2022. február 6., vasárnap

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 magic of a fairground show. Sparks flew, tiny nightmares flared; a slight tingle ran through the spectators' bodies and the hair on the back of their necks stood on end. Somewhere in the darkness of the corridor the horns of the thundering brass blew a crackling fanfare, and hard-packed, horse-skinned clubs danced on the huge kettledrums. Soon the sound of the instruments died away, and a shout of exultation, a percussive 

The champion stepping onto the sand-strewn stage.
- Yas-sar! Yas-sar! Yas-sar!



Hi,

 

Before the next class post I show you how working the combat rules in this system through an example. I made a gladiator contest with the 2 classes.


1. Combat

Yassar is a lvl6 Gladiator, the local champion of the arena.

His statistics are the following:

Level: 6

STR: 16 +2
DEX:
14 +1
CON:
13 +1
INT:
10 0
WIS:
12 +1
CHA:
15 +2

Saves: Fortitude: 6, Will.: 3, Reflex: 3

HP: 52

Attack: 6 Melee: 8/3 Ranged: 7/2

Weapon specialization: Bastard Sword, Longsword 

Champion of the Arena: The Gladiator can win the sympathy of the crowd and can gain potential spirit. He must make a Perform check against 12 and it needs a whole action, so this action consumes the whole first round. Situational modifiers can be applied, for example if the crowd is hostile the mod is -4, If the roll is successful the Gladiator has +1 to the attack and +1 damage for the current contest.

Fighting style:

Dirty tricks: If the character makes +5/+10 manauver in order to trick the opponent (DM discretion needed) the opposite test difficulty is 1 class lower. So if originally the difficulty mod is +10 the test will be +5 and +5 became +0. Dirty trick affects only once in a combat.

Duel: Against single opponent the Gladiator has  +1 damage. If the duel is performed for a audience(20+ people) the character gets additional +1 attack (So the bonus is +1 attack and +1 damage). If the audience is a significant crowd (100+)  the Champion of Arena bonus is double.


Single-Weapon style: The character can choose in every turn: +1 to attack or AC or Initiative.

Great Weapon Fighting: If the character fighting with a two-handed weapon or wield one-handed with two hands, +1 extra damage taken.

Spec: +2 damage when critical.

Weapon: Bastard sword: Attack: +8/+3 Damage: 1d10+4

AC: 16 (Medium Breast Plate, Dex)

Skills:

Animal Training 7
Perform: 7
Swim: 8
Jump: 7


Level: 6

STR:17 +2
DEX:
12 +1
CON:
15 +2
INT:
11 +0
WIS:
13 +1
CHA:
7 -1

Saves: Fortitude: 7, Will: 3, Reflex: 3, 

HP: 57

Attack: 7 Melee: 9/4 Ranged: 8/3

Fighting styles:

Single-Weapon style: The character can choose in every turn: +1 to attack or AC or Initiative.
Shield+Weapon: +1 additional AC if shield wielded.


Specializations: Longsword+4, Longbow +2,

Spec: +2 damage when critical

Weapon:

*Longsword: d8+6
*Longbow: d8+2
  Dagger: d4+2


AC: 17(18) (chain shirt, dex, great metal shield)(if shield FS)


Skills:

Climb:9
Jump:9
Spot:8
Heal:8
Swim:8
Hide:4
Sneak:4


Round 1
----------

Both characters rolls init: 

Yassar: D20+1=14

Drish: D20+1=11


Yassar won the initiative, in every round he will act first and then Drish will the second.

Yassar's turn: 

He is a gladiator, so in the first round he want to use his feat the Champion of Arena. He must roll a prform check against DC12: He rolls 8, +7 perform skill=15. So he succeeded. He has got the following bonuses: 

Because of the succesful performance: +1 attack, +1 damage

Because of the duel FS: +1 attack, +1 damage (Because the audience is lower than 100 double CoA bonus is not aplied.)

Sum: +2 attack, +2 damage

Nothing else happend in this turn, the gladiator showed some strength and the people accepted and encourages him.

Drish's turn: 

Drish is a Fighter, so he can't wait immediatelly attacks. He choosed longsword+shield combo. Roll=16, Attack sum=25. Success, but not critical. Damage=1d8+6=12.

Second attack: Only 14, unsuccesful.

HP: Yassar: 40, Drish: 52.

Round 2
----------

Yassar:

Yassar feels, that his opponent is skilled and powerful, so he decide that he tries to make a tricky attack. He wants to push up his opponent. It is a +5 test, but Yassar does not suffer penalty, because of dirty trick feat. Opposite attack rolls mus be taken: Yassar: d20+6=12+6=18, Drish: d20+7=1+7=8. The difference is exactly 10, so the DM decides that Drish suffers besides the falling 1d6 extra damage. The roll is 3.

Yassar has another attack: He rolls 1, so it is also unsuccesful. Maybe the success of the +5 manauver is surprised him.

HP: Yassar: 40, Drish: 49.

Drish:

The warrior tries to stand up, he provokes an attack from the gladiator, the attack roll is 13, the damage is 7.  Now Drish can attack: Roll=12, Attack sum:21, hit. Damage: 9.

The second attack is unsuccessful again. Roll:8.

HP: Yassar: 31, Drish: 49.


Round 3
----------

Yassar:

Yassar tries to break his opponent's shield. It is a +10 manauver, but for Yassar is only +5: Roll: 16, Sum:  22. Drish's result is only 15, so the shield is broken.

Yassar makes his second attack and he earns 16, because the fighter's shield is broken it is a succes. The damage is 7.


Drish:

The fighter is angry because of the lost shield and he switches to single-weapon style. (+1 Attack) He rolls, and the first attack result is 27. Oh, its a critical hit! Damage: 11. Double damage is 22!

Second attack is only a normal hit->19, but the damage is 10. Yassar falls to the ground.


Because of the -10 rules Yassar survived the contest, the doctors saved his life, but some scars reminds him to the shame, that he suffered on that day, when a beginner arena fighter won against him.

As you can see the combat is very unpredictible, and a the combat style, the +5/+10 manauvers can change the nature of the combat. And the player creativity can be game changer somtimes besides the rolls.


Thank you for the attention! 













2021. szeptember 10., péntek

Fighter and Gladiator

Fighter

 


 


HD: D10

ATT: lvl*1

Save: Fortitude: Save1, Reflex, Willpower: Save2

Weapon use: any
Armour use: any except heavy

Skills:


1 Weapon specialization: +2 Damage 
2 Fighting Style
3 +1 Ability score, +1 Damage in case of CH
4 Weapon specialization: +2 Damage.
5 Fighting Style
6 Battle formation
7 Weapon specialization: +2 Damage.(from this level double specialization is available)
8 Fighting Style
9 +1 Ability score +1 Damage in case of CH
10 Weapon specialization: +2 Damage.
11 Fighting Style
12 +1 Ability score +1 Damage in case of CH

Battle formation: Over lvl6 the Fighter can use the expirience that is gained in the battlefield and the character can organize the allies into a battle formation. If the character commands up to 10 soldiers (their class does not matter), they get +1 Attack and +1 AC.  And if you use moral rules +1 moral check.

Weapon specialization can be selected only 2 times and over lvl7.

Fighting styles

The characters can learn several fighting styles. Fighters can learn in every 3rd level (2,5,8,11). Clerics, Thieves can learn at level 6. 9. and 12. Magic-Users can not learn to fight. Multiclass characters earn fighting styles based on each class. For example, Fig3/Thi3 character has 1 fighting style because of the Fig2 class, the next style will be learned on Fig5 or Thi6.

Single-Weapon style: The character can choose in every turn: +1 to attack or AC or Initiative.

Two-Weapon style:  If the character wields two-weapon the following options are available: Attack with left hand too, -3 to both attack (Dex bonus decrease the modifier).  Or the character can attack only with the right hand, in this case +2 is given to the melee AC. In the beginning of the turn the character can choose between the two usages of the style. The secondary weapon must be the same or smaller than the primary. Without this style, the combat modifier is -3/-6 (pri/sec)

Great Weapon Fighting: If the character fighting with a two-handed weapon or wield one-handed with two hands, +1 extra damage taken.

Shield+Weapon:  If shield wielded, +1 additional AC above the shield AC.

Brawling: Character can choose between lethal or nonlethal damage, and the unarmed damage is 1d6.

Mounted combat: At the beginning of the  combat character have to roll riding test against DC12. In case success the character has an advantage, +1 to attack and +1 AC. If the mount is battle mount it can attack also. If the character does not have the style in case of a successful Riding test the modifier is not applied, only the character does not fall off the horse. Spellcasters must make concentration test.

Blind-Fight: The modifiers changes to the following values: -2 to attack, -1 AC. Sight Based skill checks failed automatically. Without the style: -4 to attack, -2 AC.  Sight Based skill checks failed automatically.

Heavy Armor fight:  The character can wear Heavy Armor in combat. Note: In MAGUS the Heavy Armor master is the Knight class, so they will get the whole range of armor wearing ability, because they must have an advantage in combat against the other combat classes.

Gladiator

 

HD: D10+1


ATT: lvl*1

Save: Fortitude: Save1, Reflex, Willpower: Save2

Weapon use: any 

Armour use: any except heavy

Skills:


 
1 Weapon specialization: +2 Damage 
2 Fighting Style
3 +1 Ability score, +1 Damage in case of CH
4 Weapon specialization: +2 Damage.
5 Fighting Style
6 Champion of the Arena
7 Weapon specialization: +2 Damage.(from this level double specialization is available)
8 Fighting Style
9 +1 Ability score +1 Damage in case of CH
10 Weapon specialization: +2 Damage.
11 Fighting Style
12 +1 Ability score +1 Damage in case of CH

 

 Champion of the Arena: The Gladiator can win the sympathy of the crowd and can gain potential spirit. He must make a Perform check against 12 and it needs a whole action, so this action consumes the whole first round.. Situational modifiers can be applied, for example if the crowd is hostile the mod is -4, If the roll is successful the Gladiator has +1 to the attack and +1 damage for the current contest.

The fighting styles of the main class is still available for the gladiator, but they can choose from the following styles also:

Gladiator fighting styles:

Dirty tricks: If the character makes +5/+10 manauver in order to trick the opponent (DM discretion needed) the opposite test difficulty is 1 class lower. So if originally the difficulty mod is +10 the test will be +5 and +5 became +0. Dirty trick affects only once in a combat.

Duel: Against single opponent the Gladiator has  +1 damage. If the duel is performed for a audience(20+ people) the character gets additional +1 attack (So the bonus is +1 attack and +1 damage). If the audience is a significant crowd (100+)  the Champion of Arena bonus is double.


2021. augusztus 26., csütörtök

Class design principles

 Hi,

 Planned Classes

Nothing special, the base classes are the following: Fighter, Gladiator, Assassin, Knight, Thief, Bard, Cleric, Paladin, Martial Artist, Swordmaster, Witch, Warlock, Firemage, Wizard. 

 Levels

In this game as i mentioned earlier the starting level is the 3rd. So a new PC is not experienced.  That fits to the old M.A.G.U.S design pattern, because in that system starting PCs were professionals, but not seasoned. Below the 3rd level the characters are common soldiers, apprentices,etc.  

Lvl 4-6 for experienced adventurers, most of them finishes their adventurer life and settle, retire or undertake a peaceful duty. Mostly some local leader, a commander of city forces, master of a local mage guild, or  head of a temple, etc. Some of them touches the politics, but it is not general.

Those who continues the adventuring reach the lvl6 get the signiture feature, which rise them into the heroes. Between lvl7-9 the adventurer steps into the major league. Usually besides of the adventuring the characters get involved in the higher politics. 

The real unique heroes, demigods, immortals are starting at lvl10, between the lvl10-12 the characters are world famous or feared who are able to change  the destiny of a empire or a continent. Pontifexes, emperors, world leaders, arch mages, thief princes etc. can be in this level.

 


 

 

Abilities

 I do not want to change this part of the game. Classes will not affect it, only the races. There is no ability requirements also.

 

Secondary values

I want to keep the well developed trends. Warrior classes has d10-d12 HD, Rogue/Religious% classes: d8, Magic-Users: d6.  

Saves are diverse, typically the strong and high hp characters has the better grade on the Fortitude, Rogue classes are best in Reflexes, Magic-Users are the champion of the Will saving throws. Some classes has advantage on the saves, mostly the defensive, supportive classes, like cleric, paladin. It means that they have the better grade in two or three saves.

Attack value follows the Saves, warrior classes lvl*1, Rogue/Religious classes: lvl*2/3, Magic Users: lvl*1/2.
The attack of the paladin and the assassin is still undecided. Because the paladin in the original MAGUS system starting with warrior values, but the per level increment is lower because of the religious knowledge (limited divine magic, knowledge skills). So it is a knight or fighter who uses divine magic. Assassin in d20 systems is rather rogue (lower combat values, sneak attack, etc.), but in the MAGUS system it is rather warrior with rogue skills, so I will follow this scheme. Unfortunately the MAGUS system was imba and the assassin is the most powerful (besides the wizard), because of it is full warrior. Only the skillpoints are lower than the figthers, but it has free skills in exchange, but in the other hand it has damage bonus, sneak attack, some slan psi. Assasin in MAGUS is a super agent. But in this system i would correct this imbalanced situation, so my intention is that fighter, knight, gladiator must be better warrior face to face and only the backstab and other dirty tricks will compensate the difference of the combat skills.
At the martial classes I have a dilemma also. They are in the beginning  fighters with special slan psi, that boosts their combat skills. (for example: chi fighting add some combat bonus, deadly finger: HP damage with touch, etc.) So i think i will follow the Azael example and the martial class progress will be at rogue level in combat values, but they will have martial features, like the slan psi and some daily usage feat.

AC: Some feat can modify the AC, for example the unarmored Martial Artist will get AC bonus.

Alignment: D20 and MAGUS has a simple alignment system. In MAGUS you have 2 categories: order-chaos and the life/death. There is no neutral value. In this system there is no affection of  the alignment. So I can keep the old dnd alignment system. Currently this is my viewpoint.

 


Feats 

The following categories will be regarding the Features:

Class: The base package, these features describe the profession of the class. (weapon specialization, sneak attack, etc)

Combat: The feats that modify the combat values or grants new maneuvers in combat.

Social: Helps to the character deal with NPC-s, mostly active feats with daily usage. Eg.: Charm feature for the Bard.

Skill: Extra skill, or advantege on existing skill in order to show the class specialty.

Intrigue: I am planning an intrigue system, the characters will have some resource and they can indicate itrigue actions like scandals, spying, etc. through their contacts. It is optional, instead of this subsystem the DM can use flat bonuses.

Roleplay: Mostly titles, that helps to the NPC to judge the character in roleplay situation. Eg: Noble title for the Knight. Titles can be replaced if the current character background justify it. For example if  the Knight character is a member an order and not inherited the knight he is not a noble, so you have to add another title. 

 Not all category will be used and sometimes one category will be allocated more than one time exchange for another.

If you have any suggestion please let me know!

 

BR,

P

2020. szeptember 22., kedd

The M.A.G.U.S, The Most Popular Shared Fantasy World in Hungary

 Hi,

 First time here is a picture from a M.A.G.U.S supplement. The specialty of the picture, that the paladin is the former executive of the Valhalla Paholy (publisher of the M.A.G.U.S.) and his former girlfriend. :)

 

 

 

 

 

 

 

 

Short  post. I found a study about the M.A.G.U.S. and Ynev, what explains better than me the essence of the setting and its literature. Enjoy it!


https://www.academia.edu/35862420/The_M_A_G_U_S_Series_Its_Creators_and_the_Hero_The_Most_Popular_Shared_Fantasy_World_in_Hungary?email_work_card=title


BR,

P

2020. február 2., vasárnap

Playable races of D20Ynev

Hi,

In this post I show you the playable races of the basic edition of the D20Ynev. Ynev is a human focused setting, but you can find some other races in the periphery of the continent or minglinged with the humans.


Elf

In Ynev the elves are rare folks, they have two separeted nations in the north and in the south. But adventurers, merchants and other travellers can reach the human civilizitatons. In some places there are elf communes.

Elves start their career with the following  statistics modifiers and features:

Abilitiy modifier:

Dex: +2
Con: -1

They have -2 Save modifier on the Necromancy based attacks because elves are sensitive to it.

Proficiencies:

Weapon: Longsword, Longbow.

Skill: Survival.

They have a Twighlight vision.

Half-Elf

Half-elf who has a human and an elf ancestor. They are very rare, so there is no half-elf community in Ynev.

Half-elves start their career with the following  statistics modifiers and features:

Abilitiy modifier:

Dex: +1
Con: -1

They have -1 Save modifier on the Necromancy based attacks because half-elves are sensitive to it.

Proficiencies:

Weapon: Longsword, Longbow.

Skill: Survival.

They have a Twighlight vision.

Dwarf

Dwarfs are more common in the continent. They have communities almost everywhere. The largest dwarf groups lives in the Northern Allianace territories, because Tarin the dwarf kingdom is there. But you can find clans, families in the city of adventurers, in Erion.


Dwarfs start their career with the following  statistics modifiers and features:

Abilitiy modifier:

Con: +1
Cha: -1

Move: 20'

+2 Save modifier on the disease and poison tests.


They have a Night vision.

Noble Orc

Noble Orcs are magically created and bred for guarding purpose. They are not common in the ynevian realms, but if a noble orc appears it is not a surprise. They are fighters, gladiators, bodyguards usually.


Noble Orcs start their career with the following  statistics modifiers and features:

Abilitiy modifier:

Str: +2
Con: +1
Cha: -2

+2 to smell based perception tests.


They have Twighlight vision.

Humans: 

Same as in Sword and Magic. Nations in MAGUS:

Amazons: Amazon
Kyrs, Toronians:  Imperial
Korgs: Northmen with Find Tracks skill instead of Sail.
Other nations are standard human.

Standard Human modifier: +1 Skillpoint 

Some rule explanation:

Twighlight Vision: x2 sight in starlight,moonlight,with torch and in similar condition. When this vision is on, then the character can see colors.

Night Vision: 60 feet sight in darkness, it provides only black and white image.

Thank You for your attention!

BR,

P

2020. január 26., vasárnap

Sword and Magic skills in D20Ynev

Hi,

As I promised I go on the system conversation with the old skills. In this post, I show you how can you handle the original skills in the Basic/Master relation. Remember master level grants only the possibility of the skill check, it is not grant success.

Here are the skills:

Animal Training (Cha): Basic skilled animal trainer can look after common animals, but masters can handle exotic animals.

Appraise (Int): With basic skill, the character can evaluate common stuff, masters can value rare and expensive masterpieces.

Balance (Dex): Beginner rope-dancer can move on easy ground(planks, wide edges, etc.), masters can balancing almost everywhere. (eg.: thin rope)

Brew Poison (Int): Basic poison makers can make small portions of light poisons. Masters are able to make the strongest poisons.

Climb (Str): Basic: easy tracks, like a castle wall, trees, low cliffs. Masters can climb hard routes, for example, wet castle wall, well built dwarven stronghold, hard cliffs.

Concentration (Wis): Basic users have +5 DC in concentration. Masters do not suffer a penalty.

Craft or Profession (Int or Dex): Basic craftsmen can make only common items, masters have the knowledge to make rare and refined things.

Disguise (Cha): Basic user can disguise as common people, which is fit in the current situation. For example, a guard in a fortress. Masters can hide behind an uncommon mask, eg.: A merchant from Enosuke in a pyarronian ball.

Escape Artist (Dex): Basic skilled people know common knots, masters know almost every special knots.

Find and Remove Traps (Dex): As the Escape Artist, Basic: common traps, Master: exotic, magic traps.

Find Tracks (Wis): Basic trackers can find common tracks, humanoids, animals,etc. Master trackers can find exotic rare species tracks.

Forgery (Int): Basic skilled people can make common papers, arts, masters can forge exotic, rare things.

Heal (Wis): Basic healers can regain only HP, DC 8: 1d4, DC 12: 2d4, DC 16: 3D4, DC 22: 4D4. Master healers can regain vitality (see later) and critical wounds. (broken limbs, special diseases)

Hide (Dex): Basic skilled hiding men can hide in common places, for example in a shadow of the huge pillar. Masters can hide in impossible places. Eg.: behind a thin pole.

Jump (Str): Common distances for basic skilled jumpers (1-7 meters), special hard jumps for masters.

Knowledge (Int) – History, Magic, Theology, Wilderness, Plants etc.: Average everyday knowledge with basic skill, exotic, rare things for masters.

Listen (Wis): Basic users can hear sounds from normal distance, without noise. Masters can hear from far and even behind noise.

Open Locks (Dex):  Basic: Common locks, Master: special, magic locks.

Perform (Cha): Basic skilled performers can make easy performs, for example, playing a common customer in the local store. Masters can perform dramas, complex roles to scam.

Pick Pockets (Dex): Basic pickpockets can steal from common people in the crowded marketplace, masters can steal almost everything in everywhere.

Read Signs (Int): Basic: common signs, master: rare ancient and exotic writings.

Ride (Dex): Basic riders can handle average situations, for example, calm a scared horse. Masters have skills for exceptional riding situations and for exotic mounts.

Sail (Dex): Basic skilled sailors can handle the sails in everyday situations, masters are prepared for special cases, for example, magic storm, sea monsters.

Sneak (Dex): Common sneakers can avoid easy targets, for example on a rocky surfaces a sleepy guard. Masters can sneak hard targets also.

Spellcraft (Int): Basic skilled magicians have a +5 penalty on this skill.

Spot (Wis): Basic spotter can recognize easy targets, masters spots almost everything.

Stargazing (Wis) Basic skilled gazers have +5 penalty on this skill.

Swim (Str): Basic skilled swimmers can move on still easy water, masters can swim through hard obstacles, for example, whirlpool.


These are the original skills from SaM and usage in the D20Ynev. Hope you can find it useful.

Br,

P

2020. január 19., vasárnap

Sad day - In memoriam Wayne Chapman 1965-2020

Breaking post!

Wayne Chapman alias Andras Gaspar founder of the Ynev setting yesterday passed away.

"Never forget the wisdom that rights for both life principle and epitaph."


He was born in 1965, he has been involved with science fiction since the early eighties, editing fanzine as a high school student and translator as a college student. He wrote short stories for Galaktika magazine in 1985, and soon became a member of the editorial staff.

In 1989 he graduated as a history teacher at Eötvös Loránd University. In addition to his James Bond translations and reading editorial duties for the Galaktika, he was co-editor of Atlantisz Magazine.
In 1990 he published his novel Kiálts Farkast, then the Ezüst félhold blues and, under the pseudonym Ed Fisher, the Han Solo nomádjai. In 1991 he published his novel Halál havában co-written with Csanad Novák, under the pseudonym Wayne Chapman.

In the same year, he co-founded Valhalla Páholy, the main profile of which, until its dissolution in 2001, was the publication of science fiction and fantasy books. In the summer of 1993, Valhalla Páholy released the first major Hungarian-developed role-playing game, M.A.G.U.S.

In the mid-1990s, under the pseudonym Damien Forrestal, Aliens vs. He appeared with Predators and Doom, his most famous hero, and often referred to as Tier Nan-Gorduin, often referred to as "Ynevian James Bond".

He agreed with Delta Vision in 2007, and his work was published here as Wayne Chapman.

To remember him I will introduce the main part of his ynevian corpus.

His novels under M.A.G.U.S logo:

Gorduin sequence:

Halál Havában (In the Month of Death): Published in 1991. Tier nan Gorduin the famous bard travels with Alyr Arkhon the necromancer from Doran and a thief girl to the Cursed Lands to stop Orwella's manifestation.

Észak lángja: (Flames of North): Published in 1992. Tier nan Gordiin with his friends, mainly with Rosanna the wielder of the red flag of the adventurers helps the north to win the Flag War.

Csepp és Tenger: (Drop and Sea): Published in 1996, The black singer of legends Tier, begin their career as a comedian in Erion. He learns the tricks of survival from the great Haygar Brish, the passion and the mourning under Godora, the power of fear and doom in the alleys of Shulur.

Karnevál I-II. (Carnival I-II.), Published in 1997. The tired black singer in the Flag War seeks tranquility and forgetfulness at a carnival in Narva, but finds only dark passion, ancient secrets, and deadly danger in the walls of the city, built on a swamp.

Keleti Szél I-II. (Eastern Wind I-II.): Published in 1999 and 2006. In the year 3699 of Heavenly Light, at the threshold of the last century of the Seventh Age, the black singer in a Niareian monastery awakes from his dream of death. He hopes to take refuge and peace among the mountains of the Central Empire ... but instead becomes warfare in which many a select few of the power struggle to change the Prophecy, and thus the future.

Other Novels:

Két Hold (Two Moons): Published in 1994. The wildest mendemails of the 3696th year of Heavenly Light are about the beautiful adventurer, Lirian vil Sineas. Some believe she is already dead ... while others believe she has survived the Corlan hunt, but her days have been numbered: she has been overwhelmed by an evil spirit and leads her to monster inhabited cliffs of Ediomad, to the sure death.

Garmacor címere (Garmacor's Coat of arms): Published in 1999. Rudrig Ves Garmacor, a veteran of the Rage War, is bitterly returning from a pointless and bloody campaign in Gorik. The Earl of Count Cormasa is a valiant soldier and a loyal subject ... but a boar, who is in the wilderness of the world of the living and the dead, has a completely different look at Shadon, a city full of pain, betrayal, heresy and purification.

Garmacor Vére (Garmacor's blood): Published in 2011. Rudrig Ves Garmacor. Domvik's soldier, hero and victim of the wars fought on his behalf - the dreaded Boar, who kills others' demons with cold iron to finally reconcile his own. He has no home on the Crown City dens, no family other than two minions and a heretic confessor ... yet, at the behest of his mother, he goes home to find out why his brothers had to die.

There are several other short stories, but these are the most important writings. The reason of this post is, that I wanted to show you the nature of the ynevian adventures and to remember the writer who started the whole M.A.G.U.S. story.

With one quote, thank you for your attention:

"Beautiful, he whispered.
Indeed it is, the bard nodded. "But to be honest ..."
The elf smiled faintly.
- I was thinking of the moon.
- Or so.
- It is a delight to see the horizon appear in the azure nebula and roll over its designated path. He's never late, he never gives up, and when he leaves he always comes back, like a real friend. And everyone needs friends, right?"
In the Month of Death.


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!

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 ...