Mythic Masters Magazine
Mythic Masters Magazine
Mythic Masters Magazine
For JMs and players of the Mythus* Fantasy Roleplaying Game and the
Dangerous Journeys* Multigenre Roleplaying Game System
01 Contents text, absorbed some game details, and started to believe Gary's
02 Editor's Pit assertions -- that not only was the Mythus game catching on and
03 Publisher's Statement spreading, but enough aficionados had appeared to warrant Gary's
direct personal attention in the form of the vehicle you now hold.
Game System News Despite its title this is NOT a magazine; it's a game supplement.
04 Dimension Hopping If you have any concerns about "getting your money's worth," relax.
Better yet, glance through the pages. But sit down first... like for a
Article couple of days. There's more 'meat' here than you'll find in many
05 GameSpeak: The DJ Patois more formal game accessories that sell for twenty bucks a pop. So
why isn't this a formal game supplement? As I see it, Gary has too
Morale much to say and do to be hamstrung by the limits of formal
06 Support Your Chosen Game System publication. The game industry requires much fore planning, deluxe
print jobs, major promotion... in other words, it's costly and time-
Feature: Knowledge/Skill Areas consuming. This entire product was knocked out on a mid-grade
Macintosh computer system, and is deliberately being reproduced in
07 Complete K/S Listing straight black & white, all to eliminate the costs and delays.
08 New K/S Areas (& Additions) It leapfrogs the system and delivers the goods directly from
09 Rudimentary Knowledge (*New Rule) Gary's doorstep to yours. Now, we hope and plan to do this on a
10 K/S Cross-Feeding Update monthly basis. As a professional skeptic, I'll just say "we'll see." But
subscriptions are set up in a way that you get your paid issues
Personas Plus: Character Notes & CHOPs regardless of possible intermittency, so fear not -- it'll get published
and you'll get it, one way or another. But bear with us; we might miss
11 Steps in HP Creation one or two during the first year. Here's the most important point: talk
12 Creating a Great Heroic Persona to us. Some folks knocked the readability of the Mythus game book; is
13 CHOPS: Complete Heroic/Other Personas this better? And what do you want in this magazine, anyway? (See
This month: The Explorer the feedback survey on page 52.) Want to talk about it? Catch me on
the America Online computer network (see page 64).
Mystical Manifestations: Mythus* Game Rule Expansions I hope you have Heroic Personas to send us, and adventure
sketches, rule questions & changes (especially "home rules" you've
14 Vocational Change already brewed), and new magical devices -- we'll publish any good
15 HP Age Table additions stuff -- but one caution: don't send us castings, cantrips, or spells.
16 SEC, Birth Rank, and Inheritance You've read the Mythus Magick book, I trust...Hope to hear from you
17 SEC-Based Adjustments soon.
18 Special Quirks
-- Frank Mentzer
Other Regular Columns
PUBLISHER'S STATEMENT
19 In Vocations This month: The Courtier Entire contents (c) Copyright 1993 Trigee Enterprises Corporation, all
20 Enchanted Equipment rights reserved, unless otherwise stated and provided for in writing.
21 The Daily Deity: Greco-Roman Pantheon (Part 1) Mythic Masters is a trade mark of Trigee Enterprises Corporation.
22 The Town Crier's Gone Mad! -- Commentary Aerth, Changeling, City of Ascalon, Dangerous Journeys, Epic of
23 Product Ordering Information Aerth, Journeys, Mythus, Mythus Magick, Necropolis, and
24 Audience Participation (Letters) Unhallowed are trademarks of Omega Helios Limited and used with
25 Crossing the Line: Considerations for Cross-Genre gaming permission.
Changeling* Weird Science-Fantasy Game (Part 1) Subscription: Mythic Masters* Magazine is available in the U.S.A. by
26 Introduction to the Genre subscription at the rate of $50 per 12 issues (in Canada: $60 in U.S.
27 Precis of the Milieu funds). Subscriptions will begin with the earliest available back issue,
28 Mythic Masters* Magazine Submission Policy up to a maximum of 3 such issues, and continue from that number
29 Coming Next Month... onwards for 12 issues. Single copy: $5.00 (in Canada: $6 U.S.). This
publication is mailed by United States Postal Service, Third Class
Mail. Forwarding postage is not guaranteed. Publisher declines
FROM THE EDITOR'S PIT responsibility for issues lost in the mail. All subscriptions and single
Gary's gone mad. He dropped off a computer disk one day copy orders must include name, address, and check or money order
during a visit, and asked me to play with some articles. Having for the appropriate amount. Send your order to:
waded through epic Gygaxianisms for over a decade, I glared at it for
a week or three before even opening the files. (Okay, I was busy with Trigee Enterprises Corporation, Dept. MMM
another project.) And then passed a month or two while I diddled the Post Office Box 388
SUPPORT YOUR CHOSEN GAME SYSTEM! Criminal Activities, Mental (1 Sub-Area per 10 STEEP)
...and ensure that new material keeps coming. 1. Blackmail
2. Bribery
The Dangerous Journeys* Multigenre Roleplaying Game System 3. Confidence Games
is YOURS. How so? Because it is for the discerning and dedicated 4. Embezzling
roleplayer, and will respond to your wants and needs as you 5. Fencing (of goods)
articulate them to us. The Dangerous Journeys game system doesn't 6. Forgery
have a big company behind it. It doesn't have ads in all the major 7. Fraud
magazines. It doesn't even have the approval of the contra- 8. Gambling Operations
established press. What does it have, then? YOU, of course, and that's 9. Misappropriation
10. Money Laundering
Perception (Physical) Buffoonery (One base plus one slot per 10 STEEP)
1. Hearing 1. Amuse
2. Noticing 2. Belittle
3. Searching 3. Confuse
4. Tracking 4. Distract
5. Enrage
Police Work 6. Feel Assured
1. Evidence Analysis 7. Pay Heed
2. Evidence Gathering 8. Question
3. Interrogation 9. Re-evaluate
4. Shadowing (following) 10. Suspect
5. Stakeout 11. Trust
12. Value
Riding
1. Camels Divination (One slot plus one per 21 STEEP)
2. Difficult/Unbroken Animals 1. Augury (intestines, organs, etc.)
3. Elephants 2. Omens (birds flight, clouds, etc.)
4. Horses, Mules & Asses 3. Lots (random pattern fall/occurrence)
5. Mounted Combat 4. Dreams
6. Racing 5. Water Patterns (moved, poured out, etc.)
7. Teamstering
Fortune Telling (One slot plus one per 41 STEEP points)
Seamanship 1. Card Reading (includes Tarot cards)
1. Combat & Boarding 2. Crystal Gazing (ball, shiny surface, etc.)
2. Command 3. Numerology (number combinations)
3. Hull 4. Palmistry & Phrenology (hand lines & head bumps)
4. Masts, Spars, & Rigging 5. Rune Casting (including I-Ching)
5. Oared Vessels 6. Tea Leaf Reading (includes any dregs in a vessel)
6. Sailing
7. Signalling & Multi-vessel Operations Multiversal Planes & Spheres
8. Supply & Cargo 1. Abyssal Planes & Spheres
9. Vessel Identification 2. Aethereal Planes & Spheres
10. Weather 3. Alternative Material Planes & Spheres
4. Astral Planes & Spheres
Sports 5. Dimensional Relationships and Planes & Spheres
1. Individual Non-Violent Sports 6. Elemental Planes & Spheres
2. Individual Violent Sports 7. Empyreal Planes & Spheres
3. Mounted Individual Sports 8. Negative & Positive Planes & Spheres
4. Mounted Team Sports 9. Nether & Pandemonic Planes & Spheres
5. Team Sports 10. Shadow Planes & Spheres
11. Temporal & Panprobable Planes & Spheres
Weapons Special Skill (One slot per 25 STEEP, one weapon per slot
per 10 STEEP) Nature Attunement
1. Blind Fighting 1. Animal Relationship
2. Fast Draw 2. Exotic Places
3. Florentine Fighting 3. Growing Things
4. Specific Target 4. Natural Cycles
5. Personal Relationship
SPIRITUAL TRAIT K/S AREAS
Phaeree Folk & Culture
Animal Handling (One slot per 25 STEEP) 1. Culture of Borderer Races
1. Arachnids 2. Culture of Seelie Races
2. Avians 3. Culture of Unseelie Races
3. Bovines/Ungulates 4. Races of Borderer Nature (Subterranean/Neutral Phaeree)
4. Canines 5. Races of Seelie Nature (Exterior Phaeree)
5. Chiroptera 6. Races of Unseelie Nature (Interior Phaeree)
Street-Wise (examples only) Economics: The ability to understand/employ the function and
1. City Petty Bureaucrats/Officials flow of currency, supply and demand, tariffs and taxation, and
2. Ecclesiastical Bureaucracy/Hierarchy (by pantheon) state/regional product.
3. Gypsies Finance: The ability to understand/employ banking (including
4. Mercenary Bands costs and interest), loans, instruments of debt/credit, create shares
5. Nomadic Hunters and/or bonds, sell equity, and secure capital.
6. Nomadic Pastoralists Investing: The ability to understand/employ cash flow, return
7. Prisons/Penal Servitude on investment, return on equity, rates of exchange, mortgage and
8. Rural Agrarians/Peasants
debenture bonds, common and preferred stock, warrants, options,
9. Rural Aristocracy
commodity trading, etc. Note, this doesn't guarantee a sound
10. Rural Freemen/Gentry
investment, but the degree of risk (DR) will usually be known with a
11. Rural Outlaw Bands
successful roll against this ability.
12. Ships, Merchant
Mercantilism (one slot per 15 STEEP): The ability to
13. Ships, War
understand/employ the marketing principles contained in this
14. Urban Beggars
15. Urban Merchants general area to a specific sort of goods. It includes acquisition and
16. Urban Police/Authorities purchase, importing/exporting, warehousing sale, distribution, and
17. Urban Shopkeepers so forth. Once this Sub-Area is gained, the individual gets one sub-
18. Urban Tax/Tariff Officials category hereunder for every 15 STEEP points possessed in the Area.
19. Urban Underclass (slums) There are many sub-categories of this ability. The various sorts
20. Village Elders of goods considered include: armor & weapons, hides/leather,
21. Villagers metals, oil (cooking), pottery, salt, silk, spices, textiles, timber, wine,
and wool. There are many other sorts, in fact, and in this regard the
New K/S Areas & Changes in Existing K/S sub-categories of this Sub-Area are nearly endless.
MENTAL TRAIT K/S AREAS Engineering (addition): The general ability of Engineering has
the following Sub-Areas gained at the rate of one per 20 STEEP:
Agriculture (addition): There are six Sub-Areas for this Area: Civil, Bridges: The ability to plan and oversee the building of all
1. Animal Husbandry (including Groom work) manner of bridges from rope suspension to arches and even
2. Crop Farming cantilevered ones.
3. Floraculture Civil, Municipal: The ability to plan and oversee the building of
4. Horticulture communities, including the layout of streets, municipal structures,
5. Micoculture: The growing, harvesting, and preparation of various plazas and fountains, aqueducts, and sewers.
forms of edible mushrooms and fungi. Civil, Roads & Highways: The ability to plan and oversee the
6. Vitaculture building of thorough fares across the countryside, including various
sorts of terrain that must be traversed such as rough, marshy, etc.
Appraisal (addition): The are minor changes in the Sub-Area Hydraulic, Dams: The ability to plan and oversee the building of
coverage: dams and reservoirs.
1. Animals Hydraulic, Other: The ability to plan and oversee the building of
2. Artworks (objects d'arte, painting, sculpture, etc.) canals, locks, and spillways as well as dealing with navigable
3. Buildings waterways such as rivers.
4. China/Pottery Mechanical: The ability to plan and oversee the building of
5. Crystal/Glassware various mechanical things such as devices and engines to move
6. Furs objects, mills, and so forth.
7. Garments/Cloth/Fabrics (from Garments alone) Mining: The ability to plan and oversee the excavation of open
8. General Goods/Workmanship pit and tunnels/shafts, whether for the extraction of ore or the like or
9. Gold/Precious Metals some other purpose. Note that the latter ability is subsumed in the
10. Handicrafts (brass, copper, leather, etc.) Physical K/S Area, Mines & Mining. If this Sub-Area is possessed by
11. Jewelry & Gemstones (from Jewelry alone) a persona with that ability, 20% of the STEEP of the latter transfers to
12. Land this one, but not to the entire Engineering K/S.
13. Rugs & Tapestries (from Rugs & Fabrics)
14. Woodworks & Furniture Espionage (addition): The Sub-Area of Recruiting is expanded
to include both Agents and Informants thus:
Criminal Activities, Mental (addition): Acquisition of Sub- 1. Border Crossing
Areas is at the rate of one per 10 STEEP points, or fraction thereof, of 2. Clandestine Meetings
the individual. Thus, a persona with 21 STEEP in this Area would 3. Information Gathering
4. Object Concealment
Fortification & Siegecraft (addition): This K/S Area has the Weapons, Military, All Other (addition): There are the
following Sub-Areas: following Sub-Areas in this ability:
Besieging: The ability to plan and construct a fortified Common Assault Weapons: These include the use of boiling oil,
encampment and draw siege lines to invest the enemy stronghold. dropped missiles, rolled logs, stones, fire carts, wildfire, etc.
Included hereunder are the destruction of water defenses and supply Common Defense Weapons: These include stakes, pigsfeathers,
and the prevention of supplies/defenders reaching the invested abbatis, chevaux de frise, hidden holes with stakes, and generally
fortification. passive weapons.
Escalade Attack: The ability to direct the assault of a stronghold Exotic Weapons: These include all manner of offensive and
so that the attacking force is able to scale its fortifications and gain the defensive devices and engines employed in a siege such as man-
interior of the place. This is typically done by filling in ditches and catchers and anything else not being run-of-the-mill stuff.
moats and then using towers and ladders to attain walls. Missile Engines, Counterpoise: The trebuchet and its cousins.
Sapping: The ability to direct the destruction of the base of walls Missile Engines, Tension: The catapult and its cousins.
and other fortifications by sappers, the digging of tunnels by miners Missile Engines, Torsion: The ballista and its cousins.
to undermine fortifications (then fill the space with combustibles to be Siege Engines, Proximate: These include siege towers, rams, cats
burned) and cause the collapse of the fortification, and the use of (catapults), and so forth. The usual engines used to assault a
counter shafts and/or tunnels to prevent undermining of stronghold.
fortifications.
Siege Engines, Proximate: The ability to construct and employ PHYSICAL TRAIT K/S AREAS
the devices used to assault or protect fortifications. These include
ladders, rams, siege towers, and the like. Acrobatics & Gymnastics (addition): The Sub-Area list is
Siege Engines, Missile: The ability to construct and employ the expanded to include Climbing (ropes, poles, etc. as is usual in this
devices that discharge missiles and other substances to assault the skill), thus:
fortifications, devices, and their defenders/operators or the besiegers 1. Climbing
and their fortifications and devices. Such engines include the ballista, 2. Jumping
catapult, etc. 3. Landing
Siting & Construction: The ability to select the best location and 4. Swinging
plan and construct the fortification thereon. This ranges from a 5. Tight-rope Walking
temporary military camp to a large, concentric castle or the 6. Tumbling
7. Vaulting
fortifications of walled community (but not the community itself).
Arms & Armor (addition): The acquisition of Sub-Areas is at one
Games, Mental (addition): This K/S includes both purely
Sub-Area per 10 STEEP or fraction thereof. Thus, at 21 STEEP an
mental games and those which combine mental and physical
individual with this skill will have three slots, but at 61 STEEP will
coordination. An element of luck might often be involved as well.
have only seven, not all. The Sub-Areas are expanded and modified
Resolve the success in the games as per the Gambling K/S. The
as follows:
following types of games are covered herein:
1. Forging Other (non-sword) Edged Weapons
1. Croquette/Yard Games
2. Forging Non-Edged Weapons
2. Darts
3. Forging Swords, Knives, & Daggers
3. Guessing/Riddle Games*
4. Making Bows & Arrows & Fletching
4. Parlor Games (charades, etc.)
5. Making Crossbows & Quarrels (bolts)
5. Pool (billiards, snooker)
6. Making Chain Mail
6. Strategic & Table Games* (chess, backgammon, etc.)
7. Making Lamellar (banded and splinted) Armor
7. War Games*
8. Making Leather/Cuir Bouille and Studded Leather Armor
8. Word/Rhyming Games*
9. Making Padded and Quilted Armor
*Note: These K/S Sub-Areas enable the possessor to create Mental
10. Making Plate (fitted) Armor, Pieces of Plate Armor, and Metal
Armor equal to 10% of STEEP, or up to the persona's Mental
Shields
Mnemonic Power ATTRIBUTE in strength providing there are
11. Making Ring & Scale Armor
sufficient points of personal heka available to power the extra
12. Making Wooden & Leather Shields with Metal Reinforcing
protection. In the latter case, the persona must expend heka equal to
the MMPow to gain the extra protection. Example: STEEP 30 means
Combat, Hand Weapons (addition): The Sub-Areas are
an automatic 3 points of Mental Armor. The persona has a MMPow of
expanded and clarified as follows:
1. Axe
Animal Handling (add) * s Combat, HW, Missile{d} <--> Games, Mental (Darts) (dart weapon
Dance (SMCap + SPCap /2) * only) <--> Hunting & Tracking (specific missile weapon use only) <--
Judgement (SMpow + SPPow /2) > Sports (Ind N-V)
UPDATED K/S STEEP CROSS-FEEDING Conjuration --> Sorcery (if the former is gained thereafter, one time
& FEEDING LIST only)
by Gary Gygax Construction <--> Construction Nav <--> Construction Trans-->
Weapons Military, All Others
This is the most recent version of the K/S CROSS-
APPLICATION list originally published in Journeys* Journal #4. It Construction --> Fortification & Siegecraft <-- Mechanics <-- Military
includes all changes and additions since the original was written in Science
the Fall of 1992. Unless otherwise indicated, 10% of STEEP in the
named K/S Area is applied. Items in braces (e.g. {a} ) are footnotes; Construction, Naval <--> Construction <--> Construction, Transport
see conclusion.
Construction, Transport <--> Construction <--> Construction Naval
(c) Copyright 1993 Omega Helios Limited. All rights reserved.
Criminal Activities, Mental{c} <--> Criminology --> Espionage -->
<--> There is a cross-application between the K/S Areas Surveillance/Security --> Street-Wise
indicated
--> The K/S feeds the other but is not fed in turn Criminal Activities, Physical{c}{d} --> Espionage <--> Police Work -->
<-- The K/S is fed by the other but does not feed it in turn Surveillance/Security --> Street-Wise
Acupuncture <--> Medicine, Oriental Criminal Activities, Physical STEEP in Stealth S-A = Hunting &
Tracking if higher
Acrobatics/Gymnastics <--> Dance --> Escape <--> Juggling <-- Yoga
Criminology <--> Criminal Activities, Mental <-- Logic
Agriculture <-- Biology <-- Nature Attunement (Growing Things)
Cryptography <--> Mathematics
Alchemy <-- Chemistry
Cultured Palate <--> Domestic Arts & Sciences
Animal Handling <-- Judgement (Animals) <-- Nature Attunement
(Animal Relationship) <--> Zoology Current Events --> Biography/Genealogy
Apotropaism --> Exorcism Dance <--> Acrobatics & Gymn. --> Etiquette/Social Graces
Appraisal <--> Gemology, Rarities Demonology --> Conjuration (once, if acquired after it), Exorcism
Arms & Armor <-- Smithing & Welding Domestic Arts & Sciences <--> Cultured Palate
Architecture <--> Fortification & Siegecraft Disguise{c} <--> Impersonation <-- Thespianism
Biology --> Agriculture <-- Nature Attunement (Natural Cycles) Engineering (Mining S-A) <-- Mines & Mining (20%)
Botany --> Herbalism Escape{c} <-- Acrobatics & Gymnastics <--> Legerdemain
Chemistry --> Alchemy --> Toxicology Etiquette/Social Graces <-- Dance --> Judgement (Background) <--
Literature <-- Poetry/Lyrics
Foreign Language <-- Linguistics (lang. crosses too varied to list, Literature --> Etiquette/Social Graces
consult rules!)
Linguistics --> Foreign Language, Native Tongue, Trade Phonecian
Fortification & Siegecraft <--> Architecture <--> Engineering, Military
<-- Surveillance/Top <-- Weapons Logic --> Criminology
Military, All Other
Mathematics <--> Cryptography
Games M (Darts) <--> Combat, HW, Missile (dart weapon only)
Mechanics <--> Jack-Of-All-Trades --> Weapons Military, All Other
Games P <--> Combat, HTH, Non-Lethal by 20%
Medicine, Oriental <--> Acupuncture
Games P (Boxing) <--> Combat, HTH, Lethal
Medicine, Veterinary <-- Nature Attunement (Animal Relationship)
Games P (Climbing) --> Mountaineering
Mediumship{a}
Gemology <--> Appraisal <--> Gemsmith/Lapidary --> Rarities
Metaphysics <--> Pantheology
Gemsmith/Lapidary <--> Gemology
Military Science{c} --> Fortification & Siegecraft --> Weapons Military,
Geography/Foreign Lands <--> History <--> Travel All Other
Geology/Mineralogy --> Mines/Mining <-- Nature Attunement Mines/Mining --> Engineering (Mining S-A 20%) <--
(Natural Cycles) Geology/Mineralogy
Herbalism <-- Botany <-- Nature Attunement (Growing Things) --> Mountain Climbing <-- Games P (Climbing S-A)
Toxicology
Mysticism <-- Yoga
History <--> Geography/Foreign Lands
Nature Attunement <--> Ecology/Nature Science <-- Yoga
Hunting & Tracking <--> Com, HW (spear only), Com, HW, M
(specific missile weapon only) Native Tongue <-- Linguistics
Hunting & Tracking --> Botany --> Ecology/Nature Science <-- Navigation --> Seamanship
Nature Attunement (Personal Relationship) --> Survival <--> Zoology
Pantheology (Theology) <--> Metaphysics <--> Religion
Hunting & Tracking STEEP = use of Criminal Activities P (Sneaking
S-A if higher) Perception Mental <-- Yoga
Impersonation <--> Disguise <-- Thespianism Phaeree Flora & Fauna <-- Nature Attunement (Exotic Places)
Influence{a} --> Leadership <-- Philosophy <-- Writing, Creative Philosophy --> Influence
Jack-Of-All-Trades <--> Jury Rigging <--> Mechanics Poetry/Lyrics{b} --> Etiquette/Social Graces
Judgement (Animals) --> Animal Handling Police Work{c} <--> Criminal Activities P
Judgement (Background) <-- Etiquette/Social Graces Political Science{c} <-- Public Admin.
Subterranean Aerth <-- Nature Attunement (Exotic Places) <--> PERSONAS PLUS: Character Notes & CHOPs
Speleology
STEPS IN HP CREATION
Surveillance & Security <-- Criminal Activities M <-- Criminal
Activities P 1. Determine Socio-Economic Class (SEC)
...and select a vocation from those with the appropriate range of Class
Surveying/Topography --> Fortification & Siegecraft Level. Then note Vocation SEC if it differs from the basic, Family, SEC
of the HP. Information on SEC begins on page 58.
Survival <-- Hunting & Tracking <-- Nature Attunement (Personal
Relationship) 2. Select a starting Age
...as ATTRIBUTE, CATEGORY, & TRAIT (ACT) totals, STEEP, and
Thespianism{a} --> Disguise --> Impersonation Wealth are affected by Age category. Information regarding HP Age
is found on page 104.
Toxicology <-- Chemistry <-- Herbalism
3. Determine Birth Rank
Trade Phonecian <-- Linguistics ...as first children may have inherited Wealth, and 7th children can
have all manner of additional factors added to their make up.
Travel <--> Geography/Foreign Lands Information on Birth Rank is found on pages 102-103.
Weapons, Military, All Other <--> Construction <-- Military Science 4. Determine any Quirks and/or Counter-Quirks
...as such can also have impact on the Heroic Persona's make-up.
Writing, Creative --> Influence Information on this subject is found on pages 106-108 and also on
page 111.
Yoga --> Acrobatics/Gymnastics --> Endurance --> Hypnotism -->
Mysticism --> Nature Attunement --> Perception M --> Perception P 5. Generate statistics
...and assign them to the HP's Mental, Physical, and Spiritual TRAITS,
Zoology <--> Animal Handling <--> Hunting & Tracking CATEGORIES, and ATTRIBUTES. Remember to adjust the numbers
rolled by any Age, Birth Rank, and/or Quirks/Counter-Quirks
factors. The resulting scores are then used to determine the persona's
NOTES Damage and Effect Levels. Information on HP Statistics begins on
page 64.
{a}: Charismaticism use with a successful roll against STEEP = 2x
STEEP in: 6. Calculate STEEP for the Knowledge/Skill Areas.
Espionage In addition to five "universal" K/S Areas, each persona will possess a
Hypnotism standard set of "Vocational" K/S Areas based on the HP's chosen
Influence profession, and a number of additional Bonus Areas that are selected
Leadership by the player. Information regarding STEEP is found on page 70. For
Mediumship details of the "universal" K/S Areas and their starting STEEP, go to
Thespianism page 96.
{b}: Each Poetry/Lyrics STEEP point applies even outside the culture 7. Choose the K/S Sub-Areas.
area of the persona. Certain K/S Areas will have a number of Sub-Areas available.
Depending on the HP's STEEP in the K/S Area, you may select one or
{c}: Deception use with a successful roll against STEEP = 2x STEEP in: more of these, and determine the STEEP of each. Information on Sub-
Criminal Activities, Mental Areas is found on pages 108-109.
Criminal Activities, Physical
Disguise 8. Determine the remaining general information.
Escape The player can then either arbitrarily assign or randomly generate
Espionage information of general nature for the HP. This information deals with
Law
Note: Full Practitioners (Mages [having Dweomercraeft/Magick K/S Areas] Steps in HP Creation (see next page)
and Priests [having Priestcraeft/Religion K/S Areas] only) and Partial It is first necessary to find the Socio-Economic Class of the
Practitioner Heka use is explained on pages 70, 78, and 85. Heka available to budding Heroic Persona. Even though one of very low SEC is as
Practitioner HPs is explained beginning on page 276. This is also where the viable as one of very high, the choices offered are somewhat
table for Heka Generating K/S Areas is found. constrained by the level found, so make the percentile dice roll and
write down the result in parentheses. After the vocational choice is
made, note the actual SEC shown for the choice. In all cases the base
CREATING A GREAT HEROIC (or OTHER) SEC found is the SEC of the HP's family, of course. The Heroic
PERSONA Persona's data will be generated through the background SEC (in
parentheses), but the Heroic Persona will thereafter be received as the
by Gary Gygax other level. You decide what modifications in wealth you want to
make is there is a big disparity between family and Vocational SEC.
Premise: You have just decided to run a campaign, and you need
Obviously the older the HP, the less likely that the HP's wealth will
details of how best to have your experienced players get solid Heroic
be close to that of the family, assuming separation occurred at an
Personas... or you have an established campaign and potential new
earlier age.
participants interested in playing in it. You think that they would be
While you are at the SEC information section, note the Net
captivated by roleplaying, but hesitate to involve them. Why? Why
Worth, Bank Accounts, Cash on Hand, and Disposable Monthly
else but because of the time required for them to develop Heroic
Income on the profile sheet according to the Age chosen for the HP.
Personas. The time is lengthy because this is roleplaying, your
Before continuing, let me say a word about the "Mythus* Game
campaign is complex, and the other players' Heroic Personas are well-
SEC Benefits Question" article that appeared in the Game Master's
developed. Then again, you just might want a persona from which to
Purview column of Journeys* Magazine #1. If you, Astute JM, do not
springboard a potent FP or HPG or even an EP or MPG. Why not?!
have that article's information, rush out and get it! All of the things I
How can such dilemmas be solved? By the following method for
detailed therein are useful in creating the great HPs, such as the
creating especially strong, interesting, and detailed HPs either for
sample one appearing at the conclusion of this article -- and in
immediate use by interested players or as pre-developed Heroic (or
creating some of the rest which will appear hereafter in subsequent
other sorts of) Personas "waiting in the wings" to be picked up by
issues of this journal. This material is especially useful when it comes
newcomers and/or for your use as Other Personas. As I said, the
to bringing a late-comer Heroic Persona "up to speed" with existing
"stand-ins" needn't be idle all the time either, simply doing nothing
HP team members, or for "beefing up" an OP towards HPG status.
until a might-be player comes along. You can employ them as active
By the by, those Special Quirks dealt with in the article are best
OPs in the campaign, giving them minor roles as needed from time to
shown under the TRAIT K/S Areas to which they apply right on the
time. That keeps them current with action, and will add a few bits to
Profile of the Heroic Persona, doing so in this manner:
these personas too. Of course, this means a fair bit of work for you,
the Journey Master. Even if players are going to be the main
Physical K/S Areas
recipients of these great new HPs, you'll have to oversee and assist in
Physical Burst, Speed (SQ) 55
the creation. In the case of their being made initially as OPs, the whole
load falls upon your shoulders; and it is best to have more than one or
In passing, also note that there is a glaring error in the text for
two ready, so this is a long-term project for you. It will probably take
Special Quirks. Rolls under 31 gain 40 minus the HP's SEC (39 to 31),
up to ten or twelve hours in all to develop a fully done Heroic
rolls over 70 are reduced by 40 minus the HP's SEC (39 to 31).
Persona, complete with a fairly detailed background.
Next, based on the age the HP is to be, note modifications to
If you determine to do this, and can possibly manage the effort,
statistics and STEEP based on range. And write all that in pencil. The
making up several at a time in an "assembly line" technique will
preferred age is 25, as it gives lots of game years of play without
reduce the time required to do two or more separately by at least ten
changes of ATTRIBUTES. Remember, though, that it also adds +1 to
percent, more likely twenty. You will need a large table though, for
each Physical CATEGORY! That's a big boost to the Heroic Persona!
all the sheets...But trust me -- no matter how you do, it the end result
Note that a new rule regarding Age is given in this vehicle, on page
is well worth the effort. I suggest you do as many as you can, and
24.
frequently include them in play. The team will certainly appreciate,
recognizing the depth of development in your roleplaying of the
Additional Details
Other Personas and their complete nature. In fact, even if these
Both Birth Rank and Quirks/Counter-Quirks can affect the
personas are never taken over by new players, your campaign will be
details of the HP. If feasible, take care of all of this information you
immensely richer by their inclusion!
can right now. Remember the "SEC Benefits" material mentioned
THE DAILY DEITY Aegina: Balance. Quasi-deity. Daughter of Asopus & Melope.
(Supplemental information for the
Dangerous Journeys* game system.) Aegiale: Sunlight. Quasi-deity. Daughter of Apollo & Clymeae.
Greco-Roman Pantheon Aegle (1): Balance. Quasi-deity. Daughter of Asclepius & Epione.
by Gary Gygax Sister of Acesis, Hygeia, Iaso, Janiscus, Machaon, Panacea, and
Podalirius.
Did I just hear a groan of discontent? You say that you know all
about the Greek and Roman gods, right? Wrong. What you know is Aegle (2): Moonlight (agathocacological, intermediate). A
probably cursory -- or at least tainted by Earth's misinformation about Hesperides (nymph, all of whom are daughters of Atlas &
the deities of Aerth associated with this pantheon. This you will Hesperesis) demigoddess., and a guardian of the Golden Apples.
readily ascertain for yourself as you peruse the listing.
Of course the material herein is by no means equal to that easily Aetheria: Sunlight. Quasi-deity and daughter of Apollo & Clymeae.
found in a work addressing the Greco-Roman pantheon in detail; this Sister of Aegle, Aetheria, and Phaethon.
is an initial listing of no great depth. This is done for three reasons.
First, there isn't space in this magazine to cover the details. Second, Aello: Gloomy Darkness. A harpy potency. Daughter of Gaea. An
the lists are preliminary only and will be augmented and embellished. eater of humans.
Third, I haven't time to begin to manage a full treatment now, for that
must include all manner of other information on temples, the Aeolus: Balance (agathocacological, intermediate). Major god of the
ecclesiastical hierarchy, services, vestments, and so on. Nonetheless, winds. Son of Hellen & Orthesis (nymph), and brother to Xuthus and
the listing is invaluable as it is, for many of the states bordering or in Dorus. Married to Enareta with seven sons and seven daughters:
the Mare Librum and Western Aeropa adhere to this pantheon. (Sons: Athamas, Cretheus, Deion, Macareus, Perieres, Salmoneus, &
There will most certainly not be room for the whole of the Sisyphus. Daughters: Alcyone, Arne, Calyce, Canale, Peisidice,
material in this issue, so stay tuned, so to speak, and get it all in time. Perimele, & Tangara.)
Coming after this is completed will come the Atlantlan pantheon.
Frankly, I'm covering those two for good reason. There are two Aequalitas: Sunlight (benign, intermediate). (Roman) Minor
intrepid writers now laboring to complete works to cover the goddess of equity and fairness as opposed to the letter of the law.
pantheons of Babylonian, Kalevala, Kelltic, Persian, Phonecian, and Often depicted as a young woman with a balance in her left hand.
Slavic sort. The City of Ascalon* setting and the Necropolis*
campaign scenario cover enough of the Aegyptian pantheon to serve Aether: Sunlight (benign, ordered). Lesser god of light. Son of Nox &
well enough for a bit in that regard... I think. Erebus. Brother of Cer, Charon, Dreams, Hemeia, Hypnos, Momus,
But I've been wrong a time or too before, so I am now asking Moros, Nemesis, and Thanatos, god of death.
you, Attentive Reader, to let me know of which specific pantheons
and/or deities you are most in need. I'll do my best to get it together Aeropa: Moonlight (benign, chaotic). Titan and minor goddess.
and squeeze it into these hallowed pages (pardon the pun). Protectress of those of the pantheon traveling in Aeropa. Daughter of
As you go into this material be sure to note the tension between Oceanus and Thethys. Sister of Afrik, Azir etal.
the Olympians and the Titans (Grecian)/Numinia (Roman) deities.
Evil isn't strong in this pantheon, but there's plenty of conflict Afrik: Moonlight. Titan and minor goddess. Daughter of Oceanus
nonetheless! and Thethys. Sister of Aeropa, Azir, etal.
Acesis: Balance (benign, ordered nature). Minor goddess of Alcina: Gloomy Darkness. Roman/Francian demigoddess
remedies. Daughter of Asclepius & Epione. Sister of Aegle, Hygeia, (witchcraefter and enchantress) concerned with evil and carnal
Iaso, Janiscus, Machaon, Panacea, and Podalirius.
Anna Perenna: Balance (agathocacological, intermediate). (Roman) Artemis Moonlight (agathocacological, chaotic). (Roman: Diana):
Minor river goddess, of the Numicius in particular, and of the Major goddess. One of the twelve Olympian gods/goddesses.
revolution of the months of the year, renewal, and strong life. Goddess of the moon, hunting and the chase, childbirth. Concerns:
unmarried girls and chastity. Parents: Zeus & Leto. Siblings: Apollo,
Antaeus: Balance (agathocacological, ordered). Son of Poseidon and twin brother. Sacred Things: Golden bow, walnut tree, wild
Gaea, brother of Charybdis and Ogyges. A demigod giant of animals(?).
elemental aerth who can't be defeated when touching his element.
Asclepius (Asklepios): Sunlight (benign, ordered). Roman:
Anteros: Sunlight (benign, ordered). Minor god of passion, mutual Aesculapius. Lesser god of healing and medicine. Son of Apollo &
love, and tenderness. Son of Aphrodite and Ares. Brother of Deimos, Coronis. Married to Epione, goddess of soothing. Children include:
Enyo, Eros, Harmonia, Pallor, and Phobos. • Acesis, goddess of remedies
• Hygieia, goddess of cleanliness and recovery
Antiope: Balance. Quasi-deity goddess, daughter of Asopus & • Iaso, goddess of cures
Melope. • Janisais
• Panacae, goddess of all healing
Aphrodite Moonlight (agathological, chaotic). Roman: Venus. Major
goddess. One of the twelve Olympian gods/goddesses. Goddess of Assistant: Telesphorus, Demigod of recovery from injury and
sensual love and beauty. Concerned with bountiful produce and the sickness. Foe of Hades. Disliked by Zeus. His temples are in sacred
bounty of the sea. Daughter of Zeus & Dione. Consort of Hephaestus. groves beside a healing spring or on a mountain side. The snake is
Children, father indicated first: sacred to Asclepius. He is usually depicted as a middle-aged, bearded
• Ares: Eros, Anteros, Harmonia, Phobos, Deimos man with a white toga holding a staff around which is twined a
• Hermes: Hermaphroditus snake.
• Poseidon: Eryx
• Dionysus: Priapus Asopus: Moonlight (agathocacological, chaotic). Minor river god of
• Adonis: (boy & girl - find names!!!) the same river. The river god is a foe of Zeus, and has been lamed by
Sacred Things: myrtle, rose, apple; ram, he-goat, hare; dove, sparrow, him in battle. Son of Poseidon & Tethys. Married to Metope, with
swan; mussles, dolphin. Avatar: Urania. children who include:
• Aegina
Apollo: Sunlight (agathocacological, ordered). Major god. One of the • Antiope
twelve Olympian gods/goddesses. God of prophecy, music, healing • Cleona
archery, youth, plastic arts, science, philosophy. Concerns: protection • Corcyra
of herds and flocks, founding of cities, establishing of colonies. • Ismenus
Parents: Zeus & Leto. Siblings: Twin of Artemis (Diana). Avatar: • Pelagon
Sancus, god of oats et al. Symbols: Golden blade (sickle?), lyre, bow,
Astolpho: Balance. Potency of knightly misadventure associated with Auxo: Sunluight. Demigoddess of summer growth. One of the Horae
Orlando, Melissa, etc. Logistilla gifted him with a magickal tome of
traveling (Book of Astolpho ) and the dread Horn of Panic. Azir: Moonlight (benign, chaotic) Minor goddess an Titaness.
Protectress of those of the pantheon traveling in Afrik. Sister of
Astraea: Moonlight (agathocacological, intermediate). Minor Aeuropa, Afrik et al.
goddess of justice. Daughter of Zeus & Themis. Sister of the Morae
and Horae (qq.v.).
B
Astraeus: Titan and great god (agathocacological, intermediate). He is
a foe of Zeus. Son of Crius & Eurybia. Father of: Bacchae: Moonlight. A nymph-like demigoddesses servant of
• Aura Dionysus. One of the four Maenads. The other three are: Clodones,
• Boreas Mimallones, and Thyiades.
• Hesperus
• Notus Bacchus: Shadowy Darkness (benign, chaotic). (Greek: Dionysus)
• Phosphorus Major god of wine, revelry, etc. Son of Zeus & Semele, daughter of
Cadmus.
• Zephyrus
Bellona: Balance (malign, chaotic). Greek: Eny. Lesser war goddess.
Ate: Moonlight (malign, chaotic). Roman: Discordia. Minor goddess
Sister of Mars (Ares).
of discord, mischief, and infatuation. Promoter of moral blindness.
Daughter of Zeus & Eris.
Bendis: Moonlight (benign, intermediate). Minor moon goddess of
Thrace.
Athena (Athene): Moonlight (agathocacological, intermediate).
Roman: Minerva. Great goddess. One of the 12 Olympian
gods/goddesses. Queen and goddess of wisdom, skill, and warfare. Bia: Balance (agathocacological, intermediate). Minor god of force.
Daughter of Oceanus? Concerns include agriculture and decorative Son of the Titan Pallas & Styx. Brother of Kratos, Nike, and Zelos.
arts. Sacred Things: Olive tree, cock, crow, owl, snake.
Bona Dea: See Fauna
Atlas: Balance (agathocacological, ordered). Titan and great god of
the sky. Son of Iapetus & Clymene. Brother to Epimetheus, Boreas: Balance (agathocacological, chaotic). Roman: Aquilo. Titan
Menoetius, and Prometheus. A patron of astrologers and and minor god of the north wind. Son of Astraeus & Eos. Brother of
astronomers. His seven daughters (the Pleiades) are: Eurus (east), Notus (south), & Zephyrus (west).
• Alcyone
Briaraeus: Balance (malign, chaotic). Minor god. A giant son of
• Celaeno
Uranus & Gaea. One of the three giants with 100 arms and eyes, the
• Electra
Hecatoncheires. Brother of Cottus and Gyges.
• Maia
• Merope Britomaris: Moonlight (benign, chaotic). Cretan minor sea goddess.
• Sterope (Asterope) Patron of sailors and fishermen. Daughter of Zeus and Carme.
• Taygete
Brizo: Moonlight (benign, chaotic). Roman minor goddess of
Atropos: Shadowy Darkness (malign, ordered). Lesser goddess of seafaring and navigation. One of the Numinia.
the withering away. One of the Morae (Fates). Sister of Clotho and
Latchesis. Brontes: Gloomy Darkness (malign, chaotic). Minor god. Cyclops of
the thunderbolt. Son of Uranus & Gaea. Brother of Arges and
Auge (Auga, Augae): Moonlight (benign, chaotic). Minor goddess of Steropes.
childbirth.
Cadmus: Grecian hero and quasi-deity. Cebren: Balance (agathocacological, chaotic). Minor river god. Father
of the nympy Oenone.
Caicas: Balance (agathocacological, chaotic). Minor god of the
northeast wind. Son of Astraeus and Eos. Celaeno: Balance (benign, ordered). Titan and minor star goddess.
Daughter of Atlas & Pleione. One of the seven Pleiades. Mother of
Calliope: Demigoddess. One of the nine Muses. The Muse of Lycus and Chimaereuse by Poseidon, Delphus by Apollo.
epic/heroic poetry. Daughter of Zeus & Mnemosyne. Sister of Clio,
Erato, Euterpe, Melpomene, Polyhymnia, Terpsichore, Thaliaand Celaeno: A harpy potency. Daughter of Gaea. An eater of humans.
Urania. Mother of Orpheus and Linus. Usually portrayed with
trumpet and laurel wreath, symbols of her muse. Centaurs: Hobgoblin Phaeree race of part-horse and part human sort
dwelling in the same habitat areas as do buccentaurs, leocentaurs,
Callirrhoe (1): Balance (malign, chaotic). Titan and minor goddess. and the like. Small colonies are found in wild areas of the states
Daughter of Oceanus & Tethys. Mother of Geryon the three-headed acknowledging the Greco-Roman Pantheon. Although centaurs are
giant and shepherd, Cerebus, and Echidna. Sister of Clymene, Clytia, very swift and strong, able warriors, they have only moderate, at best,
Doris, Eidyia, Electra, Europa, Meliboea, Metis, Perseis, Pleione, heka-engendered powers. Some few are practitioners as well.
Proteus, Styx, and others.
Cer: Demigod. Son of Nox & Erebus. Brother of Aether, Charon,
Callirrhoe (2): Quasi-deity goddess. Daughter of Achelous the river Dreams, Hemera, Hypnos, Momus, Moros, Nemesis, and Thanatos,
god, sister of Castalia and Peirene. god of death.
Callisto: Demigoddess. Fairest of all Nymphs. Daughter of Lycam & Ceres: Shadowy Darkness (benign, intermediate). Roman lesser
Cyllene. Sister of Pallas. Mother of Arcas by Zeus. Once a devoted goddess of grain. See Demeter.
follower of Artemis.
Cerebus: Quasi-deity. The hound of Geryon. Offspring of Typhon &
Calypso: Shadowy Darkness (agathocacological, ordered). Titan and Echidna. Related to Chimera, Hydra, and Orthus.
minor goddess of concealment and secrets. Daughter of Atlas and
Pleione. Sister of Hyas, Maia, the Hespersides, Hyades, and Pleiades. Cerops: Demigod of Athens. A sage and ruler. A son of Gaea. His
Dwells on a remote island when visiting Aerth. lower body is that of a snake.
Canace: Quasi-deity. Daughter of Aeolus and Enarete. Mother of Ceyx: Quasi-deity. Son of Hesperus.
Hopleus, Nireus, Epopeus, Aloeus, and Tripus by Poseidon.
Chaos: Balance (agathocacological, chaotic). Greatest god. Lord of
Canens: A (Roman) Nymph quasi-deity. Daughter of Janus & Venilia. probability.
Her husband wass a mortal, Picus, who became a potency.
Charon: Demigod. Son of Nox & Erebus. Brother of Aether, Cer,
Cardea: Moonlight (benign, ordered). Roman minor goddess of Dreams, Hemera, Hypnos, Momus, Moros, Nemesis, and Thanatos,
thresholds and doors. Wards off such evils as supernatural vampires, god of death. The boatman ferrying dead spirits across the River Styx
called Strigoe in Latin. to Hades' underworld.
Carme: Potency. A Nymph and daughter of Eubulus. Mother of Charybdis: Quasi-deital monster. Daughter of Poseidon & Gaea. A
Britomartis by Zeus. Once an attendant of Artemis. Former nurse of sea monster something akin to a giant sea urchin that draws in
Scylla. tremendous amounts of water so as to create a whirlpool and draw
down food (ships and people) from the surface of the sea.
Carmenta (Carmentis. Also called Nicostrata): Balance (benign,
intermediate). Grecian: Themis. Lesser fresh water goddess Chimera: A monstrous quasi-deital Serpent who breathes fire. It is the
concerned with rain. A goddess of prophecy. Protector of women and offspring of Typhon & Echidna. Related to Cerebus, Hydra, and
animals in childbirth and of children. One of the three Carmentae. A Orthus. Chimera's head is lion-like with goat-like horns, its legs goat-
Numina deity. like.
Carmentae: The three water principal goddesses. All are of the Chiron: Moonlight (agathocacological, ordered). Demigod and lord
Numinia. They are: of all centaurs. A sage, herbalist and dweomercraefter.
• Carmenta
• Porrinna (Also called Antevorta) Chloris: Sunlight (benign, ordered). Roman: Flora. Minor goddess of
• Postvorta flowering and blossoming plants. Wife of Zephyrus.
Carnea: Sunlight (bening, intermediate). Roman minor goddess of Cthonian Gods: The underworld deities, namely:
physical health and the internal organs. • Demeter/Ceres
Clotho: Balance (agathocacological, chaotic). Lesser goddess. Daphne: Moonlight (benign, chaotic). A oread Nymph and minor
Youngest of the Morae (Fates). Spinner of the thread of life. Sister of goddess concerned with herbs and flowers and plants. A servant of
Atropos and Lachesis. Artemis.
Clymene: Balance (agathocacological, chaotic). Oceanid Titaness and Dardanus: Balance (agathocacological, intermediate). Minor god and
minor goddess. Mother by Iapetus of Atlas. Daughter of Oceanus & protector of Azir Minor. Son of Zeus & Electra.
Tethys. Sister of Callirrhoe, Clytia, Doris, Eidyia, Electra, Europa,
Meliboea, Metis, Perseis, Pleione, Proteus, and Styx et. al. Deimos: Gloomy Darkness (malign, chaotic.) Roman Pavor.
Minor god of Terror. Son of and attendant to Ares, and brother of
Clytie: Quasi-deital goddess neriad Nymph. Protectress of flowering Phobos (q.v.).
water plants
Deino: (The terrible.) One of the three quasi-deital guardians of the
Coelus: Shadowy Darkness (agathocacological, chaotic). Greater Gorgons, those guardians together being called the three Graeae.
god. Roman name for Uranus (q.v.) These three possess between them a magickal eye and a magickal
tooth.
Coeus (Ceus): Moonlight (agathocacological, intermediate). Major
god. Titan and father of Asteria and Leto. Demeter: Shadowy Darkness (benign, intermediate). Roman: Ceres.
Lesser goddess of grains, the harvest, and fertility. One of the 12
Concordia: See Pax. Olympian gods/goddesses. Daughter of Cronos & Rhea. Mother of
Plutus by Iasim, Persephone by Zeus. She is depicted as a mature
Consus: Moonlight (benign, intermediate). Roman minor god of woman clad in a flowing gown and riding in a chariot. Sacred Things:
spring fields and of sowing, lord of good counsel. One of the Honeycomb; fruit, grain ears, wheat; fruit; cows and sows; snake
Numinia. His sacred days are 21 August and 15 December. An shedding its skin.
associate of Ops. Symbol: Torch or sickle.
Corcyra: Potency goddess. Daughter of Asopus & Melope. Diana: Moonlight (agathocacological, chaotic). Roman major
goddess who is also of treaties and protectress of women. See
Cottus: Balance (malign, chaotic). Minor god. A giant son of Uranus Artemis.
& Gaea. One of the three giants with 100 arms and eyes, the
Hecatoncheires. Brother of Briaraeus and Gyges. Dice: Balance (agathological, intermediate). Demigoddess of justice.
Daughter of Zeus & Themis. One of the three Horae.
Crimisus: Moonlight (agathocacological, chaotic). Roman minor god
of the rivers of Sicily. Dionysus: Shadowy Darkness (benign, chaotic). (Roman: Bacchus)
Major god of fertility, ecstacy, revelry, wine, and wisdom. One of the
Crius: Balance (agathocacological, chaotic). Greater god. Titan and 12 Olympian gods/goddesses. Son of Zeus & Semele. Friend of
father of Astraeus, Pallas, and Perses. Demeter. Friend of and protected by wild animals. The ivy is sacred
to Dionysus. His magickal staff is called Thyrsus and is tipped by a
Cronos (Cronus, Kronos): Balance (agathocacological, ordered). pine cone. He is always depicted as a young and handsome man
Roman: Saturn. Greater creator god. Youngest of the Titans. Son of holding that staff, and usually surrounded by animals. He is specially
Uranus and Gaia. Husband of Rhea. Father of Demeter, Hades, Hera, served by four nymph-like demi-goddesses called the Maenads. They
Hestia, Posidon, and Zeus. are: Bacchae, Clodones, Mimallones, and Thyiades
Cupid: Moonlight (agathocacological, chaotic). Grecian: Eros. Lesser Dis: Gloomy Darkness (agathological, ordered).A minor Roman god
god of erotic love. of the underworld under Pluto.
NEXT ISSUE: