Hârn HârnMaster Barbarians

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HârnMaster Barbarians COL 4761

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TRIBAL LIFE

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The deep forests of Hârn are home to 18 tribal nations whose total population exceeds 100,000. Each nation has a fairly well-defined homeland indicated on the Tribal Nations map (p3) and detailed in each tribe’s article. The tribal nations are of the same Jarin and Pharic racial stock as civilized human cultures but have remained barbaric or semi-civilized.

Although civilized Hârnians look down on them as backward, most tribesmen have more freedom and leisure time than manorial peasants who spend virtually their entire day in the fields. However, much of that spare time must be spent sharpening spears and fletching arrows because the wilderness is a significantly more dangerous environ than the manor.

TRIBAL ECONOMICS

All Hârnic tribes are hunter-gatherers or fisher-gatherers although a few practice rudimentary herding and agriculture. The tribes are nomadic or seminomadic, meaning they tend to move from one location to another within their territory seasonally or every few years. Hence, they have no permanent homes and instead use portable tents or temporary huts as needed. Because wilderness areas are sparsely populated, tribal villages can be widely spaced.

Trade with Civilization

Hârnic tribes are usually able to find enough food and other essentials to survive. However, trade with civilized mercantylers is common for tribes on the edges of civilization or those located along established trade routes like the Salt Route or Fur Road. The tribes trade furs, wild beasts for the arena, slaves, and rare herbs and minerals like amber and jade, in exchange for metal tools and weapons, woven textiles, jewelry, and most other specialized products of civilized technology.

Mining and Metals

Tribes mine and smelt only small amounts of metal; their artifacts are primarily made of stone, horn, wood, and leather. Metal acquired in trade or looted from civilized settlements or caravans is used for making axeheads, arrowheads, spearheads, and daggers. Larger weapons such as swords or battleaxes, however obtained, are status symbols. A few tribes trade with local gargun for metal goods.

The Kubora, Urdu, and Equani are unusual in that they use significant quantities of metal and even know how to make iron. This was one of the factors that enabled Arlun’s hordes to conquer Rethem.

Some tribes gather copper and tin ore from surface deposits and know how to smelt it to produce bronze tools and weapons. These have the same statistics as their iron equivalents except Weapon Quality is −1.

Tribal Weapons


TRIBES OF HÂRN

Note: ADD links to each tribe page.

Ten tribal nations are descended from early Jarin colonists and six from the later Pharic invaders. Two are of hybrid origin.

JARIN TRIBES

Adaenum

Fisherfolk of Anfla Island off the southwest coast of Hârn.

Anoa

Nomadic hunters of the Anoth River valley in southern Orbaal.

Bujoc

Nation of shy, superstitious, forest nomads with a strong matrilineal culture.

Chymak

Famed sea-folk of Belna Island. They range the Gulf of Ederwyn in large sea-going canoes, and are much valued as seamen on merchant ships.

Equani

Warrior tribesmen of Equeth, noted for their elaborate facial scars and tattoos and their merciless treatment of intruders.

Kabloqui

Degenerate cannibals from the north shore of Lake Benath. They are related to the Equani, who detest them. Their gargun neighbors may destroy them, if their own treachery doesn’t first.

Kubora

Powerful warrior nation of Peran. They once united under Arlun the Barbarian and conquered Rethem. They export wild beasts for the Pamesani Games.

Taelda

Nomadic hunter-gatherers who inhabit the vast forests of southern Nuthela. The Taelda are renowned healers and woodsmen.

Urdu

Nomadic hunters who inhabit the range between the Chetul and Pemetta rivers in northwestern Hârn.

Ymodi

Wild forest tribesmen of Himod in northern Hârn. Beleaguered by the Equani to the west, Anoa to the east, and gargun to the north and south, they survive because of their impressive skill with the bow and spear.


TRIBAL OCCUPATIONS

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Hârnic tribes have few speciality craftsmen. Tribesmen help in the production of tools, weapons, pottery, clothing, and other artifacts. Some occupations might be reserved for one clan, and some are often restricted to men or women. Tribesmen mostly improve their quality of life by trading the bounty of nature for the manufactured products of the civilized world.

Compared to their civilized cousins, tribesmen have fewer occupations. The descriptions below are general. Occupations vary among the tribes. Refer to the Occupation Table for each tribe to identify specific occupations and skills.

Hunter: The default occupation for men in most tribal cultures. The hunter is an expert at wilderness survival and is often highly skilled with a bow and javelin/spear, which are used regularly to hunt. The enhanced Eyesight, Hearing, and Smell that tribal characters possess give them an edge in such useful wilderness skills as Awareness, Stealth, Tracking, and Survival. Some tribes, such as the Tulwyn and Equani, have a class of elite warriors. These are just hunters who are particularly skilled at combat.

Fisherman: Most coastal tribes survive on fish and favor marine skills over hunting and fur-trapping skills. Tribal fisherman have higher weapon skills than most seafarers because they, like hunters, are the primary defensive manpower. Some Chymak seamen serve in the Seamen’s Guild.

Herder: Some tribes herd goats, cattle, horses, and other animals. This occupation is sometimes handled by children and young adults.

Grower: A few tribes grow crops to supplement their gathering. This role is usually filled by women and slaves.

Slave: Warrior tribesmen much prefer to have slaves perform hideworking and other unclean work. Slaves number as much as ten percent of some tribal populations. It is a custom encouraged by Hârnic slavers, who offer valuable trade goods in exchange for human goods. Slaves are generally well treated but are forbidden to carry weapons and cannot normally leave the tribal camp without an escort. Unruly or inefficient slaves are typically sold to a slaver.

Shaman: Most tribes have shamans or similar holy men. There are many different religions among the tribal peoples of Hârn. See Barbarians 8 for full information on shaman characters.

Chieftain: The traditions of leadership vary widely between tribal nations. A few nations lack the occupation of “chieftain,” usually because shamans fill that role.

Tribal Worker

PHARIC TRIBES

Chelni

A loose federation of 30 tribes, ranging in size from 60 to 200, who occupy the Chelna Gap and surrounding hills. The Chelni breed ponies that are traded for civilized goods.

Gozyda

Forest tribesmen who control the Mimea Hills in western Hârn. Organized into bands of 60 or less, the Gozyda include some outlaws from Tharda and Kanday. This has brought them new blood and technology.

Hodiri

Proud nomadic horsemen of Horadir. The Hodiri are extremely fierce warriors. There are about 80 tribes, 60 to 300 strong.

Kath

A loose federation of wild and primitive tribes inhabiting the Kathela Hills in eastern Hârn. There are about 60 bands, few of which exceed 30 in number. Kath women are known for their beauty.

Pagaelin

The violent, vicious tribal nation dwelling roughly between the Osel River and Setha Heath. There are approximately 120 tribes of 60–240 members. They are under the influence of a heretical Navehan sect.

Tulwyn

Merciless barbarians who inhabit the wilderness of Athul. They are divided into some 90 tribes, of 60–150 members. The Tulwyn use weapons and tools taken from traders along the Salt Route.

OTHER TRIBES

Kamaki

The herdsmen of the island of Kamace off southwestern Hârn. There are fourteen tribes, few exceeding 100 in number.

Solori

A primitive and wild nation in southeastern Hârn. There are about 30 tribes, each of 40–150 people. The Solori are slowly being exterminated in a genocidal crusade waged by the knights of the Order of the Lady of Paladins.


Tribal Nations Map

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Tribal Nations Map


TRIBAL WARFARE

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Most tribes are perpetually at war with the gargun although a few, notably the Tulwyn, trade with the orcs for their much superior metalwork and weapons. Before the gargun appeared on Hârn some six centuries ago, tribal folk shared the wilderness only with a few bothersome predators and Ivashu and numbered two or three times their present population. The gargun proved to be vastly more fertile and aggressive rivals for wilderness domination. They initially forced many tribes to flee into civilized parts, creating a period of unrest known as the Migration Wars that lasted from 178 to 235. By the year 250, the struggle stabilized at its present situation; roughly 50,000 gargun dominate the alpine and highland wilderness and double that number of tribesmen control the lowland forests.

Tribesmen prefer to fight lightly encumbered. They rarely wear metal armour, although it is common to loot mail and plate from fallen foes and convert it into more useful artifacts or trade it to civilized mercantylers. Tribal warriors prefer leather, although thick furs (treat as Quilt) are used in cold weather conditions. Most tribes can white-taw hides, creating a tough leather that retains the fur (treat as Leather+Quilt). Some tribes, especially sea-faring peoples, never use armour.

Warring tribes rarely engage in pitched battles. Ambush or surprise raids are the preferred tactics, and bloodshed is kept to a minimum. Tribesmen much prefer to take captives than scalps, for prisoners can be exchanged, ransomed, or kept as slaves. In a meeting engagement between warring tribes, it is customary for one side to retire after suffering just one or two casualties; battles to defend a camp are usually more brutal and tend to be avoided.

TRIBAL LAW

A major difference between the barbarian peoples of Hârn and their civilized cousins is their respective freedom. The feudal order is based upon a social contract that requires peasants to sacrifice legal freedom in exchange for security. The vast majority of Hârnic folk are born into a feudal culture and lead a relatively peaceful but unfree life.

All barbarians are freemen. They are not bound by law to their tribes, only by bonds of blood and friendship, and need not fear the retribution of an armed and annoyed overlord should they desire to leave. Of course the dangers lurking in their surrounding wilderness tends to keep tribesmen close to home, as leaving it is often fatal.

Law is established by tribal custom and handed down by the chieftain. Judgements can be harsh, but a cruel or unjust chieftain is easier to depose than a knight or baron.


SPIRIT MARKERS

Spirit markers define territory and convey information. They normally take the physical form of a stick to which objects have been tied, typically feathers, scraps of fur, bones, and carved wood. Sometimes the markers are attached to branches or carved into trees. Spirit markers are imbued with spirit magic during their fabrication. This makes them visible to the ethereal world.

Markers are unique, but can be grouped into four broad classifications:

[1] Camp Markers indicate a clan camp is being approached. Those wishing to enter the camp should wait beside the marker until they are approached and given permission to proceed. Levels I to III.

[2] Curse Markers warn that trespassers will suffer some form of bad luck until they are ritually purified. Levels II to V.

[3] Pestilence Markers are warnings to indicate that the area they enclose is populated with evil spirits. Levels IV to VI. Those with an Aura of 13+ who touch the marker may be able to see the spirits.

[4] Death Markers are a more powerful form of the first three. They summon a tribal spirit who enters into Mental Conflict with anyone who attempts to violate the marker or its message. Levels V to VII.

Spirit Markers have a rated level as with invocations or spells. The level depends on the skill of the shaman during fabrication and the effect or intent. Higher level markers are easier to detect by sensitivity skills and talents.


Spirit Marker


HUNTING

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Hunting (or fishing) accounts for 40–60% of the tribal diet. Obtaining meat is primarily a male role, partly because of the danger and weapons employed, partly to ensure and maintain male dominance.

Tracking Animals

Most hunters do not track live prey; too much energy is consumed in the process to justify the return. Animals have habits, and good hunters know the spots frequented by game or use information gleaned from trails to determine where to lie in wait for prey.

Skilled trackers make deductions about the species, size, weight, and age of an animal by examining its footprints. Some clues are the depth of the prints and their spacing. If leaves or twigs have fallen in the print or insect tracks cross it, the hunter can surmise the age of the trail. The time of day the creature passed is also discernable from the path of the trail, particularly in open or sparsely treed ground. If the tracks meander from tree to tree, the animal likely passed at midday when the sun’s heat encouraged it to seek shade. Whether the tracks pass to the east or west of a tree indicates the time of day as well; morning shade is cast to the west and afternoon shade to the east. When combined with knowledge of local weather and an animal’s habits, the best hunters can determine the age of a trail to within fifteen minutes.

Tracking skill is used to determine the frequency of animal encounters. Roll on the Tracking Table modified at GM discretion for current weather and local abundance of game. Heavy rain or snow would justify a penalty of 10–60 to Tracking skill. The result determines the number of animals encountered. Species and food value can be generated on the Hunting Table.

Approaching Animals

Refer to the Missile Data T able in HârnMaster core rules. The prey can be attacked from Extreme, Long, Medium, or Short range. Animals are usually sighted at Extreme range. The hunter may attack immediately or attempt to close. A Stealth Roll is made on the Approach Table to determine if the animal is alerted during each attempt to close. Modify the roll according to terrain (GM discretion). At each Range Class, the hunter may attack (fire/throw a missile weapon) or attempt to move closer.

Downing Animals

The attack may be resolved with the Hârnmaster (combat 16) rules. Animal defense on the first shot is probably Ignore, then Dodge or Charge (Counterstrike) on later shots if any. If a strike is made, determine injury. If the animal fails a Shock Roll, it is downed and helpless. A wounded beast may flee, or attack the hunter. If the attack misses, animals will generally flee, but some may charge the hunter.


TRACKING TABLE

TRACKING TABLE
CS: 1d3 animals sighted.
MS: One animal sighted.
MF: Animal sighted, but flees.
CF: Animal charges hunter if applicable, or flees.

HUNTING TABLE

HUNTING TABLE
1d100 Type Food1
01–05 Black Bear 75
06–08 Beaver/Otter 10
09–21 Boar 25
22–25 Cougar 15
26–45 Deer 75
46–50 Fox/Weasel 10
51–55 Moose/Elk 300
56–65 Rabbit/Hare 2
66–75 Sheep/Goat 20
76–80 Wolf 20
81–85 Gargun Inedible
86–95 Human 40
96–00 GM Discretion ––
1 Man-days of meat. Assumes 50% of animal weight is meat, and two pounds (1KG) of meat per day. Randomize values plus or minus 20% if desired.

APPROACH TABLE

APPROACH TABLE
CS: Close two Range Classes.
MS: Close one Range Class.
MF: Range same. Animal makes Awareness Roll and flees if it detects hunter.
CF: Hunter stumbles. Prey flees.


Releasing the Spirit

When a tribal hunter makes a kill, the invocation Spirit Release is performed over the corpse. This prayer is known by all hunters from an early age.

In some tribes, the head is mounted on a stick or buried. Most believe that when an animal’s skull has been cleaned of flesh by scavengers, the animal has been reborn in a new body.


TRAPPING

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Many tribes rely on tools, weapons, clothing, and other manufactured goods paid for with pelts they trap and harvest. The fur trade is particularly lucrative in Orbaal, Nuthela, Equeth, Himod, and Peran, as well as the remoter reaches of the Sorkin and Rayesha Mountains. Some fur-bearing animals change the colors of their fur to white in the winter, and then back to a deep brown or black in the summer. Each hue enjoys a special status, but the lighter colors are generally more valuable.

Trapping Animals

Trapping is the skill of snaring a useful fur-bearing animal, protecting the trapped animal from predators, skinning the creature without damaging the pelt, and cleaning it and transporting it to a buyer. Trapping (a new HârnMaster skill) is described in the sidebar.

The Fur Trade

Nobles buy furs as trim and accessories, and even as whole coats and cloaks. They are willing to pay handsomely to be seen in rich garb and this supports a thriving Hârnic fur trade.

Some civilized mercantylers specialize in the fur trade. They typically journey to traditional trading posts in the early to late spring to acquire pelts trapped throughout the winter. Payment is never in coin, for which tribesmen have little use, but rather in metal weapons and tools, woven cloth and dyes, and shiny but inexpensive jewelry. Although values can vary dramatically, pelts can generally be obtained for about 10% of their retail value and then transported and sold to a furrier or hideworker for about 50% of their retail value. The trader must then deal with the settlement’s guards, hawking tax, and other bureaucratic hallmarks of civilization.

Deer Hunting


TRAPPING SKILL

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AGL DEX EYE Ula/Ara +2 SB2

Used to set traps and check them. Traps are suitable for small mammals (not larger than a fox or badger). It takes one daylight watch to deploy/harvest a onemile trapline.

The trapper sets out a trapline and then checks it every few days.

CS: 1d6 pelts per mile of trapline.

MS: 1d2 pelts per mile of trapline.

MF: No Pelts.

CF: Traps destroyed by animals, gargun, or rivals.

For every day that a trapline goes unchecked, there is a 20% chance that local predators will get to trapped animals fi

Overhunting

Hunting/Trapping reduces the amount of game in an area. Drives reduce the available game to sparse; other methods reduce abundance according to their success at GM discretion. It is not possible to hunt an area repeatedly and still find plenty of game.

Fishing & Foraging for Food

See HârnMaster core rules, Skills 16.


Fur/Hide Prices (retail)

Fur/Hide Prices (retail)
Fur/Hide Price (retail)
Bear 18d
Beaver 20d
Boar/Pig 5d
Cattle/Ox 12d
Cougar 6d
Deer 6d
Elk 10d
Ermine/Sable 30d
Fox 18d
Goat 4d
Horse 10d
Lamb 3d
Moose 12d
Otter 24d
Rabbit/Hare 1d
Seal 24d
Weasel 24d
Wolf 8d


TRIBAL RELIGION

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An important feature of most Hârnic tribal societies is their extreme superstition. Most folk on Hârn are superstitious to some degree but tribal societies have more rules about taboo activities, plants, and animals. Although tribal religions are not overly concerned with proselytizing nor with complex theology, they are defining features of the society.

While some tribal deities are independent demigods, several are really aspects of the gods worshiped by civilized folk. However, since the needs of a tribal community are different, deities known to civilized folk usually appear in different guises to their tribal worshippers. Although Ilvir and K’orr are one and the same, shamans of the Anoa tribal nation are unaware of this fact.

The Spirit World

Most tribes believe that everything in nature has a spirit, not only all living creatures, but also such things as rocks, trees, rivers, winds, and mountains. For some tribes, there is no such thing as an inanimate object. Differences in the natural world of a tribe are reflected in its spirit world. Forest spirits do not exist in the spirit world of a desert tribe. Sea creatures are not often found in the spirit world of an inland tribe although, in some cases, corruptions do exist because the tribe migrated from a coastal region in the distant past. Most spirits are benign but there are always evil spirits to be overcome.

Because tribal cultures interact closely with nature, almost any activity is likely to disturb a spirit or two. Hence, the spirit world is never far from the natural world. Pursuits such as hunting, fishing, or gathering herbs are accompanied by rituals to ward off the displeasure of spirits affected. If not properly appeased, hazards visited upon the tribe or individual by evil or angry spirits can be dire indeed. The shaman is the tribe’s intermediary with the spirit world. Attitudes toward them vary from honor to distrust.

TRIBAL RELIGIONS

TRIBAL RELIGIONS
TRIBE CHIEF DEITY Identity/Supporter/Afterlife TITLE Morality Intervention1
Adaenum Manaclir Eder/Totem/Reincarnation Olna2 05–16 <16/61+/81+
Anoa K’orr Ilvir/Spirits/Reincarnation Shaman 05–16 <11/51+/76+
Bujoc (Animist) None/Totem/Reincarnation Sha Woman 05–16 <21/41+/81+
Chelni (Animist) None/Spirits/Yashain Shaman 05–16 <21/41+/81+
Chymak Kualthurlu Eder/Demigod/Reincarnation Sarfaeda 05–16 <16/61+/81+
Equani Kemlar Demigod/Spirits/Yashain Shaman 05–10 <11/51+/86+
Gozyda Oyinath None/Reincarnation Shaman 03–10 <21/41+/81+
Hodiri None//None/Other n/a 05–16 <21/41+/81+
Kamaki Shadet-Etu Eder/Demigods/Yashain Shaman 08–16 <16/61+/81+
Kabloqui (Animist) None/Ancestor/Yashain Shaman 03–10 <21/41+/81+
Kath (Animist) None/Totem/Yashain Shaman 05–13 <21/41+/81+
Kubora Kemlar None/Demigod/Yashain Shaman 05–13 <11/51+/86+
Pagaelin Saraen Sarajin/Demigods/Yashain Shaman 05–16 <16/41+/81+
Solori Matasum Demigod/Ancestor/Other Clanhead3 05–13 <11/51+/86+
Taelda Cothllynn Siem/Spirits/Reincarnation Tuathar 08–18 <16/41+/91+
Tulwyn Kekamar Demigod/Spirits/Yashain Priest2 05–13 <16/41+/81+
Urdu Kemlar Demigod/Spirits/Yashain Shaman 05–13 <11/51+/86+
Ymodi Wajok Demigod/Totem/Reincarnation Shaman 05–16 <16/61+/91+
1Intervention/Conditions/Retribution 2 Have some form of clerical rank 3 Not a true shaman, but has some religious functions


Eder

During the Natal Wars, many Lesser Gods were slain or imprisoned in the struggle for divine dominance. Eder was a god expelled from the “high forest of the undamned” and imprisoned in a huge cave beneath the ocean. The Gulf of Ederwyn, lying to the south of Hârn, is named after the captive god. Locals say that Eder’s endless struggles to escape cause the notorious rough seas of this gulf.

The sea-faring Adaenum, Chymak, and Kamaki peoples along Hârn’s southern coast worship aspects of Eder. The god’s attributes vary between the tribes, although the invocations available to their shamans are similar. None of the three tribes is aware that the other two worship the same deity as they do.

Divine Intervention

Some tribal religions do not recognize divine intervention, either because they acknowledge no powerful deities or because they do not believe that the gods protect humans.

See HârnMaster Religion 6 for Divine Intervention rules.


TRIBAL RITUAL SKILL

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Each tribal religion has its own Ritual skill with its own Skill Base. All barbarian characters have an automatic ritual skill in their own tribal religion, which they open at SB2.

TRIBAL RITUAL SKILL TABLE

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TRIBAL RITUAL SKILL TABLE
Tribe Ritual SB Sunsign
Adaenum Voi Int Dex Lad+2, Hir+1, Sko+1
Anoa Voi Int Aur Sko+2, Tai+1, Ula+1
Bujoc Voi Int Aur
Chelni Voi Int Aur Ahn+2, Fen+1, Tai+1
Chymak Voi Int Dex Lad+2, Fen+1, Sko+1
Equani Voi Int Aur Ara+2, Ang+1, Fen+1
Gozyda Voi Int Wil Ahn+2, Tai+1, Tar+1
Hodiri n/a
Kabloqui Voi Int Aur Ara+2, Ang+1, Fen+1
Kamaki Voi Int Dex Lad+2, Ahn+1, Ula+1
Kath Voi Int Aur Hir+2, Ahn+1, Ula+1
Kubora Voi Int Aur Ara+2, Ula+1, Tar+1
Pagaelin Voi Int Aur
Solori Voi Voi Int Ang+2, Nad+1, Tai+1
Taelda Voi Int Aur Ula+2, Hir+1, Tai+1
Tulwyn Voi Int Str Hir+2, Ang+1, Sko+1
Urdu Voi Int Aur Ara+2, Mas+1, Tai+1
Ymodi Voi Int Aur
Tribesman Ritual
Animism

In HârnMaster, “animism” refers to the worship of ethereals rather than deities. Most tribal religions include an element of animism, even if they worship a specific deity. Spirits are much less powerful than deities, sometimes on a level with humans. This puts the animist shaman on a different footing to the civilized priest. Power is gained from spirits by bargaining or, in some cases, by capturing or tricking them to help.

Animist religions are concerned with matters directly affecting survival, such as staving off disease, famine, or enemies. Belief in animism is strong. Improperly killing an animal may cause its spirit to bring bad luck on the hunter, so warding spells and charms are common. Many such taboos have no apparent practical purpose, perhaps because the tribesmen have misinterpreted the demands of their deity.

Totemism

Totemism is a special type of animism in which the worshiper takes on some of the properties of a particular entity, usually an animal but sometimes a natural phenomenon. The entity chosen is always a useful one, often a fierce and strong animal seen as more powerful than an unassisted human. Lions, wolves, and bears are common totems, as are whales and eagles among some tribes. The totemist (sometimes an entire clan) becomes stronger by emulating the creature. Totems may be treated as demigods providing specific benefits to their followers. The interaction between individuals or groups with different totems is governed by strict social rules and rituals.


SHAMANS

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The generic term for a religious functionary in Hârnic tribal societies is “shaman,” although some tribes have their own titles. Their functions vary from culture to culture, some being closer to civilized priests than to a genuinely animist shaman. They accrue piety as do priests, although tribes have a very different approach to services, which may be seasonal or even less frequent. Lengthy communing with their deities is the main source of piety points for many shamans. Most tribal cultures have no offices above Shaman (Circle III).

Tribal societies cannot feed those who do not provide a useful service; thus, shamans are less isolated than many civilized priests. Many have skill in hunting or other mundane abilities, while others concentrate on providing healing magic, blessing weapons, warding off evil spirits, or cursing enemies. In other cases, the shaman’s communion with the spirit world is unsettling to the people, and he is prohibited from doing mundane work.

In addition to occasional services, shamans perform ceremonies to guide the soul of the tribal member through the important rites of passage. Other duties vary considerably from tribe to tribe; for example, the shamans of Manaclir (Adaenum) double as the village chieftains.

Shamans have access to invocations, although those worshipping demigods may have a limited selection. Even those shamans whose religion does not include deities (Bujoc, Chelni, and Kath) can use invocations. Although these are gathered from a variety of beings, which may have different demands, piety should be calculated in the same way as for theistic religions.

Some tribal invocations are similar to those found in civilized lands, but a number are unique. Usually the shaman must enter an ecstatic state rather than employ formulaic prayer. Other invocations include prayers for good hunting, rituals to acknowledge outsiders as friends of the tribe (or curses to mark them as enemies!), and invocations that allow the shaman to be temporarily possessed by a spirit to gain or transmit knowledge or power.

Tribal societies seldom differentiate between types of supernatural power. Those with psionic powers or Shek-Pvar spells may be referred to as “shamans” by tribesmen and may even be granted similar rights and responsibilities.

SHAMAN SKILLS & PIETY

Characters enter play as newly initiated shamans of the third circle. The Shaman Occupation Skills table (sidebar) replaces the normal Cleric Occupation Skills (HârnMaster Religion 8). Shamans are otherwise generated in the same way as civilized priests with regard to starting invocations, optional skills, and piety.

Where tribal religions lack gods, Piety represents the shaman’s devotion to the whole panoply of local spirits worshiped by the tribe; angering any one of them could lead to a loss of piety points.

SHAMAN OCCUPATION SKILLS

ALL: Ritual/4, Folklore/5, Intrigue/4, Mental Conflict/4, Rhetoric/4, Weatherlore/4, Dancing/3, Foraging/3, Oratory/3, Embalming/2, Herblore/2, Physician/2.

Adaenum: Initiative/5, Survival/5, Fishing/5, Weatherlore/5, Law/3, Seamanship/3.

Anoa: Animalcraft (Ivashu)/4, Survival/4, Tracking/3, 1 Weapon OML+SB.

Bujoc: Awareness/5, Intrigue/5, Rhetoric/5, Herblore/4, Woodcraft/4, Law/3, Animalcraft/2.

Chelni: Awareness/5, Survival/4, Herblore/3, Physician/3, 1 Weapon OML+SB.

Chymak: Weatherlore/5, Fishing/4, Survival/4, Herblore/3, Physician/3, Metalcraft (bells)/2.

Equani: Initiative/5, Survival/4, Herblore/3, Tracking/2, 2 weapons OML+SB.

Gozyda: Awareness/5, Cooking/4, Stealth/4, Survival/4, 2 Weapons OML+SB.

Hodiri: No shamans.

Kabloqui: No shamans.

Kamaki: Fishing/4, Herblore/3, Survival/4, Physician/3, Seamanship/3.

Kath: Survival/4, Herblore/3, 1 weapon OML+SB.

Kubora: Survival/4, Herblore/3, Tracking/3.

Pagaelin: Survival 5, Tracking/3, 2 weapons OML+SB.

Solori: No shamans.

Taelda: Herblore/4, Physician/3, Script (Taelda) 70+SB.

Tulwyn: Survival/5, Weatherlore/5, 2 Weapons OML+SB.

Urdu: Survival/4, Herblore/3, Tracking/3.

Ymodi: Foraging/5, Weatherlore/5, Survival/4, Herblore/3.


TRIBAL INVOCATIONS

  • Barbarians 10

The following invocations are similar for all tribal religions. Experienced shamans know them all, or similar rites by a different name. Unique invocations are given at the end of each tribal article.


Band of Brothers II

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Band of Brothers II
Band of Brothers II
Time: 15−RSI seconds Ritual: Prayer
Range: Touch Duration: One use
Allows adherents of the same deity to voluntarily transfer piety to the shaman. The intent is to give the shaman more piety for some desired use. All donors of piety must touch the shaman.
CS: Shaman receives up to 20pp from each donor.
MS: Shaman receives up to 10pp from each donor.

A

Initiation II
Time: 15−RSI minutes Ritual: Prayer/Chant/Dance
Range: Touch Duration: N/A
Initiates a child or adult convert into the mysteries of the tribe.
The ceremony often involves an ordeal of some kind.
CS: Subject receives 5d6 pp from Deity/Spirit.
MS: Subject receives 5d6 pp from Shaman.
CF: Shaman is struck blind and mute for 3d6 hours.

A

Spirit Blessing II
Time: 25−RSI seconds Ritual: Prayer/Chant/Dance
Range: Touch/Sermon Duration: One Blessing
A ritual to bestow Piety on the subject. The piety is transferred
from the shaman to the subject. The shaman determines in
advance how much Piety to bestow. With CS, bestowed piety is
deducted at half-cost from the shaman.
Blessing may (optionally) be used to neutralize the effect of a
Hex psionic talent or a Curse invocation.

A

Pair Bonding II
Time: Variable Ritual: Prayer/Chant
Range: Touch Duration: The Ceremony
A marriage ceremony which lasts about one hour. Both the
groom and bride must already be Initiated into the tribal
religion. The ceremony blesses and awards 3d6 piety to each
spouse, from the deity with success, or from the shaman with
failure.

A

True Name II
Time: 35-RSI seconds Ritual: Chant
Range: Touch Duration: N/A
All plants, animals, and ethereals have a unique True Name.
Invoker learns the True Name of the subject touched. Those
with Will can initiate Mental Conflict.
CF: True Name not learned and subjects with Will
automatically initiate Mental Conflict.

A

Spirit Release II
Time: 15−RSI mins Ritual: Prayer
Range: N/A Duration: N/A
A funeral ceremony to aid a soul in making a quick and
uneventful death journey. The intent is for the shaman and/
or mourners to give the departed sufficient piety to ensure
Divine Grace. The shaman provides 3d6 piety and each attendee
provides 1d6 piety to the departed. Individuals may give
additional piety by special prayer, etc.
Hunters perform this ritual after making a kill to ensure the
spirit of the slain animal may peacefully rest. Success on this
roll transfers 1d6 Piety from the Hunter to the animal, while
failure indicates an angry spirit.

A

Sign of the Spirit III
Time: 25−RSI seconds Ritual: Prayer
Range: RML feet/Touch Duration: One Initiative Test
Creates a feeling of the presence of the deity. In crisis
situations, the effect is to cause ALL persons within Range who
are not adherents to test Initiative (Combat 18), modified as
noted for success level:
CS: −20 MS: −10 CF: +20

A

Spirit Balm III
Time: 15-RSI seconds Ritual: Chant
Range: Self/Touch Duration: N/A
Ritual to aid with healing. Shaman selects a wound, covers it
with a dressing of leaves/moss, and invokes ritual.
CS: Stops bloodloss and +2 HR (Healing Rate) to that wound.
MS: Stops bloodloss and +1 HR (Healing Rate) to that wound.
MS: Stops bloodloss. No healing.
CF: Stops bloodloss. Wound becomes infected.

A

Spirit Walking III
Time: 15−RSI minutes Ritual: Chant/Meditation
Range: Self Duration: 10 (MS) or 30 (CS) mins.
Allows the shaman to become ethereal for Duration. In this
state, he cannot interact with the physical world but can interact
directly with other spirits. While “walking,” the Shaman’s
physical body remains in a state of metabolic suspension and
is vulnerable to harm or ethereal possession. See HârnMaster
Religion 16 for information on ethereality.

A

Spirit Bonding III
Time: 15−RSI hours Ritual: Prayer/Meditation
Range: Self Duration: Trance for 5 minutes
An attempt to establish a close spiritual relationship with the
deity. The shaman hopes to earn the deity’s favor, reflected by
receiving bonus Piety.
MS: 2d6 Piety CS: 4d6 Piety
CF: The deity/spirit is annoyed by this intrusion and
punishes the shaman by reclaiming 4d6 Piety.

A

  • Barbarians 11
Curse IV
Time: 15−RSI seconds Ritual: Prayer/Verbal Declaration
Range: RML yards Duration: As below
An attempt to invoke the displeasure of the shaman’s deity
upon one named victim. Curses cannot kill nor be randomly
directed. A curse is usually a short, simple declaration.
CS: The victim suffers a substantial curse, such as a
disfigurement or mental problem (which lasts until
removed by a Blessing). The Medical/Psyche tables
(Character 9, 11) can help inspire effects.
MS: The victim sustains a special penalty on the next skill
roll (GM discretion).
CF: The curse rebounds on the curser.

A

Spirit Call IV
Time: 25−RSI minutes Ritual: Prayer/Meditation
Range: Unlimited Duration: One Summoning
Allows the shaman (only) to perceive all ethereal phenomena
in the tribal spirit world, and then to summon a specific
denizen. Invocation EML is reduced by Aura×2 of the
summoned ethereal; the more powerful the denizen, the more
difficult it will be to summon. A summoned denizen will
appear immediately with CS, or in 3d6 minutes with MS. The
summoned spirit may be asked one specific yes/no question, or
a broader question with CS.
The summoned spirit may be willing to perform a task if
an appropriate sacrifice is made. Significant tasks are often
required by powerful spirits.
CF: The wrong spirit is summoned by accident. It is likely to
be malevolent or at least mischievous.

A

Banish Spirit/Disease V
Time: 15−RSI Minutes Ritual: Prayer/Song
Range: RML Feet Duration: One Mental Conflict
Seeks to banish a hostile spirit within Range or to exorcise a
possessing spirit from its host victim. The invocation involves
one Mental Conflict (Skills 23–24) with the spirit, modified by
the success level of this ritual.
CS: +30 MS: +10 CF: −20
Banishing disease is synonymous with banishing an evil spirit. If
this is the intent, the modifier above is used with an immediate
roll on the Infection Table (Physician 3). The invocation cannot
revivify a corpse.

A

Spirit Marking V
Time: 15−RSI minutes Ritual: Prayer/Suitable Object.
Range: Touch Duration: Indefinite (MS)
Permanent (CS).
Blesses an artifact like an amulet, bone, claw, or feather. The
artifact stores a known invocation, such as Curse or Spirit Call,
for instant activation on touch. Shaman determines the number
of charges to install; each charge costs Circle×5pp. Hence,
storing three charges of a Circle V invocation costs 3×(5×5pp)
= 75pp.
For more information on Spirit Markers, see sidebar on
Barbarians 4.

A

Soul Death V
Time: 25−RSI mins Ritual: Prayer/Chant
Range: Unlimited Duration: Indefinite
Strips an adherent of all Piety and places a curse on any other
adherent who shelters or otherwise comforts the subject. The
intent is to drive the subject away from the tribe. The shaman’s
deity might not agree with the action and may, especially in
cases of impiety or corruption, penalize the invoker instead.
CF: The Deity is certain to punish the invoker instead.


TRIBAL CAMPAIGNS

  • Barbarians 12

Tribal characters can become involved in HârnMaster campaigns in dozens of different ways. Use the following tables to choose or generate adventure ideas.

Tribal Characters in Wilderness Hârn

Campaigns where all the PCs are tribesmen enjoy greater freedom for travel and bearing weapons but barbarians are rarely welcome in civilized parts unless they have earned the respect and/or gratitude of locals.

01–30 Raid on/by neighboring tribes or gargun.

31–50 Raid on/by slavers, miners, mercenaries, or caravan.

51–60 Tribal leader requests help to gather the various tribes of a nation together or to forge an alliance with a neighboring tribal nation against gargun or another common enemy.

61–70 Intruders must be driven or lured away from a sacred site.

71–80 Civilized folk are lost, warned of danger, or rescued from captivity by gargun or rival tribes and escorted home.

81–90 Creature troubles a tribe, perhaps a unique Ivashu or a rare animal like a cave bear. Hunting such animals might be a source of honor (Tulwyn, Kubora) or grant blessings from the spirits (Kath, Chelni).

91–00 The spirits are angry. Appeasing them may require a visit to a distant place to make an offering, sacrifice of a rare animal, or recovery of a lost/stolen holy item. The task may involve defeating or earning the cooperation of ethereals.

Tribal Characters in Civilized Hârn

Tribal characters are sometimes found in civilized areas. The GM must determine why the character resides among civilized peoples and this generally suggests many adventure scenarios.

01–50 Character leaves to make fortune in civilization, planning a short stay, although many never return home. Tribesmen are employed as mercenaries or scouts to lead parties and caravans into the wilderness, perhaps to visit Earthmaster ruins. They are also hired as hunters, trappers, and foresters by nobles living on the edge of wilderness regions. Chymak are highly prized as crewmen aboard merchant ships.

51–80 Character is taken captive by a civilized party. Slavers from Orbaal, Rethem, and Tharda buy and kidnap tribal children to be raised as slaves. Adults may be taken prisoner as potential gladiators for the Pamesani Games or as pleasure slaves.

81–90 Character is outcast for some reason, perhaps for violation of a tribal taboo or fleeing a rival claimant to the position of chieftain or shaman.

91–00 Character is sole survivor of a gargun swarm or tribesmen raid and is rescued by a civilized party. Tribal characters raised in civilized Hârn are not restricted to tribal occupations.

Missionary Activity

Peonian missionaries are active in many tribal lands. Sometimes they establish small, self-sufficient settlements. Peonians usually travel without military guard and are often in peril. The Church may send a party to learn the fate of a mission with which they have lost contact.

Laranians have had little success among the tribes, despite their missionary zeal. Most tribesmen see a warrior goddess as the antithesis of their tribal culture.

Ilviran missions are typically a single traveling holy man. Although few permanent converts are made, most Ilvirans are well received, especially among Jarin tribes.

Agrikan missions have met with little success because their religion appeals only to warlike tribes that typically have their own warrior codes and beliefs that clash with Agrikanism.

Two religions not normally associated with missionary activity are influential. Many Chelni have converted to Sarajinism and there are Navehan heretics among the Pagaelin.

Miners as Villains

Miners are considered villains by many tribal nations since they often intrude and establish mines in valuable hunting ground or sacred sites. Clearcutting and diverting and poisoning of streams are ecologically damaging processes that miners employ and tribesmen resent. One major effect is that the amount of available game drops drastically within several miles of a mine.

The Miners’ Guild on Hârn is powerful and wealthy. It is not uncommon for mines to employ slaves, runaway serfs, and hardened criminals. They are not above acquiring additional slaves from a nearby tribe or trading weapons to one in exchange for captives from a rival tribe.

In addition to armed rough-and-ready miners, mercenaries are often hired to protect the interests of the guild.

In areas close to civilization, the guild can usually count on the assistance of the sheriff ’s men or a company of the local Legion in the event of difficulty.


BARBARIAN CHARACTERS

  • Barbarians 13

Using the random birthplace generation tables in HârnWorld, one in six player characters will be from a tribal culture. Compared to civilized folk, those raised in tribal societies have a unique set of wilderness skills and equipment, sharper senses, and a vastly different world view. Generate barbarian characters with the following modifications to the HârnMaster core rules.

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