The players in my little Hârngame have been bothering me about ancestral stock and what it means to be from different ancestral stocks. So here are the appearance charts and some other information.
Complexion (1d100)
Vulganti Wyrithi Cueviri Caledoni Mascoliri
Fair 01-97 01-27 01-24 01-12 01-05
Medium 98-99 28-74 24-65 13-68 06-74
Dark 00 75-00 66-00 69-00 75-00
Hair Color (1d100)
Vulganti Wyrithi Cueviri Caledoni Mascoliri
Brown 01-40 01-40 01-55 01-55 01-40
Black 41-44 41-55 56-60 56-60 41-55
Red 45-65 56-65 61-64 61-64 56-60
Silver 66-67 66-70 65-69 65-69 61-65
Corn Blond 68-85 71-90 70-95 70-98 66-90
Pale Blond 86-98 91-00 96-00 99-00 91-00
Pale Blue 99-00 ----- ------ ------- -------
+25 for Fair, -25 for Dark
Eye Color (1d100)
Human
Hazel 01-40
Gray 41-55
Violet 56
Green 57-70
Blue 71-99
Heterochromatic 00
+25 for Fair, -25 for Dark
Height Adjustments
+2" for Vulganti
-2" for Cueviri
Frame Adjustments
+2 for Vulganti
Showing posts with label Wyranth. Show all posts
Showing posts with label Wyranth. Show all posts
Friday, October 9, 2015
Wednesday, October 7, 2015
Non-Hârnworlds: Sorcery of Wyranth
There are a number of powerful sorcerous traditions in the World of Sorrows known as Disciplines. None of them ever reached the island of Wyranth in any force. While the East has seen the development of the ancient and powerful Disciplines of the Astrologers, Kharigenoi, Rûmiloi, Atriani, and powerful Ylonnic necromancers, the West has none of these learned claves.
However, there are generic hedge mages and necromancers who developed in the absence of any formal training in the Occulted Art. These folk are normally thought of as being better than physikers and leeches; they are wise and cunning-folk of the villages and towns who sometimes live beyond the bounds as outlaws.
Starsigns (as affecting mages born under them):
Strife
Law -- -3 to necromancer spells
Growth -- +3 to hedge wizard spells, -2 necromancer
Terror -- +2 to hedge wizard spells, -1 necromancer
Might -- +1 to hedge wizard spells, 0 necromancer
Greed -- 0 to hedge wizard spells, +1 necromancer
Fire -- -1 to hedge wizard spells, +2 necromancer
Shadow -- -2 to hedge wizard spells +3 to necromancer spells
Oration -- -3 to hedge wizard spells
Sky
Thunder
Anger
Skills
BOTH Necromancers and Hedge Wizards open Folklore/4
Hedge Wizards open Herblore/3, Agriculture/2, Animalcraft/1, Embalming/1, Foraging/3, Physician/2, Survival/4, Tracking/3
Necromancers open Herblore/2, Mental Conflict/5, Alchemy/3, Legerdemain/2, Foraging/1, Physician/4, Survival/1, Tracking/1
Necromancers
Necromancy, as it is known, is a parcel of magic that can be learned by any Discipline, just like the works of Hedge Magic. They are both founded on such universal principles that there is no need for specialized training. Necromancers are very common in the East, and almost universally Talented women. In the West, the term applies to much the same craft, but with a complete lack of Disciplines to train the young and Talented and apply the rigorous and misogynistic standard of men-only sorcery, there are both male and female necromancers. The only thing that distinguishes a Western necromancer from a hedge wizard is the field which they choose to focus their study. Because starsigns are aligned in an opposite fashion for necromantic magic, hedge wizards tend not to learn it, or to learn it in limited quantities.
Hedge Wizards
The difference between hedge magic and necromancy is that necromancy deals with the cold, otherworldy land of the dead (the World of Forms) and hedge magic deals with the vibrant, living world of the living (the World of Suffering). Hedge magic is usually focused on fields and crops, although sometimes it may also be used to cure fevers and disease.
Spell Lists
Both hedge wizards and necromancers may use the so-called grey magic from the Hârn books.
Necromancy
Azure Hand (Odvishe)
Breath of Dhivu (Odvishe)
Pall of Veshel (Odvishe)
Perfection of Sif (Savora)
Violet Eye (Savora)
Loth's Key (Savora)
Ordeal of Frida (Savora)
Spirit Block (Savora)
Jerila's Zone (Savora)
Carak's Ward (Savora)
Hedge Magic
Fyrvian spell-list for now
However, there are generic hedge mages and necromancers who developed in the absence of any formal training in the Occulted Art. These folk are normally thought of as being better than physikers and leeches; they are wise and cunning-folk of the villages and towns who sometimes live beyond the bounds as outlaws.
Starsigns (as affecting mages born under them):
Strife
Law -- -3 to necromancer spells
Growth -- +3 to hedge wizard spells, -2 necromancer
Terror -- +2 to hedge wizard spells, -1 necromancer
Might -- +1 to hedge wizard spells, 0 necromancer
Greed -- 0 to hedge wizard spells, +1 necromancer
Fire -- -1 to hedge wizard spells, +2 necromancer
Shadow -- -2 to hedge wizard spells +3 to necromancer spells
Oration -- -3 to hedge wizard spells
Sky
Thunder
Anger
Skills
BOTH Necromancers and Hedge Wizards open Folklore/4
Hedge Wizards open Herblore/3, Agriculture/2, Animalcraft/1, Embalming/1, Foraging/3, Physician/2, Survival/4, Tracking/3
Necromancers open Herblore/2, Mental Conflict/5, Alchemy/3, Legerdemain/2, Foraging/1, Physician/4, Survival/1, Tracking/1
Necromancers
Necromancy, as it is known, is a parcel of magic that can be learned by any Discipline, just like the works of Hedge Magic. They are both founded on such universal principles that there is no need for specialized training. Necromancers are very common in the East, and almost universally Talented women. In the West, the term applies to much the same craft, but with a complete lack of Disciplines to train the young and Talented and apply the rigorous and misogynistic standard of men-only sorcery, there are both male and female necromancers. The only thing that distinguishes a Western necromancer from a hedge wizard is the field which they choose to focus their study. Because starsigns are aligned in an opposite fashion for necromantic magic, hedge wizards tend not to learn it, or to learn it in limited quantities.
Hedge Wizards
The difference between hedge magic and necromancy is that necromancy deals with the cold, otherworldy land of the dead (the World of Forms) and hedge magic deals with the vibrant, living world of the living (the World of Suffering). Hedge magic is usually focused on fields and crops, although sometimes it may also be used to cure fevers and disease.
Spell Lists
Both hedge wizards and necromancers may use the so-called grey magic from the Hârn books.
Necromancy
Azure Hand (Odvishe)
Breath of Dhivu (Odvishe)
Pall of Veshel (Odvishe)
Perfection of Sif (Savora)
Violet Eye (Savora)
Loth's Key (Savora)
Ordeal of Frida (Savora)
Spirit Block (Savora)
Jerila's Zone (Savora)
Carak's Ward (Savora)
Hedge Magic
Fyrvian spell-list for now
Labels:
Disciplines,
Erden,
Hârn,
Hedge Wizard,
magic,
Necromancer,
Wyranth
Monday, October 5, 2015
Non-Hârnworlds: Character Creation Charts, the isle of Wyranth
Here are some new charts for Hârnic character creation to be used with the Island of Wyranth, a very small portion of a vast new setting. If you remember back to my first Non-Hârn post, I've already detailed the Mascoliri a bit. There are five major regions of the Island of Wyranth: the Confessional Kingdom of Yewland, Forest Hallow (see the previous post), Caledon, Dunland, and Estimbar. There are also the nearby and related islands, the Seastones, and Aurrock Isle which is home to the five kingdoms of Spearmen and Skrael-descendents.
As to the island itself, it is inhabited by a number of peoples.
The Vulganti, of northern Wyranth, claim descent from the ancient blue-haired and frost-bearded Rime Giants. They are a large folk, of broad strapping shoulders and their hair runs the gamut of golden corn to pale blue. Those with blue hair are often chosen to be seers or priests, said to be "close to the giants." Many Dunlanders are Vulganti.
There are the Caledoni (of central and western Wyranth), who tend to be taller than other Wyrithi and tend to have brown hair and eyes. All of Caledon is inhabited by various tribes of Caledoni, but they also live in Dunland and Estimbar as well as the northern reaches of Yewland.
Cueviri in Caledon claim to be a separate people that make up the royal house of Caledon as well as the ranks of the Caledoni priesthoods. They're said to be of mixed Skathi stock.
The Mascoliri of eastern Wyranth inhabit Forest Hallow.
The Wyrithi are the southernmost people of the island, who lived down in Southhold when the first Dominion forces arrived in Wyranth. They are now found throughout Yewland, mixed with Caledoni, Mascoliri, and Cueviri stock as well as Skathi-descendents (along the Skathi shingle) and a smaller number of Vulganti.
Species
1-99. Human
00. Special
Special Species
1-70. Dwarf
71-90. Aelvinnfolk
91-99. Rime Giant
00. Dragon
Ancestral Stock
Yewland: 01-60 Wyrithi, 61-80 Cueviri, 81-90 Caledoni 91-95 Vulganti, 96-98 Mascoliri, 99-00 Spearman/Skathi/Skrael
Forest Hallow: 01-70 Mascoliri, 71-80 Caledoni, 81-90 Wyrithi, 91-95 Vulganti, 96-00 Cueviri
Dunland: 01-40 Vulganti, 41-60 Cueviri, 61-80 Caledoni, 81-90 Wyrithi, 91-95 Mascoliri, 96-00 Skraeling or Skathi
Estimbar: 01-60 Cueviri, 61-80 Wyrithi, 81-90 Caledoni, 91-95 Vulganti, 96-98 Mascoliri, 99 Skathi, 00 Skraeling
Caledon: 01-70 Caledoni, 71-80 Cueviri, 81-90 Wyrithi, 91-94 Vulganti, 95-98 Mascoliri, 99 Skraeling, 00 Skathi
*Ancestral stock obviously does not represent "race" or an unmixed genetic heritage. All the "peoples" of Wyranth (and, indeed, the entire setting) are commingled to a greater or lesser extent. This table merely exists for the purposes of determining dominant traits.
Birthdate (d12 and d30)
4th Tolmyr to 3rd Alcimyr à Strife; +1 axe, +1 club, +1 spear, +1 sword, +1 unarmed, +2 Survival, +1 weaponcraft
4th Urmyr to 4th Malmyr à Terror; +2 oratory, +2
mental conflict, +1 awareness, +1 stealth, +1 dagger
5th Malmyr to 6th Tathmyr à Might; +1 to all
weapon SBs
7th Tathmyr to 5th Molomyr à Greed; +1 oratory, +1
rhetoric, +1 alchemy, +1 astrology, +1 physician
3rd Sallun to 1st Corolt à Thunder; +1 axe, +1
club, +1 flail, +1 polearm, +1 spear, +1 sword, +2 metalcraft
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| The West |
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| The East |
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| The Isle of Wyranth |
The Vulganti, of northern Wyranth, claim descent from the ancient blue-haired and frost-bearded Rime Giants. They are a large folk, of broad strapping shoulders and their hair runs the gamut of golden corn to pale blue. Those with blue hair are often chosen to be seers or priests, said to be "close to the giants." Many Dunlanders are Vulganti.
There are the Caledoni (of central and western Wyranth), who tend to be taller than other Wyrithi and tend to have brown hair and eyes. All of Caledon is inhabited by various tribes of Caledoni, but they also live in Dunland and Estimbar as well as the northern reaches of Yewland.
Cueviri in Caledon claim to be a separate people that make up the royal house of Caledon as well as the ranks of the Caledoni priesthoods. They're said to be of mixed Skathi stock.
The Mascoliri of eastern Wyranth inhabit Forest Hallow.
The Wyrithi are the southernmost people of the island, who lived down in Southhold when the first Dominion forces arrived in Wyranth. They are now found throughout Yewland, mixed with Caledoni, Mascoliri, and Cueviri stock as well as Skathi-descendents (along the Skathi shingle) and a smaller number of Vulganti.
Species
1-99. Human
00. Special
Special Species
1-70. Dwarf
71-90. Aelvinnfolk
91-99. Rime Giant
00. Dragon
Ancestral Stock
Yewland: 01-60 Wyrithi, 61-80 Cueviri, 81-90 Caledoni 91-95 Vulganti, 96-98 Mascoliri, 99-00 Spearman/Skathi/Skrael
Forest Hallow: 01-70 Mascoliri, 71-80 Caledoni, 81-90 Wyrithi, 91-95 Vulganti, 96-00 Cueviri
Dunland: 01-40 Vulganti, 41-60 Cueviri, 61-80 Caledoni, 81-90 Wyrithi, 91-95 Mascoliri, 96-00 Skraeling or Skathi
Estimbar: 01-60 Cueviri, 61-80 Wyrithi, 81-90 Caledoni, 91-95 Vulganti, 96-98 Mascoliri, 99 Skathi, 00 Skraeling
Caledon: 01-70 Caledoni, 71-80 Cueviri, 81-90 Wyrithi, 91-94 Vulganti, 95-98 Mascoliri, 99 Skraeling, 00 Skathi
*Ancestral stock obviously does not represent "race" or an unmixed genetic heritage. All the "peoples" of Wyranth (and, indeed, the entire setting) are commingled to a greater or lesser extent. This table merely exists for the purposes of determining dominant traits.
Birthdate (d12 and d30)
4th Tolmyr to 3rd Alcimyr à Strife; +1 axe, +1 club, +1 spear, +1 sword, +1 unarmed, +2 Survival, +1 weaponcraft
4th Alcimyr to 2nd Ymyr à Law; +2 alchemy, +1 cookery,
+2 rhetoric, +2 law, +1 heraldry, +1 physician, +1 language, +1 script
3rd Ymyr to 3rd Urmyr à Growth; +1
animalcraft, +2 agriculture, +1 herblore
6th Molomyr to 4th Toltyr à Fire; +1 climbing, +1
jumping, +1 stealth, +2 acting, +1 language, +1 axe
5th Toltyr to 3rd Vanamis à Shadow; +3 stealth, +2
acrobatics, +1 climbing
4th Vanamis to 2nd Ollust à Oration; +2
legerdemain, +1 acting, +3 oratory, +2 rhetoric, +1 language, +2 singing
3rd Ollust to 1st Sallun à Sky; +1 jumping, +1 dancing,
+1 intiative, +2 riding
2nd Corolt to 3rd Tolmyr à Anger; +1 axe, +2
mining, +1 tracking, +1 woodcraft
Social Class (divided by state/kingdom)
(Forest Hallow) 01-10 Slave, 11-99 Unguilded, 00 Noble [Tribal Occupations]
(Dunland) 01-05 Slave, 06-70 Serf, 71-98 Unguilded, 99 Guilded, 00 Noble [Viking Occupations]
(Estimbar) 01-60 Serf, 61-97 Unguilded, 98-99 Guilded, 00 Noble [Viking Occupations]
(Caledon) 01-08 Slave, 09-80 Serf, 81-93 Unguilded, 94-95 Guilded, 99-00 Noble [Feudal Occupations]
(Yewland) 01-70 Serf, 71-93 Unguilded, 94-98 Guilded, 99-00 Noble [Feudal Occupations]
A note on Guilded occupations: Guilds, as commonly referred to in the Harn books, do not exist in Wyranth. There are no overarching guilds of any occupation, but rather small and extremely local formations. Merchants' guilds may be kingdom-wide, but all other forms of craftguild exist only in the urban area where they were formed. Guilds of these types do not exist at all in pagan regions (except Estimbar). "Guilded" characters in those areas are simply lone craftsmen.
Craftguilds in the Kingdom of Yewland are known by elaborate names based in the ancient Kyrian Confession.
AURA is now TALENT. At least 16 Talent is required to be eligible for training in the Art.
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