Hiero’s Journey by
Sterling E. Lanier was published in 1973, and is a post-Apocalyptic fantasy
novel taking place 5,000 years after “The Death” – an all-out nuclear and
biological world war. Within it, Hiero
Desteen (destined hero?) is a priest (cleric?) who has psychic powers,
traversing a changed landscape in search of a computer (!) to help defeat the
Unclean and their leemutes (corrupted from lethal mutations, now meaning any
mutation inimical to mankind).
Along the way, Hiero assembles a party of
adventurers including a telepathic bear, a riding moose (called a “morse”), a
female warrior (and love interest), and an “Elevener” who seems an awful lot
like a druid. The Eleveners are members
of the “Brotherhood of the Eleventh Commandment”, which is that “Thou shalt not
destroy the Earth or the life thereon.”
If this all sounds a lot like TSR’s AD&D
or Gamma
World to you, you’re not alone!
The Story
Hiero Desteen is travelling on his morse,
Klootz, seeking a computer for his church, the Kandan Universal Church. The Church is opposed by the Unclean, humans
who seek to use the knowledge that brought about the Death for their own ends,
and who make common cause with mutants inimical to man. Over the course of his journey, he must fight
the Unclean (and escape from their capture), defeat strange creatures, make new
allies, traverse the vast and hostile marshes known as the Palood, and explore
the ruins of the ancients.
The novel is described as “A Romance of the
Future”. And it all takes place around
the Great Lakes, which are now the Inland Sea, from post-Apocalyptic Canada to
the massive jungles around modern-day Indiana. Naturally.
Elements for Gaming
This book is chock full of gaming elements,
and it is easy to see how Gary Gygax was inspired by it. Living in one of the Great Lakes states
himself (flooded by the Inland Sea by the time of Hiero’s Journey), Gary must have felt some level of kinship with
the landscape Hiero passes through.
Here we have the seed of the cryptic
alliances of Gamma World, the prototype of the Hool Marshes in Greyhawk, auguries being cast (and enigmatic
answers being given), humanoid alliances against men, clerics in leading roles,
psionics, intelligent animals, and some weird creatures that defy natural explanation. We also have a truly dangerous fungal entity
(House) and its attendant slimes….the abilities and descriptions of which seem
familiar from Gary’s work in the Monster Manual and the Monster
Manual II. If you want to know
why giant lynxes are intelligent in the Monster Manual, the answer is
probably the influence of this book.
This is the first novel I have read where
the protagonist actually defeats a foe and levels up. Seriously.
He was amused that
his new confidence seemed more than temporary. Beyond, and indeed underlying,
the amusement was a hard-won feeling of mental power. Hiero knew, without even
wondering how he knew, that Abbot Demero or any others of the Council would now
be hard-put to stand against him...The two battles Hiero had won, even though
the bear had helped decide the first, had given the hidden forces of his
already strong mind a dimension and power he would not himself believed
possible. And the oddest thing was, he knew it.
Tired, but feeling
somehow wonderful anyway, he roused Gorm and the morse.
That's right. By fighting combats and
defeating opponents, Hiero has become more powerful. He is aware of the
increase in power, and, although tired (i.e., not at full hit points?) he feels
"somehow wonderful anyway" (perhaps because he gained hit points with
the new level)?
Interesting. Especially as it predates the game whose
mechanics emulate it nearly perfectly.
Nor is this the only time Hiero “levels up” after an encounter; using
the Dungeon
Crawl Classics rpg experience system (where you gain XP for encounters
whether you defeat them or not) emulates the novel even better.
Another interesting note is how episodic
the novel feels. While it is a single
story, the story seems to be a number of “adventures” that comprise the
whole. Hiero, Gorm, and Klootz form the
initial adventuring party, encountering the Unclean. Then they traverse the Palood as a separate adventure. The warrior, Luchare, is rescued and joins
the party as a third adventure. Hiero
has a solo go, being captured and then escaping (I guess the other players
couldn’t make that session). The reunited
party goes through a half-drowned Ancient city (and fights what may well be
bullywugs) before encountering a new party member, Brother Aldo. They take a ship across the Inland Sea toward
the place Hiero has been sent to investigate, acquiring several new PCs and NPC
hirelings. The ship is wrecked, and the
new PCs go through a sort of 0-level funnel in the jungle. The group deals with some female forest
dwellers (who mate with the male party members in dreams) and then explore the
underground multi-level complex of the Ancients.
Along the way, they gain several artefacts
from the Unclean, some of which are (or might as well be) cursed; including
devices that allow the Unclean to track the group.
Encounter-wise, this novel is rich indeed. Simply reading the Glossary in the back offers
a number of interesting ideas for game play, and it is by no means complete.
Gorm,
the telepathic bear: In rpg terms, clearly a PC, but not one
anyone could choose to create. Using the
Dungeon
Crawl Classics rules, the judge could allow special character types to
arise as part of specific adventures.
i.e., if you play this particular adventure, you might gain a unique PC
not available otherwise. I think this is
a good solution to the problem posed initially by the 1e Unearthed Arcana and then
later (and more strongly) by 3e – gamers want those unique PC types in their
game, but if they become part of the standard generation process, they are no
longer unique.
(As an aside, it is interesting to note
that my players encountered Growly, from The Ooze Pits of Jonas Gralk, shortly
after I had finished this novel, thus giving me a template to describe the Fez-toting
empathic dancing bear. Similarly, the
great swamp around the Sunken City reminds me of the Palood...another
useful reference for creating encounters in Purple Sorcerer’s setting!)
Morse: Large empathic riding
moose. How this didn’t appear in Gary’s monster
books is beyond me, because it is a cool idea that certainly fits in with
Appendix N gaming.
House:
A giant,
intelligent fungus, the section with House in it might as well be the base
template for all slimes, molds, and fungi in the original D&D game, were it not
for other fungus monsters appearing in other Appendix N literature. With its “harem”, House might be the model
for Juiblex or Zuggtmoy.
The
Dweller: A
mental parasite that comes from beyond this world, let into it by the changes
the Death have wrought. This would be a
great encounter for any rpg, where battle takes place on the mental plane,
rather than the physical. There are
actually several mental battles in the novel (it is easy to see its influence
on psionics in Dungeons & Dragons), but this is probably the best of
them.
Other
Creatures:
There are far too many monsters described in this book for each to be
given a line-by-line listing. They include
giant otters/weasels, wolverine men, the dam people (intelligent giant beavers),
colossal giant frogs, giant leeches, giant snapping turtles, a giant loon,
anthropomorphic ape-men (howlers), giant fish, giant gulls, man-rats, and a
host of other monsters.
Conclusions
It is interesting to note how many of the
Appendix N works are actually science fiction, or have science fiction
elements. For its contributions to
role-playing games, Hiero’s Journey is sort of a must-read for fans of D&D,
Gamma
World, or their later-day clones and derivatives. It is pretty obvious why Gary Gygax included
this one in Appendix N, and it is a novel that he listed by name.
I enjoyed the novel, although I am told that
its sequel, Unforsaken Hiero, is not as good. I am not sure, as I have not read it (yet). Sterling Lanier had intended to make the
series a trilogy when he penned the second, but his death prevented the
completion of a third Hiero novel.
Reading this novel will give most GMs a lot
of good ideas for monsters and encounters, especially if they don’t mind mixing
science fiction and fantasy. If you can
get it at a reasonable price, you should.
I believe Morses and Howlers made into Chaosiums ATWMs. I'm pretty the Gump a critter I wrote up for D&D years back which as made it into S&W and BFRPG was inspired by a monster from one of the Hiero books.
ReplyDeleteIt's a must read for gamma world and similar RPG enthusiasts.