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Old 06-30-2017, 01:59 PM   #5
johndallman
Night Watchman
 
Join Date: Oct 2010
Location: Cambridge, UK
Default Re: Contribute Something For Yrth

The only thing I've done in Yrth is a short campaign that was essentially low-powered DF before DF was published. We had a hand-to-hand fighter a ranged fighter, a thief and a magician, whom I played.

Mushtaq is a Suni Muslim from Tredoy: he's a younger son of a Tredoy general merchant, and had talent as a mage, so went into training as a company magician. Father went spectacularly broke, and Mushtaq is trying to get cash to let him re-start. Did the Hajj at sixteen before starting mage training, to avoid complications. Considered joining the Michaelites of Cardiel, but that won't rebuild the family fortunes.

His ambitions, once Father is re-financed:
  • Cure the Pilgrim's Plague. This is difficult: one can't use magic in the Holy City, so we need to make people immune to the plague. Resist Disease only lasts an hour, and an item is way too expensive, so we need to look into this "vaccination" idea.
  • The normal to low mana line between Caithness and Megalos is moving. How about the low to none line between Caithness and the Great Desert? Ask the dwarves when and how the desert became no-mana: was this connected with the Banestorm accident?
  • Circular bays with high mana: Keyhole Bay isn't high mana, but how about that island in its centre? It's on the map, but there seems to be no common knowledge about it. One suspects it might be a Magalos base, so caution is advisable!
  • Suhad Spirits. I have a suspicion that those are neither demons nor spirits of other kinds: they're some weird kind of magical creation caused by the rituals of Sahudanese life, which seems to assume that there are spirits everywhere. Sahud is normal mana, and High in places.
  • Is "The Eternal" the way Allah has chosen to show himself to the Elves and Dwarfs of Yrth? Note that "Eternal" is used here much in the sense of "present throughout time," and one of Allah's names in the Koran is "The Ever Living." The idea that "eternal" is important to elves and dwarfs because of their long lifespans would be silly: until humans arrived on Yrth, they didn't have anyone shorter-lived to compare with, and their longer lives mean little in comparison to the vast timespan of the universe, still less Allah's eternity.

Name: Mushtaq ibu Hussain at-Tredoy al-Hajji
Race: Human

Attributes [96]
ST 9 [-10]
DX 10
IQ 15 [100]
HT 11 [10]

HP 9
Will 14 [-5]
Per 14 [-5]
FP 13 [6]

Basic Lift 16
Damage 1d-2/1d-1

Basic Speed 5.25
Basic Move 5

Ground Move 5
Water Move 1

Social Background
TL: 3 [0]
Cultural Familiarities: Christian [1]; Muslim (Native) [0].
Languages: Anglish (Accented) [4]; Arabic (Native) [0]; Latin (None/Literate) [2].

Advantages [48]
Magery (3) [30]
Magery 0 [5]
Signature Gear (3x7pt Powerstones) (6) [6]

Disadvantages [-65]
Code of Honor (Arab) (-2) [-10]
Colorblindness [-10]
Discipline of Faith (Muslim) (-1) [-5]
Honesty (9 or less) [-15]
Phobia (Technophobia) (-1) (12 or less) [-5]
Sense of Duty (Close friends & companions) (Small Group) [-5]
Sense of Duty (Ulema, primary) (Large Group) [-10]
Skinny [-5]

Quirks [-5]
Attentive [-1]
Broad-Minded [-1]
Likes fires! [-1]
Obsession (Mend family fortunes) [-1]
Responsive [-1]

Skills [37]
Animal Handling (Equines) IQ/A - IQ-1 14 [1]
Area Knowledge (Tredroy) IQ/E - IQ+0 15 [1]
Area Knowledge (Yrth) IQ/E - IQ+0 15 [1]
Axe/Mace DX/A - DX-1 9 [1]
Boating/TL3 (Unpowered) DX/A - DX+0 10 [0]
Connoisseur (Literature) IQ/A - IQ-1 14 [1]
Cooking IQ/A - IQ-1 14 [1]
Current Affairs/TL3 (Politics) IQ/E - IQ+0 15 [1]
Current Affairs/TL3 (Travel) IQ/E - IQ+0 15 [1]
Diagnosis/TL3 (Human) IQ/H - IQ-1 14 [2]
Diplomacy IQ/H - IQ+0 15 [4]
Finance IQ/H - IQ-2 13 [1]
First Aid/TL3 (Human) IQ/E - IQ+1 16 [2]
Innate Attack (Projectile) DX/E - DX+1 11 [2]
Law (Suni Islamic) IQ/H - IQ-2 13 [1]
Merchant IQ/A - IQ-1 14 [1]
Packing IQ/A - IQ-1 14 [1]
Physician/TL3 (Equines) IQ/H - IQ-2 13 [1]
Physician/TL3 (Human) IQ/H - IQ-1 14 [2]
Riding (Equines) DX/A - DX+1 11 [0]
Staff DX/A - DX+0 10 [2]
Survival (Plains) Per/A - Per-1 13 [1]
Survival (River/Stream) Per/A - Per-1 13 [1]
Tactics IQ/H - IQ-2 13 [1]
Teaching IQ/A - IQ-1 14 [1]
Teamster (Equines) IQ/A - IQ-1 14 [1]
Thaumatology IQ/VH - IQ+1 16 [2] includes: +3 from 'Magery'
Theology (Suni Islam) IQ/H - IQ-1 14 [2]
Theology (Yrth Christian) IQ/H - IQ-2 13 [1]

Spells [60]
Analyze Magic IQ/H - IQ+1 16 [1]
Apportation IQ/H - IQ+1 16 [1]
Armor IQ/H - IQ+1 16 [1]
Bladeturning IQ/H - IQ+1 16 [1]
Body-Reading IQ/H - IQ+1 16 [1]
Continual Light IQ/H - IQ+1 16 [1]
Cook IQ/H - IQ+1 16 [1]
Create Fire IQ/H - IQ+1 16 [1]
Create Food IQ/H - IQ+1 16 [1]
Create Water IQ/H - IQ+1 16 [1]
Detect Magic IQ/H - IQ+1 16 [1]
Detect Poison IQ/H - IQ+1 16 [1]
Explosive Fireball IQ/H - IQ+1 16 [1]
Extinguish Fire IQ/H - IQ+1 16 [1]
Final Rest IQ/H - IQ+1 16 [1]
Find Direction* IQ/H - IQ+1 16 [1]
Fireball IQ/H - IQ+1 16 [1]
Fireproof IQ/H - IQ+1 16 [1]
Flame Jet IQ/H - IQ+1 16 [1]
Flaming Armor IQ/H - IQ+1 16 [1]
Haste IQ/H - IQ+1 16 [1]
Heat IQ/H - IQ+1 16 [1]
Identify Spell IQ/H - IQ+1 16 [1]
Ignite Fire IQ/H - IQ+1 16 [1]
Itch IQ/H - IQ+1 16 [1]
Lend Energy IQ/H - IQ+1 16 [1]
Lend Vitality IQ/H - IQ+1 16 [1]
Light IQ/H - IQ+1 16 [1]
Major Healing IQ/VH - IQ+1 16 [2]
Measurement IQ/H - IQ+1 16 [1]
Might IQ/H - IQ+1 16 [1]
Minor Healing IQ/H - IQ+1 16 [1]
Missile Shield IQ/H - IQ+1 16 [1]
Pain IQ/H - IQ+1 16 [1]
Pathfinder IQ/H - IQ+1 16 [1]
Purify Water IQ/H - IQ+1 16 [1]
Quick March IQ/H - IQ+1 16 [1]
Recover Energy IQ/H - IQ+1 16 [1]
Resist Cold IQ/H - IQ+1 16 [1]
Resist Fire IQ/H - IQ+1 16 [1]
Seek Earth IQ/H - IQ+1 16 [1]
Seek Fire IQ/H - IQ+1 16 [1]
Seek Food IQ/H - IQ+1 16 [1]
Seek Water IQ/H - IQ+1 16 [1]
Seeker IQ/H - IQ+1 16 [1]
Sense Danger IQ/H - IQ+1 16 [1]
Sense Emotion IQ/H - IQ+1 16 [1]
Sense Foes IQ/H - IQ+1 16 [1]
Sense Life IQ/H - IQ+1 16 [1]
Shape Fire IQ/H - IQ+1 16 [1]
Shield IQ/H - IQ+1 16 [1]
Spasm IQ/H - IQ+1 16 [1]
Stop Bleeding IQ/H - IQ+1 16 [1]
Stun IQ/H - IQ+1 16 [1]
Tell Position IQ/H - IQ+1 16 [1]
Test Food IQ/H - IQ+1 16 [1]
Truthsayer IQ/H - IQ+1 16 [1]
Vigor IQ/H - IQ+1 16 [1]
Warmth IQ/H - IQ+1 16 [1]

*Islamic variant: tells you the direction to Geb’al-Din

Last edited by johndallman; 06-30-2017 at 03:38 PM. Reason: Spell variant
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