part 2 - Playing the Game
If a cast member responds to an attack with the statement,
“No effect,” it indicates that your opponent was not
affected by this form of attack and probably never will be.
You should only state “No effect” if you are permanently
immune to an attack.
None of these situations will be resolved by hitting your
opponent harder. Remember, it’s a friend underneath the
mask and you don’t want to hurt them.
Damage and Vitality
Normally, each player starts a Mythical Journeys event with
all of their Vitality. Throughout the course of the event,
Vitality can be lost in many ways, notably through combat.
All weapons do one point of damage per hit unless
otherwise stated by the attacker. In order to cause damage
the weapon must make contact with a legal target area on
the body (arms, legs, or torso). Please remember that
Mythical Journeys uses a “lightest touch” combat system.
You do not need to hit someone hard for a weapon blow to
count. If the weapon touches you in a legal target area, you
have been hit.
Each time a weapon blow strikes a legal target area,
subtract the appropriate amount of damage from your
Vitality (one point unless the attacker has used a skill or
spell to change this).
Vitality can be restored by Healing. If you have lost all
your vitality, one point can be restored by Bandaging.
A Hit is a Hit
At Mythical Journeys we want to make fighting as simple,
clear and easy to follow as possible. In order to remove all
of the “grey” areas of fighting the rule is “If it hit you, it
hit you and you should take it.” If a weapon strikes you in
any legal target, that hit counts no matter if it first hit
your sword or shield or a wall. We are a “lightest touch”
game so no hit should ever have much force behind it, so
arguments like “that barely touched me” should never come
into play, as all hits should barely touch you.
If you have the appropriate skills to use them, you may use
the melee weapons in your hands and a shield to block
attacks. Any other item, worn or carried, does not block
attacks. This includes other carried items, missile weapons
such as bows and crossbows, backpacks, pouches, weapons
that are sheathed or strapped to your body, and shields
slung over your back. If these items prevent an attacker's
weapon from hitting your body, you must take the hit. If
the blow would not have hit your body (for example, it
whiffs by but hits your cloak), you do not need to count it.
74
Thrown Weapons
Thrown weapon do damage if they hit you even after
bouncing off of other players, weapons, shields, walls, and
other objects. However, once they hit the ground, they are
considered spent. Any thrown weapon bouncing off the
ground to hit you, or sliding or rolling along the floor
before hitting you, does no damage.
Torso Shot and the Stun Rule
When a player’s Vitality Points have been reduced to one,
that last point is considered to be the “Torso Shot.” This
last point of Vitality cannot be removed unless that player
is hit somewhere in the torso area. The torso area is
defined as the area that would be covered by a sleeveless tshirt, both front and back. A character can survive combat
for an entire event with only this “Torso Shot”, provided
they are not struck in the torso area. Damage from spells,
poison, and traps are always considered to apply to the
Torso area, regardless of where they hit.
Once a character is reduced to one Vitality (with only the
“Torso Shot” needed to take you down) every hit to a limb
will stun that limb. This means that the limb struck will be
useless for five minutes, or until healed. Treat this as the
Maim effect, except that armor, spells, and other resistance
against Maim will not protect you. You cannot hold
anything in a stunned arm, and you cannot stand on a
stunned leg, nor may you hop on one leg while the other
leg is stunned. Unlike Maimed limbs, Stunned limbs will
recover after 5 minutes (healing will also fix Stunned
limbs).
Myt hi cal Journeys Renai ssance
C o m bat
D ea th an d D yin g
Death and Dying
“What happened to the prisoner?”
“He died of natural causes.”
“He looks like he was stabbed.”
“Yes, and he naturally bled to death.”
For those of us who are mortal, dying is a big step in life—
usually our last. At Mythical Journeys death isn’t always
the end. In the Realm of Pendaan, dying is done a bit
differently, and everybody knows that the slain often—but
not always—return from Fate’s realm to walk the mortal
lands again. Death is quite common at Mythical Journeys;
the first thing any player should know is that their
character will die, possibly permanently.
When your Vitality points have been reduced to zero (e.g.,
by a hit to your torso, or by any damage from a trap or
spell), you will slip into unconsciousness and must fall to
the ground and lie still. At this point, you are considered to
be bleeding to death and will die in five minutes unless
proper steps are taken. During this period your body may
be searched, but you will not suffer any additional Vitality
damage by any cause. Quickdeath, Assassinate, or a Death
spell will cause you to die instantly, but no amount of
other physical damage will cause you to die any faster.
Cutting up the bodies of your victims or treating them in
other disrespectful ways is not permitted at Mythical
Journeys.
When you are the victim of any form of Poison you have
ten seconds to receive some form of antidote. After those
ten seconds, you will collapse into unconsciousness, and
will die after five
minutes unless you
are somehow saved.
See Poison on page 89
for more details.
Finally, if you are hit
by a Death spell or
the Assassinate skill,
affected by Death
venom,
or
Quickdeathed,
you
will die immediately.
In these situations
there is no period of
unconsciousness
during which you
might be saved by
bandaging or healing.
You must still lie on the ground for five minutes in order
to allow your body to be searched.
Life States
These are the terms we use throughout the rule book to
describe the various conditions you may find yourself in.
Conscious
Conscious means you are awake and aware of your
surroundings.
Example causes - this is your normal condition.
Unconscious
Unconscious means you are unaware of your surroundings
and unable to move or speak in any way. Fall to the ground
and lie motionless.
Example causes - Waylay, Slumber.
Cures - Awaken spell or effect.
Dying
You are Unconscious, and bleeding to death. Fall to the ground
and lie motionless. After 5 minutes, if you have not been healed
or otherwise aided, you become Dead.
Example causes - losing all your Vitality, Slay.
Cures - Healing, Bandaging.
Dead
You have died, and healing can no longer help you. You are
unaware of your surroundings and unable to move or speak
(just as Unconsciousness). If you died by bleeding to
death or due to being Quickdeathed, any armor you were
wearing is now broken. After 5 minutes, you become a
Spirit.
Example causes - Quickdeath, Assassinate, Death spell
or effect, the result of being in the Dying state for 5
minutes.
Cures - Restore Life.
Spirit
Spirit means you have become a ghost. Your body and all
of your possessions on your body become incorporeal and
travel with you. All spirits are compelled to journey
immediately to Fate and not detour. Once you arrive at
Fate you must knock on Fate’s door. Entering Fate’s realm
before summoned within could be harmful or fatal to your
character’s mortal existence.
Example causes - Being Dead for 5 minutes.
Cures - None.
The process of life, injury, and death can be summed up in
these states.
Mythical Journeys Renaissance
75
Death and Dying
Being Dead
After you have died, your body fades from existence and you are
drawn to the realm of Fate as an insubstantial Spirit. You should
remain, as a Dead body, for 5 minutes, then stand up, assume the
look of a zombie, hold your weapon or hand on the top of your
head to indicate that you are a Spirit, and proceed to Fate. (If no
one is around or paying attention to your body, you can become a
Spirit earlier than 5 minutes.) As you walk to Fate, you may not
stop to talk to anyone unless you are forced to do so with magic
or some special skill. You must proceed directly to Fate and will
not remember anything you see during this walk to Fate’s realm.
Other players will be able to see you as an amorphous Spirit and
will be able to recognize who you were in life. However, no one
will be able to interact with you without a special skill or magic.
Players may choose to role-play the sensation of a cold breeze
when spirits pass by.
When you arrive at Fate’s door you must indicate you are
there and wait for Fate to tell you to enter. Entering Fate’s
realm before you are invited to do so can be hazardous to
your character’s future. It is always advisable to treat Fate
with respect since your character’s life hangs in the
balance. You must be honest when telling Fate your name
and the circumstances that led up to your death. Assume
that Fate will know if you are lying.
Improving Your Chances
There are a few ways you can improve your experience with
Fate. The first is the inexpensive Last Rites skill. This skill
allows a cleric or other spiritually-attuned character to
bestow a final rite upon the Dead that will give that person
a very favorable aura to Fate, who, in turn, will reward
them. You must tell Fate when you arrive that you have
Last Rites cast upon you. Last Rites will always benefit the
recipient. (That there are also evil creatures who might
curse your spirit and make your time at Fate more difficult,
granting you Fate’s Disfavor.)
You may also use your CP to purchase a “Fate’s Kiss” card
which will allow you the benefit of Last Rites in the event
that no one bestows this rite upon you before you become
a Spirit. You may not use both Fate’s Kiss and Last Rites
on the same trip to Fate. Fate’s Kiss cards can only be
purchased between events when you are updating your
character. You may buy as many as you have the points for.
You must have this card in your possession when you go to
Fate in order to use it. Fate’s Kiss will always benefit you,
but you must use it before Fate determines your fate.
New characters are treated more generously by Fate than veterans.
Characters with 750 or fewer spent character points
automatically receive the benefits of Last Rites every time they go
to Fate, while those with more spent character points will need to
provide a Fate's Kiss or receive a Last Rites before they dissipate.
Those with 1500 or more spent character points require two
Fate's Kisses to receive any benefit, although a single Last Rites is
still effective. Those with 3000 or more spent character points
require three Fate's Kisses.
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P art 2 - Playing the Game
The greatest method of influencing a character’s chances
with Fate is the “Twist of Fate” card. This card may be
used in combination with any of the other ways of
improving your chances with Fate. If all else fails and your
character is going to die forever, you can cash in your Twist
of Fate card and your character will be pulled from the
brink of death. This card may only be used once per
character. (You may have or purchase more than one, but
never use more than one.)
Both Fate’s Kiss and the Twist of Fate cannot be stolen,
but you can give them away. If you do not have them with
you when you reach Fate, they will not help you. Characters
have died forever because they left these precious items in
their cabins! Consider yourself warned.
Surviving death at Mythical Journeys is not difficult, it
simply requires a bit of planning. If your character should
die permanently while at Fate, you may start a new
character with the usual 100 CP (plus 10 if you give us a
character history). Any unspent CP you have accumulated
may also be used up to a total spending cap of 50 points
for every three events you attended as your now-deceased
character, with a minimum of 150.
If you return . . .
If Fate decides to return you to the realm of the living, you will
not remember the circumstances of your death unless Fate tells
you otherwise. This covers about 5 minutes before the last
moment you were conscious. If you were in battle for longer than
5 minutes, you will remember the beginning of the battle. If you
are struck down, recover consciousness (for example if someone
healed you or you used Karma), but then are struck down again,
you only forget the 5 minutes before the last time you were
conscious. If enough time passed, you may still remember being
struck down the first time.
You will remember your visit to Fate, except the parts that would
tell you how you died. So if Fate asks you how you died, you tell
him “Bob lured me out in the woods and stabbed me in the back,”
and Fate says “Hmmm, you and the last seventeen people who
have visited me, you foolish mortals never learn,” you will not
remember either of these two comments. But you will remember
being in Fate and whatever else transpires there. (If Fate tells you
that you will remember how you died, you can remember
everything.) Some people will choose to role-play remembering
less, and that is fine if it is what they prefer.
Even if Fate restores your memory, you will not remember
anything that happened while you were unconscious, dying, or
dead. Fate will also not restore any memories that were erased by a
Forget spell.
Fate will remove most negative effects from you. When you
return, you will not be maimed, poisoned, etc. However,
Curses and Permanent effects are never removed by Fate.
Some spells, magic items, potions, or other effects may
also indicate that they are not removed by Fate. And if you
have something that says you must turn it in at the end of
game, dying does not relieve you of that obligation.
Myt hi cal Journeys Renai ssance
C o m bat
Fate will not interfere with beneficial spells cast upon you.
So if you had a spell shield, armor spell, etc. on you when
you died, it is still there when and if you return from Fate.
Suicide
If you deliberately take your own life, of your own free will,
Fate will not allow you to return to the realm of the living.
Allowing another to kill you is also considered suicide. Fate
may make exceptions for use of the Self-Sacrifice skill or
extraordinary circumstances, but think carefully before
taking the chance.
The Dead Don't Sneeze!
Being dead is a very important part of your time at
Mythical Journeys. There is a good chance you will spend
quite a bit of time on the ground Dead or Dying. Here are
some basic rules you need to follow when your mortality
(or lack thereof) hangs in the balance.
The Dead Don't Speak - When you’re either Unconscious
or Dead, you cannot speak, grunt, cough, sneeze, rustle
leaves, break twigs, narrate your situation to others, or
make any other kinds of noises that are designed to give
your location away to your friends or anyone else. It is up
to your companions to realize you are missing and try to
find out your location. The one exception is if you are
about to get stepped on, where you may state, “Caution.”
“I check for a pulse.” - When you are lying on the ground,
chances are many people will come up to you, place a finger
on or near your neck and ask you if they feel a pulse. You
must reply with a Yes or No answer without elaborating
any further. Characters who are alive have a pulse.
Characters who have died (for example due to bleeding
out, Quickdeath, dying 5 minutes after being Poisoned,
being affected by a Death spell, or being Assassinated) do
not have a pulse.
D ea th an d D yin g
“GAME ON!” was called by one of the Journey
Masters, and the game officially began. The Soldiers of
the Shadow would finally have their chance. “Where to,
my friends. Shall we stay in the tavern for a bit or move
off to the woods?” asked Rasaan. Before they could
decide a hulking man wearing a Militia tunic
approached them. “Newcomers, right?” he growled
more as a statement than a question. “And who wants to
know?” Grog shot back in a fairly good imitation of the
hulks growl. “Laddie, you don’t want to be using that
tone with a Sergeant of the Militia,” the hulk said
locking eyes with Grog. “I’m what you call your official
welcoming committee.” “Oh pay him no mind. He’s
been hit in the head a few too many times, Sergeant uh,
what did you say your name was again?” Melkar said
smoothly with a little lopsided grin. “Sergeant Balthar’s
the name, and that’s a bit more like it. Proper respect
for the Militia will go a long way to making your life
better here in Eldyrwood. Now in case you didn’t know
it, all newcomers to Eldyrwood are required to perform
a service for the Town before they earn the right to be
citizens. I’m here to show you yours.”
The companions exchanged skeptical glances as the Sergeant
pulled up a chair and sat down. “Phoebe! A round of drinks
over here for me and my new found friends,” the Sergeant
roared. When the drinks arrived, the Sergeant tossed a
handful of small copper coins on the tray and leaned back in
his chair taking a pull from his mug. “Ah, sergeant. What type
of service are we supposed to perform?” Rasaan asked with
more than a touch of skepticism. “Nothing such as you’re
thinkin’ my suspicious fellow. One of our caravan traders
stumbled across a cave that seems to be the hiding spot of
some thieves. Normally, what happens in the woods stays in
the woods around these parts, but this be a bit too close to
the caravan route for our Lord’s liking. We, or should I say,
you, are going to clear out the vermin. I’m going to go along
just to make sure that you do your service properly.” The
Sergeant bought the companions a second round of drinks
and answered a few basic questions the companions had about
Eldyrwood.
Suddenly three men burst into the tavern covered in
blood and collapsed on the floor. As they were being
attended to they gasped out that a hideous monster had
destroyed their entire Village. The creature hadn’t been
injured by any of their weapons and it was headed
toward Eldyrwood. After the men were healed, Gabriel
tried to offer them the solace of Radiance, but as soon
as they were able, they ran from the town in terror,
shouting for the townsfolk to leave while they could.
The sergeant grunted, “Never a dull moment around
here.” Phoebe finally tapped the sergeant on the
shoulder and told him to be about his rounds. She
didn’t need him lollygagging about her tavern all night.
With a nod and a beckoning finger the sergeant led the
companions through the darkness to a cave entrance
“I’ll follow you into the cave in about fifteen minutes.
Anyone or any-thing you find in there has been declared
Mythical Journeys Renaissance
77
Death and Dying
an enemy of the town so you can kill them without fear.
Probably just an empty cave but you be careful now.”
The sergeant’s rueful chuckle still echoed in their ears
as the companions entered the cave in single file.
The cave was dark but Gabriel was prepared. “Through
Radiance, I create a source of Magical Light.” The cave
lit to reveal an entryway with a curving corridor. Their
hearts pounding, Gabriel lead the team forward,
warning any who lurked in the darkness that they would
be burned with the cleansing glare of radiance.
Something flew over Rasaan’s shoulder and landed in
front of him. It was a dagger. “Enemies,” he shouted,
and turned to face his foe. Two dog-like creatures
stepped out from the shadows and threw more blades.
Two of them ricocheted off Rasaan’s heavy armor, but
one made it through and hit Dunnam in the arm. He
fell to one knee, understanding for the first time, how
tentative his hold on life would be if he remained a
target for the dog-like creatures.
The rest of the team rushed forward nervously to assist,
but the cave was thrown into darkness as Gabriel fell
forward onto his light spell. A little creature stood
behind him brandishing a small weapon. He had been
“Waylayed” by one of the little dog creatures. Angered
by his team’s early failure, Grog charged the creatures
who had initiated the combat, yelling dwarven battle
hymns and cursing their lineage. They threw more
daggers at Grog, but those were easily repelled by his
light armor and Rasaan quickly joined him in the
assault. Dunnam chased away the creature who had
begun to “pilfer” Gabriel and recovered the light spell
for the team. Grog and Rasaan made short work of the
creatures and rushed to assist Gabriel. When nothing
they did would wake him, they returned to the dog-like
creatures in time to see Melkar finishing a thorough
“search” of the bodies. Melkar was assuring them for
the third time that he was just trying to be helpful,
when Gabriel woke with a start, carefully feeling around
a tender spot on his head.
P art 2 - Playing the Game
mace at the chest of one of the last creatures left but not
making much headway until Kimba incanted, “Through Fire,
Bolt Damage 1.” The blast flew true and the dog-like creature
fell to the ground. The last creature standing was fighting
Rasaan, and as if sensing that they were anxious to be done,
he switched grips on his sword and cried out, “Slay” as he
stabbed the blade into the heart of the vicious monster.
“Are you sure that was a good idea?”, asked Dunnam.
“That was the only time this weekend you’ll be able to
do that and you might need it later.” Rasaan was flush
with pride though, as he searched the creature’s boots
and found a bit of food, a few coins, and some glass for
crafting. “We did great guys, we all lived and we’re not
banged up too bad out here. Let’s go tell the Sergeant
about these abominations that lived here in case they
have friends.
A few minutes later they emerged excited to find the
Sergeant waiting as promised. The sergeant handed out
a couple of healing potions as Dunnam and Grog had
been injured during the fight. “Well my fine little crew,
you have fulfilled your obligation. Follow the laws and
keep your noses out of things that don’t concern you
and maybe you’ll live for a bit. At least ye can fight.
Fare-thee-well, fer now.” With a last stern look the
sergeant strode off into the town. Flushed with
confidence, the Soldiers of the Shadow conferred
briefly before they decided to head for the woods to see
what they could find in the way of adventure.
They headed off again, Rasaan in the lead with his super
resistant heavy armor and Grog at the back with his armor
which could deflect the thrown weapons these vicious
monsters seemed to prefer. Around the next bend, they found
a room with four of the beasts lying in wait. Rasaan’s
fantastic armor foiled a crossbow bolt which had been fired
straight at his chest and the fight was on. Dunnam had
watched the fight closely the last time and knew that these
creatures were not strong, but tricky. He resolved to disable
them if he could, to keep them from escaping. “Maim” he
called as he swung and connected with the creature’s leg. The
leg crumbled underneath the monster and Rasaan moved to
block any of the other creatures from running away. Melkar,
realizing the effectiveness of the thrown weapons, put away
his sword and picked up their thrown weapons. He had
trained in these but had not brought any of his own. He
quickly managed to take down the crossbow-wielding monster
with the thrown weapons. Grog was happily swinging his
78
Myt hi cal Journeys Renai ssance
Chapter 8
Sounds of Battle
Kimba suggested that they check out the tavern again
for a bit. The companions readily agreed. They were
greeted warmly by Phoebe who just shrugged when they
failed to order any drinks. “Would you be looking fer a
way to earn a few coppers seeing as you canna afford
the coin to buy ye own drinks?” Phoebe asked with a
knowing smile. Melkar smiled his lopsided grin and
agreed that they could use a job. “Ya see that well
dressed man in the corner there. That be a merchant
fella whot wants ta hire a few guards to escort him to
the high road towards Purk.”
Melkar winked and handed Phoebe a copper coin as he
headed toward the merchant’s table. Melkar rejoined
the companions a few minutes later and after a
whispered conversation nodded to the merchant. He
had a deal. The merchant finished his drink and
sauntered to the companions table. “My name is
Giovanni. Meet me in half an hour at the large oak near
the temple. Tell no one. If Cudzar finds out, I’ll never
beat that thieving Elf to Purk and my spices will be
worth only half the price.” Giovanni continued out the
door and into the night almost being bumped by a
bearded man dressed in a not-too-clean, fuzzy wool
jerkin. He wore a huge two handed sword slung on his
back.
“A barbarian,” whispered Kimba. “DRINK!” the man
roared as he slammed the tavern door behind him.
“MANY DRINKS! BIG DRINKS! GOOD
DRINKS!” “Let’s see some money first Shagbark,”
Phoebe replied, “And keep the yelling down. I runs a
respectable tavern here I do.” The barbarian dumped a
handful of glittering stones on the bar. “This nuff?” he
asked in a somewhat quieter shout. “Yes, this be
enough, Shagbark,” Phoebe said as she scraped the
gems into a lockbox and placed a dark mug in front of
the barbarian. “There’s drinks in that pouch,” Melkar
whispered to himself as he started toward the bar
grinning at his luck. Kimba and Gabriel, seeing the grin
and Melkar’s distracted gaze caught up to him before
he reached the bar. Gabriel held on to him while Kimba
whispered in his ear. Melkar looked shocked at Kimba,
but sat down, shaking his head. With a remorseful last
look, Melkar joined the companions conversation about
the job at hand.
The companions decided to try a new plan with the
escort of the merchant. This time they decided to have
Melkar out front to detect any ambushes, with Rassaan
and Grog next, followed by Giovanni, Gabriel, Kimba
and lastly Dunnam. The forest was quiet, and so dark
that the companions had trouble even keeping to the
trail. Things began to go bad as they rounded a corner
and spotted the body of Melkar, crumpled in the path.
They had little time to consider this however, for the
woods erupted with black clad bodies stepping from the
shadows menacingly. The leader of the black-clad men
demanded that they surrender the goods and leave the
forest. He held a knife to the throat of the unconscious
Melkar and threatened to kill him if the party did not
agree. Looking around, the group could see archers in
the woods and what looked like a mage standing behind
a few of the bandits.
Dunnam began to negotiate with the thieves. Gabriel
chimed in telling how this type of life was wrong and it
was not too late for the thieves to come into the light,
Kimba searched her mind madly for a suitable spell but
was unsure of what to do. In the end it was Grog who
decided the fate of them all. He was not about to sit
here and let mere Human thieves keep them from their
mission. He let out a battle roar and rushed the leader
who was holding Melkar. Grog was stopped dead in his
tracks by a spell, cast by one of the rogues which snared
his feet firmly in place. The leader of the thieves
laughed and calmly slit the throat of Melkar,
“Quickdeathing” him. This cold blooded killing
enraged the rest of the party and they sprang to the
attack.
Kimba neutralized the enemy mage by borrowing a
chapter from her own hard won experience. She could
feel the excitement of the moment as she screamed,
“Through Wind, I silence you for 5 Minutes,” and cast
her magical energies directly at the rogue mage. She
hardly knew where the words came from as she followed
this with “Through Earth, I snare your feet to the
ground for 1 minute,” and directed the energy of that
spell at the leader of the thieves. Her blind
concentration was repaid by a rogue who “Waylayed”
her, rendering her unconscious. Gabriel, rushing in to
avenge the clubbing of Kimba, was too distracted to see
Dunnam fall in a crumpled heap victim to the same
arrows that were bouncing off of Rasaan’s fine armor.
Gabriel’s anger at the violation of his friend Kimba,
manifested itself in a violent fit against the rogue
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Special Attacks
responsible for her attack. He used his most prized
combat technique and his trusty hammer to execute a
“Knockdown” to the chest of his opponent, forcing the
thief to the ground where Gabriel continued to
demonstrate the powers of radiance over evil, long after
his opponent had gone unconscious. His distraction
cost him though, as an archer in the woods picked him
out as an easy target. His light armor would have
deflected a thrown dagger, but the arrow hitting his leg
was another story entirely. He fell, knocked to the
ground in shock.
Rassaan was fighting one-on-one with the rooted
leader of the thieves and holding his own. “Maim”,
cried his opponent, confident that the fight would be
ended once Rasaan’s weapon arm was disabled. Once
again though, his fine armor paid off, “Armor”, replied
Rasaan and the rogue leader’s eyes got wide. The
thieves who had teamed up to slay Dunnam, now drew
swords began to circle behind Rasaan. Grog was furious
at being snared to the ground and being too far out of
position to do anything. He had just sat on the ground
to wait things out when the two thugs, thinking him
unconscious, passed by him to get to the back of the
embattled Rasaan.
Grog’s eyes lit with glee as he raised his mace and tore
into the surprised thieves. He could not move his feet,
but the rogues were within range of the raging Dwarf
and he quickly hit each of them in the leg with his most
prized fighting skill Maim, disabling one of their legs
and keeping them in range. Grog had found his happy
place and he killed them both with quick blows of his
mace. He too felt the sting of an arrow to his arm,
courtesy of the archer in the woods and realized with
dismay that he was too large a target and could expect
to join his companions on the ground soon. Just then
Gabriel rose back to his feet, having finished bandaging
his injured leg, and began charging towards the hidden
archer. Grog admired the cleric’s determination as the
archer shifted aim to Gabriel. Realizing his feet were no
longer bound by the magic of the spell, Grog joined the
cleric in the fight and they chased off the archer before
remembering they had left Rasaan behind on his own.
Rasaan eventually killed the band’s leader and the
remaining thieves were nowhere to be found. The now
shorthanded party let them go and Gabriel began to
tend to the wounded. In the end, Dunnam and Melkar
lay dead, their spirits quickly dissipating as Gabriel and
the rest of the Soldiers stood by helplessly. They
“searched” the thieves for money or valuables, and
finished escorting Giovanni to the border. The
merchant paid the companions and gave them a small
bonus as well, but in the final measure, they had gained
nothing that would make the loss of Melkar and
Dunnam less painful. Perhaps “Fate” would be kind to
them on their first visit to his realm. The Soldiers of
the Shadow wandered back into town that night hoping
for the return of their friends.
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P art 2 - Playing the Game
Special Attacks
“It's not how fast you run. It only matters if you
can maim, snare, sweep, knockdown, or thusly
incapacitate one of your friends so the monster
eats them instead of you.”
~ Ashatogi
Nothing makes combat more exciting and satisfying than
overcoming adversaries whose special abilities make them
difficult to defeat. Mythical Journeys has put a lot of
thought into making each event’s monsters and villains
both unique and fair to new and veteran players alike. It is
our hope that some of these skills will put terror into your
heart and make your tales of adventuring glory that much
more exciting.
These special attacks can be used in several ways.
Melee Weapon Special Attacks
Skills and abilities used with a melee weapon:
The skill must hit a legal target area on your body to
be effective.
y If the weapon hits an illegal target area (head, hands,
feet, groin), the skill does not take effect.
y Blows hitting your weapon do not take effect, except
for Disarm.
y Only Knockdown and Push are effective if they hit
your shield. All other weapon skills and abilities
hitting your shield are blocked.
y Parry can be used to defend against any special attack
or skill used with a weapon, except Assassinate,
Backstab, and Waylay.
y None of these abilities and skills can be resisted with
defenses against magic (e.g. Spell Shield).
y If a skill or ability is called, the effect replaces the
normal damage from the hit. Weapon enchantments
(with calls of Magic, Void, Earth, Fire, Ice, Wind,
Holy, or Darkness) still do 1 point of damage.
y You can combine one Weapon enchantment with one
other effect. No other skills or effects can be
combined. For example, you could have a “Wind Slay,”
but not a “Knockdown Slay“ or “Backstab Weakness
Venom.” Against normal characters (who have no
special vulnerability to the enchantment), the attack
delivers only the stated effect. For example, if you are
hit by 'Wind Slay', you take 5 points of damage. If you
are hit by 'Wind Knockdown', you are knocked down
but take no damage.
y
Myt hi cal Journeys Renai ssance
S o u nd s o f Bat t le
If the effect or enchantment is resisted (e.g. due to
Parry, Dodge, Armor, or a Shield), the entire call is
negated. For example, you can Parry a “Fire Slay”,
though not a “Fire Backstab”, because the Backstab
effect cannot be Parried. Similarly, heavy limb armor
will stop a “Fire Maim”, because it resists all Maim
calls, and heavy torso armor will stop a “Fire Slay”
(even delivered by a missile weapon) because it resists
all Slay calls. Resisting the enchantment also negates
the call. E.g. if you can resist fire, you can resist the
Fire enchantment of “Fire Slay”, negating the Slay as
well. If an enchantment is called but not an effect (e.g.
“Fire”), it cannot be Parried. As with other calls, the
weapon enchantment is not used up unless it hits or is
resisted.
See also Calling Skills on page 73.
y
You may not fight under the effects of Bind, Pain,
Weakness, or during the first 10 seconds of being affected
by Poison.
Thrown and Missile Weapon
Special Attacks
Skills and abilities used with a thrown or missile weapon
work exactly the same way as melee attacks, except that
these cannot be Parried. (But note that the only Fighting
or Stealth skills that can be used with thrown or missile
weapons without special training are Pierce and Venom.)
Thrown weapons include thrown daggers, axes, and
javelins; missile weapons include arrows and bolts fired by
bows, blow guns, and crossbows.
Catch Thrown Weapon can be used against thrown
weapons (but not missiles), and if the thrown weapon
is successfully swatted away with the hands, or caught,
the special attack is negated.
y Dodge can be used to resist any thrown or missile
weapon attack.
y
Subdue Packets
Skills and abilities used with a Subdue packet:
Subdue packet attacks will always have a call that
specifies their effect. If there is no call, it has no effect
and does no damage.
y When used with a call of “Subdue”, the packet must
hit your torso (front or back) to be effective. If it
connects with your torso (front or back), you are
rendered senseless for a quick ten-count. For other
calls, such as Knockdown, it may hit any legal target
area.
y If the subdue packet hits an illegal target area (head,
hands, feet, groin) or a weapon, the skill does not take
effect. You may use your weapon, shield, and hands to
try to block the subdue packet.
S pecial Attacks
Only Knockdown and Push are effective if they hit
your shield. All other subdue packet attacks hitting
your shield are blocked.
y Attacks used with Subdue packets may not be blocked
with Parry (only works against melee weapons), Dodge
(only works against thrown and missiles weapons), or
Spell Shields (only works against spell packets).
y
Magical Attacks
Skills and abilities used with a packet are considered
magical and may only be blocked with appropriate
protection against spells (e.g., Spell Shield). (Exception:
Dispel can not be blocked by protection against spells.)
Usually the incantation for a packet ability includes the
name of the ability as part of a phrase (e.g. “I Charm you
to obey me, 5 minutes”, “I Poison your body”). Packets
can hit anywhere on your body, clothing, weapons, or shield
to be effective, even for effects such as Disarm or Maim—
in these cases the incantation will specify which limb or
weapon is affected.
If you are under the effect of a spell for a duration, the time
count is suspended if you leave game. For example, if you are the
victim of a betrayal spell which lasts for one hour, time spent in
the bathroom or off-site does not count against the spell
duration. If you are struck by the spell a half-hour before gameoff, you are still under the spell when game resumes at nine A.M.
However, these effects do not last between events.
You may not cast spells while under the effects of Bind,
Feeblemind, Pain, Silence, or the first 10 seconds of being
affected by Poison. Spells may be thrown no farther than
five feet while suffering Weakness.
Occasionally you will see a spell cast as an Explosion. The
caster will speak an incantation and then throw a handful
of packets. If you are hit by any packets, you take the effect.
You do not suffer worse effects if you are hit by multiple
packets. Like other effects delivered by spell packets, this is
a magical attack and can be resisted using Spell Shield or
other defenses against magic. Also, like other magical
attacks, it is not blocked by a weapon or shield, but if the
effect is damage it can be blocked by heavy torso armor.
y
Mythical Journeys Renaissance
Area Effects
Some effects are large enough to fill an area. When you
hear a call that begins “All within...” it means everyone in
the specified area is affected. For example, “all within this
room, I cause you pain” means that everyone inside the
room suffers Pain. These calls will always specify a specific
area with clear boundaries, such as a room or a ritual circle,
and not simply everyone within hearing range. Anyone with
one of these abilities will know the limits that apply to the
size of the area.
You may use a Spell Shield to resist these effects, or any
defense specific to the attack.
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Special Defenses
Backlash
Some foes may be shrouded in fire or other magic that
sends you reeling or fills you with confusion when you get
too close. Backlash effects occur in response to a melee hit.
When you damage or otherwise affect the creature with a
melee attack, it will state “Backlash” and the name of the
effect. No spell packet is thrown, the effect hits you
automatically when you strike the creature. For example, a
creature surrounded by an aura of fire might call “Backlash,
Fire Pain!” Anyone who struck the creature with a melee
attack will suffer Pain. The creature still takes the effect of
your melee attack. If it can resist the effect in any way, it
cannot cause Backlash. Backlash effects may not be parried,
cannot be prevented by armor, and a Spell Shield or
Reflection Shield will not stop them. Backlash can only be
used for a limited number of effects: Feeblemind,
Knockdown, Pain, Pacify, Push, Repel, Silence, or Snare.
Special Defenses
Many defenses have been developed over the ages. Here are
some important ones:
Light Armor - Light armor protects against any uncalled
thrown weapon attacks. If a skill is called, the armor does
not protect you. Armor only protects you if the attack hits
an area (torso, right arm, left arm, right leg, or left leg)
where you are wearing armor. See also Light Armor on
page 56.
Medium Armor - Medium armor protects against uncalled
thrown and missile weapon attacks. Armor only protects
you if the attack hits an area (torso, right arm, left arm,
right leg, or left leg) where you are wearing armor. In
addition, if you have medium armor on your torso, you are
immune to bolt spells (any spell that does 1 point of
damage). See also Medium Armor on page 56.
Heavy Armor - Heavy armor protects against uncalled
thrown and missile weapon attacks. In addition, any limb
with heavy armor is immune to the Maim skill. (It does
not protect from the Maim effect because you are down to
your “Torso Shot.” See Torso Shot and the Stun Rule on
page 74.) If you have heavy armor on your torso, you are
immune to Slay and to all damage spells (but not damage
effects delivered by other means, such as melee attacks or
potions). Armor only protects you if the attack hits an area
(torso, right arm, left arm, right leg, or left leg) where you
are wearing armor. See also Heavy Armor on page 56.
Dodge - This skill allows you to evade any thrown or
missile weapon attack, whether a special skill is called or
not. You must state “Dodge” when using this skill. See also
Dodge on page 41.
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Part 2 - Playing the Game
Parry - This skill allows you to turn aside an attack made
with a melee weapon. You must have a weapon—
unsheathed and in your hand—to use this skill. It will
protect you against any special attack or skill used with a
melee weapon, except stealth attacks (Backstab, Waylay,
and Assassinate). You must state “Parry” when using this
skill. See also Parry on page 47.
Spell Shield - This spell (“I grant you a spell shield”) can
be cast upon you, allowing you to resist any one magical
attack delivered by spell packet or area effect, except
Dispel. You can decide when to use it; it doesn’t have to be
the first spell that hits you. You must state “Resist” when
using your Spell Shield. A Spell Shield cannot be used to
resist a weapon attack, Potion or Oil, or any other attack
besides spell packets and area effects.
Other Shield spells - A variety of spells may grant you a
Shield against a particular effect. This type of Shield
allows you to resist the effect once. For example, Pain
Shield allows you to resist Pain, once. You must state
“Resist” when using your Shield. You are not required to
use your Shield against the first effect, you can decide
when to use it. You may never have more than one Shield at
any time; Shields may not be combined even if they are of
different types.
Reflect - This spell (“I grant myself a reflection shield”)
protects you from spells as a Spell Shield would, but allows
you to reflect the spell back at the caster. To use it, you
must state “Resist” and the full incantation for the spell to
be reflected, then throw a packet at the caster. This spell
(“I grant myself a reflection shield”) may only be cast
upon yourself.
Barrier spells - Other spells may grant you a Barrier against
a particular effect. You may never have more than one
Barrier at one time. Barriers always have a limited duration
(usually 5 minutes). You have unlimited resistance to the
effect until your Barrier expires. For example, a Pain Barrier
that lasts 5 minutes gives you resistance to every Pain
effect until the Barrier expires. You must state “Barrier”
when using your Barrier.
Shells - A few types of creatures have limited protection
against non-magical attacks, and will state “Barrier” if
struck with a non-enchanted weapon. Any weapon attack
with any enchantment will damage the creature. In
addition, some types of attacks will break the shell, leaving
the creature vulnerable to all attacks. In some cases, any
magical damage will break the shell, while for more
powerful creatures only specific types will do so (though
others will still inflict damage even though they do not
remove the shell). All shells can be broken in multiple ways.
Some creatures will recover their shell if they have not been
defeated for several minutes.
Myt hi cal Journeys Renai ssance
Sounds of Battle
Other Details
Durations
Some effects have an instant effect, such as Death or
Damage, or last until you complete the required action,
such as Subdue, Knockdown, Push, and Pain. Everything
else defaults to 1 minute unless stated otherwise in the
incant/call. The one exception to this 1 minute rule is
Poison, which lasts 5 minutes. Occasionally you will
encounter effects that will not wear off on their own. The
calls for these will specify “until cured.” Disease and
Wither are two examples of effects that often are used this
way.
While I Sing
Some spells conveyed by music last as long as you can hear
the singer. These spells must first affect you (e.g. by spell
packet) but once they have begun, the duration lasts until
the singer stops or you have moved far enough away that
you are unable to hear them. Covering your ears will not
stop the spell, you must move far enough away that you
would be unable to hear them with your ears uncovered.
Some less melodious creatures will state “while I screech”
instead.
...Until Death
If the call ends with “until death”, you take the specified
effect for the normal duration (1 minute if not specified)
but then die when the duration ends. Anything that
removes the specified effect will prevent the death. For
example, “slumber until death” puts you to sleep for 1
minute, after which you will die, but if an Awaken spell or
potion is used before the minute is up, you will be fine.
“Petrify 5 minutes until death” turns you to stone for 5
minutes, after which you will die, but if a Stone To Flesh
spell is used before you die you will be ok. If you have the
ability to resist a Death effect, you suffer the main effect
for the stated duration (e.g. you are turned to stone for 5
minutes) but at the conclusion can resist the Death effect
and be back to normal.
...To...
If a call specifies that it is “to” a specific target, it is only
effective when striking targets of that type. For example,
“damage 5 to undead” does five points of damage to
undead, but has no effect on targets who are not undead.
Mythical Journeys Renaissance
Other Details
Attack Calls
All of the attack calls you may hear during the game are
listed below. Many spells will use one of these terms,
although spells where the effect is clearly explained in the
incant are not described below.
“Acid” - Caustic, burning acid is used in traps and by some
of the vilest of swamp creatures. If you’ve been struck by
any form of squirting water (from a squirt gun, a trap,
etc.), you suffer one point of acid damage. Even if your
companion is directly struck by the acid, but some of it
spatters onto you, you both take the damage. This form of
attack may be blocked by a shield, but if any acid strikes
you (or your armor) you will take the damage and should
role-play the effects. See also Traps on page 89.
“Amnesia” - For the duration of this effect, you cannot
remember anything about yourself. You remember general
things about the world (you still know what trees and orcs
and magic are), but not your name, your friends or
associates, or life purpose. You do not know what your
skills are. However, any physical skills (all fighting and
stealth skills) can be used by reflex, and you will recognize
a weapon as usable if you have it in hand and have the skill
to use it. You can use your spells only if someone explains
to you how they are supposed to work, and prompts you
with the incantation. This condition should be roleplayed
as involving great confusion. If attacked you will certainly
defend yourself (or flee), but in any conflict you will be
uncertain which side to join unless you are persuaded or
attacked by one side. When the duration ends, your
memory come flooding back, and you will also remember
everything that happened while you were under the effects
of Amnesia.
“Assassinate” - The Assassin can kill with a quick strike to
your vulnerable back. Assassinate must strike the back and
the blow must originate from behind the victim to be
effective. If you have been Assassinated, you are Dead, so
healing cannot help you. The attack does not need to
surprise you. If it hits your back it is effective. See also
Assassinate on page 37.
“Backstab” - Brigands and vagabonds prefer to strike from
the shadows for maximum effect. Backstab must strike the
back and the blow must originate from behind the victim
to be effective. It causes 3 points of damage. The attack
does not need to surprise you. If it hits your back it is
effective. See also Backstab on page 38.
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Attack Calls
“Betrayal” - Corrupting your mind and heart, dark magic
can cause you to turn against your friends, allies, and loved
ones. While under the effects of Betrayal, your highest
priority is causing harm to these people in the most
effective possible way. You are not controlled by the caster,
and do not need to follow any commands given by the
caster, but any former interest you might have had in
harming the caster has been replaced by your desire to
harm your friends. You may choose direct or indirect
means, and even delay if it will allow you to attack them
more effectively, but you must take action within the
duration of the effect; you cannot continue delay until it
wears off. If at all possible, you should attempt to kill your
victims, but if it is not possible, you can attempt to harm
them, implicate them in crimes, undermine their
friendships, destroy their reputation, etc. You are not
required to reveal any secret information about them, nor
must any accusations about them be accurate, although
they may be.
“Bind” - With foul magics, hostile mages may restrain you
and make you unable to fight. Your wrists are magically
bound to your waist. You may not fight (including
defending yourself) or cast spells while under the effects
of Bind.
“Bloodrend” - With jagged claws, some creatures cause
wounds so grievous you may continue to bleed until you
collapse. This attack does no damage immediately, but
after one minute you will lose all of your vitality, fall to the
ground and begin bleeding to death.
“Charm” - Overpowering persuasion is the weapon of
some as they force their will upon the unsuspecting. If
subjected to this power, you must treat the user as your
closest friend, and try to fulfill any order or request they
make. In no instance will you do anything to harm yourself
or your friends while charmed.
If you are Charmed by more than one person, treat them all
as your closest friends. If they are both present and make
conflicting demands, you can roleplay confusion or try to
convince them to resolve their differences.
Charm cannot be used to force a person to speak the truth
or reveal secrets. See the last two paragraphs under
“Enslave” on page 85.
P art 2 - Playing the Game
“Damage” - Damage represents any attack that takes away
your Vitality. As a magical (packet-based) attack, this will
usually be part of a full incant, but may be as short as
“Fire, damage two.” When delivered by packet, Damage is
blocked by heavy torso armor and by defenses that work
against spells. Damage delivered by packet is always
considered to hit your torso, regardless of where the packet
actually hits.
When delivered by a weapon, the call will usually just be
the call of damage followed by the number of Vitality, e.g.
“Damage three” will take away 3 Vitality. A damage call
delivered by a weapon does its damage to the location
struck. If it hits your arm, and does enough damage to take
away all your vitality, your arm is stunned but you do not
fall - you still have your torso shot. If it hits your torso
and does enough damage to take away all your vitality, you
drop and start bleeding to death. In this respect it's just
like being hit multiple times in the location it hit.
Heavy torso armor does not stop Damage delivered by a
weapon. It only stops Damage spells.
”Damage” as a weapon call works like other weapon calls: If
delivered by a melee weapon, it can be Parried. If delivered
by a thrown or missile weapon, it can be Dodged. It is
effective if it hits any legal target area (arms, legs, torso,
but not hands, feet, head, groin), but not effective if you
block it with the weapon or shield that you are using,
preventing it from hitting a legal target. If something else
on your person prevents it from hitting a legal target area
(e.g. a pouch, a backpack, something other than a weapon
that you are holding) you take the effect.
“Disarm” - Whether by a graceful twist or brutal strike,
this attack will remove your weapon from your hand. If
delivered by a weapon, it must strike your weapon to be
effective. If delivered by a spell, the packet can hit anywhere
and the caster must specify what item is disarmed. Twohanded weapons, when held in both hands, are immune to
Disarm. Shields and bucklers are also immune to Disarm.
A Disarmed weapon must be dropped (not thrown) and
not picked up for at least 5 seconds. See also Disarm on
page 41.
“Death” - Rare and feared are those who kill with a single
spell, or use venoms that cause instant death. Death is
instantaneous, leaving you Dead, with no pulse, and unable
to be healed.
“Disease” - Rotting flesh and a diet of foodstuffs most
foul make the touch and even the very breath of some
beings rife with plague and disease. While Diseased, you
cannot be healed by any means, including Bandaging and
Laying On Hands. Dying and going to Fate is the most
common cure, although a Cure Disease spell is a more
pleasant solution.
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Sounds of Battle
“Dispel Enchantment” - This spell (“I dispel all magic
items upon you, 5 minutes”) interferes with magical items.
You may not use any ability or spell stored in any magic
item, nor may you use any potion or scroll. However, you
may use your own spells normally, and this spell does not
affect any spell that has been previously cast upon you,
even if it was cast by a magic item.
When cast as a spell (including area effects), Dispel effects
cannot be resisted. However, if called with a weapon strike,
they can be Parried (if melee) or Dodged (if thrown or
missile).
“Dispel Magic” - With a powerful incantation (“I dispel all
active magics upon you”) this spell sweeps away any spell
or spell-like effect that is active upon you. It gets rid of
active beneficial magic: any shield, barrier, magical armor, or
any ability bestowed by any spell, rune (including rune of
holding), potion, or scroll. It also gets rid of not-so
beneficial magic: all types of binding; on-going pain; if you
are petrified it turns you back to normal. Dispel Magic
does not remove Curses, or permanent alchemical effects.
Dispel Magic does not affect damage you have taken.
Dispel Magic does not remove Poison, Venom, or Disease,
even if these came from a spell as they are not magical. It
does not restore Drained vitality, or Withered limbs.
Dispel Magic does not affect any magic items or unused
potions or scrolls in any way. If you have already used the
item to cast a spell on yourself, that spell is lost, and that
spell has already been used from the item, but if the item
has the ability to cast additional spells on you or others,
you can still use it to do so. Dispel Magic does not prevent
you from using magic after it has hit you, or from being
affected by magic after it has hit you. It also does not affect
your Mana.
When cast as a spell (including area effects), Dispel effects
cannot be resisted. However, if called with a weapon strike,
they can be Parried (if melee) or Dodged (if thrown or
missile).
“Drain Vitality” - Some vile creatures can drain the life force
from a body and consume it, preventing its restoration by the
healing arts; recovery from such tainted wounds can take weeks.
Drained Vitality is lost and cannot be restored by any form of
healing. If hit by this ability, the victim loses the specified
amount of Vitality, which cannot be healed unless you die and go
to Fate. You can always be healed your last point of Vitality, even
if it was drained—if this happens, you fall and begin Dying, but
can be restored to 1 point of Vitality by healing or bandaging.
The spell “I drain you of one vitality” is a Drain Vitality effect.
Mythical Journeys Renaissance
Attack Calls
“Enslave” - With hearts as cold as ice, some villains can
completely overpower the minds of their victims through
the sheer power of their will, leaving them no better than
puppets to their master’s whims. This spell completely
enslaves the mind of the target so that they will do
anything they are told to by the caster, up to and including
killing themselves. Fate will not consider such a death as
suicide. (This spell will not allow any commands which
violate real-world standards of decency). You will
remember everything that took place while you were
enslaved. You will remain enslaved for the entire duration
even if the caster is absent, Unconscious, or deceased.
Furthermore, you will remain enslaved even if you are
rendered Unconscious and then healed before the spell has
expired.
While under the effects of Enslave, you must follow any
orders or instructions to the best of your ability. If the
instructions are vague, you can be intelligent about how
you carry them out, but you will try to honor their intent
and achieve them within the duration of the spell. For
example, if ordered to kill your friends, you could attack
them outright, or you could approach them while acting
normally and then stab them in the back. You can’t warn
them, or keep delaying the attack until the spell wears off.
If you are Enslaved by more than one person and receive
conflicting orders, always obey the most recent orders.
Enslave can not be used to compel a person to tell the
truth or reveal a secret, however. If someone attempts to
use it to force the truth out of you, you are welcome to
deal with it in whatever way you want. Some acceptable
answers to the order “Tell me the location of the rebel
base” might be: “No,” “I can’t,” “Far, far away,” “It’s
difficult to describe,” “Over the river and through the
woods,” “In the catacombs under the old temple,” or “The
location of the rebel base.”
Actions cannot be used to circumvent the “no truth” rule.
Examples of illegal commands would be: “Lead me to your
secret buried treasure,” “Point out your accomplice in the
crowd,” “Write down the names of all the members of your
secret organization.” And any such variations on the theme.
These types of commands should promptly be ignored as
beyond the parameters of the spell. Good general guidance
(read as “spirit of the rule”) is that charm and enslave are
not information gathering spells.
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Attack Calls
“Explosion” - Some creatures are so volatile that a single attack
upon them will force them to explode. These creatures will yell
“Explosion,” an amount of damage, and throw a horde of spell
packets. Anyone struck by one or more packets takes the damage.
The damage is not multiplied by the number of packets that hit
you; you take the same damage whether one packets hits you or
fifty. You can resist an explosion with a Spell Shield.
“Feeblemind” - With a blast of jumbled thought, some
foes can prevent you from remembering your training. You
are unable to cast any spell by any means (including from
scrolls, magic items, and alchemical powders) or use any
called expendable skill (including those granted by magic
items, potions, etc) except those whose call is “Resist.”
You can still use unlimited-use skills, such as Literacy and
the ability to wield a weapon. You also retain use of your
Vitality.
“Final Death” - With power from the very heart of
darkness, some beings can so damage one’s spirit that it
may never return again. If hit by this attack your character
is permanently dead. You can not be brought back to life
even by Ressurection, by Self-Sacrifice, or Twist of Fate
card. Final Death cannot be Reflected. Any defense that
protects you against Death will also protect you from Final
Death. For example, Death Barrier will protect against both
Death and Final Death.
“Flat” - Anyone may call “Flat” before striking to indicate
they are hitting with the flat side of the weapon, pulling
their blow, or otherwise hitting without causing damage.
Any blow struck with a call of “Flat” does no damage. You
may not combine a call of Flat with any other call, so if
another call is used, take that effect as normal. If you fail
to call “Flat”, the blow does normal damage. The exception
is sparring in the designated pit fighting arena. In the pit, a
call of “Flat” is required only on your first hit against a
given opponent and all additional hits are assumed to be
Flat unless you call “Real.”
P art 2 - Playing the Game
“Freeze Limb” - Wielding cold magic, ice elementals and
Elementalists may encase their foes in ice. Freeze Limb
incapacitates a limb, like the Maim skill, but is not cured
by Healing. The Release spell will remove the effect before
its normal duration is over.
“Knockdown” - With a blow from a heavy weapon or
subdue packet, you can be knocked right off your feet.
When struck with this skill, you must safely fall to the
ground and then lie flat on your back or front before you
can stand again. If you are able to defend yourself while
falling, you may do so. Knockdown is even effective if it
hits your shield. See also Knockdown on page 44.
“Magnetize” - Some mages and clerics can pull your body or
shields towards objects. If your body is magnetized, for example
“I magnetize you to the nearest tree,” you should move to the
closest tree as quickly as possible and remain attached to it for
the duration. You cannot attack or defend while magnetized to a
tree. If you are struck by “I magnetize your shield to the ground,”
you must place your shield on the ground, after which you may let
go of the shield.
“Maim” - This ability represents the brute force of an
Ogre’s club or the cutting edge of a Dark Elf ’s blade to
render your limb useless. Once struck on a limb, you will
be unable to use it again until you receive any Healing or
Bandaging. This ability is only effective on limbs; if a
Maim hits the torso it will have no effect. If Maimed in the
leg, you should fall (safely) to the ground. You may not
hop on one foot. Maim is painful, and you should role-play
appropriately. The spell, “I magically break your right arm”
(or other limb) is the same as
the Maim skill, but does not
need to hit your limb. See
also Maim on page 46.
“Forget” - This attack destroys your short term memory.
You permanently Forget everything that happened within
the last 5 minutes. If something prompts you to think
about it, you will realize that you have forgotten a period
of time, but not what happened during that time.
Otherwise, you will not be aware that your memory was
erased. Even if you die and go to Fate, who allows you to
remember how you died, this will not restore memories
erased with this spell. Dispel Magic also will not restore
the memories; the memories have been
permanently destroyed.
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Myt hi cal Journeys Renai ssance
Sounds of Battle
“Mimic” - Some who wield dark magics are not satisfied with
merely killing you. They raise your corpse and make it their
servant, sending you to kill and terrorize those you meant to
defend. This is a spell, and its incant is “I raise this corpse as an
undead mimic under my control, with your remaining skills, full
vitality and intelligence, for 10 minutes.” Once raised, you have
your full vitality, but no pulse, and you may act intelligently,
although under the control of the caster (as if Enslaved, see
“Enslave” on page 85). You may speak, if it is consistent with the
instructions your master gives you. Any skills you have remaining
may be used, and once you return from Fate you will still have
these skills available even if you used them as a mimic. For this
spell to affect you, you must be Dead. Mimics are undead, and
affected by all spells that affect undead, but are not affected by
Holy Water and do not gain any special resistances or abilities.
This spell lasts only 10 minutes. Once the 10 minute duration
ends, you fall, and then go directly and immediately to Fate (do
not lie dead for an additional 5 minutes). You will not remember
anything you did as a Mimic unless Fate allows you to remember
the circumstances of your death. The skill Resurrection will bring
a Mimic back to life as if the person had not died (in which case
you may remember everything).
While under the effects of Mimic, you must follow any orders or
instructions to the best of your ability. If the instructions are
vague, you can be intelligent about how you carry them out, but
you will try to honor their intent and achieve them within the
duration of the spell. For example, if ordered to kill your friends,
you could attack them outright, or you could approach them
while acting normally and then stab them in the back. You can’t
warn them, or keep delaying the attack until the spell wears off.
”Pacify” - The impulse to conflict can be extinguished
with a spell. Although you do not necessarily feel any trust
or friendship with the caster, you are unable or unwilling
(your choice) to take aggressive action against them. This
effect is instantly broken if they attack you, whether with a
weapon or with spells. This effect does not prevent you
from attacking anyone other than the caster. This effect
can be removed by Free Will (the caster must specify what
effect is to be removed).
“Pain” - With a precise strike to a nerve or an
overwhelming crushing blow, some foes will incapacitate
you with agony. When hit with this ability you must
immediately fall to the ground and role-play severe pain
(scream in agony). The pain continues until you touch
both knees and a hand to the ground (unless there is a
duration in the incantation). During this time, you cannot
cast spells, fight, or defend yourself. The victim should
role-play the pain they are suffering to the utmost. See also
Pain on page 46.
Mythical Journeys Renaissance
Attack Calls
“Paralyze” - The very touch of some beings is so spinechilling that they can paralyze their victims with dread.
When struck with a Paralyze attack, your entire body will
become rigid and immobile for five minutes. If you are
killed while paralyzed and standing, you may choose to
remain standing or collapse at your discretion.
”Petrify” - Your entire body and all your possessions are
turned to stone. You cannot move. However, you are
immune to all non-magical attacks, and you cannot be
searched or disarmed. If you are bleeding to death, this
pauses until the Petrification ends. Petrification can be
removed by a Stone To Flesh effect but not by Release
(you aren't bound, you actually become stone). At the end
of the duration you turn back to normal—unless the call
ended with “until death” in which case you die.
“Pierce” - A skilled archer can aim for the chinks in your
armor, bypassing any protection it would otherwise give.
This skill is used to allow missile weapons to harm targets
in medium or heavy armor. See also Pierce on page 47.
“Poison” - A variety of toxic substances can mean death to
the unwary. The “Poison” effect may be delivered as
Contact or Ingestive Poison (see Poison on page 89) or as
Poison Venom (see “Venom” on page 88) or as a spell (“I
poison your body”). Once struck by this ability you have
ten seconds before you fall into unconsciousness and five
minutes before your character dies. During the initial 10
seconds, you may not fight, cast spells, or defend yourself
in any way. The same effect is also caused by ingestive and
contact poisons. For other types of Blade Venoms, see
“Venom” on page 88 for more details.
”Push” - With a carefully placed blow, you may be sent
reeling. When struck with this effect, you are pushed back
10 feet. You should back up safely, not blindly run
backwards. Like Knockdown, when called with a weapon
strike this is effective if it hits a shield or your body, but
not if it hits a weapon.
“Repel” - Many foes prefer to keep you at a distance. Some
use gusts of magical wind to force you back, others creates
impenetrable fear in your own mind. Whatever the cause,
you must continue moving away from your opponent for
the entire duration. However, you do not need to move
quickly; you can back away slowly.
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Attack Calls
“Silence” - Silence is golden, especially when your
opponent is a spellcaster. When silenced, you may not
speak, sing, mumble, or vocalize in any way. You may not
cast spells, or use scrolls, alchemical powders, or magic
items that require an incantation. However, you may call
skills that do not have an incant (for example, any Fighting
skill). The call for these skills is considered out-of-game.
Silence can be removed by a Communicate spell, restoring
your ability to communicate. You are unable to cast
Communicate (or any spell) on yourself while Silenced.
“Slay” - This powerful attack must hit the torso to be
effective. It inflicts 5 points of damage. If the blow misses,
the Slay skill is not expended. See also Slay on page 51.
“Slay” (Bow) - Some beings are so adept at the use of the
bow that a single arrow can hit the correct spot to do the
maximum amount of damage to their targets. Like the
normal Slay combat skill, the user must call out “Slay”
before shooting an arrow at the victim. The Slay With Bow
skill will do five points of damage with one arrow if the
target is struck in the torso area. If the arrow misses, the
Slay skill is not expended. See also Slay With Bow on
page 51.
“Slumber” - The soporific aura of some beings can so
numb their victims that they fall into Unconsciousness for
5 minutes. Only the Awaken spell will wake them up before
the duration runs out.
”Snare” - With magic of earth or things that dwell within
it, you may be snared to the ground. You may not move
your feet. If your feet are not in contact with the ground
(e.g. you are in mid-air) they will be snared when you land.
“Subdue” - This skill represents a “sucker punch” or a
disabling martial arts attack. Your opponent must be
approximately one-and-one-half arms’ lengths away from
you and throw a small fist-sized bean bag at your chest. If
it connects with the front of your torso, you are rendered
senseless for a quick ten-count. During this count you will
be unable to do anything but fall to the ground anything
but fall to the ground; you may not defend yourself in any
way. If you catch or block the beanbag in any way,
successfully preventing your chest from being struck, the
attack is negated. This skill inflicts no damage.
Subdue can be resisted using the Hardiness skill, or a rigid
helm. Subdue is not delivered by a weapon, so Parry and
Dodge can not block it. On occasion this skill will be
combined with an additional skill or damage, but may be
still blocked as specified above. Subdue does not last long
enough for the victim to be Quickdeathed. See also Subdue
on page 52.
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P art 2 - Playing the Game
“Venom” - The myriad forms of unhealthy toxins are
almost too many to count. Venom attacks cause some sort
of effect on their victims. Phrases such as “Death Venom,”
“Slumber Venom,” “Damage 5 Venom,” etc. are a few of
the examples of how the word “Venom” is applied. You
suffer only the stated effect. For example, if struck with
“Slumber Venom”, you suffer the Slumber effect. If struck
with “Poison Venom”, you suffer the effects of Poison (see
Venom on page 89). Venom can be resisted if you are able to
resist the effect or if you have the ability to resist Venom.
If the effect is ongoing, the effect can be cured in the usual
fashion or by Cleansing the Venom. For example, “Slumber
Venom” can be cured with an Awaken spell or a Cleanse
spell. If the effect is instant (e.g. Damage, Death, Forget),
you cannot be Cleansed.
Venom applied to a melee weapon remains on the weapon
until it strikes a person, but it is not removed by striking a
weapon or shield. Venom on a thrown or missile weapon is
removed as soon as the weapon strikes anything, including
a shield, weapon, or even the ground. Blade venom may not
be applied to blunt weapons.
“Waylay” - With a quick, hard strike to the back of your
head, a thief can render you quickly Unconscious. The
attack must strike your back. You must fall to the ground
for five minutes, Unconscious. The attack does not need to
surprise you, if it hits your back it is effective. A rigid
helmet or the skill Hardiness will prevent the effects of
this skill. See also Waylay on page 54.
“Weakness” - Draining strength from their victims, some
creatures can incapacitate their targets so that it is
impossible for them to flee. The victim may only walk at a
normal pace and can not run (speed walking is not
allowed). No heavy objects or other characters can be
carried. Most importantly, the victim may not wield a
weapon in combat, or throw spell packets further than five
feet, while suffering this effect. Great weakness should be
role-played. Weakness can be resisted or cured by
expending a Strength spell or skill or the black warg skill
Stones Throw.
“Wither” - The evil touch, or gaze, of some beings is
enough to destroy the flesh of those they grasp. The
opponent will call “Wither” and strike you in a limb. This
means you will be unable to use the limb for the remainder
of the event. “Cure Disease” or dying and going to Fate
will cure this.
Myt hi cal Journeys Renai ssance
Sounds of Battle
Poison
Poison has been used for centuries as a dark and secretive way
of assassination. It is by far one of the cruelest and most vile
ways to finish someone off. We’re sure that knowing this will
increase its popularity. In the Mythical Journeys world there
are a two basic groups of poisons: poison and venom. Venoms
are applied to bladed weapons, using the Apply Poison skill,
and are used like other called skills.
When affected by Poison (contact, ingestive, or poison
venom), you fall Unconscious in ten seconds and die in
five minutes if the poison is not neutralized. During the
first ten seconds you are unable to fight, cast spells, or
defend yourself. If you can drink a Cleanse potion in the
first ten seconds, it will save you, but you cannot cast a
Cleanse spell on yourself. Bandaging will not return you to
consciousness until the poison is gone from your system,
nor will any Healing wake you. At the end of the five
minutes, you are Dead. Any time before you die, the poison
can be neutralized with a Cleanse spell or effect.
Poison can be delivered in several ways:
Contact Poison - This poison is the type that comes in
contact with your exposed skin. Mythical Journeys uses
petroleum jelly to represent contact poison. Gloves will
protect you from the effects of Contact Poison if they
prevent it from reaching your bare skin. Once you have
applied contact poison, it cannot be moved. Likewise, if
you touch a poisoned door handle with gloves on and then
shake the hand of your party member, they are in no danger
of dying as the poison has been diluted.
Ingestive Poison - Poisons of this type are ones that must
be taken internally. This is done by slipping a Swedish Fish
into someone’s food or drink. (Swedish Fish are a form of
gummy candy.) If you examine your food or drink for
poison without the spell “Detect Poison” then the poison
immediately effects you. You do not need to actually eat
the Swedish Fish to be poisoned; you are poisoned as soon
as you discover it.
Venom - Blade venoms take many forms. One form is “Poison
Venom.” This form has the same effect as contact poison and
ingestive poison. Other venoms may have various other
effects; see “Venom” on page 88 for more details.
Venom applied to a melee weapon remains on the weapon
until it strikes a person, but it is not removed by striking a
weapon or shield. Venom on a thrown or missile weapon is
removed as soon as the weapon strikes anything, including
a shield, weapon, or even the ground.
If the venom is on a melee weapon, you can Parry it. If the
venom is on a thrown weapon, you can Dodge it.
Blade venoms cannot be combined with any other skills.
For example, you cannot call “Backstab Weakness Venom.”
Blade venom may not be applied to blunt weapons. You
cannot see Venom on a weapon, but the spell Detect Poison
will detect it.
Mythical Journeys Renaissance
Poison
Traps
“But seriously... if this is a trap, we're going to
kill you.”
~ the High Town Defense Brigade
When crawling through a dungeon, traps are the adventurer’s
worst nightmare. One misplaced step, and hours of crawling
through tiny holes and carefully avoiding monsters could be
wasted. Traps come in many forms, ranging from small traps that
are just a nuisance to lethal traps which can kill your whole party.
Characters who devote effort to their study can learn to build and
set traps themselves.
Once a trap is set it cannot be moved. All traps are considered to
be red-stickered (that is, they cannot be moved or stolen). If you
accidentally set off your own trap while setting it up you will be
affected by it and the trap will be broken. However, anyone may
attempt to disarm a trap. You may use a tool to move poppers out
of the way, but not touch them with your hands (even if wearing
gloves) or take them with you. If the trap goes off while you are
trying to disarm it, you take the damage.
Armor does not protect against any type of trap.
You can use the Avoid Trap skill to avoid any one trap you set off.
The following are the basic types of traps in the game and their
effects:
Popper Traps - These are the simplest traps in the game,
representing caltrops and small explosives. They make a
sharp popping or snapping noise when they are set off.
They Maim the limb of the person that set them off in the
limb closest to the trap. For example, if you step on a
popper trap, one of your legs will be maimed. Armor will
not prevent this effect.
Mechanical Traps - These traps involve some sort of weapon
strike to the victim, such as a blade swinging out of the wall or a
spring-released dagger, or other mechanical traps such as falling
rocks. This type of trap must hit the victim in order to inflict
damage. If a limb is hit, it is Maimed. If the torso is hit, you are
affected as if hit by the Slay skill (5 points of damage). Armor
will not prevent these effects.
Buzzer Traps - This is a magical trap. When this type of
trap is set off a loud buzzing noise will be heard. The
person setting off the trap is Paralyzed for 5 minutes. A
spell shield will not prevent the magic from taking place.
Acid Traps - When this type of trap is set off, corrosive
acid (represented by water) pours or splashes onto the
victim. If a victim is hit on any part of their body they will
take 1 point of damage. If the acid hits another person or
object and then splashes onto you then you still take the
damage. If you are using a shield and the acid only hits
your shield, you are not damaged.
Flash Traps - These traps emit a bright flash when triggered. All
characters caught in the flash (everyone in the illuminated area
and within 20 feet) will suffer Pain. This effect cannot be blocked
with a shield, armor, or a Spell Shield.
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Traps
Melkar and Dunnam did indeed return to the
companions but they were very quiet about their
meeting with Fate. The friends retired to their cabin
and evaluated their performance that day. They decided
they would have to forget their plans to be the best in
the game and develop a strategy for just keeping each
other alive. The next day they began to implement the
new plan. Gabriel agreed that as he was the group’s
healer, he needed to be able to see people fall if he was
to heal them. Kimba studied her spells and their effects
so she would always have at least a couple appropriate
spells handy. Grog grudgingly agreed to give the group
at least one minute to solve problems before he took
matters into his own hands, and Dunnam and Rasaan
resolved to practice watching each others backs. Melkar
agreed to scout the group’s flank to protect them from
surprise attacks. They hoped today would be a safer
day.
Saturday went much better, the group was able to make
many treks into the forest, and began to learn how to
stay alive and even make a profit. When a large group of
orcs attacked them in the woods, they learned the most
important lesson of all. “He who learns to run away
lives to fight another day.” The companions managed
to win a few battles and no one else died. They also
helped in a few quests with other groups. Rassaan so
impressed the Militia members that he was offered a
position among them. Kimba had petitioned for a
position in the mages guild and Gabriel had joined the
local Radiance Temple where he was well thought of for
his boisterous enthusiasm.
Word came that the “creature” was heading toward
their town. It would be here on Sunday. The
companions looked at each other with distress as they
remembered the bloody men in the Tavern on Friday
night. The town was organizing to stop the creature.
The mages of the guild flocked to the Library and
determined that the only way to stop it was through
massed spell attacks and the blade of a hero.
The companions remembered hearing a rumor about
the crypt of the fallen hero the night before in the
tavern and attempted to learn more about it. They sent
Melkar to the tavern to practice his gift for getting
information from people. Meanwhile they made
discreet (in Grog’s case not so discreet), inquiries into
any tales or legends of old heroes in the area. In the
end, it was Melkar who came through. He had gained
the affection of a local clanswoman who had seen a
crypt in the deep woods when she had been chased by
orcs. Although Melkar nearly lost his head attempting
to pilfer her purse, she agreed to show the party the way
to the crypt, for a steep price. The party agreed to meet
her that evening with the money.
To prepare for the journey, they bought bandages and
healing potions. Grog spent the next hour repairing the
party’s armor. The Soldiers of the Shadow rippled with
90
P art 2 - Playing the Game
excitement. This would be their biggest challenge ever.
Rassaan managed to borrow a spare set of armor from
the watch for Dunnam, and Dunnam, who had finally
met with a group of rangers, came back to the cabin
with an old piece of parchment. He had gotten it from
an ancient Druid and he gave it to Kimba. “It’s a battle
scroll, Kimba,” he told her, “Hold it for me till I ask
you to read it. It’s supposed to make flames cover my
sword.” Dunnam rubbed his hands in anticipation.
It was time to meet their guide. The Soldiers of the
Shadow stood at the entrance to the crypt. This was
said to be the final resting place of the Hero of Fells
Peak who had been corrupted just before death. His
spirit now guarded the sword he once carried with
honor. Grog pushed to the front when the door opened,
and boldly stepped inside. The others held a collective
breath and followed quickly. Kimba lit magical light as
they stepped inside and breathed the thick crypt air.
The tomb was thick with creeping mists, and they could
sense danger all about them.
The crypt guardians struck first out of the fog, and
combat ensued. Grog, Rassaan, and Dunnam rushed to
the front while Gabriel watched the back and Kimba
tried desperately to remember the weakness of the
spirit guardians. Melkar had disappeared into the fog
looking for a back to plunge his dagger into.
“Fire, that was it!” Kimba yelled, “give me room!”
Kimba raised her fire spell to memory and hoped she
wasn’t wrong. “Through Fire, Bolt Damage 1” she cried
and a ball of flame grew in her hand and arced through
the room at the nearest spirit guardian. A staggering
and moaning shadow indicated that she had scored a
hit. Grog objected loudly that she had killed his
guardian, but as she tried to repeat the experience she
found she was too weak to continue to cast. She had
exhausted her supply of Mana. Suddenly she felt the
cold grip of death talons maim her legs and strike her
chest. She fell to the floor senseless. When she awoke,
Gabriel was forcing some foul liquid down her throat
and Dunnam was bandaging a gash in her leg. “Fire and
holy water also, Kimba,” Gabriel said with a chuckle
and kicked the motionless form beside him. The foul
liquid appeared to be gradually replenishing some of
her magical energy and she deduced that Gabriel had
given her the potion the mage’s guild had allowed her
to borrow for this mission.
The next minion they met trapped them in a strange
circle and demanded that they solve a puzzle. The
correct answer would free them and allow their passage.
Each incorrect answer would mean the death of one of
the companions. Luckily, the puzzle reminded Melkar
of a game he played as a youth and the companions
were soon on their way. Dunnam, Rasaan, and Grog
made short work of the next guardians who attempted
to end their quest for the sword, their blades working
Myt hi cal Journeys Renai ssance
Sounds of Battle
so well together that they even surprised themselves.
Finally they were starting to get the hang of this.
The final room in the crypt contained the spirit of the
lost hero and his minions of death. The battle was
furious and many times the companions were convinced
that the mission was impossible. Gabriel was a blur,
running to and fro healing his friends and fending off
the minions who would hinder him. His booming voice
could be heard invoking the tenets of Radiance
constantly, and only occasionally could the quiet voice
of Kimba be heard casting spells which were carefully
aimed and spoken with precision. She made each spell
count, choosing just one spell to repeat as often as she
had the strength. “Through Fire, Bolt Damage 1”.
When the fighting ended, and Gabriel was once again
busy getting the companions back on their feet, Melkar
appeared with a curiously glowing sword in his hand. “I
found this under the chest, do you suppose it’s
important?” he said with a lopsided grin, as he fell to
the floor. When Gabriel rushed to his side he saw three
darts with a black ooze sticking from his chest. The
building began to shake violently so they carried Melkar
out through the crumbling door as the crypt began to
sink deeper into the ground. Gabriel cleansed Melkar’s
tainted blood, though at the cost of the last of his
clerical energy. In their hurry to leave the crypt, they
had only managed to grab a few coins and a piece of
parchment which Kimba seemed to treasure. The
companions had hoped for a more profitable adventure,
but at least they had rescued the sword. As they headed
for the tavern, Melkar patted his curiously bulging
pouches and grinned. Drinks would be on him tonight.
The Soldiers of the Shadow marched triumphantly into
the tavern holding the hard won sword. “’Tis the Sword
of Law,” the Mage Guildmaster said in awe. “With this
sword, Rasaan, you will be able to penetrate the skin of
the beast. You must wield the sword against the beast
tomorrow. With the spellcasters of the town, and a
strong fighter to wield this magical weapon, we now
have a chance to defeat this foul creature.” The friends
were overjoyed, they would stand beside him while he
did battle with the creature and pray that their quest
was not in vain. As the companions sat in the tavern,
Melkar grinned and told the story of the fight in the
crypt for the third time to a new audience of
adventurers that had stopped in to view the Sword of
Law for themselves. Tonight the drinks were bought for
the companions by admirers. Tomorrow would bring
the full reckoning.
Mythical Journeys Renaissance
Traps
The beast came the next day and the mages lined up to
hurl spells at it while Rasaan faced it with the Sword of
Law. The companions and other townsfolk shielded the
mages from the fury of the beast as Rasaan stood
before the beast and brandished the sword. The beast
swung its two swords in deadly blows against Rasaan’s
armor, “Slay, Slay”, but the fantastic armor withstood
the blows as well as the claw attacks that attempted to
“Maim” his arms. When the beast gathered his fists and
hammered Rasaan’s chest though, he was driven to his
knees by the “knockdown.” The beast gave up his
furious attacks and began to slash at Rasaan’s armor,
exploiting areas of weakness for lesser but still very
damaging attacks. Rasaan dropped to his knees, his
strength just about spent and his right leg mangled
beyond use. Seeing Rasaan in trouble, Dunnam grabbed
Kimba and shouted for her to read the scroll he had
given her. She read it, and when she touched his sword
the blade was enveloped with magical flames. Dunnam
circled to the back of the beast and cut ruthlessly at its
torso. The beast turned on Dunnam with a flurry of
blows. Dunnam ducked, stepped to the side, and rolled
beneath the swings of the beast. As the beast turned to
finish him off, it met the two swords of Dunnam and
Rasaan. The companion’s swords blocked and weaved in
unison while they tried to stay out of the beast’s range
and strike through its thick hide.
The mages’ spells did exceptional damage to the beast
as well and Dunnam moved in for the kill only to run
into a blast of energy that was mis-thrown by a young
mage. The spell knocked him to the ground, dazed and
seriously hurt. The beast sensing an opportunity, raised
his two swords to strike the unarmored Ranger.
Rassaan threw a last attack at the creatures back as it
turned to strike Dunnam and his magical sword
penetrated the beasts torso for the final time. At the
same time a number of spells smashed into the torso of
the beast. The swords of the beast, already in motion,
buried deep into Dunnam’s torso. The beast then fell
over and shuddered his last breath. It had taken its toll
even as it died.
The head cleric of the light said a lengthy prayer over
Rasaan and Dunnam and their bodies were covered with
a soft glow. In minutes, the pair were conscious and
walking stiffly. The townspeople put the two heroes on
their shoulders and carried them through town. Rasaan
was allowed to keep the sword he wielded so bravely and
was named as one of the Militia Sergeants. Dunnam
was approached by an elven Ranger and asked to join
their Brotherhood. The Soldiers of the Shadow were
well on their way to making their mark on the town.
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Myt hi cal Journeys Renai ssance
Chapter 9
The Stuff Adventures Are Made Of
Adventure without treasure? Unthinkable! And if that
treasure happens to be magical, all the better. But not so
fast... there are a few things you need to know before you
pick up that shiny trinket.
Immovable vs. Irresistible
Mythical Journeys uses stickers and tags, as well as locks,
to indicate what you can and can’t take.
Red Stickers
Items with red stickers may not be moved or taken. If the red
sticker does not have a number (or if it has an X), it cannot be
moved, no matter how strong you are. It may be magically
immovable, or simply be a glass or other breakable item that
should not be moved for safety reasons. Glass items, lit candles,
open flame, and other dangerous or breakable items are always
considered as red stickered even though they may not be.
You may request red stickers during check-in to mark any
props in your cabin, for example a nice lantern.
If the item has both a red and yellow sticker (usually
overlapping), it can be handled but not removed from the area.
Heavy Objects
If the red sticker has a number on it, it is too heavy for one
person to move. The number indicates how many people
are needed to move the object. For example, if the red
sticker has a “4” on it, it can only be moved if four people
work together to move it. Each person assisting must have
both hands under the item. Some spells and other
effects will make you stronger. For example, if a
spell grants you the strength of 10 people, you
could lift an item that requires 10 people. If the
item requires more than 10 people, you’ll still
need additional help.
Strength-enhancing magic may only be used for items marked
with a numbered red sticker. You may not break or force doors,
bars, walls, locks, or other items unless they have a numbered red
sticker.
Yellow Stickers
Items with yellow stickers can be taken, but must be turned in
during checkout at the end of the event. These can include magic
items, special props, etc. If the item has both a red and yellow
sticker (usually overlapping), it can be handled but not removed
from the area.
Locks
Some of the most common obstacles you will encounter at
Mythical Journeys are locks; they might be on the door of the
building you want to enter or on a box you need opened. Without
the Lockpicking skill, all such locks are impassable; you must have
the Lockpicking skill to even attempt to pick a lock. All in-game
locks have the Mythical Journeys unicorn symbol emblazoned
upon them; please do not attempt to pick any lock without this
symbol as such locks are out of game. Locks can not be broken,
nor can the eyelet screws or other hardware to which they may be
attached be removed. The only ways to bypass a lock is to unlock
it with its key or combination or to pick it.
In-game locks come in a range of complexities, but all can be picked
with a well-placed paper clip prepared with the proper curves.
Professional lockpicking tools may not be used (see Lockpicking on
page 45). Some game locks are combination locks; you will still
need the Lockpicking skill to attempt to open these locks unless
you know the combination.
Red stickers with numbers may be used for other items.
For example, a red sticker with a number on a door
indicates that the door can be “broken open” by that
many people working together. The door may not
actually be broken, but you should role-play working to
break it down before opening it in a normal, safe
manner. Similarly, you may find bars (such as in a
prison) marked with a red sticker and number. Enough
people, or a person with sufficient magical strength,
may bend the bars and allow people to get through.
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Magical Gates
P art 2 - Playing the Game
Locks may represent padlocks or
they may represent built-in locks
on doors or chests. If a lock has
a red sticker then you may not
remove the lock from its
location. All locks without a red
sticker are considered to have
yellow stickers; these may be
stolen but must be returned to
Mythical Journeys at the end of
the event.
Locks can be purchased in-game,
and skilled Tinkers may learn
how to create them. Note that if
you place a lock on a chest,
pouch, or other prop, that prop
can be stolen.
Magical Locks: Secure
The Secure spell creates a
magical lock which are designed
to be opened by the original
caster. Secured items are labeled
with a paper tag that says Secure and a number. The paper
must cover the item’s opening, so it is easy to notice. No
magic is perfect, however. A Secure spell can be broken by a
Pry spell, if the Pry is powerful enough. The number on
the Secure tag is the amount of Mana that was used to cast
it. The same amount of Mana must be used to Pry it open.
You must be able to use all the Mana at once, in a single
casting of the Pry spell by a single caster. You can’t weaken
it bit by bit, or use multiple casters to work together to
open it.
If you are not the caster of the Secure spell and can’t (or
don’t) cast a powerful enough Pry spell, you may not open
the Secured item. Secure spells last from event to event.
Once the item is opened, either by the original caster or
with a Pry spell, the Secure is removed; you must take the
tag off.
Magical Gates
A Magical Gate is a portal that connects two distant
points, allowing instant movement from one to the other.
A Gate may be a temporary magical effect or a permanently
enchanted space. In either case, a Gate is represented by a
string of lights around a doorway, passage, or other
opening. While the lights are turned off, no one may pass
through the Gate, nor may any attacks or spells pass
through the Gate. When the lights are on, or flashing, you
may move through the Gate freely.
The magic of Gates is disruptive both to the world and those
passing through. Normally, you will feel no untoward effects
from a single trip through a Gate, but multiple trips within a few
days of each other may have unpleasant side effects.
A magical Secure spell is only effective to the direction it is facing
and is broken if the item is opened from the inside (e.g. a door).
Items to be Secured must have a component that opens
and closes. This could be a chest, box, pouch, or other
item. However, you could not Secure a dagger or hat to
yourself. If you place a Secure on a chest, pouch, or other
prop, that prop can be stolen.
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The Stuff Adventures Are Made Of
Loot
“So, Guardsman, your honor is not for sale. Can I
rent it for long enough for me to escape?”
Coins and Money
Easy to transport, easy to spend, many adventurers are
happiest to reap their rewards in cold, hard coins. Their
value is relatively predictable and few questions are asked
about where you got them.
Normal coins in Pendaan come in three denominations:
copper farthings, silver crowns, and golden sovereigns.
Copper farthings show the Chalice of Fortune and Sun of
Radiance. Silver crowns show the heraldry of the local
kingdoms (the lion of Harradon, the dragon of Felnar, the
ship's wheel of Arkenstone, and the grapes of Sarden).
Gold sovereigns are the same as the silver crowns except
for the image of a crown in the center.
10 copper farthings are worth 1 silver crown
y 10 silver crowns are worth 1 golden sovereign
y
Gems and Jewelry
Gems have always held a special allure and value. Gems may
be found in various types. They may be found in a natural,
uncut state or in a cut and polished state after a lapidary
has worked with them.
Loot
Common types of gems are amber (yellow), amethyst
(purple), diamond (clear), emerald (green), onyx (black),
ruby (red), sapphire (blue), and topaz (orange).
Gems may also be set into jewelry. Most in-game jewelry is
marked with a “Appraisal Code” that allows characters with
the Appraisal skill to determine its value. The codes may be
one or several letters in any order (“A”, “JQZA”, etc.).
These codes may only be read by characters with the skill;
others should ignore them.
Materials
A variety of ordinary but useful materials may be found ingame and used by characters with the Crafting skills. These
include wood, glass, furs, leather, and ores. For example, a
Glassblower can use three pieces of glass and a piece of
wood to make ten new, clean vials suitable to hold potions
or holy water.
Components
A wide variety of plastic flowers, fungi, animals, etc. can be
found scattered throughout the game area. (Please do not
gather any real plants or animals; they have no alchemical
effects). They can be collected by anyone, although they
are most useful to alchemists and herbalists. If not used, all
animal and plant components become unusable at the end
of the event during which they are gathered; please turn in
all unused components at the end of the event. In addition,
claws, teeth, and other components may be harvested from
some monsters.
Enchanted Items
Magic takes many forms, some of which can even be stored. You
can use alchemy, herbalism, scrollcraft, and other forms of magic
to hold magic to use later.
Potions and Oils
Potions are alchemical or herbal creations that must be
ingested to be used. Their effects vary greatly. Some can
heal the injured, cure the sick, cleanse the poisoned, or
renew the exhausted; others have quite the opposite results.
Oils are alchemical or herbal creations that must be applied
to a surface to be used. Some uses include magical armor,
spell shields, and healing salves. Oils also include some
forms of poisons (such as blade poison and contact
poison).
Mythical Journeys Renaissance
95
Enchant ed Items
Potions and Oils are considered to be consumed once they
have been opened. If you open the potion or oil and read
the tag inside, you are considered to have used it on
yourself and must take the effect. You may pour the potion
out on the ground instead of drinking it, but in this case
you may not read the tag (nor may anyone else). You can
also use a potion or oil on a helpless, Unconscious, or
cooperating person; in this case, do not read the tag, but
give it to them to read. Once the potion has been used, tear
the tag in half.
The tag must be read, even if you think you already know
what it says. You may be mistaken. If it is too dark to read
the potion tag, then the potion cannot be used, and is
wasted if opened; assume you fumbled it in the dark.
Potions and Oils may not be resisted using defenses
against spells. For example, Spell Shield will not protect
you from a potion. Other more specific defenses will help.
For example, if the potion causes 1 point of Fire damage,
you could resist it using a Fire Shield.
Potions and Oils with beneficial effects are subject to the
same stacking limitations as spells. See Chapter 10 Magic
and Spells for details.
P art 2 - Playing the Game
This example would allow you to state the incant,
“Through fire, bolt damage 1,” and then throw the powder
packet. It would also burn you for 1 point of acid damage.
The acid damage would occur immediately, as soon as you
read the tag, even if you choose not to throw the packet.
Charms
Magical charms are simple magic items that store a single
use of a spell. Anyone can use them by tearing off the tag
and reading it. The item will be worthless once its power
has been expended.
Scrolls
Magical scrolls come in several types including both Battle
Scrolls and Knowledge Scrolls.
Battle Scrolls contain a single, stored magical spell,
recorded using Divine or Magical Scrollcraft skill. Battle
scrolls may be used only by characters with the Read
Divine or Read Magic skill, even if the scroll has already
been translated. Before use, the scroll must be completely
translated using the appropriate Read Divine or Read
Magic decoder, with the translation written on the scroll.
To cast the spell, the scroll must be held in one hand with a
spell packet (if required) or nothing in the other hand.
Read the full incantation aloud, and then throw the packet
if required. Battle scrolls may be cast while wearing armor.
Knowledge scrolls may be used to learn a spell if the correct
school of magic is known. The knowledge scroll will contain
instructions that must be followed in full.
Powders
A powder is an alchemical creation which can be thrown as
a spell. The vial contains a tag, as with a potion, as well as a
powder packet. To use a powder, take out the tag and read
it completely. It may have effects on you as well as those
that you can throw. After reading the tag, you can hold the
powder for up to 5 minutes before throwing it. If you
haven’t thrown it after that time, the powder is wasted. To
throw the spell, speak the full incantation as written on the
tag, then throw the packet. The powder is considered a
spell for all purposes; it can be resisted in the same way
that spells can, and you may not walk or run while speaking
the incant or throwing it.
An example powder tag might read:
“You have 5 minutes to use this powder or it is wasted. To use
this powder, state the incant 'Through Fire, Bolt Damage 1' and
throw the packet. You are burned for 1 point of acid damage.”
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The Stuff Adventures Are Made Of
Magic Items
Some items contain more magical power than simple potions and
scrolls. These magical items can take many forms, from pieces of
jewelry to wands to weapons and more. They will be marked with
an Aura code that is a series of numbers, sometimes beginning
with one letter. Characters with the Detect/Attune Magic skill
will be able to interpret the aura and gain clues about the item's
nature. Other characters may note that there is something special
about the item, if they notice a numeric code on the item, but
cannot gather any other information. However, to unleash the full
potential of the item, it must be Attuned. Even if you know the
full properties of the item, it must still be Attuned before you
may use it.
Most magical items contain limited amounts of power. The
amount may range from a single use to many. The magic
stored within will last indefinitely, until the item has been
attuned. Once the item has been attuned to anyone, its
magic is opened and may begin to flow out of the item.
Most items will last no longer than one year from this
point.
A few rare and powerful artifacts will last longer than this
amount of time. If so, the details will become apparent as
soon as they have been attuned.
At any time, you may be attuned to no more than four
magic items. When you attune to your fifth item, you must
specify which item you wish to become unattuned to. You
also will become automatically unattuned to any item
which is destroyed or which loses its magical properties.
Stealing
On the other hand, items that have been brought to the
game by other players and which have no in-game value
may not be stolen. These include:
Clothes
y Food
y Costuming
y Bedding
y Weapons (unless yellow-stickered)
y Other personal items
y Anything placed under a bed
In addition, any item with a Red Sticker may not be taken,
unless it is a Heavy Item with a number and you have
enough people or in-game strength to move it.
y
Stealing
“You don't want your name on the list!”
Jason the Trader/Traitor.
You’ve stealthily crept into your neighbor’s cabin, ready to
help yourself to their loot... what can you take? It is
important to make the distinction between items that have
game value, which may be stolen, and items which have no
value and which should never be stolen.
Any item with in-game value may be taken:
y In-game Coins
y Gems
y Minerals
y Craftsman materials
y Potions
y Scrolls
y Any item with an Appraisal or Magic Item code
In addition, any item with a Yellow Sticker may be taken,
but must be turned in at the end of game. Props that are
merely decorative, such as lanterns and wall hangings,
should not be stolen, unless they have a yellow sticker,
appraisal code, or magic item code. However, boxes and
containers that have been locked or Secured may be stolen.
Mythical Journeys Renaissance
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Stealing
Part 2 - Playing the Game
Items that are not stealable (except Red Stickered items)
may be stored under your bed. This area is considered outof-game, and other players may not look or search in this
area. No stealable item may be placed under your bed
under any circumstances. Even in-game items that have
been used or destroyed (such as pieces of metal or leather
used to repair armor) may not be stored here; they must be
turned in at the first opportunity. Likewise, in-game items
may not be stored in any other out-of-game area, including
the bathrooms, your car, etc.
We do ask everyone to remember that, while in-game
characters may be your enemies, the players who play them
are your friends. Please use courtesy when searching cabins,
and don’t leave items on the floor where they will be
stepped on, damage people’s food, or trash their cabins.
When you join us at Mythical Journeys, we consider you a
friend and part of our family. Though we do our best to
maintain this atmosphere, sadly it is possible for a realworld thief, who couldn’t care less about friends, to exist in
our midst. Please leave real valuables at home, or lock them
in your car. Real world thieves will be caught and tried to
the fullest extent of the law. We will not hesitate to
prosecute.
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Myt hi cal Journeys Renai ssance
Chapter 10
Magic and Spells
“The first of the Great Mages appeared when the world was still very young. Their power was immense
and their manipulation of the elements was nearly complete and without flaw. Back in that age,
those that did not understand their ways and their art feared them.
Even now, that fear persists . . .”
-Eridnas Jastou, Assistant Librarian, The Arcanum, Dumar.
Magic and magical powers are an integral part of any
fantasy game system. The ability to affect the world
around us with supernatural powers has intrigued us since
the dawn of time and has frequently been written into
folklore and legend. Now this power can be yours to
command.
Schools of Magic
Magic can be used in myriad ways. However, most magic is
organized into schools. Four schools are commonly known,
and two others are less common but familiar. All Mana and
Scrollcraft must be of one of these types. Initiates and
other classes with the Magical Skills as a Favored category
may learn multiple schools; other characters may learn only
one school of magic.
Elementalism: Raw elemental power is potent in battle.
Most who wield Elementalism use spells of all four
elements (earth, fire, ice, and wind), although some prefer
to specialize in a single element.
Mentalism: The power of thought can enhance the senses,
fortify the body, and assault or even control the minds of
others.
Rune Magic: Symbols like runes are very effective at
holding power. Rune Magic is well suited for placing
enchantments on items and even people. It provides many
forms of aid and defense, although it is poorly suited for
the attack.
Wizardry: Controlling and reshaping pure magical energy,
the magic of Wizardry is potent defense against other
magics, and provides many means to combat enemy mages
and magical creatures, although few against more mundane
creatures.
Nethermancy: The dark art of controlling, empowering,
and creating undead, Nethermancy is a shunned magic. You
may not begin with Nethermancy, although you may learn
it in-game. Nethermancy is forbidden by law and
punishable by death in most regions of Pendaan.
Sorcery: The magic of discord and chaos, Sorcery is potent
at causing suffering and injury in one’s foes. It is said that
its power comes from fiends, and that those who practice it
are little better than their fiendish masters. Most
characters may not begin with Sorcery, although you may
learn it in-game. (Enselari and Fiend Elves are the
exceptions.) Those practicing sorcery should expect to be
shunned, reviled, outlawed, persecuted, hunted, or exiled,
depending on local law and who they are dealing with.
Your First Spells
Any character with Mana receives two free spells in every
school they have learned: Light and Cancel Spell. In
addition, new characters may select a total of four spells
from any school of Mana (or Faith) that they know. The
spells must be selected from those listed in Beginning Spells
on page 102.
Existing characters who purchase mana begin with only the
Light and Cancel spell. You do not need to be taught
common (Elemental, Mental, Rune, and Wizardry) magics
to purchase the mana. Remember that only characters with
Sight can purchase more than one type of Mana.
The spells you know will be listed on your character sheet.
If you are a new character and have not selected your spells
before the event, you will receive these spells at check-in.
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Rules of Magic
Rules of Magic
A “spell” is the effect of channeling magical energy (Mana
or Faith) through your body at a target. Spell casting is
actually a very simple task provided you have a good short
term memory and can toss a beanbag with a bit of accuracy.
By properly reciting the spell incantation for a spell you
possess, and deducting your Mana (or Faith as the case
may be), you have successfully cast a spell and used the
Mana for it. Now that you have completed speaking the
entire incantation, you must throw your spell packet
(which represents the magical energy of a lightning bolt,
fireball, snare spell, etc., being projected). If the spell
packet hits your target, they must take the effect of the
spell, unless they have some spell or ability that allows
them to resist it.
These rules of magic apply to everyone casting spells,
whether they are using their Mana, using Faith, casting
from a battle scroll, using an alchemical powder, or using a
magic item that allows them to cast a spell.
Incantations must be spoken slowly, clearly and loud
enough so the target of the spell can hear everything
that is being said.
y You cannot cast a spell that requires Mana while
wearing armor, even if the armor has been “destroyed.”
Armor spells do not count as armor for this purpose.
Spells cast from Faith, scrolls, powders, or magic items
may be cast while wearing armor.
y You must have both of your hands and arms free to
cast spells. A bound mage can not cast spells. The only
thing you may have in your hands is one spell packet
and, if you wish, a spellbook, unless the spell
description specifies otherwise. If you are casting from
a battle scroll or an alchemical powder, you may also
have scrolls or a vial in your hands. Some magic items
(e.g. wands) must also be held in your hand while
casting. Even a staff tucked under your arm will
interfere with casting. More advanced characters may
learn to cast spells with more spell packets or other
items in their hands.
y If you have one arm Maimed, you can still cast using
your functioning arm.
y A spellcaster must keep both feet stationary while
speaking the incantation for a spell. Once the
incantation is completed, the caster may take a single
“pitching step” while throwing the packet. If the caster
moves during the incantation, or takes more than a
single step while throwing the packet, the spell is lost
and has no effect. You do not lose the Mana for a spell
lost in this way.
y Nearly every offensive spell requires a spell packet to be
thrown at a target by the caster. These packets should be
thrown with restraint and not “pitched.” If the target is
struck anywhere on their person (clothing, backpack, sword,
shield, armor, etc.) then the spell takes effect. This includes
y
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areas that are not legal targets for weapons (hands, feet,
head), although you should not aim at these areas. If the
target dodges out of the way of the packet, the spell is lost
and does not affect them.
y If you are hit by a spell which has not been cast
correctly, due to an incorrect incantation, the caster
walking or running while casting, or the caster
throwing the spell packet before completing the
incantation, you may call “Botch.” In this case, the
spell has no effect, but no Mana has been expended.
y The duration of all spells is always specified in the
incantation, and is usually one or five minutes.
y If you are hit by a spell and you do not understand
what the caster has said or the effect of the spell,
simply state “Clarify” to the spell’s caster and you are
both placed in a personal “Hold” until the effects can
be properly explained.
y Unused Mana does not carry over from event to event.
(However, at the beginning of each event, all your
Mana and skills are restored.)
y Spell packets are visible at all times. You can see them
as energy crackling around the fingertips of a mage, or
magical residue left on the battlefield. Spell packets
may not be stolen or Disarmed.
Spell packets are necessary for the successful use of many
spells. To ensure safety, not only for yourself but also for
others, properly follow the Spell Packet Construction
directions in Appendix B Spell Packet Construction.
Beneficial Spells and Stacking
Spells can help or harm. Helpful spells cast upon you or
your allies are beneficial spells. If the incantation does not
have a duration, they last until the end of the event. The
most common beneficial spells are Shields, Barriers, Armor,
and Bestow spells.
“Stacking” refers to combining the benefits of multiple
spells. You may not stack more than one spell of each of
these four types. For these purposes, it doesn’t matter
where the spell comes from. Whether it was a spell you cast
on yourself, a spell someone else casts on you, a spell-like
effect from a potion or oil you used, or a spell cast from a
battle scroll, a rune cast upon you, or a rune upon any item
you are carrying or wearing, it may not be combined with
another same-type spell from any source. If you have one
of these spells upon yourself and another is cast, it is your
choice which one (the original spell or the new spell) will
remain.
Myt hi cal Journeys Renai ssance
Magic and Spells
One shield spell - any spell/effect that lets you resist
one thing. These will all have the word shield in their
incant. Example: Spell Shield protects you from one
spell.
y One barrier spell - any spell/effect that lets you resist
all attacks of a certain type for a certain amount of
time. These will all have the word barrier in their
incant. Example: Pain Barrier protects you from all
Pain for 5 minutes.
y One armor spell - any spell/effect that has the effects
of armor. The word armor will be in the incant.
y One bestow spell - any spell/effect that grants use of an
ability/skill. The word bestow will be in the name and
incant.
y
Spellbooks
Although it is not required, some mages choose to create
spellbooks. An ordinary spellbook is a book that contains
the names, incantations, and other information about your
spells, and it can be a convenient reference. An ordinary
spellbook that contains only spell information and no
other materials (e.g. no battle scrolls hidden between its
pages) can not be stolen. Anyway who searches you may
look through it while they are in your presence, but cannot
take it without your permission. An ordinary spellbook
may be held while casting.
Learning New Spells
No mage is satisfied with the knowledge he or she has
accumulated. New spells are always calling, just waiting to
be learned. Spells may be learned in three ways: teaching,
knowledge scrolls, and self-instruction. Regardless of the
method, you may never learn more than one spell per event.
Furthermore, no spell may be learned by any method unless
you meet the following requirements:
y
Your total purchased Mana (of the appropriate type)
is at least equal to the cost of the spell times itself. For
example, to learn a spell with a casting cost of 3 Mana,
you must have 3 x 3 = 9 Mana of the appropriate
school. For this purpose, you may count half of your
Scrollcraft in the same school. For example, if you have
5 Elemental Mana and 10 Elemental Scrollcraft, you
would be able to learn a spell costing 3 Mana to cast.
You may not meet the Mana requirement by buying
additional Mana after the event in which you were
taught the spell. Temporary Mana also does not count.

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
L earning N ew Spells
You must have at least as many 1 Mana spells as 2
Mana spells, as many 2 Mana spells as 3 Mana spells,
and as many 3 Mana spells as spells of 4 or more
Mana.
y Some spells have specific prerequisites which must be
learned first. Prerequisite spells must be known in the
same school of magic.
Also note that spells costing 4 or more Mana will always be
learned with the limitation that they cannot be cast unless
you have a specific component in hand while casting. A
second lesson at a subsequent event is required to remove
this limitation. The component is not needed during the
first lesson (and won't give any benefit if present), but is
required at the second. Both the first and second lesson
count as your spell learned for the event. Partially learned
spells cannot be taught or written as scrolls, and do not
satisfy prerequisites to learn other spells.
y
Spells that have been partially learned, whether due to selfinstruction (see below) or 4+ Mana spells for which you
still require a component, may not be taught, cannot be
made into scrolls, cannot be used as prerequisites to learn
other spells, and cannot be Bestowed on yourself or anyone
else (e.g. in a Rune of Holding). Depending how well you
have learned the spell, it may also be unusable for making
Charms and other magic items, or may produce
unpredictable results. Once you complete learning the
spell, all these limitations are removed.
Teaching
You may be taught a spell by a mage with the Instruction
skill. The spell must be in a school of magic you know, but
as long as the incantation is exactly the same, your teacher
does not have to know it in the same school. If the spell is
in more than one school of magic that you know, you must
pick which school you are learning it in. By working with
you, the mage can impart the crucial words, gestures, and
principles that make the spell possible. As part of the
lesson, you and your teacher must work together to cast
the spell once per point of Mana required to cast the spell,
to a maximum of three times. For example, a spell costing
2 Mana to cast must be cast twice during the lesson. The
Mana to cast the spell may be expended by either the
teacher or the student, or a combination of both of them
as they see fit. Spells costing more than 3 Mana to cast
may also require the use of magical components to learn. It
is assumed that the student continues to practice the
technique over the next few weeks; they are not able to cast
the spell without assistance until the next event. To finish
learning the spell, you must record the name of the spell in
the appropriate section of your PEL, along with the name
of your teacher. At the next event, the spell will appear on
your character sheet and you will be able to use it normally.

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Begi nning Spells
Knowledge Scrolls
You may discover Knowledge Scrolls in-game. These scrolls lay
out a series of exercises or procedures which will allow you to
learn the spell. The scrolls are magical, and are consumed during
use. Most require additional components, which are also
consumed, and the exercise will also require the expenditure of
Mana. Even after the exercise is completed, additional practice is
required before the spell is fully learned. To finish learning the
spell, you must record it in your PEL.
Self Instruction
If you are not taught a spell and do not use a knowledge
scroll, you can attempt to learn the spell through research
or observation and experimentation. You must record the
spell you are trying to learn, including its entire correct
incantation, in your PEL. The next event after attempting
unassisted research, you will find out the results. Generally
you will start the next event with some of your Mana
already used. You may learn the spell properly. You may
simply fail to learn the spell, especially if it is too advanced
for you. You may also learn the spell partially, and find
yourself able to cast the spell, but with side effects or with
a higher-than-normal Mana cost. If you learn the spell
partially, additional research at subsequent events may
allow you to perfect its use. You also may discover that you
need a particular material component (e.g. a ruby, a frog)
to finish your research. In this case, you can cast the spell
only while holding the component. If you turn the
component in at check-out, it is expended but you will be
able to cast the spell normally, without the component,
from then on.
Beginning Spells
This section lists the introductory magic spells for each
school of magic. This is not the complete list of magic
spells, as there are many more spells to learn as you advance
in your studies. However, this list gives you an idea what
powers each school can learn to help you design your
character.
Light
Cost: 0
Incant: “I create a source of magical light.”
Description: This common but useful spell is known by
anyone with any Mana in any school of magic (and also
Faith). Through the use of a magical component (a
chemical glowstick) the caster creates an enchanted light
on a stick that will usually glow between six to eight hours
(players must provide their own components). This spell
requires no Mana to cast and may be cast as many times as
you have components for. You may bestow a cast stick of
light on anyone you wish after the spell has been cast. You
may also use a battery-powered light in place of a chemical
glowstick as long as it produces a diffuse glow not much
brighter than a glowstick and does not have any type of
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beam. Very bright lights and anything that shines a beam
(e.g. a normal flashlight, anything with an exposed LED)
are not allowed. Ultra-high intensity chemical glowsticks
are also not permitted.
Cancel Spell
Cost: 0
Incant: “I cancel my _______ spell.”
Description: Anyone with any Mana in any school of magic
(and also Faith) can cancel spells they have cast that has a
duration in its incant, even if they used a battle scroll or
magic item to cast it. For example, the spell Snare has the
incant, “Through earth, I snare your feet to the ground, 1
minute.” Its duration (1 minute) is in its incantation, so it
may be canceled. The spell to be cancelled must be named.
For example, “I cancel my snare spell.” Just like other
spells, the caster must hit the target with a spell packet, or
touch them with it if they are willing.
Elementalism
Elementalism follows the study of magics based on the
four major elements, Earth, Air, Ice, and Fire. You can
choose to study a combination of all the elements, or focus
on a single element.
Awaken
Cost: 1
Incant: “Through fire, I awaken you from your slumber.”
Description: If the target is Unconscious from Slumber,
Waylay, or another effect, this spell awakens them. This
spell has no effect if they are Dying.
Earth Bolt
Cost: 1
Incant: “Through earth, bolt, damage one.”
Description: Bolt spells are the most basic form of
Elemental attack.
Entangle
Cost: 1
Incant: “Through wind, I entangle your feet together, 1
minute.”
Description: The target’s feet are entangled together. The
target can still hop as long as both feet are kept together at
all times.
Fire Bolt
Cost: 1
Incant: “Through fire, bolt, damage 1.”
Description: Bolt spells are the most basic form of
Elemental attack.
Myt hi cal Journeys Renai ssance
Magic and Spells
Giant’s Grip
Beginning Spells
Release
Cost: 1
Incant: “Through earth, I seal your [right/left] hand to
this [item], five minutes.”
Description: The target may not let go of the item in the
specified hand. The item also may not be Disarmed by any
means. State, “Resist” if someone attempts to Disarm you.
Cost: 1
Incant: “Through wind, I release [my/your] magical
bonds.”
Description: This spell removes the effects of Bind, Entangle,
Freeze Limb, Giant's Grip, Magnetize, Pin hand (Icicle), Snare,
and Paralysis. It will not remove Petrification.
Heat Weapon
Silence
Cost: 1
Incant: “Through fire, I make your <specify weapon>
searing hot, 10 seconds.”
Description: The target’s weapon becomes so hot that it
must immediately be dropped, and not picked up for at
least 10 seconds. Heat Weapon cannot be used on a
buckler, shield, or tower shield.
Cost: 1
Incant: “Through wind, I silence you, 5 minutes.”
Description: The target may not speak or cast spells for
the duration. Skill calls other than magical incantations
may still be used.
Slow Poison
Cost: 1
Incant: “Through ice, bolt, damage 1.”
Description: Bolt spells are the most basic form of
Elemental attack.
Cost: 1
Incant: “Through ice, I delay this poison an extra 5
minutes, remain unconscious.”
Description: If the target is under the effects of poison,
this spell delays their death for an extra 5 minutes. After
this time, the poison affects them normally.
Ice Greaves
Snare
Ice Bolt
Cost: 1
Incant: “Through ice, I armor your bones, resist next
maim.”
Description: The target may resist the next Maim effect.
This spell does not protect against any other type of
attack.
Icicle
Cost: 2
Incant: “Through ice, I pin your (right/left) (hand/foot)
to the ground, 1 minute.”
Description: The target’s hand or foot is pinned to the
ground. The target must immediately place the hand or
foot on the ground, and may not move it until the spell
ends.
Pain
Cost: 1
Incant: “Through fire, I cause you pain.”
Description: When hit with this spell, the target must
immediately fall to the ground and role-play severe pain
(scream in agony). The pain continues until the target
touches both knees and a hand to the ground. During this
time, the target cannot cast spells, fight, or defend
themselves. The victim should role-play the pain they are
suffering to the utmost.
Mythical Journeys Renaissance
Cost: 1
Incant: “Through earth, I snare your feet to the ground, 1
minute.”
Description: The target’s feet may not be moved.
Stone Greaves
Cost: 1
Incant: “Through earth, I armor your bones, resist next
maim.”
Description: The target may resist the next Maim effect.
This spell does not protect against any other type of
attack.
Wind Bolt
Cost: 1
Incant: “Through wind, bolt, damage 1.”
Description: Bolt spells are the most basic form of
Elemental attack.
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Begi nning Spells
Mentalism
The power of the mind is controlled through the use of
Mentalism.
Awaken
Cost: 1
Incant: “I awaken you from your slumber.”
Description: If the target is Unconscious from Slumber,
Waylay, or another effect, this spell awakens them. This
spell has no effect if they are Dying.
Communicate
Cost: 1
Incant: “I grant you the ability to communicate, five
minutes.”
Description: The target is granted the ability to
communicate in and understand the common tongue. The
target is not required to speak, and unintelligent targets
may have nothing useful to say. This will also restore the
ability to speak to a target who has been Silenced or
compelled to speak Gibberish.
Divert
Cost: 1
Incant: “By will, I divert your gaze from me, ten seconds.”
Description: The target is forced to look away from the
spell caster for the duration of 10 seconds. The target may
not look back at the caster until the spell expires. If the
target is struck at any time during the effect of the spell,
the spell will be broken.
Entice
Cost: 1
Incant: “By will, I compel you to approach, ten seconds.”
Description: The target is forced to moved towards the
caster for the full duration. This spell does not affect the
target’s disposition towards the caster.
Free Will
Cost: 1
Incant: “I free you from this [charm/enslave/betrayal/
pacify]”
Description: If the target is under the specified effect, they
are freed. If the caster specified a different effect (e.g. the
target is Enslaved but the caster specified Charm), the
effect is not removed. You may not cast this spell upon
yourself.
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Heal Limb
Cost: 1
Incant: “I heal MY maimed [arm/leg].”
Description: This spell does not restore any Vitality, but it
will restore use of a Maimed limb. It takes one minute to
cast. This spell works only on yourself.
Pain
Cost: 1
Incant: “By will, I cause you pain.”
Description: When hit with this spell, the target must
immediately fall to the ground and role-play severe pain
(scream in agony). The pain continues until the target
touches both knees and a hand to the ground. During this
time, the target cannot cast spells, fight, or defend
yourself. The victim should role-play the pain they are
suffering to the utmost.
Release
Cost: 1
Incant: “I release your magical bonds.”
Description: This spell removes the effects of Bind,
Entangle, Freeze Limb, Giant's Grip, Magnetize, Pin hand
(Icicle), Snare, and Paralysis. It will not remove
Petrification.
Silence
Cost: 1
Incant: “By will, I silence you, five minutes.”
Description: The target may not speak or cast spells for
the duration. Skill calls other than magical incantations
may still be used.
Terror
Cost: 1
Incant: “Through Terror, Repel one minute.”
Description: The target must move away from the caster
for the full duration. They may move at a normal walking
pace; running or fleeing is not required.
Terror Shield
Cost: 1
Incant: “I grant you a shield against terror.”
Description: The target may resist one spell with the word
“Terror” in its incant.
Myt hi cal Journeys Renai ssance
Magic and Spells
Beginning Spells
Bestow Push
Cost: 1
Incant: “I bestow the skill Push upon
this weapon.”
Description: The target may use the
Push skill once, allowing them to drive
back a foe.
Bolt Shield

Cost: 1
Incant: “I grant you a bolt shield.”
Description: This rune must be placed upon a person.
They may resist one spell with the word “Bolt” in its incantation.
Lesser Elemental Aegis
Rune Magic
Rune Magic’s power comes through written symbols, and almost
all of its spells require a runic symbol to be written on an
appropriate surface in black or brown ink. You may use a makeup
pencil, eyeliner, grease pencil, or other methods to draw the rune,
as long as it leaves a clearly visible mark and it can be erased. No
in-game ink is needed to draw normal runes.
Each rune grants a power which is used once and then expended.
Once the rune has been used, it must be removed immediately.
The rune must take the form shown on your character sheet.
Runes cannot be removed except when used or with Dispel Magic
or a spell for removing runes. (A Secure rune cannot even be
removed by Dispel Magic, only by a Pry spell of sufficient
strength.) If your rune is smudged or accidentally erased before it
has been expended in these ways, you can redraw it.
Each item may hold only one rune at any time. A spell or
rune stored in a Rune of Holding is not considered active,
and therefore does not count as a second rune. Runes are
considered spells active upon the character, so normal
stacking limits apply. You may not have, for example, a
Shield rune as well as a Shield spell cast upon you. If you
have more, one is cancelled (your choice)—if the rune is
cancelled, it must be immediately be removed. Runes on
your armor, clothing, and weapons count as runes upon
you for these purposes.

Armor’s Bane
Cost: 1
Incant: “I bestow the skill Pierce upon this [bow/
crossbow].”
Description: This rune must be placed on a bow or crossbow (it
may not be placed on an arrow, bolt, javelin, thrown weapon, or any
other item). The bearer of the item may use the Pierce skill once.
Mythical Journeys Renaissance
Cost: 1
Incant: “I shield this [item] against the
elements.”
Description: This rune must be placed
on an item (e.g. a shield or weapon).
The bearer of the item may resist one
Elemental spell (any spell starting with the words
“Through earth,” “Through fire,” “Through ice,” or
“Through wind”) if it hits the item.
Loyal Weapon
Cost: 1
Incant: “I shield you against the next
Disarm.”
Description: This rune must be placed upon a
weapon. The bearer of the weapon may resist one Disarm skill or
spell. State, “Resist” if someone attempts to Disarm you.

Pain Shield
Cost: 1
Incant: “I grant you a shield against
pain.”
Description: The target may resist one
Pain effect.

Rework
Cost: 1
Incant: “I magically repair this armor.”
Description: This rune instantly repairs
normal armor at the moment it is drawn. The caster must use the
same materials a blacksmith or leatherworker would use to repair
the armor, and these are expended when the rune is drawn. The
rune may be traced with a fingertip by the caster, rather than
leaving an actual mark (if one is drawn, it must be immediately
erased because the rune is expended). This rune will not repair an
armor spell or armor rune.
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Begi nning Spells

Rune Of Holding
Cost: 1
Incant: “I bestow this spell for you to use
once.”
Description: This rune must be placed upon a person, and it
allows them to store a spell or rune for their own use at a later
time. The spell to be stored must be cast immediately into the
Rune of Holding by the Rune Mage or by another person. The
person the rune is placed on may then cast the spell at any time by
breaking the rune and speaking the spell’s full incantation. If the
stored spell is a rune, it must be drawn inside the Rune of
Holding, and to use the stored rune the recipient must erase the
Rune of Holding while speaking the full incantation of the stored
rune. If the spell requires casting time (e.g. Healing), the time
must be spent both while writing the rune and again while using
it. The recipient of the Rune of Holding may cast the stored spell
while wearing armor, since any Mana was expended at the time the
Rune of Holding was created. All normal requirements for
spellcasting apply when casting to stored spell (e.g. nothing in
hand, both feet stationary, etc).
The stored spell can be a rune that is normally placed on a
weapon, armor, or other item. However, it must be a spell that is
possible to cast on someone else, unless the recipient of the Rune
of Holding is the one who is storing it.
The stored spell is not considered an active spell and does not
count for stacking purposes (although the Rune of Holding itself
is considered an active Bestow spell).

Secure
Cost: Special
Incant: “I magically secure this [item].”
Description: This spell magically locks an
item (chests, doors, etc.) by placing a card or strip of
paper labeled with “Secure”, the rune, and the amount of
Mana expended, over (or around) the item in the fashion
of a band-aid. This magical “lock” is only effective to the
direction it is facing and is broken if the item is opened
from the inside (i.e., a door). The caster may open their
own Secure spells at any time, but this will end the spell.
Others may only open the Secure by using the Pry spell
and expending the same amount of Mana as the caster of
the Secure spell; this also ends the Secure. See Magical Locks:
Secure on page 94 for more details.
Additional castings of Secure add additional Secure tags.
They do not make the original Secure more powerful.
Venom Shield
Cost: 1
Incant: “I grant you a shield against
poison and venom.”
Description: The target may resist one
Poison or Venom effect.
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Part 2 - Playing the Game
Wizardry
Some choose to try and break magic apart into components
and manipulate each component. Those who study
Wizardry study the control of raw magic in its pure form.
Awaken
Cost: 1
Incant: “I awaken you from your slumber.”
Description: If the target is Unconscious from Slumber,
Waylay, or another effect, this spell awakens them. This
spell has no effect if they are Dying.
Bolt Shield
Cost: 1
Incant: “I grant you a bolt shield.”
Description: The recipient may resist one spell with the
word “Bolt” in its incantation.
Communicate
Cost: 1
Incant: “I grant you the ability to communicate, five
minutes.”
Description: The target is granted the ability to
communicate in and understand the common tongue. The
target is not required to speak, and unintelligent targets
may have nothing useful to say. This will also restore the
ability to speak to a target who has been Silenced or
compelled to speak Gibberish.
Mana Bolt
Cost: 2
Incant: “With mana, Bolt, damage 1.”
Description: A bolt of pure magical energy damages the
target.
Pry
Cost: Special
Incant: “I pry open this secured bond.”
Description: The caster may open a Secure spell. The
Mana cost is the same amount used to cast the Secure spell
and will be labeled on the Secure tag. See Magical Locks:
Secure on page 94 for more information.
Release
Cost: 1
Incant: “I release [my/your] magical bonds.”
Description: This spell removes the effects of Bind,
Entangle, Freeze Limb, Giant's Grip, Magnetize, Pin hand
(Icicle), Snare, and Paralysis. It will not remove
Petrification.
Myt hi cal Journeys Renai ssance
Magic and Spells
Repel Elemental
Cost: 1
Incant: “With mana, repel elemental, one minute.”
Description: If used on an elemental, the elemental must move
away from the caster for the full duration. There is no effect if
cast on any other type of creature.
Repel Fiend
Cost: 1
Incant: “With mana, repel fiend, one minute.”
Description: If used on a fiend, the fiend must move away from
the caster for the full duration. There is no effect if cast on any
other type of creature.
Repel Undead
Cost: 1
Incant: “With mana, repel undead, one minute.”
Description: If used on an undead, the undead must move away
from the caster for the full duration. There is no effect if cast on
any other type of creature.
Beginning Spells
Secure
Cost: Special
Incant: “I magically secure this [item].”
Description: This spell magically locks an item (chests, doors,
etc.) by placing a card or strip of paper labeled with “Secure” and
the amount of Mana used to cast the spell, over (or around) the
item in the fashion of a band-aid. This magical “lock” is only
effective to the direction it is facing and is broken if the item is
opened from the inside (i.e., a door). The caster may open their
own Secure spells at any time. Others may only open the Secure
by using the Pry spell and expending the same amount of Mana as
the caster of the Secure spell. See Magical Locks: Secure on page 94
for more details.
Additional castings of Secure add additional Secure tags.
They do not make the original Secure more powerful.
Silence
Cost: 1
Incant: “I silence you, five minutes.”
Description: The target may not speak or cast spells for
the duration. Skill calls other than magical incantations
may still be used.
Void
Cost: 1
Incant: “With Void, damage two to magical creatures.”
Description: The caster creates a tiny amount of antimagic and throws it at the target. Certain types of magical
creatures will be damaged, but normal creatures and
characters (including mages) are not affected.
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Begi nning Spells
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Part 2 - Playing the Game
Myt hi cal Journeys Renai ssance
Chapter 11
Faith and Religion
Faith represents a person’s connection to the spiritual
realm, and their ability to focus that connection to affect
the world through the spells of Faith magic. When this
connection is first developed, it is very general in nature,
and a person may even develop Faith before they have
chosen to join a specific religion. Any person with Faith
who has not yet dedicated that Faith is referred to as a
Pilgrim.
A few Pilgrims are content with the lesser blessings of
Faith and never choose a particular path. Others are driven
to learn about all paths before making their choice, seeking
guidance from priests of every religion. Still others know
which religion calls to them long before their Faith
develops. Whichever the case, most Pilgrims eventually
decide to become followers of a particular religion.
When a Pilgrim is prepared to devote their Faith, they
undergo a rite of dedication. The nature of this rite varies.
It may involve holy offerings or tests or actions that
demonstrate that the Pilgrim is sincere in their devotion.
Often these rites are timed to coincide with holy days or
festivals. These rites are widely available for all faiths either
at temples or libraries, both of which generally allow the
free copying of this information.
Faithful who have Dedicated may receive special blessings
of the faith, including learning the specialized spells of
their religion. However, should they discover their hearts
follow a different path and they wish to change their
Dedication, it is possible, but they will be sorely tested and
require a great sacrifice.
Faith, Pilgrims, and Dedication
Some who wish to work magic do so by controlling and
shaping magical energy—these are the mages. Others
prefer to tap their own faith and to channel the power of
the divine. These are the clerics and the healers. The power
they wield—that of Faith magic—is both similar to and
distinct from the power of Mana. Faith magic is especially
well known for its power to heal and help, although it is
not limited to these aspects.
Dedication is an important first step in the life of the
faithful, but it is not the only step. Radiants and the
Fortunate also perform a rite of Induction into a specific
Order or School for those who have chosen one of these
paths. For Shamans, this bond must be made directly with
a spirit. In all three faiths, the Dedication may be
performed at any time, by anyone with Faith, but the
Induction or Spirit Bond can only be made by a character
who has progressed into an Advanced Class (see Chapter
14 Advancing Your Character).
The Devout: New players whose characters start with at
least 4 Faith or continuing players who are beginning
second (or later) characters with at least 1 Faith may
choose to begin the game already Dedicated.
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Casting Faith Spells
Casting Faith Spells
Casting Faith magic is much like casting Mana-based spells, and
players with Faith should read and apply all of the rules for Manabased spells (see Rules of Magic on page 100). Instead of using
Mana, Faith magic draws upon Faith. As with Mana-based spells,
you must have both hands free (one may be holding a Holy
Symbol) and speak the spell’s entire incantation aloud. If
appropriate for the spell, you then throw a spell packet at the
target. You may take only a single pitching step while throwing
the spell packet, and you may not cast any type of spell while
running or walking.
In addition, faithful who have Dedicated must be carrying
a Holy Symbol of their faith. A Holy Symbol may be
something that is held or worn, but it may not be a weapon
or shield. The most common form is a pendant or amulet
worn around the neck. A holy symbol should be clearly
visible, and a minimum of 1.5” in size. If you are dedicated
to a religion, no Faith spells may be cast unless you are
wearing or holding a holy symbol.
Unlike Mana-based magic, Faith magic may be cast while
wearing armor.
Prayer Spells
Many of the religions teach a special type of protective
spell called a Prayer. To use a prayer, you must be holding
your holy symbol in both hands and nothing else. If you
have a holy weapon that can be held while you are casting,
it can be held but not wielded (even defensively) during
the prayer, and you must still have both hands on the holy
symbol. If one arm is broken, you can use the other hand to
hold it on your holy symbol, but if both arms are broken all
spellcasting is impossible. State the incantation to activate
the protection, and then continue to recite it as long as you
wish. The protection continues until you stop repeating
the incantation. Some prayers offer limited protection (e.g.
just against missile weapons) while others protect against
everything. If your prayer protects against melee attacks, it
also protects against being touched for any other reason
(including being searched).
Some prayers require you to remain stationary. These
include the words “where I stand” at the conclusion of the
prayer. You are not required to be standing (you can be
seated, lying down, etc), but you may not move from your
location without ending the prayer. If you are struck by an
attack that is stopped by the prayer, you do not have to say
“Resist” or “Barrier.” Instead, just continue to repeat the
prayer.
Part 2 - Playing the Game
Learning Faith Spells
New characters who purchase Faith begin the game with
the spells Light, Healing, and Cancel Spell. In addition,
new characters may select a total of four spells of Faith (or
of any school of Mana that they know). The spells must be
selected from those listed in Pilgrim Spells on page 115.
Existing characters who learn Faith begin with only Cancel
Spell, Light, and Healing.
During the game, you can learn additional spells from a
teacher, from a knowledge scroll, or through your own
experimentation. Regardless of the method, you may never
learn more than one spell per event. Furthermore, no spell
may be learned by any method unless you meet the
following requirements:
Your total purchased Faith is at least equal to the cost
of the spell times itself. For example, to learn a spell
with a casting cost of 3 Faith, you must have 3 x 3 =
9 Faith. For this purpose, you may also count half of
your Divine Scrollcraft. For example, if you have 5
Faith and 10 Divine Scrollcraft, you would be able to
learn a spell costing 3 Faith to cast. You may not meet
the Faith requirement by buying additional Faith after
the event in which you were taught the spell.
Temporary Faith also does not count.
y You must have at least as many 1 Faith spells as 2
Faith spells, as many 2 Faith spells as 3 Faith spells,
and as many 3 Faith spells as spells of 4 or more Faith.
y Some spells have specific prerequisites which must be
learned first.
Also note that spells costing 4 or more Faith will always be
learned with the limitation that they cannot be cast unless
you have a specific component in hand while casting. A
second lesson at a subsequent event is required to remove
this limitation. The component is not needed during the
first lesson (and won't give any benefit if present).
y
Finally, Pilgrims are only able to learn spells from the list
Pilgrim Spells on page 115, while those who are Dedicated
may learn the more advanced spells of their faith.
A prayer can be made into a battle scroll, just like any other
Faith spell, but the person using the scroll must have a
holy symbol of the appropriate type and hold it in both
hands, as described above.
A prayer is an active spell and can be cancelled by Dispel
Magic or Dispel Prayer. Otherwise, the prayer only ends if
you stop speaking the incantation, let go of your holy
symbol, or otherwise stop the spell.
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Myt hi cal Journeys Renai ssance
Faith and Religion
Teaching
You may be taught a spell by a cleric or other character
with the Instruction skill. The spell must be available for
your religion (and school or order if relevant), but as long
as the incantation is exactly the same, your teacher does
not need to be of the same religion, school, or order. By
working with you, your teacher can impart the crucial
words, gestures, and principles that make the spell possible.
As part of the lesson, you and your teacher must work
together to cast the spell once per point of Faith required
to cast the spell, to a maximum of three times. For
example, a spell costing 2 Faith to cast must be cast twice
during the lesson. The Faith to cast the spell may be
expended by either the teacher or the student, or a
combination of both of them as they see fit. Some spells
will also require the use of magical components to learn. It
is assumed that the student continues to practice the
technique over the next few weeks; they are not able to cast
the spell without assistance until the next event. To finish
learning the spell, you must record the name of the spell in
the appropriate section of your PEL, along with the name
of your teacher. At the next event, the spell will appear on
your character sheet and you will be able to use it normally.
Knowledge Scrolls
You may discover Knowledge Scrolls in-game. These
scrolls lay out a series of exercises or procedures which will
allow you to learn the spell. The scrolls are magical, and are
consumed during use. Most require additional
components, which are also consumed, and the exercise will
also require the expenditure of Faith. Even after the
exercise is completed, additional practice is required before
the spell is fully learned. To finish learning the spell, you
must record it in your PEL.
Self Instruction
If you are not taught a spell and do not use a knowledge
scroll, you can attempt to learn the spell through prayer,
meditation, observation, and experimentation. You must
record the spell you are trying to learn, including its entire
correct incantation, in your PEL. The next event after
attempting unassisted research, you will find out the
results. Generally you will start the next event with some
of your Faith already used. You may learn the spell
properly. You may simply fail to learn the spell, especially if
it is too advanced for you. You may also learn the spell
partially, and find yourself able to cast the spell, but with
side effects or with a higher-than-normal Faith cost. If you
learn the spell partially, additional research at subsequent
events may allow you to perfect its use. You also may
discover that you need a particular material component
(e.g. a ruby, holy water) to give as an offering to complete
your understanding of the spell. In this case, you can cast
the spell only while holding the component. If you turn the
component in at check-out, it is expended but you will be
able to cast the spell normally, without the component,
from then on.
Mythical Journeys Renaissance
Religions
Religions
Religion plays an important role in driving the world’s
events, shaping history and motivating the faithful. Many
are the lives that have been changed by religion. The
characters in the world take religion very seriously.
However, these religions are for role-playing purposes only
and are not modeled after any real world religions.
Discussion of real world religion or the open wearing of
real religious symbols is forbidden in fairness to everyone.
The following sections give brief descriptions of the major
religions. More information is available about each of the
religions on our web site, including in-game holy texts. We
encourage you to read more about the religion you select.
Fortune
The Devotions of Fortune are
generally believed to have
developed in the early years of
the Age of Light. Several
temples devoted to different
aspects of Fortune are said to
have joined together, although
the details are not well
recorded.
Unlike
the
moralistic Radiants (see
Radiance on page 113), the
Fortunate
are
primarily
concerned with improving
their relationship with the divine for the sake of improving
their own lot in life. Their observances are concerned with
giving thanks for divine favors received and asking for
future favor to be given. These favors can be as simple as
continued help or they might relate to success in future
trade or romance. The Fortunate also make much of
consecrating and blessing special occasions, be they births,
weddings, the launching of ships, planting of crops, or the
beginnings of other ventures.
The Devotions of Fortune are loosely organized in most
areas. In a small town, a single priest may handle all
matters, performing ceremonies and advising the devout on
how to improve their relationship with Fortune. In a larger
city, a single high priest will coordinate others who focus
on specific matters, whether they consist of attending to a
particular congregation or seeing to a particular need
(blessing the crops or blessing the markets). Many will act
as Fortune counselors, advising the devout on what actions
they can take to improve their lot, and some use divination
to determine what lies in store and how it can be improved.
Followers of the Devotions respect the advice of the
priests, and also show their devotion with offerings at
certain times of the year, such as giving a small portion of
their crops after the harvest or a tithe of part of their
profits from successful business.
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Religions
P art 2 - Playing the Game
Devotees of Fortune often speak of the twins, Luck and
Destiny. Lord Destiny is considered to plan out the lives of
mortals, while Lady Luck disrupts those plans with the
random and unexpected. Those who wish greatness often
appeal to Destiny, while those who wish to escape their fate
appeal to Luck. But both must be respected, for Destiny
hates to be ignored and Luck is fickle. The twins are never
seen by mortals, although lesser avatars, such as the
Handmaidens of Luck, do appear in various guises on rare
occasions.
Devotees of Fortune follow a variety of teachings and
philosophies about how Fortune should be honored and
pursued, which are generally grouped into “schools”.
(Although many of the Fortunate consider themselves to
be independent thinkers and not part of any school.) These
schools are usually named for their founders, and have
come and gone with time. A set of teachings is generally
considered a school if its founder is made a High Priest
and if it has enough followers. Founders of less popular
ideas often find their advancement to the position of High
Priest blocked for just this reason. At present, the most
prominent schools are:
Avannarites: The Avannarites consider wealth
and magical power to be signs of Fortune’s
highest favor. They make the most extensive
use of rituals to grant and improve good
fortune, and their rituals often include magic
alongside faith. Their symbol is a richly made
goblet, glowing.
Benevolents: Concerned first and foremost
with the physical well-being of the faithful,
Fortune’s Benevolent Hands are healers of
great skill. They consider material wealth
unimportant and distribute what they can to
the needy. Their symbol is a simple cup, of
wood or iron (the latter especially among
those from Ironwatch).
Calaphites: All priests of Fortune do what they can to
improve the fortunes of their faithful, but the Calaphites
go to the greatest extremes. They actively keep track of
what is happening in their communities, and may
distribute food or money to those who have been faithful
but have not been as well blessed. They consider such gifts
to be the most righteous when the recipient does not know
where they have come from, although this is not the rule.
Their symbol (the cup or goblet of fortune) is not
portrayed in any single, consistent way.
Malcolmites: Believing that solemn duty
requires experiencing all the joys that Fortune
has put before them, Malcolmites are devoted to
enjoying life to the fullest. Their blessings are
especially desirable for the grapevines, and their
advice is often sought on the throwing of
festivals. Malcolmites use a richly made goblet,
full of wine, as their symbol.
Savonians: Focusing on determining the
future fortunes of their followers, Savonians
are especially concerned with divination. They
are often consulted on the best location for a
business or the best dates for an occasion.
When the future is unpleasant, they advise
their faithful what changes to make and they
may perform rituals to drive out bad fortune
or unfriendly spirits. Their symbol is a cup containing dice
or a card with a depiction of a cup.
The Ancestors: Especially common in the
Dragon Dynasty, the school of The Ancestors
teaches that Fortune is best reached through
prayers to one’s own ancestors to ask their
intercession in various matters. Priests are
employed to determine what is needed to
ensure fortunate results. Their symbol is a
white skull shaped into a chalice.
The Black Heresy: Not actually a school, the Black Heresy has
sprung up from time to time and has generally been crushed by
the priesthood. Black Heretics have appeared in every school at
various times. The Black Heresy refers specifically to the idea that
Fortune in the world is balanced: for each incident of good
fortune, an equal incident of bad fortune will occur. Improving
the fortune of others then carries the risk that you will suffer the
equivalent misfortune, whereas causing misfortune may bring you
good luck. Black Heretics may simply cause as much misfortune
as possible, or they may focus their efforts on one or a few
scapegoats who they see as “chosen” to carry the weight of
misfortune for the world. Some cause misfortune for its own
sake, while others simply use the doctrine as an excuse to harm
others for their own gain.
Chalice Knights: The Knights of the Chalice take their name
from a legendary artifact said to have once held the essence of the
god of Joy. They form an order of holy knights dedicated to the
glory of Fortune. In addition to protecting the weak and doing
good works, they strive to challenge themselves with tasks some
might consider reckless. Each success demonstrates the power of
Fortune and its favor upon its champions. The Chalice itself has
long been lost, and many have spent their lives questing for it.
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Myt hi cal Journeys Renai ssance
Faith and Religion
Religions
Radiance
According to its doctrines, the
Way of Holy Radiance arose in
the early years of the Age of
Light. After the fall of the
Dark Queen, the Temple of
the Sun’s Dawn (devoted to
upholding
truth
and
vanquishing evil) and the
Temple of Arcane Truth
(devoted to the search for
knowledge) jointly founded a school and library dedicated
to researching threats to civilization, developing methods
for combating darkness, and training those who would
carry out those methods. The school, located in Dumar,
was well supported by the nobility as well as by the
temples, and rapidly grew in size. It became common for
nobles to attend the school, not only those of Dumar but
also those of Myra and other cities. Eventually the school
became a temple, encompassing the temples that founded
it as well as incorporating several other orders. The Temple
of Holy Radiance began to establish temples and schools
across Pendaan, and what became known generally as
Radiance became one of the dominant religions. Today, the
Way of Holy Radiance is well-established and Radiants, as
followers are often called, can be found almost anywhere in
Pendaan.
Everyone is welcomed to join the Way, but those who
choose to devote their lives to it eventually join one of the
four Orders: the Shining Sword, the Holy Book, the Open
Hand, or the Scales. Those with natural spiritual talent are
especially encouraged to advance this far. In each city, the
Way is directed by a single Luminary who is technically not
part of any order but who rose to his or her position
through one. The Archluminary, who sits at the original
Temple of Holy Radiance in Dumar, directs the
Luminaries. Luminaries and the Archluminary use a
shining sun as their symbol, not the symbols of their
former orders (which would suggest a bias in their views).
Order of the Holy Book: A scholarly
order devoted to researching holy rituals,
methods of destroying Darkness and its
minions, history of the Way, and the
nature of their evil foes. Some members
of the order prefer to teach what they have
learned, while others prefer to carry out
the rituals themselves. Members of the
order sometimes research the nature of dark magics but they are
forbidden from using them; more than one has been
excommunicated (and sometimes killed) for violating this
doctrine. The order’s symbol is an open book superimposed on a
sun.
Order of the Open Hand: This
order
is
devoted to education, outreach, and reformation.
Members may be teachers, especially in distant
communities, and the order is also known for its
mastery of the healing arts. They strive to be
pillars of their communities, examples of the Holy
Radiance to all they encounter. Their symbol is an
outstretched hand with a sun resting in its palm.
Order of the Scale: This order has
the task of determining justice. They
act as judges and as investigators as
needed. In smaller communities a
single member of the order may carry
out both roles; in larger cities some
will be judges while others investigate
and report their findings. Members of
this order are also responsible for ensuring corruption
does not enter the Way; they are tasked with identifying
those who have been tempted by the dark arts, for example.
Their symbol is a scale superimposed on a sun.
Order of the Shining Sword: A
knightly order devoted to destroying evil.
Members of the order are extensively
trained in combat as well as in the use of
Faith to destroy undead and other
creatures of Darkness. While all Radiants
are expected to act honorably, the
requirement is strongest for this order.
Holy warriors of this order are known as
Templars, and those whose service is exemplary may receive
knighthood through the religion. The symbol of the order is a
sword superimposed on a sun.
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Religions
P art 2 - Playing the Game
Shamanism
Among the northern barbarians
and other “uncivilized” peoples,
relationships with the gods do not
take the form of hierarchical,
neatly organized religions. Tribal
shamans and druids deal with the
myriad spirits, ranging from the
elements (fire, ice, wind, and
earth), to the celestial bodies
(sun, moon, and stars), to animal and plant spirits, and even to
the muses. Shamans have some familiarity with all the spirits, but
some focus more on some aspects than others. Druids (the title is
not chosen but earned) tend to focus on nature spirits and the
elements. Rangers usually are most familiar with animal and plant
spirits. Eremites typically focus on nature and the celestial bodies,
and usually are hermits. Some astrologers also seem to share
shaman-like traits. Bards form close bonds with one or several of
the muses, and learn to direct their magic through song. And
many shaman fit none of these categories.
The nature of their observances vary from place to place, but
most hold some type of ceremony at noon or midnight (or both)
at least once a moon in a shrine or other sacred place.
Shamans and druids are most common in the wilderness
but can also be found in rural areas, where they sometimes
have followings among the peasantry. A poorly marked
shrine can often be found outside the smaller towns if you
take time to look. Followers will often keep their worship
secret from others, or at least refrain from mentioning it in
the presence of outsiders. In civilized areas, most people
(especially Radiants and Devotees of Fortune) look upon
Shamanism with distrust; who can say what the motives of
the spirits are? The exceptions to this rule are the bards. As
devotees of the Muses, bards are seen as holy people by
both shamanists and the Fortunate, and even Radiants
often accept their ways.
Shamanism makes little distinction between their Faith and the
Elemental magics, and many will also develop Elemental magic
and spells. For this reason, some think of them as “hedge
wizards” or simply as superstitious and poorly trained mages.
Nevertheless, they have some capabilities mages lack. Conversely,
some shamans and their believers think of mages as narrowminded fools who are missing the real point of magic. It’s a point
not likely to ever be resolved.
Holy symbols of shamans always involve a tree. The form of the
tree may reflect something of the shaman's views on the world;
for example, it may be a whole tree, a branch or a leaf, a single
acorn, or a winter tree with no leaves. The tree symbolizes the
interconnectedness of spirits and the natural cycle. The symbol
may incorporate other elements depending on what spirits the
shaman feels particularly close to. For example, an elemental
shaman might have a burning tree on their symbol, an eremite
might have a tree under a full moon or starry sky, a bard's symbol
might show a harp of live wood with leaves and roots, and so
forth. Animals are also common elements in shamanic symbols,
such as an owl sitting in the tree.
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Nature: The most common form of shamanism is
dedication to spirits of nature. There are innumerably
many nature spirits, though not every type can be found in
every region. Nature spirits dwell in the spirit world and
normally cross over only when called or around Eventide.
Generally they are concerned with the well-being of the
environment. Spirits of predatory animals (e.g. wolves)
tend to be more martial while spirits of herbivores and
plants (e.g. the oak tree) are more focused on growth and
protection. Some animal spirits are more closely tied to
other realms. For example, many spirits of birds dwell in
the elemental realm of air, while some nocturnal animals,
such as some owls and bats, are more closely tied to Dream.
Elements: Shamans refer to these entities as Elemental
spirits, while mages just call them Elementals. Some take
on forms of creatures closely tied to their element, like
birds, fish, or trees, while others simply appear as living
entities composed entirely of the element. Most elemental
shamans dedicate themselves to a single element to which
they have an especially close tie (e.g. a blacksmith who
follows a fire spirit) although some go farther and find
ways to honor all four elements.
Celestial: The spirits of the night sky are closely tied to
the realm of Dream, and in fact dream shaman teach that
the stars are visible features of this close-by realm. Those
who look to their dreams for guidance follow dream
spirits, while those who try to make out the larger patterns
and predictions of the sky look to stars. The spirits of the
moon are guardians of this realm and their shaman are
defenders of their faithful in our own realm.
Muses: Unlike the other spirits, the Muses are accepted as
benevolent even by those who do not care for shamanism,
and their followers are welcome almost everywhere. Some
take pains to avoid associating with common shamans.
Muses serve to inspire art and music, and their followers
devote themselves to the cause. In order to channel the
power of the Muses, they sing their spells. The most
advanced are known as Bards.
Other Spirits: Not every spirit fits these categories. For
example, the Detlene Varn follow their own spirit wardens.
The less common spirits sometimes suffer distrust even
from other shamans. An unknown entity has unknown
desires, which could be malevolent. It's also easier for other
entities, such as powerful fiends and undead, to pretend to
be unique or new types of spirits than for them to
impersonate spirits of nature, the elements, dream, or the
Muses—although none of these are impossible.
Myt hi cal Journeys Renai ssance
Faith and Religion
The Fiend Goddess
Legend claims that the Fiend Goddess was once a
deity, but was cast out of the divine realms for
overstepping herself, interceding directly in the
mortal realm during the Age of Darkness. She is
considered Queen among the fiends, and the great
fiend lords known as Baarteyu are her nobles. Her
name is rarely spoken or written, due to the
widespread belief that the naming of fiends grants them increased
access to the mortal realm. (Her followers, of course, are more
willing to speak it.) The Radiants to this day confiscate and
destroy texts naming her (and sometimes other Baarteyu)
whenever possible. Blackhold bears the mark of her touch and
fiend-spawn creatures roam its lands. Her followers are said to
use dark magics, especially those relating to the power of fiends.
And like fiends, her followers are devoted to spreading misery and
suffering as far as possible. Not surprisingly, they are unwelcome
outside Blackhold and forbidden by the laws of many lands.
The Fiend Goddess’s symbol is three red claw marks,
typically on a black background. Some devote themselves
to other fiends and these may have their own symbols.
The Undead Lords
Many who choose to serve darkness do so by pledging themselves
to one of the undead lords, receiving power over the dead and
undead in exchange. Such dark magic is said to be inherently
corrupting, leading inevitably to a murderous disposition, and
while the subject is sometimes debated there are few, if any,
counterexamples. Some believe the undead lords are themselves
organized into a hierarchy of power, all serving a single dark god
of undeath and murder (Radiants, in particular, hold this belief as
doctrine). Others consider the power a type of magic like any
other, uncontrolled by any greater being. Since the dark magics
are banned in most cities and service to the undead lords is even
more shunned, it is difficult to determine the truth of the matter.
Some of the undead lords have personal symbols, while others do
not. Most followers show a preference for the color black.
Pilgrim Spells
Pilgrim Spells
This section lists the introductory faith spells for Pilgrims. This
is not the complete list of Faith spells, as there are many more
spells to learn as you advance in your studies.
Awaken
Cost: 1
Incant: “I awaken you from your slumber.”
Description: If the target is Unconscious from Slumber, Waylay,
or another effect, this spell awakens them. This spell has no effect
if they are Dying.
Cancel Spell
Cost: 0
Incant: “I cancel my _______ spell.”
Description: Anyone with Faith (or Mana of any type) can cancel a
spell they have cast that has a duration in its incant, even if they used
a battle scroll or magic item to cast it. For example, the spell
Communicate has the incant, “I grant you the ability to
communicate, five minutes.” Its duration (5 minutes) is in its
incantation, so it may be canceled. The spell to be cancelled must be
named. For example, “I cancel my communicate spell.” Just like other
spells, the caster must hit the target with a spell packet, or touch
them with it if they are willing.
Cleanse
Cost: 2
Incant: I cleanse your body of all poisons.”
Description : If the subject of this spell is currently under
the effects of any poison or venom, the effect is removed.
Communicate
Cost: 1
Incant: “I grant you the ability to communicate, five
minutes.”
Description: The target is granted the ability to communicate
in and understand the common tongue. The target is not required
to speak, and unintelligent targets may have nothing useful to say.
This will also restore the ability to speak to a target who has been
Silenced or compelled to speak Gibberish.
Detect Poison
Cost: 1
Incant: “I detect all poisons before me, one minute.”
Description: For one minute, the caster can check all items for
poison. The caster must actually look for ingestive or contact
poison during this time. The caster is not affected by the poison
even if he accidentally touches contact poison during this time.
Mythical Journeys Renaissance
115
Pi lg r i m S pe ll s
Free Will
Cost: 1
Incant: “I free you from this [charm/enslave/betrayal/
pacify].”
Description: If the target is under the specified effect, they are
freed. If the caster specified a different effect (e.g. the target is
Enslaved but the caster specified Charm), the effect is not
removed. You may not cast this spell upon yourself.
Healing
Cost: 1
Incant: With Faith, I heal you one vitality.”
Description: This spell requires one full minute to cast, during
which the caster must be touching the subject with a spell packet
(or with their hand if the subject agrees). The caster should say
“With Faith” when beginning the spell, role-play prayer or
meditation during the minute, and speak the entire incantation at
the end. Once completed, the spell restores one Vitality to the
subject of the spell, and also repairs all of their limbs which have
been Maimed or Stunned. If the target is Dying due to damage,
their death count is suspended while this spell is being cast, and
when it is finished they are restored to Consciousness. Healing
has no effect on those who are Unconscious due to Waylay,
Slumber, or other effects.
P a r t 2 - Pl a y i n g t h e G a m e
Purify
Cost: 1
Incant: “I purify this [object] of all poisons.”
Description: The caster may remove any poison from the
specified object. Contact and ingestive poison must actually be
removed, although the caster is not effected even if he
accidentally touches contact poison while doing so.
Release
Cost: 1
Incant: “I release your magical bonds.”
Description: This spell removes the effects of Bind, Entangle,
Pin hand (Icicle), Giant’s Grip, Snare, Web, and Paralysis, but
not Petrification.
Repel Undead
Cost: 1
Incant: With Faith, repel undead, one minute.”
Description: If used on an undead, the undead must move away
from the caster for the full duration. There is no effect if cast on
any other type of creature.
Light
Cost: 0
Incant: “I create a source of magical light.”
Description: This common but useful spell is known by anyone
with Faith (or any type of Mana). Through the use of a magical
component (a chemical glowstick) the caster creates an enchanted
light on a stick that will usually glow between six to eight hours
(players must provide their own components). This spell requires
no Faith to cast and may be cast as many times as you have
components for. You may bestow a cast stick of light on anyone
you wish after the spell has been cast. You may also use a batterypowered light in place of a chemical glowstick as long as it
produces a diffuse glow not much brighter than a glowstick and
does not have any type of beam. Very bright lights and anything
that shines a beam (e.g. a normal flashlight, anything with an
exposed LED) are not allowed. Ultra-high intensity chemical
glowsticks are also not permitted.
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Myt hi cal Journeys Renai ssance
Chapter 12
Alchemy and Herbalism
“What's that? Oh that... here, just hold it so I can pour this in it... Oh that can't be good”
~ Toolrah Willowsong
Magic pervades the world. Just as spellcasters can gather and
shape the flow of Mana so as to wreak their will, so does the earth
itself accumulate and disperse magical energies according to
principles beyond mortal understanding. It is well understood,
however, that these energies can affect the animals and plants that
dwell nearby, and sometimes even transform the earth itself.
Understanding and tapping the energies contained within these
unwitting vessels is the task of alchemy and herbalism.
Most alchemists belong to the powerful and secretive Alchemical
Guild, an institution created to oversee the proper teaching and
control of alchemical knowledge. Alchemy is widely regarded as a
highly secretive art—in part due to the desire of most alchemists
to keep the demand for crucial
components low, but also in no small
part due to the strictly enforced orders
of the Guild. One result is that
most alchemical writings are in a
magical code decipherable only by
other alchemists.
Collecting Magical Components
A wide variety of plastic flowers, fungi, animals, etc. can be
found scattered throughout the game area. (Please do not
gather any real plants or animals; they have no alchemical
effects). They can be collected by anyone, although they
are most useful to alchemists and herbalists. If not used, all
animal and plant components become unusable at the end
of the event during which they are gathered. Please turn in
all unused components at the end of the event. In addition,
claws, teeth, and other components may be harvested from
some monsters. Claws and teeth do not spoil.
Some very large animal components yield twice as much
material as normal. These are treated as if they were two
components. Very small animal components (1/2”) may
only be used in quantity. To get a useful product, ten of
these are required.
Components must be intact in order to be used. A flower
with no stem, or a stem that has lost its flower, are both
equally useless.
Alchemy vs. Herbalism
“Give me 10 people and with a handful of gems...
I can kill 6 of 'em and make the other 4 kill
themselves.”
~ Grim Skandran
Alchemy is a magical skill that primarily uses magical
animal, insect, and mineral components. The basic skills
can be learned by anyone with the basic class Sight. More
advanced techniques are only possible for characters of the
Alchemist class.
Herbalism is a craft skill that primarily uses plant and
fungus components. Every Herbalist starts with one
Herbal process. Any processes beyond your first Herbal
process must be learned in-game and purchased as a skill.
It is possible to learn both Alchemy and Herbalism, and a
few processes (Calcination and Grinding) are shared by
both. These only need to be learned through one or the
other.
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Potions, Oils, and Powd ers
Potions, Oils, and Powders
Each potion bottle has a picture on it, representing its
physical appearance. It may be clear or opaque, it may have
materials suspended in it, and it may be a potion, powder,
or oil. In addition, its color will be written next to the
picture. Anyone can take note of these traits and try to use
them to recognize potions they’ve taken before.
Pa rt 2 - Playing the Game
The tag must be read, even if you think you already know
what it says. You may be mistaken. If it is too dark to read
the potion tag, then the potion cannot be used, and is
wasted if opened; assume you fumbled it in the dark.
Potions and Oils may not be resisted using defenses against
spells. For example, Spell Shield will not protect you from a
potion. Other more specific defenses will help. For example, if the
potion causes 1 point of Fire damage, you could resist it using a
Fire Shield.
Potions and Oils with beneficial effects are subject to the
same stacking limitations as spells. See Beneficial Spells and
Stacking on page 100 for details.
Potions and Oils
Potions are alchemical or herbal creations that must be ingested
to be used. Their effects vary greatly. Some can heal the injured,
cure the sick, cleanse the poisoned, or renew the exhausted; others
have quite the opposite results.
Oils are alchemical or herbal creations that must be applied to a
surface to be used. Some uses include magical armor, spell shields,
and healing salves. Oils also include some forms of poisons (such as
blade poison and contact poison), although these must be created
with the Poisoncraft skills.
Powders
A powder is an alchemical creation which can be thrown as
a spell. The vial contains a tag, as with a potion, as well as a
powder packet. To use a powder, take out the tag and read
it completely. It may have effects on you as well as those
that you can throw. After reading the tag, you can hold the
powder for up to 5 minutes before throwing it. If you
haven’t thrown it after that time, the powder is wasted. To
throw the spell, speak the full incantation as written on the
tag, then throw the packet. The powder is considered a
spell for all purposes; it can be resisted in the same way
that spells can, and you may not walk or run while speaking
the incant or throwing it.
An example powder tag might read:
“You have 5 minutes to use this powder or it is wasted. To use
this powder, state the incant 'Through Fire, Bolt Damage 1' and
throw the packet. You are burned for 1 point of acid damage.”
Potions and Oils are considered to be consumed once they
have been opened. If you open the potion or oil and read
the tag inside, you are considered to have used it on
yourself and must take the effect. You may pour the potion
out on the ground instead of drinking it, but in this case
you may not read the tag (nor may anyone else). You can
also use a potion or oil on a helpless, Unconscious, or
cooperating person; in this case, do not read the tag, but
give it to them to read.
118
This example would allow you to state the incant,
“Through fire, bolt damage 1,” and then throw the powder
packet. It would also burn you for 1 point of acid damage.
The acid damage would occur immediately, as soon as you
read the tag.
Myt hi cal Journeys Renai ssance
Alchemy and Herbalism
Learning Alchemy
Learning Alchemy
Each time the Alchemy skill is purchased, you learn one
basic alchemical process. The following processes may be
learned and used by any character:
Blood Putrefaction Extracting
an
animal’s blood and
then allowing it to
putrefy until it
reaches the correct
degree of darkness,
before
fermentation
begins.
Calcination Burning
bones or teeth
in
a
closed
crucible until the
component is reduced
to a dry ash. (This
process is also used in
Herbalism.)
Corrosion - Using
simple acids or bases
to
dissolve
a
corruptible
metal.
(Simple acids and
bases can be prepared
from
common,
valueless materials.
It is assumed that
they are prepared
by the alchemist
as needed, and that they are not useful for other purposes.)
Learning Herbalism
When Herbalism is first purchased, you learn one basic
herbal process:
Calcination - Burning bones or teeth in a closed crucible until
the component is reduced to a dry ash. (This process is also used
in Alchemy.)
DecoctionBoiling suitable roots or seeds to produce an
herbal potion.
GrindingReducing a mineral component to powder by
crushing it. (This process is also used in Alchemy.)
Oil InfusionBruising suitable leaves and letting them soak
in oil for 6-8 days, then removing any large pieces, to
prepare an herbal oil.
Tea InfusionAllowing suitable flowers to steep in hot but not
boiling water for a brief period to prepare an herbal potion.
ExpressionPressing suitable berries to extract a useful liquid.
TinctureDissolving the component in alcohol. This is used
on mushrooms (they are first dried) and resins.
Because Herbalism is a craft, each basic process is a separate skill,
which must be learned in-game and purchased as with other skills.
More advanced processes are also available to skilled Herbalists,
including baking and brewing.
Decrepitation - Shattering lesser gemstones by means of
successive heating/cooling cycles.
Digestion - The component (a whole animal) is smashed in a
liquid, and then kept at low heat for a long period of time, to
produce a potion.
Exaltation - Releasing the energy of an Elementally-tuned
gemstone.
Foliation - Causing a component formed of thin layers
(e.g. crab shell, insect wings) to separate, using heat and a
small amount of liquid.
Grinding - Reducing a mineral component to powder by
crushing it. (This process is also used in Herbalism.)
Projection - Using Aqua Regia to transform a noble metal.
Aqua Regia must be obtained in-game.
Additional moderate and advanced processes are available to
characters of the Alchemist class.
Mythical Journeys Renaissance
119
Starting Recipes
P art 2 - Playing the Game
Starting Recipes
Existing characters who learn the Alchemy or Herbalism
skill gain the appropriate process, but no other
information. They must learn the results through
experimentation in-game.
New characters who start with the Alchemy or Herbalism
skill may request a specific recipe at check-in, and have the
appropriate process assigned. In this case, they will be
shown the one component needed to produce one product
using the process they learn. They will also receive one
example of the potion. They may also use the process with
other appropriate components, which will create different
potions, whose effects must be learned in-game.
Alchemical Starting Recipes
Dispel Charm: Removes the effect of Charm.
y Healing: Heals 1 vitality, but takes 1 minute to take
effect.
y Ice Greaves: Allows one Maim effect to be resisted.
y Release: Removes magical binding effects.
y
Herbalism Starting Recipes
Awaken: Awakens the Unconscious.
y Cleanse: Removes the effect of poison or venom.
y Healing: Heals 1 vitality, but takes 1 minute to take
effect.
y Resist Terror: Allows one Terror effect to be resisted.
y
Using Your Processes
Each process can be used on a particular class of
components. For example, Decoction can be used on
components whose roots or seeds contain their magic, and
Blood Putrefaction is used on animals whose magic is in
their blood.
In addition to the components, you also need one new
glass vial for each potion, oil, or powder you wish to create.
New, unused glass vials are marked with the Mythical
Journeys logo; used vials do not have the logo.
During the game, glass vials and components you have
gathered can be brought to the alchemy/herbal shop during
the hours that it is open and turned in. Record your name,
the processes you are using, and the names of your
components (paper and pen will be provided at the shop).
At the next event, you will receive the products of your
work.
“Oops”
~ Toolrah Willowsong
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Myt hi cal Journeys Renai ssance
Chapter 13
After Game
“When evening comes...
...sorrow overwhelms my mind.
I see his phantom
that speaks the words
he used to say.”
~ Hermia Vesta Sim'yak
Leaving the Game
Congratulations! You’ve just survived in some way, shape,
or form another Mythical Journeys event. You’ve finished
all your adventures for the event, but there’s still stuff to
do at Mythical Journeys.
Check Out
Depending on your skills or your actions during the event,
you may need to check out.
If you have any yellow-stickered items, you must turn
them in at check out. Some are in-game props that
have special effects that need to be monitored; some
are personal props that people would like returned.
y Any items you want to detect/attune must be turned in
at this time.
y Please turn in any alchemical or herbal components
that you will not use.
Check out runs for an hour after game end.
y
Sunday Breakdown
After event close on Sunday we begin the fast-paced
project of transforming our medieval fantasy town back to
the rustic camp it once was. To receive your full number of
CP for the weekend, please help us with breakdown! We
award ten UP or more to players and cast who assist with
breakdown. Make sure you sign in (and out when you are
done) with the breakdown coordinator. If you are helping
us, please try to keep socializing to a minimum. Once we
have fully completed breakdown there’s plenty of time to
talk, laugh, and share adventure stories.
Even if you can’t help break down, be sure to clean up your
cabin. Please throw out all your trash and sweep out your
cabin.
After the Game
Once you’ve returned home from an event, the story isn’t
over yet. There’s still more you can do to keep the world of
Pendaan alive and stay in touch with Mythical Journeys.
Feedback Letters and Updating
We ask that all Players and Cast write us a Feedback Letter
(or Post Event Letter often referred to as a PEL) after each
event. This letter tells us what you thought of the event,
what you liked, and what you thought could be improved.
We always welcome constructive criticism—if you think
something could be done better, please tell us how you
would do it. Your feedback helps us to determine what you
enjoy about playing Mythical Journeys and what areas we
may need to focus in more. Not only do you get to help
shape the game in this manner, but we also reward you with
10 additional CP! Your Feedback Letter must be received
no later than two weeks after the event in order to receive a
CP reward.
Feedback Letters should include: Player name, date of
event attended, what your future goals are, what goals you
have achieved, what you thought of the event (highlights),
and what you would have done (differently) to improve the
event. You get 10 CP for an Adventure Weekend plus 10
additional points for submitting your Feedback Letter on
time. An online Post Event Letter form is available on our
web site. Your points will be automatically added when you
use it.
Feedback letters are also an excellent place to suggest new
ideas, monsters, skills, improvement ideas, or address
issues. Your thoughts are important to us so please fill us
in!
121
After the Game
The PEL in Detail
One of the most important parts of advancing your character is
writing your Post Event Letter (PEL). Not only do you get CP to
increase the skill level of your character, you also get to tell
Mythical Journeys all your activities, thoughts, plans, and ideas
for the future.
The PEL is more than a survey to see whether or not you enjoyed
the event. This is your chance to explain to cast what it is you
want to do in the future. Although the Cast of Mythical Journeys
is incredibly talented, they are not mind readers. If you have plans
to assassinate the great evil wizard, or want to learn how to use
new fighting skills, or take over the world, Mythical Journeys
needs to be prepared to help (or hinder) you. Yes, your character
needs to take actions in-game, such as talking to the wizard’s
nemesis, finding out where fighting masters are, etc. However,
since each Cast member plays several different characters, it is
possible for them to forget one conversation. Also, the Cast
member may have a different impression of the conversation than
you did. It’s one thing to tell us, “I spoke with Master Melor,” but
far better to let us know, “I discussed my future training with
Master Melor and he agreed to teach me the binding spell I was
hoping to learn.” Likewise, you could just note, “I bought some
healing potions from the merchant,” but you might get further if
you explained, “I’m planning on using them on some of the local
goblins when they get attacked, in the hopes that they’ll become
useful allies in the future.”
We’d like to hear about each of the following every event:
Did you enjoy the event? Why so, or why not?
y What did you get involved in during the event? Who
did you associate with?
y Have you joined any groups, or begun any projects with others?
y Were there things that need to be followed up on?
y What did you do to achieve each of your goals?
y What are you planning on doing to achieve your goals,
or just generally planning on doing?
y What did you learn about what is going on?
y What stood out as particularly enjoyable?
y Is there something you’d like to see more of/less of?
y What did you think of the various plots? What did
your character think of them?
y Are there any plot types you’d like to see that aren’t
being done?
y
122
Part 2 - Playing the Game
How you write your PEL is up to you. You can:
Provide a chronological list of your activities.
y Describe your activities by related events, such as
everything relating to dealing with the Lich, then
everything relating to your goal of becoming a
Fatespinner, etc.
y Write in-game letters and journals.
y Ramble semi-coherently about your activities in any
order you’d like, as long as you tell Mythical Journeys
what you want to do.
You are also welcome to send additional PELs, e-mails, ingame letters, etc. to Mythical Journeys Cast to further your
goals as you plot and scheme between events. Remember,
however, that cast members are forbidden from responding
to in-game messages between events.
y
Sample PEL
Questions that require answers:
What is your favorite color?
Date of event:
04-01-2012 - 04-03-2012 Event Weekend
Favorite player:
Smith, Gerry, He's just too cool.
Favorite cast:
About the event:
Had a great time, you all rock! Bummed I couldn't use
the weapons I brought, but I understand the whole
safety stuff. See you in a few weeks.
Skills/spells learned:
None, yet.
This PEL isn't much to look at, but we do receive many
like it. It's nice to hear you enjoyed the event, but there's
nothing for our plot team to work with, no hint of what
the writer did, no sign of what they liked most or least. A
PEL like this doesn't help us improve the game at all.
Myt hi cal Journeys Renai ssance
A ft e r G a m e
A ft e r t h e G a m e
Another Sample PEL
Questions that require answers:
Saturday
Who do I let know that I helped with set-up?
Exploring the woods, we found it to be mostly peaceful
and a beautiful day. One encounter proved too much
for us as we came across an Ork hunting parting. We
weren't sure what they were hunting and decided not to
be entertained as the main meal in that evenings
campfire. We ran . . . fast . . . for a long time. Kimba
kept up with us and only one Ork was even close. If we
had waited for them to organize, we may have been in
trouble. I did find a small uncut gem while we were
exploring the woods. I'm excited to find someone who
can evaluate its worth.
We have some extra time to make spell packets for
donation. Is it all right to use rubber bands in their
construction?
Date of event:
04-01-2012 - 04-03-2012 Event Weekend
Favorite player:
Favorite cast:
About the event:
We had a blast and can't wait for the next event. Nice
job. The modules were spooky at night, it was a bit hard
to see but it only added to the experience. The briefing
at the beginning of the game is a good idea for
refreshing rules and safety. Not only was it great to play
with my friends, but we got an opportunity to meet
some pretty cool people as well. I can tell that the
fellow playing Balthar is going to be fun to play with as
Melkar gets more comfortable with his capabilities in
town.
Melkar's Journal
Friday Night
Drinks in the tavern were served by Phoebe,
Eldyrwood's local bar wench. The Soldiers of Shadow
had arrived and we were deep in conversation with a
Sergeant of the local militia named Balthar. He
explained to us that there was a cave dangerously close
to the caravan route . . . we were responsible for
eliminating this potential threat. Canine threats were
lurking in the darkness of the cave. We overcame them
and won the skeptical praise of the Sergeant.
We returned to the warmth of the tavern and there I
secured us our next employment. Giovanni, an Elvin
spice merchant, needed some daring adventurers to
insure that his shipment made it quickly and discreetly
to Purk. I was on point, scouting in the darkness of the
trail, the next thing I know, I am face to face with Fate.
That's never a good sign. I respectfully approached Fate
and chose my path. Fortune was with me and I was
whole again. I found my companions in the tavern and
discovered that despite the loss of Dunnam and myself,
the mission was successful. Exhausted we retired for
the night.
Mythical Journeys Renaissance
The “creature” will come on Sunday, at least that what
was surmised by the general consensus of the
townsfolk. Quite frankly, I was too distracted by the
open bowl of copper where Phoebe kept her tips to pay
too much attention to whatever mess was coming to the
town. The night before had provided us a clue to the
doom that was to arrive.
Attempting to nap in the middle of the day is not one
of the better ideas for an adventurer. I tried to lay
down, but the noises outside had me very nervous
something was going to burst into the cabin at anytime.
The mages had surmised that we needed a hero's sword
and lots of spells to destroy the impending enemy.
The walls of the crypt were cold to the touch; the room
was filled with the cold mist of moisture laden air. The
spirit that guarded the sword was felled by my
comrades after taking care of a minion or two. I had
time to look around as the others fought valiantly. Coin
like you would not believe. The sword of the hero was
in my hand as I felt the sting of several darts in my
back. The fire in my blood made it clear that I had been
poisoned as my body hit the ground. Even though our
cleric is annoyingly righteous, they are an asset that I'm
going to have to learn to appreciate.
Sunday
The creature arrived in a flurry of death and
destruction. Rasaan faced off with the beast as the
mages cast spells from their safer distances. Rasaan and
Dunnam took on the monster and managed to wound it
enough that the town could finally drop it to the
ground. With healing and much praise, we were thanked
for our part in this epic conflict, one of many more to
come, no doubt. This is only the beginning for the
Soldiers of Shadow. We have many more adventures to
come.
Skills/spells learned:
123
After the Game
Part 2 - Playing the Game
Message Board
Our message board was developed for our Players and Cast
to meet, converse, exchange e-mail addresses, share
information, and role-play between events. It is for the
enjoyment of our members. These rules will be posted
periodically on the message board so new and potential
members are familiarized with our policies.
Our message board is a reflection of us all (Cast, Players
and Staff) as a whole and unprofessional or childish
behavior will not be tolerated. Please be courteous. Our
message board is moderated by rabid trolls three days of
the week (you guess which three).
Please do not use the Mythical Journeys Message
board as a means to solicit other games, web sites, or
products without permission from Mythical Journeys.
Messages of this nature posted without permission
will be deleted immediately by Board Moderators.
Mythical Journeys policy refrains from the posting of
other game systems or links to such on our Message
Board.
y If your reply to a message deviates significantly from
the subject of the original message, please start a new
message. This will enable people to become involved in
the new topic which they may have missed as merely a
reply to another.
y Swearing or other conduct that could be deemed as
inappropriate is forbidden. Please do your best to keep
this site (at least) PG-13.
y Do not use the message board for negative feedback,
complaints, flames, etc. You can submit this feedback
using the Feedback feature on the site or a Help
request.
y Messages of an inappropriate nature will be deleted by
Board Moderators.
y Do feel free to post positive comments, suggestions,
ideas, etc. You may also submit these using the
Feedback feature on the site or a Help request where
they will receive the proper attention they deserve.
y The In-Game (IG) message board is for in-game posts
by Mythical Journeys characters. You must have a
character with the literacy skill to read or post on the
IG board. We recommend that new characters do not
post on the IG board until they have played at least
one event. Out-Of-Game (OOG) posts should be
posted on the OOG message board, and will be
deleted if they appear on the IG board.
y
Good PELs come in many forms. A journal entry like this one,
covering important happenings and interactions from the
event, is useful to us and also fun to read. Many players find
that having such records is also helpful for them, when they
try to figure out what past events mean, or even just as a
reminder before their next game. This PEL mention a few
major characters the writer interacted with, as well as his
companions. It gives our plot team a sense of what the writer
liked best and what he considered important and memorable.
We could use more hints about the character's plans for the
future but overall it is a useful PEL.
Updating Your Character
You toughed it out and survived the Mythical Journeys
Adventure Weekend; slain fearsome beasts, foiled the bad guys
plans, role-played your head off, and visited Fate a few times
more than you wanted to. And when all was said and done, you
rushed home, wrote up your feedback letter and submitted it
on our website right away! As mentioned previously, you
receive 10 CP for attending an event plus an additional 10 CP
for writing a feedback letter, and 10 UP for helping with
break-down after the game, for a total of 30 points.
You can update your character—purchase more skills as you did
when you created your character—online any time at least five
days prior to the event. If you have questions or problems
updating, use the online HELP feature, or contact
[email protected]. You do not have to spend all of
your CP at one time, and can bank them for future use.
For more info see Chapter 14 Advancing Your Character.
124
GbgX5 Cast
are not to communicate any in-game
information to players via e-mail (or through any other
means). In-character posts on the message board are
acceptable, but cast characters should not be sending any
in-game e-mail to players. Player characters may contact
cast characters between games by e-mail, but will not
receive any response until the next game.
Myt hi cal Journeys Renai ssance
A ft e r G a m e
Donations
We are always happy to accept donations of props, masks,
costumes, etc., that help enhance the appearance of the
game. We also often have need for spell and subdue
packets, weapons, and other specific items for the game.
Your donations make the game a better place for everyone
involved. To show you how happy we are to accept
donations, we reward donations with UP! You should
always check the Donations page on the Mythical Journeys
web site for information on specifics of what we are
currently looking for. All donated items become the
property of Mythical Journeys. We cannot accept loaned
items.
Universal Point Rewards
If you help us set up or break down an event, donate props,
or perform some other service that we need, you will be
rewarded with additional Universal Points (UP). These
points are our way of saying, “Thanks for helping us out!
We really appreciate it.” Make sure you sign in and out
with area coordinators when helping us with setup or
breakdown in order to receive your UP reward.
Universal Points are distinguished from Character Points
in several ways. Character Points essentially belong to your
character. You can spend them to purchase skills for your
character but you cannot transfer them to other characters
(except that unspent Character Points can be transferred
to a new character if your old character dies or is retired).
Universal Points belong to you, the player, and you can
transfer them between characters or even give them to
other players.
Your Universal Points can be converted to Character Points
to purchase skills within certain limits. No character may
have more than 150 points plus 50 points per event played
spent on their skills and classes. (Races do not count
against this limit.) For example, after you’ve played four
events, you can spend a total of 350 points. If you make a
new character after retiring your old character
or after your old character dies, your
new character's starting limit is 50
for every three events you attended as
the old character, with a minimum of
150. Character Points beyond these
limits can be saved for future use.
A ft e r t h e G a m e
Universal Points can also be spent on a variety of other
items. The following is a sample list of what else you can
spend your UP on:
1 UP = 4 copper farthings
y 5 UP = 2 silver crowns
y 2 UP = 1 leather, steel, or wood piece
y 4 UP = 1 fine cloth
y 8 UP = 10 clean vials
y 8 UP = vial of ink
y 8 UP = paper for scrollcrafting
y 10 UP = Fate’s Kiss
y 30 UP = Twist of Fate
y Temporary Skill: see below.
y Special Items: From time to time we hold UP auctions
for other items and benefits.
None of these items, even Temporary Skills, count against
your spending limit.
y
A Temporary Skill is a single use of any skill you could
purchase. The cost is one fifth of what the skill would cost
your character to purchase. The skill must be one that you
would normally be able to purchase. If you buy multiple
Temporary uses of an increasing cost skill, the cost does
increase with each purchase. Temporary Skills work exactly
like regular skills, for the event at which you have them.
For example, if you buy additional Vitality as a Temporary
Skill, you can be healed to restore it. You cannot buy
Appraisal as a Temporary Skill, and if you buy Detect/
Attune Magic, it does not come with the aura-reading part
of the skill. If you buy Chosen Foe as a Temporary Skill,
your choice of Chosen Foe is permanent — you will not be
able to buy Chosen Foe for a different foe, either
permanently or temporarily. And Temporary Skills do not
count to fulfill prerequisites to learn other skills, spells, or
classes. However, Temporary Skills can be very handy when
you are expecting trouble or when you want to try dabbling
in a new area.
This list changes from time to time. See the web site for
the most current list.
This limit is called the spending cap.
For characters with a spending cap below
1000 points, once per event attended, you
may “upgrade” the cap received for that
specific event by 25 points (from the
standard 50 point cap increase per event, to
a 75 point cap increase for that event). You
can upgrade any event attended in August
2012 or later. The upgrade costs 25 UP.
Mythical Journeys Renaissance
125
Miscellaneous Informat ion
Part 2 - Playing the Game
Miscellaneous Information
You can do more for Mythical Journeys than just play. You can help us
behind the scenes, or by providing items to help make our world more real.
Merchanting Policy
Merchants that sell game-related merchandise only enhance the
atmosphere we are trying to create. Merchants may use a space
designated by Mythical Journeys to sell their wares (if indoor space is
available) or may be asked to provide their own location outside.
Merchants who participate in Mythical Journeys events sell at no fee.
Merchants who do not wish to participate in Mythical Journeys may
sell before the event starts at no fee. Merchants who wish to sell their
wares during the game must contact Mythical Journeys for
permission and to make the necessary arrangements.
Volunteers Needed
We are always looking for self-motivated individuals with a
commitment to excellence to help us with our ever-growing game.
If you are passionate about live role-playing and want to be part
of our successful team, contact us. Volunteering can include many
things, including: making props, making costuming, working at
our Renaissance Faire, and Casting.
Cast Members
Mythical Journeys wouldn’t be fun without the invaluable
assistance of our Cast. They are the supporting backbone of the
game who play the monsters and everyday people you might
encounter on your adventures. Being Cast at Mythical Journeys is
a lot of rewarding work. It requires an individual who is
intelligent, versatile, self-motivated, creative, and capable of
following instructions. Cast receive the same point reward as
Players and may also submit a feedback letter for additional
points. The best part about being Cast isn’t all the cool roles
you’ll get to play, all the battles you get to fight, or all the roleplaying you get to do... The best part about being a Cast Member
at Mythical Journeys is the fact it is completely free!
If you are coming to the game as cast, you will need to
bring sleeping gear, shower gear and whatever costumes and
weapons you may want to use during the event. Basic black
active wear is great to have as it goes underneath any
costume you throw on during the event. We also ask that
you bring some kind of appropriate shoes (boots or hiking
shoes are ideal; avoid obviously modern sneakers).
Mythical Journeys does provide a large assortment of
costumes and weapons so even if you have nothing, you are
all set at Mythical Journeys.
Donjor de Magique, Sarden
126
Myt hi cal Journeys Renai ssance
Chapter 14
Advancing Your Character
Things had certainly changed for the Soldiers of the
Shadow since they first entered the town. Rasaan, who
had been so cocky and wild, was now a Captain in the
Militia. He patrolled the town with his men at night
and the townsfolk all knew and trusted him. His early
successes in fighting convinced him to become a
“Weapons Master”, that he might devote his life to the
use of all weapons and teach others to defend
themselves. He took to wearing a Red Cap he had won
in a fight against a bandit early in his career. It was
whispered that the cap gave him magical protections,
but he wore it just as a warning to bandits that he was
accompanying patrols on the caravan trails.
Dunnam now spent most of his time in the forest
learning from the old druid and the rangers of the
north. He often patrolled with Rasaan’s men in the
woods. His life became devoted to studying and
protecting the forests from those who would do evil
there. He passed the rigorous test to be accepted
amongst the Rangers, then turned his attention to
archery, eventually becoming one of the rare “Mystic
Archers.”
Grog the Dwarven Barbarian had scorned the Militia
after being falsely accused of a crime and turned his
talents towards the business of repairing the armor of
the town. He became so enamored with the craft that
he focused his studies almost entirely on
blacksmithing, although he did become a “Champion”
as well. With the help of an ancient manuscript he and
his friends had won, his skills had become so advanced
that he was able to enhance weapon and armor beyond
even the skills of the owner. He had patched up with
the Militia now that Rasaan was a Captain and he now
offered a discount on armor repair to the Militia in
return for their service to the town.
Kimba the fiery practitioner of the Elemental Magics
had expanded her skills by learning about “alchemy.”
She was now a council member in the local mages guild.
She had saved the town by creating a magical brew
which dispelled a creature that had terrorized the town
and in return she was allowed to keep the necklace the
beast wore. It is rumored that the necklace enhanced
her magical abilities. Her actions and her necklace had
made her well respected by the town and feared by
mages who would threaten the members of her guild or
her friends in the area.
The cleric of the light, Gabriel had done well for
himself as well, he had just finished his final quest for
his Radiance name and had been appointed the rank of
Templar. He was the protector to a very important high
cleric in the guild, his generosity with the gifts of the
light was as well known as his fury when undead sought
to bring evil to his home. His work was far from done
however, the town still was inhabited with those who
would give opportunity to evil and chaos, he would one
day see his small corner of the world free of evil
influence.
He had been arrested many times, punished a few, and
most knew him as Melkar the Shadowalker. He was
known as an amicable sort of rogue who usually knew
not to go to far. He used his skills to benefit the town
in times of trouble eagerly, and only got into trouble
when times got too easy and he felt the need to
practice. His calling card was most often a note telling
how the victim could best guard against rogues like
himself. He had a love hate relationship with Phoebe, at
the tavern, who kept trying to find more and more
elaborate ways to protect her goods against him. His
greatest renown however was with those who would
attack his friends. To them he was feared for his
uncanny ability to be behind them at the most
inconvenient times and the unrelenting determination
with which he pursued those who did harm to those he
cared for.
127
Part 2 - Playing the Game
As described previously, you can receive up to 20 CP for
playing and submitting a PEL at every event you play at
Mythical Journeys, plus 10 or more UP for setup, cleanup,
and other assistance. Now, what to do with those points?
Chapter 3 Skills describes the majority of skills available for
purchase by your character. You can purchase anything you
like to improve your character. However, there are some
paths that lead to new doors. You can choose to define
your character by an Advanced Class, or even eventually a
Prestige Class. Advanced and Prestige Classes have special
skills available only to those classes.
The advanced classes represent specific types of training.
These classes have specific prerequisites and also require a
Rite of Passage to enter. The point cost for an advanced
class is the same as for a basic class. For example, a warrior
with Finesse and Might might choose to become a
Champion. If he had taken Finesse as his free class, and
paid 20 points for Might as his second class, Champion
would be his third class, so it would cost 30 points.
Prerequisites
Each Advanced Class can only be learned if you have
learned its prerequisite skills. Where the requirement is a
certain number of points spent in a basic class, this does
not include points spent on the basic class itself, or any
arms and armor skills. Skills purchased from the basic
classes count toward prerequisites. Advanced class skills are
also counted; see the skill description to check which basic
class the skill is counted towards for prerequisite purposes.
You can take multiple Advanced Classes if you meet the
requirements for them. However, the prerequisites are
added together, they do not overlap. For example, to
qualify for Duellist and Hunter, you would need 300 CP
in Finesse skills (for Duellist) plus an additional 3 Chosen
Foe (for Hunter). The 3 Chosen Foe could not also be
counted as Finesse skills to qualify for Duellist. To qualify
for Champion and Monk, you would need a total of 600
CP in Might skills (300 for Champion, plus an additional
300 for Monk).
Rites of Passage
Unlike the Basic Classes, you must
complete a Rite of Passage to show
your readiness for an Advanced Class.
This is a task or tasks that demonstrate
your talent or dedication to the nature
of the class. A rite of passage is listed
for each class below. If you prefer, you
may create your own idea for a rite of
passage, but it must be at least as
difficult as the listed one, and it must
be approved by Mythical Journeys.
128
Skills
Each Advanced Class grants access to additional skills. You
also retain access to any skills in your other classes as well.
Your basic classes remain fundamental to your character.
Focus
Many skills have increasing costs: the first purchase is
cheap but the cost grows greater as you purchase them
multiple times. Each Advanced Class gains the benefit of
Focus skills. These skills always cost you the original base
listed cost, regardless of how many times you have
purchased them. For example, Maim costs 20/30/+ for
characters with Might. Champions have Maim as a Focus
skill, so the cost of each purchase of Maim is always 20,
the base cost.
Reserves
Advanced Class characters no longer have their reserves
determined by points expended in their basic classes.
Instead, their reserves are determined by their advanced
class. In some cases, they may be able to choose between
two. If you have multiple advanced classes, choose which
one you gain your reserves from.
Choices
Some classes give a choice of a few skills from a larger list.
For example, Warrior Mage must choose two skills from
the list of Empower Weapon, Extend Shield, and
Transcend Armor. These selections may be changed for 20
UP as long as no prerequisites depended on them. You will
lose the old benefit but be able to make a new choice. Focus
skills cannot be changed.
Mystic and Holy Weapons
Normally, casting spells requires both hands to be free.
However, some advanced classes have the ability to cast of
spells while holding a mystic weapon or holy weapon.
These weapons must be crafted for a specific individual,
and provide no benefit to anyone else. Characters with this
ability and a suitable weapon may cast spells while holding
the weapon. You may cast spells of any
type of Mana or Faith, not just the
ones associated with the class that gave
you this benefit. The spells are cast
normally, by throwing a spell packet,
not called as weapon strikes. The
weapon does not provide any other
benefit (for example, you do not call
“holy” when swinging it normally)
unless you have specific skills that use
it (e.g. Empower Weapon).
Myt hi cal Journeys Renai ssance
Advancing Your Character
Advanced Classes
The following sections describe the Advanced Classes,
including their prerequisites and rites of passage.
Alchemist
The Alchemist is adept at the use of natural and magical
plants, animals, and minerals to produce potions and
elixirs for various purposes. The Alchemist has some
knowledge of how magic can be used directly, but prefers
to concentrate and bottle it.
Prerequisites: 5 basic Alchemy processes, or 3 basic
Alchemy processes plus 3 Poisoncraft
Rite of Passage: Drink at least 10 different potions, whose
effects you do not know. Record what they do, so you’ll be
able to identify them in the future.
Skills: Alchemy Moderate Processes (60/~), Alchemy
Advanced Processes (90/~), Alchemical Analysis (50),
Alchemical Extraction (100), Ready Powder (10/15/+),
Ritual (Magic) (30)
Focus: Alchemy
Reserves: Magical
Archer
The Archer is a warrior who prefers to attack from afar,
using bows, crossbows, and javelins.
Prerequisite: Archery or Thrown Weapon, and 5 Pierce
Rite of Passage: Defeat three foes using only your bow.
The foes cannot be struck by anyone else.
Skills: Fortitude (30), Maim With Bow (20/~), Pain
With Bow (30/~), Slay With Bow (40/~)
Focus: Pierce, Maim With Bow, Pain With Bow, Slay With
Bow.
Reserves: Physical
Assassin
The Assassin is a killer, pure and simple.
Prerequisites: 300 CP in Precision skills
Rite of Passage: Kill someone purely for
the sake of business, without any personal
enmity towards the target and not out of
any desire to do a favor for the person
hiring you. Kill your target and collect your
payment.
Skills: Assassinate (50/~), Composite
Poisoncraft (50)
Focus: Assassinate, Backstab, Hamstring,
Poisoncraft, Quickdeath, Resist Poison
Reserves: Physical
Mythical Journeys Renaissance
Burglar
The Burglar is a thief who uses stealth and deception.
Prerequisites: 300 CP in Subtlety/Precision skills, at least
half of them in Subtlety
Rite of Passage: Steal something from at least three
homes/cabins, and then sell your stolen goods.
Skills: Disguise (20/30/+), Forgery (30), Silence (20/
~)
Focus: Appraisal, Avoid Trap, Dodge, Escape Artist,
Silence, Waylay
Reserves: Physical
Champion
The Champion is a fighter who strikes with brutal power.
Prerequisites: 300 points in Might skills
Rite of Passage: Fight at least 8 different types of
monsters during a single event. You do not need to
personally defeat them all, but you must exchange blows
with each one.
Skills: Cleave (50), Fortitude (30), Pain (30/~),
Strength (30/45/+)
Focus: Slay, Knockdown, Maim, Pain, Push
Reserves: Physical
Cleric
The Cleric is an Acolyte whose faith and devotion have
grown strong, and who has become part of a specific
religion.
Prerequisites: 300 CP in Sanctity/Devotion
skills, dedication to a specific religion.
Rite of Passage: Teach at least three people
something they did not know about
your religion.
Skills: Charms (50), Lay On
Hands (30), Ritual (Divine)
(30)
Focus: Create Holy Water and
Last Rites (if you have
Devotion), Faith and Divine
Scrollcraft (if you have
Sanctity)
Reserves: Divine
Other: Clerics may cast spells
while holding multiple spell
packets or a holy staff.
129
Part 2 - Playing the Game
Duelist
The Duellist is a fighter who is quick and precise with
every maneuver.
Prerequisites: 300 points in Finesse skills
Rite of Passage: Duel at least three opponents, one-on
one, fighting to the best of your ability. You must beat at
least one, and at least one must be skilled enough that they
beat you.
Skills: Cloak Fighting (10/15/+), Dodge (20/30/+),
Fortitude (30), Riposte (40/60/+),
Focus: Disarm, Parry, Pain
Reserves: Physical
Elementalist
The Elementalist is a mage who is fully devoted to using
the Elemental arts. An Elementalist may become more
skilled in the use of Elemental magic than other mages, but
has limited ability to learn other magics.
Prerequisites: 300 CP in Elemental Mana/Scrollcraft
Rite of Passage: Be the subject of at least 10 different
Elemental spells.
Skills: Counterspell (50), Ritual (Magic) (30)
Focus: Elemental Mana and Scrollcraft
Reserves: Magical
Other: Elementalists may cast spells while holding
multiple spell packets or a mystic staff.
Fatespinner
The Fatespinner is a hidden hand that guides the world
according to his faith. Most Fatespinners are disciples of
Fortune, distributing good and bad luck as they deem fit,
although Shamanistic Fatespinners are also known.
Prerequisites: 200 CP in Sanctity skills, 200 CP in
Subtlety/Precision skills
Rite of Passage: Pick two people you don’t know. Without
them discovering it was you, cause good fortune for one
and bad fortune for the other. Randomly determine which
gets which.
Skills: Forgery (30)
Focus: Faith, choice of three basic skills from Precision or
Subtlety (must have the
applicable class for
each)
Reserves: choice
of Divine or
Physical
Other:
Fatespinners
may cast spells
while holding a
holy weapon.
130
Holy Warrior
A Holy Warrior is the defender of a faith, trained for battle
but also blessed with holy abilities. Holy Warriors of
Fortune and Radiance are usually called Templars, while
those of Shamanism are known as Rangers.
Prerequisites: 200 CP in Might/Finesse skills, 200 CP in
Sanctity/Devotion skills, dedication to a specific faith
Rite of Passage: Complete tasks assigned by your intended
Order, School, or Spirit.
Skills: choice of two from this list: ability to use a holy
shield (no cost), Lay On Hands (30), Healing Poultice
(30), Chosen Foe: Additional Foe (20), Chosen Foe:
Unabated Wrath (20), Slay Foe (30/45/+)
Focus: Faith (if you have Sanctity), one basic Might or
Finesse skill (must have the applicable class)
Reserves: choice of Divine or Physical
Other: Holy Warriors may cast spells while holding a holy
weapon, or a holy shield if that option was selected, but
not both.
Hunter
A Hunter is devoted to the destruction of a particular type
of foe, and trains extensively to find and exploits that foe's
weaknesses. Many Hunters also pursue other types of
advanced training.
Prerequisites: 3 Chosen Foe
Rite of Passage: Defeat three of your chosen foes. You do
not have to be the only one who fights them, but you must
deal the final blow that fells them.
Skills: Chosen Foe: Additional Foe (20), Chosen Foe:
Unabated Wrath (20)
Focus: Chosen Foe, Slay Foe (30/~)
Reserves: Physical
Mentalist
The Mentalist is a mage fully devoted to the use of
Mentalism Magic, and has superior mastery of his own
mind and that of others, but limited ability to learn other
magics.
Prerequisites: 300 CP in Mentalism Mana/Scrollcraft
Rite of Passage: Persuade at least 5 people to do
something they would not have otherwise done, without
using your magical powers.
Skills: Iron Will (50), Ritual (Magic) (30)
Focus: Mentalism Mana and Scrollcraft
Reserves: Magical
Other: Mentalists may cast spells while holding multiple
spell packets or a mystic staff.
Myt hi cal Journeys Renai ssance
Advancing Your Character
Monk
Self-discipline is the Monk’s greatest weapon. Monks fight
with simple weapons such as the staff, or can be equally
dangerous when unarmed.
Prerequisites: 300 CP total in Hardiness, Karma, and any
Might skills
Rite of Passage: Defeat at least three foes in one-on-one
combat. The foes cannot be struck by anyone else, and you
must Subdue each of them at least once.
Skills: Dodge (20/~), Fortitude (30), Knockdown Punch
(20), Palm Thrust (20), Parry (20/~), Taming The
Cobra (10/15/+)
Focus: Dodge, Knockdown, Parry, Push, Subdue
Reserves: Physical
Other: Dodge, Knockdown Punch, Palm Thrust, Taming
The Cobra, and Parry may not be used in armor. Monks
(but not other classes) may use the Knockdown skill with a
Staff or Short Staff, as well as with other blunt weapons.
Nethermancer
The Nethermancer is a mage who is focused on the dark
art of Nethermancy, using the magic of death and undeath.
No magic is more shunned, nor is any magic said to be as
harmful for its wielder.
Prerequisites: 300 CP in Nether Mana/Scrollcraft
Rite of Passage: Observe an undead (or several) strike
down and kill people in at least three different ways.
Skills: Counterspell (50), Ritual (Magic) (30),
Quickdeath (5)
Focus: Nether Mana and Scrollcraft, Quickdeath
Reserves: Magical
Other: Nethermancers may cast spells while holding
multiple spell packets or a mystic staff.
Mystic
The Mystic uses magic and faith in conjunction. A Mystic
may be an Avannarite, who believes magical power is a sign
of great Fortune; a member of the Radiant Order of the
Holy Book, who uses magic to defeat enemies of the faith;
or a Shaman who uses primeval faith alongside raw
Elemental magic. Other combinations are possible as well.
Prerequisites: 200 CP in Sanctity/Devotion skills, 200 CP
in Power/Sight skills, dedication to a specific religion
Rite of Passage: Teach at least two people something they
did not know about your religion, and fulfill the rite of
passage for Elementalist, Mentalist, Rune Mage, or Wizard
(as appropriate for your selected type of Mana).
Skills: Ritual (Divine) (30), Ritual (Magical) (30)
Focus: Faith and Divine Scrollcraft (if you have Sanctity),
one type of Mana and the corresponding Scrollcraft (if you
have Power)
Reserves: both Divine and Magical
Other: Mystics may cast spells while holding multiple
spell packets or a holy/mystic staff. Mystics who learn a
spell that exists for both their Faith and their focus school
of magic learn that spell in each. The incant must be
identical, except that corresponding Elementalism and
Elemental Shamanism spells of the same element are
considered the same for this purpose. Partially learned
spells are learned only in one school, and the
corresponding spell in the other is only gained once the
spell has been perfected.
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Part 2 - Playing the Game
Ninja
The Ninja uses stealth and deception to spy and murder. A
successful ninja will be unseen or overlooked, but when
things get rough the ninja is prepared with weapons,
poisons, and even bare hands.
Prerequisites: 200 CP in Precision skills and 200 CP in
Might skills
Rite of Passage: Successfully perform a mission for your
house or master, without being caught or identified.
Skills: Assassinate (50/75/+), Feign Death (20/30/+),
Knockdown Punch (20), Palm Thrust (20)
Focus: Backstab, Poisoncraft, Quickdeath, Subdue,
Knockdown, Push
Reserves: Physical
Rogue
The Rogue is a thief who prefers a fairly direct approach.
When stealth fails, he is prepared to use force instead.
Prerequisites: 200 CP in Might/Finesse skills, 200 CP in
Subtlety/Precision skills
Rite of Passage: Steal something from the bodies of at
least 5 people (must be of player races, not monsters).
Skills: Assassinate (50 once), Disguise (20/30/+),
Fortitude (30)
Focus: one basic Might or Finesse skill (but not Parry or
Slay, requires applicable class), one basic Subtlety skill (if
you have Subtlety), one basic Precision skill (if you have
Precision)
Reserves: Physical
Rune Mage
The Rune Mage is a mage fully devoted to the use of Rune
Magic. The Rune Mage is adept at Rune Magic, but has
limited ability to learn other magics.
Prerequisites: 300 CP in Rune Mana/Scrollcraft
Rite of Passage: Translate battle scrolls for at least 10
different spells. Make a list of what they are.
Skills: Charms (50), Ritual (Magic) (30)
Focus: Rune Mana and Scrollcraft, Detect/Attune and
Scroll Mastery (if you have Sight)
Reserves: Magical
Other: Rune Mages may cast spells while holding multiple
spell packets or a mystic staff. A Rune Mage may use Rune
Scrollcraft to make
scrolls of one selected additional school of magical
Scrollcraft. Spells may be learned from this school even if
the Rune Mage has no Mana or Scrollcraft of the
appropriate type. Rune Mana may also be expended in place
of that school's mana when using Scroll Mastery.
132
Scourge
The faiths are defended by their Templars and Rangers, but
there are those whose desire to strike at the enemies of
their faith is not matched by physical might. Striking from
the shadows, the Scourge quietly eliminates threats for a
faith that may not always appreciate his or her methods.
Prerequisites: 200 CP in Precision skills, 200 CP in
Sanctity skills
Rite of Passage: Identify an individual who is a threat to
your faith or to those who follow your faith, and kill that
individual.
Skills: Chosen Foe (30/45/+), Slay Foe (30/45/+)
Focus: Backstab,
Faith,
Hamstring,
Poisoncraft,
Quickdeath
Reserves: choice of Divine or Physical
Other: Scourges may cast spells while holding a holy
weapon.
Shadow
The Shadow is a thief who uses magic to distract, to
penetrate magical protections, and to get out of trouble.
Prerequisites: 200 CP in Power skills, 200 CP in
Precision/Subtlety skills
Rite of Passage: Steal at least three magical objects (such
as potions, scrolls, magic items, etc.) from at least two
different people, and sell your stolen goods.
Skills: Forgery (30)
Focus: one type of Mana and its corresponding Scrollcraft,
choice of three basic skills in Precision or Subtlety (must
have the applicable class for each)
Reserves: choice of Physical or Magical
Other: Shadows may cast spells while holding a mystic
weapon.
Sorcerer
The Sorcerer is a mage who is focused on the black art of
Sorcery, using the magic of fiends. Sorcerers are seen by
most as little better than fiends themselves, and are often
shunned—or worse.
Prerequisites: 300 CP in Sorcery Mana/Scrollcraft
Rite of Passage: Observe a fiend (or several) use at least 6
different spells and/or skills.
Skills: Counterspell (50), Ritual (Magic) (30)
Focus: Sorcery Mana and Scrollcraft
Reserves: Magical
Other: Sorcerers may cast spells while holding multiple
spell packets or a mystic staff.
Myt hi cal Journeys Renai ssance
Advancing Your Chara c t e r
Prestige Classes
Warrior Mage
Wizard
Prerequisites: 200 CP in Power skills, 200 CP in Finesse/
Might skills
Rite of Passage: Defeat two foes using only your weapons,
and another two foes using only magic.
Skills: choice of two from this list: Extend Shield (20/30/
+), Empower Weapon (20), Transcend Armor (30)
Focus: one basic Might or Finesse skill (must have the
applicable class), one type of Mana and its corresponding
Scrollcraft
Reserves: choice of Physical or Magical
Other: Warrior Mages may cast spells while holding a
mystic weapon.
Prerequisites: 300 CP in Wizardry Mana/Scrollcraft
Rite of Passage: Witness the casting of at least 10 spells in
every common school of magic (Elemental, Mental, Rune,
and Wizardy). Make a list of what the 40 spells are.
Skills: Charms (50), Spellbreaking (50), Ritual (Magic)
(30)
Focus: Wizardry Mana and Scrollcraft
Reserves: Magical
Other: Wizards may cast spells while holding multiple
spell packets or a mystic staff.
The Warrior Mage is skilled in the use of both magic and
arms in battle.
The Wizard is a mage fully devoted to the use of Wizardry.
The Wizard understands nuances of Wizardry that are
unclear to other mages, but has limited ability to learn
other magics.
Prestige Classes
A level of mastery exists beyond the Advanced Classes.
These masters may have learned to combine disparate
fields of knowledge (such as the Arcanist), to delve into
arcane and hidden knowledge (such as the Lifebringer or
Magehunter), to narrow their focus like a razor edge (such
as the Purist), or perhaps they have made pacts with dark
forces for additional power (such as the Shadowblade or
Death Knight). Whatever their path, these rare individuals
represent the pinnacle of knowledge and skill. One would
be hard pressed to find more than two dozen members of
any particular prestige class in all of Pendaan.
Rites of Passage are required for Prestige Classes, just as
for Advanced Classes, but are individualized for each
student. You must work with a teacher or guide to
determine what training and Rite will be required for you.
As with the Advanced Classes, add the prerequisites for all
of your Advanced and Prestige Classes to the prerequisites
for the class you wish to enter. The total is what you will
require to qualify for the class. For convenience, the total
prerequisites are also listed, based on a character with only
the one prerequisite Advanced Class. Also note that skills
available only through Prestige classes, and not to any Basic
or Advanced class, cannot be used to fulfill the
prerequisites for any class.
Prestige class characters’ Reserves are determined solely by
their prestige class(es), never by their advanced class(es).
Temporary Prestige Skills
As with other skills, prestige skills in your class may be
purchased as temporary skills for UP. However, it takes
time to develop these skills. For each event, you may make
a temporary purchase of only prestige skill you have not
previously purchased this way. For Mastery skills, each level
is considered a new skill for this purpose.
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133
Prestige Classes
Adept-Priest
The Adept-Priest has mastered a school of magic and
simultaneously reached the level of Priest within a faith.
Prerequisites: Mystic with 300 additional CP in Sanctity/
Devotion skills (total of 500 CP) and 300 additional CP in
Power/Sight skills (total of 500 CP). In addition the Mystic
must have joined a School or Order or found a Spirit Patron.
Skills: Charms (50), Mana-Faith Pool (50), Miracle (50).
Depending on the type of Mana chosen as Focus when
becoming a Mystic, the Adept-Priest may also learn the
skill Counterspell (Elemental/Sorcery), Iron Will
(Mentalism), or Spellbreaking (Wizardry)
Focus: (no additional Focus skills)
Reserves: both Divine and Magical
Other: The Adept-Priest may earn abilities and possibly
traits according to their path/spirit/patron. Adept-Priests
whose magical school is Rune may learn an additional
school for scrollcraft purposes only (the same as the Rune
Mage benefit) and gain Scroll Mastery as a Focus skill (if
they have Sight).
Arcanist
The Arcanist is a mage who has overcome the limitations
of each individual type of magic.
Prerequisites: Elementalist, Mentalist, Rune Mage,
Wizard, Nethermancer, or Sorcerer with at least 300
additional CP in three different types of Mana/Scrollcraft
(total of 600 in one school and 300 in each of the others).
Skills: Charms (50), Mana Pool (50), Spellcrafting (50)
Focus: all types of Mana and magical (not divine)
Scrollcraft, Detect/Attune
Reserves: Magical
Arch-Mentalist
The Arch-Mentalist has mastered the art of Mentalism and
can reshape his or her mind at will.
Prerequisites: Mentalist with at least 500 additional CP in
Mentalism Mana/Scrollcraft and non-alchemical Sight
skills (total of 800 CP).
Skills: Charms (50), Spellcrafting (50), Compartmentation
(100), Absorb Charm (40)
Focus: (no additional Focus skills)
Reserves: Magical
Arch-Wizard
The Arch-Wizard has mastered the art of Wizardry.
Prerequisites: Wizard with at least 500 additional CP in Wizardry
Mana/Scrollcraft and non-alchemical Sight skills (total of 800 CP).
Skills: Spellcrafting (50), Circle of Power (20/30/+),
Ritual Enhancement (50)
Focus: (no additional Focus skills)
Reserves: Magical
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Part 2 - Playing the Game
Elemental Warrior
The Elemental Warrior has bound to an elemental, much
like the Purist. Giving up all spells of different elements
brings the Elemental Warrior closer to pure elemental
energy. Warrior Mages who use Sorcery may also become
Elemental Warriors; Sorcery is considered their “element.”
Prerequisites: Warrior Mage with 300 additional CP in
Power/Sight skills (total of 500 CP) and 300 additional
CP in Finesse/Might skills (total of 500 CP). The Warrior
Mage’s preferred school of magic must be Elemental,
focused on a single element.
Skills: Fortitude (30), Ritual (Magic) (30)
Focus: one additional basic Finesse or Might skill (must
have the applicable class)
Reserves: choice of Magical or Physical
Other: Only elemental spells of the selected element may
be learned or used. The Elemental Warrior may develop
elemental abilities and traits. They may obtain a second
Mystic Weapon and use two at once.
Foe-Hunter
The Foe-Hunter is dedicated to stopping or destroying a
broad category of foes.
Prerequisites: Hunter with 150 points in Hunter skills
and 300 points in Finesse, Might, and/or Precision.
Skills: Fortitude (30), Chosen Foe II (50), Riposte (40/
60/+), Slay Mastery (40/60/+)
Focus: (no additional Focus skills)
Reserves: Physical
Other: The Foe-Hunter may use Slay Mastery and Riposte
only against their chosen foe(s).
Grandmaster Alchemist
The Grandmaster Alchemist has mastered the art of
Alchemy and is able to create elixirs beyond the scope of
what most Alchemists believe possible.
Prerequisites: Alchemist with at least 600 additional CP in
Sight skills.
Skills: Combination (100), Transference (100), Ritual
Alchemy (50)
Focus: one type of Mana and its
corresponding Scrollcraft
(if
you
have
Power), Ready
Powder
Reserves:
Magical
Myt hi cal Journeys Renai ssance
Advancing Your Chara c t e r
Grandmaster Monk
The Grandmaster Monk has developed self-discipline to
levels unimaginable by most, shaping body and mind into
potent weapons.
Prerequisites: Monk with 500 additional points in Dodge,
Parry, and Might skills (total of 800 CP).
Skills: Greater Fortitude (30), Feign Death (20/30/+),
Healing Trance (30), Knockdown Mastery (20/30/+),
Push Mastery (10/15/+), Subdue Mastery (20/30/+)
Focus: (no additional Focus skills)
Reserves: Physical
Other: A Grandmaster Monk does not need a weapon to
use the Retributive Knockdown ability (part of
Knockdown Mastery). Knockdown Mastery, Push Mastery,
and Subdue Mastery may not be used by a Grandmaster
Monk in armor.
Grandmaster Ninja
The Grandmaster Ninja has mastered stealth and the
martial arts. Some are Ninjas who have honed their skills,
others are Monks who turned their back on discipline in
favor of ruthless efficiency.
Prerequisites: Ninja or Monk with 300 additional points
in Dodge, Parry, and Might skills, and 300 additional
points in Precision or Subtlety skills.
Skills: Fortitude (30), Assassinate (50~), Disguise (20/
30/+), Feign Death (20/30/+), any two of Backstab
Mastery (30/45/+), Quickdeath Mastery (30), or Subdue
Mastery (20/30/+)
Focus: Assassinate, Dodge (if you have Subtlety or Monk),
Backstab, Poisoncraft, and Quickdeath (these three skills
only if you have Precision)
Reserves: Physical
Other: A Grandmaster Ninja may use a Subdue packet as if
it was a weapon for purposes of delivering Backstab,
Waylay, or Assassinate. The Subdue packet must be used to
touch the appropriate target area as if it was a weapon (it is
not thrown at the target). The effect is the same as if a
weapon was used, and the skill can be resisted in the same
ways it could be if it was used with a weapon.
Prestige Classes
Reserves: Physical
Other: Choose either the Mastery skill for one of your
Might or Finesse focus skills, or gain Slay or Parry as a
focus skill. In addition, choose either the Mastery skills for
one of your Precision focus skills and one of your Subtlety
focus skills, or gain Assassinate as a focus skill.
Holy Assassin
Rarest of the prestige classes, the Holy Assassin is a highly
trained Scourge who has received the blessing and
patronage of a spirit or avatar, though not necessarily that
of their own religious community.
Prerequisites: Scourge with 300 additional points in
Devotion or Sanctity (total of 500 CP) and 300
additional points in Precision (total of 500 CP).
Skills: Ritual (Divine) (30), Assassinate (50/75/+),
Disguise (20/30/+), Fortitude (30), choice of one stealth
Mastery skill
Focus: (no additional Focus skills)
Reserves: choice of Divine or Physical
Other: The Holy Assassin may earn abilities and possibly
traits according to their path, spirit, or patron. They may
have an additional holy weapon made and use two at once.
Highwayman
The Highwayman is a Rogue who has become confident in
combat prowess and who normally steals by force, although
the Highwayman retains a few tricks of stealth when they
are needed.
Prerequisites: Rogue with 300 additional points in Might
and Finesse (total of 500 CP) and 300 additional points
in Precision or Subtlety skills (total of 500 CP).
Skills: Greater Fortitude (30), Assassinate (50/75/+)
Focus: one basic Might or Finesse skill (but not Parry or
Slay), one basic Subtlety skill, one basic Precision skill
(must have the applicable class for each)
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135
Prestige Classes
Lifebringer
The Lifebringer is a Cleric who has raised healing to a high
art, and can restore the health even of those otherwise lost
to the world.
Prerequisites: Cleric with 600 additional CP in Sanctity/
Devotion skills (total of 900 CP in these classes), which
must include Diagnose and Self-Sacrifice. In addition, the
Cleric must have joined the Benevolent school of Fortune
or the Order of the Open Hand or follow a suitable spirit
(generally a Nature spirit of plants/herbivores, or Dream).
Skills: Aura of Peace (50), Lay On Hands (30 points, may
be purchased multiple times), Resurrection (50/~),
Sacred Hand (20), Ritual (Divine) (30), Divine
Enhancement (30/45/+)
Focus: Lay On Hands
Reserves: Divine
Magehunter
The Magehunter uses cold steel against those who abuse
magic, or perhaps is simply a hired killer who specializes in
magic-wielding targets. Pure of all magic, the Magehunter
is uniquely well-suited to neutralize such foes.
Prerequisites: Rogue, Champion, or Duelist with 500
additional points in Finesse, Might, and Precision skills.
The aspiring Magehunter must have no Power, Sanctity,
Devotion, or Sight skills (including Read Magic/Divine).
Skills: Fortitude (30), Void (20/~), Void Mastery (20/
30/+), Null Mastery (20/30/+).
Focus: choice of any two basic skills from Finesse, Might,
or Precision (must have the applicable class for each)
Reserves: Physical
Other: The Magehunter may not learn Power, Sanctity,
Devotion, Sight, Read Magic, or Read Divine.
Master Archer
The Master Archer strikes with unmatched precision and
power.
Prerequisites: Archer with 500 points in Archer skills.
Skills: Greater Fortitude (30), Knockdown With Bow
(20/30/+), Strength (30),
Maim With Bow Mastery
(20/30/+), Pain
With
Bow
Mastery
(30/
45/+),
Slay
With
Bow
Mastery
(40/
60/+)
Focus: (no
additional Focus
skills)
Reserves: Physical
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Part 2 - Playing the Game
Master Assassin
The Master Assassin has mastered the art of granting quick
and quiet death.
Prerequisites: Assassin with 500 additional points in
Precision skills (total of 800 CP in these classes).
Skills: Fortitude (30), Disguise (20/30/+), Apply Poison
Mastery (25), Backstab Mastery (30/45/+), Quickdeath
Mastery (30), Resist Poison Mastery (30/45/+), choice
of one Subtlety Mastery skill
Focus: Dodge and Escape Artist (if you have Subtlety)
Reserves: Physical
Master of Chance
The Master of Chance
is a Fatespinner whose
actions on behalf of a
faith
have
been
noticed, and who has
been blessed by an
avatar or spirit.
Prerequisites:
Fatespinner with 300
additional
CP
in
Sanctity/Devotion skills
(total of 500 CP) and
300 additional CP in
Precision/Subtlety skills
(total of 500 CP).
Must be chosen by an
avatar or spirit.
Skills: Ritual
(Divine)
(30),
Disguise (20/30/
+)
Focus: all basic Precision and Subtlety skills (must have
the applicable class for these)
Reserves: choice of Divine or Physical
Other: The Master of Chance may earn abilities and
possibly traits according to their path, spirit, or patron.
Master Thief
The Master Thief has learned all forms of subterfuge with
equal talent. Few obstacles can stop the master at work.
Prerequisites: Burglar with 500 additional points in
Precision and Subtlety skills (total of 800 CP in these
classes).
Skills: Fortitude (30), Dodge Mastery (50), Escape Artist
Mastery (30), Lockpicking Mastery (20/30/+), Waylay
Mastery (40), choice of one Precision Mastery skill.
Focus: All basic Precision and Subtlety skills (must have
the applicable class for these), Appraisal, Disguise
Reserves: Physical
Myt hi cal Journeys Renai ssance
Advancing Your Chara c t e r
Myrmidon
The Myrmidon is a fighter who has focused all his training
on the use of a single weapon, and perfected its use.
Prerequisites: Duellist with 500 additional points in
Finesse and Duellist skills (total of 800 CP in these
classes).
Skills: Greater Fortitude (30), Attune Weapon (20),
Study Foe (40/60/+), Disarm Mastery (20/30/+), Pain
Mastery (30/45/+), Parry Mastery (20/30/+), Slay
Mastery (40/60/+)
Focus: Cloak Fighting, Riposte, Knockdown, Maim, Push,
Slay (must have the applicable class for each)
Reserves: Physical
Other: The Myrmidon may only use his fighting skills and
Attune Weapon with his single chosen weapon type. It may
be two-handed, or two such weapons can be used together
(with Two-weapon II or III), but it may not be paired with
a different weapon or with a shield.
Mystic Archer
The Mystic Archer has transcended archery and made the
bow a channel for magic or faith.
Prerequisites: Archer with 300 CP in any “With Bow”
skills and 300 CP in Power or Sanctity.
Skills: Mystic Arrow (30/45/+), Spell Arrow (30/45/+)
Focus: (no additional Focus skills)
Reserves: choice of Divine (if you have 300+ CP in
Sanctity), Magical (if you have 300+ CP in Power), or
Physical
Other: A Mystic Archer can have a Mystic Bow made,
which can be held while casting.
Oracle
The Oracle receives the guidance of spirits or avatars, and
has learned to see signs of the past, present, and future.
Some Oracles are priests of Fortune who have learned to
interpret the weave of Fate, others are Shaman who hear
the spirits, and a few have made pacts with Fiends for their
answers. Of course, even an Oracle can misinterpret the
signs if they aren’t careful.
Prerequisites: Cleric with 600 additional CP in Sanctity/
Devotion skills (total of 900 CP in these classes),
including a minimum of 4 Last Rites. Must have joined a
School or Order or found a Spirit Patron.
Skills: Avoid Trap (20/30/+), Augury (30/45/+),
Commune (50), Insight (50/75/+), Read Mystical Aura
(30), Divine Enhancement (30/45/+), Miracle (50).
Focus: (no additional Focus skills)
Reserves: Divine
Mythical Journeys Renaissance
Prestige Classes
Paladin
The Paladin is a champion of a faith: Fortune, Radiance, or
Shamanism. Chosen by an avatar or spirit for exemplary
service and character, the Paladin is blessed with holy
abilities. Paladins of Shamanism are usually known as
Mistwalkers.
Prerequisites: Holy Warrior with 300 additional CP in
Sanctity/Devotion skills (total of 500 CP) and 300
additional CP in Finesse/Might skills (total of 500 CP).
Must be chosen by an avatar or spirit.
Skills: Ritual (Divine) (30), Fortitude (30)
Focus: one additional basic Finesse or Might skill (must
have the applicable class) or Slay Foe (if the Paladin has
access to this skill)
Reserves: choice of Divine or Physical
Other: The Paladin may earn abilities and possibly traits
according to their path, spirit, or patron. They may have a
holy weapon made if they have a holy shield, or a second
holy weapon if they do not, and can use both items at once.
Priest
The Priest is a Cleric who has joined a specific school or
order, or formed a Shamanic alliance, and is now among the
most advanced within a faith. Only Priests wield the most
powerful blessings of faith in most schools and orders.
Prerequisites: Cleric with 600 additional CP in Sanctity/
Devotion skills (total of 900 CP in these classes). Must
have joined a School or Order or found a Spirit Patron.
Skills: Divine Enhancement (30/45/+), Miracle (50)
Focus: (no additional Focus skills)
Reserves: Divine
Other: The priest may earn abilities and possibly traits
according to their path, spirit, or patron.
Purist
The Purist is an Elementalist, Nethermancer, or Sorcerer
who has forged a permanent bond to a single element or to
Nether or Sorcery, giving up all spells of other elements or
schools. The Purist gradually takes on more and more
traits of their chosen power.
Prerequisites: Elementalist, Nethermancer, or Sorcerer
with at least 500 additional CP in their chosen Mana/
Scrollcraft and non-alchemical Sight skills (total of 800
CP).
Skills: Charms (50), Spellcrafting (50).
Focus: (no additional Focus skills)
Reserves: Magical
Other: Only elemental spells of the selected element may
be learned or used. The Purist may develop elemental
abilities and traits. (Nethermancers gain undead abilities,
Sorcerers gain fiendish ones.)
137
Prestige Classes
Rune Knight
The Rune Knight wields rune-marked weapons in a potent
web of enchanted steel.
Prerequisites: Warrior Mage with 300 additional CP in
Power/Sight skills (total of 500 CP) and 300 additional
CP in Finesse/Might skills (total of 500 CP). The Warrior
Mage’s preferred school of magic must be Rune.
Skills: Fortitude (30), Ritual (Magic) (30), Runesword
(10/15/+)
Focus: one additional Finesse or Might skill (must have
the applicable class)
Reserves: choice of Magical or Physical
Other: Rune Knights who learned the Transcend Armor
skill as one of their Warrior Mage skills can use the skill to
cast while wearing heavy armor (requiring 30 seconds
preparation and the incant), and do not need any
preparation time while casting in light and medium armor.
Rune Knights who chose Extend Shield and Empower
Weapon may learn Transcend Armor but do not gain this
additional benefit.
Rune Knights may obtain a second mystic weapon and use
both at once, or may obtain a mystic shield to use with
their weapon.
Rune Master
The Rune Master has mastered the art of Rune Magic.
Prerequisites: Rune Mage with at least 500 additional CP
in Rune Mana/Scrollcraft and non-alchemical Sight skills
(total of 800 CP).
Skills: Spellcrafting (50), Runic Tattoo (10/15/+), Rune Item (50)
Focus: (no additional Focus skills)
Reserves: Magical
Other: The Rune Master gains another scrollcraft bonus
school.
Shadow Arcane
The Shadow Arcane is master of the Shadow’s art, using
magic to complement stealth.
Prerequisites: Shadow with 300 additional points in Power
or Sight (total of 500 CP) and 300 additional points in
Precision or Subtlety skills (total of 500 CP).
Skills: Arcane Opening (50), Ritual (Magic) (30), Dodge
Mastery (50), Escape Artist Mastery (30), choice of one
other stealth Mastery skill
Focus: one additional basic Precision or Subtlety skill
(must have the applicable class)
Reserves: choice of Magical or Physical
Storm Mage
The Storm Mage has mastered the Elemental arts, and is
able to create new spells, including spells that combine
multiple elements. This makes the Storm Mage’s spells
very difficult to Counter.
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Part 2 - Playing the Game
Prerequisites: Elementalist with at least 500 additional CP
in Elemental Mana/Scrollcraft and non-alchemical Sight
skills (total of 800 CP).
Skills: Charms (50), Elemental Channel (20/30/+),
Elemental Resistance (20/30/+), Spellcrafting (50).
Focus: (no additional Focus skills)
Reserves: Magical
Warlock
The Warlock has intertwined magic with his weapon,
creating a deadly combination.
Prerequisites: Warrior Mage with 300 additional CP in
Power/Sight skills (total of 500 CP) and 300 additional
CP in Finesse/Might skills (total of 500 CP).
Skills: Fortitude (30), Ritual (Magic) (30), Warlock's
Blade (20/30/+)
Focus: one additional basic Finesse or Might skill (must
have the applicable class)
Reserves: choice of Magical or Physical
Other: Warlocks may obtain a second Mystic Weapon and
use both at once.
Warlord
The Warlord is a master of the battlefield. Able to
withstand damage that would kill most men, few enemies
can stand before him.
Prerequisites: Champion with 500 additional points in
Pain and Might skills (total of 800 CP in these classes).
Skills: Greater Fortitude (30), Battle Cry (30/45/+),
Knockdown Mastery (20/30/+), Maim Mastery (20/30/
+), Slay Mastery (40/60/+), Pain Mastery (30/45/+),
Push Mastery (10/15/+)
Focus: Strength, Subdue
Reserves: Physical
Weapons Master
The Weapons-Master is a fighter who has mastered the
many arts of combat.
Prerequisites: Duellist or Champion with 600 additional
points in Finesse and Might skills (total of 900 CP in
these classes). Arms and armor skills do count in this total
(unlike most classes).
Skills: Greater Fortitude (30), Cleave (50), Strength
(30), Attune Weapon (20), choice of three fighting
Mastery skills.
Focus: Disarm, Parry, Knockdown, Maim, Push, Slay
(must have the applicable class for each)
Reserves: Physical
Other: Once the Weapons-Master has learned at least 4
melee, missile, or thrown weapon skills, he may learn all
remaining melee, missile, and thrown weapons for a single
expenditure of 25 points.
Myt hi cal Journeys Renai ssance
Part 3
Setting
Chapter 15 - Regions of the World .......................127
Chapter 16 - The World of Pendaan ......................135
Places of Note .......................................................................127
Accents ....................................................................................134
The Age of Darkness ........................................................... 135
The Great Rebellion ............................................................ 136
The Age of Light .................................................................. 136
The Turning of An Age ....................................................... 137
Recent Events ....................................................................... 138
Turn of Time ........................................................................ 142
Chapter 15
Regions of the World
Places of Note
Dragon Dynasty
The information listed below represents common
knowledge any character could know. Additional detail is
available in region packets (found on our web site) for
characters who hail from these regions.
Arkenstone
A thriving if somewhat
perilous port city, the Free
City of Arkenstone is the
center of trade on the western
coast of Pendaan. It is a place
where anything can be had for
a price. Its ruling triumvirate
maintains a position of strict
neutrality, intervening in
external politics only enough
to keep the balance of power.
Most notably, it has
intervened
on
several
occasions to keep Harradon, Ironwatch, and Sarden from
annexing the crossroads region of Felnar. Some accuse them of
secret trade with Blackhold; certainly they have gone to no
great lengths to prevent smugglers from working in their
region.
Arkenstone trades far and wide by sea, and overland with
Harradon and Felnar. Additional trade passes through
Felnar bound for Ironwatch and Sarden. Arkenstone also
controls a number of cities to the north, including Lacarta
(known for its horses) and Cragsmoor (at the far north on
the edge of the Midnight Moor).
This island empire, known by its inhabitants as Ryuujin
Chisei, is located at the eastern ends of the Shattered
Lands. The Dynasty is ruled by eight powerful houses
according to a complex set of laws, said to have been placed
upon them by the gods. Numerous minor houses are
granted lands by the great houses they give allegiance to. At
any time, one of the Shoguns of the eight houses rules the
entire Dynasty as Emperor.
The Dragon Dynasty trades extensively with Pendaan, but
the former Emperor had set strict limits on the ability of
foreigners to own lands and bring elements of their own
cultures to the Dynasty.
Until recently, the Emperor was the Shogun of House
Banoko, the House of the Jade Mountain. Emperor Banoko
Nibori had ruled for 38 years. However, he lost much
respect when fiends assaulted his nation in 509, and their
attacks were only stopped when a force from Eldyrwood
destroyed their Master Gate in fall 510. In order to repay
this debt, in summer 511 he decreed that he would give up
the throne in favor of whichever house provided the most
aid to besieged Felnar. By the end of the year, significant
forces of houses Chiba, Hikage, Loong, and Tenjou were
battling fiends near Arkenstone, with naval support from
house Yamada. In 512, after Arkenstone was freed from
fiendish control, Emperor Banoko abdicated the throne in
favor of the shogun of House Tenjou.
Shortly after the retreat of crusaders from Zelfir at the
beginning of 509 A.L., fiends followed and began an
assault on Arkenstone, which fell within a few months. The
other cities in the region quickly came under fiendish
control as well. Fighting on several fronts, the fiends used
the Arkenstone army to besiege neighboring Felnar while
fighting off forces of Harradon, Dumar, and Sarden. In
spring of 511, raiders from the Frozen North also began
their own attacks up and down the coast. In spring of 512,
the fiendish gates were sealed and the city freed, but
reconstruction and removal of fiendish influences will take
time, and outside troops remain in the city as of fall of
512.
141
Places of Note
Part 3 - Sett ing
Dumar
The Holy Dumarian Empire
is one of the larger nations of
Pendaan, near its center. The
city of Dumar itself is the
Emperor’s seat, though the
Empire contains numerous
small towns and villages. The
Emperor claims continuous
lineage from Duma, the
legendary founder of Dumar,
although the evidence is
shaky; three centuries without
nobility during the Age of
Darkness led to the loss of much documentation. In addition,
crowned by the Archluminary of Radiance, he also holds
religious authority.
Dumar has historically placed great value on art, literature,
magic, and engineering. It has not always been the greatest in
these areas, but its competitive spirit has driven its neighbors
to strive for greatness as well, to the benefit of the entire
region. For several centuries, relatively high tariffs somewhat
reduced the flow of trade and ideas in and out of the kingdom,
and Dumar was often considered a kingdom in decline.
However, during the Fiend War the nation took a more active
stance in the service of Radiance, and with the crowning of
King Garrard as Emperor by the Archluminary, the kingdom
was re-established as the Holy Dumarian Empire in 511 A.L.
The new Emperor dramatically reduced trade tariffs in an
attempt to reverse this trend.
Dumar is home of several universities. One is the Dillaytheon,
an ancient institution of learning in Dumar itself. It is a
university attended by young nobles, the children of wealthy
merchants, and favorite aspirants within a variety of religious
and other orders. The Dillaytheon is especially respected for
its study of prophecies. A second is the Seven Meadows
Collegium in the small eastern city of Fenbrook, primarily
known for the breadth of its studies. Dumar sometimes claims
the Arcanum as well, and the Arcanum was in fact founded
just outside the walls of the city. However, for the last two
centuries, the entire Arcanum—buildings and all—has been
magically travelling throughout Pendaan and currently
considers itself above such considerations as political borders.
In addition to these institutions, Dumar is also home to
the Temple of Holy Radiance, the seat of the Archluminary
of the Way of Holy Radiance. The temple includes a
renowned school and library holding extensive works on
history, magic, and ritual, as well as the works concerned
with battling darkness that are its main theme. The library
is sponsored in part by the crown and in part by the
Dillaytheon, and cooperates closely with these institutions,
although there are occasional points of contention. Ties
with the Arcanum were once equally close, but research by
Arcanum mages into darker magics raised hackles within
the Temple, though conducted under tight controls, and
contributed to the Arcanum’s decision to leave Dumar.
142
Felnar
On the northern border of
the Forgotten Forest,
south of the Midnight
Moor, lies the small city of
Felnar and its lands. A
crossroads between the
port city of Arkenstone,
the Ra’Kash city of
Harradon, the northern
city of Sarden, and the
Imperial city of Ironwatch,
Felnar survives despite its
perilous location. Some
say it also is spared some
of the brunt of evil’s attacks because it harbors smugglers
who trade in and out of Blackhold. Certainly, both Sarden
and Ironwatch have tried to conquer it under this pretense,
but the intervention of other states has so far kept it
independent. It attracts a curious mix of traders, magical
researchers, treasure hunters, those tempted by the
promises of darkness, and those dedicated to wiping out
darkness’s last vestiges. A place of struggle, strife, heroism,
and above all… adventure. The town of Eldyrwood, in
particular, has been a focus of key events in the Fiend War
and is home to an unusual number of heroes for a town of
its size.
The city of Felnar was besieged by fiends and the army of
Arkenstone starting in 510 A.L. Forces from Dumar and
Sarden came to the city’s aid and supplies were sent by
Gate. Early snows in fall of 511 also bought time, delaying
the arrival of supplies for the attacking forces. Although
the city walls were breached in several locations, the fiends
were defeated in spring 512 before Felnar was completely
overrun.
Forgotten Forest
First of the great woods to be corrupted during the Age of
Darkness, and close to the haunts of the Midnight Moor, the
Forgotten Forest to this day has a reputation for harboring foul
creatures. It is known to be home to tribes of wargs and fanatic
sects of shaman such as the Vilderkin and the Hunters of the
Dark Wood, as well as untold beasts and fell creatures. Many have
not returned from explorations of the wood, bodies never to be
found. Ra’Kash from the city of Harradon hunt within the
woods, but even they do
not go too far in.
The Turma Grue
act as defenders
of the wood,
keeping people
out and foul
beasts in.
Myt hi cal Journeys Renai ssance
Regions of the World
Myra
Colonna
Lucitan
Places of Note
Perugia
Free Cities
The Free Cities comprise eight independent city-states,
unified only by a trading pact. For the most part these are
merchant cities. While they are ruled by councils of nobles,
nobility is handed down according to each nobles’ wishes,
which, in practice, means that noble titles are for sale.
Consequently, most of the powerful merchants and the
heads of the prominent guilds hold noble titles and seats
on the council. As a merchant’s fortunes fall, there is more
and more pressure to sell the title to someone more
“deserving.”
In order of size, the Free Cities include Myra (the largest),
Colonna, Lucitan, Perugia, Ostia, Trento, Fano, and Foggia
(smallest).
This area also includes the Ghost City of Brugge.
According to legend, most of the city’s population was
killed during the plagues of the Godless Time, and now
their restless spirits haunt the city. The ruler of the city,
Count Ettore, was said to be among the victims, and it is
said he continues to rule even today in a grotesque parody
of the living. Some number him among the great Lich
Kings.
The Free Cities suffered few attacks during the Fiend War
due to their location, but starting in 510 A.L. a wide
variety of undead, many of unrecognized types, have been
roaming the northern part of the region, especially near
Brugge.
Freelands
This land of rolling hills and grassy plains falls under no
government, and its residents prefer it that way. Descended
from ancient nomadic tribes and refugees from both the
War of the Queen’s Ascension and the Great Rebellion,
they live in wandering tribes or small villages. Some tribes
war against each other in an attempt to gain superiority
over the others.
Ostia
Trento
Fano
Foggia
Brugge
Frozen North
Across the Northern Sea lies the continent of the Frozen
North. A virtual wasteland of snow and ice to those who
don’t normally live there, the Frozen North is home to
many tribes of nomads and barbarians who follow the
wandering herds in order to survive. Some of the most
renowned barbarian tribes are the White Stag, the Eagle
Claw, the Ice Bear, the Wolf, and the Snowhawk. Snow falls
often enough in the Frozen North to leave a thick blanket
of frost upon the evergreen trees almost year-round. Along
the seacoast dwell many fisherman, notably in the villages
of Kar Nor.
The largest city in the Frozen North is Lindernoff, and
most trade passes through its port. The snow and ice
extend far to the north where even the burliest of
barbarians dare not tread. Rumors speak of wild yeti packs
that suffer no survivors, ice dragons, and ancient wizards
that wish to be left alone. Lindernoff is surrounded by a
large wooden wall, which helps to keep the bitter winds at
bay.
Around the turn of the century, a powerful Frost Elf
mentalist began enslaving the tribes, erasing their minds to
make them his thralls, and using them alongside bestial
fiends to capture more of their kin. As his domain
expanded, the remaining tribes were forced to the coast and
many began to subsist by raiding northern Pendaan. When
the Fiend War began in 509 A.L., the assaults increased in
severity. In the Frost Moon of that year, however, the first
of the great Master Gates was shattered, and the control
over of the tribes was broken. Since that time, Frozen
North raiders have only struck cities and towns under
fiendish control. Now that the fiends have been defeated, it
remains to be seen whether raids will become a problem
again.
Beings of all races and cultures can be found here,
including large numbers of trolls, goblins, and orcs. For
the most part, the soil and climate is not suited for
agriculture, and none of the adjacent nations (primarily
Purk and Sarden) have an interest in expanding in this
direction, although both have had to deal with barbarians
raids from time to time.
Mythical Journeys Renaissance
143
Places of Note
Part 3 - Sett ing
Harradon
In the midst of old Human
cities, this city of Ra’Kash is an
anomaly. Lord Harr, for whom
the city is named, was a Ra’Kash
noble on the southern continent
until he formed an alliance with
the leaders of the Great
Rebellion, leading an army of
Ra’Kash against the Dark
Queen. His price was the
garrison-city of Varradon and
the surrounding lands. Although
Lord Harr died during the Great
Rebellion, his descendents renamed the city for him.
Although the Ra’Kash of the southern continent are ruled
by matriarchs, Lord Harr and his line were lions, among
whom the patriarchs lead. At various times Harradon has
been ruled by each. The present custom is that the
successor to the throne is the victor of a Great Hunt, and
both male and female Ra’Kash are permitted to compete.
Harradon’s port, Temmek, was taken by fiend-controlled
Arkenstone in early 510 A.L. and then partially recovered
in summer of 511. Fighting continued in the streets for
months but it was fully recaptured in 512. Some allied
foreign forces, including Dumarian troops, remain in the
city.
Imperium
When the Elves joined the war
against the Dark Queen, those who
would fight established fortresscities scattered across Pendaan.
During her reign, the Dark Queen
forbid them from unifying, but
after her fall the Imperial Elves
corrected this. Some cities were
reunified by force.
Today, the Imperials rule a
substantial area of southwestern
Pendaan, as well as a few more
isolated cities, including Ironwatch
(just beyond the Midnight Moor)
and Tyrell (along the Fireforge
Mountains,
near
Cauldron’s
Notch). Their society is strictly hierarchical, with a ruling
class of Highborn reigning over their Vassals and Citizens.
They maintain a reputation for militancy, although their
tone varies from city to city, depending on which of their
Houses is predominant.
The city of Ironwatch, located alongside the Midnight Moor
and the lands of Felnar, was built to watch over the Valley of
No Return and ensure Blackhold would never be rebuilt. They
still hold great resentment for those who failed to eradicate
every last trace of evil at the end of the Great Rebellion.
144
In 510 A.L., one of the great fiendish Master Gates
appeared in the Imperial city of Safi, where the fiends made
alliance with extremist members of the Sect of Armus,
including a builder of automatons. Their combined force
held the relatively isolated city of Safi despite a concerted
Imperial effort to regain the city in early spring 511, after
which the fiendish force extended its dominion to the
nearby city of Harbor’s Nest. A second assault, again
costing many lives, was successful at destroying the Master
Gate two moons later.
Since that time, the Imperium has been plagued by magical
storms accompanied by elementals and other types of
magical creatures. The Imperial army remains on high alert
and dealing with these unpredictable magical disasters is
requiring their full attention. Many rumors are told, but
few official statements have been made about the situation.
Midnight Moor
Gateway to the Valley of No Return, these fog-covered
bogs and swamps are largely uninhabited by the civilized
races. They are not inhospitable at all for the unliving
beings who haunt them. Legend records that these lands
were once fertile, and some claim that they hold ancient
and rich ruins, but few adventurers have returned from the
moor, and fewer still with artifacts from the ruins. The
moors also hold all manner of fiend-spawn creatures
released from the Valley of No Return.
New Arcadia and
Nova Korhadien
Arcadia and Korhadien were
twin cities of Famori and
legendary fortresses of
knowledge. Both were
destroyed
in
the
Earthrending that cemented
the Dark Queen’s Rule.
Arcadia was entombed in
the earth, while Korhadien
was swallowed up by the
Korhadien Sea. Eventually,
centuries later, the town of
Freehold was built on Arcadia’s ruins. Here the Great
Rebellion was declared, and here it ended almost six years later
with the death of the Dark Queen.
After the Great Rebellion, Freehold was renamed New
Arcadia, and a series of monuments were built honoring
heroes and major events of the Rebellion. Not content, the
Famori nobility of the city also established the city of
Nova Korhadien on the largest island of the Korhadien Sea.
Many Famori immigrated to one of the two cities, and
Nova Korhadien especially benefitted from those trying to
escape the Kai conquests and plagues of the decades that
followed the Great Rebellion’s end.
Myt hi cal Journeys Renai ssance
Regions of the World
Today, the two cities are major centers of learning and
study. New Arcadia occupies an important crossroads
location, and much trade passes through the area, bringing
with it people and ideas. There is a significant Famori
population, but even today they are not a majority. Nova
Korhadien is a smaller city with a higher proportion of
Famori, but also has significant numbers of other races.
The Clawed Stone Academy of Runic Arts, a school for
mages dedicated to the study of Rune magic, is located
here as well. There is extensive travel between the two
cities, and they maintain close ties.
The Famori cities were largely spared the ravages of the
fiend war. Early attempts to evacuate non-combatants to
the Imperium proved ill-advised when Imperial cities came
under direct attack. Towards the end of the war a series of
minor magical storms occurred which appeared related to
the more serious ones going on in the Imperium, but these
tapered off before the end of the Fiend War.
Oakholme
The great woods of Oakholme (known as Eldonshire to its
inhabitants) are home to numerous Grue Elven towns.
Although there is no single city of note, the Elves work
closely together when external matters require it. Many a
town of Oakholme has never been seen by outsiders, and
many of its inhabitants have never been outside the wood.
Dumarians, to the south, think the Grue to be uncivilized
hicks. The Grue have a closer relationship with the city of
Sarden, to the west, and to the tribes of the Freelands to
the north and east.
Although raiders from the Frozen North struck areas in
the Freelands during the early stages of the Fiend War,
Oakholme saw relatively few fiends. This was due both to
the skill of its defenders and the difficulty for invaders in
locating small villages hidden in the great wood.
Purk
The Kingdom of Purk, like
Dumar, dates back well before
the rise of the Dark Queen,
but Purk fared much worse in
the wars, and for centuries
was little more than a citystate. After its neighbor,
Draven, was cast into Shadow
during the Great Rebellion,
Purk claimed Draven’s lands
including the lesser cities of
Kirn, Giessen, and Stolberg,
and began its return to
prominence.
Mythical Journeys Renaissance
Places of Note
Purk has close ties to the Dwarves who live within the Fireforge
Mountains. Its northern cities sometimes trade with tribes from
the Freelands, and sometimes war with them.
The area that was once the city of Draven is now a dark and
blighted place, utterly without life. Strange creatures are
sometimes seen at its edges, but few have dared explore its
depths. Fewer have returned from such ventures. Even to
pass near the site is to feel overwhelming despair, so most
travelers and caravans give it wide berth.
Purk was little-touched by the fiend war and sent only a
small token force to the recovery of Arkenstone (as they
had to the Zelfir Crusade), but since 510 A.L. southern
Purk has been plagued by a wide variety of undead, many of
no recognized type.
Sandridden Plains
The great desert kingdom
of El’Idur is said to be the
oldest of the Human
kingdoms. It is surrounded
by the vast and harsh
desert known as the
Sandridden
Plain. El’Idur is
ruled by Grand
Sultan Salah
Bin
Khalaf
Al’Anka, a fair but
sometimes
harsh
ruler. The city of
El’Idur is vast and topped by many golden spires. Its
streets are busy around the clock, trading exotic
spices, crafts, and magic. Radiance is the state
religion, and El’Idur claims the holiest of
Radiance’s historical sites can be found here.
In mid-509 A.L., the great fiendish Master Gate
which had opened in Zibberawn shifted to
El’Idur. In addition to hordes primarily of
sulfur fiends, the Kai raiders also formed
alliances with the fiends. The gate was not
destroyed until late 510, by which time
most of the capital had been overrun
and many of its inhabitants had fled or
been killed. Some feel the balance of
power has shifted in favor of Pasha
Al’Siddiq ibn Hasan Al’Rabi,
ruler of the nearby city of
Sais.
145
Places of Note
Part 3 - Sett ing
Sarden
Sarden, and the nearby city
of Bandir, which it rules,
was once held tight within
the Dark Queen’s grasp.
After the war, it was
“conquered” by the Grue
of
Oakhome.
This
conquest was entirely
bloodless, and many say
the city elders were
tripping over themselves to
surrender to the Grue
before
the
Imperials
arrived. True or not, the
city was reorganized along less militaristic lines, and today
is fairly peaceful. It still maintains good relations with the
Grue. The region is known for its fine art, delicious
cuisine, and splendid wines, as well as the insufferably
superior opinion many of the locals have about these three
things.
For many years, Bandir and nearby villages suffered attacks
by raiders from the Frozen North, coming down through
the Ebon Sea. With the beginning of the Fiend War in 509
A.L., these were recognized as only the precursor of what
was to come.
Sarden had, however, mobilized its forces to join the
Radiant crusade in 508, and was better prepared than
might have otherwise been expected. The damage caused by
fiendish forces was much less than suffered in other
regions under direct attack, especially since the nearby
Master Gate in the Frozen North was first to be destroyed,
in late 509.
Sarden had cultivated ties with the Enselari people before
the war, even building an Enselari embassy in the capital.
Since the crusade, a very large proportion of Enselari who
escaped the island of Zelfir have taken up residence in
Sarden, including Queen Bedessi. Many fight alongside
Sardenese forces against the fiends, primarily in Felnar.
Kaerramos Mage Tower, Arkenstone
146
Myt hi cal Journeys Renai ssance
Regions of the World
Shattered Lands
Once the home of the great southern kingdoms, the
Shattered Lands are exactly that—shattered. After the
Dark Queen’s cataclysmic Earthrending, little remained of
the old kingdoms. Aside from the Dragon Dynasty (see
page 141), the Shattered Lands are presently home to the
much reduced Dwarven Iron Throne Empire and the
nomadic Kai, reviled for attacking the Free Cities and
Dumar in the weakness that followed the end of the Great
Rebellion and the Godless Time. The Kai’s participation in
the fiend war on the side of the sulfur fiends did nothing
to improve their reputation.
Shimmering Coast
This coast is isolated from
the rest of Pendaan by the
craggy Fireforge Mountain
Range. The people here
abide by their own sets of
laws and the local villages
and towns usually govern
themselves. Piracy is one of
the major occupations in
this region, and many
buccaneers take advantage of
the lack of centralized
government to operate out
of local coves and sea towns.
Three major settlements can be found in this area. Best
known is the port city of Cavenport. Its main source of
trade is sailing ships, which are the best in all of Pendaan.
Cavenport is a haven for criminals, thugs, ruffians, and the
like, but crime in Cavenport itself is kept to a minimum as
the penalties are extremely harsh. The city is ruled by Lady
Rheallan Astani, a Radiant, whose obsession with stamping
out heresy has led to harsh restrictions on her own faith.
Fortune is less restricted and more common than Radiance
in the city. The city was safely out of the path of the
fiendish hordes, and business continued here as normal.
Located on a small island south of Cavenport is the small,
independent city-state of Zibberawn. Zibberawn was and is built
upon trade. It has strong mercantile ties with other port cities,
and a welcoming policy of trade without tax, tariff, or fees, as in
fact there are no local laws, only protection enforcers working for
the different houses and companies. It is infamous as a place
where you can buy anything (poison, knowledge scrolls, slaves,
small islands, etc.) as long as you can pay the exorbitant fees that
the merchants who do business here charge. Zibberawn is also
famous for its merchant companies which are grouped loosely
into categories. Many of these merchant organizations have
cornered the market in their areas of expertise. When the opening
of the fiendish gate was heralded by a volcanic eruption in 509
A.L., many residents chose to make deals and pacts with the
fiends for their own survival. Now that the gate is closed, they are
doing their best to rebuild and continue. It is not the first time
large portions of the city have been burned, and probably will not
be the last.
Mythical Journeys Renaissance
Places of Note
Far to the north is Firestar Peak. Once a mountain, it is
now merely a hill. Hundreds of years before the
Earthrending, a huge meteorite smashed it down,
annihilating the dwarven community living here. It is now a
source of great intrigue, with many alchemical and magical
communities springing up around it. It is rumored that,
somehow, the meteorite “charged” the hill with magical
properties. On the darkest nights it is said that the hill
glows, illuminating the woods covering it in a soft red hue.
Southern Continent
The southern continent is home to the cat people known
as the Ra’Kash. The entire southern continent is
encompassed in thick jungle, nearly impassable to those
not trained to venture through such areas. Ra’Kash is, for
the most part, largely unexplored; legends speak of other
Ra’Kash civilizations further to the south. The best known
Ra’Kash city is Pride’s Deep. Home to many Ra’Kash, it is
one of the most wondrous spectacles of the world. The city
itself is made up of several large, ziggurat step-pyramids
topped with highly polished gold. It is not uncommon to
see other races in this city, but it is not recommended for
non-Ra’Kash to walk alone.
The southern continent briefly suffered an outbreak of
serpent fiends and acid fiends at the beginning of 509
A.L., centered near the Plateau of Dreams, but the fiendish
gate shifted the following year to the Imperium.
Valley of No Return
At first glance, this desolate wasteland would appear as any
other desert, filled with dry rock, sand, and harsh winds.
However, to the surprise of those who trek it, the piercing
stones tossed up by the winds bring a slow death to the
unsuspecting. Hidden within the midst of this sinister
valley lies the ruins of the Dark Queen’s obsidian keep, the
Twilight Citadel, within the ghost town of Blackhold.
It is whispered that creatures of darkness still inhabit
Blackhold and the ruins of the Twilight Citadel, and that
some trade with them for forgotten wealth and secrets of
dark magics. Such trade is forbidden by law in Arkenstone,
Felnar, Ironwatch, and Sarden.
147
Accents
Zelfir
The mist-shrouded Isle of Zelfir was unknown to Pendaan
until a ship landed on the coast north of Arkenstone in
498 A.L. The island is located several hundred miles to the
west of Arkenstone, and is the home of the silver-marked
Enselari and their city, Enselar, as well as a number of
smaller towns and villages. Visitors were permitted, though
rare, but priests and missionaries of both Fortune and
Radiance were forbidden from the isle. However, in 508
A.L. the Archluminary of Radiance declared a holy crusade
against fiends which were expected to assault the island.
The crusaders were welcomed by Queen Bedessi of the
Enselari, but opposed by the Enselari Elders. When the
fiendish assault began in early 509 A.L., the Elders led
many Enselari in battle alongside the fiends and against the
crusaders. The scale of fiendish invasion was much greater
than those which had formerly struck the island, and riven
by civil war the crusaders and their Enselari allies were
forced to retreat. Thousands of Enselari escaped to the
mainland with the crusaders before the island was hidden
behind an impenetrable mist.
A large population of Enselari now resides in Sarden,
including Queen Bedessi. They have pledged to give up
their practice of sorcery as soon as the war ends. Another
group of Enselari is based in the city of Cragsmoor, north
of Arkenstone, where they are led by Princess Dallena and
fight alongside the fiends. It is rumored the later group is
still able to reach Zelfir, but others have been unable to
reach the island by ship or gate. It is also unclear what has
happened to this force since the closing of the last fiendish
Gate in Arkenstone.
Accents
The use of an accent can spice up your role-playing and
make an impression on everyone you meet. Or, an accent
can be difficult to maintain for an entire event, and sound
silly. No one is required to use an accent. No matter where
you come from, you may have learned to speak without
one. But if you want to use an accent, here is a list of
accents found in different regions. If your character has an
accent, it should be one from the place he was born or
raised in, or perhaps the accent of his parents if they
moved from one region to another before his birth.
P art 3 - Sett ing
occasionally spoken and have left their mark as names and
accents. [Equivalent accents are noted in brackets.]
Arkenstone - Vardun [English] is the primary language
here, though almost any accent can be heard due to
Arkenstone’s extensive trade. A Cainntaonach accent
[Scottish] is common, as it is the accent of the cities
Arkenstone rules to its north. Sardenese [French] is also
common, especially in the Sardenese Quarter.
Dragon Dynasty - Kyuutengo, the
heavens” [Japanese or Chinese].
“language
of
the
Dumar - Dumarian [English] is spoken here, and is nearly
indistinguishable from Vardun.
Free Cities - The old language of Perucce [Italian] is rarely
spoken, though the accent is not uncommon.
Frozen North - Lindernmál is still spoken by some of the
tribes [any Scandinavian accent] though Vardun is the
norm in the cities.
Purk - Dravensh, sometimes known simply as Purkish
[German] is rarely spoken, but still used for names of
places and, occasionally, organizations.
Sandridden Plains - The old language of Saidur [Arabic] is
rarely spoken, but often encountered in the form of
inscriptions.
Sarden - The people of Sarden have great pride in
Sardenese [French] and many mix Sardenese terms even
into conversations in Vardun.
Shattered Lands, Iron Throne Empire - The Iron Throne
Empire has little contact with the outside world and less
use for its languages, preferring Zhelezruna [Russian].
Shattered Lands, the Kai - The Kai place little value on
history, except to explain their distaste for other cultures.
Their traditional language [Mongolian] has nearly
vanished.
Shimmering Coast - Cavelaño [Spanish] is rarely heard in
Cavenport or Zibberawn, where business practicalities
favor Vardun, but it can be more often heard in the
countryside.
These accents can also be used as guidelines for names. For
example, names in Purk tend to have a Germanic sound,
while Spanish names are more common along the
Shimmering Coast.
The common tongue of Pendaan is known as Dumarian or
Vardun. It is the native language of Dumar and Varradon,
the city that was conquered by Ra’kash and become
Harradon. During the centuries of the Dark Queen’s rule,
she required it to be used for many legal and business
purposes, causing it to become ubiquitous across the
continent. In many regions, however, older languages are
148
Myt hi cal Journeys Renai ssance
Chapter 16
The World of Pendaan
The Age of Darkness
Over a thousand years ago, the great kingdoms of Pendaan
were still young. Many had been founded after the Fiend
Wars, and while there were occasional minor conflicts as
they filled out their own borders, none wished the hardship
of another major war. Only one man foresaw the end that
was approaching: Soern the prophet. Exiled from Draven
and driven into the wilds of the Freelands, few would listen
to his “ravings.”
In a high mountain valley, far to the north yet known for
its rich and productive lands, the corruption began.
Plagues swept across the Golden Vale. Those not killed by
the plagues met equally terrifying fates as the plants and
animals withered and died, streams dried up, and fertile
earth grew dark and treacherous. To this day, the land that
came to be known as the Valley of No Return is said to
claw at those who walk upon it, assailing them with stones
whipped up by chill winds, and clutching at them with
ground that breaks and gives way without warning.
When plagues and darkness had run their course,
thousands if not tens of thousands of corpses lay waiting
in the Valley of No Return. Then the Dark Queen
performed rituals of the darkest magics, calling them forth
to be her army. They swept west and south, an army of
undead devastating towns and cities and absorbing them
into its unholy mass. The churned and bloodied earth
absorbed something of their taint, and rich lands became
the putrefying and uninhabitable Midnight Moor. Then,
with her army behind her, her might clearly demonstrated,
the Dark Queen appeared before the remaining cities of the
north and offered them the choice she would offer to so
many cities in the years to come: surrender to her rule, or
be destroyed. Some refused, and were annihilated. Others
looked upon the devastation and the unholy army and
surrendered. First among these were Arkenstone, Felnar,
and Bandir. And so the Dark Queen began to establish her
dominion.
As the kingdoms of the south began to gather their forces,
always too slowly, the Dark Queen herself gathered more
and more allies. Orcs, Goblins, and Trolls swelled her
ranks, while dark-hearted Humans, Dwarves, and Elves
became her generals and mages. When the Elves renounced
the Faery Ring and their own immortality in order to fight
alongside the Humans, the Dark Queen countered by
creating a warrior race of Wargs, by summoning fiends, and
by forging her implacable Doomguard and Bloodguard.
Through the monstrous power of her forces and the
intrigues of her spies, kingdoms fell in quick succession.
Only the Dwarven fortresses of Kilnjen and the Iron
Throne Empire, the Famori Fortresses of Knowledge at
Arcadia and Korhadien, the Elven woodland of Oakholme,
and the Human kingdoms of El’dur, Hallenz and the
Dragon Dynasty held against the onslaught. The great
Temples and Orders of knighthood defending these
strongholds became the hardened walls that wave after
wave of foul creatures broke against. The Rangers became
the thorns in the sides of the ghastly armies that sought to
drain the land of life. Many thought that the Dark Queen’s
eventual victory was in doubt.
It was then that the Queen played her trump card.
Traitorous Dwarves carried artifacts of ruinous power,
fashioned by the Dark Queen, deep into the bowels of the
earth. It was by luck alone that the Elves discovered a band
of these traitors heading below Oakholme, saving their
lands from destruction.
And so it came to pass, on the day called Earthrending,
that the Dark Queen summoned the power of her goddess
into these artifacts and the world shook with the ghastly
caress of Zoedain’s might. The land vomited forth rivers of
molten rock, creating vast fissures and spawning
catastrophic earthquakes. The Fortress of Kilnjen was
thrown down and filled with molten rock. The lands of
El’dur, Hallenz, the Iron Throne and the Dragon Dynasty
were torn asunder into the islands now known as the
Shattered Lands. The Famori Fortress of Knowledge at
Korhadien sank beneath the sea in the same instant that the
city of Arcadia was swallowed whole by the earth. Amongst
all this, only the Elven wood of Oakholme stood virtually
unscathed. Within days, the surrender was complete. So
began the Age of Darkness, almost eight centuries ago.
For over two and a half centuries the Queen ruled the
continent of Pendaan with an iron fist. Nobles who had
opposed her were thrown down or executed, while those
who accepted her rule and agreed to carry out her wishes
were allowed to keep their titles. She allowed nations to
run themselves, as long as they obeyed her laws, paid their
tribute, and supplied conscripts for her armies. She would
permit no dissent, and where rebellion simmered, whole
towns were slaughtered, the spirits of rebel and innocent
alike were shattered, and rebel leaders cast into the Void.
149
The Great Rebellion
The Great Rebellion
But after centuries, the Dark Queen made her first great
mistake.
Long content to control the continent of Pendaan, with
only a small foothold in the Frozen North serving as a
disposal ground for dissidents, criminals, and
malcontents, the Dark Queen now turned her eyes
to the lush jungles of the Southern Continent.
She launched her ships and landed her armies
on the distant coast, and struck against the
cities of the Ra’Kash. Alongside her armies of
soldiers and beasts, her mages raised their
undead, called their fiends, and even unleashed
plague-bearing kobolds against the Ra’Kash.
Yet, the jungle was not hospitable to the
enemies of the Ra’Kash, and the jungle
fighters could appear and disappear into
the brush almost at will. For four years, war
raged, until at last she was forced to bring
her armies home.
Now the long-suppressed rebellion seized
its opportunity. The Queen would never
again be so weakened and they could not
afford to let the chance slip by. In the
town of Freehold, the declaration of war
was signed on the back of her slain
Archbishop and attacks began against
her soldiers. The nations of the Myran
Commonwealth banded together and
barred the southern ports against her
ships, so her returning armies could
not land, and many of her troops were
lost at sea. For six years, rebellion raged.
Initially, the rebels won a series of
victories, even slaying many of her most
powerful mages, but in time the
implacable forces of the Queen came to
bear more and more heavily against them.
Meanwhile, another disaster befell the
land. The half-forgotten Destroyer of a
nearly-forgotten era walked the face of
Pendaan, hunting the very gods
themselves over the span of a year and a
half. Of thirteen gods, four fell beneath
his dread axe and a fifth was gravely
wounded before he, in turn, was rendered
asunder by the forces of all the faiths and
all the magics. Some believe the Dark
Queen lost favor with her own goddess
by failing to come to her aid, though in
the end the Goddess of Misery and Suffering came
through unscathed.
Disfavored or not, the war quickly reached a climax. The
Dark Queen herself took to the field of battle, and the
situation began to look grim for her foes. For their part,
the rebels placed all their faith into the words of Soern’s
150
P art 3 - Setting
last prophecy, preserved by the tribesmen of the Freelands,
and gathered artifacts of epic power with which to fight
their final battle. According to legend, they summoned her
to a battlefield of their choosing, rather than waiting for
her to pick the time and place, and she manifested in seven
forms: Chaos, Corruption, Pain, Dominance, Undeath, and
Cruelty, before finally appearing in her own regal Majesty.
One by one, the rebels slew each form, each time
unraveling one aspect of her power, while one by one their
own numbers dwindled. No victory would be without its
price. Finally, on the eve of the 6th day of the Frost
Moon, the Dark Queen herself fell to a stroke of the
Doom Sword. So began the Age of Light, over five
centuries ago.
The Age of Light
It would take time for the world to
restructure itself in the Queen’s
absence. Many nations, such as Dumar,
focused on rebuilding their cities and
their armies. Others seized an opportunity
for expansion: the Imperial Elves
consolidated their Imperium and
conquered the weakened Amarians in
retaliation for failure to stop traitors in
their midst; Purk claimed the cities once
ruled by Draven, itself utterly destroyed;
and Ra’Kash who fought alongside the
rebels took the city of Varradon as their
prize, renaming it for their fallen leader,
Lord Harr. Those that had not rebelled
against the Queen before were now quick
to either declare their independence, like
Arkenstone, or surrender, like Sarden. Few
eyes remained focused on Blackhold, the
former seat of the Queen’s power. Most
of the exceptions were Imperial, especially
those of the destroyed city of Ironwood.
Not quite so quick to believe their life’s
purpose was fulfilled, and with no home to
return to, they built a fortress on the edge
of the Midnight Moor from which they
intended to launch the final attacks
against the Queen’s seat. In time, unable
to gather the forces necessary to root
out what most others considered
mere vestiges of a defeated foe, their
fortress became the city of
Ironwatch, devoted to standing
sentinel against whatever future evil
might rise from the Valley of No Return.
Perhaps there would have been more enthusiasm for the
task had not new troubles quickly arisen. The first was the
final withdrawal of the remaining gods, in but the second
year of the Age of Light. Some believe it was for the
benefit or protection of the mortal races, while others say
Myt hi cal Journeys Renai ssance
The World of Pendaan
their divine tasks were simply completed; whichever the
case, the gods vanished from the world. All but the
simplest divine magics suddenly became impossible. Their
departure triggered a crisis of faith, with some holding
faithful to their departed deities, while others flocked to
flourishing new cults and sects, and others simply turned
away from religion altogether. Plagues and undead, both
formerly kept in check, now swept large regions.
The war-ravaged lands of the Myran Commonwealth, now
convulsed as well by a crisis of faith, desperately needed time
to recover. In the midst of this Godless Time, no one was
prepared when the hordes of the Kai swept out of the
Shattered Lands into El’Idur, conquering the cities of the
Sandridden Plains. With ease they pressed on through the
high passes of the Fireforge Mountains, pouring out into the
war-weakened cities of the Myran Commonwealth. Deepening
the chaos, their armies and the refugees they drove before
them carried plague and further weakened the nations of
Pendaan. At their peak, just six years after the fall of the Dark
Queen, the Kai controlled the Free Cities, Freehold, and the
cities of Dumar and Purk. Yet plague worked its toll on the
Kai as well, and they could not hold their position for long.
Within two more years they had lost all their lands in the
Myran Commonwealth—itself now dissolved—and within
two more El’Idur was free as well.
Some towns and cities never recovered from the war and
plagues. To this day, the Ghost City of Brugge remains a
haunted and uninhabitable ruin.
In time, though, ingenuity and faith overcame all. Two
religious groups independently developed a miraculous
cure for disease. This miracle touched off a transformation
in each case from local sect to continent-wide religion. One
doctrine was the Way of Holy Radiance, originally based in
Dumar, while the other was the Devotions of Fortune,
centered in the Free Cities. (Debate continues to this day
regarding which city is Fortune’s true home.) Both
religions incorporated many ideals of the older faiths, and
many of those once faithful to the gods decided they could
take part in these religions while remaining true to those
ideals. Meanwhile, in wilder areas, shamans were learning to
forge closer bonds to spirits that let them perform similar
miracles. And so, both the plagues and the Godless Time
came to a close.
Mythical Journeys Renaissance
T he Turni ng of An Age
Since those events, centuries have passed. The age has been
marked by border disputes between many of the great
powers: Purk against Dumar and against the tribes of the
Freelands, Harradon against Dumar for control of the port
city of Temmek, Sarden and Arkenstone against Felnar. On
the whole, though, it has been a peaceful age. Art and magic
flourish, with new techniques arising in both.
Elementalists have learned to overcome the limits that
once separated the elements, while others have learned to
work with “pure mana” in the new magic of Wizardry, to
wield the once-difficult forces of Rune magic with ease, or
even to use the magic of the mind, once thought all but
impossible for the mortal races. In civilized areas,
education has become commonplace, at least among a
rising middle class of merchants and tradesmen. More of
the world has been explored, and an exchange of ideas has
caused scholarship to flower.
The Turning of An Age
Five hundred years after the beginning of the Age of Light,
stirrings of trouble began to be visible to those who
watched for such omens. From rebellion in El'Idur to
raiders from the north along the coasts of Sarden and
Arkenstone, to continuing border tensions between
Harradon and Dumar, and even the eruption of
Zibberawn's Mount Vrarag and the bloody purging of
heretics in Cavenport, shadows could be found within the
Age of Light. Some considered the newly appeared Enselari
to be a foul omen of their own, sorcerers that they are. But
the Age of Light was one of optimism, and few believed it
could be nearing its end.
A small town named Eldyrwood, on the edge of the
Forgotten Forest, was about to find itself a nexus of
change. Here, where a river connects the roads from Felnar,
Sarden, and Harradon to the Imperial city of Ironwatch
and to the Ebon Sea beyond, bold adventurers were drawn
from all corners of the world for a destiny yet to be
glimpsed.
151
Recent Events
Recent Events
507
Felnar
A triad of Serpent Fiends known collectively as the Hydra
begins to torment towns throughout Felnar. They are
driven out of the town of Redhill by templars from the
small local Temple of the Guiding Flame.
Ra'kash bandits from Harradon attack the Eldyrwood area,
hoping to claim land for themselves (a tale familiar to all
of Harradon's neighbors). They are defeated by the local
residents in a series of battles throughout the spring,
concluding when the Harradon nobility steps in to put an
end to the strife.
A comet falls out of the sky and lands in an old quarry
outside Eldyrwood, where conflict erupts over who should
possess its presumed power. Several opposing groups of
mages and even a tribe of goblins are involved.
Evil spirits of disease known as the Plague Weavers appear
in the Forgotten Forest area and begin spreading their
sickness.
Mages from the Storm Ward Vanguard, a magic guild in
Felnar, accuse the competing Crystal Chalice guild of
acquiring many of its artifacts through subterfuge and
larceny. Storm Ward mages claim these artifacts closely
resemble those previously reported missing from some of
the city's wealthier families.
Arkenstone
Raiders attack the Crag's Watch tower near Cragsmoor, but
are repelled by guardsmen. Later in the season, however, the
city of Cragsmoor suffers a major attack by orcs of the
Iron Helm tribe, and many residents are taken prisoner
before the orcs withdraw. Locals say too many of the city's
guard had been moved to the coast to defend against the
raiders from the north, leaving the city open to attacks
from the hills to the east.
After rumors of the sighting of sulfur fiends in
Arkenstone, several temples of Radiance are assaulted by
members of the city's guard working in conjunction with
templars and others sent from the Temple of Holy
Radiance in Dumar. High Commander Serthia Kartua
Maevamam issues a statement noting that these temples
had been corrupted by the darkest heresies, and that the
Archluminary had personally requested the action. Forces
of the guard are said to have encountered Sulfur Fiends
working with the heretics. The leader of the heretical
group, Father Brellwart, as well as his lieutenants Brother
Merricks and Sister Catriona Trask, are reported to have
escaped. Bounties are placed on each of the three.
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Part 3 - Setting
Sarden
Raiders from the Frozen North extend their incursions,
now hitting towns in Sarden west of the port city of
Bandir, and up the Sarden River into the Vinograd. One
group even reaches Lake Ambrian in an apparent attempt to
attack the villas lining its eastern shore, but is reportedly
destroyed by a contingent of mages from the Donjor de
Magique before doing any harm.
Dumar
In Dumar, Selwyn Kederat, leader of the Azharite
movement, uses announcements of the heresy exposed in
Arkenstone to argue for a more proactive stance by the
church to prevent heresy from arising elsewhere. Selwyn is
reported to be agitating for more direct action by the
Temple against known evils, such as Diekon Doria, Enselar,
Brugge, and the City of Pyramids.
The town of Sherburne, on the Dumar-Harradon border, is
overrun by Ra'kash bandits. Dumarian troops are sent from
Belonshire to deal with the attackers, who are said to be
occupying the village and surrounding area.
508
Dumar and Harradon
According to sources in Harradon, soldiers are dispatched
to the disputed town of Sherburne to protect Ra'kash
residents of the area from anti-Ra'kash violence sponsored
by the Kingdom of Dumar. The incidents are portrayed
differently by Dumarian sources, who report that their
soldiers are fighting to regain the town, overrun last year
by Ra'kash "bandits" who are now squatting on occupied
land.
Felnar
The Vilderkin, a group of violent shamanists in the
Forgotten Forest, are formally outlawed by Felnar.
With assistance of templars of Redhill, the adventurers of
Eldyrwood banish the Hydra.
Sarden
Raiders from the Frozen North establish a settlement in
the Freelands, just north of the border with Sarden, but the
Sardenese army burns it to the ground. They have enough
trouble with raiders already, without them moving in next
door. However, over the course of this year more becomes
known about the reasons for the increasing raids. The
raiders are being driven out of their own lands by fiends
and by others of their own people whose minds have been
erased of anything except the impulse to fight. The cause is
not revealed for a few more years.
Myt hi cal Journeys Renai ssance
The World of Pendaan
King Phillipe of Sarden begins a series of inspections of
his military forces, including a series of parades in Sarden
and Bandir timed to begin during the Droit de Cité
festivals and continuing through a Dawn's Day festival in
honor of their Grue allies. Some question the timing,
suggesting it may be a cover for military preparations in
response to recent border flare-ups between Harradon and
Dumar. Others criticize the diversion of troops away from
the coastal areas where northern raiders are still active.
The Enselari ambassador to Sarden is, unusually, not seen
in court for several moons.
Goblins
Goblins across Pendaan are agitated and on the move.
Many tribes seem to be moving towards the Forgotten
Forest region. Others are moving as fast as possible in the
opposite direction. Near Felnar, Goblin missionaries
become frequent in High Crossing and Glenoak.
Purk
A severe drought hits Stolberg, Giessen and Kirn. A dry
spring follows a winter with low snowfall in the nearby
mountains, and the Esingill River is at its lowest level in
fifty years. Farmers are worried that the season's crops may
be lost.
509
After years of urging by Selwyn Kederat and his followers,
the Archluminary of Radiance declares a holy crusade to
save Zelfir from a soon-expected assault by fiends. These
assaults have occurred several times in the past and the
Archluminary predicts the next will occur this year. Forces
depart from ports in Bandir (primarily Sardenese troops as
well as the Radiant Defenders of the Bridge), Zagora
(Imperial), and Arkenstone (assorted troops from across
Pendaan) and converge on the island. They are in place just
long enough for relations with the locals to become
awkward before magical Gates begin opening and fiends
spew out. The magnitude of the fiendish assault is
unprecedented and the objective of the crusade quickly
changes from victory over the fiends to rescuing as many of
the Enselari people as possible during a semi-orderly
retreat. This is complicated by an internal conflict-only
some of the Enselari are loyal to their Queen, who has
welcomed the crusaders. Others are loyal to the Elders,
who claim the fiends' purpose is to drive off the invasion
of crusaders and who join the battle against the crusaders.
As the crusaders retreat, the island is covered by a magical
fog. It is possible to enter the fog-covered areas, but no
one emerges. It is believed that escape from the fog is
impossible. In additional to many Enselari, many of the
crusaders are also trapped this way.
Mythical Journeys Renaissance
Recent Events
It also becomes apparent that the Zelfir attack is just one
part of a greater fiendish assault. Huge master gates also
open in the Frozen North, Zibberawn, Ra'kash, and later
Arkenstone, and the continent is assaulted from all four
cardinal directions. These gates are known as "Master
Gates" because they are capable of spawning huge numbers
of secondary gates, allowing unprecedented numbers of
fiends to pass into our realm.
Arkenstone
Soon after the crusader ships return to Arkenstone,
massive fiend gates appear around the city and the
crusaders begin fighting to save it. Their presence delays
the fiend onslaught while armies are marshaled elsewhere,
but ultimately the city falls to fiends, as do the northern
cities traditionally under Arkenstone's rule.
Under fiendish command, a harsh rule is established and
the Arkenstone army becomes a tool of fiendish conquest.
Felnar
The fiend war extends to Felnar. Count Delos Drakomyr is
permanently slain in battle, and rulership of Felnar passes
to his wife, Countess Maura Drakomyr.
Harradon
Fiends and Arkenstone forces attack Harradon at the port
city of Temmek. Fighting is heavy and seems to be aided by
fiend sympathizers within the city. The city holds out for
another year before falling under fiendish control.
Sarden
Bandir and other areas of Sarden's northern coast are under
attack by fiends and mind-wiped barbarians. Bandir is
under siege and in danger of falling.
The majority of the Enselari evacuated from Zelfir,
including their Queen Bedessi, retreat to Sarden. Many
return to the front to fight against the fiends, especially on
Sarden's northern coast.
Zibberawn, Dragon Dynasty, and El’Idur
The volcano at the center of the island city of Zibberawn,
Mt. Vrarag, erupts, discharging a horde of sulfur fiends.
The fiends overwhelm the city, which puts up little
resistance. The fiends then turn their attention to nearby
El'Idur and the Dragon Dynasty, spawning secondary gates
in those nations.
Ra’Kash
Fiends also appear in great numbers on the Southern
Continent, primarily near the cities of Ohaca'nar and
Rhow'ugh. These are primarily serpent fiends.
153
Recent Events
Frozen North
Late in the fall, a large force from the town of Eldyrwood
attacks the Master Gate in the Frozen North and manages
to destroy it, something that had previously been believed
impossible. This creates a glimmer of hope; if all the
Master Gates are destroyed, the Fiend War could actually
be won. The Frost Elf controlling the mind-wiped
barbarians is slain, breaking his control.
510
Felnar
The attacks of fiends and the Arkenstone army against the
city of Felnar intensify into a siege. Arkenstone's forces are
limited, however, as their supply lines are repeatedly raided,
especially by Orcs allied with Felnar. They are forced to
move all supplies under heavy guard, limiting the forces
that can be sent to the siege.
In the woods near Eldyrwood, the Vilderkin spirit Kala Ma
is defeated once and for all, his spirit entombed in the
earth.
Many towns closer to the Rothruadh Mountains are
attacked and destroyed, their inhabitants missing and
presumed dead. Surviving witnesses report some kind of
reptilian humanoid attackers. Similar creatures are driven
off during attacks on Eldyrwood. In one case rumors even
say they are accompanied by a thirty foot long dragon.
Arkenstone
Residents of the city are given a choice of making pacts
with the fiends or being branded. Some people are
permitted to leave the city on business (primarily
merchants) but never more than one person per family.
The fiendish command discovers that Count Bardowal
Astaur of Lacarta, who has supposedly been in their service,
has been channeling information about military activities
and planning to Felnar and its orc allies. He is rescued by a
force from Eldyrwood just before he is scheduled to be
shipped off to an uncertain fate.
Harradon
The port city of Temmek falls to the fiends.
Dumar
Although not under attack, Dumarian troops can be seen
on most fronts of the fiend war. The war has reignited a
long-lost sense of national pride and purpose, and many
soldiers and nobles clamor for a chance to prove
themselves on the battlefields.
154
Part 3 - Setting
Imperium
The fiendish gate is unexpectedly and abruptly moved from
the Southern Continent to the Imperial city of Safi and
the Imperium scrambles to get troops in place to contain
the fiends there. Over the course of the year, the fiends do
not extend their holdings much, but the Imperials are
unable to retake the city. The fiends are aided by an
extremist group, the Sect of Armus, which commands a
small army of magical constructs.
A small army led by Ra'kash attacks towns near the
Imperial city of Tiaret. They appear to have crossed over
from Harradon. While border skirmishes with Harradon
are historically common, the timing of this attack in the
midst of the Fiend War raises the ire of the entire
Imperium. Over the next few moons, rumor spreads that
the Ra'kash are being paid quite well for the attacks, which
is unusual. Normally border issues with Harradon are
motivated by Ra'kash looking to gain lands for themselves.
By the end of the year, negotiations between the Imperials
and Southern Ra'kash lead to the capture and execution of
the leaders of the incursions.
Free Cities
There has been greatly increased undead activity near Ostia
and Fano, including many types that can not be identified.
Many towns and villages in the area have been attacked, and
some residents are missing or killed. This continues over
the winter and into the following years, and gradually
spreads into southern Purk.
Frozen North
With the Master Gate closed, fiend attacks dwindle off and
many of the mind-wiped barbarians begin to remember
themselves. However, losses were heavy and the total
population of the north was never great to begin with. It is
still a struggle to survive even with the fiends gone.
Dragon Dynasty and El'idur
The capital of Tetsu Shiro is heavily besieged by fiends and
Kai raiders, who roam with impunity throughout the lands
of House Banoko. The other houses are slow to aid,
despite the orders of the Emperor, as they are preoccupied
with their own defenses, and attacks have been made upon
other regions of the island as well, especially in the lands of
adjacent House Chiba.
El'Idur has similarly been largely overrun by fiends and Kai
raiders who are working with them. The portions of the
city dominated by tents and other temporary structures
have been dispersed, and many have fled or been killed.
Others have taken refuge in the smaller more fortified
sections of the city, such as the grounds of the palace and
the school of Runecraft, Al'Hazzim Akbarra. It is reputed
that even these would have fallen were it not for the efforts
of the Naffatun, whose armor protects them from the fire
of the sulfur fiends.
Myt hi cal Journeys Renai ssance
The World of Pendaan
The Master Gate in the area is assaulted three times. The
first assault, in Zibberawn, is unsuccessful. The Gate is
then moved near El'Idur where it is assaulted
unsuccessfully by a force from Eldyrwood. A third assault,
at the same location in mid-fall, is finally able to destroy
the Gate. It will take much time to rebuild and recover in
both nations.
Zibberawn itself is still held by a smaller number of fiends
who remain for several years. None of the inhabitants are
willing to stick their necks out and do anything about it.
511
Felnar
The siege of Felnar continues. Orc raids against the
Arkenstone supply lines have been less effective over the
end of winter, largely due to the loss of intelligence from
Count Bardowal Astaur. Some caravans are slipping
through unharrassed, while several orc assault groups have
been surprised by wagons full of fiends. Orc enthusiasm
for the task has been waning. Overall, the attacks are
intensifying and losses have become greater and greater.
The defenders of Felnar include the Felnar army and
militia, Dumarian soldiers, Enselari (mostly from Sarden),
and also some very noteworthy assistance from the bardic
academy.
However, bandit activity is up throughout the area. The
new governor installed to manage Lacarta puts little effort
into protecting the local farmers from raids, and supplies
are short. The new governor is more concerned with
making quotas for army conscription and sacrifices. Many
have fled over the winter, although due to harsh snows not
all of these have survived to make it to safer lands.
Arkenstone, Part 1
Arkenstone remains under the control of fiends. Rumors
say that some type of powerful magical defense wards have
been established around the city, at least intermittently. By
the fall, it's clear these wards prevent the opening of
magical Gates into the city.
Cragsmoor has become the base of operations for the
Enselari who fight on the side of the fiends. Their
numbers there are growing rapidly. There are rumors that
some are coming from Zelfir, although from other reports
the isle is still warded by the fiendish mists.
Recent Events
Imperium
The port city of Zagora is under heavy attack from forces
in Temmek. The defenders are able to prevent its conquest,
but remain hard-pressed.
A coordinated assault on the Master Gate at Safi is
unsuccessful, with heavy losses. Aside from the previously
known forces, there are rumors of a small group of Dark
Elves at the Gate itself. Emboldened by their success, the
fiendish forces and their allies push into the city of
Harbor's Nest. A second major assault is able to defeat
them there.
After the Master Gate is destroyed, a series of powerful
magical storms and elemental manifestations buffet the
Imperium. These appear to be centered on Harbor's Nest
but extend from the Bear Crag Mountains to Nyr and
Tiaret, and occasionally even beyond. Rifts and
spontaneously occurring Gates disgorge elementals and
other creatures, some recognizable and some unfamiliar.
Due in part to the intensity of the attacks, and in part due
to their unpredictability, the Imperial army has its hands
full dealing with these events.
Dragon Dynasty
Having lost face due to his inability to prevent the fiendish
incursions, the Emperor issues a proclamation: he will
abdicate the throne to the House that provides the most
significant aid in the war against the fiends. Forces from
Houses Tenjou, Kage, Chiba, and Loong, ferried by House
Yamada ships, land on the coast between Balymare and
Arpairk, aided by a diversionary attack from Eldyrwood
forces. Later in the year, the construct formerly fighting
alongside the fiends and Sect of Armus in the Imperium
reappear, now fighting under the banner of House Tenjou.
Arkenstone, Part 2
At the end of fall, a force from Eldyrwood arrives near
Arkenstone to attack the magical wards that protect the
city, in preparation for a final assault. The strike against
the wards is successful, but sudden and intense snows delay
the final assault until the following spring. Some suspect
the elemental storms being experienced in the Imperium
are to blame.
Over the summer, raiders from the Frozen North begin
attacks on the coast from Cragsmoor to Balymare. They do
not, however, attack Sarden or any lands outside of
fiendish control.
Mythical Journeys Renaissance
155
Tur n o f T im e
512
Arkenstone
Spring thaw is followed quickly by an all-out assault
against the fiendish forces in Arkenstone. Harradon,
Dumarian, and Imperial forces fast-march north from the
Temmek front, while Dragon Dynasty and even DiekonDoria forces attack the city itself. Mages from the
Arcanum relocate Eldyrwood to a location within the
Arkenstone city walls, using magic they say is somehow
different from conventional Gate magic. The battle is also
joined by several undead forces, some fighting alongside
the fiends and other against them, and it is said that even
one of the Radiant avatars is seen on the field.
During the day of the battle, the Felnar city walls are
breached by Bestial Giants but the city holds until the
Master Gate is sealed the same night.
Late in the night, the Queen of Gaunts is severely injured by a
weapon known as the Hammer of Light, and her General Pyzaam
is driven off the field but not destroyed. By the next day, fiend
numbers have begun to rapidly dwindle while Arkenstone soldiers
with minor pacts report they are no longer under the control of
the Queen of Gaunts, and they surrender as quickly as possible.
Others with stronger pacts continue to fight, flee, or are struck
down by their own troops.
The Master Gate is altered but not destroyed, and is
releasing all manner of creature other than fiends,
including elementals, nightmares, and even creatures from
the Void. No fiends emerge from it, however.
Eldyrwood graciously agrees to take the Gate back with them, for
future study, so that it will no longer trouble the city of Arkenstone.
According to popular rumor, small forces hunt down the
Queen of Gaunts and General Pyzaam, finding and
destroying both of them in the fall.
Turn of Time
Keeping time is often an important part of a fantasy game.
How else could you foil the bad guy’s plan if you didn’t
know what time to foil them at?
Table 2 is a listing of the real world “mundane” calendar in
relation to the Mythical Journeys calendar. The Mythical
Journeys calendar is fully based on the phases of the moon.
Each lunar month is divided exactly like the mundane
calendar (the first cycle of the Ice Moon would have 31
days like January.) Table 1 lists the names of the days of
the week.
Years in Mythical Journeys are referred to as “Harvests”
(or “Cycles”) which are the most important time of the
year to many commoners. This season of the year is often a
time of celebration as the common folk reap their harvest
from a long working year.
156
Pa rt 3 - Set tin g
To calculate the current game year all you need do is
subtract 1500 from the current (real world) year. Thus, in
the year 2013, our game year will be 513.
The hours of the day correspond to mundane hours, but
are usually described with reference to midday (also
referred to as “high sun”) or midnight. Thus, 4:00 p.m. is
referred to as “four hours past high sun,” or “four bells
past high sun” while 10:00 p.m. is referred to as “two
hours (or bells) before midnight.” Minutes are often
referred to as ‘ticks.’ Many describe the effects of a snare as
being held for ‘five ticks.’
Table 1 In-Game Days
Mundane Day
In-Game Day
Monday
Moonday
Tuesday
Treesday
Wednesday
Windsday
Thursday
Thornsday
Friday
Friarsday
Saturday
Satyrday
Sunday
Sunsday
Table 2 In-Game Calendar
Mundane Month
In-Game Month
January
Ice Moon
February
Storm Moon
March
Planters' Moon
April
Rain Moon
May
Lovers' Moon
June
Rose Moon
July
Silent Moon
August
Lightning Moon
September
Harvest Moon
October
Blood Moon
November
Frost Moon
December
Dark Moon
Myt hi cal Journeys Renai ssance
Part 4
Appendices
Appendix A - Weapon Construction........................139
Appendix B - Packet Construction...........................147
Creating A Safe Sword .........................................................139
What You’ll Need .................................................................139
Sword Construction .............................................................140
Weapon Guidelines ...............................................................144
Bow and Crossbow Guidelines ...........................................145
Spell Packet Construction .................................................. 147
Appendix A
Weapon Construction
“...a weapon fit for a king, with an edge to cut through stone itself...”
- Tribute To The Ironforge Brothers
Creating A Safe Sword
Creating a safe game weapon is essential at Mythical
Journeys. An unsafe “boffer” weapon could result in injury
to yourself and others. Please follow these instructions
carefully. We are always willing to help you create safe game
weapons if you need it. All you need to do is purchase the
What You’ll Need
y
Duct Tape: Often available in colors so you can
customize your weapons. We prefer sword blades to be
gray or silver. Electrical tape may be used for
decoration but not for the entire blade. Kite tape may
be acceptable if it seems secure.
proper supplies and arrive at the game extra early. Creating
a good, safe sword takes about a half hour.
There are also many links and additional information
available on our web site. Post any questions you have on
our message board as there are many cast and players
willing to help you create your weapons.
y
Open Cell Foam: (often referred to as mattress foam)
Available at fabric or craft stores. You’ll need at least 6
2”x2”x2” cubes.
159
Sword Construct ion
y
Pa rt 4 - Appendicies
Pipe insulation with at least 5/8” wall thickness:
Available at plumbing stores (and occasionally
electrical supply places). The most common reason
weapons fail inspection is because of the use of
thinner 3/8” wall thickness pipe foam.
3/4” diameter CPVC pipe: Available at plumbing
stores (and occasionally electrical supply places).
Smaller CPVC is not acceptable. Kite rod is also
acceptable, with a minimum diameter of .505” for
one-handed weapons or .610” for two-handed
weapons. Kite rod must have end caps (available from
most suppliers of kite rods) or be capped with leather
strips.
y Hack saw or Pipe Cutter: Pipe cutters work best for
CPVC, while a hack saw will be needed when using
kite rod.
y File: To dull sharp or rough edges on piping.
y
Utility Knife: To cut tape and foam. Sharp scissors
will be useful too.
y Marker: To mark the pipe. A pencil may work as well.
y
Sword Construction
1. Using either your hacksaw or pipe-cutter cut a piece of
CPVC pipe 4 to 5” shorter than the total length of
the sword you desire to create. File down any sharp
edges on the pipe (created by cutting it) using your
file.
2. Take your gray colored duct tape and wrap it in a
twirling manner (to make it like two-sided sticky tape
with a bulging texture) along the top three feet of the
pipe. This tape will help keep the foam safely attached
to the core, and is required. Suitable glue may also be
used, as long as the blade foam is securely attached to
the core.
160
Myt hi cal Journeys Renai ssance
Weapon Construct ion
Sword Const ruction
3. Now take four pieces of equally sized duct tape and
cover each end of the pipe with an ‘X’. Do not tape
pennies, coins, or other hard objects to cap the ends. If
you must cap the end with something other than tape,
use thin leather strips. If you are using kite rod, use
leather strips or plastic end caps (preferred) instead;
duct tape is not adequate for kite rod.
4. With the pipe ends covered, it is now time to slip your
pipe insulation down over the top of your sword. This
often involves twisting the piping in a clockwise or
counter-clockwise manner as the two-sided tape sticks
to the inside of the foam insulation. Be sure to let the
foam extend an inch past the end of the pipe. (Later
we will fill this space with foam.)
5. After your struggle with getting the pipe insulation
past all that tape, the fun begins. you will begin by
taking strips of duct tape and adhering them from the
pipe insulation to the sword grip area. Continue this
process until you have gone all the way around the
sword in this area.
6. Once you have finished fastening the pipe insulation
to the pipe, take one last strip of tape and place it at
the base of the sword “blade”. From here pull it tightly
around the sword to bind all the tape together from
the previous step.
7. Remember when we mentioned to leave a one inch
space at the top of the sword? Take one of your 2”
foam cubes and stuff it into this area completely so it
does not stick out of the tip. Tape the foam in crossways as you had done with the pipe itself earlier in
Step 3.
Mythical Journeys Renaissance
161
Sword Construct ion
Pa rt 4 - Appendicies
8. Place one of your 2” foam cubes at the top of the
sword blade. Tape it down cross-ways without applying
pressure to the foam block that would force it to
crumple or squish. Pressure should be equally applied
on all sides. When applied properly, the two strips of
tape should be all you require to hold your tip safely in
place, and the tip should collapse directly toward the
blade when pressed from its top. This piece of foam
provides the thrusting tip of the weapon. Do not make
it thinner (not enough padding) or thicker (the tip
will fold over and not provide any protection) than 2”.
9. Cut your second length of pipe insulation down to
about ten to twelve inches. This will be your
crossguard. At the center of the crossguard, create a
small hole (slightly smaller than your CPVC pipe)
that completely penetrates the crossguard. This will
allow us to slide it onto the CPVC pipe. The
crossguard is optional, but it makes the weapon look
better as well as making it easier to sheath, and we
recommend it. You can also design your own style of
crossguard as long as it has no rigid materials.
162
Myt hi cal Journeys Renai ssance
Weapon Construct ion
Sword Const ruction
10.Take your third piece of 2” foam and cut it up to
equally distribute and stuff within the crossguard.
Note: crossguards stuffed with hard objects will
always fail safety inspections. Once filled, cross tape
the ends of the crossguard and apply tape to decorate
it. Place the pipe of your sword into your crossguard
and slide the crossguard up to the blade. The
crossguard can be taped to the blade and the handle of
the sword (to prevent it from moving), but for
purposes of this example, we will leave it free standing.
11.Begin to adhere long lengths of tape (they should be
as long as it takes to go from the base of the sword tip
to the crossguard.) to the blade. Tape should be
applied from tip to crossguard and not wrapped
around the sword blade. Improperly taped blades will
not pass safety inspection.
12.Your sword is nearly complete. Cut a 2 1/2 inch piece
of pipe insulation away from your crossguard scraps.
As with your sword tip, insert the foam onto the pipe
leaving a one inch space at the end of the pipe
insulation. Fill this one inch space with scrap foam
and cross tape as you had done previously with your
sword tip.
Mythical Journeys Renaissance
13.Tape the pommel of the sword as you did the tip in
Step 8. The object is not to force it on too tightly or
it will force the pipe through the bottom. As with Step
6. secure the tape that holds the pommel on around
the handle.
163
Weapon Guidelines
P art 4 - Appendicies
14.Using a pin or similar object, poke numerous holes in the
thrusting tip of the sword to allow air to be exhausted upon
impact. This makes the tip softer, and also allows it to spring
back to full size after a thrust.
If you followed all the steps shown you should now have a
completed sword. Feel free to add colored tape to decorate it and
make it uniquely yours. Be sure to wrap your handle with soft
leather, dark tennis racket grip, or some form of rope or twine so
you retain a firm grip on the handle during those long melees.
There are many advanced techniques to creating a good sword
that we will happily show you on your many Mythical Journeys
with us before or between events.
GbgX5 Sword Tethers—Tethers used to prevent the
‘Disarm skill are not allowed at Mythical Journeys.
Weapon Guidelines
The following table lists the official weapon lengths of
Mythical Journeys.
Table 1 Weapon Lengths
Weapon Type
Length
Small Weapon
up to 18”
Short Blade/Blunt
19” to 30”
Long Blade/Blunt
31” to 48”
Two Handed Weapon
49” to 66”
Short Staff
19” to 48”
Staff or Polearm
49” to 72”
Thrown Weapon
8”
Thrown Javelin
24” to 36”
GbgX5 Overall maximum lengths include thrusting tip and
pommel. Weapons that exceed their maximum length will need to
be reduced in order to use them.
y
Weapon Grips on one-handed weapons may be no
longer than 10”. Staves and Short Staves must be
padded on their entire length, as the entire weapon is a
164
striking surface, while pole-arms must be padded over
at least the upper half of the weapon as well as on the
pommel. Other two-handed weapons may have grips
up to 20” in length, while the unpadded handle area on
polearms must be no longer than one-half the length
of the core and the pommel must be padded, as for
other weapons.
y Pommels for all weapons must not have any rigid or
sharp edges exposed. They do not need the same
amount of padding as the thrusting tip of your
weapon, but do need some padding to cover these
edges.
y Two-handed weapons may have CPVC (3/4”) or kite
rod core, although using kite rod makes a much better
weapon and we recommend it. If using kite rod, it
must be at least .600” OD. The ends must be capped.
Check our website for links to sources of kite rod.
Kite rod can be carbon fiberglass or graphite. Carbon
fiberglass is the usual choice, graphite is lighter but
much more expensive. No other core material is
approved for use in one- or two-handed weapons.
y One-handed weapons may be made from CPVC (3/
4”) or .505” kite rod (you can also use the larger
.600” if you prefer). Again, the ends must be capped.
Kite rod is more likely to cut through the foam than
CPVC, so the caps are very important.
y Thrown weapons may not have any core, only duct
tape and foam. They should not be so thin or pointed
that they could stick in someone's eye. They shouldn't
be so dense that they hurt (e.g. wrapped too tightly
with tape, too many layers of tape especially when it
gets old). You can also melee with these weapons if
you have the Small Weapons skill. Thrown Weapons
cannot be round “rocks”.
y Black Wargs with the Stones Throw skill can make
throwing rocks for use with that skill, but they need to
be larger than your head, and red-stickered with a 2, 3,
4, or 5. They should be irregular in shape, like a rock,
not perfectly round like a ball.
y Javelins are used with the Thrown Weapon skill, and
are made from an uncut golf tube (normally used to
separate golf clubs, and available at many stores which
sell golf supplies). Tape over the non-rolled end of the
golf tube with 2 strips of duck tape. Secure a 1 inch
thick disk of closed cell pipe foam on this with duct
tape. Attach a standard 2 inch thrusting tip (just like
you would use on a sword) over this with duct tape.
Then secure the tape ends to the golf tube with one
layer of duck tape wrapped around the golf tube.
y Shield edges must be covered with pipe insulation.
Bucklers may be up to 18” diameter, with a hand grip;
other shields must be larger than 18” diameter and
have a hand grip and arm strap. Shields may be up to
30” diameter if round, or 24”x30” for other shapes.
Tower Shields may be up to 21”x38”. There must not
Myt hi cal Journeys Renai ssance
Weapon Construct ion
be any sharp edges or points on the front or sides. If
you have bolts going through the shield to attach the
grip or other parts, pad and tape the exposed parts.
y Blunt weapons and axes should be constructed like
swords (including the thrusting tip), with a head made
of open cell foam covered and taped on with duct tape.
Double-sided carpet tape can also be useful for
attaching the foam pieces. In general for any kind of
weapon with a big head on it (axes, polearms,
hammers, etc), avoid making the head extremely heavy
(it shouldn't have so much momentum when you
swing it that you can knock people over for real), and
avoid using so many layers of duct tape that it gets
hard (duct tape especially hardens with age). Poking
pinholes in the head will let air escape so it doesn't feel
as hard. It should spring quickly back to its normal
shape after being squished; if it doesn't, you may have
too much tape. There is no minimum or maximum
size for blades and heads on weapons, but we will
assess it for safety at check-in.
y Flails - We have occasionally approved flail-type
weapons when the connecting cord was very short and
the striking part very lightweight. In general they are
really ineffective weapons but the look is fun.
y Custom weapon designs will be considered on a caseby-case basis. Please note that we will not pass
punching type weapons (e.g. tonfa, katar) for safety
reasons.
y Duct tape comes in many colors and is indispensable.
Normal weapons are usually gray, black, or brown, but
you can decorate them however you like. Metal tape
(as opposed to metallic-colored duct tape) is not
acceptable (it has sharp edges). Cloth kite tape is ok.
It's also acceptable to use a cloth “sleeve” instead of
tape, this is a little more work but holds up better.
For current information about vendors of approved weapons,
please see our web site.
Mythical Journeys Renaissance
Bow and Cr oss b ow Gu ideline s
Bow and Crossbow Guidelines
Three types of bows and crossbows are permitted: real
bows firing safety arrows, Nerf-type bows, and finger
arrows. No bow or crossbow of any type may be used to
block any attack. If your bow or crossbow prevents an
attack from hitting you, you must take the damage.
Real Bows. Real bows must not exceed 25 pound draw.
Arrows to be used with real bows must be constructed
according to the design specifications found on our
web site. Before any of your arrows will be approved,
you must complete one under the supervision of our
safety coordinator, so bring the materials to make at
least one arrow at the event. In addition, before using a
real bow in-game, you must be approved by the safety
coordinator.
Real bows may not be used at night.
y Nerf-Type Bows and Crossbows. Bows and crossbows
designed to fire all-foam arrows or bolts may be used.
Like all weapons, they must be approved at check-in
each event. Acceptable weapons must look like a bow
or crossbow, and all bright plastic colors must be
covered or painted. These types of bows and crossbows
may be used at all times, night and day.
y Finger Arrows. A finger arrow is a foam arrow which is
fired by means of a rubber loop or rubber band
attached to the tip. Only finger arrows that use
ordinary rubber bands are acceptable. Finger arrows of
other types may not be used (typically these have a
rubber loop at the end of a rubber cord).
Finger arrows may only be used in conjunction with a bow
used as a prop. The bow must be held in hand as if it is being
used, holding the loop of the finger arrow with the bow hand.
Finger arrows may be used at all times, night and day, as long
as they are of the correct type and are used properly with a bow
prop.
y
165
Bow and Crossbow Guidelines
166
Part 4 - Appendicies
Myt hi cal Journeys Renai ssance
Appendix B
Packet Construction
Spell Packet Construction
As you have learned, spell packets are necessary for the
successful use of many spells. To ensure safety, not only
for yourself but also for others, properly follow the spell
packet construction directions below.
Instructions
1. Cut your fabric into a square approximately 5” by 5”
and lay the square out flat.
2. Put about three tablespoons of seed into the center of
the square.
Construction Needs
Fabric - any color of your choosing except white
(reserved for holy water).
(The photos show white fabric for picture contrast.)
y Scissors - to cut the fabric.
y Grass seed or bird seed without Sunflower seeds. No
substitutes are allowed.
y String or rubber bands - to tie the spell packets shut.
y
3. Pick up each corner, creating a “spell packet ghost”.
A small cup or shot glass to measure your grass or bird
seed is also helpful.
167
Spell Packet Construction
4. Gather the fabric and tightly tie off with the string.
P art 4 - Appendicies
There is an alternative method to make ‘bean bag’ like spell
packets, which requires a sewing machine.
1. Cut a strip of material 5” wide for large and 3” for
small.
2. Sew the strips of material into a tube the long way,
making roughly a 2” (large) or 1 1/4” (small) tube.
3. Sew across the tube at intervals, 3 1/4” for large and
2” for small. These seams are the bottom of the
packets.
4. Cut the pockets just after the seam. You now have a
bunch of little sacks.
5. Fill each sack with about 3/4 oz. for large and 1/4 oz.
for small. A shot glass with ounce measuring marks
can make this easier. You will need to judge how much
seed to put in.
6. Pin the bag closed, leaving enough of a tail to sew
across the top.
7. Sew the top of the sack closed, remove pin and you are
ready to throw!
A subdue packet can also be made with this ‘bean-bag’
method. Remember a subdue packet needs to be about the
size of your fist, or 4” x 4”.
5. If necessary, trim extreme excess fabric from the tail of
the packet
All material used to create the spell packet should be
lightweight and the spell packet itself should be loosely
packed. You want to avoid compacting the seed too tightly
in the packet to prevent it from becoming hard. If you can
count the seeds through the fabric, you’ve tied it too tight.
168
Myt hi cal Journeys Renai ssance
Index
A
acid
call . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 83
traps . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
additional foe, chosen foe . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
adept-priest . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 134
advanced bandaging . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
advanced class . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 129
about . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 128
alchemist . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 129
archer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 129
assassin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 129
burglar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 129
champion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 129
cleric . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 129
duelist . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 130
elementalist . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 130
fatespinner . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 130
focus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 128
holy warrior . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 130
hunter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 130
mentalist . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 130
monk . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 131
mystic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 131
nethermancer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 131
ninja . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 132
prerequisites . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 128
reserves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 128
rite of passage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 128
rogue . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 132
rune mage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 132
scourge . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 132
shadow . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 132
skills . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 128
sorcerer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 132
warrior mage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 133
wizard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 133
advanced process, skill . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
age . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
alchemical analysis . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
alchemical extraction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
alchemist . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 129
alchemy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 117
advanced process . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .37
analyze powder . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .37
blood putrefaction . . . . . . . . . . . . . . . . . . . . . . . . . . . . 119
calcination . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 119
character creation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .11
cleanse . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 120
corrosion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 119
decrepitation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 119
digestion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 119
dispel charm . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 120
exaltation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 119
extraction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .36
foliation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 119
grinding . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 119
healing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 120
ice greaves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 120
learning . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 119
moderate process . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .36
projection . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 119
release . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 120
skill . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .36
starting recipes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 120
using . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 120
alcohol policy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .66
all within . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .81
summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . xiv
amnesia . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .83
analyze alchemical powder . . . . . . . . . . . . . . . . . . . . . . . . . . . .37
ancestors, the . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 112
apply poison . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .37
appraisal
code . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .95
skill . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .37
arcanist . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 134
archer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 129
archery . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .37
arch-mentalism . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 134
arch-wizard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 134
area effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .81
Arkenstone . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 141
169
armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73
about . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55
call . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73
casting mana spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . .100
chainmail . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
faith spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .110
flash trap and . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
heavy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .56, 82
helmets . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
lamellar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
leather . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
light . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .56, 82
magic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .101
magic, summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . xiii
mechanical trap and . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
medium . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .56, 82
missile weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
popper trap and . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
repairing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
scale . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
skill . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
spell . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .101
stacking . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
thrown weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
transcend, skill . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
traps and . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
weapon enchantments and . . . . . . . . . . . . . . . . . . . . . . . . 81
armor’s bane . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .105
assassin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .129
assassinate
call . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 83
parry and . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
skill . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
attack calls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 83
attune
check out . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .121
magic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
magic items and . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 97
avannarites . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .112
avoid trap . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
awaken
elementalism . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .102
herbalism . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .120
mentalism . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .104
pilgrim . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .115
wizardry . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .106
B
backlash . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82
parry and . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82
spell shield and . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82
summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .xiv
170
backstab
call . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 83
parry and . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
skill . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
bandage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
bards . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 114
barrier . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73
call . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73
shell . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82
spell . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 101
summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . xiii
barrier spell . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82
baseball bat swinging . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
basic races . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
basics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . xii
battle scroll
casting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 96
translating . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 96
bedding, stealing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 97
beginning spells
elementalism . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 102
faith, pilgrim . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 115
mentalism . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 104
rune magic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 105
wizardry . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 106
bells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 156
beneficial magic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 100
fate and . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77
benevolents . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 112
bestow push . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 105
bestow spell . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 101
bestow, summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . xiii
betrayal, call . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 84
bind, call . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 84
black heresy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 112
blacksmith
repair armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
repair plate . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
skill . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
Blood Moon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 156
blood putrefaction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 119
bloodrend, call . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 84
blowgun . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
blunt weapons, venom and . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
bolt shield . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 105, 106
bolt spells and armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . .56, 82
botch . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 100
breakdown . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 121
buckler . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
skill . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
burglar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 129
buzzer traps . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
Myt hi cal Journeys Renai ssance
C
cabins . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64, 67
calaphites . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 112
calcination . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 119
calling skills . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73
calls, damage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
cancel spell . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 102, 115
cap . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
cap increase . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
car access . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67
carpenter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
carrying others . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
cast (NPCs) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 126
casting
battle scrolls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 96
faith magic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 110
magic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 100
catch thrown weapon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81
skill . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
caution . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69
summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .xii
celestial . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 114
chainmail . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
chalice knights . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 112
champion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 129
character advancement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
character creation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
alchemy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
character history hints . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5
class overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
herbalism . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
history overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
mana . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
name . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
online . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5
poison craft . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
race overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
scrollcraft . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
skill overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
character death . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76
character history
hints . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5
sample . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7
character points . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
costs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
history . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
PEL and . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 121
starting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
character updating . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 124
charging . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
charm, call . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 84
Mythical Journeys Renaissance
charms . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .96
skill . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .39
cheating . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .66
check in . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .64
check out . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 121
check your swings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .70
chosen foe
additional foe . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .39
skill . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .39
unabated wrath . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .40
clarify . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .70
summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .xii
classes
devotion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8
divine . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8
fighting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .9
finesse . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .9
magical . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .9
might . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .9
overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8
power . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .9
precision . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .9
sanctity . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8
sight . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .9
stealth . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .9
subtlety . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .9
cleanse . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 115, 120
cleave . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .40
cleric . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 129
cloak fighting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .40
coins
crown . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .95
farthing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .95
sovereign . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .95
stealing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .97
summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . xiv
combat
blocking . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .74
legal target areas . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .72
overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .69
safety . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .70
summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .xii
communicate . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 104, 106, 115
components . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 95, 117
check out . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 121
conscious . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .75
contact poison . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .89
contacting Mythical Journeys . . . . . . . . . . . . . . . . . . . . . . . . . .59
corrosion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 119
costs, skills . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10, 36
costuming . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .57
cast . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .58
stealing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .97
what not to wear . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57, 58
171
counterspell . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
courtesy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .72, 98
CPVC . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55
craft skills . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
blacksmith . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
carpenter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
farmer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
glassblower . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
herbalism . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
inkmaker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
lapidary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
leatherworker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
miner . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
papermaker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
scavenging . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
tanner/trapper . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
tinker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
weaver . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
crafting materials . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 95
crafts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
create holy water . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
creating your character
see character creation
crown . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 95
cycles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .156
D
damage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .74, 84
skills and . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
spells and heavy armor . . . . . . . . . . . . . . . . . . . . . . . . . . . 82
weapon enchantments and . . . . . . . . . . . . . . . . . . . . . . . . 80
damage spells and armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
Dark Moon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .156
dark-elves, half . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
darkness, call . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
dead . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75
death . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75
call . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 84
summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . xii
decoction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .119
decrepitation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .119
dedication . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .109
destroy undead . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
detect magic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
detect poison . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .115
detect/attune magic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
check out . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .121
detlene . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
devotion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
devout . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .109
dharter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
diagnose . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
digestion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .119
172
disarm . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 84
skill . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
disciplinary action . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
disease, call . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 84
disguise . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67
skill . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
dispel charm . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 120
dispel enchantment, call . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 85
dispel magic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .81, 85
divert . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 104
divine classes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
divine reserves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
dodge . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .81, 82
skill . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
donations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 125
Dragon Dynasty . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 141
drain vitality . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 85
drug policy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
drum rolling . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71
duelist . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 130
Dumar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 142
durations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 83
out of game and . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81
summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .xiv
until cured . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .xiv
until death . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .xiv, 83
while I sing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 83
dwarves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
dying . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75
E
earth bolt . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 102
earth, call . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
ejection . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
elemental warrior . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 134
elementalism . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 99
awaken . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 102
beginning spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 102
earth bolt . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 102
entangle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 102
fire bolt . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 102
giant’s grip . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 103
heat weapon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 103
ice bolt . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 103
ice greaves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 103
icicle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 103
pain . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 103
release . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 103
silence . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 103
slow poison . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 103
snare . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 103
stone greaves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 103
wind bolt . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 103
Myt hi cal Journeys Renai ssance
elementalist . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 130
elements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 114
elves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
fiend . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16, 25
frost . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
frost, overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
grue, overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
half-dark . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16, 23
imperial . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
imperial, overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
empathic healing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
empower weapon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
enchantment, weapon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
enselari . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
enslave . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 85
entangle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 102
entice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 104
equipment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
escape artist . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
event suspension . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
exaltation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 119
explosion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81, 86
expression . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 119
expulsion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
extend shield . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
extended suspension . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
extraction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
F
faith . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 109
beginning spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 115
casting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 110
dedicate . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 109
dedication . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 109
devout . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 109
learning . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 110
skill . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .xii
famori . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
farmer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
farthing, copper . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 95
fate . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76
beneficial magic and . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77
fate’s disfavor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76
fate’s kiss . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76
fatespinner . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 130
feeblemind . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86
feedback . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
feign death . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
Felnar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 142
fiend elves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Mythical Journeys Renaissance
fiend goddess . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 115
fighting
legal target areas . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .72
safety . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .70
fighting classes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .9
final death . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .86
finesse . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .9
fire
call . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .80
combat and . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .72
safety . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .72
fire bolt . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 102
flash traps . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .89
flat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .86
foam thickness . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .55
focus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 128
foe-hunter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 134
FOIG . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .63
foliation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 119
food, stealing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .97
forgery . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .67
skill . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .43
forget . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .86
Forgotten Forest . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 142
fortitude . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .43
fortune . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 111
avannarites . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 112
benevolents . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 112
black heresy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 112
calaphites . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 112
chalice knights . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 112
malcolmites . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 112
savonians . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 112
the ancenstors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 112
Free Cities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 143
free will . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 104, 116
Freelands . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 143
freeze limb . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .86
Friarsday . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 156
frost elves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .25
overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .16
Frost Moon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 156
Frozen North . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 143
G
gate . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .94
summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . xv
gems . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .95
stealing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .97
summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . xiv
general skills . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10
giant’s grip . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 103
glass vial . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 120
173
glassblower . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
goblins . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
grandmaster alchemist . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .134
grandmaster monk . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .135
grandmaster ninja . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .135
grinding . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .119
grue elves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
H
half-dark elves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
half-dwarves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
half-elves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
hamstring . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
hardiness . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
Harradon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .144
Harvest Moon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .156
harvests . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .156
head shot . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72
heal limb . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .104
healing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .120
empathic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
herbalism . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .120
pilgrim . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .116
stunned limbs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74
summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . xii
healing poultice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
heat weapon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .103
heavy armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .56, 82
damage spells and . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82
maim and . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82
missile weapons and . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82
slay and . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82
thrown weapons and . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82
helmets . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
herbalism . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .117
awaken . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .120
calcination . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .119
character creation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
decoction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .119
expression . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .119
grinding . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .119
healing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .120
oil infusion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .119
resist terror . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .120
skill . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
starting recipes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .120
tea infusion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .119
tincture . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .119
using . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .120
174
high sun . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 156
highwayman . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 135
history
character creation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
character points . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Pendaan . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 149
recent . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 152
sample character . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
world . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 149
hold . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69
summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . xii
holy assassin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 135
holy symbol . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 110
holy warrior . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 130
holy water, create . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
holy weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 128
holy, call . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
hours . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 156
human . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
hunter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 130
I
ice bolt . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 103
ice greaves
alchemy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 120
elementalism . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 103
Ice Moon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 156
ice, call . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
icicle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 103
illegal target
melee weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72
subdue packets . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81
imperial elves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
Imperium . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 144
ingestive poison . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
inkmaker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
instruction skill . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 101, 111
iron will . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
J
jastaqui . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
jhanarum . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
K
karma . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
kite rod . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55
Myt hi cal Journeys Renai ssance
knockdown . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86
punch . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
shields and . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
skill . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
knowledge scrolls . . . . . . . . . . . . . . . . . . . . . . . . . . 96, 102, 111
kuyignum . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
L
lamellar armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
language, obscene . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65
last rites . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45, 76
lay on hands . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
learning
alchemy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 119
faith spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 110
skills . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 101
leather armor
light . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
medium . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
leatherworker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
repair armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
legal hits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72
legal target
melee . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72
spell packets . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81
lesser elemental aegis . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 105
life states . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75
lifebringer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 136
light
magical spell . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 102
pilgrim . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 116
light armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56, 82
Lightning Moon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 156
literacy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
lockpicking . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45, 93
locks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 93
picking, skill . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . xv
long blades . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
long blunt weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
lost and found . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
Lovers' Moon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 156
loyal weapon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 105
M
machine gunning . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71
magehunter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 136
magic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 99
call . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
casting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 100
rules . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 100
Mythical Journeys Renaissance
magic items, about . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .97
magical classes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .9
magical reserves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .11
magnetize . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .86
maim
call . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .86
heavy armor and . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .82
mechanical trap and . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .89
popper trap and . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .89
skill . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .46
with bow, skill . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .46
making
spell packets . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 167
subdue packet . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 168
weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 159
malcolmites . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 112
mana
character creation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .11
choosing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .11
skill . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .46
summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .xii
mana bolt . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 106
master archer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 136
master assassin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 136
master of chance . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 136
master thief . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 136
mechanical traps . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .89
medium armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56, 82
bolt spells and . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .82
missile weapons and . . . . . . . . . . . . . . . . . . . . . . . . . . . . .82
thrown weapons and . . . . . . . . . . . . . . . . . . . . . . . . . . . . .82
membership . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .60
memory . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .76
mentalism . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .99
awaken . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 104
beginning spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 104
communicate . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 104
divert . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 104
entice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 104
free will . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 104
heal limb . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 104
pain . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 104
release . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 104
spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 104
terror . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 104
terror shield . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 104
mentalist . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 130
merchanting policy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 126
message board . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 124
metagaming . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .67
Midnight Moor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 144
might . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .9
mimic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .87
miner . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .46
175
minerals, stealing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 97
missile weapons
armor and . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
heavy armor and . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82
medium armor and . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82
special attacks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81
mistborn . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
mizhak . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
moderate process, skill . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
monk . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .131
month . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .156
Moonday . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .156
muses . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .114
myrmidon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .137
mystic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .131
mystic archer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .137
mystic weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .128
N
nature . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .114
net . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
nethermancer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .131
nethermancy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 99
New Arcadia . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .144
new player meeting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
ninja . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .132
no effect . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73
call . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74
no-combat areas . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72
noncombatant player . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71
Nova Korhadien . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .144
NPC . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .126
O
Oakholme . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .145
oil infusion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .119
oils . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 95, 118
online character creation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
online updating . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
opening meeting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
oracle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .137
orcs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
order of the holy book . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .113
order of the open hand . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .113
order of the scale . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .113
order of the shining sword . . . . . . . . . . . . . . . . . . . . . . . . . . .113
ores, summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .xiv
out of game
areas . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67
durations and . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81
items . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
176
P
pacify . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 87
pain
call . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 87
flash trap and . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
skill . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
spell, elementalism . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 103
spell, mentalism . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 104
with bow, skill . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
pain shield . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 105
paladin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 137
palm thrust . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
papermaker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
paralyze
buzzer trap and . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
call . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 87
parental consent . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
parking lot . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67
parry
assassinate and . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
backlash and . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82
backstab and . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
magical enchantments and . . . . . . . . . . . . . . . . . . . . . . . . 73
skill . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
special defense . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82
waylay and . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
partially learned spells . . . . . . . . . . . . . . . . . . . . . . . . . 102, 111
participant agreement form . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
pay at the door . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
PEL . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 121
example . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 123
personal possessions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
petrify . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 87
petroleum jelly . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
physical attacks
spell shield and . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
physical contact . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69
carrying others . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
physical reserves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
pierce . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 87
skill . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
pilgrim . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 109
pilgrim spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 115
awaken . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 115
cancel spell . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 115
cleanse . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 115
communicate . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 115
detect poison . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 115
free will . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 116
healing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 116
light . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 116
purify . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 116
release . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 116
repel undead . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 116
Myt hi cal Journeys Renai ssance
Planters' Moon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 156
plate armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
play on . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
point cap . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
poison . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
apply skill . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
call . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 87
contact . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
craft skill . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
death and . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75
ingestive . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
petroleum jelly . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
resist, skill . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . xiv
visibility . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73
poison craft
character creation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
composite, skill . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
skill . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
poison venom . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
pole-arm . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
popper traps . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
post event letter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 121
potions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 118
stealing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 97
summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . xiv
using . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 95, 118
poultice, healing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
powders . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 96, 118
analyze . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
power . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .9
prayer spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 110
precision . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .9
prerequisites
advanced class . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 128
prestige classes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 133
prestige classes
about . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 133
adept-priest . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 134
arcanist . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 134
arch-mentalism . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 134
arch-wizard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 134
elemental warrior . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 134
foe-hunter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 134
grandmaster alchemist . . . . . . . . . . . . . . . . . . . . . . . . . . 134
grandmaster monk . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 135
grandmaster ninja . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 135
highwayman . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 135
holy assassin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 135
lifebringer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 136
magehunter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 136
master archer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 136
master assassin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 136
master of chance . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 136
Mythical Journeys Renaissance
master thief . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 136
myrmidon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 137
mystic archer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 137
oracle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 137
paladin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 137
prerequisites . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 133
priest . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 137
purist . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 137
rite of passage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 133
rune knight . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 138
rune master . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 138
shadow arcane . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 138
storm mage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 138
warlock . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 138
warlord . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 138
weapons master . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 138
priest . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 137
privacy policy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .60
projection . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 119
prop
call . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .68
summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . xv
pry . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 94, 106
pulse . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .77
punch, knockdown . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .44
purify . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 116
purist . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 137
Purk . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 145
push . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .87
shields and . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .80
skill . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .47
Q
quickdeath . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .48
R
ra’kash . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .21
overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .16
races
basic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .15
dwarves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .17
elves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .18
enselari . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .24
famori . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .19
fiend elves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .25
frost elves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .25
goblin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .26
half-dark elves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .23
human . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .20
mistborn . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .27
orcs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .28
ra’kash, race . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .21
177
skills . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
special . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .16, 23
unique . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
varns dos sedrin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
wargs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
radiance . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .113
order of the holy book . . . . . . . . . . . . . . . . . . . . . . . . . .113
order of the open hand . . . . . . . . . . . . . . . . . . . . . . . . . .113
order of the scale . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .113
order of the shining sword . . . . . . . . . . . . . . . . . . . . . . .113
Rain Moon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .156
read aura . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
read divine . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
read magic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
ready powder . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
recent events . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .152
recharge item . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
recovery . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
red stickers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 93
stealing and . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 97
summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . xv
traps . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
reflect . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82
refund . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
registration . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
release
alchemical . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .120
elementalism . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .103
mentalism . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .104
pilgrim . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .116
wizardry . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .106
religion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .111
avannarites . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .112
benevolents . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .112
black heresy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .112
calaphites . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .112
chalice knights . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .112
fiend goddess . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .115
fortune . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .111
malcolmites . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .112
order of the holy book . . . . . . . . . . . . . . . . . . . . . . . . . .113
order of the open hand . . . . . . . . . . . . . . . . . . . . . . . . . .113
order of the scale . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .113
order of the shining sword . . . . . . . . . . . . . . . . . . . . . . .113
radiance . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .113
savonians . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .112
shamanism . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .114
the ancestors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .112
undead lords . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .115
repair armor
blacksmith . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
leatherworker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
plate . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
repel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 87
178
repel elemental . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 107
repel fiend . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 107
repel undead
pilgrim . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 116
wizardry . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 107
reserves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 128
divine . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
magical . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
physical . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
resist . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73
call . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73
subdue packets . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81
summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . xiii
weapon enchantments . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81
resist charm . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
resist earth . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
resist fire . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
resist ice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
resist magic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
resist paralysis . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
resist poison . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
resist slumber . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
resist spirits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
resist tamper . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
resist terror
herbalism . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 120
racial skill . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
resist wind . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
rework . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 105
riposte . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
rite of passage
advanced class . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 128
prestige class . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 133
ritual
divine, skill . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
magical, skill . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
rogue . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 132
Rose Moon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 156
rule summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . xii
rules of magic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 100
rune knight . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 138
rune mage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 132
rune magic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .99, 105
armor’s bane . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 105
bestow push . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 105
bolt shield . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 105
lesser elemental aegis . . . . . . . . . . . . . . . . . . . . . . . . . . . 105
loyal weapon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 105
pain shield . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 105
rework . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 105
rune of holding . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 106
secure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 106
venom shield . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 106
Myt hi cal Journeys Renai ssance
rune magic, beginning spells . . . . . . . . . . . . . . . . . . . . . . . . . 105
rune master . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 138
rune of holding . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 106
running, at night . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71
S
safety . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
calls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69
calls, summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .xii
fire . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72
sanctity . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8
Sandridden Plains . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 145
Sarden . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 146
Satyrday . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 156
savonians . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 112
scale armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
scavenging . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
schools of magic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 99
scourge . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 132
scroll mastery
skill . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
scrollcraft
character creation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
choosing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
divine, skill . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
magical, skill . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
mastery, skill . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
read divine skill . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
read magic skill . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
scrolls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 96, 97
summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . xiv
searching . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67
cabins, summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . xv
describe your search . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
physical . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
prop . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . xv
secure
about . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 94
rune magic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 106
summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . xv
wizardry . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 107
self teaching
divine spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 111
magical spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 102
self-sacrifice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
sexual harassment policy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65
shadow . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 132
shadow arcane . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 138
shamanism . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 114
celestial . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 114
elements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 114
Mythical Journeys Renaissance
muses . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 114
nature . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 114
spirits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 114
Shattered Lands . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 147
shells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .82
shield bashing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .71
shield spell . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82, 101
shields . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .57
acid trap and . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .89
attacks hitting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .80
extend, magic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .42
flash trap and . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .89
holy symbol . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 110
in combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .71
magic, summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . xiii
magical . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .82
magical enchantments and . . . . . . . . . . . . . . . . . . . . . . . .73
skill . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .51
subdue packets and . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .81
Shimmering Coast . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 147
short blades . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .51
short blunt weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .51
short staff . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .51
sight . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .9
silence
call . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .88
elementalism . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 103
mentalism . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 104
skill . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .51
wizardry . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 107
Silent Moon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 156
skills
advanced class . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 128
calling . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .73
costs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10, 36
craft . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10
crafts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .33
damage and . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .80
general . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10
instruction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 101, 111
learning . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .33
overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10
racial . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .31
venom and . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .89
slay
call . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .88
heavy armor and . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .82
mechanical trap and . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .89
skill . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .51
with bow, skill . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .51
slay foe
skill . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .51
slay with bow . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .88
sleeping arrangements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .64
179
slow poison . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .103
slumber . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88
small weapon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
snare . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88, 103
sorcerer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .132
sorcery . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 99
sounds of battle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 83
summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . xiii
Southern Continent . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .147
sovereign . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 95
special attacks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
catch thrown weapon . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81
dodge . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81
magical . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81
melee . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
missile weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81
thrown weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81
special races . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
enselari . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
fiend elves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
spell casting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .100
spell packet . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .100
construction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .167
description . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .100
holding . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .100
legal target . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81
magical attack . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81
throwing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .100
spell shield
all within and . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81
backlash and . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82
buzzer trap and . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
dispel magic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81
explosions and . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81
flash trap and . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
physical attacks and . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
special defense . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82
spellbook . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .101
spellbreaking . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .100
armor’s bane . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .105
awaken, elementalism . . . . . . . . . . . . . . . . . . . . . . . . . . .102
awaken, mentalism . . . . . . . . . . . . . . . . . . . . . . . . . . . . .104
awaken, pilgrim . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .115
awaken, wizardry . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .106
barrier . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82
beneficial . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .100
bestow push . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .105
bolt and armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
bolt shield . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 105, 106
cancel spell . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 99, 115
choosing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
cleanse . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .115
180
communicate . . . . . . . . . . . . . . . . . . . . . . . . . 104, 106, 115
damage and armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
detect poison . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 115
divert . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 104
earth bolt . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 102
elementalism . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 103
entangle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 102
entice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 104
fire bolt . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 102
first . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 99
free will . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 104, 116
giant’s grip . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 103
heal limb . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 104
healing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 116
heat weapon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 103
ice bolt . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 103
ice greaves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 103
icicle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 103
learning magical . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 101
lesser elemental aegis . . . . . . . . . . . . . . . . . . . . . . . . . . . 105
light . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 99, 102, 116
loyal weapon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 105
mana bolt . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 106
pain . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 103, 104
pain shield . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 105
prayers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 110
pry . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 106
purify . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 116
release . . . . . . . . . . . . . . . . . . . . . . . . . . 103, 104, 106, 116
repel elemental . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 107
repel fiend . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 107
repel undead . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 107, 116
rework . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 105
rune of holding . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 106
secure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 106, 107
self instruction . . . . . . . . . . . . . . . . . . . . . . . . . . . 102, 111
silence . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 103, 104, 107
snare . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 103
specific target . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 83
stacking . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 100
stone greaves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 103
teaching divine . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 111
teaching magical . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 101
terror . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 104
terror shield . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 104
to . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 83
venom shield . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 106
void . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 107
wind bolt . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 103
spending cap . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .11, 125
upgrade . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 125
spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75
spirits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 114
Myt hi cal Journeys Renai ssance
stacking
spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 100
summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . xiii
staff . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
standby . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
starting recipes
alchemy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 120
herbalism . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 120
starting spells
cancel spell . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 102
light . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 102
stealing
courtesy and . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 98
in game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 97
real world . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
stealth classes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .9
stone greaves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 103
stones throw . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
storm mage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 138
Storm Moon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 156
strength . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
stun rule . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74
subdue . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81
call . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88
helmets and . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
skill . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
subdue packet
making . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 168
subdue packets . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81
illegal target . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81
resisting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81
shields and . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81
subtlety . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .9
suicide . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77
summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .xii
Sunsday . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 156
Swedish Fish . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
sword construction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 160
T
taming the cobra . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
tanner/trapper . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
target area, illegal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
tea infusion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 119
temporary skills . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 125
prestige skills . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 133
terror . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 104
terror shield . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 104
The Age of Darkness . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 149
The Age of Light . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 150
Mythical Journeys Renaissance
The Great Rebellion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 150
The Turning of An Age . . . . . . . . . . . . . . . . . . . . . . . . . . . . 151
Thornsday . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 156
thrown weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .74
armor and . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .56
batting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .71
catching . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .81
heavy armor and . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .82
light armor and . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .82
medium armor and . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .82
skill . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .53
special attacks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .81
time . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 156
tincture . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 119
tinker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .53
torso shot . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .74
tower shield . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .57
skill . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .53
transcend armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .53
traps . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .89
acid . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .89
armor and . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .89
buzzer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .89
flash . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .89
mechanical . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .89
popper . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .89
summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . xiv
Treesday . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 156
turtling . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .71
twist of fate . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .76
two-handed weapon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .53
two-weapon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .53
U
unabated wrath, chosen foe . . . . . . . . . . . . . . . . . . . . . . . . . . . .40
unconscious . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .75
undead lords . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 115
unique races . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .30
universal points . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11, 125
breakdown . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 121
temporary skills . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 125
until cured
summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . xiv
until death . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .83
summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . xiv
updating . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 124
updating your character . . . . . . . . . . . . . . . . . . . . . . . . . . . . 124
upgrade your spending cap . . . . . . . . . . . . . . . . . . . . . . . . . . 125
user profile . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .59
181
V
Valley of No Return . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .147
varns dos sedrin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
detlene . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
dharter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
jastaqui . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
jhanarum . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
kuyignum . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
mizhak . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
venom . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88
blunt weapons and . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
poison . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
skills and . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
venom shield . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .106
vitality . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74
skill . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
void . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .107
void, call . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
volunteers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .126
vulgarity . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
W
wargs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
warlock . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .138
warlord . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .138
warning . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
warrior mage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .133
waylay
call . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88
helmets and . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
parry and . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
skill . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
weakness . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88
weapon enchantments . . . . . . . . . . . . . . . . . . . . . . . . . . . . .73, 80
armor and . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81
resisting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81
weapons
about . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55
attacks hitting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
construction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .159
empower . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
enchantments . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73
enchantments, stacking . . . . . . . . . . . . . . . . . . . . . . . . . . . 73
holy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .128
182
holy symbol . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 110
large stone . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
lengths . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55
mystic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 128
real . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55
safety . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
standard materials . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55
stealing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 97
weapons master . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 138
weaver . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
website . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
user profile . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
while I sing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 83
wind bolt . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 103
wind, call . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
Windsday . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 156
wither . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88
wizard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 133
wizardry . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 99
awaken . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 106
beginning spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 106
bolt shield . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 106
communicate . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 106
mana bolt . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 106
pry . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 106
release . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 106
repel elemental . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 107
repel fiend . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 107
repel undead . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 107
secure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 107
silence . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 107
void . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 107
Y
years . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 156
yellow armband . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71
yellow stickers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 93
check out and . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 121
stealing and . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 97
summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . xv
weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
Z
Zelfir . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 148
Zibberawn . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 147
Myt hi cal Journeys Renai ssance