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242141483 Seitenabrufe seit dem 30.06.2003


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HauptseiteRollenspieleProduktlinien (Rollenspiele)Hârn MasterShek-Pvar Magic Rules & Environment


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Shek-Pvar Magic Rules & Environment

 

Hersteller: 

Columbia Games

Produktlinie: 

Hârn Master

Bestellnummer: 

COL 4501

Produkttyp: 

Regelerweiterungen

Sprache: 

Englisch

Preis: 

38,00 EUR

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Produktbeschreibung

The Ancient & Esoteric orders of the Shek-Pvar have existed on Melderyn, the Wizard's Isle, and in other locales of Harn for at least two thousand years. The six orders are members of the Guild of Arcane Lore. Their traditional colors and symbols are shown on the Wheel of the Shek-Pvar.

Origins of the Shek-Pvar
The Guild of Arcane Lore is a loose association of alchemists, astrologers, mages, psionicists, runemasters, etc. The Shek-Pvar is a suborganization (actually six seperate suborganizations) within the guild.

Shek-Pvar subscribe to a doctrine called Pvarism. This doctrine perceives and describes Kelestia (everything that exists) in terms of six key elemental principles: Air, Fire, Metal, Earth, Water, and Spirit. Because manipulation of these elements is imposed unique demands upon the mind and body, six schools of arcane lore evolved, each stressing one of the elements. The earliest schools predate the founding of Melderyn by at least a thousand years.



Ranks of the Shek-Pvar
Mavari (Apprentice): Mavari are adopted into a convocation and chantry by resident masters. Each Mavari takes an oath to obey their convocation's laws, conserve its secrets, and to serve and obey their master. The master agrees only to "teach what is deserved".

Mavari perform menial tasks, assist with research, run errands, and so on. Most of what they learn is from watching and listenning to their masters. Those who earn their master's favor will eventually learn some spells.

Some Mavari lose a master due to death, misfire, etc. Every attempt to place the "orphan" with another master is made, but moving to a new chantry may be required. If the Mavari is a marginal talent or disagreeable personality, an apprenticeship may terminate, often with some bitterness.

Satia-Mavari (Journeyman): When Mavari reach a certain level of competence, generally after five to seven years of service, they are released from the bond of apprenticeship and sent into the world as one of the Satia-Mavari. It is hoped Satia-Mavari will test and refine their art by observing how magic manifests itself in the world outside a chantry. Satia-Mavari are also expected to gather treasures: items of value and esoteric intereste to the chantry and its members. The prevailing custom is to submit three items of value and three "original arts", meaning spells the former master does not know how to cast.

If a Satia-Mavari fails to return, so be it; the custom is intended to weed out the weak and incompetent. Satia-Mavari who survive in the outside world for at least a year and a day (most actually take three to five years) and gift their chantry with the customary treasures and spells, may apply for promotion to Shenava rank.

Shenava (Master): The highest rank attained by most Shek-Pvar, Shenava generally reside in a chantry, engaged in never-ending research, but some travel far and wide in pursuit of original knowledge. Mavari are generally indentured to resident Shanava. Mendicant masters are less inclined to take on Mavari, although apprentices with talent and wanderlust are always in demand.

Viran (GrandMaster): Only the most accomplished Shenava achieve the rank of Viran. The only way to reach this exalted rank is to earn the respect and recognition of six other Virana.

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