2019. december 22., vasárnap

General mods (Beta - Have not been tested!!!)


"A man approaching from the entrance, Gorduin, was singing a strange tune. With a smile, those close to him were scared in terror. Her lips mute the Ilanor words: Tha an teun seo bóidhean! Tha rudeigir ceák att an eóin seo briagha!
I'll call the dead. I call the mockers."


Wayne Chapman: Észak Lángjai (Flames of the North )




Hi,

Reminder:

These documents contain the base of this project:

Sword and Magic

Azazel SaM/M.A.G.U.S. crossover (HUN)

You can find these links in the sidebar also.




Sword and Magic have a very conservative mechanic and the its viewpoint is different what the M.A.G.U.S. represents. In the SaM the adventurers are weak petty, greedy mercenaries, and gamblers who take their bet in the table of life. In the beginning, they are just above average.
In M.A.G.U.S. there is that kind an adventurer also, but most of them are chosen for something valuable than grabbing. So the adventurers have power in the beginning and by every level, they become stronger. In Ynev the citizen's philosophy is in a wider spectrum, than in Fomalhaut. So I want to show in the mechanics a wider viewpoint and more possibilities in roleplaying.



In the system this means the following modifications:

Recommended level cap: 12. (Original:10)

Maximum bonus value: 12. (Original:10)
I kept the original bonus system of SaM.

At leveling, you have got skill points, it is equal to the number of your current skills. Maximum 2 points can be added on 1 skill. The character can learn new skills with 1 point allocation.

Example: Character has 4 skills, at leveling he or she got 4 skill points. 1st skill got 2 points, 2nd got 1 point, and a new skill learned with 1 point. Next time 5 skill points will be given.

Skills


Originally the M.A.G.U.S. system has two grade on the skills: Basic level (Bl) and Master level (Ml). These mechanics appear in our hack also. Level 1-6 means basic and 7 and greater is the master level.
The master level grants extra features for the character.


 M.A.G.U.S. is a skillful game, opposite of the old school and because the nature of the generic fantasy we need more skills, the following skills will be additionally in this game:


Science skills:


Read/Write: In the first level, the character can read and write basic texts. Skill check needed only in action or in case of difficult text. The base level for common writings, with the master you can read process difficult special scientific and legal texts.

Survival: Involves all of the survival knowledge. Setting fire, Orientation, Hunting, etc. With the base level skill, the character can survive in a known area, master level survivers can live in all of the terrains.

Cartography: Basic level users can only read with this map, master level users can create maps.

Knowledge(Legends): Basic level users know only their homeland and connected areas legends, masters know legends from around the continent and they are able to reveal the real background.

Architecture: Only masters can design buildings, the basic level is only theory.

Alchemy: Masters can brew powerful potions, dusts in a wide range. The basic level is for simple mixtures.

Demonology: Masters knows a lot of things in demonology area, but basic demonologist can find out information about common demons.


Rune magic: With a master level, the character can write magical runes, basic level users can read only the runes.



Common skills:


Etiquette: Masters knows etiquette rules from the whole continent, basic level ceremony organizers know only their area.


Drive Cart: Basic level drivers can control their carts secure way, masters can make dangerous tricks.


Evaluation:  With the basic level, the character can evaluate common values, the masters can find out the real value of rare and unknown things.

 
I have to add some science and common skills, because of setting reasons. Others that are left out maybe will be introduced in class or general feats. In an extraordinary situation, basic level skills can be used for solving master level problems, but DM must add +5/+10 to DC, depends on the difficulty.

Important: The Base skill point ammount increased to 4!

That is the first shot. Next time I will describe the base/master relations of the original skills. Then the secondary values will be discussed.

Combat mods:

Charging: for a succesful charge it must be minimum 10' clear distance between the opponent and the character.  The charger must dash (not allowed other move action, except for the opponent dies because of the charge attack) to the target and make a successful attack. If it is done the character can cause double damage.


Death rule: Instead of 0 the characters dies at -10 HP-CON bonus.(If negative, add the bonus to -10, for example if you have -1 CON bonus you die at -9) In the original game there was 2 types of HP: a hit point like and a health like one. This rules represents the health point in this system.
Optional: If you suffered critical hit you must increase the death threshold by 1.

CH (Critical Hit): If an attack is successful and beats the target AC with +10 or higher reduce the target's HP with the double amount. (x2 HP damage)

By P.


2019. november 2., szombat

Erion and Ordan

Hi,

Erion 

Green: Palace district, blue: Merchant district, Purple: Tavern district, Pink: Amusement district, Light Yellow:
Courtesan district, Yellow: Necropolis, White: Poor district, Brown: Travellers dristict.


The most important city is Erion in Ynev. The City of Adventurers is the largest settlement in the continent. All trade routes crosses here from north and south both. Erion is the center of the teleport gate network:


Norther teleport gate network
Southern teleport gate network
A huge, living and colourful city, full of joy and suffering. Depth and Height. Many come to here to seek fortune and wealth.

History:

Erion was the capital of the Godora Empire, wht was a successor of the mighty Kyr empire. Through the centuries Godora reduced in area. By the time of 11th century Erion was only one huge city. In 1024 the city won a battle against the refugees and after the leader of the city realised that they can not defend the countryside. So they built a huge wall against the further attacks. Most of the people of Godon spreader or moved into the city.  

The City:
 
These days Erion is the most ancient and the largest settlement in the world. The population is between 12-15 Million.
Its wall is huge 60-70 meters high and almost half mile wide. A lot of hole, secret corridor,  room are in the wall. These places are connected to the sewer system. It can be useful for those, who hide something. Many legend tells about the secret treasures of the Erion wall. Particular beings grows here, like in the Cursed Land. Orwella, Tharr sanctuaries, Thief clans, Which sects can be found in the abandoned part of the wall.
The city has a district allocation. In the map there are the following districts:
Green: Palace district, blue: Merchant district, Purple: Tavern district, Pink: Amusement district, Light Yellow: Courtesan district, Yellow: Necropolis, White: Poor district, Brown: Travellers dristict.
The purpose of each district is very clear as their name shows it, but the Necropolis is must be mentioned. It is a city in the city, undead monsters rules it. A huge wall separate it from the other districts. 
Every traveller adventurer can find their desire or nightmare depends on the luck and the grace of the gods. If they worship them they can reach their goal or they will a cursed adventurer as Tier nan Gorduin the godless bard who started his carrier in this city and then his life became a full of trouble adventure serie, because he denied worshiping any god. 



Ordan

 Ordan was founded by the first refugees of the disintegrating Kyr Empire before Pyarron III. millennium in the only pass between the Sheral and the Kranian mountains.
Along with their habits and culture, they brought their gods with them. Initially, Sogron's abbey was only one of the others. The city he was exposed to constant waves of attacks, but always survived. Sogron's priests also played an important role in the struggle. The Godoni-based magic teachings and legacies of the fleeing Godoni magician Ardae Magnus made them even more warlike and dangerous. The power of the Order remained hidden for a long time, but in 1217 they took over. In one day, the leaders were removed and they got all power. The legends believe that the Fire Mages came from outside, as conquerors, in fact, everything is described in the inner chronology of the order. Two days after the takeover, the Mage Council and the Fire Mage Order were formed. To this day, this organization controls Ordan.




These days:

With the recovery of the economy of the South, trade between North and South has slowly revived. The inhabitants of the village immediately realized the advantages of the geographical location of the place, and very quickly became rich in the trade between North and South Ynev. And if anyone dared to protest, or even be determined to act, he would soon be confronted with the dreaded fire wizards. 
The Order's Island City offers a picturesque view: a huge swollen lake with countless small and large islands verdant. Most of the islands have spacious gardens, trees and only one house, while the largest island has the Fire Mage Order School. Between islands, the traveler, if allowed at all, may not travel in dry feet solely by boats, sometimes on small bridges. 
Ordan is ruled by the Order of the Fire Mages. Its official language is the Common of Pyarron origin. Its population is mixed, with no characteristic features. Ordans are generally well-mannered, respectable, but overwhelmingly humble, and dressing like Erion is chaotic.

Market prices are very high and are set by native squid and squirrels.

In Ordan, only worthy youth can learn to be a fire mage. Public security is perfect, fire mages are as effective as hunter or executioner as they are for mage. The official religion is Sogron, the worship of the Fire Cobra, is openly pleading with other immortals is a great and dangerous injustice.


The world guide posts are over for a while. Next time I want to start introduce the new system. 

2019. szeptember 29., vasárnap

Northern Alliance

Hi!

“Ynev’s land has been ravaged by wars for ages; borders are erased and redrawn, legendary warriors and crowned chiefs rise to the heights of eternity, and sages find new ideas. Thirteen times the black and red flags clashed so far, bringing both embarrassment and glory to the countries under them, thirteen of Ynev's two major powers: Toron and the Northern Alliance."


After the the death of the mad mage kings the Dawa Empire fell. Smaller countries took place of the empire. First time Erigow founded by the champions of humankind. Then a warrior dinasty arrived from west and founded their kingdom. After some generation the kingdom divided into three parts: Eren, Haonwell and Gianag. They have been still strong allies until now.
Tiadlan kingdom founded by a brave wandering nation, they fought with the orc tribes for centuries, until they could consolidate their borders. Their north-eastern neighbor are horsemen of Ilanor, rulers of the Peratlon peninsula.These are the first allies of the north, since the foundation the relation is strong between the coutries.
Followers of a lesser god from the sixth age forged the Dwyll Union. They raised castles in the hillside of near the
shores of Quiron sea. Their Order of the Sunknights deffends the fortresses against Toron and the against the nomads who come sometimes from the west. 
Dwarfs of Tarin arrived last time to the continent, according to the tradition from the Beriquel island. some evil power chased away from there. They agreed with the
principalities about the underground areas and they built an empire there. The dwarves became stronger and more. They did not forget the generosity of the humans and they are in very strong alliance with them.
Because of the threat of Toron the states founded the official Northern Alkliance in 1249 and since they have been fighting against the mighty empire. 
 

Short description of the states:

Doran: A city state and its government is magiocracy. It founded by three wizards in order to make a excellent wizard school in 1214 before Pyarron. They teach all of the form of the high magic. 
Dwyll Union: This country is based on the worshipping of Ranil the Sun god. Ranil's knighthood is famous and feared among their enemies.
Eren: This duchy is known for their warrior culture. When the war with toron is suspended, they fight with the eastern nomads. So to war in Eren is very common.
Erigow: The richest duchy of the north. Their knight orders are famous everywhere in Ynev. It is built on Enrawell, the capital of the Kyr Empire. The country has advanced art and cultural life. 
Gianag: Another warrior folk. This country is very prospered, because war have not touched the land. They are in good relation with Dwarfs of Tarin. well
Haonwell: The smallest in the northern three (Eren, Gianag, Haonwell), almost a city state. They likes the lefs, so there is a little colony in the state. In the month of the song they hold spectacular gladiator games.
Ilanor: Nomadic horselover nation in the plain of Peratlon peninsula. The meaning of the name of the country is beautiful field.
Tarin: Subterranean land of the dwarfs. A lot of cities built in an extended tunnel system during the centuries. The small folk preserved their ancestors faith and culture and they are not fear to use it against Toron and its allies.
Tiadlan: Eastern warrior culture in the western plain of the territory of alliance. They arrived from  islands of east through a teleport gate, what opened by an unknown. They mixed their culture with the niarein and leanded the martial arts. Their martial artists and swordmasters are famous in Ynev.

Thank you! Last post about Ynev continent will be about the city of adventurers: Erion and city of Sogron: Ordan.

2019. szeptember 8., vasárnap

Toron and its vassals


Helló!

Today I will introduce Toron the bad guy of the North. As in South here can be found the bipolar power relationship. The two poles are Toron in the black corner and The Northern Alliance in the red corner.

The "Northern Evil." However, it is not just people who control it, but kyres. In the fifth age (nominally), they stood alongside the Orwella's rebels, extending operations, intensifying chaos, and ultimately contributing strongly to Kyria's "downfall."
Since then, the leader of a coalition of Black Warlords, ruled by various chaos gods, chaos sects and criminal organizations, has been working to "create" a Kyria torso, making him the biggest opponent of the Northern Alliance.
But this is just an appearance. Once upon a time, on the Red Continent (Calowyn), a young but more ambitious god of the kyrks, Weila, the fortune teller, created a very secret group working on the World Age, a grandiose plan. When they reailezed, that the Red Continent not enough for their plans , they conquered North Ynev in the fifth century.
But this plan would have unleashed such enormous power, so they voluntarily ended the whole experiment and destroyed the empire that was supposed to end by the end of the world.  They sacrificed their homeland to give Ynev and the world a faint chance.Orwella was needed, because the energy released when the plan was stopped would not tear the world apart, but tear down a god.
 They have also planned the history of the coming ages to return to a more glorious Kyria after this devastating energy is gone. The Province of Toron played an important role in this, as let's not forget that not only one were member of this secret society of the Toronese Mighties, but the Mighty One that triggered the "rebellion" was even a Sign Bearer, and even other toronese wore in other ages this honorable (damn) title.



Nowaday the "average" toronese considered evil to the average northern man (even its own allies) . The reason for this is that members of "state-sponsored" witchcraft schools, assassin organizations or they can only meet unscrupulous adventurers who would only be waiting for a dagger wrapped in black silk at home. They are frightened because they are unappreciated, even though they have only one specific task: to keep Kyria's idea alive. Indirectly. They have to do so much chaos that when kyres come from their homeland again, they can accept their rule in the north.

Toron  has allies, they bear 9 black flags, 2 of them toronese bearer (Emperor and a religious leader), 1 is for High King of Abassis, 1 for High Comtur of the Brotherhood of the Sword, 1 for Witch Queen of Alidax, 1 for the Lord of Rowon, 1 for Warlord of Enosuke, 1 for Highhierarch of Ediomad, 1 for the Eastern Barbarians.

Abassis

The great power of the soth shore of the Quiron sea. It is founded in 1742 an obas mercenary warleader Hiere Otlokir. The capital city is Ifin a city of half a million. It is contains six province, five has a princecaptain, the sixth is the High King itself.
The king is not relate of the founder and nowdays his position is not stable. Abassis has not succh deep religious traditions like Toron, so they have not state religion. Each princecaptain follows other gods. Abassis has not solid political state. They switches sides in the conflicts often, but because of their situation. They are in hand of Toron, because the empire can make sanction in the sea trading. But the princecaptains are usually against the High King, sometimes they act as enemy, but only in hiding.
In Ifin there is the most notorious poisonmaker sect, their warlocks and blacksmithes arewell known. The abbit, the famous light and hard metal is mined only here, in the Onpor mountains. This monopolium is the base of the power of Abassis.
The citizens are mostly assis, but erv, toronese, gorvikian colony is can be found here. At the seashore Antoh is worshipped, in the land Darton, Uwel, Dreina cult is the most followed. Prices are average. There are Thar and Ranagol sects in secret or somewhere open places. The public safety is very poor, for example because of the openly prospering sects.
In this country Fighter, Gladiator, Cleric, Paladin, Rogue, Witch, and Warlock training schools can be found.


Gro-Ugon

In this area the population  is almost made up the goblins of the Gro mountains and the orcs of the Ugon mountains. The orcs are ruling the country because of their outnumbered population. It is spoken, that from their mines slave have not escaped yet alive. 
There is six known orc tribes: Blooddrinkers, Fearsomes, Watchers, Merciless, Laughs, Moonworshippers. The king come from the six tribes, then the controversary is common. Without the Brotherhood of the Sword Gro-Ugon would be the land of the eternal war.
Goblins have three tribes in the Gro mountains: Howlers, Steelhorn, Blacks. 
In both mountans there are caves and mines, where hundredthousands of slaves works, they expand the undermountain mines, raise cities and of course they perish. 
the aftergrowth come from Tiadlan and Enosuke, but Gro-Ugon likes buying slaves from the toronese slave markets.
The capital city is Reag, but except for this city there is not significant surface population, because of the cruel Hill Giants and other monsters are wandering in the area, Brotherhood of the Sword has several  little fortresses surrounded with slave markets there.
The official language is the orcish, most of the "citizens" are or orcs, goblins are in minority and the human population is about 2%. Because of the constant war, the whole population is stagnated.
The currency is only exist in Reag, in the rest of the country the barter is the way of the trade. 
Warrior, Rogue, Warlock, Shaman, Bard schools can be found.
The public safety is not a existing thing in Gro-Ugon, there is no central power who maintain the safety. They have the own tribal idols, but Orwella is worshipped in little numbers.

Other allies:

 Brotherhood of the Sword: Orwallanian knight order in Gro-Ugon, they trade with slaves and serve the dirty goals of the Witch Mistress Orwella with dirty means.

Alidax: A city state which is leaded by Witch Qeens in the south-eastern region of the Quiron see. Home of the Witchcrafting.

Rowon: A city state, what originally served Tharr with its mercenaries, but recently Darton worshippers rules it. 

Enosuke: Islands with oriental culture, similar the Japanese culture from the Earth.

Ediomad: Undermountain dungeonworld with demonic creatures the Aquirs.

Eastern Barbarians:  Classic conanlike rageful native people.

Thats all about Toron and the alliance of the black flags. Next time I will show you the Red Flag countries.

2019. augusztus 31., szombat

Countries of Taba el Ibara - Realm of the One Thousand and One Nights



Hi Ynev Fans!

Today I will introduce realm of arabic nights in Ynev. If you know Al Quadim it will be familiar. As a fantasy heartbreaker Ynev has the own arabic region. It is called Taba el Ibara:

"Endles sandsea , its dunes like the weaves of the ocean. Follows each other through thousands of miles from east to the west, from south to the north.  The landscape is such tame as dangerous as the salted water relative the Eastern Ocean. 
Its weaves slowly but follows the direction of the stormy eastern wind. They casts rings, smoothens, swells. On its dunes not boats, but caravans travels. Their ways are god tempter, as on the seas. 
The sands spreads onto their faces as the waterspray, and often swallows them like the flood. 
They find safety only in the oasis, near the small lakes, under the palm trees. 
Most of them never leave the desert, the cold of the forests, the high of the mountains does not tempts them, because the dreary yellow desert is their home. They are called Jadd."

Roxmund : Chronicle of the Desert

The culture:

In the dawn of the time three ancient race lived here: Amunds, Elfs and the mighty Jenns. The conflict between the races was coded. They worshipped different gods, they had different values, but all of their code of law demanded winniong or decay.
Through hundreds of years wars slowly transformed the area into desert. All nations became smaller.  Their gods demanded peace, because their power reduced, almost had gone.
Elfs were pathetically mutilated. Ammunds were hide into their temple-cities. Jenns were assimilated into the humanity. That assimilation created the Jadd folk.
The spirit and mind of the Jadd people is various, the base is the noble Jenn culture, but sometimes the worst attributes appears, like greed, ruthlessness, moral blindness.
The trueblood Janns still rules the Jadd society. The Jadd folk respects authority, but they emphasis on the real intention instead of the behavior. For example the The Grand Vizier can execute anyone if he think that he is offended. There is not neccesary evidance. In the other hand sometimes polliteness can save situation. This causes hyppocracy and bland
mendacity.
Jadd people values the wealth the most. It can subtitute everything. It must be shown by the number of the soldiers, by the shine of the palaces, by the beutifulness of the clothes, etc. If you are not wealthy man, you are nothing. This way of thinking is shown in th arts also.
Because the main
tool for self-expression is the speech, it is too complicated, overcompoesed too.
They can handle money well, so they have the best banks in Ynev and there are Jadd bank accounts in the most of the countries.
They produce a lot of goods, but the most popular are the drugs and poisons. In the business there is no place for the honesty, only the profit counts. For Jadd people the drugs are allowed and they do not care about that in the other country it is illegel. If somone buy the goods they will sell it. Stone carved prices does not exists, bargain is obligatory.
The main place of the business is the bazaar. It is often a whole district in the town. Everything is in one place. Colourful mix of every business. Sometimes magical things can be found here.





Jadd countries:



The power is bipolar in all country. The lordship is shared between the ruler and the mightiest Merchant Houses. The ruler is the Emir or sheikh is the oldest man from the ruler family. Omnipotent lord, who only sentences based on the polizical situation instead of the law. It is advised to bear with the support of the houses for him, becauses the houses have the real economical power.
The Merchant Hoses are property of one of the wealthy families. They are not trade by all means, in some cases they rule the underworld mob.
The military power is in the hands of the Grand Vizier. He is the brother of the ruler or other relative. He must be obey to teh ruler, but sometimes the Grand vizier organize
putsch and takes over the ruling. But usually the ruler has own bodygurd unit, in case of emergency.
Religious power is in the most of the cases not to significant. Three gods are worshipped: Galradja the head of gods, and the patron of travellers, Doljah, the god of rogues and soldiers, Djah, the god of citizens.
Beside the gods, the science is valued in the Jadd culture, they have renowned alchemists, herbalists, and since Abdul al Shared the necromants.
They have a not too strict class system. There is transition between the classes. The four main classes are: Rulers, Travellers, Rogues, Soldiers, Citizens. If you are out of the classes, you are outcast.
The laws are sometimes too strict, but the judge can graceful. As much as higher class has the ruler he can ignore the laws. The Emir or the Sheik is in the top of the ruling ladder can do anything what he wants, he is the law himself.
The water is very important, so poisoning it is cause death sentence, for thievery hand chopping, for cheathing castration, for mendacity tongue cutout, for smaller lawbreak corporal punishment the prize. The prison is additional punishment for those who survive the main punishment.
In the deep desert there is not law, but there is
jurisdiction. Serious sin the water theft and wasting. Often sentences sinner to amputation, but digging the living sinner is popular too.
Best way for traveling is the caravan. Caravans are goes to straight rare, insted they follow renown caravan routes. In One-third day they aproach oasises. The water here is common, every man can drink. It is recomended to hire guide and gurds, because near the water sources you can contact with robbers. In the desert you must travel carefully and slowly.





Biggest Jadd States:


Al Alabadana: First and most significant Jadd emirates. Its territory is bigger than all other states. Most of the Jenn families lives and rules here. Most civilized Jadd country. Fun fact: In this country is produced the hardest non-magical weapon the Jenn sabre.

El Hamed: The most western emirate. Here goes through the caravan route to Ordan. The largest non-Jadd population lives here, because of the local politics. Most trusted Jadd country by the foreigners and the Bank of Hamed is the most valued Jadd money organization.

El Sobira: This emirate is the lair of the sin and
taint. Sobira is significant ally of Kran. They produce teh Al Bahra-kharem, the drug what can boost the martial ability. Kran buys it sack by sack, they can accept unlimited ammount for their orcs.
Because of the drug Kran must expand here its
influence. Pyarron does everything in order to prevent the kranian takeover. El Hamed stands against Sobira with pyarronian support.

Al Madoba: Most boring place in Ynev. They herd horses and mules. Their emir does not live her, instead he has the most valuable palace in Abadana.

Al Mugaffe: They have the largest Merchant House.

Al Avdal: They have similar Merchant House like in Mugaffe, but they are converted to pyarronian religion.

Abu Baldek: A small city in the deep desert on one oasis. It is the Eden for the Jadd, they have a lot of water sources and rich plantation.

Abu Baldek Shibara:  Grand Vizier of Abu Baldek founded centuries ago. In the early times they were robbers, but Abadana stopped them. Now it is a min Abadana. Famous because of the slave market.

El Qusarma: The secret itself. It lays at the headwaters of the Shibara. It is not desert, it is forest. Its wealth is based on rare treelog trading.


Al Hidema: The terminal of the caravan routes, a great oasis at the frontier of the deep desert. It is founded a nomad tribe: Kharami 2 hundred years ago. They have good relationship with the wandering tribes and they trades with them.

Deep Desert: The
uninhabited part of the desert, no man lives here, only monsters, sand elfs, ancient folk and who knows else. There is no caravan routes, oasises, etc.

Fayuma tribe: Feared bloodthirsty robber folk. They are though, they can resist almost everything in the desert.

Bayadi and Hasra tribes: Two largest wandering folks, they can live in the alomost places. They herd camels and trades with their produced handmade goods. They are in conflict with each other because of the water and other sources.

Ancient folk: Old bronzeskinned people lives in triangle based buildings. They are too

mysterious to know them.

As you can see the Jadd culture is over represented in the Ynev lore. Next time I will go on with the countries of north.


Bye!

2019. augusztus 25., vasárnap

Shadon - Realm of the manyfaces god



"..it is said, that this mighty empire had become politically and geographically counterpart in the south by the will of gods. I guess, that what says about it Domvik manyfaces servants, but they must accept that if not by the will of gods, but only by the will of  the Only One."
Hi,

First mention of Shadon was II. century before Pyarron in the chronicles, when Castle of Shadon founded. The next time when the empire founded, in the X. century after Pyarron. 
In the XII. century this new empire received migrants from Godon. Artemil am Bel - Corma was elected in that time, his blood rules still in the empire. The migrant noble families has lost their roots, but they provided a base for the new empire.
Meanwhile Gorvik founded and in 1456 Shadon started an punishment invasion against the new rebel country. 
In 1497 Shadon is an empire, according to the neighbours chronicles. soon in the XXIII. century a rebelion raised by one of the royal families. The rebellion has fallen, but the rebels had been forgiven, cause the crown was weak after the war.  The war took through more than 200 years because of Krans practicas.
In 2887 the emperor issued a bull what signed by the royal prince and high priest, that provides equal rights for every nation who lives in the empire if they accept Domvik primacy.
So this is the short story of Empire of Shadon.

In Present Days

In the present days of Ynev Shadon is the largest and significant empire of the south. The pillar of the civilisation and cultural and economical power.
The common folks are bonded to the ruler of the province with pseudo-familiar oath. Through the  province leader to the prince, to the emperor, to the high priest. The feudal system provides rights
for the emperor over every citizen and the emperors domains must be over 60%, so the prince never has stronger power than the emperor.
The cities originated their rights from the emperor too.
The religious system is based on faith of Domvik. The political power is three divided: The emperor  the prince and the high priest. The first two title is inheritable, but the third one is democratically elected based on aptitude. Every power has own army, but the supreme commander is the emperor.
The proud folk of the souther highland is differ from the people of the crown domain. Their cloths are  simpler and they worship a little different powers, they has the own rules. Shadon is self-supporting economy. Only the luxury goods are exported from foreign countries.
Nobles and Free citizens are allowed to wield any weapon, but peasants can hold simple arms, such clubs, spears, knifes, etc.
The public safety is good, rarely comes up robbers in the rural areas. The state religion is faith of Domvik. Here nobody can worship any other gods. Pyarron pact is validated too in this country. Magic practice is forbidden, black magic users will be executed if they do their dark business. Domvik priests are magic users also, but they are cleansed and enlightened, so they are allowed to cast.

So this is Shadon, in the next post I will introduce the Jadd countries and tribes int the Taba el Ibara desert.


2019. július 4., csütörtök

Religions of South




Hi,

Between two worldguide post I make a short article about the religions of South Ynev. I write 1-2 sentence about them and tell you why worth it to choose each god.  Main churches are the following: Ranagol the buck-headed Lord, Pyarronian Pantheon, Domvik the Seven-Faces god, the Jadd Pantheon and Sogron the Firecobra.

Ranagol: As I mentioned before this god is a lawful evil, cold and brutal, but sophisticated fascist. So every begginer rpg munchkin's dream. Holy symbol: Buck-head.

Pyarronian pantheon:

Adron: god of Magic, you can learn wizards spell if you join to this church. Holy symbol: Flame red ruby.

Alborne: patron of the musicians, bards and other arts, the guard of the harmony. Holy symbol: star lute.

Antoh: god of seas. Antoh priests can raise huge storms and they can sail across all of the seas. Holy symbol: storm shell.


Arel: Her realms:  wheather, hunting, war, wanderings, Her priests are well trained  warrior wanderers with lot of wheather control spells. They are very cool reckless guys. Arel likes heroism and especially the derring-do acts.  Holy symbol: Falcon-moon. A'frad!

Darton: The funny guy in the pantheon, his realms are the humour and the death. The Darton priests are nearly mad warriors with two-handed weapons and in heavy armor. They figths in the first line in the wars, like Arel priests with . crazy smiling face. Holy symbol: Crow-wing.

Della:

"Because we will have beauty forever. We rip out it with laughing mouth from the loving embrace of the decay, the mortar, the motions and hand it over to those who are exists now elsewhere, tied to the timeless prayer book of words, to return to us recognizing their own face and happily dancing bless the Lady whose name is: Art."

 "Thousandhand" Werro, Della priest

There is no necessary further instruction, Della is the goddes of the arts, holy symbol:
Small precious metal disk with crossing searchlight image.

Dreina: The goddes of the power and order. The most transparent and most realistic member of the
 pantheon. She is the patron of the court advisors, judges, politicians.
 holy symbol: flat of the hand of a man with all seeing women eye.


Ellana:

"Turn around, look in my eyes! I saw myself in you. "


The goddes of love, her followers are elite courtesans usually. Holy symbol: Lotus flower.

Gilron: Patron of blacksmiths and other metal worker trades. Symbol:  Steelhammer.

Krad: He is the leader of the pantheon. Patron of the science.  He spends his time with wondering about theoretical things. He deals with the business of the humanity very rare. Holy symbol: Golden circle.

Kyel:The creation and destruction is his area. Two face god. Symbol: Two circles.

Noir:Classic dreams, prophecy and inspirations god. His followers are gamblers, thieves, criminals. Symbol: Half covered Udg eye.

Orwella: The bad girl of the family, the witch god. The outcast. Symbol: Snakehearth.

Uwel:The god of the true revenge. Symbol: Hiting fists.

Other Gods:

Domvik: The seven faces, the only god of Shadon empire. Symbol: On a medal 7 maces.

Sogron: The god of fire, one of the remaining kyr gods. Symbol: Firecobra.

Jadd gods:  Galradja:
Travelers, Mercants, Adventurers, Doljah: Thieves, Solders, Merceneries, Djah: Settled folk.

Thx,

P

2019. május 7., kedd

Pyarron

"Man, avalanche lives in you!"
New Pyarron City Gate inscription.
 

Pyarron

This empire is alliance of several countries. Home of the good and land of the free. :) Pyarron represents the human civilization in South Ynev. Relentless enemy of the dark forces and their high representative Kran. They clashed with each other numerous times in the history.

Sounds boring? Maybe! But Pyarron is one of my favourite empire in Ynev, because it is full of life, humorous and diverse. In Pyarron there are monks, courtesans, thief guilds, serious clerics. Like the renaissance Italy. 

Look at this Ellana priest for example:


Ellana is the goddess of the Love, Beauty and Lust in the Pyarron pantheon.

So the story of the Pyarron begins in 1 AP (Anno Pyarron), Old Pyarron city was founded in this year. In 506 Pyarronian religion took over the control over the Six Cities Alliance from the Kyrian religion end the cities joined the pyarronian alliance. In 996 two splited states rejoined to the Alliance: Predoc and Edorl. This event provided good reason for celebration and the states signed an official founding document about their Sate Community. The Pyarron Alliance is founded officially.
The first nomadic invasion in 1239 showed the weak points of the defence.  They can stop the horde only at the walls of the city wall. 
Pyarron started expand its southern frontier. So they founded the fortress of Sempyer, home of the bravest pyarronian nobles. In 20 years they settled 15000 converted shadonian mercenaries to strengthen the defence. More 20 years and the shadonian mercenaries built their city: Syburr. The third shield state was longer story, pyarronian pilgrims and missionaries started to convert nomads from the Nasti clan. By 1400 enough Nasti converted and the third fortress Enysmon was built. In 1693 they signed the Three Shield Alliance treaty and the Three Shield States joined officially to Pyarron.
The failed invasion in 1810 and 1865 showed that the conception was good. So the Order of Dreina started to build in the Salumion Montains the Fortress of Viadomo in order to close the last chance to break in. 
The last member of the Community is Lar Dor, the university city. This city is founded by th White Lodge, the wizards of the state. They joined in 2647. 
Pyarron has been fought many wars and struggles for keep the order and the Pyarronian Pact, what grants the peace and banish all anti civilization behaviour. (dark cults, human sacrifice, demonic worshiping, etc.)
The states lived the darkest  period of their own history in the near past. In 3676 Kran and nomad allies attacked Pyarron and burned down Old Pyarron City. The survivors rebuilt it at the Sea of Galleys and now Pyarron lives again in 3691.


Currently the State is waking up from its ashes. 905 ancient noble family united for one goal, the rebuilding. New Pyarron, the city is a brand new huge city, but the construction is still ongoing. All mages contributing in this work, they raises unified buildings from white granite, what is mined in the nearest mountains. Its inherited the cultural and intellectual legacy of Old Pyarron. The Bibliotheque, the University quarter, the citadel and the mountain of the Gods  represents it.
You can reach anything in the market, but it is pricey, in the other hand the quality is good. In the University you can learn many things, in almost every science. From the mechanics, through the arts to the military science. Every significant knight order has school here, but the most popular is the Golden Circle and Lion order.
The average Pyarronian is tall, blond, white colored. Their cheeks are noble and their profiles are fine, eyes are light colored. They educated above the average and they proud of it.
Because of the fine wheather their clothes are light, tunics, sandals, etc. They prefer the silk.
In this city mainly you can be knight, warrior, priest, paladin, but every other class has the own lonely master. (Even the thieves, they have the renowned Gray Hooded thief clan.)
The public safety is exceptional good, the form of the goverment is Theocracy, the council of the priest rules the State.
The religious life is colorful, every Pyarronian Pact compatible religion can be found.


Pyarron is my favorite State, mostly you can be good here, but with little imagination you can play almost every alignment and classes here.  Only the dark,chaotic evil, lawful evil characters will have problems with the local authorities if they trying to run their business in the city.

Thank you for the attention!  Next time I will continue the introduction with Shadon and Gorvik.




2019. április 30., kedd

Kran


"Ra urdath san uthmor ahen aggun hara`het shaka`thorr.
My blood and my marrow is yours, do what you want with it."


Kran




Hi Guys,

As you can see the current topic is the feared and terrible ancient empire: Kran. This is Mordor in Ynev. :)
This country was founded by 13 powerful warlock demigod, leaded by Shackallor. According to the legends Kran has been existing since eternity and remains forevever. The "Land of Darkness", "Home of Evil" - called it the travelers like these phrases. Tales and stories what believed to be true circulates around the continent about evil dragons, about enormous warlocks and about heroes who entered its wild and blurred forest to die...
Kran beleived to huge empire, in fact it is alliance of  few dozen small duchy, more than hundred city state, numerous knightly domain. The will who forge the alliance into one mighty power is the will of Shackallor. His hands and supporters are his brothers, they are all demigods, the bastards of the Goathead Ranagol. They were sent to the prime material plane in the begining of the time. Shackallor and his 12 escorts were settled in the Kranian-mountains.

They fought many wars against the humans, the last was the The Invasion, when Kran lead a huge nomadic and greenskin army against Pyarron.
The goverment is very complicated. As I mentioned a lot of states form the empire. This small states are in provinces, all province has governor. The provinces form the empire. 3 kind of province there are: the direct controlled lands are the Imperial Provinces, the semi individual lands are the Alliance Provinces and the Free Provinces. A
pparently the second two types have some freedom, but both of them are dependent to the central government. Sometimes Kran takes offer to powerful person to lead a province, for example Ironhand Alex and Chei King received such an offer. According to the gossips they just laughed at the situation.
In Kran several human and inhuman language are spoken, the human languages has an common  original form, this is the kranian. A lot of races live here: humans, aquirs, orcs, evil elves, etc. The most of the human folk settled in Kran in the X. century, they have nomadic origin. Typical kranian is tall, thin, creol, dark haired, his eye is little bit
oblique.
The state religion is the Faith of Ranagol, but everyone can worship their own pity gods if they obey to Ranagol.

Than You for the attention!

2019. április 6., szombat

About the system engine


"The merchants and caravan escorts opened free way for him and he walked away towards the city. The guard, who adressed him earlier just stared after him, he wiped his blooded nose with his theub. He whispered repeatedly the jadd word:
- El Dsiah, el Dsiah...
The storm in the desert, what sweeps away everything." 



Hi,

Before I continue the introduction of World of Ynev let's take a look at the system. As I mentioned earlier the base system is the Sword and Magic (Adventures on Fomalhaut), by Melan: Sword and Magic It is a D20 OSR product. The second source is an SaW hack what is made for a M.A.G.U.S. contest. It is only hungarian content, but the translation is is ongoing, two-thirds of the text is already translated.

Sources:

Setting: World of Ynev by M.A.G.U.S. rpg.
System: Hack of Sword and Magic (Adventures on Fomalhaut), by Melan, D20 OSR RPG


Base System

In the SaW the base roll method is the same as the official:

1d20 + modifiers against DC. modifier usually come form one of the abilitiy or the sum of ability and skill value. The formula of the ability modifier is: [Ability  score/3]–3 It means that the range is the bonus is between -3 and +3. The common ability rolling dice code is 4d6-lowest.

Value of the skills is the following: [Experience  level  +  ability bonus] In the base system the character gets skills at the creation,they can not learn skill during leveling and can not distribute points between skills. I am planning some changes to resolve this little problem, because in M.A.G.U.S. you can learn skills during the campaign. In the other hand in the original M.A.G.U.S. system you had two grade skill subsystem.

Saves and combat are the same in D20, but the increase of the values are smaller and it operates with fewer rules. I would like to change something in this subsystems in order to represent more heroic style, it could be more feats example. For the Attack bonus there are three kind of base value: Atk*1, Atk*2/3, Atk*1/2. First is equal to the exp. lvl, second is the two-thirds of the exp. lvl and the third is half. *1 is often belongs to the warrior classes, *2/3 belongs to the rogue classes, and the *1/2 is represents magic-user fighting style.
There is the +5/+10 rule, if the player want to make a special maneuver during the attack special +5/+10 test must be taken, the measure of the test depends on the difficulty of the maneuver. An  opposite attack check must be taken, but I think you can replace it with skill or ability check if you think it is better in the current situation. Or if the manauver involves non combat elements DM can force the player to make additional tests to the succesful move. For example if the action has jump, catch, sweep, etc. component. If the attacker has +5 or +10 higher, then the opponent's result the attemp is succesful, in case of attacker critical failure the target wins the situation and can turn.(For example fighting back) All other cases are draw.

Combat example:

Messor (El Dsiah) (lvl10 Assasin from Kran, in rank: Messor)
El Sobira City Guards (6 lvl2 Fighters)

El Dsiah, alias Messor (10)

Init: +6
Attack: +9/+4, Damage 1d4+3 with head or arm, 1d8+3 with spear.
AC: 13 (Dex+Quilted Armor)M
HP:  76

City Guards (2+1) (2 is the level +1 is the average bonus,  )


Init: +1
Attack: +3, Damage: 1d8+1 with spear
AC: 12 (Dex+Quilted Armor and cloth aka Theub)
HP: 10

This situation is happend in the iconic M.A.G.U.S. fantasy novell, in the Renegade:

A high ranked assassin, a messor of the Imperial Clan of Kran, who traveled through the Taba el Ibara Desert to train some jadd agents of the emir's bodygards in El Sobira. Now he is in El Sobira and the local guards are trying to force him to show what he posess. The assassin thinks, that the time has come to show some skills to introduce himself to the emir's agents. After this situation he got the name: El Dsiah, the desert storm.

El Dsiah attacks first because of the surprise. The player decided that El Dsiah make a special attack with his head, in order to prone his opponent. The DM offers a +5 maneuver, if the +5 attack opposite check is successful the guard will be proned and damaged.  Player rolls 12 and the result is 21, the Guard's result is 17 with the +5. Attack is successful, Guard becomes proned and suffers 1d4+3 (5) damage.
El Dsiah comes again with his second +4 attack. The player want to make a special attack again. Now he wants to catch the guard's to spear make a sweep attack. DM says, it is a +10 maneuver, because of the catching and the sweeping. The player must make an additional medium(12) DEX check to catch the spear. The player rolls 14 and the sum is 16, so El Dsiah is able to grab the weapon. With the captured weapon he makes the attack roll. This special attack has +10 modifier, the amount is 12, it is very difficult, but messor likes taking risk. :) The roll is 20, the total attack roll is 24, none of the rest of the guards can beat this result. (Their roll results: 16,21,19,23,13) The damage. 1d8+3=2+3=5, every Guard suffers 1 HP loss, because of the sweep attack. (To distribute the sweep attack damage is DM decision.) The assassin scratches all of the Guards faces and walks away stared by the crowd.

Magic


Magic system is almost the same as the D20, but spell names are little bit different. It uses memorization. I want to change it to 5E style, because 5E is memorization is more flexible. The maximum spell level is 5. Little bit low magic, but it fits to World of Ynev.

Monsters

Monsters has level beside the HD. It helps to determine the values of a monster. As I mentioned there is a code next to the name, eg.: 2+1. First is the level, second is the average bonus. Every monster has d8 HD and the attack value is based on the first column, so they get attack during leveling as fighter. Saves usually based on the fighter class, but sometimes it is different if the nature of the monster requires other allocation. There are some more values, but most of them is well known in D20. As you can see that in this system creating and handling monsters is very easy.


M.A.G.U.S. hack

In 2014 the was a M.A.G.U.S. making contest, several rpg hobbist participated and created good hacks. My favorite is the SaW hack. It contains some M.A.G.U.S. specific race and class and the spell list of the new magic-user classes. The new classes are the following: Gladiator, Swashbuckler, Knight, Assassin, Bard, Martial Art Fighter, Swordmaster, Paladin, Clerics of Ynev, Witch, Warlock, Firemage, Magic-user (ynevian style).
In the following part you can find the Fighting Styles. Every class can learn fighting style except for the magic-users (MU, WI, WA, FM). This means that they can choose a style, what add some advantage and disadvantage in the combat based on the nature of the style. For example with two weapon the character can attack twice, but with negative modifier.
Psi is the next chapter. In Ynev the most of the adventurers are psi users, it is widespread. The hack detailed only the Pyarronian Method and the Slan psi (Martial Art Fighter and Swormaster use it.), but I think I will add more content to this chapter. We have some Ynev specific weapons and monsters. All content will be published here post by post, I translated almost the whole text, several monsters are the remaining only.



Thank you for your attention! Next time I will continue the introduction of World  of Ynev.

Contest in the Arena

     In the dark maw of the entrance through which the jadd has just left sparkling, variegated magic lights, something hidden praising the ...