GURPS on Hârn

by Michael Cule

What follows is the adaptation of the GURPS system for Hârn that originally appeared in ROLEPLAYER 26 in October 1991. It is reprinted here with permission of Steve Jackson Games. At the end I've added some more details of the Barbarian Tribes of Hârn s realised in GURPS and some second thoughts about adapting GURPS to Hârn and vice-versa some three and a half years later. All the following material is copyright by me, Michael Cule, although it uses material from the GURPS games system and Hârn game world with the permission of the copyright holders, Steve Jackson Games and Columbia Games.

Introduction

When you referee a long-running campaign, it's an enormous advantage to be able to improvise adventures and to have to hand great amounts of detail about the campaign world. Only with that sort of detail can you allow the players to run free and take ny path to adventure they please. That leaves you with two choices: either you design your own world or you buy one of the commercially available packages. Of these, I keep turning back to one of the best worlds for detail I know: Columbia Games' Hârn.

Hârn, for those not in the know, is a large island, roughly based on the medieval British Isles, set on a world called Kethira. The emphasis is on historical accuracy and detail. The complete Encyclopedia Hârnica provides you with outlines of polit cs, economics, mythology and technology of the various cultures of Hârn. There is I think everything a referee could want to actually run a game: Personality profiles and pictures of major NPCs, Maps of towns and castles, (Beautiful in their detail a d one of the major selling points of Hârn) Encounter tables and even a weather generator.

So, if I like Hârn so much, why aren't I using HârnMASTER, their dedicated system. Weeellll, I prefer either a designed character system or a very simple random character system. HârnMASTER seems a little too complicated for me (there's even a roll for the character's astrological sign). And I'm used to GURPS and so are my players. And I like to run adventures that skip across worlds and mix genres; GURPS is ideal for that (and so is Hârn: the place is littered with abandoned inter-world gates). nd...And...And GURPS is an infinitely better system. (There, I've said it: I'm sorry Columbia but there it is.)

But that said you have to make compromises whenever you adapt an already existing world to a new game system. Hârn was designed to be 'systemless' but nonetheless I'v had to make alterations to 'standard' GURPS to preserve as much as I can of the w rld background. These 'house rules' make a good outline of how to adapt an already existing world to GURPS and I hope they'll encourage others to try adventuring on Hârn.

The World and the Island

Kethira is an Earth-like world. Hârn itself and most of the continent of Lythia is at Tech Level 3 (Feudal) and an early tech level three at that. It's more like early Norman Britain than the High Fantasy period. Chainmail is commoner than plate ev n for rich nobles. The Barbarian tribes are of even lower tech level. (See below)

I've used the standard GURPS Fantasy starting character point and wealth levels: 100 points and $1000. All the Psionic Powers are known on Hârn except Teleportation and Electrokinesis. I limit starting characters to Status 3 (unlanded Knight) or le s. Characters may be from any of the nations of Hârn or Lythia although it usually makes more sense for their point of origin to be local to wherever on Hârn the campaign is currently taking place. As an alternative, the referee may prefer to import ch racters from other universes. My own current campaign started with a group of 'naive' players emerging from Gazer's Pool (one of the above mentioned inter-world gates) at Elkall-Anuz.

Money

Hârn is very detailed in economic terms and also very realistic. There are price lists for everything based on medieval English costs. This ties in well with GURPS costs at the base levels (although there is an immense divergance at the higher leve s) if you assume that the $ can be translated into Hârnic pennies at a rate of approximately $4 = 1 penny or $1 equals a farthing. I use the GURPS price list for weapons and other basics and the Hârnic price lists for more unusual materials. I assumed hat Hârn is simply at a lower economic level than 'High Fantasy' societies.

But the immensely generous GURPS Fantasy Jobs and Upkeep tables don't reflect Hârnic economics very well. I've used the following:


   Status					Monthly Upkeep

   + 7 King, Pontiff				  $20,000 (5,000 d)

   + 6 Prince, Archbishop, Thardic Senator        $10,000 (2,500 d)

   + 5 Earl, Bishop, Magistrate or Marshal        $4000 (1000 d)

   + 4 Baron, Major Clan head                     $2000 (500 d)

   + 3 Minor Lord, Landed Knight                  $1000 (250 d)

   + 2 Unlanded knight, Mayor, great merchant     $600 (150 d)

   + 1 Squire, captain, merchant                  $300 (75 d)

    0 Freeman                                     $150 

   - 1 Bondsman or Servant                        $100

   - 2 Outsider, underworld, urban poor           $50

   - 3 Street Beggar                              $50

   - 4 Serf or Slave                              $50

This includes personal housing, food, clothing and (as appropriate) medical care, taxation and so on for someone living in one place and not gadding around.

It does not include travel expenses, the upkeep of dependents or (NB) horses. A warhorse or destrier costs $350 a month upkeep. A cavalry horse 300 a month. A riding horse $200 a month. Ponies and mules around $150 a month.

Jobs Table

Jobs marked with a # are normally guilded. Not belonging to a guild will increase the income received by 10%. However any failure of a job roll will bring you to the attention of the appropriate guild which will then take steps. (In the case of the Lia Kiavar (Hârn's Thieves Guild) possibly fatal ones!) A job can be both freelance and guilded. The income given below for Master Guildsmen is for Bonded Master. Freemasters are freelance occupations but otherwise identical. Journeymen may be either freel nce or working for a master.


JOB (PREREQUISITES) 								MONTHLY   SUCCESS CRITICAL

             			INCOME    ROLL    FAILURE	

POOR JOBS

Generic Servant (No attribute below 7)  $150      IQ       LJ/LJ,whip 2d

Thief* # (At least 4 Thief skills       PR x $15  Best PR  3d,arrested/

13+ or two at 16+)                                         6d, jailed

Prostitute *(Sex Appeal, Streetwise 13+ PR x $15  PR       3d/catch pox

and at least Average Appearance)	               

Apprentice: Craft Guild # (Basic Skills)Room &    IQ       whipped 3d/

Room and board plus $20                 Board +$20         loose position

Apprentice: Proffessional Guild # 	Room &    IQ       whipped 2d/

(Literacy plus basic skills) 		Board +$40         loose position

Labourer (ST 11+) 			ST x $15  ST       2d LJ/2d LJ 1i



STRUGGLING JOBS



Bravo *:Lower class bodyguard,thug, fighter.

(ST 13+ and/or weapon skill at 14+) 	$200      PR-1     LJ 3d/LJ 6d

Journeyman entertainer * # 		Best PR   PR-2     Leave town/ (Bard/Acting/Musical Inst &tc at 14+)	x $15              2d tomatoes	

Journeyman crafter # (Craft skill 14+)  Skill     PR-2     2i/2d 2i LJ

					x $20 (May be partly paid in keep)

Porter * (ST 12+)      		ST x $20  ST       1d LJ/2d LJ

Tenant Farmer* (Agronomy 12+, ST 10+)   $250      PR       1i/2i LJ

Mendicant Priest *(Clerical Investment) $100      IQ       1i/2i



AVERAGE JOBS

Journeyman Professional# 		Skill     PR       1i/2i LJ

(Professional Skill 14+)  		x $25

Man at Arms/Mercenary * 		$300      Best PR  2d/4d C

(3 combat skills 14+ any Survival 14+) 

Town Guard 			$350      Best PR  2d/4d C

(3 combat skills,Law,Streetwise 14+)  

Master Crafter #  			Skill     PR       1i/2d 2i

(Craft Skill 16+)  			x $50  

Master Entertainer # * 		Best PR   PR       LJ/2d LJ

(2 Performance skills 15+) 		x $50

Courtesan # (Above Average Appearance,  Skill     PR       2i/LJ 2i

Sex Appeal,Savoir Faire,Psychology 14+) total x $25  

Bureaucrat/Town Official  		$300      PR       LJ/LJ arrested

(Literacy, IQ 12+)

Travelling Master Mercantyler* # 	0.5% capital

(Merchant 14 +, Diplomacy 12+,	x skill   PR-1     1i/bankrupt

Priest 				$100/circle

(Clerical Investment,Theology*) 	          Theology LJ/declared    

(*or Merchant for Halea)  		                     heretic!



COMFORTABLE JOBS



Administrator 			Skill     PR       LJ/1i LJ

(Literacy, Administration 14+, 	x $100	

Politics 12+) 

Master Professional * # 		Skill     PR       -2i/-4i	

(Professional Skill 14+)		x $100

Guildmaster (Skill 20+, 		PR        PR       2i/LJ 	

Administration 14+, Politics 12+) 	x $150

Master Mercantyler * # (Merchant 16+,	1% of Capital

Capital $10,000+)			x skill   PR       2i/4i

Military Officer 

(Weapons skills total 60+,Strategy 14+) Rank      Best PR  2i,3d/ 3i 5d LJ

					x $200                    

Squire				$500      Best wpn -1

(Savoir-Faire 13+,3 weapons 12+,Status 1)  Best wpn-1      2d/3d C loose

                                                           horse,weapons

Bishop/High Priest 			$5000     PR       1i/LJ declared

(Circle 5,Theology,Diplomacy13+)	                   heretic	



WEALTHY JOBS

Archbishop/Pontiff (Circle 6 - 7,	Lavish    PR       None/LJ	

Theology,Diplomacy,                     upkeep & 

Administration 15+) 		immense power

Household Knight (as Military Officer 	$2500     Best wpn 2d/3d C loose

plus Savoir-Faire 14+, Riding 14+, 	                   horse,weapons

Lance 12+, Status 2+, Duty)   	                   armour

LANDED NOBLES: Receive the money from their holdings at a rate of 1d ($4) per acre varied according to the land quality and weather conditions. The Administration or Agronomy skill of the knight or his baliff are the sucess roll.

COURT OFFICIALS: These are given specific incomes in Hârn supplements. But they will also have income from land as well in most cases.

Advantages

Literacy

This is an advantage in the medieval world of Hârn. A literate character is assumed to be able to read the script his language is normally written in, Lakise being the standard for most Hârnic humans other than the Orbalese.To learn another script c n either be done as a seperate Mental/Easy skill or be acquired in the course of learning a language normally written in that script.

Patrons

Appropriate Patrons for Hârn include:

Status

The standard medieval status list is used (B131) for all the 'civilised' nations with the following exceptions:

  1. In the Thardic Republic the highest rank is 6:Senator with the Provincial Marshals and Magistrates being rank 5. Below that ranks are as per the standard table.
  2. In Orbaal the King is not so highly respected and his power is not so great as in the more "civilised" countries. The King is rank 6 with his immeadiate family and the "Prince" of Leriel lying at rank 5. The lesser lords have rank 5 and below.
  3. The clergy have their own system of rank which is detailed below in the section on Religion. It is not necessary to buy status separately when advancing in religious rank.
  4. Foreigners from off the island may find their social rank discounted on Hârn, the more so the further away they come from. However, the social rank of people from Ivinia will always be respected by the Ivinian population in Orbaal.

Barbarians

Hârn's 'civilised' nations live side by side with the older 'barbarian' tribes. Each has its own individual culture so I did a brief outline of each individual tribe based on the outline in the Encyclopedia. Characters from these tribes all suffer the 'Social Stigma: Outsider/Barbarian' disadvantage and the Primitive Disadvantage to one degree or another. In most cases the tribes also have disadvantages that are 'normal' to them.

To give three examples: the Hodiri are at TL 2 (Primitive -5 points), they have a +1 reputation as the second most famous horsemen on Hârn (the Chelni are better)(5 points), they have Odious Personal Habits -2 (Revolting Table Manners), and the Minor Delusion: "Wizards are all tricksters,and priests aren't much better." (-5 points). It costs -30 points to be a Hodiri.

The ferocious Kubora of the North West are at TL 2 (Primitive -5) and have a -3 Reputation as merciless, ferocious, war-mongers (-15 points). All Kubora Males are Hideous to outsiders due to their habit of facial scarring (which they share with neighbouring tribes. This doesn't affect the reaction of other Kubora (-20 points). All males have Combat Reflexes. (15 points). Total cost to be a Kubora: -40 points. Kubora women are Second Class Citizens.

The pacific Bujoc on the other hand are required to take a Vow of Total Pacifism (-30 points) or face exile from the tribe. They have a +1 reputation (as being Mostly Harmless) (5 points) and are also at TL 2 (-5 points). It costs -45 points to be a Bujoc.

Other tribes have Codes of Honour, Delusions and peculiar social structures, which are all easily modeled by GURPS.

Initial Information

Characters with Area Knowledge(Hârn) of 14+ will start with a copy of the Hârn impressionistic map. Civilised Characters with Area Knowledge (Own Kingdom) of 13+ will start with a copy of the impressionistic map of their own kingdom.

Religion

The gods of Hârn have real power (at least in my version) but rather than use the standard Clerical Investment advantage the following gives a better match to Hârnic reality:

Clerical Rank

5 per Circle

The character has a position in the hierarchy of the Temples. Each god has a seperate set of oaths and other requirements. Clerics must also take a Duty (To the Temple) of at least 5 points. (Although most clerics' duty is not dangerous.) For every wo Circles (rounded up) a cleric receives a +1 reaction bonus from members of his own and friendly religions. For every Circle a cleric may learn an additional Word of Clerical 'Magic'. (See below)

After trying a number of different systems, I finally decided to use a variant of the Improvised Magic System. A Cleric can learn one Word (See Magic p.76 on) for each Circle and must learn them in the order given. His skill with each Word can never be higher than his Theology skill. Magery is not needed to learn a Word in this way and there is no effect on Clerical Magic from Mana Levels. However Clerical Magic is at +3 skill in a Temple of the Deity being invoked and at -3 in the temple of a hos ile deity. Further the power of the dark gods Naveh and Morgath is greater in the dark: +2 to Words invoking them after dark.

In ceremonial circles a Cleric can only add unlimited energy to the ritual if he knows all the Words involved at 15+. Otherwise he can add 3 energy per Word he knows at 12+.

Again to give a trio of typical examples: the evil war god Agrik requires that his priests learn the skills: Ace/Mace, Whip, Sickle. Bloodlust and Sadism are common among his clergy who may the Words: Know, Create, Pain, Fire, Control, Battle, Summon. In addition to purely clerical orders Agrik supports several Fighting Orders, where duty is always hazardous.

In contrast the amoral goddess of pleasure and trade, Halea requires her clergy (only beautiful females need apply) to learn Sex Appeal, Merchant, Musical Instrument or Sing. Lecherousness and Greed are regarded as virtues and priestess learn the Wo ds: Know, Create, Sensation, Body, Control, Fortune, Summon.

Finally the goddess of healing and fertility Peoni requires her clergy to learn Agronomy TL3, Physician TL3 and to take a vow of Chastity, Poverty and Total Non-violence. In return she teaches the Words:Heal, Protect, Body, Plant, Earth, Summon.

I had to invent new Words to describe the particular powers of some of the dieties: Fortune allows Halea to give both blessings and curses. Battle can modify Morale and combat strength when using the Mass Battle system. Sensation controls both Pleas re and Pain and so on.

Magic and the Shek-Pvar

While this section deals with true magic it should be noted that the Hârnians will refer to those possessed of Psi Powers as "magicians" or "witches". Training for such talents can be obtained through the Guild of Arcane Lore, rural 'wise-women' or arbarian shamans.

Mana Level

I have assumed that Hârn has an overall Normal Mana level with high patches at Evael and parts of Melderyn. It could be argued that an overall Low Mana level might fit better but I prefer to simply limit the number of Mages in the population. We know that there do exist areas 'aspected' to the performing of certain types of magic on Hârn and that the Shek-Pavar can sometimes create them.

Shek-Pvar

The Mages of Hârn are organised (at least in the civilised lands) into the six convocations of the Shek-Pavar. Each of these groups has as its speciality one or more of the "colleges" of magic listed in the GURPS - MAGIC. A mage must choose which of convocation he joins on first generating the character. (In "reality" Hârnic Mages choose their college after complex astrological and psychological calculations but in a designed character system we can ignore this.) A mage (below the rank of Grey Sor erer) will use the magic of his own convocation more easily than that of others.

The convocations are ordered on the so-called Wheel of the Shek-Pavar. (See Hârnmaster: Shek-Pavar 1 for the Wheel and a definition of the terms that follow.) One uses spells at the following bonuses and penalties:


   Own Convocation:     	+2 to skill

   Secondary Convocation:  	+1 to skill

   Tertiary Convovation:  	-1 to skill

   Diametric Convocation:  	-2 to skill

(OPTIONAL RULE: Allow the same bonus/penalty to resisting spells.)

Spells and Colleges not assigned to one of the Convocations (Neutral spells) have neither bonus nor penalty. Improvised Magic is possible but the Convocation modifiers are ignored when calculating the Improvised Magic Score and when calculating prer quisites. The bonus/penalty only applies to actual casting.

The Convocations of the Shek-Pavar are:

The Lyahvi
Air, Illusion and Creation and the spells of Light from the college of Light and Darkness (Light, Continual Light, Colours and Flash).
The Peleahn
The spells of Fire except for Cold. (Perhaps the smallest list but having some of the most useful attack spells.)
The Jmorvi
Making and Breaking and Enchantment.
The Fyvria
Earth, Plants, Animals, Healing and Necromancy.
The Odivshe
Water and the Darkness spells from the College of Light and Darkness (i.e. all those not given to the Lyahvi) and Cold.
The Savorya
Empathy and Communication and Mind Control.

Advancement in the Shek-Pvar

The career structure of the Shek-Pavar is quite complicated (see Hârnmaster: Shek-Pavar 2 to 3). Newly generated Mage characters are assumed to have completed their apprenticeships and to have set out to wander Hârn as Satia-Mavari. (A stage between jorneyman and apprentice.) They may know any spell of their own convocation, any spells listed in the Basic Set and any spells needed as prerequisites as spells in their own convocation. Their knowledge about the spells of their Tertiary and Diametric onvocations is likely to be sketchy.

In order to become a Journeyman (Shenava) a character must:

  1. Have an improvised Magic score of 16+ in all the colleges of his convocation.
  2. Bring three magic items of value to his Chantry.
  3. Spend 2 character points to gain a +1 reputation among the Shek-Pvar.
In order to gain promotion to Viran (Master) a character must first impress a Viran with his skill in the Magic Arts. (This must be role-played and judged by the referee.) The Viran will then start a Petition of Excellence with his signature on it. ach further signature will increase the character's reputation by +1 (costing a further 2 character points each time.) Each time a signature is added the character should make a reaction roll. On an Excellent result he is promoted to Viran. (This repre ents Viran signing the petition on the recomendation of another Master sight unseen.) If he accumulates six signatures he is automatically made a Viran.

The ultimate rank in the Shek-Pavar is that of Grey Sorcerer. This is a Mage who has transcended the limits of the six convocations and is equally at home with all of them. He may develop new spells of any convocation and also new neutral spells. To become a Grey Sorcerer a Mage must:

  1. Have an improvised magic score of at least 15 in all the colleges of each of the six convocations.
  2. Have an improvised Magic score of 20+ in Meta-Magic.
When he becomes a Grey Sorcerer a Shek-Pavar looses all the bonuses and penalties applied to lesser spell-casters. He may create new spells of any convocation.

Improvised Magic and Rune-Magic

The Shek-Pavar may use improvised magic only within their own convocation until they become Grey Sorcerers. That is to say that any improvised or new spell must contain at least one of the Words (See GURPS-MAGIC p 77) used by their own convocation.

Rune-Magic, invented by the Khuzan, the Dwarves of Kethira, and is used today by them and the Ivinians. Neither the Ivinians nor the Khuzan practice the more formal sorcery of the Shek-Pavar which is derived from the practices of the Elves.

New Spells

Focus
College of Enchantment

This creates a device that gives a bonus to all spells cast through it. The Focus is personal to the creator and must be in a form appropriate to his convocation. It gives full bonus only to spells of his own convoctation and half that (round down) for spells of a secondary convocation. Other spells are unaffected. A Critical Success in enchating a focus creates an 'open focus' usable by any mage.

Cost: 500 for +1, 1000 for +2, 2000 for +3, 4000 for +4. No further improvement is possible. Energy may be added gradually as for weapons enchantment.

Sanctum
Area
College of Meta-Magic

This creates an area permanently aspected to the casting of magic of the wizard's own convocation. Unlike the Focus it can be used by any wizard. Again there is a half bonus for Secondary Convocations. Grey Mages (It is said) can create areas with bonuses for all magic, and even raise the mana level. Who knows?

Prerequisite: Restore Mana.
Base Cost: 500/+1 bonus doubling for each additional bonus.

Alchemists and Apothecaries

Alchemists use the standard Alchemy rules from GURPS-Magic (although the names of the potions should be altered to avoid the Roman references). Apothecary is a professional skill (Mental/Hard) which defaults to Botany -3. It covers the identification and preparation of all medically and magically useful plants known on Hârn, including but not limited to those listed in the Herblore article.

Non Human Races

The player wanting to play one of the following races should read the description in Hârndex and try to capture the unique psychology of the species. The Ilme are not going to be player characters in a 100 point basic campaign. And any Gargun PCs are likely to be killed very quickly. (Unless you were to set a campaign in a tribe of Gargun. Hmmmm...)

Elves

The Hârnic Sindarin are very similar to the standard GURPS Elf with one or two minor differences:

IQ +1 DX +1 ST -1
Attractive Appearance, Combat Reflexes, Magery 1, Unaging, Regular Regeneration, ESP 3 with Psychometry at IQ -2.

Code of Honour (Live elegant,harmonious lives) Sense of Duty (to nature) Dying Race.

It costs 60 points to be a Hârnic Elf.

Dwarves

The standard GURPS Dwarf can be used to portray Hârnic Khuzdul very well. See p.40 of Fantasy Folk.

Gargun

All Gargun have the following characteristics:

Night Vision, Early Maturing 1, Racial Memory Repuatation (Everybody,All the time - 5 Murderous Monsters), Short Lifespan 3. Primitive 1 (TL 2)

And the Racially Learned skills Savoir Faire (Gargun) IQ +1, Survival (Own Area) IQ, Brawling DX

The Particular Sub-species have the following attributes:

GARGU-ARAK Cost 0
ST +3 HT -1
Acute Smell 5 Increased Speed 1

GARGU-HYEKA Cost 0
ST +3
Racially Learned skills EngineerTL 2 (Mining) IQ +1 Armourer TL2 IQ

GARGU-KHANU Cost 15
ST +5 HT +1
Toughness 1 Bad Temper Bully

GARGU-KYANI Cost -15
ST +3

GARGU-VIAESAL Cost 0
ST +4

Paranoia, Sadism, Meglomania and other such traits are not compulsory but are common and culturally acceptable to the Gargun.

Ilme

ST +2

Enhanced ST 2 (Females 3) Amphibious. PD 2 DR 5

Males: Cowardice, Laziness
Females: Bad Temper, Sense of Duty (Offspring)

It costs 175 to play a male Ilme and 225 to play a female.

Centaurin

The standard GURPS Centaur can be used (p 36 of Fantasy Folk) but with the added advantage of four levels of Extended Lifespan. At 85 points this makes them more likely to be NPCs than player characters.

The Bestiary

Most of the creatures of Hârn can be modeled on those already found in the GURPS Beastiary and Fantasy Beastiary. Due to the presence on the island of the Monster-making god Ilvir, there are a huge number of unique and rare creatures on the island a d every excuse for introducing more.


The "Barbarian" Tribes of Hârn

A Fuller Treatment

The 'Barbarians' of Hârn are the remnants of the aboriginal human inhabitants of the island who have been pushed into more and more marginal forms of existence by later arrivals. All barbarians suffer the Social Stigma: Barbarian disadvantage whilst living in the 'civilised' lands of Hârn. (It would be quite possible to run a campaign set primarily in one of the barbarian tribes. Fighting the incursions of outsiders and keeping the tribe alive and healthy would be a lovely basis for adventuring.)

In addition they are all Primitive to one degree or another: their technology is lower than the Hârnic norm of 3. The level of this disadvantage is noted for each tribe below.

Individual tribes differ in the other advantages and disadvantages the typical member has. These are outlined in detail below. Many tribes have reputations, positive or negative.

Status Among the Barbarians

The following scheme is generic to all the tribes and may have to be adapted to specific cultures. For instance among the Bujoc all authority is in the hands of the Sha-Women whereas among the Kubora and the Paegelin women have no authority at all. gnore tribal rank if the campaign is set among in 'civilised' Hârn. The average townsman or serf is not going to appreciate the difference between a hunter and a High Chief. They are both smelly barbarians. The upkeep figures are for comparison only; l ttle or no money actually changes hands among tribesmen.


                       	Upkeep (in $/farthings)

+ 4 High Chief (if any)           	100+

+ 3 Chief                  		100

+ 2 Shamans                 		50

+ 1 Elders                  		40

 0 Hunters and Warriors           	30

- 1 Adolescents and women          	20

- 2 Handicapped (if allowed to live) 	20

- 3 Slaves and Thralls            	10

Shamans

Shamans are the magico-religious leaders of the 'Barbarian' peoples of Hârn. Their authority may come from a number of sources not all of which are magical in nature:

  1. Most Shamans are mages. They are outside the disciplines of the Shek-Pavar (alrhough they could learn them given the oppurtunity). They tend to learn by oral means and their spells tend to be concentrated in the Animal, Plant and Healing Magics. As a guide line they will have no spells that require more than Magery 2 and/or IQ 14+. In their own realms they are second only to the chief. In the cities they would be very old apprentices. None the less some tribal shamans have been the full equal of any member of the Shek-Pavar.
  2. Talent Master Shamans have one or more Psionic Abilities.
  3. Some Shamans are complete frauds with no magical or psionic powers. Known as Skillmaster Shamans they concentrate on Psychology, Medicine skills and Survival skills that will aid their tribes. In at least one case, (see the Paegelin) the fraud is a malicious one.
  4. Some people maintain their authority as tribal Shaman by using (or abusing) a magical device made by someone else. This should be assessed in Character Points in the same way as the Unusual Background Advantage.
  5. Religious Shamans derive their powers from serving some supernatural being. They perform "miracles" similar to but less powerful and extensive than those given to the major gods of Hârn. They might know two or at most three Words.

Adaenum

Tech Level 1 (Primitive - 2 -10 points.)
Common traits: Xenophobia, Intolerance ('Witches')
Note: fishing skills common. Shamans are chiefs and lead animistic religion.

Anoa

Tech Level 1 (Primitive - 2 -10 points.)
Note: Shamans are low-level priests of Ilvir.

Bujoc

Tech Level 2 (Primitive - 1 -5 points.)
Common traits: Vow:Total Pacifism. (Breaking this leads to outlawry), Reputation +1 (Mostly Harmless)
Note: Leaders are female shamans. No male may be above status 1.

Chelni

Tech Level 2 (Primitive - 1 -5 points.)
Common traits: Reputation +2 (The most fearsome horsemen on Hârn)
Note: All males have Riding skill to at least DX +1. Magic and Herbalism reserved for females. Some few Chelni are worshippers of Sarajin.

Chymak

Tech Level 1 (Primitive - 2 -10 points.)
Common traits: Fishing/Boating skills, Highly superstious (Treat as Compulsive Behaviour)
Note: Shamans always female. Most worship a sea spirit called Kualthurlu. However a small number belong to a group called the Cult of the Shrouded Walker which believes the Sindarin to be evil creatures, shadowy demons. If a character belongs to this group treat this as a Major Delusion worth -5 points.

Equani

Tech Level 1 (Primitive - 2 -10 points.)
Common Traits: Reputation: -3 as war-mad murderers. Males scar faces for further -1 to -3 reaction. (However among other Equani and tribes that also practice scarification they receive +1 to +3 instead.)

Gozyda

Tech Level 1 (Primitive - 2 -10 points.)
The Gozyda are composed of three related sub-tribes:
The Ramali: Odious Personal Habits: -3 Cannibalism and treachery.
The Mimeyi: Reputation: -2 Ruthless Bastards.
The Domi: No modifiers. Actually quite nice people.
Note: Gozyda Shamans are rumoured to keep familiar spirits that they can send out to attack their enemies. Some form of psi-power perhaps?

Hodiri

Tech Level 2 (Primitive - 1 -5 points.)
Reputation: +1 (The second most famous horsemen on Hârn)
Common traits: Odious Personal Habits -2 (Table Manners). This is only a disadvantage among outsiders.
Minor Delusion: "Wizards are all tricksters, and priests aren't much better."

Kamaki

Tech Level 1 (Primitive - 2 -10 points.)
Note: Mostly fishermen. Recently some rise of worship of Peoni and practice of agriculture.

Kath

Tech Level 1 (Primitive - 2 -10 points.)
Common Traits: Various levels of Good Appearance among the women.
Note: Their shamans appear to have some considerable skill in animal magic (including Shapechanging) assisted by various forms of Drug. Men and women are equal among the Kath.

Kubora

Tech Level 2 (Primitive - 1 -5 points.)
Common Traits: Reputation: -3 as meciless, ferocious, war-mongers. Males scar faces for further -1 to -3 reaction. (However among themselves and other tribes that practice scarification they receive +1 to +3 instead.) All males have Combat Reflexes.
Note: The Kubora traditionally allow women no place outside the home. (This is changing in my own campaign.)

Pagaelin

Tech Level 2 (Primitive - 1 -5 points.)
Common Traits: Reputation -3 (Dishonourable, Treacherous Swine) Cowardice, Bullying, Sadism and Meglomania are not compulsory but are common!
Note: The men of the Pagaelin regard women as fit only for pleasure and treat them as chattels. Their own religious tradition has been corrupted and taken over by the church of Naveh which controls the tribes through the use of drugs and faked visions.

Solori

Tech Level 0. (Primitive 3. -15 points)
Common Traits: Solori Code of Honour: -15 points. Never forget an insult. Never break a promise. Never wear armour. Any Solori who breaks any part of the code will be outcast from the tribe.

Taelda

Tech Level 2 (Primitive - 1 -5 points.)
Note: The Taelda are among the most decent and advanced of the 'barbarians' of Hârn. They seldom attack outsiders reserving their warriors for defence against the Gargun and foolish Kaldoric knights who try to invade their territory. They have a written language and a tradition of Healing and Herblore encouraged by their Priests who seem to have no magical powers.

Tulwyn

Tech Level 2 (Primitive 1. -5 Points)
Common Traits: Tulwyn Warrior Code of Honour.(-10 points). Keep your promises, death is the only excuse for failure. Keep your word. Be loyal to chief and overchief. Be truthful. Berserkers are common among warriors and much honoured.
Note: Those who receive permanently crippling injuries, as well as those deformed at birth, are killed for the good of the tribe. They worship a storm spirit from whom their Priests derive their powers.

Urdu

Tech Level 1 (Primitive 2. -10 points.)
Common Traits: Reputation: -2 as ferocious, warriors. Males scar faces for further -1 to -2 reaction. (However among themselves and other tribes that practice scarification they receive +1 to +2 instead.)
Note: Although the Urdu are considered the most peaceful of the north- eastern tribes this is only in contrast to the Equani and the Kubora.

Ymodi

Tech Level 1 (Primitive 2. -10 points.)
Common Traits: Reputation: -2 as ferocious and sometimes treacherous, warriors. Truthfulness. Xenophobia.
Note: Their culture is very warlike and both men and women have training in arms.


Second Thoughts on GURPS Hârn, 1995

Recent developements in the GURPS games system and the Hârn series of publications have caused me to take a second look at the above adaptation, most specifically the sections dealing with Magic and Religion. The appearance of GURPS Religion and GURPS Grimoire have expanded the material available to the GURPS referee in these areas and the publishing of SHEK-PAVAR and the related spell-books expanded the material available to depict the specific magical disciplines on Hârn.The following are a few t ought, not completely worked out, about how this new material affects gaming on Hârn with GURPS.

Magic

When you adapt an existing world with its own assumptions and structures to fit a generic system there always has to be compromise between remaining totally faithful to the world as originally written and making best use of the resources the game system gives you.

The original outline as shown above was a middle way between doing the hard work of adapting the Shek-Pvar system and abandoning the whole complex structure of Hârnic Magic to use the unmodified generic GURPS Magic system.

If I were to rewrite the whole arrticle now I would be torn between two possibilities.

  1. Adapt the spell lists in the Shek Pavar spell books and write a system for researching new magic based on that in the SHEK PAVAR book. This would be the best way of modeling the world view described there and would lead to something that feels more ike White Wolf's MAGE model of the universe with the wizard's altering the basic laws of the universe with their researches. I would recommend this to anyone who is focussing heavily on magic in their campaign or who plans to have a powerful wizard character. But it is to be honest too much work for me.
  2. To make maximum use of the material published in GURPS Magic and Grimoire, I would declare that the Six Convocations are not in fact reflections of how the universe is organised but merely social constructs that happen to exist and work together on the island of Hârn and environs. They are schools that happen to focus on particular aspects of the infiinite possibilities of magic. Other schools exist that focus on the other aspects, elsewhere in the world or in the multiverse.
I would say that instead of the method of qualifying for journeyman laid out in the Hârn-Master rules and the above article, a Satia-Mavari should have to seek out Masters of each of the other five convocations and persuade them to teach him the basi s of their skills (say three spells) before returning to their home chantry and master to be recognised as a journeyman.

This is the method that strikes me as best but it would introduce rather more magic than is consistent with the rest of the Hârnic background so I would make Hârn almost all Low Mana in this version with exceptions for specifically magical sites such s Evael and the island (but not the mainland parts) of Melderyn. Magic would mostly take place in Sanctums and Foci would become more important than ever. Lowering the mana-level would also slow down Magic slightly. The most important difference between the generic GURPS magic and the Hârnic system is the compariive slowness of the Shek-Pavar rules.

Whatever version you use, GMs should take note of the new skill of Thaumatology or magical theory that is introduced in Grimoire and also the Gate Spells described in that book that are very useful for the Metagame. Universe hopping GMs should also lo k at GURPS Time Travel for ideas.

Religion

The publication of GURPS Religion means that this important area of life (and of fantasy gaming) are now more properly covered by GURPS. It features mechanics for religious magic, Divine Intervention and other matters including Shamanic magic. I can't recommmend it highly enough both for general gaming and for running Hârn.

The Clerical Rank Advantage introduced in it is roughly equivalent to my proposal for Hârn above. I would propose that you combine the system above (Clerics learn a Word per Circle) with the system of Power Investment that is proposed in Religion. I would say that a Cleric would gain a level of Power Investment (if he wished to take it at 2nd, 4th and 6th Circle. Not all Clerics would be capable of wielding the magic of their god but all would learn the rituals (the Words) to assist others and lend their ST to the officiant.