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:
- The Lia-Kiavar (Hârn's Thieves' Guild.)
- A Master in any one of the Guilds. (The Guilds themselves can't be
Patrons; they are too divided into factions.)
- A Clerical Fighting Order. (See below under Religion)
- A powerful Clan.
- A Senator or other high official in the Thardic Republic.
- A Temple faction or official.
Status
The standard medieval status list is used (B131) for all the
'civilised' nations with the following exceptions:
- 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.
- 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.
- 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.
- 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:
- Have an improvised Magic score of 16+ in all the colleges of
his convocation.
- Bring three magic items of value to his Chantry.
- 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:
- Have an improvised magic score of at least 15 in all the colleges
of each of the six convocations.
- 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:
- 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.
- Talent Master Shamans have one or more Psionic Abilities.
- 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.
- 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.
- 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.
- 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.
- 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.