DRAFT 8.16.2012 - 2

Live Fantasy Roleplaying DRAFT 8.16.2012 - 2

Copyright Copyright © 2006, 2007, 2012 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 Liz Bischof Brandon Boucher David Chau Jonathan Dale Troy Danko Dan Desilets Paul DiNunno Brian Harvard Zoë Lawson Grant Lower Carl Mikkelson Derik Rochon Mike Romatelli Dave Tamburin Eric Tetreault Scott Thompson

Mythical Journeys II Settings Team Brandon Boucher Jarrid Clifton Chris Dahlberg Jonathan Dale David Decker Dan Desilets Paul DiNunno Dennis Fusaro III Jeremy Glidden Nikki Guarino Brian Harvard Michael Henthorne Bizzy Jacobs Jessi Jaffe Larry Joyce Allison Kara Kim Langstaff Zoë Lawson Amber Loomis Grant Lower Todd Maguire Todd Pahner Cameron Peterson Mike Romatelli Sara Shatkyvich Meg Steele Brian Swedis Eric Tetreault Scott Thompson Steph Tyll

Models Tatiana Antunes Abby Barry Gene Barry Seth Bender Eric Burt Saurav Chatterjee Jonathan Dale Jay Gormley Derek Herrera Angela Jacobs Jessi Jaffe Allison Kara Zoë Lawson Amber Loomis Jen Mailloux-Rochon Kaitlyn McCarthy Amanda Parla Sara Shatkyvich Dave Smith Meg Steele Scott Thompson Steph Tyll

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 Zoë Lawson Todd Pahner Eric Tetreault

Layout & Design: Zoë Lawson Mythical Journeys Logo: Louis LeClerc Original Mythical Journeys Game Concept Dan Desilets Brad Harrison Brian Harvard Craig Laprise Louis LeClerc Ian Sudimak Paul Swedis Eric Tetreault

Notice All rules in this guide are subject to change. Please visit http://www.mythicaljourneys.com for errata and updates.

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Contents

Welcome to Mythical Journeys ...... vii Elves ...... 20 What is Mythical Journeys? ...... vii Famori ...... 21 Why Mythical Journeys ...... ix Humans ...... 22 The Basics ...... xii Ra'Kash ...... 23 Combat ...... xii Wargs ...... 24 Healing ...... xii Special Races ...... 25 Death and Dying ...... xii Dark Elves, Half ...... 25 Safety Calls ...... xii Enselari ...... 26 Spells ...... xii Fiend Elves ...... 27 Beneficial Magic ...... xiii Frost Elves ...... 27 Effects ...... xiii Goblins ...... 28 Durations ...... xiv Mistborn ...... 29 Special Attacks ...... xiv Orcs ...... 30 Traps and Poison ...... xiv Varns dos Sedrin ...... 31 Treasure and Other Items ...... xiv Unique Races ...... 32 Searching People and Monsters ...... xv Racial Skills ...... 33 Where to Go From Here ...... xvi If You Are Playing ...... xvi Chapter 3 - Skills ...... 35 If You Are Casting ...... xvi Learning Skills ...... 35 Crafting Skills ...... 35 Skill Descriptions ...... 37 Part 1 - Getting Started Chapter 4 - Preparing for the Event ...... 57 Chapter 1 - Making a Character ...... 3 Weapons ...... 57 Character Creation ...... 4 Armor ...... 57 Character History ...... 5 Light Armor ...... 58 Character Classes ...... 8 Medium Armor ...... 58 Divine Classes: Sanctity and Devotion ...... 8 Heavy Armor ...... 58 Fighting Classes: Finesse and Might ...... 9 Helmets ...... 59 Magical Classes: Power and Sight ...... 9 Shields ...... 59 Stealth Classes: Precision and Subtlety ...... 9 Costuming ...... 59 General Skills ...... 10 What Not to Wear ...... 60 Craft Skills ...... 10 The Test ...... 60 Character Skills ...... 10 Costuming For Cast ...... 60 Reserves ...... 11 Real World Equipment ...... 60 Choices ...... 11 General Information ...... 61 Character Advancement ...... 12 Web Site ...... 61 Resetting Your Character ...... 12 Contacting Us ...... 61 Advanced Classes ...... 12 Before the Game ...... 61 Chapter 2 - Races ...... 17 User Profile ...... 61 Privacy Policy ...... 62 Race Overview ...... 17 Membership ...... 62 Basic Races ...... 17 Registration and Refunds ...... 62 Special Races ...... 18 Parental Consent ...... 62 Basic Races ...... 19 Participant Agreement Form ...... 62 Dwarves ...... 19

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DRAFT 8.16.2012 - 2 Contents

Part 2 - Playing the Game The Dead Don't Sneeze! ...... 81 Chapter 5 - Arriving at Game ...... 65 Chapter 8 - Sounds of Battle ...... 85 Setup ...... 66 Special Attacks ...... 86 Sleeping Arrangements ...... 66 Melee Weapon Special Attacks ...... 86 Drop Off Your Gear ...... 66 Thrown and Missile Weapon Check In ...... 66 Special Attacks ...... 87 New Player Meeting ...... 66 Subdue Packets ...... 87 Opening Meeting ...... 66 Magical Attacks ...... 87 Area Effects ...... 87 Chapter 6 - Interacting with the Game ...... 67 Backlash ...... 88 Acceptable Behavior ...... 67 Special Defenses ...... 88 Sexual Harassment Policy ...... 67 Other Details ...... 89 Definition ...... 67 Durations ...... 89 What is Not Sexual Harassment ...... 67 While I Sing ...... 89 Complaint Procedure ...... 68 ...Until Death ...... 89 Retaliation Prohibited ...... 68 ...To...... 89 Alcohol and Drugs ...... 68 Attack Calls ...... 89 Cheating ...... 68 Poison ...... 94 Disciplinary Action ...... 68 Traps ...... 95 Thieves and Stealing ...... 68 Lost and Found ...... 69 Chapter 9 - The Stuff Adventures Are Made Of ....99 Disguise and Forgery ...... 69 Immovable vs. Irresistible ...... 99 Living Space ...... 69 Red Stickers ...... 99 Out Of Game Areas ...... 69 Heavy Objects ...... 99 Metagaming ...... 69 Yellow Stickers ...... 99 Searching Others ...... 70 Locks ...... 99 Physical Search ...... 70 Magical Locks: Secure ...... 100 Describing Your Search ...... 70 Magical Gates ...... 100 All Searches ...... 70 Loot ...... 100 Carrying Others ...... 70 Coins and Money ...... 100 Staying In-Game ...... 70 Gems and Jewelry ...... 100 Materials ...... 101 Chapter 7 - Combat ...... 73 Components ...... 101 Physical Contact ...... 73 Enchanted Items ...... 101 Stopping Combat ...... 73 Potions and Oils ...... 101 Combat Safety ...... 74 Powders ...... 101 Noncombatant Players ...... 75 Charms ...... 102 No-Combat Areas ...... 76 Scrolls ...... 102 Legal Hits ...... 76 Magic Items ...... 102 Courtesy ...... 76 Stealing ...... 102 Calling Skills ...... 77 Role-Playing Combat ...... 77 Chapter 10 - Magic and Spells ...... 105 Resist, Armor, Barrier, and No Effect ...... 77 Schools of Magic ...... 105 Damage and Vitality ...... 78 Your First Spells ...... 105 A Hit is a Hit ...... 78 Rules of Magic ...... 106 Thrown Weapons ...... 78 Beneficial Spells and Stacking ...... 106 Torso Shot and the Stun Rule ...... 78 Spellbooks ...... 107 Death and Dying ...... 79 Learning New Spells ...... 107 Life States ...... 79 Teaching ...... 107 Being Dead ...... 80 Knowledge Scrolls ...... 107 Improving Your Chances ...... 80 Self Instruction ...... 107 If you return ...... 80 Beginning Spells ...... 108 Suicide ...... 81 Elementalism ...... 108 iv Mythical Journeys Renaissance

Contents DRAFT 8.16.2012 - 2

Mentalism ...... 109 Alchemy vs. Herbalism ...... 123 Rune Magic ...... 110 Potions, Oils, and Powders ...... 124 Wizardry ...... 112 Potions and Oils ...... 124 Powders ...... 124 Chapter 11 - Faith and Religion ...... 115 Learning Alchemy ...... 125 Faith, Pilgrims, and Dedication ...... 115 Learning Herbalism ...... 125 Casting Faith Spells ...... 116 Starting Recipes ...... 126 Prayer Spells ...... 116 Alchemical Starting Recipes ...... 126 Learning Faith Spells ...... 116 Herbalism Starting Recipes ...... 126 Teaching ...... 117 Using Your Processes ...... 126 Knowledge Scrolls ...... 117 Self Instruction ...... 117 Chapter 13 - After Game ...... 127 Religions ...... 117 Leaving the Game ...... 127 Fortune ...... 117 Check Out ...... 127 Radiance ...... 119 Sunday Breakdown ...... 127 Shamanism ...... 119 After the Game ...... 127 The Fiend Goddess ...... 120 Feedback Letters and Updating ...... 127 The Undead Lords ...... 120 The PEL in Detail ...... 128 Pilgrim Spells ...... 121 Updating Your Character ...... 130 Message Board ...... 130 Chapter 12 - Alchemy and Herbalism ...... 123 Donations ...... 131 Universal Point Rewards ...... 131 Miscellaneous Information ...... 131 Merchanting Policy ...... 131 Volunteers Needed ...... 131 Cast Members ...... 132 Chapter 14 - Advancing Your Character ...... 133 Advanced Classes ...... 134 Prerequisites ...... 134 Rites of Passage ...... 134 Skills ...... 134 Focus ...... 134 Reserves ...... 134 Choices ...... 134 Prestige Classes ...... 138

Part 3 - Setting Chapter 15 - Regions of the World ...... 147 Places of Note ...... 147 Arkenstone ...... 147 Dragon Dynasty ...... 147 Dumar ...... 147 Felnar ...... 148 Forgotten Forest ...... 148 Free Cities ...... 148 Freelands ...... 149 Frozen North ...... 149 Harradon ...... 149 Imperium ...... 149 Midnight Moor ...... 150 New Arcadia and Nova Korhadien ...... 150 Collecting Magical Components ...... 123 Oakholme ...... 150 Mythical Journeys Renaissance v

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Purk ...... 150 Sandridden Plains ...... 151 Sarden ...... 151 Shattered Lands ...... 151 Shimmering Coast ...... 151 Southern Continent ...... 153 Valley of No Return ...... 153 Zelfir ...... 153 Accents ...... 153 Chapter 16 - The World of Pendaan ...... 155 Brief History of Pendaan ...... 155 Turn of Time ...... 158

Part 4 - Appendices Appendix A - Weapon Construction...... 161 Creating A Safe Sword ...... 161 What You’ll Need ...... 161 Sword Construction ...... 162 Weapon Guidelines ...... 166 Bow and Crossbow Guidelines ...... 167 Appendix B - Packet Construction...... 169 Spell Packet Construction ...... 169 Construction Needs ...... 169 Instructions ...... 169 Index ...... 171

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Welcome to Mythical Journeys

Six years ago... It is now the 512th year of the Age of Light. The great Fiend War has come to a close, leaving Pendaan battered It is the 506th year of the Age of Light, rather but intact. Arkenstone has only just been freed from optimistically named for the period after the fall of the fiendish control while other regions are still rebuilding. Dark Queen. The term is perhaps an exaggeration, but not Magical storms rage in the Imperium, and undead hordes without some truth. roam in southern Purk and the northern Free Cities. The wars of the Great Rebellion are a distant memory. Heroes and heroines have saved the day before, but what is Even for the Dwarves they are an old tale passed down by yet to come? 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 What is Mythical Journeys? history is no longer entirely clear. Nor do any but the Mythical Journeys is a game in which an everyday person historians really care about the details. like you can live the life of a fantasy hero or villain for a weekend. Using your imagination, creativity, and the One thing is clear. After the fall of the Queen and the long, game’s rules you create a role of your choosing much like hard battles of the Great Rebellion, there was little the author of a book or movie would do. You then play this impetus to continue losing troops wiping out the last character for an entire weekend at Mythical Journeys, remnants of her forces. Without a leader, many assumed making decisions and doing what you feel your character they would scatter or fade away, and weren’t worth the would do in any given situation. This is known as trouble. Five hundred years later, some still wait for the improvisational theater. Fiend Goddess’s forces to release their grasp on Blackhold. Unlike regular theater, there are no scripts to follow or One settlement lies near the borders of the darkness. On lines to memorize at Mythical Journeys. You say and do the northern border of the perilous Forgotten Forest, what you feel your character would and face the south of the Midnight Moor, lie the lands of Felnar. A repercussions of your actions within the game. You, and crossroads between the port city of Arkenstone, the hundreds of others who are working with you, create this holdings of Sarden, the hunting grounds of Harradon, the fantasy world and are your own audience in a consistent, Imperial city of Ironwatch, and the western margin of the ongoing storyline that continues for years. woods of Oakhome, Felnar survives despite its perilous location. Some say it also is spared some of the brunt of Using thousands of props, masks and costumes, the evil’s attacks because it harbors smugglers who trade in and creative staff of Mythical Journeys sets the stage of a 100- out of Blackhold. Certainly, both Harradon and Ironwatch acre camp by transforming everyday buildings and cabins have tried to conquer it under this pretense, but the into taverns, alchemy labs, mages guilds, shops, town hall intervention of other states has so far kept it independent. and much more. There is no need to ask “What do I see It attracts a curious mix of traders, magical researchers, before me?” in this WYSIWYG (what you see is what you treasure hunters, those tempted by the promises of get) game that leaves little to your imagination. darkness, and those dedicated to wiping out darkness’s last With the words “Game on” on Friday night, the fun begins. vestiges. A place of struggle, strife, heroism, and above Citizens of the town rush off to attend guild meetings, all… adventure. suspicious folk hang out in the shadows of the tavern, In the small town of Eldyrwood, just a few days journey adventurers make dangerous treks into the monster-ridden outside Felnar, an unlikely assortment of brave souls is forest, and the staff of Mythical Journeys begins to send gathering. Some have their eyes out for hints of ruins from supporting actors out (Cast) to interact with you and your the war, or even from the settlements of the Golden Vale fellow players to help move the story along. destroyed at its inception. Others are concerned or fascinated You are now your character for the weekend. There are with the liches said to dwell within the Forgotten Forest and monsters to do battle with, mysteries to solve, maps to on the Midnight Moors. One way or another, each of them follow, friends to make, and an unlimited number of things will find their destiny soon, for dark powers are gathering. for you to see and do. The choices are yours to make and The Age of Light has lasted five centuries, but all things must you are in control of your own destiny. It is in this come to an end... vii

What is Mythical DRAFTJourneys? 8.16.2012 Part - 21 - Introduction enchanted world you can face off against darkness itself involved. Mythical Journeys rules are consistent from event and become a legend. to event eliminating a need for constant “Holds!” and rules clarifications that interrupt game play. Additionally, new I’ve done something like this before so what sets players are instructed in how to play the game to make sure they are comfortable with the system and aware of the Mythical Journeys apart? rules. Our goal is to keep the game fair, user-friendly and So you’ve “been there and done that,” but you haven’t done flowing as much as possible. anything like Mythical Journeys before. Here are some things to consider when it comes to us: Instant Action—Just Add You - Mythical Journeys runs specially developed new player adventures designed to pull Active Membership - Mythical Journeys runs six you right into the action your first event. These adventures weekend-long events every year, occasional one-day events often group you with other new folks, enabling you to and a community-building winter feast during the off- make new friends while exploring a monster-ridden forest, season. When the game isn’t in session our members are decoding notes, following maps, interacting with veterans, actively flooding our message board, having between-event and having fun. get-togethers and meetings, sending e-mails, and trying to guess what’s up our sleeves for the next event. This is a Rich Storyline - We have several teams of highly creative great place to make new friends who share a common writers who spend hundreds of hours between adventure interest. weekends writing up the numerous high-fantasy stories and adventures you’ll encounter at events. Some of these Choices - When your character and history are approved stories continue from event to event while others play out by Mythical Journeys, you are able to take your character in quickly. These same writers are responsible for breathing any direction you choose. Heroes and villains alike receive life into the game’s world with books upon books worth of support from writers and “player vs. player” encounters are background information, lore, and statistics. You won’t a possibility for those who wish to pursue that path. Just believe the things you can discover in the library, on be prepared to face the repercussions for your actions in a ancient scrolls or simply by talking to others. This alone Feudal-style justice system. makes the world seem real as though it has been around for With so many choices, plots, and options available you thousands of years. aren’t left in the cold if you don’t want to participate in a Characters are able to take heroic risks and become legends particular adventure. There is always something to see or with a lenient death system that offers second-chances. do for those willing to explore the unknown. This means more opportunities to make a name for Combat & Safety - Our first concern is the safety of our yourself and further develop your character. members and we always go the extra mile to insure this. Make A Difference - Our plots don’t railroad you to a Mythical Journeys uses safety-checked foam weapons for pre-determined ending. We decide how it starts but no one, combat resolution as well as soft beanbags for magic spells. not even us, knows how it will end. At every step of the All weapons do a single point of damage per hit. This way, your actions determine the outcome. That outcome makes combat easier to follow, more “in-game,” and may determine the path of future plot for years—until balanced regardless of how powerful a character or monster another player comes along and changes it again. is. Service - Mythical Journeys is a game run like a Consistency & Continuity - Like any good story, the professional business or organization. Our goal is to offer work of our writers is reviewed by an editor for continuity. fair and consistent service to our members and proactively This helps make the world more consistent and the prevent issues that affect game integrity before they arise. storyline able to continue smoothly. And when your actions change the world—the world changes. 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 Easy Rules - This guide is the culmination of nearly ten message board and ask our members what they think of the years of member feedback that has allowed Mythical game. They’ll give you their honest opinion of the game Journeys to create a streamlined game system that is both and what to easy to learn expect. You and fair to won’t be everyone disappointed.

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Welcome to MythicalDRAFT Journeys 8.16.2012 - Why 2 Mythical 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 6. Mythical Journeys is about having fun outdoors. concern at Mythical Journeys, alcohol and illegal drugs are Psychological studies have shown the importance of play to strictly forbidden and enforced with a zero-tolerance human health and well-being. Mythical Journeys is very policy. There are no “warnings” or second chances in this much about getting “off the couch” and into the great regard. Rule-breakers are expelled from the game outdoors. Leaving the video game or computer screen immediately and permanently. Not only does this make behind, Mythical Journeys characteristically incorporates game play safer, but it also reinforces the concept of a hiking down nature trails and navigating woodland paths, drug-free environment where one can interact with friends or at least running away from monsters. who share a positive, similar interest. 7. Mythical Journeys improves self-esteem. People need a 5. Mythical Journeys is relatively inexpensive. Mythical certain amount of interaction with others to feel a sense of Journeys doesn’t require memory upgrades or expensive belonging and camaraderie. This builds self-esteem. Taking equipment. Once you have your costume and equipment part in social and leisurely activities helps to achieve this. the remaining costs are nominal. Because all props and Players learn to set realistic expectations and achieve the equipment are crafted from common household items, in-game goals they set. A routine sense of accomplishment there are no brand names and endorsements to worry about also increases their feeling of self-worth and confidence. keeping up with. This often levels the playing field for people who do not have a financial advantage.

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Why Mythical JourneysDRAFT 8.16.2012P art- 21 - Introduction

8. Mythical Journeys encourages teamwork. In some cases 11. Mythical Journeys teaches conflict management. When participants can only succeed at a given quest if they work participants are posed with a problem, they are encouraged together as a team. Participants are encouraged to work to create and explore different methods of problem solving together to solve puzzles and overcome obstacles. Parties within the constraints and resources of the game. Players (teams) must organize themselves and delegate tasks in must learn to become objective and look at things from order to complete quests while building trust and a sense another person’s point of view. Participants learn that of community. These are valuable lessons that can be things aren’t always what they appear to be and to get all directly reapplied in the real world where employers state sides of a story through research and better understanding. that individuals are often not prepared to work in a collaborative work environment. In traditional educational 12. Mythical Journeys is safe. Mythical Journeys enjoys an settings, unfortunately, teamwork is usually not high on excellent safety record that far exceeds the safety records of the priority list. most other sporting endeavors. At Mythical Journeys, safety guidelines are enforced with mark precision. A 9. Mythical Journeys has no losers. Many sports and games mandatory equipment check is performed on all pit players against each other in a win/lose battle. Mythical equipment; and the safety protocol is reviewed at each and Journeys encourages players to work together as a single every game before any action begins. All physical conflicts team to complete goals and objectives, overcome obstacles happen within the construct of the safety protocols that and save the day. Furthermore, it teaches that winning and only allow for actions that can safeguard the well being of losing is not “the end”; that winning or losing does not all other players. solely determine one own worth. At Mythical Journeys, each loss only acts as a vehicle to teach the player how to 13. Mythical Journeys improves public speaking skills. better survive and achieve. Mythical Journeys is a verbal game and through practice players improve their speaking skills. Live Role-Playing is 10. Mythical Journeys encourages imagination and creative also a form of acting (Improvisational Drama) and expression. Many of our members enjoy painting, participants learn to improvise and convincingly present sketching characters, and sewing. Some write game-related themselves to others while they play. Improvisational poetry or short stories, compose game-related songs, and drama teaches participants to imaginatively solve problems create costumes. Others enjoy cooking “period” meals. or think on the spot. This type of “thinking on your feet” Simply participating in the game automatically requires learned at Mythical Journeys becomes an invaluable skill in one to exhibit their creativity by creating their character the real world. and interacting in a fictional world in which the game takes place. 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.

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Welcome to MythicalDRAFT Journeys 8.16.2012 - Why 2 Mythical Journeys

15. Mythical Journeys is occupational counseling. Many 19. Mythical Journeys encourages leadership skills. parents complain that their children have no professional Mythical Journeys encourages members to be enthusiastic interests; no direction for the future. In addition to its and optimistic while teaching creativity, flexibility and therapeutic benefits, Mythical Journeys allows us to “try cooperation—all key requirements to building strong on” different occupations (merchant, scientist, firefighter, leaders. With these tools, participants will learn to policeman, tavern keeper, botanist, soldier, guardsman, delegate, hire individuals who have different skills sets, etc.). This can be a useful tool that helps participants seek advice from others, show dedication and stand by realize what professions may make them happy in real life their team members. Finally, participants will learn to take without the rigors of real-world trial and error. their leadership potential to the next level through vision, mentorship, sharing in celebration, giving back to their 16. Mythical Journeys is something you can do with your community, and not letting it all go to their head. Skills kids. You heard right. Parents are encouraged to participate learned during Mythical Journeys are often applied to the with their children. Unlike other sporting events such as real world through increased self-confidence. baseball, football, soccer, etc., parents are active participants instead of simply those cheering on the 20. Mythical Journeys is wish fulfillment. Mythical sidelines. Struggles and achievements are experienced Journeys is sometimes mistaken for rank escapism. Given, together, enabling parents to create stronger bonds with using fantasy to escape from responsibility is obviously their children. Playing with your kids is a lot of fun. detrimental. However, there is something to be said for Mutual participation is a great way to learn more about “productive escapism”. Doing the same old thing day-in your children in ways you may never have otherwise and day-out can eventually wear even the best of us down. learned. Bonding with them gives you a chance to see what Mythical Journeys can be a relief from the every-day grind their friends and social circle is like. Plus it makes you the and enables us to become a fearless warrior, a prince/ coolest parent in your neighborhood. princess or even a wise, old wizard for a while. Mythical Journeys lets us be someone else for a short time... and 17. Mythical Journeys improves physical prowess and most of us could use that break in our lives. reduces stress. Participants are put into situations that may test their manual dexterity and challenge them physically So why play Mythical Journeys? Mythical Journeys is a through balance, strength, endurance and aerobic positive and social form of entertainment that encourages exercise—a proven method in stress reduction. Most team play and camaraderie. Not only is Mythical Journeys players will attest that after a full weekend event, they go fun, but educators and counselors have also used role- home “stress-free” of their everyday pressures. playing for decades to improve skills and encourage learning. Mythical Journeys is storytelling, one of the 18. Mythical Journeys teaches critical learning traits. oldest art forms known to mankind. It is a great way to get Critical learning traits allow individuals to become off the couch, off the Internet or out from in front of the empowered learners. At Mythical Journeys participants television into a positive, drug-free environment. It is here learn problem solving, independent thinking, you will make new life-long friends and acquire some organizational skills, and teamwork, while expressing adventurous tales you can share for the rest of your life. individuality through creative outlets and confidence building.

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The Basics DRAFT 8.16.2012Part - 21 - Introduction

The common Healing spell can be used on anyone, not just The Basics the dying. It takes one minute to cast and restores 1 The basics of Mythical Journeys are very simple. If you are a Vitality, up to their original maximum Vitality, and also player, you will play a single character that you have created. You'll repairs all Maimed and Stunned limbs. More advanced dress like the character, act like the character, and even try to think healing spells heal more Vitality or do so more quickly. 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 Death and Dying playing. If you are reduced to 0 Vitality by damage, you fall unconscious Each character's capabilities are defined by their Skills. These may and begin bleeding to death: you are Dying. Fall down, lie be simple, like the ability to swing a sword in combat or the motionless and silent, and begin silently counting out 5 minutes. ability to read. Or they may be more complex, like the ability to If someone begins tending you, with bandages or other types of cast spells or perceive the near-invisible magic auras that surround healing, this will pause your count. However, if you are not healed enchanted items. Some skills create exceptions to the rules before the 5 minutes are up, you will die. summarized in this section. For the sake of simplicity, these If you are helpless (e.g. Unconscious, Paralyzed, etc), someone exceptions are not listed here. For information about making a with the Quickdeath skill can finish you off by placing their character, see Chapter 1 Making a Character. For information about weapon on your torso and stating "I grant you a quick death." If the skills, see Chapter 3 Skills. they are not interrupted, you die immediately. Once you are Dead, healing and bandaging are no longer effective. Combat Your dead body will linger for another 5 minutes before you The world of Mythical Journeys is a dangerous one and you may dissipate, become a spirit, and go to Fate. (If no one is around to need to defend yourself. Combat is simple. We use safe, padded take interest in your body, you may dissipate early.) Keep your weapons (see Appendix A Weapon Construction for details). To eyes down, do not interact with anyone, and go directly to Fate. If damage your opponent, you simply strike them with your weapon. anyone tries to interact with you, just say "Spirit." When you You don't need to hit hard; any touch to a legal target area is a hit reach Fate, knock on Fate's door and wait to be called before Fate, and does one point of damage. Hits to the head, hands, feet, and who will determine what will happen to you. Normally, you will groin are not legal targets and you should avoid striking them. not remember your last 5 minutes of consciousness before your Anywhere else on the body counts. A blow that is partially blocked death. 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, Safety Calls you can only lose it if you are struck in your torso area, but any Three calls are used for out-of-game concerns and safety hit to a limb will Stun that limb, making it unusable for 5 issues. minutes or until healed. Caution: this call is used to warn people of a dangerous Some skills permit you to make special "called" attacks. You call situation. For example, Caution would be called if your opponent the effect and then swing your weapon. If it hits an appropriate is about to back into a tree or step on a fallen person. Caution target, the target takes the effect. For example, if you have the creates a personal hold between the individuals involved. Nothing Maim skill, you could call "Maim" and then strike. If your swing affects either of you until the situation is resolved. You should hit the target's limb, that limb would be Maimed and unusable resume play as quickly as it is safe to do so. until healed. The skill is not expended unless the strike hits or is resisted. For most called weapon attacks, the strike must hit any Clarify: this call is used when you don't know the effect of a call, legal target area on your body, but is not effective if it hits your or could not hear it clearly enough to understand. Like Caution, weapon or shield. (Disarm is effective against a weapon only, and Clarify creates a personal hold until the situation is resolved. Knockdown and Push are effective if they hit your body or your Hold: it is rarely necessary to stop the action for everyone in the shield.) If an effect is called, it replaces the normal 1 point of area, but when it is necessary, the call of Hold is used. For damage from the strike. See Effects, below, for a brief summary of example, if there is an injury and the action needs to be stopped the effects that can be called. to avoid further harm. When Hold is called, everyone present For more details about combat, see Chapter 7 Combat. 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." Healing The most common forms of healing are bandaging and the Healing spell. Bandaging is used on a patient who is unconscious Spells and dying. It takes one or five minutes, depending on the skill of Some characters have the ability to cast spells. Spells are powered the bandager, and when it is complete the patient is restored to 1 by Mana or Faith. Each spell will have an Incantation and a cost in Vitality (bandaging will not raise them above 1 Vitality). Mana or Faith. To cast the spell, you expend the Mana or Faith Bandaging can also repair Maimed or Stunned limbs even on a and state the incantation. If the spell is offensive, you throw a conscious target. spell packet--a small beanbag filled with birdseed--at the target. If it hits anywhere on the target, even on their shield, weapon, or xii Mythical Journeys Renaissance

Welcome to MythicalDRAFT Journeys 8.16.2012 - 2 The Basics cloak, it takes effect. If the target is willing, you may simply touch Effects them with a packet or, if they give permission, with your hand. These effects may be called as weapon attacks or as spells, or even Certain conditions must be met when casting a spell: specified as the effect of potions or other magic. y The Incantation must be spoken clearly and loudly Acid: represented as splashing water, acid does 1 point of damage enough for the target to hear everything you are if it hits your body at all. saying. Amnesia: for the duration, you are unable to remember y If your spell requires the expenditure of Mana, you anything, even your own name. cannot cast it while you are wearing Armor. Assassinate: if it strikes your back, you are instantly Dead and y You may not have anything in your hands except one cannot be healed. spell packet. At least one of your hands must be free Backstab: if it strikes your back, you take 3 damage. (not pinned, bound, or Maimed). Betrayal: you must try as hard as possible to kill or destroy your friends. y You must have both feet stationary while speaking the incantation, and can take only one "pitching step" Bind: your wrists are bound to your sides and you cannot fight while throwing the packet. or cast spells. Bloodrend: in one minute, you will lose all your Vitality. Most spell incantations are descriptive. For example, "Through fire, bolt, damage one" is a simple spell that does one point of Charm: you must treat the caster as your closest friend. damage. "I heal you one vitality" will heal you, restoring one Disarm: drop your weapon, and you cannot pick it up for 5 vitality and also repairing any Stunned or Maimed limbs (this seconds. If called with a weapon strike, it must hit your weapon. spell takes one minute to cast). Two-handed weapons held in both hands are immune, as are Spells can have many of the same types of effects as called weapon shields and bucklers. attacks. See Effects, below, for a brief summary of possible Death: you are instantly Dead, and cannot be healed. effects. All magical damage is treated as a torso hit. If you are on Disease: you cannot be healed by any means, including your last Vitality, it will take away that last point and leave you bandaging and Karma. Dying, even if the packet hit your limb. Dispel Enchantment: you cannot use any magic item, including potions and scrolls. Defenses against spells will not Beneficial Magic protect you against Dispel effects. Some magic is harmful, but other spells can be helpful. Most Dispel Magic: any spell cast upon you is removed. Defenses helpful spells are Shield, Barrier, Armor, or Bestow effects. You against spells will not protect you against Dispel effects. may receive these benefits from a spell, potion, scroll, magic item, Drain Vitality: lose one vitality; it cannot be healed (unless you or other source. If it is one of these types of effects, it will have go to Fate). If all your vitality is drained, you fall and start dying, the word Shield, Barrier, Armor, or Bestow in it. You may only but can still be healed your last point of Vitality. have one effect of each type on yourself at any time. For example, Enslave: you must do anything the caster says, even kill yourself you can have a Shield and a Barrier, but not two Shields. If you or your friends. (You do not need to reveal any secret receive a second one, you must decide which one is removed. information, however.) A Shield allows you to resist one effect of the specified type. For Explosion: the caster throws a handful of packets and you are example a Fire Shield allows you to resist one spell with Fire in its affected if any of them hit you, but do not take extra damage if incantation. A Slumber shield allows you to resist the Slumber hit by more than one. effect once. When using a Shield defense, you must state "Resist." Feeblemind: you cannot cast any spell by any means, or use any A Barrier allows you to resist all effects of the specified type for a called expendable skill except those whose call is "Resist." certain duration. For example a Fire Barrier would allow you to Final Death: you are dead forever. You will go to Fate, but never resist all Fire spells, typically for one or five minutes. When using return. this defense, you must state "Barrier." You'll also hear "Barrier" Flat: the attacker is pulling their blow, and the attack does no called by enemies who are temporarily protected against different damage. kinds of attacks, including creatures who are immune to non- magical weapons until their defense is broken. Forget: you permanently forget the events of the last 5 minutes. An Armor effect provides protection similar to armor. For Freeze Limb: your limb is frozen solid and cannot move. example, the Ice Greaves spell ("Through ice, I armor your bones, Knockdown: you fall down and must lay flat on your back/front resist next maim") allows you to resist one Maim effect. When before getting up again. If called with a weapon strike, it even using this defense, you must state "Armor." works if it hits your shield. A Bestow effect grants you use of a skill or spell. For example, the Magnetize: your body or the specified object is pulled to the Rune of Holding spell allows you to be Bestowed the use of a specified location and cannot move from it. given spell. Maim: your limb is broken and cannot be used. You cannot hop on a Maimed leg or hold things in a Maimed arm.

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The Basics DRAFT 8.16.2012Part - 21 - Introduction

Mimic: you must be dead for this to work. It animates you as a Special Attacks minor undead who will serve your creator. Any skills expended The most common attacks are weapon strikes and spells. while you are a mimic will be restored when you go to Fate. However, there are a few other possibilities. Pain: you suffer overwhelming pain which continues until you Backlash: after you strike a creature with your melee weapon, it fall and touch both knees and a hand to the ground. may call Backlash followed by an effect. The person (or people) Paralyze: you are immobilized and must stand in place, who struck the creature takes the effect. Backlash can only be used motionless. after you have injured the creature; it does not protect the Petrify: your body and everything on it is turned to stone. You creature against your attack at all. are immune to non-magical attacks and cannot be searched, but "All Within...": magic that affects everyone within a designated you also can't move. area will begin with a call of "All Within..." followed by a Pierce: this attack (which must be an arrow, crossbow bolt, or description of the area. For example, "all within this cabin, heal javelin) will be effective even if it hits a target wearing medium or one vitality" would restore one vitality to everyone inside a cabin. heavy armor (which normally resist missile attacks). Poison: you suffer 10 seconds of agony during which you cannot Traps and Poison fight, cast spells, or defend yourself. After 10 seconds, you fall Danger comes in many forms. Traps lie in wait for the unwary. unconscious for 5 minutes. At the end of that time, if you have There are several types: not been Cleansed, you die. Acid traps: any squirting water represents acid. If any water hits Push: you must immediately move at least 10 feet from the your body, you take one point of damage. attacker. Buzzer traps: these are magical traps which Paralyze you for 1 Repel: you must begin moving away from the attacker, and minute. continue moving away for one full minute. Flash traps: everyone in the area of the flash suffers Pain. Silence: you may not speak or otherwise vocalize, and you are Mechanical traps: if you are struck by anything like a weapon, unable to cast spells or use any skill with an in-game incantation. you take either the Slay effect (if it hits your torso) or the Maim Slay: if it hits your torso, you take 5 damage. effect (if it hits a limb). Slumber: you fall into a magical slumber and cannot be woken Popper traps: small poppers or string pull-traps represent up except with an Awaken spell. caltrops or small explosives. These Maim the limb that set off the Snare: your feet are bound to the ground and cannot be moved. popper. Subdue: if the subdue packet hits your torso, you fall to the Contact poison: vaseline represents a poison that affects the ground for a quick ten-count, during which time you may not first person to touch it. It causes the Poison effect--you are defend yourself. incapacitated for the first 10 seconds (no fighting or casting Venom: this will be called with another effect. Take the other spells), then unconscious for 5 minutes, and then if not cured effect, but it can also be resisted as a Venom and, if it has an on- you will die. going effect, can also be cured with a Cleanse spell. Ingestive poison: poison in your food or drink is represented Waylay: if it hits your back, you fall unconscious for 5 minutes. by a Swedish Fish (a red gummy candy). If you find a Swedish Weakness: you are unable to fight, carry heavy objects or other Fish in your food or drink, whether or not you consumed it, you characters, or even to throw spell packets farther than 5 feet. have been poisoned, with the same effects as Contact Poison. Wither: your limb is unusable, and cannot be cured except by Cure Disease. Treasure and Other Items Adventure takes more than enemies and traps, there must Durations also be treasure and other types of enchantments. Some effects are instant (e.g. Damage, Death), and some Coin: the common currency consists of copper farthings, silver continue until you take a required action (e.g. Knockdown, Pain). crowns, and gold sovereigns. A gold sovereign is worth 10 silver Ongoing effects always last one minute unless otherwise crowns; a silver crown is worth 10 copper farthings. specified. Battle scrolls: these small scrolls written in special scripts store "Until cured": this is an ongoing effect that will not go away on magical spells that can be used by characters with the Read Magic its own. It lasts until it has been cured. or Read Divine skills. "Until death": a few effects become more severe and eventually Potions: a piece of paper rolled up inside a clear film canister fatal. For example, "Through earth, petrify five minutes until represents a potion. On the outside, you will see a picture of the death" will turn you to stone for five minutes. At the end of the potion and a color which you can use to identify familiar potions. duration, if it has not been cured, you will de. If the effect is To use the potion, open the vial and read the paper. You cannot cured, the death is prevented. 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. xiv Mythical Journeys Renaissance

Welcome to MythicalDRAFT Journeys 8.16.2012 - 2 The Basics

Yellow stickers: other items that can be taken are marked with Although the search is being described, your responses must be yellow stickers. The sticker indicates that the item must be true. You can hide an item in your boot, but it must really be checked in at the end of each event. hidden in your boot. You cannot simply describe it as being there. Red stickers: items marked with red stickers cannot be taken, Each area to be searched will take about 5 seconds. However, if either because they are immobile, breakable, or simply have no you are being searched in an area that has already been searched by value. If the red sticker has a number written on it, it represents a someone else, you should immediately tell the searcher. “I search very heavy item. It can only be moved by the combined efforts of this pouch.” “It looks like it has already been opened and the number of people written on the sticker. Each person needs to emptied.” be able to get both hands on the item in order to assist. All Searches: Any search that is thorough enough will Locks: in-game locks are represented by locks with a yellow eventually reveal everything you have. After five minutes of sticker or Mythical Journeys logo (other locks should not be search, you must hand over any in-game items that have not disturbed). Such locks can be picked if you have the Lockpicking already been found. You may hand them over earlier if you prefer. skill and the ability to do so--you'll need to actually open the Cast, especially, who may need to get on with another role, may lock. Otherwise, the item with the lock cannot be opened. choose to hand over any loot more quickly. Secure: items can also be magically locked. The opening will be If you have an item on your body that is not in-game, simply state covered with a Secure tag indicating the strength of the Secure “Prop” when the searcher says, “I take your (blank).” Obviously, spell. It can only be opened by the person who placed the Secure items acquired in-game cannot be props. This rule is to enable or someone who casts a sufficiently potent Pry spell. players to enhance their characters’ costumes without risking the Gates: a doorway ringed with light represent a magical Gate, a loss of their real-life treasures. Anything that has in-game value portal through which a distant location can be reached. You may can be stolen. Additionally, any item that has been sealed in an in- pass through the opening only if the lights are on. Using magical game way (e.g. with a lock or Secure spell) can be taken, if the Gates can have harmful effects on those who do so often, though searcher has the ability to do so. there are no untoward effects of a single trip. 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 Searching People and Monsters not take and keep the weapons unless they are yellow-stickered. After the defeat of your foes in combat (or just stumbling across You must leave them nearby where your victim will easily be able their unconscious bodies), you may wish to search the bodies for to find them. treasure. You may search any dead, unconscious, or non-resisting body. The physical contact rules of Mythical Journeys require that On occasion there will be the need to gather things like Fiend one person may touch another only with the consent of both claws, Troll’s hide, and other components for the completion of parties. Consequently, searching others must proceed as follows. potions and such things. This will be dictated by plotlines delivered during the events. A vivid description of cutting up a Approach the person and state “I search you.” The victim may body, or of a full body search will not be necessary and will not be respond with either “You may search me” or “Describe your tolerated by Mythical Journeys. Harvesting parts outside of search.” You may always choose to describe your search if you designated plotlines will prove futile (no Cast Member will prefer. Regardless of which searching method you use, you still purchase them from you). Anything that can be taken and has must accept any effects that such a search might inflict upon you value will be represented by a prop that the monster will give you. (e.g., poison or disease). It is polite to gently roll any monster’s body out of sight Physical Search: If the person you are searching responds to keep it from decaying in public (see Carrying Others). “Search me,” this means that they have given you permission to This allows that cast member to leave the area more do a basic body search. In this situation you are permitted to pat quickly so they can come back out into play sooner. their pouches and pockets and generally search their clothes. Do not touch taboo areas such as the groin and chest. No in-game Searching Cabins: Cabins and most other buildings are in- items or coins may be hidden in “taboo” areas, including inside game unless otherwise marked, and you can enter them in search your pants or under a skirt. of treasure--although there may be in-game consequences of Describing Your Search: If the person you are searching doing so. responds with the statement “Describe your search,” this means In-game items can be taken: in-game coins, gems, minerals, that they have refused permission for you to do a body search. crafting materials, potions, scrolls, any item with an Appraisal or You must roleplay searching their body, leaning over them close Magic Item code, or any yellow-stickered item. All in-game items enough to perform a search, but perform your search verbally by must be stored in in-game locations, never in out-of-game describing where you are searching. Describe your search with a locations (such as your car). series of “I search your (area)” statements, which must be Other items, especially personal items such as clothing, bedding, answered truthfully. For example: “I search the pockets of your and food, cannot be taken. In addition, underneath the beds is tunic.” “You find nothing.” “I look for anything around your considered an out-of-game area. No in-game items may be placed neck.” (Victim removes jeweled necklace and gives it to searcher) there, and you may not search there. “I search both your boots.” “You find nothing.” “I search the The out-of-game belongings of other players must always be small of your back.” “You find a tiny dagger strapped to my back” treated respectfully. These items should be left in place, not (removes dagger and hands it over) “I remove your bracelet” thrown on the floor or in disarray. “Prop.” Mythical Journeys Renaissance xv

Where to Go FromDRAFT Here 8.16.2012 Part - 21 - Introduction Where to Go From Here If You Are Casting Do not be afraid of the length of this rule book. Mythical If you want to run around and play monsters all weekend at Journeys wants to provide you with the richest world Mythical Journeys, you must read the following chapters: possible, and that does require some details. However, you y Chapter 4 Preparing for the Event - this chapter talks do not need to know all of these details all at once. You’ll about what you should bring to an event. need to read some sections in order to play, while other sections you can safely skim, and get back to when you y Chapter 6 Interacting with the Game - this chapter want the additional detail. describes real-world rules of conduct you’ll need to follow while at the game. If you’re completely daunted by this rule book, see our y Quick Start Guide available for download from our web Chapter 7 Combat - this chapter describes how combat site, http://www.mythicaljourneys.com. works at Mythical Journeys. Even if you play a non- combatant character, you’ll need to know how to react to attacks and the effects of injuries. If You Are Playing y Chapter 8 Sounds of Battle - this chapter briefly If you want to make a character to come play Mythical describes every special call in the game. Even if you are Journeys, you must read the following chapters: unable to call the skill, you just might run into a y Chapter 1 Making a Character - this chapter describes creature who can. the nitty-gritty of making a character. y Chapter 9 The Stuff Adventures Are Made Of - this chapter w You might want to skim Chapter 2 Races to get an describes all the physical things you might run into: idea about different races as well as skim Chapter treasure, magic items, locks, and magical barriers and 3 Skills for details about skills. gates. At minimum, you’ll need to know about the red and yellow stickers we use to mark special items. w If you are playing someone who uses magic, read Chapter 10 Magic and Spells. Otherwise, you can y Rules of Magic on page 106 and Beneficial Spells and skip all of this chapter except the short section Stacking on page 106 for an overview of how magic titled Beneficial Spells and Stacking on page 106. works in the game. 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 check- in 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 non- combatant 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.

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Part 1 Getting Started

Chapter 1 - Making a Character ...... 3 Chapter 3 - Skills ...... 33 Character Creation ...... 4 Learning Skills ...... 33 Character History ...... 5 Crafting Skills ...... 33 Character Classes ...... 8 Skill Descriptions ...... 35 Character Skills ...... 10 Character Advancement ...... 12 Chapter 4 - Preparing for the Event ...... 51 Weapons ...... 51 Chapter 2 - Races ...... 15 Armor ...... 51 Race Overview ...... 15 Costuming ...... 53 Basic Races ...... 17 Real World Equipment ...... 54 Special Races ...... 23 General Information ...... 55 Unique Races ...... 30 Before the Game ...... 55 Racial Skills ...... 30 DRAFT 8.16.2012 - 2 DRAFT 8.16.2012 - 2

Chapter 1 Making a Character

They had all met at Rich’s house to make their happened at the game guide their character progression. characters and try to develop some form of group. Rich They chose skills which would support their initial had finally convinced them to try live action role- character choices and started to think about other playing, and after visiting the Mythical Journeys web information they would have to decide on. What would site, talking with some of the players and cast, and their names be, what personalities would they have, reading the rule book, they couldn’t wait to get started. what did they like or not like, did they have any Rich told everyone he wanted to be a Human fighter, annoying traits or endearing ones and did they have cocky and fearless like his favorite fantasy character. family? They worked through these and then decided His best friend, Lloyd, quickly decided to be a fighter where they came from and how they had met each other. as well, but since he met the height requirements, he decided that playing a Dwarf Barbarian might be more When they were done the room was no longer filled fun. Jason wanted to become a fighter too, but he was with the same six people. The room now contained also intrigued by the magic system. He chose to play an Rasaan, a boisterous Human pit fighter from the mean Elven Ranger because of their affinity to both fighting streets of Arkenstone; Grog, the surly and excitable and magic skills. He would start as a fighter and Dwarven Barbarian from the Frozen North; as well as advance to the mystic elements of Ranger as he met Dunnam, the calm Elven Ranger from the wastes of the teachers in the game. Kim didn’t particularly enjoy Freelands. The same room now held Kimba, the world fighting, and decided she would play the role of a magic naïve but book smart Famori mage straight from the user. She checked the requirements for the races and colleges of Nova Arcadia; Gabriel, the fiery Human quickly chose to become a Famori since she admired the cleric of Radiance, initiate to the Temple of Divine way they were portrayed in the lore as masters of Right in Arkenstone; and finally Melkar the dashing mental pursuits. Tim was always a loud person, and so but misguided rogue whose background was as much a none were surprised when he announced his desire to secret as his activities during the darkness. In that become an outspoken Human cleric of Radiance. Gerry moment, in that room, amid the hopes and excitement announced his character would be a Mistborn thief. of six people who could not wait for the chance to play, the Soldiers of the Shadow were born. Their adventures Some knew the paths they wished to follow in their would help to write the saga that is Mythical Journeys. careers as adventurers, and others were content to let what

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Character CreationDRAFT 8.16.2012Part 1 -- 2Getting Started Character Creation 2.Choose a race. Your character is your alter-ego in the world of Mythical There are six basic player races at Mythical Journeys: Journeys. Your character may have a personality much like Dwarves, Elves, Famori, Ra’Kash, Wargs, and Humans. yours, or you may choose to play a character that is very (There are more special races available for returning different. Your character will have a name and a history, characters.) All the races have unique and rich defining where he or she grew up, what kind of experiences histories and cultures, as well as advantages and he or she had, what he or she learned in the process, and limitations. Often the race you choose will influence how. Your character may be Human, like you, or another the rest of your decisions in creating a character. All race, like an Elf or Dwarf. And your character will have a races have benefits that might lower the cost of certain class that defines his or her particular talents or aptitudes. skills or offer other bonuses. For example, Humans can select any one weapon skill and any one craft skill A character is a fictional being; you, the player, are the real for a reduced cost. See Chapter 2 Races for more person. For simplicity, though, we’ll often refer to your details. character as “you.” 3.Choose a class. The steps of making your character: All characters begin with one Basic Class and can gain 1.Choose a name. more Basic Classes immediately or later on by Your name is very important. Since Mythical Journeys spending Character Points for them. Each class is such a large world, oftentimes people will never have provides access to a unique set of skills. There are also met you and therefore will form much of their opinion General skills from which you can choose to help make about your character based on your name. If you are your character unique. Looking for more possibilities? successful with your character you might have to live New classes will open up to your character as you with this name for years to come. Here are some develop later on. The eight Basic Classes are the things to avoid: beginning of your development, not the end. See Character Classes on page 8 for an overview of the Basic Don’t use names of well-known fictional characters. classes. Chapter 14 Advancing Your Character discusses While Bilbo or Aragorn might seem like good names, Advanced Classes, which you might want to read to see trust us, they really are not. You will never live up to where you can take your character in the future. Not the original character, and even if you establish sure? Don't worry, you can change your mind once yourself as your own, unique character, you’ll never before your fourth game (see Resetting Your Character on escape the shadow of the name. page 12 for more details). Don’t use names that are extremely cliché or over the 4.Choose your specific skills. top. A name like “Death Dealer the God Slayer” is not a good name. You can take a title like “Giantslayer” Skills define what abilities the character has, whether after you’ve slain some giants in-game, but if you start you’re good with a sword, skilled with magic, full of with it, people won’t take you seriously. faith, or stealthy. The skills available to you are determined by your classes, and are listed in Skill Costs Don’t use names of modern people or characters. This on page 36. For a full description of all the skills, see is a fantasy setting, after all. Chapter 3 Skills. In addition, the General skills are Don’t use names that are just silly. If you take a name available to everyone. that is a joke, serious role-players will avoid you, All starting characters receive 100 Character Points because your name isn’t a believable part of the world. (CP) to make their initial skill purchases. And, since our goal is to create a believable world for you and others to take part in, a joke name does not 5.Write your character history. belong. Before you play Mythical Journeys for the first time, Lastly, your name will be made public. Before you can you can earn 10 extra CP (for a a total of 110 CP) for play Mythical Journeys, you must enter your character writing a detailed character history. This is the story into the online character database (see Submit your of your character up to the moment they arrive in character online on page 5 for more information about Eldyrwood for the first time. To receive points, you submitting your character online). So if your character will need to submit your history at least two weeks has a secret identify of some sort do not put that in before the first event you attend so that we can use it the “Character Name” section of the online character to generate unique plots for you to join, and creation page. Put the secret name in the “History” characters for you to meet. You can also make section and your Character Name should be what you additions later on. Your character history is something want publicly known. you will do anyway in your imagination, so please write it down and submit it to us! Once you've submitted Can’t think of anything? There is a name generator on your history, we'll read it and either approve it as the Mythical Journeys web site. written or make suggestions to help your character fit

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Making a CharacterDRAFT 8.16.2012 - 2 Character History

the world better. See Character History on page 5 for no reason for you to adventure if you already had suggestions on writing your history. everything you needed. You can bring heirloom items (e.g. 6.Submit your character online. the sword of your great-grandfather), but these will be non-magical items of only normal value, no matter what For everyone’s convenience, you must submit your you write in your history. character to the My Character section of the Mythical Journeys web site. Here you give us your name, history, When you begin to play always keep in mind a number of and other details of your character. This includes things. Set goals for your character over the short and long submitting your skills to our interactive skills term. Have your character work toward them. Feel free to database, which automatically calculates skill costs, transfer your own character and personality traits into your etc. character, but also realize that this is your chance to role- play an entirely different personality that you may want to experience. Character History How long should it be? It's more important to cover the Once you have decided what your character’s personality is basics than worry about length. Tell us something going to be like, you must decide what made your character interesting about your character. Where is your character become that way. What are the events in your past that from? Who are some people he/she knew? (With names!) have shaped and molded you into a hero or villain? Below If you want a target length, 1000-2000 words is good. It is are a list of questions for you to answer that will help you almost impossible to cover everything you need to cover in flesh out your character and develop your history. Once 100 words or less. If your history is much longer (e.g., you have written your history, enter it into your online 5000+ words), it may take us longer to get through but character at least two weeks before your first game so we we'll still read it. You may want to start with a summary in can do our best to fit you into our world quickly and that case. logically. Here are some questions to help create your history: Don’t be afraid to leave openings and hooks for our plot How old is your character? - You don’t have to play writers to play with: a stuttering cleric whose face you have someone your own age. You can play someone older, or if never seen, a long-lost sister who was separated from you you can pull it off, younger. It can be quite a challenge. at birth, or even a map which you seek that leads to something unknown. Where was your character born? - Are you an Elf from the great Oakhome Forest? A bounty hunter from Arkenstone? Avoid writing noble titles into your history; similarly avoid A barbarian cleric from the far reaches of the Frozen personal wealth, land ownership, magic items, or other North? Where you come from helps to shape who you are. such resources or status. Histories that include these A thorough understanding of your home region helps to things will certainly be declined; after all, there would be 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

Mythical Journeys Renaissance 5

Character History DRAFT 8.16.2012Part 1 -- 2Getting Started something? Are you capable of killing at all? Would you Why did your character leave to come to this new land? - leave someone behind to save your own skin? What lengths Most people in our town are not from around here. This will your character go to to defend their beliefs? means they left somewhere. Knowing why you left is What is it that your character loves? - Does your character probably one of the most important things you will decide love being outside? Being alone? Being with others? about your character. Did you have a falling out with your Reading dusty books? Dwarven ale? Creating the perfect family? Are you searching for your family or a lost love? end to every battle? A clever phrase? Money? Carnage? Do you seek wealth? Are you running from a previous Someone else? action you are ashamed of? Shame is a great motivator. Revenge? Tracking down someone who stole something Who is the most important person in your character's from you? Are you being tracked, or are you on the lam? life? - Your father? Mother? Best friend? What is that How about starting off with amnesia and wandering into person’s name, and why were they important to you? Eldyrwood by mistake? What does your character hate? - Trail Rations? Snooty Does your character have unusual habits, or quirks? - Elves? Nethermancers who raise the dead? Guards that ask What are they? Why do you have them? How do others prying questions? Slow service from the tavern? Laws? react to them? Phobias? Think of a physical attribute that People who mess with the forest? Your family? Yourself? might be different, or a way of speech. Again, what many Game masters who ask too many questions? might consider to be flaws actually help define who a What is your character's weakness? - Beautiful artwork? person is. Consider them endearing and choose a few. Are you unable to resist a bribe? Chocolate? Gold? Gems? Create a character from your past - Though not essential, Do you always give in? Are you incapable of lying? you could create a description of somebody your character Incapable of telling the truth? has very strong feelings about. Perhaps an enemy, a long What is your character's worst fear? - Are you afraid of lost friend, a family member, etc. How would you being alone? Spiders? Crowds? Goblins? recognize this character if you were to see them? It’s best to specify a style of clothing, a tattoo, a facial marking, a What makes your character happy? - Sunny days? Long speech mannerism (e.g. a stutter) rather than their actual walks alone? A warm fire to tell tales by in the tavern? The appearance. If you have a 7’ purple-haired character in your perfect crime? A good fight? 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 What is your character's idea of a good night of person always wears a yellow turban, we can always find entertainment? - Socializing in the tavern? Dancing or someone to play them. singing? Hosting a party? Theological debate over a game of chess? Gladiatorial combat? Death and destruction - Many characters became adventurers when their families or towns were destroyed by What did your character do before they arrived? - Who undead, orcs, the thieves guild, or some other enemy. It’s taught the character his or her beliefs? Who trained your cliche, but not unreasonable. You may wish to explain why character? What is your character’s relationship with their they did not come back from Fate, or at least note that they teacher? Or, are you seeking a teacher? What was your did not. Perhaps their spirits were taken to create undead, profession previously and why did you leave it? or they were killed by evil creatures whose power was sufficient to destroy their very spirits.

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Making a CharacterDRAFT 8.16.2012 - 2 Character History

Melkar’s History information. Nydar and Medrin split up and circled the warehouse, noting the positions of the guards. Then Medrin Glennon was born in the port city of Temmek they took advantage of a low wall near the building to to poor Human parents. Shocked by his strange jump up to the roof. Nydar picked a padlock on the appearance, with white, purple, and blue markings rooftop trapdoor, and they dropped into the dark around his eyes, they decided that he was still their kid, building. and they would raise him just the same. “Nice work,” said Vaokath, sitting on top of a crate. The city of Temmek was ruled by Ra’Kash, but many of They could barely make out his outline in the gloom. the common laborers were Human, and even some of the merchants. Medrin’s father, Tareld, worked on the “What are you doing here?” said Nydar. docks, loading and unloading ships. Usually he worked when the Human-crewed ships came in from “Just solving a little problem. I hear one of my men has Arkenstone or Colonna, since the Ra’Kash captains been doing a little freelancing on me. Undercutting my preferred Ra’Kash workers. Medrin’s mother, Cenda, business. Can’t have that, now, can we?” worked as a seamstress, but she mostly had her hands “Wait, I’m sure we can...” Nydar started to answer. But full with five children. Of these, Medrin was the then the doors burst open and the guards came in from youngest. both sides. Vaokath tossed a glowing light spell at Although Medrin appreciated his family, he spent a Nydar’s feet, then dropped out of sight behind the great deal of time away from them, especially in the crates. Medrin, a few feet back from Nydar, made it to Ra’Kash sections of the city. The Ra’Kash children cover but Nydar was hit by a half-dozen crossbow bolts would tease him, but only the same way they teased the before he could jump. Humans for being hairless, which gave him a sort of Vaokath appeared again near one of the doors. “Make twisted sense of equality. The Human children were sure to take care of Medrin the misborn thing, too. The more merciless. two of them are the last ones left.” Then he slipped As Medrin grew up, his father found him odd jobs out, shutting the door behind himself. around the docks. He wasn’t strong enough to load and In the gloom, Medrin considered his position. Clearly unload the ships yet, but he was quick and there was it was time to go. The guards looked tough, but they often a copper or two to be had for a messenger. It was were easy to hear moving, and he had learned to be these jobs that brought him to the attention of Nydar, quiet. The trapdoor was not an option, it would put a hulking lion Ra’Kash. Nydar often needed small him in the open, but the second door was still open. He packages delivered. Eventually, after he found Medrin slipped over. There were two guards at the ready by the to be reliable, he began trusting him with more door, but he readied and threw two of his “polished” “discrete” deliveries. Often these had to be delivered daggers at them and they staggered, suddenly off- after dark, in poorly-lit taverns, or only after the balance and weak. He knew better to wait around to see recipient had given a pass-phrase. Medrin knew not to what would happen, and made his dash for freedom and ask questions, and not to talk about how he earned his into the chill night air. Outside, he stopped by home coin. just long enough to slip a note through an open Nydar also gave the young Mistborn a few pointers on window, and then he made for the gates of the city. It how to handle a knife. The lessons came in handy one was time for a new life. 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 In Arkenstone, a Mistborn slipped into a noisy tavern. made his escape. After that, Nydar showed him how to Accustomed to listening, he sat down close to a prepare and apply what he called a “blade polish” that simmering argument. The Human pitfighter was trying would slow his targets down even more. his best to keep his voice down, but his anger was obvious. “What do you mean, lose?!? I don’t lose to By the time Medrin was 16, Nydar had introduced anyone!” The well-dressed man he was speaking to was Medrin to his own boss, a tiger named Vaokath. The calm, “We can make a lot more money if you just throw tiger clearly did not think much of using non-Ra’Kash, this one fight. Just help me out here and I’ll make your but Medrin’s jobs became a little more interesting after name big, like I promised.” “I’m not letting some Elf that. He might be tasked to observe who entered or left whelp beat me, no matter what the price!” “Listen, if a certain tavern, to see what cargo was stored in a you want to throw your future away, you can do that. certain warehouse, or follow a particular person. But these papers right here—“ he brandished a sheaf of Sometimes he would pick up “samples” from the cargo. parchment before stuffing it back in his oversized One night, Nydar brought Medrin along to case out a pouch “—say you won’t fight unless it’s for me. So warehouse. Vaokath wanted an inventory, saying a take it or leave it. Your choice, I suggest you think it competing merchant would pay well for the through and make the smart decision.” As the well- Mythical Journeys Renaissance 7

Character Classes DRAFT 8.16.2012Part 1 -- 2Getting Started

dressed man stood up and turned to go, the Mistborn Grog scowled, and in a too-loud voice complained, “I got up for a drink, accidentally bumping him. By the know, I know. Freakishly tall and not a hair on his chin. time the Mistborn had his drink and was approaching But you spend enough time among Humans and you the corner table where the Human pitfighter was can start to overlook those things.” talking to a dwarven companion, the well-dressed man had left the tavern. “Actually I meant...” the Famori started to explain. The Mistborn leaned over the table. “I think I can help The Dwarf glared at her. with your problem,” he suggested. The Human glared Catching the look and thinking for a moment, she but gestured for him to take a seat. The Mistborn finished, “...I guess you have a point.” continued, “Now, as long as you’re in this town where people know you’re fighting for old so-and-so, and he’s Melkar smiled to himself. This would work out alright. 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 Character Classes interference, and by the time he found out it would be A character’s classes define the skills they are able to learn. too late.” There are eight Basic Classes: the divine classes Sanctity “How does that help? He’s still got my contract. If I and Devotion, the fighting classes Finesse and Might, the get in the fights somewhere else no one else will magical classes Power and Sight, and the stealth classes sponsor me.” Precision and Subtlety. Every character may select one Basic class at no cost. Additional classes can be purchased “Ah,” said the Mistborn with a knowing look, “but it by spending character points for them: 20 points for your seems to me he may have misplaced these papers second class, 30 points for your third, 40 for your fourth, somewhere or other,” pulling out a sheaf of papers. and 50 for each subsequent class after four. (These costs “And if we leave town before he notices, there’s not will also apply for Advanced and Prestige Classes later on. much he can do about it.” 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 The Human smiled. “I’ve been wanting to see Felnar Some draw upon spiritual power through the intensity of now that you mention it. Name’s Rasaan, and this is their own belief, while others are blessed for reasons they Grog. And you’re welcome to join us.” may not understand. You may be devoted to one of the faiths, such as Fortune, Radiance, or Shamanism, or you The Mistborn smiled back. “Med... Melkar. The name’s may not yet have chosen your path. In time, the Sanctified Melkar. And I’d love to see Felnar.” 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 Rasaan, Grog, and the newly renamed “Melkar” reached magical power become Mystics, and those whose other Lacarta and then stopped in an inn for the night. While talents are cunning and discreet may become Fatespinners Rasaan made the arrangements, Melkar overheard an or Scourges. Elf, a Famori, and a Human talking about the road to Felnar. “Is it safe? I hear there are bandits in the hills, Sanctity provides access to the minor miracles of faith and if it’s just the three of us...” said the Human. most call "spells." Some of the sanctified also channel spiritual power to destroy the unholy undead. Melkar interjected, “Pardon me, but any bandit who attacked a pitfighter or a Dwarf is dumber than dirt. Skills: Destroy Undead (10/15/+), Faith (20/*), Divine And it just so happens that I am traveling with one of Scrollcraft (10/*), Read Divine (20). each, if you would like the company.” And so Rasaan, Arms and Armor: The Sanctified often use the Staff (20) Grog, and Melkar made the acquaintance of the Elf and Short Staff (15) as their weapon of choice. Dunnam, the Famori Kimba, and the Human Gabriel. 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. As they walked along the road to Felnar, the Famori sidled Skills: Advanced Bandaging (30), Create Holy Water (10/ over to the Dwarf. “Your friend looks a little... freakish.” 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.

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Making a CharacterDRAFT 8.16.2012 - 2 Character Classes

Fighting Classes: Finesse and Might Power is the manipulation and control of magical energies. A warrior is one who faces battle head-on and delights in Magical spells are powered by Mana, or may be stored in the countless cuts, bruises, and aching muscles that come scrolls. with it. Many warriors consider adventure to be a chance to Skills: Mana (20/*), Scrollcraft (10/*), Read Magic (20). test their strength, courage, and swordsmanship against an Arms and Armor: Mages of all types often use the Staff endless plague of danger. Warriors are not simply men and (20) and Short Staff (15). women who fight. Some view battle as a sacred duty, some as what they happen to be good at, and some just find it Sight permits the perception and comprehension of the fun. Many warriors will focus on a particular style of hidden energies within people and items. combat and train to become Duellists, Champions, or Skills: Alchemy (30/*), Analyze Alchemical Powder (15), Archers. Others blend martial training with magic (the Detect/Attune Magic (20/30/+), Read Aura (10/15/+), Warrior Mage), with stealth (the Rogue), or with Read Magic (20), Recharge Item (20), Scroll Mastery spirituality (the Holy Warrior). (10/15/+). Finesse grants speed and control, striking with accuracy Notes: Only characters with Sight may learn more than while keeping just beyond reach of a foe's weapon. Finesse one school of magic. is the method of the Duellist. The arms of Finesse are quick and nimble. Stealth Classes: Precision and Subtlety Skills: Chosen Foe (30/45/+), Disarm (30/45/+), Pain Some are not pious, magical, or strong, yet are quick and (30/45/+), Parry (20/30/+), Pierce (10/15/+). cunning with a knack for survival. Some specialize in theft Arms and Armor: Archery (20), Armor I (20), Blowgun and become Burglars, while others focus on the art of the (15), Buckler (10), Long Blades (15), Net (20), Pole- stealthy strike and become Assassins. Those who combine Arm (20), Shield (20), Short Blades (10), Thrown cunning with strength may be Rogues; those who combine Weapon (15), Two-Weapon (10/15/+). stealth with magic may be Shadows; those whose nimble talents serve spiritual ends may be Fatespinners or Might is sheer strength, overwhelming the foe with force. Scourges. Might is the style of the Champion. The arms of Might may be heavy but they hit hard, and the strong warrior may Precision guides a knife through the ribs or prepares a take advantage of the heaviest armor. poisoned blade. It is the way of the Assassin. The arms of Precision are quick and compact, to keep out of sight until Skills: Knockdown (20/30/+), Maim (20/30/+), Push the perfect moment. (10/15/+), Slay (40/60/+), Subdue (20/30/+). Arms and Armor: Long Blunt (15), Net (20), Pole-Arm Skills: Apply Poison (25), Backstab (30/45/+), (20), Short Blunt (10), Two-Handed Weapon (20), Hamstring (20/30/+), Poisoncraft (30/45/+), Armor I-III (20/30/40), Shield (20), Tower Shield (30). Quickdeath (5/*), Resist Poison (30/45/+). Arms and Armor: Archery (20), Armor I (20), Blowgun (15), Buckler (10), Short Blades (10), Thrown Weapon Magical Classes: Power and Sight (15), Two-Weapon (10/15/+). The arts of Elementalism, Mentalism, Rune Magic, and Wizardry depend on the manipulation and perception of Subtlety may be overlooked until it is too late. A skilled magical energies. These energies can only be absorbed, Burglar may never be seen at all. The arms of Subtlety, like stored, and channeled by those trained in the art of magic. Precision, are quick and small enough to keep out of the Most magic-users concentrate on one type of magic and way. eventually become Elementalists, Rune Mages, Mentalists, Skills: Avoid Trap (20/30/+), Catch Thrown Weapon or Wizards. Magic may also be combined with faith (the (20), Dodge (20/30/+), Escape Artist (20/30/+), Mystic), with martial training (the Warrior Mage), or with Lockpicking (20), Waylay (10/15/+). stealth (the Shadow). Arms and Armor: Archery (20), Armor I (20), Blowgun (15), Buckler (10), Short Blades (10), Thrown Weapon (15), Two-Weapon (10/15/+).

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Character Skills DRAFT 8.16.2012Part 1 -- 2Getting Started

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). Skill costs: y 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 General Skills next five cost 10 each. 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.

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Making a CharacterDRAFT 8.16.2012 - 2 Character Skills

y 10~ — skill does not increase in cost. It costs the Mentalism, Rune Magic, and Wizardry. Enselari and Fiend base amount every time you purchase it. Elves may start with Sorcery. For more information on y 10 — skill can be purchased only once and used once these schools, see Chapter 10 Magic and Spells. per event. Spells: If you purchased Faith, Mana, or Scrollcraft, you also need to choose your starting spells. All characters with y 10 (unlimited use) — skill is only purchased once but Faith or Mana receive Light and Cancel Spell may be used as often as you like. automatically; characters with Faith also get the Healing See Chapter 3 Skills for a detailed description of all the spell. In addition to these, if you purchased any of these skills available to you. 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 Reserves however you like between the two: two of each, four of one, Every character gains one of these three benefits, based on etc. For Faith spells, see Pilgrim Spells on page 121. For the basic class they have invested the most points in. If two magic spells, seeBeginning Spells on page 108. are equal, they may choose either one. Characters who have Alchemy, Herbalism, and Poison Craft: These skills allow an Advanced Class should see that class instead. you to make things from specific plants and animals you Physical Reserves: If your primary basic class is Finesse, find during the game. Each skill requires you to select one Might, Precision, or Subtlety, you are more physically or more recipes. Alchemy and Herbalism allow you to resilient. Any time you are healed by any means (healing choose one recipe from the list in Starting Recipes on spell, bandaging, karma, etc), when the healing is complete page 126. Poison Craft allows you to choose between you will have a minimum of 2 vitality. For example, if you contact poison, ingestive poison, and weakness venom. For are unconscious with 0 vitality and are bandaged, normally more details, see the skill description Poison Craft on you would recover consciousness with 1 vitality, but page 48 and the section on Poison on page 94. 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, Mythical Journeys Renaissance 11

Character AdvancementDRAFT 8.16.2012Part 1 -- 2Getting Started

“But I really need to be a Mistborn,” Gerry said to his Character Advancement friends as they met to strategize, “everything I want to As your character seeks adventure, learns new things, and do depends on it”. “Yeah, and I need 20 more points to explores our world, he or she develops. buy that Parry” said Rich, “I have to have some way to y For each game event that you participate in, you protect us from a fighter with skills.” “Well I need 20 receive 10 CP. more points”, said Kim “or I won’t be able to get Read Magic, and then I won’t be able to read scrolls.” y 10 CP are awarded for writing a post-event letter to let us know how the game went for you, and what you “Ok, Ok, we all need more points for things we want to are planning on doing in the future. See The PEL in do,” Jason replied. “Lets see if there is a way to get Detail on page 128 for more information. more points to start with and let’s see if we can live y without some of the things we need until we get We award 10 or more Universal Points for helping us through our first event.” set up before each event and clean up afterwards. These Universal Points can be converted into They proceeded to check the message board, the rule Character Points or used for other benefits. book and the web site’s FAQ, and found others had Your CP can be used to buy more skills, just like the CP similar questions. Jason found they could each get 10 you used when you first made your character. This allows extra points by writing down a detailed character your character to develop and grow. You can also earn history. This would also help them remember things additional Universal Points by donating your time and they had agreed on when making their group and help effort to the game, but in the interest of fairness to those the game directors know what sorts of goals and dreams who don’t have the time, we limit how many of these they had for their characters. That sounded easy points can be spent on skills. You can never have more than enough and a pretty good idea. 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 131. For a complete list, see the Mythical Journeys web site. Universal Points can also be given to other players.

Resetting Your Character 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. 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.

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 Rich found they could also get extra points by helping completely unexpected direction. the game acquire necessary props and supplies for the

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Making a CharacterDRAFT 8.16.2012 - Character2 Advancement

events. Gerry checked the list of donations on the web Slay - The most powerful fighting skill in the book, site and found that spell packets and weapons, as well as Rich can’t resist. 50 CP. specific types of costuming were on the list of things they could get extra points for donating. Kim found Armor - Rich decided he wanted the best protection he directions on the site for making weapons and spell could get. To start with all three levels of the skill cost packets and Tim, who was sewing their basic tabards 20+30+40 CP, or 90 CP in total, but Rich decided it anyway, agreed to sew up some basic Orc tabards the was well worth the cost. game had been looking for as well. It would be worth Rasaan’s skills totaled 145, just under the 150 CP the extra time if he could start the game with that limit for new characters. dagger skill he was hoping for. Lloyd really scored when he located information about helping to set up and Lloyd: Grog break down the game. Lots of extra points were awarded Armor - light armor would have to suffice for Grog. for doing that, and even though they wouldn’t help Picking Might as his free Basic Class made it available initially, they would ensure that the Soldiers of the for 20 CP. Shadow always had an extra edge. Long Blunt Weapon - Grog would wield a sturdy one- Armed with that information, they submitted a Help handed mace. A skill within Might and also a Dwarven request on the website to confirm that the items they racial skill, the cost was only 7 CP. would bring were still needed, and arranged a time to drop off the props before the event to get the points to Blacksmithing - This skill would let Grog repair make their characters. They resolved to write character Rasaan’s heavy armor. As a Dwarf, he received a 10 histories and have them ready for the next time they point discount, bringing the cost down to 10 CP. met. They divided up the tasks and went home, each Maim - Lloyd decided to purchase this twice, so he one of them dreaming about the new skills they would could get a little more use out of it. The first purchase be able to start the game with. cost 20 and the second purchase cost 30, for a total of Jason: Dunnam 50 CP. The aspiring ranger chose Might as his free Basic Class, With his remaining 20 points, Lloyd chose one point of giving access to fighting and weapon skills. Vitality. He hoped it would be enough! Long Blades - Although Might granted blunt weapons, Grog’s skills total 107 points. Lloyd would earn some Jason really wanted a longsword. Normally it would extra points by helping set up and break down the cost him double to purchase as a General skill, but event, but for now the normal starting points were selecting it as his human Racial weapon cut that back in enough. half, to the original 15 CP. Kim: Kimba Armor - Light armor seemed like a good idea, he could Mana - Kim decided this would be the most important always improve it later on. Since he already had Might, skill for her aspiring mage, so she picked Power as her it cost him only 20 CP. free Basic Class. She purchased it 5 times, for a total of Maim - It would help to have at least one trick up his 100 CP. After reading about the different schools of sleeve, and again it was available through Might, for 20 magic, she decided she liked the direct approach of CP. Elementalism. For her starting spells, she received Light and Cancel Spell, like everyone with Mana, and Vitality - A few extra points of vitality might make up also selected Fire Bolt, Giant’s Grip, Silence, and Snare. for inexperience. Jason decided to purchase two points, the first for 20 CP and the second for 30 CP. Since his Literacy - No self-respecting Famori would neglect this primary class was Might, he could also benefit from skill, and besides, she needed it in order to learn Read Physical Reserves. Magic. As a Famori racial skill, it cost her only 5 CP. Dunnam’s skills totaled 105 CP. He decided he would Read Magic - This skill would let her use any magical save his last 5 points for future advancement. battle scrolls she could find, helping to augment her own spell abilities. Since it was also a Famori racial Rich: Rasaan skill, it cost only 10 CP. Rich also chose to start with Might. This allowed him Kimba’s total was 115, but since Kim was making spell to buy the mighty skill, Slay, as well as heavy armor. packets for herself anyway, she made enough extra to Long Blades - Since Rasaan is a Human, Rich could donate and receive 5 extra CP before the event. choose one weapon skill for half cost, making up for Tim: Gabriel choosing one of the few weapons not available through Might. 15 CP. Short Blunt Weapon - Tim would have liked to carry a longer weapon, but there were too many other skills he Mythical Journeys Renaissance 13

Character AdvancementDRAFT 8.16.2012Part 1 -- 2Getting Started

wanted as well, so he would have to make do with a Venom which could be applied to one of his weapons. smaller Hammer. He planned on doing more healing 30 CP. than fighting, anyway. Still, he picked the basic class of Might and chose this as his racial weapon skill, as a Melkar’s total was 85 CP, plus the 50 points he spent Human, so the cost was just 5 CP. to become a Mistborn. 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. Bandaging - This skill would let him patch up his friends as often as he needed to. 30 CP. Literacy - Gabriel was well-educated, and Tim decided he should know his letters. 10 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. 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. Gerry: Melkar 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. 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. Thrown Weapons - Without a long weapon, it might be useful to be able to attack from a distance. 15 CP. Apply Poison - With short weapons, poison might be a great equalizer. 25 CP. Poison Craft - His last skill would allow him to make his own poisons. He decided he would make a Weakness

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Character AdvancementDRAFT 8.16.2012Part 1 -- 2Getting Started

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Chapter 2 Races

There are many different races and intelligent beings that GbgX5 Because Mythical Journeys is a WYSIWYG game, populate the magical world of Mythical Journeys. This we take our make-up and height requirements seriously to section describes the races that can be chosen by players. preserve the atmosphere of the game. If your make-up, Many other races exist in the world, of course, but they are height, or costume does not meet our requirements you mysterious and rare; you will learn about them as you meet may not be allowed to play the character. 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 Race Overview races. They are not rules to which your character must There are many different races at Mythical Journeys, The adhere, simply guidelines to help enhance your role-playing following gives a brief description of the general opinion experience. Other than a few specific constraints, the rest of each race. Basic Races on page 19 and Special Races on is up to you. There is no rule that states that you cannot page 25 give detailed descriptions of each race. play an Elf from an Asian-like culture, a Dwarf from a barbarian culture, or perhaps a Ra’Kash from a long-lost Basic Races Celtic-like culture. Your Human may have been raised by These races are the most common inhabitants of Pendaan. Dwarves (and you had to leave town when the tunnels got too small for you to navigate), or your Famori may be in Dwarves - Short and often stocky, with thick beards, Dwarves denial of his or her heritage. live long and industrious lives under mountains and hills. Other races respect their skilled craftsmanship, but often find Try not to choose a race based only upon its benefits. them stubborn and cantankerous. See Dwarves on page 19. Often the most creative and fun role-playing comes from your weaknesses. Famori can be hopelessly formal, Elves a Elves - With their usually fair features and slender, pointed bit physically weak, and some Ra’Kash have tempers that ears, Elves sometimes seem fragile, a remnant of their faery get the best of them at times (while others are easily ancestry. Most who deal with Elves learn to first determine distracted by squirrels). Combined, these benefits and what type of Elf they are dealing with. See Elves on page 20. weaknesses form the core of your character, so spend some Elves, Imperial - The Imperial Elves have carved out an time thinking about which race to choose. empire for themselves, which is organized along militaristic More information is available about each of the races in a and strictly hierarchical lines. When other races see the Racial Packet on our web site. We encourage you to read curved facial brands of the Imperials, they usually expect a the packet for the race you select. haughty, superior attitude to go with it. In addition to the six races listed above, a few unusual Elves, Grue - Unlike their Imperial cousins, the Grue races are also available as options: Orcs, Goblins, Enselari, prefer the quiet peace of their forests, and their egalitarian Half-Dark Elves, Fiend Elves, Frost Elves, Mistborn and society cooperates without the need for leaders or rank. the Varns dos Sedrin. These are races that are often Many races see them as weak or backwards, but those who unwelcome in civilized areas, and consequently will be need the forests often come to respect them. more difficult to play. In addition, some have masks or Famori - Tall and sturdy, with a gem-like Charak substantial make-up requirements. To ensure their rarity, prominent on their forehead, Famori are best known as and in order to limit them to returning players who scholars and mages. Some find their intellects invaluable, understand them well enough to play them well, these races while others are put off by their sometimes tiresome have a CP cost that must be paid before making the humor or meticulousness. Orcs and Famori retain an character. This cost does not count against the normal ancient disdain for each other, which sometimes rises to limit of expended CP. the level of hatred. See Famori on page 21. We may consider requests to play characters of other races, Humans - Populous and adaptable, Humans are the most on a case-by-case basis. See Unique Races on page 32 for common race of Pendaan. Most find them at least tolerable, more information. although among the Imperial Elves there are those who still look upon them with contempt. See Humans on page 22.

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Ra'Kash - The dominant race of the Southern Continent, cold and distant at best, callous and amoral at worst. Most the cat-like Ra’Kash also rule the city of Harradon on find it wisest to help them finish their business and assist Pendaan. Harradon’s neighbors see them as wild, with little them with a quick departure. See Frost Elves on page 27. regard for borders and other niceties of law. Most races in other regions treat them well enough, however. Ra’Kash Enselari - The silver-marked Enselari hail from a western themselves save their greatest hatred for gnolls and isle which only recently made contact with Pendaan. Their kobolds. See Ra'Kash on page 23. novelty fascinates some, but many find them violent and callous. They are widely known as sorcerers, and Radiants Wargs - Often monstrous in appearance, Wargs were especially shun them as servants of fiends. See Enselari on despised by most races for many generations, as they were page 26. created to be soldiers of the army of the Dark Queen. Since their role in the Queen’s fall and their establishment Goblins - Green-skinned and warty humanoids, Goblins of the northern city of Haven, their reputation has live in tribes in the Freelands and on the fringes of other improved. Parents may still tell children to keep their societies. Some are traders, while others are more inclined distance, but usually Wargs are treated as civilized beings to theft and brigandry. Other races find them unless they prove otherwise. See Wargs on page 24. opportunistic and dishonest. See Goblins on page 28. Mistborn - More commonly known by a variety of slurs, Special Races including Misborn, Misbegotten, Maskling, or simply freak These races are rare or found only in remote areas. Most or aberration, Mistborn are born to other races. Their have poor reputations and are often unwelcome in civilized white “mask” is difficult to hide, and most are treated as areas. Some are considered monsters, not people, and are outcasts. Some believe them to be changelings or part not protected by local laws in many areas. fiend; neither theory improves their reputation. Mistborn are extremely rare, and many will go through their entire Elves, Half- Dark - True Dark Elves, with black skin and lives without even encountering another of their kind. See shock-white hair, are exceedingly rare. According to Mistborn on page 29. legends, they live deep underground and emerge only to conduct murderous raids on the surface. These stories Orcs - A violent race usually organized into tribes, Orcs might be considered fiction if their half-blooded relatives are uncivilized and brutish. Their red monstrous faces are did not offer the proof of their existence. Half Dark Elves recognized and unwelcome in most areas. Orcs are most are gray in color, but otherwise look much like Dark Elves. common in the Freelands, where they dominate some Most react to them with fear or, at least, grave distrust. regions. In other areas they are most likely to be They are often suspected of collaboration with or spying encountered as mercenaries or pit fighters. Orcs and for Dark Elves. Most consider their homes safer without Famori hold each other in mutual contempt or hatred, and Half-Dark Elves around. See Dark Elves, Half on page 25. many Orcs will attack Famori when the opportunity arises. See Orcs on page 30. Elves, Fiend - A group of Imperial Elves corrupted by fiends, little love is lost on Fiend Elves. Even Enselari Varns dos Sedrin - Indistinguishable on the surface from consider them untrustworthy. Elves with the marks of their the other races of Pendaan, the Varns dos Sedrin travel the taints are especially despised by Imperials. See Fiend Elves land in their caravans, often taking the role of performers on page 27. and itinerant workers. Distrusted by most civilized people as vagabonds and miscreants, most Varns stick close to Elves, Frost - Few have encountered Frost Elves beyond their families, keeping true to the belief that they are the Frozen North, but those who know them find them chosen above all others. See Varns dos Sedrin on page 31.

The diviners of the path of sight and the diviners of light have exam- ined the signs and portents, and have determined that this turn, the second of the arc of storms, shall be the turn of searching...

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important is their pride in supporting the rebellion that Basic Races led to her destruction. Today, most Dwarves live within the There are six races in Mythical Journeys that are the most Fireforge Mountains, but few are allowed to see their common: Dwarves, Elves, Famori, Humans, Ra’Kash, and underground cities, and no one outside of the Dwarf clans Wargs. Any player can portray one of these races without knows how many there are. Dwarves do trade with the extra CP (assuming you meet the height requirements). All other races, however, especially in Purk and Kadir Safwan of these characters, including Humans, can either purchase (in the Sandridden Plains). certain skills at a reduced cost, or have access to special racial skills. 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 Dwarves somewhat bitter people as a result of “Poke a grizzly, pull a badger’s whisker, and their great loss. They have no wrestle a giant kin before breakfast each day.” difficulty getting along with most of - Recruiting Poster for the Iron Brigade the other races, but hold bitter contempt toward Wargs for Physical Description - Dwarves are their part in the Dark bearded, stocky folk, no taller than 5’ Queen’s sinister war. The 6”. Dwarves’ beards are their pride and destruction of Kilnjen joy, males and females alike, and they resulted in the near would rather bury their heads in the genocide of the Dwarven dirt than be seen without one. race; consequently, Dwarf Some Dwarves will braid their sightings are few and far beards, or adorn them with between. ribbons or bows. Language - In general, Culture - Dwarves generally Dwarves speak and write reside in, or come from, the Common. In addition, Dwarves mountainous and hilly hold sacred the Language of the regions of the world. It is said Stone, a language of cryptic runes that the birth of the Dwarves used to inscribe texts in stone. came with the creation of the mountains. To remark that a Costuming - Dwarves, male or Dwarf is “as old as the hills” is a female, may not be taller than compliment indeed. Dwarves are 5’6”. All Dwarves, male and clannish, and can be as stubborn and female, must have a prosthetic blunt as they are aggressive. This beard unless your real stubbornness often sustains an beard is at least 4” long. unbreakable loyalty, but can also result Racial Advantages - in a bit of tunnel vision. Dwarves Dwarves may learn the often lack many of the social skills Long or Short Blunt graces found acceptable in Weapon for half the normal surface society; however, at cost. If this results in a half heart most Dwarves are honest point, round down. For example, if the cost of a skill is folk. Dwarves dislike water, and will normally 15, as a racial skill the cost is 7 (not 7.5). In generally refuse to travel by such means even if the addition, Dwarves receive a 10 point discount on situation is life-threatening. Blacksmith, Miner, and their choice of any two other crafts. History - Dwarves are more concerned with history than Racial Limitations - Costuming and height requirements. many of the younger races, as many among them have outlived numerous human generations. Even today, Half-Dwarves - Dwarves rarely interbreed with Humans, Dwarves speak of their old Citadel of Flame, Kilnjen, built producing Half-Dwarven offspring. Half-Dwarves must be within an active volcano of the Fireforge Mountains, and 5’6” or shorter, and have a beard (including women), but destroyed by the Dark Queen’s Earthrending. Just as there is no length requirement for the beard. They receive a 10 point discount on one chosen craft.

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Elves and petitioned the Faery Ring to allow them to help the mortals against this evil foe. The Faery Ring refused. The “There is a song in the soul of each of us. To know Elves chose then to defy the Ring and help the mortals in it is to achieve perfect harmony.” the struggle against the Queen, knowing well that in doing - Llanden Valinsre, Elven Warrior so they would sacrifice their immortality. And so it was that the Elves, now mortal themselves, were exiled from the Physical Description - Elves are a magical race that once Faery Ring in order to stand with the mortals in the war lived among the ranks of the Faery. They are usually against darkness itself. slender and graceful, and all have pointed ears. They do not have facial hair (except eyebrows). Roleplaying - Elves are proud of their heritage, their ability Culture - Once, long ago, the immortal Elves lived in to appreciate the finer things, and their sense of beauty. eternal harmony with the other Faery Folk in enchanted Elves age at approximately the same rate as mortals, having glades and forests. Different groups had passion for left the graces of the Faery Ring. In fact, they can be different pursuits: arts, culture, philosophy, nature, magic. somewhat frail as a result of this sacrifice; this limitation is Today, they are mortal and long parted from the Faery, but something to consider when choosing to play an Elf. they remain diverse in their ways. Still, all Elves bring a Language - Elves speak and write the Common tongue. passion and artistry to everything they do, whether it is Elves also have an enchanted speech all their own and a music, gardening, or warfare. flowing handwritten script that is nearly impossible to History - When the war against the Dark Queen began, the duplicate with a non-elven hand. Faery were forced into the deepest reaches of the forests to Costuming - All Elves must wear full pointed ears. escape the battles among the mortals. Years passed with the Examples include Large Space Ears, Troll Ears, Vampire Faery watching as the Dark Queen’s cruel minions slew Ears, Pro Artist Ears by Woochie, or Anime Ears (small or countless mortal men, women, and children. The Elves, large) by Aradani Studios. Elves cannot have facial hair, always a thoughtful race, eventually could stand no more except for eyebrows.

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Racial Advantages - All full Elves may purchase the skills Famori Resist Slumber (see Resist Slumber on page 33) and Resist Charm (see Resist Charm on page 33). Additional racial “How many Famori does it take t’ change the skills depend on the type of Elf. torches? Racial Limitations - May not use any two-handed weapon None. By da’ time dey’s all done discussin’ how t’ except for a staff or pole-arm. do it, it’s daylight again.” - Warg Humor Types of Elves: Physical Description - Famori are a tall and sturdy race, with a y Grue Elves favor the woods for their homes, and Charak, or gem, in the center of their foreheads. They are direct prefer to live peaceful lives. Generally they live in small descendants of the Ogres, an ancestry they share with Orcs, with villages that blend harmoniously into the natural whom they share an animosity that has existed for centuries. environment. Grue Elves receive Archery for half cost, and receive a 10 point discount on Farmer, Herbalist, Culture - Famori tend to adapt to whatever society they are part of. and Trapper/Tanner. Individually they are renowned intellects, serving as Chief Librarians in many cities. They adore debate, the pursuit of knowledge, y Imperial Elves focused their passion and art on information in all forms, and have a predilection for puns. Their own warfare, and played a critical role in the fall of the societies are egalitarian meritocracies overseen by their elders. Dark Queen. Their society is strictly hierarchical, and all Imperials bear a brand that identifies their status History - As time went on, the Ogre race split into two factions: and, for the Highborn, their House. Imperials may “those who would learn” became known as the Famori and “those purchase Long or Short Blades for half cost. If this who would fight” became known as Orcs (a derivative of Ogre). results in a half point, round down. For example, if the With time, the gems on the Orc’s foreheads slowly faded away cost of a skill is normally 15, as a racial skill the cost is and their towering height began to diminish. As the Orcs 7 (not 7.5). In addition, Imperials receive a 10 point changed, so did their relationship with the Famori. The two discount on Blacksmith, Carpenter, and Glassblower. factions began to quarrel and have done so ever since. y Some Elves grow up outside of Elven The two great cities of the Famori, Arcadia and society, separated from their heritage Korhadien, were destroyed by the Queen, but or even unaware of it. These Elves do rebuilt after her fall as New Arcadia and Nova not receive any additional racial Korhadien. skills. Roleplaying - The Famori are an y Half-Elves, with one Elven and intellectual and strong race of people. one Human parent, are the They tend to pay great attention to most common hybrid race. detail and the gathering of Half-Elves must wear ear information, much to the tips. Examples include consternation of the less patient Small Space Ears by races. They come from an ancient, Woochie, or Small Ear organized, formal and highly Prosthetics, Halfling/ ritualized society. Many Famori Hobbit Ears by Aradani despise their Orc cousins as Studios. They may purchase much as the Orcs despise them. Resist Charm or Resist Language - Famori read and Slumber, but not both. speak the Common tongue. Dark Elves, Fiend Elves, and Frost Elves are uncommon types of Costuming - All Famori wear a Elves. For more information, see colored gem on their forehead (known the entries for each race under as a Charak). The chosen color holds Special Races on page 25. 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.

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Racial Advantages - Famori may purchase Resist Poison Enselari. They have prospered and spread throughout the even if they do not have Precision; the cost is halved if they world. have Precision. Literacy and Read Magic may also be purchased for half cost. If this results in a half point, Roleplaying - Just because one is a Human playing a round down. For example, if the cost of a skill is normally Human need not limit the complexity of one’s roleplaying. 25, as a racial skill the cost is 12 (not 12.5). In addition, Because of the Humans’ mixed history, their complex they receive a 10 point discount on Inkmaker and relationships with the other races, and their highly diverse Papermaker. cultural backgrounds, nearly any kind of character can be played as a Human. Racial Limitations - Costuming and height requirement. Language - Humans speak the common tongue. There are Half-Famori - None. Famori are not able to interbreed also some regional and cultural dialects. See Accents on with other races. page 153 for more details. Costuming - Any. An understanding of your culture will Humans guide you in your costuming. We encourage you to consult “If ever a curse was placed upon this land, it is the Region Packet(s) for the area(s) your character grew the blight known as humanity...” up in or lived in. - Triannis Mosswind, Elven Seer Racial Advantages - Humans may select any one weapon skill (not including armor, any type of shield, or Two- Physical Description - Humans are the most populous race Weapon skill) for half cost. If this results in a half point, in the world. They hail from a diverse set of cultures, lands, round down. For example, if the cost of a skill is normally and races. They are of every height, color, and build. 25, as a racial skill the cost is 12 (not 12.5). In addition, Culture - Humans come from all walks of life. They tend they receive a 10 point discount on one chosen craft. to be a communal and social people, although there are Racial Limitations - None. always exceptions. They are a highly successful race and have populated the far reaches of the world. Half-Humans - Humans can interbreed with Dwarves and Elves. See Half-Dwarves on page 19 and Half-Elves on History - Humans are a younger race than the Elves, page 21 for more information. Dwarves, and Famori, though older than the Wargs and

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Ra'Kash Language - The Ra’Kash speak and write the common tongue. In addition, the Ra’Kash have a unique language of “The dogs of war are nothing compared to the growls, hisses, and purrs as well as a written language of cats.” hieroglyphics and complex symbols. - Siamese Ra’Kash proverb Costuming - Ra’Kash must have full face make-up in a Physical Description - The Ra’Kash are an intelligent race natural cat color or pattern plus at least two of the of cat people who come from a Mayan-like culture in the following: Furry ears (on the side of your head, where your jungles of the southern continent. real ears are, not on top of your head), Tail, Cat’s eye contacts, Fangs, Nose/whiskers prosthetic, Furry paws, or Culture - Far in the southern reaches of the world lie Body Suit. Paws and Body Suit may be counted as one of countless miles of lush jungle which are as beautiful as the two required items only if they have an appropriate they are dangerous. Hidden within the deepest regions of pattern (e.g. tiger stripes, leopard spots), not a uniform this jungle continent are cities made up of Maya-like color. Note, if your ears are not covered by costuming, a ziggurat pyramids, cobblestone streets, and straw houses. headpiece, or your hair, they must be furry. These are the places the Ra’Kash call home. The Ra’Kash society is matriarchal, and usually led by groups of female Racial Advantages - Ra'kash may purchase Karma for half priestesses who perform the Ra’Kash religious ceremonies. cost, and may purchase it up to eight times. In addition, Women in this culture are held in the highest regard, and they receive a 10 point discount on Trapper/Tanner. are treated with the utmost courtesy and respect by males. Racial Limitations - Extensive costuming requirement. Priestesses are particularly revered. Ra’Kash are renowned hunters and are said to be able to track a falcon on a cloudy Half-Ra'Kash - None. Ra’Kash are not able to breed with day. Needless to say, Ra’Kash bounty hunters are in great other races. demand. 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.

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Wargs History - Wargs were created by the Dark Queen for her armies, a monstrous race that grew quickly to maturity. “Thunder bashes your name, smashes your They were never meant to breed on their own, or think for name, then you have no name. Then your name themselves. Yet, even before the Queen’s fall there were is broked.” small breeding populations in the wilderness, and after her - Kodee, Warg Poet fall many migrated to the new Warg city of Haven. Physical Description - Wargs are one of the youngest of Role-playing - Wargs are seen by many as monstrous, races, and they retain some of their monstrous heritage, savage, and uncivilized, even to this day. Indeed, some live with horns, tusks, or other features. Most are strong of up to this reputation. Yet others try to live like the other build and hardy. There are three breeds of Wargs. Yellow races, or practice their own form of civilization. Wargs skinned Wargs posses warts and pointed ears. Blue Wargs grow up quickly compared to other races, and their typical have pointed ears and horns from their heads. Finally, the lifespan is half that of humans. Black skinned Wargs have tusks and horns protruding from Language - Wargs speak and write the common tongue, but their faces as well as black skin. on occasion have been known to speak Orcish as well. Culture - Wargs keep the details of their culture to Costuming - There are three common types of Wargs. themselves, but have divided many of their duties along breed lines. The Black Wargs are the warriors, the Blue the Yellow Wargs must have full yellow make-up, extensive spiritual leaders and the Yellow Wargs their liaisons to the warts, and pointy ears. other races. A mongrel culture, they value brains and brawn and are curiously protective of their children. 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).

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Racial Advantages - Yellow wargs may purchase Resist and emerging only to raid and pillage. They were said to Paralyze and receive a 10 point discount on Scavenger. work with Fiends and other foul creatures. However, they have not been seen on the surface for centuries and many Black wargs may purchase Two-Handed Weapon for half believe them extinct. Players may not play Dark Elves, but cost, and may purchase the racial skill Stones Throw. they may play Half-Dark Elves, shunned by surface Elves Blue wargs may purchase Empathic Healing even if they do and scorned by Dark Elves. not have Devotion; the cost is halved if they have Roleplaying - Dark Elves were arrogant, violent, and Devotion. Bandaging may also be purchased for half cost. intolerant. Their society was matriarchal, but only because They receive a 10 point discount on Herbalist and Farmer. the females of the race were stronger than the males. Half- If a half-cost skill results in a half point, round down. For Dark Elves may emulate Dark Elf behavior, or some try to example, if the cost of a skill is normally 25, as a racial skill reject it, but arrogance and violence are in their blood, and the cost is 12 (not 12.5). they find the traits difficult to shake. Racial Limitations - Costuming requirement. Cannot Language - Dark Elves spoke and wrote the common possess more than 12 Mana. tongue as well as their own language. Half-breeds would not have been exposed to their language, however. Half-wargs - The unique breeding habits of wargs results in all wargs being a mix of many parents. If Human parents Costuming - All Half-Dark Elves have gray skin and ears, have any affect on the mix, it is not apparent. 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 Special Races cannot have facial hair, except for eyebrows. These races are rare in civilized lands, and many are feared or distrusted. We provide them as additional options for Those with one Human parent must wear ear tips. players starting their second (or later) characters, who Examples include Small Space Ears by Woochie, or Small should realize the difficulties they will face. Ear Prosthetics, Halfling/Hobbit Ears, or Characters of these races are held to a Anime Ears (small or large) by Aradani higher standard of consistency with the Studios. They may have facial hair, but it appropriate racial packets, and histories must be white. that go against the packet (including Racial Advantages - Half-Dark Elves may characters growing up outside their race’s purchase the skill Resist Magic (see society) are much less likely to be Resist Magic on page 33) and may approved. also purchase Maim even if they do not have Might; Maim is half Dark Elves, Half cost if they do have Might. They This is a special race, and is only may also purchase one chosen available to players with at least weapon skill for half the usual 150 saved CP, which must be cost. If this results in a half point, spent to select this race. These round down. For example, if the points are not considered part of cost of a skill is normally 25, as a your total spent points. See the racial skill the cost is 12 (not spending cap rule in Character 12.5). Advancement on page 12. Racial Limitations - May not use any Physical Description - Half-Dark two-handed weapon except for a staff Elves have gray skin, gray pointed or pole-arm. Their vitality is reduced ears, and white hair. by 2 during the day unless underground; the vitality is restored at Culture and History - Dark Elves sunset. This limitation will not drop were said to live in subterranean them below 1 Vitality. cities, hidden away from the world

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Special Races DRAFT 8.16.2012Part 1 -- 2Getting Started

Enselari The recent Fiend War began with a Radiant-led crusade to This is a special race, and is only available to players with at least the isle of Zelfir, and resulted in divisions within the 50 saved CP, which must be spent to select this race. These points Enselari people. Those who follow the Elders are not considered part of your total spent points. See the blame the Radiants for drawing the fiends, spending cap rule in Character Advancement on page 12. while those who follow the Queen appreciate the aid. The Queen has directed Physical Description - The Enselari appear much like Humans, her people to renounce Sorcery, and many scholars believe they are closely related. However, their although not all have. faces, and sometimes other parts of their bodies, show patterns of silver or gray. Many wear silver jewelry to complement their patterns. Culture - While there is an artistic side to Enselari History - The Enselari live on the western isle of Zelfir, several culture, they primarily value hundred miles west from the port of Arkenstone. Under favorable strength in battle, both winds, the trip can be made in about a week. Yet, it was not until physical and magical, and the 498th Year of Light that the first encounter between them from a young age engage in and the people of Pendaan took place. In fall of that year, a small combats and duels to test their vessel from Zelfir reached the coast just north of Arkenstone, and abilities. Often, these battles are Enselari explorers first encountered the people of Pendaan. Since to the death. Those who die that time, many expeditions to and from Zelfir have occurred, led permanently are mourned, but by merchants, missionaries, and scholars. The Enselari welcomed the sorrow is not such much at their the merchants and scholars, and have shown great interest in the deaths but rather that they had products of Pendaan, as well as in its lore and art. Conversely, the misfortune to grow up weak. they almost immediately banned missionaries and priests of both Families are large, and most families Fortune and Radiance. For this reason, and because many Enselari will lose at least one child in practice Sorcery, many Radiants believe that the Enselari are the such tests before they reach servants of fiends and shun them at all times. 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 33). 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

26 Mythical Journeys Renaissance

Races DRAFT 8.16.2012 - 2 Special Races

Mentalism or Sorcery. Consequently, Enselari character may not of color over their eyes, black fingernails, a red streak in start with Faith or with Mana other than Mentalism or Sorcery. their hair, or a red tinge on the ears. Half-Enselari - Since Enselari and Humans encountered Racial Advantages - Fiend Elves may purchase the skills each other recently, all offspring of mixed parentage are Resist Slumber (Resist Slumber on page 33) and Resist still children. However, the few that have been born have all Charm (Resist Charm on page 33). They may choose one been full Enselari, as far as can be determined. 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 Fiend Elves addition, Fiend Elves may start with Sorcery Mana. This is a special race, and is only available to players with at least 50 saved CP, which must be spent to select this Racial Limitations - May not use any two-handed weapon race. These points are not considered part of your total except for a staff or pole-arm. spent points. See the spending cap rule in Character Advancement on page 12. Frost Elves Physical Description - Fiend Elves appear much like other This is a special race, and is only available to players with Elves, but with traces of red or black coloring. at least 50 saved CP, which must be spent to select this race. These points are not considered part of your total Culture and History - Once part of the Imperium, the spent points. See the spending cap rule in Character Fiend Elves grew too close to fiends and were corrupted. Advancement on page 12. They are feared or despised by other races. Other races know little of them. Physical Description - Frost Elves are usually slender and graceful, like other Elves, with pointed ears and no facial Roleplaying - Fiend Elves are militaristic, much as hair. Unlike other Elves, their skin and hair color tends Imperials, but more violent. Otherwise, little is known of towards white or blue. their personalities. 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, Va mpire 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

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Special Races DRAFT 8.16.2012Part 1 -- 2Getting Started

Culture and History - Frost Elves Goblins turned away from the war against the This is a special race, and is only available to players with Dark Queen, bent on regaining their at least 50 saved CP, which must be spent to select this lost immortality. It is said they race. These points are not considered part of your total succeeded, finding a way to join spent points. See the spending cap rule in Character themselves with ice and preserve Advancement on page 12. themselves forever. The Crystalline, or True Frost Physical Description - Green-skinned humanoids that Elves, seek little contact with come in all different shapes and sizes, much like humans. world beyond their fortresses Culture - Goblins are loosely organized into tribes, and domains in the Frozen although these are not structured the same as Human North, but those younger tribes. Their leaders are respected for their intelligence and Frostlings, inexperienced in savvy, and tribe members go to them for advice and their ways, sometimes wander guidance. When their leaders lose their respect, they are in northern Pendaan while they replaced, or tribe members will simply leave the tribe and learn to master their magic. look for a new, smarter tribe to join. Most goblins do not Roleplaying - Frost Elves are like to live without the community support of a tribe, cold in demeanor, unforgiving however. Goblins are adaptable and can be found both in and without mercy. Most are cities and in wilderness areas such as the woods. Some even intent on proving themselves live in caves. The one thing that all goblins have in and joining with ice. common is that they make their money through some kind of trade. Woodland goblins are often herbalists, Language - Frost Elves speak woodworkers, or other types of craftsmen, using the and write the common tongue. resources available to them in the woods. Goblins without If they have developed their own resources often migrate to cities, where they are usually language, it is unknown to poorly treated by other races, and other races. primarily interact with others of Costuming - All Elves must their own kind. No major city wear full pointed ears. grants citizenship to goblins, and Examples include Large some cities bar them from entry Space Ears, Troll Ears, entirely. Vampire Ears, or Pro Artist History - Goblins had a long and Ears by Woochie. Elves cannot have proud history, which was recorded facial hair, except for eyebrows. Frost Elves must also have in their library until it was burned full face make-up in ice colors (white/blue/silvery), and centuries ago. Now, much of white or blue streaks in their hair. Goblin history has been lost. Racial Advantages - Frost Elves may purchase the skills Currently, most tribes claim to be Resist Slumber (see Resist Slumber on page 33), Resist the oldest and greatest of the Charm (see Resist Charm on page 33), and Resist Ice (see tribes. Within the last 250 years Resist Ice on page 33). They may choose one weapon skill or so, increasing areas of Goblin for half the usual cost. If this results in a half point, round land has been taken over by cities down. For example, if the cost of a skill is normally 25, as a of other races. Their numbers racial skill the cost is 12 (not 12.5). have been gradually declining overall. Racial Limitations - May not use any two-handed weapon except for a staff or pole-arm. Their Vitality is reduced by Role-playing - All goblins are 3 during the day in the months May through September. traders, whether they are The vitality is restored at sunset. This limitation will not craftsmen who produce goods drop you below 1 Vitality. 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

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Races DRAFT 8.16.2012 - 2 Special Races hesitant or even shy when dealing with others. Goblin (Players of Mistborn characters may choose any basic players should pick one of the local tribes to be from, or player race for their character’s parents: Human, Dwarf, may submit another tribe for approval with their character Grue or Imperial Elf, Famori, Ra’Kash or Warg.) While history (generally from a more distant area). Local tribes many rumors and tales exist attempting to explain their include the Ajagar (living in the outer parts of the city of origins, there is no established rhyme or reason as to when Felnar), the Tessen (a woods tribe), the Oldback (a and to whom they’re born. The disproportionate number merchant tribe), the Takmok, the Hammertooth, and the that are born to an unmarried parent give rise to tails of Redfoot. More information is available about these tribes fiendish liaisons and sorcerous pacts although none of in the Goblin racial packet. these claims have ever been proven. Unfortunately, lack of evidence has failed to save more than one “fiend-wife” and Language - Goblins speak the common tongue, though her offspring from murderous mobs of frightened usually heavily accented, but they write in symbols or villagers. pictures because most are not literate. Mistborn themselves show no inherent gift for Sorcery or Costuming - Green Goblin half-mask (available from other signs of a fiendish taint, although some have traveled Mythical Journeys) and the bottom half of the face must that path as a means of striking back at the communities be painted a similar shade of green. that spurned them. Most, however, are content to find a Racial Advantages - Goblins receive a 10 point discount on place in society where they can be useful and prove their Scavenger, and may also purchase Resist Tamper (see Resist worth as individuals. Being an outsider from the moment Tamper on page 33). they are born gives them a stronger sense of self than most people and consequently the discipline of Mentalism Racial Limitations - Extensive costuming requirement, appeals to many. Others turn to Shamanism as a means of costs 50 CP to play. getting in touch with the greater world and distancing Half-Goblin - None. Goblins are not able to breed with themselves from the provincial concerns of a wary other races. populace.

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. History and Culture - Mistborn are 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.

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Special Races DRAFT 8.16.2012Part 1 -- 2Getting Started

Mistborn have no society or culture of Racial Advantages - May purchase Resist Terror (see Resist their own and many live their entire Terror on page 33) and Resist Charm (see Resist Charm on lives without seeing another of their page 33). kind. Consequently, their names, accents, manners of dress and Racial Limitations - Mistborn have their maximum customs are largely dependent Vitality reduced by one during the day (it will not drop upon the community they below 1, however). The vitality is restored at sunset. are born into. Most Children of Mistborn - Mistborn can apparently have possess the physical children with any of the basic player races, and possibly traits of their with other races as well, but these offspring take on the parents while having features and traits of the non-Mistborn parent and show a white “mask-like” no signs of their Mistborn parentage. Players of characters pattern around their with one Mistborn parent should simply select the other eyes. Some have parent’s race as their character’s race. If two Mistborn have inexplicably pointy ears like ever produced a child, it was not made public knowledge. an Elf—even though both parents are Human—and some even have a gem in the center Orcs of their forehead like a Famori. This is a special race, and is only available to players with at least 100 saved CP, which must be spent to select this Role-playing - Mistborn race. These points are not considered part of your total have all the problems typical spent points. See the spending cap rule in Character of half-breeds in that they Advancement on page 12. have no real society of their own and must do their best Physical Description - Red-skinned humanoids that come to fit in where-ever they can. in all different shapes and sizes, much like Humans. Most Due to their distinctive are strong and muscular. markings, this is not always Culture - Orc are arranged in many easy, and some Elves and tribes, all of which are said to have Famori look down on stemmed from the Iron Helm clan. them as “pretenders” due They have a strong emphasis on war to the “fake” ears and and physical strength. Orcs that gems. It was a kinder, are unfit to be in the Orcish gentler time and place that army are deemed second class christened them the Mistborn. Very few cultures refer to them by in the tribe and may become their “proper” name, often favoring more colorful terms such as skilled workers in crafts, misborn, misbegotten, mistakes, and the like. Even the term especially those relating to “Mistborn” can be perjorative, referring to creatures (variously weapon and armor crafting. fiendish, undead, fey, or other spirits) coming out of the “mist” Those that do not take up a to taint or replace a natural child. craft often become Mistborn have a natural affinity for mind-based magics and shamans. Most Orc shaman strong senses of self which often makes them seem haughty or believe that spirts serve and dismissive to other races despite their need to fit in. Some obey them because of the aid Mistborn embrace this enforced solitude and spend their time the spirits of their tribe’s looking inside themselves or exploring the wonders of the natural ancestors. Women in the Orc world. Many take up shamanism of some form, while others delve society are viewed as third class into the mysteries of Mentalism. Ultimately, a Mistborn can be citizens for the most part, though found in almost any profession as the one thing important to there are some that have broken them above all is a sense of purpose. this mold. In some tribes, to do so is treason punishable by death. Language - Usually the common tongue of Humans, as Orcs identify themselves with appropriate to their region of origin. their clan, often wearing Costuming - White markings in a mask-like pattern around the symbols and even wearing face eyes, with blue or purple accents, sometimes glitter around the paint to show which clan they markings. The mask must extend all the way across the face, are in. 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.

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Races DRAFT 8.16.2012 - 2 Special Races

History - Orcish History dates back to the separation of the Varns dos Sedrin 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 “The world is no longer any place for us and yet are split off of this main clan. Orcs do value their history, and we remain, too stubborn to see what it is we’ve most know and respect their great leaders. The Clans have become.” spent much of history warring with each other until recently. Chuvani Observation Some fear the orcs will cease warring each other and turn their attention towards the other races. Each Clan also has a rich This is a special race, and is only available to players with history shown in the Orc Racial Packet. at least 50 saved CP, which must be spent to select this race. These points are not considered part of your total Role-playing - Orcs are warriors by birth-right, they want spent points. See the spending cap rule in Character nothing more in life then to become the Warchief of their Advancement on page 12. clan. They train for hours each day in combat arts. Honor to an Orc is only something gained on the battlefield. You Physical Description - The Varns dos Sedrin, or Children cannot gain honor if you do not fight, and you are often of the Clans, can be found across Pendaan though they are dishonored if you do not fight. Orcs will fight for almost physically indistinguishable from the other races of the any reason. Their first response to most situations is to world. take swings. They are crude and have horrible social Culture - The Varns are a wandering people, found manners as well as table manners. Most orcs also view all traveling across Pendaan in their Kumpaniyi (caravans), women as potential wives because that is the known mold made up of numerous families in their personal Vardos for females in the Orc culture. Orc players should pick one (wagons). Each individual Kumpania belongs to one of the of the local tribes to be from, or may submit another tribe Tribes, most of which are bound to a specific element. The for approval with their character history (generally from a rarest of these folk are the Forgotten and the Wicked. more distant area). Local tribes include the Bone Crusher These two Tribes keep few Kumpaniyi of their own, Clan, the Clan of the Shattered Steel, the Clan of the preferring to blend in with the other Clans when they can. Stone Minds, the Iron Helm Clan, the Fist of Stone Clan. Even then, their numbers are insignificant when compared More information is available about these clan in the Orc to the Elemental Tribes. The Varns dos Sedrin on the racial packet. whole are a highly superstitious people and suspicious of Language - Orcs speak the common tongue, normally with outsiders, even when they’re also of the Varns though of a a harsh sounding voice. They do not have a written different Tribe. Due to their ties to the Elements, all language and struggle greatly to learn to write in common. Elementalists must walk the path of the Purist, learning no spells outside their Element and all faithful are Shaman Costuming - Red Orc half-mask (available from Mythical who follow the Ways of their Tribal Element. Journeys) and the bottom half of the face must be painted a similar shade of red. History - Once times were good for the Varns, but those happier times are no more. Once their vardos and Racial Advantages - Orcs may purchase Subdue even if Kumpaniyi spanned the whole of the Pendaan and in the they do not have Might; it costs half if they do have Might. many times the Gaje rose up against them never could they They may also purchase the racial skill Recovery. Hardiness be destroyed. They claimed to be created from all the and one weapon skill cost them half the usual amount. If Gods, yet they were abandoned the same as everyone else this results in a half point, round down. For example, if the when the Godless Time struck. Elemental Wars created cost of a skill is normally 25, as a racial skill the cost is 12 rifts among friends and families, driving the Varns to seek (not 12.5). out those who walked the same path. Those who had joined Racial Limitations - Costuming requirements, cost 100 The Destroyer’s ranks looked upon their brethren as prey CP to play. May not start with Mana. and those who clung to the Old Ways were written off and left behind, artifacts of a time now past. Half-Orcs - There are no half-orcs. They cannot interbreed with other races, just like their cousins, the Language - The Varns have a language all their own which Famori. 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.

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Unique Races DRAFT 8.16.2012Part 1 -- 2Getting Started

Racial Advantages - Varn receive racial benefits only Racial Limitations - Elementalists must be purists of their according to their tribe. They do not gain any racial elements. Faithful of the Elemental Tribes are Elemental advantages from the race whose appearance they share. Shaman, while the Chuvani of the Detlene follow their deceased ancestors, the Spirit Wardens. y Detlene—They have no name they call themselves and tend to try to blend with the others, who call them the Half-Varns - None. A child is either born as a Varn or not, Detlene, the Forgotten or the Spirits of Dead though until they’re tested by their Satarma they won’t Children. Their Chuvani follow the old ways of the know for certain. spirits who have departed the world. All Elements are found within this Tribe. GbgX5 Unlike most races, Varns can not be distinguished solely by appearance, and some characters who discover May purchase Resist Spirits (See Resist Spirits on they have strong ties to the Varns may, in fact, be Varns page 33); Last Rites may be purchased at half cost. themselves. Those who are tested and discover that they are y Dharter—The Tribe of the Earth, they are methodical Varns will lose all previously gained racial advantages of in all that they do. Dharter are slow to anger and slow their original race. 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 Unique Races page 33); Herbalism may be purchased with a 10 If you have an idea for a race that is not listed here, and point discount. you believe it would fit our setting, you may submit it for y Jastaqui—The Tribe of Water, the Jastaqui are approval. We will consider your idea within these performers and charmers extraordinaire. Under this guidelines: veneer, however, hides a cool, distant personality 1.Any special request will cost CP. Generally it will cost always calculating how to get the result they desire. more CP than the special races that we’ve already made May purchase Resist Ice (see Resist Ice on page 33); available. Read Magic skill may be purchased at half cost. 2. You must provide backstory that meets our approval. Where y Jhanarum—The Tribe of the Wind, the Jhanarum are is the race from? Why is your character here? Even if we the most socially adept. The have a gift for blending in approve it, we may make changes as we see fit, and we may or with the Gaje and have earned the Varns their may not tell you about these changes. It’s possible that not reputation for trickery and swindle. everything you believe is true. May purchase Resist Wind (see Resist Wind on 3.You must submit a picture of yourself in full make-up page 34); Escape Artist may be purchased even if they and costume, and you are committing to wear do not have Subtlety, or for half cost if they do. something at least that good at all times. If you can’t y Kuyignum—The Tribe of Fire, they are quick to assess wear it in hot weather, it’s not suitable for use. and take action. Kuyignum are prone to acting without 4.You can propose racial skills, but we will consider this thought regarding cause or consequence and have a merely a suggestion and usually will not assign any well earned reputation for vengeance. racial skills to your proposed race. If we do, you will be May purchase Resist Fire (see Resist Fire on page 33); a eligible to buy your racial skills for the appropriate CP weapon skill may be purchased at half cost (not cost, but you get nothing for free. including the armor, any type of shield, or two-weapon 5.We may reject your idea for any reason, including the skills). backstory not fitting our world, your make-up not y Mizhak—The Wicked Ones, they are deceivers and meeting our standards, your concept not being destroyers to the core. They believe they challenge and balanced against other races, your idea is silly or make their people stronger by keeping them on their cheesy, or because there are too many unique races guard. All Elements are found within this Tribe, as well already in-game. We may or may not tell you why we as a predilection for the darker arts of Sorcery and rejected your idea. Nethermancy. May purchase Apply Poison and Backstab even if they don't have Precision, or for half cost if they do.

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Races DRAFT 8.16.2012 - 2 Racial Skills Racial Skills Resist Magic Some races have skills available only to them. Since these Category: Racial skills are not available to all characters, they are described Cost: 50 ~ here, not in Chapter 3 Skills. Prerequisite: Half-Dark Elf y 10~—skill cost per use, does not increase in cost. 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 Recovery before using it again. Category: Racial Cost: 50 ~ Resist Paralysis Prerequisite: Orc Category: Racial Once per event, when you are Dying due to your injuries, Cost: 10 ~ at the end of the usual 5 minutes, this skill allows you to Prerequisite: Yellow Warg recover instead of becoming Dead, and regain all your vitality. Treat this as a Healing effect, so it will also repair You may resist one Paralyze spell or effect. any Maimed limbs but it cannot be used if you are Diseased. Resist Slumber Category: Racial Resist Charm Cost: 10 ~ Category: Racial Prerequisite: Elf Cost: 10 ~ You may resist one Slumber spell or effect (including Prerequisite: Elf, Enselari, or Mistborn Slumber Venom). You may resist one Charm spell or effect. This may not be used to resist any other spell or mental effect, only Resist Spirits “Charm.” Category: Racial Cost: 10 ~ Resist Earth Prerequisite: Varns dos Sedrin of the Detlene Tribe Category: Racial You may resist one spell or effect that contains the word Cost: 10 ~ “Spirits.” Prerequisite: Varns dos Sedrin of the Dharter Tribe You may resist one spell or effect that contains the word Resist Tamper “Earth.” Category: Racial Cost: 25 ~ Resist Fire Prerequisite: Goblin Category: Racial Allows you to resist the last complete sentence from any Cost: 10 ~ potion. Prerequisite: Varns dos Sedrin of the Kuyignum Tribe You may resist one spell or effect that contains the word Resist Terror “Fire.” Category: Racial Cost: 15 ~ Resist Ice Prerequisite: Mistborn Category: Racial May resist one effect with the word “Terror” in its Cost: 10 ~ incantation. Prerequisite: Frost Elf or Varns dos Sedrin of the Jastaqui Tri be You may resist one spell or effect that contains the word “Ice.”

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Racial Skills DRAFT 8.16.2012Part 1 -- 2Getting Started 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 red- stickered object, you must throw it within one minute, or put it back down. The skill is expended whether or not you throw the object.

34 Mythical Journeys Renaissance DRAFT 8.16.2012 - 2

Chapter 3 Skills

Skills represent your in-game abilities. These can include prerequisites. We encourage the roleplaying of being taught what weapons you know how to use, how much Faith or these skills, but such teaching is never required. Mana you can wield, what trade skills you know, etc. There are several types of skills: Some skills are not listed in this rule book, and can only be learned if you are taught by someone who has the y General skills are available to every character. These are appropriate skills to teach you. These include the skills for abilities anyone can learn or use, such as bandaging, teaching magical and divine spells, advanced ritual skills, literacy, or vitality. and all craft skills beyond those listed here. You may never y Craft skills are available to every character. These be taught more than one skill per event. (You may, however, abilities represent the mundane skills of the World learn a skill and a spell at the same event.) If a skill requires such as farming, leather working, smithing, etc. instruction over multiple events, you can learn other skills during the preliminary lessons, but not during the final y Finesse and Might skills represent techniques with event when you complete your training. To purchase the weapons such as disarming your opponent. Finesse skill, note the name of the skill and your teacher in the skills are quick and precise, while Might is strong and appropriate section of your Post Event Letter (PEL). If brutal. you do not have enough points to buy the skill y Precision and Subtlety are the skills of stealth. immediately, you may save your points and buy it later. Precision skills are the skills of murder, poisons, and a Skills that you have been taught, but not yet purchased, quick knife. Subtlety skills are the tricks of the may not be used to fulfill prerequisites to learn other thieving trade. skills. 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 Crafting Skills spells and other direct effects. Devotion focuses on Craft skills represent trade skills and ordinary, everyday other methods of healing and holy rites. skills used by those who work for a living, instead of adventuring. Your character may have learned a craft skill y Power and Sight skills represent manipulation and before becoming an adventurer, or you may choose to perception of magical energies. Power provides the develop one later on. Characters who focus on developing methods of shaping magical energy into spells, while their craft skills may discover more advanced techniques Sight encompasses a variety of means to perceive and and reach a level of mastery far beyond those who simply manipulate magic in other forms. dabble. These advanced techniques are skills that you must y Special skills require more advanced training and are learn while playing Mythical Journeys. available only to those in the appropriate Advanced or Your first craft costs 20, the second costs 30, the third 40, Prestige classes. 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 Learning Skills techniques you may learn within the craft. Any skill listed in this chapter may be learned by any character of the appropriate class who meets the listed

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Crafting Skills DRAFT 8.16.2012Part 1 -- 2Getting Started

Ta b l e 1 Skill Costs

General Skills (available to everyone) Might

Bandage 30 Literacy 10 Knockdown 20/30/+ Maim 20/30/+

Small Push 10/15/+ Slay 40/60/+ 5 Hardiness 40 Weapon Subdue 20/30/+ 20/30/+ Quickdeath 15/* Vitality (max of 4) Arms and Armor

Karma 40 Read Divine 40 Long Blunt 15 Net 20

for double Pole-Arm 20 Short Blunt 10 Any arms/ the listed Last Rites 20/30/+ armor skill Tw o - cost Armor I, II, Handed 20 20/30/40 III Read Magic 40 Appraisal 5/* Weapon

Crafts: First costs 20, second costs 30, etc. To w e r Shield 20 30 Finesse Shield

Chosen Foe 30/45/+ Disarm 30/45/+ Precision Apply Pain 30/45/+ Parry 20/30/+ 25 Backstab 30/45/+ Poison Pierce 10/15/+ Hamstring 20/30/+ Poisoncraft 30/45/+ Arms and Armor Resist Quickdeath 5/* 30/45/+ Archery 20 Armor I 20 Poison

Blowgun 15 Buckler 10 Arms and Armor Long Archery 20 Armor I 20 Blades 15 Net 20 Blowgun 15 Buckler 10 Pole-Arm 20 Shield 20 Short Short Thrown 10 Short Blunt 10 10 15 Blades Blades Weapon Thrown Tw o Tw o 15 10/15/+ 10/15/+ Weapon Weapon Weapon

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SkillsDRAFT 8.16.2012 - 2 Skill Descriptions

Subtlety Power Catch Mana 20/* Scrollcraft 10/* Avoid Trap 20/30/+ Thrown 20 Weapon Read Magic 20

Escape Arms and Armor Dodge 20/30/+ 20/30/+ Artist Short Staff 15 Staff 20 Lockpickin 20 Waylay 10/15/+ Sight g Alchemy Analyze Arms and Armor 30/* Alchemical 15 Powder Archery 20 Armor I 20 Detect/ Blowgun 15 Buckler 10 20/30/+ Read Aura 10/15/+ Attune Short 10 Short Blunt 10 Recharge Blades Read Magic 20 20 Item Thrown Tw o 15 10/15/+ Scroll Weapon Weapon 10/15/+ Mastery Sanctity Destroy 10/15/+ Faith 20/* Undead Skill Descriptions This section describes many of the skills available for your Divine Read character. There are some skills available only to certain 10/* 20 races, and they are listed in Racial Skills on page XX. Scrollcraft Divine There are other skills available to Prestige Classes and advanced Crafters, but you will need to learn about those Arms and Armor in-game. Short Staff 15 Staff 20 Skill costs: Devotion y 10/15/+ -- skill increases in cost by 50% of the original cost every purchase (e.g. 10, 15, 20, 25, 30, Advanced Create 35…). 30 10/15/+ Bandaging Holy Water If this results in a half point, round down. For example, if the cost is 5/7/+, the first purchase costs Empathic 5, the next costs 7 (not 7.5), and the next 10. Diagnose 30 10 Healing y 10/* -- skill increases in cost by 50% of the original cost every 5 purchases (e.g. 10, 10, 10, 10, 10, 15, Read Last Rites 10/15/+ 20 15…). Divine If this results in a half point, round down. For Self- example, if the cost is 5/*, the first five purchases cost 10 5 each, the next five cost 7 each (not 7.5), and the Sacrifice 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.

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Skill Descriptions DRAFT 8.16.2012Part 1 -- 2Getting Started

Advanced Bandaging components that must be sought in-game. For each Category: Devotion purchase of the Alchemy skill you learn one Basic Process. Cost: 30 (unlimited use) A Basic Process can be used to make a potion or oil from certain appropriate types of components. An alchemist may Prerequisite: Bandaging create as many potions as they can find components for, Through practice and natural talent, you can aid the provided that they know the appropriate recipes. See injured more than most. After one minute of normal Chapter XX Alchemy and Herbalism for more detailed Bandaging, the recipient is restored to one vitality and all information. 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 Alchemy, Moderate Process purchased vitality (round up). For example, a person who Category: Special (Sight: Alchemist) has purchased a total of three vitality can be restored to Cost: 60/* two vitality. The remaining vitality cannot be healed by this Prerequisite: None skill, although it can still be restored by the Healing spell You have mastered one of the Moderate alchemical or other Healing effects. processes. Once you enter the Alchemist class, more You may use this skill on someone who is conscious. It information will be available to you. does not heal them any more than if they had been unconscious to start with. For example, a person who has Alchemy, Advanced Process purchased a total of three vitality and currently is conscious with one vitality can be restored to two vitality. Category: Special (Sight: Alchemist) If they had two vitality already, you could not use this skill Cost: 90/* to restore any more. Prerequisite: None You have mastered one of the Advanced alchemical Alchemical Analysis processes. Once you enter the Alchemist class, more Category: Special (Sight: Alchemist) information will be available to you. Cost: 50 (unlimited use) Prerequisite: None Analyze Alchemical Powder By spending five minutes role-playing study of a potion, Category: Sight oil, or powder, and expending a required component (when Cost: 15 (unlimited use) you take this skill, you will learn which component is Prerequisite: None needed), you may safely determine the effects of the You can identify the stored magics within properly-made potion, oil, or powder without drinking or using it. The alchemical powders without setting them off. An potion is not consumed during testing. alchemical powder will be marked as a powder, contained in a vial (like a potion), and also contain a powder packet Alchemical Extraction which is thrown at the target when the powder is used. You Category: Special (Sight: Alchemist) may open powders and read the tag. If it has side effects or effects on the person using the powder, you take those Cost: 100 effects and the powder must be used. If it does not have Prerequisite: None any effect on you, you may use it immediately or re-bottle You may break down an elixir and extract one component the powder for use later. from it. You must turn in the potion, oil, or powder at check-out, and it will be destroyed. You will receive the Apply Poison extracted component in preserved form. If the elixir was made from multiple unknown ingredients, you will receive Category: Precision one at random. If you know at least one of the ingredients, Cost: 25 (unlimited use) you can specify that you do or do not want a specific Prerequisite: None known ingredient to be extracted. You may only use this You may safely apply any type of blade venom or contact skill on one elixir per event. poison. If a character without this skill attempts to apply blade venom or contact poison, they will always Alchemy accidentally poison themselves. You do not need this skill Category: Sight to apply ingestive poison (swedish fish). You also do not need this skill to wield a weapon which has been poisoned, Cost: 30/* but you do need this skill to poison a weapon. See Poison Prerequisite: None on page XX for examples of some types of poisons. Blade Alchemy is the art of creating magical potions, oils, and venom may not be applied to blunt weapons, but it may be other elixirs from certain natural and supernatural

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SkillsDRAFT 8.16.2012 - 2 Skill Descriptions used on bladed weapons, arrows, crossbow bolts, blowgun Assassinate darts, or other non-blunt weapons. Category: Special (Precision: Assassin) Cost: 50/75/+ Appraisal Prerequisite: Small Weapon, Short Blade, or Short Blunt Category: General Weapons Cost: 35/* (unlimited use) You have learned to kill a victim with one well-placed Prerequisite: None blow. To use this skill, you must be standing completely To the practiced eye, the value of jewelry and other items behind the victim, using a weapon no larger than a short is easily apparent. These items are marked with letters of sword, and have one foot solidly planted on the ground the alphabet encoding their values. By adding up the (not running or walking). Call “Assassinate” (you may do corresponding letter values, you can calculate the worth of so quietly) and strike your foe with your weapon. If the the item. This skill gives you the ability to know what each attack is successful, the victim is instantly Dead. of the letters represents. Each purchase gives you the value Assassinate cannot be parried. of one letter. Also, this skill will give you information about the general value of some other items, which may Avoid Trap vary over time. This information should not be shared with Category: Subtlety other players. Cost: 20/30/+ Prerequisite: None Archery Your quick reflexes allow you to avoid the consequences Category: Finesse, Precision, or Subtlety of one trap that has been triggered. If you trigger a trap, Cost: 20 (unlimited use) General Cost: 40 immediately say “Avoid Trap” and you will suffer no Prerequisite: None damage or other consequences from it. This skill does not You may use a bow or crossbow. Real bows (maximum protect any bystanders from the effects of the trap. For 25 lb. draw) may be used with the approval of Mythical more information about Traps, see page XX. Journeys, and during daylight hours only. All missiles (arrows and bolts) must be manufactured to Mythical Backstab Journeys designs and specifications. Bows may not be used Category: Precision as melee weapons under any circumstances. When firing Cost: 30/45/+ into combat, only a half-draw on the bow is allowed. Over- drawing is never allowed. Prerequisite: Small Weapon, Short Blade, or Short Blunt Weapons Approved NERF© or equivalent bows and crossbows may be used day or night. Some types of finger arrows may You have learned how to strike with great effectiveness be used in conjunction with a real bow, day or night. For against your victim’s back. You must be standing complete information about all types of acceptable bows completely behind the victim, using a weapon no larger and crossbows, see Appendix A Weapon Construction. than a short sword, and have one foot solidly planted on the ground (not running or walking). Call “Backstab” and The only Fighting or Stealth skills which may be used strike your foe with your weapon. If the attack is with a bow or crossbow are Pierce, Venom, Slay With Bow, successful, the victim takes 3 points of damage. Each Maim With Bow, and Pain With Bow. Note that Medium purchase of this skill allows another use of the Backstab and Heavy Armor allow the wearer to resist any uncalled skill. Backstab always does 3 points of damage. Backstab missile attack. cannot be parried. If it misses, it is not expended.

Armor Bandage Category: Finesse, Precision, or Subtlety (all limited to 1 Category: General purchase), or Might. Cost: 30 (unlimited use) Cost: 20/30/+ (unlimited use) General Cost: 40/60/+ Prerequisite: None Prerequisite: None By bandaging the wounds of the injured, you can save the You are able to move and fight in such a way as to gain dying and the maimed. When you begin applying this skill the full effectiveness of armor. The first purchase of this to an individual who is Dying, you immediately stop them skill allows the use of light armor, the second purchase from slipping into death. After five minutes of bandaging, allows the use of medium armor, and the third purchase this skill brings the victim up to one vitality (but never allows you to use heavy armor. The second purchase also above one vitality unless they have Physical Reserves or allows the use of a helm. See Armor on page XX for Fortitude) and repairs any Maimed limbs. If you are Dying, descriptions of the various types of armor and their your five-minute death count is suspended as long as benefits. someone is bandaging you. After the first minute of

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Skill Descriptions DRAFT 8.16.2012Part 1 -- 2Getting Started bandaging, your five-minute death count is reset; if the Prerequisite: None person bandaging you is interrupted after the first minute, You have trained in the proper use of a buckler, a small begin counting out your five minutes again starting at shield up to 18” in diameter which is held in your hand. zero. Characters with Devotion require only one minute to This bucker can only have a one hand grip, with no arm apply bandages. You can use the Bandage skill on yourself strap. This is not a weapon and may not be used as one; to heal a maimed limb as long as you have one arm free and shield bashing, rushing, and punching are not allowed. A are able to tie the bandage. Bandaging will not awaken a buckler cannot be disarmed. character who is Unconscious (e.g. from Waylay, Slumber, etc). Carpenter You must use actual bandages and the bandages must remain until the end of the event or until the character is Category: Craft healed by magical means. If the bandage is removed or falls Cost: 3special (craft) off, you will lose any benefits of the bandage (restored Prerequisite: None vitality or limbs). This will not happen instantly, you can You have learned to select, gather, and refine wood that is take up to a minute to adjust or re-tie the bandage. of extremely high quality, suitable for the construction of In general, bandaging is the best way to begin healing an staves, bows, and shields. At each event, you will receive unconscious person, because you are not limited in how four pieces at check-in. often you can use it, and it requires no resources (other Skilled carpenters may gather more wood, as well as than a simple strip of cloth). If they need additional using it to make high quality bows, mystic staves, holy healing you can follow it with Healing spells or potions or shields, and other items. These skills must be learned in- with Advanced Bandaging. game.

Blacksmith Catch Thrown Weapon Category: Craft Category: Subtlety Cost: 3special (craft) Cost: 20 (unlimited use) Prerequisite: None Prerequisite: Thrown Weapon You may repair metal armor that has been broken. Armor Your talent with thrown weapons enables you to safely is considered metal armor only if it is primarily metal (e.g. catch them when they are thrown at you, at least some of complete coverage with metal plates, chainmail). Armor the time. Thrown weapons may be caught or swatted aside that is leather with metal plates is repaired using the with the hands without taking damage. If any other part of Leatherworker skill. Repairing medium metal armor the body is contacted by the thrown weapon, you take requires 1 piece of steel for every three areas the armor damage as normal. This skill does not permit the catching covers (torso, head, right arm, left arm, right leg, and left of arrows or crossbow bolts. If a weapon with blade venom leg). Repairing heavy metal armor requires 1 piece of steel is caught (not merely swatted aside), you can still use the for every two areas the armor covers. For example, heavy venom. Other calls, such as ‘Pierce’ on a javelin, cannot be armor covering the torso and both arms (three areas total) returned. requires 2 pieces of steel to repair. The repair takes two You cannot catch or deflect boulders or other items that minutes per piece of steel required. Blacksmithing must be are too big for you to pick up. However, the Strength skill performed at a forge. For more information about different will allow you to do so, and if you have the Stones Throw types of armor, see Armor on page XX. skill, you can use it to catch boulders and throw them back. Skilled blacksmiths may learn to make and enhance weapons and armor. These skills must be learned in-game. Charms Category: Special (Devotion: Cleric, or Sight: Rune Mage, Blowgun Wizard) Category: Finesse, Precision, or Subtlety Cost: 50 (unlimited use) Cost: 15 (unlimited use) General Cost: 30 Prerequisite: 15 Faith or Mana of one type, and at least Prerequisite: None one Craft skill. This skill allows use of a blowgun. This weapon may not You have learned to store your spells in single-use magic be used in close combat or while running. Darts must be items called Charms. These items do not need to be made entirely of foam, and your blowgun must be approved attuned, and anyone can use them. You will learn the as safe by Mythical Journeys. material requirements and other details after taking this skill, but generally a gem (type and quality depends on the Buckler spell) and one other item will be required. Category: Finesse, Precision, or Subtlety Cost: 15 (unlimited use) General Cost: 30

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SkillsDRAFT 8.16.2012 - 2 Skill Descriptions

Chosen Foe Once you have learned this skill, every use of the Chosen Category: Finesse Foe skill lasts 30 minutes for you, instead of the normal 5 Cost: 30/45/+ minutes. Prerequisite: any melee weapon You have studied the fighting style of one specified race. Cleave At any time, you may expend this skill to gain unlimited Category: Special (Might: Champion) use of the Parry skill against your chosen foe for 5 Cost: 50 (unlimited use) minutes. You can only have one Chosen Foe in your Prerequisite: Slay character's lifetime and it may not be changed, even by Effective follow-through is key to your success in battle. multiple purchases of the skill. Each purchase allows When you use the Slay skill and your foe falls, you may another use of the skill for 5 minutes, against the same foe. immediately swing slay against a second foe. You call only Acceptable foes include: Dwarves, Normal Elves, Dark “Slay”, not “cleave.” You may not move more than one step Elves, Half-Dark Elves, Fiend Elves, Frost Elves, Enselari, before the second swing. If the second Slay misses, the Famori, Orcs, Goblins, Wargs, Giantkin, Gnolls, Ra’Kash, opportunity is lost. You may not swing a third “Slay” even Rats, Trolls, Skeletal Undead, Clawed Undead, Zombies, if your second one is successful. Non-corporeal Undead, Fire Elementals, Ice Elementals, Earth Elementals, Wind Elementals, Imps, Bestial Fiends, Sulfur Fiends, and certain other specific kinds of fiends. Cloak Fighting You may also choose any specific individual person or Category: Special (Finesse: Duellist) creature as your foe. Some groups may also be acceptable Cost: 10/15/+ foes but this requires approval on a case-by-case basis. Prerequisite: None Notes: See Parry on page XX for complete details You have learned to use a cloak to distract your foe and (especially note that you must have a weapon in your hand divert his attacks. This skill allows you to wrap a cloak to use this skill). around your forearm. For the next 5 minutes, your cloak is treated exactly as a shield for all purposes. State 'Resist' to Chosen Foe: Additional Foe all weapon attacks hitting your cloak. Category: Special (Finesse: Holy Warrior, Hunter) Cost: 20 Counterspell Prerequisite: Chosen Foe Category: Special (Sight: Elementalist, Nethermancer, Your careful study of your foes extends to a second, Sorcerer) related type of foe. For these purposes the types of foes Cost: 50 (unlimited use) are: Prerequisite: None y Elementals: Fire Elementals, Ice Elementals, Earth Your mastery of elemental or dark magics allows you to Elementals, or Wind Elementals. counter any spell you know how to cast using y Fiends: Imps, Bestial Fiends, Sulfur Fiends, or other Elementalism, Nether, or Sorcery. To do so, you must specific types of fiend. expend as many Mana as the spell requires to cast, and then state “Resist.” The spell you are countering doesn't need to y Common monsters: Orcs, Goblins, Wargs, Giantkin, have been cast using one of these three schools (you may Gnolls, Rats, Trolls. not be able to tell), but it must have exactly the same y Undead: Skeletal Undead, Clawed Undead, Zombies, incantation as the spell you know in these schools. Non-corporeal Undead. y Humanoids: Dwarves, Normal Elves, Dark Elves, Create Holy Water Half-Dark Elves, Fiend Elves, Frost Elves, Ra’Kash, Category: Devotion Enselari, Famori. Cost: 10/15/+ You can pick a second type from the same category as Prerequisite: Rite of Dedication your original foe. For example, if your original Chosen Foe Through meditations and prayers, you can infuse pure was Orcs, you might choose Giantkin as your second water with holy power. You may create one vial of Holy Chosen Foe. Each time you use your Chosen Foe skill, you Water per purchase of this skill. To create Holy Water, you have unlimited Parries against both foes for the duration. 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 Chosen Foe: Unabated Wrath (black film canisters) marked with your religion (Fortune, Category: Special (Finesse: Holy Warrior, Hunter) Radiance, or Shamanism), and is represented by a white Cost: 20 spell packet which can be thrown. Call “Holy Water” when Prerequisite: Chosen Foe you throw the packet. Holy Water can affect certain

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Skill Descriptions DRAFT 8.16.2012Part 1 -- 2Getting Started creatures and undead, but you will have to experiment in- previously attuned item you will lose your magical game to find out the details. You may give vials of Holy connection to. You may attune the same item to multiple Water to others and they may also be stolen. people by using multiple uses of this skill. See Chapter XX Holy Water is resisted as a spell, because it is delivered Magic and Spells for more details. by packet. However, it is not a spell and other limitations on spellcasting (e.g. no weapon in hand) do not apply, and Diagnose it cannot be stored in a Rune of Holding. Category: Devotion Cost: 30 (unlimited use) Destroy Undead Prerequisite: None Category: Sanctity You ha ve lea rn ed th e si gn s of physical ailments and can Cost: 10/15/+ identify them. Anyone can check for a pulse or heartbeat to Prerequisite: None see if someone is Alive or Dead. By using this skill, you can You have learned to channel holy energy at undead, which go behind this simple test and ask the following specific may weaken or destroy them. You must have a holy symbol yes/no questions of any cooperating or helpless person: of your faith if you are dedicated, which must be visible; Are you Poisoned? Are you Alive? Are you Diseased? Pilgrims do not need a holy symbol. To use this skill state Are you Paralyzed? Are you Wounded? Are you Dying? a spell-like incantation as follows: (“With Fortune”, “With Are you Unconscious? Radiance”, “By the Spirits”, or “Through my Faith” for Pilgrims), state the incantation (“I destroy this undead, The subject should answer yes or no, without any damage 5”) and then throw a spell packet at the undead. additional comment or elaboration. Destroy Undead has no effect on normal living creatures. Destroy Undead is resisted as a spell, because it is Disarm delivered by packet, and if you are Silenced you cannot Category: Finesse speak the required incantation. However, it is not a spell Cost: 30/45/+ and other limitations on spellcasting (e.g. no weapon in Prerequisite: any melee weapon hand) do not apply, and it cannot be stored in a Rune of With a quick turn of the wrist, you can remove your Holding. opponent’s weapon from his hand. Once the skill is called (call “Disarm”), you must strike your opponent’s weapon Detect/Attune Magic with your melee weapon. If you successfully hit their Category: Sight weapon, they must drop their weapon and may not pick it Cost: 20/30/+ up for at least 5 seconds. If you miss, the skill is not used Prerequisite: None up. Bucklers, Shields, Tower Shields, and spell packets may not be disarmed with this skill. Two-handed weapons You can see and comprehend the auras of magical items. (weapons that are more than 48" and designed for two- Upon learning this skill, you will receive a decoder for handed use) are immune to Disarm when they are held in deciphering the aura codes placed upon magical items. both hands. Parry will negate this skill, and cause it to be Additional purchases will allow you to comprehend more expended. 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, Disguise once per purchase per event. To detect magic on an item, Category: Special (Subtlety: Burglar) turn the item in during check-out and fill out the magic Cost: 20/30/+ item detection form. Next event, you will receive more Prerequisite: None details about the item. Detecting an item may trigger some Any player may disguise themselves by wearing different curses. clothing, but not add, remove, or alter their makeup or Or, you may use this skill to attune one item per prosthetics. This skill allows you to go farther, disguising purchase per event to yourself or to another willing person, yourself as a monster or other creature by putting on the by turning in the item at check-out and filling out the appropriate mask (and with makeup if appropriate, such as magic item detection form. Once you are attuned to an for orcs and other monsters with half-masks). The item, you can use the item. You can detect and attune an disguise lasts until you remove the mask. You must supply item at the same time with one use of the skill. your own masks. All All enchanted items require attunement before they can disguises must 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

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SkillsDRAFT 8.16.2012 - 2 Skill Descriptions be done with a mask, not prosthetics and makeup alone. Mage may call "Earth", "Fire", "Ice", or "Wind" when If you recognize a voice, clothing, posture, or other clues striking. 2 Elemental Mana must be expended each that lead you to suspect a person is disguised, you may time this ability is used. The Warrior Mage must have draw your own conclusions. However, the disguise cannot at least one spell of the appropriate element in order be removed except by the person using the skill, nor can it to make an attack using that element. be verifiably detected by any normal means. y Mentalism: the Warrior Mage may call "Will" when striking. 2 Mentalism Mana must be expended each Dodge time this ability is used. Category: Subtlety y Rune: the Warrior Mage may call "Magic" when Cost: 20/30/+ striking. 2 Rune Mana must be expended each time Prerequisite: None this ability is used. Quick reflexes allow you to duck or dodge out of the way y Wizardry: the Warrior Mage may call "Magic" or of thrown or missile weapons once per purchase of this "Void" when striking. 2 (Magic) or 3 (Void) Wizardry skill. This skill can be used to resist both called and Mana must be expended each time this ability is used. uncalled attacks from thrown or missile weapons. Call y “Dodge” when using this skill. Nether Mana: the Warrior Mage may call "Spirits" when striking. 2 Nether Mana must be expended each time this ability is used. Empathic Healing y Sorcery: the Warrior Mage may call "Darkness" when Category: Devotion striking. 2 Sorcery Mana must be expended each time Cost: 10 (unlimited use) this ability is used. Your great compassion allows you to transfer one of your own Vitality to someone who is injured by touching Escape Artist them with a spell packet, concentrating or praying for one minute, and stating “Empathic Healing.” Your vitality is Category: Subtlety expended even if they cannot use it (e.g. they are not Cost: 20/30/+ injured or they are diseased). You may only transfer one Prerequisite: None Vitality at a time; each additional vitality requires another Ropes, chains, and similar bonds cannot hold you for minute of concentration or prayer. The Vitality you have long. This skill allows you to escape from ropes, cords, expended may be healed by any normal means. Empathic shackles, chains, stocks, or any other form of physical Healing will also repair any maimed limbs. You may not binding placed on your body, once per time purchased. For give your last vitality. You may not use Empathic Healing safety reasons, no one should be tied, chained, or shackled on yourself. in such a way that they are unable to release themselves. If you do not have this skill, you cannot get free regardless of Empower Weapon what tools are at hand. If you cannot free yourself, ropes Category: Special (Power: Warrior Mage) can be untied by anyone with a free hand, while chains and shackles that have a lock attached can be removed only Cost: 20 (unlimited use) after the lock has been unlocked or picked by someone with Prerequisite: must have a specially crafted melee weapon the Lockpicking skill. If there is no lock, the chains or A Warrior Mage who has obtained a Mystic Weapon may shackles can be removed instantly by anyone with the use this skill to channel pure mana into this special weapon Lockpicking skill (but not by the wearer). only (not into normal weapons) to enhance its abilities to harm certain creatures. As with other melee weapon calls, Extend Shield 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 Category: Special (Sight: Warrior Mage) a skill (not a spell), it may be invoked even if the Warrior Cost: 20/30/+ Mage is wearing armor, is walking, or does not have a hand Prerequisite: any appropriate Shield spell free. The specifics depend on the Warrior Mage's mana The Warrior Mage has learned to modify normal Shield type. The Warrior Mage may use this ability with any mana spells in order to extend their utility. This skill may be type they have as a Focus skill (normally this will be one used in conjunction with any Shield spell in the Warrior type of mana). Mage's Focus school of magic with a normal cost of 1 or 2 y Elem Mana (note: this may never be used with a Spell Shield). If enta the Warrior Mage has more than one Focus school of lism magic, it can be used with any of them (this will not : the normally apply). To use this skill, at any time after the War Shield spell has been cast on the Warrior Mage, he or she rior must speak this incant: "I convert my Shield to a Barrier, 5

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Skill Descriptions DRAFT 8.16.2012Part 1 -- 2Getting Started minutes." After 5 minutes, the protection is expended (it may attempt forgery of papers or documents using any does not revert to being a Shield). This skill cannot be resources available to you (including photocopier, used to convert Shield spells cast on other people (only on computer, scanner, printer, etc). Even with this skill, you the Warrior Mage), it cannot be used with Aegis spells may not forge any type of magical scroll. (any spell with Aegis in the name), and it also cannot be used to convert Shield spells from other schools of magic Fortitude besides the Warrior Mage's Focus school(s). The Barrier created by this skill cannot be stacked with any other Category: Special (Might: Archer, Champion, Duellist, Barrier. Because this conversion is a skill (not a spell), it Monk, Rogue) may be invoked even if the Warrior Mage is wearing armor, Cost: 30 (unlimited use) is walking, or does not have a hand free (normal Prerequisite: 2 Vitality restrictions still apply when casting the original Shield Any time you are healed by any means (healing spell, spell). However, it may not be used if the Warrior Mage bandaging, karma, etc), when the healing is complete you has been Silenced and is unable to speak the incant. will have a minimum of 2 vitality. For example, if you are unconscious with 0 vitality and are bandaged, normally you Faith would recover consciousness with 1 vitality, but with this Category: Sanctity skill you would have 2. You can be Bandaged even if you are not unconscious, and it will bring you up to this minimum Cost: 20/* if you are not there already. In addition, the maximum Prerequisite: None amount of Vitality you can purchase is 5 (for most Being a spiritual person, you are able to call on holy characters it is 4); beyond your maximum, the cost of all power to create minor miracles. (Most people call these Vitality is doubled. “spells.”) You may choose to dedicate to a particular If you also have Physical Reserves, this is cumulative religion, and doing so will allow you to learn spells specific with it, so your minimum vitality after healing is 3 and to that religion, but this is not required. Unlike Mana- your maximum vitality is 6. based spells, you may wear armor while casting Faith-based spells. See Chapter XX Faith and Religion for more information. Glassblower Category: Craft Farmer Cost: 3special (craft) Category: Craft Prerequisite: None Cost: 3special (craft) You may use pieces of glass to make high quality vials, suitable for bottling potions, oils, powders, poisons, and Prerequisite: None holy water. These vials may only be used once. Each batch You grow crops of various types. Unless special of 10 vials requires three pieces of glass, plus one piece of circumstances interfere with your harvest, each game you wood to stoke the fire. You may melt down used vials to begin with four bushels of Produce, which may be used in a make new ones, although some glass is lost in the process number of ways. (10 used vials can be melted down to make one piece of Skilled farmers produce more crops and can even learn to glass). You can also make larger bottles, such as wine grow unusual plants. These skills must be learned in-game. bottles (three pieces of glass plus one piece of wood can be used to make one wine bottle). Feign Death Skilled glassblowers learn to make their own glass as well Category: Special (Subtlety: Ninja) as glass items such as lenses and alchemical equipment. These skills must be learned in-game. Cost: 20/30/+ Prerequisite: None Hamstring By slowing your breathing and heart rate, you appear Dead even to the most knowledgeable examiners. Anyone Category: Precision checking you for a pulse or diagnosing you will believe that Cost: 20/30/+ you are Dead. The effect lasts until you move. Prerequisite: Small Weapon, Short Blade, or Short Blunt Weapons Forgery With a quick and precise blow to the leg, you can keep Category: Special (Burglar, Fatespinner, Shadow) your victim from escaping. You must be using a weapon no larger than a short sword. Call “Maim” (not “hamstring”) Cost: 30 (unlimited use) and strike your foe’s leg with your weapon. If the attack is Prerequisite: Literacy successful, the leg is Maimed. The wound can be cured by Anyone may use normal writing implements (pen, pencil, Bandaging or with any healing magic. This skill may be paper) to attempt handwritten forgery. With this skill you

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Parried, just as the Maim skill, but is not expended if the You may make high quality ink, suitable for making blow misses. battle scrolls and possibly other magical purposes. One vial of ink, suitable for writing 10 scrolls, requires three Hardiness bushels of produce and a new, unused glass vial. Category: General Skilled inkmakers learn to make other types of inks. Each recipe must be learned in-game. Cost: 40 Prerequisite: 3 Vitality Iron Will You’re tough. You may resist the first Waylay or Subdue attack received per event (call “Resist” when you use this Category: Special (Sight: Mentalist) ability). This skill may be purchased only once. Cost: 50 (unlimited use) Prerequisite: Mentalism Mana Healing Poultice Your mind is stronger than most. You may resist any Category: Special (Devotion: Ranger) spell that contains the words “Feeblemind” or “By will” by expending 2 Mentalism Mana and stating “Resist.” Cost: 30 (unlimited use) Prerequisite: Bandaging Karma You have learned to use certain specific enchanted herbs, magnified by your own faith, to enhance the healing effects Category: General of your bandages. To use this skill, you need a new, unused Cost: 40 piece of Fine Cloth and one plant component of an Prerequisite: None appropriate type, which will be expended and must be It’s difficult to kill you. One per event, when you are turned in once you are finished. After learning this skill, Dying due to your injuries, at the end of the usual 5 you will be told which plant components are suitable. minutes, you will be Healed 1 vitality instead of becoming Applying the Poultice takes one minute and counts as Dead. Treat this as if a Healing spell was cast upon you, so Bandaging, but heals one additional point of Vitality. (If it also repairs any Maimed limbs, and you will also gain the you also have Advanced Bandaging, you can choose to benefits of Fortitude or Physical Reserves if you have spend 5 minutes and restore half of the recipient's Vitality, them. However, it will not help you if you are Diseased. plus one.) Additionally, after one hour, the poultice may be Notes: This skill may only be purchased once, except by removed with no ill effects (unlike a normal bandage). Ra’Kash who may purchase it up to eight times. This skill does not stop a Quickdeath, Poison, or any other fatal Herbalism effect. It only prevents bleeding to death after normal Category: Craft injuries and will not revive you after being Quickdeathed, Cost: 3special (craft) Assassinated, or Deathed. Prerequisite: None A variety of plants have beneficial properties. You have Knockdown learned one process for the use of such plants. See Chapter Category: Might XX Alchemy and Herbalism for more information. Cost: 20/30/+ Skilled herbalists learn additional processes as well as Prerequisite: Short Blunt Weapons, Long Blunt Weapons, baking and brewing. These skills must be learned in-game. or Two Handed Weapon (must be blunt) With a powerful blow from a heavy, blunt weapon (e.g. Inkmaker mace, hammer, but not a staff), you can knock your foe Category: Craft right off his feet. This skill also works if it hits your foe’s shield. Call “Knockdown” before striking. After being Cost: 3special (craft) struck in any legal target area or on their shield with this Prerequisite: None skill, your foe must safely fall to the ground and then lie

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Skill Descriptions DRAFT 8.16.2012Part 1 -- 2Getting Started flat on their back or front before they can stand again. the deceased more favorably. Some people choose to give Unlike the Subdue skill, they may defend themself if they the corpse a token to indicate Last Rites have been are able to do so while falling. Knockdown can be Parried. performed, but this is not required. The Read Aura skill can be used to determine whether a corpse has received Knockdown Punch Last Rites. Category: Special (Might: Monk, Ninja) Cost: 20 (unlimited use) Lay On Hands Prerequisite: Knockdown Category: Special (Devotion: Cleric, some Holy Warriors) Your fists hit like a hammer. You may expend your Cost: 30 Knockdown skill, state "Knockdown", and throw a Subdue Prerequisite: None packet. The packet may hit anywhere on your foe’s body, or By calling upon holy aid, you may fully heal one person on his shield. If it hits, they suffer the same effect as the per event. You must touch them with a spell packet, Knockdown skill. Although delivered by a Subdue packet, meditate or pray for one minute, invoke your religion Knockdown Punch gives the Knockdown effect and may (“With Fortune”, “With Radiance”, “By the Spirits”, or not be resisted by Hardiness, a helmet, or any other ability “Through my Faith” for Pilgrims), and state, “I heal you or item that allows Subdue to be resisted. You cannot Parry to full vitality.” The individual is healed completely, with a Knockdown Punch. all vitality restored and all maimed limbs healed. Lay On Hands may be resisted as a spell, and cannot be Lapidary used if you have been Silenced. However, it is not a spell Category: Craft and other limitations on spellcasting (e.g. no weapon in hand) do not apply, and it cannot be stored in a Rune of Cost: 3special (craft) Holding. Prerequisite: None You ha ve le arn e d to cut and polish gems, enhancing their Leatherworker value and suitability for both jewelry and magic. With the base level of this skill, you may cut up to four gems per Category: Craft event. To use this skill, bring the gems you wish to cut to Cost: 3special (craft) check-out at the end of game. Prerequisite: None Skilled lapidaries learn to cut more gems, to split large You may repair leather armor that has been broken. gems, to make jewelry and even to tap into the mystic Armor that is mainly leather, even if it has metal properties of the materials they work with. These skills reinforcement, plates, or rivets, is considered leather armor. must be learned in-game. Repairing light leather armor requires 1 piece of leather for up to one full suit. Repairing medium leather armor Last Rites requires 1 piece of leather for every three areas the armor covers (the areas are torso, head, right arm, left arm, right Category: Devotion leg, and left leg). Repairing heavy leather armor requires 1 Cost: 10/15/+ piece of leather for every two areas the armor covers. For Prerequisite: None example, heavy armor covering the torso and both arms A few respectful words over the body of the fallen (not a (three areas total) requires 2 pieces of leather to repair. spirit) can aid them greatly when they reach Fate. You The repair takes two minutes per piece of leather required. know just the Repair of medium armor and heavy armor requires the use right of an anvil. ones to For more information about different types of armor, see say. After Armor on page XX. performi Skilled leatherworkers learn to make and enhance leather ng Last armor as well as other leather items such as sheaths and Rites over pouches. These skills must be learned in-game. a corpse, state “Last Literacy Rites.” Category: General The Spirit Cost: 10 (unlimited use) must tell Prerequisite: None Fate that This skill enables you to read and write the common Last language. Additional languages beyond this may be learned Rights in-game. Literacy is common among the noble and have been performed on him/her, and Fate will look upon merchant classes, but less common among the peasantry. If 46 Mythical Journeys Renaissance

SkillsDRAFT 8.16.2012 - 2 Skill Descriptions you do not have this skill, it does not mean your character leg. This skill must strike an arm or leg to have any effect. is stupid; it merely means that you cannot read or write. Call “Maim” before striking. If successful, the arm or leg may not be used for any purpose, and anything held in the Lockpicking arm must be dropped. Maim can be cured by Bandaging or with any healing magic. Maim can be Parried, but if it Category: Subtlety simply misses the limbs, it is not expended. Heavy Armor Cost: 20 (unlimited use) worn on the limbs allows the wearer to resist the Maim Prerequisite: None skill. Anything worth locking is probably worth investigating. You have learned to open locks. Locks at Mythical Journeys Maim With Bow are represented by real locks that must be either opened Category: Special (Might: Archer) with a key or with lock picks. In order to attempt to pick a lock you must have the lockpicking skill. All locks in Cost: 20/30/+ Mythical Journeys need only a well-placed paperclip with Prerequisites: Archery or Thrown Weapon (Javelins only) the proper curves to bypass them. For safety reasons, locks With a precise shot at a joint, you can disable your foe’s on doors (and occasionally on other items) will be secured arm or leg, exactly as the normal Maim skill. This skill may with eyehook screws. These eyelets cannot be removed, nor be used with a bow, crossbow, or javelin. The missile must can these locks be stolen since they represent a keyhole in a strike an arm or leg to have any effect. Call “Maim” before door. Locks may not be smashed off using force or opened firing. The skill is not expended if it does not strike a limb. with spells. Players must supply their own paperclips and This skill can be blocked with the Dodge skill, but it may not use professional lockpicking tools. All locks that cannot be Parried. Heavy Armor worn on the limbs allows are legal to pick will have the Mythical Journeys symbol on the wearer to resist the Maim skill. them. All other locks are not to be picked and are there for out-of-game reasons. See Locks on page XX for more information. Mana Category: Power Long Blades Cost: 20/* Category: Finesse Prerequisites: None: Mana is the power to cast magical Cost: 15 (unlimited use) General Cost: 30 spells. Mana must be bought for a specific school (which Prerequisite: None must be specified at the time of purchase): Elementalism, You are proficient in the use of any long bladed weapon, Mentalism, Rune, or Wizardry. Only characters with Sight including swords and axes, with a length between 31” and may purchase more than one of these types of Mana. You 48”. One-handed weapons may be fashioned for use with must have the appropriate Mana type to cast a spell. For one or two hands. example, a fireball spell might require three Elemental Mana to cast; three Wizardry Mana would be useless in Long Blunt Weapons this casting. Once a spell is successfully cast, the Mana is spent. While casting with Mana, the character may not Category: Might wear any armor. See Chapter XX Magic and Spells for Cost: 15 (unlimited use) General Cost: 30 details. Prerequisite: None You are proficient in the use of any Miner long blunt weapon with a length Category: Craft between 31” and 48”, such as a war hammer. One-handed Cost: 3special (craft) weapons may be fashioned Prerequisite: None for use with one or two Any player lucky enough to find a mine can try to hands. discover ore. A miner knows where to go and how to mine to recover ore that hasn’t yet been exposed. A miner will Maim begin each game with four pieces of ore, unless special circumstances interfere with the mines. Category: Might Skilled miners produce more ore and more types of Cost: 20/30/+ minerals. These skills must be learned in-game. Prerequisite: any melee weapon Net With a painful strike to a nerve or joint, you can Category: Finesse, Might disable your foe’s arm or Cost: 20 (unlimited use) General Cost: 40

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Skill Descriptions DRAFT 8.16.2012Part 1 -- 2Getting Started

Prerequisite: None You may make high quality paper, suitable for making You may use a net in combat. Mesh fabric is best suited battle scrolls and possibly other magical purposes. One for constructing battle nets, as open spaces in the net must batch of paper, sufficient to make 10 battle scrolls, requires not be able to fit over a person's head. Nets do no damage three pieces of wood and one bushel of Produce. but may be able to entangle opponents if used properly. If Skilled papermakers produce more paper as well as the creature is physically tangled in the net, the use is special types of paper and paper-related items such as successful. Monsters and characters may choose to role- books. These skills must be learned in-game. play being more entangled than they actually are. This weapon, like all weapons, must be inspected at check-in. Parry Category: Finesse Pain Cost: 20/30/+ Category: Finesse Prerequisite: any melee weapon, plus Chosen Foe, Disarm, Cost: 30/45/+ or Pain Prerequisite: any melee weapon With a quick move, you can block most kinds of special By hitting your foe in vulnerable area with a melee attacks. You must call “Parry” during or immediately after weapon, you can cause them sudden, incapacitating pain. the attack hits you. Failure to do so means you have failed Call “Pain” before striking. If the attack is successful, your to block the attack. The attack you are defending against foe must immediately fall to the ground and role-play may be blocked from any direction, but your weapon must severe pain (scream in agony). The pain continues until be unsheathed and in your hand in order for this skill to be your foe touches both knees and a hand to the ground. used. (You cannot Parry with a shield, it must be a During this time, your foe cannot cast spells, fight, or weapon.) Any called attack delivered by a melee weapon defend him or herself. Pain can be Parried. If the attack may be parried using the Parry skill, except the stealth misses or is blocked, it is not expended. skills Backstab, Waylay, and Assassinate. Parry cannot block Subdue or any skill used with a subdue packet, thrown Pain With Bow weapon, or missile weapon. Parry also may not be used against a regular melee attack with no called skill or effect, Category: Special (Finesse: Archer) even if an enchantment is called (e.g. "Fire", "Holy"). Cost: 30/45/+ Prerequisite: Archery or Thrown Weapon (Javelins only) Pierce With a precise shot at a sensitive area, you can cause Category: Finesse them sudden, incapacitating pain, exactly as the normal Pain skill. This skill may be used with a bow, crossbow, or Cost: 10/15/+ javelin. Call “Pain” before firing. The skill is not expended Prerequisite: Archery, Blowgun, or Thrown Weapon if it misses. This skill can be blocked with the Dodge skill, (Javelins only) but it cannot be Parried. By aiming for joints or weak spots in armor, you are able to damage even armored targets. Pierce can only be used in Palm Thrust conjunction with a bow, crossbow, thrown javelin, or blowgun. It may not be used with a melee weapon or Category: Special (Might: Monk, Ninja) thrown weapons other than javelins. Call “Pierce” before Cost: 20 (unlimited use) firing. Pierce does not penetrate shields. You may not Prerequisite: Push combine pierce with other fighting skills. If the attack You can strike with perfectly placed force to send your misses, it is not expended. foe reeling. You may expend your Push skill, state "Push", and throw a Subdue packet. The packet may hit anywhere Poison Craft on your foe’s body, or on his shield. If it hits, they suffer Category: Precision the same effect as the Push skill. Although delivered by a Subdue packet, Palm Thrust gives the Push effect and may Cost: 30/45/+ (unlimited use) not be resisted by Hardiness, a helmet, or any other ability Prerequisite: None or item that allows Subdue to be resisted. You cannot Parry You have learned to extract and prepare one type of a Palm Thrust. poison or venom: contact poison, ingestive poison, or a Weakness venom that can be placed on a blade. After Papermaker purchasing this skill you will learn the recipe for your chosen type of poison. To make the poison, turn in the Category: Craft components and a new, clean vial at check-out. You will Cost: 3special (craft) then receive the poison. The first three Poisons can be Prerequisite: None learned in any order. The fourth (and final) purchase of this skill allows you to extract additional types of blade

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SkillsDRAFT 8.16.2012 - 2 Skill Descriptions venoms. For complete information on poisons, see Poison Dying, or otherwise unable to move. To kill them with a on page XX. Once made, poisons will last from event to weapon, you must place your weapon to their torso and event if not used. state the incant, “I grant you a quick death.” To kill them by magic, you must hold a spell packet on the torso, state Poison Craft: Composite the incant, “I grant you a quick death,” then the incant for a spell that will damage your victim. If you are not Category: Special (Precision: Assassin) disturbed during the incant, then your victim is Dead. If Cost: 50 (unlimited use) you are disturbed in any way (including any weapon or Prerequisite: 4 purchases of Poison Craft spell attack striking you, your weapon, your shield, or You have learned to make compound poisons. You will anything else on your person whether or not it affects you) receive additional information about this skill after the skill does not work but it is not expended. purchasing it. If for whatever reason a non-helpless character allows themselves to be Quickdeathed, their spirit separates from Pole-Arm their body immediately and they die just as if they had Category: Finesse, Might been helpless. Cost: 20 (unlimited use) General Cost: 40 Prerequisite: None Read Aura You are proficient in the use of pole-arms in combat. Category: Sight You may also use a staff. Two-handed weapons such as Cost: 10/15/+ pole-arms are immune to the Disarm skill when held in Prerequisite: None both hands. You may not wield a two-handed weapon with You have learned to identify magical disturbances in a one hand. If you are holding a two-handed weapon in one person's aura. By using this skill, you can ask the following hand, you take the damage from any attack that it prevents specific yes/no questions of any cooperating or helpless from hitting your body. person, who must answer only "yes" or "no". One use of this skill is one person, but you can ask all of the Push questions. When you use this skill, state "Read aura. Category: Might Answer yes or no." Then ask the question(s): y Cost: 10/15/+ Are you cursed? (This refers only to effects specifically identified as Curses, not other harmful Prerequisite: any melee weapon effects.) With a powerful or well-placed blow, you can send your foe reeling. This skill also works if it hits your foe's shield. y Are you under any mental influence? (This refers to Call "Push" before striking. After being struck in any legal any ongoing Will or Terror effect, but not Forget target area or on their shield with this skill, your foe must which is not considered on-going.) move back from you at least 10 feet. They should do so y Are you under the effects of any other harmful magic? safely, not blindly running backwards. (This refers to any other undesirable magical effect from a spell, potion, etc.) Quickdeath y Do you have any beneficial spells on you? (This refers Category: Precision to any Armor, Barrier, Bestow, or Shield effect.) Cost: 35/* y Were you given Last Rites? Prerequisite: any y means of inflicting Were you given Fate's Disfavor? damage The subject must answer yes or no, but should not Simple wounds may elaborate. In the case of special afflictions such as curses, kill, but it takes time for enough they will be informed of the appropriate answers to these blood to be lost and breath and questions. spirit to leave the body. Yet those without remorse may use Read Divine foul means to strike directly at Category: Sanctity, Devotion the spirit of their helpless victim. These methods may be shunned Cost: 20 (unlimited use) General Cost: 40 by goodly folk, but you Prerequisite: Literacy have learned how to The power of divine spells can be stored using special deliver a death blow of inks and papers in writings called Battle Scrolls. You have this sort. Your victim learned to read, decipher, and use Divine scrolls. After must be Unconscious, purchasing this skill, you should request a Divine decoder

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Skill Descriptions DRAFT 8.16.2012Part 1 -- 2Getting Started at check-in. To use a Battle Scroll, you must write the full to charms, to items with a fixed number of total charges, or translation on the scroll (this can be done in advance). To to items which have expired. cast the spell from the scroll, you must hold the scroll in one hand and the spell packet (if needed) in your other Resist Poison hand, speak the incantation, and then throw the spell packet. You must have a light source to cast the scroll. You Category: Precision must be able to read the scroll, even if you already know Cost: 30/45/+ what it says. Wearing armor does not interfere with casting Prerequisite: None from scrolls. Your strong constitution allows you to resist poison or venom once per purchase of this skill. This resistance must Read Magic be used against the first poison or venom attack you are Category: Power, Sight subjected to. State “Resist” when using this skill. Cost: 20 (unlimited use) General Cost: 40 Prerequisite: Literacy Riposte The power of magical spells can be stored using special Category: Special (Finesse: Duellist) inks and papers in writings called Battle Scrolls. You have Cost: 40/60/+ learned to read, decipher, and use Magical scrolls. After Prerequisite: any melee weapon purchasing this skill, you should request a Magical decoder Your mastery of the flow of combat allows you to reverse at check-in. To use a Battle Scroll, you must write the full your foe’s attack back upon him. This skill is used as Parry translation on the scroll (this can be done in advance). To (call “Parry”, not “riposte”), but immediately after using cast the spell from the scroll, you must hold the scroll in it, you may call the same skill your foe attempted to use. If one hand and the spell packet (if needed) in your other it misses, the opportunity is lost. for example, if your foe hand, speak the incantation, and then throw the spell swung Slay at you, you could riposte it by calling “Parry” packet. You must have a light source to cast the scroll. You and then attempt to use the “Slay” against your opponent. must be able to read the scroll, even if you already know You can use this ability even if the skill to be returned is what it says. Wearing armor does not interfere with casting one you could not normally use. For example, you can from scrolls. Riposte a Knockdown even if your weapon is not suitable to use Knockdown normally. You can even Riposte effects Ready Powder like Venom; effectively you are causing your foe to hit Category: Special (Sight: Alchemist) himself with his own weapon. Cost: 10/15/+ Prerequisite: Analyze Alchemical Powder Ritual (Divine) You may decant a powder and keep it ready for use. Open Category: Special (Devotion: Cleric, Mystic) the powder and read the tag. As with Analyze Alchemical Cost: 30 (unlimited use) Powder, any side effects or effects on yourself will affect Prerequisite: 5 Faith you immediately, but if not you may then choose to use the Your faith is strong enough for you to invoke effects powder as normal, re-bottle it (using the Analyze skill), or through ritual and ceremony. Specific rituals must be expend this skill and imbue yourself with its power. If you learned in-game. Advanced rituals require advanced skills, choose to expend this skill, you can cast the powder at any for which this skill is a prerequisite. 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 Ritual (Magical) 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 Category: Special (Sight: Elementalist, Mentalist, Mystic, it does not count as a Bestow effect). You may only have Nethermancer, Rune Mage, Sorcerer, Wizard) one powder readied at a time. Cost: 30 (unlimited use) Prerequisite: 5 Mana Recharge Item Your understanding of the principles of magic allows Category: Sight you, in principle, to perform simple magical rituals. Specific rituals must be learned in-game. Advanced rituals Cost: 20 require advanced skills, for which this skill is a Prerequisite: None prerequisite. If a magic item grants a spell that you are capable of casting, to be used a limited number of times per event, Scavenging and at least one use has been expended this event, you can recharge one use of the item for this event by expending Category: Craft the Mana or Faith for the spell. This skill does not apply Cost: Special (craft)

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SkillsDRAFT 8.16.2012 - 2 Skill Descriptions

Prerequisite: None Prerequisite: Read Magic and Mana, or Read Divine and You have a knack for finding useful stuff. You never Faith know what you’re going to find. Sometimes it’s a copper You may draw upon the magics within a battle scroll coin, or an empty vial. Other times it’s a nice piece of using your own power instead of expending the power in metal, a lost piece of jewelry, or even a potion. You will the scroll. You must have the correct type of mana or faith receive four randomly determined items at the start of each to cast the scroll, and expend this skill and the specified event. amount of mana or faith (which will be marked on the Skilled scavengers find more useful stuff, and can learn scroll). Scrolls that have modified effects due to special to be more selective in what they find. These skills must be inks and papers cannot be used with this skill (and will be learned in-game. 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 Scrollcraft (Divine) this way no more than three times (each counts as one Category: Sanctity expenditure of this skill), after which it can be used only Cost: 10/* by expending the scroll. When the fourth corner is gone, Prerequisite: Read Divine the scroll is immediately destroyed and must be torn in By using special inks and papers, which you must acquire half. in-game, and expending Scrollcraft points, you are able to record your Faith spells as Battle Scrolls. These may be Self-Sacrifice used by anyone with the Read Divine skill. To make your Category: Devotion scrolls, you must turn in your ink and paper at check-out Cost: 10 (unlimited use) and fill out a Scrollcraft Checkout Form. You must know the spell completely; if you partially learned it with a Prerequisite: None limitation or side effect, you cannot make a scroll of it. Through your great compassion, you are able to transfer It is possible to make scrolls of Cancel Spell and Light if an affliction (magical, physical, or spiritual) from another you have Scrollcraft. These cost none of your Scrollcraft person to yourself. This ability is limited to negative or points but do require the ink and paper components. 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 Scrollcraft (Magical) exchange of vitality (you cannot self-sacrifice Slay, Category: Power Backstab, Fireball, Bolt, etc.). If someone has Died because Cost: 10/* they lost all their vitality and then bled to death (as long as Prerequisite: Read Magic they are still a corpse and not a spirit), you can self- By using special inks and papers, which you must acquire sacrifice that, but it will not restore any vitality; they will in-game, and expending Scrollcraft points, you are able to have 0 vitality and begin bleeding to death again, and you record your Mana spells as Battle Scrolls. These may be will be Dead. used by anyone with the Read Magic skill. To make your You cannot self-sacrifice the mind-controlling effects scrolls, you must turn in your ink and paper at check-out Charm, Enslave, or Betrayal. You also cannot self-sacrifice and fill out a Scrollcraft Checkout Form. You must know Curses, other permanent effects (including Forget), the spell completely; if you partially learned it with a Sojourn, or Final Death. Self-Sacrifice cannot be used to limitation or side effect, you cannot make a scroll of it. transfer an ailment to yourself if you already are suffering When you purchase Magical Scrollcraft, you must that ailment. For example: if you are Diseased, you may not choose a school of magic: Elementalism, Mentalism, Rune Self Sacrifice disease from another person. If your right Magic, or Wizardry. Each school of Magical Scrollcraft is arm is Maimed, you may not Self-Sacrifice another considered a separate skill. If you can cast a spell with person’s maimed right arm. Mana and you have Scrollcraft in the same school, you can You must state which effect you are Self-Sacrificing in scribe that spell as a Battle Scroll. You may only learn one order to show that you are willingly accepting this fate. For school of magic, which applies to both your Mana and example, if your victim has been poisoned, you would say, Scrollcraft, unless you have Sight. “Self-Sacrifice Poison.” If the victim is not suffering from It is possible to make scrolls of Cancel Spell and Light if the effect that you think they are, they will state “No you have Scrollcraft. These cost none of your Scrollcraft Effect.” Diagnose will assist you in determining what the points but do require the ink and paper components. victim might be suffering from, but will only work as stated in Diagnose on page XX. If the victim is suffering multiple effects, you take one at a time. You can choose to Scroll Mastery take one and not the others. Category: Sight You may not resist in any way the affliction that you Cost: 10/15/+ have Self-Sacrificed, even if you have a spell or ability that normally would allow you to resist it. Once taken on, this Mythical Journeys Renaissance 51

Skill Descriptions DRAFT 8.16.2012Part 1 -- 2Getting Started affliction may however be cured in any normal way. Once Cost: 20/30/+ you take over an effect for a person, they must inform you Prerequisite: Small Weapon, Short Blade, or Short Blunt the length of time remaining on the effect and you must Weapons then take over exactly where they left off. (Example: You With sudden strike you can knock the wind out of a foe, Self-Sacrifice Poison. You immediately fall Unconscious leaving them gasping for air and unable to speak. You must and the original victim becomes Conscious again. They be using a weapon no larger than a short sword. Call inform you that they only had one minute to live, so you "Silence" before striking. After being struck in any legal now have only one minute to live.) target area, your foe is Silenced for 1 minute. Silence can be Parried, but if it simply misses or is blocked, the skill is Shield not expended. Category: Finesse, Might Cost: 20 (unlimited use) General Cost: 40 Slay Prerequisite: None Category: Might You have trained in the proper use of a shield up to 30” Cost: 40/60/+ in diameter if round, or up to 24” x 30” otherwise (e.g. Prerequisite: any melee weapon rectangular). It must be larger than a buckler, and have With a mighty strike of your weapon, you can inflict 5 both a handle and an arm strap. This is not a weapon and points of damage. Call “Slay” before striking. The strike may not be used as one; shield bashing, rushing and must hit the torso area of the opponent. If it does not hit punching are not allowed. A shield cannot be disarmed. For the torso area, the skill is not used. This skill can be more details see Shields on page XX. Also see Buckler on blocked with the Parry skill, or resisted if the target is page XX and Tower Shield on page XX. wearing heavy armor on their torso. This skill may not be used with a missile or thrown weapon. (Slay With Bow is a Short Blades separate skill.) Category: Finesse, Precision, Subtlety Cost: 10 (unlimited use) General Cost: 20 Slay Foe Prerequisite: None Category: Special (Might: Holy Warrior, Hunter) You are proficient in the use of any bladed weapon, Cost: 30/45/+ including swords and axes, with a length between 19” and Prerequisite: Chosen Foe 30”. One-handed weapons may be fashioned for use with Not only have you learned to anticipate the attacks of one or two hands. your chosen foe, you also know how to target their most vulnerable areas. This skill works like the "Slay" skill (and Short Blunt Weapons you call "Slay" to use it), but may only be used against Category: Might, Precision, Subtlety your chosen foe. Cost: 10 (unlimited use) General Cost: 20 Prerequisite: None Slay With Bow You are proficient in the use of any blunt weapon with a Category: Special (Finesse: Archer) length between 19” and 30”, such as a war hammer. One- Cost: 40/60/+ handed weapons may be fashioned for use with one or two Prerequisite: Archery, at least 5 hands. Pierce With a Short Staff powerful and Category: Sanctity, Power well-aimed Cost: 15 (unlimited use) General Cost: 30 shot from Prerequisite: None your bow or You are proficient in the use of the Short Staff in crossbow, you combat: a blunt weapon without a head or any type of can inflict 5 blade, no longer than 48". Only one hand is required to points of damage. wield a Short Staff. Short staves (and other weapons 48" Call “Slay” before or less) can be affected by the Disarm skill. Short staves shooting. The may also be wielded using the Short Blunt Weapons or strike must hit the Long Blunt Weapons skill (depending on the length). torso area of the opponent. If it does not hit the torso area, the skill is not Silence used. This skill can be blocked with the Dodge skill, but it Category: Special (Subtlety: Burglar) 52 Mythical Journeys Renaissance

SkillsDRAFT 8.16.2012 - 2 Skill Descriptions cannot be Parried. Heavy Armor worn on the torso allows Subdue the wearer to resist Slay, including Slay with Bow. This Category: Might skill may not be used with a melee weapon. (Slay is a Cost: 20/30/+ separate skill.) Prerequisite: None With a strong and quick arm, you may surprise your foe Small Weapon with a punch to the jaw. To perform this skill, you must be Category: General standing approximately one-and-one-half arms’ lengths Cost: 35 away from your target, call “Subdue,” and throw a small Prerequisite: None fist-sized bean bag at your opponent’s chest. If it connects You may use any weapon up to 18” in length, such as a with the front of your opponent’s torso, they will be dagger or a small hammer. 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 Spellbreaking beanbag in any way, successfully preventing the chest from Category: Special (Sight: Wizard) being struck, the attack fails but is not expended. Cost: 50 (unlimited use) Subdue can be resisted using Hardiness or a helm (if it Prerequisite: Wizardry Mana is not broken), and the skill is expended if it is resisted. Your ability to perceive and work with pure magical Unlike the Knockdown skill, you may not defend yourself energy allows to you weaken or use spells cast against you. at all while Subdued. Parry cannot block this skill (because Any time you are hit with a bolt spell, are Conscious when it is not performed with a weapon). Subdue does not last hit, and do not resist it, you are restored one Wizardry long enough for the victim to be Quickdeathed. Mana. Any time you are under the effects of a spell with a duration of 1 or 5 minutes, and Conscious, you may cancel Taming The Cobra the spell after 10 seconds by expending 1 Wizardry Mana Category: Special (Might: Monk) and stating, “Spellbreak.” Spellbreaking cannot be used when you are unable to use your Mana (including under Cost: 10/15/+ the effects of Feeblemind) but can be used against other Prerequisite: None mental effects (including Charm and Enslave) and against You have mastered the kata of the serpent. If Poisoned, Silence, as long as they have a duration of 1 or 5 minutes. you may state “Taming the Cobra” and drop to the ground in a meditative state before the onset of Unconsciousness Staff caused by the poison. While in a meditative state with your eyes closed, you will not go Unconscious from the poison Category: Sanctity, Power and will be aware of your surroundings by listening. As Cost: 20 (unlimited use) General Cost: 40 long as you do not stop meditating and are not attacked Prerequisite: None during your meditation, you will remain alive. As soon as You are proficient in the use of the Staff in combat: a you stop meditating, or are attacked, the poison takes 49-72" blunt weapon without a head or any type of blade. effect. This can be used to delay the effects of other Two-handed weapons such as staves are immune to the venoms as well as long as it is used immediately after you Disarm skill when held in both hands. You may not wield a are struck. This skill does not cure you of the effects of the two-handed weapon with one hand. If you are holding a poison. two-handed weapon in one hand, you take the damage from any attack that it prevents from hitting your body. Staves Tanner/Trapper may also be wielded using the Pole-Arm skill. Category: Craft Cost: 3special (craft) Strength Prerequisite: None Category: Special (Might: Champion) Any player can try to skin monsters or other creatures Cost: 30/45/+ which have useful hides, although some pelts will be Prerequisite: 4 Vitality damaged excessively by the encounter or destroyed in the You are capable of summoning reserves of strength far attempt. A trapper will obtain four hides at the beginning beyond those of ordinary people. By using this skill, you of each game, unless special circumstances interfere with may pick up or manipulate an item marked with a his traps. Hides are represented with pieces of fur. In numbered red sticker with a number up to 10. The item addition, you can tan these hides and produce leather may be lifted or moved for up to one minute. If attempting instead, and if you obtain furs you can tan them (one piece to lift heavier objects, you count as 10 normal people for of fur produces one piece of leather). the group effort. Alternatively, you may expend one use of Skilled tanners/trappers produce more hides or leather, this skill to resist or remove the effects of Weakness. can tan special types of leather, and can trap small animals

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Skill Descriptions DRAFT 8.16.2012Part 1 -- 2Getting Started that have useful magical properties. These skills must be Transcend Armor learned in game. Category: Special (Power: Warrior Mage) Cost: 30 (unlimited use) Thrown Weapon Prerequisite: Armor Category: Finesse, Precision, Subtlety The Warrior Mage has learned to overcome some of the Cost: 15 (unlimited use) General Cost: 30 interference that light or medium armor creates for Prerequisite: Small Weapon spellcasting, although only with great effort and You may effectively use thrown weapons in combat. This concentration. The Warrior Mage must spend 30 seconds skill includes thrown weapons and javelins. Thrown roleplaying preparation for the spell, during which time he weapons, except for javelins, may not have any piping or must be stationary and have nothing in his hands which solid object within them; they must be made entirely out would interfere with spellcasting. At the end of this time, of foam, and no larger than 8”. Javelins may be all foam he must state "I transcend my armor," and immediately cast and between 24” and 36”, or they may be made from uncut the spell. (For Rune spells, he may not begin drawing the golf tubes with the end padded in the same way as a melee runes until the preparation time has been completed.) The weapon’s thrusting tip. Thrown weapons should be made spell may only be cast by touching the target/recipient with to look like weapons. Daggers, axes, hammers, and javelins a spell packet, not by throwing the spell packet. The spell are all acceptable; rocks are not. may also be cast on the Warrior Mage themself. This skill Pierce may be used with javelins only, and Venom may be does not allow casting with heavy armor. used with any non-blunt thrown weapon, but no other Fighting or Stealth skill may be used with any thrown Two-Handed Weapon weapon. Any Armor allows the wearer to resist any uncalled Category: Might thrown weapon attack. Cost: 20 (unlimited use) General Cost: 40 Prerequisite: None Tinker You may use two-handed swords, axes, hammers, and Category: Craft maces in combat. These weapons must be 49-66" in Cost: 3special (craft) length. Two-handed weapons are immune to the Disarm Prerequisite: None skill when held in both hands. You may not wield a two- You have a talent for the mechanical. You may use this handed weapon with one hand. If you are holding a two- skill to set up traps. These traps may be purchased in- handed weapon in one hand, you take the damage from any game; this skill lets you set them up for use. You may also attack that it prevents from hitting your body. move your own mechanical traps and acid traps, but not those set by others. Caltrops (popper traps) may be Two-Weapon pushed aside using a tool, but not touched with your hands Category: Finesse, Precision, Subtlety or collected. Buzzer traps and flash traps may never be Cost: 10/15/+ moved once they have been set up. If a trap is accidentally Prerequisite: any one-handed melee weapon set off while being set up, the character setting the trap will suffer the full effect of the trap as if they had triggered You have learned to fight with two weapons at once. One it normally (the Avoid Trap skill can still be used), and the of the weapons may be the size of a long sword (or trap will be expended. shorter); the maximum permissible size for the other weapon depends how many times you have purchased this Skilled tinkers may produce their own traps as well as skill. If you have purchased it once, you can only use a other types of complicated mechanisms (within the limits small weapon as your secondary weapon (up to 18”). If of what is possible in a fantasy setting). These skills must you have purchased it twice, you can use a short weapon be learned in game. (19-30”), and if you have purchased it three times, you can use a long weapon (31-48”). You still need the Tower Shield appropriate weapon skills in order to use your weapons. Category: Might When using fighting or stealth skills and two-weapon, Cost: 30 (unlimited use) General Cost: 60 two-weapon does not allow you to call a skill Prerequisite: None simultaneously for both weapons. Your call applies only to You are proficient in the use of a tower shield up to one weapon (whichever strikes immediately after the call). 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 Vitality be used as one; shield bashing, rushing, and punching are Category: General not allowed. A tower shield cannot be disarmed. Also see Cost: 20/30/+ (see below) Shield on page XX. Prerequisite: None

54 Mythical Journeys Renaissance

SkillsDRAFT 8.16.2012 - 2 Skill Descriptions

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, 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: 3special (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.

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Skill Descriptions DRAFT 8.16.2012Part 1 -- 2Getting Started

56 Mythical Journeys Renaissance DRAFT 8.16.2012 - 2

Chapter 4 Preparing for the Event

“We're all dead anyway....somebody hand me a longsword” ~ Morguhn Mac-Tyr

Weapons Maximum weapon lengths are: Mythical Journeys uses weapons made from CPVC (3/4”) y Small Weapon: up to 18” or kite rod (minimum .505” for one-handed weapons, y Short Blade/Blunt: 19” - 30” .610” for two-handed weapons), with foam padding (minimum 5/8” wall thickness) and a foam thrusting tip, y Long Blade/Blunt: 31” - 48” held together with duct tape. For more information about y Two Handed Weapon: 49” - 66” making your own weapons, see Appendix A Weapon Construction. No weapons may be made of any materials y Staff or Polearm: 72” other than those listed in the Sword Construction section y Thrown Weapon: 8” of the rule book. If you have an idea for an unusual weapon, please contact the Mythical Journeys staff for y Thrown Javelin: 24” - 36” 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 Armor regular style game weapon as a back up in the event your Armor has been indispensable for warriors throughout weapon fails inspection. history, and Mythical Journeys is no different. The use of It is highly recommended that all new players with no armor requires the Armor skill, which represents the ability previous weapon crafting experience bring all the supplies to move effectively and position the armor against attacks necessary to create a new weapon. If your weapon fails to to achieve its full defensive potential. A single purchase of pass safety inspection you will be left weaponless for the the Armor skill allows the use of light armor, two duration of the event if you can’t construct a new one, purchases allows medium armor, and three purchases purchase one, or borrow one allows heavy armor. from a fellow player. Unfortunately, Mythical Journeys does not have enough weapons to replace unsafe player weapons. 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.

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Armor DRAFT 8.16.2012Part 1 -- 2Getting Started

Those who use Mana-based spells should remember that it repair up to three areas of armor. The areas are the torso, is impossible to cast these spells while wearing armor. right arm, left arm, right leg, and left leg. For example, repairing armor that covers both arms and both legs (four To receive the benefit of armor, in addition to the skill, you areas total) requires 2 pieces of metal and four minutes, must actually be wearing armor. Armor is assigned by total. location. The five locations are your torso, right arm, left arm, right leg, and left leg. At least half the location must Any location protected by medium armor is immune to all be covered for it to be considered armored. uncalled attacks from thrown weapons and missile weapons. If any skill or effect is called (for example “Fire”, Costume armor is acceptable, however the Mythical “Magic”, or “Venom”) the medium armor does not protect Journeys staff will not grant you armor protection for low- you. In addition, if you are wearing medium armor on your grade, or “cheesy” armor. Tin foil is not suitable as armor, torso, you are immune to Bolt spells (any spell that does 1 nor is duct tape or similar material. At no time do we want point of damage). You should state “Armor” when using you to think that you have to spend your life’s savings on this protection. 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 Heavy Armor board for ideas. Rigid or 11+ oz. thick leather armor that is reinforced with metal plates is considered heavy armor. These armors Your armor is destroyed any time you are Dead due to are repaired with the Leatherworking skill, and require 1 bleeding to death or being Quickdeathed. Armor that is piece of leather and two minutes to repair up to two areas removed from a Dying body is still considered to have been of armor. The areas are the torso, right arm, left arm, right destroyed during combat. Consider the damage to have leg, and left leg. For example, repairing armor that covers occurred during the battle, not while you were laying on the entire body (five areas total) requires 3 pieces of the ground. If you die from a Death spell, or from contact leather and six minutes, total. or ingestive poison, your armor is not damaged. When your armor is destroyed, it does not offer any protection at Plate armor (armor made of large metal plates with no all. You should remove it as soon as convenient. Destroyed significant gaps) is also considered heavy armor, and is armor still interferes with the use of Mana-based spells. 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 Light Armor leg. For example, repairing armor that covers the entire Light armor can be made of leather that does not meet the body (five areas total) requires 3 pieces of metal and six requirements for Medium or heavy armor. It is repaired minutes, total. using the Leatherworking skill, and requires 1 piece of Leather and two minutes to repair up to a full suit of light You can also combine medium metal armor (chain, scale, or armor. lamellar) with medium leather armor to receive the benefits of heavy armor. You still need the skill to wear Any location protected by light armor is immune to all heavy armor, and both your metal armor and leather armor uncalled attacks from thrown weapons. You should state must cover at least half of the location. Just adding a small “Armor” when using this protection. An “uncalled attack” amount of chain mail does not count. Both must be visible is one in which no skill is called. If any skill or effect is at least in part, one cannot completely cover the other. No called (e.g. Fire, Magic, Venom), the armor does not other armor can be stacked, only medium metal armor with protect you. medium leather armor. When your armor breaks, it is treated as two broken sets of medium armor. The metal Medium Armor armor must be repaired by a blacksmith and the leather Medium armor can be made of leather, if it is very thick part by a leatherworker. If you fix only one, you only get (11+ oz.), rigid (e.g. boiled or waxed), or reinforced with the benefit of medium armor. Your armor can be enhanced metal plates. If the base material is leather, it is repaired by a blacksmith or a leatherworker with the appropriate with the Leatherworking skill, even if it contains some skills, but not both at once. metal. Repairing these armors requires 1 piece of leather Any location protected by heavy armor is immune to all and two minutes to repair up to three areas of armor. The uncalled attacks from thrown weapons and missile areas are the torso, right arm, left arm, right leg, and left weapons. In addition, any limb protected by heavy armor is leg. For example, repairing armor that covers both arms immune to Maim, and if you wear heavy armor on your and both legs (four areas total) requires 2 pieces of leather torso, you are immune to Slay and all Damage spells and four minutes, total. (regardless of where they hit you). You should state Chainmail and scale or lamellar armor (any armor made of “Armor” when using this protection. Armor does not small overlapping metal plates) is also considered medium protect against called attacks other than those listed here, armor. These armors are repaired with the Blacksmithing nor does it protect against uncalled melee attacks. skill, and require 1 piece of metal and two minutes to 58 Mythical Journeys Renaissance

Preparing forDRAFT the Event 8.16.2012 - 2 Costuming

Helmets beepers, etc.) are also not permitted. An analog pocket Any head protection that meets the requirements for watch is permitted. Medium or Heavy armor will protect you completely from You have no costuming? There are numerous vendors of Waylay and Subdue, as long as it has not been destroyed. medieval clothing, many of whom are listed on our web site’s Bike helmets, hardhats, and other anachronistic items are Links page, and some have very reasonable prices. If you have a not suitable for use as helmets. A helmet may be worn if little bit of extra money to spend, Mythical Journeys often has you have purchased the Armor skill at least twice, and is merchants on Friday night before the game, selling proper considered one area for repair purposes. game attire, pouches, hoods, and other gaming accessories to make your character look like a long time veteran. Shields You want to spend as little money as possible? Costuming Shields must be padded around the rim, and may not have doesn’t have to be expensive. Here are some ideas to get any protruding sharp points. For example, if you have you started: attached the grip using bolts, these must be covered. A large, roughly square piece of material with a hole in the y Buckler: up to 18” diameter, with a one hand grip and top makes a quick and easy poncho. A narrower rectangle no arm strap. Bucklers cannot be disarmed. of material (about as wide as your shoulders) with the y Shield: up to 30” diameter if round, up to 24”x30” same hole is a surcoat - add a belt and you’ve got the basis otherwise (e.g. rectangular). Shields cannot be of a costume. If you can sew, you can fancy these up with disarmed. trim, or for the more ambitious you can find patterns at your local fabric store. The “t-tunic” is a basic design that y Tower Shield: up to 21"x38". Tower shields cannot be anyone with even marginal sewing ability can accomplish; disarmed. 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 Costuming generic. An alternative, wrap pants, are easy to make “A life of danger is no excuse for looking shabby. (another easy web search if you need a pattern). A t-tunic A true hero always remembers to look the part.” or a surcoat and shirt over either type of pants, finished off - Shae Tallencrest, Seamstress of Dumar with a belt, and you can consider yourself dressed. You can find usable or adaptable costuming in many places. At Mythical Journeys, our goal is to create a realistic world Thrift stores and flea markets are good places to find that you are completely immersed in, from Friday night at unusual clothing items cheap. These include belts and Game On to Sunday noon when the game ends. In part, we leather or fur jackets that can be adapted for the barbarian do this by creating plots, by sending out cast in various look. An old leather purse from the thrift store, with the roles (including monsters), by supplying appropriate strap removed and some holes to fit a belt through, is a costuming to our cast for whatever role they happen to be quick and easy belt pouch. Army surplus stores are also playing, and by using props to decorate game buildings. good places to find leather pouches and belts. Many craft However, it also depends on you wearing an appropriate stores will carry simple drawstring pouches, too. Martial costume. arts supply stores can be useful for some Dragon Dynasty The importance of a good costume cannot be overstated. characters. Costuming helps to set the atmosphere for the events and Footwear is a challenge for many people. Sandals are an also helps you to role-play your character to its fullest easy choice, when the weather is nice. Minnetonka potential. In addition to enhancing the setting for Moccasin© makes a variety of relatively inexpensive boots everyone, it makes you look like someone who’s been (although they provide little ankle support and are not around, who knows what’s what, who is worth interacting suitable for everyone—a pair of good insoles help a lot, with. A good costume can make you memorable, and can though). You may be able to find simple leather boots at a make an impression on everyone you meet. The better you local discount shoe store, too. look, the more experienced and respectable you appear. Keeping warm is important. Wearing layers under your If you are playing a race besides Human, make sure you costume is often the best option. A cloak (or poncho as consider the costuming requirements of your race. See above) can also help keep you warm. A simple but Chapter 2 Races for more details. traditional cloak can be made from a large rectangular piece We expect everyone to meet a certain minimum standard of fabric, pinned in front. Waterproofing your cloak and for costuming. Obviously modern items are not permitted. boots will keep you much more comfortable if it rains. These include tank tops, t-shirts, cargo pants, jeans, trench Also, bring extra socks. It doesn’t really have anything to coats, sunglasses (normal glasses are okay), white or bright do with costuming, but wearing cold, wet socks is not how colored sneakers, or anything with an obvious logo. you want to spend your game. Trust us. A hood or mantle Technological devices (wrist watches, cell phones, radios, Mythical Journeys Renaissance 59

Real World EquipmentDRAFT 8.16.2012Part 1 -- 2Getting Started can also add a great look while adding warmth; these are “basic black”—a base layer of black that you can wear relatively inexpensive (and easy to make). under other costuming. Black t-shirts and sweats are fine for this; you should bring more than one of each, since You can use wigs, make-up, and facial prosthetics as ways you’ll be running, fighting, and sweating for much of the of making your character look even more distinctive, but weekend. Bringing your own belt guarantees you’ll have one please note that these are considered parts of your that fits, and pouches are also useful if you have any. Cargo character, and if worn at all, they must be worn at all times pants and jeans are not acceptable. Cast are welcome to you are in-game. bring your own costuming beyond these items, if you have If you create a character that wears armor, we ask that you try to it, but these are the minimums you can get by with. 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 Real World Equipment knife). Please keep in mind the armor rules when constructing “You don’t need to run faster than the monsters your armor. to escape certain death, just faster than your friends.” Need more ideas? Ask on our message board and people will be glad to help. - From the Mythical Journeys Rules of Adventure What Not to Wear What should you bring to an event? Here is a list of items Some items and costume pieces may not or should not be you may want to consider: worn, either because they have specific meanings, or they y Costuming, which is essential to the atmosphere of are anachronistic. the event. This may include changes of costuming or y Do not wear a yellow armband or horizontal yellow stripe on just the basics of extra boots, clothing, and socks. your arm. Maybe even a type of period rain gear or something easily covered up by costuming. Remember to pack for A yellow armband indicates a non-combatant player. See the weather. Noncombatant Players on page 75 for more information. y A tankard or period looking drinking vessel for y Do not wear a circlet or crown. partaking in the tavern. Circlets and crowns indicate nobility. It is a crime punishable y Feast gear if you plan to eat at the tavern including a by death in many areas of Pendaan to impersonate a noble. plate or bowl, a cup or tankard, and utensils. y Do not wear a red armband or horizontal red stripe on your arm. y Food and drinks are very important to your survival at A red armband indicates a member of the Courier’s Guild. the event. We suggest bringing plenty to drink such as water and juice to prevent dehydration. y Obviously modern items are not permitted. These include tank tops, t-shirts, cargo pants, jeans, trench coats, y Sleeping bag (good for down to zero degrees) and sunglasses (normal glasses are fine), white or bright colored pillow. It can get chilly at the earlier spring events and sneakers, or anything with an obvious logo. Technological the later fall events. devices (wrist watches, cell phones, radios, beepers, etc.) are y Tent, if you plan to stay outdoors. also not permitted. y Shower gear including your essentials (shampoo, soap, An analog pocket watch is permitted. toothpaste, toothbrush, towel, etc.). Shower shoes are recommended. The Test y Insect repellent is always nice to have. Remember we Once you’ve put your costume together, it’s time to test it are in a wooded area. out. Don’t wait till you get to the game! Put on your costume, y First aid kit including wrap bandages, band-aids, etc. add any weapons you might be carrying, and put some coins in your pouches/pockets. (You have no pouches or pockets? y Props to decorate your cabin and enrich the atmosphere. Then how will you carry your loot?) Now, run 50 feet. What y Tape or CD player to play medieval music in your worked? What hit you in the face? Did all your stuff fall out cabin only (not too loud, please). of your pockets? This is the time to fix it. y Boffer-style weapons as described in Appendix A Costuming For Cast Weapon Construction. For those planning to be cast, not players, the requirements y A notebook, pen, and pencil (to take in-game notes). are simpler. We can supply most of your costuming for the y Weapons repair/creation kit to include duct tape, event. You need to bring suitable shoes (as above) and open-cell foam, scissors, etc.

60 Mythical Journeys Renaissance

Preparing forDRAFT the Event 8.16.2012 - 2 General Information

y Spell packets if you are a spell caster. Always bring y message board spell packets for yourself. Cast will not provide extras y and so much more for you to use. y In short, the web site is the place to go for all your Flashlight to be used in the cabins only (or after Mythical Journeys needs. “game off” at 2 AM). y Glow sticks for Light spells. If you have any questions, comments, or feedback please feel free to use our Message Board, Online Help Feature, y Trash bag(s) to keep your cabin clean during the event. or e-mail [email protected]. y The Mythical Journeys Rule Book in hard copy form Additionally, we are continuously striving to improve our to reference during the game. site. Please e-mail any thoughts, comments, ideas or issues By no means is this list the end all of what you may need. you have to [email protected]. There are more suggestions available on our web site. Each You do not have to own a computer or have internet access person’s needs differ and we could never fit all the in order to enjoy all the Mythical Journeys web site has to possibilities here. Make a list and be sure you have offer. Stop by your local library. Most libraries now have everything on it. Once you think you do have it all, check computers that give you internet access and the ability to again. do e-mail through free services such as Yahoo! or Hotmail.

Contacting Us General Information Mythical Journeys can be reached by the following means: The first step to interacting with Mythical Journeys is keeping in contact with the Game. You will need to contact Our web site: http://www.mythicaljourneys.com Mythical Journeys often—to create your character, to In addition to a Contact Mythical Journeys page, the web register for events, to interact with other players and cast site has a HELP feature on its menu that will bring your members, both about in-game and out of game concerns. question or request to the prompt attention of the Mythical Journeys staff. Web Site E-mail: The Mythical Journeys web site is the main method of interacting with Mythical Journeys. Our web site, [email protected] - All feedback— http://www.mythicaljourneys.com, was developed to be a positive or negative—and post event letters (if you fully interactive and informative resource for our members. did not use the online form). It is “one stop shopping” for all your questions and needs For our mailing address, please see our web site. 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. Before the Game We also have an online Help System that makes the process There are several things that need to be taken care of before of getting your questions and issues resolved quick and you come to play Mythical Journeys. These include: easy. Some of the information resources you will find include: y Creating a user profile y y event location and directions Registering for the event y y event schedule & costs Paying for the event y y sleeping arrangements Providing a signed parental consent form if you are 16 or 17 years old (part of the Mythical Journeys y contact information for Mythical Journeys and its Participant Agreement Form) members y Completing the Mythical Journeys Participant y news and developments Agreement Form (Waiver) y online feedback form (Post Event Letter or PEL) y our mission statement and company information User Profile Before you can come to Mythical Journeys as a player, you y game promotional stuff should create a user profile in our online database. Once y photos of events you have a user profile and log in to our site, you can register for events online, view the in-game message board y game lore (if your character is literate), and have access to many y online rule book other “members only” features of Mythical Journeys.

Mythical Journeys Renaissance 61

Before the Game DRAFT 8.16.2012Part 1 -- 2Getting Started

Privacy Policy registration canceled and payment refunded or applied to a Your address, e-mail address, and phone number are your future event. If you don't notify us at least one week before business and will not be furnished to anyone without your the event, you are responsible for the cost of the event. If permission. All personal information submitted to us will you were registered and told us you were paying at the be held in the strictest of confidence. If you would like to door, but fail to give us one week notice you still must pay contact another player, we recommend you attempt to for the event even if you didn't attend. reach them through our message board. Our web site also If you do not attend the event, you will not receive points has ‘couriers’ to send private messages to individual players for the event even if you were registered. or cast members. If you have been suspended, expelled, or removed from play Membership for any reason, your registration is forfeit. Membership to Mythical Journeys is free and as simple as creating your online profile through our web site. Parental Consent You must be at least 18 years old to play or cast at Registration and Refunds Mythical Journeys. Pre-registration reserves your place for an event and allows Those who are 16 or 17 years old may play or cast if: us to better prepare for your stay. Pre-registration also y you have played or casted for us before, or allows us to design plot that directly involves your character. You can register for our events on our web site, y a parent, legal guardian, or responsible adult family making payment by credit card. If payment is made before member is playing or casting for us. the preregistration deadline (generally two weeks before Young adults (ages 16-17) are required to submit the the event), you can pay the lower pre-registration price. parental consent form (available for download on our web After the deadline, you will pay the at-the-door price. To site) before participating in a Mythical Journeys event. You pay at the door (cash only), you can register online after will not be allowed to participate until this form is the pre-registration deadline. completely filled out and signed by your parent or legal If the event fills before you have registered, you can put guardian—no exceptions. yourself on the standby list, in case other players cancel. If Proof of age is required at your first event (a birth you were on standby and a space opens up for you, you have certificate will do if you have no photo ID). Falsifying two weeks to pay from the date we moved you to the signatures misrepresenting your age, or aiding someone in registration list. If you do not pay within two weeks, you will misrepresenting their age will result in expulsion from all lose your spot. If you were on standby, future events. If you have a youthful appearance, we cannot and you pay by credit card online, you allow you to participate until you have shown us a valid can pay the pre-registration price as proof of age—no exceptions. long as you are paying within two weeks of being registered, and you are paying no later than Participant Agreement Form the Wednesday before the Before you can play or cast for Mythical Journeys, you must event. complete the Participant Agreement Form, available for download on our web site. This form is also available when you arrive at the If you are paying at the door, game for check-in. payment must be made in cash. We cannot accept credit cards on site, or checks at any time. 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

62 Mythical Journeys Renaissance DRAFT 8.16.2012 - 2

Part 2 Playing the Game

Chapter 5 - Arriving at Game ...... 59 Chapter 9 - The Stuff Adventures Are Made Of ... 87 Setup ...... 60 Immovable Vs. Irresistible ...... 87 Sleeping Arrangements ...... 60 Magical Gates ...... 88 Drop Off Your Gear ...... 60 Loot ...... 88 Check In ...... 60 Enchanted Items ...... 89 New Player Meeting ...... 60 Stealing ...... 90 Opening Meeting ...... 60 Chapter 10 - Magic and Spells ...... 91 Chapter 6 - Interacting with the Game ...... 61 Schools of Magic ...... 91 Acceptable Behavior ...... 61 Your First Spells ...... 91 Sexual Harassment Policy ...... 61 Rules of Magic ...... 92 Alcohol and Drugs ...... 62 Stacking Spells ...... 92 Cheating ...... 62 Learning New Spells ...... 93 Disciplinary Action ...... 62 Beginning Spells ...... 93 Thieves and Stealing ...... 62 Lost and Found ...... 63 Chapter 11 - Faith and Religion ...... 99 Disguise and Forgery ...... 63 Faith, Pilgrims, and Dedication ...... 99 Living Space ...... 63 Casting Faith Spells ...... 100 Out Of Game Areas ...... 63 Learning Faith Spells ...... 100 Metagaming ...... 63 Religions ...... 101 Searching Others ...... 64 Pilgrim Spells ...... 104 Staying In-Game ...... 64 Chapter 12 - Alchemy and Herbalism ...... 105 Chapter 7 - Combat ...... 65 Collecting Magical Components ...... 105 Physical Contact ...... 65 Alchemy vs. Herbalism ...... 105 Stopping Combat ...... 65 Potions, Oils, and Powders ...... 106 Combat Safety ...... 66 Learning Alchemy ...... 107 Noncombatant Players ...... 67 Learning Herbalism ...... 107 No-Combat Areas ...... 68 Starting Recipes ...... 108 Legal Hits ...... 68 Using Your Processes ...... 108 Courtesy ...... 68 Calling Skills ...... 69 Chapter 13 - After Game ...... 109 Role-Playing Combat ...... 69 Leaving the Game ...... 109 Damage and Vitality ...... 70 After the Game ...... 109 Death and Dying ...... 71 Miscellaneous Information ...... 113 Chapter 8 - Sounds of Battle ...... 75 Chapter 14 - Advancing Your Character ...... 115 Special Attacks ...... 76 Advanced Classes ...... 116 Special Defenses ...... 77 Prestige Classes ...... 121 Attack Calls ...... 78 Poison ...... 84 Traps ...... 84 DRAFT 8.16.2012 - 2 DRAFT 8.16.2012 - 2

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 They received packets at check in, complete with a event to help set up the camp. There were a lot of character card listing the skills they had chosen. Tim things that needed to be done to translate a nature was surprised to see a note on his about a vision that camp into a Medieval village. Helping out gave them an his character had experienced the evening before. It told excellent opportunity to see the site in the light of day of dark omens for the future and an adversary covered and get acclimated. They learned where the Tavern was, in feathers. He was sure it was a hint of things to come where “Fate” could be found, they even helped to set up and resolved to be alert to any foes who wore the cemetery where fallen adventurers find their rest. At headdresses. Gerry found a vial of poison within his one point, Kim walked through the giant operations packet and remembered that he had decided to take the center that the cast used to control the encounters of poison skill. He remembered reading that Poison was the event. Gerry even caught a glimpse of the “Module illegal in Eldyrwood and resolved to keep the vial in a Building” where indoor adventures were rumored to secret place until needed. He had a perfect hiding place take place when the players needed to be someplace that in mind for the poison, in his sleeve. Nobody would couldn’t be represented in the camp. It was hard work, ever check there, and it would be available if he needed but a lot of fun, and even more so when they thought it. about the new skills they would buy with the points they were earning. They resolved to try staying late on It was only an hour before game start and before they Sunday to help with site breakdown as well. would finally see what came of all their plans. They headed to the New Player Meeting to get a brief Time passed quickly and it was time to check in as their overview of the game and its rules as a refresher. In the characters. They showed up at the tavern in their next hour, they would get to ask any of their final costumes and with their armor and weapons ready to be questions or clarifications. The team thought they had checked for safety and given values. Gerry had been a pretty good understanding of the rules, but soon practicing with his weapons for so long that he had found many causes to be grateful for the overview. Tim, forgotten to make a new weapon for the game. His Jason, and Lloyd were particularly happy to get some weapon had some weak spots and he had forgotten to pointers on fighting safely from the instructor. For bring weapon repair materials to the game. He cursed their part, Kim and Tim learned some new ways to carry his luck, but Lloyd had a spare short sword he could their spell packets and how to ensure their spells borrow, so the rogue was able to start with a weapon. incantations were said clearly, so that they wouldn’t fail. Rich was especially pleased that the armor he had spent As they became confident enough to ask questions so long on was given heavy armor status. He had found about the town or political structure and where they instructions for making it on the internet and he was could find work, they learned the most often repeated extremely proud of it. He bragged to Lloyd that he phrase of Mythical Journeys as well: FOIG, or “Find would be a tank now. Out In Game”.

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Setup DRAFT 8.16.2012Part 2 - -Playing 2 the Game

Finally, the anticipation is over, and you’ve arrived at the so traffic to and from the cabin areas may flow smoothly. event site! GbgX5 Vehicles are forbidden on site during game play Now what? hours unless there is a medical emergency. Please plan You may arrive at the Mythical Journeys game site as early as 5 accordingly. 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 Check In steps you will need to take upon arrival at Mythical Journeys. Check-in begins at 6:00 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 Setup safety, evaluate any armor you are wearing for its protective Set up for an event usually begins Friday morning. If you value, and assist you with overall character creation. If you would like to receive extra CP for helping us transform the did not pre-register, and space is still available, you may camp into a medieval fantasy town, this is your big chance. register at check-in. If you have never played before, be sure We appreciate the help as well. We need many hands to to ask where the New Player Meeting is being held. New transform a nature camp into Eldyrwood. 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 Sleeping Arrangements Meeting. Players arriving too late for normal check-in may If you preregistered for the event, you will find a listing of all sleeping arrangements in the Check-In area. If you did come to the plot center to check-in, no earlier than 10:00 PM . not preregister (or if you need to change your sleeping arrangements) a staff member will promptly help get you GbgX5 Weapons must be checked for safety every event. You situated. Sleeping arrangement information is available on cannot check in without your weapons. 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. New Player Meeting Our New Player Meeting is required for all new players Drop Off Your Gear and cast. It will teach you how to play Mythical Journeys in Bring all of your equipment to your assigned cabin and get into just a short period of time. Here we will go over game costume. Once all of your gear is properly stored and you are in full rules, basic safety, role playing, and a variety of other costume, armor, and weapons, return to the Check-In area. If you are interesting things. This meeting is usually conducted at staying in a tent, please let us know 8:00 PM on Friday night. where it is located for safety reasons. Be sure to return your vehicle to the parking lot as Opening Meeting soon as possible 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.

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Chapter 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 Sexual Harassment Policy everyone has a fun and safe game play. We’re all here to Mythical Journeys believes that you, as our guests, cast and staff, have fun, so let’s help each other. 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 Acceptable Behavior physically to unsolicited and unwelcomed sexual overtures or “Will I get out for good behavior?” conduct. Sexual harassment refers to behavior that is not welcome, that is personally offensive, that debilitates morale and, - Last Words of F’Gor Before his Sentence to the Void therefore, interferes with our effectiveness. Behavior that amounts In one form or another you are going to interact both in to sexual harassment may result in disciplinary action, up to and and out-of-game with Mythical Journeys. The following including Expulsion. are explanations of these ways. Though we travel to a fantasy world, the laws of the real Definition world are still in effect at Mythical Journeys. Assault, Mythical Journeys has adopted, and its policy is based on, harassment, sexual harassment, theft, vandalism, etc., all the definition of sexual harassment set forth by the Equal still exist. Breaking real world laws will result in action Employment Opportunity Commission (EEOC). The from the local police department and expulsion from EEOC defines sexual harassment as unwelcome sexual Mythical Journeys. advances, requests for sexual favors, and other verbal or physical conduct of a sexual nature when: Vulgar and obscene language is not appropriate. Mythical Journeys is intended for participants as young as 16, and y such conduct has the purpose or effect of therefore adult content is not appropriate. For example, unreasonably interfering with your performance or discussion or implication of sexual assault is not creating an intimidating, hostile or offensive acceptable, nor are lewd and/or tasteless descriptions of in- environment. game searches. y submission to or rejection of such conduct by you is Please report any of the above incidents to the game used as the basis for decisions affecting you. owners as soon as possible. If you would like, you may y submission to such conduct is made either explicitly remain completely anonymous. We are also available or implicitly a term or condition of your participation. between events at the regular Mythical Journeys address to discuss issues from previous events. What is Not Sexual Harassment Please remember when searching and moving people that Mythical Journey’s recreation of a medieval/renaissance you are not allowed to touch other players without their village may include bawdy behavior. Flirtation as part of permission, as described in Searching Others on page 70 and creating this atmosphere should not be construed as sexual Carrying Others on page 70. harassment.

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Alcohol and Drugs DRAFT 8.16.2012Part 2 - -Playing 2 the Game Complaint Procedure Disciplinary Action If you experience or witness sexual harassment during The following methods are used by Mythical Journeys to event hours (set-up until clean-up), report it immediately discipline disruptive players: to an event manager or owner. All allegations of sexual harassment will be quickly investigated. To the extent Warning (Minor) - A warning is nothing more than an education possible, your confidentiality and that of any witnesses and in policy on minor issues and a tool for our staff to track member the alleged harasser will be protected against unnecessary behavior. We use warnings to officially remind you of specific game disclosure. When the investigation is completed, you will rules and log the warning to your profile. Warnings in your profile are be informed of the outcome of that investigation. unlikely to have any long-term repercussions unless you accumulate several in a short span of time. Retaliation Prohibited Ejection (Serious) - Ejection is a short form of suspension Mythical Journeys will not tolerate retaliation against where the member is immediately removed from game play and anyone who brings a complaint of sexual harassment or asked to leave without refund or compensation for the remainder who speaks as a witness in the investigation of a complaint of the event. Ejection is used when real-world emotions have of sexual harassment. 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 Alcohol and Drugs we deem it necessary. The use or possession of alcohol or illegal drugs on the Event Suspension (More Serious) - An event suspension game site are not permitted. We also cannot permit anyone may be used for individuals who have previously received a on site who is under the influence of alcohol or illegal warning for a similar or identical incident. Event suspensions drugs. If you go out for dinner and have a drink, even just a help reinforce the unheeded warning previously issued by staff. beer or a glass of wine, please do not return to game. If we Event suspensions are also used on policy violations we do not believe you are using, have, or are under the influence of consider minor and are issued to stress the importance of the alcohol or illegal drugs, you will be suspended or situation. During an event suspension the individual may not permanently expelled from the game. attend events or use the game message board. Extended Suspension (Very Serious) - An extended suspension lasts for a period of time determined by game Cheating staff and may be used for individuals who need to be Mythical Journeys strives to keep the game free of removed from the game for repeatedly violating game individuals who bend the rules to their advantage, blatantly policy in a brief period of time. Extended suspensions tend cheat, reveal plots, violate safety rules, and those who are to be rare and are issued only for serious violations. During constantly grieving. Grieving is when an individual an extended suspension the individual may not attend constantly complains to the game staff to have previous events or use the game message board. rulings overturned or game rules changed to their Expulsion (Most Serious) - Individuals who excessively advantage. and/or grossly ignore game policy will be permanently banned Cheaters cause others to quit the game due to the negative from participating in Mythical Journeys events. Expulsions are experience. They also discourage new players from joining very rare and represent a member who is unable to abide by who don’t want the hassle. We need your help to game rules and/or insists on negatively affecting the immediately and discreetly identify cheaters so they may be enjoyment of others at the game or harming the game itself. observed and disciplined appropriately. We need your help Our goal is to make Mythical Journeys a safe and fun to send a clear message to cheaters: you will be caught. environment for everyone involved. We have written the All reports of cheating or possible cheating are considered system to be clear, concise and fair to all those who anonymous, and investigated. In some cases your report participate in the game. Through your efforts we can keep may provide corroboration to reports from other players. If Mythical Journeys the most incredible game out there. we can’t determine what happened, we often place the individual under observation to see how they handle similar situations. Thieves and Stealing Mythical Journeys will not tolerate retaliation against When you join us at Mythical Journeys, we consider you a friend anyone who brings a complaint of cheating or who speaks and part of our family. Though we do our best to maintain this as a witness in the investigation of a complaint of cheating. 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.

68 Mythical Journeys Renaissance

Interacting withDRAFT the Game 8.16.2012 - 2 Lost and Found

You should enter out-of-game areas only for out-of-game Lost and Found reasons. You may not enter an out-of-game area to escape If you find something that does not belong to you, please or evade danger. You also may not use information gained turn it in to Game Operations as soon as possible so its while you are in an out-of-game area. You must leave the rightful owner may claim it. Items left behind after events out-of-game entrance the same way you entered it (e.g. will be disposed of (underwear, toiletries, towels, etc.). leave the bathroom from the same door, leave the parking Mythical Journeys is not responsible for lost or stolen lot on the same side). goods. Please secure your items. 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 Disguise and Forgery parking lot area, and when going to your car you must leave You may not make any costume changes to your character the parking lot the same way you entered it. that alter your race or appearance without permission from the Mythical Journeys staff. Example: An Elf could cover Players may pass through the parking lot only when being her ears to hide her heritage, however, she could not led by a cast member or when following a group that is led remove her ears to appear Human. You can not wear a by a cast member. In addition, you may pass through the costume beard, wig, etc., unless you started your character parking lot immediately after leaving fate. In neither case with them. In this instance they are considered to be the may you linger in the parking lot, you must pass through real features of your character and may not be removed. as quickly as possible. You may not follow someone However, you may change your clothing freely. through the parking lot when they leave Fate. All forgery attempts of any sort must be handwritten, unless you have the Forgery skill. Metagaming The term “metagaming” means using out-of-game information in an in-game way. There are only a few times Living Space you are expected to not use out-of-character knowledge: During the weekend, you will most likely be staying in a cabin provided by the camp. Your cabin is home for your 1.You died, and Fate did not allow you to remember the character, so treat it as such. You are encouraged to circumstances of your death. decorate your weekend home to suit your character. Your 2.You died permanently and are starting a new character. cabin is considered “in-game” during the entire weekend You can use all your knowledge about the world but including “after-game” hours. The only part of your cabin should be selective about what you know of the town that is considered out of game is under your bed. Real and people in it. world laws and morality apply here. If you wish to sleep out of game, simply place a lighted glowstick above your 3.Very, very rarely there are spells and effects that make bed. Your bed is also out of game in this instance. No one you forget something. may touch or harm you or your bedding. Likewise, you may 4.You were Unconscious or Dead when it happened. not use this place to hide in-game objects. Nor may you use knowledge gained when you are out of game, in-game. 5. You were out-of-game when it happened during the Event. For For instance, if an Orc wanders in and begins attacking example, you put a glow stick over your bed and went to sleep. your cabin mates, you may not “magically appear” and In those few cases, you shouldn’t use the information as your come to the aid of your friends. 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 Out Of Game Areas conversation, you can use that information. You don’t have to, Certain areas are designated as Out Of Game. These and many players like to limit what their character knows include the bathrooms and the parking lot, and may also more than this, which is fine, but it is their choice. include other areas marked with a drama face in a crossed circle. Areas marked with a sword in a crossed circle are This means that if you want to keep something secret, you should considered in-game for roleplaying purposes, but combat is keep it secret both in and out of game. If you talk about it and not permitted, usually for safety reasons. The full size someone uses the information, you have no one to blame but version of these posters are available on our web site. Feel yourself. free to copy them should you need to put one on your Cast are held to a more stringent standard. If you are cast, you are cabin. In addition, the owner of the game site may have expected to keep separate what your different characters know. If specific rules such as no open flames, designated smoking you cast and then become a player again, you are expected to not areas, etc. These will be covered at the opening meeting. use things you learned as cast. Cast are also expected not to reveal in-game information to players.

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Searching Others DRAFT 8.16.2012Part 2 - -Playing 2 the Game

especially, who may need to get on with another role, may Searching Others choose to hand over any loot more quickly. After the defeat of your foes in combat (or just stumbling across their unconscious bodies), you may wish to search If you have an item on your body that is not in-game, the bodies for treasure. You may search any dead, simply state “Prop” when the searcher says, “I take your unconscious, or non-resisting body. The physical contact (blank).” Obviously, items acquired in-game cannot be rules of Mythical Journeys require that one person may props. This rule is to enable players to enhance their touch another only with the consent of both parties. characters’ costumes without risking the loss of their real- Consequently, searching others must proceed as follows. life treasures. Anything that has in-game value can be stolen. Additionally, any item that has been sealed in an in- Approach the person and state “I search you.” The victim game way (e.g. with a lock or Secure spell) can be taken, if may respond with either “You may search me” or “Describe the searcher has the ability to do so. your search.” You may always choose to describe your search if you prefer. Regardless of which searching method You may take weapons to put them out of reach, for you use, you still must accept any effects that such a search example if you are afraid your victim is not entirely dead. might inflict upon you (e.g., poison or disease). However, you may not take and keep the weapons unless they are yellow-stickered. You must leave them nearby Physical Search where your victim will easily be able to find them. If the person you are searching responds “Search me,” this On occasion there will be the need to gather things like means that they have given you permission to do a basic Fiend claws, Troll’s hide, and other components for the body search. In this situation you are permitted to pat completion of potions and such things. This will be their pouches and pockets and generally search their dictated by plotlines delivered during the events. A vivid clothes. Do not touch taboo areas such as the groin and description of cutting up a body, or of a full body search chest. No in-game items or coins may be hidden in “taboo” will not be necessary and will not be tolerated by Mythical areas, including inside your pants or under a skirt. 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 Describing Your Search represented by a prop that the monster will give you. If the person you are searching responds with the statement “Describe your search,” this means that they It is polite to gently roll any monster’s body out of sight have refused permission for you to do a body search. You to keep it from decaying in public (see Carrying Others). must roleplay searching their body, leaning over them close This allows that cast member to leave the area more enough to perform a search, but perform your search quickly so they can come back out into play sooner. verbally by describing where you are searching. Describe your search with a series of “I search your (area)” Carrying Others statements, which must be answered truthfully. For If you wish to move a fallen character or monster, approach example: “I search the pockets of your tunic.” “You find them and state “I carry you.” The victim will either get up nothing.” “I look for anything around your neck.” (Victim and move with you or state “You may move me.” You are removes jeweled necklace and gives it to searcher) “I search not required at any time to physically pick up another both your boots.” “You find nothing.” “I search the small person and may repeat “I carry you,” in which case the of your back.” “You find a tiny dagger strapped to my victim must move with you. With both parties’ permission back” (removes dagger and hands it over) “I remove your you can role-play the carry by having the victim walk in a bracelet” “Prop.” slump alongside you with an arm draped across your Although the search is being described, your responses shoulder, your arms about their waist, etc. While carrying must be true. You can hide an item in your boot, but it someone, you may only travel at a leisurely walking pace must really be hidden in your boot. You cannot simply (no speed walking) unless you have a Strength spell cast describe it as being there. on you. Although it is not encouraged, if both parties are willing you may carry an individual on your shoulder or in Each area to be searched will take about 5 seconds. your arms and flee with them without the use of a Strength However, if you are being searched in an area that has Spell. Please consider the terrain and the physique of both already been searched by someone else, you should players when doing this. Always think of your own safety as immediately tell the searcher. “I search this pouch.” “It well as that of the person you are carrying in these looks like it has already been opened and emptied.” situations. All Searches Any search that is thorough enough will eventually reveal Staying In-Game everything you have. After five minutes of search, you must Mythical Journeys succeeds at creating an exciting, hand over any in-game items that have not already been immersive world because of the cooperation of all of our found. You may hand them over earlier if you prefer. Cast, 70 Mythical Journeys Renaissance

Interacting withDRAFT the Game 8.16.2012 - 2 Staying In-Game players and cast. We ask that you do your part by avoiding out-of-game talk. Out-of-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 in- game moments are those between just a few players. See Stopping Combat on page 73 for more details about special calls to switch between in- and out- of game for safety or rules clarification.

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72 Mythical Journeys Renaissance DRAFT 8.16.2012 - 2

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 role- playing. Nevertheless, players will often find themselves in Stopping Combat combat situations. Combat adds an unparalleled sense of On occasion there may be a need to clarify a rule or the danger and excitement to the game and Mythical Journeys working of a spell, or to completely stop combat for safety can be a very combat-intensive game. Players use reasons. Below are listed the out-of-game command words lightweight weapons made out of plastic pipe and foam to to pause or end combat. Please memorize this list of key resolve these situations in a safe yet exhilarating manner. words and refrain from using them in-game for any other While every measure is taken to ensure the safety of all purpose. participants, the nature of combat presents some “Hold” - Use this out-of-game word only in serious or unavoidable risk of injury. For this reason, Mythical potentially serious emergencies. When someone calls Journeys has instituted important rules and common-sense “Hold!,” everyone in hearing range should repeat the word recommendations pertaining to this aspect of the event. “Hold” and drop to one knee. This stops all game activity The safety of players and cast members is the primary goal in the area in order to tend to a medical emergency or to of Mythical Journeys. The greatest risk of injury occurs prevent a large-scale safety hazard. It is important that when those involved in combat become over-excited. The everyone kneel so the appropriate Emergency Medical cast and players of Mythical Journeys are like a troupe of Response personnel can clearly see and take charge of the improvisational actors working together to wring the scene. This also lets approaching persons know that you greatest amount of drama and suspense out of every are all in a Hold and therefore not to enter the area. interaction. If any of the participants loses control and During a Hold the game is stopped. This means that your begins swinging wildly, or too hard, it could be bad for character would not see a warband of Orcs coming over the everyone. Please keep your wits about you and remember at hill in the distance, or an assassin poised behind you. all times that the person who is trying to kill you is your Although everyone in such a situation will be concerned friend. Any person, whether cast member or player, who about the well-being of their friends, we therefore earns a reputation as an unsafe fighter is a danger to recommend that those not involved with the actual everyone involved and may find that no one wants to play emergency situation stare at the ground and not look with him or her. It is important to follow the rules of around them to see what is going on. If you inadvertently safety listed below and to use common sense and courtesy do witness such things during a hold, please consider it as at all times. 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 Physical Contact word “halt”, which can be misheard as “hold.” All action Physical contact is strictly forbidden unless all parties remains stopped until a call of “Play On” is heard. volunteer their consent. This applies particularly to the searching and moving of both player and non-player “Caution” - Use this word when you need to prevent characters, and additionally outlaws all direct person-to- someone from getting hurt, but need not stop everyone in person contact during combat. Please refrain from the area from doing what they are doing. The word touching anyone else without their express permission. “Caution” puts you, the individual in danger, and any The only physical contact you may make with someone else persons directly interacting with that person (attacking without their permission is to attack them with spell them, etc.) in a personal hold. packets and weapons. (See also Searching Others and Carrying Others on page 70.)

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Combat Safety DRAFT 8.16.2012Part 2 - -Playing 2 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 has left the area, a member of the staff, or Example of Unsafe Combat - Baseball Bat Swinging and Turtling any other person who can verify that the danger is over, should restart the game. For courtesy’s sake, through your weapon’s pommel either. Avoid leaning on it is best to prepare everyone for the “Play On” with a the tip of your sword or staff; this could compress the countdown, i.e., “Three, two, one, Play On!” protective foam on the most important part of your weapon, creating a safety hazard. “Check Your Swings” - Use this phrase to tell someone that they are swinging too hard. It does not interrupt play. If the In the heat of combat it is possible to forget just how fast Mythical Journeys staff receives multiple complaints that a and hard one is swinging. Remember to pull back just particular person is swinging too hard or acting dangerously, that before your weapon strikes your opponent so they only feel player will receive a warning. If this same person receives three a slight tap. Every blow that lands will count, no matter warnings within a one-year period, they will not be allowed to use how lightly it hits, unless your opponent has some special their weapon for at least the remainder of that event. If the player immunity. Excessive force is not necessary and is frowned has their weapon taken away because of this rule two times over upon. 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 Combat Safety 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 It is important that before, after, and even during combat or take a step towards you. Running towards someone at that you check your weapon(s) to make sure they are safe high speed without being in control, or pushing up against enough for further combat. It is possible for a weapon to their body or against their shield (even pushing your shield be damaged in combat without the wielder noticing. Take against their shield), is known as charging. Charging is the time to feel the tip of the blade and the padding along against the rules of safety because it often results in the blade (or other “business end”) itself. If you can feel collision and injury, may knock your opponent over, and hard pipe then you need to repair your weapon before violates the physical contact rules. If your opponent must injury occurs. Though it is not often used in combat, it is back away in order to avoid having you collide with them just as important to ensure that you cannot feel piping or their shield, you are also charging.

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CombatDRAFT 8.16.2012 - Noncombatant2 Players

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 40. 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. 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.

Another Example of What Not To Do - No Contact When Fighting The best, most challenging, and most enjoyable method of Noncombatant Players swordplay is to move in for a strike or two and then step At any Mythical Journeys event there may be out of reach of your opponent’s weapon, like you see in the noncombatant players. These are players or cast members movies. There is nothing more exciting and dramatic than who, for medical reasons and with the knowledge of the good swordplay; it is similar to a dance. Mythical Journeys staff, choose not to participate in combat or other strenuous physical activities but are still Shields offer the greatest amount of protection against participating in role-playing. These individuals can be weapon and missile attacks. They can also be a safety recognized by the yellow armband they must wear in a hazard if used improperly. Never use your shield as a visible location at all times. Under no circumstances are weapon to strike your opponent; this is known as shield noncombatant players to be struck by any weapon, spell bashing and is against the safety rules. It is also against the packet, or in any other way. Similarly, noncombatant rules to throw your shield at an opponent, or to use it in players may not strike anyone with any weapon, spell any other way than to block an adversary's attack. packet, or the like. While noncombatant players may not Crouching low to the ground and hiding behind your participate in the more physical aspects of game play, their shield is known as turtling; this creates an unsafe characters still run the risk of being killed. To do so, all an condition because your head is the only available target and opponent need do is come to within a weapon’s reach of is likely to be hit. Leaning forward and holding your shield the noncombatant player, point a weapon at them, and far away from your body is also a form of turtling, and is slowly state, “I kill you.” If this action is interrupted in any also likely to result in you being struck in the head. way, the life of the noncombatant player has been saved. 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.

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No-Combat Areas DRAFT 8.16.2012Part 2 - -Playing 2 the Game

No- If you should encounter another Combat Areas player or cast member There are certain areas of the camp that are designated as who habitually No-Combat areas. No combat is allowed to take place in disregards these and these areas for a variety of reasons, such as the presence of other safety rules, the fragile or dangerous props in the area. These areas will be best course of action is to specified at the pre-game meeting which takes place before walk away and inform one of the Mythical Journeys staff. every Mythical Journeys event and may also be marked with This way, the matter can be dealt with in a way that is a sign showing a sword surrounded by a circle and crossed considerate to all the players. Mythical Journeys will give a diagonally with a thick line. Areas marked with these signs warning for unsafe behavior, or suspend the violator for may still be entered for role-playing and in-game thieving, repeated or deliberate violations. but no fighting will be allowed in such areas. It is against the rules to use your hands and feet to block There is no combat allowed near open flame. Combatants weapons. However, you may block or catch a thrown must move away from the fire before engaging in combat. weapon if you have the skill Catch Thrown Weapon. 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 Courtesy the fire. If you attack a group at a fire, you may be required No one wants to play with someone who is constantly to stay to tend it until a replacement arrives (or you may hurting them. It is therefore important to use common put it out). If no one else is available, if you have died, you courtesy when hitting other players or cast members. If may remain as a Spirit to tend the fire, in which case you cast members are constantly injured through rough may not speak to anyone except to say “Spirit” and you handling by players, they may decide it is not worth their should go to Fate as soon as someone else arrives to take while to continue. It is important to remember that care of the fire. 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 Legal Hits involved. Please avoid striking any opponent in the head, face, neck, hands, feet, or groin. These areas are considered illegal On the same note, if a monster does not seem to be targets. Your character will not take any in-game damage affected by your weapon blows, it may be safe to assume from weapon strikes to these illegal areas. that it cannot be injured by normal weapons. This is not a cue to hit the creature harder. Remember that there is an None of these illegal targets should ever be swung at, unfortunate cast member in that costume. Try to combat especially the head and neck areas. However, accidents do such creatures in some other way instead. It is never wise to happen and it is possible that someone may inadvertently anger a creature you can’t fight. Every creature at Mythical hit you in the head, neck or another illegal area. If this does Journeys can be defeated, but sometimes you’ll need to be happen and you are able to continue the combat, simply creative to discover the appropriate means. state, “Head shot,” do not count the hit, and continue fighting. If you need a few minutes to recover, simply call a While some creatures at Mythical Journeys may be difficult “Caution” and step away for a few moments, or if necessary to battle, others can be incredibly easy. It is unnecessary for call a Hold (see Stopping Combat on page 73). It is eight to ten players to descend on such monsters to beat important to remember that your opponent probably did them into a pulp. Some of the most enjoyable combat not intend to hit you illegally. Keep in mind that experiences are one-on-one. The type of “wolf pack” attack individuals wearing masks have a difficult time seeing and described above can take the challenge away from both the may accidentally strike these areas. Please be players and the cast members involved. If you should find understanding. 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. 76 Mythical Journeys Renaissance

CombatDRAFT 8.16.2012 - 2 Calling Skills

Live Action Role Playing, by its very nature, seems to If the effect is resisted (e.g. due to Parry, Dodge, Armor, or attract power players. Players will often find themselves in a Shield), the entire call is negated. For example, you can situations in which they will be exerting power over cast Parry a 'Fire Slay', but not a 'Fire Backstab', because the members and other players alike. This is not an invitation Backstab effect cannot be Parried. Similarly, heavy limb to victimize or insult other people in out-of-game or armor will stop a 'Fire Maim', because it resists all Maim borderline ways. No one enjoys leaving a situation feeling calls, and heavy torso armor will stop a 'Fire Slay' (even like a victim; this includes cast members as well as players. delivered by a missile weapon) because it resists all Slay Vanquishing your foe in-game does not mean you may calls. If a weapon enchantment is called by itself (e.g. humiliate them in real life. The same goes for insults. Such 'Fire'), it can be Dodged (if thrown or missile) but cannot things must always be kept in-game. Please avoid references be Parried (whether melee or otherwise), and is considered to another that could be construed as a real-life insult. The a called attack for thrown and missile weapons against best way for all of us to have fun together is for all to armor (because it is a call). As with other calls, the weapon remain friends. 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 Calling Skills skills such as Assassinate or Venom, it is recommended you Mythical Journeys provides a number of fighting skills that speak them only loud enough for your target to hear. 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 Role-Playing Combat inflicting greater amounts of damage with each hit are Because most combat skills are not expended unless they examples of these skills. For a full description of these land, it is important to role-play the effects of these skills combat skills, refer to Chapter 3 Skills. during combat. If your opponent does not realize that the Slay he has just hit you with has landed, he may assume Normally, a player must call out the name of the fighting that the skill is still active on his weapon and will continue skill they intend to use before swinging their weapon (the to call out the skill until he knows it has been used. Parry skill is an example of a skill that is called out after a Therefore, it is always wise to indicate that the skill has hit weapon strikes you). In each case, if the blow lands the you. It is also advisable to role-play any normal damage skill is used up, and the opponent suffers the effect (unless that you sustain, so that your opponents don’t assume you they have some special protection). In most cases, the skill are ignoring their blows. Your barbarian fighter may be or effect is not used up if the blow does not land. The tough, but no one can ignore an axe wound in their side. exceptions are the Cleave and Riposte skills. See Cleave on page 41 and Riposte on page 50. It is recommended that each player acknowledge each weapon strike that hits them. A phrase such as, “That If a skill is called, it replaces the normal damage for the scratch was all I needed to awaken me!” or something as attack. For example, if you are hit with a call of Pain, you simple as an “Ow!” or “Ooof!” should be enough. Not only suffer the Pain effect, but take no damage. If the attack hits do these actions show that you are taking your hits, but you but in the wrong area (e.g. Slay hitting your arm, they add to the atmosphere, drama, and overall enjoyment Maim hitting your torso), the skill is not used but you do of the battle. No classic swashbuckling movie is complete not take any damage. Some calls indicate that a weapon is without the quips and insults traded between combatants, magical but do not have any effect of their own. These or the hero who suddenly turns the tables on his foes when Weapon enchantments include Magic, Void, Earth, Fire, all appears lost. This is just the sort of atmosphere that Ice, Wind, Holy, and Darkness. In these cases, you take the Mythical Journeys strives to create. normal one point of damage. See Chapter 8 Sounds of Battle for a list of combat calls. Resist, Armor, Barrier, and No Effect You can combine one Weapon enchantment with one other Sometimes you will meet opponents who do not seem to effect. No other skills or effects can be combined. For be affected by your attacks. If any player or cast member example, you could have a “Wind Slay,” but not a responds to your attack by stating, “Resist,” it indicates “Knockdown Slay ” or “Backstab Weakness Venom.” that, through some special means, they were protected Against normal characters (who have no special from an attack that normally would have injured them. In vulnerability to the enchantment), the attack delivers only such a case, a second attempt might have better luck. the stated effect. For example, if you are hit by 'Wind Slay', you take 5 points of damage. If you are hit by 'Wind If your opponent calls “Armor,” then they are receiving the Knockdown', you are knocked down but take no damage. 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.

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Damage and VitalityDRAFT 8.16.2012Part 2 - -Playing 2 the Game

If your opponent calls “Barrier,” then they are immune to attacks of the type you used for a certain amount of time or until a their defenses are breached by a specific type of attack, the nature of which will depend on the creature. 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 Thrown Weapons count. If the weapon touches you in a legal target area, you Thrown weapon do damage if they hit you even after have been hit. bouncing off of other players, weapons, shields, walls, and other objects. However, once they hit the ground, they are Each time a weapon blow strikes a legal target area, considered spent. Any thrown weapon bouncing off the subtract the appropriate amount of damage from your ground to hit you, or sliding or rolling along the floor Vitality (one point unless the attacker has used a skill or before hitting you, does no damage. spell to change this). Vitality can be restored by Healing. If you have lost all Torso Shot and the Stun Rule your vitality, one point can be restored by Bandaging. 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 A Hit is a Hit is hit somewhere in the torso area. The torso area is At Mythical Journeys we want to make fighting as simple, defined as the area that would be covered by a sleeveless t- clear and easy to follow as possible. In order to remove all shirt, both front and back. A character can survive combat of the “grey” areas of fighting the rule is “If it hit you, it for an entire event with only this “Torso Shot”, provided hit you and you should take it.” If a weapon strikes you in they are not struck in the torso area. Damage from spells, any legal target, that hit counts no matter if it first hit poison, and traps are always considered to apply to the your sword or shield or a wall. We are a “lightest touch” Torso area, regardless of where they hit. game so no hit should ever have much force behind it, so arguments like “that barely touched me” should never come Once a character is reduced to one Vitality (with only the into play, as all hits should barely touch you. “Torso Shot” needed to take you down) every hit to a limb will stun that limb. This means that the limb struck will be If you have the appropriate skills to use them, you may use useless for five minutes, or until healed. Treat this as the the melee weapons in your hands and a shield to block Maim effect, except that armor, spells, and other resistance attacks. Any other item, worn or carried, does not block against Maim will not protect you. You cannot hold attacks. This includes other carried items, missile weapons anything in a stunned arm, and you cannot stand on a such as bows and crossbows, backpacks, pouches, weapons stunned leg, nor may you hop on one leg while the other that are sheathed or strapped to your body, and shields leg is stunned. Unlike Maimed limbs, Stunned limbs will slung over your back. If these items prevent an attacker's recover after 5 minutes (healing will also fix Stunned weapon from hitting your body, you must take the hit. If limbs). the blow would not have hit your body (for example, it whiffs by but hits your cloak), you do not need to count it.

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CombatDRAFT 8.16.2012 - 2 Death and Dying 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 The process of life, injury, and death can be summed up in spell), you will slip into unconsciousness and must fall to these states. 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 Life States be searched, but you will not suffer any additional Vitality These are the terms we use throughout the rule book to damage by any cause. Quickdeath, Assassinate, or a Death describe the various conditions you may find yourself in. spell will cause you to die instantly, but no amount of other physical damage will cause you to die any faster. Conscious Cutting up the bodies of your victims or treating them in Conscious means you are awake and aware of your other disrespectful ways is not permitted at Mythical surroundings. Journeys. Example causes - this is your normal condition. When you are the victim of any form of Poison you have ten seconds to receive some form of antidote. After those Unconscious ten seconds, you will collapse into unconsciousness, and will die after five minutes unless you are somehow saved. Unconscious means you are unaware of your surroundings See Poison on page 94 for more details. and unable to move or speak in any way. Fall to the ground and lie motionless. Finally, if you are hit by a Death spell or the Assassinate skill, affected by Death venom, or Quickdeathed, you will Example causes - Waylay, Slumber. die immediately. In these situations there is no period of Cures - Awaken spell or effect. unconsciousness during which you might be saved by bandaging or healing. You must still lie on the ground for Dying five minutes in order to allow your body to be searched. 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.

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Example causes - Quickdeath, Assassinate, Death spell You may also use your CP to purchase a “Fate’s Kiss” card or effect, the result of being in the Dying state for 5 which will allow you the benefit of Last Rites in the event minutes. that no one bestows this rite upon you before you become Cures - Restore Life. 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 Spirit character. You may buy as many as you have the points for. Spirit means you have become a ghost. Your body and all You must have this card in your possession when you go to of your possessions on your body become incorporeal and Fate in order to use it. Fate’s Kiss will always benefit you, travel with you. All spirits are compelled to journey but you must use it before Fate determines your fate. immediately to Fate and not detour. Once you arrive at Fate you must knock on Fate’s door. Entering Fate’s realm New characters are treated more generously by Fate than veterans. before summoned within could be harmful or fatal to your Characters with 750 or fewer spent character points character’s mortal existence. automatically receive the benefits of Last Rites every time they go to Fate, while those with more spent character points will need to Example causes - Being Dead for 5 minutes. provide a Fate's Kiss or receive a Last Rites before they dissipate. Cures - None. 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 Being Dead require three Fate's Kisses. After you have died, your body fades from existence and The greatest method of influencing a character’s chances you are drawn to the realm of Fate as an insubstantial with Fate is the “Twist of Fate” card. This card may be Spirit. You should remain, as a Dead body, for 5 minutes, used in combination with any of the other ways of then stand up, assume the look of a zombie, hold your improving your chances with Fate. If all else fails and your weapon or hand on the top of your head to indicate that character is going to die forever, you can cash in your Twist you are a Spirit, and proceed to Fate. (If no one is around of Fate card and your character will be pulled from the or paying attention to your body, you can become a Spirit brink of death. This card may only be used once per earlier than 5 minutes.) As you walk to Fate, you may not character. (You may have or purchase more than one, but stop to talk to anyone unless you are forced to do so with never use more than one.) magic or some special skill. You must proceed directly to Both Fate’s Kiss and the Twist of Fate cannot be stolen, Fate and will not remember anything you see during this but you can give them away. If you do not have them with walk to Fate’s realm. Other players will be able to see you you when you reach Fate, they will not help you. Characters as an amorphous Spirit and will be able to recognize who have died forever because they left these precious items in you were in life. However, no one will be able to interact their cabins! Consider yourself warned. with you without a special skill or magic. Players may choose to role-play the sensation of a cold breeze when Surviving death at Mythical Journeys is not difficult, it spirits pass by. simply requires a bit of planning. If your character should die permanently while at Fate, you may start a new When you arrive at Fate’s door you must indicate you are character with the usual 100 CP (plus 10 if you give us a there and wait for Fate to tell you to enter. Entering Fate’s character history). Any unspent CP you have accumulated realm before you are invited to do so can be hazardous to may be used. Your spending cap for your new character is your character’s future. It is always advisable to treat Fate 50 points for every three events you attended as your now- with respect since your character’s life hangs in the deceased character, with a minimum of 150. 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. 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 Improving Your Chances Fate tells you otherwise. This covers about 5 minutes There are a few ways you can improve your experience with before the last moment you were conscious. If you were in Fate. The first is the inexpensive Last Rites skill. This skill battle for longer than 5 minutes, you will remember the allows a cleric or other spiritually-attuned character to beginning of the battle. If you are struck down, recover bestow a final rite upon the Dead that will give that person consciousness (for example if someone healed you or you a very favorable aura to Fate, who, in turn, will reward used Karma), but then are struck down again, you only them. You must tell Fate when you arrive that you have forget the 5 minutes before the last time you were Last Rites cast upon you. Last Rites will always benefit the conscious. If enough time passed, you may still remember recipient. (That there are also evil creatures who might being struck down the first time. curse your spirit and make your time at Fate more difficult, granting you Fate’s Disfavor.)

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You will remember your visit to Fate, except the parts that Fate will not interfere with beneficial spells cast upon you. would tell you how you died. So if Fate asks you how you So if you had a spell shield, armor spell, etc. on you when died, you tell him “Bob lured me out in the woods and you died, it is still there when and if you return from Fate. 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 Suicide two comments. But you will remember being in Fate and If you deliberately take your own life, of your own free will, whatever else transpires there. (If Fate tells you that you Fate will not allow you to return to the realm of the living. will remember how you died, you can remember Allowing another to kill you is also considered suicide. Fate everything.) Some people will choose to role-play may make exceptions for use of the Self-Sacrifice skill or remembering less, and that is fine if it is what they prefer. extraordinary circumstances, but think carefully before taking the chance.

Even if Fate restores your memory, you will not remember The Dead Don't Sneeze! anything that happened while you were unconscious, dying, Being dead is a very important part of your time at or dead. Fate will also not restore any memories that were Mythical Journeys. There is a good chance you will spend erased by a Forget spell. 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. Fate will remove most negative effects from you. When you The Dead Don't Speak - When you’re either Unconscious return, you will not be maimed, poisoned, etc. However, or Dead, you cannot speak, grunt, cough, sneeze, rustle Curses and Permanent effects are never removed by Fate. leaves, break twigs, narrate your situation to others, or Some spells, magic items, potions, or other effects may make any other kinds of noises that are designed to give also indicate that they are not removed by Fate. And if you your location away to your friends or anyone else. It is up have something that says you must turn it in at the end of to your companions to realize you are missing and try to game, dying does not relieve you of that obligation. 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.

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“GAME ON!” was called by one of the Journey “I’ll follow you into the cave in about fifteen minutes. Masters, and the game officially began. The Soldiers of Anyone or any-thing you find in there has been declared the Shadow would finally have their chance. “Where to, an enemy of the town so you can kill them without fear. my friends. Shall we stay in the tavern for a bit or move Probably just an empty cave but you be careful now.” off to the woods?” asked Rasaan. Before they could The sergeant’s rueful chuckle still echoed in their ears decide a hulking man wearing a Militia tunic as the companions entered the cave in single file. approached them. “Newcomers, right?” he growled more as a statement than a question. “And who wants to The cave was dark but Gabriel was prepared. “Through know?” Grog shot back in a fairly good imitation of the Radiance, I create a source of Magical Light.” The cave hulks growl. “Laddie, you don’t want to be using that lit to reveal an entryway with a curving corridor. Their tone with a Sergeant of the Militia,” the hulk said hearts pounding, Gabriel lead the team forward, locking eyes with Grog. “I’m what you call your official warning any who lurked in the darkness that they would welcoming committee.” “Oh pay him no mind. He’s be burned with the cleansing glare of radiance. been hit in the head a few too many times, Sergeant uh, Something flew over Rasaan’s shoulder and landed in what did you say your name was again?” Melkar said front of him. It was a dagger. “Enemies,” he shouted, smoothly with a little lopsided grin. “Sergeant Balthar’s and turned to face his foe. Two dog-like creatures the name, and that’s a bit more like it. Proper respect stepped out from the shadows and threw more blades. for the Militia will go a long way to making your life Two of them ricocheted off Rasaan’s heavy armor, but better here in Eldyrwood. Now in case you didn’t know one made it through and hit Dunnam in the arm. He it, all newcomers to Eldyrwood are required to perform fell to one knee, understanding for the first time, how a service for the Town before they earn the right to be tentative his hold on life would be if he remained a citizens. I’m here to show you yours.” target for the dog-like creatures. The companions exchanged skeptical glances as the The rest of the team rushed forward nervously to assist, Sergeant pulled up a chair and sat down. “Phoebe! A but the cave was thrown into darkness as Gabriel fell round of drinks over here for me and my new found forward onto his light spell. A little creature stood friends,” the Sergeant roared. When the drinks arrived, behind him brandishing a small weapon. He had been the Sergeant tossed a handful of small copper coins on “Waylayed” by one of the little dog creatures. Angered the tray and leaned back in his chair taking a pull from by his team’s early failure, Grog charged the creatures his mug. “Ah, sergeant. What type of service are we who had initiated the combat, yelling dwarven battle supposed to perform?” Rasaan asked with more than a hymns and cursing their lineage. They threw more touch of skepticism. “Nothing such as you’re thinkin’ daggers at Grog, but those were easily repelled by his my suspicious fellow. One of our caravan traders light armor and Rasaan quickly joined him in the stumbled across a cave that seems to be the hiding spot assault. Dunnam chased away the creature who had of some thieves. Normally, what happens in the woods begun to “pilfer” Gabriel and recovered the light spell stays in the woods around these parts, but this be a bit for the team. Grog and Rasaan made short work of the too close to the caravan route for our Lord’s liking. We, creatures and rushed to assist Gabriel. When nothing or should I say, you, are going to clear out the vermin. they did would wake him, they returned to the dog-like I’m going to go along just to make sure that you do creatures in time to see Melkar finishing a thorough your service properly.” The Sergeant bought the “search” of the bodies. Melkar was assuring them for companions a second round of drinks and answered a the third time that he was just trying to be helpful, few basic questions the companions had about when Gabriel woke with a start, carefully feeling around Eldyrwood. a tender spot on his head. Suddenly three men burst into the tavern covered in They headed off again, Rasaan in the lead with his blood and collapsed on the floor. As they were being super resistant heavy armor and Grog at the back with attended to they gasped out that a hideous monster had his armor which could deflect the thrown weapons destroyed their entire Village. The creature hadn’t been these vicious monsters seemed to prefer. Around the injured by any of their weapons and it was headed next bend, they found a room with four of the beasts toward Eldyrwood. After the men were healed, Gabriel lying in wait. Rasaan’s fantastic armor foiled a crossbow tried to offer them the solace of Radiance, but as soon bolt which had been fired straight at his chest and the as they were able, they ran from the town in terror, fight was on. Dunnam had watched the fight closely the shouting for the townsfolk to leave while they could. last time and knew that these creatures were not strong, The sergeant grunted, “Never a dull moment around but tricky. He resolved to disable them if he could, to here.” Phoebe finally tapped the sergeant on the keep them from escaping. “Maim” he called as he swung shoulder and told him to be about his rounds. She and connected with the creature’s leg. The leg crumbled didn’t need him lollygagging about her tavern all night. underneath the monster and Rasaan moved to block With a nod and a beckoning finger the sergeant led the any of the other creatures from running away. Melkar, companions through the darkness to a cave entrance realizing the effectiveness of the thrown weapons, put away his sword and picked up their thrown weapons. He

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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 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.

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84 Mythical Journeys Renaissance DRAFT 8.16.2012 - 2

Chapter 8 Sounds of Battle

Kimba suggested that they check out the tavern again The companions decided to try a new plan with the for a bit. The companions readily agreed. They were escort of the merchant. This time they decided to have greeted warmly by Phoebe who just shrugged when they Melkar out front to detect any ambushes, with Rassaan failed to order any drinks. “Would you be looking fer a and Grog next, followed by Giovanni, Gabriel, Kimba way to earn a few coppers seeing as you canna afford and lastly Dunnam. The forest was quiet, and so dark the coin to buy ye own drinks?” Phoebe asked with a that the companions had trouble even keeping to the knowing smile. Melkar smiled his lopsided grin and trail. Things began to go bad as they rounded a corner agreed that they could use a job. “Ya see that well and spotted the body of Melkar, crumpled in the path. dressed man in the corner there. That be a merchant They had little time to consider this however, for the fella whot wants ta hire a few guards to escort him to woods erupted with black clad bodies stepping from the the high road towards Purk.” shadows menacingly. The leader of the black-clad men demanded that they surrender the goods and leave the Melkar winked and handed Phoebe a copper coin as he forest. He held a knife to the throat of the unconscious headed toward the merchant’s table. Melkar rejoined Melkar and threatened to kill him if the party did not the companions a few minutes later and after a agree. Looking around, the group could see archers in whispered conversation nodded to the merchant. He the woods and what looked like a mage standing behind had a deal. The merchant finished his drink and a few of the bandits. sauntered to the companions table. “My name is Giovanni. Meet me in half an hour at the large oak near Dunnam began to negotiate with the thieves. Gabriel the temple. Tell no one. If Cudzar finds out, I’ll never chimed in telling how this type of life was wrong and it beat that thieving Elf to Purk and my spices will be was not too late for the thieves to come into the light, worth only half the price.” Giovanni continued out the Kimba searched her mind madly for a suitable spell but door and into the night almost being bumped by a was unsure of what to do. In the end it was Grog who bearded man dressed in a not-too-clean, fuzzy wool decided the fate of them all. He was not about to sit jerkin. He wore a huge two handed sword slung on his here and let mere Human thieves keep them from their back. mission. He let out a battle roar and rushed the leader who was holding Melkar. Grog was stopped dead in his “A barbarian,” whispered Kimba. “DRINK!” the man tracks by a spell, cast by one of the rogues which snared roared as he slammed the tavern door behind him. his feet firmly in place. The leader of the thieves “MANY DRINKS! BIG DRINKS! GOOD laughed and calmly slit the throat of Melkar, DRINKS!” “Let’s see some money first Shagbark,” “Quickdeathing” him. This cold blooded killing Phoebe replied, “And keep the yelling down. I runs a enraged the rest of the party and they sprang to the respectable tavern here I do.” The barbarian dumped a attack. handful of glittering stones on the bar. “This nuff?” he asked in a somewhat quieter shout. “Yes, this be Kimba neutralized the enemy mage by borrowing a enough, Shagbark,” Phoebe said as she scraped the chapter from her own hard won experience. She could gems into a lockbox and placed a dark mug in front of feel the excitement of the moment as she screamed, the barbarian. “There’s drinks in that pouch,” Melkar “Through Wind, I silence you for 5 Minutes,” and cast whispered to himself as he started toward the bar her magical energies directly at the rogue mage. She grinning at his luck. Kimba and Gabriel, seeing the grin hardly knew where the words came from as she followed and Melkar’s distracted gaze caught up to him before this with “Through Earth, I snare your feet to the he reached the bar. Gabriel held on to him while Kimba ground for 1 minute,” and directed the energy of that whispered in his ear. Melkar looked shocked at Kimba, spell at the leader of the thieves. Her blind but sat down, shaking his head. With a remorseful last concentration was repaid by a rogue who “Waylayed” look, Melkar joined the companions conversation about her, rendering her unconscious. Gabriel, rushing in to the job at hand. 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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responsible for her attack. He used his most prized combat technique and his trusty hammer to execute a Special Attacks “Knockdown” to the chest of his opponent, forcing the “It's not how fast you run. It only matters if you thief to the ground where Gabriel continued to can maim, snare, sweep, knockdown, or thusly demonstrate the powers of radiance over evil, long after incapacitate one of your friends so the monster his opponent had gone unconscious. His distraction eats them instead of you.” cost him though, as an archer in the woods picked him ~ Ashatogi out as an easy target. His light armor would have deflected a thrown dagger, but the arrow hitting his leg Nothing makes combat more exciting and satisfying than was another story entirely. He fell, knocked to the overcoming adversaries whose special abilities make them ground in shock. difficult to defeat. Mythical Journeys has put a lot of thought into making each event’s monsters and villains Rassaan was fighting one-on-one with the rooted both unique and fair to new and veteran players alike. It is leader of the thieves and holding his own. “Maim”, our hope that some of these skills will put terror into your cried his opponent, confident that the fight would be heart and make your tales of adventuring glory that much ended once Rasaan’s weapon arm was disabled. Once more exciting. again though, his fine armor paid off, “Armor”, replied Rasaan and the rogue leader’s eyes got wide. The These special attacks can be used in several ways. 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 Melee Weapon Special Attacks position to do anything. He had just sat on the ground Skills and abilities used with a melee weapon: to wait things out when the two thugs, thinking him y The skill must hit a legal target area on your body to unconscious, passed by him to get to the back of the be effective. embattled Rasaan. y If the weapon hits an illegal target area (head, hands, Grog’s eyes lit with glee as he raised his mace and tore feet, groin), the skill does not take effect. into the surprised thieves. He could not move his feet, y Blows hitting your weapon do not take effect, except but the rogues were within range of the raging Dwarf for Disarm. and he quickly hit each of them in the leg with his most prized fighting skill Maim, disabling one of their legs y Only Knockdown and Push are effective if they hit and keeping them in range. Grog had found his happy your shield. All other weapon skills and abilities place and he killed them both with quick blows of his hitting your shield are blocked. mace. He too felt the sting of an arrow to his arm, y Parry can be used to defend against any special attack courtesy of the archer in the woods and realized with or skill used with a weapon, except Assassinate, dismay that he was too large a target and could expect Backstab, Waylay, and Dispel. to join his companions on the ground soon. Just then Gabriel rose back to his feet, having finished bandaging y None of these abilities and skills can be resisted with his injured leg, and began charging towards the hidden defenses against magic (e.g. Spell Shield). archer. Grog admired the cleric’s determination as the y If a skill or ability is called, the effect replaces the archer shifted aim to Gabriel. Realizing his feet were no normal damage from the hit. Weapon enchantments longer bound by the magic of the spell, Grog joined the (with calls of Magic, Void, Earth, Fire, Ice, Wind, cleric in the fight and they chased off the archer before Holy, or Darkness) still do 1 point of damage. remembering they had left Rasaan behind on his own. y You can combine one Weapon enchantment with one Rasaan eventually killed the band’s leader and the other effect. No other skills or effects can be remaining thieves were nowhere to be found. The now combined. For example, you could have a “Wind Slay,” shorthanded party let them go and Gabriel began to but not a “Knockdown Slay ” or “Backstab Weakness tend to the wounded. In the end, Dunnam and Melkar Venom.” Against normal characters (who have no lay dead, their spirits quickly dissipating as Gabriel and special vulnerability to the enchantment), the attack the rest of the Soldiers stood by helplessly. They delivers only the stated effect. For example, if you are “searched” the thieves for money or valuables, and hit by 'Wind Slay', you take 5 points of damage. If you finished escorting Giovanni to the border. The are hit by 'Wind Knockdown', you are knocked down merchant paid the companions and gave them a small but take no damage. 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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y If the effect is resisted (e.g. due to Parry, Dodge, y * Only Knockdown and Push are effective if they hit Armor, or a Shield), the entire call is negated. For your shield. All other subdue packet attacks hitting example, you can Parry a 'Fire Slay', but not a 'Fire your shield are blocked. Backstab', because the Backstab effect cannot be y * Attacks used with Subdue packets may not be Parried. Similarly, heavy limb armor will stop a 'Fire blocked with Parry (only works against melee Maim', because it resists all Maim calls, and heavy weapons), Dodge (only works against thrown and torso armor will stop a 'Fire Slay' (even delivered by a missiles weapons), or Spell Shields (only works missile weapon) because it resists all Slay calls. against spell packets). Resisting the enchantment makes the effect non- magical but does not negate it. E.g. if you can resist fire, you can resist the Fire enchantment of 'Fire Slay', Magical Attacks rendering the attack a non-magical Slay. If an Skills and abilities used with a packet are considered enchantment is called but not an effect (e.g. 'Fire'), it magical and may only be blocked with appropriate cannot be Parried. As with other calls, the weapon protection against spells (e.g., Spell Shield). (Exception: enchantment is not used up unless it hits or is Dispel can not be blocked by protection against spells.) resisted. Usually the incantation for a packet ability includes the See also Calling Skills on page 77. name of the ability as part of a phrase (e.g. “I Charm you to obey me, 5 minutes”, “I Poison your body”). Packets You may not fight under the effects of Bind, Itch, Pain, can hit anywhere on your body, clothing, weapons, or shield Weakness, or during the first 10 seconds of being affected to be effective, even for effects such as Disarm or Maim— by Poison or Venom. in these cases the incantation will specify which limb or weapon is affected. Thrown and Missile Weapon If you are under the effect of a spell for a duration, the time Special Attacks count is suspended if you leave game. For example, if you are the Skills and abilities used with a thrown or missile weapon victim of a betrayal spell which lasts for one hour, time spent in work exactly the same way as melee attacks, except that the bathroom or off-site does not count against the spell these cannot be Parried. (But note that the only Fighting duration. If you are struck by the spell a half-hour before game- or Stealth skills that can be used with thrown or missile off, you are still under the spell when game resumes at nine A.M. weapons without special training are Pierce and Venom.) However, these effects do not last between events. Thrown weapons include thrown daggers, axes, and You may not cast spells while under the effects of Bind, javelins; missile weapons include arrows and bolts fired by Feeblemind, Pain, Silence, or the first 10 seconds of being bows, blow guns, and crossbows. affected by Poison. Spells may be thrown no farther than y Catch Thrown Weapon can be used against thrown five feet while suffering Weakness. weapons (but not missiles), and if the thrown weapon Occasionally you will see a spell cast as an Explosion. The is successfully swatted away with the hands, or caught, caster will speak an incantation and then throw a handful the special attack is negated. of packets. If you are hit by any packets, you take the effect. y Dodge can be used to resist any thrown or missile You do not suffer worse effects if you are hit by multiple weapon attack. 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 Subdue Packets attacks, it is not blocked by a weapon or shield, but if the Skills and abilities used with a Subdue packet: effect is damage it can be blocked by heavy torso armor. y * Subdue packet attacks will always have a call that specifies their effect. If there is no call, it has no effect Area Effects and does no damage. Some effects are large enough to fill an area. When you y * When used with a call of "Subdue", the packet must hear a call that begins "All within..." it means everyone in hit your torso (front or back) to be effective. For the specified area is affected. For example, "all within this other calls, such as Knockdown, it may hit any legal room, I cause you pain" means that everyone inside the target area. room suffers Pain. These calls will always specify a specific y * If the subdue packet hits an illegal target area (head, area with clear boundaries, such as a room or a ritual circle, hands, feet, groin) or a weapon, the skill does not take and not simply everyone within hearing range. Anyone with effect. You may use your weapon, shield, and hands to one of these abilities will know the limits that apply to the try to block the subdue packet. 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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Backlash Parry - This skill allows you to turn aside an attack made Some foes may be shrouded in fire or other magic that with a melee weapon. You must have a weapon— sends you reeling or fills you with confusion when you get unsheathed and in your hand—to use this skill. It will too close. Backlash effects occur in response to a melee hit. protect you against any special attack or skill used with a When you damage the creature with a melee attack, it will melee weapon, except stealth attacks (Backstab, Waylay, state “Backlash” and the name of the effect. No spell and Assassinate). You must state “Parry” when using this packet is thrown, the effect hits you automatically when skill. See also Parry on page 48. you damage the creature. For example, a creature Spell Shield - This spell (“I grant you a spell shield”) can surrounded by an aura of fire might call “Backlash, Fire be cast upon you, allowing you to resist any one magical Pain!” Anyone who struck the creature with a melee attack attack delivered by spell packet or area effect, except will suffer Pain. The creature still takes the damage from Dispel. You can decide when to use it; it doesn’t have to be your melee attack. If it can resist the damage in any way, it the first spell that hits you. You must state “Resist” when cannot cause Backlash. Backlash effects may not be parried, using your Spell Shield. A Spell Shield cannot be used to cannot be prevented by armor, and a Spell Shield or resist a weapon attack, Potion or Oil, or any other attack Reflection Shield will not stop them. Backlash can only be besides spell packets and area effects. used for a limited number of effects: Feeblemind, Knockdown, Pain, Pacify, Push, Repel, Silence, or Snare. 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 Special Defenses “Resist” when using your Shield. You are not required to Many defenses have been developed over the ages. Here are use your Shield against the first effect, you can decide some important ones: when to use it. You may never have more than one Shield at Light Armor - Light armor protects against any uncalled any time; Shields may not be combined even if they are of thrown weapon attacks. If a skill is called, the armor does different types. not protect you. Armor only protects you if the attack hits Reflect - This spell (“I grant myself a reflection shield”) an area (torso, right arm, left arm, right leg, or left leg) protects you from spells as a Spell Shield would, but allows where you are wearing armor. See also Light Armor on you to reflect the spell back at the caster. To use it, you page 58. must state “Resist” and the full incantation for the spell to Medium Armor - Medium armor protects against uncalled be reflected, then throw a packet at the caster. This spell thrown and missile weapon attacks. Armor only protects (“I grant myself a reflection shield”) may only be cast you if the attack hits an area (torso, right arm, left arm, upon yourself. right leg, or left leg) where you are wearing armor. In Barrier spells - Other spells may grant you a Barrier against addition, if you have medium armor on your torso, you are a particular effect. You may never have more than one immune to bolt spells (any spell that does 1 point of Barrier at one time. Barriers always have a limited duration damage). See also Medium Armor on page 58. (usually 5 minutes). You have unlimited resistance to the Heavy Armor - Heavy armor protects against uncalled effect until your Barrier expires. For example, a Pain Barrier thrown and missile weapon attacks. In addition, any limb that lasts 5 minutes gives you resistance to every Pain with heavy armor is immune to the Maim skill. (It does effect until the Barrier expires. You must state “Barrier” not protect from the Maim effect because you are down to when using your Barrier. your “Torso Shot.” See Torso Shot and the Stun Rule on Shells - A few types of creatures have limited protection page 78.) If you have heavy armor on your torso, you are against non-magical attacks, and will state "Barrier" if immune to Slay and to all damage spells (but not damage struck with a non-enchanted weapon. Any weapon attack effects delivered by other means, such as melee attacks or with any enchantment will damage the creature. In potions). Armor only protects you if the attack hits an area addition, some types of attacks will break the shell, leaving (torso, right arm, left arm, right leg, or left leg) where you the creature vulnerable to all attacks. In some cases, any are wearing armor. See also Heavy Armor on page 58. magical damage will break the shell, while for more Dodge - This skill allows you to evade any thrown or powerful creatures only specific types will do so (though missile weapon attack, whether a special skill is called or others will still inflict damage even though they do not not. You must state “Dodge” when using this skill. See also remove the shell). All shells can be broken in multiple ways. Dodge on page 43. Some creatures will recover their shell if they have not been defeated for several minutes.

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Sounds of BattleDRAFT 8.16.2012 - 2 Other Details 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, Durations although spells where the effect is clearly explained in the Some effects have an instant effect, such as Death or incant are not described below. Damage, or last until you complete the required action, such as Subdue, Knockdown, Push, and Pain. Everything “Acid” - Caustic, burning acid is used in traps and by some else defaults to 1 minute unless stated otherwise in the of the vilest of swamp creatures. If you’ve been struck by incant/call. The one exception to this 1 minute rule is any form of squirting water (from a squirt gun, a trap, Poison, which lasts 5 minutes. Occasionally you will etc.), you suffer one point of acid damage. Even if your encounter effects that will not wear off on their own. The companion is directly struck by the acid, but some of it calls for these will specify "until cured." Disease and spatters onto you, you both take the damage. This form of Wither are two examples of effects that often are used this attack may be blocked by a shield, but if any acid strikes way. you (or your armor) you will take the damage and should role-play the effects. See also Traps on page 95. While I Sing Amnesia - For the duration of this effect, you cannot Some spells conveyed by music last as long as you can hear remember anything about yourself. You remember general the singer. These spells must first affect you (e.g. by spell things about the world (you still know what trees and orcs packet) but once they have begun, the duration lasts until and magic are), but not your name, your friends or the singer stops or you have moved far enough away that associates, or life purpose. You do not know what your you are unable to hear them. Covering your ears will not skills are. However, any physical skills (all fighting and stop the spell, you must move far enough away that you stealth skills) can be used by reflex, and you will recognize would be unable to hear them with your ears uncovered. a weapon as usable if you have it in hand and have the skill Some less melodious creatures will state "while I screech" to use it. You can use your spells only if someone explains instead. 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 ...Until Death defend yourself (or flee), but in any conflict you will be If the call ends with "until death", you take the specified uncertain which side to join unless you are persuaded or effect for the normal duration (1 minute if not specified) attacked by one side. When the duration ends, your but then die when the duration ends. Anything that memory come flooding back, and you will also remember removes the specified effect will prevent the death. For everything that happened while you were under the effects example, "slumber until death" puts you to sleep for 1 of Amnesia. minute, after which you will die, but if an Awaken spell or potion is used before the minute is up, you will be fine. “Assassinate” - The Assassin can kill with a quick strike to "Petrify 5 minutes until death" turns you to stone for 5 your vulnerable back. Assassinate must strike the back and minutes, after which you will die, but if a Stone To Flesh the blow must originate from behind the victim to be spell is used before you die you will be ok. If you have the effective. If you have been Assassinated, you are Dead, so ability to resist a Death effect, you suffer the main effect healing cannot help you. The attack does not need to for the stated duration (e.g. you are turned to stone for 5 surprise you. If it hits your back it is effective. See also minutes) but at the conclusion can resist the Death effect Assassinate on page 39. and be back to normal. “Backstab” - Brigands and vagabonds prefer to strike from the shadows for maximum effect. Backstab must strike the ...To... back and the blow must originate from behind the victim If a call specifies that it is "to" a specific target, it is only to be effective. It causes 3 points of damage. The attack effective when striking targets of that type. For example, does not need to surprise you. If it hits your back it is "damage 5 to undead" does five points of damage to effective. See also Backstab on page 39. undead, but has no effect on targets who are not undead. “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

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Attack Calls DRAFT 8.16.2012Part 2 - -Playing 2 the Game more effectively, but you must take action within the effective if it hits any legal target area (arms, legs, torso, duration of the effect; you cannot continue delay until it but not hands, feet, head, groin), but not effective if you wears off. If at all possible, you should attempt to kill your block it with the weapon or shield that you are using, victims, but if it is not possible, you can attempt to harm preventing it from hitting a legal target. If something else them, implicate them in crimes, undermine their on your person prevents it from hitting a legal target area friendships, destroy their reputation, etc. You are not (e.g. a pouch, a backpack, something other than a weapon required to reveal any secret information about them, nor that you are holding) you take the effect. must any accusations about them be accurate, although they may be. “Disarm” - Whether by a graceful twist or brutal strike, this attack will remove your weapon from your hand. If “Bind” - With foul magics, hostile mages may restrain you delivered by a weapon, it must strike your weapon to be and make you unable to fight. Your wrists are magically effective. If delivered by a spell, the packet can hit anywhere bound to your waist. You may not fight (including and the caster must specify what item is disarmed. Two- defending yourself) or cast spells while under the effects handed weapons, when held in both hands, are immune to of Bind. Disarm. Shields and bucklers are also immune to Disarm. A Disarmed weapon must be dropped (not thrown) and “Bloodrend” - With jagged claws, some creatures cause not picked up for at least 5 seconds. See also Disarm on wounds so grievous you may continue to bleed until you page 42. collapse. This attack does no damage immediately, but after one minute you will lose all of your vitality, fall to the “Death” - Rare and feared are those who kill with a single ground and begin bleeding to death. spell, or use venoms that cause instant death. Death is instantaneous, leaving you Dead, with no pulse, and unable “Charm” - Overpowering persuasion is the weapon of to be healed. some as they force their will upon the unsuspecting. If subjected to this power, you must treat the user as your “Disease” - Rotting flesh and a diet of foodstuffs most closest friend, and try to fulfill any order or request they foul make the touch and even the very breath of some make. In no instance will you do anything to harm yourself beings rife with plague and disease. While Diseased, you or your friends while charmed. cannot be healed by any means, including Bandaging and Laying On Hands. Dying and going to Fate is the most If you are Charmed by more than one person, treat them all common cure, although a Cure Disease spell is a more as your closest friends. If they are both present and make pleasant solution. conflicting demands, you can roleplay confusion or try to convince them to resolve their differences. “Dispel Enchantment” - This spell (“I dispel all magic items upon you, 5 minutes”) interferes with magical items. Charm cannot be used to force a person to speak the truth You may not use any ability or spell stored in any magic or reveal secrets. See the last two paragraphs under item, nor may you use any potion or scroll. However, you “Enslave” on page 91. may use your own spells normally, and this spell does not Damage - Damage represents any attack that takes away affect any spell that has been previously cast upon you, your Vitality. As a magical (packet-based) attack, this will even if it was cast by a magic item. usually be part of a full incant, but may be as short as "Fire, When cast as a spell (including area effects), Dispel effects damage two." When delivered by packet, Damage is blocked cannot be resisted. However, if called with a weapon strike, by heavy torso armor and by defenses that work against they can be Parried (if melee) or Dodged (if thrown or spells. Damage delivered by packet is always considered to missile). hit your torso, regardless of where the packet actually hits. “Dispel Magic” - With a powerful incantation (“I dispel all When delivered by a weapon, the call will usually just be active magics upon you”) this spell sweeps away any spell the call of damage followed by the number of Vitality, e.g. or spell-like effect that is active upon you. It gets rid of "Damage three" will take away 3 Vitality. A damage call active beneficial magic: any shield, barrier, magical armor, or delivered by a weapon does its damage to the location any ability bestowed by any spell, rune (including rune of struck. If it hits your arm, and does enough damage to take holding), potion, or scroll. It also gets rid of not-so away all your vitality, your arm is stunned but you do not beneficial magic: all types of binding; on-going pain; if you fall - you still have your torso shot. If it hits your torso are petrified it turns you back to normal. Dispel Magic and does enough damage to take away all your vitality, you does not remove Curses, or permanent alchemical effects. drop and start bleeding to death. In this respect it's just Dispel Magic does not affect damage you have taken. like being hit multiple times in the location it hit. Dispel Magic does not remove Poison, Venom, or Disease, Heavy torso armor does not stop Damage delivered by a even if these came from a spell as they are not magical. It weapon. It only stops Damage spells. does not restore Drained vitality, or Withered limbs. "Damage" as a weapon call works like other weapon calls: If Dispel Magic does not affect any magic items or unused delivered by a melee weapon, it can be Parried. If delivered potions or scrolls in any way. If you have already used the by a thrown or missile weapon, it can be Dodged. It is item to cast a spell on yourself, that spell is lost, and that 90 Mythical Journeys Renaissance

Sounds of BattleDRAFT 8.16.2012 - 2 Attack Calls spell has already been used from the item, but if the item Actions cannot be used to circumvent the “no truth” rule. has the ability to cast additional spells on you or others, Examples of illegal commands would be: “Lead me to your you can still use it to do so. Dispel Magic does not prevent secret buried treasure,” “Point out your accomplice in the you from using magic after it has hit you, or from being crowd,” “Write down the names of all the members of your affected by magic after it has hit you. It also does not affect secret organization.” And any such variations on the theme. your Mana. These types of commands should promptly be ignored as beyond the parameters of the spell. Good general guidance When cast as a spell (including area effects), Dispel effects (read as “spirit of the rule”) is that charm and enslave are cannot be resisted. However, if called with a weapon strike, not information gathering spells. they can be Parried (if melee) or Dodged (if thrown or missile). “Explosion” - Some creatures are so volatile that a single attack upon them will force them to explode. These creatures will yell “Drain Vitality” - Some vile creatures can drain the life force “Explosion,” an amount of damage, and throw a horde of spell from a body and consume it, preventing its restoration by the packets. Anyone struck by one or more packets takes the damage. healing arts; recovery from such tainted wounds can take weeks. The damage is not multiplied by the number of packets that hit Drained Vitality is lost and cannot be restored by any form of you; you take the same damage whether one packets hits you or healing. If hit by this ability, the victim loses the specified fifty. You can resist an explosion with a Spell Shield. 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 “Feeblemind” - With a blast of jumbled thought, some if it was drained--if this happens, you fall and begin Dying, but foes can prevent you from remembering your training. You can be restored to 1 point of Vitality by healing or bandaging. are unable to cast any spell by any means (including from The spell “I drain you of one vitality” is a Drain Vitality effect. scrolls, magic items, and alchemical powders) or use any called expendable skill (including those granted by magic “Enslave” - With hearts as cold as ice, some villains can items, potions, etc) except those whose call is "Resist." You completely overpower the minds of their victims through can still use unlimited-use skills, such as Literacy and the the sheer power of their will, leaving them no better than ability to wield a weapon. You also retain use of your puppets to their master’s whims. This spell completely Vitality. enslaves the mind of the target so that they will do anything they are told to by the caster, up to and including “Final Death” - With power from the very heart of killing themselves. Fate will not consider such a death as darkness, some beings can so damage one’s spirit that it suicide. (This spell will not allow any commands which may never return again. If hit by this attack your character violate real-world standards of decency). You will is permanently dead. You can not be brought back to life remember everything that took place while you were even by Ressurection, by Self-Sacrifice, or Twist of Fate enslaved. You will remain enslaved for the entire duration card. Final Death cannot be Reflected. Any defense that even if the caster is absent, Unconscious, or deceased. protects you against Death will also protect you from Final Furthermore, you will remain enslaved even if you are Death. For example, Death Barrier will protect against both rendered Unconscious and then healed before the spell has Death and Final Death. expired. “Flat” - Anyone may call "Flat" before striking to indicate While under the effects of Enslave, you must follow any they are hitting with the flat side of the weapon, pulling orders or instructions to the best of your ability. If the their blow, or otherwise hitting without causing damage. instructions are vague, you can be intelligent about how Any blow struck with a call of "Flat" does no damage. You you carry them out, but you will try to honor their intent may not combine a call of Flat with any other call, so if and achieve them within the duration of the spell. For another call is used, take that effect as normal. If you fail example, if ordered to kill your friends, you could attack to call "Flat", the blow does normal damage. The exception them outright, or you could approach them while acting is sparring in the designated pit fighting arena. In the pit, a normally and then stab them in the back. You can’t warn call of "Flat" is required only on your first hit against a them, or keep delaying the attack until the spell wears off. given opponent and all additional hits are assumed to be Flat unless you call "Real." If you are Enslaved by more than one person and receive conflicting orders, always obey the most recent orders. Forget - This attack destroys your short term memory. You Enslave can not be used to compel a person to tell the permane 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 ntly difficult to describe,” “Over the river and through the Forget everything that woods,” “In the catacombs under the old temple,” or “The happened within the last 5 location of the rebel base.” minutes. If something prompts you to think

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Attack Calls DRAFT 8.16.2012Part 2 - -Playing 2 the Game about it, you will realize that you have forgotten a period is consistent with the instructions your master gives you. Any of time, but not what happened during that time. skills you have remaining may be used, and once you return from Otherwise, you will not be aware that your memory was Fate you will still have these skills available even if you used them erased. Even if you die and go to Fate, who allows you to as a mimic. For this spell to affect you, you must be Dead. remember how you died, this will not restore memories Mimics are undead, and affected by all spells that affect undead, erased with this spell. Dispel Magic also will not restore but are not affected by Holy Water and do not gain any special the memories; the memories have been permanently resistances or abilities. destroyed. This spell lasts only 10 minutes. Once the 10 minute duration “Freeze Limb” - Wielding cold magic, ice elementals and ends, you fall, and then go directly and immediately to Fate (do Elementalists may encase their foes in ice. Freeze Limb not lie dead for an additional 5 minutes). You will not remember incapacitates a limb, like the Maim skill, but is not cured anything you did as a Mimic unless Fate allows you to remember by Healing. The Release spell will remove the effect before the circumstances of your death. The skill Resurrection will bring its normal duration is over. a Mimic back to life as if the person had not died (in which case you may remember everything). “Knockdown” - With a blow from a heavy weapon or subdue packet, you can be knocked right off your feet. While under the effects of Mimic, you must follow any orders or When struck with this skill, you must safely fall to the instructions to the best of your ability. If the instructions are ground and then lie flat on your back or front before you vague, you can be intelligent about how you carry them out, but can stand again. If you are able to defend yourself while you will try to honor their intent and achieve them within the falling, you may do so. Knockdown is even effective if it duration of the spell. For example, if ordered to kill your friends, hits your shield. See also Knockdown on page 45. you could attack them outright, or you could approach them while acting normally and then stab them in the back. You can’t “Magnetize” - Some mages and clerics can pull your body or warn them, or keep delaying the attack until the spell wears off. shields towards objects. If your body is magnetized, for example “I magnetize you to the nearest tree,” you should move to the "Pacify" - The impulse to conflict can be extinguished with closest tree as quickly as possible and remain attached to it for a spell. Although you do not necessarily feel any trust or the duration. You cannot attack or defend while magnetized to a friendship with the caster, you are unable or unwilling tree. If you are struck by “I magnetize your shield to the ground,” (your choice) to take aggressive action against them. This you must place your shield on the ground, after which you may let effect is instantly broken if they attack you, whether with a go of the shield. weapon or with spells. This effect does not prevent you from attacking anyone other than the caster. This effect “Maim” - This ability represents the brute force of an can be removed by Free Will Ogre’s club or the cutting edge of a Dark Elf’s blade to (the caster must specify what render your limb useless. Once struck on a limb, you will effect is to be removed). be unable to use it again until you receive any Healing or Bandaging. This ability is only effective on limbs; if a “Pain” - With a precise Maim hits the torso it will have no effect. If Maimed in the strike to a nerve or an leg, you should fall (safely) to the ground. You may not overwhelming crushing hop on one foot. Maim is painful, and you should role-play blow, some foes will incapacitate appropriately. The spell, “I magically break your right arm” you with agony. When hit with (or other limb) is the same as the Maim skill, but does not this ability you must need to hit your limb. See also Maim on page 47. immediately fall to the ground and “Mimic” - Some who wield dark magics are not satisfied with role-play severe merely killing you. They raise your corpse and make it their pain (scream in servant, sending you to kill and terrorize those you meant to agony). The 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 91). You may

pain continues until speak, if it you touch both knees and a

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Sounds of BattleDRAFT 8.16.2012 - 2 Attack Calls hand to the ground (unless there is a duration in the “Silence” - Silence is golden, especially when your incantation). During this time, you cannot cast spells, opponent is a spellcaster. When silenced, you may not fight, or defend yourself. The victim should role-play the speak, sing, mumble, or vocalize in any way. You may not pain they are suffering to the utmost. See also Pain on cast spells, or use scrolls, alchemical powders, or magic page 48. items that require an incantation. However, you may call skills that do not have an incant (for example, any Fighting “Paralyze” - The very touch of some beings is so spine- skill). The call for these skills is considered out-of-game. chilling that they can paralyze their victims with dread. Silence can be removed by a Communicate spell, restoring When struck with a Paralyze attack, your entire body will your ability to communicate. You are unable to cast become rigid and immobile for five minutes. If you are Communicate (or any spell) on yourself while Silenced. killed while paralyzed and standing, you may choose to remain standing or collapse at your discretion. “Slay” - This powerful attack must hit the torso to be effective. It inflicts 5 points of damage. If the blow misses, "Petrify" - Your entire body and all your possessions are the Slay skill is not expended. See also Slay on page 52. turned to stone. You cannot move. However, you are immune to all non-magical attacks, and you cannot be “Slay” (Bow) - Some beings are so adept at the use of the searched or disarmed. If you are bleeding to death, this bow that a single arrow can hit the correct spot to do the pauses until the Petrification ends. Petrification can be maximum amount of damage to their targets. Like the removed by a Stone To Flesh effect but not by Release normal Slay combat skill, the user must call out “Slay” (you aren't bound, you actually become stone). At the end before shooting an arrow at the victim. The Slay With Bow of the duration you turn back to normal--unless the call skill will do five points of damage with one arrow if the ended with "until death" in which case you die. target is struck in the torso area. If the arrow misses, the Slay skill is not expended. See also Slay With Bow on “Pierce” - A skilled archer can aim for the chinks in your page 52. armor, bypassing any protection it would otherwise give. This skill is used to allow missile weapons to harm targets “Slumber” - The soporific aura of some beings can so in medium or heavy armor. See also Pierce on page 48. numb their victims that they fall into Unconsciousness for 5 minutes. Only the Awaken spell will wake them up before “Poison” - A variety of toxic substances can mean death to the duration runs out. the unwary. The “Poison” effect may be delivered as Contact or Ingestive Poison (see Poison on page 94) or as "Snare" - With magic of earth or things that dwell within Poison Venom (see “"Venom" on page 94) or as a spell (“I it, you may be snared to the ground. You may not move poison your body”). Once struck by this ability you have your feet. If your feet are not in contact with the ground ten seconds before you fall into unconsciousness and five (e.g. you are in mid-air) they will be snared when you land. minutes before your character dies. During the initial 10 seconds, you may not fight, cast spells, or defend yourself “Subdue” - This skill represents a “sucker punch” or a in any way. The same effect is also caused by ingestive and disabling martial arts attack. Your opponent must be contact poisons. For other types of Blade Venoms, see approximately one-and-one-half arms’ lengths away from “"Venom" on page 94 for more details. you and throw a small fist-sized bean bag at your chest. If it connects with the front of your torso, you are rendered "Push" - With a carefully placed blow, you may be sent senseless for a quick ten-count. During this count you will reeling. When struck with this effect, you are pushed back be unable to do anything but fall to the ground anything 10 feet. You should back up safely, not blindly run but fall to the ground; you may not defend yourself in any backwards. Like Knockdown, when called with a weapon way. If you catch or block the beanbag in any way, strike this is effective if it hits a shield or your body, but successfully preventing your chest from being struck, the not if it hits a weapon. attack is negated. This skill inflicts no damage. “Repel” - Many foes prefer to keep you at a distance. Some Subdue can be resisted using the Hardiness skill, or a rigid use gusts of magical wind to force you back, others creates helm. Subdue is not delivered by a weapon, so Parry and impenetrable fear in your own mind. Whatever the cause, Dodge can not block it. On occasion this skill will be you must continue moving away from your opponent for combined with an additional skill or damage, but may be the entire duration. However, you do not need to move still blocked as specified above. Subdue does not last long quickly; you can enough for the victim to be Quickdeathed. See also Subdue back away on page 53. slowly.

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Poison DRAFT 8.16.2012Part 2 - -Playing 2 the Game

“"Venom" - The myriad forms of unhealthy toxins are almost too many to count. Venom attacks cause some sort Poison of effect on their victims. Phrases such as “Death Venom,” Poison has been used for centuries as a dark and secretive “Slumber Venom,” “Damage 5 Venom,” etc. are a few of way of assassination. It is by far one of the cruelest and the examples of how the word “Venom” is applied. You most vile ways to finish someone off. We’re sure that suffer only the stated effect. For example, if struck with knowing this will increase its popularity. In the Mythical "Slumber Venom", you suffer the Slumber effect. If struck Journeys world there are a two basic groups of poisons: with "Poison Venom", you suffer the effects of Poison (see poison and venom. Venoms are applied to bladed weapons, Ven om on page 94). Venom can be resisted if you are able to using the Apply Poison skill, and are used like other called resist the effect or if you have the ability to resist Venom. skills. If the effect is ongoing, the effect can be cured in the usual When affected by Poison (contact, ingestive, or poison fashion or by Cleansing the Venom. For example, "Slumber venom), you fall Unconscious in ten seconds and die in Venom" can be cured with an Awaken spell or a Cleanse five minutes if the poison is not neutralized. During the spell. If the effect is instant (e.g. Damage, Death, Forget), first ten seconds you are unable to fight, cast spells, or you cannot be Cleansed. defend yourself. If you can drink a Cleanse potion in the Venom applied to a melee weapon remains on the weapon first ten seconds, it will save you, but you cannot cast a until it strikes a person, but it is not removed by striking a Cleanse spell on yourself. Bandaging will not return you to weapon or shield. Venom on a thrown or missile weapon is consciousness until the poison is gone from your system, removed as soon as the weapon strikes anything, including nor will any Healing wake you. At the end of the five a shield, weapon, or even the ground. Blade venom may not minutes, you are Dead. Any time before you die, the poison be applied to blunt weapons. can be neutralized with a Cleanse spell or effect. “Waylay” - With a quick, hard strike to the back of your Poison can be delivered in several ways: head, a thief can render you quickly Unconscious. The Contact Poison - This poison is the type that comes in attack must strike your back. You must fall to the ground contact with your exposed skin. Mythical Journeys uses for five minutes, Unconscious. The attack does not need to petroleum jelly to represent contact poison. Gloves will surprise you, if it hits your back it is effective. A rigid protect you from the effects of Contact Poison if they helmet or the skill Hardiness will prevent the effects of prevent it from reaching your bare skin. Once you have this skill. See also Waylay on page 55. applied contact poison, it cannot be moved. Likewise, if “Weakness” - Draining strength from their victims, some you touch a poisoned door handle with gloves on and then creatures can incapacitate their targets so that it is shake the hand of your party member, they are in no danger impossible for them to flee. The victim may only walk at a of dying as the poison has been diluted. normal pace and can not run (speed walking is not Ingestive Poison - Poisons of this type are ones that must allowed). No heavy objects or other characters can be be taken internally. This is done by slipping a Swedish Fish carried. Most importantly, the victim may not wield a into someone’s food or drink. (Swedish Fish are a form of weapon in combat, or throw spell packets further than five gummy candy.) If you examine your food or drink for feet, while suffering this effect. Great weakness should be poison without the spell “Detect Poison” then the poison role-played. Weakness can be resisted or cured by immediately effects you. You do not need to actually eat expending a Strength spell or skill or the black warg skill the Swedish Fish to be poisoned; you are poisoned as soon Stones Throw. as you discover it. “Wither” - The evil touch, or gaze, of some beings is Ve no m - Blade venoms take many forms. One form is enough to destroy the flesh of those they grasp. The “Poison Venom.” This form has the same effect as contact opponent will call “Wither” and strike you in a limb. This poison and ingestive poison. Other venoms may have means you will be unable to use the limb for the remainder various other effects; see “"Venom" on page94 for more of the event. “Cure Disease” or dying and going to Fate details. will cure this. 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

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Sounds of BattleDRAFT 8.16.2012 - 2 Traps cannot see Venom on a weapon, but the spell Detect Poison Flash Traps - These traps emit a bright flash when triggered. All will detect it. 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. Traps Melkar and Dunnam did indeed return to the “But seriously... if this is a trap, we're going to companions but they were very quiet about their kill you.” meeting with Fate. The friends retired to their cabin and evaluated their performance that day. They decided ~ the High Town Defense Brigade they would have to forget their plans to be the best in When crawling through a dungeon, traps are the adventurer’s the game and develop a strategy for just keeping each worst nightmare. One misplaced step, and hours of crawling other alive. The next day they began to implement the through tiny holes and carefully avoiding monsters could be new plan. Gabriel agreed that as he was the group’s wasted. Traps come in many forms, ranging from small traps that healer, he needed to be able to see people fall if he was are just a nuisance to lethal traps which can kill your whole party. to heal them. Kimba studied her spells and their effects Characters who devote effort to their study can learn to build and so she would always have at least a couple appropriate set traps themselves. spells handy. Grog grudgingly agreed to give the group at least one minute to solve problems before he took Once a trap is set it cannot be moved. All traps are considered to matters into his own hands, and Dunnam and Rasaan be red-stickered (that is, they cannot be moved or stolen). If you resolved to practice watching each others backs. Melkar accidentally set off your own trap while setting it up you will be agreed to scout the group’s flank to protect them from affected by it and the trap will be broken. However, anyone may surprise attacks. They hoped today would be a safer attempt to disarm a trap. You may use a tool to move poppers out day. 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 Saturday went much better, the group was able to make trying to disarm it, you take the damage. many treks into the forest, and began to learn how to stay alive and even make a profit. When a large group of Armor does not protect against any type of trap. orcs attacked them in the woods, they learned the most important lesson of all. “He who learns to run away You can use the Avoid Trap skill to avoid any one trap you set off. lives to fight another day.” The companions managed The following are the basic types of traps in the game and their to win a few battles and no one else died. They also effects: helped in a few quests with other groups. Rassaan so impressed the Militia members that he was offered a Popper Traps - These are the simplest traps in the game, position among them. Kimba had petitioned for a representing caltrops and small explosives. They make a position in the mages guild and Gabriel had joined the sharp popping or snapping noise when they are set off. local Radiance Temple where he was well thought of for They Maim the limb of the person that set them off in the his boisterous enthusiasm. limb closest to the trap. For example, if you step on a popper trap, one of your legs will be maimed. Armor will Word came that the “creature” was heading toward not prevent this effect. their town. It would be here on Sunday. The companions looked at each other with distress as they Mechanical Traps - These traps involve some sort of weapon remembered the bloody men in the Tavern on Friday strike to the victim, such as a blade swinging out of the wall or a night. The town was organizing to stop the creature. spring-released dagger, or other mechanical traps such as falling The mages of the guild flocked to the Library and rocks. This type of trap must hit the victim in order to inflict determined that the only way to stop it was through damage. If a limb is hit, it is Maimed. If the torso is hit, you are massed spell attacks and the blade of a hero. affected as if hit by the Slay skill (5 points of damage). Armor will not prevent these effects. The companions remembered hearing a rumor about the crypt of the fallen hero the night before in the Buzzer Traps - This is a magical trap. When this type of tavern and attempted to learn more about it. They sent trap is set off a loud buzzing noise will be heard. The Melkar to the tavern to practice his gift for getting person setting off the trap is Paralyzed for 5 minutes. A information from people. Meanwhile they made spell shield will not prevent the magic from taking place. discreet (in Grog’s case not so discreet), inquiries into Acid Traps - When this type of trap is set off, corrosive any tales or legends of old heroes in the area. In the acid (represented by water) pours or splashes onto the end, it was Melkar who came through. He had gained victim. If a victim is hit on any part of their body they will the affection of a local clanswoman who had seen a take 1 point of damage. If the acid hits another person or crypt in the deep woods when she had been chased by object and then splashes onto you then you still take the orcs. Although Melkar nearly lost his head attempting damage. If you are using a shield and the acid only hits to pilfer her purse, she agreed to show the party the way your shield, you are not damaged.

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to the crypt, for a steep price. The party agreed to meet of a game he played as a youth and the companions her that evening with the money. were soon on their way. Dunnam, Rasaan, and Grog made short work of the next guardians who attempted To prepare for the journey, they bought bandages and to end their quest for the sword, their blades working healing potions. Grog spent the next hour repairing the so well together that they even surprised themselves. party’s armor. The Soldiers of the Shadow rippled with Finally they were starting to get the hang of this. excitement. This would be their biggest challenge ever. Rassaan managed to borrow a spare set of armor from The final room in the crypt contained the spirit of the the watch for Dunnam, and Dunnam, who had finally lost hero and his minions of death. The battle was met with a group of rangers, came back to the cabin furious and many times the companions were convinced with an old piece of parchment. He had gotten it from that the mission was impossible. Gabriel was a blur, an ancient Druid and he gave it to Kimba. “It’s a battle running to and fro healing his friends and fending off scroll, Kimba,” he told her, “Hold it for me till I ask the minions who would hinder him. His booming voice you to read it. It’s supposed to make flames cover my could be heard invoking the tenets of Radiance sword.” Dunnam rubbed his hands in anticipation. constantly, and only occasionally could the quiet voice of Kimba be heard casting spells which were carefully It was time to meet their guide. The Soldiers of the aimed and spoken with precision. She made each spell Shadow stood at the entrance to the crypt. This was count, choosing just one spell to repeat as often as she said to be the final resting place of the Hero of Fells had the strength. “Through Fire, Bolt Damage 1”. Peak who had been corrupted just before death. His spirit now guarded the sword he once carried with When the fighting ended, and Gabriel was once again honor. Grog pushed to the front when the door opened, busy getting the companions back on their feet, Melkar and boldly stepped inside. The others held a collective appeared with a curiously glowing sword in his hand. “I breath and followed quickly. Kimba lit magical light as found this under the chest, do you suppose it’s they stepped inside and breathed the thick crypt air. important?” he said with a lopsided grin, as he fell to The tomb was thick with creeping mists, and they could the floor. When Gabriel rushed to his side he saw three sense danger all about them. darts with a black ooze sticking from his chest. The building began to shake violently so they carried Melkar The crypt guardians struck first out of the fog, and out through the crumbling door as the crypt began to combat ensued. Grog, Rassaan, and Dunnam rushed to sink deeper into the ground. Gabriel cleansed Melkar’s the front while Gabriel watched the back and Kimba tainted blood, though at the cost of the last of his tried desperately to remember the weakness of the clerical energy. In their hurry to leave the crypt, they spirit guardians. Melkar had disappeared into the fog had only managed to grab a few coins and a piece of looking for a back to plunge his dagger into. parchment which Kimba seemed to treasure. The “Fire, that was it!” Kimba yelled, “give me room!” companions had hoped for a more profitable adventure, Kimba raised her fire spell to memory and hoped she but at least they had rescued the sword. As they headed wasn’t wrong. “Through Fire, Bolt Damage 1” she cried for the tavern, Melkar patted his curiously bulging and a ball of flame grew in her hand and arced through pouches and grinned. Drinks would be on him tonight. the room at the nearest spirit guardian. A staggering The Soldiers of the Shadow marched triumphantly into and moaning shadow indicated that she had scored a the tavern holding the hard won sword. “’Tis the Sword hit. Grog objected loudly that she had killed his of Law,” the Mage Guildmaster said in awe. “With this guardian, but as she tried to repeat the experience she sword, Rasaan, you will be able to penetrate the skin of found she was too weak to continue to cast. She had the beast. You must wield the sword against the beast exhausted her supply of Mana. Suddenly she felt the tomorrow. With the spellcasters of the town, and a cold grip of death talons maim her legs and strike her strong fighter to wield this magical weapon, we now chest. She fell to the floor senseless. When she awoke, have a chance to defeat this foul creature.” The friends Gabriel was forcing some foul liquid down her throat were overjoyed, they would stand beside him while he and Dunnam was bandaging a gash in her leg. “Fire and did battle with the creature and pray that their quest holy water also, Kimba,” Gabriel said with a chuckle was not in vain. As the companions sat in the tavern, and kicked the motionless form beside him. The foul Melkar grinned and told the story of the fight in the liquid appeared to be gradually replenishing some of crypt for the third time to a new audience of her magical energy and she deduced that Gabriel had adventurers that had stopped in to view the Sword of given her the potion the mage’s guild had allowed her Law for themselves. Tonight the drinks were bought for to borrow for this mission. the companions by admirers. Tomorrow would bring The next minion they met trapped them in a strange the full reckoning. circle and demanded that they solve a puzzle. The The beast came the next day and the mages lined up to correct answer would free them and allow their passage. hurl spells at it while Rasaan faced it with the Sword of Each incorrect answer would mean the death of one of Law. The companions and other townsfolk shielded the the companions. Luckily, the puzzle reminded Melkar 96 Mythical Journeys Renaissance

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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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Chapter 9 The Stuff Adventures Are Made Of

Adventure without treasure? Unthinkable! And if that Heavy Objects treasure happens to be magical, all the better. But not so If the red sticker has a number on it, it is too heavy for one fast... there are a few things you need to know before you person to move. The number indicates how many people pick up that shiny trinket. 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 Immovable vs. Irresistible both hands under the item. Some spells and other effects Mythical Journeys uses stickers and tags, as well as locks, will make you stronger. For example, if a spell grants you to indicate what you can and can’t take. 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. Red Stickers Items with red stickers may not be moved or taken. If the Red stickers with numbers may be used for other items. For red sticker does not have a number (or if it has an X), it example, a red sticker with a number on a door indicates that the cannot be moved, no matter how strong you are. It may be door can be “broken open” by that many people working together. magically immovable, or simply be a glass or other The door may not actually be broken, but you should role-play breakable item that should not be moved for safety reasons. working to break it down before opening it in a normal, safe Glass items, lit candles, open flame, and other dangerous manner. Similarly, you may find bars (such as in a prison) marked or breakable items are always considered as red stickered with a red sticker and number. Enough people, or a person with even though they may not be. sufficient magical strength, may bend the bars and allow people to get through. You may request red stickers during check-in to mark any props in your cabin, for example a nice lantern. Strength-enhancing magic may only be used for items marked with a numbered red sticker. You may not break or force doors, If the item has both a red and yellow sticker (usually bars, walls, locks, or other items unless they have a numbered red overlapping), it can be handled but not removed from the area. 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.

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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 47). Some game locks are combination locks; you will still need the Lockpicking skill to attempt to open these locks unless you know the combination. 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 a temporary magical effect or a permanently enchanted space. In you place a lock on a chest, pouch, or other prop, that prop either case, a Gate is represented by a string of lights around a can be stolen. doorway, passage, or other opening. While the lights are turned off, no one may pass through the Gate, nor may any attacks or Magical Locks: Secure spells pass through the Gate. When the lights are on, or flashing, The Secure spell creates a magical lock which are designed to be you may move through the Gate freely. opened by the original caster. Secured items are labeled with a The magic of Gates is disruptive both to the world and those paper tag that says Secure and a number. The paper must cover passing through. Normally, you will feel no untoward effects the item’s opening, so it is easy to notice. No magic is perfect, from a single trip through a Gate, but multiple trips within a few however. A Secure spell can be broken by a Pry spell, if the Pry is days of each other may have unpleasant side effects. 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, Loot in a single casting of the Pry spell by a single caster. You can’t “So, Guardsman, your honor is not for sale. Can I weaken it bit by bit, or use multiple casters to work together to rent it for long enough for me to escape?” open it. If you are not the caster of the Secure spell and can’t (or don’t) Coins and Money cast a powerful enough Pry spell, you may not open the Secured Easy to transport, easy to spend, many adventurers are happiest to item. Secure spells last from event to event. Once the item is reap their rewards in cold, hard coins. Their value is relatively opened, either by the original caster or with a Pry spell, the predictable and few questions are asked about where you got them. Secure is removed; you must take the tag off. Normal coins in Pendaan come in three denominations: copper A magical Secure spell is only effective to the direction it is facing farthings, silver crowns, and golden sovereigns. Copper farthings and is broken if the item is opened from the inside (e.g. a door). show the Chalice of Fortune and Sun of Radiance. Silver crowns show the heraldry of the local kingdoms (the lion of Harradon, Items to be Secured must have a component that opens the dragon of Felnar, the ship's wheel of Arkenstone, and the and closes. This could be a chest, box, pouch, or other grapes of Sarden). Gold sovereigns are the same as the silver item. However, you could not Secure a dagger or hat to crowns except for the image of a crown in the center. yourself. If you place a Secure on a chest, pouch, or other prop, that prop can be stolen. y 10 copper farthings are worth 1 silver crown y 10 silver crowns are worth 1 golden sovereign

Magical Gates Gems and Jewelry A Magical Gate is a portal that connects two distant points, Gems have always held a special allure and value. Gems may be allowing instant movement from one to the other. A Gate may be found in various types. They may be found in a natural, uncut 100 Mythical Journeys Renaissance

The Stuff AdventuresDRAFT Are Made Of8.16.2012 - 2 Enchanted Items state or in a cut and polished state after a lapidary has worked event. In addition, claws, teeth, and other components may be with them. harvested from some monsters. Common types of gems are amber (yellow), amethyst (purple), diamond (clear), emerald (green), onyx (black), ruby (red), sapphire (blue), and topaz (orange). Enchanted Items Gems may also be set into jewelry. Most in-game jewelry is marked Magic takes many forms, some of which can even be stored. You with a “Appraisal Code” that allows characters with the Appraisal can use alchemy, herbalism, scrollcraft, and other forms of magic skill to determine its value. The codes may be one or several letters to hold magic to use later. in any order (“A”, “JQZA”, etc.). These codes may only be read by characters with the skill; others should ignore them. 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, Materials cure the sick, cleanse the poisoned, or renew the exhausted; others A variety of ordinary but useful materials may be found in-game have quite the opposite results. and used by characters with the Crafting skills. These include wood, glass, furs, leather, and ores. For example, a Glassblower Oils are alchemical or herbal creations that must be applied to a can use three pieces of glass and a piece of wood to make ten new, surface to be used. Some uses include magical armor, spell shields, clean vials suitable to hold potions or holy water. and healing salves. Oils also include some forms of poisons (such as blade poison and contact poison). Components Potions and Oils are considered to be consumed once they have A wide variety of plastic flowers, fungi, animals, etc. can be found been opened. If you open the potion or oil and read the tag inside, scattered throughout the game area. (Please do not gather any real you are considered to have used it on yourself and must take the plants or animals; they have no alchemical effects). They can be effect. You may pour the potion out on the ground instead of collected by anyone, although they are most useful to alchemists drinking it, but in this case you may not read the tag (nor may and herbalists. If not used, all animal and plant components anyone else). You can also use a potion or oil on a helpless, become unusable at the end of the event during which they are Unconscious, or cooperating person; in this case, do not read the gathered; please turn in all unused components at the end of 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. 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:

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“You have 5 minutes to use this powder or it is wasted. To use At any time, you may be attuned to no more than four magic this powder, state the incant 'Through Fire, Bolt Damage 1' and items. When you attune to your fifth item, you must specify throw the packet. You are burned for 1 point of acid damage.” which item you wish to become unattuned to. You also will become automatically unattuned to any item which is destroyed This example would allow you to state the incant, “Through fire, or which loses its magical properties. 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. Stealing “You don't want your name on the list!” Charms Jason the Trader/Traitor. Magical charms are simple magic items that store a single You’ve stealthily crept into your neighbor’s cabin, ready to help use of a spell. Anyone can use them by tearing off the tag yourself to their loot... what can you take? It is important to make and reading it. The item will be worthless once its power the distinction between items that have game value, which may be has been expended. stolen, and items which have no value and which should never be stolen. Scrolls Magical scrolls come in several types including both Battle Scrolls and Knowledge Scrolls. Any item with in-game value may be taken: Battle Scrolls contain a single, stored magical spell, recorded y In-game Coins using Divine or Magical Scrollcraft skill. Battle scrolls may be y Gems used only by characters with the Read Divine or Read Magic skill, y even if the scroll has already been translated. Before use, the scroll Minerals must be completely translated using the appropriate Read Divine y Craftsman materials or Read Magic decoder, with the translation written on the scroll. y Potions 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 y Scrolls incantation aloud, and then throw the packet if required. Battle y Any item with an Appraisal or Magic Item code scrolls may be cast while wearing armor. In addition, any item with a Yellow Sticker may be taken, but must Knowledge scrolls may be used to learn a spell if the correct be turned in at the end of game. Props that are merely decorative, school of magic is known. The knowledge scroll will contain such as lanterns and wall hangings, should not be stolen, unless instructions that must be followed in full. they have a yellow sticker, appraisal code, or magic item code. However, boxes and containers that have been locked or Secured Magic Items may be stolen. Some items contain more magical power than simple potions and On the other hand, items that have been brought to the game by scrolls. These magical items can take many forms, from pieces of other players and which have no in-game value may not be stolen. jewelry to wands to weapons and more. They will be marked with These include: an Aura code that is a series of numbers, sometimes beginning with one letter. Characters with the Detect/Attune Magic skill y Clothes will be able to interpret the aura and gain clues about the item's y Food nature. Other characters may note that there is something special about the item, if they notice a numeric code on the item, but y Costuming cannot gather any other information. However, to unleash the full y Bedding 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 y Weapons (unless yellow-stickered) may use it. y Other personal items Most magical items contain limited amounts of power. The y Anything placed under a bed amount may range from a single use to many. The magic stored within will last indefinitely, until the item has been attuned. Once In addition, any item with a Red Sticker may not be taken, unless the item has been attuned to anyone, its magic is opened and may it is a Heavy Item with a number and you have enough people or begin to flow out of the item. Most items will last no longer than in-game strength to move it. one year from this point. Items that are not stealable (except Red Stickered items) may be A few rare and powerful artifacts will last longer than this amount stored under your bed. This area is considered out-of-game, and of time. If so, the details will become apparent as soon as they other players may not look or search in this area. No stealable have been attuned. item may be placed under your bed under any circumstances. Even in-game items that have been used or destroyed (such as pieces of

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The Stuff AdventuresDRAFT Are Made Of8.16.2012 - 2 Stealing 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 real-world 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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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 Sorcery: The magic of discord and chaos, Sorcery is potent fantasy game system. The ability to affect the world at causing suffering and injury in one’s foes. It is said that around us with supernatural powers has intrigued us since its power comes from fiends, and that those who practice it the dawn of time and has frequently been written into are little better than their fiendish masters. Most folklore and legend. Now this power can be yours to characters may not begin with Sorcery, although you may command. 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, Schools of Magic depending on local law and who they are dealing with. 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 Your First Spells Scrollcraft must be of one of these types. Initiates and Any character with Mana receives two free spells in every other classes with the Magical Skills as a Favored category school they have learned: Light and Cancel Spell. In may learn multiple schools; other characters may learn only addition, new characters may select a total of four spells one school of magic. from any school of Mana (or Faith) that they know. The spells must be selected from those listed in Beginning Spells Elementalism: Raw elemental power is potent in battle. on page 108. Most who wield Elementalism use spells of all four elements (earth, fire, ice, and wind), although some prefer Existing characters who purchase mana begin with only the to specialize in a single element. Light and Cancel spell. You do not need to be taught Mentalism: The power of thought can enhance the senses, common (Elemental, Mental, Rune, and Wizardry) magics fortify the body, and assault or even control the minds of to purchase the mana. Remember that only characters with others. Sight can purchase more than one type of Mana. Rune Magic: Symbols like runes are very effective at The spells you know will be listed on your character sheet. holding power. Rune Magic is well suited for placing If you are a new character and have not selected your spells enchantments on items and even people. It provides many before the event, you will receive these spells at check-in. 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.

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areas that are not legal targets for weapons (hands, feet, Rules of Magic head), although you should not aim at these areas. If the A “spell” is the effect of channeling magical energy (Mana target dodges out of the way of the packet, the spell is lost or Faith) through your body at a target. Spell casting is and does not affect them. actually a very simple task provided you have a good short term memory and can toss a beanbag with a bit of accuracy. y If you are hit by a spell which has not been cast correctly, due to an incorrect incantation, the caster By properly reciting the spell incantation for a spell you walking or running while casting, or the caster possess, and deducting your Mana (or Faith as the case throwing the spell packet before completing the may be), you have successfully cast a spell and used the incantation, you may call “Botch.” In this case, the Mana for it. Now that you have completed speaking the spell has no effect, but no Mana has been expended. entire incantation, you must throw your spell packet (which represents the magical energy of a lightning bolt, y The duration of all spells is always specified in the fireball, snare spell, etc., being projected). If the spell incantation, and is usually one or five minutes. packet hits your target, they must take the effect of the y If you are hit by a spell and you do not understand spell, unless they have some spell or ability that allows what the caster has said or the effect of the spell, them to resist it. simply state “Clarify” to the spell’s caster and you are These rules of magic apply to everyone casting spells, both placed in a personal “Hold” until the effects can whether they are using their Mana, using Faith, casting be properly explained. from a battle scroll, using an alchemical powder, or using a y Unused Mana does not carry over from event to event. magic item that allows them to cast a spell. (However, at the beginning of each event, all your y Incantations must be spoken slowly, clearly and loud Mana and skills are restored.) enough so the target of the spell can hear everything y Spell packets are visible at all times. You can see them that is being said. as energy crackling around the fingertips of a mage, or y You cannot cast a spell that requires Mana while magical residue left on the battlefield. Spell packets wearing armor, even if the armor has been “destroyed.” may not be stolen or Disarmed. Armor spells do not count as armor for this purpose. Spell packets are necessary for the successful use of many Spells cast from Faith, scrolls, powders, or magic items spells. To ensure safety, not only for yourself but also for may be cast while wearing armor. others, properly follow the Spell Packet Construction y You must have both of your hands and arms free to directions in Appendix B Spell Packet Construction. 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 Beneficial Spells and Stacking description specifies otherwise. If you are casting from Spells can help or harm. Helpful spells cast upon you or a battle scroll or an alchemical powder, you may also your allies are beneficial spells. If the incantation does not have scrolls or a vial in your hands. Some magic items have a duration, they last until the end of the event. The (e.g. wands) must also be held in your hand while most common beneficial spells are Shields, Barriers, Armor, casting. Even a staff tucked under your arm will and Bestow spells. interfere with casting. More advanced characters may learn to cast spells with more spell packets or other “Stacking” refers to combining the benefits of multiple items in their hands. spells. You may not stack more than one spell of each of these four types. For these purposes, it doesn’t matter y If you have one arm Maimed, you can still cast using where the spell comes from. Whether it was a spell you cast your functioning arm. on yourself, a spell someone else casts on you, a spell-like y A spellcaster must keep both feet stationary while effect from a potion or oil you used, or a spell cast from a speaking the incantation for a spell. Once the battle scroll, a rune cast upon you, or a rune upon any item incantation is completed, the caster may take a single you are carrying or wearing, it may not be combined with “pitching step” while throwing the packet. If the caster another same-type spell from any source. If you have one moves during the incantation, or takes more than a of these spells upon yourself and another is cast, it is your single step while throwing the packet, the spell is lost choice which one (the original spell or the new spell) will and has no effect. You do not lose the Mana for a spell remain. lost in this way. y One shield spell - any spell/effect that lets you resist y Nearly every offensive spell requires a spell packet to be one thing. These will all have the word shield in their thrown at a target by the caster. These packets should be incant. Example: Spell Shield protects you from one thrown with restraint and not “pitched.” If the target is spell. struck anywhere on their person (clothing, backpack, sword, y One barrier spell - any spell/effect that lets you resist shield, armor, etc.) then the spell takes effect. This includes all attacks of a certain type for a certain amount of 106 Mythical Journeys Renaissance

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time. These will all have the word barrier in their y Some spells have specific prerequisites which must be incant. Example: Pain Barrier protects you from all learned first. Pain for 5 minutes. Also note that spells costing 4 or more Mana will always be y One armor spell - any spell/effect that has the effects learned with the limitation that they cannot be cast unless of armor. The word armor will be in the incant. you have a specific component in hand while casting. A y One bestow spell - any spell/effect that grants use of an second lesson at a subsequent event is required to remove ability/skill. The word bestow will be in the name and this limitation. The component is not needed during the incant. first lesson (and won't give any benefit if present).

Spellbooks Teaching Although it is not required, some mages choose to create You may be taught a spell by a mage with the Instruction spellbooks. An ordinary spellbook is a book that contains skill. The spell must be in a school of magic you know, but the names, incantations, and other information about your as long as the incantation is exactly the same, your teacher spells, and it can be a convenient reference. An ordinary does not have to know it in the same school. If the spell is spellbook that contains only spell information and no in more than one school of magic that you know, you must other materials (e.g. no battle scrolls hidden between its pick which school you are learning it in. By working with pages) can not be stolen. Anyway who searches you may you, the mage can impart the crucial words, gestures, and look through it while they are in your presence, but cannot principles that make the spell possible. As part of the take it without your permission. An ordinary spellbook lesson, you and your teacher must work together to cast may be held while casting. 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 Learning New Spells teacher or the student, or a combination of both of them No mage is satisfied with the knowledge he or she has as they see fit. Spells costing more than 3 Mana to cast accumulated. New spells are always calling, just waiting to may also require the use of magical components to learn. It be learned. Spells may be learned in three ways: teaching, is assumed that the student continues to practice the knowledge scrolls, and self-instruction. Regardless of the technique over the next few weeks; they are not able to cast method, you may never learn more than one spell per event. the spell without assistance until the next event. To finish Furthermore, no spell may be learned by any method unless learning the spell, you must record the name of the spell in you meet the following requirements: the appropriate section of your PEL, along with the name of your teacher. At the next event, the spell will appear on y Your total purchased Mana (of the appropriate type) your character sheet and you will be able to use it normally. 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 Knowledge Scrolls school. For this purpose, you may count half of your You may discover Knowledge Scrolls in-game. These scrolls lay Scrollcraft in the same school. For example, if you have out a series of exercises or procedures which will allow you to 5 Elemental Mana and 10 Elemental Scrollcraft, you learn the spell. The scrolls are magical, and are consumed during would be able to learn a spell costing 3 Mana to cast. use. Most require additional components, which are also You may not meet the Mana requirement by buying consumed, and the exercise will also require the expenditure of additional Mana after the event in which you were Mana. Even after the exercise is completed, additional practice is taught the spell. Temporary Mana also does not count. required before the spell is fully learned. To finish learning the spell, you must record it in your PEL. y 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 Self Instruction Mana. 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

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Beginning Spells DRAFT 8.16.2012Part 2 - -Playing 2 the Game a higher-than-normal Mana cost. If you learn the spell Elementalism partially, additional research at subsequent events may Elementalism follows the study of magics based on the allow you to perfect its use. You also may discover that you four major elements, Earth, Air, Ice, and Fire. You can need a particular material component (e.g. a ruby, a frog) choose to study a combination of all the elements, or focus to finish your research. In this case, you can cast the spell on a single element. 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, Awaken from then on. Cost: 1 Incant: “Through fire, I awaken you from your slumber.” Description: If the target is Unconscious from Slumber, Beginning Spells Waylay, or another effect, this spell awakens them. This This section lists the introductory magic spells for each spell has no effect if they are Dying. school of magic. This is not the complete list of magic spells, as there are many more spells to learn as you advance Earth Bolt in your studies. However, this list gives you an idea what Cost: 1 powers each school can learn to help you design your Incant: “Through earth, bolt, damage one.” character. Description: Bolt spells are the most basic form of Elemental attack. Light Cost: 0 Entangle Incant: “I create a source of magical light.” Cost: 1 Description: This common but useful spell is known by Incant: “Through wind, I entangle your feet together, 1 anyone with any Mana in any school of magic (and also minute.” Faith). Through the use of a magical component (a Description: The target’s feet are entangled together. The chemical glowstick) the caster creates an enchanted light target can still hop as long as both feet are kept together at on a stick that will usually glow between six to eight hours all times. (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 Fire Bolt light on anyone you wish after the spell has been cast. You Cost: 1 may also use a battery-powered light in place of a chemical Incant: “Through fire, bolt, damage 1.” glowstick as long as it produces a diffuse glow not much Description: Bolt spells are the most basic form of brighter than a glowstick and does not have any type of Elemental attack. 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 Giant’s Grip are also not permitted. Cost: 1 Incant: “Through earth, I seal your [right/left] hand to Cancel Spell this [item], five minutes.” Cost: 0 Description: The target may not let go of the item in the Incant: “I cancel my ______spell.” specified hand. The item also may not be Disarmed by any means. State, “Resist” if someone attempts to Disarm you. 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 Heat Weapon magic item to cast it. For example, the spell Snare has the Cost: 1 incant, “Through earth, I snare your feet to the ground, 1 Incant: “Through fire, I make your minute.” Its duration (1 minute) is in its incantation, so it searing hot, 10 seconds.” may be canceled. The spell to be cancelled must be named. Description: The target’s weapon becomes so hot that it For example, “I cancel my snare spell.” Just like other must immediately be dropped, and not picked up for at spells, the caster must hit the target with a spell packet, or least 10 seconds. Heat Weapon cannot be used on a touch them with it if they are willing. buckler, shield, or tower shield.

Ice Bolt Cost: 1

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Incant: “Through ice, bolt, damage 1.” Description: If the target is under the effects of poison, Description: Bolt spells are the most basic form of this spell delays their death for an extra 5 minutes. After Elemental attack. this time, the poison affects them normally.

Ice Greaves Snare Cost: 1 Cost: 1 Incant: “Through ice, I armor your bones, resist next Incant: “Through earth, I snare your feet to the ground, 1 maim.” minute.” Description: The target may resist the next Maim effect. Description: The target’s feet may not be moved. This spell does not protect against any other type of attack. Stone Greaves Cost: 1 Icicle Incant: “Through earth, I armor your bones, resist next Cost: 2 maim.” Incant: “Through ice, I pin your (right/left) (hand/foot) Description: The target may resist the next Maim effect. to the ground, 1 minute.” This spell does not protect against any other type of Description: The target’s hand or foot is pinned to the attack. ground. The target must immediately place the hand or foot on the ground, and may not move it until the spell Wind Bolt ends. Cost: 1 Incant: “Through wind, bolt, damage 1.” Pain Description: Bolt spells are the most basic form of Cost: 1 Elemental attack. 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.

Release Mentalism Cost: 1 The power of the mind is controlled through the use of Incant: “Through wind, I release [my/your] magical Mentalism. bonds.” Description: This spell removes the effects of Bind, Entangle, Awaken Freeze Limb, Giant's Grip, Magnetize, Pin hand (Icicle), Snare, Cost: 1 and Paralysis. It will not remove Petrification. Incant: “I awaken you from your slumber.” Description: If the target is Unconscious from Slumber, Silence Waylay, or another effect, this spell awakens them. This Cost: 1 spell has no effect if they are Dying. Incant: “Through wind, I silence you, 5 minutes.” Description: The target may not speak or cast spells for Communicate the duration. Skill calls other than magical incantations Cost: 1 may still be used. Incant: “I grant you the ability to communicate, five minutes.” Slow Poison Description: The target is granted the ability to Cost: 1 communicate in and understand the common tongue. The Incant: “Through ice, I delay this poison an extra 5 target is not required to speak, and unintelligent targets minutes, remain unconscious.” 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.

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Divert Silence Cost: 1 Cost: 1 Incant: “By will, I divert your gaze from me, ten seconds.” Incant: “By will, I silence you, five minutes.” Description: The target is forced to look away from the Description: The target may not speak or cast spells for spell caster for the duration of 10 seconds. The target may the duration. Skill calls other than magical incantations not look back at the caster until the spell expires. If the may still be used. target is struck at any time during the effect of the spell, the spell will be broken. Terror Cost: 1 Entice Incant: “Through Terror, Repel one minute.” Cost: 1 Description: The target must move away from the caster Incant: “By will, I compel you to approach, ten seconds.” for the full duration. They may move at a normal walking Description: The target is forced to moved towards the pace; running or fleeing is not required. caster for the full duration. This spell does not affect the target’s disposition towards the caster. Terror Shield Cost: 1 Free Will Incant: “I grant you a shield against terror, five minutes.” Cost: 1 Description: The target may resist all Terror spells and Incant: “I free you from this [charm/enslave/betrayal/ effects for the duration. 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.

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.” Rune Magic Description: When hit with this spell, the target must Rune Magic’s power comes through written symbols, and almost immediately fall to the ground and role-play severe pain all of its spells require a runic symbol to be written on an (scream in agony). The pain continues until the target appropriate surface in black or brown ink. You may use a makeup touches both knees and a hand to the ground. During this pencil, eyeliner, grease pencil, or other methods to draw the rune, time, the target cannot cast spells, fight, or defend as long as it leaves a clearly visible mark and it can be erased. No yourself. The victim should role-play the pain they are in-game ink is needed to draw normal runes. suffering to the utmost. Each rune grants a power which is used once and then expended. Once the rune has been used, it must be removed immediately. Release The rune must take the form shown on your character sheet. Cost: 1 Runes cannot be removed except when used or with Dispel Magic Incant: “I release [my/your] magical bonds.” or a spell for removing runes. (A Secure rune cannot even be Description: This spell removes the effects of Bind, removed by Dispel Magic, only by a Pry spell of sufficient Entangle, Freeze Limb, Giant's Grip, Magnetize, Pin hand strength.) If your rune is smudged or accidentally erased before it (Icicle), Snare, and Paralysis. It will not remove has been expended in these ways, you can redraw it. Petrification. 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

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Magic and SpellsDRAFT 8.16.2012 - 2 Beginning Spells considered spells active upon the character, so normal Pain Shield stacking limits apply. You may not have, for example, a Cost: 1 Shield rune as well as a Shield spell cast upon you. If you Incant: “I grant you a shield against have more, one is cancelled (your choice)—if the rune is pain.” cancelled, it must be immediately be removed. Runes on your armor, clothing, and weapons count as runes upon Description: The target may resist one you for these purposes. Pain effect. Armor’s Bane Rework Cost: 1 Cost: 1  Incant: “I bestow the skill Pierce upon this [bow/  Incant: “I magically repair this armor.” crossbow].” Description: This rune instantly repairs Description: This rune must be placed on a bow or crossbow (it normal armor at the moment it is drawn. The caster must use the may not be placed on an arrow, bolt, javelin, thrown weapon, or any same materials a blacksmith or leatherworker would use to repair other item). The bearer of the item may use the Pierce skill once. the armor, and these are expended when the rune is drawn. The rune may be traced with a fingertip by the caster, rather than Bestow Push leaving an actual mark (if one is drawn, it must be immediately erased because the rune is expended). This rune will not repair an Cost: 1 armor spell or armor rune. Incant: “I bestow the skill Push upon this weapon.” Rune Of Holding Description: The target may use the Push skill once, allowing them to drive Cost: 1 back a foe.  Incant: “I bestow this spell for you to use once.” Bolt Shield Description: This rune must be placed upon a person, and it Cost: 1 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  Incant: “I grant you a bolt shield.” Rune of Holding by the Rune Mage or by another person. The Description: This rune must be placed upon a person the rune is placed on may then cast the spell at any time by person. They may resist one spell with the word “Bolt” in its breaking the rune and speaking the spell’s full incantation. If the incantation. 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 Lesser Elemental Aegis Rune of Holding while speaking the full incantation of the stored Cost: 1 rune. If the spell requires casting time (e.g. Healing), the time  Incant: “I shield this [item] against the must be spent both while writing the rune and again while using elements.” 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 Description: This rune must be placed on an item (e.g. a Rune of Holding was created. All normal requirements for shield or weapon). The bearer of the item may resist one spellcasting apply when casting to stored spell (e.g. nothing in Elemental spell (any spell starting with the words hand, both feet stationary, etc). “Through earth,” “Through fire,” “Through ice,” or “Through wind”) if it hits the item. 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 Loyal Weapon possible to cast on someone else, unless the recipient of the Rune of Holding is the one who is storing it. Cost: 1 Incant: “I shield you against the next The stored spell is not considered an active spell and does not Disarm.” count for stacking purposes (although the Rune of Holding itself Description: This rune must be placed upon a is considered an active Bestow spell). weapon. The bearer of the weapon may resist one Disarm skill or spell. State, “Resist” if someone attempts to Disarm you. 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

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Beginning Spells DRAFT 8.16.2012Part 2 - -Playing 2 the Game of a band-aid. This magical “lock” is only effective to the Pry direction it is facing and is broken if the item is opened Cost: Special from the inside (i.e., a door). The caster may open their Incant: “I pry open this secured bond.” own Secure spells at any time, but this will end the spell. Others may only open the Secure by using the Pry spell Description: The caster may open a Secure spell. The and expending the same amount of Mana as the caster of Mana cost is the same amount used to cast the Secure spell the Secure spell; this also ends the Secure. See Magical Locks: and will be labeled on the Secure tag. See Magical Locks: Secure on page 100 for more details. Secure on page 100 for more information. Additional castings of Secure add additional Secure tags. They do not make the original Secure more powerful. Release Cost: 1 Venom Shield Incant: “I release [my/your] magical bonds.” Cost: 1 Description: This spell removes the effects of Bind, Incant: “I grant you a shield against poison and venom.” Entangle, Freeze Limb, Giant's Grip, Magnetize, Pin hand (Icicle), Snare, and Paralysis. It will not remove Description: The target may resist one Poison or Venom Petrification. effect. Repel Elemental Wizardry Cost: 1 Some choose to try and break magic apart into components and manipulate each component. Those who study Incant: “With mana, repel elemental, one minute.” Wizardry study the control of raw magic in its pure form. Description: If used on an elemental, the elemental must move away from the caster for the full duration. There is no effect if Awaken cast on any other type of creature. Cost: 1 Repel Fiend Incant: “I awaken you from your slumber.” Cost: 1 Description: If the target is Unconscious from Slumber, Waylay, or another effect, this spell awakens them. This Incant: “With mana, repel fiend, one minute.” spell has no effect if they are Dying. 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 Bolt Shield other type of creature. Cost: 1 Repel Undead Incant: “I grant you a bolt shield.” Cost: 1 Description: The recipient may resist one spell with the word “Bolt” in its incantation. 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 Communicate any other type of creature. Cost: 1 Incant: “I grant you the ability to communicate, five Secure minutes.” Cost: Special Description: The target is granted the ability to communicate in and understand the common tongue. The Incant: “I magically secure this [item].” target is not required to speak, and unintelligent targets Description: This spell magically locks an item (chests, doors, may have nothing useful to say. This will also restore the etc.) by placing a card or strip of paper labeled with “Secure” and ability to speak to a target who has been Silenced or the amount of Mana used to cast the spell, over (or around) the compelled to speak Gibberish. 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 Mana Bolt own Secure spells at any time. Others may only open the Secure Cost: 2 by using the Pry spell and expending the same amount of Mana as Incant: “With mana, Bolt, damage 1.” the caster of the Secure spell. See Magical Locks: Secure on page 100 Description: A bolt of pure magical energy damages the for more details. target. Additional castings of Secure add additional Secure tags. They do not make the original Secure more powerful.

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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 anti- magic 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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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. Dedication is an important first step in the life of the faithful, but it is not the only step. Radiants and the Faith, Pilgrims, and Dedication Fortunate also perform a rite of Induction into a specific Some who wish to work magic do so by controlling and Order or School for those who have chosen one of these shaping magical energy—these are the mages. Others paths. For Shamans, this bond must be made directly with prefer to tap their own faith and to channel the power of a spirit. In all three faiths, the Dedication may be the divine. These are the clerics and the healers. The power performed at any time, by anyone with Faith, but the they wield—that of Faith magic—is both similar to and Induction or Spirit Bond can only be made by a character distinct from the power of Mana. Faith magic is especially who has progressed into an Advanced Class (see Chapter well known for its power to heal and help, although it is 14 Advancing Your Character). not limited to these aspects. 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 SpellsDRAFT 8.16.2012Part 2 - -Playing 2 the Game Casting Faith Spells Casting Faith magic is much like casting Mana-based A prayer is an active spell and can be cancelled by Dispel spells, and players with Faith should read and apply all of Magic or Dispel Prayer. Otherwise, the prayer only ends if the rules for Mana-based spells (see Rules of Magic on you stop speaking the incantation, let go of your holy page 106). Instead of using Mana, Faith magic draws upon symbol, or otherwise stop the spell. 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 Learning Faith Spells packet, and you may not cast any type of spell while New characters who purchase Faith begin the game with running or walking. the spells Light, Healing, and Cancel Spell. In addition, In addition, faithful who have Dedicated must be carrying new characters may select a total of four spells of Faith (or a Holy Symbol of their faith. A Holy Symbol may be of any school of Mana that they know). The spells must be something that is held or worn, but it may not be a weapon selected from those listed in Pilgrim Spells on page 121. or shield. The most common form is a pendant or amulet Existing characters who learn Faith begin with only Cancel worn around the neck. A holy symbol should be clearly Spell, Light, and Healing. 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 During the game, you can learn additional spells from a wearing or holding a holy symbol. teacher, from a knowledge scroll, or through your own experimentation. Regardless of the method, you may never Unlike Mana-based magic, Faith magic may be cast while learn more than one spell per event. Furthermore, no spell wearing armor. may be learned by any method unless you meet the following requirements: Prayer Spells y Your total purchased Faith is at least equal to the cost Many of the religions teach a special type of protective of the spell times itself. For example, to learn a spell spell called a Prayer. To use a prayer, you must be holding with a casting cost of 3 Faith, you must have 3 x 3 = your holy symbol in both hands and nothing else. If you 9 Faith. For this purpose, you may also count half of have a holy weapon that can be held while you are casting, your Divine Scrollcraft. For example, if you have 5 it can be held but not wielded (even defensively) during Faith and 10 Divine Scrollcraft, you would be able to the prayer, and you must still have both hands on the holy learn a spell costing 3 Faith to cast. You may not meet symbol. If one arm is broken, you can use the other hand to the Faith requirement by buying additional Faith after hold it on your holy symbol, but if both arms are broken all the event in which you were taught the spell. spellcasting is impossible. State the incantation to activate Temporary Faith also does not count. the protection, and then continue to recite it as long as you y wish. The protection continues until you stop repeating You must have at least as many 1 Faith spells as 2 the incantation. Some prayers offer limited protection (e.g. Faith spells, as many 2 Faith spells as 3 Faith spells, just against missile weapons) while others protect against and as many 3 Faith spells as spells of 4 or more Faith. everything. If your prayer protects against melee attacks, it y Some spells have specific prerequisites which must be also protects against being touched for any other reason learned first. (including being searched). 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 Some prayers require you to remain stationary. These second lesson at a subsequent event is required to remove include the words "where I stand" at the conclusion of the this limitation. The component is not needed during the prayer. You are not required to be standing (you can be first lesson (and won't give any benefit if present). seated, lying down, etc), but you may not move from your location without ending the prayer. If you are struck by an Finally, Pilgrims are only able to learn spells from the list attack that is stopped by the prayer, you do not have to say Pilgrim Spells on page 121, while those who are Dedicated "Resist" or "Barrier." Instead, just continue to repeat the may learn the more advanced spells of their faith. prayer.

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.

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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. Teaching You may be taught a spell by a cleric or other character with the Instruction skill. The spell must be available for Religions your religion (and school or order if relevant), but as long Religion plays an important role in driving the world’s as the incantation is exactly the same, your teacher does events, shaping history and motivating the faithful. Many not need to be of the same religion, school, or order. By are the lives that have been changed by religion. The working with you, your teacher can impart the crucial characters in the world take religion very seriously. words, gestures, and principles that make the spell possible. However, these religions are for role-playing purposes only As part of the lesson, you and your teacher must work and are not modeled after any real world religions. together to cast the spell once per point of Faith required Discussion of real world religion or the open wearing of to cast the spell, to a maximum of three times. For real religious symbols is forbidden in fairness to everyone. example, a spell costing 2 Faith to cast must be cast twice during the lesson. The Faith to cast the spell may be The following sections give brief descriptions of the major expended by either the teacher or the student, or a religions. More information is available about each of the combination of both of them as they see fit. Some spells religions on our web site, including in-game holy texts. We will also require the use of magical components to learn. It encourage you to read more about the religion you select. is assumed that the student continues to practice the technique over the next few weeks; they are not able to cast Fortune the spell without assistance until the next event. To finish The Devotions of Fortune are learning the spell, you must record the name of the spell in generally believed to have the appropriate section of your PEL, along with the name developed in the early years of of your teacher. At the next event, the spell will appear on the Age of Light. Several your character sheet and you will be able to use it normally. temples devoted to different aspects of Fortune are said to Knowledge Scrolls have joined together, although You may discover Knowledge Scrolls in-game. These the details are not well scrolls lay out a series of exercises or procedures which will recorded. Unlike the allow you to learn the spell. The scrolls are magical, and are moralistic Radiants (see consumed during use. Most require additional Radiance on page 119), the components, which are also consumed, and the exercise will Fortunate are primarily also require the expenditure of Faith. Even after the concerned with improving exercise is completed, additional practice is required before their relationship with the divine for the sake of improving the spell is fully learned. To finish learning the spell, you their own lot in life. Their observances are concerned with must record it in your PEL. 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 Self Instruction trade or romance. The Fortunate also make much of If you are not taught a spell and do not use a knowledge consecrating and blessing special occasions, be they births, scroll, you can attempt to learn the spell through prayer, weddings, the launching of ships, planting of crops, or the meditation, observation, and experimentation. You must beginnings of other ventures. record the spell you are trying to learn, including its entire correct incantation, in your PEL. The next event after The Devotions of Fortune are loosely organized in most attempting unassisted research, you will find out the areas. In a small town, a single priest may handle all results. Generally you will start the next event with some matters, performing ceremonies and advising the devout on of your Faith already used. You may learn the spell how to improve their relationship with Fortune. In a larger properly. You may simply fail to learn the spell, especially if city, a single high priest will coordinate others who focus

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Religions DRAFT 8.16.2012Part 2 - -Playing 2 the Game on specific matters, whether they consist of attending to a Their symbol (the cup or goblet of fortune) is not particular congregation or seeing to a particular need portrayed in any single, consistent way. (blessing the crops or blessing the markets). Many will act as Fortune counselors, advising the devout on what actions Chalice Knights: The Knights of the Chalice take their name they can take to improve their lot, and some use divination from a legendary artifact said to have once held the essence of the to determine what lies in store and how it can be improved. god of Joy. They form an order of holy knights dedicated to the Followers of the Devotions respect the advice of the glory of Fortune. In addition to protecting the weak and doing priests, and also show their devotion with offerings at good works, they strive to challenge themselves with tasks some certain times of the year, such as giving a small portion of might consider reckless. Each success demonstrates the power of their crops after the harvest or a tithe of part of their Fortune and its favor upon its champions. The Chalice itself has profits from successful business. long been lost, and many have spent their lives questing for it. Malcolmites: Believing that solemn duty Devotees of Fortune often speak of the twins, Luck and requires experiencing all the joys that Fortune Destiny. Lord Destiny is considered to plan out the lives of has put before them, Malcolmites are devoted to mortals, while Lady Luck disrupts those plans with the enjoying life to the fullest. Their blessings are random and unexpected. Those who wish greatness often especially desirable for the grapevines, and their appeal to Destiny, while those who wish to escape their fate advice is often sought on the throwing of appeal to Luck. But both must be respected, for Destiny festivals. Malcolmites use a richly made goblet, hates to be ignored and Luck is fickle. The twins are never full of wine, as their symbol. seen by mortals, although lesser avatars, such as the Savonians: Focusing on determining the Handmaidens of Luck, do appear in various guises on rare future fortunes of their followers, Savonians occasions. are especially concerned with divination. They Devotees of Fortune follow a variety of teachings and are often consulted on the best location for a philosophies about how Fortune should be honored and business or the best dates for an occasion. pursued, which are generally grouped into “schools”. When the future is unpleasant, they advise (Although many of the Fortunate consider themselves to their faithful what changes to make and they be independent thinkers and not part of any school.) These may perform rituals to drive out bad fortune schools are usually named for their founders, and have or unfriendly spirits. Their symbol is a cup containing dice come and gone with time. A set of teachings is generally or a card with a depiction of a cup. considered a school if its founder is made a High Priest The Ancestors: Especially common in the and if it has enough followers. Founders of less popular Dragon Dynasty, the school of The Ancestors ideas often find their advancement to the position of High teaches that Fortune is best reached through Priest blocked for just this reason. At present, the most prayers to one’s own ancestors to ask their prominent schools are: intercession in various matters. Priests are employed to determine what is needed to Avannarites: The Avannarites consider wealth ensure fortunate results. Their symbol is a and magical power to be signs of Fortune’s white skull shaped into a chalice. highest favor. They make the most extensive use of rituals to grant and improve good The Black Heresy: Not actually a school, the Black Heresy has fortune, and their rituals often include magic sprung up from time to time and has generally been crushed by alongside faith. Their symbol is a richly made the priesthood. Black Heretics have appeared in every school at goblet, glowing. various times. The Black Heresy refers specifically to the idea that Fortune in the world is balanced: for each incident of good Benevolents: Concerned first and foremost fortune, an equal incident of bad fortune will occur. Improving with the physical well-being of the faithful, the fortune of others then carries the risk that you will suffer the Fortune’s Benevolent Hands are healers of equivalent misfortune, whereas causing misfortune may bring you great skill. They consider material wealth good luck. Black Heretics may simply cause as much misfortune unimportant and distribute what they can to as possible, or they may focus their efforts on one or a few the needy. Their symbol is a simple cup, of scapegoats who they see as “chosen” to carry the weight of wood or iron (the latter especially among misfortune for the world. Some cause misfortune for its own those from Ironwatch). sake, while others simply use the doctrine as an excuse to harm Calaphites: All priests of Fortune do what they can to others for their own gain. 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. 118 Mythical Journeys Renaissance

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Radiance Order of the Holy Book: A scholarly According to its doctrines, the order devoted to researching holy rituals, Way of Holy Radiance arose in methods of destroying Darkness and its the early years of the Age of minions, history of the Way, and the Light. After the fall of the nature of their evil foes. Some members Dark Queen, the Temple of of the order prefer to teach what they have the Sun’s Dawn (devoted to learned, while others prefer to carry out upholding truth and the rituals themselves. Members of the vanquishing evil) and the order sometimes research the nature of dark magics but they are Te m p l e o f A r c a n e Tr u t h forbidden from using them; more than one has been (devoted to the search for excommunicated (and sometimes killed) for violating this knowledge) jointly founded a school and library dedicated doctrine. The order’s symbol is an open book superimposed on a to researching threats to civilization, developing methods sun. for combating darkness, and training those who would Order of the Open Hand: This order is carry out those methods. The school, located in Dumar, devoted to education, outreach, and reformation. was well supported by the nobility as well as by the Members may be teachers, especially in distant temples, and rapidly grew in size. It became common for communities, and the order is also known for its nobles to attend the school, not only those of Dumar but mastery of the healing arts. They strive to be also those of Myra and other cities. Eventually the school pillars of their communities, examples of the Holy became a temple, encompassing the temples that founded Radiance to all they encounter. Their symbol is an it as well as incorporating several other orders. The Temple outstretched hand with a sun resting in its palm. of Holy Radiance began to establish temples and schools Order of the Scale: This order has across Pendaan, and what became known generally as the task of determining justice. They Radiance became one of the dominant religions. Today, the act as judges and as investigators as Way of Holy Radiance is well-established and Radiants, as needed. In smaller communities a followers are often called, can be found almost anywhere in single member of the order may carry Pendaan. out both roles; in larger cities some Everyone is welcomed to join the Way, but those who will be judges while others investigate choose to devote their lives to it eventually join one of the and report their findings. Members of four Orders: the Shining Sword, the Holy Book, the Open this order are also responsible for ensuring corruption Hand, or the Scales. Those with natural spiritual talent are does not enter the Way; they are tasked with identifying especially encouraged to advance this far. In each city, the those who have been tempted by the dark arts, for example. Way is directed by a single Luminary who is technically not Their symbol is a scale superimposed on a sun. part of any order but who rose to his or her position through one. The Archluminary, who sits at the original Shamanism Temple of Holy Radiance in Dumar, directs the Among the northern barbarians Luminaries. Luminaries and the Archluminary use a and other “uncivilized” peoples, shining sun as their symbol, not the symbols of their relationships with the gods do not former orders (which would suggest a bias in their views). take the form of hierarchical, Order of the Shining Sword: A neatly organized religions. Tribal knightly order devoted to destroying evil. shamans and druids deal with the Members of the order are extensively myriad spirits, ranging from the trained in combat as well as in the use of elements (fire, ice, wind, and Faith to destroy undead and other earth), to the celestial bodies creatures of Darkness. While all Radiants (sun, moon, and stars), to animal and plant spirits, and even to are expected to act honorably, the the muses. Shamans have some familiarity with all the spirits, but requirement is strongest for this order. some focus more on some aspects than others. Druids (the title is Holy warriors of this order are known as not chosen but earned) tend to focus on nature spirits and the Templars, and those whose service is exemplary may receive elements. Rangers usually are most familiar with animal and plant knighthood through the religion. The symbol of the order is a spirits. Eremites typically focus on nature and the celestial bodies, sword superimposed on a sun. 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.

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The nature of their observances vary from place to place, but they have an especially close tie (e.g. a blacksmith who most hold some type of ceremony at noon or midnight (or both) follows a fire spirit) although some go farther and find at least once a moon in a shrine or other sacred place. ways to honor all four elements. Shamans and druids are most common in the wilderness Celestial: The spirits of the night sky are closely tied to but can also be found in rural areas, where they sometimes the realm of Dream, and in fact dream shaman teach that have followings among the peasantry. A poorly marked the stars are visible features of this close-by realm. Those shrine can often be found outside the smaller towns if you who look to their dreams for guidance follow dream take time to look. Followers will often keep their worship spirits, while those who try to make out the larger patterns secret from others, or at least refrain from mentioning it in and predictions of the sky look to stars. The spirits of the the presence of outsiders. In civilized areas, most people moon are guardians of this realm and their shaman are (especially Radiants and Devotees of Fortune) look upon defenders of their faithful in our own realm. Shamanism with distrust; who can say what the motives of Muses: Unlike the other spirits, the Muses are accepted as the spirits are? The exceptions to this rule are the bards. As benevolent even by those who do not care for shamanism, devotees of the Muses, bards are seen as holy people by and their followers are welcome almost everywhere. Some both shamanists and the Fortunate, and even Radiants take pains to avoid associating with common shamans. often accept their ways. Muses serve to inspire art and music, and their followers devote themselves to the cause. In order to channel the Shamanism makes little distinction between their Faith and the power of the Muses, they sing their spells. The most Elemental magics, and many will also develop Elemental magic advanced are known as Bards. and spells. For this reason, some think of them as “hedge Other Spirits: Not every spirit fits these categories. For wizards” or simply as superstitious and poorly trained mages. example, the Detlene Varn follow their own spirit wardens. Nevertheless, they have some capabilities mages lack. Conversely, The less common spirits sometimes suffer distrust even some shamans and their believers think of mages as narrow- from other shamans. An unknown entity has unknown minded fools who are missing the real point of magic. It’s a point desires, which could be malevolent. It's also easier for other not likely to ever be resolved. entities, such as powerful fiends and undead, to pretend to Holy symbols of shamans always involve a tree. The form be unique or new types of spirits than for them to of the tree may reflect something of the shaman's views on impersonate spirits of nature, the elements, dream, or the the world; for example, it may be a whole tree, a branch or a Muses--although none of these are impossible. leaf, a single acorn, or a winter tree with no leaves. The tree symbolizes the interconnectedness of spirits and the The Fiend Goddess natural cycle. The symbol may incorporate other elements Legend claims that the Fiend Goddess was once a depending on what spirits the shaman feels particularly deity, but was cast out of the divine realms for close to. For example, an elemental shaman might have a overstepping herself, interceding directly in the burning tree on their symbol, an eremite might have a tree mortal realm during the Age of Darkness. She is under a full moon or starry sky, a bard's symbol might considered Queen among the fiends, and the great show a harp of live wood with leaves and roots, and so fiend lords known as Baarteyu are her nobles. Her forth. Animals are also common elements in shamanic name is rarely spoken or written, due to the symbols, such as an owl sitting in the tree. widespread belief that the naming of fiends grants them increased Nature: The most common form of shamanism is access to the mortal realm. (Her followers, of course, are more dedication to spirits of nature. There are innumerably willing to speak it.) The Radiants to this day confiscate and many nature spirits, though not every type can be found in destroy texts naming her (and sometimes other Baarteyu) every region. Nature spirits dwell in the spirit world and whenever possible. Blackhold bears the mark of her touch and normally cross over only when called or around Eventide. fiend-spawn creatures roam its lands. Her followers are said to Generally they are concerned with the well-being of the use dark magics, especially those relating to the power of fiends. environment. Spirits of predatory animals (e.g. wolves) And like fiends, her followers are devoted to spreading misery and tend to be more martial while spirits of herbivores and suffering as far as possible. Not surprisingly, they are unwelcome plants (e.g. the oak tree) are more focused on growth and outside Blackhold and forbidden by the laws of many lands. protection. Some animal spirits are more closely tied to The Fiend Goddess’s symbol is three red claw marks, other realms. For example, many spirits of birds dwell in typically on a black background. Some devote themselves the elemental realm of air, while some nocturnal animals, to other fiends and these may have their own symbols. 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 The Undead Lords on forms of creatures closely tied to their element, like Many who choose to serve darkness do so by pledging themselves birds, fish, or trees, while others simply appear as living to one of the undead lords, receiving power over the dead and entities composed entirely of the element. Most elemental undead in exchange. Such dark magic is said to be inherently shamans dedicate themselves to a single element to which corrupting, leading inevitably to a murderous disposition, and

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Faith and ReligionDRAFT 8.16.2012 - 2 Pilgrim Spells while the subject is sometimes debated there are few, if any, Detect Poison counterexamples. Some believe the undead lords are themselves Cost: 1 organized into a hierarchy of power, all serving a single dark god Incant: “I detect all poisons before me, one minute.” of undeath and murder (Radiants, in particular, hold this belief as doctrine). Others consider the power a type of magic like any Description: For one minute, the caster can check all items for other, uncontrolled by any greater being. Since the dark magics poison. The caster must actually look for ingestive or contact are banned in most cities and service to the undead lords is even poison during this time. The caster is not affected by the poison more shunned, it is difficult to determine the truth of the matter. even if he accidentally touches contact poison during this time. Some of the undead lords have personal symbols, while others do Free Will not. Most followers show a preference for the color black. Cost: 1 Incant: “I free you from this [charm/enslave/betrayal/ pacify].” Pilgrim Spells Description: If the target is under the specified effect, they are This section lists the introductory faith spells for Pilgrims. This freed. If the caster specified a different effect (e.g. the target is is not the complete list of Faith spells, as there are many more Enslaved but the caster specified Charm), the effect is not spells to learn as you advance in your studies. removed. You may not cast this spell upon yourself.

Awaken Healing Cost: 1 Cost: 1 Incant: “I awaken you from your slumber.” Incant: With Faith, I heal [you/myself] one vitality.” Description: If the target is Unconscious from Slumber, Waylay, Description: This spell requires one full minute to cast, during or another effect, this spell awakens them. This spell has no effect which the caster must be touching the subject with a spell packet if they are Dying. (or with their hand if the subject agrees). The caster should say "With Faith" when beginning the spell, role-play prayer or Cancel Spell meditation during the minute, and speak the entire incantation at Cost: 0 the end. Once completed, the spell restores one Vitality to the Incant: “I cancel my ______spell.” subject of the spell, and also repairs all of their limbs which have Description: Anyone with Faith (or Mana of any type) can cancel a been Maimed or Stunned. If the target is Dying due to damage, spell they have cast that has a duration in its incant, even if they used their death count is suspended while this spell is being cast, and a battle scroll or magic item to cast it. For example, the spell when it is finished they are restored to Consciousness. Healing Communicate has the incant, “I grant you the ability to has no effect on those who are Unconscious due to Waylay, communicate, five minutes.” Its duration (5 minutes) is in its Slumber, or other effects. incantation, so it may be canceled. The spell to be cancelled must be named. For example, “I cancel my communicate spell.” Just like other Light spells, the caster must hit the target with a spell packet, or touch Cost: 0 them with it if they are willing. Incant: “I create a source of magical light.” Description: This common but useful spell is known by anyone Cleanse with Faith (or any type of Mana). Through the use of a magical Cost: 2 component (a chemical glowstick) the caster creates an enchanted Incant: I cleanse your body of all poisons.” light on a stick that will usually glow between six to eight hours Description : If the subject of this spell is currently under (players must provide their own components). This spell requires the effects of any poison or venom, the effect is removed. 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 Communicate 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 Cost: 1 produces a diffuse glow not much brighter than a glowstick and Incant: “I grant you the ability to communicate, five does not have any type of beam. Very bright lights and anything minutes.” that shines a beam (e.g. a normal flashlight, anything with an Description: The target is granted the ability to communicate exposed LED) are not allowed. Ultra-high intensity chemical in and understand the common tongue. The target is not required glowsticks are also not permitted. 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 Purify Silenced or compelled to speak Gibberish. Cost: 1 Incant: “I purify this [object] of all poisons.”

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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.

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.

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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 Collecting Magical Components shape the flow of Mana so as to wreak their will, so does the earth A wide variety of plastic flowers, fungi, animals, etc. can be itself accumulate and disperse magical energies according to found scattered throughout the game area. (Please do not principles beyond mortal understanding. It is well understood, gather any real plants or animals; they have no alchemical however, that these energies can affect the animals and plants that effects). They can be collected by anyone, although they dwell nearby, and sometimes even transform the earth itself. are most useful to alchemists and herbalists. If not used, all Understanding and tapping the energies contained within these animal and plant components become unusable at the end unwitting vessels is the task of alchemy and herbalism. of the event during which they are gathered. Please turn in Most alchemists belong to the powerful and secretive Alchemical all unused components at the end of the event. In addition, Guild, an institution created to oversee the proper teaching and claws, teeth, and other components may be harvested from control of alchemical knowledge. Alchemy is widely regarded as a some monsters. Claws and teeth do not spoil. highly secretive art—in part due to the desire of most alchemists Some very large animal components yield twice as much to keep the demand for crucial material as normal. These are treated as if they were two components low, but also in no small components. Very small animal components (1/2”) may part due to the strictly enforced orders only be used in quantity. To get a useful product, ten of of the Guild. One result is that these are required. most alchemical writings are in a magical code decipherable only by Components must be intact in order to be used. A flower other alchemists. 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 DRAFTPowders 8.16.2012Part 2 - -Playing 2 the Game 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.

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. 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. 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 Powders defenses against spells. For A powder is an alchemical creation which can be thrown as example, Spell Shield will not a spell. The vial contains a tag, as with a potion, as well as a protect you from a potion. powder packet. To use a powder, take out the tag and read Other more specific defenses it completely. It may have effects on you as well as those will help. For example, if the that you can throw. After reading the tag, you can hold the potion causes 1 point of Fire powder for up to 5 minutes before throwing it. If you damage, you could resist it haven’t thrown it after that time, the powder is wasted. To using a Fire Shield. throw the spell, speak the full incantation as written on the Potions and Oils with tag, then throw the packet. The powder is considered a beneficial effects are spell for all purposes; it can be resisted in the same way subject to the same that spells can, and you may not walk or run while speaking stacking limitations as the incant or throwing it. spells. See Beneficial Spells and Stacking on page 106 for details. 124 Mythical Journeys Renaissance

Alchemy and DRAFTHerbalism 8.16.2012 - 2 Learning Alchemy An example powder tag might read: Learning Herbalism “You have 5 minutes to use this powder or it is wasted. To use When Herbalism is first purchased, you learn one basic this powder, state the incant 'Through Fire, Bolt Damage 1' and herbal process: throw the packet. You are burned for 1 point of acid damage.” Calcination - Burning bones or teeth in a closed crucible until This example would allow you to state the incant, the component is reduced to a dry ash. (This process is also used “Through fire, bolt damage 1,” and then throw the powder in Alchemy.) packet. It would also burn you for 1 point of acid damage. DecoctionBoiling suitable roots or seeds to produce an The acid damage would occur immediately, as soon as you herbal potion. read the tag. GrindingReducing a mineral component to powder by crushing it. (This process is also used in Alchemy.) Learning Alchemy Oil InfusionBruising suitable leaves and letting them soak Each time the Alchemy skill is purchased, you learn one in oil for 6-8 days, then removing any large pieces, to basic alchemical process. The following processes may be prepare an herbal oil. learned and used by any character: Te a I n f u s i o n Allowing suitable flowers to steep in hot but not Blood Putrefaction - Extracting an animal’s blood and boiling water for a brief period to prepare an herbal potion. then allowing it to putrefy until it reaches the correct ExpressionPressing suitable berries to extract a useful liquid. degree of darkness, before fermentation begins. TinctureDissolving the component in alcohol. This is used Calcination - Burning bones or teeth in a closed crucible on mushrooms (they are first dried) and resins. until the component is reduced to a dry ash. (This process Because Herbalism is a craft, each basic process is a separate skill, is also used in Herbalism.) which must be learned in-game and purchased as with other skills. Corrosion - Using simple acids or bases to dissolve a More advanced processes are also available to skilled Herbalists, corruptible metal. (Simple acids and bases can be prepared from including baking and brewing. common, valueless materials. It is assumed that they are prepared by the alchemist as needed, and that they are not useful for other purposes.) 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 ) 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.

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Starting Recipes DRAFT 8.16.2012Part 2 - -Playing 2 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 y 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.

Herbalism Starting Recipes y 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.

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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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 After the Game Congratulations! You’ve just survived in some way, shape, Once you’ve returned home from an event, the story isn’t or form another Mythical Journeys event. You’ve finished over yet. There’s still more you can do to keep the world of all your adventures for the event, but there’s still stuff to Pendaan alive and stay in touch with Mythical Journeys. do at Mythical Journeys. Feedback Letters and Updating Check Out We ask that all Players and Cast write us a Feedback Letter Depending on your skills or your actions during the event, (or Post Event Letter often referred to as a PEL) after each you may need to check out. event. This letter tells us what you thought of the event, y what you liked, and what you thought could be improved. If you have any yellow-stickered items, you must turn We always welcome constructive criticism—if you think them in at check out. Some are in-game props that something could be done better, please tell us how you have special effects that need to be monitored; some would do it. Your feedback helps us to determine what you are personal props that people would like returned. enjoy about playing Mythical Journeys and what areas we y Any items you want to detect/attune must be turned in may need to focus in more. Not only do you get to help at this time. shape the game in this manner, but we also reward you with y Please turn in any alchemical or herbal components 10 additional CP! Your Feedback Letter must be received that you will not use. no later than two weeks after the event in order to receive a CP reward. Check out runs for an hour after game end. Feedback Letters should include: Player name, date of event attended, what your future goals are, what goals you Sunday Breakdown have achieved, what you thought of the event (highlights), After event close on Sunday we begin the fast-paced and what you would have done (differently) to improve the project of transforming our medieval fantasy town back to event. You get 10 CP for an Adventure Weekend plus 10 the rustic camp it once was. To receive your full number of additional points for submitting your Feedback Letter on CP for the weekend, please help us with breakdown! We time. An online Post Event Letter form is available on our award ten UP or more to players and cast who assist with web site. Your points will be automatically added when you breakdown. Make sure you sign in (and out when you are use it. done) with the breakdown coordinator. If you are helping us, please try to keep socializing to a minimum. Once we Feedback letters are also an excellent place to suggest new have fully completed breakdown there’s plenty of time to ideas, monsters, skills, improvement ideas, or address talk, laugh, and share adventure stories. issues. Your thoughts are important to us so please fill us in! 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.

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The PEL in Detail How you write your PEL is up to you. You can: One of the most important parts of advancing your character is y Provide a chronological list of your activities. 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 y Describe your activities by related events, such as Mythical Journeys all your activities, thoughts, plans, and ideas everything relating to dealing with the Lich, then for the future. everything relating to your goal of becoming a Fatespinner, etc. 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 y Write in-game letters and journals. want to do in the future. Although the Cast of Mythical Journeys y Ramble semi-coherently about your activities in any is incredibly talented, they are not mind readers. If you have plans order you’d like, as long as you tell Mythical Journeys to assassinate the great evil wizard, or want to learn how to use what you want to do. new fighting skills, or take over the world, Mythical Journeys needs to be prepared to help (or hinder) you. Yes, your character You are also welcome to send additional PELs, e-mails, in- needs to take actions in-game, such as talking to the wizard’s game letters, etc. to Mythical Journeys Cast to further your nemesis, finding out where fighting masters are, etc. However, goals as you plot and scheme between events. Remember, since each Cast member plays several different characters, it is however, that cast members are forbidden from responding possible for them to forget one conversation. Also, the Cast to in-game messages between events. 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 Sample PEL far better to let us know, “I discussed my future training with Questions that require answers: Master Melor and he agreed to teach me the binding spell I was hoping to learn.” Likewise, you could just note, “I bought some What is your favorite color? healing potions from the merchant,” but you might get further if Date of event: 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 04-01-2012 - 04-03-2012 Event Weekend useful allies in the future.” Favorite player: We’d like to hear about each of the following every event: Smith, Gerry, He's just too cool. y Did you enjoy the event? Why so, or why not? Favorite cast: 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? About the event: y Were there things that need to be followed up on? Had a great time, you all rock! Bummed I couldn't use the weapons I brought, but I understand the whole y What did you do to achieve each of your goals? safety stuff. See you in a few weeks. y What are you planning on doing to achieve your goals, Skills/spells learned: or just generally planning on doing? y What did you learn about what is going on? None, yet. y What stood out as particularly enjoyable? 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 y Is there something you’d like to see more of/less of? nothing for our plot team to work with, no hint of what y What did you think of the various plots? What did the writer did, no sign of what they liked most or least. A your character think of them? PEL like this doesn't help us improve the game at all. y Are there any plot types you’d like to see that aren’t being done?

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After GameDRAFT 8.16.2012 - 2 After the Game

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 We have some extra time to make spell packets for for us as we came across an Ork hunting parting. We donation. Is it alright to use rubber bands in their weren't sure what they were hunting and decided not to construction? be entertained as the main meal in that evenings Date of event: campfire. We ran . . . fast . . . for a long time. Kimba kept up with us and only one Ork was even close. If we 04-01-2012 - 04-03-2012 Event Weekend had waited for them to organize, we may have been in Favorite player: 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. Favorite cast: 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 About the event: too much attention to whatever mess was coming to the town. The night before had provided us a clue to the We had a blast and can't wait for the next event. Nice doom that was to arrive. job. The modules were spooky at night, it was a bit hard to see but it only added to the experience. The briefing Attempting to nap in the middle of the day is not one at the beginning of the game is a good idea for of the better ideas for an adventurer. I tried to lay refreshing rules and safety. Not only was it great to play down, but the noises outside had me very nervous with my friends, but we got an opportunity to meet something was going to burst into the cabin at anytime. some pretty cool people as well. I can tell that the The mages had surmised that we needed a hero's sword fellow playing Balthar is going to be fun to play with as and lots of spells to destroy the impending enemy. Melkar gets more comfortable with his capabilities in The walls of the crypt were cold to the touch; the room town. was filled with the cold mist of moisture laden air. The Melkar's Journal spirit that guarded the sword was felled by my comrades after taking care of a minion or two. I had Friday Night time to look around as the others fought valiantly. Coin Drinks in the tavern were served by Phoebe, like you would not believe. The sword of the hero was Eldyrwood's local bar wench. The Soldiers of Shadow in my hand as I felt the sting of several darts in my had arrived and we were deep in conversation with a back. The fire in my blood made it clear that I had been Sergeant of the local militia named Balthar. He poisoned as my body hit the ground. Even though our explained to us that there was a cave dangerously close cleric is annoyingly righteous, they are an asset that I'm to the caravan route . . . we were responsible for going to have to learn to appreciate. eliminating this potential threat. Canine threats were Sunday lurking in the darkness of the cave. We overcame them and won the skeptical praise of the Sergeant. The creature arrived in a flurry of death and destruction. Rasaan faced off with the beast as the We returned to the warmth of the tavern and there I mages cast spells from their safer distances. Rasaan and secured us our next employment. Giovanni, an Elvin Dunnam took on the monster and managed to wound it spice merchant, needed some daring adventurers to enough that the town could finally drop it to the insure that his shipment made it quickly and discreetly ground. With healing and much praise, we were thanked to Purk. I was on point, scouting in the darkness of the for our part in this epic conflict, one of many more to trail, the next thing I know, I am face to face with Fate. come, no doubt. This is only the beginning for the That's never a good sign. I respectfully approached Fate Soldiers of Shadow. We have many more adventures to and chose my path. Fortune was with me and I was come. whole again. I found my companions in the tavern and discovered that despite the loss of Dunnam and myself, Skills/spells learned: the mission was successful. Exhausted we retired for the night.

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After the Game DRAFT 8.16.2012Part 2 - -Playing 2 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). y 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 Good PELs come in many forms. A journal entry like this one, inappropriate is forbidden. Please do your best to keep covering important happenings and interactions from the this site (at least) PG-13. event, is useful to us and also fun to read. Many players find that having such records is also helpful for them, when they y Do not use the message board for negative feedback, try to figure out what past events mean, or even just as a complaints, flames, etc. You can submit this feedback reminder before their next game. This PEL mention a few using the Feedback feature on the site or a Help major characters the writer interacted with, as well as his request. companions. It gives our plot team a sense of what the writer y Messages of an inappropriate nature will be deleted by liked best and what he considered important and memorable. Board Moderators. We could use more hints about the character's plans for the y future but overall it is a useful PEL. 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 Updating Your Character they will receive the proper attention they deserve. You toughed it out and survived the Mythical Journeys y The In-Game (IG) message board is for in-game posts Adventure Weekend; slain fearsome beasts, foiled the bad guys by Mythical Journeys characters. You must have a plans, role-played your head off, and visited Fate a few times character with the literacy skill to read or post on the more than you wanted to. And when all was said and done, you IG board. We recommend that new characters do not rushed home, wrote up your feedback letter and submitted it post on the IG board until they have played at least on our website right away! As mentioned previously, you one event. Out-Of-Game (OOG) posts should be receive 10 CP for attending an event plus an additional 10 CP posted on the OOG message board, and will be for writing a feedback letter, and 10 UP for helping with deleted if they appear on the IG board. break-down after the game, for a total of 30 points. GbgX5 You can update your character—purchase more skills as you did Cast are not to communicate any in-game when you created your character—online any time at least five information to players via e-mail (or through any other days prior to the event. If you have questions or problems means). In-character posts on the message board are updating, use the online HELP feature, or contact acceptable, but cast characters should not be sending any [email protected]. You do not have to spend all of in-game e-mail to players. Player characters may contact your CP at one time, and can bank them for future use. cast characters between games by e-mail, but will not receive any response until the next game. For more info see Chapter 14 Advancing Your Character. 130 Mythical Journeys Renaissance

After GameDRAFT 8.16.2012 Miscellaneous- 2 Information

Donations y 10 UP = Fate’s Kiss We are always happy to accept donations of props, masks, y 30 UP = Twist of Fate costumes, etc., that help enhance the appearance of the game. We also often have need for spell and subdue y Te m p o r a r y S k i l l : s e e b e l o w. packets, weapons, and other specific items for the game. y Special Items: From time to time we hold UP auctions Your donations make the game a better place for everyone for other items and benefits. involved. To show you how happy we are to accept donations, we reward donations with UP! You should None of these items, even Temporary Skills, count against always check the Donations page on the Mythical Journeys your spending limit. web site for information on specifics of what we are A Temporary Skill is a single use of any skill you could currently looking for. All donated items become the purchase. The cost is one fifth of what the skill would cost property of Mythical Journeys. We cannot accept loaned your character to purchase. The skill must be one that you items. would normally be able to purchase. If you buy multiple Temporary uses of an increasing cost skill, the cost does Universal Point Rewards increase with each purchase. Temporary Skills work exactly If you help us set up or break down an event, donate props, like regular skills, for the event at which you have them. or perform some other service that we need, you will be For example, if you buy additional Vitality as a Temporary rewarded with additional Universal Points (UP). These Skill, you can be healed to restore it. You cannot buy points are our way of saying, “Thanks for helping us out! Appraisal as a Temporary Skill, and if you buy Detect/ We really appreciate it.” Make sure you sign in and out Attune Magic, it does not come with the aura-reading part with area coordinators when helping us with setup or of the skill. If you buy Chosen Foe as a Temporary Skill, breakdown in order to receive your UP reward. your choice of Chosen Foe is permanent -- you will not be able to buy Chosen Foe for a different foe, either Universal Points are distinguished from Character Points permanently or temporarily. And Temporary Skills do not in several ways. Character Points essentially belong to your count to fulfill prerequisites to learn other skills, spells, or character. You can spend them to purchase skills for your classes. However, Temporary Skills can be very handy when character but you cannot transfer them to other characters you are expecting trouble or when you want to try dabbling (except that unspent Character Points can be transferred in a new area. to a new character if your old character dies or is retired). Universal Points belong to you, the player, and you can This list changes from time to time. See the web site for transfer them between characters or even give them to the most current list. other players. Your Universal Points can be converted to Character Points to purchase skills within certain limits. No character may Miscellaneous Information have more than 150 points plus 50 points per event played You can do more for Mythical Journeys than just play. You spent on their skills and classes. (Races do not count can help us behind the scenes, or by providing items to against this limit.) For example, after you’ve played four help make our world more real. 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 Merchanting Policy for every three events you attended as the old character, Merchants that sell game-related merchandise only enhance the with a minimum of 150. Character Points beyond these atmosphere we are trying to create. Merchants may use a space limits can be saved for future use. designated by Mythical Journeys to sell their wares (if indoor space is available) or may be asked to provide their own location Universal Points can also be spent on a variety of other outside. Merchants who participate in Mythical Journeys events items. The following is a sample list of what else you can sell at no fee. Merchants who do not wish to participate in spend your UP on: Mythical Journeys may sell before the event starts at no fee. y 1 UP = 4 copper farthings Merchants who wish to sell their wares during the game must y contact Mythical Journeys for permission and to make the 5 UP = 2 silver crowns necessary arrangements. y 2 UP = 1 leather, steel, or wood piece y 4 UP = 1 fine cloth Volunteers Needed y 8 UP = 10 clean vials We are always looking for self-motivated individuals with a commitment to excellence to help us with our ever-growing y 8 UP = vial of ink game. If you are passionate about live role-playing and y 8 UP = paper for scrollcrafting want to be part of our successful team, contact us. Volunteering can include many things, including: making

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Miscellaneous InformationDRAFT 8.16.2012Part 2 - -Playing 2 the Game props, making costuming, working at our Renaissance you bring some kind of appropriate shoes (boots or hiking Faire, and Casting. shoes are ideal; avoid obviously modern sneakers). Mythical Journeys does provide a large assortment of Cast Members costumes and weapons so even if you have nothing, you are Mythical Journeys wouldn’t be fun without the invaluable all set at Mythical Journeys. 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 role-playing 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

Donjor de Magique, Sarden

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Chapter 14 Advancing Your Character

Things had certainly changed for the Soldiers of the She was now a council member in the local mages guild. Shadow since they first entered the town. Rasaan, who She had saved the town by creating a magical brew had been so cocky and wild, was now a Captain in the which dispelled a creature that had terrorized the town Militia. He patrolled the town with his men at night and in return she was allowed to keep the necklace the and the townsfolk all knew and trusted him. His early beast wore. It is rumored that the necklace enhanced successes in fighting convinced him to become a her magical abilities. Her actions and her necklace had “Weapons Master”, that he might devote his life to the made her well respected by the town and feared by use of all weapons and teach others to defend mages who would threaten the members of her guild or themselves. He took to wearing a Red Cap he had won her friends in the area. in a fight against a bandit early in his career. It was whispered that the cap gave him magical protections, The cleric of the light, Gabriel had done well for but he wore it just as a warning to bandits that he was himself as well, he had just finished his final quest for accompanying patrols on the caravan trails. his Radiance name and had been appointed the rank of Templar. He was the protector to a very important high Dunnam now spent most of his time in the forest cleric in the guild, his generosity with the gifts of the learning from the old druid and the rangers of the light was as well known as his fury when undead sought north. He often patrolled with Rasaan’s men in the to bring evil to his home. His work was far from done woods. His life became devoted to studying and however, the town still was inhabited with those who protecting the forests from those who would do evil would give opportunity to evil and chaos, he would one there. He passed the rigorous test to be accepted day see his small corner of the world free of evil amongst the Rangers, then turned his attention to influence. archery, eventually becoming one of the rare “Mystic Archers.” He had been arrested many times, punished a few, and most knew him as Melkar the Shadowalker. He was Grog the Dwarven Barbarian had scorned the Militia known as an amicable sort of rogue who usually knew after being falsely accused of a crime and turned his not to go to far. He used his skills to benefit the town talents towards the business of repairing the armor of in times of trouble eagerly, and only got into trouble the town. He became so enamored with the craft that when times got too easy and he felt the need to he focused his studies almost entirely on practice. His calling card was most often a note telling blacksmithing, although he did become a "Champion" how the victim could best guard against rogues like as well. With the help of an ancient manuscript he and him. He had a love hate relationship with Phoebe, at his friends had won, his skills had become so advanced the tavern, who kept trying to find more and more that he was able to enhance weapon and armor beyond elaborate ways to protect her goods against him. His even the skills of the owner. He had patched up with greatest renown however was with those who would the Militia now that Rasaan was a Captain and he now attack his friends. To them he was feared for his offered a discount on armor repair to the Militia in uncanny ability to be behind them at the most return for their service to the town. inconvenient times and the unrelenting determination with which he pursued those who did harm to those he Kimba the fiery practitioner of the Elemental Magics cared for. had expanded her skills by learning about “alchemy.”

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As described previously, you can receive up to 20 CP for as difficult as the listed one, and it must be approved by playing and submitting a PEL at every event you play at Mythical Journeys. Mythical Journeys, plus 10 or more UP for setup, cleanup, and other assistance. Now, what to do with those points? Skills Chapter 3 Skills describes the majority of skills available for Each Advanced Class grants access to additional skills. You purchase by your character. You can purchase anything you also retain access to any skills in your other classes as well. like to improve your character. However, there are some Your basic classes remain fundamental to your character. 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 Focus skills available only to those classes. Many skills have increasing costs: the first purchase is cheap but the cost grows greater as you purchase them You do not have to move into an Advanced or Prestige multiple times. Each Advanced Class gains the benefit of Class. However, these are possible opportunities for your Focus skills. These skills always cost you the original base character. 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, Advanced Classes the base cost. Once a character has developed and trained, they may seek out more focused paths of study. The advanced classes represent specific types of training. These classes have Reserves specific prerequisites and also require a Rite of Passage to Advanced Class characters no longer have their reserves enter. The point cost for an advanced class is the same as determined by points expended in their basic classes. for a basic class. For example, a warrior with Finesse and Instead, their reserves are determined by their advanced Might might choose to become a Champion. If he had class. In some cases, they may be able to choose between taken Finesse as his free class, and paid 20 points for two. If you have multiple advanced classes, choose which Might as his second class, Champion would be his third one you gain your reserves from. class, so it would cost 30 points. Choices Prerequisites Some classes give a choice of a few skills from a larger list. Each Advanced Class can only be learned if you have For example, Warrior Mage must choose two skills from learned its prerequisite skills. Where the requirement is a the list of Empower Weapon, Extend Shield, and certain number of points spent in a basic class, this does Transcend Armor. These selections may be changed for 20 not include points spent on the basic class itself, or any UP as long as no prerequisites depended on them. You will arms and armor skills. Skills purchased from the basic lose the old benefit but be able to make a new choice. Focus classes count toward prerequisites. Advanced class skills are skills cannot be changed. also counted; see the skill description to check which basic class the skill is counted towards for prerequisite purposes. Alchemist You can take multiple Advanced Classes if you meet the The Alchemist is adept at the use of natural and magical requirements for them. However, the prerequisites are plants, animals, and minerals to produce potions and added together, they do not overlap. For example, to elixirs for various purposes. The Alchemist has some qualify for Duellist and Hunter, you would need 300 CP knowledge of how magic can be used directly, but prefers in Finesse skills (for Duellist) plus an additional 3 Chosen to concentrate and bottle it. Foe (for Hunter). The 3 Chosen Foe could not also be Prerequisites: 5 basic Alchemy processes, or 3 basic counted as Finesse skills to qualify for Duellist. To qualify Alchemy processes plus 3 Poisoncraft for Champion and Monk, you would need a total of 600 CP in Might skills (300 for Champion, plus an additional Rite of Passage: Drink at least 10 different potions, whose 300 for Monk). 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 Rites of Passage Advanced Processes (90/~), Alchemical Analysis (50), Unlike the Basic Classes, you must complete a Rite of Alchemical Extraction (100), Ready Powder (10/15/+), Passage to show your readiness for an Advanced Class. Ritual (Magic) (30) This is a task or tasks that demonstrate your talent or Focus: Alchemy dedication to the nature of the class. A rite of passage is listed for each class below. If you prefer, you may create Reserves: Magical your own idea for a rite of passage, but it must be at least

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Archer Cleric The Archer is a warrior who prefers to attack from afar, The Cleric is an Acolyte whose faith and devotion have using bows, crossbows, and javelins. grown strong, and who has become part of a specific religion. Prerequisite: Archery or Thrown Weapon, and 5 Pierce Rite of Passage: Defeat three foes using only your bow. Prerequisites: 300 CP in Sanctity/Devotion skills, The foes cannot be struck by anyone else. dedication to a specific religion. Skills: Fortitude (30), Maim With Bow (20/~), Pain Rite of Passage: Teach at least three people something they With Bow (30/~), Slay With Bow (40/~) did not know about your religion. Focus: Pierce, Maim With Bow, Pain With Bow, Slay With Skills: Charms (50), Lay On Hands (30), Ritual Bow. (Divine) (30) Reserves: Physical Focus: Create Holy Water and Last Rites (if you have Devotion), Faith and Divine Scrollcraft (if you have Assassin Sanctity) Reserves: Divine The Assassin is a killer, pure and simple. Other: Clerics may cast spells while holding multiple spell Prerequisites: 300 CP in Precision skills packets or a holy staff. Rite of Passage: Kill someone purely for the sake of business, without any personal enmity towards the target Duelist and not out of any desire to do a favor for the person The Duellist is a fighter who is quick and precise with hiring you. Kill your target and collect your payment. every maneuver. Skills: Assassinate (50/~), Composite Poisoncraft (50) Focus: Assassinate, Backstab, Hamstring, Poisoncraft, Prerequisites: 300 points in Finesse skills Quickdeath, Resist Poison Rite of Passage: Duel at least three opponents, one-on Reserves: Physical 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. Burglar Skills: Cloak Fighting (10/15/+), Dodge (20/30/+), The Burglar is a thief who uses stealth and deception. Fortitude (30), Riposte (40/60/+), Prerequisites: 300 CP in Subtlety/Precision skills, at least Focus: Disarm, Parry, Pain half of them in Subtlety Reserves: Physical Rite of Passage: Steal something from at least three homes/cabins, and then sell your stolen goods. Elementalist Skills: Disguise (20/30/+), Forgery (30), Silence (20/ The Elementalist is a mage ~) who is fully devoted to Focus: Appraisal, Avoid Trap, Dodge, Escape Artist, using the Elemental arts. Silence, Waylay An Elementalist may Reserves: Physical become more skilled in the use of Elemental Champion magic than other mages, but has The Champion is a fighter who strikes with brutal power. limited ability Prerequisites: 300 points in Might skills to learn other Rite of Passage: Fight at least 8 different types of magics. monsters during a single event. You do not need to Prerequisites: personally defeat them all, but you must exchange blows 300 CP in with each one. Elemental Skills: Cleave (50), Fortitude (30), Pain (30/~), Mana/ Strength (30/45/+) Scrollcraft Focus: Slay, Knockdown, Maim, Pain, Push Rite of Reserves: Physical Passage: Be the subject of at least 10 different Elemental spells. Mythical Journeys Renaissance 135

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Skills: Counterspell (50), Ritual (Magic) (30) Skills: Chosen Foe: Additional Foe (20), Chosen Foe: Focus: Elemental Mana and Scrollcraft Unabated Wrath (20), Slay Foe (30) Reserves: Magical Focus: Chosen Foe Other: Elementalists may cast spells while holding Reserves: Physical multiple spell packets or a mystic staff. Mentalist Fatespinner The Mentalist is a mage fully devoted to the use of The Fatespinner is a hidden hand that guides the world Mentalism Magic, and has superior mastery of his own according to his faith. Most Fatespinners are disciples of mind and that of others, but limited ability to learn other Fortune, distributing good and bad luck as they deem fit, magics. although Shamanistic Fatespinners are also known. Prerequisites: 300 CP in Mentalism Mana/Scrollcraft Prerequisites: 200 CP in Sanctity skills, 200 CP in Rite of Passage: Persuade at least 5 people to do Subtlety/Precision skills something they would not have otherwise done, without Rite of Passage: Pick two people you don’t know. Without using your magical powers. them discovering it was you, cause good fortune for one Skills: Iron Will (50), Ritual (Magic) (30) and bad fortune for the other. Randomly determine which Focus: Mentalism Mana and Scrollcraft gets which. Reserves: Magical Skills: Forgery (30) Other: Mentalists may cast spells while holding multiple Focus: Faith, choice of three basic skills from Precision or spell packets or a mystic staff. Subtlety (must have the applicable class for each) Reserves: choice of Divine or Physical Monk Other: Fatespinners may cast spells while holding a holy Self-discipline is the Monk’s greatest weapon. Monks fight weapon. with simple weapons such as the staff, or can be equally dangerous when unarmed. Holy Warrior Prerequisites: 300 CP total in Hardiness, Karma, and any A Holy Warrior is the defender of a faith, trained for battle Might skills but also blessed with holy abilities. Holy Warriors of Fortune and Radiance are usually called Templars, while Rite of Passage: Defeat at least three foes in one-on-one those of Shamanism are known as Rangers. combat. The foes cannot be struck by anyone else, and you must Subdue each of them at least once. Prerequisites: 200 CP in Might/Finesse skills, 200 CP in Skills: Dodge (20/~), Fortitude (30), Knockdown Punch Sanctity/Devotion skills, dedication to a specific faith (20), Palm Thrust (20), Parry (20/~), Taming The Rite of Passage: Complete tasks assigned by your intended Cobra (10/15/+) Order, School, or Spirit. Focus: Dodge, Knockdown, Parry, Push, Subdue Skills: choice of two from this list: ability to use a holy Reserves: Physical shield (no cost), Lay On Hands (30), Healing Poultice Other: Dodge, Knockdown Punch, Palm Thrust, Taming (30), Chosen Foe: Additional Foe (20), Chosen Foe: The Cobra, and Parry may not be used in armor. Monks Unabated Wrath (20), Slay Foe (30) (but not other classes) may use the Knockdown skill with a Focus: Faith (if you have Sanctity), one basic Might or Staff or Short Staff, as well as with other blunt weapons. Finesse skill (must have the applicable class) Reserves: choice of Divine or Physical Mystic Other: Holy Warriors may cast spells while holding a holy The Mystic uses magic and faith in conjunction. A Mystic weapon, or a holy shield if that option was selected, but may be an Avannarite, who believes magical power is a sign not both. of great Fortune; a member of the Radiant Order of the Holy Book, who uses magic to defeat enemies of the faith; Hunter or a Shaman who uses primeval faith alongside raw A Hunter is devoted to the destruction of a particular type Elemental magic. Other combinations are possible as well. of foe, and trains extensively to find and exploits that foe's Prerequisites: 200 CP in Sanctity/Devotion skills, 200 CP weaknesses. Many Hunters also pursue other types of in Power/Sight skills, dedication to a specific religion advanced training. Rite of Passage: Teach at least two people something they Prerequisites: 3 Chosen Foe did not know about your religion, and fulfill the rite of Rite of Passage: Defeat three of your chosen foes. You do passage for Elementalist, Mentalist, Rune Mage, or Wizard not have to be the only one who fights them, but you must (as appropriate for your selected type of Mana). deal the final blow that fells them. Skills: Ritual (Divine) (30), Ritual (Magical) (30) 136 Mythical Journeys Renaissance

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Focus: Faith and Divine Scrollcraft (if you have Sanctity), you have Subtlety), one basic Precision skill (if you have one type of Mana and the corresponding Scrollcraft (if you Precision) have Power) Reserves: Physical Reserves: both Divine and Magical Other: Mystics may cast spells while holding multiple Rune Mage spell packets or a holy/mystic staff. Mystics who learn a The Rune Mage is a mage fully devoted to the use of Rune spell that exists for both their Faith and their focus school Magic. The Rune Mage is adept at Rune Magic, but has of magic learn that spell in each. The incant must be limited ability to learn other magics. identical, except that corresponding Elementalism and Elemental Shamanism spells of the same element are Prerequisites: 300 CP in Rune Mana/Scrollcraft considered the same for this purpose. Rite of Passage: Translate battle scrolls for at least 10 different spells. Make a list of what they are. Nethermancer Skills: Charms (50), Ritual (Magic) (30) The Nethermancer is a mage who is focused on the dark Focus: Rune Mana and Scrollcraft, Detect/Attune and art of Nethermancy, using the magic of death and undeath. Scroll Mastery (if you have Sight) No magic is more shunned, nor is any magic said to be as Reserves: Magical harmful for its wielder. Other: Rune Mages may cast spells while holding multiple Prerequisites: 300 CP in Nether Mana/Scrollcraft spell packets or a mystic staff. A Rune Mage may use Rune Rite of Passage: Observe an undead (or several) strike Scrollcraft to make down and kill people in at least three different ways. scrolls of one selected additional school of magical Skills: Counterspell (50), Ritual (Magic) (30), Scrollcraft. Spells may be learned from this school even if Quickdeath (5) the Rune Mage has no Mana or Scrollcraft of the Focus: Nether Mana and Scrollcraft, Quickdeath Reserves: Magical Other: Nethermancers may cast spells while holding multiple spell packets or a mystic staff.

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 Mythical Journeys Renaissance 137

Prestige Classes DRAFT 8.16.2012Part 2 - -Playing 2 the Game appropriate type. Rune Mana may also be expended in place Warrior Mage of that school's mana when using Scroll Mastery. The Warrior Mage is skilled in the use of both magic and arms in battle. Scourge Prerequisites: 200 CP in Power skills, 200 CP in Finesse/ The faiths are defended by their Templars and Rangers, but Might skills there are those whose desire to strike at the enemies of Rite of Passage: Defeat two foes using only your weapons, their faith is not matched by physical might. Striking from and another two foes using only magic. the shadows, the Scourge quietly eliminates threats for a faith that may not always appreciate his or her methods. Skills: choice of two from this list: Extend Shield (20/30/ +), Empower Weapon (20), Transcend Armor (30) Prerequisites: 200 CP in Precision skills, 200 CP in Focus: one basic Might or Finesse skill (must have the Sanctity skills applicable class), one type of Mana and its corresponding Rite of Passage: Identify an individual who is a threat to Scrollcraft your faith or to those who follow your faith, and kill that Reserves: choice of Physical or Magical individual. Other: Warrior Mages may cast spells while holding a Skills: Chosen Foe (30/45/+), Slay Foe (30/45/+) mystic weapon. Focus: Backstab, Faith, Hamstring, Poisoncraft, Quickdeath Wizard Reserves: choice of Divine or Physical The Wizard is a mage fully devoted to the use of Wizardry. Other: Scourges may cast spells while holding a holy The Wizard understands nuances of Wizardry that are weapon. unclear to other mages, but has limited ability to learn other magics. Shadow Prerequisites: 300 CP in Wizardry Mana/Scrollcraft The Shadow is a thief who uses magic to distract, to Rite of Passage: Witness the casting of at least 10 spells in penetrate magical protections, and to get out of trouble. every common school of magic (Elemental, Mental, Rune, Prerequisites: 200 CP in Power skills, 200 CP in and Wizardy). Make a list of what the 40 spells are. Precision/Subtlety skills Skills: Charms (50), Spellbreaking (50), Ritual (Magic) Rite of Passage: Steal at least three magical objects (such (30) as potions, scrolls, magic items, etc.) from at least two Focus: Wizardry Mana and Scrollcraft different people, and sell your stolen goods. Reserves: Magical Skills: Forgery (30) Other: Wizards may cast spells while holding multiple Focus: one type of Mana and its corresponding Scrollcraft, spell packets or a mystic staff. choice of three basic skills in Precision or Subtlety (must have the applicable class for each) Reserves: choice of Physical or Magical Prestige Classes Other: Shadows may cast spells while holding a mystic A level of mastery exists beyond the Advanced Classes. weapon. These masters may have learned to combine disparate fields of knowledge (such as the Arcanist), to delve into Sorcerer arcane and hidden knowledge (such as the Lifebringer or The Sorcerer is a mage who is focused on the black art of Magehunter), to narrow their focus like a razor edge (such Sorcery, using the magic of fiends. Sorcerers are seen by as the Purist), or perhaps they have made pacts with dark most as little better than fiends themselves, and are often forces for additional power (such as the Shadowblade or shunned--or worse. Death Knight). Whatever their path, these rare individuals represent the pinnacle of knowledge and skill. One would Prerequisites: 300 CP in Sorcery Mana/Scrollcraft be hard pressed to find more than two dozen members of Rite of Passage: Observe a fiend (or several) use at least 6 any particular prestige class in all of Pendaan. different spells and/or skills. Rites of Passage are required for Prestige Classes, just as Skills: Counterspell (50), Ritual (Magic) (30) for Advanced Classes, but are individualized for each Focus: Sorcery Mana and Scrollcraft student. You must work with a teacher or guide to Reserves: Magical determine what training and Rite will be required for you. Other: Sorcerers may cast spells while holding multiple As with the Advanced Classes, add the prerequisites for all spell packets or a mystic staff. 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

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Advancing YourDRAFT Character 8.16.2012 - 2 Prestige Classes prerequisites are also listed, based on a character with only additional CP in three different types of Mana/Scrollcraft the one prerequisite Advanced Class. Also note that skills (total of 600 in one school and 300 in each of the others). available only through Prestige classes, and not to any Basic Skills: Charms (50), Mana Pool (50), Spellcrafting (50) or Advanced class, cannot be used to fulfill the Focus: all types of Mana and magical (not divine) prerequisites for any class. Scrollcraft, Detect/Attune Prestige class characters’ Reserves are determined solely by Reserves: Magical their prestige class(es), never by their advanced class(es). Arch-Mentalist Adept-Priest The Arch-Mentalist has mastered the art of Mentalism and The Adept-Priest has mastered a school of magic and can reshape his or her mind at will. simultaneously reached the level of Priest within a faith. Prerequisites: Mentalist with at Prerequisites: Mystic least 500 additional CP in with 300 additional CP Mentalism Mana/Scrollcraft and in Sanctity/Devotion non-alchemical Sight skills (total skills (total of 500 CP) of 800 CP). and 300 additional CP Skills: Charms (50), Spellcrafting in Power/Sight skills (50), Compartmentation (100), Absorb (total of 500 CP). In Charm (40) addition the Mystic Focus: (no additional Focus skills) must have joined a School or Order or Reserves: Magical found a Spirit Patron. Skills: Charms (50), Arch-Wizard Mana-Faith Pool (50), The Arch-Wizard has mastered the art Miracle (50). of Wizardry. Depending on the Prerequisites: Wizard with at least 500 preferred type of Mana additional CP in Wizardry Mana/ known, the Adept-Priest Scrollcraft and non-alchemical Sight may also learn the skill skills (total of 800 CP). Counterspell (Elemental/Sorcery), Skills: Spellcrafting (50), Circle of Iron Will (Mentalism), Power (20/30/+), Ritual or Spellbreaking Enhancement (50) (Wizardry) Focus: (no additional Focus Focus: (no additional skills) Focus skills) Reserves: Magical Reserves: both Divine and Magical Elemental Warrior Other: The Adept-Priest may earn The Elemental Warrior has abilities and possibly traits bound to an elemental, much like according to their path/ the Purist. Giving up all spells of spirit/patron. Adept-Priests different elements brings the whose magical school is Elemental Warrior closer to pure Rune may learn an elemental energy. Warrior Mages who additional school for use Sorcery may also become Elemental scrollcraft purposes only (the same as the Rune Mage Warriors; Sorcery is considered their "element." benefit) and gain Scroll Mastery as a Focus skill (if they have Sight). 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 Arcanist Mage’s preferred school of magic must be Elemental, The Arcanist is a mage who has overcome the limitations focused on a single element. of each individual type of magic. Skills: Fortitude (30), Ritual (Magic) (30) Prerequisites: Elementalist, Mentalist, Rune Mage, Focus: one additional basic Finesse or Might skill (must Wizard, Nethermancer, or Sorcerer with at least 300 have the applicable class) Reserves: choice of Magical or Physical

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Other: Only elemental spells of the selected element may Prerequisites: Ninja or Monk with 300 additional points be learned or used. The Elemental Warrior may develop in Dodge, Parry, and Might skills, and 300 additional elemental abilities and traits. They may obtain a second points in Precision or Subtlety skills. Mystic Weapon and use two at once. Skills: Fortitude (30), Assassinate (50~), Disguise (20/ 30/+), Feign Death (20/30/+), Backstab Mastery (30/ Foe-Hunter 45/+), Quickdeath Mastery (30) The Foe-Hunter is dedicated to stopping or destroying a Focus: Assassinate, Dodge (if you have Subtlety or Monk), broad category of foes. Backstab, Poisoncraft, and Quickdeath (these three skills only if you have Precision) Prerequisites: Hunter with 150 points in Hunter skills Reserves: Physical and 300 points in Finesse, Might, and/or Precision. Other: A Grandmaster Ninja may use a Subdue packet as if Skills: Fortitude (30), Chosen Foe II (50), Riposte (40/ it was a weapon for purposes of delivering Backstab, 60/+), Slay Mastery (40/60/+) Waylay, or Assassinate. The Subdue packet must be used to Focus: (no additional Focus skills) touch the appropriate target area as if it was a weapon (it is Reserves: Physical not thrown at the target). The effect is the same as if a Other: The Foe-Hunter may use Slay Mastery and Riposte weapon was used, and the skill can be resisted in the same only against their chosen foe(s). ways it could be if it was used with a weapon.

Grandmaster Alchemist Highwayman The Grandmaster Alchemist has mastered the art of The Highwayman is a Rogue who has become confident in Alchemy and is able to create elixirs beyond the scope of combat prowess and who normally steals by force, although what most Alchemists believe possible. the Highwayman retains a few tricks of stealth when they are needed. Prerequisites: Alchemist with at least 600 additional CP in Sight skills. Prerequisites: Rogue with 300 additional points in Might Skills: Combination (100), Transference (100), Ritual and Finesse (total of 500 CP) and 300 additional points Alchemy (50) in Precision or Subtlety skills (total of 500 CP). Focus: one type of Mana and its corresponding Scrollcraft Skills: Greater Fortitude (30), Assassinate (50/75/+) (if you have Power), Ready Powder Focus: one basic Might or Finesse skill (but not Parry or Reserves: Magical Slay), one basic Subtlety skill, one basic Precision skill (must have the applicable class for each) Grandmaster Monk Reserves: Physical The Grandmaster Monk has developed self-discipline to Other: Choose either the Mastery skill for one of your levels unimaginable by most, shaping body and mind into Might or Finesse focus skills, or gain Slay or Parry as a potent weapons. focus skill. In addition, choose either the Mastery skills for one of your Precision focus skills and one of your Subtlety Prerequisites: Monk with 500 additional points in Dodge, focus skills, or gain Assassinate as a focus skill. Parry, and Might skills (total of 800 CP). Skills: Greater Fortitude (30), Feign Death (20/30/+), Holy Assassin Healing Trance (30), Knockdown Mastery (20/30/+), Rarest of the prestige classes, the Holy Assassin is a highly Push Mastery (10/15/+), Subdue Mastery (20/30/+) trained Scourge who has received the blessing and Focus: (no additional Focus skills) patronage of a spirit or avatar, though not necessarily that Reserves: Physical of their own religious community. Other: A Grandmaster Monk does not need a weapon to Prerequisites: Scourge with 300 additional points in use the Retributive Knockdown ability (part of Devotion or Sanctity (total of 500 CP) and 300 Knockdown Mastery). Knockdown Mastery, Push Mastery, additional points in Precision (total of 500 CP). and Subdue Mastery may not be used by a Grandmaster Monk in armor. Skills: Ritual (Divine) (30), Assassinate (50/75/+), Disguise (20/30/+), Fortitude (30), choice of one stealth Mastery skill Grandmaster Ninja Focus: (no additional Focus skills) The Grandmaster Ninja has mastered stealth and the Reserves: choice of Divine or Physical martial arts. Some are Ninjas who have honed their skills, others are Monks who turned their back on discipline in Other: The Holy Assassin may earn abilities and possibly favor of ruthless efficiency. traits according to their path, spirit, or patron. They may have an additional holy weapon made and use two at once.

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Lifebringer Mastery (30), Resist Poison Mastery (30/45/+), choice The Lifebringer is a Cleric who has raised healing to a high of one Subtlety Mastery skill art, and can restore the health even of those otherwise lost Focus: Dodge and Escape Artist (if you have Subtlety) to the world. Reserves: Physical Prerequisites: Cleric with 600 additional CP in Sanctity/ Devotion skills (total of 900 CP in these classes), which Master of Chance must include Diagnose and Self-Sacrifice. In addition, the The Master of Chance is a Fatespinner whose actions on Cleric must have joined the Benevolent school of Fortune behalf of a faith have been noticed, and who has been or the Order of the Open Hand or follow a suitable spirit blessed by an avatar or spirit. (generally a Nature spirit of plants/herbivores, or Dream). Prerequisites: Fatespinner with 300 additional CP in Skills: Aura of Peace (50), Lay On Hands (30 points, may Sanctity/Devotion skills (total of 500 CP) and 300 be purchased multiple times), Resurrection (50/~), additional CP in Precision/Subtlety skills (total of 500 Sacred Hand (20), Ritual (Divine) (30), Divine CP). Must be chosen by an avatar or spirit. Enhancement (30/45/+) Skills: Ritual (Divine) (30), Disguise (20/30/+) Focus: Lay On Hands Focus: all basic Precision and Subtlety skills (must have Reserves: Divine the applicable class for these) Reserves: choice of Divine or Physical Magehunter Other: The Master of Chance may earn abilities and The Magehunter uses cold steel against those who abuse possibly traits according to their path, spirit, or patron. 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. Master Thief The Master Thief has learned all forms of subterfuge with Prerequisites: Rogue, Champion, or Duelist with 500 equal talent. Few obstacles can stop the master at work. 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

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

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Prerequisites: Burglar with 500 additional points in including a minimum of 4 Last Rites. Must have joined a Precision and Subtlety skills (total of 800 CP in these School or Order or found a Spirit Patron. classes). Skills: Avoid Trap (20/30/+), Augury (30/45/+), Skills: Fortitude (30), Dodge Mastery (50), Escape Artist Commune (50), Insight (50/75/+), Read Mystical Aura Mastery (30), Lockpicking Mastery (20/30/+), Waylay (30), Divine Enhancement (30/45/+), Miracle (50). Mastery (40), choice of one Precision Mastery skill. Focus: (no additional Focus skills) Focus: All basic Precision and Subtlety skills (must have Reserves: Divine the applicable class for these), Appraisal, Disguise Reserves: Physical Paladin The Paladin is a champion of a faith: Fortune, Radiance, or Myrmidon Shamanism. Chosen by an avatar or spirit for exemplary The Myrmidon is a fighter who has focused all his training service and character, the Paladin is blessed with holy on the use of a single weapon, and perfected its use. abilities. Paladins of Shamanism are usually known as Mistwalkers. Prerequisites: Duellist with 500 additional points in Finesse and Duellist skills (total of 800 CP in these Prerequisites: Holy Warrior with 300 additional CP in classes). Sanctity/Devotion skills (total of 500 CP) and 300 Skills: Greater Fortitude (30), Attune Weapon (20), additional CP in Finesse/Might skills (total of 500 CP). Study Foe (40/60/+), Disarm Mastery (20/30/+), Pain Must be chosen by an avatar or spirit. Mastery (30/45/+), Parry Mastery (20/30/+), Slay Skills: Ritual (Divine) (30), Fortitude (30) Mastery (40/60/+) Focus: one additional basic Finesse or Might skill (must Focus: Cloak Fighting, Riposte, Knockdown, Maim, Push, have the applicable class) Slay (must have the applicable class for each) Reserves: choice of Divine or Physical Reserves: Physical Other: The Paladin may earn abilities and possibly traits Other: The Myrmidon may only use his fighting skills and according to their path, spirit, or patron. They may have a Attune Weapon with his single chosen weapon type. It may holy weapon made if they have a holy shield, or a second be two-handed, or two such weapons can be used together holy weapon if they do not, and can use both items at once. (with Two-weapon II or III), but it may not be paired with a different weapon or with a shield. Priest The Priest is a Cleric who has joined a specific school or Mystic Archer order, or formed a Shamanic alliance, and is now among the The Mystic Archer has transcended archery and made the most advanced within a faith. Only Priests wield the most bow a channel for magic or faith. powerful blessings of faith in most schools and orders. Prerequisites: Archer with 300 CP in any “With Bow” Prerequisites: Cleric with 600 additional CP in Sanctity/ skills and 300 CP in Power or Sanctity. Devotion skills (total of 900 CP in these classes). Must Skills: Mystic Arrow (30/45/+), Spell Arrow (30/45/+) have joined a School or Order or found a Spirit Patron. Focus: (no additional Focus skills) Skills: Divine Enhancement (30/45/+), Miracle (50) Reserves: choice of Divine (if you have 300+ CP in Focus: (no additional Focus skills) Sanctity), Magical (if you have 300+ CP in Power), or Reserves: Divine Physical Other: The priest may earn abilities and possibly traits Other: A Mystic Archer can have a Mystic Bow made, according to their path, spirit, or patron. which can be held while casting. Purist Oracle The Purist is an Elementalist, Nethermancer, or Sorcerer The Oracle receives the guidance of spirits or avatars, and who has forged a permanent bond to a single element or to has learned to see signs of the past, present, and future. Nether or Sorcery, giving up all spells of other elements or Some Oracles are priests of Fortune who have learned to schools. The Purist gradually takes on more and more interpret the weave of Fate, others are Shaman who hear traits of their chosen power. the spirits, and a few have made pacts with Fiends for their answers. Of course, even an Oracle can misinterpret the Prerequisites: Elementalist, Nethermancer, or Sorcerer signs if they aren’t careful. with at least 500 additional CP in their chosen Mana/ Scrollcraft and non-alchemical Sight skills (total of 800 Prerequisites: Cleric with 600 additional CP in Sanctity/ CP). Devotion skills (total of 900 CP in these classes), Skills: Charms (50), Spellcrafting (50). Focus: (no additional Focus skills)

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Reserves: Magical Reserves: choice of Magical or Physical Other: Only elemental spells of the selected element may be learned or used. The Purist may develop elemental Storm Mage abilities and traits. (Nethermancers gain undead abilities, The Storm Mage has mastered the Elemental arts, and is Sorcerers gain fiendish ones.) able to create new spells, including spells that combine multiple elements. This makes the Storm Mage’s spells Rune Knight very difficult to Counter. The Rune Knight wields rune-marked weapons in a potent Prerequisites: Elementalist with at least 500 additional CP web of enchanted steel. in Elemental Mana/Scrollcraft and non-alchemical Sight Prerequisites: Warrior Mage with 300 additional CP in skills (total of 800 CP). Power/Sight skills (total of 500 CP) and 300 additional Skills: Charms (50), Elemental Channel (20/30/+), CP in Finesse/Might skills (total of 500 CP). The Warrior Elemental Resistance (20/30/+), Spellcrafting (50). Mage’s preferred school of magic must be Rune. Focus: (no additional Focus skills) Skills: Fortitude (30), Ritual (Magic) (30), Runesword Reserves: Magical (10/15/+) Focus: one additional Finesse or Might skill (must have Warlock the applicable class) The Warlock has intertwined magic with his weapon, Reserves: choice of Magical or Physical creating a deadly combination. Other: Rune Knights who learned the Transcend Armor skill as one of their Warrior Mage skills can use the skill to Prerequisites: Warrior Mage with 300 additional CP in cast while wearing heavy armor (requiring 30 seconds Power/Sight skills (total of 500 CP) and 300 additional preparation and the incant), and do not need any CP in Finesse/Might skills (total of 500 CP). preparation time while casting in light and medium armor. Skills: Fortitude (30), Ritual (Magic) (30), Warlock's Rune Knights who chose Extend Shield and Empower Blade (20/30/+) Weapon may learn Transcend Armor but do not gain this Focus: one additional basic Finesse or Might skill (must additional benefit. have the applicable class) Rune Knights may obtain a second mystic weapon and use Reserves: choice of Magical or Physical both at once, or may obtain a mystic shield to use with Other: Warlocks may obtain a second Mystic Weapon and their weapon. use both at once.

Rune Master Warlord The Rune Master has mastered the art of Rune Magic. The Warlord is a master of the battlefield. Able to Prerequisites: Rune Mage with at least 500 additional CP withstand damage that would kill most men, few enemies in Rune Mana/Scrollcraft and non-alchemical Sight skills can stand before him. (total of 800 CP). Prerequisites: Champion with 500 additional points in Skills: Spellcrafting (50), Runic Tattoo (10/15/+), Rune Pain and Might skills (total of 800 CP in these classes). Item (50) Skills: Greater Fortitude (30), Battle Cry (30/45/+), Focus: (no additional Focus skills) Knockdown Mastery (20/30/+), Maim Mastery (20/30/ Reserves: Magical +), Slay Mastery (40/60/+), Pain Mastery (30/45/+), Other: The Rune Master gains another scrollcraft bonus Push Mastery (10/15/+) school. Focus: Strength, Subdue Reserves: Physical Shadow Arcane The Shadow Arcane is master of the Shadow’s art, using Weapons Master magic to complement stealth. The Weapons-Master is a fighter who has mastered the Prerequisites: Shadow with 300 additional points in Power many arts of combat. or Sight (total of 500 CP) and 300 additional points in Prerequisites: Duellist or Champion with 600 additional Precision or Subtlety skills (total of 500 CP). points in Finesse and Might skills (total of 900 CP in Skills: Arcane Opening (50), Ritual (Magic) (30), Dodge these classes). Arms and armor skills do count in this total Mastery (50), Escape Artist Mastery (30), choice of one (unlike most classes). other stealth Mastery skill Skills: Greater Fortitude (30), Cleave (50), Strength Focus: one additional basic Precision or Subtlety skill (30), Attune Weapon (20), choice of three fighting (must have the applicable class) Mastery skills.

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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.

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Part 3 Setting

Chapter 15 - Regions of the World ...... 127 Chapter 16 - The World of Pendaan ...... 133 Places of Note ...... 127 Brief History of Pendaan ...... 133 Accents ...... 131 Turn of Time ...... 136 DRAFT 8.16.2012 - 2 DRAFT 8.16.2012 - 2

Chapter 15 Regions of the World

granted lands by the great houses they give allegiance to. At Places of Note any time, one of the Shoguns of the eight houses rules the The information listed below represents common entire Dynasty as Emperor. knowledge any character could know. Additional detail is available in region packets (found on our web site) for The Dragon Dynasty trades extensively with Pendaan, but characters who hail from these regions. the Emperor has set strict limits on the ability of foreigners to own lands and bring elements of their own Arkenstone cultures to the Dynasty. A thriving if somewhat perilous port Until recently, the Emperor was the Shogun of House city, the Free City of Arkenstone is Banoko, the House of the Jade Mountain. Emperor Banoko the center of trade on the western Nibori had ruled for 38 years. However, he lost much coast of Pendaan. It is a place where respect when fiends assaulted his nation in 509, and their anything can be had for a price. Its attacks were only stopped when a force from Eldyrwood ruling triumvirate maintains a destroyed their Master Gate in fall 510. In order to repay position of strict neutrality, this debt, in summer 511 he decreed that he would give up intervening in external politics only enough to keep the the throne in favor of whichever house provided the most balance of power. Most notably, it has intervened on several aid to besieged Felnar. By the end of the year, significant occasions to keep Harradon, Ironwatch, and Sarden from forces of houses Chiba, Hikage, Loong, and Tenjou were annexing the crossroads region of Felnar. Some accuse battling fiends near Arkenstone, with naval support from them of secret trade with Blackhold; certainly they have house Yamada. In 512, after Arkenstone was freed from gone to no great lengths to prevent smugglers from fiendish control, Emperor Banoko abdicated the throne in working in their region. favor of the shogun of House Tenjou. Arkenstone trades far and wide by sea, and overland with Harradon and Felnar. Additional trade passes through Dumar Felnar bound for Ironwatch and Sarden. Arkenstone also The Holy Dumarian Empire is one controlled a number of cities to the north, including of the larger nations of Pendaan, Lacarta (known for its horses) and Cragsmoor (at the far near its center. The city of Dumar north on the edge of the Midnight Moor). itself is the Emperor’s seat, though the Empire contains Shortly after the retreat of crusaders from Zelfir at the numerous small towns and villages. beginning of 509 A.L., fiends followed and began an The Emperor claims continuous assault on Arkenstone, which fell within a few months. The lineage from Duma, the legendary other cities in the region quickly came under fiendish founder of Dumar, although the evidence is shaky; three control as well. Fighting on several fronts, the fiends used centuries without nobility during the Age of Darkness led the Arkenstone army to besiege neighboring Felnar while to the loss of much documentation. In addition, crowned fighting off forces of Harradon, Dumar, and Sarden. In by the Archluminary of Radiance, he also holds religious spring of 511, raiders from the Frozen North also began authority. their own attacks up and down the coast. In spring of 512, the fiendish gates were sealed and the city freed, but Dumar has historically placed great value on art, literature, reconstruction and removal of fiendish influences will take magic, and engineering. It has not always been the greatest time, and outside troops remain in the city as of fall of in these areas, but its competitive spirit has driven its 512. 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 Dragon Dynasty out of the kingdom, and Dumar was often considered a This island empire, known by its inhabitants as Ryuujin kingdom in decline. However, during the Fiend War the Chisei, is located at the eastern ends of the Shattered nation took a more active stance in the service of Radiance, Lands. The Dynasty is ruled by eight powerful houses and with the crowning of King Garrard as Emperor by the according to a complex set of laws, said to have been placed Archluminary, the kingdom was re-established as the Holy upon them by the gods. Numerous minor houses are 147

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Dumarian Empire in 511 A.L. The new Emperor darkness’s last vestiges. A place of struggle, strife, heroism, dramatically reduced trade tariffs in an attempt to reverse and above all… adventure. The town of Eldyrwood, in this trend. 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 Dumar is home of several universities. One is the its size. Dillaytheon, an ancient institution of learning in Dumar itself. It is a university attended by young nobles, the The city of Felnar was besieged by fiends and the army of children of wealthy merchants, and favorite aspirants Arkenstone starting in 510 A.L. Forces from Dumar and within a variety of religious and other orders. The Sarden came to the city’s aid and supplies were sent by Dillaytheon is especially respected for its study of Gate. Early snows in fall of 511 also bought time, delaying prophecies. A second is the Seven Meadows Collegium in the arrival of supplies for the attacking forces. Although the small eastern city of Fenbrook, primarily known for the the city walls were breached in several locations, the fiends breadth of its studies. Dumar sometimes claims the were defeated in spring 512 before Felnar was completely Arcanum as well, and the Arcanum was in fact founded just overrun. 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 Forgotten Forest currently considers itself above such considerations as First of the great woods to be corrupted during the Age of political borders. Darkness, and close to the haunts of the Midnight Moor, the Forgotten Forest to this day has a reputation for In addition to these institutions, Dumar is also home to harboring foul creatures. It is known to be home to tribes the Temple of Holy Radiance, the seat of the Archluminary of wargs and fanatic sects of shaman such as the Vilderkin of the Way of Holy Radiance. The temple includes a and the Hunters of the Dark Wood, as well as untold renowned school and library holding extensive works on beasts and fell creatures. Many have not returned from history, magic, and ritual, as well as the works concerned explorations of the wood, bodies never to be found. with battling darkness that are its main theme. The library Ra’Kash from the city of Harradon hunt within the woods, is sponsored in part by the crown and in part by the but even they do not go too far in. The Turma Grue act as Dillaytheon, and cooperates closely with these institutions, defenders of the wood, keeping people out and foul beasts although there are occasional points of contention. Ties in. 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 Free Cities contributed to the Arcanum’s decision to leave Dumar. 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, Felnar nobility is handed down according to each nobles’ wishes, On the northern border of the which, in practice, means that noble titles are for sale. Forgotten Forest, south of the Consequently, most of the powerful merchants and the Midnight Moor, lies the small city heads of the prominent guilds hold noble titles and seats of Felnar and its lands. A on the council. As a merchant’s fortunes fall, there is more crossroads between the port city of and more pressure to sell the title to someone more Arkenstone, the Ra’Kash city of “deserving.” Harradon, the northern city of Sarden, and the Imperial city of In order of size, the Free Cities include Myra (the largest), Ironwatch, Felnar survives despite Colonna, Lucitan, Perugia, Ostia, Trento, Fano, and Foggia its perilous location. Some say it also is spared some of the (smallest). brunt of evil’s attacks because it harbors smugglers who This area also includes the Ghost City of Brugge. trade in and out of Blackhold. Certainly, both Sarden and According to legend, most of the city’s population was Ironwatch have tried to conquer it under this pretense, but killed during the plagues of the Godless Time, and now the intervention of other states has so far kept it their restless spirits haunt the city. The ruler of the city, independent. It attracts a curious mix of traders, magical Count Ettore, was said to be among the victims, and it is researchers, treasure hunters, those tempted by the said he continues to rule even today in a grotesque parody promises of darkness, and those dedicated to wiping out

Myra Colonna Lucitan Perugia Ostia Trento Fano Foggia Brugge

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Regions of theDRAFT World 8.16.2012 - 2 Places of Note of the living. Some number him among the great Lich fiendish control. Now that the fiends have been defeated, it Kings. remains to be seen whether raids will become a problem again. 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 Harradon roaming the northern part of the region, especially near In the midst of old Human cities, Brugge. this city of Ra’Kash is an anomaly. Lord Harr, for whom the city is named, was a Ra’Kash noble on the Freelands southern continent until he formed This land of rolling hills and grassy plains falls under no an alliance with the leaders of the government, and its residents prefer it that way. Descended Great Rebellion, leading an army of from ancient nomadic tribes and refugees from both the Ra’Kash against the Dark Queen. War of the Queen’s Ascension and the Great Rebellion, His price was the garrison-city of they live in wandering tribes or small villages. Some tribes Varradon and the surrounding lands. Although Lord Harr war against each other in an attempt to gain superiority died during the Great Rebellion, his descendents renamed over the others. the city for him. Beings of all races and cultures can be found here, Although the Ra’Kash of the southern continent are ruled including large numbers of trolls, goblins, and orcs. For by matriarchs, Lord Harr and his line were lions, among the most part, the soil and climate is not suited for whom the patriarchs lead. At various times Harradon has agriculture, and none of the adjacent nations (primarily been ruled by each. The present custom is that the Purk and Sarden) have an interest in expanding in this successor to the throne is the victor of a Great Hunt, and direction, although both have had to deal with barbarians both male and female Ra’Kash are permitted to compete. raids from time to time. Harradon’s port, Temmek, was taken by fiend-controlled Arkenstone in early 510 A.L. and then partially recovered Frozen North in summer of 511. Fighting continued in the streets for Across the Northern Sea lies the continent of the Frozen months but it was fully recaptured in 512. Some allied North. A virtual wasteland of snow and ice to those who foreign forces, including Dumarian troops, remain in the don’t normally live there, the Frozen North is home to city. 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 Imperium Claw, the Ice Bear, the Wolf, and the Snowhawk. Snow falls When the Elves joined the war often enough in the Frozen North to leave a thick blanket against the Dark Queen, those who of frost upon the evergreen trees almost year-round. Along would fight established fortress- the seacoast dwell many fisherman, notably in the villages cities scattered across Pendaan. of Kar Nor. During her reign, the Dark Queen forbid them from unifying, but The largest city in the Frozen North is Lindernoff, and after her fall the Imperial Elves most trade passes through its port. The snow and ice corrected this. Some cities were extend far to the north where even the burliest of reunified by force. barbarians dare not tread. Rumors speak of wild yeti packs that suffer no survivors, ice dragons, and ancient wizards To d a y, t h e I m p e r i a l s r u l e a that wish to be left alone. Lindernoff is surrounded by a substantial area of southwestern large wooden wall, which helps to keep the bitter winds at Pendaan, as well as a few more bay. isolated cities, including Ironwatch (just beyond the Midnight Moor) Around the turn of the century, a powerful Frost Elf and Tyrell (along the Fireforge mentalist began enslaving the tribes, erasing their minds to Mountains, near Cauldron’s make them his thralls, and using them alongside bestial Notch). Their society is strictly hierarchical, with a ruling fiends to capture more of their kin. As his domain class of Highborn reigning over their Vassals and Citizens. expanded, the remaining tribes were forced to the coast and They maintain a reputation for militancy, although their many began to subsist by raiding northern Pendaan. When tone varies from city to city, depending on which of their the Fiend War began in 509 A.L., the assaults increased in Houses is predominant. severity. In the Frost Moon of that year, however, the first of the great Master Gates was shattered, and the control The city of Ironwatch, located alongside the Midnight over of the tribes was broken. Since that time, Frozen Moor and the lands of Felnar, was built to watch over the North raiders have only struck cities and towns under Valley of No Return and ensure Blackhold would never be

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Places of Note DRAFT 8.16.2012 - Part2 3 - Setting rebuilt. They still hold great resentment for those who Today, the two cities are major centers of learning and failed to eradicate every last trace of evil at the end of the study. New Arcadia occupies an important crossroads Great Rebellion. location, and much trade passes through the area, bringing with it people and ideas. There is a significant Famori In 510 A.L., one of the great fiendish Master Gates population, but even today they are not a majority. Nova appeared in the Imperial city of Safi, where the fiends made Korhadien is a smaller city with a higher proportion of alliance with extremist members of the Sect of Armus, Famori, but also has significant numbers of other races. including a builder of automatons. Their combined force The Clawed Stone Academy of Runic Arts, a school for held the relatively isolated city of Safi despite a concerted mages dedicated to the study of Rune magic, is located Imperial effort to regain the city in early spring 511, after here as well. There is extensive travel between the two which the fiendish force extended its dominion to the cities, and they maintain close ties. nearby city of Harbor’s Nest. A second assault, again costing many lives, was successful at destroying the Master The Famori cities were largely spared the ravages of the Gate two moons later. fiend war. Early attempts to evacuate non-combatants to the Imperium proved ill-advised when Imperial cities came Since that time, the Imperium has been plagued by magical under direct attack. Towards the end of the war a series of storms accompanied by elementals and other types of minor magical storms occurred which appeared related to magical creatures. The Imperial army remains on high alert the more serious ones going on in the Imperium, but these and dealing with these unpredictable magical disasters is tapered off before the end of the Fiend War. requiring their full attention. Many rumors are told, but few official statements have been made about the situation. Oakholme The great woods of Oakholme (known as Eldonshire to its Midnight Moor inhabitants) are home to numerous Grue Elven towns. Gateway to the Valley of No Return, these fog-covered Although there is no single city of note, the Elves work bogs and swamps are largely uninhabited by the civilized closely together when external matters require it. Many a races. They are not inhospitable at all for the unliving town of Oakholme has never been seen by outsiders, and beings who haunt them. Legend records that these lands many of its inhabitants have never been outside the wood. were once fertile, and some claim that they hold ancient Dumarians, to the south, think the Grue to be uncivilized and rich ruins, but few adventurers have returned from the hicks. The Grue have a closer relationship with the city of moor, and fewer still with artifacts from the ruins. The Sarden, to the west, and to the tribes of the Freelands to moors also hold all manner of fiend-spawn creatures the north and east. released from the Valley of No Return. Although raiders from the Frozen North struck areas in the Freelands during the early stages of the Fiend War, New Arcadia and Nova Oakholme saw relatively few fiends. This was due both to Korhadien the skill of its defenders and the difficulty for invaders in Arcadia and Korhadien were twin locating small villages hidden in the great wood. cities of Famori and legendary fortresses of knowledge. Both were destroyed in the Earthrending that Purk cemented the Dark Queen’s Rule. The Kingdom of Purk, like Arcadia was entombed in the earth, Dumar, dates back well before the while Korhadien was swallowed up rise of the Dark Queen, but Purk by the Korhadien Sea. Eventually, fared much worse in the wars, and centuries later, the town of Freehold was built on Arcadia’s for centuries was little more than a ruins. Here the Great Rebellion was declared, and here it city-state. After its neighbor, ended almost six years later with the death of the Dark Draven, was cast into Shadow Queen. during the Great Rebellion, Purk claimed Draven’s lands including After the Great Rebellion, Freehold was renamed New the lesser cities of Kirn, Giessen, and Stolberg, and began Arcadia, and a series of monuments were built honoring its return to prominence. heroes and major events of the Rebellion. Not content, the Famori nobility of the city also established the city of Purk has close ties to the Dwarves who live within the Nova Korhadien on the largest island of the Korhadien Sea. Fireforge Mountains. Its northern cities sometimes trade Many Famori immigrated to one of the two cities, and with tribes from the Freelands, and sometimes war with Nova Korhadien especially benefitted from those trying to them. escape the Kai conquests and plagues of the decades that The area that was once the city of Draven is now a dark and followed the Great Rebellion’s end. blighted place, utterly without life. Strange creatures are sometimes seen at its edges, but few have dared explore its

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Regions of theDRAFT World 8.16.2012 - 2 Places of Note depths. Fewer have returned from such ventures. Even to For many years, Bandir and nearby villages suffered attacks pass near the site is to feel overwhelming despair, so most by raiders from the Frozen North, coming down through travelers and caravans give it wide berth. the Ebon Sea. With the beginning of the Fiend War in 509 A.L., these were recognized as only the precursor of what Purk was little-touched by the fiend war and sent only a was to come. small token force to the recovery of Arkenstone (as they had to the Zelfir Crusade), but since 510 A.L. southern Sarden had, however, mobilized its forces to join the Purk has been plagued by a wide variety of undead, many of Radiant crusade in 508, and was better prepared than no recognized type. 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 Sandridden Plains Master Gate in the Frozen North was first to be destroyed, The great desert kingdom of in late 509. El’Idur is said to be the oldest of the Human kingdoms. It is Sarden had cultivated ties with the Enselari people before surrounded by the vast and harsh the war, even building an Enselari embassy in the capital. desert known as the Sandridden Since the crusade, a very large proportion of Enselari who Plain. El’Idur is ruled by Grand escaped the island of Zelfir have taken up residence in Sultan Salah Bin Khalaf Al’Anka, a Sarden, including Queen Bedessi. Many fight alongside fair but sometimes harsh ruler. The Sardenese forces against the fiends, primarily in Felnar. city of El’Idur is vast and topped by many golden spires. Its streets are busy around the clock, trading Shattered Lands exotic spices, crafts, and magic. Once the home of the great southern kingdoms, the Radiance is the state religion, and El’Idur claims the Shattered Lands are exactly that--shattered. After the Dark holiest of Radiance’s historical sites can be found here. Queen’s cataclysmic Earthrending, little remained of the old kingdoms. Aside from the In mid-509 A.L., the great fiendish Master Gate which had Dragon Dynasty (see page 147), the Shattered opened in Zibberawn shifted to El’Idur. In addition to Lands are presently home to the much reduced hordes primarily of sulfur fiends, the Kai raiders also Dwarven Iron Throne Empire and the nomadic formed alliances with the fiends. The gate was not Kai, reviled for attacking the Free Cities and Dumar destroyed until late 510, by which time most of the capital in the weakness that followed the end of the Great had been overrun and many of its inhabitants had fled or Rebellion and the Godless Time. The Kai’s been killed. Some feel the balance of power has shifted in participation in the fiend war on the side of the favor of Pasha Al’Siddiq ibn Hasan Al’Rabi, ruler of the sulfur fiends did nothing to improve their reputation. nearby city of Sais. Shimmering Coast Sarden This coast is isolated from Sarden, and the nearby city of Bandir, the rest of Pendaan by the which it rules, was once held tight within craggy Fireforge the Dark Queen’s grasp. After the war, it Mountain Range. was “conquered” by the Grue of The people here Oakhome. This conquest was entirely abide by their own bloodless, and many say the city elders sets of laws and were tripping over themselves to the local villages surrender to the Grue before the and towns Imperials arrived. True or not, the city usually govern themselves. Piracy is one was reorganized along less militaristic of the major occupations in this region, lines, and today is fairly peaceful. It still and many buccaneers take maintains good relations with the Grue. advantage of the lack of 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.

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Places of Note DRAFT 8.16.2012 - Part2 3 - Setting centralized government to operate out of local coves and merchants who do business here charge. Zibberawn is also sea towns. famous for its merchant companies which are grouped loosely into categories. Many of these merchant Three major settlements can be found in this area. Best organizations have cornered the market in their areas of known is the port city of Cavenport. Its main source of expertise. When the opening of the fiendish gate was trade is sailing ships, which are the best in all of Pendaan. heralded by a volcanic eruption in 509 A.L., many residents Cavenport is a haven for criminals, thugs, ruffians, and the chose to make deals and pacts with the fiends for their own like, but crime in Cavenport itself is kept to a minimum as survival. Now that the gate is closed, they are doing their the penalties are extremely harsh. The city is ruled by Lady best to rebuild and continue. It is not the first time large Rheallan Astani, a Radiant, whose obsession with stamping portions of the city have been burned, and probably will out heresy has led to harsh restrictions on her own faith. not be the last. Fortune is less restricted and more common than Radiance in the city. The city was safely out of the path of the Far to the north is Firestar Peak. Once a mountain, it is fiendish hordes, and business continued here as normal. now merely a hill. Hundreds of years before the Earthrending, a huge meteorite smashed it down, Located on a small island south of Cavenport is the small, annihilating the dwarven community living here. It is now a independent city-state of Zibberawn. Zibberawn was and is source of great intrigue, with many alchemical and magical built upon trade. It has strong mercantile ties with other communities springing up around it. It is rumored that, port cities, and a welcoming policy of trade without tax, somehow, the meteorite “charged” the hill with magical tariff, or fees, as in fact there are no local laws, only properties. On the darkest nights it is said that the hill protection enforcers working for the different houses and glows, illuminating the woods covering it in a soft red hue. 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

Kaerramos Mage Tower, Arkenstone

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Southern Continent their practice of sorcery as soon as the war ends. Another The southern continent is home to the cat people known group of Enselari is based in the city of Cragsmoor, north as the Ra’Kash. The entire southern continent is of Arkenstone, where they are led by Princess Dallena and encompassed in thick jungle, nearly impassable to those fight alongside the fiends. It is rumored the later group is not trained to venture through such areas. Ra’Kash is, for still able to reach Zelfir, but others have been unable to the most part, largely unexplored; legends speak of other reach the island by ship or gate. It is also unclear what has Ra’Kash civilizations further to the south. The best known happened to this force since the closing of the last fiendish Ra’Kash city is Pride’s Deep. Home to many Ra’Kash, it is Gate in Arkenstone. 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 Accents see other races in this city, but it is not recommended for The use of an accent can spice up your role-playing and non-Ra’Kash to walk alone. make an impression on everyone you meet. Or, an accent The southern continent briefly suffered an outbreak of can be difficult to maintain for an entire event, and sound serpent fiends and acid fiends at the beginning of 509 silly. No one is required to use an accent. No matter where A.L., centered near the Plateau of Dreams, but the fiendish you come from, you may have learned to speak without gate shifted the following year to the Imperium. 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 Valley of No Return raised in, or perhaps the accent of his parents if they At first glance, this desolate wasteland would appear as any moved from one region to another before his birth. other desert, filled with dry rock, sand, and harsh winds. However, to the surprise of those who trek it, the piercing These accents can also be used as guidelines for names. For stones tossed up by the winds bring a slow death to the example, names in Purk tend to have a Germanic sound, unsuspecting. Hidden within the midst of this sinister while Spanish names are more common along the valley lies the ruins of the Dark Queen’s obsidian keep, the Shimmering Coast. Twilight Citadel, within the ghost town of Blackhold. The common tongue of Pendaan is known as Dumarian or It is whispered that creatures of darkness still inhabit Vardun. It is the native language of Dumar and Varradon, Blackhold and the ruins of the Twilight Citadel, and that the city that was conquered by Ra’kash and become some trade with them for forgotten wealth and secrets of Harradon. During the centuries of the Dark Queen’s rule, dark magics. Such trade is forbidden by law in Arkenstone, she required it to be used for many legal and business Felnar, Ironwatch, and Sarden. purposes, causing it to become ubiquitous across the continent. In many regions, however, older languages are occasionally spoken and have left their mark as names and Zelfir accents. [Equivalent accents are noted in brackets.] The mist-shrouded Isle of Zelfir was unknown to Pendaan until a ship landed on the coast north of Arkenstone in Arkenstone - Vardun [English] is the primary language 498 A.L. The island is located several hundred miles to the here, though almost any accent can be heard due to west of Arkenstone, and is the home of the silver-marked Arkenstone’s extensive trade. A Cainntaonach accent Enselari and their city, Enselar, as well as a number of [Scottish] is common, as it is the accent of the cities smaller towns and villages. Visitors were permitted, though Arkenstone rules to its north. Sardenese [French] is also rare, but priests and missionaries of both Fortune and common, especially in the Sardenese Quarter. Radiance were forbidden from the isle. However, in 508 Dragon Dynasty - Kyuutengo, the “language of the A.L. the Archluminary of Radiance declared a holy crusade heavens” [Japanese or Chinese]. against fiends which were expected to assault the island. The crusaders were welcomed by Queen Bedessi of the Dumar - Dumarian [English] is spoken here, and is nearly Enselari, but opposed by the Enselari Elders. When the indistinguishable from Vardun. fiendish assault began in early 509 A.L., the Elders led Free Cities - The old language of Perucce [Italian] is rarely many Enselari in battle alongside the fiends and against the spoken, though the accent is not uncommon. crusaders. The scale of fiendish invasion was much greater than those which had formerly struck the island, and riven Frozen North - Lindernmál is still spoken by some of the by civil war the crusaders and their Enselari allies were tribes [any Scandinavian accent] though Vardun is the forced to retreat. Thousands of Enselari escaped to the norm in the cities. mainland with the crusaders before the island was hidden behind an impenetrable mist. Purk - Dravensh, sometimes known simply as Purkish [German] is rarely spoken, but still used for names of A large population of Enselari now resides in Sarden, places and, occasionally, organizations. including Queen Bedessi. They have pledged to give up

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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.

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Chapter 16 The World of Pendaan

Through the monstrous power of her forces and the Brief History of Pendaan intrigues of her spies, kingdoms fell in quick succession. Over a thousand years ago, the great kingdoms of Pendaan Only the Dwarven fortresses of Kilnjen and the Iron were still young. Many had been founded after the Fiend Throne Empire, the Famori Fortresses of Knowledge at Wars, and while there were occasional minor conflicts as Arcadia and Korhadien, the Elven woodland of Oakholme, they filled out their own borders, none wished the hardship and the Human kingdoms of El’dur, Hallenz and the of another major war. Only one man foresaw the end that Dragon Dynasty held against the onslaught. The great was approaching: Soern the prophet. Exiled from Draven Temples and Orders of knighthood defending these and driven into the wilds of the Freelands, few would listen strongholds became the hardened walls that wave after to his “ravings.” wave of foul creatures broke against. The Rangers became In a high mountain valley, far to the north yet known for the thorns in the sides of the ghastly armies that sought to its rich and productive lands, the corruption began. drain the land of life. Many thought that the Dark Queen’s Plagues swept across the Golden Vale. Those not killed by eventual victory was in doubt. the plagues met equally terrifying fates as the plants and It was then that the Queen played her trump card. animals withered and died, streams dried up, and fertile Traitorous Dwarves carried artifacts of ruinous power, earth grew dark and treacherous. To this day, the land that fashioned by the Dark Queen, deep into the bowels of the came to be known as the Valley of No Return is said to earth. It was by luck alone that the Elves discovered a band claw at those who walk upon it, assailing them with stones of these traitors heading below Oakholme, saving their whipped up by chill winds, and clutching at them with lands from destruction. ground that breaks and gives way without warning. And so it came to pass, on the day called Earthrending, When plagues and darkness had run their course, that the Dark Queen summoned the power of her goddess thousands if not tens of thousands of corpses lay waiting into these artifacts and the world shook with the ghastly in the Valley of No Return. Then the Dark Queen caress of Zoedain’s might. The land vomited forth rivers of performed rituals of the darkest magics, calling them forth molten rock, creating vast fissures and spawning to be her army. They swept west and south, an army of catastrophic earthquakes. The Fortress of Kilnjen was undead devastating towns and cities and absorbing them thrown down and filled with molten rock. The lands of into its unholy mass. The churned and bloodied earth El’dur, Hallenz, the Iron Throne and the Dragon Dynasty absorbed something of their taint, and rich lands became were torn asunder into the islands now known as the the putrefying and uninhabitable Midnight Moor. Then, Shattered Lands. The Famori Fortress of Knowledge at with her army behind her, her might clearly demonstrated, Korhadien sank beneath the sea in the same instant that the the Dark Queen appeared before the remaining cities of the city of Arcadia was swallowed whole by the earth. Amongst north and offered them the choice she would offer to so all this, only the Elven wood of Oakholme stood virtually many cities in the years to come: surrender to her rule, or unscathed. Within days, the surrender was complete. So be destroyed. Some refused, and were annihilated. Others began the Age of Darkness, almost eight centuries ago. looked upon the devastation and the unholy army and surrendered. First among these were Arkenstone, Felnar, For over two and a half centuries the Queen ruled the and Bandir. And so the Dark Queen began to establish her continent of Pendaan with an iron fist. Nobles who had dominion. opposed her were thrown down or executed, while those who accepted her rule and agreed to carry out her wishes As the kingdoms of the south began to gather their forces, were allowed to keep their titles. She allowed nations to always too slowly, the Dark Queen herself gathered more run themselves, as long as they obeyed her laws, paid their and more allies. Orcs, Goblins, and Trolls swelled her tribute, and supplied conscripts for her armies. She would ranks, while dark-hearted Humans, Dwarves, and Elves permit no dissent, and where rebellion simmered, whole became her generals and mages. When the Elves renounced towns were slaughtered, the spirits of rebel and innocent the Faery Ring and their own immortality in order to fight alike were shattered, and rebel leaders cast into the Void. alongside the Humans, the Dark Queen countered by creating a warrior race of Wargs, by summoning fiends, and But after centuries, she made her first great mistake. by forging her implacable Doomguard and Bloodguard.

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Long content to control the continent of Pendaan, with than waiting for her to pick the time and place, and she only a small foothold in the Frozen North serving as a manifested in seven forms: Chaos, Corruption, Pain, disposal ground for dissidents, criminals, and malcontents, Dominance, Undeath, and Cruelty, before finally appearing the Dark Queen now turned her eyes to the lush jungles of in her own regal Majesty. One by one, the rebels slew each the Southern Continent. She launched her ships and form, each time unraveling one aspect of her power, while landed her armies on the distant coast, and struck against one by one their own numbers dwindled. No victory would the cities of the Ra’Kash. Alongside her armies of be without its price. Finally, on the eve of the 6th day of soldiers and beasts, her mages raised their undead, the Frost Moon, the Dark Queen herself fell to a stroke of called their fiends, and even unleashed plague- the Doom Sword. So began the Age of Light, over five bearing kobolds against the Ra’Kash. Yet, the centuries ago. jungle was not hospitable to the enemies of the Ra’Kash, and the jungle fighters could appear It would take time for the world to restructure itself in and disappear into the brush almost at will. For the Queen’s absence. Many nations, such as Dumar, four years, war raged, until at last she was focused on rebuilding their cities and their armies. forced to bring her armies home. Others seized an opportunity for expansion: the Imperial Elves consolidated their Imperium and Now the long-suppressed rebellion seized its conquered the weakened Amarians in opportunity. The Queen would never again retaliation for failure to stop traitors in their be so weakened and they could not afford midst; Purk claimed the cities once ruled by to let the chance slip by. In the town of Draven, itself utterly destroyed; and Freehold, the declaration of war was Ra’Kash who fought alongside the signed on the back of her slain rebels took the city of Varradon as their Archbishop and attacks began against her prize, renaming it for their fallen leader, soldiers. The nations of the Myran Lord Harr. Those that had not rebelled Commonwealth banded together and against the Queen before were now barred the southern ports against her quick to either declare their independence, ships, so her returning armies could not like Arkenstone, or surrender, like Sarden. land, and many of her troops were lost at Few eyes remained focused on Blackhold, sea. For six years, rebellion raged. the former seat of the Queen’s power. Initially, the rebels won a series of Most of the exceptions were Imperial, victories, even slaying many of her especially those of the destroyed city of most powerful mages, but in time the Ironwood. Not quite so quick to believe implacable forces of the Queen came to their life’s purpose was fulfilled, and with bear more and more heavily against no home to return to, they built a fortress them. on the edge of the Midnight Moor from which they intended to launch the final Meanwhile, another disaster befell the attacks against the Queen’s seat. In time, land. The half-forgotten Destroyer of a unable to gather the forces necessary to nearly-forgotten era walked the face of root out what most others considered Pendaan, hunting the very gods mere vestiges of a defeated foe, their themselves over the span of a year and a fortress became the city of Ironwatch, half. Of thirteen gods, four fell beneath devoted to standing sentinel against his dread axe and a fifth was gravely whatever future evil might rise from the wounded before he, in turn, was rendered Valley of No Return. asunder by the forces of all the faiths and all the magics. Some believe the Dark Perhaps there would have been more Queen lost favor with her own goddess enthusiasm for the task had not new by failing to come to her aid, though in troubles quickly arisen. The first was the end the Goddess of Misery and the final withdrawal of the Suffering came through unscathed. remaining gods, in but the second year of the Age of Light. Some Disfavored or not, the war quickly believe it was for the benefit or reached a climax. The Dark Queen protection of the mortal races, while others say herself took to the field of battle, and their divine tasks were simply completed; whichever the the situation began to look grim for her foes. For their case, the gods vanished from the world. All but the part, the rebels placed all their faith into the words of simplest divine magics suddenly became impossible. Their Soern’s last prophecy, preserved by the tribesmen of the departure triggered a crisis of faith, with some holding Freelands, and gathered artifacts of epic power with which faithful to their departed deities, while others flocked to to fight their final battle. According to legend, they flourishing new cults and sects, and others simply turned summoned her to a battlefield of their choosing, rather

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The World ofDRAFT Pendaan 8.16.2012 Brief- 2 History of Pendaan away from religion altogether. Plagues and undead, both Since those events, centuries have passed. The age has been formerly kept in check, now swept large regions. marked by border disputes between many of the great powers: Purk against Dumar and against the tribes of the The war-ravaged lands of the Myran Commonwealth, now Freelands, Harradon against Dumar for control of the port convulsed as well by a crisis of faith, desperately needed city of Temmek, Sarden and Arkenstone against Felnar. On time to recover. In the midst of this Godless Time, no one the whole, though, it has been a peaceful age. Art and magic was prepared when the hordes of the Kai swept out of the flourish, with new techniques arising in both. Shattered Lands into El’Idur, conquering the cities of the Elementalists have learned to overcome the limits that Sandridden Plains. With ease they pressed on through the once separated the elements, while others have learned to high passes of the Fireforge Mountains, pouring out into work with “pure mana” in the new magic of Wizardry, to the war-weakened cities of the Myran Commonwealth. wield the once-difficult forces of Rune magic with ease, or Deepening the chaos, their armies and the refugees they even to use the magic of the mind, once thought all but drove before them carried plague and further weakened the impossible for the mortal races. In civilized areas, nations of Pendaan. At their peak, just six years after the education has become commonplace, at least among a fall of the Dark Queen, the Kai controlled the Free Cities, rising middle class of merchants and tradesmen. More of Freehold, and the cities of Dumar and Purk. Yet plague the world has been explored, and an exchange of ideas has worked its toll on the Kai as well, and they could not hold caused scholarship to flower. their position for long. Within two more years they had lost all their lands in the Myran Commonwealth—itself It is now the 506th year of the Age of Light. Across the now dissolved—and within two more El’Idur was free as continent there are stirrings of trouble. From recent well. rebellion in El’Idur to raiders from the north along the coasts of Sarden and Arkenstone, to continuing border Some towns and cities never recovered from the war and tensions between Harradon and Dumar, and even the plagues. To this day, the Ghost City of Brugge remains a eruption of Zibberawn’s Mount Vrarag and the bloody haunted and uninhabitable ruin. purging of heretics in Cavenport, there are shadows to be In time, though, ingenuity and faith overcame all. Two found within the Age of Light. Some consider the newly- religious groups independently developed a miraculous appeared Enselari to be a foul omen of their own, sorcerers cure for disease. This miracle touched off a transformation that they are. But the Age of Light is one of optimism, and in each case from local sect to continent-wide religion. One few believe it could be nearing its end. doctrine was the Way of Holy Radiance, originally based in A small town named Eldyrwood, on the edge of the Dumar, while the other was the Devotions of Fortune, Forgotten Forest, is about to find itself a nexus of change. centered in the Free Cities. (Debate continues to this day Here, where a river connects the roads from Felnar, Sarden, regarding which city is Fortune’s true home.) Both and Harradon to the Imperial city of Ironwatch and to the religions incorporated many ideals of the older faiths, and Ebon Sea beyond, bold adventurers have been drawn from many of those once faithful to the gods decided they could all corners of the world for a destiny yet to be glimpsed. take part in these religions while remaining true to those Unseen eyes are watching, and waiting, for the turning of ideals. Meanwhile, in wilder areas, shamans were learning to the Age. forge closer bonds to spirits that let them perform similar miracles. And so, both the plagues and the Godless Time came to a close.

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Turn of Time DRAFT 8.16.2012 - Part2 3 - Setting Turn of Time Keeping time is often an important part of a fantasy game. Ta b l e 1 In-Game Days How else could you foil the bad guy’s plan if you didn’t know what time to foil them at? Mundane Day In-Game Day Table 2 is a listing of the real world “mundane” calendar in Monday Moonday relation to the Mythical Journeys calendar. The Mythical Journeys calendar is fully based on the phases of the moon. Tuesday Treesday Each lunar month is divided exactly like the mundane calendar (the first cycle of the Ice Moon would have 31 Wednesday Windsday days like January.) Table 1 lists the names of the days of the week. Thursday Thornsday Years in Mythical Journeys are referred to as “Harvests” Friday Friarsday (or “Cycles”) which are the most important time of the year to many commoners. This season of the year is often a Saturday Satyrday time of celebration as the common folk reap their harvest from a long working year. Sunday Sunsday To calculate the current game year all you need do is subtract 1500 from the current (real world) year. Thus, in Ta b l e 2 In-Game Calendar the year 2007, our game year will be 507. The hours of the day correspond to mundane hours, but Mundane Month In-Game Month are usually described with reference to midday (also referred to as “high sun”) or midnight. Thus, 4:00 p.m. is January Ice Moon referred to as “four hours past high sun,” or “four bells past high sun” while 10:00 p.m. is referred to as “two February Storm Moon hours (or bells) before midnight.” Minutes are often referred to as ‘ticks.’ Many describe the effects of a snare as March Planters' Moon being held for ‘five ticks.’ 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

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Part 4 Appendices

Appendix A - Weapon Construction...... 139 Appendix B - Packet Construction...... 145 Creating A Safe Sword ...... 139 Spell Packet Construction ...... 145 What You’ll Need ...... 139 Sword Construction ...... 140 Weapon Guidelines ...... 144 DRAFT 8.16.2012 - 2 DRAFT 8.16.2012 - 2

Appendix A Weapon Construction

“...a weapon fit for a king, with an edge to cut through stone itself...”

- Tribute To The Ironforge Brothers

proper supplies and arrive at the game extra early. Creating Creating A Safe Sword a good, safe sword takes about a half hour. Creating a safe game weapon is essential at Mythical Journeys. An unsafe “boffer” weapon could result in injury There are also many links and additional information to yourself and others. Please follow these instructions available on our web site. Post any questions you have on carefully. We are always willing to help you create safe game our message board as there are many cast and players weapons if you need it. All you need to do is purchase the willing to help you create your weapons.

What You’ll Need y Duct Tape: Often available in colors so you can y Open Cell Foam: (often referred to as mattress foam) customize your weapons. We prefer sword blades to be Available at fabric or craft stores. You’ll need at least 6 gray or silver. Electrical tape may be used for 2”x2”x2” cubes. decoration but not for the entire blade. Kite tape may be acceptable if it seems secure.

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y 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.

y 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 y kite rod. Utility Knife: To cut tape and foam. Sharp scissors will be useful too. y File: To dull sharp or rough edges on piping. y Marker: To mark the pipe. A pencil may work as well.

Sword Construction 1.Using either your hacksaw or pipe-cutter cut a piece of edges on the pipe (created by cutting it) using your CPVC pipe 4 to 5” shorter than the total length of file. the sword you desire to create. File down any sharp

2.Take your gray colored duct tape and wrap it in a to the core, and is required. Suitable glue may also be twirling manner (to make it like two-sided sticky tape used, as long as the blade foam is securely attached to with a bulging texture) along the top three feet of the the core. pipe. This tape will help keep the foam safely attached

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3.Now take four pieces of equally sized duct tape and 4.With the pipe ends covered, it is now time to slip your cover each end of the pipe with an ‘X’. Do not tape pipe insulation down over the top of your sword. This pennies, coins, or other hard objects to cap the ends. If often involves twisting the piping in a clockwise or you must cap the end with something other than tape, counter-clockwise manner as the two-sided tape sticks use thin leather strips. If you are using kite rod, use to the inside of the foam insulation. Be sure to let the leather strips or plastic end caps (preferred) instead; foam extend an inch past the end of the pipe. (Later duct tape is not adequate for kite rod. we will fill this space with foam.)

5.After your struggle with getting the pipe insulation pipe insulation to the sword grip area. Continue this past all that tape, the fun begins. you will begin by process until you have gone all the way around the taking strips of duct tape and adhering them from 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 cross- ways as you had done with the pipe itself earlier in Step 3.

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8.Place one of your 2” foam cubes at the top of the place, and the tip should collapse directly toward the sword blade. Tape it down cross-ways without applying blade when pressed from its top. This piece of foam pressure to the foam block that would force it to provides the thrusting tip of the weapon. Do not make crumple or squish. Pressure should be equally applied it thinner (not enough padding) or thicker (the tip on all sides. When applied properly, the two strips of will fold over and not provide any protection) than 2". tape should be all you require to hold your tip safely in

9.Cut your second length of pipe insulation down to allow us to slide it onto the CPVC pipe. The about ten to twelve inches. This will be your crossguard is optional, but it makes the weapon look crossguard. At the center of the crossguard, create a better as well as making it easier to sheath, and we small hole (slightly smaller than your CPVC pipe) recommend it. You can also design your own style of that completely penetrates the crossguard. This will crossguard as long as it has no rigid materials.

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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 13.Tape the pommel of the sword as you did the tip in of pipe insulation away from your crossguard scraps. Step 8. The object is not to force it on too tightly or As with your sword tip, insert the foam onto the pipe it will force the pipe through the bottom. As with Step leaving a one inch space at the end of the pipe 6. secure the tape that holds the pommel on around insulation. Fill this one inch space with scrap foam the handle. and cross tape as you had done previously with your sword tip.

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14.Using a pin or similar object, poke numerous holes in the striking surface, while pole-arms must be padded over thrusting tip of the sword to allow air to be exhausted upon at least the upper half of the weapon as well as on the impact. This makes the tip softer, and also allows it to spring pommel. Other two-handed weapons may have grips back to full size after a thrust. 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 If you followed all the steps shown you should now have a fiberglass is the usual choice, graphite is lighter but completed sword. Feel free to add colored tape to decorate it and much more expensive. No other core material is make it uniquely yours. Be sure to wrap your handle with soft approved for use in one- or two-handed weapons. leather, dark tennis racket grip, or some form of rope or twine so y One-handed weapons may be made from CPVC (3/ you retain a firm grip on the handle during those long melees. 4") or .505" kite rod (you can also use the larger .600" There are many advanced techniques to creating a good sword if you prefer). Again, the ends must be capped. Kite that we will happily show you on your many Mythical Journeys rod is more likely to cut through the foam than with us before or between events. CPVC, so the caps are very important. y GbgX5 Thrown weapons may not have any core, only duct Sword Tethers—Tethers used to prevent the tape and foam. They should not be so thin or pointed ‘Disarm skill are not allowed at Mythical Journeys. 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 Weapon Guidelines gets old). You can also melee with these weapons if The following table lists the official weapon lengths of you have the Small Weapons skill. Thrown Weapons Mythical Journeys. cannot be round "rocks". Ta b l e 1 Weapon Lengths y Black Wargs with the Stones Throw skill can make throwing rocks for use with that skill, but they need to Weapon Type Length be larger than your head, and red-stickered with a 2, 3, Small Weapon up to 18” 4, or 5. They should be irregular in shape, like a rock, not perfectly round like a ball. Short Blade/Blunt 19” to 30” y Javelins are used with the Thrown Weapon skill, and Long Blade/Blunt 31” to 48” are made from an uncut golf tube (normally used to Two Handed Weapon 49” to 66” separate golf clubs, and available at many stores which Short Staff 19” to 48” sell golf supplies). Tape over the non-rolled end of the golf tube with 2 strips of duck tape. Secure a 1 inch Staff or Polearm 49” to 72” thick disk of closed cell pipe foam on this with duct Thrown Weapon 8” tape. Attach a standard 2 inch thrusting tip (just like you would use on a sword) over this with duct tape. Thrown Javelin 24” to 36” Then secure the tape ends to the golf tube with one layer of duck tape wrapped around the golf tube. GbgX5 Overall maximum lengths include thrusting tip and pommel. Weapons that exceed their maximum length will need to y Shield edges must be covered with pipe insulation. be reduced in order to use them. Bucklers may be up to 18” diameter, with a hand grip; other shields must be larger than 18” diameter and y Weapon Grips on one-handed weapons may be no have a hand grip and arm strap. Shields may be up to longer than 10”. Staves and Short Staves must be 30” diameter if round, or 24”x30” for other shapes. padded on their entire length, as the entire weapon is a Tower Shields may be up to 21"x38". There must not

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Weapon ConstructionDRAFT 8.16.2012 Bow -and 2 Crossbow Guidelines

be any sharp edges or points on the front or sides. If Real bows may not be used at night. you have bolts going through the shield to attach the y Nerf-Type Bows and Crossbows. Bows and crossbows grip or other parts, pad and tape the exposed parts. designed to fire all-foam arrows or bolts may be used. y Blunt weapons and axes should be constructed like Like all weapons, they must be approved at check-in swords (including the thrusting tip), with a head made each event. Acceptable weapons must look like a bow of open cell foam covered and taped on with duct tape. or crossbow, and all bright plastic colors must be Double-sided carpet tape can also be useful for covered or painted. These types of bows and crossbows attaching the foam pieces. In general for any kind of may be used at all times, night and day. weapon with a big head on it (axes, polearms, y Finger Arrows. A finger arrow is a foam arrow which is hammers, etc), avoid making the head extremely heavy fired by means of a rubber loop or rubber band (it shouldn't have so much momentum when you attached to the tip. Only finger arrows that use swing it that you can knock people over for real), and ordinary rubber bands are acceptable. Finger arrows of avoid using so many layers of duct tape that it gets other types may not be used (typically these have a hard (duct tape especially hardens with age). Poking rubber loop at the end of a rubber cord). pinholes in the head will let air escape so it doesn't feel as hard. It should spring quickly back to its normal Finger arrows may only be used in conjunction with a bow shape after being squished; if it doesn't, you may have used as a prop. The bow must be held in hand as if it is being too much tape. There is no minimum or maximum used, holding the loop of the finger arrow with the bow hand. size for blades and heads on weapons, but we will Finger arrows may be used at all times, night and day, as long assess it for safety at check-in. as they are of the correct type and are used properly with a bow prop. 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 case- by-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 indispensible. 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.

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. y 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.

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168 Mythical Journeys Renaissance DRAFT 8.16.2012 - 2

Appendix B Packet Construction

Spell Packet Construction Instructions As you have learned, spell packets are necessary for the 1.Cut your fabric into a square approximately 4” by 4” successful use of many spells. To ensure safety, not only and lay the square out flat. for yourself but also for others, properly follow the spell 2.Put about three tablespoons of seed into the center of packet construction directions below. the square. Construction Needs y 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.

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.

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4.Gather the fabric and tightly tie off with the string. 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.

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Index

A barrier ...... 77 barrier spell ...... 106 acid baseball bat swinging ...... 74 call ...... 89 battle scroll traps ...... 95 casting ...... 102 acid traps ...... 95 translating ...... 102 advanced classes ...... 134 bedding, stealing ...... 102 alchemy ...... 123 beginning spells blood putrefaction ...... 125 elementalism ...... 108 calcination ...... 125 faith, pilgrim ...... 121 corrosion ...... 125 mentalism ...... 109 decrepitation ...... 125 wizardry ...... 112 digestion ...... 125 bells ...... 158 exaltation ...... 125 benevolents ...... 118 foliation ...... 125 bestow spell ...... 107 grinding ...... 125 betrayal, call ...... 89 learning ...... 125 bind, call ...... 90 projection ...... 125 black heresy ...... 118 starting recipes ...... 126 Blood Moon ...... 158 using ...... 126 blood putrefaction ...... 125 alcohol policy ...... 68 bloodrend, call ...... 90 ancestors, the ...... 118 botch ...... 106 appraisal code ...... 101 breakdown ...... 127 Arkenstone ...... 147 buckler ...... 59 armor ...... 77 buzzer traps ...... 95 about ...... 57 casting mana spells ...... 106 faith spells ...... 116 C flash trap and ...... 95 cabins ...... 66 heavy ...... 88 calaphites ...... 118 light ...... 88 calcination ...... 125 mechanical trap and ...... 95 calling skills ...... 77 medium ...... 88 carrying others ...... 70 popper trap and ...... 95 cast (NPCs) ...... 132 armor spell ...... 107 casting assassinate battle scrolls ...... 102 call ...... 89 faith magic ...... 116 attack calls ...... 89 magic ...... 106 avannarites ...... 118 caution ...... 73 chalice knights ...... 118 B character advancement ...... 12 character creation ...... 4 backlash ...... 88 character history hints ...... 5 backstab class overview ...... 4 call ...... 89 history overview ...... 4

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name ...... 4 detlene ...... 32 online ...... 5 devout ...... 115 race overview ...... 4 dharter ...... 32 skill overview ...... 4 digestion ...... 125 character death ...... 80 disarm ...... 90 character history disciplinary action ...... 68 hints ...... 5 disease, call ...... 90 sample ...... 7 disguise ...... 69 character points dispel enchantment, call ...... 90 history ...... 4 dispel magic ...... 87, 90 starting ...... 4 dodge ...... 88 charging ...... 74 donations ...... 131 charm, call ...... 90 Dragon Dynasty ...... 147 cheating ...... 68 drain vitality ...... 91 check in ...... 66 drug policy ...... 68 check out ...... 127 drum rolling ...... 75 check your swings ...... 74 Dumar ...... 147 clarify ...... 74 dwarves ...... 19 class dying ...... 79 overview ...... 8 coins crown ...... 100 E farthing ...... 100 earth, call ...... 86 sovereign ...... 100 ejection ...... 68 stealing ...... 102 elementalism ...... 105 components ...... 101, 123 elementalism, beginning spells ...... 108 conscious ...... 79 elves ...... 20 contact poison ...... 94 fiend ...... 27 contacting Mythical Journeys ...... 61 frost ...... 27 corrosion ...... 125 grue ...... 21 costuming ...... 59 half dark ...... 25 cast ...... 60 imperial ...... 21 stealing ...... 102 enchantment, weapon ...... 86 what not to wear ...... 60 enselari ...... 26 courtesy ...... 76 enslave ...... 91 crafting materials ...... 101 equipment ...... 60 creating your character event suspension ...... 68 see character creation exaltation ...... 125 crown ...... 100 explosion ...... 91 cycles ...... 158 expression ...... 125 expulsion ...... 68 D extended suspension ...... 68 damage ...... 78 dark elves, half ...... 25 F Dark Moon ...... 158 faith ...... 115 darkness, call ...... 86 beginning spells ...... 121 dead ...... 79 casting ...... 116 death ...... 79 dedication ...... 115 death, call ...... 90 devout ...... 115 decoction ...... 125 learning ...... 116 decrepitation ...... 125 famori ...... 21 dedication ...... 115 farthing, copper ...... 100

172 Mythical Journeys Renaissance DRAFT 8.16.2012 - 2 fate ...... 80 helmets ...... 59 fate’s disfavor ...... 80 herbalism ...... 123 fate’s kiss ...... 80 calcination ...... 125 feeblemind ...... 91 decoction ...... 125 Felnar ...... 148 expression ...... 125 fiend elves ...... 27 grinding ...... 125 fiend goddess ...... 120 oil infusion ...... 125 final death ...... 91 starting recipes ...... 126 fire, combat and ...... 76 tea infusion ...... 125 fire,call ...... 86 tincture ...... 125 flash traps ...... 95 using ...... 126 FOIG ...... 65 high sun ...... 158 foliation ...... 125 history food, stealing ...... 102 character creation ...... 5 forgery ...... 69 character points ...... 4 Forgotten Forest ...... 148 Pendaan ...... 155 fortune ...... 117 sample character ...... 7 avannarites ...... 118 world ...... 155 benevolents ...... 118 hold ...... 73 black heresy ...... 118 holy symbol ...... 116 calaphites ...... 118 holy, call ...... 86 chalice knights ...... 118 hours ...... 158 malcolmites ...... 118 human ...... 22 savonians ...... 118 the ancenstors ...... 118 Free Cities ...... 148 I Freelands ...... 149 Ice Moon ...... 158 freeze limb ...... 92 ice, call ...... 86 Friarsday ...... 158 imperial elves ...... 21 frost elves ...... 27 Imperium ...... 149 Frost Moon ...... 158 ingestive poison ...... 94 Frozen North ...... 149 G J jastaqui ...... 32 gate ...... 100 jhanarum ...... 32 gems ...... 100 gems, stealing ...... 102 glass vial ...... 126 K goblin ...... 28 knockdown ...... 92 grinding ...... 125 knowledge scrolls ...... 102, 107 grue elves ...... 21 kuyignum ...... 32 H L half dark elves ...... 25 last rites ...... 80 half-dwarves ...... 19 learning half-elves ...... 21 alchemy ...... 125 Harradon ...... 149 faith spells ...... 116 Harvest Moon ...... 158 spells ...... 107 harvests ...... 158 legal hits ...... 76 head shot ...... 76 light armor ...... 58, 88 heavy armor ...... 58, 88 Lightning Moon ...... 158 Mythical Journeys Renaissance 173 DRAFT 8.16.2012 - 2 lockpicking ...... 99 online character creation ...... 5 locks ...... 99 online updating ...... 61 lost and found ...... 69 opening meeting ...... 66 Lovers' Moon ...... 158 orc ...... 30 order of the holy book ...... 119 order of the open hand ...... 119 M order of the scale ...... 119 machine gunning ...... 75 order of the shining sword ...... 119 magic ...... 105 casting ...... 106 rules ...... 106 P magic items pain about ...... 102 call ...... 92 magic, call ...... 86 flash trap and ...... 95 maim paralyze call ...... 92 buzzer trap and ...... 95 mechanical trap and ...... 95 call ...... 93 popper trap and ...... 95 parental consent ...... 62 making parry spell packets ...... 169 special defense ...... 88 subdue packet ...... 170 participant agreement form ...... 62 weapons ...... 161 PEL ...... 127 malcolmites ...... 118 petroleum jelly ...... 94 mechanical traps ...... 95 physical contact ...... 73 medium armor ...... 58, 88 pierce ...... 93 mentalism ...... 105 pilgrim ...... 115 mentalism, beginning spells ...... 109 pilgrim spells ...... 121 merchanting policy ...... 131 Planters' Moon ...... 158 message board ...... 130 play on ...... 74 metagaming ...... 69 poison Midnight Moor ...... 150 call ...... 93 mimic ...... 92 contact ...... 94 minerals, stealing ...... 102 ingestive ...... 94 mistborn ...... 29 petroleum jelly ...... 94 mizhak ...... 32 poison venom ...... 94 month ...... 158 popper traps ...... 95 Moonday ...... 158 post event letter ...... 127 potions ...... 124 stealing ...... 102 N using ...... 101, 124 nethermancy ...... 105 powders ...... 101, 124 New Arcadia ...... 150 projection ...... 125 new player meeting ...... 66 pry ...... 100 no effect ...... 77 pulse ...... 81 no-combat areas ...... 76 Purk ...... 150 Nova Korhadien ...... 150 NPC ...... 132 R ra’kash ...... 23 O races Oakholme ...... 150 dwarves ...... 19 oil infusion ...... 125 elves ...... 20 oils ...... 101, 124 enselari ...... 26

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famori ...... 21 resist tamper ...... 33 fiend elves ...... 27 resist terror ...... 33 frost elves ...... 27 resist wind ...... 34 goblin ...... 28 Rose Moon ...... 158 half dark elves ...... 25 rules of magic ...... 106 human ...... 22 rune Magic ...... 105 mistborn ...... 29 orc ...... 30 ra’kash, race ...... 23 S skills ...... 33 safety ...... 74 special ...... 25 Sandridden Plains ...... 151 unique ...... 32 Sarden ...... 151 varns dos sedrin ...... 31 Satyrday ...... 158 warg ...... 24 savonians ...... 118 radiance ...... 119 schools of magic ...... 105 order of the holy book ...... 119 scrolls ...... 102 order of the open hand ...... 119 searching ...... 70 order of the scale ...... 119 secure ...... 100 order of the shining sword ...... 119 setup ...... 66 Rain Moon ...... 158 sexual harassment policy ...... 67 recovery ...... 33 shamanism ...... 119 red stickers ...... 99 Shattered Lands ...... 151 red stickers, stealing and ...... 102 shield ...... 59 reflect ...... 88 acid trap and ...... 95 refund ...... 62 attacks hitting ...... 86 registration ...... 62 flash trap and ...... 95 religion ...... 117 holy symbol ...... 116 avannarites ...... 118 shield bashing ...... 75 benevolents ...... 118 shield spell ...... 88, 106 black heresy ...... 118 shields ...... 59 calaphites ...... 118 Shimmering Coast ...... 151 chalice knights ...... 118 silence ...... 93 fiend goddess ...... 120 Silent Moon ...... 158 fortune ...... 117 skills malcolmites ...... 118 overview ...... 10 order of the holy book ...... 119 racial ...... 33 order of the open hand ...... 119 slay order of the scale ...... 119 call ...... 93 order of the shining sword ...... 119 mechanical trap and ...... 95 radiance ...... 119 slay with bow ...... 93 savonians ...... 118 sleeping arrangements ...... 66 shamanism ...... 119 slumber ...... 93 the ancestors ...... 118 sorcery ...... 105 undead lords ...... 120 Southern Continent ...... 153 repel ...... 93 sovereign ...... 100 resist ...... 77 special attacks ...... 86 resist charm ...... 33 catch thrown weapon ...... 87 resist earth ...... 33 dodge ...... 87 resist fire ...... 33 magical ...... 87 resist ice ...... 33 melee ...... 86 resist magic ...... 33 special races ...... 25 resist paralysis ...... 33 spell casting ...... 106 resist slumber ...... 33 spell packet ...... 106 resist spirits ...... 33 Mythical Journeys Renaissance 175 DRAFT 8.16.2012 - 2

construction ...... 169 U description ...... 106 holding ...... 106 unconscious ...... 79 legal targets ...... 87 undead lords ...... 120 magical attack ...... 87 unique races ...... 32 throwing ...... 106 updating ...... 130 spell shield buzzer trap and ...... 95 dispel magic ...... 87 V flash trap and ...... 95 Valley of No Return ...... 153 special defense ...... 88 varns dos sedrin ...... 31 spells ...... 106 detlene ...... 32 spirit ...... 80 dharter ...... 32 stacking spells ...... 106 jastaqui ...... 32 starting recipes jhanarum ...... 32 alchemy ...... 126 kuyignum ...... 32 herbalism ...... 126 mizhak ...... 32 stealing ...... 102 venom stones throw ...... 34 call ...... 94 Storm Moon ...... 158 poison ...... 94 stun rule ...... 78 vitality ...... 78 subdue void, call ...... 86 call ...... 93 volunteers ...... 131 subdue packet, making ...... 170 suicide ...... 81 Sunsday ...... 158 W Swedish Fish ...... 94 warg ...... 24 sword construction ...... 162 warning ...... 68 waylay T call ...... 94 parry and ...... 86 target area weakness ...... 94 illegal ...... 86 weapon tea infusion ...... 125 attacks hitting ...... 86 Thornsday ...... 158 holy symbol ...... 116 thrown weapon weapon construction ...... 161 light armor and ...... 88 weapon enchantment ...... 86 time ...... 158 weapon enchantments ...... 77 tincture ...... 125 weapon lengths ...... 57 torso shot ...... 78 weapons tower shield ...... 59 about ...... 57 traps ...... 95 large stone ...... 34 acid ...... 95 real ...... 57 buzzer ...... 95 stealing ...... 102 flash ...... 95 website ...... 61 mechanical ...... 95 wind, call ...... 86 popper ...... 95 Windsday ...... 158 Treesday ...... 158 wither ...... 94 turtling ...... 75 wizardry ...... 105 twist of fate ...... 80 wizardry, beginning spells ...... 112

176 Mythical Journeys Renaissance DRAFT 8.16.2012 - 2 Y years ...... 158 yellow armband ...... 75 yellow stickers ...... 99 yellow stickers, stealing and ...... 102 Z Zelfir ...... 153

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