himself the Heavenking, manifest their ships were inferior to those of Current Foreign
ruler of Sahud. The other leaders Megalos. The most important thing in Relations
deferred to his “obvious” fitness to Sahud was stability. Clans have risen
rule, and provided funds and laborers and fallen, but there has been no The Court of Heaven is reasonably
for the construction of Uulinn, the change in overall Sahudese life for informed about the state of the rest of
new capital, on a hill near Kinkaku. many centuries. Ytarria, including national and some
The Heavenking’s chief advisors were regional politics. Megalos and Zarak
members of the other clans, and his are major trading partners. Sahud’s
conduit to the outside world. The relationship with Zarak is venerable
“lesser” clans thus gave up very little and bound by tradition. It has no true
real power. diplomatic relationship with Megalos,
however. Diplomats on both sides
Sahud has quietly endured minor have spent decades trying to arrange
raids from the Nomad Lands, but affairs between the two Byzantine
prior to 1575 there had been no real governments. At the moment, most
contact with the other humans of interaction is between Sahudese clans
Ytarria. In that year, an exploring ship and Megalan merchants.
out of Megalos landed on the coast
east of Kinkaku. Communication was Sahud has some trade with
difficult, but there was no bloodshed, Caithness, but it is primarily handled
and the explorers returned to by Zarakun; a mere handful of
Megalos, reporting, “Very strange peo- Sahudese and Caithnesser traders
ple, probably human, some trade pos- have permission from the dwarves to
sibilities.” The Emperor considered pass through Zarak, and there is an
trying to conquer Sahud, but dealing even smaller number of smugglers.
with the Nomad Lands obviously The Court of Heaven would like to
came first – and they were proving a speak to some shipwrights from
challenge. There were occasional Araterre about naval technology, but
trade missions over the following cen- the distance and culture gap has
turies, and by 1800 many Megalan proven impossible to bridge thus far.
merchants made the trip regularly. The consensus of the Court is that al-
Haz, al-Wazif, and Cardiel are cur-
The Sahudese, in contrast, showed rently irrelevant to Sahud.
little interest in the outside world.
They had no desire to conquer, and
LANDS OF YRTH 149
These factors merely establish a
person’s “base” Status. The relative
Names in Sahud status between two people can vary. In
their shops, skilled craftsmen are
Sahudese names are Japanese in character, having several syllables effectively two levels higher . . . but if
and many vowels. Common folk have just one name. Nobles have longer they step outside, their Status returns
personal names and a clan name. Their names often have a poetic mean- to normal. Peasants have no shops,
ing (e.g., “Freedom of a Thousand Birds”), and Anglish-speaking but their Status rises one level during
Sahudese may introduce themselves using the translation. two weeks of the harvest season.
Common Sahudese names are: Akiro, Ashiriwa, Bunoketa, Similar variations apply to most occu-
Futsukiman, Hiyoshiwara, Kaoshuang, Kyushuonai, Matsuko, Nishiji, pations. In addition, the behavior of a
Ochiriwa, Okishaido, Shizuoka, Soshogazawa, Tanega, Tsukiyama, Sahudese’s clan affects Status. For
Yachikura, and Yoshigawa. example, any member of a clan
In general, Sahudese names are composed of alternating single con- involved in a low war loses one level
sonants and vowels. Names usually have three, four or even five sylla- for the duration of the war, even if it is
bles, and end in a vowel or the letter n. The few consonant combinations against non-Sahudese.
and diphthongs which are common are ch, sh, ts, ky, ng, ao, ai, and uo. The second major factor in an indi-
vidual’s standing is face, in the sense of
prestige. In Sahud, one gains face by
conforming to societal norms, and
SOCIETY social class as their parents, assuming loses it through deviant behavior. Face
they were married. Married couples is not an internal measure of self-
Sahudese society has many rules, are always the same status – if they worth, but is measured by how others
most of which can vary by location weren’t when they got engaged, they treat you. It can be represented in
and the time of day or year. Visitors usually both end up at the lower level. GURPS by Reputation, though most
will no doubt find them bewildering, At Status 4 and above, Sahudese can day-to-day fluctuations are too minor
but may learn a few of the basics. The have trouble finding a spouse of their to note. Most face is personal, but
rules are strictest among the highest own class; under these circumstances, families, clans, and other social units
classes; non-Sahudese will find peas- the Court of Heaven may elevate also have face, represented in game
ants relatively easy to interact with, if someone appropriate. terms by a Reputation, or even Social
still sometimes baffling. Regard or Social Stigma if the group
If the mother is not married to the has long been seen in this way by
It is possible for an intelligent for- father, the child has the mother’s sta- everyone.
eigner to eventually understand the tus. However, if the father is of high-
patterns of Sahudese society. How- er status, he might adopt the child, These rules are occasionally bent
ever, it is hard to find a teacher in the raising its status without admitting into very odd shapes. There are
first place. In Sahud, people are paternity. Sahudese who break enormous num-
taught the rules while they are chil- bers of rules, but are clearly beneficial
dren, and making mistakes as an adult Children of peasants and profes- to society. The most obvious examples
can cause loss of face. Thus, teaching sionals (such as merchants) usually are capable female samurai. Since
the rules to an adult visitor is the same take up their parents’ occupation, and their actions are useful, no one wants
as treating him as a child. Worse, thus keep their birth status for life. to make them lose face by pointing
acknowledging that the visitor doesn’t Members of noble clan families, how- out how outrageous they are being.
know the rules is a rude attack on the ever, may rise in rank as they become These “acceptable deviants” are their
visitor’s face. The polite behavior is to more senior in the family . . . or fall as own category, made possible by a
pretend not to notice. A Sahudese will- their clan loses power. Similarly, gov- mass act of denial. People can’t get
ing to sit down and explain things to ernment officials can rise in rank, with into this category through minor
a corresponding increase in status.
visitors is either exceptionally prag-
matic, a social outcast, or actively
interested in ruining the visitor’s pres- Sahudese Status
tige and thus probably lying.
Level Examples
Status
7 Heavenking
Class and status are as important 6 Eyes of Heaven
as in Megalos, but much more com- 5 Imperial nobles, high ministers
plex. Understanding how to behave 4 Major clan heads, high priests, powerful wizards
with someone of different status is dif- 3 Minor clan heads, minor high priests
ficult enough, but simply determining 2 Samurai, abbots, typical wizards
a person’s relative status in the first 1 Wealthy farmers, ronin, monks, craftsmen, merchants
place is highly involved. 0 Artisans, peasants, minor wizards, ninja
To begin, status is normally based -1 Servants, geisha, courtesans, wanderers
on breeding. Children are of the same -2 Outcasts, beggars, thieves
150 LANDS OF YRTH
violations, only by recklessly rebelling
in a manner that benefits others. Life as Ritual
Extremely dangerous people some- Even apart from social interaction, Sahudese have rules for every-
times get treated the same way, even if thing from preparing tea to tying a sash. Simply put, if there are two dif-
they are threatening to society.
Social Interaction ferent ways to do something, one way is right, the other way is wrong,
Once two Sahudese have deter- and there exists a complex bit of philosophy about why. Some of these
mined who is more important, and by rules have practical reasons; a correctly prepared cup of Sahudese tea is
how much, the next question is how excellent. Others are symbolic, and still others are intended to please the
they should treat each other. One of relevant spirits. Most of the latter are rationalizations, but some are jus-
the fundamental principles is that tified; see below.
mutual politeness is only possible
between equals. Someone of lower
class is normally obliged to be polite deal of competition and maneuvering, appropriate in the given context, along
to his betters, while a high-class indi- particularly between nobles. Making with time and place. The challenged
vidual is free to be rude to inferiors. someone lose face involves calling party can decline, but this causes loss
The flip side of this, however, is that it attention to their flaws and missteps. of face.
is considered gracious for people of Doing this directly (“Your robes are
high status to be kind to those under threadbare and tawdry, and you dance Sahud counts as having a different
them, so long as it is done without like a besotted elk.”) is effective but culture from Megalos, et al, and the
expectation of return. After all, that crass; both parties are likely to suffer. penalties for an unfamiliar culture
would mean the higher person needed One of the most elegant techniques is apply (see p. B23).
to wheedle politeness out of inferiors. to compliment the target on every-
It also must be done without any actu- thing except his most obvious flaw. Nonhumans
al return, so a lower-class person is For example, at a meal consisting of a
sometimes socially obliged to not rice dish, fish, and somewhat inferior Nonhumans native to Sahud
return politeness from a superior, and cakes for desert, a hostile guest might include halflings and a few gnome and
must make a token display of rude- elaborately praise the rice and fish. goblin families. A handful of dwarves,
ness. People of equal social status usu- The cook will thus be shamed by the elves, half-elves, and orcs have adopt-
ally treat each other with equal civility. poor quality of the cakes. ed the local customs; most were born
elsewhere. There is also one young
When two Sahudese interact, they Insults (real or imaginary) between dragon who has integrated himself
typically both try to preserve the Sahudese, particularly nobles, are into Sahudese culture (see Ah, p. 153).
other’s face. For example, if a sometimes resolved through duels. A Most visitors are treated according to
Sahudese is looking to buy fruit, and duel might be an actual combat, a their actions: i.e., typically as danger-
notices that the farmer’s produce is all cooking contest, or a ritualistic ous raiders or greedy merchants. One
undersized, the first thing he says may exchange of insults. The challenger exception is dwarves. Both Zarakun
be, “With the terrible weather lately, I gets to choose the type from those and Sahudese society respect tradi-
am sure you have no fruit for pur- tion, place value on status and honor,
chase, and I will have to go hungry.” and have a deep interest in the best
Even if the fruit is in plain sight, and ways of working metals. Traders on
the weather has been fine, the farmer both sides have evolved rules for inter-
thus saves face by having heroically action; dwarves are not uncommon in
been able to produce fruit. Non- Kinkaku, and some Sahudese are wel-
Sahudese naturally wonder if the come in the caverns of Zarak.
shopper is blind or insane.
Religious Practices
While most social interaction is and Spirits
thus “win-win,” there is also a great
Sahudese religion (see p. 80)
revolves around countless “little gods”
– spirits. They number in the thou-
Titles in Sahud sands; virtually every thing, place,
trade, or phenomenon has a spirit
Any role in the Sahudese government, place in a clan’s hierarchy, or
civic post will have a title. These are traditional, poetic, and bear no obvi- associated with it. Some are nature-
ous relation to each other. The question of where the Third Twilight related, associated with trees, streams,
Master stands in relation to the Lord of the Western Spray (or, for that hills, animals, and so forth. Others are
matter, to the Second and Fourth Twilight Masters) is opaque to those patrons of specific trades or crafts.
Even doorways, beds, and hearths
not familiar with the system. Sahudese themselves usually figure such
have spirits assigned to them. The
things out by watching who defers to who, not by actually asking.
gods of the sun, earth, sky, and sea are
most important, but even seemingly
trivial spirits are accorded respect.
LANDS OF YRTH 151
The Sahudese interact with these Women in Sahud
beings through prayer and sacrifice.
When they do so, they expect results. Most women in Sahud stay at home, perform domestic chores, and
To them, the only reason to call upon obey their husbands. But there are notable and fierce exceptions! Female
a spirit is to request a favor or insure warriors are accorded great respect, and some clans are governed by
its good will. powerful matriarchs. Women do not get the same opportunities as men,
but a woman who is more competent than a man of the same class
Although some ceremonies are usually receives due honor.
conducted with great pomp, most
prayers are in private. Wealthy fami- Magic society takes part in high war, and
lies or clans maintain private altars; nothing is at stake except face.
most peasant villages have shrines for Sahud is mostly normal-mana.
public use. Otherwise, prayers are said However, three hundred-mile-wide In low war, on the other hand, any-
in any appropriate location (e.g., over craters mark its coast. The islands at thing goes. Poison, assassins, magic,
the cooking pot when praying for an the centers of these craters are all and hordes of screaming mercenaries
end to famine, on a hilltop when pray- high- to very high-mana, and all are all acceptable. There are a few
ing for rain). claimed by the Eyes of Heaven rules, mostly involving treatment of
(p. 155). The edges of the craters vary prisoners and how to surrender, but
Unlike Christian clerics or Muslim widely in mana level. participants occasionally ignore them.
mullahs, Sahudese priests are not pri- Most low wars end with the total
marily concerned with people’s moral- Some Sahudese mages are quite destruction of one side. Clans fight
ity; correct behavior is enforced by powerful; many are masters of the low wars over severe insults or for eco-
society. Rather, their role resembles trivial spells that make life comfort- nomic reasons, and almost all wars
that of a lawyer. They know correct able. Showy magic is considered inap- against non-Sahudese are low. It is
forms of address and preferred sacri- propriate for most contexts, including possible for a high war to degenerate
fices. Anyone can get minor conces- high war. Fireballs and such are into a low war; the opposite is exceed-
sions from the little gods, but priests acceptable in low war, when used by ingly rare.
are best at it. Their profession also or against outcasts like thieves and
involves a great deal of ritual and offi- assassins, and in duels between Martial arts (primarily the GURPS
ciating at rites such as marriage. High- mages. Of course, there are some skills of Judo and Karate) are very
ranking priests know ways to deal “acceptable deviants” who break these common and refined in Sahud. Every
with hostile spirits. Training for the rules, typically very powerful and noble learns at least the basics, and
priesthood is primarily mental, but noble martial artist/mages. even commoners can be quite skilled.
physical health is also important, and Advanced martial artists sometimes
those with talent learn magic as well. Warfare acquire abilities that seem magical,
and indeed may represent an alternate
Visitors to Sahud often regard this There is no standing army in way of channeling mana.
system as fundamentally misguided or Sahud. Each clan fights as necessary
even diabolic, since they “know” that to defend its land from foreign raiders. The Law
rocks, streams, and hills don’t have However, noble families fight among
their own gods. However, in Sahud themselves bitterly and routinely. Crime in Sahud includes most
they are wrong. Unlike the rest of There are two sorts of wars. things that are crimes elsewhere (vio-
Ytarria, Sahud has a profusion of lence, theft), offenses against the spir-
incorporeal entities, each with likes, A high war involves picked fighters its, disrespect for the Heavenking, and
dislikes, and minor powers. Many and specified weapons. The partici- cheating in high war. Most other
Sahudese prayers and sacrifices are pants rigidly agree upon time and potential crimes, such as disrespect
thus completely effective. Some are place. Some high wars have addition- for nobles, are handled socially.
not! There is no actual spirit of the al rules; these may, say, disallow
sun, for example – though some dis- ranged weapons, or all weapons. The Sahudese legal system is, pre-
honest spirits claim that role. Magic is usually completely prohibit- dictably, baroque and full of ritual.
ed, but there have been exceptions. The nobles appoint judges from
No one knows why these beings Normally, only the best of Sahudese among their ranks. Some have fixed
are only found in Sahud. The compet- courts, while others journey from
ing theories are that they do exist else-
where, and no non-Sahudese has Poison, assassins, magic, and hordes of
noticed (popular in Sahud); other screaming mercenaries are all acceptable.
lands are unsuited to spirits, possibly
due to an unknown aspect of mana;
the spirits like the way the Sahudese
treat them; or the spirits came
through the Banestorm into Sahud
and simply haven’t bothered to spread
further yet. Game mechanics for spir-
its are on p. 199.
152 LANDS OF YRTH
town to town, dealing with cases that basics of dealing with Sahudese – after spends nearly all his time in Ah castle
have come up since their last visit. a week or two of culture shock. or out hunting in his clanhold. Most
Judges are supposed to be incorrupt- Weirdness for its own sake wears thin nobles never refer to his race; it’s diffi-
ible, but this is usually untrue. The after a while, and 21st-century players cult to do so without either implicitly
trick lies in offering a bribe without are likely to understand the possibili- insulting him, or suggesting the speak-
actually suggesting the judge might ties of Asian adventures. er is scared of him. Thus, it’s possible
accept one. for visitors to Sahud to believe that
THE CLANHOLDS “Dragon Head” is just a metaphor,
Trials that involve anyone impor- OF SAHUD until they meet him.
tant are all about political maneuver-
ing and face, and are full of ceremony. Sahud is home to a dozen major Clan Ah is a mercantile clan, spe-
Judgments can be almost instant, or clans, and innumerable minor ones. cializing in livestock within Sahud,
can drag on for weeks. Foreigners do Each rules over a territory up to 50 and spice outside. It has made sever-
not get special treatment, and usually miles across, called a clanhold. The al attempts to compete with Yarohito
lose, due to unfamiliarity with the sys- following are intended to be a some- (p. 154) for the silk trade, unsuccess-
tem. Ignorance of the law is only an what representative sampling. fully. It has always been noted for its
excuse if the accused claims to be reliance on ninja to humiliate and
mentally incompetent; this sometimes Ah occasionally assassinate its enemies,
works, but those who try it are treated and Naga-Go hasn’t changed this
as children by all Sahudese thereafter. The head of Clan Ah is a 120-year- policy.
old dragon who uses the name Naga-
Most crimes are punished by fines Go. He grew up in the forest west of Nyodo
or flogging. Repeated offenses bring Kinkaku, and had to deal with occa-
rapidly escalating punishments, cul- sional samurai sent by the local Ah Clan Nyodo has a history of aggres-
minating in death in the form of 999 clan. He eventually decided this was sion against its neighbors, with mixed
lashes. Slavery is unknown, and too much trouble, studied Sahudese success. On at least two occasions, it
imprisonment is rare. The few “pris- culture, and presented himself at the has defeated a rival, only to be imme-
oners” in Sahud are either hostages gates of the Ah castle. The clan head of diately embroiled in another conflict
held by one clan to ensure the behav- the time, Michi, had little choice but before it could enjoy its victory.
ior of another, or nobles confined by to treat him as if he had great status, Akiyasu (age 43), the current clan
their own families due to recklessly and Naga-Go maneuvered his way head, is considering focusing more on
criminal behavior. Nobles lose more into the power structure of the clan, political maneuvering, but he doesn’t
face through a flogging than by being first as a general, then a mage, then an know what to do with the clan’s small
a prisoner in their own house. advisor. In 1993, Michi died of natural army. Unemployed soldiers are always
causes, and Naga-Go became the troublesome, and most would be
ADVENTURING Dragon Head. unwilling to lose face by going into
IN SAHUD another trade. Akiyasu’s current plan
Naga-Go does most of his politick- is to send them to attack the Nomad
As Yrth’s little slice of Asia, Sahud ing verbally, but isn’t above terrifying Lands, in the hopes that most of them
is the ideal location for adventures his enemies with a smoking glare. He don’t come back.
inspired by Japanese anime or the
Hong Kong wuxia films of martial Sahudese Ninja
chivalry. It has more than its fair share
of powerful old monks, hot-headed As one might expect, Sahudese ninja are stealthy, black-clad, and
martial artists, stealthy ninja, noble acrobatic. They are perfectly equipped to act as spies, saboteurs, and
samurai, and mysterious sorcerers. assassins. However, in Sahud, ninja are also expected to attack their ene-
Rich in potentially unstable high- mies in non-lethal ways. With face being so important, public embar-
mana areas and unexplored ruins, rassment is a major political tool. Tripwires, buckets of mud, and inflat-
Sahud has more than its share of mys- ed bladders are all possibilities. Many ninja are also masters of alchemy,
teries. It is also a suitable setting for and may use mild poisons to induce vomiting, body odor, or sudden
diplomacy and intrigue that make changes in skin color. Fake assassinations (e.g., using dull wooden
Megalan politicians look like ama- shuriken) are another effective technique, showing that the victim is
teurs. The rules of Sahudese society defenseless. Few Sahudese targets can keep their aplomb through such
are only flexible around the edges; as attacks. Those who can usually find some way to thank the perpetrator.
one rises higher in society, the dance “My gratitude for the gift of fertilizer.”
of power becomes more and more
intricate. That said, ninja are also skilled with swords, improvised weapons,
and martial arts. They are more than capable of performing real assassi-
Other Ytarrians regard Sahudese nations when hired to do so.
as inexplicable and weird. GMs can
enforce this bafflement with the play-
ers of non-Sahudese characters, but it
is just as legitimate to let PCs learn the
LANDS OF YRTH 153
Tsushuo KINKAKU declared himself the first Heavenking
AND UULINN and, fortified with funds from other
In 1985, Clan Tsushuo lost a low clans, began expanding his palace
war with Clan Nyodo. The few surviv- Kinkaku is Sahud’s only major city, across the whole high-mana area.
ing Tsushuo nobles fled the final primary trading center, and capital.
destruction, and found sanctuary with The Palace of the Heavenking, Uulinn, Later that century, the first
an allied clan, the Akiuji. The sur- stands on a hill overlooking the city. Megalans came to Sahud. Their pres-
vivors included Hanatatsu, the young Kinkaku is a large city even by ence in Kinkaku actually caused peo-
daughter of the deceased clan head, Megalan standards; its streets teem ple to stare, then led to wild specula-
and several of her older relatives. with rickshaws, and vendors’ cries fill tion, but eventually they left. However,
the air. others returned, and within a few
Tsushuo’s territory stood aban- decades, some Megalans made
doned for over a decade. In 1999, the History Kinkaku their home. Their original
survivors decided to reclaim their townhouses have since evolved into
land. They had the ancestral castle Shortly after the initial phase of the the Foreign Quarter.
made livable, and recruited some Banestorm subsided, several families
workers to begin re-clearing the land. of Asian immigrants discovered the In 1869, a relatively minor earth-
Unfortunately, by losing the war and remains of an ancient city on the quake led to a major fire, which
fleeing, all the elders had lost too future site of Kinkaku. They built their burned down half of Kinkaku before
much face to rule. Hanatatsu, howev- houses in and around the remaining stopping at the river and the walls of
er, was a child at the time, and thus walls, and began farming the nearby Uulinn. Rebuilding commenced
not responsible for the defeat. She is fields. As the Sahudese discovered immediately, but the workers found
now considered the head of the clan, magic, they realized that part of the traces of the long-forgotten original
and her elders pretend to be dead or rapidly-growing town was high-mana. ruins among the ash. This stimulated
bedridden, while giving Hanatatsu Some of the earliest noble mages thus interest in the possibility of ruins else-
orders in private. Today she is 22, and claimed it for their own. where in Kinkaku. Over the next few
many of the orders involve finding a decades, property-owners in the city
husband and producing an heir. The town quickly became a city; spent an inordinate amount of time
Hanatatsu is not yet sure what she Kinkaku lies at a natural junction of digging under their buildings, or tak-
wants, but knows she needs to become trade routes. By the 1520s, it was by ing down and rebuilding architecture
a leader in her own right. far the largest city in Sahud, and the to see if any of the supporting walls
high-mana area was partly occupied were old ruins. A few hobbyists are
Yarohito by the palace of the Sadahiro clan. still convinced if they dig a little deep-
The clan kept the rest of the area as er, they’ll find valuable artifacts.
One of the richest merchant clans, bare grass, surrounded by a wall, to
Yarohito specializes in the silk trade prevent others from exploiting it. In Layout and Architecture
with Megalos. The clan head is 1523, the head of the Sadahiro clan
Najimatsu, age 26. He is both fiercely Kinkaku is located at the base of
intelligent and a powerful mage, but is the Sahudese peninsula, on both
young for a clan head and has only banks of the River Ayakura. The river
held the position since his father died is sluggish, and deep enough to
in 2002. Prior to then he was known accommodate ocean-going vessels.
for his wild behavior and vicious sense The area northeast of the river is most-
of humor. The death of his father, ly newer construction, dating to the
however, has focused his attention 19th century. The rest of the city can
dramatically. He still lacks many of the be of any age, though buildings older
necessary skills, but he will undoubt- than 500 years are rare.
edly mature into his role. He is already
a master of political maneuvering, and The architectural style is “tradi-
every competing noble who has been tional Asian,” with flared roofs, round
less than perfectly polite to him has doorways, and rice-paper walls. Much
lost face thanks to a mysterious and of it seems very oddly laid out or rick-
embarrassing accident shortly there- ety; this is usually evidence that some-
after. one was looking for ancient relics. For
similar reasons, many buildings have
Najimatsu spent some time in far more basement than they need,
Megalos as a child, and speaks perfect though, because of the river, lots of
Anglish. He would make an excellent them are damp or flooded. The streets
patron for non-Sahudese PCs, but has of Kinkaku are crowded and twisty,
very little tolerance for failure. On the but usually well-paved.
other hand, he is quite practical, and
might actually answer questions from On a large hill to the east of the city
foreigners directly and accurately. is Uulinn, the Imperial Palace. It is
actually far more than a palace.
Uulinn is a city itself, covering a seven-
acre high-mana tract and housing
154 LANDS OF YRTH
The Eyes of Heaven
These four mages serve as the most active intermedi- Glimpse of Falling Leaves
aries between the Heavenking and everything outside
Uulinn. At least one, and usually two, attends him at any Glimpse is 54 years old, but appears to be a beautiful
given time. The others will be out enforcing the 25-year-old thanks to her mastery of the Body Control,
Heavenking’s will. They all spend two or more months Healing, and Necromantic colleges. (She is also an
of the year at their respective castles. Three are located expert in Fire spells, among others.) She is the most
on the high-mana islands along Sahud’s coast, the powerful of the Eyes of Heaven, and the most evil. Her
fourth at its north tip. predecessor simply vanished, and Glimpse gets a very
ugly smile whenever he is mentioned. She is a brutally
Vision of Budding Flowers efficient administrator, a skilled diplomat, and a cun-
ning sadist. She is also plotting to be the next
This sorceress is, at 33 years old, young for an Eye. Heavenking.
She is the only one who came to her position through
raw merit. Vision is an excellent administrator, fair but Many of her schemes involve looking for power out-
authoritative, and much loved by the people. Her core side Sahud, particularly in the sections of Zarak and
magical expertise is in the Air and Communication and Megalos near her island castle at the far east end of the
Empathy colleges but, like all the Eyes, she knows a lit- country. Her voyages to and from Kinkaku are on a very
tle about every aspect of thaumatology. Her castle is on fast sailing boat of Megalan manufacture. Among her
the island to the west of Kinkaku. many eccentricities, when away from proper Sahudese
society she relies on her magic to keep warm, and wears
She has a fiancée to whom she has been engaged much less clothing than is considered proper for a
since age 2, a samurai whom she admires but barely noble.
knows. She does not want to marry until she has retired
as an Eye. Sight of Bone-White Snow
Perception of Bountiful Growth Sight is over 90 years old, thin, and as pale as his
name. His magical expertise lies in Movement,
Perception, a solidly-built man of age 60, came to his Protection and Warning, and Water spells. He is also an
position by poisoning his predecessor, causing him to incredibly skilled martial artist, and goes without body-
become sick in public. The loss of face forced him to guards. He makes his home in a tower in the depths of
retire, and Perception moved into his place. Perception a pine forest at the north tip of Sahud, traveling back
is very aggressive for a Sahudese politician, and occa- and forth to Kinkaku under his own power, probably via
sionally speaks of bringing an ordered society to the rest Hawk Flight.
of the world, one way or another. In pursuit of this, he
has begun conspiring with King Durinann II of Zarak Sight has been an Eye of Heaven longer than any of
(p. 162), regarding the possibility of Sahudese soldiers the others. He negotiated his way into his position
passing through Zarak to fall upon Caithness. The first through shrewd politicking and blackmail, and holds it
step, however, is uniting the armed forces of the Clans the same way. He prefers to only blackmail the corrupt,
into one army. but he is very much a realist. His primary goals are to
preserve Sahud and maintain his own position for as
Perception’s magical focus is on Earth, Food, and much longer as he can. Sight is aware of most of the
Illusion and Creation spells. His castle is on the island plots of his peers and subordinates, but believes that
immediately east of Kinkaku. He is probably the weak- internal conflict is necessary to keep Sahud healthy.
est mage of the four Eyes, but not by much.
thousands of guards, servants, concu- prisoner of Sahud’s powerful clan hands-on manner, the clan heads
bines and courtiers. It is surrounded heads. The Sahudese regard this sug- would revolt.
by a very stout and tall stone wall with gestion as extremely rude, not to men-
only one set of gates. Almost no one is tion illegal. However, it is not entirely The Heavenking is also the high
allowed in. wrong. The position of Heavenking priest of Sahud. Whenever a crisis
has great political power, but many affecting all of Sahud arises, it is the
Government people who have held the title haven’t Heavenking’s duty to make prayers
exercised it. This is sometimes person- and sacrifices to the spirits, on behalf
Uulinn houses the Court of al choice, sometimes inability (e.g., a of his subjects. Similarly, a clan leader
Heaven, whose most important mem- mental handicap), and sometimes due acts on behalf of his clan, a father for
bers are the Heavenking and his four to threats from other nobles. Further, his family. Some traders have suggest-
Eyes of Heaven. No foreigner has ever Heavenkings agree to stay in Uulinn ed that this explains why the Sahudese
seen the Heavenking, or even been as a check on their power. If a place such importance on honor or
allowed to enter the Palace grounds. Heavenking walked through the face – if a man has been dishonored or
Some Megalans speculate that the gates and tried to govern in a more shamed, the gods are less likely to lis-
Heavenking is a figurehead and ten to his prayers.
LANDS OF YRTH 155
Adventuring in Kinkaku People of Kinkaku
For visitors, Kinkaku is a strange city full of odd customs, interesting Just under 95% of people in
things to buy, unusual foods, and incomprehensible residents. Kinkaku are Sahudese citizens. Of
Newcomers will spend two to six weeks just learning to get around and those, 75% are of predominantly
communicate with the locals. At that point, the kinds of trouble they can Asian descent, 10% are of some other
get into multiply tenfold. The average Sahudese is polite, but the crimi- human race, 10% are halflings, and
nals aren’t, particularly with clueless foreigners. Sooner or later the party the last 5% are of another nonhuman
will run into trouble with one of the clans or perhaps stumble across race.
some of the prohibited ruins (p. 157). If they cause enough of a scene,
they may even come to the attention of the Eyes of Heaven. This is not The other 5% of the population is
necessarily bad, depending on which Eye is involved, but a dutiful Eye resident non-Sahudese, mostly
will put the stability of Sahud ahead of the welfare of a foreign barbar- Megalans, mostly merchants and their
ian. families. A few families have a
Megalan man who married a Sahud-
For residents, Kinkaku is the greatest city in Sahud, the home of the ese woman, and thus have biracial
Heavenking, and the center of the universe. It has tens of thousands of children. These children tend to find
people, thousands of spirits, and a million opportunities. It is also the more acceptance among Sahudese
gateway to the barbaric, exciting foreign lands. than in the miniature Megalan society
of the Foreign Quarter. Apart from
The Heavenking’s actual role in skims the reports his servants bring Megalans, there are a score of resident
government apart from ritual aspects him, but he barely thinks of the lands Caithnessers, a few dozen Zarakun,
is largely legislative. He can create beyond his own country as real. and a handful of people from else-
laws at will. His clerks record his where on the continent.
utterances, and one copy goes to each The Trading Clans
clan head. Theoretically that is all that Places of Interest
is necessary. However, the clan heads Most of the clans are not involved
must announce the new law for it to in foreign trade; those that are must The Foreign Quarter occupies a
have any meaning. If every clan head have representatives in Kinkaku if dozen or so city blocks, and is home to
disagrees with the law, it effectively they expect to do business. Often, one resident non-Sahudese. It looks and
vanishes. Conversely, if every clan family within the clan will be respon- feels like a little piece of Megalos,
head but two or three announces the sible for affairs in Kinkaku. Each has complete with sturdy Roman-influ-
law, the exceptions lose face for their its own compound, with a mansion enced architecture. Travelers looking
“forgetfulness.” Further, if only one for the family, numerous outbuildings for guides or translators can find them
head proclaims a new law, the public for servants, warehouses, and a build- here. Some will be Sahudese, some
assumes it’s fake, and that the clan ing set aside for negotiation. will be Megalans, and a few will be
head is treacherously pretending to honest.
speak for the Heavenking! The net Since the traders specifically want
effect is that the clans negotiate to do business with visitors, they The merchants who live here are
among themselves over whether and employ companies of greeters who mostly very well off, so it is also an
when to announce each new law. size up newcomers at the docks, and affluent part of town. It is surrounded
offer to escort the wealthy ones to by much cheaper housing; some of the
Almost all the Heavenkings have their clan’s compound. Their Anglish foreigners employ Sahudese servants,
been men, but three women have held is often broken, but they are even who usually don’t live on the premises.
the post over the centuries. However, more polite than most Sahudese, well- Two blocks of the Foreign Quarter
Sahudese always refer to the dressed, and often carry small samples consist of even stronger buildings –
Heavenking as male, so only the of their clan’s wares to entice traders. practically small forts – which are
records of Megalans who had very Greeters usually can recognize travel- home to Zarakun smiths and traders.
good ties to Sahudese nobles record ers who have been to Sahud before. These dwarves are very insular, and
which ones were female. only honored guests see more than the
The trading clans are also interest- front rooms of their shops.
The current Heavenking is a 56- ed in getting more information about
year-old man, in good health, and economic conditions outside Sahud. Kinkaku has no single open bazaar,
moderately active in government. He For this purpose, they employ non- but rather a maze of thin streets full of
has accumulated a number of favors Sahudese, and are always on the look- small shops, each apparently special-
during the 17 years of his rule, and out for new mercantile spies. A trad- izing in one thing. There is some loose
uses them wisely. Both his son and his ing family may extend a dinner invita- grouping by theme; one street may
daughter are dutiful, so he has no wor- tion to surprisingly disreputable for- have nothing but shops selling differ-
ries about the succession. His one eigners, with the intent of picking ent parts of chickens, while the next
weakness as a ruler is his massive dis- their brains during the meal, and will have one shop for books about the
interest in anything beyond Sahud; he possibly offering them a job after- rise of the first Heavenking, one shop
wards. for books about Animal spells, one
shop for books of poetry about spring,
and so on. Finding a specific shop
requires years of familiarity or a
guide; the shopkeepers themselves are
156 LANDS OF YRTH
generally ignorant about anything heads, their designated representa- interrogated; those who seem truly
outside their street. tive, and very small entourages; guilty die over the course of weeks.
accomplished and decorated soldiers
The Noble and Beneficial Academy promoted to the Imperial Guard; a The walls enclose magnificent gar-
is the largest school in Sahud. Its large few servants; and those invited to a dens, a zoo, natural hot springs, vast
and beautiful grounds occupy a personal audience with the treasuries, and magical laboratories,
walled estate on the outskirts of Heavenking. This last category is in addition to the Court of Heaven
Kinkaku. The Academy handles every extremely small, amounting to one or itself, and the Illustrious One’s pri-
age from 4 through 21, and has hun- two people per year. vate mansion. The residents include
dreds of students at any given time. the royal family, other noble families
Tuition is very expensive, and the Anything being delivered to the (including a few who are serving as
pupils are believed to be Sahud’s best palace (food, gifts, reports) is handed hostages), governmental ministers
and brightest. It does accept non- off at the gate. Anyone else caught and clerks, the Imperial Guard, and
Sahudese, of whom 50% flunk out in trying to get in is assumed to be an countless families of servants, most
the first year. The curriculum is com- assassin, and may be killed on the of who have lived within Uulinn for
prehensive, covering everything from spot. Most are simply captured and generations.
etiquette to history to martial arts. The
athletic courses and many of the aca-
demic courses are elective; those that
teach social graces are not. Students
live on campus; earning the right to
venture into the city requires exempla-
ry grades and behavior, and is flatly
forbidden to all under age 16.
A few examples of the ancient
ruins, around which the city was built,
are open to the public. Usually con-
sisting of a 20’ section of dark stone
wall, they are typically surrounded by
a carefully sculpted garden designed
to show off what is fundamentally a
very boring pile of rock. Admission is
two yen ($20). Permission to cast
spells on the rock is much more
expensive (10 yen, $100), and the
keepers will absolutely forbid anyone
from chipping off a sample.
The Imperial Palace of Uulinn is
very much a Forbidden City. The list
of people who pass in and out is short,
and includes the Eyes of Heaven; clan
Zarak is the dwarves’ name for ZARAK comparatively warm and fertile. Many
both the Bronze Mountains and the hold small farming communities, pop-
underground kingdom which lies communities, and most acknowledge ulated by gnomes, a few surface
beneath them. To dwarves, the two are human rulers. The dwarves, by con- dwarves, and even some humans.
one and the same. Zarak is bordered trast, are independent and powerful. These valleys are connected to each
on the south by Caithness, on the west other through mountain passes, but
by the Orclands, on the north by GEOGRAPHY few roads lead to the outside world;
Sahud, and on the east by Megalos. the dwarves prefer that any interac-
The dwarves trade with their human The dwarves claim all the “land” tion pass underground, where it can
neighbors, sometimes freely, some- under the mountain, and most of the be controlled.
times grudgingly. territory above. There are extensive
sections of their border with Sahud, The true kingdom of Zarak lies
Zarak is the greatest nonhuman and a few spots by Caithness, where underground. It is possible to travel
kingdom in Ytarria, and the only by treaty the surface belongs to the the length and breadth of Zarak with-
one generally known to humans. human country. Further into the out seeing the sky, and the dwarf tun-
In Christian and Muslim lands, non- mountains, the peaks are wild and nels extend thousands of feet down.
humans live in small, scattered windswept, though some have con- The many subterranean cities are
cealed watch-posts. The valleys are
LANDS OF YRTH 157
smaller than the great human cities, ambush points are designed to look was marked by several wars, mostly
but are still home to hundreds of thou- harmless, or not to be noticed at all. against orcs who settled too close to
sands of people. The dwarves mine for Beyond this area lies a second, small- Zarak and a few involving squabbles
metals both common and precious, er reception area, the Halls of with the elves. However, there was one
for jewels, and for stones with virtues Hospitality, open only to the suffi- extended dwarf-elf conflict, approxi-
only they know. Some worked-out ciently trustworthy. mately 1,600 years ago, and to this
mines become homes as they search day, dwarves find it difficult to trust
ever deeper. Others become vast HISTORY elves.
mushroom-farms. The dwarves can be
self-sufficient on this one food, but Dwarves have lived in Zarak for The outer world crashed in on their
they much prefer to combine it with thousands of years, since long before solitude when the first backlash of the
the product of the surface farms and the Banestorm. They have always Bane spell obliterated the southwest
human foodstuffs. All kinds of crea- been reclusive, with little love for tip of Zarak, which had extended hun-
tures live in less-frequented tunnels: other races. They sought treasures dreds of miles into what is now the
bats, rats, lizards, great worms, reeks deep within their mountains, concen- Great Desert. Even today the dwarves
(p. 224), and stranger things. The trating on the subtleties of their own consider these areas polluted and
dwarves exterminate most that they politics and the perfection of their cursed, and hate to travel there. The
find; they don’t willingly share their crafts, usually ignoring what went on High King sent out spies, who report-
tunnels. above them. They caught and enslaved ed that Ytarria was altered and
any strangers (usually orcs) who ven- scarred, that strange creatures
Each clanhold has many connec- tured into their underground caverns abounded, and that it looked like a
tions to the surface, but only a few uninvited. This pre-Banestorm time great elf spell had gone awry. This con-
that are considered public knowledge. firmed the Zarakun opinion of elves,
Outside each is a trade-town, where
dwarves meet with non-dwarves to The Banestorm
buy and sell. Trade-towns are usually Underground
collections of blocky stone structures,
with minimal decoration. The main The Banestorm’s effects don’t usually penetrate through dirt or stone
road of each leads up to a gate to more than a yard or two. In those cases where buildings have been
Zarak. brought to Yrth, some of their foundations come along, but never with
earth underneath exceeding 8’. Thus, very few Banestorm immigrants
These gates are usually quite large; appeared within the tunnels of Zarak. The exceptions manifested close
if Zarakun are hired to make a 100’ to surface entrances or in areas near the Great Desert. Some of the lat-
statue, they want to be able to get it ter deposited shockingly weird reptiles and insects, possibly from
out the door in one piece. The gates Gabrook, which the dwarves mostly exterminated. How the local
are also ornately carved in the distinc- banestorms may have affected the gates to Zarak is unknown and per-
tive geometric and crystalline dwarf haps not even recognized as a possibility.
style, and have many protective spells
on them. Within a gate there is 100
yards or so of tunnel devoted to
defense. This will not be obvious to
visitors; the assorted traps and
158 LANDS OF YRTH
and they once again closed their gates Dwarf Women
to shut out the external chaos.
Dwarves know full well that a society can survive if it loses most of its
Recovering in their slow and sure men, but not if it loses most of its women. Thus, they expect dwarf
way, it was many years before the women to stay away from the dangerous surface world, and they are not
dwarves paid attention to the new allowed to join the army and guard the borders. They usually end up in
inhabitants of Ytarria. In the year roles similar to the traditional ones for human females: taking care of the
1235, though, a scouting party from home, cooking the food, and raising the children.
Megalos ventured into what the sol-
diers called the Bronze Mountains. However, any dwarf woman who wants weapons training can get it.
Initial encounters were bloody, but the If Zarak should be invaded, the old women are expected to defend the
humans were persistent, and eventual- young, those who aren’t pregnant protect those who are, and they all
ly they thought to offer trade instead shield their children, to the last. The few orcs who have returned alive
of warfare. from an invasion of Zarak say that the men fight with strength and pre-
cision, but that the women are far more terrifying.
From this beginning, an increas-
ingly strong economic relationship Further, craft skills are just as respected among dwarf women as
has developed between the dwarven among men, and the dwarves make no distinctions between feminine
kingdom and its neighbors. Dwarves and masculine crafts. Roughly a fifth of the Grand High Crafters are
trade freely in many areas, selling raw women. Even those women who stay at home will have a skill they prac-
materials and exquisitely crafted tice in their free time, with the results on display or in daily use. (For
items, and taking away cloth and deli- example, the eating utensils might be a beautiful set that would proba-
cacies unavailable in their caves. bly fetch a steep price in Megalos.)
However, they are still reclusive. While
they do allow humans to co-exist on There is also a perception among dwarves – rightly or not – that
the surface of Zarak, they are very par- women have more money sense than men. This probably evolved
ticular about who they let into their because a dwarf man can’t carry his money around all the time, and the
underground cities. Few humans have person he trusts most is his wife. As a result, the great banks of Zarak are
witnessed their full splendor. all headed by women, and every successful trading house has several
women dwarves with keen financial sense on staff, if not in charge.
SOCIETY
Dwarf society is about tradition. The seven kings rule over clans in dif- student and vassal of one of his clans’
The lives of the Zarakun have not ferent parts of the mountains; each is high crafters. Next to the seven
changed much in thousands of years, known by the name of its leader. hereditary clans, these are the most
and the ways which worked for their powerful political entities in the
ancestors still work. Old traditions are After their kings, the dwarves Kingdom.
discarded only when they become respect craftsmanship. The most
obviously harmful. New ideas must skilled crafters wield great influence, The next level of political power is
prove themselves over generations though they spend most of their time the local governors., who will always
before becoming common. in the workshop or teaching. Each defer to high crafters. Dwarves view
high crafter attracts young followers management the same way humans
Social Rank who serve him in return for training. view ironworking: a useful and honest
Though dwarves don’t have formal job, of no particular prestige. That
Zarak is ruled by seven “brother guilds, this serves essentially the said, a dwarf who is truly interested in
kings,” one of whom is the High King same purpose. Until a craftsman is administration can forge his domain
of all the dwarves. Even dwarves of recognized as a high crafter in his into a paragon of efficiency.
other areas, such as Thulin’s Folk in own right, he is considered to be a
the Whitehood Mountains, acknowl- Joining the Zarakun army is a road
edge the authority of the High King. to respect; dwarves admire those who
defend the homeland from the chaos
Zarak Social Status of the outside world. Successful
traders are also respected, but most
Level Examples dwarves consider moving things
around to be secondary to making
7 The Seven Kings (including the High King) them in the first place. A dwarf apho-
6 Grand High Crafters, Kings of Separated Clans rism goes, “If you can’t be skilled, be
5 High Crafters strong. If you can’t be strong, be rich.”
4 Governors, Officers
3 Soldiers, Crafters Dwarves who live on the surface,
2 Trademasters by choice or social pressure, are of
1 Ordinary Dwarves and Gnomes lower standing than those who live
0 Surface-dwelling Dwarves and Humans underground. The only people of even
-1 Criminals, Exiles lower class are exiles, criminals, and
-2 Slaves slaves.
LANDS OF YRTH 159
dwarves tend to focus on enchanting,
Visiting the Dwarves there are relatively few dwarven battle
mages in the Megalan style. There is
How far dwarves let people into their homes depends on how much currently lively political debate on
they trust them. Between dwarves, strangers are allowed in the shop, whether those who exist should con-
acquaintances may visit in the outermost room of the home, and friends tinue to be part of the army on an ad
are welcome anywhere but the bedroom. With non-Zarakun, this situa- hoc basis, or whether there should be
tion is exaggerated. Complete strangers are not allowed underground at a dedicated magical defense corps.
all; the dwarves meet with them in the trade-towns, often some distance Law
from the entrance. Long-time business partners are permitted through
the gate, and into the Halls of Hospitality behind it. Trusted allies may Dwarven laws were made for
even see the exterior of a dwarf’s home, but only those non-dwarves who dwarves, and rarely concern anyone
have fought and bled beside a Zarakun are allowed inside. else. They require respect for authori-
ty, for property, and for written and
verbal contracts. They also emphasize
heeding one’s elders and not damag-
Non-Dwarves Magic ing things of craft and beauty. Clan
elders resolve most disagreements
Humans, gnomes, and a few others Zarak has normal mana, with based on thousands of years of prece-
live on the surface of the dwarves’ some minor local variations, particu- dent.
mountains, usually with their permis- larly near the Great Desert and the
sion and sufferance. For the most craters on the Sahudese coast. Many The majority of dwarves are law-
part, they are farmers who make their dwarves are competent mages. Like abiding, and few are violent except
living in trade with the folk beneath. the other native races of Yrth, they when protecting their homes, family,
Underground, virtually the entire pop- consider magic to be just another or precious objects. Punishment is
ulation is dwarves and slaves. No force of nature – one that can be usually through enforced community
more than a dozen families of gnomes manipulated in very useful ways. works, fines, or temporary banish-
choose to live within Zarak. Of the Dwarves concentrate primarily on ment. Violent criminals end up locked
other races, there are possibly 20 liv- Earth and Fire magic, and on the cre- in an unlit cave for a month with a
ing individuals, no more, who have ation of magical objects. limited supply of mushrooms. The
been accepted fully as Zarakun. Most ultimate punishment, however, is per-
are human, but two are halflings and The best weaponry, enchanted or manent exile, followed by death if the
one is a goblin. All are noted crafts- otherwise, comes from the dwarven offender returns.
smiths living deep within Zarak. Since
men and warriors and would serve as
good contacts for human parties ven-
turing into Zarak, although their aid
cannot be relied upon. Surface Dwarves
Slaves are the most common non-
dwarven residents of Zarak. Most are Any dwarf dwelling on the surface (which likely includes most dwar-
outsiders who crept into dwarven ven PCs) is either an exiled criminal, someone who has been temporari-
lands as thieves or spies. The dwarves ly banished, or a malcontent. Some of the last are forced out by social
purchased others from human slavers. pressure; most are either interested in seeing the world, or trying to get
Most slaves work in nasty jobs that rich quickly through trade or mercenary soldiering. But to the Zarakun,
don’t require creativity, such as trans- nobody who isn’t completely happy underground is a good neighbor. It
porting sewage to the mushroom tun- should be noted that working in the trade-towns carries no stigma. The
nels or the surface farms. The life of dwarves who meet with other races there are enduring unpleasant con-
these slaves is not happy; the dwarves ditions to do an important job. They are respected and well paid. The
treat them with the same concern they same holds true of the occasional ambassador or spy.
would a pick or a shovel. A useful tool Surface dwarves who return to Zarak receive treatment appropriate
is maintained as long as it’s useful, and to their slightly lower status. If they come with non-dwarf companions,
no longer. A slave too old, sick, or this will likely blend into the inevitable grumbling about strangers. If
injured to continue has the choice of a they choose to stay, they are accepted as true Zarakun after a year or so.
painless death, or being sent through Dwarves don’t talk about this distinction much with non-dwarves. If
the nearest gate to the surface, to fend they are criminals, obviously they may want to hide their crimes. They
for himself. may also simply be ashamed of their “deviance.” Many, however, don’t
Slavery is not universal throughout want to insult their non-dwarf friends by admitting that dwarves think
Zarak. Some dwarven rulers don’t per- all surface-dwellers are a little crazy.
mit it; others do. It seems to be a mat- There are, of course, dwarven communities in some large cities,
ter of personal taste, though dwarves where generations of honest, upright dwarves have lived and raised their
never enslave other dwarves. families on the surface. Zarakun who are aware of this find it disturbing!
160 LANDS OF YRTH
Technology in Zarak Kingdom. It may take him a while to
act on a given issue, but once he does,
Zarak, like the rest of Ytarria, is TL3, with some TL4 elements. he’s decisive. He is very well liked by
However, dwarves recognize good engineering when they see it, and his clan and the other six kings, as
Earth artifacts have piqued the interest of some. Other more traditional shown by their willingness to name
dwarves believe this strange human science can only lead to trouble. In him as high king despite his youth. He
most of Zarak, the latter opinion holds sway. is an accomplished armourer and jew-
eler. Dwarves who have earned his
The pro-technology faction began in the late 16th century, when favor may receive an axe or ring he
rumors about the new humans in Araterre filtered back to Zarak. made himself.
Gunpowder, if real, had obvious uses in mining, and clockwork sounded
interesting as well. Since then, the pro-technologists have endeavored to He has never left Zarak, and has
locate and interrogate new Banestorm immigrants. This is rarely pro- had very little interaction with non-
ductive – many of their recent detainees go on about “computers” for dwarves. His clan is the most removed
hours – but occasionally the dwarves learn something. from human lands. He considers
humans a good influence on surface
All this has had little day-to-day effect on Zarak. A few dwarven schol- matters, as long as they stay out of his
ars work long hours trying to make practical steam engines, and others lands. He won’t support Zarak-wide
in staunchly pro-technology areas use limited amounts of gunpowder for actions against Megalos; he believes
mining. They keep this as secret as only dwarves can. Not only do they the Empire is too dangerous to antag-
not want to give up any advantage, but well-connected dwarves know onize. However, he has no problem
that Megalos is resolutely anti-gunpowder, and that the Empire wouldn’t with individual clans boycotting the
hesitate to invade a neighbor that wasn’t. Imperials. He is in favor of interaction
with the other peoples of Ytarria, and
Warfare and his word takes on slightly more strongly supports an organized magi-
power. The current high king is cal defense corps – again, because he
The army of Zarak consists mostly Ekarron III, a hearty young dwarf fears the Empire. He has no opinion
of guard units. Every entrance to the only 115 years old. His clan, known as on human technology.
Land Under the Mountains has its Ekarron’s Folk, inhabit the great clan-
defenders, and others keep a lookout hold of Ekarriel, whose capital is the Ekarron’s clanhold lies in the
from the mountain tops, or patrol the city of the same name. From oldest to extreme northwest of Zarak; its only
borders above and below ground. youngest, the other six brother kings exterior border is with the Orclands. It
These units are made up mostly of are Morkagast, Durinann II, thus has only one public entrance,
young dwarves, with a few seasoned Thransiravst, Solginyarl, Blainthir with a small, heavily-defended, but
captains. They are armed with axes, VII, and Ginnargrim III. easy to abandon, trade-town, where
mauls, and crossbows, which they use the dwarves occasionally do business
well, but they are intended to keep out Each oversees the health and wel- with the human tribes of the Orclands.
thieves and spies, not to repel genuine fare of his clan, as well as the growth The people of Ekarriel are generally
invasions. When invasions do occur – and prosperity of its living and mining contented and happy with their king.
usually from the Orclands – all able- areas. They are also responsible for Many spend time in the army (it
bodied dwarves of both sexes fight standing guard over the entrances to seems orcs never learn), but few
fiercely in defense of their homes. their caverns, and governing trade become mercenaries afterwards, since
with the outside. Each brother king is all the demand is far to the southeast.
After a tour in the guards, some autonomous, though they often work
dwarves join mercenary bands, who together.
hire themselves out to employers who
need good infantrymen or military Each clan has its own policies gov-
engineers. Dwarves make brilliant erning trade, mining, dealings with
sappers and saboteurs. Wars between outsiders, slavery, and other matters
dwarf-clans are not unknown, but the of interest only to the dwarves.
last one ended two dwarven genera- Disagreements over these policies
tions ago. form the basis of Zarak’s politics.
Currently, the fundamental issues are
SEVEN BROTHER relations with Megalos, the elves, and
KINGS “everyone else”; adoption of human
technology; and the best role for battle
The Seven Brother Kings each rule wizards in warfare.
one of the mighty clans of Zarak. This
collective title is symbolic only; the High King Ekarron III
kings are not actually related. They
choose one of their number to be high Ekarron is a very well-educated
king; his clan becomes the High Clan, and well-spoken dwarf with an excel-
lent memory for facts. He believes in
keeping a subtle but firm hand on his
LANDS OF YRTH 161
Many dwarves in Ekarriel specialize years. He recently celebrated his 160th scattered throughout the army, and is
in woodwork. (Most dwarves prefer birthday, and now can barely be both- against studying human technology.
stone, but wood definitely has its ered to stir from his quarters to visit
uses.) Well-armed lumber parties the forge. Consequently he keeps a Ginnargrim’s clanhold is much
gather trees from the edges of the very loose rein on his kingdom, almost smaller than the others. Parts were
Orclands and the occasional forests on letting it run itself. However, the exist- vaporized 1,000 years ago. Other
the surface of Zarak, bringing them ing mines are beginning to run dry, areas, technically still part of Zarak,
underground for chopping and carv- and the high crafters are starting to the dwarves consider cursed, and oth-
ing. This woodwork is Ekarriel’s chief grumble. His current quick-fix is clos- ers still are more obviously dangerous,
export to the other clans. er ties with Sahud through Perception being full of hostile creatures. In par-
of Bountiful Growth (p. 155), but this ticular, some of the strange giant
King Blainthir VII solution could easily blow up in his insects in the western areas seem
face. Durinann is pro-human, and in almost intelligent (see p. 192). The
Blainthir (age 135) is a tough but favor of a magical defense corps, but dwarves of Ginnrel, however, do not
likable dwarf who excels in combat. has no strong opinions otherwise. complain about their hardships, and
He’s none too bright, but he lets his do brisk business with Caithness. The
governors worry about the adminis- The Durinel clanhold borders clan is known for its beautiful red-
trative details, much to the benefit of Sahud and a small part of the veined gray granite, and is also an
his clan. Blainthir spends much of his Orclands. Its people have a very close exporter of silver. However, it imports
time with his hand-picked guard who relationship with the Sahudese, and proportionately more food than other
defend the main eastern entrance to most of the dwarves living in clans, due to generally poor fertility on
Zarak. Despite his status, he is often Kinkaku’s Foreign Quarter (p. 156) are the surface.
on the front line when a conflict from Durinel. Some artists in this
occurs. clanhold have even adopted Sahudese King Morkagast
styles, and the results are receiving
A very charismatic figure, most of cautious praise elsewhere in Zarak. Morkagast became king only 10
his clan loves him for his bravery and Like Blainiel, Durinel makes a lot of years ago, when his father Morthrinn
courage. However, he is a hopeless money from trade, but the clan also died after a long illness. Few of the
clod when it comes to politics, believ- exports iron, steel, and gold. other Brother Kings liked Morthrinn,
ing everything he’s told. His current and some still hold a grudge against
stance is pro-Megalos, anti-elven (his King Ginnargrim III his son. Morkagast (age 173) is a
clanhold is only a hundred miles from merely adequate administrator, but an
the Blackwoods), and anti-technology, Ginnargrim is the sole remaining immensely skilled craftsman. He is the
but that could change if a different member of his clan’s noble line, except visible leader of the pro-technology
governor gets his ear. for his two young sons. His clan once faction, and is always on the lookout
ruled over the now-lost halls in the for Earth artifacts or new Banestorm
Blainthir’s clanhold is more fac- southernmost tip of Zarak, and it was immigrants. He is also moderately
tionalized than the rest, probably due there that many of his ancestors were anti-elf and pro-Megalos.
to its hands-off leader. Many dwarves killed. Another freak accident, this
have become very rich trading with time the collapse of a newly cut mine, The dwarves of Morriel do a rea-
Megalos, while others have found the took the life of his father and elder sonable amount of business with both
Imperials to be untrustworthy. brother, leaving only Ginnargrim. At Sahud and Megalos. They have less
Opinions on the Sahudese are similar- 112 years old, he is the youngest of the success as middlemen than the
ly split; most dealings with their Brother Kings. He is a shy, retiring dwarves of Blainiel, probably due to
northern neighbors go smoothly, dwarf, suffering from a speech imped- the unpopularity of their king.
thanks to centuries of protocol, but iment that keeps him out of society. Morriel’s chief export is copper, but
Glimpse of Falling Leaves (p. 155) is the clanhold is also renowned for its
an unsettling neighbor. Some Zarakun Ginnargrim is only too aware of his mages. Magery appears to be thick in
blame her for lost patrols, suggesting own shortcomings as a leader, and he the blood of many Morriel families,
she either kidnapped them, or they fell leaves public appearances to his gov- and dwarves from this area northeast
prey to things that escaped from her ernors. In fact, he is a capable admin- of Caithness’ Arvey often become pow-
island. Most of Blainiel’s economy is istrator, an extraordinary craftsman, erful enchanters and wizards.
based on being a middleman between and a competent mage, well deserving
Megalos and the rest of Zarak, but it is of the position he holds. However, few King Solginyarl
also an exporter of gemstones and a are aware of this, and most clansmen
particularly tasty breed of mushroom. can’t wait until Ginnargrim’s sons are Solginyarl (age 140) is one of the
old enough to replace their father. old guard, an extremely conservative
King Durinann II dwarf. He greatly disliked Morthrinn,
Because of the impact the and despises Morkagast for his untra-
Durinann is an unimpressive Banestorm had on his family’s for- ditional ways. He now goes out of his
leader. Were it not for the fundamen- tunes, Ginnargrim is intolerant way to foil him at every turn.
tal conservatism of the clans, he towards elves. He doesn’t like humans Solginyarl is a skilled public speaker,
would have been replaced years ago. much, either, but they make good but behind closed doors runs his king-
Once a vibrant young dwarf, trading partners. He prefers the cur- dom in a brusque, efficient manner.
Durinann has grown lazy in his later rent arrangement of battle wizards He is against dealings with any
162 LANDS OF YRTH
non-dwarves, very anti-technology, Thulin’s Folk
and mildly against creating a corps of
battle wizards. Thulin’s Folk are a dwarf clan living beneath the Whitehood
Mountains. Despite their separation from Zarak, they acknowledge its
Solginyarl’s clanhold borders High King as sovereign, and pay homage by sending a selection of their
Megalos, Caithness, and Sahud, but finest work each year. Thulin X is an ancient dwarf, over 265 years old.
does little trade with them, largely due Though he technically has only Status 6, even High King Ekarron stands
to his prejudices. Most of what trade when he enters the room, in deference to his great age and skill. He has
exists is, regrettably, in slaves. retreated from his role as leader, content to concentrate on his lifework
Dwarves of Solginel are a good market – a magical item that he’s been working on for over a century.
for Megalan slave dealers, despite the
dwarven tendency to haggle down to Meanwhile, his governors take care of business for him. Thulin’s Folk
the last copper coin. Solginel’s chief trade openly and freely with the Northmen who live near their lands.
exports are marble, iron, and steel. They do not willingly trade with Megalos, preferring to send their own
agents to Caithness or Sahud rather than sell their heritage to the
King Thransiravst Megalans. Thulin’s personal patience for the quick-lived, slick-tongued
humans has long since vanished. Thirty-five years ago, he petitioned
Thransiravst is a merry, jovial sort Zarak for a total boycott of the Imperial humans. His request was
of dwarf, heartily middle-aged at 145. denied, and he returned home disillusioned with the other dwarven
He’s also busy, industrious, and a tal- kings and vowing to maintain his own boycott. Even Thulin doesn’t
ented and gifted leader, so his clans- know how close the Seven Brother Kings came to granting his wish.
men choose to overlook his sometimes
inappropriate sense of humor. During Thranel’s only exterior border is diamonds, and furs from a silver-coat-
his reign, he’s increased his clan’s pro- with Caithness, and its dwarves do ed fox that only lives in the mountains
ductivity and trade greatly. Now his good business with the humans there. above Thranel. The ever-practical
clan eats better than most dwarves, Its exports are extremely varied, dwarves are careful not to hunt the fox
and they are pressed to make enough including gold, a very pretty type of too heavily, which, of course, keeps
items to keep up with the human green granite, some of Ytarria’s best the price up.
demand. Thransiravst is pro-human,
mildly pro-elf, but has no strong opin-
ion on Megalos, the organization of
battle wizards, or technology.
THE ORCLANDS
Beyond the Great Desert, west of cross the Great Desert and establish the north, some kobolds, and a scat-
Caithness and Zarak, lie the barren colonies. (See Castle Defiant, p. 164.) tering of minotaurs and stranger mon-
and perilous Orclands, home to few Parts of the Orclands have low mana, sters. The majority had no trouble
races other than their namesakes. especially those lands adjoining the adapting, though most of the kobolds
Humans, centaurs and giants roam Great Desert. Other areas are normal were eaten by something bigger with-
the northern provinces, keeping well mana, and there are a few isolated in a few decades.
away from the volatile orcs, who seem high mana spots.
to be benefiting from new, frighten- Over the next few centuries, people
ingly more efficient leadership. Still, The Orclands are a desolate coun- of Mongolian and American Indian
the majority of this region is unpopu- try of cool, open steppes, scattered descent began filtering into the
lated except for roving predators and forests, and rocky hills, populated by Orclands from the northeast as Sahud
other animals. Rumors of elven ruins antelope, bison, wolves, yaks, and became more civilized. These nomads
as yet unplundered sometimes draw monsters. They see only occasional quickly came to dominate the region,
adventurers seeking riches. rain; most clouds pass overhead and following the bison and antelope on
don’t shed their water until they reach their seasonal migrations. A few set-
GEOGRAPHY the mountains. A few rivers wind tled in the forests. Others tried raiding
down from the highlands into the sea. the gnome villages. They had mixed
The Orclands reach as far as Sahud success; the gnomes were well-defend-
in the north, and also touch the Djinn HISTORY ed, but were used to considerably
Lands, though the exact border is dumber attackers. Most of the gnomes
uncertain; it probably depends on how The Orclands were very thinly pop- eventually moved into the valleys of
much privacy the Djinn (p. 174) desire ulated before the Banestorm. There Zarak. Many of the elves quietly
at any given time. At their closest, the were two or three nomadic orc tribes, moved away to the south; others
Orclands come within 150 miles of a few well-defended gnome villages, found kindred spirits among the new-
Caithness, and indeed there have been and some elves in the forests. The comers. The humans were usually at
a few attempts by Caithnessers to Banestorm brought no humans to the peace with each other and the cen-
area, only centaurs and a few giants in taurs, giants, and orcs, though there
LANDS OF YRTH 163
were fierce tribal wars from time to Since then, the Orclands have been
time, mostly against the orcs. relatively stable. Caithnessers and
Zarakun watch their borders, and the
The area remained unchanged non-orcs of the north keep a wary eye
until the end of the 18th century, when on the orcs of the south. Future con-
the Megalans began pushing orcs west flicts may be inevitable, but for now
out of the lands that would become there is peace.
Caithness. This culminated in 1812,
when Caithnessers drove the last The population of the Orclands is
major tribe of orcs into the Great currently 65% orc, 25% human, 5%
Desert. Over a mere few decades, centaur, 4% giant, and 1% other
thousands of orcs were displaced into (mostly dwarves). The orc population,
what the rest of the world would come however, is currently on the rise.
to call the Orclands.
THE ORC TRIBES
The next century saw constant con-
flict, as the orcs pushed everyone else The orcs make up a dozen or so
north. Eventually, enough people on great tribes, and many lesser ones.
both sides had died that there was no Most are nomadic, traveling the
longer any need to fight. None of the steppes in the wake of the great herds
non-orcs trusted the orcs (and vice- of bison, or looking for new pastures
versa), but as long as everyone for their goats and yaks. Despite their
respected each other’s territory, fight- ferocious reputation, most of a
ing stayed at a minimum. nomadic tribe’s time is spent hunting
and caring for their livestock.
Orc populations tend to follow However, they are forever nursing
cycles, and one boom came in the grudges from the last round of battles,
1920s. The pressure led to several orc and planning for the next one. Most
tribes re-crossing the Great Desert to orc tribes are TL2, though those run
invade Caithness. Most of them died, by outcast dwarves are sometimes
but this removed the excess popula- able to sustain a full TL3 society.
tion and enshrined several Caithness
lords as heroes. Castle Defiant
Castle Defiant was the main stronghold of humans dwelling in the
southeast Orclands. Its folk were of Caithness stock, having settled there
after the last orc wars of 80 years ago.
After the orcs were defeated, Lord Jerrik, one of the leaders of the
Caithness forces, decided to remain on the far side of the desert and
carve out a kingdom for himself. The king of the time considered him
foolish and greedy, and told him not to expect any help. Jerrik agreed,
and the king’s men returned to Caithness, leaving Jerrik and a small band
of followers.
For many years, all went well, and the colony prospered. As time went
on, it became more and more self-sufficient, and the need to travel across
the desert diminished. Trade with the Zarakun eventually made contact
with Caithness unnecessary.
But beginning in 1985, several tribes of orcs, led by outcast dwarves,
began systematically wiping out the humans of the area. The humans
resisted fiercely, holding out for a full nine years, but in 1994, Castle
Defiant was finally in danger of falling. Its lord, Kerin, sent to Caithness
for help, but none came (see pp. 110-11 for why).
Today Castle Defiant is the headquarters of the dwarf Bulgaren and
his orc followers. He plans to use it as a base for attacks on Caithness
and eventually on Zarak, though his reasons are unknown. There are sev-
eral ruined human villages in the area; Bulgaren currently survives by
trading items scavenged from these to nomadic orcs for food and other
supplies.
164 LANDS OF YRTH
The names of orc tribes, when Daily Life control. If they believe other beings
translated, are usually violent or are plotting against them, orcs usual-
grotesque. Some of the most powerful The nomadic life and the orc con- ly take the safest course and try to
are the Blackskulls, the Bloody Fangs, cept of “honor” preclude orcs from destroy the threat for the immediate
the Carrion-Eaters, the Death Birds, having very many possessions. A typi- gain in honor.
and the Poisoned Talons. They range cal family will have a yurt, weapons,
in size from a few dozen to several some basic tools and cooking equip- Law
hundred, though coalitions of tribes ment, barely adequate clothing, and a
can have headcounts in the thousands. herd of sheep, goats, yaks, or horses, The only generally accepted law is
or partial ownership of a tribal herd. survival of the meanest. Those who
Betrayal and Honor Daily life involves tending the live- can cow others into obedience can do
stock, hunting wild animals, eating whatever they like, for as long as the
Orcs breed like locusts and often the results, performing minimal main- victims put up with it. Punishment
behave like them. From the day that tenance on possessions, and getting tends to be quick and brutal: death in
they are born they are in fierce com- into minor fights. hard times, enslavement if there is a
petition with other orcs, especially use for slaves at the moment. Orcs
their own siblings, for advantage and Orcs have no gender roles that don’t have prisons, and maimed
survival. Thus, they are thoroughly aren’t strictly biological. Orc women tribesmen are not useful. Chieftains
accustomed to betraying each other. remain fully active up until the very sometimes torture severe offenders
An orc sees nothing wrong with this, last weeks of pregnancy, and fiercely publicly, to inspire fear.
and expects it as normal. Orcs do protect their babies, but otherwise
cooperate, but only as long as every- make their way in orc society like any Likewise, orcs have no real concep-
one involved sees more short-term orc man, through force and guile. tion of justice; the nearest thing they
advantage in working together than in understand is revenge, which serves to
betrayal. Orcs smart enough to work Magic discourage others from future betray-
toward long-term advantage are als, or comes from reflexive anger. The
scarce. Orcs don’t usually bear Magery usually goes unrecognized orcish word for “traitor” isn’t insult-
grudges for long, although enough among the orc tribes, but those who ing, but rather a factual description of
exceptions exist to make reliance on are aware of their power often become someone who followed their own self-
this suicidal. quite strong, and seek out apprentices interest.
to bolster their stature. Orc mages love
Smart orcs who have extended battle-spells, scrying magic, and, of Government
contact with humans may develop a course, insidious destruction.
dim understanding of loyalty and Orc tribes each have a single chief-
trust. Although they would never Warfare tain, who is always powerful and vio-
admit it, they find such things terrify- lent. Larger tribes dominate smaller
ing. To orcs, humans and similar races Orcish tribal warfare is character- ones in a similar fashion. Leadership
are long-lived, scheming creatures ized by ever-shifting alliances and is not hereditary; it changes whenever
who sacrifice their own honor to give coalitions. Each tribe has its heredi- someone tougher than the current
each other power, and who plot tary allies and enemies, as well as tem- chieftain comes along.
together in devious ways for incom- porary ones. The orcs’ naturally com-
prehensible ends. petitive nature keeps any one faction Orcs see battle throughout their
from becoming too powerful. Orc lives. This makes the survivors mean,
Orcs measure their social standing chieftains are incapable of getting tough, dirty fighters. It is the privilege
in terms of things controlled. The along for long unless there is a com- of a chieftain to only fight those bat-
drawback is that someone else may mon enemy to fight or plunder to tles he deems worthy, sending under-
steal any given item. One way to pre- steal. lings out to handle trivial foes. Much
vent this is to destroy the item first. of a chieftain’s prowess is measured by
This leads to the orcish concept of While orcs respect the skill and how many battles he can avoid.
“honor,” which is the record of one’s destructive power of other races’ war-
prowess – and is measured in things riors and wizards, they would prefer Occasionally powerful non-orcs
destroyed and thus utterly controlled. to see them firmly under orcish (usually dwarves, humans, or undead)
An orc tribe which destroys a human succeed in taking control of orc tribes
town gains far more renown than one by demonstrating great destructive
which merely conquers and plunders prowess and a willingness to take truly
it for movable goods. terrible revenge. Orcs respect this, and
will follow such leaders. However, this
Orcs with high honor may rule as does not change their attitude toward
chiefs; their followers refrain from treachery. Leaders who don’t treat
betraying them out of fear that anyone underlings as property and occasion-
that destructive would wreak terrible ally betray them as well are regarded
vengeance. Larger groups than the as feeble and honorless. A leader who
tribe are rare, because too many slaughters a few of his orcish minions
underlings would see short-term for trivial reasons may be acting intel-
advantages in betraying their leaders. ligently; it lets the other orcs know
where they stand.
LANDS OF YRTH 165
Crafters from orc-held lands, actually have Unfortunately, orcs’ near-constant
farms, and trade agricultural goods breeding means they are singularly
Craftsmanship comes hard to orcs, with visiting nomads. able to recover from anything less
who see honor in destruction, not cre- than than complete extinction.
ation. However, enough canny orcs Humans bear the brunt of any orc
see the benefits of such skills to keep attacks, and those who live the fur- Outcast Dwarves
tribes supplied with weapons, armor, thest south are fierce and hardened
and leatherwork. Orcish craftsmen warriors. They hold their own, despite Most dwarves who are exiled from
must necessarily be clever traders, orc breeding rates and ferocity, Zarak go to human countries, but
who keep a close eye on the hierarchy because they have better tacticians some travel west. These are usually
of their tribes. They’re among the few and more determination; a human the worst of the worst, tough crimi-
orcs who don’t have to destroy things tribe under pressure hangs together, nals with little respect for others.
to safeguard their honor, because they while orcs are prone to in-fighting Some become hermits, others join orc
can always replace stolen items. They when they are either winning a fight tribes as crafters, and still others set
can also dispense honor to others by or losing badly. Humans have learned out to rule.
trading them goods for immediate to exploit orc psychology; for example,
destruction. This gives crafting orcs a
near-magical aura among other orcs, Frontier and Tribal
despite the typically poor quality of Adventuring
their work and their tendency to avoid
combat. The Orclands are one of the last frontiers in Ytarria, though they’re
far less mysterious than the southwest (p. 173). Caithnesser Humans
Many tribes have no active crafts- have made several attempts to expand into the area, with no success thus
men whatsoever, finding it easier to far. Once the Caithness Civil War is over, however, others will try again.
take equipment from others. Such Leading colonists across the desert, dealing with hordes of orcs, and cre-
tribes see crafting orcs as strange, and ating a new country could easily be the focus of an epic campaign.
despise “those who seek to trade in
honor” – although they may enslave Of course, it’s equally valid to play orcs who, after centuries of being
crafters, given the chance. pushed west by land-hungry humans, decide to push back. Everything
west of the Blackwoods (p. 99) was once orc territory and, while it would
OTHER RACES be immensely difficult to reclaim even part of Caithness, let alone
Megalan territory, orcs rarely back down from a challenge. Rumor is,
Non-orc races play a variety of disenchanted dwarves are exacerbating the problem; Zarak may hire
roles in the Orclands. Like the orcs, adventurers to deal with the exiles permanently.
most are TL2 at best.
Among the tribes, even day-to-day life can be an adventure. There are
Humans plenty of wild animals to hunt, some of them exceedingly dangerous.
Conflict between orcs and everyone else is common, and war between
The humans of the Orclands are human tribes is not unknown. Parties searching for easy treasure won’t
primarily descended from Mongols find it here; they run a good chance of getting caught in the middle of an
and American Indians. Some tribes intertribal orc war. And, as one of the most sparsely populated parts of
are thoroughly genetically mixed, Ytarria, the Orclands hold proportionately more ancient secrets yet to be
while others are still monoracial. Even discovered.
the latter tribes have seen significant
cultural mingling. it’s usually worth the difficulty to kill A number of orc tribes, such as the
an orc tribe’s leader, because his lieu- Blackskulls, are led by outcast
In broad terms, the life of human tenants will probably fall to fighting dwarves. Most of them are better
nomads is similar to that of the orcs to among themselves to succeed him, organized than a typical orc tribe, and
the south; both live in similar lands, whereas a human tribe in the same some are effectively small armies, run
hunt the same wild animals, and raise circumstances might well swear by dwarves who want revenge on
the same domesticated ones. revenge under an acknowledged heir. Zarak. These have been responsible
However, human nomadic life tends Some human leaders are even trying for a number of raids on Caithness
to be a lot more comfortable, due to to organize an alliance of tribes to over the past 20 years (see Castle
better crafters, less violence, and no wipe out the orcs. While outnumbered Defiant, p. 164), and a smaller number
tendency to destroy useful things. A better than two to one, the human of forays into Zarakun territory. As yet
well-off nomad will have a yurt car- ability to cooperate means this plan is they are not much of a threat, but that
peted in multi-colored rugs, a large not as far-fetched as it sounds. could change.
herd of fat sheep, a trading stock of
goat wool, and possibly a prized
dwarf-crafted weapon.
Not all humans in the Orclands are
nomadic. Permanent villages exist on
the coast and in the larger forests. The
residents mostly survive through
hunting and fishing, but a few, far
166 LANDS OF YRTH
Giants clubs. There will sometimes be a giant attacks have made that impossible. As
or two on the other side – smart giants the most mobile of the non-orc peo-
Giants tend to think of orcs as have no trouble acquiring a tribe of ples, centaur messengers keep the
pesky nuisances, but understand that orc lackeys. In peacetime, giants most- scattered northern tribes knit together,
a small horde can bring even a colos- ly keep to themselves; their hunting and centaur sages often coordinate
sal giant down. A few giants count on style is incompatible with that of cen- defensive efforts.
simply intimidating orcs into seeking taurs and humans.
easier prey, but others have allied with The centaur contribution to the
one side or the other. During any Centaurs northern economy is mostly in the
orcish incursion into the north, giants form of trading and hunting. Centaur
can be found on the front lines of the The centaurs of the northern caravans carry a surprising amount of
defense, swinging away with their Orclands would prefer to keep to goods between the tribes.
themselves, but centuries of orc
THE NOMAD LANDS
Megalans refer to the region north against invaders. Furthermore, the Northmen have been doing lately, and
of the Whitehood Mountains as a land local terrain is inhospitable to large what the Sahudese wants you to think.
where huge hairy men and animals armies. Hence, the Nomad Lands
devour each other indiscriminately. As have resisted every Megalan attempt Substantially less nomadic than
usual with civilized peoples’ views of at conquest. The official Megalan posi- their inland neighbors, coastal tribes
their less sophisticated neighbors, this tion now is that there is simply noth- build single-masted “dragon-ships” in
is slightly over-simplified – but, in this ing in the Northlands worth conquer- which they hunt whales and raid
case, only slightly. ing, which is true . . . but by itself, that Megalos or Sahud. They are excellent
would not stop Megalos. The sailors, and their ships are solidly
The region’s inhabitants are primi- Northmen, meanwhile, consider raid- built, though not as technically
tive (TL2), but tough; the climate does ing Megalos to be fine sport. advanced as those of Araterre.
not permit them to be anything else.
The common name for the area is The people of Sahud variously GEOGRAPHY
deceptive; some of its people are more refer to the Northmen as typical for-
or less nomadic, but others, possibly eigners, subhuman beasts, or an inter- The southern part of the Nomad
the majority, are not. Despite their esting demonstration of certain philo- Lands is hilly, sloping downward to
lack of unity, they take pride in their sophical principles. It probably the northern plains. Much of the
unique identity, and quickly ally depends on who you ask, what the region is covered with pine forests; the
LANDS OF YRTH 167
rest is grassland, crossed by many brewing beer, the Northmen have no rare by Earth’s Middle Ages. Genera-
rivers and finger-like glacial lakes. The real agriculture. Some tribes are pas- tions of outdoor life then bred a tough
land suffers from warped mana, vary- toral, raising flocks of hardings and, race with a patchwork culture.
ing from low to high abruptly and occasionally, very tough sheep.
without visible signs; it is even possi- Otherwise, they survive by hunting Centuries ago, Megalos conquered
ble for the mana in a single area to and fishing; some subsist purely as much of the Nomad Lands. The stub-
change in the space of a week or two. hunter-gatherers. They breed fine, born Northmen retreated to the most
This has caused many strange effects strong ponies and horses; some of the remote areas. Eventually, however,
in the inhabitants, and makes spell- best warhorses of civilized countries they united under the legendary hero
casting a dangerous enterprise; see have a large dash of northern blood. Ross Gatecracker, and drove the
Managing Mana Shifts, p. 24. Were- Megalans south of the mountains.
creatures are common, along with HISTORY Then they started raiding Megalos
many other strange beasts of legend – proper. The Emperor’s Wall was built
gryphons, pegasi, hippogriffs, and so The humans who settled the harsh 400 years ago to stop raids to the west
forth (see pp. 219-226). Even normal northern lands were almost all taken – so the Northmen raided east instead.
animals grow larger and fiercer: by the Banestorm from northern
beaver, mink, elk, wolves, bears, and Eurasia. Celts, Scandinavians, and Trade and Raiding
even nightstalkers (p. 223) reach even a few Mongols mixed with folk of
incredible proportions. Northmen the same racial stock as that of Today, the coastal Northmen pros-
hunt these for food and hides; the Megalos. There is evidence that they per from trade with the south, when
finest pelts on Yrth come from this came from parallel worlds which had they are not attacking it, and some are
land. reached different points in history; shrewd enough to think that they can
their cultures and religions have ele- make more profit from peace in the
Apart from small fields of wheat ments which were, at best, vanishingly long run. They may even seek to dis-
and barley, used for making bread and courage raiding by their cousins, to
make trade easier – or they may run
The Legend of Heolford protection rackets on coastal towns.
Inland, however, the barbarians still
400 years ago, the county of Heolford was the richest Megalan revel in battle, and cast covetous eyes
province north of the Whitehoods. It extended inland along the River on any riches which seem unguarded.
Branduch for three score miles; its fields were rich and its cattle fat. For the last 15 years or so, their
Its lords grew rich from trade in furs, amber and horses, and used their favorite target has been the Megalan
wealth to construct a mammoth castle-town in the center of their city of Kethalos, which at one time
territory. appeared to have been abandoned by
its warlord. Their first assault was
When the Northmen overran the northern provinces, it was at driven off, and a new lord strength-
Heolford castle that the Megalans made their last stand. After it became ened the defenses, but some of the
apparent that no hope remained, the defenders sallied forth to certain chiefs now sense that the border is
death. It is said that the women slew their children and then themselves, growing weak again, and are planning
rather than suffer slavery or worse at the barbarians’ hands. The few sur- more raids to avenge that old defeat.
viving wizards then conjured great magics. Fire consumed the bodies,
the mages themselves, and any Northmen who had the misfortune to Mercenary Wanderers
have scaled the walls. Earthquakes shattered the land, catching the
hordes outside in landslides and great chasms. Afterward, only a burned- Throughout history, individual
out shell remained in a devastated landscape. Northmen have wandered south in
search of profitable adventures, and
The tale of Heolford was carried south by a handful of survivors, and some have happily taken up mercenary
became a favorite subject for minstrels all over Megalos. The lost gold of service – as well as crime and arena
Heolford has become legendary: the castle’s treasury is said to contain fighting. While military doctrine in
the wealth of a dozen counties. Some say that these riches were both Megalos and Sahud is that these
destroyed in the magical conflagration, while others maintain that the troops are more trouble than they are
treasures of the castle were hidden away, to be recovered later. Only cyn- worth, they have their uses – typically,
ics mutter that these stories are vague and reek of optimism. The as disposable first-wave assault forces.
Northmen believe the ruin is haunted by the ghosts of the murdered chil- While northern warriors may resent it
dren, and speak of it with fear. if they notice that their commanders
place no value on their lives, some take
The exact location of Heolford is known only to some Northmen. this as an opportunity for glory. It does
Many adventurers from the south have gone in search of it in lands little for their loyalty, however. As
much changed from the old maps, now riddled with small lakes, irregu- Northmen are actually no less intelli-
lar ridges, and deep crevices. If any found it, they never returned to tell gent than other humans, the smartest
the tale. wanderers can sometimes acquire
command positions, especially in mer-
cenary bands. Some have become
famous for bold tactics and pragmatic
cunning.
168 LANDS OF YRTH
SOCIETY Northman Names
Most northern tribes and clans Systems of personal naming in the Nomad Lands are as diverse as the
build small villages or hill forts, some- people themselves. It sometimes seems that every clan and family has its
times moving between sites at differ- own rules. However, as a general rule, a child is given a single name, at
ent times of the year as they follow birth, by its parents, and then adds the name of the clan, tribe, or hon-
their herds around their pastures. ored bloodline, usually as a surname with a prefix such as O’- or Mac-,
True nomads, with no building more or a suffix such as -son or -dotir. A few tribes also give members “true
permanent than a tent, are rarities, names” at birth or adolescence, which are kept secret from all but close
limited to the larger lowland plains. family. Over time, individuals almost always also acquire a series of nick-
names, one of which may stick well enough to replace the clan-name in
Northmen will notoriously travel general use – especially if the individual becomes a culture hero who
great distances to attack and loot every tribe wants to think of as its own!
another village or a Megalan town.
When they are not raiding, warriors The origins of personal names and for that matter most clan names
like to hunt monsters or continue old encompass every Earth culture which contributed to the Northman gene
blood feuds – but much of the time, pool, and a few more things that someone once thought sounded good.
practicality keeps them tending herds Celtic names (including, yes, “Bran” and “Conan”) are common, as are
or fishing. Scandinavian (such as “Erik” or “Ragnar”). Asian and Mongol names
(such as “Oggodai” or “Caidu”) are less common, but known.
The position of women varies
tremendously from tribe to tribe. In “Noble” titles are rare, but chieftains may, for example, refer to them-
some places, they are simply property; selves only by their clan-name, implying that they personify the clan.
in others, they are equals, and “Jarl” is fairly frequently used by coastal tribes. Outcasts and exiles lose
courtship rites are elaborate and some- their clan-name; it is replaced with some form such as “the Clanless” if
times violent. Thanks to traditions dat- anyone wishes to be formal. Foundlings and truly solitary individuals
ing back to the first, chaotic days of have to use the same form, which gives them no end of trouble. Visitors
humanity on Yrth, a few clans are are usually known by their personal name and the name of the land or
actually entirely female; male slaves nation they come from (such as “John of Caithness” or “John Caithness-
are kept for breeding, and boy-babies man”); this sometimes sounds vaguely insulting, but isn’t necessarily
are sold or given away as soon as they meant to be – it is simply the Northmen’s way of trying to fit a visitor into
are weaned. In most tribes, though, their way of thinking.
monogamous marriage is the norm,
and indeed, is actively encouraged; the Unproven warriors and members a common enemy in Megalos. The
Northmen need a good birthrate to of marginal clans who live by hunting humans trade amber, furs, grain and
keep their population stable. small game and gathering are treated meat to the dwarves in exchange for
as Status 0, while a few outcasts and weapons. Northmen believe that
Some tribes keep slaves. These are bondsmen have Status -1; actual weapons of dwarven make possess
most often women captured in raids, slaves are Status -2. Married women special powers – civilized men think
although male prisoners of war are mostly take the Status of their hus- this is a clever ploy of the crafty
occasionally kept as well. In other bands, while children, including dwarves.
cases, defeated foes may be ransomed, unmarried daughters, can be regarded
or forced to swear oaths of sub- as taking their father’s Status, reduced There are also a number of giant
servience. These are taken very seri- by 1 if he is highly placed and their communities scattered about the
ously, although subservient tribes are own worth is unproven. Children usu- north. The Northmen respect the
always looking for ways to escape this ally have Social Stigma (Minor), and giants (it isn’t hard to see that they are
condition. in some tribes, women have Social tough), and freely trade with them.
Stigma (Valuable Property) – but in Conversely, the Northmen are really
Social Position many others, they receive more the only humans that the giants trust
respect, and may even be traditionally even a little; they may be loud, but this
Each Nomad Lands clan or tribe is permitted to take up arms if they wish. does not worry giants excessively, and
ruled by a chieftain or jarl (Status 4). giants have grown accustomed to the
The only occupations considered hon- Nonhumans solid, straightforward Northman
orable for men are warrior or sailor sense of honor.
(Status 1), shaman (Status 3), and There are a few isolated settle-
skald (Status 2, p. 171). Farming, trad- ments of elves in the northern forests. Other nonhumans are rarely seen;
ing, or practicing a craft are thought The superstitious Northmen fear them any who visit are usually treated as
of as part-time jobs only, although in greatly, and stay clear of their territo- curiosities. The first thing many
truth, many Northmen spend most of ries. The Northmen are quite friendly Northmen will want to do is fight
their time in such pursuits. Some with the dwarves of the Whitehood them, probably just in a “friendly”
clans afford smiths special respect Mountains, especially since they share brawl, to see how tough they are.
(Status 2). Ships’ captains are often
Status 2; they are considered warriors
against the savage ocean, even if they
spend all of their time trading.
LANDS OF YRTH 169
Magic few rivals locally, “witch-folk,” like similar attitudes, as they often suspect
shamans, often wield influence out of such foreigners of dubious attitudes to
Nomad Land magic is primarily proportion to their skill. the spirits; if a shaman becomes seri-
concerned with nature and the ele- ously hostile, he may rouse the whole
ments, divination, and battle. It is Foreign mages in these lands will tribe against the interlopers.
often highly ritualistic, as rituals tend usually be regarded with suspicion,
to make spells more predictable. masked by a show of disdain, and a Thanks to these same local magical
Healing magic is shunned as “unman- certain amount of curiosity. instabilities, natural shape-changing
ly” by most tribes. This may seem Northmen appreciate a good show, so powers are common among the
counter-productive, but magic is displays of weak but flashy magic may Northmen; in fact, there are whole
unstable enough in these lands that earn the wielder hospitality as an clans and even tribes of werefolk
healing spells can be downright dan- entertainer. Some witch-folk will be (p. 200). However, these are regarded
gerous, and are unreliable enough that eager to learn from visiting adepts; with superstitious distrust by other
any community which comes to others will regard them with suspi- Northmen, and tend to live in espe-
depend on them will suffer in the end. cion, and may try to do away with cially remote areas.
Magic which enhances innate fighting these “rivals.” Shamans display
ability or resistance to pain, however,
is appreciated; although many barbar- Northman Religion
ians will overtly dismiss it as “cheat-
ing” or something which they person- Most Northmen are a relaxed sort of pagan (see p. 76). They will
ally do not need, they are at heart cheerfully acknowledge that God (or Allah) probably exists, while refus-
pragmatists, who see a battle-spell as ing to see any inconsistency between religions. (“Sure, God’s real. All
comparable to a fine sword – some- gods are real. Thor’s real. Water-spirits – very real – my brother met one
thing to help a warrior use his last year. What’s the bother?”) Religious practices vary tremendously
strength to best effect. Formal duels from tribe to tribe, but the glorification of courage and battle-prowess is
usually involve an agreement that no near-universal.
magic will be involved, which may be
monitored by a shaman or mage; Most believe that each man has a wyrd, or destiny – totally unknown
cheating with magic in a formal duel to him, and wholly inescapable. This gives warriors reckless courage.
is grounds for outlawry at minimum. They also see themselves as surrounded by active spirits (see p. 8) and
minor deities at all times. They believe that all of nature – the trees, sky,
Magic is fairly common in the hills, rocks, streams, ponds, etc. – is inhabited by spirits, who have as
Nomad Lands, but is not a well-devel- many names as there are tribes. This may have some basis in practical
oped art, due to its inherent unpre- fact on Ytarria, though the Nomad Lands seem to have fewer active spir-
dictability (see p. 168). Aside from its than Sahud (see p. 151).
shamans (see Northman Religion),
there are some non-religious mages, Some tribes have a distinctly dark aspect to their religion. For exam-
usually referred to as “witches,” ple, in some, aging chieftains are ritually poisoned by a priest, who then
“witch-men,” “rune-carvers” and so foretells the clan’s future by observing the dying leader’s convulsions. A
on. Some of these are accepted and few are even more prone to human sacrifice. However, most Northmen
even respected within the tribes, espe- doubt that the spirits are as greedy and hungry as that, or simply observe
cially if they aid it in war, being then that nature takes its share of human lives without any help, and the
regarded as a slightly strange sort of “dark tribes” are usually shunned. Still, in the event of a war, most
warrior – not quite as honorable as a Northmen would rather have these tribes on their own side than fight
swordsman, perhaps, but not to be them.
insulted either (Status 1). Others are
seen as crazy, dangerous, marginal fig- Shamans
ures, whom one consults quietly when
all else fails (Status 0, often with sev- The majority of tribal religious leaders are known as “shamans,” or
eral different Reputations). Most are “druids” in more Celtic-influenced tribes; these are usually male, but
careful not to trespass on the some tribes have strong female priesthoods, often credited with prophet-
shamans’ territory of intercession with ic powers. The shamans’ primary task is to handle the relationship
the spirit world. between humanity and the supernatural. They make sacrifices, read
omens, conduct marriages (asking the spirits to bless the couple) and
This sort of “secular” magic is burials (sending the ghosts of the dead on to the afterlife), and bless war-
taught to apprentices who show signs riors going into battle. More practically, most wield some kind of magic.
of talent or dedication, largely by rote;
Northmen mages are often illiterate, Virtually all supernatural powers are seen by Northmen as indicating
although they are not stupid, and the contact with the spirit world, so any young person displaying signs of tal-
chancy system of training and tradi- ent – or for that matter, specific mental “illnesses” – may be adopted by
tion means that they tend to have a shaman and trained as a successor. Most can cast at least a few spells
rather limited selections of spells, having to do with nature, the weather, and the elements, but there are
albeit sometimes at high skill levels. shamans both with stranger abilities and with no talent beyond a glib
However, because they usually have tongue and knowledge of rituals.
170 LANDS OF YRTH
Law on stone and wood, there is an entire ADVENTURING
class of oral historians and storytellers
Law among the Northmen is a known as skalds. These are skilled IN THE
matter of custom rather than decree. musicians and performers who mem-
The traditions and taboos of a given orize the ballads, genealogies, fables, NOMAD LANDS
tribe apply to everyone, even the chief- and histories of their clans, and com-
tain. Judgments are usually made by pose new tales and songs celebrating This is a harsh country, full of
the chieftain or priest after consulting the feats of great warriors and leaders. ancient rivalries, huge beasts, and
with the older warriors; sometimes, Some move from clan to clan, gather- strange magics. While few “civilized”
priests have absolute authority. ing and telling tales of far-off places. folk except fur traders have reason to
Punishments are either very light or As they become known as skalds, they come here, those looking for excite-
very harsh – humiliation or forfeiture often acquire some kind of Claim to ment, or just plain trouble, will find as
of property for slight offenses; death, Hospitality. much as they can handle.
exile or slavery for serious ones.
A skald should have at least skill Northmen are hearty and loud, but
Only crimes seen as affecting the 12+ in Public Speaking and a couple not fools. They often find high tech-
clan as a whole are generally brought of musical skills; the Eidetic Memory nology interesting – especially if it pro-
before the chieftain. Individual dis- advantage is both appropriate and duces better ships or weapons – and
putes may be settled by duels, though enormously useful. A few have the assess magic in terms of whether it
these don’t necessarily involve the Enthrallment skill or know a little sub- may offend the spirits, how much
loser dying. Otherwise, respected fig- tle magic. practical use it is, and how one should
ures may be asked to arbitrate; their go about slaying the wizard if neces-
judgments often involve the payment Skalds have an almost sacred sary. Their respect and comradeship is
of financial compensation , known as standing in the Nomad Lands – he reserved for those like themselves –
“blood price” if the offence was vio- who slays a skald, except in self- tough, brave, irresponsible fighters.
lent. Women are usually represented defense, is said to have ill luck for
by their nearest male relative, seven lifetimes. This can be treated as Diplomatic dealings with the tribes
although in some tribes they may fight a form of Legal Immunity (“Skaldic require a judicious combination of
for themselves – against other women, Immunity”), worth 10 points, though gifts, threats, flattery, and sometimes
or even against men. there is not necessarily a formal penal- single combat. Northmen typically
ty for harming a skald; the bad luck react at -3 or worse to anyone they
Skalds (and, more practically, the extremely deem weak or cowardly, and +2 or
bad associated Reputation) is often better to anyone displaying unusual
Although writing among the considered punishment enough. bravery or honor. Berserkers are
Northmen is limited to runes carved respected but not especially feared.
Beast-Hunting: The fur trade gives
monster-slaying expeditions a direct
profit motive. However, many furs
come from large, dangerous animals,
and any party must deal with
Northmen as well – especially if the
adventurers trespass on tribal hunting
grounds. Don’t forget that some clans
of the Nomad Lands are weres; acci-
dentally slaying a chief’s son could get
PCs in all sorts of hot water.
Treasure-Hunting: The ruined tow-
ers of several Megalan fiefdoms now
lie within Northman territory, such as
Heolford (p. 168). A band of adventur-
ers might find worthwhile loot, lost or
abandoned in the final flight. Who
knows . . . there might even be hastily-
drawn maps, two centuries old, to
guide such a search.
Going Home: The Nomad Lands is
also a great place for adventurers to
come from. A land of tough warriors
who glory in battle invariably exports
a few every year. Occasionally, some
return home to settle old scores,
redeem some disgrace, assist their
clan, or just show off their loot.
LANDS OF YRTH 171
Blind Lars (313 points)
Blind Lars is one of the most famous wanderers in all much difficulty living as suits himself. He has buried or
Ytarria. He began traveling at age 14, and has never hidden pots of money all over Ytarria “in case he needs
stopped in the 40 years since. He rarely stays in one spot them later.”
for long, though he did remain in Sahud for two differ-
ent two-year periods that he refuses to talk about. He ST 10 [0]; DX 13 [60]; IQ 14 [80]; HT 10 [0].
will take the road alone if need be, but prefers to travel Damage 1d-2/1d; BL 20 lbs.; HP 10 [0]; Will 14 [0]; Per
with any group that will accept his company. Few
refuse. 14 [0]; FP 12 [6].
Basic Speed 6.00 [5]; Basic Move 6 [0]; Dodge 5*; Parry
6* (Judo).
Social Background
TL: 3 [0].
CF: Nomad Lands [0]; Christian region [1]; Dwarves
[1]; Elves [1]; Sahud [1].
Languages: Northland (Native/None) [-3]; Anglish
(Native/None) [3]; Dwarvish (Accented/None) [2]; Elvish
(Accented/None) [2]; Sahudese (Accented/None) [2].
Advantages
Absolute Direction [5]; Acute Hearing +3 [6]; Animal
Empathy [5]; Claim to Hospitality (all Northmen) [10];
Eidetic Memory [5]; Fit [5]; Handsome [12]; Legal
Immunity (“Skaldic Immunity” (p. 171)) [10]; Musical
Ability +3 [15]; Reputation +2 (As a great entertainer;
Almost everyone; All the time) [10]; Status 2 (Skald)
[10]; Voice [10]; Wealth (Wealthy) [20].
Disadvantages
Blindness [-50].
Quirks: Gets angry if anyone tries to treat him as
handicapped; Lives extremely simply – gives away or
buries any money he acquires beyond basic needs;
Pretends that he isn’t blind; Wanderlust. [-4]
Although slighter of build than some Northmen (at 6’ Skills
2” tall, he weighs just 190 lbs.), Lars is obviously from
the Nomad Lands, with blond hair and blue eyes. He Animal Handling (Equines)-15 (IQ+1) [4]; Area
still returns there regularly to pass along the latest news Knowledge (Megalos)-14 (IQ+0) [1]; Area Knowledge
from the outside world and pick up clan gossip. Blind (Nomad Lands)-15 (IQ+1) [2]; Area Knowledge
from birth, his only concession to the fact is that he (Sahud)-14 (IQ+0) [1]; Carousing-13 (HT+3) [8];
avoids traveling alone when at all possible. This isn’t to Current Affairs/TL3 (Megalos)-14 (IQ+0) [1]; Current
say that he’s helpless if stranded – between his uncanny Affairs/TL3 (Nomad Lands)-16 (IQ+2) [4]; Fast Talk-15†
sense of direction and his skills, he is quite capable of (IQ+1) [1]; First Aid-15 (IQ+1) [2]; Hiking-12 (HT+2) [8];
fending for himself. He is also familiar with much of History (Modern Megalos)-12 (IQ-2) [1]; History
Yrth, including both its people and its technology. He (Nomad Lands)-13 (IQ-1) [2]; Judo-7* (DX-6) [4];
never has learned to read or write, though. Musical Instrument (Flute)-16‡ (IQ+2) [2]; Musical
Instrument (Harp)-16‡ (IQ+2) [2]; Poetry-13 (IQ-1) [1];
Lars has lost some strength and vigor in recent years; Psychology (Human)-12 (IQ-2) [1]; Public Speaking-20†
he might someday admit the fact to himself and think (IQ+6) [16]; Riding (Horse)-15 (DX+2) [7]; Savoir-Faire
about settling down. However, immobility will chafe (High Society)-16 (IQ+2) [4]; Singing-16§ (HT+6) [2];
him badly. He may resolve the problem by finding one Streetwise-13 (IQ-1) [1]; Survival (Woodlands)-15
or more “heirs,” teaching them some of his skills, and (Per+1) [4]; Swimming-12 (HT+2) [4].
then sending them out to spread his tales and return to
him periodically with new stories. * Dodge is -4, Combat Skills are -6 for Blindness.
† +2 from Voice.
Note: Lars’ Status and Wealth are strictly theoretical; ‡ +3 from Musical Ability.
he doesn’t worry much about money, and never has § +2 from Voice and +3 from Musical Ability.
172 LANDS OF YRTH
THE SOUTHWESTERN
WILDERNESS
To most inhabitants of Ytarria – THE SOUTHERN the barriers of geography and Hazi
even to the people of Caithness and al- PLAINS guards to meet with Muslim tribes.
Haz – the southwestern part of the
continent is a land of sinister mystery. The location of the southwestern These nomadic “sons of the plain”
Hazis tell each other of a land ruled by border of al-Haz is officially a secret of are ruled only by their own sheikhs,
“djinn,” powerful, amoral spirits the state, as is what lies beyond. In not by the pashas of al-Haz, whatever
whose nearly-limitless magical pow- truth, the boundary is vague. Some the Hazis may say . . . though every
ers give them the power of life and foreign merchants believe valuable now and again a Hazi army wastes
death over anyone in their domains. trade is to be found there. Occasional energy and men attempting to exert
More sophisticated folk smile at those caravans from Caithness and ships authority over the plains. The tribes-
stories, saying the so-called “djinn” are from Cardiel have managed to pass men will trade ivory, jewels, fine glass-
simply powerful wizards who live in ware, and great chunks of raw copper
fortified towers, ruling over scattered with anyone who offers a fair price,
patches of arable land which supply
them with enough to survive while
they pursue their eccentric studies.
But even the djinn – whatever they are
– only control part of this land; much
is sheer wilderness, unmapped and
unknown.
THE GREAT
DESERT
The Great Desert, west of
Caithness, is barren indeed – with no
mana, no water, and very little life. It
seems to be retreating, year by year,
but slowly at best. Only older elves and
well-informed of scholars are likely to
realize it, but in fact, the desert was
one product of the great Bane.
Something even worse than the
Banestorm, but fortunately only tem-
porary, scoured the whole region of
life, moisture, and mana. It was once
heavily forested, and home to many
elves.
Dead and ancient cities, built by
unknown but almost certainly elvish
hands, can be found within this desert
– sometimes. The shifting sand covers
and uncovers them, as if at whim.
Now, the only known inhabitants of
the desert are small tribes of reptile
men, who revel in the heat and isola-
tion. These fierce wanderers will prey
on any travelers they can catch. When
there are no travelers about, they sub-
sist on lizards, insects, and other small
game. They have no interest in the old
cities, save to hunt what shelters there.
LANDS OF YRTH 173
Elven Ruins the djinn themselves, some of their
most trusted retainers, and a few elves
Strewn throughout Ytarria are ruins of ancient elvish communities. – know enough.
Those in the Great Desert are actually far from unique – but they are not
protected by current elvish occupation, and the hot, dry climate serves to The elves like to think of them-
preserve what elsewhere would be destroyed by rain and frost, covered selves as always having lived in a
by vegetation, or torn up by humans in need of farmland and materials bucolic utopia, interrupted only by the
for their own buildings. Most other surviving, substantial elf-ruins are in crass behavior of other races. The fact
similarly harsh or uninhabitable areas. is, though, that their long history has
its share of strange interludes, with
The fact is, elves once lived in great numbers throughout the conti- some elves pursuing their own pecu-
nent, and many of their communities were much larger than those of liar ideas.
today. The Banestorm destroyed a great deal of elven society, but the
withdrawal from urban living had begun long before that. Although it is Thousands of years ago, one such
not much recorded in elven ballads or epics, some elves know of this group – a school of elven wizards, who
process; they consider that their ancestors found a better way to live, and had spent centuries delving deep into
would regard suggestions that it was a failure or regression with incom- the mystical aspects of magical theory
prehension. – felt that they had discovered enough
to move on from the chains of flesh
Elven ruins are never easy to locate; these buildings were always and matter. They did not dream of
meant to blend into the surrounding terrain. They will usually be above becoming gods, exactly, if only
ground, and since elves have never used money, and did not often trade because their religion had no real con-
with the dwarves, searchers will not find large treasure rooms or great ception of deities with mortal motiva-
armories. However, the elves were magical and literate, and libraries of tions, but they did expect to become
arcane lore do very occasionally turn up in their ruins. From texts to wiser and more powerful, and shed
scrolls to magical items, elven wizards were quite prolific. The elves also many of the limits of their bodies.
wrought fine jewelry.
These elven archmages developed
Modern elves do not systematically protect their ancient ruins, and a theoretical technique by which they
will regard most items plundered from such sites with casual curiosity. could become different. The word they
However, some of them classify some sites as tombs or memorials to be used might translate as “enlightened,”
left undisturbed, and some ancient lore as too dangerous to resurrect. or perhaps more accurately as
“ascended.” The process – essentially a
but will not permit the traders to go slightly more varied geography; within ritual spell – would involve a great
deeper into their lands. They tell of the the vast, dry, open country are many deal of time and effort, and some risk.
“djinn” who rule the interior; many substantial oases, deep wadis, isolated It would certainly draw most of the
visitors who listen to their stories mountain ranges, and small salt lakes. mana out of a broad area for a good
come to believe that the djinn are few years, which was not something
actually demons. As for the “djinn” – they are, it is that most elves would consider accept-
reported, actually powerful human able. However, the archmages decided
The plains are low-mana, with mages, each with his own castle in a that the potential benefits were worth
some patches of no mana, and a few small high-mana area. They mostly the cost.
of normal mana. Most of the normal- follow Islam, after a fashion, and war
mana areas coincide with the small among themselves constantly. The None of them were fools, and they
oases which help support the tribes. tribesmen serve them as buffers realized that others of their race might
Helpful mages who inhabit these against the rest of the world, and occa- seek to stop them. So they departed
areas are honored; occasionally, one sionally as mercenaries. Little else is their homes and traveled to the hot far
tries to uses his powers to coerce the known; the source of the copper, in southwest, where they would be
tribesmen. This error is always fatal. particular, is a mystery. unlikely to be interrupted, and where
draining a lot of mana would cause
THE DJINN Legends of evil spirits aside, the less harm to the balance of nature.
LANDS general Hazi view of the djinn is that They scattered, found secure sites
they are merely godless wizards. But where they could work uninterrupted,
The most knowledgeable mer- then, people are often ignorant. The and then linked their powers magical-
chants and wizards know that a few fact is, the djinn are unique. ly across miles of wilderness. After
travelers have evaded the plains tribes- years of preparation and meditation,
men and entered the “Lands of the The Creation they spent weeks working their ritual.
Djinn”; fewer have returned. Their of the Djinn
accounts say that the region is much Perhaps they simply miscalculated,
like the Southern Plains, but with The true nature of the “djinn” can or perhaps too many of them were
only be explained if one knows some- interrupted by passing wildlife at just
thing of Yrth’s ancient history. the wrong moment. Actually, their
However, very few beings – apart from efforts were largely successful. They
did indeed become immaterial beings
with great mental powers – but also
with limitations.
174 LANDS OF YRTH
Djinn look like very powerful human wizards often govern the unified being’s
to human observers, especially as they often actions. The former can teach the lat-
choose not to explain their true nature, but this ter a great deal about magic, but the
is deceptive. sheer power of the symbiosis comes
from the supernatural “second soul.”
The problem was that they were Each spirit found a suitable part- The immaterial being can separate
still mystically linked to their old bod- ner for use as its vessel and channel itself physically from the human if
ies, and could not leave them behind for its power. They were delighted by necessary, although it retains a psy-
for long. Those bodies, held in a kind this; while they were capable of pursu- chic link, but they are more powerful
of magical stasis, act as a channel to ing abstract thought and of creating together. Djinn look like very powerful
feed mana from the local field into the intangible effects which had mostly human wizards to human observers,
spirit-being. They cannot even be kept them interested, they had still especially as they often choose not to
moved without danger – the body become desperately bored over the explain their true nature, but this is
would likely crumble to dust, and the millennia. Now, at last, they could deceptive.
spirit would cease to exist. Further- operate in the physical world again.
more, the spirits’ powers proved less For their part, their human partners Many djinn – or at least, the human
than expected; they cannot extend were happy to accept offers of power halves of the symbiosis – are practic-
their influence very far, and are limit- and near immortality – although they ing Muslims of a sort, if only out of
ed in what effect they can have on the perhaps did not understand quite habits dating back to their mortal
material world – unless they can find what they were accepting. days. The Ascended Ones have varying
another, living, intelligent “conduit” attitudes to this, but mostly tolerate it;
through which to exert their influence. These are symbiotic relationships, some have become interested in the
in which both participants become subject and more or less converted,
Those anchoring bodies thus part of a greater whole, while retain- while others, deciding that the whole
remained where the elven mages had ing some individuality. The “Ascended thing is human foolishness, have
sat, under carefully assembled magi- One” has far greater power and longer sought to dissuade their mortal vessels
cal and physical protections. Other memories; the human contributes a from these beliefs. Some mortals have
elves, having sensed something of the body whose functions and instincts held out against this, but it is hard to
original working and found out a little resist psychological pressures from a
more by scrying, avoided the whole being which can read one’s every
region out of superstitious dread. The thought and feeling. The humans very
very few who came this way regard- occasionally make the hajj pilgrimage
less refused the spirits’ psychic offers incognito, although the djinn regard
with a shiver of disgust, as did any this as a frightening risk.
dwarves who heard them . . . and no
being who was once an elf, however
desperate, would ever seek any kind of
alliance with an orc. Thus, the
“ascended” beings could do little but
contemplate their state and meditate
on the secrets of magic.
See p. 188 for a template for
Ascended One characters.
Humans as Vessels
Then came the Banestorm, and a
few years later, intelligent beings who
would consider the spirits’ offer of
power wandered into the southwest-
ern wilderness. To the spirits, humans
were, if unattractive, not actually foul.
Those first travelers, Muslim tribes-
men from what would become al-Haz,
named the spirits after the nearest
thing in their legends: djinn.
LANDS OF YRTH 175
Effects on Mana Levels Of course, anyone who knows the rulers, giving service in exchange for
truth will realize a djinni castle in a protection and security. Most are
As mages, Ascended Ones naturally high mana area will have a nearby low happy with this, and not just because
regard mana as a valuable resource. mana area with a terribly fragile body they are brought up with the idea; the
Unfortunately, their “ascensions” at its heart, while a djinni with a djinn are intelligent enough to under-
killed a lot of the area’s natural magic. fortress in a low mana area will prob- stand that comfortable humans make
The typical mana level of the Djinn ably have a well-guarded secret in the the best servants, and it is little more
Lands is normal, although fairly large cellar. All djinn are torn between the trouble for them to be generous and
low-mana swathes and small spots urge to protect these bodies and the fair rulers than it would be for them
with high mana exist as well. But the wish to keep them secret; most use to govern with cruelty. Still, there is
spells the djinn worked drained the extensive magical defenses and a few absolutely no doubt in anyone’s mind
areas around their old bodies down to traps. who is in charge.
low mana – and now the Ascended
Ones are largely trapped in tombs of Retinues Also, the djinn do have a tendency
their own making. Theoretically, their to treat their servants as pawns. They
magical powers are immense; in prac- Having regained full contact with are valuable, useful pawns, to be
tice, they’re fairly limited. the physical world, the djinn decided sure, and the more empathetic
they needed mortal servants. They human halves to the relationships
In truth, the djinns’ preserved could, perhaps, keep their vessels can seek to behave in a more ethical
bodies act as “mana sinks,” drawing alive and comfortable by magic, but way, but plenty of servants have been
off ambient magical energies to sup- it’s easier to employ other humans to sent on dangerous missions for triv-
port the Ascended Ones; if a body is handle trivia, while human company, ial reasons, or required to fight and
destroyed, the surrounding area will and the various pleasures of the flesh, die in wars to prove a minor point.
revert to its original mana level over have their own amusement value. Most accept this as their fate in life,
the next few years. The djinn guard Their first servants were recruited but some are capable of resentment
this secret carefully; to them, mur- from among the desert tribes or curi- and even rebellion. A few see the
dering each other to gain more mana ous visitors; secret missions to other djinn as gods, beyond question or
would amount to cannibalism – lands then found more, including comprehension, but ironically, the
which is below even their rather specialists in various skills. Today, djinn generally discourage this;
amoral standards. most members of the small commu- whether they are Muslims or devo-
nities which cluster around the djinn tees of the Eternal, most retain cer-
The appeal of a human vessel here castles are the descendants of those tain ethics.
is particularly clear: djinn can use first recruits, although entertainers,
such a being to locate and take control champions, and craftsmen are still Occasionally, djinn become par-
of nearby high-mana areas. The occasionally recruited from all across ents to human children. Most are
Ascended One still has to return to its Ytarria by enigmatic, well-funded notable only for having some level of
body periodically, but the vessel or its travelers who only tell them where Magery; a few possess minor magical
servants can remain on guard. Djinn they are to travel when they have Unnatural Features. These too usual-
sometimes fight wars for control of been sworn to secrecy. ly become members of the djinni’s
high-mana areas, although these days household – often privileged, occa-
they operate under a web of treaties, Djinn servants are in essentially sionally savagely tested – although
agreements, and unwritten rules. feudal relationships with these some have chosen to wander the
176 Most of Ytarria has normal mana, with the exception of
Caithness (low mana), the Great Desert (no mana), Bilit Island
(variable), and the Ring Islands (mostly high, with very high
and variable spots). Large spots of high and low mana are found
elsewhere, as shown.
This map has more information than (probably) any one person
in Ytarria would possess, but the wizards in each area would rec-
ognize it as correct for their area. The GM, of course, is free to
make changes, or to have very authoritative NPC advisers dis-
agree with the information here as it relates to distant lands.
Only major features are shown. The yellow dots represent-
ing the high-mana spots in Sahud are exaggerated to make
them visible, as is the purple dot representing Authiel in the
Great Forest. There are many, many small areas across the con-
tinent where the mana varies from the prevailing level, such as
the spots around djinn castles (p. 176); the
GM may create these to fit the campaign.
For clarity, only land areas are colored.
Lakes and coastal oceans generally have
the mana level of the adjacent land;
the mana level over the deep oceans
is mostly low, with some areas of no
mana and some of changeable mana.
See p. 178.
LANDS OF YRTH
world for a while or forever, or have On Becoming a Djinni
been expelled. However, the difficul-
ties that such relationships can Ascended Ones do not generally change their vessels. The effort of
produce cause many djinn to use finding and bonding to a human is considerable, and it always seems
magical contraception. easier to work with the current individual than to find a new one.
However, very occasionally, through hostile action or mischance, a ves-
Djinn Contests sel may die, go totally insane, or somehow (for reasons no Ascended One
would ever be able to understand) manage to break the relationship.
Contrary to some reports, the djinn Then, the Ascended One will seek a replacement.
are not always at war with each other.
However, each of them combines a In game terms, he has to acquire a new Ally/Puppet with a Mindlink.
streak of solipsism, elven arrogance, If the Ascended One was being played as a PC, some of the required
and millennia of pent-up boredom, points might be carried over from a previous Ally who died through no
with whatever foibles and tastes they fault of the Ascended One; also, a new vessel might be treated as a
inherit from the human sides of the Dependent as well as an Ally, reducing the cost for as long as the
partnerships. Furthermore, they are Ascended One needs to train and protect him.
often in competition for limited magi-
cal resources. They may resolve con- In game-world terms, the Ascended One must find a human who
flicts, including many minor personal appears healthy and magically talented, and then persuade him or her to
grudges, by fighting wars, which they accept the relationship. An Ascended One might be able to establish a
treat much like games. link with an unwilling subject, but this would require a lot of effort, and
seems pointless given the risk of the human going insane or committing
Although relationships between suicide. The bonding process (use of the Ascended One’s Affliction
the djinn themselves are formal, even power) is a lengthy ritual; note that the potential vessel will rarely choose
ritualistic, the rules and conventions to resist. If it succeeds, a PC Ascended One should spend the necessary
involved do not extend to the detailed character points at this point. The initial Affliction effect is temporary,
conduct of their servants. The petty but the Ascended One can use its Chronic Possession ability to transform
wars of the djinn can be bloody; while the vessel into a Puppet, making the disadvantage permanent.
the warriors might accept surrenders
and obey certain rules, their orders Human PCs who learn the secret of the djinn and seek to become the
might be to “destroy all of the enemy” human half of a partnership have adopted a very major project; new ves-
or “take this position at any cost.” sels are only required by any of the djinn a couple of times or so per cen-
Occasionally, though, the djinn will tury, and they are certainly unlikely to be offered the chance if they mur-
remember that their servants feel pain dered a previous vessel! Also, many other humans are likely to regard the
and fear, and act with whimsical com- idea as proof that the PC has gone insane, and any Ascended One is an
passion. non-player character, under the control of the GM, with priorities and
objectives of its own.
Moreover, two djinn may some-
times decide to settle their differences tribes, the occasional monster, and Trying to approach a djinni on an
more politely, with less risk to valuable maybe the terrifying djinn. Still, the equal level is usually considered a one-
servants. This often involves some rewards may justify the effort. There way ticket to atomization. Luckily,
kind of formal contest, perhaps are ruins to explore, hoards to plun- most of these mages will respond to
between hand-picked champions. der, monsters to harvest mana organs this attitude with amusement rather
Some conflicts have even been from, tribal trade to negotiate – and than anger – at first. Given their age,
resolved by athletic competitions, or djinn resources to extort. That last advanced magic, and inarguable
contests of some other skill – or have includes copper but mostly involves power, djinn tend to treat adventurers
been placed before human judges, magic in various forms. as little more than hirelings.
whether famous legal scholars or ran- Convincing one to deal with a party as
domly-chosen passers-by. The djinn Employment by a djinni, whether allies or business partners will be diffi-
involved usually swear that neither of short-term or long-term, can be cult at best. As for fighting one . . .
them will seek revenge from the judge immensely profitable – if one survives. with their power, numerous servants
for any decision – but they sometimes A great fighter hired to champion one and guards, and intangible, supernat-
forget to specify this, and anyway, of the mages will be well-paid, but he’ll ural presence – well, if you really have
their oaths are only as binding as have to face an equally daunting oppo- a reason, good luck.
those of mortals. nent, and the exact terms of the con-
test may not be decided until the last Djinn Emissaries
ADVENTURING IN moment. Craftsmen hired to build a
THE WILDERNESS new palace may theoretically have an Those who know anything about
easier time of it – but the journey to the djinn think of them as wrapped up
PCs in the southwestern wilderness and from the location will be arduous. in their own concerns and private
need to be well-prepared and well- Rival djinn or jealous fellow servants rivalries, taking very little interest in
equipped; they’ll have to face heat, no may interfere, and unexpected magi- the world beyond their domains. This
local water, human or reptile-man cal strangeness is always a threat. is partly true, and partly a sign that the
LANDS OF YRTH 177
occasional missions sent out from the elves – even dark elves – and magical The djinn usually pay agents,
Djinn Lands have been good at pre- texts or powerful devices. Sometimes guides, and brokers well but expect
serving secrecy. they dispatch secret parties of emis- good service in return. They might
saries or theives beyond their bor- well keep even their most important
Djinn do sometimes take an inter- ders, though they are unlikely to servants in ignorance of their true
est in other lands as more than a send their own vessels – they value nature and intentions. PCs taking
source of servants and entertainers. their connection to the physical such jobs could soon find themselves
In particular, their desire to escape world too much. caught in a maze of high magic, sub-
their limitations could lead them to tle deception, and ancient rivalries.
seek out other wizards, especially
THE OCEANS
The oceans around Ytarria hold The continental shelf has a range Adventures Beneath
whole civilizations, physically and of mana levels, mostly between low the Waves
socially adapted to this very different and high. The abyssal plains are most-
world. ly low mana, with substantial tracts of Underwater operations are noto-
no mana and some areas of active
THE OCEAN instability. There are legends of nor- riously difficult and dangerous for
ENVIRONMENT mal or even high-mana sites on the
deep ocean floor, inhabited by strange surface-dwellers. Yrth technology on
Much like the land masses of races.
Earth, Ytarria is surrounded by a con- its own does not permit even
tinental shelf, above which the waters
are never more than a few hundred attempts at submarine exploration by
feet deep, and often much shallower.
On a clear day, sunlight can penetrate humans apart from crude diving
all the way down, although deeper
parts are in a murky twilight at best.
These waters are tolerably warm in
summer but can become dangerously
cold for humans in winter and spring.
Yrth has many kinds of marine life,
from fish and crabs undersea preda-
tors of alarming size. Many species of
corals thrive, and there are substantial
reefs in the waters around Araterre.
The coral reefs around the Ring
Islands (p. 107) are very strange, full of
creatures with supernatural powers.
Beautiful and naturally enchanted
shells from those reefs bring high
prices in Megalos and Sahud.
The continental shelf extends
about a hundred miles from the coast
of Ytarria – less in some places, slight-
ly more in others – and then plummets
away to the dark abyssal plains, thou-
sands of feet deep. The dropoff may be
a steep, rocky slope, or a vertical cliff.
The ocean deeps are much more
desert-like; many creatures live down
there, but some have to rise to shal-
lower waters to feed. However, there
are some utterly bizarre creatures in
Yrth’s deep oceans, possibly making
use of local magical energies or other
unknown sources of food.
178 LANDS OF YRTH
Island Cultures probably be a slow swimmer, and
should, strictly speaking, be vulnera-
There are a number of small to medium-sized islands near Ytarria. ble to the bends – though generous
Most of those close to the mainland are possessions of the nearest major GMs can rule that it grants the equiv-
power, with perhaps a small fishing village or two. The larger outlying alent of Pressure Support 1.
islands are either uninhabited or effectively independent, if only because
they’re too much trouble to conquer. Most of the inhabited ones have GURPS Magic has further useful
small, scattered communities, usually human. Living by farming and spells, including Swim and Walk
fishing, they are rarely above TL1 and are often TL0. They rarely have Through Water. It also has others
governments beyond a village headman, and their cultures are often an which members of purely aquatic
eclectic mix with multiple origins. Some have working relationships underwater races might appreciate,
with sea elves or merfolk. notably Breathe Air.
In the last few centuries, pseudo-Vikings from the Nomad Lands have THE SEA
colonized nearby islands, which sometimes serve as forward bases for ELF TRIBES
raiders. As a result, the navies of Megalos and Sahud occasionally put on
a show of force to suppress the “pirate havens.” Elsewhere, some of the Sea elves are native to Yrth, and
islands southwest of the Djinn Lands are home to a variety of weird crea- insist that they are, simply, elves who
tures and a few eccentric human mages who claim some kind of associ- happen to live underwater. They have
ation with the djinn. These are suitable locations for high fantasy an ancient history on Yrth, speak a
“Sinbad”-style adventures. dialect of elvish, and worship the
Eternal. They and the land elves treat
bells occasionally employed for sim- means that they can rise to the sur- each other as equals and allies.
ple salvage work; however, magical face without discomfort, and dive to
or racial powers may help. The rules just over 400’-600’ with no risks. Of course, a water-breathing sib-
which follow are somewhat abstract- Strange races of the abyssal depths ling species to an air-breathing, appar-
ed; GMs who want to run grittily can have much higher “native pres- ently-mammalian race makes little
realistic games of sub-aquatic explo- sure,” and indeed might need sense in scientific terms. The most
ration can find plenty with which to Vacuum Support to be able to rise to likely explanation is that they were
worry their players in any good book the shallows unprotected. created by some very ancient act of
on diving. magic.
Senses: Unusual senses can be very
In addition to the ability to breathe useful in the murky depths. Dark In any case, they were around for
water (Doesn’t Breathe, usually with Vision or Night Vision help when div- long enough before the Banestorm to
the Gills or Oxygen Storage limita- ing far from sunlight, or vision may be spread all around the continental shelf
tions) and either Aquatic or Amphib- augmented (or replaced) by a of Ytarria. According to their own
ious, underwater creatures require Scanning Sense (usually Sonar). epics, they were at least as civilized as
Pressure Support. For simplicity, GMs Many creatures have Vibration Sense the land peoples, mastering a gentle
may assume that Pressure Support 1 – convenient for foraging around reefs sort of underwater agriculture and
is enough for life anywhere on the or the seabed in murky conditions. building underwater towns of crystal
continental shelves, while Pressure and coral.
Support 2 permits a diver to go any- Intelligent underwater races also
where – except for certain dark and usually have the Speak Underwater Unfortunately, the greatest of these
terrifying chasms in the ocean floor.As advantage or some other means of were in the area of strongest mana in
water-breathers and creatures which communication. their domains – off the southern coast
don’t breathe are largely immune to of Ytarria. And when the Dark Elves’
“the bends” (p. B435) and some other Survival Skills: Sea creatures living Bane backfired so catastrophically,
exotic perils faced by human divers, around Ytarria can learn several spe- vast Banestorm-related effects mani-
they will generally have little to worry cializations of Survival; Bank, Salt- fested in precisely the same area, cre-
about until they reach about 10¥ Water Sea, and Open Ocean cover the ating the effect now known as the
native pressure; hence, such crea- most widespread conditions, while Maelstrom.
tures can usually take Pressure Reef and Tropical Lagoon can be very
Support 1 as a matter of course. Only useful around Araterre. Survival Thousands of sea elves – maybe
creatures with bodies adapted for (Deep Ocean Vent) would require a tens of thousands – died immediately.
deep diving have Pressure Support 2. very exotic background . . . Their entire civilization was devastat-
ed. The sea elves themselves were
Yrth’s continental shelf-dwelling Spells: Many of the above abilities overwhelmed with horror and out-
intelligent races such as sea elves or can be granted by spells, and a few rage. They have never forgiven the
merfolk usually have “native pres- specialist wizards are experts in this “Storm-Bringers.” While many elves
sures” around 1-2 atmospheres total, field. Breathe Water is obviously rele- may have at least a sneaking sympathy
as found in a few feet of water. This vant, but does not grant either the for the idea of cleansing Yrth of “prob-
Amphibious or Pressure Support lem races,” there are no “Dark Sea
advantages; the recipient will still Elves,” and only elven restraint keeps
sea elves from violence at the sight of
the “dark destroyers.” They see the
LANDS OF YRTH 179
“intruder races” who appeared as a and a fondness for practical jokes that The Maelstrom has brought
result of the Banestorm as far less of a does seem reminiscent of their Earth through members of a number of
problem, and may treat them with counterparts. They are generally intelligent aquatic races as well, and
rather condescending friendliness, as friendly to other races, though they some of these have formed communi-
fellow victims of the same curse. are far from saintly; they can be devi- ties. The two most common come
ous, lustful, petulant, or capricious. from the water-world of Olokun
In any case, the surviving sea elves They use neither technology nor (p. 22).
were forced to revert to a semi- spells, though a very few of them have
nomadic hunter-gatherer lifestyle. “mystical” powers akin to those pos- Merfolk
They preserve an oral culture of long, sessed by some humans. They are
eloquent tragic songs and impressive natural wanderers; although they Merfolk (p. 22) are purely aquatic,
artistic and craft skills, but they have sometimes control broad territories, as their fish-like tails show. They have
been forced back to TL1; anything repelling competition for food sup- a tribal hunter-gatherer culture; some
more sophisticated requires larger set- plies, they have little sense of property settle in small villages (based in either
tlements than they have been able to as such. underwater caves or other natural
sustain. sites, or small clusters of buildings),
THE BANESTORM while others are nomadic. Their tech-
But this may, slowly, be changing. UNDERWATER nology is TL0, moderately sophisticat-
The sea elf population is growing ed in the creation of weapons from
once more, and trade and hard work Banestorm manifestations do bone, stone, and shells, and in the use
have improved the tribes’ conditions. appear underwater, including the of nets. They are also skilled in the cul-
They find that humans will pay well greatest and most stable of all – the tivation of a few underwater plants,
in useful goods and tools for some Maelstrom. The “underwater storm” mostly used for constructing shelters
quite trivial sea-treasures and handi- which powers this is too powerful to or as a source of fibers. The leader of
crafts. In a few places around the bring many creatures through; any a community is usually the eldest;
coast, small sea elf villages are that do arrive tend to be torn to pieces they have some respect for age.
appearing once again. They are using or battered to death by the Maelstrom
crystal and coral, of course; anything itself as soon as they appear. Still, the Otherwise, though, they are ego-
less beautiful would not be worth the Maelstrom is notoriously unpre- centric and self-indulgent. Still, they
effort in their eyes. dictable. Occasionally, unfamiliar occasionally make friends with other
creatures swim out of its edges. Many creatures. Some are very competent
Yrth Dolphins are formidable; some are monsters with a small range of spells, which
which cause trouble for ships, coastal they learn through oral tradition; they
The other possibly native aquatic communities, or sea-dwellers. favor mind control or illusions, most-
sapient race is a species of dolphin (p. ly using spells to indulge casual whims
189). These look identical to Earth or for self-defense.
dolphins, but are more intelligent,
with a fairly complex oral tradition
180 LANDS OF YRTH
Merfolk have spread around most Unfortunately, such individuals often continents on Earth. But no conti-
of Ytarria’s coasts, except for the far turn out to be outcasts or rogues, with nents other than Ytarria are known. A
north; they can tolerate a wide range less sense of honor and more hunger brave or foolhardy few have ventured
of temperatures, though they prefer than most of their race. into Yrth’s far oceans – only to discov-
warm conditions where they can bask er greater obstacles than anything
in comfort out of the water. UNDERSEA faced by Columbus or Magellan.
ADVENTURING
Shark Men Wild storms and huge sea mon-
Scenarios set below the seas of sters roam the oceans of Yrth. Most
The other race from Olokun most- Yrth require a degree of ingenuity, as areas are low-mana at best, and some
ly appeared in the waters around most PCs will require specialized mag- regions have no mana; wizards who
Sahud, where they were promptly ical assistance to venture there. Some have survived trips onto the open see
named samebito. They are indeed sim- wizards have the power to render such claim that mana there is as unpre-
ilar to the “shark men” of Japanese visits possible, though players are like- dictable and unstable as the water
myth; they also resemble creatures out ly to be a little nervous about spell itself. This hampers navigation and
of human horror stories, which leads durations and the possibility of the prevents divination spells from deter-
people to judge them unfairly. magic being dispelled; there may also mining reliable information about any
be a few magic items that help. far lands. Some mages who push
Shark men are predators, as their themselves to complete these spells
sharp triangular teeth suggest – Sunken wrecks or the tragic ruins are said to have gone mad. Some
hunters and warriors, but with a keen of sea elf cities may hold treasure or believe the distant lands are demon
sense of honor as well as a capacity for secrets, while there are often sea mon- realms, their mana tainted forever by
aggression. They might eat humans, sters to hunt down. Other underwater wild Banestorm effects. Using travel
but only if they had good cause to kill creatures may provide important spells to fly or teleport beyond the
them in the first place, and they can be ingredients for strange magics. oceans is considered suicidal.
persuaded that it is more tactful not Merchants may seek to trade with
to. They live in small underwater vil- underwater races, and any PC who Nonetheless, researchers believe
lages, mostly in submurged caves, and makes friends with such beings may there are lands far to the east and
only possess TL0 craft skills, but they wish to aid them with their problems. south. It’s rumored that secret expedi-
can make effective stone or bone tions of the best Aralaise ships, with
weapons, and will trade for something BEYOND THE brave crews and expert navigators,
better if it is waterproof. Their society SEAS? have reached them – and returned. If
is somewhat feudal, with a leader so, Megalos is keeping the details
caste which the Sahudese politely call Certainly, many Ytarrian humans secret. Other nations might want to
“samurai.” know they live on a globe, that other launch their own expeditions, if only
lands may lie over the horizon, and to prevent the Empire from gaining an
A few shark men know a limited that seafarers discovered whole new overwhelming advantage. The risks
range of spells, and one or two have would be great; perhaps the rewards
traded to learn more from human wiz- would be greater.
ards; they have doubts about the
honor of using magic in battle, but are Adding New Lands
generally pragmatic. Some of their
wizards double as priests of their GMs who want to design strange new realms have the rest of the
strange lost gods (p. 83). They have world to play with. The new continents can be essentially “more of the
not expanded much beyond the seas same” – inhabited by the same intelligent races as Ytarria, with
around Sahud; their population does medieval-style societies and similar magical powers and monsters. Or
not grow fast, and they prefer condi- they can be something else again: new races, different technology, and
tions there. They regard sea elves with foreign magic. Maybe the Banestorm never came here . . . or maybe it
incomprehension, and merfolk with did, but it drew from different times or worlds. A compromise might
casual contempt. make use of the same races, but with, say, reptile men dominant across
wide expanses of desert. Humans might be reduced to oppressed peas-
Occasionally, a shark man does go ants in the oases. Coastal elves might be the last of their kind there, and
further afield in search of adventure. goblin viziers and manipulators could rule the courts of the lizard-lords.
Even tentative contact with a thinly populated continent could make
for years of stories: building trade networks and colonies, mapping, and
dealing with rival explorers. Still, care should be taken; wildly different
tech levels in other lands can easily unbalance a campaign or even throw
basic plausibility out the window. Players tend to regard truly left-field
developments as either brilliant or idiotic, but a GM with the right
panache may be able to pull it off.
LANDS OF YRTH 181
CHAPTER FIVE
CHARACTERS
“Have you found me a crew?” hooks, and wooden legs adorning the through last month, an’ Black Edgar
“Aye, cap’n. They be waitin’ on th’ recruits. “Is this really the best that the recruited most as could be found last
dock.” taverns have to offer?” week fer his venture t’ th’ south.”
The old pirate shook his head as he
surveyed the assortment of eye-patches, “It’s a bad time t’ be lookin’, cap’n. “Still – damn it, man, there are only
The accursed Prince’s navy swept six of them! I told you we need at least
eight!”
“Oh, there’s eight, cap’n. Just look
down a bit.”
The old pirate looked. Then his hand
shot out. He grabbed the first mate by
the shirt-front, hauling him forward. “A
kobold?” he whispered unbelievingly.
“Ye brought me a blueskin?”
“He’s willin’, cap’n. An’ he works
cheap.”
“There’s still only one of him.”
“Ah, look down a bit more, cap’n.”
After a moment, when his gaze had
finally reached the waters beside the
dock, the old pirate took a deep breath.
“A merman,” he said flatly.
“Aye, cap’n. Th’ best navigator in th’
Isles, ’tis said, an’ good as any fer
standin’ watch . . .”
The world of Yrth allows for an
immense variety of characters; the 30
races presented here barely scratch
the surface of the possibilities. Also
included are dozens of occupations.
STARTING POINTS
When planning a GURPS suits gritty one-shots in which vil- worse, but in time they’ll be able to
Banestorm campaign, one of the first lagers must band together to take on a face them head-on. PCs with this
decisions GMs must make is the start- single monster. It can also serve as the much to work with can purchase vari-
ing point level. The recommended starting point for an epic campaign as ety of character templates as well as
total is 150 points, but ultimately this these common folk grow into true the less expensive racial templates.
decision must be based on who the heroes. Players, however, will only be
players are, what the campaign’s style able to buy the cheapest character 125-175 Points –
is, and what the GM wishes to empha- templates (pp. 202-207) and/or racial Professional Adventurers
size and encourage. templates (pp. 188-202).
At this level, characters are ready
25-75 Points – 75-125 Points – for moderately challenging adventures
Ordinary Folks/Heroes Heroes in the Making right away and can noticeably influ-
by Necessity ence local politics. They will be able to
People at this level can triumph afford almost any of the provided
Characters at this level aren’t over minor challenges and are proba- character templates and can supple-
adventurers; they’re ordinary people bly admired in their home villages. ment it with an inexpensive racial
in unusual circumstances. This level The wide world still holds many template if they wish.
things that could easily kill them or
182 CHARACTERS
175-250 Points – (p. 210), any character template can span the continent; they’re ready to
Great Names on Yrth be chosen at this stage and still leave take on almost any challenge. Insane
points for all but the most expensive djinn, greedy dragons, and malevolent
Heroes with point totals in this racial templates. dark elves are all fair game. Players
will be able to buy any occupational
range will already be well-known in 250+ Points – template, beef it up with additional
Living Legends skills and abilities, and still afford a
their home town or city and may even costly racial template, if desired.
Characters with totals over 250
have minor reputations in distant points can easily have reputations that
lands. With the possible exception of
the 250-point Exotic Martial Artist
DESIGNING CHARACTERS
For the most part, building Cultural Familiarity Magery
GURPS Banestorm characters fol-
lows the rules in the Basic Set. The see p. B23 see p. B66
following section provides advice and
rules regarding specific GURPS The distinct human cultures of Most mages in Ytarria achieve no
advantages, disadvantages, and skills. Ytarria are the Christian regions, the more than Magery 3, and even that is
Muslim powers, the Nomad Lands, exceptional. Those who have a higher
ADVANTAGES Sahud, and some outliers such as level, either as innate talent or
Bilit Island. Cardiel has areas of both through mystical training, must buy
Alternate Identity Christian and Muslim culture. Many Unusual Background (Archmage),
nonhuman races have their own cul- with a cost of 10 points per level of
see p. B39 tures, including the Zarakun, elves, Magery above 3.
orcs, reptile men, and others.
This isn’t usually appropriate for Goblins, halflings, and other races Patrons
an Yrth campaign, as there are very that have been assimilated into
few governments or organizations human nations generally do not have see p. B72
that keep detailed records of their citi- their own culture.
zens. People can change identities A guild can be a Patron to its mem-
merely by moving far away and High TL bers, but not all are. Some are simply
changing their names. However, those monopolies, providing no significant
who have gone to great lengths to see p. B23 aid to members.
establish themselves in two different
areas (buying property, making Characters may have one level of Power Investiture
friends and contacts, paying taxes) High TL (granting TL4) with minimal
may qualify for this advantage. justification; many residents of see p. B77
Araterre are TL4 in all important
Channeling and respects. High TL +2 (TL5) is much This advantage is unknown on
Medium less common, and people with this Yrth. Priests who can cast spells are
much knowledge usually have to hide almost always born with Magery.
see pp. B41, B68 from the authorities. Anyone with Those with specifically “god-granted”
High TL +3 or more (TL6+) must take powers usually don’t cast spells as
Advantages which help in commu- an Unusual Background, as described such, having other supernatural abili-
nicating with spirits aren’t required to below and under Skill Tech Levels, p. ties; see p. 26.
communicate with Sahudese spirits, 186. This is only allowed with explicit
who can speak perfectly well. They GM permission. Psionic Powers
may be useful for talking to the spirits
of the dead (but see The Afterlife, Jumper see p. B254
p. 65).
see p. B64 True psi powers are extremely rare
Clerical Investment on Yrth. Those who are genetically
This advantage is only available if predisposed to become psis tend to
see p. B43 the GM is using the Infinite Worlds develop Magery instead. (This is pre-
background. Regardless, the IQ roll to sumably caused by quirks in Yrth’s
Note that this advantage is not nec- make the jump is always at a -25 mana.) However, psionic manipula-
essary for a member of a monastic penalty, due to Yrth’s nature (p. 26). tors are not completely nonexistent.
order. Monks are not ordained priests Most Ytarrians consider psis to be just
and thus can’t perform sacraments. Languages a strange kind of mage. Actual wizards
For example, most Hospitallers (p. 62) know they’re something different, but
do not have Clerical Investment. see p. B23 such folk are too rare for most wizards
to worry about.
The languages of Ytarria are
discussed on p. 33.
CHARACTERS 183
Rank $960 on Yrth, costing 2 character Talents
points if bought as Signature Gear.
see p. B29 see p. B89
Snatcher
There are three main types of Rank This setting includes some new tal-
in Ytarria: Administrative, Military, see p. B86 ents. All are mildly cinematic and
and Religious. All confer Status. In might be inappropriate in very realis-
most cases, high-rank characters will Unlike Jumper (p. 183), Snatcher tic games.
have additional Status beyond the works at no penalty on Yrth. Bringing
“free” Status granted by Rank. For things to Yrth isn’t harder than nor- Born War-Leader: Intelligence
example, Archbishops of the Curia (p. mal. (People in other dimensions try- Analysis, Leadership, Savoir-Faire
61) have Religious Rank 6, granting ing to snatch items from Yrth will (Military), Strategy, and Tactics.
two free levels of Status. They also most likely get something from else- Reaction bonus: military officers, trib-
have another four levels of Status for where. If what they want is only avail- al war-leaders, and veteran soldiers. 5
which they must pay. able on Yrth, they’re out of luck.) points/level.
However, sending items away from
Religious Rank: In the Christian Yrth is always difficult. A second use Close to Heaven: Exorcism,
Church, Religious Rank follows the of Snatcher will normally send the Meditation, Religious Ritual, Ritual
table below. Most other Ytarrian reli- object home, but here, it vanishes and Magic, Symbol Drawing, and
gions lack hierarchies. A highly is then destroyed, unless the advantage Theology. Reaction bonus: “religious
respected Muslim mullah, for exam- has the Permanent enhancement. professionals.” 5 points/level.
ple, will instead have a positive Regardless, this advantage is only
Reputation and high Status. appropriate if the GM is using the Halfling Ranged Weapon Talent:
Infinite Worlds background (p. 236). Bow, Sling, Throwing, Thrown
Reputation Even then, this ability is very rare. Weapon (Dart), Thrown Weapon
(Knife), and Thrown Weapon (Stick).
see p. B26 Social Regard Reaction bonus: archers and other
ranged weapon users. 5 points/level.
In a world without photography, see p. B86 Only halflings may take this talent,
reputations are usually carried by peo- and that race has it by default at level
ple’s names or heraldic devices, not Some races, such as Halflings, 2. Unusual halflings may have higher
their faces. Someone with a very dis- have a special type of Regard: or lower levels. Note that talents that
tinctive physical feature – a facial scar, include combat skills are generally
missing fingers – might be recognized Good Neighbor: You are treated unbalancing. The fact that this one is
on sight by strangers, but this is atypi- with polite friendliness rather than restricted to a specific race helps pre-
cal. Knights, nobles, and members of deference or fear. People will do you vent abuse.
some organizations specifically wear small favors, pay attention to your
coats of arms (p. 41) so they can be opinions, and try to avoid offending Trained by a Master
recognized at a distance. you. This is generally a very beneficial,
practical sort of regard, but if you try see p. B93
Signature Gear to claim superiority, other people will
probably be puzzled rather than This advantage, and the exotic
see p. B85 impressed. skills that have it as a prerequisite, are
rare but not unknown outside Sahud
In a GURPS Banestorm cam- Spirit Empathy and a few mystical retreats. See also
paign, this buys $500 of gear per char- Disciplines, p. 27, and the Martial
acter point. To price gear that is not see p. B88 Artist template, p. 209.
TL3, use the rule on p. B27, under
Tech Level and Equipment. For exam- This advantage works on Sahudese True Faith
ple, modern Earth-manufactured spirits, the spirits of the dead, demons,
gear, being TL8, is valued at 32¥ its and other related entities. All three of see p. B94
Earth price (five doublings). A $30 the above categories are legitimate
multipurpose pocket tool is “worth” specializations. This advantage allows the charac-
ter to repel demons and undead,
Religious Rank of Church Officials specifically including vampires and
animated corpses created by the
Rank Title Zombie spell. It has no affect on lycan-
thropes, ghouls, or Sahudese spirits.
6 Archbishop, grand master of a great order
5 Bishop, grand master of a lesser order Unusual Background
4 Head of a powerful abbey or minor order
3 Head of a minor abbey see p. B96
2 Senior priests
1 Common priests Characters transported to Yrth by
0 Extremely minor local priests the Banestorm must take Unusual
Background (Earth immigrant) for 10
points. This permits them three or
more levels in the High TL advantage
(usually they will have High TL +5),
skills at the appropriate TL, Hidden
Lore (Earth) (p. 186), and a limited
184 CHARACTERS
supply of Earth equipment, possibly the Hippocratic Oath. Some Aralaise kind when possible. (This code origi-
bought as Signature Gear (p. B85). barristers have a strict code of legal nated among Arab cultures; hence the
They will usually need to treat their ethics, and merchants may follow a name. In Ytarria, it is widespread
background as a Secret, or risk having code that demands they always honor among Muslims.) -10 points.
their memories wiped by the Ministry contracts (even verbal agreements),
of Serendipity (p. 88) or its equivalent. and never outright lie about their Code of Honor (Elven): Never allow
goods. Many craftsmen, especially needless harm to trees or animals, and
Characters from other worlds dwarven masters, are similarly reli- always seek to live with elegance and
besides Earth – or from significantly able. There are also a number of cul- style. The world should be more beau-
alternate versions of Earth, such as ture-specific codes: tiful and full of life for your efforts. -10
Centrum – may be disallowed unless points.
the GM is using the Infinite Worlds Code of Honor (Arab): Never break
background (p. 236). They must buy a sworn vow. Never ignore an insult to Code of Honor (Halfling):
Unusual Background (Planar traveler) yourself, your tribe, or your religion; Hospitality is everything; offer guests
for 15 points, and can have any advan- insults may only be wiped out by an your best food and ale. When you are
tages or skills justified by their story. apology or some kind of combat. a guest yourself, repay your host’s hos-
Remember your tribe’s feuds and obli- pitality with small gifts, songs, and
There are a few people in Ytarria gations. Ambushes and sneak attacks stories. Defend your host or guests,
who, while not from another world are cowardly between individuals but both verbally and physically. If you
themselves, have picked up advanced appropriate in warfare. Hospitality is can’t find anything good to say about
skills from such immigrants, whether sacred; someone who has been invited someone who has shown you hospi-
first-hand or not. They have Unusual into your house or tent, or who has tality in the last 10 years, don’t say
Background (Technological educa- shared your bread and salt, must be anything at all. You may be terse and
tion) for 10 points, and can have skills treated with honor for three full days. ungenerous to guests who stay too
at any TL up to 8. Only physical violence or gross insults long, but you can’t throw them out
remove a guest’s protections. If you unless they insult you horribly or
Levels of Magery beyond 3 also are a guest, you should treat your host physically attack you. -5 points.
require an Unusual Background. See with courtesy and defend his honor
Magery, p. 183. and home, and not overstay your three- Code of Honor (Northman’s):
day welcome unless clearly invited. Anyone is entitled to one night of hos-
Wealth Repay past favors or hospitality in pitality with no questions asked. Even
a sworn enemy is a guest under your
see p. B25 roof. Speak the letter of the truth, and
honor a promise to the bitter end. If
Starting wealth for GURPS someone kills a member of your fami-
Banestorm is standard for TL3: ly, you must seek revenge, without
$1,000 (1,000 Megalan copper far- subterfuge. Single combat is the most
things; see Coins Across Ytarria, p. 44). respected way. -10 points.
DISADVANTAGES Code of Honor (Sahudese): Preserve
face at all costs, and more important-
Amnesia ly, defend the honor of your clan.
Protect the life of your lord with your
see p. B123 own, or avenge his death. Obey orders
to the letter, and with single-minded
On Yrth, this Disadvantage is intensity, except when it is your duty
sometimes a sign that the character is to disobey. Obey the rules of high and
a Banestorm victim, underground low war. Treat elders, spirits, and the
engineer, or other unfortunate who wise with courtesy – though you don’t
has fallen foul of a wizardly faction have to obey them. Endure discomfort
and had his memories magically stoically. Suicide is not required by
wiped. this code, though it will expunge
extreme dishonor. -10 points.
Code of Honor
Code of Honor (Stays Bought):
see p. B127 Once you’ve taken money, you follow
the job through, whatever it takes. If
Many beings on Ytarria follow circumstances change substantially,
some kind of Code of Honor. The you may return the payment with an
Pirate’s code is widespread among ruf- explanation and an apology. You never
fians and rogues, and idealistic betray an employer unless they lie to
knights are sworn to Chivalry. In you or otherwise betray you first. If an
sophisticated areas, the upper classes employer stiffs you on a deal, revenge
may have the Gentleman’s code, while is not only permitted but encouraged.
Megalan legionaries follow the People should know where they stand
Soldier’s code. Several professions when they hire you. -5 points.
have Professional codes, notably heal-
ers, who may obey something akin to
CHARACTERS 185
Code of Honor (Theatrical): The Social Stigma Astronomy
show must go on. Once you’ve taken
a booking, personal problems and see p. B155 see p. B179
minor difficulties are irrelevant.
Avoid actions that would cause seri- Three variations of Social Stigma The factual aspects of astronomy,
ous trouble for fellow professional are used in this chapter. such as the locations of stars and con-
entertainers. If your performance stellations and the paths the planets
makes reference to real people or Perceived as an Animal: This is only follow, are mostly the same for Yrth
events, you must stick to the letter of suitable for intelligent beings that are and Earth. The moon looks distinctly
the truth as you know it. You can sat- mistakenly believed to be “just ani- different, but its orbit is the same.
irize to your heart’s content and leave mals.” (For genuine animals, domestic Immigrants from Earth take no penal-
out inconvenient details, but you ones have Valuable Property, wild ty to their Astronomy skill except for
can’t actually lie on stage. -5 points. ones have Bestial. See p. B263.) You those for going from TL8 to late TL3
receive no intellectual respect, and equipment, though they’re still likely
Illiteracy/Semi-Literacy killing you is likely not a crime. -10 to be quite confused.
points.
see p. B24 Exorcism
Barbarian: This is a variation of
In GURPS, illiteracy or reduced Minority Group and has the same see p. B193
literacy in one’s native language is a reaction modifiers. You come from a
disadvantage worth up to -3 points. society which is regarded as more vio- This skill works against demons,
Many NPCs in Ytarria have this, but lent and less advanced than the main- but not as well as the Banish spell (p.
PCs, being exceptional people, may stream. -10 points. B252). On Yrth, it takes a -4 penalty, or
well be literate. If they aren’t, howev- -8 total if the exorcist does not have
er, the disadvantage, being normal in Known Criminal: This is essentially Blessed or True Faith.
the setting, doesn’t count against any the same as Criminal Record, except
disadvantage limits. that it is explicitly the result of public Expert Skill
denouncement, or obvious due to a (Natural Philosophy)
Intolerance visible mark (a brand, missing thumb
or hand, etc.). -5 points. see p. B194
see p. B140
SKILLS Scientists in Anglish-speaking
In Ytarria, as during Earth’s parts of Ytarria are usually called “nat-
Middle Ages, religious intolerance is Skill Tech Levels ural philosophers,” regardless of
often seen as praiseworthy and an whether they have this skill. The term
integral part of proper piety. However, Most people in Ytarria have skills “science” is still mostly unknown.
there are places where this is not true at TL3. Some are more primitive; However, Ytarrian experts have begun
(notably Cardiel) and adventurers Northmen, for example, may have to divide knowledge into groups that
aren’t required to be bigots. Further, TL1 or TL2 skills. On the other hand, people from Earth would recognize –
even those who are intolerant may residents of Araterre often learn skills biology, chemistry, physics – and it is
make exceptions for specific individu- at TL4. Underground Engineers (p. legitimate for a character to take the
als. “For a godless heretic, you’re a 30, 54) might also have skills at TLs Expert Skill or those individual sci-
good man, and I’m glad to have you at above 3, and recent immigrants from ence skills, as appropriate.
my back.” Earth could have skills at TL8. If the
Infinite Worlds background is used, Heraldry
Intolerance between humans of planar travelers could have skills of
varying skin color is relatively low-key any TL. see p. B199
(likewise between light green and dark
green goblins, and so on.). When one Anyone limited to skills from below See p. 41. Most people use this skill
neighbor is an orc, it’s easier not to TL3 may take the Low TL disadvan- at default (IQ-5), but a person’s Status
notice what shade of brown a human tage. Anyone with TL4 or TL5 skills may provide a bonus (e.g., +6 to rec-
neighbor is. However, between must take High TL. For skills from ognize the local duke). A positive or
humans and nonhumans, and TL6 to TL8, characters must take an negative Reputation can also give a
between different kinds of nonhu- Unusual Background (p. 184) and bonus, if the viewer makes the fre-
mans, intolerance can be genocidal. High TL. quency of recognition roll.
Low TL Alchemy and Chemistry Hidden Lore (Earth)
see p. B22 see pp. B174, B183 see p. B199
Someone from the Nomad Lands, Most people in Ytarria who have In Ytarria, one specialization of
or even the hinterlands of Megalos, one of these skills also have the other. this skill is Hidden Lore (Earth). This
could easily have one or two levels of The best thinkers recognize that some represents broad knowledge of the
this. reactions work everywhere (Chem- history of Earth from 1050 to the pres-
istry), while others only work in places ent day. High-ranking officials in the
with mana (Alchemy), but mostly, Ministry of Serendipity and similar
people speak of Alchemy as if it cov- organizations often possess this, as
ered both fields. does any new immigrant from Earth,
and underground engineers who have
done their research.
186 CHARACTERS
STATUS AND WEALTH
Status is very important on Yrth. Characters should have a level of Any large discrepancy between sta-
Each level carries certain rights and wealth appropriate to their status. In tus, skills, and wealth should have an
duties. PCs of noble or knightly general, almost any noble should be explanation in the character’s history.
ranks should often have a Duty dis- Wealthy or Very Wealthy; those of If Tate the farmer is very rich, he obvi-
advantage. Players should not start knightly rank (Status 2 or 3) should ously has a big farm. If Alis the talent-
above Status 3 except in unusual cir- be Wealthy or Comfortable; anyone ed mage is dead broke, she may be
cumstances. Status tables for of Status 1 (merchant, squire, etc.) spending her time in non-paying pur-
Ytarrian societies appear on pp. 87, should be of Comfortable or Average suits. If Akhtar the noble has merely
121, 150, and 159. wealth. Likewise, characters with average wealth, he might be a second
negative status should have appro- son, or a victim of a natural disaster.
Standard starting wealth on Yrth priate poverty.
is $1,000: 1,000 copper coins.
What Cost of Living Gets You
This list contains examples of how people of each squires or captains to support you in battle if necessary.
Status level live and travel in Ytarria. Multiple changes of clothes, including some fine court
wear. Decent horses for you and your high-Status com-
Status 8: At least one major palace, and several small- panions, and one or two spares.
er palaces and castles, along with large hunting pre-
serves complete with hunting lodges. Formidable Status 2: A reasonable rural house or a fine town
guards, leading nobles competing to act as your ser- house or quarters in some great establishment. Staff to
vants, and whole government departments dedicated to run your home, including a squire or well-armed war-
managing your wardrobe, horses, and carriages. rior or two. A good wardrobe, including formal wear.
Adequate warhorses or handsome “civilian” mounts for
Status 7: A large palace or formidable castle, and yourself and your armed retainers.
probably several other castles or mansions. Professional
guards, knights or those of similar rank as your leading Status 1: A comfortable country house or adequate
servants, and hundreds of lesser staff. A larger wardrobe town house, or good quarters in a grander
than you could ever use, professionally managed, and employer/patron’s establishment. Several servants, some
stables full of fine horses. possibly armed. Several changes of clothes. A horse to
suit your needs, and probably a mule or two for your
Status 6: A moderate-sized palace, great castle, or servants.
very fine mansion, and probably several other estates.
Some competent guards and a modest army of servants. Status 0: A rural cottage (probably held in fief or
A large wardrobe and stables full of good horses. rented), or several rented or small rooms in town.
Possibly a servant or two, or at least family members to
Status 5: A good castle or fortified manor, and some help you out. A couple of changes of clothes, one set ade-
lesser holdings. Plenty of servants to run your dwellings, quately smart. A mule or ox in the country; in town,
including trained guards. A large wardrobe, several enough credit to hire or borrow a mount if you need to
good horses, and plenty of adequate mounts for your travel short distances.
family and personal servants.
Status -1: A small cottage belonging to your liege
Status 4: A castle, fortified manor, or great town lord, a single rented room in town, or minimal quarters
house, and probably subsidiary estates, with all the ser- in the dingiest corners of some large establishment.
vants needed to run them. Some ordinary soldiers and Adequate clothes for your work, and probably some rags
their captain as guards. A substantial wardrobe, a good in case of emergencies.
horse or two, and mounts for the high-Status members
of your household (with spares). Status -2: Shared quarters somewhere not very com-
fortable . . . or whatever space you can find.
Status 3: A manor, keep, or large town house, with
servants, some of them lightly armed. A couple of
CHARACTERS 187
NONHUMAN RACES
This section presents 30 racial tem- Some centaurs are much more exorcised, and its “spirit body” is a lit-
plates representing the major and intelligent than the average, with IQs tle easier to detect – and harm, with
minor intelligent races of Ytarria, of 13 or higher. They are called sages the right powers.
most of whom are described on pp. and will usually be experts in at least
18-23. The templates follow the rules one field (e.g., Anthropology, Every true djinn has a Mindlink to
given in the Basic Set. After the tem- Esoteric Medicine, Expert (Natural its vessel, who (if the Ascended One is
plate for each race appear suggestions Philosophy), History, Literature, a PC and thus eligible for the Ally
for modifying it. Be sure to check tem- Mathematics, Meditation, Musical advantage) can be treated as an Ally
plates against those traits which are Composition, Musical Instrument, (usually built on 25-50% of the
modified for Yrth, listed earlier in this Naturalist, Pharmacy (Herbal), Ascended One’s starting points and
chapter. Philosophy, Physician, Psychology constantly available) and a Puppet.
(Applied), Thaumatology, or Theo- The Ascended One also acquires a
Many of these races will not be logy). Almost all centaur wizards are Compulsive Behavior, emulating the
suitable for all campaigns. For exam- sages, though the converse isn’t true. vessel’s habits and tastes, with a self-
ple, dolphins and merfolk can’t ven- Those centaurs who journey into control number of 12. The value of
ture into a dry cave or attend a diplo- cities are usually sages, doing this disadvantage depends on the
matic ball unless magically enhanced, research or studying the natives. nature and extent of the vessel’s men-
which will likely be prohibitively tal disadvantages and quirks; in any
expensive for all but the most heroic DJINN case, it is likely to be replaced by
campaigns. Other races are exceeding- ASCENDED ONES copies of the disadvantages them-
ly rare (such as insect men), or likely selves after a few years or decades,
to be attacked if they come too near 627 points while the vessel will become more like
civilization (e.g., trolls). Be sure to the Ascended One in personality – the
check your choice with the GM. Djinni are powerful immaterial pair share so much they become
beings; for further details on their his- increasingly indistinguishable over
CENTAURS tory, see p. 174. For game purposes, a time.
“djinni” is in fact two beings: the
100 points “Ascended One,” and its human Ally, A typical vessel is a human with
the “vessel.” Each can exist without above-average attributes, Magery 2-3,
Centaurs combine the torso, arms, the other, but they are much more a long list of spells, a Nonhazardous
and head of a human with the body of powerful in symbiosis. In theory, an Duty (15 or less), Reprogrammable,
a horse. Their upper bodies are usual- Ascended One could have multiple and a Secret (host to a super-powered
ly – but not always – pale-skinned. vessels, but the effort of maintaining spirit, worth -5 points). The Ascended
Their lower bodies may be black, links with all of them, and the multi- One usually also functions as a Patron
brown, gray, dappled, strawberry, or plicity of thoughts continually clash- (extremely powerful or ultra-power-
even palomino. Their preferred ing in its mind, would make this intol- ful, appearing on 15 or less or con-
weapons are the spear and short bow. erable, likely driving the Ascended stantly, Highly Accessible); it benefits
One insane. from keeping the vessel happy, as they
To determine a centaur’s height (at
the top of his head), use the height Ascended Ones are usually invisi-
given by the ST table without applying ble but can make themselves apparent
the +8 bonus, and add 8”. Weight will with effort; they appear as elven fig-
be five times normal for a human of ures clad in robes, glowing intensely
that height. with a pure white light. Having spent
centuries with only minimal contact
Attribute Modifiers: ST+8 (Size, with other beings, all Ascended Ones
-10%) [72]; IQ-1 [-20]; HT+2 [20]. have problems dealing with anyone
else except, to some extent, their ves-
Secondary Characteristic Modifiers: sels – and even vessels learn not to ask
SM +1 (2 hexes); Basic Move +2 too many questions.
[10]; Per+1 [5].
When an Ascended One uses its
Advantages: Enhanced Move 1 Possession ability, its immaterial
(Ground) [20]; Extra Legs (Four “spirit body” remains “attached” to the
total) [5]; Fearlessness 1 [2]; vessel, moving around with him; other
Hooves [3]. beings with supernatural senses may
perceive this as a kind of enhanced
Disadvantages: Impulsiveness (12) aura. This works much like the
[-10]; Overconfidence (12) [-5]. Spiritual limitation on Possession,
but the Ascended One cannot be
Quirks: Compulsive carousing; Finds
the trappings of domesticated
horses (saddles, harness, stables)
offensive [-2].
188 CHARACTERS
share many feelings. When necessary, high functional Status (usually 2 or 3), Disadvantages: Curious (15) [-2];
the djinn can possess its vessel to use great wealth, and a number of human Ichthyoid Meta-Trait (Includes
his own magical abilities to the full, or servants, some of them loyal enough Aquatic, No Fine Manipulators)
leave the human mind in charge while to be treated as Allies. [-50]; Impulsiveness (12) [-10];
providing advice and using spells to Low TL 3 [-15]; Short Lifespan 1
assist him. DOLPHINS [-10].
One of the first things an Ascended 92 points Quirks: Broad-Minded; Responsive;
One does after acquiring a vessel is Weird sense of humor [-3].
teach the human magical or alchemi- The dolphins of Yrth are just as
cal techniques to prevent aging and intelligent as humans, though they Racial Skills: Aquabatics (H) DX [4]
protect against other mundane tend to think about very different -12.
threats. Hence, he becomes effectively things. It’s not clear whether they orig-
unaging and gains many other protec- inated on Yrth or were brought by the Features: Can understand but not
tions, but these are the result of spells Banestorm from elsewhere. Their oral speak the languages of other races.
or alchemy, not innate advantages. tradition speaks of a time of great
change “a hundred generations ago,” Dolphins mostly associate with
A few Ascended Ones have bonded but that could merely have been the merfolk and sea elves and do not have
with less capable humans for one rea- arrival of merfolk and shark men in a Social Stigma among them. Surface
son or another; these typically spend their waters. people, however, often regard them as
years driving the vessel to train and nothing more than smart animals; a
practice, to make the partnership less Dolphins do have a spoken lan- dolphin who will spend a lot of time
vulnerable. An Ascended One forced guage, which they can use above or dealing with that sort of prejudice
to take a vessel who lacks Magery and below the surface. However, no other should buy Social Stigma (Perceived
at least IQ 12 would regard this as a known species can understand or as an Animal) for -10 points. Most
disaster. speak it. They have little trouble under- have no possessions of any sort and
standing other races’ languages but are thus Dead Broke. Many dolphins
Attribute Modifiers: ST -2 [-20]; DX can’t speak them. In exchange for serv- have Gesture skill, allowing them to
+1 [20]; IQ +5 [100]; HT +2 [20]. ices, sea-elven wizards make magic understand gestures made by others
items that allow dolphins to speak and to be surprisingly expressive with
Secondary Characteristic Modifiers: Elvish. These usually take the form of their body language. Almost none
Fatigue Points +18 [54]; Hit Points “earrings,” which dolphins wear by have Magery in any form other races
+8 [16]. piercing one of their fins. understand, though some do manifest
odd supernatural powers.
Advantages: 3D Spatial Sense Dolphins get along quite well with
[10]; Affliction 2 (Disadvantage, merfolk and sea elves, poorly with DWARVES
Reprogrammable, +10%; Maledic- shark men. Most surface people think
tion 1, +100%; Preparation Re- of them as animals, but good luck to 35 points
quired, 8 hours, -60%) [30]; have around. Dolphin likes and dis-
Charisma 1 [5]; Dark Vision (Color likes tend to be simple: swimming, Dwarves are short, stocky, gruff
Vision, +20%) [30]; Doesn’t splashing, food, and sex. However, miners and cave-dwellers. All male
Breathe [20]; Doesn’t Eat or Drink they also compose long ballads in dwarves are bearded. Dwarves are
[10]; Doesn’t Sleep [20]; their own language. When translated moody: some are vulgar, others merry,
Indomitable [15]; Resistant (Imm- into other languages, these prove out- surly, cruel, or dignified, but their per-
unity to Metabolic Hazards) [30]; rageously complicated and full of sonalities are always emphatic. Few
Insubstantiality (Affect Sub- weird puns. dwarves are introverts. They are
stantial, +100%; Always On, -50%) native to Yrth, and most live in Zarak
[120]; Invisibility (Usually On, Attribute Modifiers: ST+9 (Size, (p. 157).
+5%; Substantial Only, -10%) [38]; -10%; No Fine Manipulators, -40%)
Magery 4 [45]; Mind Reading [45]; DX +2 (No Fine Manipulators, All dwarves are craftsmen to one
(Sensory, +20%; Universal, +50%) -40%) [24]; HT +2 [20]. extent or another. Status among them
[51]; Possession (Chronic, +20%; Secondary Characteristic Modifiers: comes as much from craft ability as
Puppet Only, -30%) [90]; Unaging birth or heroism. They love gold and
[15]; Unusual Background SM +1 (2 hexes). jewels, and will happily work all day to
(Archmage) [10]. Advantages: Absolute Direction [5]; mine precious things and build with
them. Anything they make will be
Disadvantages: Dependency (Direct Acute Vision 2 [4]; Breath Holding both useful and beautiful.
contact with original body; Rare, 2 [4]; Enhanced Move 1/2 (Water)
Daily) [-90]; Loner (15) [-2]; [10]; Injury Tolerance (No Neck) Their preferred weapons are mar-
Oblivious [-5]; Stubbornness [-5]. [5]; Nictitating Membrane 1 [1]; tial versions of tools: the hammer, the
Night Vision 5 [5]; Peripheral pick, and the axe. Their great
This is a basic template; every Vision [15]; Pressure Support 1 strength lets them use massive
Ascended One has numerous spells [5]; Scanning Sense, Sonar [20]; weapons efficiently.
and skills, and usually improved Speak Underwater [5]; Ultrasonic
attributes. Djinn also tend to have Hearing [5]; Ultrasonic Speech [0]. Dwarves love good craftsmanship
and react well to any good craftsman
or to proposals involving a challenge
to their skills. They get along quite
CHARACTERS 189
well with gnomes and adequately with Advantages: Artificer 1 [10]; Damage Many dwarves lack Greed or
most humans. The newcomers may be Resistance 1 (Tough Skin, -40%) Miserliness, a great many are Honest,
fragile and short-lived, but they are [3]; Extended Lifespan 1 [2]; and some have Phobia (Open Spaces).
also clever at some things, and appre- Lifting ST+2 [6]; Longevity [2]; Night Vision is very common. Some
ciative customers. Dwarves dislike Resistant to Poison (+3) [5]; have extra points in Signature Gear;
things that are shabby or ill-made, and Signature Gear [1]. each point is worth an additional $500
pointless destruction enrages them. in equipment.
Some are afraid of open spaces; they Disadvantages: Greed (12) [-15];
usually stay happily underground. Intolerance (Racial enemies) [-5]; ELVES
They have a keen sense of personal Miserliness (15) [-5]; Stubbornness
pride and honor. [-5]. 41 points
Dwarves have 1 point in Signature Quirks: Expects male dwarves to have Elves are slender humanoids with
Gear. This represents a beloved $500 long beards; Prefers gold to other pointed ears. Their skin can be any
item (or items) probably hand-crafted precious metals [-2]. color found in humans. Hair is usual-
by the dwarf. Possibilities include an ly gold, silver, black, or red, and eyes
ornate, fine-quality warhammer or a Racial Skills: Axe/Mace (A) DX [2]-10; are usually gold, green, or blue.
beautiful set of craftsman’s tools. Merchant (A) IQ [2]-10.
Most humans believe elves are liter-
Dwarves are 1 1/2 feet shorter than Features: Taboo Traits (Jumping, ally immortal; in fact, there are few
human average for their ST, but weigh Running skills). active elves over 700. Some become
50 lbs. more than a human of that hermits, others seek out one adventure
height. Usually this extra weight is For their Intolerance disadvantage, after another until they fall, and many
solid muscle. the primary racial enemies of the simply seem to vanish. On the other
dwarves are orcs and dragons. Many hand, some elves, especially wizards,
Attribute Modifiers: ST+2 [20]; HT+1 also dislike elves; this can be part of have remained active for thousands of
[10]. their Intolerance (with no point years, and take careful precautions to
change) or a separate quirk. Similarly, protect their long lives.
Secondary Characteristic Modifiers: some dwarves (particularly among
FP+3 [9]; Basic Move-1 [-5]. Thulin’s Folk) truly hate Megalans. Elven societies are egalitarian,
with work split as equally as possible
Gargoyles between male and female. They mul-
tiply slowly at best; children are rare,
5 points and seem to belong to the communi-
ty as a whole. Some elves bond with a
Gargoyles are an optional race only. Even if the GM makes them single mate for life; others are poly-
unavailable as PCs, they can make fine monsters. gamous. They value creativity in all
its forms: music, poetry, dancing, and
Gargoyles are winged humanoids, with tough, grayish skin that storytelling. Individual status usually
resembles stone. They typically look like grotesquely deformed humans. depends solely on age, although a tal-
They originated on Gabrook, and in Ytarria they live primarily in moun- ented bard or artist, or one who is
tain ranges or on the rooftops in larger, more tolerant cities. Most are well attuned to nature, will gain a
lazy and have little respect for learning, and they are generally regarded wide reputation.
as pests. A few find employment as thieves. With their wings and night
vision, they often excel as second-story men. The rest mainly scavenge Elves get along very poorly with
for their meals. dwarves and worse with orcs. They
are friendly with gnomes and
When gargoyles mature, they are still very small, typically around 4’ halflings, and most elves agree that
tall. However, gargoyles never stop growing. Most die young, but those many humans are civilized. (The dark
who survive become human-sized around age 50, and century-old gar- elves are intolerant of all other races;
goyles can be fearsome winged giants. For typical young gargoyles (as see p. 191.) Elves are incensed by
represented in this template), height is 1 1/2’ less than for a human of the needless harm to trees or animals. It is
same ST, and weight is 30 lbs. more than for a human of that height. a point of honor among elves to
always behave with elegance and style.
Attribute Modifiers: ST-1 [-10]; IQ-1 [-20]; HT+2 [20]. Many people think this is snooty, and
Secondary Characteristic Modifiers: SM -1. they’re not always entirely wrong.
Advantages: Blunt Claws [3]; Damage Resistance 2 [10]; Extended
Attribute Modifiers: ST-1 [-10]; DX+1
Lifespan 1 [2]; Flight (Winged, -25%) [30]; Night Vision 5 [5]. [20]; IQ+1 [20].
Disadvantages: Gluttony (12) [-5]; Poor [-15]; Social Stigma
Advantages: Attractive [4]; Gifted
(Uneducated pest) [-5]; Ugly Appearance [-8]. Artist 1 [5]; Magery 0 [5]; Musical
Quirks: Moderately lazy; No respect for learning [-2]. Ability 1 [5]; Unaging [15].
Many gargoyles, particularly small ones, have Cowardice, and lots Disadvantages: Code of Honor
have Bully or full-fledged Laziness. As gargoyles grow, their Size (Elven) [-10]; Sense of Duty
increases, and they gain more ST and often more DR. (Nature) [-15].
190 CHARACTERS
Racial Skill Bonuses: +1 to Bow [2]. live in proximity, though they are not same ST (again, before the racial
Any elf could easily have Intoler- common anywhere. bonus).
ance toward orcs. Many have Animal Attribute Modifiers: IQ+1 [20]. Attribute Modifiers: ST+15 (Size,
Empathy, Perfect Balance, Plant Advantages: Extended Lifespan 1 [2]; -20%) [120]; DX-1 [-20]; HT +2
Empathy, higher levels of Magery and [20].
Appearance, or a more-encompassing Magery 0 [5].
Sense of Duty. Secondary Characteristic Modifiers:
GIANTS SM +2; Speed -0.25 [-5].
Dark Elves
122 points Advantages: Acute Taste/Smell 3 [6];
31 points Damage Resistance 2 (Tough Skin,
Most giants look much like -40%) [6]; Enhanced Move
“Dark elves” are not a separate humans, only nine or more feet tall. (Ground) 1 [20]; High Pain
race; they are a xenophobic offshoot However, they vary remarkably, and Threshold [10].
of elven culture. They think orcs in some giants have only one eye, two
particular, and non-elves in general, heads, or other unusual features. Perk: Penetrating Voice [1].
represent an aberration, a crime Disadvantages: Bad Temper (12)
against nature, and a threat to the Yrth’s giants are generally private,
future of the world and the elven race. preferring the solitude of their homes. [-10]; Shyness (Severe) [-10]; Social
Therefore, other races must be tamed They can be unexpectedly dangerous Stigma (Oversized Barbarian)
or destroyed. Many dark elves live in if roused. Most giants have very [-10]; Stubbornness [-5].
the Blackwoods (p. 98-99) but they are “human” personalities but are uncom- Quirks: Hates ogres, and being com-
found elsewhere as well. fortable in human lands, where all the pared to ogres [-1].
furniture is built for midgets.
Attribute Modifiers: ST-1 [-10]; DX+1 Some giants are even taller than
[20]; IQ+1 [20]. Giants resent being compared to portrayed in this template, with a larg-
ogres. They react very poorly to that er Size, more ST, more levels of
Advantages: Attractive [4]; Magery 0 race, and to anyone who mentions Enhanced Move, and possibly higher
[5]; Unaging [15]. them in any but the most disparaging DR. Others are unusually different
terms. Unfortunately, many smaller from the human norm, including
Disadvantages: Callous [-5]; Intoler- beings mistakenly believe the biggest cyclops with the One Eye disadvan-
ance (Total) [-10]; Obsession difference between the two races is tage and giants with Extra Heads or
(Destroy or totally control all non- that giants aren’t as ugly. Extra Arms. A few giants have
elves) (12) [-10]. Intolerance toward some or all other
For PC giants, calculate height races; others lack one or more of the
Racial Skill Bonuses: +1 to Bow [2]. based on ST before adding the racial racial mental disadvantages.
+15, and then increase it by 60%.
This template represents a typical Weight is 4 times that of a man of the
dark elf. Many have higher levels of
Magery or more antisocial mental dis-
advantages. A few lack Callous or
Obsession, but their Intolerance is
essentially universal. Some still have
the Gifted Artist or Musical Ability tal-
ents, but generally their embittered
obsession effectively suppresses those.
Older dark elves can also have
peculiar supernatural disadvantages
such as Lifebane – lingering remnants
of the Banestorm backfire. Quite a few
are lycanthropes (p. 200); this can be a
hereditary curse or something they
inflicted on themselves deliberately.
Half-Elves
27 points
Relations between humans and
elves are occasionally fertile, produc-
ing half-elves. They typically have
thin features and a mild point to
their ears. They are welcome in any
elf village, except among dark elves
and in all but the most intolerant
human lands. Half-elves can be
found wherever humans and elves
CHARACTERS 191
GNOMES Insect Men
-7 points The bizarre insect men live solely underground, near the border
between Zarak and the Great Desert. To date, only a few dwarves know
Gnomes are smaller and slighter they are more than just large bugs. The Zarakun of Ginnrel consider
than dwarves, and the men habitually them a major threat and are trying to wipe them out. Doing so, howev-
wear their beards trimmed short. er, is proving difficult.
Their love of nature is equal to that of
the elves, if different in style. Insect men are probably native to Gabrook, though no one is certain.
They could just be a mutation of Yrth insects, affected by the intense
As a rather marginal race with magical “fallout” from the Banestorm in this area. This would explain
many bigger neighbors, gnomes have why they only began appearing in the past decade. They are currently
developed a subtle talent for dealing TL2; they’ve apparently learned a lot from their enemies in a short time.
with people while seeming innocuous.
They get along well with the other Insect men are roughly the same size and shape as humans. They
Elder Folk except for orcs, have few have hard, chitinous, bronze-colored skin, faceted black eyes, and long
conflicts with humans, and often treat antennae. Like ants, they have different castes. Insect men proper are the
halflings as kin. They like herding, the intelligent guides for the colony; the taller, brawnier, four-armed insect
rustic life, and good craftsmanship. warriors are servants and fighters. Both types are sexless; breeding is
They are solid, centered, and matter- done by the queen and her consorts, neither of which are intelligent.
of-fact. While few become important
in the world, they can make startling- Insect Men
ly good professional diplomats and
negotiators. 29 points
Gnomes are 1 1/4 feet shorter than Attribute Modifiers: ST +1 [10]; HT +1 [10].
human average for their ST, and Advantages: Damage Resistance 2 [10]; Racial Memory (Passive) [15];
weigh 25 lbs. more than the appropri-
ate weight for that height. Silence 2 [10]; Telesend (Broadcast, +50%; Racial, -20%) [39].
Disadvantages: Chummy [-5]; Hard of Hearing [-10]; Low TL 1 [-5];
Attribute Modifiers: None.
Secondary Characteristic Modifiers: Mute [-25]; Sense of Duty (Colony) [-10]; Shyness (Mild) [-5];
Unattractive [-4].
FP+1 [3]; Basic Move-1 [-5]. Quirks: Humble [-1].
Advantages: Damage Resistance 1 Features: Sterility.
(Tough Skin, -40%) [3]; Green Insect Warriors
Thumb 1 [5]; Honest Face [1];
Longevity [2]. 25 points
Disadvantages: Sense of Duty
(Nature) [-15]. Attribute Modifiers: ST +3 [30]; IQ -1 [-20]; HT +2 [20].
Quirks: Doesn’t like to live under- Advantages: Damage Resistance 3 [15]; Extra Arms (Two) [20]; Extra
ground. [-1]
Attack (One) [25]; Telesend (Broadcast, +50%; Racial, -20%) [39].
Most gnomes have at least one of Disadvantages: Hard of Hearing [-10]; Low TL 1 [-5]; Mute [-25]; Sense
the advantages Artificer, Sensitive,
Smooth Operator, or Versatile. In of Duty (Colony) [-10]; Short Lifespan 1 [-10]; Slave Mentality [-40];
some locales they have Social Regard Unattractive [-4].
(Good Neighbor), typically at level 2. Features: Sterility.
GOBLINS Many insect men and warriors have the quirk Secretive, and for some
it is outright Paranoia. Very few lack any of the racial disadvantages;
19 points GMs should emphasize the resulting weird behavior.
Goblins have green skin, pointed Megalos, particularly in the Duchy of mages.” For some this is a Compulsive
ears, and small, sharp, white teeth. Yibyorak (p. 100). Behavior (Hang around with wizards).
Magic fascinates many goblins, and Goblins are quite likely to have the
they respect mages. There are few Goblins are small and slender; Talents of Business Acumen or
mighty goblin wizards, but the race height is normal for their ST, but Smooth Operator, and their most suc-
produces a remarkable number of weight is 10 pounds less. cessful merchants do not have
hedge magicians and dabblers. They Impulsiveness.
are great traders and merchants. They Attribute Modifiers: ST-2 [-20]; DX+1
travel everywhere, trading where they [20]; IQ+1 [20]. HALFLINGS
travel, and wherever they go, a few set-
tle down. There are no exclusively Advantages: Night Vision 9 [9]. 0 points
goblin nations in Ytarria, but they are Disadvantages: Impulsiveness (12)
the majority in several parts of These small, peaceful folk are
[-10]. mainly interested in farming, eating,
drinking, and living the “good life,”
Many but not all goblins have the
quirk “Interested in magic and
192 CHARACTERS
Creating New Races Attribute Modifiers: ST+1 [10]; DX+1
[20]; IQ-2 [-40].
GMs can easily create new races or translate ones from literature or
other games. Use the races here as examples in conjunction with the Advantages: Night Vision 9 [9].
rules from p. B450. Disadvantages: Bad Temper (12)
To fit the existing setting, any new race will have to be secretive or [-10]; Stubbornness [-5].
rare. New “monster” races that live solitary lives in the wild are the eas- Racial Skills: Brawling (E) DX [1]-11.
iest to add without changing Yrth too much. A race that lives in human
cities will either have to be fairly low-impact (like kobolds), or excep- Hobgoblins often have a tough
tionally sneaky (such as ghouls). There certainly could be a race of time hanging on to wealth; many are
shapeshifting humanoids, with no ambitions beyond survival, lurking in Poor or worse, and very few have
the alleys of Megalos . . . Miserliness. Some have more mental
disadvantages, possibly including
GMs can also choose to deliberately shake things up a bit. Instead of Intolerance. However, some have a
dwarves, the nation of Zarak might be home to hirsute tommyknockers higher IQ and lack Bad Temper or
(in myth, a tunneling ogre). Or possibly the split between al-Haz and al- Stubbornness; they can be quite rea-
Wazif isn’t one of Islamic doctrine but of race, with the Hazis being fierce sonable individuals, and often rise to
Muslim jaguar-people. Certainly, the Djinn Lands of the southwest could positions of power within their band.
easily be replaced with an isolationist country of evil snake-folk or worse.
KOBOLDS
but they make determined warriors Halflings are 1 1/2 feet shorter than
when pushed. Halflings are stocky and normal humans of their ST but have -60 points
round-faced; they almost never wear normal weight for humans of their ST.
beards. Kobolds are small, blue, and bel-
Attribute Modifiers: ST-3 [-30]; DX+1 ligerent. A single kobold is no great
They react well to anyone who sets [20]; HT+1 [10]. menace, but they often travel in gangs
a generous table or offers to share his of 12 to 20. Most are wanderers, jour-
ale. Anyone who seems “wild” or “dan- Secondary Characteristic Modifiers: neying from one place to the next,
gerous” will get a cool reception from SM -1; HP+1 [2]; Basic Move-1 [-5]. doing simple jobs or stealing as the
a village halfling, though city-bred or mood strikes them.
adventuring cousins will be less timid. Advantages: Halfling Ranged Weapon
A bad reaction usually means snubs Talent 2 [10]; Silence 1 [5]; Social They find activities not related
and closed doors rather than combat. Regard 1 (Good Neighbor) [5]. directly to survival or procreation ter-
Rare is the halfling who will attack ribly boring, with one exception.
someone who hasn’t threatened his Disadvantages: Chummy [-5]; Code Kobolds love jokes and pranks. They
life or home. of Honor (Halfling) [-5]; Gluttony don’t understand subtlety, but a hot-
(12) [-5]. foot or a bucket of slop in the face (of
someone else) amuses them immense-
Quirks: Dislike large bodies of water; ly. They are quick to take offense for
Staid. [-2]. real or imagined slights and equally
Many halflings have an Addiction quick to forget, if distracted.
to tobacco; a small minority have Attribute Modifiers: ST-2 [-20]; DX+1
Alcoholism. Some replace Chummy [20]; IQ-2 [-40].
and Staid with Xenophobia. Many,
even if they have no need for it, have Secondary Characteristic Modifiers:
higher levels of Silence. Will-1 [-5].
HOBGOBLINS Advantages: Reduced Consumption 2
(Cast Iron Stomach, -50%) [2];
-15 points Resistant to Disease (+8) [5].
These ancestral kinfolk of the gob- Disadvantages: Short Attention Span
lins are large, brutish, and savage. In (9) [-15]; Social Stigma
the wilderness, a typical hobgoblin (Uneducated) [-5].
owns nothing but a weapon (stolen or
handmade) and some rags or ratty Quirks: Easily insulted; Love practical
furs. They are brutal and direct but jokes [-2].
not as cruel or malicious as orcs. They
speak either a human language or a Even exceptional kobolds are never
pidgin version of the old goblin very strong or smart. IQ and ST rarely
tongue. They have simple tastes. They exceed 10. It’s doubtful there’s ever
like food and loot, and dislike anyone been a 150-point kobold. As charac-
outside their immediate band. ters, they work best in comedy cam-
paigns. A few manifest high levels of
various Talents, which gives them an
occupation, if they can keep their
attention focused.
CHARACTERS 193
Intelligent Animals
These are optional additions to Yrth campaigns and They retain many common horse instincts; most
may be ignored by GMs who dislike talking animals. All have Phobias regarding fire or snakes and dislike being
resemble ordinary beasts but have apparently been confined, and their herds are led by dominant stallions.
supernaturally “mutated” – or perhaps they are Bane- However, former leaders are usually permitted to retain
storm victims from a world where animals are smarter. some status as advisors.
Depending on the campaign, many “animal” charac- Noble horses communicate among themselves with
ters will have Low TL and some kind of Social Stigma. whinnies, tail-flicks, and subtle psychic impulses. They
However, creatures with Bestial can’t usually take any can learn to understand speech, and enjoy being given
Social Stigma except Monster; Bestial has drawbacks dramatic Anglish or Elvish names, but cannot talk.
similar to lesser levels of Social Stigma. Such limitations
might not count against campaign disadvantage limits, Attribute Modifiers: ST +12 (No Fine Manipulators,
at the GM’s option. -40%; Size, -10%) [60]; HT +2 [20].
Great Eagle Secondary Characteristic Modifiers: SM +1; Will +1
[5]; Per -1 [-5]; Basic Move (Ground) +3 [15].
18 points
Advantages: Acute Hearing 4 [8]; Acute Smell/Taste 5
Great eagles have 12’ wingspans and weigh up to 100 [10]; Enhanced Move 1 (Ground) [20]; Hooves [3];
lbs. In addition to their size, they are distinguished by Peripheral Vision [15]; Telesend (Racial, -20%; Vague,
their white head-feathers. Solitary hunters, they often -50%) [9].
drive intruders away from their territories in the Bronze
Mountains, but they display a peculiar respect for “holi- Disadvantages: Cannot Speak [-15]; Dead Broke [-25];
ness” in other races, despite lacking any significant reli- Quadruped [-35]; Selfish (12) [-5]; Weak Bite [-2].
gion of their own, and may help the lost or injured. They
take orders very badly. Racial Skills: Gesture (E) IQ+2 [4]-12.
They lack human muscle mass, but powerful necks Wise Owl
and legs make them formidable close combatants. They
have a language of their own, involving physical posture 38 points
as much as sound, which humans can learn if they don’t
mind physical effort and hoarse throats. Great Eagles These huge owls, as big as small children, live in
cannot speak other tongues, however. small tribes in the Great Forest. While not actually as
intelligent as humans, they have an intuitive, empathet-
Attribute Modifiers: ST -2 [-20]; DX +2 [40]; IQ -1 [-20]; ic facility and can sense the currents of destiny. They
HT +2 [20]. speak a quiet, warbling language and often learn Anglish
or Elvish. They sometimes decide their wisdom is need-
Secondary Characteristic Modifiers: Per +3 [15]; Basic ed among other races – or perhaps some are simply nat-
Move (Ground) -3 [-15]. ural meddlers. A Wise Owl will occasionally “adopt” a
human community near the forest, serving as shaman
Advantages: Fearlessness 4 [8]; Flight (Winged, -25%) and adviser.
[30]; Sharp Beak [1]; Sharp Claws [5]; Social
Chameleon [5]; Striking ST +4 [20]; Telescopic Vision Silent nocturnal hunters, they can function in day-
2 (No Targeting, -60%) [4]. light, but never like it.
Disadvantages: Bloodlust (12) [-10]; Dead Broke [-25]; Attribute Modifiers: ST -4 [-40]; DX +1 [20]; IQ -1 [-20];
Loner (12) [-5]; No Fine Manipulators [-30]; Sense of HT +1 [10].
Duty (To the very pious and holy) [-5].
Secondary Characteristic Modifiers: SM -1; Will +3
Features: Cannot learn other races’ languages. [15]; Per +4 [20]; Basic Move (Ground) -3 [-15].
Noble Horse Advantages: Acute Hearing 4 [8]; Acute Vision 4 [8];
Flight (Winged, -25%) [30]; Intuition [15]; Night
82 points Vision 6 [6]; Oracle [15]; Sensitive [5]; Sharp Beak
[1]; Sharp Claws [5]; Silence 4 [20]; Ultrahearing [5].
“Noble horses” live in remote regions, mostly mind-
ing their own business, but can learn to enjoy the com- Disadvantages: Bad Sight (Nearsighted; Only in bright
pany of other races. Anyone who treats one like a mun- light, -40%) [-15]; Dead Broke [-25]; No Fine
dane beast will quickly regret it. They combine Manipulators [-30].
strength with intelligence when they fight.
Features: Warbling voice.
MEDUSAS instead of hair. They usually seem snakes. Medusas only have scales on
human otherwise, though some their snakes; their bodies, apart from
139 points appear elven or orcish. About half color, are usually completely normal,
have a “normal” skin color; the rest though a few have fangs, solid black
Medusas look like females of one of have exotic patterns on their skin, eyes, or other unnatural features.
the humanoid races, with snakes matching the coloration of their
194 CHARACTERS
Medusas have two innate attacks: from the Speed/Range Table) and each target), or may have the Uncon-
the poisonous bite of their snakes, target’s HT (at a penalty if she has trollable or Unreliable limitations.
and their ability to turn people to more than 1 level of Affliction). If the Powerful medusas can have higher
stone. The latter ability only works on medusa wins, the target is petrified. levels of Affliction (making their gaze
animals and people (though not other (The distinction between “paralyzed” harder to resist), of Magery, and of
medusas) and is difficult to control. and “petrified” generally works in Innate Attack (representing deadlier
Because of their tendency to acciden- their victims’ favor – e.g., they won’t poison). A medusa with fangs will
tally petrify people, medusas are starve – so the medusa does not pay have the Sharp Teeth advantage and
shunned by most other races and extra for this.) Someone looking at a will be able to inflict her poison using
generally regarded as monsters. reflection of a medusa is not affected either her snakes or her teeth.
Thus, most medusas are raised in by her gaze. Fighting while looking in
seclusion by their mothers and tend a mirror is at a -5 penalty; attacks Medusas have no inherent advan-
to regard everyone else with some made with closed eyes are at -10. tages or disadvantages relating to their
degree of dislike. appearance. People react to them neg-
Attribute Modifiers: DX+1 [20]; IQ+1 atively because of the belief they are
There are no male medusas. To [20]; HT+1 [10]. monsters. Some are actually
reproduce, females must mate with a Attractive or better, and someone who
human, elf, or orc. This usually Advantages: Affliction 1 (Petrifying can see past the rumors may realize
involves some deception, though there gaze; Cone, 15-yard width, +200%; this. Many medusas have Intolerance
have certainly been a few happy long- Cured by Stone to Flesh or Remove (Total), replacing their “Dislike other
term relationships. In those cases Curse spells, +150%; Extended races” quirk. Truly nasty medusas,
where deceit is involved, the medusa’s Duration, Permanent, Selective sadly common on Yrth, may have
goal is to mate and leave without Area, +20%; Malediction 2, +150%; Sadism, Paranoia, and other mental
being attacked. They don’t usually pet- Paralysis, +150%; Vision-Based, disadvantages.
rify the man afterwards, but rumors -20%) [75]; Immunity (To any
exaggerate the possibility. The chil- medusa’s gaze, rare) [5]; Toxic MERFOLK
dren of these unions are almost Attack 1d (Snake poison; Follow-
always medusas, though a very few Up to bite, +0%; Cyclic, 1 minute, 2 52 points
are boys born with a recessive medusa cycles after first, halted by medical
trait; their daughters or granddaugh- care, +80%) [8]; Magery 1 [15]; Merfolk look human from the
ters may be born medusas. Striker, Impaling (Snake bite; waist up, fish-like from the waist
Cannot Parry, -40%; Weak, -50%) down. They can breathe air as well as
It’s unclear on what world the [2]. water and can interact perfectly well
medusas originated. Their hybrid with humans near the shore. In the
nature suggests Loren’dil, while their Disadvantages: Social Stigma ocean they are very graceful, but on
inter-fertility with elves and orcs (Monster) [-15]. land they can only drag themselves
makes Yrth itself a possibility. around with their arms. They can get
Currently, they live on the outskirts of Quirks: Dislikes other races [-1]. along with most surface dwellers, if
human civilization. Many can be they have a reason. They count the
found on the islands of Araterre and This template represents a dolphins as allies, have much in com-
Bilit Island. medusa with some training in the use mon with the sea elves, and are antag-
of her petrifying gaze. Inexperienced onistic to shark men.
All medusas have some magical tal- medusas might have different
ent, and some are powerful mages. enhancements and limitations on the Attribute Modifiers: None.
For obvious reasons, they often spe- Affliction advantage. Malediction, Advantages: Doesn’t Breathe (Gills,
cialize in illusion spells. Some also Vision-Based, and Paralysis will
learn Earth college spells to be able to always apply, but some may lack -50%) [10]; Enhanced Move 1
enhance or reverse their petrifying Extended Duration, Selective Area (if (Water) [20]; Nictitating Memb-
gaze. they can’t choose who is affected), rane 5 [5]; Pressure Support 1 [5];
Cone (if they can only affect one Scanning Sense (Sonar) [20];
A medusa’s snakes do not act inde- Slippery 1 [2]; Speak Underwater
pendently of her will, but they do [5].
reflect her mood in their actions. She Disadvantages: Dependency (Water,
cannot see through their eyes, eat with Very Common, Daily) [-15].
their mouths, or act through them in Features: Aquatic.
any other way. Any that are severed
eventually grow back, but the loss is Some merfolk are accomplished
quite painful. mages, though they cannot match the
sea elves for depth or breadth of
A medusa’s petrifying gaze spreads knowledge. Combat Reflexes is a com-
out in a cone 15 yards long and 15 mon advantage; Curious is a frequent
yards wide at the end. She can select disadvantage.
who is affected; potential victims must
be looking at her. For every target,
there is a Quick Contest between her
Will (minus a range penalty taken
CHARACTERS 195
MINOTAURS Octopus Folk
13 points 239 points
Minotaurs tend to be solitary and Like gargoyles, octopus folk are an optional race for GURPS
aggressive and will eat just about Banestorm campaigns. In appearance, they are identical to medium-
anything, up to and including peo- sized Earth octopi, measuring 7’ from head to tentacle-tips when fully
ple. They like battle and slaughter; extended. They are just as intelligent as humans, though their personal-
their weapon of choice is a large axe, ities are quite alien. Mostly, they avoid contact with other races, though
or a branch used as a club. They explorers in some areas may find they have trespassed on octopus terri-
rarely use armor, unless they have tory. They are approximately TL2, and they quickly adopt technologies
looted it from a human victim. The from other species. They are very formidable in combat, even without
few that enter civilized territory do their sharpened coral weapons. Some stories say they can exert control
so in order to find jobs as guards, over other sea creatures, including kraken. Their origins are uncertain;
bullies, or soldiers. they may be native to Yrth, Olokun, or some other world.
Minotaurs stand 3” taller than Attribute Modifiers: DX+3 [60]; HT+1 [10].
humans of similar ST, and have the Advantages: Acute Vision 3 [6]; Chameleon 2 [10]; Enhanced Move 1/2
weight appropriate for their height.
(Water) [10]; Enhanced Move 1/2 (Water jet; Water; Takes 15-Second
Attribute Modifiers: ST+3 [30]; DX+1 Recharge, -20%) [8]; Extra Arms (Eight total; Extra-Flexible, +50%)
[20]; IQ-2 [-40]; HT+3 [30]. [90]; Extra Attack (One) [25]; Extra-Flexible (For first two arms) [10];
Night Vision 6 [6]; Obscure 5 (Cloud of ink; Sight; Takes Recharge, 15
Advantages: Absolute Direction [5]; seconds, -20%) [8]; Peripheral Vision [15]; Pressure Support 2 [10];
Acute Hearing 3 [6]; Damage Regrowth [40]; Sharp Beak [1]; Toxic Attack 2d (Poison; Follow-Up to
Resistance 3 (Tough Skin, -40%) bite, +0%; Cyclic, 1 minute, 2 cycles after first, halted by medical care,
[9]; Damage Resistance 2 (Skull +80%) [15].
Only, -70%) [3]; Impaling Striker Disadvantages: Cold-Blooded (Stiffen up below 50°) [-5]; Curious (12)
(Horns; Limited Arc, Front Only, [-5]; Deafness [-20]; Invertebrate [-20]; Low Empathy [-20]; Low TL 1
-40%; Long, +1 SM, +100%) [13]; (TL2) [-5]; Short Lifespan 1 [-10].
Magic Resistance 3 [6]; Peripheral Features: Aquatic; Doesn’t Breathe (Gills).
Vision [15].
Some octopus folk are very competent mages; others have more
Disadvantages: Berserk (Battle Rage, unusual supernatural powers.
+50%) (9) [-22]; Bloodlust (9) [-15];
Hideous [-16]; Intolerance (Total) Unlike, say, minotaurs, ogres have Disadvantages: Hideous [-16]; Odious
[-10]; Loner (12) [-5]; Odious no particular innate hostility to other Racial Habit (Eats other sapients)
Racial Habit (Eats other sapients) races. In the wild, they will react nor- [-15]; Social Stigma (Barbarian)
[-15]; Social Stigma (Uneducated) mally to chance encounters unless [-10]; Social Stigma (Uneducated)
[-5]. they are hungry. However, few people [-5].
wait to see if an ogre wants to be
Racial Skills: Brawling (E) DX+2 [4] friends. Ogre personalities are as one Some ogres are smarter or more
-13. would expect from large, stupid social than the norm, and a minority
humans; some are sullen, some just understand that eating other people is
Those minotaurs that manage to want to be liked. Most enjoy fighting. frowned upon. Unfortunately, many of
make their way in human lands them have a lot more mental disad-
often lack Intolerance, Loner, and To figure height, take ST before the vantages than listed here, including
the habit of snacking on thinking +10 racial modifier, and increase it by everything from Bad Temper to
beings. Berserk and Bloodlust, how- 60%. Average weight is 5 times that of Sadism. A tiny number are much
ever, seem to be genetic. Some mino- a human of the same (pre-modifier) smarter than the norm; these ogre
taurs have much higher levels of ST. geniuses are likely to have Magery
Magic Resistance; minotaur mages instead of Magic Resistance.
are entirely unknown. Note that Attribute Modifiers: ST+10 (Size,
minotaurs lack Social Stigma -10%) [90]; DX-1 [-20]; IQ-3 [-60]; ORCS
(Barbarian), as the stigma they suf- HT+3 [30].
fer is entirely due to their other -22 points
assorted disadvantages. Secondary Characteristic Modifiers:
SM +1. Orcs are squat, hairy humanoids
OGRES with small eyes and broad mouths
Advantages: Acute Taste and Smell 1 dominated by enlarged canines; most
28 points [2]; Damage Resistance 3 (Tough other races regard them as ugly. Most
Skin, -40%) [9]; High Pain
Ogres stand 7 to 8 feet tall; they are Threshold [10]; Magic Resistance 2
half a ton or more of pure muscle. [4]; Night Vision 9 [9].
Most are just lone wanderers, haunt-
ing the wilderness and eating whatev-
er they can kill.
196 CHARACTERS
orcs are brutal and treacherous, and Gluttony, Greed, Sadism, and They prefer hot, open plains and
respect only force; whether living as Unattractive Appearance (though savannahs like the world they came
primitive savages or disciplined some orcs manage rugged good from, Gabrook. Reptile men tend to
legionaries, the strongest and most looks). However, civilized orcs do not be very suspicious of other races and
ruthless among them will usually lead. usually have Intolerance and may prefer to keep to themselves. The lan-
They enjoy revelry, the spoils of war, even lack Bully. guages of most other races, including
and dominating those weaker than all those native to Yrth, Earth, and
themselves. Half-Orcs Loren’dil, are difficult for them to
master; they always speak them with
Orcs return other races’ hostility 6 points an accent.
with interest. Many will gladly sacri-
fice their own lives for a chance to Half-orcs are the offspring of orcs Reptile Men enjoy hunting, com-
take a dwarf or elf with them. and humans. In most cases, the rela- bat, and lying in the sun. They get
tionship was not consensual. A half- along well with dragons, but relation-
Height is 2” less than normal for orc can pass for a husky human but is ships with other races are strained.
ST. Weight is 10 lbs. over human aver- usually unattractive. Their acceptance Horses unused to them find them ter-
age for their height. in orc tribes depends on their strength rifying; riders must make a Riding roll
and ferocity. Humans usually look to keep their mounts from shying and
Attribute Modifiers: IQ-1 [-20]; HT+2 down on them. throwing them when they first
[20]. encounter a reptile man.
Attribute Modifiers: HT+1 [10].
Secondary Characteristic Modifiers: Secondary Characteristic Modifiers: Reptile men have normal height
HP+3 [6]. for their ST, and weigh 30 lbs. more
HP+2 [4]. than humans of the same height.
Advantages: Acute Hearing 2 [4]. Advantages: Acute Hearing 1 [2].
Disadvantages: Bully (12) [-10]; Disadvantages: Social Stigma Attribute Modifiers: ST +4 (Size,
-10%) [36]; IQ -1 [-20]; HT +2 [20].
Intolerance (Total) [-10]; Social (Minority Group) [-10].
Stigma (Barbarian) [-10]. Secondary Characteristic Modifiers:
Quirks: Doesn’t regard betrayal as REPTILE MEN SM +1.
wrong; Kowtows to stronger peo-
ple; Measures social standing by 58 points Advantages: Damage Resistance 1
things “controlled” (p. 165) [-3]. (Tough Skin, -40%) [3]; Longevity
Racial Skills: Brawling (E) DX [1]-10. In appearance, reptile men are [2]; Nictitating Membrane 3 [3];
large, bipedal lizards. They come in Peripheral Vision [15]; Sharp
Individual orcs, even whole tribes, many colors, and their shimmering Claws [5]; Sharp Teeth [1];
often have the advantages Acute scales grant them surprising beauty. Temperature Tolerance 5 (Centered
Vision, Combat Reflexes, High Pain However, their teeth, claws, and alien at 80°) [5].
Threshold, Night Vision, or Rapid nature make them fearsome. They are
Healing. Common disadvantages decidedly carnivorous. Disadvantages: Shyness (Mild) [-5];
include Bad Temper, Berserk, Social Stigma (Barbarian) [-10].
The “Monster Races” Racial Skills: Camouflage (E) IQ [1]
-9; Survival (Desert) (A) Per [2]-9.
Humans and other races who live in human lands divide the sapient
races of Ytarria into “people” and “monsters.” The list of monsters gen- Features: Can’t learn most other lan-
erally includes gargoyles, ghouls, lycanthropes, medusas, minotaurs, guages beyond the Accented level.
ogres, orcs, reptile men, shark men, sphinxes, trolls, and vampires,
among others. Insect men will most likely go on this list when people Some reptile men, particularly in
learn of them. For ogres, orcs, and reptile men, people draw a distinction the Great Desert, have the disadvan-
between civilized ones and barbarians. Killing a civilized orc is murder; tage Odious Racial Habit (Eats other
killing a barbarian orc is laudable. Individual gargoyles, minotaurs, and sapients) [-15]; they are responsible
sphinxes can occasionally gain acceptance, if someone trusted vouches for much of the social stigma the race
for them. Otherwise, the general policy for dealing with monsters is to as a whole bears. Very few ever get
kill them if possible and drive them away otherwise. over their Shyness. Common advan-
tages and disadvantages among rep-
That said, on Yrth, not even vampires are necessarily evil, and players tile men include Hard to Kill, Hard
may want to make characters belonging to monster races. However, this to Subdue, Honesty, Selfish, and
can easily make the GM’s job difficult at best, since many adventures Stubbornness.
aren’t possible – or at least not survivable – if the party includes a mino-
taur, a medusa, and a ghoul. Playing exotic characters can still be a great
deal of fun. GMs who wish to run an “all-monster party” should set the
point total higher and prepare lots of adventures involving dangerous
wilderness, haunted ruins, and attacks by intolerant racist humans.
CHARACTERS 197
SEA ELVES encounter Dark Elves, their intoler- Most shark men have no particular
ance of them is only a quirk. However, mental disadvantages that surface folk
51 points some feel similarly about the shark would understand, but some have the
men, which would count as -3-point Fanaticism disadvantage in regard to
The sea elves are similar to their Intolerance. their odd religion (p. 83), a sizable
land cousins, but most are purely minority have Intolerance (Total),
aquatic. They have gills, somewhat SHARK MEN and, of those, a few have Odious
enlarged webbed feet, slightly webbed Personal Habit (Eats other sapients).
hands, and little body hair. In attitude 145 points If there were more contact between
and philosophy they are much like them and the surface world, they
surface elves, though their primary These sea-dwellers are gray- would have a Social Stigma (possibly
devotion is, obviously, to the sea. skinned humanoids with heads that Minority Group, possibly Monster). A
resemble a shark’s. They have numer- fair number have Magery.
Attribute Modifiers: DX+1 [20]; IQ+1 ous sharp teeth; their large eyes give
[20]. them excellent vision. They tend to be SPHINXES
pragmatic and direct.
Advantages: Amphibious [10]; 140 or 170 points
Attractive [4]; Gifted Artist 1 [5]; Though they can survive and walk
Magery 0 [5]; Nictitating on land for a while, shark men have There are at least three distinct
Membrane 1 [1]; Pressure Support very little to do with those who live subspecies of sphinx on Yrth, all orig-
1 [5]; Unaging [15]. there. By and large, surface people inally native to Loren’dil. All types
regard them as scary. In return, they have human heads on the bodies of
Disadvantages: Code of Honor think of the “dry folk” as variations on giant cats, and can be of either sex.
(Elven) [-10]; Low TL 2 [-10]; Sense one species, and thus strange and Leonine sphinxes, the most common
of Duty (Nature) [-15]. unpredictable. They get along poorly type, most closely resemble Earth
with merfolk – an old enmity from myths of the sphinx, having lion’s bod-
Quirks: Hates Dark Elves [-1] Olokun – and sea elves, who wish ies and feathery eagle wings. Slightly
Racial Skill Bonuses: +1 to Net [2]. shark men respected nature more. rarer are tigrine sphinxes, which have
Features: Can’t speak in air; Doesn’t the bodies of tigers, and no wings.
Shark men are heavy-boned and Their stripes continue into their head
Breathe (Gills, can’t breathe air). compact. Height is 6” less than human hair, but not onto their faces. By far
average for their ST, but weight is nor- the rarest are pantherine sphinxes,
Note that sea elves’ Amphibious mal for ST. which have black panther bodies and
advantage merely means that they can bat wings. Their head hair is invari-
walk as well as they can swim. Most Attribute Modifiers: ST+6 [60]; DX+2 ably black, and the skin on their face is
rarely do so, since they can’t breathe [40]. dark gray. On all three types, the head
air. A sizable minority, however, can is often not completely human, and
breathe and talk above the surface as Advantages: Acute Vision 3 [6]; may have fangs, very thin fur, or a
well as below. Their Gills and “Can’t Amphibious [10]; Doesn’t Breathe slightly feline nose. A sphinx’s front
speak in air” features are replaced by (Gills, -50%) [10]; Damage Resist- paws have one partly opposable digit,
the Doesn’t Breathe (Gills, -50%) ance 1 [5]; Fangs [2]; Nictitating allowing them to pick up and manipu-
advantage (which for 10 points lets Membrane 1 [1]; Night Vision 6 [6]; late many objects.
them breathe in and out of water) and Pressure Support 3 [15]; Speak
Speak Underwater (5 points), raising Underwater [5]. Sphinxes are very rare, most often
racial cost from 51 to 66 points. encountered far from civilization.
Disadvantages: Dependency (Water, They are usually quite intelligent, and
As with land elves, many have Very Common, Daily) [-15]. can speak at least one of the local lan-
Animal Empathy, Plant Empathy, or guages. However, they are also blood-
higher levels of Magery and thirsty, and have little compunction
Appearance. Since they rarely about eating people. Their solitary
nature is sometimes in conflict with a
Undersea Parties deep desire for intellectual stimula-
tion, and they may spare a potential
Four races in this chapter live primarily or wholly underwater: dol- meal if it can hold their interest in con-
phins, merfolk, sea elves, and shark men. Octopus folk make five if the versation. Some exceptional sphinxes
GM approves them as a character race. Though shark men and octopus have an arrangement with a nearby vil-
folk work best as enemies and strange encounters, that still leaves more lage; the villagers keep them fed with
than enough options for a water-based party. With a sea-elven mage, a livestock, and the sphinx in turn serves
stealthy merman, and a dolphin to provide muscle, such a group can get as shaman, natural philosopher, judge,
into just as much trouble under the waves as other parties can above. and often executioner.
Possibilities include exploring ruined sea-elven cities, foiling fanatical
shark men, and investigating strange artifacts brought by the Banestorm Attribute Modifiers: ST +6 (Size,
from Olokun, the oceans of Earth (a lost submarine is just a matter of -10%) [54]; DX+3 [60]; IQ+2 [40];
time), or possibly even a world where Atlantis was real . . . HT+1 [10].
198 CHARACTERS