From: Magnus Lycka Subject: Re: More Spells > > From: lees@snoopy.asf.com (Lee Short) > Subject: More Spells > > > > Here are a few spells I have, mostly Savoryan. All spell levels are > those assigned by my old GM; there are some I would personally rate as > either higher or lower. I have about 20 Peleahn spells online, if only I > can find them. Here goes, Interresting spells, but I have a few questions... > > Lee > > > READ RESIDUE (Neutral-Common/Multi) > > Fatigue: (15-SI) * 0.5 * CL > Time: (15-SI) * 5 seconds > Range: Touch > Duration: - > > This spell reads information from a magical > residue. The basic spell simply determines the > level of the enchantment which caused the residue. Does this work while the object is still enchanted (like feel (I think it is feel) ). Or does it only work if the spell has expired? > This enchantment must be of equal or lower level > than Read Residue, and of the same convocation. > The neutral version of this spell effects > neutral residues at full ML, and any other residues > at half ML. > > BONUS EFFECTS > > ML 61+ The caster is given a vague idea of the > enchantment's purpose (i.e., to summon > fire, to protect from fire, etc.) > ML 71+ Range is ML feet > ML 81+ The caster can identify the enchantment > which caused the residue, if he himself > can cast that enchantment. > ML 81+ The caster can identify the convocation > of the enchantment which caused the residue, > even if different than the convocation of > the Read spell. > ML 91+ The caster is given an idea of the > enchantment's purpose (i.e., to summon > fire in a ring, to summon fire in a ball, > etc.) > ML 96+ The caster can identify the enchantment > which caused the residue, if he knows of > that enchantment. > > > ILGHAZI'S DULLENING (Sav/IV) > > Fatigue: (15-SI) * 2.0 > Time: (15-SI) * 2 seconds > Range: Touch > Duration: SI * 20 seconds/SI minutes (MS/CS) > > > This spell reduces a person's sensitivity to > tactile sensations. The subject's sense of > Touch is reduced by 1d6. However, all > physical-contant induced Shock rolls are reduced > by 1d6. Isn't this rather a fyvria thing? OK, it concerns perception and the nervious system, but still in a very biological and sturdy way. > The basic spell may only be cast on willing > subjects. If the spell is raised to ML 81+ and > then cast on an unwilling victim, the victim > receives a 4*Will (2*Will with CS) test to resist > the enchantment and a 3*Aura (1*Aura with CS) test > to notice the enchantment. > > BONUS EFFECTS > > ML 61+ Range is ML feet. > ML 71+ The enchantment may effect up to to > SI subjects. > ML 81+ The spell may be cast on unwilling > subjects. > > > ILGHAZI'S PERCEPTION (Sav/II) > > Fatigue: (15-SI) * 1.0 > Time: (15-SI) seconds > Range: self > Duration: SI minutes/SI*3 minutes (MS/CS) > > This spell searches a large area for > the thought patterns of intelligent creatures. > Only creatures of nearly human intelligence > (IQ 75+) will be detected. The area of effect That would exclude several % of humanity. But wouldn't if be practical to have an INT-figure instead? (At least as a side-note) > is a sphere of ML feet (ML*2 feet with CS) > centered about the caster. > The caster must have line-of-sight to > a creature to detect the creature. > > > BONUS EFFECTS > > ML 81+ Caster receives an estimate of > degree of mental activity of the > detected creatures. > ML 91+ Center of the area of effect may > be about a Savoryan elemental object > up to ML feet away from the caster. > ML 96+ Line-of-sight is no longer needed. > There must exist an unobstructed path > between the caster and the subject > of ML feet or shorter. The caster > need not specify this path, it just > needs to exist. > JML -- Name .............: Magnus Lycka, MSc, Design Engineer | All opinions Office Address ...: Saab Ericsson Space AB | expressed here S-405 15 GOTEBORG,SWEDEN | are my own. Office Phone .....: int+46 31 354229 | Fax ..............: int+46 31 359520 | Email ............: Magnus_Lycka@space.combitech.se | From: Magnus Lycka Subject: Re: Miscellaneous Questions, etc./Gargun > From: Harry Butler > Subject: Re: Miscellaneous Questions, etc./Gargun > > > From: Keith Martin UGA Bookstore Computer Department > > Subject: Re: Miscellaneous Questions, etc./Gargun > > > > Perhaps the appearance of Gargun on the mainland is a > > relatively recent development. I am at work at the moment and do > > not have my Shorkyne module in fromt of me, but it seems like the > > gargish colony described there is relativley young. The sudden and/or > > unexplained appearance of Foulspawn on the mainland might certainly be > > a cause for alarm amoung the folks living there- perhaps there is an adventure > > idea in here somewhere. > > I didn't get the impression that the colony was too recent, since they seem > to have developed commercial connections. I recall the module stating that > these Gargun generally get along fairly well with the surrounding human > population. How and why? This implies that the people are not alarmed, and > that the appearance, if sudden, wasn't too recent, since there would need > to be time to let xenophobia be (at least partially) overcome. > > Harry Butler > > I looked up the Shorkyne module. I saw just one Gargun complex, I might have missed some... It does state that there are "relatively few gargun on the mainland". The inhabitants of HLEJIS are White Orcs - Gargu-Kyani, the least violent and most civilized sub-species. Their king is kalled Vyada XIII. While the reign of gargun kings tend to be short, the number still implies the they have been here for some time. It also says that the king "holds power by providing his subjects with a standard of living rarely enjoyed by gargun". They obviously have a well working mine operation and trade iron, ironwares, gold, silver, some gemstones and coal. (They definitely found the right spot to settle in!) There is even a tavern (The Billy Club) that caters both to gargun and men. I know - this didn't answer the original question, but it seems that these foulspawn live in some kind of "harmony" with their surrounding. But, there is still a skull at this site on the Harbaal map in Curse of Hlen... JML -- Name .............: Magnus Lycka, MSc, Design Engineer | All opinions Office Address ...: Saab Ericsson Space AB | expressed here S-405 15 GOTEBORG,SWEDEN | are my own. Office Phone .....: int+46 31 354229 | Fax ..............: int+46 31 359520 | Email ............: Magnus_Lycka@space.combitech.se | From: Axel Schudak Subject: Re: Winter`s Dead > From: Harry Butler > > From: Axel Schudak > > Subject: Winter`s Dead (summary) > > > > The next 7 pages are a detailed description of the monastry. > > The monastry includes a library and a srciptorium. The library > > contains several important volumes of Laranian mysticism. > ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ > Does the article include either authors or titles for these volumes? > If so, would you be willing to post them? Sorry, there are no special books mentioned. But if anybody has some good ideas, please post them. There are also some books from other religions, (especially Agrik), that are kept for the study of foreign or enemy rleigions, to get a better understanding etc... > Another question: Is the monastery dedicated to any particular Laranian > saint? Or are any mentioned in the text? I'd like to add them to my > church calendar if there are. Yes, there is saint Aedon of Chison, an ex-centurio of the coranic legion who made a valiant stand when the morgathian jihad swept over the monastry. He allowed some priest to escape, forfeiting his own life in his last fight. His shield is the most sacred reliquie of the monastry. He was captured and died in one of the thirteen grades of Nyardath. His day is the 13. Ilvin, the day of his martyrium. Axel Axel.Schudak@informatik.uni-oldenburg.de From: mak@ticipa.works.ti.com (Michael Kilgore) Subject: Re: Court Wizards >From: Harry Butler > >I know that the various cultural articles tend to indicate that the average >Joe or Jane would think of Melderyn, if at all, as "The Wizards' Kingdom." >[Except possibly in Melderyn itself (?). Could Melderyn have this fey reput- >ation throughout most of Harn without the locals thinking of themselves >as ruled by wizards?] >I was merely observing that if governing a country using esoteric means, at >least in part, constitutes a violation of the code, then Melderyn is a >clear case of this violation. And I think that any sort of attitude like >"we can do it because we've always done it, but none of you other younger >folks can" would be all too likely to provoke at least a fair amount of >internecine strife. > >But I'd also like to note that Melderyn is one of at least two special >cases, since everything so far published about Emelrene implies it is the >same way. And I suspect that if rulers know there are wizards (and they >do), then they'd probably want one attached to their court, *and* they'd >probably want proof of esoteric ability. What I had in mind was that the published material seems to allow the campaign designer considerable freedom to treat Melderyn as one of the lesser mysteries of Harn, both from the players' viewpoint as well as from that of the average main islander's (or Melderyni's, for that matter). Thus, the public Melderyni history plausibly might be that good king tossed out the wizards in 1 tr, that the Bujoc were converted into (relatively, as it is said) pacific neighbors of tattered Elorinar by the king's sheer force of personality and superior brains (bought from an itinerant peddler in a carnival balloon), and that there is no council of wizards. (Forget the disaster of Cape : agricultural wastage transpires.) That is, the average attitude on Melderyn might be much as it is elsewhere, except perhaps, that practitioners of magic are regarded as "tamer" there, even such that children and small animals are fairly safe in their presence. What I meant to suggest was that this would be different from the attitude there of a student of the Art. Melderyn then would offer an exception to the reasoning based on the general attitude toward magic: on the one hand, the attitude Melderyn *is* much like that in any other civilized Harnic state, while simultaneously it is very different. -- Michael Kilgore Texas Instruments, Inc. (214) 917-2219 mak@works.ti.com From: Harry Butler Subject: Re: Miscellaneous Questions, etc. > > From: Magnus Lycka > Subject: Re: Miscellaneous Questions, etc. > > On the other hand, a spell used to enchant a key so that it would fit any > lock of a particular size/type by moving its pins (or whatever these little > metal things on the top of the key are called) so that it would fit the > tumblers would be Jmorvi to me. A spell to prevent a lock from being picked, > magically of mechanically would also be Jmorvi. But moving tumblers in a lock > without touching them.... no, that's Savoryan in my opinion. Actually, the spell does employ a "skeleton key" as a part of its operation; the range of the spell is touch (I better remember to upload that spell later today!). Harry Butler From: pcrxs@valinor.giss.nasa.gov (R.B. Schmunk) Subject: NPC stable It seems like Harnic GMs are always in search of NPC information, perhaps because it takes longer than with other systems to create the basic stats for a character. Consequently, whenever I'm chatting through the net with another GM, I invariably get asked if I have any NPCs I'd like to share. Since it just happened again, I thought I'd also share this character with the list, it being more efficient to send it out once to 50 people than 50 different times. A note: My Harn box currently being in a state of incipient chaos, my NPCs refused to be found. The following is instead the most interesting PC from the campaig which I was running last year. I look forward to other GMs contributions of NPCs. I'd suggest that perhaps someone could perhaps keep a collection of all contributions, but as I'm unwilling to do the work myself at the moment, I won't suggest it. :-) --- Lizaveta Telstoi (Journeyperson Savorya mage) Lizaveta is currently in the middle of her year-and-a-day as a wandering mage; she has "created" three spells but obtained little treasure to carry back to her home chantry in Cherafir. Lizaveta's most interesting characteristic is her attitude toward society. She has always been a little bit the "liberated" woman, but during the past six months or so, she has been the butt of many a lewd comment about her keeping company with a group of male adventurers. This, in combination, with her unscrupulous nature has caused to her to become hostile toward the male-dominated power structure of the Harnic kingdoms. She has already begun to manipulate men for her purposes (notably the men in party of adventureres), and is particularly interested in spells which affect the minds of others. It would not be at all surprising if in ten of fifteen years, the Chantry of Arcane Lore has to declare her renegade for mis-use of the principles of Shek-Pvar. Species: Human Sex: Female Birthdate: Navek 2, [701 TR] Sunsign: Sko/Mas cusp Birthplace: Burzyn, Chybisa Parent occupation: Jeweler (Note there is no jeweler marked on the Burzyn local map. The shop is near the east gate to Caer Burzyn, adjacent to the apothecary's shop.) Sibling rank: Youngest of 4 children. Others are all male and living. Estrangement: Average Clanhead: - Medical: Birthmark on right thigh Sterile (unknown to PC) Height: 65" = 5'5" Frame: Light Weight: 127 lbs Complexion: Medium Hair: Black Eyes: Brown Comeliness: 11 Strength: 11 Endurance: 11 Dexterity: 13 Agility: 13 Speed: 11 Eyesight: 12 Hearing: 8 Smell-Taste: 11 Touch: 9 Voice: 8 Intelligence: 12 Aura: 15 Will: 15 Morality: Unscrupulous Psyche: Slight fear of dogs/canines (Curious, another PC has a Trierzi terrier of which she never showed any fear.) Deity: Agnostic! (Pretends adherence to Save-Knor when evidence of religious belief is necessary.) Piety: 0 Climbing: 12/48 Jumping: 12/48 Stealth: 12/31 Throwing: 12/52 Awareness: 10/41 Intrigue: 15/45 Oratory: 10/20 Rhetoric: 13/39 Ritual: 9/9 Singing: 9/27 Harp: 11/24 Prescience: 15/31 Unarmed Combat: 14/45 Knife: 12/44 Harnic: 14/74 Lakise/S: 13/83 Jewelcraft: 12/12 Metalcraft: 11/11 Mineralogy: 12/12 Spells: Calspeth's Arror (Sav III): 13/62 Dispell (Neu V): 6/86 Focus (Sav II): 14/31 Lizaveta's Bargain (Sav II): 14/32 Maintain (Neu II): 6/12 Ordeal of Frida (Sav III): 13/43 Veil of Nashal (Neu I): 7/21 Wallflower (Sav IV): 12/31 (Note: Calspeth's Arrow, Lizaveta's Bargain and Wallflower are not in Columbia spell tomes.) Noteable possessions: Superior cloth robe Ave quality small harb, enchanted as a +6 Savorya focus Uncut moonstone, value approx 400 sp 11 does of Berelik paste [Some magic items collected during 100 Bushels of Rye] -- R.B. Schmunk Email: pcrxs@valinor.giss.nasa.gov Smail: NASA/Goddard Institute, 2880 Broadway, New York, NY 10025 USA Vox: 212-678-5637 From: Kaj Laursen Subject: How to get started in Harnworld Hi all I would like to use the Harnworld in a rpg i'm going to GM. But i'm not quite sure what to buy to get started. So far i have been recommended the following: The HarnWorld module (no surprice here :-) The Kaldor module 100 bushels or Rye With this i have a description of the world and a starting adventure. Are there anything else you think i need besides a system? Any other modules that is a must-buy? Then there is the question about the system. I don't know what to do here. I like detail in a game if the rules don't interfeer to much with the roleplaying and the complexity is not to great compared with the realism you get. This i think is a big problem in most games. To much work just to get something that is not realistic. Then rather little realism and very simple. So far i have been considering using FUDGE, but from what i hear on rec.games.frp.misc maybe the HarnMaster rules is what i have been looking for. I know these systems are very different, but what do you think of the HarnMaster rules? If i want to use the HarnMaster rules there's the question what to buy. I think i have to order directly from Columbia Games, and the HarnMaster rules is out of stock. Can i just use the HarnPlayer? And what more do i need? The Tome of The Shek-Pvar and so on? Besides, if this has been disscussed to death before, just e-mail me at kaj@iesd.auc.dk Thanks, Kaj explain a bit: I have been considering using FUDGE because it is simple and consistent. From: phlehman@bongo.cc.utexas.edu (Paul Lehman) Subject: Whiner's Hotline (ASL humor) >Posted-Date: Mon, 15 Nov 93 10:16:16 >Date: Mon, 15 Nov 93 10:16:16 >From: tqr@inel.gov (Tom Repetti) >To: asl@tpocc.gsfc.nasa.gov >Subject: Whiner's Hotline > > >*BRRING BRRING* > >"This is the Whiner's Hotline, go ahead" > >"He cheated!" > >"Calm down. What happened?" > >"He kept getting ROF!" > >"How many times?" > >"Three!" > >"Hey buddy, get a life." << CLICK >> > >*BRRING BRRING* > >"Whiner's Hotline" > >"I just lost my best leader!" > >"Ooh. What happened?" > >"Well, my 8-0 led a stack of 447's against this German fortified >building. I figured I'd cross up my opponent by not using Assault Move >or Dash, but then his platoon of 838's opened up, and.." > >"Hey, look pal, this is Whiner's Hotline. The Doofus Hotline is >555-7346. Use it." << CLICK >> > >*BRRING BRRING* > >"Whiner's Hotline" > >"Uh, hi" > >"Hi yourself. You got a beef?" > >"Well, yeah, but it's kind of hard to talk about" > >"Hey, listen. We've all been there. I'm here to help" > >"Hmm, OK. I guess it'll feel good to get it off my chest" > >"Sure it will. Tell me all about it" > >"Well, I ran into this string of really bad luck. Not TERRIBLE >luck, mind you, no boxcars or anything, but certainly enough small >pieces of bad luck to add up to one BIG piece, which I suppose.." > >"Look buddy, I got a dozen phone lines here and they're lighting >up like a Christmas tree. You wanna cut to the chase?" > >"Uh, OK, sorry. Well, see, I had this defense set up, and it >wasn't the most awesome defense in the world or anything, but I >figured it'd hold up for a while, you know? I mean, I had concealed >units, interlocking fields of fire, leader-led MG's, the whole works." > >"Ooh, sounds formidable" > >"Well, yeah, I figured it'd be good for two turns at least. But then >my opponent Prep Fires, and... and.." > >"Hey, it's OK, pal. I know it's hard to talk about. Just take a deep >breath and let it out" > > "OK. It's just that his Prep Fire just MANGLED my >whole defense! EVERYBODY broke! The HMG crew - gone! The backup >defense - broke! The right flank - piff! The left flank - >dissolved! My beautiful defense, bwaaaaaahhhhh" > >"Aww, there there, pal. I know it's hard, really I do. I'm a victim >myself" > > "Oh.. yeah?" > >"Sure I am. My story is just like yours. Why, I was playing in this >tournament one time and I had this game IN MY HAND and I lost it on the >LAST TURN. Lousy opponent uses BFF from 19 hexes away, gets a CH on my >VC building. NINETEEN HEXES! Why, that crummy russum frussum.." > > > "Uh, that must have been hard." > >"DAMN STRAIGHT it was hard! BROKE MY HEART is what it did! regain composure> But that's in the past now... I'm feeling much >better, really I am . That's why I'm here to help >guys like you get over painful episodes like these." > >"Well, I sure do appreciate it. You know, if a guy like you can get over >something like that, maybe my situation really isn't so bad. And you >know, it helps just to know that there's somebody out there who's been >there before, somebody who cares." > >"Hey, no problem big fellah. Just doing my job." > >"OK. Well, I'm gonna go now. Maybe I can scrape things together, scratch >something up to keep the defense going." > >"There you go, that's the spirit. You have a good night now" > >"You too. Thanks." > ><< CLICK >> > > ---------- phlehman@bongo.cc.utexas.edu Oderint, dum metuant. -- Let them hate, so long as they fear. -- Accius From: lees@snoopy.asf.com (Lee Short) Subject: More Spells >> This spell reads information from a magical >> residue. The basic spell simply determines the >> level of the enchantment which caused the residue. > >Does this work while the object is still enchanted (like feel (I think it is >feel) ). Or does it only work if the spell has expired? It works on the residue that remains after a spell has expired. >> This spell reduces a person's sensitivity to >> tactile sensations. The subject's sense of >> Touch is reduced by 1d6. However, all >> physical-contant induced Shock rolls are reduced >> by 1d6. > >Isn't this rather a fyvria thing? OK, it concerns perception and the nervious >system, but still in a very biological and sturdy way. I think this could be done in either Fyvria or Savoryan. The Savoryan version would distort the person's mental perceptions of the tactile sensations, the Fyvrian version would work on the nerves that transmit the sensations. IMHO, the Fyvrian version would be slightly more difficult. >> Only creatures of nearly human intelligence >> (IQ 75+) will be detected. The area of effect > >That would exclude several % of humanity. But wouldn't if be practical to >have an INT-figure instead? (At least as a side-note) You're right. Probably a good figure would be int 5+. Lee From: klaus@diku.dk Subject: Re: Court Wizards Harry Butler writes: I was merely observing that if governing a country using esoteric means, at least in part, constitutes a violation of the code, then Melderyn is a clear case of this violation. And I think that any sort of attitude like "we can do it because we've always done it, but none of you other younger folks can" would be all too likely to provoke at least a fair amount of internecine strife. I am not so sure that the council is a violation. They do not govern by esoteric means. They probably use their arts to gather information, but they do not keep the pupulace subjugated by displays of magic power. And the individual wizards on the council did not force their way into it by their magic power, they were appointed because the councel found them suitable. They are probably not even the most powerful mages of Melderyn in any sense of the word (other than "politically powerful" of course). Also, there are many non shek pvar on the council. OTOH it is hardly a coincidence that all convocations are represented. Klaus O K From: Magnus Lycka Subject: CG Fonts > From: phlehman@bongo.cc.utexas.edu (Paul Lehman) > Subject: Re: Winter`s Dead summary > >From: Axel Schudak > >Subject: Winter`s Dead (summary) > > >PS : I really hate the font Mania is using. I'm used to Bookman for > > Harn stuff and think that the used font is absolutely a loss. > > I've always wondered about the font. How sure are you it is Bookman? > I just tried to make some articles Harn-like, and Bookman wasn't exactly right, but no other fonts I tried were closer... I also noticed that they have changed styles, fontsizes and (I think) fonts a little between publications. But I'm sure Frazer can tell us more... JML -- Name .............: Magnus Lycka, MSc, Design Engineer | All opinions Office Address ...: Saab Ericsson Space AB | expressed here S-405 15 GOTEBORG,SWEDEN | are my own. Office Phone .....: int+46 31 354229 | Fax ..............: int+46 31 359520 | Email ............: Magnus_Lycka@space.combitech.se | From: klaus@diku.dk Subject: Spell convocations IMHO those who are discussing the "right" convocation for a spell are missing a very important point. Every spell was originally developed by some mage. Grey mages being rare, that mage will usually have belonged to one of the convocations. He will not have said "Let's see, is this Jmorvi or Savoryan?", but "How can I do this using Jmorvi principles?" The rules say that a mage who really want some spell from another convocation can usually dublicate the effect with something from his own. I would give shek pvar characters considerable leeway in this regard. Some things are very hard to explain, but the things discussed here have all been well within the realm of plausibility. A spell to dull the sense of touch could be Savoryan (senses are Savoryan) or Fyvrian (the functions of the body are Fyvrian). An Odivshe spell could numb you with cold (though this would be immediately noticeable, unlike the Savoryan and Fyvrian version). Lyahvi illusions can affect all senses, so something can be worked out here as well. A Jmorvi invisible "armor" that covers all or part of the body and reduces touch would have a higher complexity level and a longer casting time then the spells mentioned above. I don't really see how a Peleahn spell could do it, but if a player came up with something, I would consider it. Information is Savoryan, so Savoryan spells can get information about anything. The other convocations can get informatin about their own sphere. Look at he "eye" spells: the Odivshe can find water, the Jmorvi can find minerals, the Fyvrians can get information about the condition of a living being. So of course Jmorvi can get info about mechanisms. "What is it supposed to do?" is a Savoryan question, but "How does it work?" should be easier for a Jmorvi than for a Savoryan, the Jmorvi having a more "mechanical" mind set. A spell to make a mechanism work for a short time even though one part of it is missing is well within possibility for a Jmorvi. A spell to open a lock is a very limited version of this, and should be rather easy. A Savoryan spell that combines information gathering "Where are all these bits, and where are they supposed to go?" with telekinesis is also possible, but far more complicated. A spell that gave say spell SI times 5 as a bonus to lockpicking skill would be quite simple for either a Savoryan of a Jmorvi. The latter could also be done using Lyahvi principles, by making in effect an indoscope. It is hard to see how the other three convocations would handle locks. Klaus O K From: Harry Butler Subject: Sacred Texts Since I raised the subject of texts, both religious and otherwise, I thought I should post a list of the central texts in my campaign for some of the churches. I have them done (although I'd welcome comments and suggestions) for the churches of Larani, Peoni, and Save-Knor, and am currently working on the Halean text list. Laranian Sacred Texts (all texts in Emela): The Libram of the Pantheon (known as The Book of the Elder Days) The Book of the Winged Lion Valamin The Knights of Tirith I, II, III, IV Songs of the Paladins The Life of Ambrathas The Letters of Ambrathas The Vision of Dolithor The Book of the Final Battle There would also be liturgical, doctrinal, devotional, and hagiographic works; I haven't gotten far with a list of these. Peonian Sacred Texts (all texts in Emela): The Libram of the Pantheon (known as The Book of the Elder Days) The Mercies of the Mother The Household of Valon (collective title for next 4): The Sorrows of Belsirasin The Fruits of Maermal The Counsels of Tirrala The Precepts of Yselde The Book of Harmony (about the Aerlathos; it contains their "Sayings") The Life of Alamarel The Hymns of Alamarel The Letters of Alamarel The Shepherd of Bostra (an eschatological work) Save-Knor Sacred Texts (all in Azeryani): The Libram of the Pantheon The Token of Uhla Kithrond's Book Arin's Book Daemar's Book (Since these were explicitly mentioned in the article on S-K, I thought they would be sufficient; the priests spend most of their time writing new works or commentaries). Hope this helps; a sample Peonian monastic library will follow. BTW, I'd like to thank Axel for answering my questions about Winter's Dead. Harry G. Butler From: Harry Butler Subject: Peonian Monastic Library This is the library of the Peonian abbey at Bromeleon in Kaldor, which serves as a "seminary" of sorts (according to the Kaldor article). I've lifted the book list itself from G. Becker's _Catalogus bibliothecarum antiqui_, supplying texts from my Peonian sacred text list and inventing saints/authors as needed. (All texts in Emela, unless otherwise noted.) 1. The Sacred Books of Peoni, in 1 vol. 2. The Sacred Books of Peoni, in 4 vols. 3. The Book of the Elder Days, glossed, in 1 vol. 4. The Household of Valon, glossed, in 1 vol. 5. The Fruits of Maermal, glossed, in 1 vol. 6. The Mercies of the Mother, glossed. 7. The Counsels of Tirrala and The Precepts of Yselde, glossed. 8. Ahnu and Dhivu, glossed. (from Elder Days) 9. The Duel of Khamar, glossed. (from Elder Days) 10. The Scholarly History 11. The Hymns of Alamarel, glossed. 12. The Hymns of Alamarel 13. The Hymns of Alamarel 14. The Book of Harmony, glossed, in 1 vol. 15. The Book of Harmony, Aerlathos I & II, glossed, in 1 vol. 16. The Book of Harmony, Aerlathos III & IV, glossed, in 1 vol. 17. The Letters of Alamarel and The Shepherd of Bostra, glossed, in 1 vol. 18. The Theological Opinions of Bassian (a major textbook on doctrine) 19. The Theological Opinions of Bassian 20. Sermons of Dagron, Abbot of St. Chendor in Shorkyne 21. The Laws of the Church, by Belaeva 22. The Laws of the Church, by Belaeva 23. On Belaeva's Laws of the Church, by Roald 24. On Belaeva's Laws of the Church, by Fuguntin 25. Legal Letters with Commentary, beginning "Once..." 26. The Law-Digest of the Emperor Valianas 27. The Commentary of Honelona 28. Arithmetic 29. The Letters of Aemilian, with other works by Aemilian, in 1 vol. 30. All of Acacus the Poet and Litarba the Playwright in 1 vol. 31. Moral Teaching of the Philosophers 32. The Deeds of the Conqueror Thefarie, and the Book of Ouran and Ouranian, in 1 vol. 33. Heylae's Textbook on Grammar with many other grammatical texts, in 1 vol. 34. The Deeds of King Haldan II, and his Genealogy 35. Interpretations of Karuian Names 36. Little Book on the Calling of the Aerlathos 37. The Book of the Abbot Dagron to Hapalan Allyn, On the Office of Hapalan 38. The Rites of the Lady of Labours Throughout the Year (a liturgical bk) 39. Lives of St. Safransi of the Sheaf, Martyr 40. The Miracles of St. Safransi, in 5 vols. 41. Karsin's Practical Book of Healing, with many other things, in 1 vol. 42. The Book of Yrene Dormo, which is called "Whence Evil?" 43. The Meditations of Scina 44. The Art of the Physician, by Pantigin, and his Practical Book, in 1 vol. 45. Almazar and Datian on the virtues of plants 46. The Book of Thrasyda and many others, in 1 vol. 47. A little book of computation, for understanding the seasons. (Glossing is commentary on the main text included either between the lines or in the margins; this could be either in Emela or Harnic or a mixture of both.) I hope this is of some interest, and perhaps even of use. Harry Butler Subject: Re: CG Fonts From: a481@mindlink.bc.ca (J.D. Frazer) > From: Magnus Lycka > Subject: CG Fonts > > I just tried to make some articles Harn-like, and Bookman wasn't exactly > right, but no other fonts I tried were closer... I also noticed that they > have > changed styles, fontsizes and (I think) fonts a little between > publications. > But I'm sure Frazer can tell us more... Harnlore uses Palatino consistently, and I'm trying to have the regular product line standardized as well. More on this as I make progress. Also, a thousand thank-yous to those who sent the letters regarding the computerized maps. Worked like a charm! :) -- J.D. Frazer, a481@mindlink.bc.ca | Columbia Games Internet Representative Vancouver, B.C., Canada | Editor of Harnlore From: Magnus Lycka Subject: Re: Sacred Texts It would be very interresting with a list of manuscripts as well as individual volumes. (The number of copies written aren't usually large.) I would like to see more info on each work than just titles though. The posting from Mr Butler? mentioning that it was usual to assemble many related works in a volume seemed interresting to me. And the fact that so few books exist, and that many of them are unique makes it interresting to "keep track" of them. I'd suggest a format looking something like this: Original manuscripts -------------------- Title: On Learning the Way Author: Genin , Melderyn? Date: ? Language/Script:Harnic/Lakise Contents: Instructions on how to become a Shek-Pvar. Pages: 134 Notes: Actual Volumes -------------- Title: History of Harn Author: Blah Blah, Shiran, Tharda Date: 584TR Language/Script:Harnic/Runic Contents: A Name: The tyranny of Lothrim Another Name:The Theocracy of Tekhos Third Person:The founding of Melderyn Location/Owner: Kiban,Kaldor/Troda Dairune Condition: Excellent Notes: The first page which contained a dedication to xx from yy is missing. The book was a gift from the King on Trodas 35th birthday. It would be interresting to see comments on the format from people who are interrested in Harnic/Lythian litterature. Naturally, I (like everybody else) will find little time to assemble such a list, but I would like to see postings of this type to the list. I'll supply ones that I make. JML -- Name .............: Magnus Lycka, MSc, Design Engineer | All opinions Office Address ...: Saab Ericsson Space AB | expressed here S-405 15 GOTEBORG,SWEDEN | are my own. Office Phone .....: int+46 31 354229 | Fax ..............: int+46 31 359520 | Email ............: Magnus_Lycka@space.combitech.se | From: Harry Butler Subject: Re: Court Wizards Klaus O K writes: I am not so sure that the council is a violation. They do not govern by esoteric means. They probably use their arts to gather information, but they do not keep the pupulace subjugated by displays of magic power. And the individual wizards on the council did not force their way into it by their magic power, they were appointed because the councel found them suitable. They are probably not even the most powerful mages of Melderyn in any sense of the word (other than "politically powerful" of course). Also, there are many non shek pvar on the council. OTOH it is hardly a coincidence that all convocations are represented. I reply: But Klaus, this is exactly what I meant. The Melderyni council does govern by esoteric means (if you use your arcane talents for espionage, that is employing esoteric means), even if we omit the strong hint that, e.g., the Cape Renda disaster or the end of the Migration Wars threat to Melderyni territory were brought about esoterically. And this seems to be the chief function of court mages (i.e., gathering information), although I would certainly expect them to perform other sorts of spells for the benefit of their masters. [Hmmm, information gathering--more of that pro-Savoryan bias? :) ] I only raised this point to maintain that court wizards (as opposed, perhaps, to ruling wizards, although there are plenty of nobles in Melderyn who also have skill in the arcane arts) are in fact not a violation of the code, unless they take actions which *do* break the code. I'm not sure why one would assume they aren't the most powerful, or why one would exclude "politically powerful" from the definition, nor what difference it makes that there are also non-Shek- Pvar on the council. These are immaterial to what I was maintaining, anyway, since my point, that Shek-Pvar can be involved in the rule of a country or region without violating the code, is unaffected by their power as mages or by the involvement of others as well. Next topic: Michael Kilgore writes: What I had in mind was that the published material seems to allow the campaign designer considerable freedom to treat Melderyn as one of the lesser mysteries of Harn, both from the players' viewpoint as well as from that of the average main islander's (or Melderyni's, for that matter). Thus, the public Melderyni history plausibly might be that good king tossed out the wizards in 1 tr, that the Bujoc were converted into (relatively, as it is said) pacific neighbors of tattered Elorinar by the king's sheer force of personality and superior brains (bought from an itinerant peddler in a carnival balloon), and that there is no council of wizards. (Forget the disaster of Cape : agricultural wastage transpires.) That is, the average attitude on Melderyn might be much as it is elsewhere, except perhaps, that practitioners of magic are regarded as "tamer" there, even such that children and small animals are fairly safe in their presence. What I meant to suggest was that this would be different from the attitude there of a student of the Art. Melderyn then would offer an exception to the reasoning based on the general attitude toward magic: on the one hand, the attitude Melderyn *is* much like that in any other civilized Harnic state, while simultaneously it is very different. I reply: Your observation is certainly correct, Michael; Crossby *has* left sufficient ambiguity for alternative explanations of the events you cite to be possible (even "officially"). What he has not done is leave room for most Harnians to think of Melderyn as other than "The Kingdom of Wizards"--it's there in every description of someone odd who might or might not claim esoteric powers (e.g., that wierd old man may be a wizard, he claims to come from Melderyn--I think this can be found in the Menekod article, and it's not isolated). But I'm not sure how relevant this is anyhow; people do know there are Shek-Pvar, and the King of Kaldor, at least (only one other than Melderyn I'm certain of) has an official Master of the Esoteric Arts in his court, who is not the Royal Astrologer or the Royal Alchemist. So, to return to the subject of the thread, I'm forced to conclude that court wizards are not a violation of the code. On a probably only marginally related topic: Has anyone incorporated these Ivinian rune-mages into a campaign? If so, how? What is their status/visibility? Thanks again, Klaus and Michael, for your observations; I think we may be at cross-purposes as we move away from the original focus of the thread. Harry Butler From: pcrxs@nasagiss.giss.nasa.gov (R.B. Schmunk) Subject: Spell file Thanks to Mark Hazen and Lee Short for recently posting spells to the mailing list. I am currently in the process of adding them to the MS Word spell file, available on sunbane, and hope to have the updated file done by Thanksgiving. However, if any others of you have spells you'd like to contribute, please do. Post either to the mailing list or directly to me, I'll read them either way. Thanks. rbs -- R.B. Schmunk Email: pcrxs@valinor.giss.nasa.gov Smail: NASA/Goddard Institute, 2880 Broadway, New York, NY 10025 USA Vox: 212-678-5637 From: Jamieson Norrish Subject: Rune fonts again Just in case people missed this the last time (since it was included as a part of the message with the PS file), I'm looking for a font for LaTeX which are runes which I can use to represent the alphabet of Harn. Are these runes pictured in any of the Harn products? The only runes I can remember seeing are in the Ivinia regional module. Jamie From: Magnus Lycka Subject: Re: Rune fonts again > > From: Jamieson Norrish > Subject: Rune fonts again > > Just in case people missed this the last time (since it was included > as a part of the message with the PS file), I'm looking for a font for > LaTeX which are runes which I can use to represent the alphabet of > Harn. Are these runes pictured in any of the Harn products? The only > runes I can remember seeing are in the Ivinia regional module. I don't know about any font-files, but I can tell you that there are are runic fonts on one side of the Harbaal map included in Curse of Hlen. They are not made with a scalable font it seems. The larger runes are fairly jagged in the edges. But obviously CG has some kind of font. For mac? > > Jamie > JML -- Name .............: Magnus Lycka, MSc, Design Engineer | All opinions Office Address ...: Saab Ericsson Space AB | expressed here S-405 15 GOTEBORG,SWEDEN | are my own. Office Phone .....: int+46 31 354229 | Fax ..............: int+46 31 359520 | Email ............: Magnus_Lycka@space.combitech.se | From: Harry Butler Subject: Re: Sacred Texts Magnus Lycka writes: > It would be very interresting with a list of manuscripts as well as individual > volumes. (The number of copies written aren't usually large.) I would like to > see more info on each work than just titles though. The posting from Mr Butler? > mentioning that it was usual to assemble many related works in a volume seemed > interresting to me. And the fact that so few books exist, and that many of > them are unique makes it interresting to "keep track" of them. > Thanks for your comments, Magnus. What did you think of the sample library? I agree with you that, the more detail, the better; I have some books which are in fact detailed as you suggest, and I'll post them when I can find them. I like your suggested formats, and I think they'd work well (and, of course, they cry out for a database system of some kind). I'd be willing to compile a list of books posted to the Harnlist and put it onto sunbane once done. I didn't bother with a list of manuscripts for the sacred texts because in fact the numbers are probably fairly large (for them); after all, at least some ought to be present in every temple (or in the possession of an itinerant priest). So there should be hundreds and hundreds of copies of the Peonian scriptures and/or liturgical books. Certainly there would be fewer copies of most non-religious works, unless they are of some specific widespread appeal (e.g., I know of a number of Latin literary works which survive in hundreds of manuscripts from the middle ages; the principal Latin grammar, by Donatus, survives in thousands, I think). But all manuscripts are unique. As to manuscripts with multiple contents, this would usually involve some sort of thematic or subject matter link (e.g., works on grammar-- including, in the middle ages, literature--and rhetoric in 1 vol., or romances, or saints' lives). And the possibility of multiple contents would be shaped by the length of the original works (that's one reason why I like your proposal of _two_ book descriptions). And I'd note that commentaries as glosses (i.e., in the margins or between the lines) are most often anonymous (although the owner of the ms. might originate some. A note on libraries--personal libraries were usually *very* small through the middle ages; institutional libraries, on the other hand, were often of significant size, especially if it was a center for education. Rather few library catalogues survive from the 12th century and earlier, but those that do usually indicate holdings of dozens of books, at times more than 250-300. And the fact of multiple contents would increase the effective number, at least some of the time, for purposes of comparisons of holdings. Harry Butler From: phlehman@bongo.cc.utexas.edu (Paul Lehman) Subject: Re: Court Wizards >I am not so sure that the council is a violation. They do not govern by >esoteric means. They probably use their arts to gather information, but >they do not keep the pupulace subjugated by displays of magic power. >And the individual wizards on the council did not force their way into >it by their magic power, they were appointed because the councel found >them suitable. They are probably not even the most powerful mages of >Melderyn in any sense of the word (other than "politically powerful" >of course). Also, there are many non shek pvar on the council. OTOH >it is hardly a coincidence that all convocations are represented. > >Klaus O K Information gathering is certainly part of governing. Maybe they don't have the biggest and best fireball spell, but my take on the Council is that they know all and can act in subtle ways such that fireballs aren't necessary. You (whoever) doesn't even know that they have a hand in what is going on. ---------- phlehman@bongo.cc.utexas.edu Oderint, dum metuant. -- Let them hate, so long as they fear. -- Accius From: phlehman@bongo.cc.utexas.edu (Paul Lehman) Subject: Re: How to get started in Harnworld >From: Kaj Laursen >Subject: How to get started in Harnworld >I would like to use the Harnworld in a rpg i'm going to GM. But i'm not quite >sure what to buy to get started. So far i have been recommended the following: > > The HarnWorld module (no surprice here :-) > The Kaldor module > 100 bushels or Rye > >With this i have a description of the world and a starting adventure. Are >there anything else you think i need besides a system? Any other modules that >is a must-buy? No, but then lots of us consider them ALL must buy. This is a good place to start. Kaldor was surely the first place Robin created and always has had more detail than anywhere else. >So far i have been considering using FUDGE, but from what i hear on >rec.games.frp.misc maybe the HarnMaster rules is what i have been looking for. >I know these systems are very different, but what do you think of the >HarnMaster rules? Great, but I have never used FUDGE. Some people have reported using GURPS, but then you may have already read about this. I haven't. Check the archives of this list at sunbane (the rest of the address escapes me now) for the kinds of questions people have been asking about the system. Mostly it is just expansion to cover new topics. The only part of the rules to be significantly redone is magic which is covered in a new volume. Get it too (in addition to HM) if magic is important in your campaign. >If i want to use the HarnMaster rules there's the question what to buy. I think >i have to order directly from Columbia Games, and the HarnMaster rules is out >of stock. Can i just use the HarnPlayer? And what more do i need? The Tome of >The Shek-Pvar and so on? HarnPlayor is currently vaporware. You might be able to buy mail order from some place else. Ask Columbia directly or maybe somebody will volunteer something. In addition Columbia will sell photocopies, but nobody really wants that. >explain a bit: I have been considering using FUDGE because it is simple and >consistent. Not to worry. HM certainly meets these two criteria. ---------- phlehman@bongo.cc.utexas.edu Oderint, dum metuant. -- Let them hate, so long as they fear. -- Accius From: lee@sq.com Subject: Re: CG Fonts I had a look at a photocopy of HarnLore 7, and also at some of the EH material, and at HM. (I've never met a shop that carried HL) Everything I saw was almost certainly in ITC Garamond, although in some cases it was printed badly enough, or onto sufficiently `bleed' paper, that it was indeed trying its hardest to look like Bookman. I suppose if I were to pedantic I'd mention that the maps use some other faces, including various sans-serif weights I didn't look at, but which are almost certainly Helvetica or Franklin Gothic. I think Garamond a fairly suitable typeface, although ITC's version is a little strange. ITC took the view that typefaces with a large x-height were more readable, and so they produced a Garamond with modern proportions. I prefer Stempel, if one is going to have a regularised version, or Deberny & Peignot's for a more `authentic' version. Sorry, most people on the list probably don't want this much typographic trivia :-) You can buy computer versions of the ITC version as well as the better looking ones in Type 1 format for PostScript, or in F3 for the Sun workstation. Be careful not to get Adobe Garamond, which looks very different, and is yet another modern redrawing. If you're choosing typefaces for something not supposed to look as if it came from Columbia Games, I'll be happy to send you some suggestions, privately, by mail. Typefaces have to be chosen bearing in mind the content and the design as a whole. That includes the paper, by the way, somewhere CG could improve on, as far as I can tell. (A `laid' paper, for example, need not be more expensive -- depending on exactly what they're using now, and on where the printers are based -- but might give a much more interesting feel to the page, and can still allow fine reproduction of grey-scales and small text sizes.) I didn't see any Palatino, but I don't have Ha^rnLore 11. Lee From: phlehman@bongo.cc.utexas.edu (Paul Lehman) Subject: tribal languages II.ps I just put a successfully output copy of the latest tribal languages article (in postcript format) into sunbane. Enjoy. ---------- phlehman@bongo.cc.utexas.edu Oderint, dum metuant. -- Let them hate, so long as they fear. -- Accius From: klaus@diku.dk Subject: Re: Court Wizards The chantry posing as a merchant's home is at Shostim. It dates from the time of the empire. How can you keep something like this secret in a town of this size? Klaus O K From: klaus@diku.dk Subject: Re: Court Wizards Harry Butler writes: I reply: But Klaus, this is exactly what I meant. The Melderyni council does govern by esoteric means (if you use your arcane talents for espionage, that is employing esoteric means), even if we omit the strong hint that, e.g., the Cape Renda disaster or the end of the Migration Wars threat to Melderyni territory were brought about esoterically. And this seems to be the chief function of court mages (i.e., gathering information), although I would certainly expect them to perform other sorts of spells for the benefit of their masters. My point was that I consider the shek pvar code a safeguard against awakening the anger of the kvikir. It is not about the moral evil of gaining "unfair" advantages. As long as you are not seen as ruling by magic (and there is no risk of getting caught), it's all right. The Cape Renda disaster was caused by an unexpected storm (not a freak storm! Never call a wizard a freak). Rumors of magic could easily be just rumors. [Hmmm, information gathering--more of that pro-Savoryan bias? :) ] I only raised this point to maintain that court wizards (as opposed, perhaps, to ruling wizards, although there are plenty of nobles in Melderyn who also have skill in the arcane arts) are in fact not a violation of the code, unless they take actions which *do* break the code. Here we agree. I'm not sure why one would assume they aren't the most powerful, or why one would exclude "politically powerful" from the definition, nor what difference it makes that there are also non-Shek- Pvar on the council. These are immaterial to what I was maintaining, anyway, since my point, that Shek-Pvar can be involved in the rule of a country or region without violating the code, is unaffected by their power as mages or by the involvement of others as well. Who is the most powerful shek pvar of Harn? The earl of Nurisel of course. He is "dappeling in magic", that is a shek pvar. He is certainly very powerful, being the earl of a rich earldom and a member of the council of eleven. Surely no shek pvar is more powerful than that? And of course the other members of the coucil are very powerful as well, simply by virtue of their membership. But I meant powerful as sorcerors. Calling someone a powerful sorceror because he is powerful and a sorceror is somewhat misleading, don't you think? If we define the most powerful sorceror as one with the highest EKF (is that the right TLA?), or the one with the most useful spells (whatever that means), then there is no reason to belive that the shek pvar on the council are the most powerful sorcerors in Melderyn. They are not chosen by some competition, duel or examination in sorcerous arts. They are not even recommended by their convocations, the existence of the council being known only to very few non-members. The are chosen by the council for the same reason that other member sare chosen: they are intelligent, they understand politics, they are trustworthy, and realistically speaking, they have the "right" political opinions. Only the first of these have any correlation with EKF. And the council of eleven is not a council of shek pvar. To the extend that it rules Melderyn, Melderyn is not ruled by shek pvar. One minister in the current Danish government is an army major, and their is at least one colonel in parliament. This does not mean that we are under military rule. Klaus O K From: marten@rieska.oulu.fi (Llwyd ap Cadwaladr) Subject: re: University Graduates on Harn? Magnus asked (basically) how education is arranged in Harn/Lythia It all depends on time basically. In Europe, the first _universities_ took quite a while to appear. 13th century is the correct time frame. And even then, many of the new universities concentrated on non-secular (ecclestial, that is, religious) issues. I WOULD imagine that there could be universities in the most advanced cities of mainland (Lythia), but it is probable that they are driven by religious institutions. School/children's education is another issue. This was done (in medieval times) mainly by monks, who teached the offspring of the upper class (landed nobility or court nobility, latter the wealthy merchants) in[ oops, a typo. I was to say: (landed nobility or court nobility, latter the wealthy merchants) in their homes. i.e. a monk was often 'hired' to teach the children of a single household. There was no need for 'schools' (as buildings of education). I would imagine the education is handled in a sililar way in Harn and Lythia - the wise men of Save-K'nor are highly suitable for this task. And it is possible that the peonian monks/nuns can teach to read and write as well. Remember that in medieval times (before the Renaissance!) the education was not as thorough as these days. To learn to read and write was quite an achievement! Religious teaching formed a large part of the education a child could expect to receive in those days. Atte From: Keith Martin UGA Bookstore Computer Department Subject: Sunbane Has anybody besides me had trouble trying to ftp stuff from sunbane ? I have made four attempts to get the updated Spells list as well as TRAVESTY. Every time sunbane closes the connection before the transfer can start. Anybody have any ideas ? -- Keith Martin keith@moe.coe.uga.edu kbmartin@uga.cc.uga.edu --------------------------------------------- Isn't it about time you quit your lousy job? From: mdabbott@aol.com Subject: Re: Sacred Texts On library sizes, realize that this varied greatly from place to place. In 10th C Spain one ruler in Cordoba was reputed to have a library of over 400,000 books and to have read most of them personally. Even if this is off by a factor of 10 it's still quite a library and it suggests that many of the local magnates might have libraries numbering in the multiple hundreds. He spent an immense amount of money on education and research and Cordoba was a center of both learning and art reknowned throughout Western Europe. Mark A. (since there seem to be two of us signing 'Mark') From: phlehman@bongo.cc.utexas.edu (Paul Lehman) Subject: Re: Sunbane >From: Keith Martin UGA Bookstore Computer Department >Subject: Sunbane > > Has anybody besides me had trouble trying to ftp stuff from >sunbane ? I have made four attempts to get the updated Spells list as well >as TRAVESTY. Every time sunbane closes the connection before the transfer can >start. Anybody have any ideas ? I've had problems similar to these in the past two weeks or so (with the emphasis on "or so"), but never had them before. Sometimes the connection stops midway, seems to restart or sometimes just fails and gets closed on that end, but mostly it just takes much longer than other connections and works after a few tries. I figured it might be limited to the donations part and write priviledges, but what's going on is beyond me. For what it is worth I am working from a SLIP and using a Mac ftp application, sometimes in the background. ---------- phlehman@bongo.cc.utexas.edu Oderint, dum metuant. -- Let them hate, so long as they fear. -- Accius From: Harry Butler Subject: Re: Court Wizards > > From: klaus@diku.dk > Subject: Re: Court Wizards > > The chantry posing as a merchant's home is at Shostim. It dates from > the time of the empire. How can you keep something like this secret > in a town of this size? > > Klaus O K > > I think the simple answer is that you can't keep it a secret. A *new* chantry might manage to be covert, at least at first, but rumors would swiftly start to fly about. I suppose it is _barely_ conceivable that the place could import everything, including the staff, and never let anyone out, but I doubt it. If a chantry is in town, particularly in a small town, it will be known, at least as an "odd" place. Harry Butler "Per conservum beneficia sumamus." --Augustine of Hippo From: Harry Butler Subject: Recommended Reading In the course of some of my work this past week, I've come across a few books that might be useful for Harn folks; I certainly plan to incorporate some of the material from them in my campaign: Bruce-Mitford, Rupert, ed., _Recent Archaeological Excavations in Europe_. (London & Boston: Routledge & Kegan Paul, 1975). This includes useful information on Celts, Norsemen, and Slavs. Henig, Martin, and Anthony King, eds., _Pagan Gods and Shrines of the Roman Empire_. (Oxford University Committee for Archaeology, 1986). Hope-Taylor, Brian, _Yeavering: An Anglo-British Centre of Early Northumbria_. (London: Her Majesty's Stationery Office, 1977). This includes some useful information on Celtic cult sites, temples, and other structures (including a wooden amphitheater). Harry Butler From: koziol@ncsa.uiuc.edu (Quincey Koziol) Subject: Re: Sunbane So just what is the full name for the sunbane ftp server? [Ed. note -- Just so we don't have 40 responses telling Quincey where sunbane is, the address for sunbane is: sunbane.engrg.uwo.ca -Eric] Also, how many Encyclopedia Harnica's were/are there? How much would people think they are worth? Are they still available from Columbia Games or anywhere else? Does Harnlore "replace" the Encyclopedia, or are they still being activly published? Thanks, Quincey Koziol koziol@ncsa.uiuc.edu From: THE_DA-DA_DUMMY Subject: Re: Court Wizards My take on the shostim chantry is that it is more of a 'safe house' kind of arangement. I ignore things when they don't make sense, and the place doesn't make sense except as a house of a (closeted) wizard, a guild hall more than a chantry, or an area safe house, in the lia kavir fashion. The other thing I've been thinking about is the possibility of a covert operation, either in the sense of being an agrikan/pehelean(sp) cult tipe thing, or countering and monitoring such... There is mention in one of the articles of the 'fire wizards' haveing learned much from the agrican church... I can't remember where that is just now... Anybody remeber? It's an area I haven't had to develope yet, so I haven't decieded on the correct interpretation. -Duncan From: Anthony Ragan Subject: Introducing the newbie :) That's me! :) I've only just signed-on to this list, so I wanted to say hello to any and all netted Harnians out there. I've been a fan of the whole Harn world since the ads first started showing up in Dragon years ago. Not only are the maps and guides immensely useful, but I really appreciate CG's philosophy: they detail the world up to 720TR (or is it 710?), and everything after that is up to me. It's nice to know I won't get contradicted when I restart the Rethemi/Kandian wars. :) I do have a question, too: I have a copy of Harnlore 10 at home. Is this the most recent issue? Are back copies of 1-9 still available? And I've heard references to a "Cities of Shorkyne" book. Is this really out there? cheers all! --Anthony ecz5rar@mvs.oac.ucla.edu -OR- IrishSpy@aol.com Rune Chia Pet of Ernalda From: phlehman@bongo.cc.utexas.edu (Paul Lehman) Subject: Re: Sunbane >From: koziol@ncsa.uiuc.edu (Quincey Koziol) >Subject: Re: Sunbane > >So just what is the full name for the sunbane ftp server? >[Ed. note -- Just so we don't have 40 responses telling Quincey where >sunbane is, the address for sunbane is: sunbane.engrg.uwo.ca >-Eric] > >Also, how many Encyclopedia Harnica's were/are there? How much would people >think they are worth? Are they still available from Columbia Games or anywhere >else? Does Harnlore "replace" the Encyclopedia, or are they still being >activly published? There were at least 11 and probably at least 12 EHs (I have 2-11 and know that 1 exists). Worth their weight in gold. OK, about what the new HLs (with the color maps) are worth, plus whatever value you attach to having some insight into the "early days" of anything (like Gygax in Panzerfaust and the General almost before I was born, etc.). Not available here. Maybe somebody will volunteer to part with a set, but I kinda doubt it. Ask Columbia directly about photocopies (perhaps). Yes, HL has essentially replaced EH, although there was a considerable hiatus between the two (as is to be expected from Columbia). EH was more like the frp environment of the month club whereas HL is really much more like a magazine. Both however, feature short articles/sites as the core material. ---------- phlehman@bongo.cc.utexas.edu Second Favorite email message: 550 Host unknown (Authoritative answer from name server): Address family not supported by protocol family A Ref: Mathematics and Plausible Reasoning, vol. 1, G. Polya From: phlehman@bongo.cc.utexas.edu (Paul Lehman) Subject: medieval food (fwd) >Date: Tue, 23 Nov 1993 12:57:35 -0500 >Reply-To: "Teresa P. Rupp" >Sender: Medieval History >From: "Teresa P. Rupp" >Subject: medieval food >To: Multiple recipients of list MEDIEV-L > >In addition to the books listed in the postings by Stephen Bloch and >Steven Silver, you might look at Tania Bayard, ed. and trans., _A Medieval >Home Companion: Housekeeping in the Fourteenth Century_ (Harper Collins, >1991). This is a translation of portions of _Le Menagier de Paris_, and >contains a section on "the kitchen." ---------- phlehman@bongo.cc.utexas.edu Second Favorite email message: 550 Host unknown (Authoritative answer from name server): Address family not supported by protocol family A Ref: Mathematics and Plausible Reasoning, vol. 1, G. Polya From: Mark Hazen Subject: Modules etc. Hi I've been away for a couple of days or so, and traffic is down from the spurt when I started. So I thought I might as well stir the pot a bit Winters Death Has anyone heard anything about an English translation? Any noise from CG or Frazer on this one, all the synopsis did was make me hungry for more (MORE MORE MORE) of course that is why I started collecting Harnica in the first place because it was so well put together . . . I collected and read for a couple of years before using any of it. Oops of track again. Anyways does anyone have any ideas (knowledge) of how we the non-German speaking world can put pressure on for an English version? Harnlore Any news on a date for the next release now that the computer generated maps issue has been resolved. I still do not know what they are since that was not explained in the thankyou I saw from Frazer. Campaign story lines. In my groups campaign I have been keeping a narative of the various groups of characters adventures over the last several years. These started out being fairly brief and have now expanded alot. Not prose by any stretch of the imagination but indicative of the groups adventures. Has anyone else been doing this? I started as a means of keeping group members up to date while they were away and keeping in touch with group members who moved away so I have them in electronic form (MS Word) actually. Would anyone be interested in reading some (I would be interested in other peoples versions of Harnic History from 720 on). For example in my world Lorkin rose up against the Ivinians and threw them out about 724TR and declared themselves the Free Republic of Lorkin with an elected government etc. It was rumoured that Melderyn may have assisted and that perhaps a Shek Pvar has been advising them on governmental forms. I have not expanded much on this but it makes for an interesting political anomaly. They have also beaten back several Ivinian attacks although the Keep of Arone(?) out in the delta has taken the brunt of the attacks. Anyway you get the idea? I should note that a couple of my narrative have reached sizes of over 100k ie they can be large. I will look into compressing them before sending them to people (I think). Mark Hazen Somewhere north of the USA From: Magnus Lycka Subject: Sidhe + Mystery of Death I looked at the Character Generation Modifier Table in the HL 11, and saw a row for "Sidhe" below "Sindarin". These Sidhe seems to be some kind of superior elves, but I can't recall seeing anything about them in the HM Beastiary or in any EH articles. Does anyone have an explanation for this? Another issue that springs to mind when I talk about these immortal beings is: How to we treat the humans on Yashain, and other people leading an after-life? For instance, what happens if my PCs get in to a fight with Laranian or Agrikan soldiers in the City of Nascent Visions? These men are dead already. I imagine that they don't show the marks of their previous death on Kethira or whatever any longer, but what happens when they are hurt or "killed" in the afterlife. I mean, a war -- like the one between the Agrikans and Laranians -- gets very strange if the soldiers don't die. Do they get resurrected on the spot after a killing wound, or do they regenerate as quickly as they are hurt, or do they die and get reborn or what? Another interresting question is: What happens when a powerful mage dies? If he goes to live on Yashain, where he might well have been before, can he then return to Kethira or Midgaad or wherever he came from. In that case: How do you get rid of a bad mage. Where is Lothrim for instance? Are the magical abilities lost when you die (sounds unlikely that one who mastered magic on Kethira would fail in the magic strong Yashain) or are the dead people "locked" on Yashain in some fashion? Is it perhaps necessary to trap or destroy the soul of a mage to get rid of him? JML -- Name .............: Magnus Lycka, MSc, Design Engineer | All opinions Office Address ...: Saab Ericsson Space AB | expressed here S-405 15 GOTEBORG,SWEDEN | are my own. Office Phone .....: int+46 31 354229 | Fax ..............: int+46 31 359520 | Email ............: Magnus_Lycka@space.combitech.se | From: lees@snoopy.asf.com (Lee Short) Subject: Weapon Skills To pop up an idea related to an old thread, does anyone out there feel that initial weapon ML's are too high? For example, a mercenary with an SB of 14 in Spear (OML = SB3), whose parent was a mercenary, and who puts an option in Spear, has an initial ML of 6*14 = 84. And this is without exceptional stats/sunsign combination, and not a weapon with OML = SB4. I've generated a character with an initial ML of 110+ (this took some *incredibly* lucky dice-rolling, and the only reason my GM let me play the character was because he was generated as an interim character, only to be played while my other character was temporarily occupied). Does anyone else feel that there isn't enough of a difference between "beginning" warriors and the veterans? Lee From: Magnus Lycka Subject: Re: Introducing the newbie :) > From: Anthony Ragan > Subject: Introducing the newbie :) > > I do have a question, too: I have a copy of Harnlore 10 at home. Is this > the most recent issue? Are back copies of 1-9 still available? And I've HL11 has been out for a fairly long time, and HL12 should be done by now. Isn't it Frazer? (The editor is on this list too.) Xeroxes of older issues can be ordered from the HL editor at a481@mindlink.bc.ca (I think that's the address). Send him a mail with RPG LISTING as Subject to get a price list and ordering info. Hopefully, they won't zap the mail file again. (Hrmf...) > heard references to a "Cities of Shorkyne" book. Is this really out > there? As far as I know, this is not published yet. I would have expected a review on the list if one of the auto-ship people had received it. We are also waiting for HarnPlayer and Nasty, Brutish & Short. > > cheers all! > --Anthony > ecz5rar@mvs.oac.ucla.edu -OR- IrishSpy@aol.com > Rune Chia Pet of Ernalda > > JML -- Name .............: Magnus Lycka, MSc, Design Engineer | All opinions Office Address ...: Saab Ericsson Space AB | expressed here S-405 15 GOTEBORG,SWEDEN | are my own. Office Phone .....: int+46 31 354229 | Fax ..............: int+46 31 359520 | Email ............: Magnus_Lycka@space.combitech.se | From: Mark Hazen Subject: Re: Court Wizards >From: THE_DA-DA_DUMMY >in the sense of being an agrikan/pehelean(sp) cult tipe thing, or countering >and monitoring such... There is mention in one of the articles of the 'fire >wizards' haveing learned much from the agrican church... I do not remember where that is but I have used links with the Agrikan church to justify the use of Peleahn sorcerors by Maldan Harabor during the Kaldoran civil war (I always saw Maldan as a very sinister person) Anyways, my bet is that there are lots of Peleahn sorcerors who worship Agrik (they can be rather a hasty lot), just as I see alot of Savoryan sorcerors worshiping Save K'nor. So you could see a sorceror priest i suppose. No doubt the peleahn sorcerors who backed Maldan in my campaign were hoping for his pogtection to keep them from the wrath of the rest of the sorcerol community, or protection from the church. However, as another plot I had Fenton (oftheo spells I postds) Master having to flee that area of Kaldor to avoid being drafted into Maldan's army and forced to use his arts. Anyone thought about the chances of blackmailing a sorceror to do things! Could be a good plot line. Mark Hazen Somewhere north of the USA From: Mark Hazen Subject: RE: Sidhe + Mystery of Death >From: Magnus Lycka >How to we treat the humans on Yashain, and other people leading an after-life? > >For instance, what happens if my PCs get in to a fight with Laranian or Agrikan >soldiers in the City of Nascent Visions? These men are dead already. I imagine >that they don't show the marks of their previous death on Kethira or whatever >any longer, but what happens when they are hurt or "killed" in the afterlife. >I mean, a war -- like the one between the Agrikans and Laranians -- gets very >strange if the soldiers don't die. Do they get resurrected on the spot after a >killing wound, or do they regenerate as quickly as they are hurt, or do they >die and get reborn or what? There is a section in Curse of Hlen dealing with interactions with the armies of Larani, I do not have the module with me, but I think that they are resurrected the next day with wounds all healed much like in the Norse Mythology. This leads to the rest of the question. In the Norse legends the heros cannot leave the area, but what happens if and when a giant comes to them. If they are killed by an opposing force are they resurrected. Presumably they same sort of thing happens on Yashain. >Another interresting question is: What happens when a powerful mage dies? >If he goes to live on Yashain, where he might well have been before, can he >then return to Kethira or Midgaad or wherever he came from. In that case: How >do you get rid of a bad mage. Where is Lothrim for instance? Are the magical >abilities lost when you die (sounds unlikely that one who mastered magic on >Kethira would fail in the magic strong Yashain) or are the dead people >"locked" on Yashain in some fashion? Is it perhaps necessary to trap or >destroy the soul of a mage to get rid of him? There is a question in my mind as to whether a bad mage even goes to Yashain, she/he would have to have been a worshipper of a particular god so that their soul gets snatched and hauled off to the right place. Else where do they go - onto an eternal reincarnation cycle until they do something to bring them to the notice of a particular god? I think only the most faithful get brought to life on Yashain and these are constrained to follow the wishes of the God. Except for the really rare individuals who get higher status (demi-god, or demi-demi God) and have more freedom of action. (kind of a depressing notion of afterlife now that I think about it). Then there are the mages who have pissed of a demon or other supernatural creature and do not have the protection of a God, "crunch crunch, what a tasty little soul". I have not got my characters to the City of Naiscent ... so I have some time to think about this (another example where a bit more background on the subject area is required to play the module well. Mark Hazen From: pcrxs@nasagiss.giss.nasa.gov (R.B. Schmunk) Subject: Re: Sunbane phlehman@bongo.cc.utexas.edu (Paul Lehman) says: >There were at least 11 and probably at least 12 EHs (I have 2-11 and know >that 1 exists). Worth their weight in gold. I've seen issues of EH numbered as high as 16. I can't remember what's in #13-15, but #16 was combined with #1 to form the Azadmere module. A couple of stores which I have patronized still have copies, for those of you ultra-completists who feel that you absolutely have to have copies. Nan's Games & Comics in Houston, Texas, has [as of last May] a lot of EHs, numbered 9 or higher. The 32nd St. Compleat Strategist here in New York also has some EHs but I can't remember which. >EH was more like the frp environment of >the month club True, but it was pretty systematic. If you'd bought all the EHs, you'd pretty much have the Azadmere, Chybisa, Kaldor and maybe Evael modules, with only a couple maps and an odd article here or there different. rbs -- R.B. Schmunk Email: pcrxs@valinor.giss.nasa.gov Smail: NASA/Goddard Institute, 2880 Broadway, New York, NY 10025 USA Vox: 212-678-5637 From: Petri Heiramo Subject: Re: Weapon Skills > > From: lees@snoopy.asf.com (Lee Short) > Subject: Weapon Skills > > > To pop up an idea related to an old thread, does anyone out there feel > that initial weapon ML's are too high? For example, a mercenary with > an SB of 14 in Spear (OML = SB3), whose parent was a mercenary, and who > puts an option in Spear, has an initial ML of 6*14 = 84. And this is > without exceptional stats/sunsign combination, and not a weapon > with OML = SB4. I've generated a character with an initial ML of 110+ > (this took some *incredibly* lucky dice-rolling, and the only reason > my GM let me play the character was because he was generated as an > interim character, only to be played while my other character was > temporarily occupied). The rulebook limits the initial weapon ML's to 70. It is also the limit for weapon training. Everything beyond ML 70 in arms must be gained through actual use of the skill. I do not know if this is totally realistic but it DOES limit the otherwise too high weapon ML's. > Does anyone else feel that there isn't enough of a difference between > "beginning" warriors and the veterans? See the above. If you can get initial ML's above 70 then there is no difference. > Lee Jours, Petri From: satyr@netcom.com (Eric J. Anderson) Subject: Shostim THE_DA-DA_DUMMY Writes... > My take on the shostim chantry is that it is more of a 'safe house' kind > of arangement. I ignore things when they don't make sense, and the > place doesn't make sense except as a house of a(closeted)wizard, a guild hall > more than a chantry,or an area safe house, in the lia kavir fashion. The other > thing I've been thinking about is the possibility of a covert operation,either > in the sense of being an agrikan/pehelean(sp) cult tipe thing, or countering > and monitoring such... There is mention in one of the articles of the 'fire > wizards' haveing learned much from the agrican church...I can't remember where > that is just now...Anybody remeber?It's an area I haven't had to develope yet, > so I haven't decieded on the correct interpretation. One player in my game (Faust Gorham to be exact) had a character who came from Shostim. In my version of Harn, Shostim was a chantry of wacked-out religious fundamentalists, peleahn wizards bent on destruction, and using the guise of religious agrikian knights as a cover for their experimentation. Also several priests of Agrik were being taught spells, and such. Shostim was constantly being harrassed by the White Hand for various infractions. Several ex-members had been declared renegade by the White Hand. This group of Peleahn were trying to gain new members in the Tharda area and set up a chantry in Coranan proper. -eric Anderson From: lees@snoopy.asf.com (Lee Short) Subject: more spells Here are a few more spells, mostly Peleahn. One of the neater combinations is: Trigger + Awakening of Murazor for a method of sleeping and keeping guard at the same time. Lee ====== FRESHENING OF MURAZOR (PELEAHN/IV) Fatigue: (15-SI) * 3.0 Time: (15-SI) * 10 seconds Range: self Duration: SI hours (SI*2 hours with CS) This spell decreases the subject's rate of recuperation. He recovers fatigue at half his normal rate, However, because his body is expending less energy on recovering fatigue, he appears to be significantly less tired than he actually is. At the end of the spell's duration, the subject accrues 1 additional fatigue point for each hour of duration. This spell may not be cast repeatedly on the same subject: the effects of the spell must be lapsed for at least the spell's duration before it may be cast again on that subject. BONUS EFFECTS ML 51+ The caster may specify any duration up to SI hours. ML 76+ The caster may cast the spell on another willing target; range is touch. ML 91+ The spell may be cast on an unwilling target; range is SI yards. AWAKENING OF MURAZOR (PELEAHN/II) Fatigue: (15-SI) * 1.5 Time: (15-SI) * 2 seconds Range: SI yards Duration: Instantaneous This spell causes the subject to become instantly awake and fully aware. The subject tests 4*Aura (2*Aura with CS) to notice that the awakening is unnatural. BONUS EFFECTS ML 71+ Range is ML yards. ML 91+ Up to SI targets may be effected. PERCEPTION OF MURAZOR (PELEAHN/I) Fatigue: (15-SI) * 1.0 Time: (15-SI) seconds Range: SI yards Duration: - This spell determines the level of metabolism of a single non-Peleahn creature. The basic spell simply determines if the creature is conscious or unconscious. The caster must have line-of-sight to the subject creature. BONUS EFFECTS ML 51+ The spell may determine if the creature is resting (regaining fatigue) or not. ML 66+ Range is ML feet. ML 86+ Spell may effect up to SI creatures. MURAZOR'S BOLT (PELEAHN/III) Fatigue: (15-SI) * 2.0 Time: (15-SI) seconds Range: SI feet Duration: Instantaneous Murazor's Bolt creates a bolt of fire which travels in the direction indicated by the caster. The bolt must originate in a seed fire within SI feet of the caster. If it contacts an object before travelling ML yards, its energy is discharged into that object, inflicting 3d6 + SI (5d6 +SI with CS) flame impact to a single target location. If the bolt travels its full distance without striking an object, it fades harmlessly out of existence. The bolt can be dodged. BONUS EFFECTS same as Orb of Zatara DELAY (NEUTRAL-COMMON/MULTI-LEVEL) Fatigue: (15-SI) * 0.5 * OECL (object enchantment complexity level) Time: (15-SI) * 5 seconds Range: - Duration: up to SI*3 minutes/ML minutes (MS/CS) This spell effects a conjunctive spell, which has its effects delayed. When casting Delay, the caster must specify the spell to be delayed. Upon successfully casting Delay, the caster must specify the duration of the delay (which may be up to SI*3 minutes with MS, or ML minutes with CS). Unless interrupted by a spell backfire, the caster must cast the object spell. The object spell may not be of higher level than Delay. The caster cannot stop the object spell from being triggered except through the use of Abort. BONUS EFFECTS ML 71+ The caster can abort the conjunctive spell after attempting to cast Delay. ML 91+ The caster need no longer specify the duration of Delay at the time of casting. The object spell may be triggered by the caster at any time before Delay expires, provided that he is within casting range of the object spell. If the caster fails to trigger the object spell before Delay expires, the spell fires at that time. DARKFIRE (PELEAHN/III) Fatigue: (15-SI) * 2.0 Time: (15-SI) * 2 seconds Range: ML feet Duration: SI*2 minutes/ML minutes (MS/CS) This spell effects a fire which is already started, causing the fire to burn much more efficiently. As a result, the light given off by the fire is reduced by 90%, and the fuel burns 25% longer. The heat given off by the fire is uneffected. The fire effected by the spell may be no larger than SI cubic feet (CS: SI*3 cubic feet). The fire continues to spread normally, and any burning fuel outside of the area of effect will be uneffected by the spell. BONUS EFFECTS (none) MURAZOR'S CLOUD (PELEAHN/VIII) Fatigue: (15-SI) * 5.0 Time: (15-SI) * 5 seconds Range: Touch Duration: SI minutes/SI*2 minutes (MS/CS) This spell causes a cloud of smoke to come into being. The cloud is initially SI feet in radius, and grows SI feet every combat round until half of the duration is up (this is 3*SI rounds with MS). After that time, the spell's effects shrink by SI feet each round. Smoke created by the spell which is left outside of the area of effect is treated as normal smoke, and dissipates normally. Within the smoke cloud, there are several effects. Visibility for the visible spectrum is reduced to 12-SI feet (visibility for infrared is not reduced at all). All breathing creatures will choke and gasp for air, suffering a physical penalty of SI*2. BONUS EFFECTS ML 71+ Caster is uneffected by the cloud. ML 91+ Caster may designate by touch up to SI other creatures which will be uneffected by the cloud. MURAZOR'S SUMMONING (PELEAHN/VIII) Fatigue: (15-SI) * 5.0 Time: (15-SI) * 5 minutes Range: SI yards Duration: SI*3 minutes/ML minutes (MS/CS) This spell summons and controls a fire elemental. The caster specifies the type of elemental he is attempting to summon prior to beginning the spell. A large seed fire is necessary. Upon completion of the spell, the caster immediately determines the success of the summoning effect. Success means that the elemental is summoned; failure means that it is not. Duration of the summoning is determined by the success level of this roll. Some entities require CS to be summoned, or are able to avoid summoning completely. If the summoning is successful, the caster then checks for control. His test is against EML + 3 * caster's Will - 5 * elemental's Will, modified by caster's and elemental's Physical Penalties. The fatigue cost for casting the spell is not considered in calculating EML for the initial control roll. The result of this test is: CF: The elemental is uncontrolled. MF: The elemental is controlled, but not subjugated. So long as the elemental is controlled, it may not leave the seed fire, nor may it use any powers beyond the extent of the seed fire. The caster may voluntarily loose his control at any time, and he automatically loses control if he moves farther from the seed fire than his casting range. MS: The elemental is partially subjugated. The caster may command the elemental, but he must concentrate for 15-SI seconds to do so. Any injury to the caster requires a new control check. CS: The elemental is completely subjugated. The caster may command the elemental at will. If the seed fire goes out, the elemental must make a 2d6 + N (N= number of rounds since the fire went out) will test each round. Failure of this test means that the elemental is dispelled. The elemental need not make this roll; it may willingly return whence it came at any time after its seed fire goes out. BONUS EFFECTS ML 81+ The caster can summon a specific elemental, provided he knows its true name. CONVERT (MULTI/VIII) Fatigue: (15-SI) * 4.0 Time: (15-SI) * 2 hours Range: touch Duration: Indefinite/Permanent This spell is identical to Infuse except for the duration. The duration is permanent if the spell is cast as the object is being made; otherwise the duration is Indefinite. BONUS EFFECTS As for Infuse MURAZOR'S HASTENING (PELEAHN/VIII) Fatigue: (15-SI) * 5.0 Time: (15-SI) * 2 seconds Range: self Duration: SI minutes (SI*2 minutes with CS) This spell hastens the caster's movements, but causes him to tire more quickly. The caster's rate of action is increased by 100%, and he accrues 200% of normal fatigue. The caster is allowed two actions every combat phase. The first action occurs at an initiative 50 points higher than the caster's initiative; the second occurs at an initiative 50 points lower. For spellcasting initiative purposes, the end of the caster's first action occurs at his base initiative score. In addition, EMLs for al skills which rely on speed or reaction are increased by 30. These skills include: dodge, legerdemain, unarmed combat, and all hand-to-hand weapon skills. BONUS EFFECTS ML 66+ Fatigue accumulation is now 150% ML 81+ Range is touch ML 91+ Fatigue accumulation is now normal MURAZOR'S FIELD (PELEAHN/X) Fatigue: (15-SI) * 6.0 Time: (15-SI) minutes Range: Touch Duration: SI hours / SI*2 hours (MS/CS) This spell creates a bond between the area of effect and the plane of elemental fire. For the duration, there will be a continuous "leak" of fire energy. The area becomes a Peleahn sanctum of level V and value SI*2 (level X and SI*3 with CS). The ambient temperature is raised by SI*2 degrees Fahrenheit (SI*3 with CS). If the temperature is raised past 100 degrees, fatigue rates for all non-Peleahn creatures are effected as follows: Temperature Fatigue Accumulation 101-110 200% 111-120 300% 121-130 400% 131+ 500% The area of effect is a sphere up to ML yards in diameter. Upon attemptong to cast the spell, the caster must fix the size of the sphere. BONUS EFFECTS ML 86+ The caster can shrink and expand the sphere at will. He cannot shrink it below 1 foot, nor expand it beyond ML yards. He may change its size by SI feet per second. He may create it at any eligible size. From: Magnus Lycka Subject: Re: Weapon Skills > From: Petri Heiramo > Subject: Re: Weapon Skills > > > From: lees@snoopy.asf.com (Lee Short) > > Subject: Weapon Skills > > > > To pop up an idea related to an old thread, does anyone out there feel > > that initial weapon ML's are too high? For example, a mercenary with > > an SB of 14 in Spear (OML = SB3), whose parent was a mercenary, and who > > puts an option in Spear, has an initial ML of 6*14 = 84. And this is > > without exceptional stats/sunsign combination, and not a weapon > > with OML = SB4. I've generated a character with an initial ML of 110+ > > (this took some *incredibly* lucky dice-rolling, and the only reason > > my GM let me play the character was because he was generated as an > > interim character, only to be played while my other character was > > temporarily occupied). > > The rulebook limits the initial weapon ML's to 70. It is also the > limit for weapon training. Everything beyond ML 70 in arms must be gained > through actual use of the skill. I do not know if this is totally realistic > but it DOES limit the otherwise too high weapon ML's. You could claim that pregame activities as a mercenary would involve actual use of the skill, not only training and practice, thus making it possible to start playing with ML > 70. On the other hand, I'm not sure that family skills give you any bonus on an occupational skill. I have used that assumption, but I can't recall that it's actually in the rules. > > > Does anyone else feel that there isn't enough of a difference between > > "beginning" warriors and the veterans? > > See the above. If you can get initial ML's above 70 then there > is no difference. > > Lee > Jours, Petri JML -- Name .............: Magnus Lycka, MSc, Design Engineer | All opinions Office Address ...: Saab Ericsson Space AB | expressed here S-405 15 GOTEBORG,SWEDEN | are my own. Office Phone .....: int+46 31 354229 | Fax ..............: int+46 31 359520 | Email ............: Magnus_Lycka@space.combitech.se | From: pcrxs@nasagiss.giss.nasa.gov (R.B. Schmunk) Subject: Re: more spells lees@snoopy.asf.com (Lee Short) contributes: >Here are a few more spells, mostly Peleahn. Oh boy. I only had two spells to review before I posted the spell file to sunbane, and now more spells. Well, I'll take 'em when I can get him, but I'll point out to folks that the spell file is beginning to see a glut of Savorya and Peleahn spells. Jmorvi spells are badly needed. > FRESHENING OF MURAZOR (PELEAHN/IV) > This spell decreases the subject's rate of recuperation. Sounds Fyvrian to me. > AWAKENING OF MURAZOR (PELEAHN/II) > This spell causes the subject to become instantly awake and fully >aware. Right off the bat, sounds either Fyvrian or Savoryan to me. Then again, perhaps you're waking them up with a hot foot. > PERCEPTION OF MURAZOR (PELEAHN/I) > This spell determines the level of metabolism of a single >non-Peleahn creature. Again, sounds Fyvrian or Savoryan. > MURAZOR'S CLOUD (PELEAHN/VIII) > This spell causes a cloud of smoke to come into being I wonder where the smoke is coming from, particularly as you don't specify ethereal or mundane. Then again, maybe that's why you're specifying CL VIII. > MURAZOR'S HASTENING (PELEAHN/VIII) > This spell hastens the caster's movements, but causes him to tire >more quickly. Another one that sounds Fyvrian to me. Generally looks like a good bunch of spells to me. The only problem I have on first glance is the convocations mentioned above. Then again, working on the theory that a mage should be able to duplicate within his convocation a spell he's observed, perhaps they can be done. Now, can someone offer a rationale in these cases? (Klaus, you're good at this. Any comments?) -- R.B. Schmunk Email: pcrxs@valinor.giss.nasa.gov Smail: NASA/Goddard Institute, 2880 Broadway, New York, NY 10025 USA Vox: 212-678-5637 From: Axel Schudak Subject: Mania Productions address I managed to get the address of the company that published "Die Toten des Winter". They also publish german translations of Harnmaster ruled, Castles of Harn and Gods of Harn. Mania Productions Sigrid Minz Benzenbergstrasse 60 40219 Duesseldorf Germany Fax # : 0211/391010 They have no telephone. If you use the Fax from foreign countries, the number is (hopefully) germany/211/391010. (Most other countries have germany under 0049). Any questions regarding translations or copyrights for the module should be directed to this address, also I will try to call them this week (this may become a problem without a telephone number) and report results to this list. If this company is not willing to sell out of Germany, I can convince my local shop-owner to do so (he is not sure about the payment details and has to ask his bank first). Prices would be 27 DM + postage : 8 DM within EEC, 16 DM airmail to US (I believe Finland & Sweden will cost the same as EEC). This price is rather hefty, but fantasy is already expensive in Germany and postage will add a lot. If I get one of my crazy moods I will make a short (and certainly grammatically incorrect) translation of the module. These I would send to anyone who owns a real copy of the module (I'm sure I can verify this) and is in dire need. Regarding the amount of other work I have to do it is unlikely that I will do this if there will be a licensed translation. OK, thats it for now. I have to look up a certain number Axel From: Sean Matheis Subject: Re: more spells > From: pcrxs@nasagiss.giss.nasa.gov (R.B. Schmunk) > Subject: Re: more spells > > > MURAZOR'S HASTENING (PELEAHN/VIII) > > > This spell hastens the caster's movements, but causes him to tire > >more quickly. > > Another one that sounds Fyvrian to me. Sounds Lyhavi to me, but it has been over a year since i've played Harn (Ars Magica convert here :) ) Sean From: lees@snoopy.asf.com (Lee Short) Subject: more spells >Generally looks like a good bunch of spells to me. The only problem I >have on first glance is the convocations mentioned above. Then again, >working on the theory that a mage should be able to duplicate within >his convocation a spell he's observed, perhaps they can be done. Now, >can someone offer a rationale in these cases? (Klaus, you're good at >this. Any comments?) I considered including with some of the Peleahn spells an explanation of why I considered them Peleahn, as in some cases this is not obvious. Basically, my reasoning is that speed/motion/metabolic rate is a Peleahn principle, and things that manipulate or perceive this principle are Peleahn. I would also say that there are Fyvrian methods of obtaining the same effect, by manipulating the biological processes that control these things, rather than manipulating the things themselves [as a note, on one of the spells, my GM noted "doubles as a Fyvria/I" when he approved it]. In fact, "Awakening of Murazor" is almost redundant, as I think that the casting of "Aidan's Hastening"* on a sleeping subject would be very likely to wake the person up. * I think this is the name of the (Peleahn/II) spell that increases your movement speed. Lee Lee Short lees@asf.com The marathon is a theater for heroism, Software Janitor the common man, and an uncommon challenge. Hughes Training, Inc. It shows the extraordinary powers Minneapolis, MN of ordinary people. -- Dr. George Sheehan 1919-1993 From: Mark Hazen Subject: Help "Curse of Hlen" Spoilers included Well my campaign group has finally reached Hlen and are attempting to figure out what is going on there. Hence I need to figure out from Robyn's vague suggestions a consistant plot. I have already changed Radin from being a wraith to a renegade Morgathian Priest - thus allowing myself to harass the characters on the way through the mountains with undead and giving a reason for Panaga's wanderings through the world (namely to recruit underlings to run things while he keeps his bosses busy. Radin is one of these and on the way to Hlen he and Panaga murdered a party of merchants and created Ghouls from them as a guard in the mountain pass. They are set to attack anyone transporting the boxes of Ikaras parts (evil attracts evil theme again) Now onto my problem: What is this thing with Mara (kyman Pelstrom's wife)? I have some thoughts but would like to run them by other DMs. Known from the module Mara's body is inhabited by a succubi like spirit that has access to Mara's memories through the sphere in Varaxis where Mara's spirit is imprisoned. The sphere limits Mara's mobility in Hlen as well and is powered by the life force of wraiths in Varaxis Mara originally got sick and died after Panaga left, and when he returned with Radin he raised her from the dead, gave her an amulet of good looks and left her to do her thing. Questions: - What happens if someone kills Mara in Hlen? Is she killable given that her body is really still dead and only animated by the spirit. - What happens if the wraiths (who seem to have a physical form) are kept from powering the sphere in Varaxis? - What is it about the sphere that over time will effect the demi-God in Varaxis -surely after a year or so the succubi has enough of Mara's memories that Mara is not required any more. To me Mara in Hlen must be killable or dispellable (exorcism) the same as any other spirit that has taken over a body. But perhaps only if she is removed from the area of effect of the sphere. Alternatively, if the wraiths in Varaxisare kept from powering the sphere by non-magical means the link will slowly disipate (area grows smaller?) until Mara's spirit is free. At this point the succubi will lose access to the memories and be killable etc. If the succubi is killed in Hlen outside the sphere then presumabley it will be either free or confined to the sphere (would this result in a fight inside the sphere?). I also presume that Panaga has included hooks so that if someone tries to use magic to determine the nature of the sphere that they will slowly become linked with it the same as the wraiths. Hence feel spells etc would be very dangerous for characters since it is mildly dangerous for a demi-god. Why Panaga has set this entire spell network up is not so clear to me. Clearly he wants to control the Hlen end of Vaden Tol. Perhaps Mara did not like him and was influencing Kyman against him. Then how does the sucubi give him any more control than casting a spell to keep the entire village from working against him. Leave mara dead and ensorcerol the place to do what he wants I know the amulet is not that specific but it seems a bit weak. I propose that the Morgathian priest has been working on animating the dead of the area to form Panaga's army of undead, and control was required of the village without changing the visible power structure and keeping Kyman occupied I have also toyed with Kyman's son having gone through the Vaden Tol after Panaga and being lost somewhere in Varaxis or in the City of Nascent Visions. In my scenario if Radin is killed the undead that he has already animated will be uncontrolled and the local people are going to have problems. (Figure in a year 500-1000 undead of various sorts?) This may be more the reason why various trading missions have gone missing. If Radin ever notices Lyal's group they are in for a big surprise. Of course this only gets me to Varaxis - the City of Nascent Visions and the hive of Vhir that teleported underneath it etc. is a bit much and also has far to little detail to run characters there in a reasonable manner. Amongst other things how does a V'hir get from the city to the Vaden Tol without the Laranic forces going crazy. I forsee alot of reworking in order to make a consistant module of this. While on my soapbox - anyone got any ideas how or why the Panaga left the keys to the boxes with Varaxis? Is this just a reward from Save knor or what??? All comments or suggestions are welcome Mark Hazen In the land that once had fish!