Birth Attributes
Birth attributes depend on the environment and the nature of the fantasy world in which your character lives. They are the most fundamental attributes and do not change in the course of play. Once you have generated your character’s birth attributes, you have an excellent framework for family expansion.
SPECIES [Choice or 1d100][edit | edit source]
Although Hârn has many exotic creatures, Humans, Sindarin (elves) and Khuzdul (dwarves) are by far the most commonly encountered. Novice PCs should be human, because the different world views of the Sindarin and Khuzdul make them difficult to role-play convincingly.
1d100
|
Species |
---|---|
01-97
|
Human |
98
|
Sindarin (elf) |
99
|
Khuzdul (dwarf) |
00
|
Other (GM Discretion) |
SEX [Choice or 1d100][edit | edit source]
The GM may assign or permit players to choose character gender. Players play their own gender more convincingly. Use the table for NPCs.
SEX | Human | Sindarin | Khuzdul |
---|---|---|---|
Male | 01–48
|
01–45
|
01–75
|
Female | 49–00
|
46–00
|
76-00
|
BIRTHDATE [1d12 and 1d30][edit | edit source]
Tuzyn Reckoning (TR) has a 12 month lunar year. Roll 1d12 to generate a month. Each month has 30 days. Roll 1d30 to generate a birthday. Birth year is best assigned by the GM after character generation. Nuzyael 1 is New Year’s Day, the first day of spring.
The Tuzyn Year | ||
---|---|---|
Season | # | Name |
Spring | 1 | Nuzyael |
2 | Peonu | |
3 | Kelen | |
Summer | 4 | Nolus |
5 | Larane | |
6 | Agrazhar | |
Fall | 7 | Azura |
8 | Halane | |
9 | Savor | |
Winter | 10 | Ilvin |
11 | Navek | |
12 | Morgat |
SUNSIGN [Derived from Birthdate][edit | edit source]
Sunsign is a major factor for skill-affinity, but all sunsigns have advantages and disadvantages. Sunsign is determined by birthdate. The first two and last two days of each sign are termed the cusp: a character born on the 1st of Ilvin is termed a Tai-Skorus Cusp (the actual sunsign is named first). Those born on the cusp enjoy the benefits of either sign.
FROM | TO | SUNSIGN | SYMBOL | |
---|---|---|---|---|
4th Nuzyael | 3rd Peonu | Ulandus | Tree | |
4th Peonu | 2nd Kelen | Aralius | Wands | |
3rd Kelen | 3rd Nolus | Feniri | Smith | |
4th Nolus | 4th Larane | Ahnu | Fire Dragon | |
5th Larane | 6th Agrazhar | Angberelius | Flaming Swords | |
7th Agrazhar | 5th Azura | Nadai | Salamander | |
6th Azura | 4th Halane | Hirin | Eagle | |
5th Halane | 3rd Savor | Tarael | Pentacle | |
4th Savor | 2nd Ilvin | Tai | Lantern Bearer | |
3rd Ilvin | 2nd Navek | Skorus | Mixer | |
3rd Navek | 1st Morgat | Masara | Chalice | |
2nd Morgat | 3rd Nuzyael | Lado | Galley |
Hârnic Calendar[edit | edit source]
The calendar used throughout Hârn and western Lythia is called Tuzyn Reckoning. The current year is 720 TR.
Savor, Kelen, and Larane.
All the rest have thirty too.
I remember this. Can you?”
Astrology[edit | edit source]
Hârnic astrology reveals the Pvaric nature of Kelestia. Personality descriptions for each of the twelve signs of the zodiac are given in HârnPlayer. The personality of a character born on the cusp would be a blend of the two signs.
BIRTHPLACE[edit | edit source]
HârnWorld regional modules provide Birthplace generation tables. The GM may assign you a birthplace, or tell you what dice to roll to generate one on these tables.
CULTURE[edit | edit source]
A character’s Culture is determined by Birthplace. Most characters born on Hârn are Feudal. Common exceptions are: Imperial (Tharda), Viking (Orbaalese), Tribal, Sindarin, and Khuzan.
SOCIAL CLASS [Choice or 1d100][edit | edit source]
The Social Class of characters is best chosen by the GM according to the needs of the campaign. Random generation is not recommended, but the table is useful to determine the Social Class of an NPC encounter.
Class | Tribal | Viking | Feudal | Imperial | Khuzan | Sindarin |
---|---|---|---|---|---|---|
Slave | 01–10
|
01–15
|
01–152
|
01–25
|
•
|
•
|
Serf | •
|
16–801
|
16–70
|
•
|
•
|
•
|
Unguilded | 11–99
|
81–93
|
71–93
|
26–90
|
01–15
|
01–70
|
Guilded | •
|
86–98
|
94–98
|
91–98
|
16–98
|
71–99
|
Noble | 00
|
99–00
|
99–00
|
99–00
|
99–00
|
00
|
1 Orbaal only. Treat as Freeman in Ivinia, Harbaal, etc. 2 Rethem only. Treat as Serf elsewhere on Hârn. |
Goblins and Dragons, oh my…[edit | edit source]
Exotic species are problematic for the gamemaster. However, some players may wish to roleplay the following creatures.
Gargun are vastly different from Hârn’s other culture-forming races. Also known as foulspawn, orcs, or goblins, these short, hairy, humanoids have a mean disposition and a fondness for eating human flesh, which they sometimes take the trouble to cook! Gargun are universally despised by all other speaking peoples and their chaotic and violent society promotes a short life.
Ivashu might be interesting to roleplay for a while. An Ivashu PC would be “born” at Araka-Kalai, go forth into the world, get killed by some human adventurer, and then get reincarnated at Araka-Kalai. This could continue until the player got bored. A band of Ivashu could be created by the deity Ilvir for a specific mission. Ilvir, being Ilvir, there is no guarantee that the chosen Ivashu would know their mission!
Dragons can be roleplayed if the GM invests in a case of aspirin. All flying creatures create enormous headaches for the GM. Dragons can make pretty big maps from 10,000 feet, and interaction with others tends to be brief.