Roleplayer #26, October, 1991
A Whole New World
GURPS on Hârn
by Michael Cule
When you referee a long-running campaign, it's an enormous advantage
to be able to improvise adventures and to have easy access to great amounts
of detail about the campaign world. Only with that sort of detail can you
allow the players to run free and take any 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. Now, I have tried my hand
at world design (and my magnum opus is going to be ready "real soon
now"! Well, one of these years.) But I keep turning back to one of
the best and most detailed worlds I know: Columbia Games' Hârn.
Hârn, for those who haven't yet seen it, 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 outlines of politics, economics, mythology
and technology of the various cultures of Hârn. There's 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 and
one of the major selling points of Hârn), encounter tables and even
a weather generator.
There are some 30 Hârn products currently available, from complete
continental maps to wide-ranging adventures and descriptions of large regions
to detailed small-scale maps of specific castles. All are extensively illustrated,
with maps of great detail (by permission of Columbia Games, some typical
examples are reprinted with this article) and interesting to read.
So, if I like Hârn so much, why aren't I using Hârnmaster,
their dedicated system? Well, 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).
I just prefer the GURPS system.
But that said, you have to make compromises whenever you adapt an existing
world to a new game system. Hârn was designed to be "systemless"
but nonetheless I've had to make alterations to "standard" GURPS
to preserve as much as I can of the world background. I've had a lot of
fun adapting GURPS to run a Hârnic campaign.
This article will outline the rules I've used and some of the reasons for
them. 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 TL3 at that. It's more
like early Norman Britain than the High Fantasy period. Chainmail is commoner
than plate, even 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 $1,000. All the psionic powers are known on Hârn except
Teleportation. I limit starting characters to Status 3 (unlanded Knight)
or less. 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 characters from other universes.
My own current campaign started with a group of "naive" players
emerging from Gazer's Pool (one of the abovementioned inter-world gates)
at Elkall-Anuz.
Bestiary
Most of the creatures of Hârn can be modeled on those already found
in the GURPS
Bestiary and Fantasy
Bestiary. Since Hârn is the home of the monster-making
god Ilvir, there are a huge number of unique and rare creatures on the island
and every excuse for introducing more.
Character Creation
Initial Information
Characters with Area Knowledge (Hârn) of 14+ will start with a copy
of the Hârn impressionistic map. Civilized characters with Area Knowledge
(Own Kingdom) of 13+ will start with a copy of the impressionistic map of
their own kingdom.
Money
Hârn is very detailed and realistic in economic terms. 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 divergence at the higher levels) if you assume that
the $ can be translated into Hârnic pennies at a rate of approximately
$1 per farthing or $4 per penny. I use the GURPS
price list for weapons and other basics and the Hârnic price lists
for more unusual materials. I assumed that 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 $4,000 (1,000 d)
+4 Baron, major clan head $2,000 (500 d)
+3 Minor lord, landed knight $1,000 (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
(especially) horses. A warhorse or destrier costs $350 a month upkeep. A
cavalry horse costs $300 a month. A riding horse costs $200 a month. Ponies
and mules are around $150 a month.
Job 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 freelance
or working for a master.
Job (prerequisites)..Monthly Income..Success Roll..Critical
Failure
Poor Jobs
Generic Servant (No ...........$150..........IQ...........LJ/LJ, whipped 2d
attribute below 7)
Thief*# (At least 4 .........PR x $15.......Best PR....3d, arrested/6d,jailed
Thief skills at 13+ or two at 16+)
Prostitute (Sex ..............[$??]...........PR...........3d/catch pox
Appeal, Streetwise 13+ & at least Average Appearance)
Apprentice: Craft .....Room & board + $20.....IQ......whipped 3d/lose position
Guild# (Basic Skills)
Apprentice: Pro- ......Room & board + $40.....IQ......whipped 2d/lose position
fessional Guild# (Literacy plus basic skills)
Laborer (ST 11+)............ST x $15..........ST..........2d, LJ/2d, LJ,-1i
Struggling Jobs
Bravo*: Lower ................$200..........PR-1.............LJ, 3d/LJ,6d
class bodyguard, thug, fighter. (ST 13 + and/or weapon skill at 14+)
Journeyman enter- .....Best skill x $15......PR-2......leave town/2d, tomatoes
tainer*# (Bard/Acting/Musical instrument, etc. at 14+)
Journeyman crafter# ......Skill x $20........PR-2...........-2i/2d, -2i,LJ
(Craft skill 14+) (May be partly paid in keep)
Porter* (ST 12+).............ST x 20.........ST................1d LJ/2d LJ
Tenant Farmer* ..............$250............PR................-1i/2i LJ
(Agronomy 12+, ST 10+)
Mendicant Priest* ...........$100............IQ................-1i/-2i
(Clerical Investment)
Average Jobs
Journeyman Pro- .........Skill x $25.........PR................-1i/-2i,LJ
fessional# (Professional Skill 14+)
Man at Arms/ ................$300..........Best PR..............3d/4d, C
Mercenary* (3 combat skills 14+, any Survival 14+)
Town Guard (3 combat ........$350..........Best PR..............2d/41, C
skills, Law, Streetwise 14+)
Master Crafter# .........Skill x $50........PR................-1i/2d, -2i
(Craft Skill 16+)
Master Enter- ................[$??].........PR.................LJ/2d, LJ
tainer#* (2 Performance skills 15+)
Courtesan# (Above ....Skill total x $25.....PR................-2i/LJ, -2i
Average Appearance, Sex Appeal, Savoir-Faire, Psychology 14+)
Bureaucrat/Town ............$300............PR.............LJ/LJ, arrested
Official (Literacy, IQ 12+)
Traveling Master ...0.5% capital x skill...PR-1................-1i/bankrupt
Mercantyler* # (Merchant 14+, Diplomacy 12+ $l,000+ capital)
Priest (Clerical ........$100/circle.....Theology........LJ/declared heretic!
Investment, Theology) (or Merchant for Halea)
Comfortable Jobs
Administrator .........Skill x $100..........PR.................LJ/-1i,LJ
(Literacy, Administration 14+, Politics 12+)
Master Pro- ...........Skill x $100..........PR................-2i/-4i
fessional*# (Professional Skill 14+)
Guildmaster ...........PR x $150.............PR................-2i/LJ
Skill 20+, Administration 14+, Politics 12+)
Master Merc- ....1% of capital x skill.......PR................-2i/-4i
antyler*# (Merchant 16+, Capital $10,000+)
Military Officer ....Rank x $200...........Best PR........-2i, 3d/-31, 5d,LJ
(Weapons skills totaling 60+, Strategy 14+)
Squire (Savoir- .....$500...............Best wpn-1...2d/C,3d,lose horse,weapons
Faire 13+, 3 weapons 12+, Status 1)
Bishop/High .........$5,000.................PR........-1i/LJ, declared heretic
Priest (Circle 5, Theology, Diplomacy 13+)
Wealthy Jobs
Archbishop/ ..Lavish upkeep and immense power..PR..................None/LJ
Pontiff (Circle 6-7, Theology, Diplomacy, Administration 15+)
Household ..........$2,500.........Best wpn....2d/3d,C,lose horse,weapons,armor
Knight (as Military Officer + Savoir-Faire 14+, Riding 14+, Lance 12+, Status 2+, Duty)
Landed Nobles: Receive the money from their holdings at a rate
of 1d ($4) per acre -- but this varies according to the land quality and
weather conditions. For a success roll, use the Administration or Agronomy
skill of the noble or his bailiff.
Court Officials: These are given specific incomes in Hârn
supplements, and 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. Other scripts can either be learned as separate Mental/Easy skills
or be acquired in the course of learning the languages which normally use
them.
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 Religion, below.)
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 (see p. B 131) for all the "civilized"
nations, with the following exceptions:
The Thardic Republic: The highest rank is 6 (Senator) with the
Provincial Marshals and Magistrates being rank 5. Below that, follow the
standard table.
Orbaal: The King is not as highly respected and his power is not
so great as in the more "civilized" countries. The King has Status
6, with his immediate family and the "Prince" of Leriel holding
Status 5. The lesser lords have Status 4 and below.
The Clergy: The religious organizations have their own system of
rank, described below. It is not necessary to buy status separately when
advancing in religious rank.
Strangers: 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 Orball.
The Barbarian Tribes
Below are listed the "barbarian" tribes of Hârn. Characters
from these tribes all suffer the "Social Stigma: Outsider/Barbarian"
disadvantage and the Primitive Disadvantage appropriate to the tribe's TL.
In most cases, the tribes also have disadvantages that are "normal"
to them.
Adaenum: Tech Level 1. Common disadvantages: Xenophobia, Intolerance
of "witches."
Anoa: Tech Level 1. Shamans are low-level priests of Ilvir.
Bujoc: Tech Level 2. Required Disadvantage: Vow (Total Pacifism).
Reputation +1 as "mostly harmless." Note: Leaders are female shamans.
No male has status above 1.
Chelni: Tech Level 2. Reputation + 2 as the most fearsome horsemen
on Hârn. All males have Riding skill at least DX +1. Magic and Herbalism
are reserved for females.
Chymak: Tech Level 1. Recommended disadvantages: Compulsive Behavior
(Highly Superstitious), Major Delusion that Elves are evil demons. Fishing
and Boating skills are common. Shamans are always female.
Equani: Tech Level 1. Reputation: -3 as war-mad murderers. Males
are Hideous due to ritual scarification; this is considered Attractive by
other Equani, who will not see a male as good-looking unless he has the
scars.
Gozyda: Tech Level 1. The Gozyda are composed of three related
sub-tribes:
Ramali (Reputation -3, entirely justified, for cannibalism
and treachery.)
Mimeyi (-2, entirely justified, as ruthless bastards.)
Domi. No modifiers. Actually quite nice people.
Gozyda shamans keep familiar spirits that they can send out to attack their
enemies. Some form of psi power, perhaps?
Hodiri: Tech Level 2. Reputation + 1 as the second most famous
horsemen on Hârn. Odious Personal Habit,-2 reaction (remarkably bad
table manners). Minor Delusion: "Wizards are all tricksters, and priests
aren't much better."
Kamaki: Tech Level 1. Mostly fishermen. Recently there has been
an increase in the worship of Peoni and practice of agriculture.
Kath: Tech Level 1. The women are attractive and ranked equal with
the men. The shamans are skilled at shapeshifting.
Kubora: Tech Level 2. Reputation -3, as merciless, ferocious, warmongers.
Males are Hideous due to facial scarring. All males have Combat Reflexes.
The Kubora allow women no place outside the home.
Pagaelin: Tech Level 2. Reputation -3 as dishonorable, treacherous
swine. Cowardice, Bullying, Sadism and Megalomania are commonplace. Drug
addiction is fostered by the Church of Naveh.
Solori: Tech Level 0. The Solori Code of Honor is worth -15 points
and is required of all members: Never forget an insult. Never break a promise.
Never wear armor.
Taelda: Tech Level 2. Decent, peaceful and enlightened. They have
a written language and skill in healing.
Tulwyn: Tech Level 2. Berserkers are common. All Tulwyn warriors
have a -10 point Code of Honor: Always keep your given word; death is the
only excuse for failure. Be loyal to chief and overchief. Be truthful.
Urdu: Tech Level 1. Reputation -2 as ferocious warriors. Males
are Ugly due to facial scarring.
Ymodi: Tech Level 1. Reputation -2 as ferocious, treacherous warriors.
Common disadvantages are Truthfulness and Xenophobia.
Nonhuman Races
The descriptions below are brief and concerned only with game mechanics.
Those interested in playing any nonhuman race in Hârn should read
the description in the Hârndex and try to
capture the unique psychology of the species. The Ilme will not do as player
characters in a 100-point basic campaign. And any Gargûn PCs are likely
to be killed very quickly. (Unless the whole campaign is set in a tribe
of Gargûn. 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 Honor (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.
Gargûn
All Gargûn have the following characteristics: Night Vision, Early
Maturing 1, Racial Memory, Reputation (Everybody, all the time, -5 as murderous
monsters), Short Lifespan 3, Primitive (TL2), and the racially learned skills
Savoir-Faire (Gargûn) at IQ +1, Survival (Own Area) at IQ, Brawling
at DX. Paranoia, Sadism, Megalomania and other such traits are not compulsory
but are common and culturally acceptable to the Gargûn.
The Gargûn subspecies have the following attributes:
Gargu-Arak: 0 points. ST +3, HT -1. Acute Smell +5,
Increased Speed +1.
Gargu-Hyeka: 0 points. ST +3. Racially learned skills Engineer/TL2
(Mining) at IQ +1, Armourer/TL2 at IQ.
Gargu-Khanu: 15 points. ST +5, HT + 1. Toughness + 1, Bad Temper,
Bully.
Gargu-Kyani: -15 points. ST +3.
Gargu-Viasal: 0 points. ST +4.
Ilme
The Ilme, or mere-dragon, is illustrated below.
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 points to play a male Ilme and 225 to play a female.
Centaurin
The standard GURPS Centaur can be used (p. 36
of Fantasy Folk) with the added advantage of four
levels of Extended Lifespan. At 85 points this makes them more likely to
be NPCs than player characters.
Hârnic Magic and Religions
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
This advantages costs 5 per Circle. The character has a position in the
hierarchy of the Temples. Each god has a separate 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 two 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 for Hârnic magic, I settled
on a variant of the Improvised Magic System. A Cleric can learn one Word
(See GURPS
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 hostile 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+.
Below are listed the Hârnic religions along with their required skills,
typical or required advantages or disadvantages, and the Words the priests
can learn in the order they can learn them.
Agrik
Supports several fighting orders.
Skills: Ace/Mace, Whip, Sickle.
Typical disadvantages: Bloodlust, Sadism.
Words: Know, Create, Pain, Fire, Control, Battle, Summon.
Halea
Only beautiful females may become clerics of Halea. Bribery is encouraged
in seeking promotion.
Skills: Sex Appeal, Merchant, Musical Instrument or Singing.
Typical disadvantages: Lecherousness, Greed.
Words: Know, Create, Sensation, Body, Control, Fortune, Summon.
Ilvir
Skills: Drawing, Animal Handling and/or Naturalist (specializing
in Ivashu).
Typical advantage: Animal Empathy.
Words: Control, Ivashu, Body, Transform, Summon.
There are no Ilvirian priests above Circle 5.
Larani
Skills: Any Sword, Axe/Mace, Shield.
Typical disadvantage: Chivalric Code of Honor.
Words: Know, Truth, Battle, Control, Summon.
Morgath
Skills: Dagger, Interrogation.
Typical disadvantages: Sadism, Paranoia, Secret (at least outside
Rethem), Fearsome Reputation.
Words: Know, Control, Death, Create, Shadow, Summon.
Naveh
Promotion often involves the assassination of one's superior.
Skills: Dagger, all Thief skills.
Typical disadvantages: Fanaticism, Paranoia, Sadism, Megalomania,
and so on.
Words: Know, Create, Darkness, Control, Dream, Fear, Summon.
Peoni
Skills: Agronomy/TL3, Physician/TL3.
Required disadvantages: Vow (Chastity, poverty, total non-violence).
Words: Heal, Protect, Body, Plant, Earth, Summon.
Sarajin
Skills: Axe/Mace, Dagger, Shield.
Typical disadvantages: Ljarl Code of Honor (-10 points), Berserker,
Bloodlust.
Words: Know, Honor, Storm, Control, Battle, Create, Summon.
Save'knor
Skills: Science skills, Writing, Performing skills, Bard.
Typical disadvantages: Truthfulness or Compulsive Lying or Compulsive
Behavior (Seek Knowledge)
Words: Know, (Mind or Truth or Illusion), Create, Control, Summon.
Siem
Skills: Astrology/TL3, Survival (Woodlands), Naturalist.
Words: Know, Dream, Heal, Nature, Summon.
New Words of Magic
All these new words are Mental/Average except Fortune and Dream (Mental/Hard)
and Shadow (Mental/Very Hard).
Battle: This word can modify morale and combat strength when using
the Mass Combat system.
Dream: Siem and Naveh control opposite aspects of this Word, Siem
being the Lord of Dream and Naveh the Lord of Nightmare. Both cults can
perform Oneiromancy (Know Dream).
Fortune: This allows Halea to give both blessings and curses.
Honor: This means the Sarajinian code.
Nature: This includes both plants and animals, but only in an undomesticated
state.
Shadow: This is the terrifying aura that surrounds Morgath and
his works. It cannot be Controlled, only Summoned, and causes fright checks
in all exposed to it, including the summoner!
Mana Level
Hârn has an overall normal mana level with high patches at Evael and
parts of Melderyn. It could be argued that a general low mana level might
fit better, but it is more consistent with the overall description of the
world to treat mana level as normal and 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-Pvar
can sometimes create them (see Sanctum, below).
The Shek-Pvar
The mages of Hârn are organized (at least in the civilized lands)
into the six convocations of the Shek-Pvar. Each of these groups has as
its specialty one or more of the "colleges" of magic. A mage must
choose which convocation he joins when the character is first created. (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 (until he reaches the rank of Grey Sorcerer)
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-Pvar. (See
Hârnmaster: Shek-Pvar 1 for the Wheel and
a definition of the terms that follow.) Mages use spells at the following
bonuses and penalties:
Own Convocation: +2 to skill
Secondary Convocation: +1 to skill
Tertiary Convocation: -1 to skill
Diametric Convocation: -2 to skill
Optionally, the same bonuses and penalties can be allowed for 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 prerequisites.
The bonus/penalty only applies to actual casting.
The Six Convocations
The Convocations of the Shek-Pvar are:
The Lyahvi: Air, Illusion and Creation and the spells of Light
from the college of Light and Darkness (Light, Continual Light, Colors 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 Fyvaria: 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-Pvar is complex (see Hârnmaster:
Shek-Pvar 2 to 3). Newly generated mage characters are assumed to have completed
their apprenticeships and set out to wander Hârn as Satia-Mavari (a
stage between journeyman and apprentice.) They may know any spells of their
own convocation (and their prerequisites), and any spells listed in the
Basic Set. Their knowledge of the spells of their Tertiary and Diametric
Convocations is likely to be sketchy.
To become a Journeyman (Shenava) a mage 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-Pvari.
In order to gain promotion to Viran (Master) a mage must first impress a
Viran with his skill in the Magic Arts. (This must be roleplayed and judged
by the referee.) The Viran will then start a Petition of Excellence with
his signature on it. Each further signature will increase the mage'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 represents other Viran signing the petition
on the recommendation of other Masters, without further ado.) One who accumulates
six signatures is automatically made a Viran.
The ultimate rank in the Shek-Pvar is that of Grey Sorcerer -- 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 or neutral
spells. To become a Grey Sorcerer a Mage must have:
1) An improvised magic score of at least 15 in all the colleges
of each of the six convocations.
2) An improvised magic score of 20+ in Meta-Magic.
When he becomes a Grey Sorcerer a Shek-Pvar loses 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-Pvar may use improvised magic only within their own convocation
until they become Grey Sorcerers. That is, any improvised or new spell must
contain at least one of the Words (see GURPS Magic,
p.77) used by their own convocation.
The only other form of Improvised Magic in use on Kethira is the Rune-Magic
which was 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-Pvar 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 convocation
and half that (round down) for spells of a secondary convocation. Other
spells are unaffected. A Critical Success in enchanting a focus creates
an "open focus" usable by any mage.
Cost: 500 for +1, 1,000 for +2, 2,000 for +3,4,000 for +4. No further
improvement is possible. Energy may be added gradually as for weapons enchantments.
Sanctum Area
College of Meta-Spells
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
(though the names of the potions should be altered to eliminate 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 in Encyclopedia Hârnica
9.
Psi Powers
Although magic and psi are not the same thing, the people of Hârn
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 barbarian shamans.
Our thanks to Columbia Games (PO Bar 3457, Blaine, WA 98230) for granting
their permission to publish this article. Hârn is a trademark of Columbia
Games. Illustrations in this article are copyright © 1984, 1985 by
N. Robin Crossby and Columbia Games.
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