TEXT: 1
  Races of Porphrya: Ith’n Ya’roo
  Daniel J. Bishop & Perry Fehr
  
  2
  “Arooooo, yaro yaroi! Gather around, little yaroi, gather ‘round and listen to the 
  stories of the past, the remembrances of long ago, of the time of the dream, of be-
  fore we were. Gather, gather!” The small ones, the yaroi of the ith’n ya’roo, did not 
  have to be reminded overmuch of the time of stories, when Three-horn would act 
  out the parts and the voices, and maybe even reveal tantalizing bits of informa-
  tion about the Fire Lands to the south, where he alone of the Garun ith’n ya’roo 
  had traveled. He laid his ornately carved items around in a circle, to be admired, 
  the ivory, bone and soapstone relics glittering in the light of phosphorescent
  ice-moss. 
     “This necklace is from the bones of my father, carved by my teacher in the ways 
  of the God before we had scarcely finished eating him, he was so well beloved. So 
  consumed with grief was I that I took his leg-bone for a club, and left the tunnels 
  to meet the trails...” he paused for effect- “Of the stone-skin men!” 
     The little yaroi squealed in terror. The stone-skin men, with so little hair on 
  their pale bodies, where almost as frightening as The Cousins, those yellow-eyed 
  creatures of nightmares, so like a yaro and so different. Three-horn continued his 
  tale, acting out the parts and talking in funny voices. 
     “My father’s leg-club I took, oh yes, The Cousins, I did skirt, oh yes; the Stone-
  Diggers, the short ones, did sell me food for the white-tusk, oh yes. Strange food 
  it was- white, but not bone, crumbling in the hand. What was it? Who knows, 
  little yaroi, but it sustained me until I found the strange caves of the stone-skin 
  men. Their females screamed at me, yah’aa! Their warriors wielded the gray bone-
  that-stays, and shouted, but I spoke to them in their tongue, and offered my last 
  gifts, the ice-lizard belt, and a small yellow rock that excited the most of all. How 
  strange the stone-skin men! And they frightened me, too. They had yellow demons 
  working for them that ate my fur when I got too close. See the scars, little yaroi, 
  where the yellow-demon tried to eat me! But I survived, I still live. Ya’rooooh! 
  After a time I found my place with the stone-skin men, and saw many things. My 
  skills in bonecrafting fascinated them, and I put my powers to use, earning the 
  yellow rock which bought me more strange food. But I still miss mourning-feasts, 
  and tasty little yaroi!” 
     Three-horn roared, and gave each of the grinning youngsters a polished bone toy, 
  and they ran off to the sleeping dens. He would tell them another day of his trip 
  to the Fire Lands, and the amazing things that he found there. Some of them the 
  things of his nightmares...
  - M’ree the Strange, 
  Ith’n Ya’roo Shaman
  
  3
  Races of Porphyra: 
  Ith’n Ya’roo
  By Daniel J. Bishop
  From material created by Perry Fehr
  You are the towering scion of generations of admixture between the fierce 
  northern yeti and the humans who dwell near their lands. Close to seven feet 
  tall, with shaggy white hair covering all of your body save face and hands, you 
  sport a slightly curved, serrated horn growing from each temple. Your eyes are 
  solid blue, and glow faintly in the darkness. You are more human-like than 
  Prophyra’s yeti, with only a wide, bestial-toothed mouth marring otherwise 
  human features.
  Your people inhabit ice caverns, glacial caves, and frozen shorelines in the 
  northern regions of the world. They are masters of hunting and bonecraft, 
  the creation of weapons, armor, and tools from bone. An observer in your 
  ice tunnels would be reminded of human customs being carried out, but 
  changed by the environment and the beings your race has become. 
  Your kind are not fussy eaters. Your diet consists of meat – typically from 
  hunting megafauna, spearing seals and whales when near water, or eating the 
  monsters that have come hunting you. You practice social cannibalism as a 
  funeral custom, and use the bones of your loved ones for tools, building ma-
  terial, an art medium, etc. It is considered a great honor to have your bones 
  used in the construction of weapons. Because your people have long lost the 
  secret of fire, you eat food raw. 
  You are part of a spiritual and artistic people, who worship, create, and en-
  tertain to while away the long hours of cold and deprivation, and celebrate 
  wildly when food becomes available. Your people feel kinship with the yeti 
  of Porphyra. Being forced to kill one is a cause for somber reflection. Having 
  one of your people killed by one is a grim omen.
  The singular of ith’n ya’roo is ya’roo. Young are called ya’roi. Females are 
  slightly shorter than males, with small breasts and shorter horns that curve 
  more inward. 
  
  4
  0-Level Ith’n ya’roo
  A 0-level ya’roo has the following traits. These traits are maintained when the 
  character reaches 1st level.
  • 
  Senses: Infravision 60’.
  • 
  Thick Fur: The thick coating of the ith’n ya’roo reduces damage from all 
  cold-based effects by -2d on the dice chain. Cold-based damage reduced 
  to 1d3 does no damage at all. This thick fur also grants the ith’n ya’roo 
  a +1 bonus to AC. However, it causes the ith’n ya’roo to make all sav-
  ing throws against fire and heat-based effects at a -2d penalty on the dice 
  chain, and prevents them from wearing armor that grants a bonus of 
  more than +4 (magical bonuses excepted).
  • 
  Natural Weapons: A ya’roo can make an attack with her horns, doing 
  1d4 damage.
  • 
  Strong Stomachs: Ith’n ya’roo gain a +4 bonus to any Fortitude saves 
  against ingested poisons, disease, or nausea due to something consumed. 
  • 
  Subhuman Intelligence: A ya’roo takes a -1d penalty on the Dice Chain 
  to any Intelligence checks not related to tracking or survival in the boreal 
  or arctic wilderness.
  • 
  Languages: Ith’n ya’roo can speak common and their own language, 
  Ya’roo. They gain additional languages as though their Intelligence score 
  was 2 points lower than it actually is. See Appendix L for details.
  When a 0-level ya’roo reaches 10 XP, he can choose to progress either as a 
  Ya’roo Hunter or a Ya’roo Mystic. Both classes are fully described below. 
  0-level Ith’n Ya’roo Occupations
  0-level Ith’n Ya’roo determine their starting occupation using the following 
  chart:
  1d10
  Occupation
  Trained Weapon
  Trade Goods
  1
  Ya’roo blood tattooist
  Bone club (1d4)
  Bone flask of blood and 
  a  bone needle
  2
  Ya’roo bone-shaper
  Bone dagger (1d4)
  3d3 interesting bones
  3-8
  Ya’roo flesh hunter
  Bone spear (1d8)
  15 lbs. of meat
  9
  Ya’roo shaman’s assistant
  Bone staff (1d4)
  Bone rattle
  10
  Ya’roo storyteller (dream-
  time speaker)
  Bone dagger (1d4)
  1d5 pieces of carved 
  ivory
  
  5
  Porphyra Note: Bone Weapons & Armor
  Bone is less resilient than steel. It does not hold an edge or a point 
  as well, and is subject to breakage. Bone weapons created by other 
  people typically do -1d damage on the dice chain and break on a 
  natural roll of “1” or “20”.  Bone armor usually has a -1 penalty to 
  AC, increases the Fumble Die by +1d on the dice chain, and loses 1 
  point of AC protection each time an opponent scores a critical hit 
  against its user.
  Ith’n ya’roo bonecraft is much better than average. Weapons do nor-
  mal damage, with damage dropping -1d on the dice chain each time 
  a natural “1” is rolled on an attack. Only if a weapon’s damage falls 
  below 1d3 does it break. Armor loses 1 point of AC protection each 
  time an opponent scores a critical hit against its user, but has no other 
  penalty.
  In both cases, this is in addition to any other effects from critical hits 
  or fumbles.
  Ya’roo Hunter
  You are a stealthy hunter, conditioned to bringing down large game and the 
  strange creatures that hunt you on the ice. You are skilled at sneaking up on 
  prey, and when you are able to observe a creature unawares, you can deliver 
  devastating attacks.
  Hit Points: A ya’roo hunter gains 1d8 hit points at each level.
  Weapon Training: A ya’roo hunter is trained in the use of those weapons 
  most easily made of bone and sinew: club, dagger, dart, flail, javelin, mace, 
  polearm, shortbow, sling, spear, and staff. A ya’roo warrior cannot wear any 
  armor that grants a non-magical bonus to AC better than +4. Armor sized for 
  a human has only a 1 in 7 chance of fitting a ya’roo. Finally, if the armor is 
  not made of bone, a ya’roo warrior has a +1d penalty to the Fumble Die.
  Alignment: Ith’n ya’roo are predominantly Lawful, with a strong cultural 
  tendency toward cooperation. Neutral ith’n ya’roo are not unknown. Chaotic 
  ith’n ya’roo are outcasts from their tribe.
  
  6
  
  7
  Brute Deed Die: A ya’roo hunter gains a Deed Die, as does a Warrior. If the 
  ya’roo hunter attempts a Mighty Deed which requires finesse, as determined 
  by the judge, the Deed Die is rolled at -1d on the dice chain, to a minimum 
  of 1d3.
  Great Strength: Ith’n ya’roo hunters learn to marshal the greater strength 
  (relative to humans) of their species. A ya’roo hunter makes Strength-based 
  checks with a +1d bonus on the dice chain. Note that this bonus does not ap-
  ply to attack rolls or damage.
  Hunter’s Stealth: Ith’n ya’roo hunters gain a +3 bonus to any checks involv-
  ing hiding, quiet movement, or stalking.
  Hunter’s Strike: A ya’roo hunter that can observe a target for 1 round with-
  out being noticed may make an attack with a +1d bonus on the dice chain to 
  the attack roll. If the attack succeeds, it is automatically a critical hit, regard-
  less of the natural die roll result.
  Luck: At 1st level, a ya’roo hunter’s Luck modifier applies to attack rolls with 
  one specific kind of weapon (e.g., “longsword”, not “swords”), just as a war-
  rior’s does. This weapon must be chosen at 1st level, and the modifier remains 
  fixed over time, even if the ya’roo hunter’s Luck score changes.
  Action Dice: Ith’n ya’roo hunters may use their Action Dice to attack or for 
  skill checks.
  Ya’roo Hunter Class Table
  Level
  Attack 
  (Deed Die)
  Crit Die/
  Table
  Action Dice
  Ref
  Fort Will
  1
  +1d3
  1d10/III
  1d20
  +1
  +1
  +1
  2
  +1d3
  1d12/III
  1d20
  +1
  +1
  +1
  3
  +1d4
  1d14/III
  1d20
  +1
  +2
  +1
  4
  +1d4
  1d16/IV
  1d20
  +2
  +2
  +2
  5
  +1d5
  1d20/IV
  1d20+1d14
  +2
  +3
  +2
  6
  +1d5
  1d24/V
  1d20+1d16
  +2
  +4
  +2
  7
  +1d6
  1d30/V
  1d20+1d20
  +3
  +4
  +3
  8
  +1d6
  1d30/V
  1d20+1d20
  +3
  +5
  +3
  9
  +1d7
  2d20/V
  1d20+1d20
  +3
  +5
  +3
  10
  +1d8
  2d20/V
  1d20+1d20+1d14 +4
  +6
  +4
  
  8
  Level Title by Alignment
  Lawful
  Neutral
  Chaotic
  1
  Tribesman
  Strange One
  Ill-favored One
  2
  Provider
  Lone-Walker
  Rebel
  3
  Arm of the Ith’n Ya’roo
  Scout
  Outcast
  4
  Hunt Leader
  Far-Walker
  Anathema
  5
  Chieftain
  Kin of the Ice
  Ice Demon
  Ya’roo Mystic
  The bones speak to you now, as they always have. You lead your tribe’s spiri-
  tual growth, following the half-remembered scriptures of your human ances-
  tors, now mere pictograms on ice-walls. The hymns of your yeti ancestors 
  now sound like deranged howling, but they still retain their power. There are 
  messages from the hidden worlds of the spirits in ice and snow, and voices 
  carried on the wind. And, always, the bones speak to you. 
  Hit Points: A ya’roo mystic gains 1d6 hit points at each level.
  Weapon Training: A ya’roo mystic is trained in the use of these weapons: 
  club, dagger, javelin, sling, and spear. Although there is no prohibition against 
  wearing armor, a ya’roo mystic’s spell checks are modified by armor worn. If 
  the armor is not made of bones, Fumble checks are at +1d on the dice chain, 
  and spell checks suffer an additional -4 penalty. Bone armor can be created 
  with up to a +4 AC bonus, as with all ith’n ya’roo.
  Alignment: Ith’n ya’roo mystics may be of any alignment. Lawful ya’roo mys-
  tics are honored among their tribe, while chaotic ya’roo mystics are figures of 
  fear and hatred. 
  Spellcasting: Ith’n ya’roo mystics know a number of spells as determined by 
  their level and Personality modifier. They learn and cast spells as do cler-
  ics (using their Personality modifiers), but a ya’roo mystic must have a bone 
  remnant to cast a spell on any particular living target. This does not need to 
  be a bone from the target itself, but could be from a compatriot, an ances-
  tor, a descendent, etc. In the case of a spell like animal summoning, the bone 
  remnant need merely be from the animal species to be summoned. The bone 
  remnant is in addition to all other spell components, and is not consumed 
  by the casting. In all cases, the judge is the ultimate arbitrator as to whether 
  
  9
  a bone remnant is sufficient, and the judge may modify the spell check based 
  on a particularly appropriate (or badly chosen) remnant.
  Some spells available to ith’n ya’roo mystics are normally wizard spells. These 
  spells are cast with a -2 penalty to the spell check. If a spell requires spellburn, 
  the ya’roo mystic must drain his own blood to the necessary amount, but 
  gains no benefits to spell checks as a result.
  Ith’n ya’roo mystics never suffer from corruption. Instead, they suffer disap-
  proval in a way similar to clerical disproval, but using their own table (Ap-
  pendix D). 
  Arcane Tattoos: Using the blood of a magical creature (as determined by the 
  judge), a ya’roo mystic can create an arcane tattoo on another creature. This 
  takes 1 turn per ya’roo mystic level and grants the creature a +1 bonus to saves 
  vs. spells for every level the ya’roo mystic has at the time the tattoo is cre-
  ated. This also binds the creature to the ya’roo mystic, so that he has a similar 
  penalty to saves against any spell cast by the tattooist. Moreover, it the ya’roo 
  mystic is reduced to 0 hp, all creatures with an arcane tattoo linked to that 
  mystic immediately take damage equal to the ya’roo mystic’s current level. No 
  creature can have more than one arcane tattoo of this type; if a second tattoo 
  is made, the first becomes non-magical. Finally, a ya’roo mystic can create no 
  more tattoos of this type than she gains a levels of ya’roo mystic; if additional 
  tattoos are created, earlier ones become non-magical.
  Bonechanter: By taking 1 point of temporary Personality damage, a ya’roo 
  mystic can chant over a bone weapon for one turn, making it act as though a 
  steel weapon for strength, damage, critical hits, and fumbles. This effect lasts 
  for 24 hours. By taking 1 additional point of temporary Personality damage, 
  a ya’roo mystic can also increase the damage of the weapon by +1d on the 
  dice chain for the same period. By taking 2 additional points of temporary 
  Personality damage, a ya’roo mystic can make the weapon magical, equal to a 
  +1 weapon, over the same period. A ya’roo mystic need not increase the dam-
  age of a weapon to make it magical, but cannot increase the damage or make 
  a weapon magical if she has not already caused it to be as strong as steel.
  Luck: At 1st level, a ya’roo mystic chooses one spell to apply his current Luck 
  modifier to. Although the ya’roo mystic’s Luck may change, this modifier is 
  unaffected. A ya’roo mystic may spend 1 point of Luck to target a creature 
  he doesn’t have a bone remnant for. In this case, the spell check is rolled at 
  
  10
  -1d on the dice chain. Finally, a ya’roo mystic may spend 1 point of Luck to 
  negate a disapproval roll. 
  Languages: Ith’n ya’roo mystics automatically speak the language of yeti, and 
  gain one bonus language, in addition to those gained on the basis of Intel-
  ligence.
  Action Dice: Ith’n ya’roo mystics may use their primary Action Die to attack 
  or cast spells, but their secondary Action Die can only be used to cast spells.
  Level Attack
  Crit Die /
  Table
  Action 
  Dice
  Spells Known 
  by Level
  Ref
  Fort Will
  1
  2 3
  4
  5
  1
  +1
  1d8/III
  1d20
  4
  -
  -
  -
  -
  +0
  +1
  +1
  2
  +2
  1d10/III
  1d20
  5
  -
  -
  -
  -
  +0
  +1
  +1
  3
  +3
  1d10/III
  1d20
  5
  3
  -
  -
  -
  +1
  +2
  +1
  4
  +3
  1d12/III
  1d20
  6
  4
  -
  -
  -
  +1
  +2
  +2
  5
  +4
  1d12/III
  1d20
  6
  5
  1
  -
  -
  +1
  +3
  +2
  6
  +5
  1d14/III
  1d20+1d14
  7
  5
  2
  -
  -
  +2
  +4
  +2
  7
  +6
  1d14/III
  1d20+1d16
  7
  6
  3
  1
  -
  +2
  +4
  +3
  8
  +6
  1d16/III
  1d20+1d16
  8
  6
  4
  2
  -
  +2
  +5
  +3
  9
  +7
  1d16/III
  1d20+1d20
  8
  7
  5
  3
  1
  +3
  +5
  +3
  10
  +8
  1d16/IV
  1d20+1d20
  9
  7
  6
  4
  2
  +3
  +6
  +4
  Level Title by Alignment
  Lawful
  Neutral
  Chaotic
  1
  Spirit Caller
  Spirit-Touched
  Bloodspear
  2
  Dreamwalker
  Wind-Walker
  Yeti-Kindred
  3
  Snow Shaman
  Oath-Howler
  Ice-Rotter
  4
  Ice Shaman
  Child of the Blizzard
  Storm-Sender
  5
  Bone Shaman
  Brother/Sister to the North Wind
  Bone-Twister
  Ith’n Ya’roo Mystic Spells
  Level 1
  Level 2
  Level 3
  Level 4
  Level 5
  1
  Animal sum-
  moning 129
  Banish 270
  Dispel magic 
  208
  Cause earth-
  quake 295
  Mind purge 
  252
  2
  Blessing 255
  Curse 273
  Gust of wind 
  219
  Control ice 
  239
  Planar step 
  225
  
  11
  3
  Chill touch 
  133
  Detect evil 259
  Make potion 
  223
  Sanctify/des-
  ecrate 298
  Weather con-
  trol 302
  4
  Detect magic 
  260
  Detect invis-
  ible 165
  Remove curse 
  289
  Turn to stone 
  233
  5
  Food of the 
  gods 262
  Locate object 
  178
  Slow 288
  6
  Holy sanctuary 
  263
  Monster sum-
  moning 184
  Speak with the 
  dead 290
  7
  Magic shield 
  146
  Neutralize poi-
  son or disease 
  277
  True name 293
  8
  Mending 147
  Phantasm 187
  9
  Resist cold of 
  heat 266
  Ray of enfee-
  blement 190
  10
  Runic alpha-
  bet, mortal 
  154
  Restore vitality 
  278
  11
  Second Sight 
  267
  Strength 198
  Appendix D: Disapproval for Ya’roo Mystics
  Each and every time a ya’roo mystic rolls a natural “1” on a spell check, he 
  must roll on the table below. In addition, any time a ya’roo mystic rolls with-
  in his disapproval range (based on number of failed spell checks on this day), 
  disapproval also occurs. The roll is 1d4 for every point on the spell check. For 
  example, if the ya’roo mystic rolled a natural “1”, he would roll 1d4. If he 
  rolled a natural “4” and that counted as disapproval, he would roll 4d4. And 
  so on. This roll is reduced by the ya’roo mystic’s Luck modifier, and is in all 
  other ways similar to clerical disapproval.
  Roll Disapproval
  1 
  The ya’roo mystic has lost his connection to the spirits of the bones. Until he does 
  nothing but offer ululating howls to the spirits for 10 minutes, he has no access to 
  spells.
  2 
  The ya’roo mystic’s own bones turn against him. He suffers 1 point of temporary 
  Strength, Agility, or Stamina damage each turn until he spends at least a full hour 
  doing nothing but meditating. He takes no damage while meditating from this 
  disapproval, but if he stops before the full hour is finished, any damage he would 
  have taken occurs immediately.
  
  12
  3 
  The spirits demand a sacrifice! If the ya’roo mystic does not ritually sacrifice the 
  bones of a foe or a prey animal before the next sunrise (a process that takes a full 
  hour), he takes a -1 penalty to all checks on the following day. This penalty resets 
  after 24 hours.
  4 
  The ya’roo mystic immediately incurs an additional -1 penalty to all spell checks 
  that lasts until the next day.
  5 
  The spirits create a great flesh-hunger within the ya’roo mystic. Until he has the 
  opportunity to consume raw meat equal to his level in pounds (taking 1 turn to 
  consume each pound), the mystic loses all spellcasting ability. Once the spirit-
  hunger is satisfied, spellcasting is restored.
  6 
  The ya’roo mystic incurs an immediate -1 penalty to all spell checks until he spends 
  at least 24 hours in an arctic climate. This not need be a true arctic expanse; travel-
  ling above a mountain’s snowline is sufficient.
  7 
  Spirit sickness. The ya’roo mystic gains an illness that costs him 1 point each of 
  Strength, Agility, and Stamina. The ability score loss heals at the normal rate of 1 
  point per day. Until all damage from the spirit sickness is healed, the ya’roo mys-
  tic’s disapproval range increases by another point.
  8 
  The ya’roo mystic immediately incurs a -4 penalty to spell checks on the specific 
  spell that resulted in disapproval. This lasts until the next day.
  9 
  The ya’roo mystic immediately incurs an additional -2 penalty to all spell checks 
  that lasts until the next day.
  10 
  A minor spirit spurns the ya’roo mystic. He loses access to one randomly deter-
  mined level 1 spell until the spirit is enticed back. Doing so requires that the ya’roo 
  mystic spills blood equal to 1d4 points of Strength, Agility, or Stamina loss. This 
  spell cannot be cast until the sacrifice is made.
  11 
  Spirit allies are dissatisfied with the ya’roo mystic. He incurs an immediate and 
  permanent -2 penalty to all spell checks. The only way to lift this penalty is for the 
  ya’roo mystic to commit blood sacrifice. Each day, the ya’roo mystic may sacrifice 
  up to 10 points (combined) from Strength, Agility, and Stamina (as per spellburn). 
  Thereafter, the ya’roo mystic rolls 1d30. If the result is equal to or less than the 
  ability points sacrificed, the spell check penalties are removed. Points sacrificed are 
  cumulative, even if days pass with no sacrifice, until the penalty is removed. Note, 
  however, that sacrifices made for cumulative instances of this disapproval are not 
  cumulative with each other; the ya’roo mystic must specify which instance each 
  point goes towards appeasing.
  12 
  The ya’roo mystic is temporarily abandoned by the spirit world. For the rest of the 
  day, the character cannot accumulate XP and may not gain class levels as a ya’roo 
  mystic. After the time period expires, the character begins to accumulate XP again 
  as normal but does not accrue “back pay” (so to speak) for XP missed while he was 
  abandoned.
  13 
  The ya’roo mystic loses access to two randomly determined level 1 spells. These 
  spells cannot be cast until the next day.
  
  13
  14 
  A ya’roo mystic’s powers reside in the bones he has collected. The spirits demand 
  that the ya’roo mystic sacrifice 1d6 of these bones. These must be useful bones, 
  which allow the ya’roo mystic to target worthy subjects with his spells (as deter-
  mined by the judge). The ya’roo mystic takes a permanent -4 penalty to all spell 
  checks until this sacrifice is complete. The judge may allow an especially important 
  bone, such as that of a dragon, to count as multiple bones for the this sacrifice.
  15 
  The spirits are not forgiving on this day. When the ya’roo mystic rests for the night, 
  he does not “reset” his disapproval range at the next morning – it carries over from 
  this day to the next. The disapproval ranged resets as normal on the following day.
  16 
  Bones and blood do not respond. Any arcane tattoo that the ya’roo mystic has 
  created has no beneficial effect, and the ya’roo mystic cannot use his bonechanter 
  ability, for the next 1d4 days. After that time, things return to normal.
  17 
  Spirit revolt. The ya’roo mystic loses access to 1d4+1 spells, randomly determined 
  from all the character knows. These spells cannot be cast for the next 24 hours.
  18 
  Spirit-wrack. The ya’roo mystic suffers an immediate -4 penalty to all spell checks. 
  Each time he casts a spell, he takes damage to Strength, Agility, or Stamina equal 
  to the spell level. This condition lasts at least full 24 hours, and has a 1 in 3 chance 
  of lasting an additional 24 hours (roll each day until the 1 in 3 chance fails).
  19 
  The spirits demand the sacrifice of the flesh and bones of a specific creature (deter-
  mined by the judge), within 1d100 miles of the ya’roo mystic’s current location. 
  Until this sacrifice is made, the ya’roo mystic loses access to half his spells (random-
  ly determined, and rounded up). The creature should be difficult, but not impos-
  sible, to defeat. This may be a good time for the judge to pull out that adventure 
  he’s been wanting to run….
  20+ 
  Bone sacrifice. The spirits demand that the ya’roo mystic sacrifice one of his own 
  bones, resulting in a permanent loss of 1 point of Strength, Agility, or Stamina. 
  The ya’roo mystic cannot cast any spells until this sacrifice is made, and takes a -4 
  penalty to spell checks for 1 week thereafter.
  Appendix L: Languages for Ith’n Ya’roo
  Language 0-level Ya’roo
  Ya’roo Hunter Ya’roo Mystic
  Bear
  —
  01-02
  01-06
  Bugbear
  01-20
  03-15
  07-08
  Chaos
  —
  —
  09-10
  Dragon
  —
  —
  11-18
  Dwarf
  21-40
  16-34
  19-24
  Elf
  41-55
  35-55
  25-26
  Fox
  —
  —
  27-32
  Giant
  56-75
  56-70
  33-39
  Hare
  —
  —
  40-45
  
  14
  Law
  —
  —
  46-56
  Neutrality —
  —
  57-60
  Owl
  —
  —
  61-66
  Seal
  —
  —
  67-71
  Walrus
  —
  —
  72-77
  Whale
  —
  —
  78-82
  Wolf
  —
  71-75
  83-88
  Yeti
  76-00
  76-00
  89-00
  
  15
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  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  System Rules Document Copyright 2000 Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original material by 
  E. Gary Gygax and Dave Arneson.
  DCC RPG, copyright © 2012 Goodman Games, all rights reserved, visit www.goodman-games.com or contact info@goodman-games.com
  Races of Porphyra: Ith’n Ya’roo © 2016 Purple Duck Games. Author Daniel J. Bishop & Perry Fehr.
  This product is based on the Dungeon Crawl Classics Role Playing Game, published by Goodman Games. This product is published under license. 
  Dungeon Crawl Classics and DCC RPG are trademarks of Goodman Games. All rights reserved. For additional information, visit www.goodman-games.
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  Credits
  Author: Daniel J. Bishop and Perry Fehr
  Edits: Perry Fehr
  Art: Gary Dupuis
  Layout: Mark Gedak
  Publisher: Purple Duck Games
  
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