Editorial Note: Hyperborea is a love letter to Appendix N mainstay Clark Ashton Smith's Hyperborea cycle, which is in turn a love letter to the works of Robert E. Howard and H. P. Lovecraft. In efforts to achieve that classic pulp literature feel, it often cleaves too closely to the source material - in particular the racial politics of those Appendix N authors, which borders on the phrenological. Pict Half-Blood and Esquimaux, in particular, are extraordinarily racist and not merely a "product of their time," if there is such a thing. The Historical Analog Gaming Society believes that while art and artists can be entertaining, influential and enjoyable despite having problematic or offensive content, that problematic and offensive content needs to at least be acknowledged if not discussed. We haven't changed anything in the text for our playthrough, but there are elements that give icks, so content warnings for racism apply.
The 0-level funnel is unquestionably my favorite part of making characters for DCC, and I've been known over the last few years of gaming to (successfully or not, thematically appropriate or not) shoehorn 0-level funnel mechanisms into every other game I am allowed to run. Hyperborea 3E is no exception, and with the HAGS getting ready for a Hyperborea campaign I was excited to introduce the girls to the flat, hexagonal world adrift in the infinite Black Gulf through a good 'ole fashioned funnel (Harley Stroh's wonderful Beneath the Well of Brass, which narrowly beat out the similarly superb Sailors on a Starless Sea, also by Stroh).
There is already a (quite good!) d%/d12 table to determine racial ancestry for Hyperborea however nothing much to establish profession. My approach was to determine the percentiles of each racial background so as to assign that many professionals, then fudge the numbers a bit to account for the 0.004% chance of rolling one of the ancillary races. The trained weapons and trade goods (and indeed, the occupations themselves) are either from the DCC Core Rulebook p.22-23, or from Hubris p.10-12.
It should be noted that there are no actual mechanical effects to racial background (thank God) but I am philosophically incapable of not over-complicating things, so here we are.
- Common academic; bust of a historical figure (as club), history book
- Common bailiff; short sword, book of law
- Common caravan guard; short sword, linen (1 yard)
- Common ditch digger; shovel (as staff), fine dirt (1 lbs)
- Common eunuch; club, fine clothes
- Common farmer; pitchfork (as spear), hen
- Common gambler; club, dice
- Common healer; club, holy water (1 vial)
- Common indentured servant; staff, locket
- Common jeweler; dagger, gem (20 gp)
- Common locksmith; dagger, fine tools
- Common mercenary; longsword, studded leather
- Common noble; longsword, gold ring (20 gp)
- Common orphan; club, rag doll
- Common porter; club, broom
- Common rope maker; dagger, rope (100')
- Common scribe; dart, parchment (10 sheets)
- Common trapper; sling, animal hide
- Common urchin; club, begging bowl
- Common weaver; dagger, fine clothes
- Amazon bowyer; short bow, thick string (15')
- Amazon executioner; great ax, black hood
- Amazon hunter; longbow, hunting dog
- Amazon mystic; dagger, oracular bones
- Amazon spy; short sword, poison ring
- Amazon soldier; spear, studded leather
- Atlantean (roll 1d20 as Common)
- Atlantean (roll 1d20 as Common)
- Esquimaux animal trainer; club, trained dog
- Esquimaux butcher; cleaver (as hand ax), side of beef
- Esquimaux corpse gatherer; shovel (as club), wheelbarrow
- Esquimaux entrails reader; dagger, silver bowl (10 sp)
- Esquimaux herder; staff, reindeer
- Esquimaux shaman; mace, hallucinogenic mushrooms
- Hyperborean (roll 1d20 as Common)
- Hyperborean (roll 1d20 as Common)
- Ixian alchemist; staff, oil (1 flask)
- Ixian cultist; dagger, black leather cloak
- Ixian heathen; bone (as club), seditious tome
- Ixian physician; dagger, leeches
- Ixian snake handler; tongs (as club), adder in a hempen sack
- Ixian wizard's apprentice; dagger, black grimoire
- Kelt astronomer; dagger, astrolabe
- Kelt blacksmith; hammer (as club), steel tongs
- Kelt caravan driver; crossbow, drover's whip
- Kelt fortune-teller; dagger, tarot deck
- Kelt gladiator; warhammer, small shield
- Kelt herbalist; club, herbs (1 lbs)
- Kelt miller/baker; club, flour (1 lbs)
- Kelt outlaw; short sword, leather armor
- Kelt wrangler; club, horse with saddle
- Kimmerian armorer; hammer (as club), iron sallet
- Kimmerian carpenter; hand ax, wooden stool
- Kimmerian grave digger; shovel (as staff), wedding ring (10 gp)
- Kimmerian ostler; staff, bridle
- Kimmerian scout; short bow, pony
- Kimmerian wet nurse; club, thick blanket
- Kimmeri-Kelt atillator; crossbow, pavaise
- Kimmeri-Kelt cutpurse; dagger, stolen purse (1d20 gp)
- Kimmeri-Kelt squire; longsword, livery
- Kimmeri-Kelt (roll 1d8+1 as Kelt)
- Kimmeri-Kelt (roll 1d6 as Kimmerian)
- Pict anarchist; shortsword, seditious pamphlets
- Pict beekeeper; staff, jar of honey
- Pict cheesemaker; cudgel (as staff), hunk of cheese
- Pict herald; staff, speaking trumpet
- Pict jester; dart, silk clothes
- Pict miner; pickax (as club), helmet with candle
- Pict performer; dagger, sack with 1 gp 20 sp
- Pict woodcutter; hand ax, bundle of wood
- Pict Half-Blood artist; dart, paint brush
- Pict Half-Blood confidence artist; dagger, quality cloak
- Pict Half-Blood gongfarmer; trowel (as dagger), sack of night soil
- Pict Half-Blood mendicant; club, cheese dip
- Pict Half-Blood monk; staff, candle and incense
- Pict Half-Blood smuggler; shortsword, illicit drugs
- Pict Half-Blood slave; club, strange-looking rock
- Pict Half-Blood slave-taker; crossbow, net
- Pict Half-Blood (roll 1d8 as Pict)
- Viking barber; dagger, scissors
- Viking boatman; oar (as club), nautical compass
- Viking brewer; club, cask of mead
- Viking cartographer; dagger, map (random area)
- Viking merchant; dagger, 4 gp, 14 sp, 27 cp
- Viking skald; dagger, lyre
- Viking thrall; club, strange-looking rock
- Viking thrall-taker; truncheon (as club), rawhide rope (100')
- Viking tax collector; longsword, 100 cp
- Anglo-Saxon (roll 1d20 as Common)
- Carolingian Frank (roll 1d20 as Common)
- Esquimaux-Ixian (roll 1d12; 1-6 as Esquimaux, 7-12 as Ixian)
- Greek (roll 1d20 as Common)
- Lapp (roll 1d6 as Esquimaux)
- Lemurian (roll 1d20 as Common)
- Moor (roll 1d20 as Common)
- Mu (roll 1d20 as Common)
- Oon experiment; bizarre metal pole (as spiked staff), strange small beeping metallic box
- Roman (roll 1d20 as Common)
- Tlingit (roll 1d8 as Pict)
- Yakut (roll 1d6 as Esquimaux)
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