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  • Live Fantasy Roleplaying

    Revised Edition

  • Copyright 2006, 2007, 2013 Mythical Journeys, LLC

    Acknowledgements

    Mythical Journeys, LLC would like to thank the following people for their hard work in making this rule book possible:

    Project Manager: Jonathan Dale, without whom this rule book would not have been possible.

    Mythical Journeys II Rules Team

    Mythical Journeys II 2012 Rules Revision Team

    Mythical Journeys II Settings Team

    Models

    Special thanks to The Lady and the Leopard for supplying costuming.

    Editorial Staff

    Original Mythical Journeys Game Concept

    Notice

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

    Gene Barry Liz Bischof Brandon Boucher David ChauJonathan Dale Troy Danko Dan Desilets Paul DiNunnoBrian Harvard Zo Lawson Grant Lower Carl MikkelsonDerik Rochon Mike Romatelli Dave Tamburin Eric TetreaultScott Thompson

    John Agostino Sabrina Arroyo Gene Barry Michael CalabreseErica Conlon Sean Conlon Jonathan Dale John EllingwoodMichael Fenton Jay Gormley Connor Griffin Ed GriffinKyle Griffin Jeff Hyland Robert Johnson Grant LowerRick May Brian Paul Derik Rochon Mike RomatelliMarc Seyfried Matt Soucy Lacey Trepanier Steph TyllScott Thompson Zo Lawson

    Brandon Boucher Jarrid Clifton Chris Dahlberg Jonathan DaleDavid Decker Dan Desilets Paul DiNunno Dennis Fusaro IIIJeremy Glidden Nikki Guarino Brian Harvard Michael HenthorneBizzy Jacobs Jessi Jaffe Larry Joyce Allison KaraKim Langstaff Zo Lawson Amber Loomis Grant LowerTodd Maguire Todd Pahner Cameron Peterson Mike RomatelliSara Shatkyvich Meg Steele Brian Swedis Eric TetreaultScott Thompson Steph Tyll

    Tatiana Antunes Abby Barry Gene Barry Seth BenderEric Burt Saurav Chatterjee Jonathan Dale Jay GormleyDerek Herrera Angela Jacobs Jessi Jaffe Allison KaraZo Lawson Amber Loomis Jen Mailloux-Rochon Kaitlyn McCarthyAmanda Parla Sara Shatkyvich Dave Smith Meg SteeleScott Thompson Steph Tyll

    Photographers: Derik Rochon and Eric Tetreault Graphic Editor: Derik Rochon

    Liz Bischof Jonathan Dale Zo Lawson Todd Pahner Eric Tetreault

    Layout & Design: Zo Lawson Mythical Journeys Logo: Louis LeClerc

    Dan Desilets Brad Harrison Brian Harvard Craig LapriseLouis LeClerc Ian Sudimak Paul Swedis Eric Tetreault

    2.5

  • iii

    ContentsWelcome to Mythical Journeys ....................................vii

    What is Mythical Journeys? ....................................................viiWhy Mythical Journeys ............................................................ixThe Basics ................................................................................. xii

    Combat ............................................................................. xiiHealing ............................................................................. xiiDeath and Dying ............................................................ xiiSafety Calls ...................................................................... xiiSpells ................................................................................ xiiBeneficial Magic ............................................................. xiiiEffects ............................................................................. xiiiDurations .........................................................................xivSpecial Attacks ................................................................xivTraps and Poison ............................................................xivTreasure and Other Items .............................................xivSearching People and Monsters .................................... xv

    Where to Go From Here .......................................................xviIf You Are Playing ..........................................................xviIf You Are Casting .........................................................xvi

    Part 1 - Getting StartedChapter 1 - Making a Character ...................................3

    Character Creation .................................................................... 4Character History ..................................................................... 5Character Classes ...................................................................... 8

    Divine Classes: Sanctity and Devotion ......................... 8Fighting Classes: Finesse and Might ............................ 9Magical Classes: Power and Sight ................................. 9Stealth Classes: Precision and Subtlety ........................ 9General Skills .................................................................. 10Craft Skills ...................................................................... 10

    Character Skills ....................................................................... 10

    Reserves ............................................................................11Choices .............................................................................11

    Character Advancement ..........................................................11Resetting Your Character .............................................12Advanced Classes ............................................................12

    Chapter 2 - Races ........................................................ 15Race Overview ..........................................................................15

    Basic Races .......................................................................15Special Races ...................................................................16

    Basic Races ...............................................................................17Dwarves ............................................................................17Elves ..................................................................................18Famori ...............................................................................19Humans ............................................................................20Ra'Kash .............................................................................21Wargs ................................................................................22

    Special Races ............................................................................23Dark Elves, Half .............................................................23Enselari .............................................................................24Fiend Elves .......................................................................25Frost Elves .......................................................................25Goblins .............................................................................26Mistborn ..........................................................................27Orcs ...................................................................................28Varns dos Sedrin .............................................................29

    Unique Races ...........................................................................30Racial Skills ..............................................................................31

    Chapter 3 - Skills ......................................................... 33Learning Skills .........................................................................33Crafting Skills ..........................................................................33Skill Descriptions ....................................................................36

    Skill costs .........................................................................36

  • Contents

    iv Mythical Journeys Rena issance

    Chapter 4 - Preparing for the Event .........................55Weapons ...................................................................................55Armor ........................................................................................55

    Light Armor .....................................................................56Medium Armor ...............................................................56Heavy Armor ...................................................................56Helmets ............................................................................57Shields ..............................................................................57

    Costuming ................................................................................57What Not to Wear .........................................................58The Test ...........................................................................58Costuming For Cast ......................................................58

    Real World Equipment ..........................................................58General Information ...............................................................59

    Web Site ...........................................................................59Contacting Us .................................................................59

    Before the Game ......................................................................59User Profile .....................................................................59Privacy Policy ..................................................................60Membership .....................................................................60Registration and Refunds .............................................60Parental Consent ............................................................60Participant Agreement Form ........................................60

    Part 2 - Playing the GameChapter 5 - Arriving at Game ....................................63

    Setup .........................................................................................64Sleeping Arrangements ...........................................................64Drop Off Your Gear ..............................................................64Check In ....................................................................................64New Player Meeting ...............................................................64Opening Meeting ....................................................................64

    Chapter 6 - Interacting with the Game ....................65Acceptable Behavior ................................................................65Sexual Harassment Policy .....................................................65

    Definition ........................................................................65What is Not Sexual Harassment .................................65Complaint Procedure .....................................................65Retaliation Prohibited ...................................................66

    Alcohol and Drugs ..................................................................66Cheating ....................................................................................66Disciplinary Action .................................................................66Thieves and Stealing ...............................................................66Lost and Found .......................................................................66Disguise and Forgery ..............................................................67Living Space .............................................................................67Out Of Game Areas ................................................................67

    Metagaming ..............................................................................67Searching Others .....................................................................67

    Physical Search ................................................................68Describing Your Search .................................................68All Searches ......................................................................68Carrying Others ..............................................................68

    Staying In-Game ......................................................................68

    Chapter 7 - Combat ..................................................... 69Physical Contact ......................................................................69Stopping Combat ....................................................................69Combat Safety .........................................................................70Noncombatant Players ...........................................................71No-Combat Areas ...................................................................72Legal Hits .................................................................................72Courtesy ....................................................................................72Calling Skills ............................................................................73Role-Playing Combat .............................................................73

    Resist, Armor, Barrier, and No Effect ........................73Damage and Vitality ...............................................................74

    A Hit is a Hit ..................................................................74Thrown Weapons ............................................................74Torso Shot and the Stun Rule .....................................74

    Death and Dying .....................................................................75Life States ........................................................................75Being Dead .......................................................................76Improving Your Chances ...............................................76If you return . . . ..............................................................76Suicide ..............................................................................77The Dead Don't Sneeze! ...............................................77

    Chapter 8 - Sounds of Battle ..................................... 79Special Attacks .........................................................................80

    Melee Weapon Special Attacks .....................................80Thrown and Missile Weapon

    Special Attacks .................................................................................81Subdue Packets ...............................................................81Magical Attacks ...............................................................81Area Effects ......................................................................81Backlash ............................................................................82

    Special Defenses ......................................................................82Other Details ...........................................................................83

    Durations .........................................................................83While I Sing .....................................................................83...Until Death ...................................................................83...To... ................................................................................83

    Attack Calls ..............................................................................83Poison ........................................................................................89Traps .........................................................................................89

  • Mythical Journeys Rena issance v

    Contents

    Chapter 9 - The Stuff Adventures Are Made Of ... 93Immovable vs. Irresistible ...................................................... 93

    Red Stickers .................................................................... 93Heavy Objects ................................................................. 93Yellow Stickers ............................................................... 93Locks ................................................................................. 93Magical Locks: Secure ................................................... 94

    Magical Gates .......................................................................... 94Loot ........................................................................................... 95

    Coins and Money ............................................................ 95Gems and Jewelry ........................................................... 95Materials .......................................................................... 95Components .................................................................... 95

    Enchanted Items ...................................................................... 95Potions and Oils ............................................................. 95Powders ............................................................................ 96Charms ............................................................................. 96Scrolls ............................................................................... 96Magic Items ..................................................................... 97

    Stealing ..................................................................................... 97

    Chapter 10 - Magic and Spells .................................. 99Schools of Magic ..................................................................... 99Your First Spells ..................................................................... 99Rules of Magic ......................................................................100Beneficial Spells and Stacking ............................................100

    Spellbooks ......................................................................101Learning New Spells .............................................................101

    Teaching .........................................................................101Knowledge Scrolls ........................................................102Self Instruction .............................................................102

    Beginning Spells ....................................................................102Elementalism .................................................................102Mentalism ......................................................................104Rune Magic ...................................................................105Wizardry ........................................................................106

    Chapter 11 - Faith and Religion .............................109Faith, Pilgrims, and Dedication ..........................................109Casting Faith Spells .............................................................110

    Prayer Spells ..................................................................110Learning Faith Spells ............................................................110

    Teaching .........................................................................111Knowledge Scrolls ........................................................111Self Instruction .............................................................111

    Religions ................................................................................ 111Fortune .......................................................................... 111Radiance ........................................................................ 113Shamanism .................................................................... 114The Fiend Goddess ..................................................... 115The Undead Lords ....................................................... 115

    Pilgrim Spells ........................................................................ 115

    Chapter 12 - Alchemy and Herbalism ....................117Collecting Magical Components ....................................... 117Alchemy vs. Herbalism ........................................................ 117Potions, Oils, and Powders ................................................ 118

    Potions and Oils .......................................................... 118Powders ......................................................................... 118

    Learning Alchemy ................................................................. 119Learning Herbalism ............................................................. 119Starting Recipes ................................................................... 120

    Alchemical Starting Recipes ...................................... 120Herbalism Starting Recipes ....................................... 120

    Using Your Processes .......................................................... 120

    Chapter 13 - After Game ..........................................121Leaving the Game ................................................................. 121

    Check Out ..................................................................... 121Sunday Breakdown ....................................................... 121

    After the Game ..................................................................... 121Feedback Letters and Updating ................................ 121The PEL in Detail ....................................................... 122Updating Your Character ........................................... 124Message Board .............................................................. 124Donations ..................................................................... 125Universal Point Rewards ............................................ 125

    Miscellaneous Information ................................................. 126Merchanting Policy ..................................................... 126Volunteers Needed ...................................................... 126Cast Members ............................................................... 126

    Chapter 14 - Advancing Your Character ...............127Prerequisites ................................................................. 128Rites of Passage ........................................................... 128Skills .............................................................................. 128Focus .............................................................................. 128Reserves ......................................................................... 128Choices .......................................................................... 128Mystic and Holy Weapons ......................................... 128

    Prestige Classes .................................................................... 133Temporary Prestige Skills .......................................... 133

  • Contents

    vi Mythical Journeys Rena issance

    Part 3 - SettingChapter 15 - Regions of the World ........................141

    Places of Note .......................................................................141Arkenstone .....................................................................141Dragon Dynasty ............................................................141Dumar .............................................................................142Felnar ..............................................................................142Forgotten Forest ...........................................................142Free Cities ......................................................................143Freelands ........................................................................143Frozen North ................................................................143Harradon ........................................................................144Imperium ........................................................................144Midnight Moor .............................................................144New Arcadia and Nova Korhadien .............................144Oakholme .......................................................................145Purk .................................................................................145Sandridden Plains .........................................................145Sarden .............................................................................146Shattered Lands ............................................................147Shimmering Coast ........................................................147Southern Continent .....................................................147Valley of No Return ....................................................147Zelfir ...............................................................................148

    Accents ....................................................................................148

    Chapter 16 - The World of Pendaan ......................149The Age of Darkness ............................................................149The Great Rebellion .............................................................150The Age of Light ...................................................................150The Turning of An Age .......................................................151Recent Events ........................................................................152

    507 ..................................................................................152Felnar .....................................................................152Arkenstone .............................................................152Sarden ....................................................................152Dumar ....................................................................152

    508 ..................................................................................152Dumar and Harradon ..........................................152Felnar .....................................................................152Sarden ....................................................................152Goblins ..................................................................153Purk ........................................................................153

    509 ................................................................................. 153Arkenstone ............................................................ 153Felnar ..................................................................... 153Harradon ............................................................... 153Sarden .................................................................... 153Zibberwan, Dragon Dynasty, and ElIdur ....... 153RaKash ................................................................. 153Frozen North ....................................................... 154

    510 ................................................................................. 154Felnar ..................................................................... 154Arkenstone ............................................................ 154Harradon ............................................................... 154Dumar ................................................................... 154Imperium .............................................................. 154Free Cities ............................................................ 154Frozen North ....................................................... 154Dragon Dynasty and El'idur .............................. 154

    511 ................................................................................. 155Felnar ..................................................................... 155Arkenstone, Part 1 .............................................. 155Imperium .............................................................. 155Dragon Dynasty .................................................. 155Arkenstone, Part 2 .............................................. 155

    512 ................................................................................. 156Arkenstone ............................................................ 156

    Turn of Time ........................................................................ 156

    Part 4 - AppendicesAppendix A - Weapon Construction........................159

    Creating A Safe Sword ........................................................ 159What Youll Need ................................................................ 159Sword Construction ............................................................ 160Weapon Guidelines .............................................................. 164Bow and Crossbow Guidelines ........................................... 165

    Appendix B - Packet Construction...........................167Spell Packet Construction .................................................. 167

    Construction Needs .................................................... 167Instructions ................................................................... 167

    Index .............................................................................169

  • vii

    Welcome to Mythical JourneysSix years ago...

    It is the 506th year of the Age of Light, ratheroptimistically named for the period after the fall of theDark Queen. The term is perhaps an exaggeration, but notwithout some truth.

    The wars of the Great Rebellion are a distant memory.Even for the Dwarves they are an old tale passed down bygrandparents and for the other races, they are many, manygenerations past. Old enmities have shaped prejudices butthe details of their origins are foggy. Many of the events ofthe Great Rebellion are shrouded in legend, and the truehistory is no longer entirely clear. Nor do any but thehistorians really care about the details.

    One thing is clear. After the fall of the Queen and the long,hard battles of the Great Rebellion, there was littleimpetus to continue losing troops wiping out the lastremnants of her forces. Without a leader, many assumedthey would scatter or fade away, and werent worth thetrouble. Five hundred years later, some still wait for theFiend Goddesss forces to release their grasp on Blackhold.

    One settlement lies near the borders of the darkness. Onthe northern border of the perilous Forgotten Forest,south of the Midnight Moor, lie the lands of Felnar. Acrossroads between the port city of Arkenstone, theholdings of Sarden, the hunting grounds of Harradon, theImperial city of Ironwatch, and the western margin of thewoods of Oakhome, Felnar survives despite its perilouslocation. Some say it also is spared some of the brunt ofevils attacks because it harbors smugglers who trade in andout of Blackhold. Certainly, both Harradon and Ironwatchhave tried to conquer it under this pretense, but theintervention of other states has so far kept it independent.It attracts a curious mix of traders, magical researchers,treasure hunters, those tempted by the promises ofdarkness, and those dedicated to wiping out darknesss lastvestiges. A place of struggle, strife, heroism, and aboveall adventure.

    In the small town of Eldyrwood, just a few days journeyoutside Felnar, an unlikely assortment of brave souls isgathering. Some have their eyes out for hints of ruins fromthe war, or even from the settlements of the Golden Valedestroyed at its inception. Others are concerned or fascinatedwith the liches said to dwell within the Forgotten Forest andon the Midnight Moors. One way or another, each of themwill find their destiny soon, for dark powers are gathering.The Age of Light has lasted five centuries, but all things mustcome to an end...

    It is now the 512th year of the Age of Light. The great FiendWar has come to a close, leaving Pendaan battered but intact.Arkenstone has only just been freed from fiendish controlwhile other regions are still rebuilding. Magical storms rage inthe Imperium, and undead hordes roam in southern Purk andthe northern Free Cities. Heroes and heroines have saved theday before, but what is yet to come?

    What is Mythical Journeys?Mythical Journeys is a game in which an everyday personlike you can live the life of a fantasy hero or villain for aweekend. Using your imagination, creativity, and thegames rules you create a role of your choosing much likethe author of a book or movie would do. You then play thischaracter for an entire weekend at Mythical Journeys,making decisions and doing what you feel your characterwould do in any given situation. This is known asimprovisational theater.

    Unlike regular theater, there are no scripts to follow orlines to memorize at Mythical Journeys. You say and dowhat you feel your character would and face therepercussions of your actions within the game. You, andhundreds of others who are working with you, create thisfantasy world and are your own audience in a consistent,ongoing storyline that continues for years.

    Using thousands of props, masks and costumes, thecreative staff of Mythical Journeys sets the stage of a 100-acre camp by transforming everyday buildings and cabinsinto taverns, alchemy labs, mages guilds, shops, town halland much more. There is no need to ask What do I seebefore me? in this WYSIWYG (what you see is what youget) game that leaves little to your imagination.

    With the words Game on on Friday night, the fun begins.Citizens of the town rush off to attend guild meetings,suspicious folk hang out in the shadows of the tavern,adventurers make dangerous treks into the monster-riddenforest, and the staff of Mythical Journeys begins to sendsupporting actors out (Cast) to interact with you and yourfellow players to help move the story along.

    You are now your character for the weekend. There aremonsters to do battle with, mysteries to solve, maps tofollow, friends to make, and an unlimited number of thingsfor you to see and do. The choices are yours to make andyou are in control of your own destiny. It is in thisenchanted world you can face off against darkness itselfand become a legend.

  • What is Myth ica l Journeys? Part 1 - Introduct ion

    viii Mythical Journeys Rena issance

    Ive done something like this before so what sets Mythical Journeys apart?So youve been there and done that, but you havent doneanything like Mythical Journeys before. Here are somethings to consider when it comes to us:

    Active Membership - Mythical Journeys runs sixweekend-long events every year, occasional one-day eventsand a community-building winter feast during the off-season. When the game isnt in session our members areactively flooding our message board, having between-eventget-togethers and meetings, sending e-mails, and trying toguess whats up our sleeves for the next event. This is agreat place to make new friends who share a commoninterest.

    Choices - When your character and history are approvedby Mythical Journeys, you are able to take your character inany direction you choose. Heroes and villains alike receivesupport from writers and player vs. player encounters area possibility for those who wish to pursue that path. Justbe prepared to face the repercussions for your actions in aFeudal-style justice system.

    With so many choices, plots, and options available youarent left in the cold if you dont want to participate in aparticular adventure. There is always something to see ordo for those willing to explore the unknown.

    Combat & Safety - Our first concern is the safety of ourmembers and we always go the extra mile to insure this.Mythical Journeys uses safety-checked foam weapons forcombat resolution as well as soft beanbags for magic spells.All weapons do a single point of damage per hit. Thismakes combat easier to follow, more in-game, andbalanced regardless of how powerful a character or monsteris.

    Consistency & Continuity - Like any good story, thework of our writers is reviewed by an editor for continuity.This helps make the world more consistent and thestoryline able to continue smoothly. And when youractions change the worldthe world changes.

    Easy Rules - This guide is the culmination of nearly tenyears of member feedback that has allowed MythicalJourneys to create a streamlined game system that is botheasy to learn and fair to everyone involved. MythicalJourneys rules are consistent from event to eventeliminating a need for constant Holds! and rules

    clarifications that interrupt game play. Additionally, newplayers are instructed in how to play the game to make surethey are comfortable with the system and aware of therules. Our goal is to keep the game fair, user-friendly andflowing as much as possible.

    Instant ActionJust Add You - Mythical Journeys runsspecially developed new player adventures designed to pullyou right into the action your first event. These adventuresoften group you with other new folks, enabling you tomake new friends while exploring a monster-ridden forest,decoding notes, following maps, interacting with veterans,and having fun.

    Rich Storyline - We have several teams of highly creativewriters who spend hundreds of hours between adventureweekends writing up the numerous high-fantasy stories andadventures youll encounter at events. Some of thesestories continue from event to event while others play outquickly. These same writers are responsible for breathinglife into the games world with books upon books worth ofbackground information, lore, and statistics. You wontbelieve the things you can discover in the library, onancient scrolls or simply by talking to others. This alonemakes the world seem real as though it has been around forthousands of years.

    Characters are able to take heroic risks and become legendswith a lenient death system that offers second-chances.This means more opportunities to make a name foryourself and further develop your character.

    Make A Difference - Our plots dont railroad you to apre-determined ending. We decide how it starts but no one,not even us, knows how it will end. At every step of theway, your actions determine the outcome. That outcomemay determine the path of future plot for yearsuntilanother player comes along and changes it again.

    Service - Mythical Journeys is a game run like aprofessional business or organization. Our goal is to offerfair and consistent service to our members and proactivelyprevent issues that affect game integrity before they arise.

    We know this all sounds too good to be true, but donttake our word for it. We encourage you to visit our onlinemessage board and ask our members what they think of thegame. Theyll give you their honest opinion of the gameand what to expect. You wont be disappointed.

  • Mythical Journeys Rena issance ix

    Welcome to Mythica l Journeys Why Mythica l Journeys

    Why Mythical JourneysMythical Journeys is usually an odd curiosity amongstthose who have not tried it. The concept of make-believeoften implies a lack of organization and direction. Intodays success driven world, why would anyone want toparticipate in Mythical Journeys when there are countlesstelevision stations, movies, videos, computer & boardgames, magazines, web sites, sports and many other formsof entertainment? While it appears that other activitiesoffer a more consistent level of social interaction andbenefits, youll be amazed to discover just how beneficialand unique Mythical Journeys really is. There is far moreto it than mere amusement. Often overlooked, MythicalJourneys games provide a combination of benefits that areuniquely its own.

    1. Mythical Journeys is social. It requires participants toverbally interact face-to-face with friends (not strangersover the Internet) in a positive manner. This interactionwith peers helps to develop social skills that can be appliedto the everyday world: teamwork, fair play, conflictresolution, and many other people skills.

    2. Mythical Journeys is educational and encouragesreading. Participants are encouraged to seek out newknowledge to enhance their playing experience and oftenread about ancient history, mythology, weaponry, science,codes of honor and much more. It is no surprise to findour members improving their reading skills with books byrenowned 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 allpervades our environment. At the same time, chivalry istempered with logic and strategic thinking. Very fewtraditional sports have preserved these concepts so innatelyinto the mechanics of their game.

    4. Mythical Journeys encourages a drug-and-alcohol freeenvironment. Because safety is an important overlyingconcern at Mythical Journeys, alcohol and illegal drugs arestrictly forbidden and enforced with a zero-tolerancepolicy. There are no warnings or second chances in thisregard. Rule-breakers are expelled from the gameimmediately and permanently. Not only does this makegame play safer, but it also reinforces the concept of adrug-free environment where one can interact with friendswho share a positive, similar interest.

    5. Mythical Journeys is relatively inexpensive. MythicalJourneys doesnt require memory upgrades or expensiveequipment. Once you have your costume and equipmentthe remaining costs are nominal. Because all props andequipment are crafted from common household items,there are no brand names and endorsements to worry aboutkeeping up with. This often levels the playing field forpeople who do not have a financial advantage.

    6. Mythical Journeys is about having fun outdoors.Psychological studies have shown the importance of play tohuman health and well-being. Mythical Journeys is verymuch about getting off the couch and into the greatoutdoors. Leaving the video game or computer screenbehind, Mythical Journeys characteristically incorporateshiking down nature trails and navigating woodland paths,or at least running away from monsters.

    7. Mythical Journeys improves self-esteem. People need acertain amount of interaction with others to feel a sense ofbelonging and camaraderie. This builds self-esteem. Takingpart in social and leisurely activities helps to achieve this.Players learn to set realistic expectations and achieve thein-game goals they set. A routine sense of accomplishmentalso increases their feeling of self-worth and confidence.

  • Why Mythica l Journeys Part 1 - Introduct ion

    x Mythical Journeys Rena issance

    8. Mythical Journeys encourages teamwork. In some casesparticipants can only succeed at a given quest if they worktogether as a team. Participants are encouraged to worktogether to solve puzzles and overcome obstacles. Parties(teams) must organize themselves and delegate tasks inorder to complete quests while building trust and a senseof community. These are valuable lessons that can bedirectly reapplied in the real world where employers statethat individuals are often not prepared to work in acollaborative work environment. In traditional educationalsettings, unfortunately, teamwork is usually not high onthe priority list.

    9. Mythical Journeys has no losers. Many sports and gamespit players against each other in a win/lose battle. MythicalJourneys encourages players to work together as a singleteam to complete goals and objectives, overcome obstaclesand save the day. Furthermore, it teaches that winning andlosing is not the end; that winning or losing does notsolely determine one own worth. At Mythical Journeys,each loss only acts as a vehicle to teach the player how tobetter survive and achieve.

    10. Mythical Journeys encourages imagination and creativeexpression. Many of our members enjoy painting,sketching characters, and sewing. Some write game-relatedpoetry or short stories, compose game-related songs, andcreate costumes. Others enjoy cooking period meals.Simply participating in the game automatically requiresone to exhibit their creativity by creating their characterand interacting in a fictional world in which the game takesplace.

    11. Mythical Journeys teaches conflict management. Whenparticipants are posed with a problem, they are encouragedto create and explore different methods of problem solvingwithin the constraints and resources of the game. Playersmust learn to become objective and look at things fromanother persons point of view. Participants learn thatthings arent always what they appear to be and to get allsides of a story through research and better understanding.

    12. Mythical Journeys is safe. Mythical Journeys enjoys anexcellent safety record that far exceeds the safety records ofmost other sporting endeavors. At Mythical Journeys,safety guidelines are enforced with mark precision. Amandatory equipment check is performed on allequipment; and the safety protocol is reviewed at each andevery game before any action begins. All physical conflictshappen within the construct of the safety protocols thatonly allow for actions that can safeguard the well being ofall other players.

    13. Mythical Journeys improves public speaking skills.Mythical Journeys is a verbal game and through practiceplayers improve their speaking skills. Live Role-Playing isalso a form of acting (Improvisational Drama) andparticipants learn to improvise and convincingly presentthemselves to others while they play. Improvisationaldrama teaches participants to imaginatively solve problemsor think on the spot. This type of thinking on your feetlearned at Mythical Journeys becomes an invaluable skill inthe real world.

    14. Mythical Journeys doesnt discriminate. MythicalJourneys members can be almost any age, ethnicity, health/disability, income, religion, sexual orientation, shape, sizeor level of fitness. Likewise, in-game, players learn toaccept and reject other player characters based on actionsand character traits and not appearance or association.

  • Mythical Journeys Rena issance xi

    Welcome to Mythica l Journeys Why Mythica l Journeys

    15. Mythical Journeys is occupational counseling. Manyparents complain that their children have no professionalinterests; no direction for the future. In addition to itstherapeutic benefits, Mythical Journeys allows us to tryon different occupations (merchant, scientist, firefighter,policeman, tavern keeper, botanist, soldier, guardsman,etc.). This can be a useful tool that helps participantsrealize what professions may make them happy in real lifewithout the rigors of real-world trial and error.

    16. Mythical Journeys is something you can do with yourkids. You heard right. Parents are encouraged to participatewith their children. Unlike other sporting events such asbaseball, football, soccer, etc., parents are activeparticipants instead of simply those cheering on thesidelines. Struggles and achievements are experiencedtogether, enabling parents to create stronger bonds withtheir children. Playing with your kids is a lot of fun.Mutual participation is a great way to learn more aboutyour children in ways you may never have otherwiselearned. Bonding with them gives you a chance to see whattheir friends and social circle is like. Plus it makes you thecoolest parent in your neighborhood.

    17. Mythical Journeys improves physical prowess andreduces stress. Participants are put into situations that maytest their manual dexterity and challenge them physicallythrough balance, strength, endurance and aerobicexercisea proven method in stress reduction. Mostplayers will attest that after a full weekend event, they gohome stress-free of their everyday pressures.

    18. Mythical Journeys teaches critical learning traits.Critical learning traits allow individuals to becomeempowered learners. At Mythical Journeys participantslearn problem solving, independent thinking,organizational skills, and teamwork, while expressingindividuality through creative outlets and confidencebuilding.

    19. Mythical Journeys encourages leadership skills.Mythical Journeys encourages members to be enthusiasticand optimistic while teaching creativity, flexibility andcooperationall key requirements to building strongleaders. With these tools, participants will learn todelegate, hire individuals who have different skills sets,seek advice from others, show dedication and stand bytheir team members. Finally, participants will learn to taketheir leadership potential to the next level through vision,mentorship, sharing in celebration, giving back to theircommunity, and not letting it all go to their head. Skillslearned during Mythical Journeys are often applied to thereal world through increased self-confidence.

    20. Mythical Journeys is wish fulfillment. MythicalJourneys is sometimes mistaken for rank escapism. Given,using fantasy to escape from responsibility is obviouslydetrimental. However, there is something to be said forproductive escapism. Doing the same old thing day-inand day-out can eventually wear even the best of us down.Mythical Journeys can be a relief from the every-day grindand enables us to become a fearless warrior, a prince/princess or even a wise, old wizard for a while. MythicalJourneys lets us be someone else for a short time... andmost of us could use that break in our lives.

    So why play Mythical Journeys? Mythical Journeys is apositive and social form of entertainment that encouragesteam play and camaraderie. Not only is Mythical Journeysfun, but educators and counselors have also used role-playing for decades to improve skills and encouragelearning. Mythical Journeys is storytelling, one of theoldest art forms known to mankind. It is a great way to getoff the couch, off the Internet or out from in front of thetelevision into a positive, drug-free environment. It is hereyou will make new life-long friends and acquire someadventurous tales you can share for the rest of your life.

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    xii Mythical Journeys Rena issance

    The BasicsThe basics of Mythical Journeys are very simple. If you are aplayer, you will play a single character that you have created. You'lldress like the character, act like the character, and even try to thinklike the character. If you are a member of the cast, you will playmany characters and creatures over the course of the event, butyou'll still dress and act like the character or creature you areplaying.Each character's capabilities are defined by their Skills. These maybe simple, like the ability to swing a sword in combat or theability to read. Or they may be more complex, like the ability tocast spells or perceive the near-invisible magic auras that surroundenchanted items. Some skills create exceptions to the rulessummarized in this section. For the sake of simplicity, theseexceptions are not listed here. For information about making acharacter, see Chapter 1 Making a Character. For information aboutthe skills, see Chapter 3 Skills.

    Combat The world of Mythical Journeys is a dangerous one and you mayneed to defend yourself. Combat is simple. We use safe, paddedweapons (see Appendix A Weapon Construction for details). Todamage your opponent, you simply strike them with your weapon.You don't need to hit hard; any touch to a legal target area is a hitand does one point of damage. Hits to the head, hands, feet, andgroin are not legal targets and you should avoid striking them.Anywhere else on the body counts. A blow that is partially blockedbut still touches the body is still a hit. Each time you take a pointof damage, you lose 1 Vitality. When you have only 1 Vitality left,you can only lose it if you are struck in your torso area, but anyhit to a limb will Stun that limb, making it unusable for 5minutes or until healed.Some skills permit you to make special called attacks. You callthe effect and then swing your weapon. If it hits an appropriatetarget, the target takes the effect. For example, if you have theMaim skill, you could call Maim and then strike. If your swinghit the target's limb, that limb would be Maimed and unusableuntil healed. The skill is not expended unless the strike hits or isresisted. For most called weapon attacks, the strike must hit anylegal target area on your body, but is not effective if it hits yourweapon or shield. (Disarm is effective against a weapon only, andKnockdown and Push are effective if they hit your body or yourshield.) If an effect is called, it replaces the normal 1 point ofdamage from the strike. See Effects, below, for a brief summary ofthe effects that can be called.For more details about combat, see Chapter 7 Combat.

    Healing The most common forms of healing are bandaging and theHealing spell. Bandaging is used on a patient who is unconsciousand dying. It takes one or five minutes, depending on the skill ofthe bandager, and when it is complete the patient is restored to 1Vitality (bandaging will not raise them above 1 Vitality).Bandaging can also repair Maimed or Stunned limbs even on aconscious patient.

    The common Healing spell can be used on anyone, not justthe dying. It takes one minute to cast and restores 1Vitality, up to their original maximum Vitality, and alsorepairs all Maimed and Stunned limbs. More advancedhealing spells heal more Vitality or do so more quickly.

    Death and Dying If you are reduced to 0 Vitality by damage, you fall unconsciousand begin bleeding to death: you are Dying. Fall down, liemotionless and silent, and begin silently counting out 5 minutes.If someone begins tending you, with bandages or other types ofhealing, this will pause your count. Otherwise, if you are nothealed before the 5 minutes are up, you will die.If you are helpless (e.g. Unconscious, Paralyzed, etc), someonewith the Quickdeath skill can finish you off by placing theirweapon on your torso and stating I grant you a quick death. Ifthey are not interrupted, you die immediately.Once you are Dead, healing and bandaging are no longer effective.Your dead body will linger for another 5 minutes before youdissipate, become a spirit, and go to Fate. (If no one is around totake interest in your body, you may dissipate early.) Keep youreyes down, do not interact with anyone, and go directly to Fate. Ifanyone tries to interact with you, just say Spirit. When youreach Fate, knock on Fate's door and wait to be called before Fate,who will determine what will happen to you. Normally, you willnot remember your last 5 minutes of consciousness before yourdeath.

    Safety Calls Three calls are used for out-of-game concerns and safetyissues.

    Caution: this call is used to warn people of a dangeroussituation. For example, Caution would be called if your opponentis about to back into a tree or step on a fallen person. Cautioncreates a personal hold between the individuals involved. Nothingaffects either of you until the situation is resolved. You shouldresume play as quickly as it is safe to do so.Clarify: this call is used when you don't know the effect of a call,or could not hear it clearly enough to understand. Like Caution,Clarify creates a personal hold until the situation is resolved.Hold: it is rarely necessary to stop the action for everyone in thearea, but when it is necessary, the call of Hold is used. Forexample, if there is an injury and the action needs to be stoppedto avoid further harm. When Hold is called, everyone presentmust stop and drop to a knee. Allow people to deal with thesituation. When the situation has been resolved, the most seniorperson present will count down 3... 2... 1... Game on.

    Spells Some characters have the ability to cast spells. Spells are poweredby Mana or Faith. Each spell will have an Incantation and a cost inMana or Faith. To cast the spell, you expend the Mana or Faithand state the incantation. If the spell is offensive, you throw aspell packeta small beanbag filled with birdseedat the target.If it hits anywhere on the target, even on their shield, weapon, or

  • Mythical Journeys Rena issance xiii

    Welcome to Mythica l Journeys The Bas ics

    cloak, it takes effect. If the target is willing, you may simply touchthem with a packet or, if they give permission, with your hand.Certain conditions must be met when casting a spell:y The Incantation must be spoken clearly and loudly

    enough for the target to hear everything you aresaying.

    y If your spell requires the expenditure of Mana, youcannot cast it while you are wearing Armor.

    y You may not have anything in your hands except onespell packet. At least one of your hands must be free(not pinned, bound, or Maimed).

    y You must have both feet stationary while speaking theincantation, and can take only one pitching stepwhile throwing the packet.

    Most spell incantations are descriptive. For example, Throughfire, bolt, damage one is a simple spell that does one point ofdamage. I heal you one vitality will heal you, restoring onevitality and also repairing any Stunned or Maimed limbs (thisspell takes one minute to cast).Spells can have many of the same types of effects as called weaponattacks. See Effects, below, for a brief summary of possibleeffects. All magical damage is treated as a torso hit. If you are onyour last Vitality, it will take away that last point and leave youDying, even if the packet hit your limb.

    Beneficial Magic Some magic is harmful, but other spells can be helpful. Mosthelpful spells are Shield, Barrier, Armor, or Bestow effects. Youmay receive these benefits from a spell, potion, scroll, magic item,or other source. If it is one of these types of effects, it will havethe word Shield, Barrier, Armor, or Bestow in it. You may onlyhave one effect of each type on yourself at any time. For example,you can have a Shield and a Barrier, but not two Shields. If youreceive a second one, you must decide which one is removed.A Shield allows you to resist one effect of the specified type. Forexample a Fire Shield allows you to resist one spell with Fire in itsincantation. A Slumber shield allows you to resist the Slumbereffect once. When using a Shield defense, you must stateResist.A Barrier allows you to resist all effects of the specified type for acertain duration. For example a Fire Barrier would allow you toresist all Fire spells, typically for one or five minutes. When usingthis defense, you must state Barrier. You'll also hear Barriercalled by enemies who are temporarily protected against differentkinds of attacks, including creatures who are immune to non-magical weapons until their defense is broken.An Armor effect provides protection similar to armor. Forexample, the Ice Greaves spell (Through ice, I armor your bones,resist next maim) allows you to resist one Maim effect. A Bestow effect grants you use of a skill or spell. For example, theRune of Holding spell allows you to be Bestowed the use of agiven spell.

    Effects These effects may be called as weapon attacks or as spells, or evenspecified as the effect of potions or other magic.Acid: represented as splashing water, acid does 1 point of damageif it hits your body at all.Amnesia: for the duration, you are unable to rememberanything, even your own name.Assassinate: if it strikes your back, you are instantly Dead andcannot be healed.Backstab: if it strikes your back, you take 3 damage.Betrayal: you must try as hard as possible to kill or destroy yourfriends.Bind: your wrists are bound to your sides and you cannot fightor cast spells.Bloodrend: in one minute, you will lose all your Vitality.Charm: you must treat the caster as your closest friend.Disarm: drop your weapon, and you cannot pick it up for 5seconds. If called with a weapon strike, it must hit your weapon.Two-handed weapons held in both hands are immune, as areshields and bucklers.Death: you are instantly Dead, and cannot be healed.Disease: you cannot be healed by any means, includingbandaging and Karma.Dispel Enchantment: you cannot use any magic item,including potions and scrolls. Defenses against spells will notprotect you against Dispel effects.Dispel Magic: any spell cast upon you is removed. Defensesagainst spells will not protect you against Dispel effects.Drain Vitality: lose one vitality; it cannot be healed (unless yougo to Fate). If all your vitality is drained, you fall and start dying,but can still be healed your last point of Vitality.Enslave: you must do anything the caster says, even kill yourselfor your friends. (You do not need to reveal any secretinformation, however.)Explosion: the caster throws a handful of packets and you areaffected if any of them hit you, but do not take extra damage ifhit by more than one.Feeblemind: you cannot cast any spell by any means, or use anycalled expendable skill except those whose call is Resist.Final Death: you are dead forever. You will go to Fate, but neverreturn.Flat: the attacker is pulling their blow, and the attack does nodamage.Forget: you permanently forget the events of the last 5 minutes.Freeze Limb: your limb is frozen solid and cannot move.Knockdown: you fall down and must lay flat on your back/frontbefore getting up again. If called with a weapon strike, it evenworks if it hits your shield.Magnetize: your body or the specified object is pulled to thespecified location and cannot move from it.Maim: your limb is broken and cannot be used. You cannot hopwith a Maimed leg or hold things in a Maimed arm.

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    xiv Mythical Journeys Rena issance

    Mimic: you must be dead for this to work. It animates you as aminor undead who will serve your creator. Any skills expendedwhile you are a mimic will be restored when you go to Fate.Pain: you suffer overwhelming pain which continues until youfall and touch both knees and a hand to the ground.Paralyze: you are immobilized and must stand in place,motionless.Petrify: your body and everything on it is turned to stone. Youare immune to non-magical attacks and cannot be searched, butyou also can't move.Pierce: this attack (which must be an arrow, crossbow bolt, orjavelin) will be effective even if it hits a target wearing medium orheavy armor (which normally resist missile attacks).Poison: you suffer 10 seconds of agony during which you cannotfight, cast spells, or defend yourself. After 10 seconds, you fallunconscious for 5 minutes. At the end of that time, if you havenot been Cleansed, you die.Push: you must immediately move at least 10 feet from theattacker.Repel: you must begin moving away from the attacker, andcontinue moving away for one full minute.Silence: you may not speak or otherwise vocalize, and you areunable to cast spells or use any skill with an in-game incantation.Slay: if it hits your torso, you take 5 damage.Slumber: you fall into a magical slumber and cannot be wokenup except with an Awaken spell.Snare: your feet are bound to the ground and cannot be moved.Subdue: if the subdue packet hits your torso, you fall to theground for a quick ten-count, during which time you may notdefend yourself.Venom: this will be called with another effect. Take the othereffect, but it can also be resisted as a Venom and, if it has an on-going effect, can also be cured with a Cleanse spell.Waylay: if it hits your back, you fall unconscious for 5 minutes.Weakness: you are unable to fight, carry heavy objects or othercharacters, or even to throw spell packets farther than 5 feet.Wither: your limb is unusable, and cannot be cured except byCure Disease.

    Durations Some effects are instant (e.g. Damage, Death), and somecontinue until you take a required action (e.g. Knockdown, Pain).Ongoing effects always last one minute unless otherwisespecified.Until cured: this is an ongoing effect that will not go away onits own. It lasts until it has been cured.Until death: a few effects become more severe and eventuallyfatal. For example, Through earth, petrify five minutes untildeath will turn you to stone for five minutes. At the end of theduration, if it has not been cured, you will de. If the effect iscured, the death is prevented.

    Special Attacks The most common attacks are weapon strikes and spells.However, there are a few other possibilities.Backlash: after you strike a creature with your melee weapon, itmay call Backlash followed by an effect. The person (or people)who struck the creature takes the effect. Backlash can only be usedin response to melee attacks that have injured the creature; it doesnot protect the creature against your attack at all.All Within... magic that affects everyone within a designatedarea will begin with a call of All Within... followed by adescription of the area. For example, all within this cabin, healone vitality would restore one vitality to everyone inside a cabin.

    Traps and Poison Danger comes in many forms. Traps lie in wait for the unwary.There are several types:Acid traps: any squirting water represents acid. If any water hitsyour body, you take one point of damage.Buzzer traps: these are magical traps which Paralyze you for 1minute.Flash traps: everyone in the area of the flash suffers Pain.Mechanical traps: if you are struck by anything like a weapon,you take either the Slay effect (if it hits your torso) or the Maimeffect (if it hits a limb).Popper traps: small poppers or string pull-traps representcaltrops or small explosives. These Maim the limb that set off thepopper.Contact poison: vaseline represents a poison that affects thefirst person to touch it. It causes the Poison effectyou areincapacitated for the first 10 seconds (no fighting or castingspells), then unconscious for 5 minutes, and then if not curedyou will die.Ingestive poison: poison in your food or drink is representedby a Swedish Fish (a red gummy candy). If you find a SwedishFish in your food or drink, whether or not you consumed it, youhave been poisoned, with the same effects as Contact Poison.

    Treasure and Other Items Adventure takes more than enemies and traps, there mustalso be treasure and other types of enchantments.

    Coin: the common currency consists of copper farthings, silvercrowns, and gold sovereigns. A gold sovereign is worth 10 silvercrowns; a silver crown is worth 10 copper farthings.Battle scrolls: these small scrolls written in special scripts storemagical spells that can be used by characters with the Read Magicor Read Divine skills.Potions: a piece of paper rolled up inside a clear film canisterrepresents a potion. On the outside, you will see a picture of thepotion and a color which you can use to identify familiar potions.To use the potion, open the vial and read the paper. You cannotopen 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 bycraftsmen, ritualists, and others.

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    Welcome to Mythica l Journeys The Bas ics

    Yellow stickers: other items that can be taken are marked withyellow stickers. The sticker indicates that the item must bechecked in at the end of each event.Red stickers: items marked with red stickers cannot be taken,either because they are immobile, breakable, or simply have novalue. If the red sticker has a number written on it, it represents avery heavy item. It can only be moved by the combined efforts ofthe number of people written on the sticker. Each person needs tobe able to get both hands on the item in order to assist.Locks: in-game locks are represented by locks with a yellowsticker or Mythical Journeys logo (other locks should not bedisturbed). Such locks can be picked if you have the Lockpickingskill and the ability to do soyou'll need to actually open thelock. Otherwise, the item with the lock cannot be opened.Secure: items can also be magically locked. The opening will becovered with a Secure tag indicating the strength of the Securespell. It can only be opened by the person who placed the Secureor someone who casts a sufficiently potent Pry spell.Gates: a doorway ringed with light represents a magical Gate, aportal through which a distant location can be reached. You maypass through the opening only if the lights are on. Using magicalGates can have harmful effects on those who do so often, thoughthere are no untoward effects of a single trip.Searching People and Monsters After the defeat of your foes in combat (or just stumbling acrosstheir unconscious bodies), you may wish to search the bodies fortreasure. You may search any dead, unconscious, or non-resistingbody. The physical contact rules of Mythical Journeys require thatone person may touch another only with the consent of bothparties. Consequently, searching others must proceed as follows.Approach the person and state I search you. The victim mayrespond with either You may search me or Describe yoursearch. You may always choose to describe your search if youprefer. Regardless of which searching method you use, you stillmust accept any effects that such a search might inflict upon you(e.g., poison or disease).Physical Search: If the person you are searching respondsSearch me, this means that they have given you permission todo a basic body search. In this situation you are permitted to pattheir pouches and pockets and generally search their clothes. Donot touch taboo areas such as the groin and chest. No in-gameitems or coins may be hidden in taboo areas, including insideyour pants or under a skirt.Describing Your Search: If the person you are searchingresponds with the statement Describe your search, this meansthat they have refused permission for you to do a body search.You must roleplay searching their body, leaning over them closeenough to perform a search, but perform your search verbally bydescribing where you are searching. Describe your search with aseries of I search your (area) statements, which must beanswered truthfully. For example: I search the pockets of yourtunic. You find nothing. I look for anything around yourneck. (Victim removes jeweled necklace and gives it to searcher)I search both your boots. You find nothing. I search thesmall of your back. You find a tiny dagger strapped to my back(removes dagger and hands it over) I remove your braceletProp.

    Although the search is being described, your responses must betrue. You can hide an item in your boot, but it must really behidden in your boot. You cannot simply describe it as being there.Each area to be searched will take about 5 seconds. However, ifyou are being searched in an area that has already been searched bysomeone else, you should immediately tell the searcher. I searchthis pouch. It looks like it has already been opened andemptied.All Searches: Any search that is thorough enough willeventually reveal everything you have. After five minutes ofsearch, you must hand over any in-game items that have notalready been found. You may hand them over earlier if you prefer.Cast, especially, who may need to get on with another role, maychoose to hand over any loot more quickly.If you have an item on your body that is not in-game, simply stateProp when the searcher says, I take your (blank). Obviously,items acquired in-game cannot be props. This rule is to enableplayers to enhance their characters costumes without risking theloss of their real-life treasures. Anything that has in-game valuecan be stolen. Additionally, any item that has been sealed in an in-game way (e.g. with a lock or Secure spell) can be taken, if thesearcher has the ability to do so.You may take weapons to put them out of reach, for example ifyou are afraid your victim is not entirely dead. However, you maynot take and keep the weapons unless they are yellow-stickered.You must leave them nearby where your victim will easily be ableto find them.On occasion there will be the need to gather things like Fiendclaws, Trolls hide, and other components for the completion ofpotions and such things. This will be dictated by plotlinesdelivered during the events. A vivid description of cutting up abody, or of a full body search will not be necessary and will not betolerated by Mythical Journeys. Harvesting parts outside ofdesignated plotlines will prove futile (no Cast Member willpurchase them from you). Anything that can be taken and hasvalue will be represented by a prop that the monster will give you.It is polite to gently roll any monsters body out of sightto keep it from decaying in public (see Carrying Others).This allows that cast member to leave the area morequickly so they can come back out into play sooner.

    Searching Cabins: Cabins and most other buildings are in-game unless otherwise marked, and you can enter them in searchof treasurealthough there may be in-game consequences ofdoing so.In-game items can be taken: in-game coins, gems, minerals,crafting materials, potions, scrolls, any item with an Appraisal orMagic Item code, or any yellow-stickered item. All in-game itemsmust be stored in in-game locations, never in out-of-gamelocations (such as your car).Other items, especially personal items such as clothing, bedding,and food, cannot be taken. In addition, underneath the beds isconsidered an out-of-game area. No in-game items may be placedthere, and you may not search there.The out-of-game belongings of other players must always betreated respectfully. These items should be left in place, notthrown on the floor or in disarray.

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    xvi Mythical Journeys Rena issance

    Where to Go From HereDo not be afraid of the length of this rule book. MythicalJourneys wants to provide you with the richest worldpossible, and that does require some details. However, youdo not need to know all of these details all at once. Youllneed to read some sections in order to play, while othersections you can safely skim, and get back to when youwant the additional detail.

    You've already finished reading the core rules, on thepreceding four pages. These are enough to begin play.What follows are the details about making characters, morein-depth explanation about the core rules, and informationabout our world.

    If You Are Playing If you want to make a character to come play MythicalJourneys, you must read the following chapters:

    y Chapter 1 Making a Character - this chapter describesthe nitty-gritty of making a character. w You might want to skim Chapter 2 Races to get an

    idea about different races as well as skim Chapter3 Skills for details about skills.

    w If you are playing someone who uses magic, readChapter 10 Magic and Spells. Otherwise, you canskip all of this chapter except the short sectiontitled Beneficial Spells and Stacking on page 100.

    w If you are playing a character who follows a divinepath, read Chapter 11 Faith and Religion.

    y Chapter 4 Preparing for the Event - this chapter talksabout 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 shortchapter, dont be afraid!

    y Chapter 6 Interacting with the Game - this chapterdescribes real-world rules of conduct youll need tofollow while at Mythical Journeys.

    y Chapter 7 Combat - this chapter describes how combatworks at Mythical Journeys. Even if you play a non-combatant character, youll need to know how to reactto attacks and the effects of injuries.

    y Chapter 8 Sounds of Battle - this chapter brieflydescribes every special call in the game. Even if you areunable to call the skill, you just might run into acreature who can.

    y Chapter 9 The Stuff Adventures Are Made Of - this chapterdescribes all the physical things you might run into:treasure, magic items, locks, and magical barriers andgates. At minimum, youll need to know about the redand yellow stickers we use to mark special items.

    If You Are Casting If you want to run around and play monsters all weekend atMythical Journeys, you must read the following chapters:

    y Chapter 4 Preparing for the Event - this chapter talksabout what you should bring to an event.

    y Chapter 6 Interacting with the Game - this chapterdescribes real-world rules of conduct youll need tofollow while at the game.

    y Chapter 7 Combat - this chapter describes how combatworks at Mythical Journeys. Even if you play a non-combatant character, youll need to know how to reactto attacks and the effects of injuries.

    y Chapter 8 Sounds of Battle - this chapter brieflydescribes every special call in the game. Even if you areunable to call the skill, you just might run into acreature who can.

    y Chapter 9 The Stuff Adventures Are Made Of - this chapterdescribes all the physical things you might run into:treasure, magic items, locks, and magical barriers andgates. At minimum, youll need to know about the redand yellow stickers we use to mark special items.

    y Rules of Magic on page 100 and Beneficial Spells andStacking on page 100 for an overview of how magicworks in the game.

  • Part 1

    Getting StartedChapter 1 - Making a Character ...................................3

    Character Creation .................................................................... 4Character History ..................................................................... 5Character Classes ...................................................................... 8Character Skills ....................................................................... 10Character Advancement .......................................................... 11

    Chapter 2 - Races ......................................................... 15Race Overview ......................................................................... 15Basic Races ............................................................................... 17Special Races ............................................................................ 23Unique Races ........................................................................... 30Racial Skills ............................................................................. 31

    Chapter 3 - Skills ......................................................... 33Learning Skills .........................................................................33Crafting Skills ..........................................................................33Skill Descriptions ....................................................................36

    Chapter 4 - Preparing for the Event ......................... 55Weapons ....................................................................................55Armor ........................................................................................55Costuming ................................................................................57Real World Equipment ..........................................................58General Information ...............................................................59Before the Game ......................................................................59

  • 3

    Chapter 1

    Making a CharacterThey had all met at Richs house to make theircharacters and try to develop some form of group. Richhad finally convinced them to try live action role-playing, and after visiting the Mythical Journeys website, talking with some of the players and cast, andreading the rule book, they couldnt wait to get started.Rich told everyone he wanted to be a Human fighter,cocky and fearless like his favorite fantasy character.His best friend, Lloyd, quickly decided to be a fighteras well, but since he met the height requirements, hedecided that playing a Dwarf Barbarian might be morefun. Jason wanted to become a fighter too, but he wasalso intrigued by the magic system. He chose to play anElven Ranger because of their affinity to both fightingand magic skills. He would start as a fighter andadvance to the mystic elements of Ranger as he metteachers in the game. Kim didnt particularly enjoyfighting, and decided she would play the role of a magicuser. She checked the requirements for the races andquickly chose to become a Famori since she admired theway they were portrayed in the lore as masters ofmental pursuits. Tim was always a loud person, and sonone were surprised when he announced his desire tobecome an outspoken Human cleric of Radiance. Gerryannounced his character would be a Mistborn thief.

    Some knew the paths they wished to follow in theircareers as adventurers, and others were content to letwhat

    happened at the game guide their character progression.They chose skills which would support their initialcharacter choices and started to think about otherinformation they would have to decide on. What wouldtheir names be, what personalities would they have,what did they like or not like, did they have anyannoying traits or endearing ones and did they havefamily? They worked through these and then decidedwhere they came from and how they had met each other.

    When they were done the room was no longer filledwith the same six people. The room now containedRasaan, a boisterous Human pit fighter from the meanstreets of Arkenstone; Grog, the surly and excitableDwarven Barbarian from the Frozen North; as well asDunnam, the calm Elven Ranger from the wastes of theFreelands. The same room now held Kimba, the worldnave but book smart Famori mage straight from thecolleges of Nova Arcadia; Gabriel, the fiery Humancleric of Radiance, initiate to the Temple of DivineRight in Arkenstone; and finally Melkar the dashingbut misguided rogue whose background was as much asecret as his activities during the darkness. In thatmoment, in that room, amid the hopes and excitementof six people who could not wait for the chance to play,the Soldiers of the Shadow were born. Their adventureswould help to write the saga that is Mythical Journeys.

  • Character Creat ion Part 1 - Gett ing Started

    4 Mythical Journeys Rena issance

    Character CreationYour character is your alter-ego in the world of MythicalJourneys. Your character may have a personality much likeyours, or you may choose to play a character that is verydifferent. Your character will have a name and a history,defining where he or she grew up, what kind of experienceshe or she had, what he or she learned in the process, andhow. Your character may be Human, like you, or anotherrace, like an Elf or Dwarf. And your character will have aclass or classes that defines his or her particular talents oraptitudes.

    A character is a fictional being; you, the player, are the realperson. For simplicity, though, well often refer to yourcharacter as you.

    The steps of making your character:

    1.Choose a name. Your name is very important. Since Mythical Journeysis such a large world, oftentimes people will never havemet you and therefore will form much of their opinionabout your character based on your name. If you aresuccessful with your character you might have to livewith this name for years to come. Here are somethings to avoid:Dont use names of well-known fictional characters.While Bilbo or Aragorn might seem like good names,trust us, they really are not. You will never live up tothe original character, and even if you establishyourself as your own, unique character, youll neverescape the shadow of the name.Dont use names that are extremely clich or over thetop. A name like Death Dealer the God Slayer is nota good name. You can take a title like Giantslayerafter youve slain some giants in-game, but if you startwith it, people wont take you seriously.Dont use names of modern people or characters. Thisis a fantasy setting, after all.Dont use names that are just silly. If you take a name thatis a joke, serious role-players will avoid you, because yourname isnt a believable part of the world. And, since ourgoal is to create a believable world for you and others totake part in, a joke name does not belong.Lastly, your name will be made public. Before you canplay Mythical Journeys, you must enter your characterinto the online character database (see Submit yourcharacter online on page 5 for more information aboutsubmitting your character online). So if your characterhas a secret identify of some sort do not put that inthe Character Name section of the online charactercreation page. Put the secret name in the Historysection and your Character Name should be what youwant publicly known.Cant think of anything? There is a name generator onthe Mythical Journeys web site.

    2.Choose a race. There are six basic player races at Mythical Journeys:Dwarves, Elves, Famori, RaKash, Wargs, and Humans.(There are more special races available for returningcharacters.) All the races have unique and rich historiesand cultures, as well as advantages and limitations.Often the race you choose will influence the rest ofyour decisions in creating a character. All races havebenefits that might lower the cost of certain skills oroffer other bonuses. For example, Humans can selectany one weapon skill and any one craft skill for areduced cost. See Chapter 2 Races for more details.

    3.Choose a class.All characters begin with one Basic Class and can gainmore Basic Classes immediately or later on byspending Character Points for them. Each classprovides access to a unique set of skills. There are alsoGeneral skills from which you can choose to help makeyour character unique. Looking for more possibilities?New classes will open up to your character as youdevelop later on. The eight Basic Classes are thebeginning of your development, not the end. SeeCharacter Classes on page 8 for an overview of the Basicclasses. Chapter 14 Advancing Your Character discussesAdvanced Classes, which you might want to read to seewhere you can take your character in the future. Notsure? Don't worry, you can change your mind oncebefore your fourth game (see Resetting Your Character onpage 12 for more details).

    4.Choose your specific skills. Skills define what abilities the character has, whetheryoure good with a sword, skilled with magic, full of faith,or stealthy. The skills available to you are determined byyour classes, and are listed in Skill costs on page 36. For afull description of all the skills, see Chapter 3 Skills. Inaddition, the General skills are available to everyone. All starting characters receive 100 Character Points(CP) to make their initial skill purchases.

    5.Write your character history. Before you play Mythical Journeys for the first time,you can earn 10 extra CP (for a a total of 110 CP) forwriting a detailed character history. This is the storyof your character up to the moment they arrive inEldyrwood for the first time. To receive points, youwill need to submit your history at least two weeksbefore the first event you attend so that we can use itto generate unique plots for you to join, andcharacters for you to meet. You can also makeadditions later on. Your character history is somethingyou will do anyway in your imagination, so please writeit down and submit it to us! Once you've submittedyour history, we'll read it and either approve it aswritten or make suggestions to help your character fitthe world better. See Character History on page 5 forsuggestions on writing your history.

  • Mythical Journeys Rena issance 5

    Making a Character Character History

    6.Submit your character online. For everyones convenience, you must submit yourcharacter to the My Character section of the MythicalJourneys web site. Here you give us your name, history,and other details of your character. This includessubmitting your skills to our interactive skillsdatabase, which automatically calculates skill costs,etc.

    Character History Once you have decided what your characters personality isgoing to be like, you must decide what made your characterbecome that way. What are the events in your past that haveshaped and molded you into a hero or villain? Below are a listof questions for you to answer that will help you flesh outyour character and develop your history. Once you havewritten your history, enter it into your online character atleast two weeks before your first game so we can do our bestto fit you into our world quickly and logically.

    Dont be afraid to leave openings and hooks for our plotwriters to play with: a stuttering cleric whose face you havenever seen, a long-lost sister who was separated from youat birth, or even a map which you seek that leads tosomething unknown.

    Avoid writing noble titles into your history; similarly avoidpersonal wealth, land ownership, magic items, or othersuch resources or status. Histories that include thesethings will certainly be declined; after all, there would beno reason for you to adventure if you already hadeverything you needed. You can bring heirloom items (e.g.the sword of your great-grandfather), but these will benon-magical items of only normal value, no matter whatyou write in your history.

    When you begin to play always keep in mind a number ofthings. Set goals for your character over the short and longterm. Have your character work toward them. Feel free totransfer your own character and personality traits into yourcharacter, but also realize that this is your chance to role-play an entirely different personality that you may want toexperience.

    How long should it be? It's more important to cover thebasics than worry about length. Tell us somethinginteresting about your character. Where is your characterfrom? Who are some people he/she knew? (With names!)If you want a target length, 1000-2000 words is good. It isalmost i