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Adapted/written by Rod Hill, edited by Daniele Och, illustrated by Peter Webb

INTRODUCTION

Often in a campaign the game master (GM) needs to account for long periods of game time passing in a short
space of real time. For example, a player may miss several sessions of play, representing weeks or months of game
time, and their character now must catch up with the rest of the party on the campaign’s timeline. Or the
characters may decide to winter in a city and resume travelling (and the GM’s next prepared adventure) in the
spring.

The GM could just give a short, quick summary of the time and assume the characters are now all together or
ready to leave the city and begin the next adventure. This article provides an alternative process, whereby the GM
and players can determine what happens over the catch-up period in a manner that provides a richer story for
each character than just ‘three months have passed’.

The system presented here is designed to be used primarily in a city, but with some modifications to the random
events table it can also be used for smaller towns or other settings.

The process is best run by the GM and players together and should only occupy a fairly short amount of time.
Whilst the process comprises a large amount of rolling dice, it is the randomness that this generates that help
develop each character’s particular story over this time as uniquely as possible.

The system is designed to generate events that have happened rather than encounters to be played out, and the
GM should make this clear to the players from the outset; in addition to developing their skills, characters may
also experience a change in fortune, for better or worse. In rare circumstances, characters can die, and players
should be comfortable with this unlikely eventuality (though the GM is of course free to ignore or change this
result).

The events generated can be provided with as much extra colour (e.g. the name of the townsperson befriended or
the type of trade goods invested in) as the GM deems appropriate. The intention is that through a combination of
decision-making and dice-rolling, the player’s character will have passed the weeks or months of game time with
an interesting story to tell (even if they are not still alive to tell it).

The process requires some light bookkeeping. The GM and player should keep track of finances, contacts (and
their Loyalty ratings), and ongoing modifiers. A sheet is provided at the end of this document to assist this.

Acknowledgements

This article is adapted from Stephen Abrams’ cities catch-up rules published in Runequest Cities (Avalon Hill,
1988). It is my hope that this adaptation honours the original work while being applicable to Harnworld.

The living costs table is adapted from Jarold W. Holland-Hibbert’s upkeep rules for Harn © 1997.
3

THE PROCESS

First, divide the amount of time elapsed into tendays. For wintering, this would typically be nine tendays, that is,
the three months of Ilvin, Navek and Morgat. For each tenday, follow the steps below in sequence. Tables referred
to are listed in alphabetical order, starting on page 6.

Step 1 – Income and expenditure


Calculate the character’s net income and expenditure for the tenday.

a. determine if the character has a job and what their salary is. If the character wants to find a job, roll on the
finding employment table (page 12).
b. use the livings costs table (page 17) to determine the costs the character needs to cover for the tenday.
c. if the character has a job or was successful in finding a job, then roll on the savings table (page 27) to see how
much money they have left over to cover their costs for the tenday.
d. if they do not have enough money to cover their costs, then roll on the living without money table (page 18).

Step 2 – Random event


Roll 1d100. On 01–50, nothing happens this tenday: proceed to step 3. On 51–00, roll on the random events table
(page 23); after resolving the event, proceed to step 3.

Step 3 – Gambling
If the character wishes, they may roll once on the gambling table (page 14).

Step 4 – Purchase goods


If the character wishes, they may purchase any goods using available price lists.

Step 5 – Training and practice


As outlined in SKILLS 7, a character receives 30 Skill Maintenance Points (SMPs) per month for solitary study or
practice, which equates to 10 SMPs per tenday. The character is therefore entitled to one Skill Development Roll
per tenday (assuming one hour of practice or study per day).

In addition, a character may seek a trainer (someone with at least 20 points higher ML) in this city and agree
financial terms. If they are receiving tuition, the character may make an additional Skill Development Roll in the
skill being trained. Finally, if the character is in employment under the tuition of a master (or equivalent), they
gain a skill check in that skill. Note that it is unlikely a character will have time for a full-time job, an hour of
practice and tuition from a trainer.

Step 6 – Investments
If the character has investments (generated through a random event), roll on the investments table (page 15) for
the result of each active investment.

Step 7 – Religious devotion


Award Piety Points (PP) for religious devotion as follows. The GM may apply a bonus for auspicious periods,
such as feasts.

Occasional prayer – 30% chance of 2 PP


Regular prayer/occasional mass – 2 PP and a 30% chance of a further 1d6 PP
Regular prayer/regular mass – 1d10 PP
Fervent adherent/Priest – 1d20 PP
Priest active in temple – 10+1d20 PP

Step 8 – Psionic episodes


For characters with either dormant or active psionics, check for psionic episodes. First, roll against ML of any
dormant psionics. If the result is less than ML, the character has a psionic episode – see PSIONICS 5–8 for the
outcome. If the result is CS, then the character also gains a skill check for that psionic (which may in time slowly
become active). Then roll against ML of any active psionics. As above, if the result is less than ML, a psionic
episode occurs, but no skill checks are otherwise made. Note that active psionics can be improved with
meditation or use (see PSIONICS 3).
4

Step 9 – Healing
As per PHYSICIAN 2, make two healing rolls for the tenday if required. Characters may pay for medical assistance
from a physician.

Note: At the beginning of each month the GM may use the regional RANDOM EVENTS table (CAMPAIGN 6) to apply
background and colour to the catch-up rolls. For example, a poor harvest could result in high prices.

Example: Borlik the mercenary

In each of the following tables, an example is given as an aid to explanation. The examples follow the adventures
of Borlik, a mercenary from Kaldor who is wintering in Shiran.
5

THE TABLES

Befriending people...............................................................................................................................................................6

City modifiers.......................................................................................................................................................................9

Crime and punishment......................................................................................................................................................10

Finding employment.........................................................................................................................................................12

Gambling............................................................................................................................................................................. 14

Investments......................................................................................................................................................................... 15

Living costs..........................................................................................................................................................................17

Living without money.......................................................................................................................................................18

Marriage proposals............................................................................................................................................................19

Offending people................................................................................................................................................................20

Random events...................................................................................................................................................................23

Savings................................................................................................................................................................................. 27

Severe consequences..........................................................................................................................................................28

Townsperson....................................................................................................................................................................... 29
6

BEFRIENDING PEOPLE

1d100 Person Result Conviction


roll modifier

01–25 Townsperson Roll on the townsperson table (page 29) to determine +1%
who you’ve befriended. Add them to your contacts list
with a Loyalty rating of 20+1d50.

26–36 Current contact From your current contacts randomly determine who +2%
you’ve improved your friendship with and add 10 to
their Loyalty score. If you have no contacts in this city,
treat this result as 01–25.

37–45 Employer or If you are employed your employer provides you a +5%/+2%
trainer bonus of 1d10 days’ salary.

If you are studying or training you receive a bonus


check in the skill you are learning as your tutor pays
special attention to your training.

If you are neither employed nor receiving tutelage,


treat this result as 01–25.

46–50 City official Add the official to your contacts, with a Loyalty rating +10%
of 10+1d50. There is a 40% chance you save 1d20
pennies (reduced tolls, bribes, etc.)

51–53 Noble or You have befriended someone of noble birth and/or +10%
patrician high status. Add them as a contact with a Loyalty
rating of 10+1d50.

In addition, roll 1d6:


1: no further benefits
2–3: +15 to future marriage rolls
4–5: you are offered employment as a retainer
6: you are given a present. Roll another 1d6:
1–2: 1d100 pennies
3: gem/jewellery (max. worth 500p)
4–5: weapon/armour
6: potion
54–59 Lia-Kavair or Add as a contact with a Loyalty rating of 10+1d50. +1%
other criminal
In addition, roll 1d6:
1: no further benefits
2–3: you are given a stolen item to ‘look after’ for
1d6 tendays. There is a 10% chance each
tenday (not cumulative) that authorities find it
and accuse you of larceny with a 75% chance of
conviction (apply modifiers).
4–5: you may cancel one incident of future theft of
possessions or mugging.
6: There is a 40% chance you are protected and
my cancel one severe consequences result.
Note: If moral characters reject criminal friendship or
items, then there is a 20% chance criminal is offended
instead (see result 54–59 of the offending people table,
page 20).
7

60–64 Special Roll 1d4: 1–2: +5%


1–2: A rumourmonger spreads flattering tales about 3: +1%
you. Add 20% to any future marriage rolls. 4: +1%
3: A storyteller exaggerates stories of your
adventures. Add 10% to any future marriage
rolls.
4: An entertainer popularises you in a song or
play. Add 15% to any future marriage rolls.
65–71 Landlord Roll 1d6: +2%
1–2: you are not charged rent for 1d3 tendays.
3–4: your rent is reduced by 10%.
5–6: your rent is reduced by 1d5x10%.
72–77 City guard The guard becomes a contact with a Loyalty rating of +5%
10+1d50%. In addition, if you are not a noble roll 1d6:
1–2: no further benefits.
3–4: you are charged half the usual toll for entering
the city, and you can bring in items you
otherwise wouldn’t be able to.
5–6: you are offered a chance to enlist in the city
watch by an officer.
78–82 Temple or Roll 1d100: +1%
religious 01–49: you have befriended a priest of the deity you
follow. The priest blesses you. Increase piety
by 1d10. The priest becomes one of your
contacts with a Loyalty rating of 20+1d50. In
addition, there is a 10% chance of receiving the
effects of a beneficial invocation, if one exists
(e.g. a free healing invocation).
51–90: you have befriended a priest of a deity you
don’t follow (and who is not proscribed). The
priest becomes a contact with a Loyalty rating
of 10+1d50. There is a 5% chance this
friendship persuades you to follow the deity (if
within range of your morality).
91–99: you have befriended the most senior priest in
the temple of the deity you follow. The priest
becomes one of your contacts with a Loyalty
rating of 20+1d50. In addition, there is a 20%
chance of receiving the effects of a beneficial
invocation, if one exists.
00: you have befriended a demigod of the deity
you follow, who is travelling incognito. You
receive 1d100 piety. In addition, there is a 20%
chance of divine intervention to cancel any one
negative event and a 10% chance the demigod
teaches you a random invocation.
83–92 Key NPC or Use city locations to randomly determine a location or +1%
location establishment where you have befriended someone
(usually a listed NPC). They become a contact with a
Loyalty rating of 20+1d50.

If the location is a tavern or inn you are given free


drinks there for 1d12 tendays.

If the location is a commercial establishment you


receive a 25% discount on goods and are offered a job
if you have a skill useful to that business.

93–00 Offended Remove any permanent effects from one previously +0%
8

person offended person. If you have not previously offended


anyone, then change one ‘enemy’ contact to
‘unfriendly’. Otherwise, treat this result as 01–25.

Example

A random event roll indicates that Borlik has made a new friend. He rolls 85 on the befriending people table – key NPC or
location. Noting from the Shiran article that there are eight districts in the city, the GM decides to roll 1d8 to select one of
them and then randomly determines one of the numbered locations within it. The result is that Borlik has befriended the
mercantyler/slaver Herth of Xyrin, with 45% loyalty (roll of 25+20). Borlik’s new friend runs a commercial establishment,
so Borlik is offered a 25% discount on the purchase of a pleasure slave and offered a job as a guard.
9

CITY MODIFIERS

The city in which the character is located during the tenday process can affect the outcome of a random event.
Where an event indicates that a city modifier needs to be applied, consult the table below. Cities with
detrimental orientations reduce the chance of a beneficial outcome and increase the chance of a detrimental
outcome by the amount shown, and vice versa for cities with a beneficial outcome.

City Orientation Modifier

Golotha Detrimental 10

Coranan Detrimental 5

Tashal Neutral 0

Shiran Neutral 0

Burzyn Neutral 0

Geldeheim* Neutral 0

Thay Beneficial 5

Cherafir Beneficial 5

Aleath Beneficial 10

* If the character is Jarin, treat as detrimental with a modifier of 10.


10

CRIME AND PUNISHMENT

First roll on the crime category sub-table to determine the type of crime, then on the relevant table for that
category to determine the specific crime accused of and the subsequent punishment if found guilty.

The tables below only give the general punishment. Further details, such as the amount of fine or length of
stay in a pillory, are left to GM discretion, as these will vary. In addition to the punishment received, the
character also loses their job.

Crime category

1d100 Crime category

01–40 Social

41–80 Economic

81–90 Privilege

91–99 Temple

00 State

Crime and punishment

Social

1d100 Crime Punishment* (roll 1d6)

01–28 Slander 1–3: restitution, 4–5: fine, 6: imprisonment

29–59 Battery 1–3: restitution; 4–5: pillory; 6: flogging

60–74 Obscenity 1–3: pillory; 4–5: imprisonment; 6: death by stoning

75–80 Abduction 1–3: restitution; 4–5: fine; 6: imprisonment

81–90 Rape/adultery 1–2: flogging; 3–4: restitution; 5: castration; 6: death by stoning

91–96 Manslaughter 1–3: restitution; 4–5: fine; 6: imprisonment

97–99 Murder 1–3: restitution,; 4: fine; 5–6: hanging

00 Cannibalism Death by starvation or burning

* In Tharda and Rethem being sent to the Pamesani games is a common alternative to any punishment.

Economic

1d100 Crime Punishment (roll 1d6)

01–45 Larceny 1: pillory; 2: restitution; 3: fine; 4: flogging; 5: imprisonment; 6:


hanging

46–61 Tax evasion 1–3: fine; 4: pillory; 5: flogging; 6: death

62–71 Smuggling 1–3: fine; 4–5: imprisonment; 6: hanging

72–84 Breach of guild 1–3: confiscation; 4: fine; 5: restitution; 6: banishment


privilege

85–91 Forgery/fraud 1–2: fine; 3–4: restitution; 5: imprisonment; 6: death

92–95 Piracy/highway 1–2: fine; 3–4: imprisonment; 5–6: death


robbery

96–00 Poaching 1–2: fine; 3: flogging; 4: branding; 5: banishment; 6: hanging


11

Privilege

1d100 Crimes Punishment (roll 1d6)

01–60 Breach of rank 1–3: flogging; 4: imprisonment; 5: branding; 6: death

61–83 Abuse of trust 1–3: loss of office/title; 4: imprisonment; 5: branding; 6: death

83–00 Obstruction of justice 1–2: pillory; 3–4: fine; 5: imprisonment; 6: hanging

Temple

1d100 Crime Punishment (roll 1d6)

01–44 Blasphemy 1–4: scolding; 5–6: removal of the tongue

45–60 Breach of temple 1–4: flogging; 5: burning; 6: impalement


privilege

61–77 Desecration 1–3: flogging; 4–5: branding; 6: Death

78–90 Heresy 1–4: mutilation; 5: burning; 6: impalement

91–00 Witchcraft* Burning

* not enforced in Tharda or Rethem

State

1d100 Crimes Punishment (roll 1d6)

01–60 Rebellion 1–2: loss of property/title; 3–4: banishment; 5–6: death

61–82 Treason 1–3: banishment; 4–6: death

83–00 Regicide Death after torture

Example

Borlik has been accused of a crime (having rolled 26 on the random events table). He first rolls 33 on the crime category
table – a social crime – then 24 on the social crime table, showing that he has been accused of slander. As stated on the
random events table (result 24–29), Borlik has a base chance of 60% of being acquitted. Being from Kaldor reduces Borlik’s
chance of acquittal (foreign but from Harn, –5), and being unguilded reduces it further still (–10). Shiran is not known for
being especially corrupt or just (neutral, according to the city modifiers table, +0), but Borlik does make a convincing case in
his defence (MS Rhetoric roll, +5) and calls on a local citizen as a character witness (befriending a townsperson, +1). In total
then he has a 51% chance of being acquitted. The GM rolls 60, so Borlik is found guilty. The GM then rolls 3 on 1d6 to
determine that as punishment Borlik has to pay restitution to the slandered party. The GM decides on 24d, but Borlik also
loses his job as a mercantyler’s guard.
12

FINDING EMPLOYMENT

If you desire employment, determine your modifiers and then roll on the table to determine the type of
employment opportunity available, if any. Depending on the result, there may be additional steps to follow to
determine the type of job and whether you are successful in getting it.

The roll on the table represents the only opportunity for work you find this tenday. If you do not have the
relevant skills for the type of job rolled, then you have found no suitable employment.

If you are successful in gaining employment, use the INCOMES table (CHARACTER 13) to determine how much
you make per tenday (noting that salaries listed on the INCOMES table are for masters).

Note: Priests, Shek-Pvar and knights can roll on the alternative table below if there is an appropriate temple,
chantry or authority they can seek employment with.

Modifiers
Social class: Serf/slave: –10; Unguilded: –5; Guilded: +5; Noble: +10
Birth rank: First child: +5; Bastard child: –5
Other: Read/write skill: +5

1d100 Result

01–20 No jobs are available for you this tenday.

21–35 Temporary work as a labourer or servant for 1d3 tendays is available. You are
automatically hired for this, if you wish. There is a 20% chance that accommodation is
provided.

36–45 A specific unguilded job is available.

1. Roll on the OCCUPATION GENERATION table (CHARACTER 14) to determine the type of
job (ignoring results that have urban % less than 30).
2. Consult the OCCUPATIONAL SKILLS table (CHARACTER 15) to find the first-listed skill
for that job. If you have that skill at ML 25+ then you may apply by making a
Rhetoric roll. Characters with ML 25–40 will need CS to be hired; those with ML 41–
55 will need MS; those with ML 56–70 are automatically hired (no roll required).

46–52 A specific guilded job is available.

1. Roll on the OCCUPATION GENERATION table (CHARACTER 14) to determine which


guild (ignoring results that have urban % less than 30).
2. If you are a member of that guild you are offered a post at the appropriate level.
3. If you are not a member of that guild consult the OCCUPATIONAL SKILLS table
(CHARACTER 15) to find the first-listed skill for that job. If you have ML 40+ in that
skill you have a 10% chance of being accepted into the guild at the appropriate level
(ML 60+: +10, CS Rhetoric: +10; MS Rhetoric: +5; for every 100d bribe: +5).

53–64 A general unguilded job is available.

1. Consider what skills you have at ML 25+ that match the first-listed skill of any type of
unguilded profession on the OCCUPATIONAL SKILLS table (CHARACTER 15). If you
have more than one applicable skill, choose one randomly. This is the job type
available. If you have no applicable skills, you do not find work this tenday.
2. You may apply for this job by making a Rhetoric roll. Characters with ML 25–40 in
the applicable skill need CS to be hired; those with ML 41–55 need MS; those with
ML 56–70 are automatically hired (no roll required).
13

65–72 A general guilded job is available.

1. If you are a member of a guild you are offered a post at the appropriate level.
2. If you are not a member of a guild, consider what skills you have at ML 40+ that
match with the first-listed skill of any guilded profession on the OCCUPATIONAL
SKILLS table (CHARACTER 15). If you have more than one applicable skill, choose one
randomly. This is the job type available. If you have no applicable skills, you do not
find work this tenday.
3. You have a 20% chance of being accepted into that guild at the appropriate level (ML
60+ in applicable skill: +10; CS Rhetoric: +10; MS Rhetoric: +5; for every 100d bribe:
+5)

73–00 A job that suits your profession or skill set.

1. Consider what skills you have at ML 50+ that match the first-listed skill of any
profession on the OCCUPATIONAL SKILLS table (CHARACTER 15). If you have more than
one applicable skill, randomly select one. This is the type of job available. If you do
not have any applicable skills, you do not find any work this tenday.
2. If it is an unguilded profession, you are automatically hired.
3. If it is a guilded profession, but you are not a member of that guild, there is a 25%
chance of being accepted into that guild at the appropriate level (ML 60+ in the
appropriate skill: +10; CS Rhetoric: +10; MS Rhetoric: +5; for every 100d bribe: +5).

Priests, Shek-Pvar and knights alternative table

1d100 Result

01–20 No jobs are available for you this tenday.

21–40 No jobs are available for you this tenday, but you are offered accommodation.

41–60 A low-rank position is obtained.

61–80 A standard-rank position is obtained.

81–95 A superior position is obtained.

96–100 A superior position is obtained with a bonus (e.g. a new invocation, spell, weapon or
armour is provided)

Example

After recently losing employment Borlik is looking for a job in Shiran. Borlik is an unguilded freeman (–5), but he can read
and write (+5), so his total modifier is +0. The first roll of 43 determines that the only job on offer he can find is a specific
unguilded one. The GM rolls on the unguilded section of the OCCUPATION GENERATION table, under the Imperial column,
and the result of 84 indicates that the job offer is for a legionnaire/guardsman. Consulting the Military Occupation Skills
table (Character 27), the GM further decides that the job is specifically for a light footman, for which the first listed skill is
Spear. Luckily for him, Borlik has served as a mercenary and has an ML in Spear above 56. Borlik, therefore, doesn’t have to
make a Rhetoric roll and is automatically hired. The GM decides that Borlik has been offered a job as the guardsman to a local
mercantyler. Consulting military wages, the GM tells Borlik he is receiving 30d a month in pay.
14

GAMBLING

You may gamble with any amount of money up to your total cash in hand (that is, not including money in
goods and property). This is a single roll each tenday and represents the results of gambling for the entire
period.

On all winnings there is a chance equal to 1% per 100d won (to a maximum of 90%) that you will be accused of
cheating: see the entry for result 01–09 on the following table. If this occurs, you may leave town the following
tenday, forfeiting all winnings but not your original bet, or you can stay in town, keeping 1d100% of the
winnings and risk a 60% chance of rolling on the severe consequences table (page 28). In addition, if at any
time you win 1,000d or more in a single tenday, you get a reputation and will not be allowed to gamble in this
particular city for another 1d12 months. There may be restrictions on amounts bet depending on the city and
establishment.

Modifiers: INT 3–5: –10; INT 6–8: –5; INT 13–16: +5; INT 17–18: +10 (note that these modifiers cannot be used
to obtain a result higher than 95; that is, results of 96–99 and 00 can only be obtained by a natural roll)

1d100 Result

01–09 You lose your bet and are accused of cheating. You must leave town for 1d10 tendays or
there is a 60% chance (modified by city) that you must roll on the severe consequences
table (page 28). If your bet was a shilling (12d) or under then the 60% chance is of only of a
M1 wound to a random hit location.

10–24 You have lost double your bet. If you can't or won’t pay this amount then you can choose
either to:

a) lose your job (if any) and be run out of town for 1d4 tendays;
b) risk a 40% chance of having to roll on the severe consequences table (as in 01–09
above).

25–39 You have lost your bet.

40–64 You break even.

65–79 You win an amount equal to half your bet (e.g. if you bet 12d, you win 6d).

80–89 You win an amount equal to your bet.

90–95 You win an amount equal to four times your bet.

96–99 You win an amount equal to ten times your bet.


(natural)

00 You win an amount equal to one hundred times your bet


(natural)

Example

Borlik decides to go gambling at the local tavern. Borlik has INT 13, so gets +5 to the roll. He bets 10d in a game of dice, and
rolls 27 (modified to 32) – a lost bet. The next tenday he tries again and onces more bets 10d. This time he rolls a modified 86,
winning 10d (thus winning back what he lost last tenday). On the final tenday of the month, the result is 71 – Borlik wins
again, but only 5d this time.

The next tenday, Borlik decides to bet all his available coin of 50d. But he is not so lucky: a result of 22 means a loss of 100d,
which he can’t pay. Borlik can either lose his job as a guardsman and leave town for a few tendays or risk a severe
consequence. Borlik can’t afford to lose his job, so he opts for the latter. There is a 40% chance of a severe consequence, and
unfortunately the GM rolls 10! A roll on the severe consequences table sees Borlik end up with a fractured (S2 Blunt)
forearm – lucky considering. Borlik decides to give up gambling.
15

INVESTMENTS

This table is used as a result of a random event or when directed to from the savings table. You are only
required to use this table for existing investments. Starting new investments is always optional. From random
events you can invest any amount of pennies up to your total cash in hand, that is excluding any money tied
up in goods or property.

Whenever this table is used for a new investment, there is a 10% chance that the whole thing is a con. After
indicating how much money you are investing, but prior to rolling on this table, check to see if the investment
is a sham. If it is, you lose all the money that you invested.

If the investment is not a con, then it begins with a return rate of 0%. Roll on the table this tenday and, if the
investment is not lost, note any changes to the return rate. Roll each subsequent tenday that you retain the
investment. Changes to the return rate of the investment are cumulative and, unless otherwise indicated by
the GM, pay out as cash each tenday (unless the result of the roll indicates that you receive no returns).

When a character has more than one active investment, roll separately for each investment.

Modifiers: INT 3–8: –20; INT 13–17: +2; INT 18: +5

1d100 Result

01–06 Bankruptcy: you lose this investment.

07–09 Your investment is failing. You can either:

a) lose the invested money and any returns due this tenday;
b) fight to save 1d100% of the investment, but in doing so risk a 25% chance of being accused
of an economic crime, and a separate 25% chance of offending someone. If either happens,
the investment is lost. A successful RHETORIC roll reduces the chances (MS –5%; CS –10%;
CF +5%). Choosing this option means no returns are paid this tenday.

08–11 Your investment is threatened by competitors. You can either:

a) lose the investment and any returns due.


b) if you have a thief as a contact, test the contact’s Loyalty and pay 100d to intimidate the
competition. There is a 1d4x10% chance of this failing, in which case you are back to
original choices minus the payment. Choosing this option means no returns are paid this
tenday.
c) take matters into your own hands. There is a 1d5x10% chance that you must roll on the
serious consequences table (page 28), and that you fail to protect the investment.
Choosing this option means no returns are paid this tenday.

12–14 Your investment falls on hard times. No returns are paid this tenday and you take –20% to next
tenday’s roll.

15–25 Business is slow. The return rate remains the same, but if it is >0% no returns are paid this tenday.

26–75 Your investment is maturing. You are paid any returns due this tenday, but the return rate remains
the same.

76–80 The return rate increases by 5%, and you are paid returns at the new rate.

81–85 As per 76–80, plus you have the opportunity to work for the mercantyler in question. You cannot
lose this job as long as you maintain the investment. If the investment is liquidated it becomes a
normal job (which you can lose due to other factors, e.g. being accused of a crime).

86–90 As per 76–80, plus you can sell out your investment for its value plus 1d100% (that is, 101%–200%
of your investment).

91–93 The return rate increases by 10%, and you are paid returns at the new rate.

94–96 You must liquidate your current investment for 1d3 times its value.

97–98 You are offered 1d6 times your initial investment. You can roll for the offer before accepting.
16

99 Choose one of the following:

a) as per 91–93, plus and add 10% to rolls on this table for the next 10 tendays;
b) you receive an offer to buy out your investment for 1d20 times its value. You must decide
before rolling

00 You can reinvest up to the original amount in this investment, and still maintain the same return
rate (if any). This potentially doubles your tenday profits. If your return rate is 0%, treat this result
as a new chance to invest (as per result 58–67 on the random events table, page 24).

Example

In the first tenday of his winter in Shiran, Borlik is presented with an investment opportunity and he decides to put up 100d.
First the GM rolls to see whether Borlik is being conned. Luckily he isn’t, so Borlik next rolls on the investment table,
adding +2 to the roll for his INT 13.

The first roll on the table is 31: the investment is maturing but the return rate, which started at 0%, doesn’t increase, so
Borlik receives no return this tenday. The next tenday another roll is made, with the result of 40 meaning the investment is
still maturing and the return rate remains at 0%. Another two tendays pass with the same result, so after over a month,
Borlik still has no return on his 100d investment.

In the next tenday, Borlik finally rolls higher: 91. The return rate increases to 10% and Borlik is paid 10d in cash this
tenday. The following tenday the result is again 40 – the return rate once again remains steady at 10%, so Borlik again
receives 10d.

The next tenday’s result is 24, so while the return rate remains at 10%, Borlik does not receive 10d. Rolling 50 the following
tenday, Borlik receives another 10d while the return rate remains unchanged. The winter is nearly over, and Borlik has
received 30d back from his initial investment of 100d.

Unfortunately for Borlik, the final tenday’s result is 05 – the investment is lost. After three months, Borlik has just 30d in
returns, a loss of 70d. As an explanation, the GM decides that Borlik’s investment was to help finance a caravan that, after
some initial profitable selling, was later attacked and lost (or so Borlik was told).
17

LIVING COSTS

Use this table to determine the character’s cost of living for the tenday. First, choose one of four standards of
living for your character: thrifty, standard, superior or extravagant. Thrifty indicates, for example, sleeping in
the common room of a cheap inn and eating pottage, while extravagant would indicate, say, a private room
with a window in a well-regarded inn and eating roast duck with all the trimmings.

Then, determine the cost incurred for the tenday according to whether the character is living off their own
means (and whether that includes paying for their accommodation) or is working for a living (and whether
that is with or without board included).

For characters living off their own means, the cost shown includes day-to-day expenses: accommodation (if
not provided), food, drink, taxes and tolls, upkeep of clothing and equipment, and the like.

For characters working for a living, it is assumed their salary covers their basic needs (food, drink, taxes and
tolls, and upkeep), and therefore the only cost shown is for accommodation. (Thus characters who are working
in jobs with board included incur no cost as such, though they still choose a standard of living, which will
modify the roll on the savings table, and may modify other rolls.)

The categories are broad for ease of use; GMs may wish to work out specific costs based on the host city.

Standard of Living off own Living off own Working for a Working for a
living means; paying for means; not paying living; paying for living; not
board for board board paying for board

Thrifty 15d 10d 5d –

Standard 25d 15d 10d –

Superior 85d 25d 60d –

Extravagant 120d 40d 80d –

Example

While wintering in Shiran, Borlik decides to live thriftily. He has a job as a guard, which provides most of his necessities, but
no accommodation. Borlik needs to spend 5d per tenday to cover sleeping in the common room at the inn.
18

LIVING WITHOUT MONEY

Roll on this table if you have no money and no job. A priest has a 90% chance of being housed and fed in a
temple of his deity, but each tenday there is a 10% chance of being sent away to another temple. Arcanists
have a 50% chance of being housed temporarily by the Guild of Arcane Lore for that tenday (roll for each
tenday).

Modifiers
Attributes: INT 6–: –5; INT 7–8: –2; INT 13–14: +2; INT 15–16: +5; INT 17–18: +10
Social class: Serf/slave: –5; Unguilded: –2; Guilded: 0; Noble: +5

1d100 Result

01–10 Starving, you sleep rough and take to begging. There is a 50% chance of losing 1 STA. Lost
STA is gained back at a rate of 1 per tenday per living level (e.g. 1 for thrifty; 3 for superior).

11–25 You begin to beg. Test Rhetoric or Oratory; failure means there is a 50% chance of losing 1
STA (as above).

26–40 You may roll against your contacts’ Loyalty score to be put up for this tenday. Subsequent
rolls against the same contact are at –5 (cumulative). If you have no contacts, treat this result
as 11–25 above.

41–65 You are pressed into labouring and must serve one tenday. If slavery is active in the city there
is a 20% chance an unscrupulous overseer sells you into slavery (if not legal in this city, there
remains a 3% chance you are smuggled off to somewhere where it is).

66–80 If you have martial skills you are given the opportunity to join the military. Others roll again.

81–90 You are taken in by strangers or a temple for this tenday only. You may not stay for
additional tendays unless you roll this result again.

91–97 You find 1d50 pennies, which you can use to support yourself or keep and roll again on this
table.

98–00 A wealthy patron takes you in. He or she gives you your own room and an allowance of 1d50
pennies per tenday. Each tenday there is a 25% chance that the relationship is severed.

Example

Borlik finds himself living with no money after some horrendous gambling experiences. Borlik has INT 13 (+2) and is an
unguilded freeman (–2), so his total modifier is +0. He rolls 07, so this tenday Borlik finds himself starving and sleeping
rough. A further roll determines he temporarily loses 1 point of STA.

The next tenday, Borlik is still on the streets. This time he rolls 21; Borlik is begging and needs to succeed at a Rhetoric or
Oratory check or again there’s a 50% chance of losing STA. Unfortunately, Borlik fails his Rhetoric check and then
subsequently rolls that he does lose 1 STA.

On the third tenday, and still without a place to live, Borlik rolls 30: he can try his contacts. Borlik knows a mercantlyer,
who agrees to put him up for this tenday (Borlik rolls 13 against the contact’s loyalty of 51%).

The next tenday Borlik is successful in finding employment, so no longer needs to roll on the living without money table.
Living thriftily, Borlik takes two tendays to recover the STA he lost.
19

MARRIAGE PROPOSALS

To determine the type of marriage on offer, first determine modifiers, then consider the character’s social class
and roll to determine the social class of the potential partner. Then determine the possibility of a dowry/gift
and the amount. If the marriage is accepted the time to the wedding is determined.

Modifiers

Attributes: APP 9–: –5; APP 12+: +5


Birth rank: First child: +5; Bastard child: –5
Other: Lovecraft skill: +5; Modifier from offended or befriended results: as listed; Bad reputation: –5

Social class of proposer

Character’s social class

Serf Unguilded Guilded Noble

Serf 01–80 01–60 01–20 –


Class of
marriage Unguilded 81–90 61–86 21–59 01–03
proposal
Guilded 91–00 87–99 60–97 04–10

Noble – 00 98–00 11–00

Dowry/gifts

Class of Chance of Size


marriage dowry/gifts
proposal

Serf 20% 1d10x10d

Unguilded 35% 1d10x30d

Guilded 60% 1d10x50d

Noble 90% 1d100x240d

Time until the wedding

Background Time until the wedding

Serf 1 tenday

Unguilded 1d4 tendays

Guilded 1d6 tendays

Noble 2d10 tendays

Example

Borlik has somehow received a marriage proposal. The only modifier is –5, due to Borlik’s APP 7. The roll is made on Borlik’s
social class of unguilded. The result of 30 indicates that marriage proposal he receives is that of the daughter from a family of
serfs who have come to market. A further roll (against 20%) indicates there is no dowry, and the wedding would take place
next tenday.
20

OFFENDING PEOPLE

1d100 Person Result Penalty to


conviction
rolls
01–25 Towns- Roll on the townsperson table (page 29) to determine who –1%
person you’ve offended. There is a 20% chance the offended
townsperson becomes an enemy on your Contacts list.
26–36 Current From your contacts randomly determine who you’ve offended. –2%
contact Reduce their Loyalty score by 10. If this takes it below zero, they
become an enemy.
If you have no contacts in this city, treat this result as 01–25.
37–45 Employer/ If you are employed there is a 20% chance you lose your job. If –5%/–2%
trainer not, your pay is reduced by 1d5x10% for a month.
If you are studying or training, your tutor refuses to work with
you further, and their Loyalty level is reduced to ‘unfriendly’
level on the contacts list.
If you are not employed or receiving tutelage, treat this result as
01–25.
46–50 City official There is a 20% chance the offended official becomes an enemy. –10%
In addition, there is a 20% chance you have to pay a fine of
1d100 pennies or spend a tenday in prison and lose your job.
51–53 Noble or You have offended someone of noble birth or high status. There –10%
patrician is a 10% chance they become an enemy.
In addition, if you are not yourself of noble birth, then roll 1d6:
1: no further consequence.
2–3: you must pay a fine of 1d50% of your disposable wealth
or spend 1d3 tendays in prison.
4–5: you are accused of breach of rank. See the privilege sub-
table of the crime and punishment table (page 10).
6: roll on the severe consequences table (page 28).
54–59 Lia-Kavair There is a 30% chance the offended criminal becomes an enemy. –1%
or criminal In addition, roll 1d6:
1: no further consequence.
2–3: there is a 40% chance you are robbed of your purse of
carried coin.
4–5: there is a 40% chance your abode is burgled; 1d3 items of
value are stolen.
6: there is a 40% that you must roll on the severe
consequences table (page 28).
Percentage rolls are modified by city modifiers (page 9).
60–64 Special Roll 1d4: 1. –5%
1: A rumourmonger spreads slander about you. Subtract 2. –1%
25% from any marriage rolls for the remainder of this 3. –0%
process. 4. –1%
2: A storyteller starts telling unflattering stories that are
obviously about you, though they don’t explicitly name
you. Subtract 10% from marriage rolls.
3: A beggar curses you. There is a 10% probability it is a
real curse (see curse invocation in BARBARIANS 11 for
effects).
4: An entertainer satirises you in a song or play. Subtract
20% from marriage rolls.
65–71 Landlord Roll 1d6: –2%
1: you are evicted immediately.
2–4: you are required to leave in 1d3 tendays.
5–6: your rent increases by 1d5x10%.
21

72–77 City guard There is a 10% the offended guard becomes an enemy. If you are –5%
not a noble, roll 1d10:
1–5: A bribe of 1d20d is required to avoid being locked up for
a tenday.
6–7: You are beaten up. Suffer one S2 blunt wound to a
random hit location.
8–9: You are accused of a crime. Treat this result as entry 24–
29 on the random events table.
10: You are made to carry out an unpleasant task. Subtract
10% from any marriage rolls for the remainder of this
process.
78–82 Temple or Roll 1d100: –1%
other 01–49: You have offended a priest in a temple of the deity you
religious follow. Lose 1d10 piety. There is a 10% chance that the
offended priest becomes an enemy. In addition, there is a
10% chance of being accused of a temple crime (see the
crime and punishments table, page 23).
51–90: You have offended a priest at a temple of a deity you
don’t follow. There is a 20% chance of the offended priest
becoming an enemy. In addition, there is a 20% chance of
being accused of a Temple Crime.
91–99: You have offended a priest of a proscribed or secret
religion. There is a 30% chance of the offended priest
becoming an enemy. In addition, there is a 30% chance
that you must roll on the severe consequences table
(page 28).
00: You have offended a demigod travelling incognito.
Randomly determine the major deity the demigod
belongs. If it is the deity that you follow, the demigod
issues some form of curse or penance retribution.
Otherwise you are plagued with disturbing dreams for a
tenday and have a 20% chance of losing your job.
83–00 Key NPC or The GM randomly selects a key location or establishment in the –1%
location city you are in (for example, from among those listed in the
Cities of Harn article). You have offended someone in this
location (usually one of the named NPCs from the location’s
description in the relevant article). There is a 10% chance that the
offended NPC becomes an enemy.
If the location is a tavern or inn you are thrown out and
forbidden to return.
If it is a commercial establishment, there is a 20% chance that
you are accused of theft. If so, refer to entry 24–29 on the
random events table (page 23). Otherwise the establishment in
question will no longer sell to you.
22

Reason for being offended

1d10 Offence

1 You bumped into them on the street

2 An imagined slight

3 An error of protocol, improper etiquette, lack of respect

4 You interfered with their plans

5 The offended person is jealous of your successes

6 The offended person doesn’t like your looks

7 The offended person was in a bad mood and you were in the wrong place at the wrong time

8 Religious differences

9 The offended person is jealous of your family, spouse or friends

10 The offended person misunderstood you. A CS Rhetoric roll will undo this offence

Example

As a result of a roll on the random event table this tenday, Borlik has offended someone. He rolls 55 on the first table above,
meaning that the offended person is a member of the local Lia-Kavair or some other criminal. Following the instructions in
the table, the GM checks whether the offended criminal becomes an enemy – there is a 30% chance, which is unmodified as
Shiran does not apply any city modifier – but he doesn’t. The GM then rolls 2 on a d6, meaning that the thief attempts to
relieve Borlik of his purse, with a 40% chance of success. Finally, the GM rolls a d10 on the second table to determine the
reason for the offence; a result of 7 shows that the thief simply was in a bad mood and Borlik happened to be at hand.
23
24

RANDOM EVENTS

1d100 Event
1–10 You are offered the chance to take part in a high-risk endeavour. The reward is 1d100x10d. If
you accept the offer, there is a 1d6x10% chance of a mishap. The chance of mishap is modified
by the city the event occurs in (see city modifiers table, page 9) and the roll for mishap is made
only after the had been accepted.

If mishap occurs, roll on the severe consequences table (page 28). If you survive the mishap, then
in addition to the financial reward a skill development roll can be made on a skill chosen
randomly or by the GM. The endeavour takes less than a tenday and employed characters upon
returning will have a 30% chance of keeping their job.
11–15 You fall ill. The duration of the illness is determined by your living condition:

Thrifty 1d10 tendays


Standard 1d6 tendays
Superior 1d6/2 tendays (rounded up)
Extravagant 1d6/3 tendays (rounded up)

The duration is modified as follows: STA 3–6: +2 tendays; STA 13+: duration is halved (rounded
down) to a minimum of half a tenday.

Once per illness, a physician may be hired for 3d6 pennies to halve the duration, to a minimum
of half a tenday.

Once per illness, Peonian adherents have a 50% chance of receiving Tirrala’s cure or being
given Kargele by visiting the temple or attending Lesser Sapelah, increased to 75% with
donation. If received, duration is reduced to a third of the time, to a minimum of half a tenday.

During the duration of the illness, do not roll for random events (Step 2) or gambling (Step 3).
You are also unable to work and may lose your job. For each tenday off work, there is 10%
cumulative chance of losing your job.

If you have to support yourself in this time use the living costs table (page 17) and if you have
insufficient savings, you are forced onto the streets to beg and sleep rough. See the living
without money table (page 18). If this happens, increase the duration of illness by two tendays.

16–23 You offend someone. Roll on the offending people table (page 20) to determine who it is and
what the consequences are.

24–29 You are accused of a crime. Roll on the crime and punishment table (page 10) to determine the
type of crime and potential punishment.

Regardless of your guilt, you have a 60% chance of avoiding conviction. In addition to relevant
modifiers from the offending people table (page 20), befriending people table (page 6) and
city modifiers table (page 9), the following bonuses and penalties apply:

 Rhetoric/Oratory roll (optional): CS +10; MS +5; MF +0; CF –10


 Hired litigant: +10
 Foreign: Harnic –5; non-Harnic –10
 Background: serf/slave/unguilded –10; guilded +0; priest +5; noble +20 (only for crimes
other than state crimes).

Note that nobles convicted of a crime other than a state crime would usually only pay a fine.

30–35 Thieves or conmen try to steal from you. Their chance of success is 50%, modified by the city
modifiers table (page 9) and as follows:

 Intrigue roll (optional): CS –20, MS –10, MF +0, CF +10


 Contacts: +5 per enemy who is a thief; –10 per friend.

If the thieves are successful, 1d100% of your available wealth (that is, all money you own
except that invested in goods or property) is stolen.
25

36–40 A friend has offended someone and comes to you for aid. Randomly select one your contacts
(excluding enemies) and then roll on the offending people table (page 20) to see who they have
offended.

If you don’t help your friend, there is an 85% chance of their Loyalty being reduced by 15%. If
you do help your friend, the offended party is now offended by you but your friend’s Loyalty
increases by 15%.

41–51 You make a new friend. Roll on the befriending people table (page 6) to see who it is and what
the consequences are.

52–54 You receive a proposal of marriage. Roll on the marriage proposals table (page 19).

55–57 You receive a gift from a benefactor or admirer. Roll 1d6:

1–3: randomly select a common item from an available price list


4–5: 1d100 (open-ended)* pennies
6: gems/jewellery (consult the tables at TREASURE 5)

* Roll 1d100; if you roll 96 or higher, roll again and total the results; if the second result is also 96
or higher, roll again; and so on, continuing to add the result.

58–67 You are presented with an investment opportunity. You may invest any amount of your cash in
hand, by rolling on the investments table (page 15). You may not borrow money to invest nor
use money tied up in goods.

68–72 Muggers attempt to rob you. You may:

 agree to hand over all cash, jewellery and other valuables that you carry on your person
 roll once on your highest combat skill (only for weapons that you are permitted to carry
with you in this city – or unarmed):
CS = you fight off your assailants and they are brought to justice
MS = you fight off your assailants but not before they escape with 1d100% of your carried
pennies
MF = all your wealth is stolen and you receive a minor wound to a randomly determined
hit location
CF = all your wealth is stolen and you must roll on the severe consequences table
(page 28).

73 You inadvertently witness a clandestine meeting or ceremony. Immediately gain one


development roll for Intrigue.

There is a 20% chance, modified by the city modifiers table (page 9), that this is a Navehan or
Morgathian blood sacrifice ritual. If so, make a Stealth roll: CS, MS = nothing happens; MF =
roll on the severe consequences table (page 28); CF = roll on the severe consequences table
adding +1 to the roll.

74–78 You help a noble (or patrician). Roll 1d100:

01–50: You befriend him or her (see the entry for noble/patrician in the befriending table)
51–70: The noble gives you 2d100 pennies
71–94: The noble merely thanks you
95–00: Reroll 1d100:
01–05: the noble’s superb connections allow you to increase your status in some
way (e.g. if you are a slave or serf, you are made free; your position in a
guild or temple hierarchy improves; you are given land or appointed as
bailiff.)
06–30: the noble suggests a relative as a marriage partner (depending on
feasibility of status; if not feasible, treat as no result)
31–80: the noble offers you a permanent job as a retainer on an excellent salary
81–00: the noble offers you a loan of 1d20x50d and a chance to invest. The loan
must be paid back in nine tendays (roughly three months). If you fail to
do so, roll on the severe consequences table (page 28).
26

79–83 You can enlist in the military. If you decide to and it is appropriate for your character, consult
CHARACTER 27.

Recruitment is to a 12-month contract. The type of military opportunities will depend on the
location, but may include city guard, fighting order, mercenary company or legion. Use the
recruitment process outlined in CHARACTER 27, with the +10 modifier of high military demand
and for a 12-month term instead of four years. This employment may result in you no longer
residing in this city.

84 Your living quarters burn down. You have a 50% chance of saving your belongings. If you fail
you have a 50% chance of saving half of your belongings (randomly determined).

85–86 Your trainer falls ill. Training will be resumed in 1d4 tendays.

If you have no trainer, treat as no event.

87 An individual offers to be your servant for 24d per month wages and board.

88–90 Your living quarters become infested with vermin and you cannot live there for 1d6 tendays.

91 You meet the person of your dreams. There is a 40% chance that he or she feels the same about
you and a 25% that he or she is already married.

If you want to marry, and there are no obstacles, roll on the marriage proposals table (page 19).

92 You have a powerful dream. Roll 1d10:

1. Your deity gives you a quest you must undertake. If you ignore it there is a 60%
chance of divine retribution. If you complete it you gain 1d20 piety and there is a
10% chance you are taught a random invocation of that deity.
2. As 1 above, but the quest is from a demi-god associated with your deity. The quest
will be smaller in scale but there remains a 60% chance of (milder) retribution if you
ignore it, while completion brings 1d10 piety.
3. The dream is from another deity (randomly determined). You are distracted, and for
the next three tendays treat any befriending as offending.
4. As 3, but the dream is from the demi-god of another random deity, and the
distraction means any befriending in the next three tendays has a 50% chance of
being an offending.
5. You have a random psionic episode and roll under ML making a skill check if
successful (if you have no psionics there is a an AURx1 chance you gain one).
6. The dream haunts you and you have a 20% chance of losing your job.
7. You anticipate the future and may ignore one random event not to your liking.
8. Your dream has a 25% chance of curing any mental disorder you have.
9. There is a 25% chance you gain a mental disorder.
10. One of your personality attributes (WILL, INT, AUR, MOR) changes permanently by
one point (60% chance increases by one, otherwise decreases by one).

93 The town watch enter your living quarters. Roll 1d10:

1–3: they are looking for an outlaw


4–7: they are searching for contraband or stolen items – there is a 20% chance that you
are accused of a crime (treat as result 24–29)
8: they are conducting a census
9–10: they are actually thieves casing your house – there is a 30% chance that you are
robbed (as per entry 30–35, above).

94 Your residence is condemned. You have one tenday to find a new place to live.

95 You have a major argument with your spouse or lover. There is a 5% chance that the break is
permanent, otherwise things cool down in a tenday.
27

96 You are invited to an important social event. If you attend, you meet 1d6+2 new people. For
each new person, roll 1d100:

1–50: nothing comes of it, but you may roll on the townsperson table (page 29) to see who
they are.
51–80: you befriend them (roll on the befriending table, page 6).
81–00: you offend them (roll on the offending table, page 20).

97 A family death occurs. There is a 30% chance you are expected to go to the funeral, which
might result in your leaving this city.

98 There is a 50% chance you are pressed into the military (apply city modifiers; page 9).

You can avoid serving by paying 2d100 pennies (1d100 with an MS Rhetoric roll or avoid
serving at no cost with a CS Rhetoric roll).

If you want to join you must serve a minimum of 2d10 tendays (see 79–83 above).

99–00 You have an accident. Roll 1d10:

1–4: suffer a M1 wound to a random hit location


5–6: receive a serious burn (S2 wound) to a random hit location, and reduce comeliness
by 1
7–8: suffer a cut, or loss of tooth, etc. that reduces comeliness by 1d2
9: suffer a serious (S3) wound to a random hit location
10: receive a grievous (G4) wound to a random hit location

Example

During the first tenday of Borlik’s winter in Shiran, and GM has determined that a random event has occurred (having
rolled 62 on 1d100; see step 2 on page 3). The GM rolls 73 on 1d100 and consulting the random events table finds that
Borlik has inadvertently witnessed a clandestine ritual. Borlik immediately gains one development roll for Intrigue. There is
a 20% chance that the ritual involves either Morgathians or Navehans – the city modifiers table shows that Shiran does not
modify this (if he was in Coranan, it would have been 25%). The GM rolls 17 on 1d100, so Borlik has indeed stumbled across
a blood sacrifice, and the GM decides that it’s a Morgathian ritual. Borlik needs to make a successful Stealth check to avoid a
roll on the severe consequences table. Fortunately, he escapes unharmed.
28

SAVINGS

Consult this for each tenday you are employed. First, determine modifiers but note that modifiers don’t affect
the 01–05 result (pulling them out of or into that range).

Modifiers
Attribute: INT6–: –20; INT 7–8: –5; INT 13–14: +5; INT 15–16: +10; INT 17–18: +20
Living standard: Thrifty: +10; Standard: +0; Superior: –10; Extravagant: –20; Alcoholism or other addiction: –20

1d100 Result

01–05 You lose your job and must support yourself. If you can’t, roll on the living without
money table (page 18).

06–25 You save no money this tenday

26–50 You save 10% of your tenday salary

51–80 You save 30% of your tenday salary

81–90 You save 75% of your tenday salary

91–97 You save all your tenday salary

98–00 You have a chance to invest. Either go to the investments table (page 15) or save all
your tenday salary.

Example

Borlik has a job as a guard for a mercantyler. He earns 30d a month or 10d per tenday. He has INT 13, so receives +5 to
the roll, and maintains a thrifty lifestyle, which gives a further +10 for a total modifier of +15. Borlik rolls 67, modified to
82, and as a result saves 7d 2f (75% of 10d) this tenday.
29

SEVERE CONSEQUENCES

1d6 Severe consequence Notes

1–3 S2 wound Random type* and hit location

4–5 G4 wound Random type* and hit location

6 Death Divine intervention roll allowed (see RELIGION 5)

* Roll 1d10: 1–4 = blunt; 5–7 = edge; 8–9 = point; 10 = burn.


30

TOWNSPERSON

1d100 Townsperson 1d100 Townsperson

1–2 Crier 47–48 Locksmith

3 Animal trainer 49 Mage or arcanist

4–5 Beggar 50–51 Mason

6 Cartographer or artist 52–54 Mercantyler

7–8 Cleric 55–56 Metalsmith

9 Fisherman or fishmonger 57–58 Ostler

10 Gladiator (reroll if not applicable) 59 Perfumer

11 Street cleaner 60–61 Physician

12 Hunter or trapper 62 Pilot

13–15 Labourer or longshoreman 63–64 Potter

16–17 Prostitute 65 Salter

18 Pimp 66–68 Seaman

19–20 Ratter 69 Shipwright

20 Sage or tutor 70 Tentmaker

21–22 Scribe 71–72 Thespian

22–23 Soldier: guardsman 73–74 Thief

24 Soldier: mercenary 75–76 Weaponcrafter

25–26 Teamster 77–78 Woodcrafter

27 Toymaker 79 Herald

28 Alchemist 80 Knight

29–30 Apothecary 81 Lady

31 Astrologer 82–84 Local official

32–33 Chandler 85 Foreigner, from Harn (reroll


occupation)
34–35 Clothier 86 Foreigner, from outside Harn (reroll
occupation)
36 Courtesan 87–89 Child or children

37 Embalmer 90 Rural worker or farmer (from nearby


village)
38 Glassworker 91 Butcher

39 Harper or skald 92 Baker or miller

40–41 Hideworker 93–97 Servant, cook or slave

42–43 Innkeeper 98 Miner

44 Jeweller 99 Thatcher

45 Lexicographer 00 Major personage

46 Litigant
31

CHARACTER CATCH-UP RECORD

The following table can be used to keep a record of events and ongoing modifiers.

Tenday Event Money Cumulative crime Cumulative


modifiers marriage modifiers

Contacts

Location Contact occupation Contact name Loyalty rating

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