Difference between revisions of "Hârn HârnWorld"

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'''Note:''' Text Highlight and Background Colour: <span style="color:#FFDE30; background:#176727">'''Kandáy'''</span>, <span style="color:#FFDE30; background:#CE6632">'''Réthem'''</span>, <span style="color:#FFDE30; background:#950046">'''Thârda'''</span>, <span style="color:#FFDE30; background:#7A1878">'''Káldôr'''</span>, <span style="color:#FFDE30; background:#008179">'''Mèlderýn'''</span>, <span style="color:#FFDE30; background:#DA521F">'''Chybísa'''</span>, <span style="color:#FFDE30; background:#21409A">'''Orbáal'''</span>, <span style="color:#FFDE30; background:#000000">'''Ázadmêre'''</span>, <span style="color:#FFDE30; background:#B9C21F">'''Eváel'''</span>.
 
'''Note:''' Text Highlight and Background Colour: <span style="color:#FFDE30; background:#176727">'''Kandáy'''</span>, <span style="color:#FFDE30; background:#CE6632">'''Réthem'''</span>, <span style="color:#FFDE30; background:#950046">'''Thârda'''</span>, <span style="color:#FFDE30; background:#7A1878">'''Káldôr'''</span>, <span style="color:#FFDE30; background:#008179">'''Mèlderýn'''</span>, <span style="color:#FFDE30; background:#DA521F">'''Chybísa'''</span>, <span style="color:#FFDE30; background:#21409A">'''Orbáal'''</span>, <span style="color:#FFDE30; background:#000000">'''Ázadmêre'''</span>, <span style="color:#FFDE30; background:#B9C21F">'''Eváel'''</span>.
  
'''Note:''' Green = '''<span style="color:#008000">I Have</span>''', Red = '''<span style="color:#FF0000">Don't Have</span>''', Orange = '''<span style="color:#E18700">Old Scan</span>''', Blue = '''<span style="color:#000080">Misc</span>''', Black = '''<span style="color:#000000">ALL Base (Template)</span>'''
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'''Note:''' Green = '''<span style="color:#008000">I Have</span>''', Red = '''<span style="color:#FF0000">Don't Have</span>''', Orange = '''<span style="color:#E18700">Old Scan</span>''', Blue = '''<span style="color:#000080">Misc</span>''', Black = '''<span style="color:#000000">ALL Base (Template)
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'''Note:''' '''<span style="color:#FF0000">Anchor Points - Section linking WITHIN pages</span>''' <u>USE</u> <nowiki>[[Help:Section#Section_linking|Section linking]]</nowiki> or <u>To link to a section in the same page</u> you can use <nowiki>[[#section name|displayed text]]</nowiki>, and to <u>link to a section in another page</u> <nowiki>[[page name#section name|displayed text]]</nowiki>.
 
'''Note:''' '''<span style="color:#FF0000">Anchor Points - Section linking WITHIN pages</span>''' <u>USE</u> <nowiki>[[Help:Section#Section_linking|Section linking]]</nowiki> or <u>To link to a section in the same page</u> you can use <nowiki>[[#section name|displayed text]]</nowiki>, and to <u>link to a section in another page</u> <nowiki>[[page name#section name|displayed text]]</nowiki>.
  
'''Note:''' '''<span style="color:#FF0000">Section linking with arbitrary id</span>''' <u>USE</u> <nowiki><span id="anchor_name"></span></nowiki>. Be sure to use a name that is not likely to be duplicated. One way to do this is to incorporate the titles of the higher-level sections, at least in abbreviated form, e.g., Ontario-Natural_features for the "Natural features" subsection of the "Ontario" section of an article about the provinces of Canada.  
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'''Note:''' '''<span style="color:#FF0000">Section linking with arbitrary id</span>''' <u>USE</u> <nowiki><span id="anchor_name"></span></nowiki>. Be sure to use a name that is not likely to be duplicated. One way to do this is to incorporate the titles of the higher-level sections, at least in abbreviated form, e.g., Ontario-Natural_features for the "Natural features" subsection of the "Ontario" section of an article about the provinces of Canada. '''<span style="color:#FF0000">ADD</span>''' inside '''<span style="color:#006699">Table Caption/Heaer Text</span>'''
 
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== [[Hârn_HârnWorld|HârnWorld]] '''<span style="color:#008000">COL5001</span>''' ==
 
== [[Hârn_HârnWorld|HârnWorld]] '''<span style="color:#008000">COL5001</span>''' ==
 
(64 Pages) - version 1.2
 
(64 Pages) - version 1.2
'''<span style="color:#006699">Possible Link</span>'''
 
INSERT TABLE
 
  
<center>
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Replace “ ” with "
{|
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|+ style="caption-side:bottom; color:#000000;"|'''IDEA Icon'''
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| [[File:Idea_Icon.png|16px|center|link= ]]
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|}
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</center>
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=== Credits ===
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Replace ‘ ’ with '
==== Writers ====
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N. Robin Crossby
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Tom Dalgliesh
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'''<span style="color:#006699">Possible Link</span>'''
  
Edwin King
 
  
==== Map and Plans ====
 
N. Robin Crossby
 
 
Brent Bailey
 
 
Ron Gibson
 
 
Eric Hotz
 
 
Richard Porter
 
 
Alun Rees
 
 
==== Illustrations ====
 
Eric Hotz
 
 
Richard Luschek
 
 
==== Cover ====
 
Richard Luschek
 
 
==== Editing and Layout ====
 
Brent Bailey
 
 
==== Contributors ====
 
Brad Carter
 
 
Brian Clemens
 
 
Rob Duff
 
 
Mike Dwyer
 
 
John Frazer
 
 
Doug Gillanders
 
 
John Greer
 
 
Stephen Hinchcliffe
 
 
David Kowan
 
 
Sharon MacLeod
 
 
Simon Matthews
 
 
Brad Murray
 
 
Gene Siegel
 
 
Garry Steinhilber
 
 
==== Heraldry ====
 
C.I. Roegner
 
 
Matt Roegner
 
 
© 2014, Columbia Games, Inc.
 
 
All rights reserved. Reproduction in any manner, without written permission of the publisher, is strictly prohibited by law.
 
 
“Hârn,” “HârnWorld,” and “HârnMaster” are registered trademarks of Columbia Games, Inc.
 
 
 
== Introduction ==
 
What Is Hârnworld
 
HârnWorld is a detailed, realistic, flexible, and system-neutral setting for fantasy role-playing games. Since 1983, HârnWorld has been used by thousands of people across the world to run a wide array of medieval fantasy adventures. HârnWorld can accommodate whatever style of campaign you are looking for, whether your player characters are knights, mages, barbarians, clerics, noble lords, mercenaries, gladiators, craftsmen, merchants, thieves, or even simple peasants yearning for adventure.
 
 
This basic ''HârnWorld'' module has two components:
 
 
Hârn Overview
 
 
The 58-page ''Hârn'' article is a general overview of Hârnic cultures, governments, economics, history, and more. It also includes campaign aids for such tasks as generating weather conditions and character backgrounds.
 
 
Hârn Regional Map
 
 
The map of Hârn provides a vast amount of information with a unique cartographic system developed specifically for fantasy gaming. The area detailed measures <u>620×930 miles (1000×1500 km)</u>. The colors and textures show vegetation and terrain as noted on the map key.
 
 
Encyclopedia Hârnica
 
 
Beyond this master module, HârnWorld is described in a series of articles covering a variety of topics. At the highest level is ''Hârndex'', a master index that includes entries for kingdoms, cities, castles, and major settlements; historical and present-day monarchs and other important people; gods and religions; mountains, lakes, and other geographic features; and a number of strange, dangerous creatures unique to HârnWorld. ''Hârndex'' also includes definitions of terms related to medieval economics, warfare, and society.
 
 
''Hârndex'' is expanded upon by a series of stand-alone articles collectively referred to as the ''Encyclopedia Hârnica''. These supplements cover a wide range of topics in much greater detail. Articles for the major kingdoms describe their people, histories, and political intrigues, while those covering individual castles and keeps provide details of the settlement’s residents, fortifications, and resources. Various religious orders are covered, giving GMs and players a rich panoply of realistic faiths from which to choose. Material about the various guilds brings greater depth to the world’s economics and articles on wilderness areas and barbarian tribes provide fertile ground for adventuring. Throughout, GMs are provided with plentiful adventure hooks and story seeds to introduce the players to the setting. With more than 200 supplements published to date, GMs won’t lack for choices in how to tailor their campaigns.
 
 
Modules are presented in an expandable format: they are loose-leaf and hole-punched, allowing you to insert them into binders to create your own ''Encyclopedia Hârnica'' to fit the needs of your campaign.
 
 
Where to Start
 
 
With all this detail, HârnWorld can seem overwhelming to newcomers. But don’t worry, you don’t need everything we’ve published to get started. The descriptions of the Hârnic kingdoms in this module will give you a taste for each and should spark ideas of the kinds of adventures they are best suited for. Just pick one and then dive into the related supplements. Use what fits your game, change what doesn’t. Above all, enjoy exploring Hârn!
 
 
 
==== SideBar ====
 
Why Use HârnWorld?
 
 
The following was written by N. Robin Crossby, creator of Hârn, in the second edition of ''HârnWorld'', published in 1990.
 
 
''Fantasy role playing is a trinity of three vital elements: gamemastering, rules, and environment. The first needs little explanation; even the best environment and rules will not survive the misjudgments of a bad GM, but they can make a talented rookie shine. Rules are no more than a mechanical set of guidelines, an attempt to formulate common sense into some pretty weird stuff.''
 
 
''HârnWorld belongs to the third element of FRP. A good environmental framework is a painstaking endeavor that takes many, many years of blood and sweat to create. Something like 30 man-years has gone into HârnWorld products.''
 
 
''All works of fantasy should be woven of familiar threads. Because it is impossible to entirely describe an alien world, readers must be able to fill in the gaps with their own knowledge and experience. Although more than one million words have gone into describing HârnWorld and its expansion modules, lots more can be said and will be said. In the meantime, the reader can take comfort from knowing that this world operates under the same physical laws and social dynamics as medieval Terra.''
 
 
''Of course, in any fantasy the viewer/player must suspend his disbelief. In fantasy role playing, most are willing to accept that magic works and that fell beasties roam the wilderness. Outlandish beasts with strange powers and strange esoteric phenomena exist in HârnWorld, but they are carefully blended with medieval reality.''
 
 
''With roleplaying, there is a vital element of mood, and this elusive principle lies at the heart of HârnWorld. While it is true that magic-strong, hack-and-slash environs can keep players busy for a time, only an environment that is fundamentally rational can give the feeling that one is involved in an epic.''
 
 
''HârnWorld was specifically created for roleplaying as opposed to dragon-bashing. Those who have so far limited their FRP activity to random forays into disjointed chaos have missed at least half the fun of this exciting hobby. HârnWorld is, I believe, an epic product, with all the fantasy you want, and all the realism you need.''
 
 
N. Robin Crossby
 
 
1954–2008
 
 
 
== Cultures ==
 
<center>
 
{|
 
|+ style="caption-side:bottom; color:#000000;"|'''Hârn Regional Map'''
 
| [[File:Hârn_Regional_Map.png|900px|center|link= ]]
 
|}
 
</center>
 
 
Hârn is a rough, hazy, forested island about 100 miles off the northwest coast of the continent of Lythia on the edge of the Haonic Ocean. It is a wild, dangerous land, where pockets of civilization are surrounded by large tracts of wilderness. It is a land of feudal kingdoms, religious turmoil, savage monsters, noble knights, beleaguered peasants, industrious craftsmen, barbaric tribesmen, and secretive wizards.
 
 
=== Hârnic Cultures ===
 
While Hârn contains unique cultures and creatures, its closest historical equivalent is 9th to 14th century Britain. Elements from this entire period may be found and, with the exception of the unique elements described, the GM may use this historical era as a model.
 
 
Kingdoms
 
There are seven civilized human states on Hârn. Five of them are feudal, one is pre-feudal (Orbaal), and the last is a plutocratic republic (Tharda). Two demi-human states exist: Azadmere, kingdom of the Khuzdul (dwarves), and Evael, kingdom of the Sindarin (elves). Both prefer to maintain their distance from the human nations and each other.
 
 
Barbarian Nations
 
The wilderness of Hârn is home to 18 tribal nations with a total population exceeding 100,000. There is almost constant conflict between tribes and their civilized neighbors but some are more warlike than others.
 
 
Gargun Nations
 
Hârnic orcs, or gargun, are sometimes called Foulspawn. Five species of these creatures live in Hârn’s mountains, either in cave complexes or as wandering nomadic bands. Hârn may have as many as 50,000 gargun.
 
 
Unique Cultures
 
Two unique “cultures” exist on Hârn: the Ivashu of Misyn, a diverse group of creatures spawned by the god Ilvir; and the Ilme of Ilmen Marsh, a race of intelligent mere-dragons.
 
 
 
==== SideBar ====
 
Geography
 
Hârn’s center is dominated by Lake Benath, a freshwater lake drained by the Thard River. The longest river is the Kald (375 miles), which drains the eastern interior. Much of Hârn is hilly. There are four mountain ranges of note: the Felshas, running north-south in central Hârn; the Rayeshas, running east-west along the top of Lake Benath; the Sorkins, running northsouth along the east coast; and the Jahls in the extreme north.
 
 
Weather and Climate
 
Hârn’s climate is basically maritimetemperate (cool summers, mild winters, and damp). Some say that Hârn has no climate, just weather. The prevailing southwesterly winds off the Haonic Ocean are moist. Fog, drizzle, and overcast skies are common. The island receives ample precipitation all year round. This falls mostly as rain, although winter snow and sleet occur, especially in the north and at high elevations. The seas around Hârn are notoriously rough; calm waters, which are rare, can build swiftly into terrible storms.
 
 
Vegetation
 
The moist climate promotes a luxurious vegetation, mostly summergreen deciduous forest and woodland. Needleleaf forests, alpine tundras, and permanent snowcaps are found at higher elevations. Heathlands are common along western margins.
 
 
Communications
 
A lack of good roads and rough terrain combine to make travel difficult, especially in winter. The island is regarded with disdain by continental Lythians and is generally avoided. Tales of wild men and fearsome beasts have served to daunt visitors from abroad. Despite the unpredictable seas, a few adventurous seamen ply their trade between Hârn and Lythia. The Hârnic guilds maintain good contact with their foreign colleagues.
 
 
Calendar
 
The Hârnic calender, called Tuzyn Reckoning (TR), has a lunar year of 12 months, each with 30 days:
 
 
'''Spring:''' Nuzyael, Peonu, Kelen
 
 
'''Summer:''' Nolus, Larane, Agrazhar
 
 
'''Autumn:''' Azura, Halane, Savor
 
 
'''Winter:''' Ilvin, Navek, Morgat
 
 
The game year is 720 TR.
 
 
 
=== Ázadmêre ===
 
Azadmere is the kingdom of the Khuzdul in Hârn’s Sorkin Mountains. Ruled by King Hazmadul III of Clan Tarazakh, the kingdom is centered on the city of the same name but includes most of the mountains surrounding Lake Arain. It was founded more than 7,000 years ago and is the last settlement of Khuzdul on Hârn.
 
 
The kingdom is a unique hybrid culture of dwarves and humans. Of the 11,000 total population, 6,200 are human descendants of a few hundred trusted Jarin who were given refuge after the Atani Wars. Most of the humans live around the settlement of Habe, the main source of food for the kingdom. They owe allegiance to Hazmadul’s chief human vassal, Baron Kophar, who rules his barony with little interference from the king. Most other humans live in the city of Azadmere, as do almost all of the Khuzdul.
 
 
The city of Azadmere is an impressive walled settlement, with a moat, stout double walls, and prominent round towers. It is really two cities, the Outer City and Inner City. The Outer City lies between Lake Arain and Mount Zaduryn, at the foot of a megalithic cliff with large granite outcrops at its summit known as “the Knives.” It is devoted primarily to human residences and various trades and crafts. The Inner City features extensive chambers and passages carved into the living rock of the mountain. It contains the mines and residences for the Khuzdul, most of whom work in the Outer City. Very few humans are permitted access to the Inner City, notably Baron Kophar, his closest lieutenants, and some local officials.
 
 
The high altitude and poor soils are not suitable for growing wheat so the kingdom relies on imported grain from Kaldor to supplement its own crops. In return, Azadmere exports weapons and armour, gems and jewelry, and gold and silver artifacts. The mines of Azadmere produce iron, silver, and gems, and are the major active source of gold on Hârn. The Khuzdul have no formal guild system but various
 
clans have economic rights that amount to monopolies in their chosen crafts.
 
 
The Khuzdul have a strong enmity for the gargun that infest the surrounding mountains. In addition to the city’s fortifications, the kingdom includes the formidable fortress of Zerhun. Built into the rugged cliffs overlooking the Silver Way, Zerhun is strategically placed to guard the approaches to Azadmere.
 
 
Although a few adventurous or outlawed Khuzdul may be found anywhere on Hârn, the Kingdom of Azadmere has minimal contact with outsiders other than the limited trade with Kaldor. It is deemed a great honor for an outsider to be permitted entry to the kingdom.
 
 
<center>
 
{|
 
|+ style="caption-side:bottom; color:#000000;"|'''A Coat of Arms'''
 
| [[File:Kandáy_Player_Map.png|900px|center|link= ]]
 
|}
 
</center>
 
 
==== SideBar ====
 
<center>
 
{|
 
|+ style="caption-side:bottom; color:#000000;"|'''Ázadmêre Coat of Arms'''
 
| [[File:Kandáy_Player_Map.png|900px|center|link= ]]
 
|}
 
</center>
 
 
'''Location:''' Eastern Hârn
 
 
'''Atlas Maps:''' L4
 
 
'''Government:''' Monarchy
 
 
'''King:''' Hazmadul III, Clan Tarazakh
 
 
'''Culture:''' Khuzdul
 
 
'''Population:''' 4,800 Khuzdul, 6,200 Human
 
 
'''Royal Seat:''' Azadmere
 
 
'''Largest Town:''' Azadmere (pop. 4,100 Khuzdul, 1,800 Human)
 
 
'''Exports:''' Weapons and armour, gems and jewelry, gold and silver products
 
 
'''Religion:''' Khuzdul worship Siem; Jarin worship Peoni, Siem, or Ilvir.
 
 
 
==== Related Products ====
 
* Azadmere Kingdom Module (COL #5004). Includes Azadmere, Khuzdul, Habe, and Zerhun.
 
* Sorkin Mountains (COL #5890)
 
* Silver Way (COL #5895)
 
* Kiraz (COL #5016)
 
* Nasty, Brutish, and Short: The Orcs of Hârn (COL #5071)
 
 
 
=== Chybísa ===
 
Chybisa is Hârn’s smallest state, a tiny kingdom in southeastern Hârn. The kingdom is centered on Burzyn Castle in the Ulmerien River valley. It is bounded to the north by the region of Upper Osel, to the east by the Anadel highlands, to the south by the plains of Horadir, and to the west by Setha Heath. The natural vegetation is mostly mixed woodland with tracts of cropland and pasture. The Ulmerien valley includes some of the most fertile land on Hârn.
 
 
Chybisa was founded in 160 TR by adventurous Melderyni settlers led by a knight errant named Shobald, who carved out a realm from the petty Jarin tribes and declared himself king. At first vibrant and growing, Chybisa suffered great losses to rampaging Pagaelin and Hodiri tribesmen during the Migration Wars that began soon after the kingdom’s founding.
 
 
Chybisa’s relations with the kingdoms of Kaldor and Melderyn are peaceful but somewhat strained. Both have a claim to the kingdom and while neither seems presently inclined to press their case, the situation worries the current monarch, Verlid VII of Clan Geledoth. At the moment, trade flows freely through Burzyn and there are frequent visitors from Kaldor and Melderyn.
 
 
Verlid VII succeeded his father at age 17 and has proven himself a competent if somewhat nervous monarch. His father ran up huge debts, as yet unpaid, with usurers in Thay. These debts and his concerns over the claims to his throne by Melderyn and Kaldor have not helped his congenitally weak heart. To add to Verlid’s worries, he gets on poorly with his only surviving son, who appears to be undergoing the early stages of syphilis.
 
 
The lands surrounding the kingdom are home to three tribal nations. Although the Bujoc to the east are shy and few in number, the Hodiri to the south and Pagaelin in the north are among the most populous tribes on Hârn. Fortunately for the Chybisans, neither nation is now particularly hostile, although the past is another tale. Both nations trade with the kingdom. Hodiri tribesmen can be found in Burzyn and other settlements and the Pagaelin are common visitors to the villages north of the Ulmerien.
 
 
Chybisa controls the only bridge across the Ulmerien and draws considerable revenue from caravan traffic using the Genin Trail between Tashal and Thay. Extensive mining in the Anadel hills also swells the treasury. It has been whispered that gold has been found on one of the tributary streams of the Ulmerien in the Anadel highlands but there has been no reliable confirmation.
 
 
<center>
 
{|
 
|+ style="caption-side:bottom; color:#000000;"|'''A Coat of Arms'''
 
| [[File:Kandáy_Player_Map.png|900px|center|link= ]]
 
|}
 
</center>
 
 
 
==== SideBar ====
 
<center>
 
{|
 
|+ style="caption-side:bottom; color:#000000;"|'''Chybísa Coat of Arms'''
 
| [[File:Kandáy_Player_Map.png|900px|center|link= ]]
 
|}
 
</center>
 
 
'''Location:''' Southeastern Hârn
 
 
'''Atlas Maps:''' K7, L7
 
 
'''Government:''' Monarchy
 
 
'''King:''' Verlid VII (Clan Geledoth)
 
 
'''Culture:''' Feudal
 
 
'''Population:''' 8,000
 
 
'''Royal Seat:''' Burzyn
 
 
'''Largest Town:''' Burzyn (pop. 510)
 
 
'''Exports:''' Grain
 
 
'''Religion:''' Churches of Larani (nobility) and Peoni (commoners) dominate.
 
 
 
==== Related Products ====
 
* Kingdom of Chybisa (COL #5007) Includes Chybisa, Burzyn, and Hârnic Law.
 
* Onden Keep (COL #5602)
 
* HârnMaster Barbarians (COL #4761)
 
 
 
=== Eváel ===
 
Evael is the last remnant of the Sindarin kingdom that once covered all of Hârn. Unable to stem the tide of human immigration, the Sindarin renounced claim to Hârnic sovereignty some 14 centuries ago and withdrew to the Shava Forest. Evael is now more of a sanctuary for Hârn’s 5,000 Sindarin than a kingdom in the human sense. Evael’s borders are the Farin River in the west, the Wend in the north, and the Kald in the east. The islands of Yaelin and Keboth are loosely controlled parts of the kingdom.
 
 
The majority of humans who live in Evael are descendants of the Jarin who accompanied the Sindarin during their withdrawal into the Shava Forest after the Atani Wars. Others are descended from “newbloods” who were allowed to settle in Evael to prevent inbreeding. Human residents are full citizens of the kingdom. The rare humans who are invited to live in Evael, most often to apprentice under a Sindarin artisan, are residents only at their master’s pleasure. When training is complete, they are expected to depart the kingdom within a year. Hasty marriages to Jarin residents to avoid deportation are not uncommon.
 
 
The economy of Evael is based on barter. The kingdom does not mint coins and foreign coinage is rare. Transactions between Sindarin are always bartered or gifted. To outsiders, the system is a confused and inefficient tangle of favors and exchanges but the Sindarin value the close relationships that develop. The system of mutual trust, honor, and generosity works because transactions are few. Jarin craftsmen accept coinage from visitors.
 
 
Elshavel, or Tarminas as it is known to the Sindarin, is the capital and largest settlement; it is the most beautiful city in all of Hârn. Its inhabitants enjoy the highest standard of living and the entire community reflects the Sindarin eye for aesthetics and function. Businesses, fortifications, and residences blend with the sylvan setting for an effect that is unearthly to the eyes of men. Elshavel is a place visitors regard with awe.
 
 
Ulfshafen, or Nimfalas, is the major port and trade center. It is located on the mouth of the Enorien and controls maritime traffic in the Kald River estuary. Although beautiful and exotic, Ulfshafen’s lack of raucous pleasures and its almost invisible civic authority can be unsettling to human visitors.
 
 
The Chelni, Pagaelin, and Tulwyn tribal nations surround Evael. All have legends about the inhabitants of the Shava Forest. The Chelni fought against the Sindarin in the Battle of Sorrows and have since viewed them with respect and awe. The Pagaelin consider them to be “devils of the forest” and keep their distance. The Tulwyn will not cross the Farin River after a disastrous attempt to invade Evael around 150.
 
 
The Sindarin are largely self-sufficient and Evael has minimal contact with other civilized nations. Almost all imports and exports are handled by the Jarin, who act as intermediaries. Some trade is conducted through the port at Ulfshafen or overland through Trobridge Inn. Generally, the Sindarin kingdom pursues a neutral policy towards the rest of Hârn. Kaldor and the Thardic Republic both claim lands right up to the borders of Evael. These claims are only nominal and neither state has the strength to extend its power into the region. The Sindarin and Khuzdul, once great allies, have ignored each other for 14 centuries. Evael’s isolation from the rest of Hârn lends it an aura of mystery and a reputation that all manner of enchantments will befall the unwary. Visitors are few.
 
 
 
==== SideBar ====
 
<center>
 
{|
 
|+ style="caption-side:bottom; color:#000000;"|'''Eváel Coat of Arms'''
 
| [[File:Kandáy_Player_Map.png|900px|center|link= ]]
 
|}
 
</center>
 
 
'''Location:''' Southern Hârn
 
 
'''Atlas Maps:''' H6–8, I6–8, J6–7
 
 
'''Government:''' Monarch and advisory council
 
 
'''King:''' Aranath Halirien
 
 
'''Culture:''' Sindarin
 
 
'''Population:''' 5,100 Sindarin, 500 Human
 
 
'''Royal Seat:''' Elshavel
 
 
'''Largest Town:''' Elshavel (pop. 600 Sindarin, 200 Humans)
 
 
'''Exports:''' Glasswares, musical instruments, jewelry
 
 
'''Religion:''' Sindarin and some Jarin worship Siem; other Jarin worship Peoni or Ilvir.
 
 
 
==== Related Products ====
 
* Kingdom of Evael (COL #5081) Includes Evael, Elshavel Castle, Ulfshafen Castle, Bejist Earthmaster Site, Pesino Earthmaster Site, and an adventure scenario.
 
* Trobridge Inn (COL #5072) Includes “Pepper and Spice” adventure scenario.
 
* HârnMaster Barbarians (COL #4761)
 
 
 
=== Káldôr ===
 
Located in the eastern interior of Hârn, Kaldor is a feudal realm ruled by King Miginath from his royal castle in the city of Tashal. Founded more than five centuries ago (188), external threats to Kaldor have been minimal but internal strife has been common, notably the Kaldoric Civil War (362–377) and Baronial Revolt (599–603). Both conflicts were the result of a tendency for kings to draw too much power into their own hands at the expense of the barons. The current dynasty, Clan Elendsa, was founded in 603 and has encouraged a return to traditional principles of feudalism and chivalry while maintaining royal justice.
 
 
The present monarch, King Miginath Elendsa, was 41 when he succeeded his father (Torastra) in 693. He has always been sickly and there are yearly predictions of his imminent death from any of numerous ailments. After 27 years, the aged king continues to baffle his subjects simply by getting up each morning. He has never married, leaving the succession a matter of contention between three bastard sons and a score of nieces and nephews. During his reign, Miginath has substantially increased the royal bureaucracy, handing out new offices in exchange for concessions from individual nobles and their clans. He is popular with the common people because he has kept the kingdom prosperous and at peace.
 
 
Many of the lands claimed by Kaldor are controlled by tribal nations. In the western Chelmarch, the Salt Route crosses Chelni and Kath lands. Kaldor has a token presence at Trobridge Inn but only because the Chelni allow it to survive. The southern Oselmarch lies within Pagaelin territory, a region crossed by the Genin Trail and subject to raids. Beyond the Pagaelin territory lies small but rich Chybisa, a kingdom to which Kaldor occasionally asserts a claim.
 
 
The commercial life of Kaldor and its merchant class peaks at the great Tashal Summer Fair. Caravans converge on this economic hub city from all corners of Hârn: from Orbaal down the Fur Road, from Azadmere along the Silver Way, from Thay and the Lythian continent via the Genin Trail, and from western Hârn by the Salt Route. Mercantylers trade through much of the summer before returning home with wagons laden with goods.
 
 
<center>
 
{|
 
|+ style="caption-side:bottom; color:#000000;"|'''Gatehouse, Qualdris Castle'''
 
| [[File:Kandáy_Player_Map.png|900px|center|link= ]]
 
|}
 
</center>
 
 
 
==== SideBar ====
 
<center>
 
{|
 
|+ style="caption-side:bottom; color:#000000;"|'''Káldôr Coat of Arms'''
 
| [[File:Kandáy_Player_Map.png|900px|center|link= ]]
 
|}
 
</center>
 
 
'''Location:''' Eastern Hârn
 
 
'''Atlas Maps:''' J4–6, K4–6
 
 
'''Government:''' Monarchy
 
 
'''King:''' Miginath, Clan Elendsa
 
 
'''Culture:''' Feudal
 
 
'''Population:''' 105,000
 
 
'''Royal Seat:''' Olokand
 
 
'''Largest Town:''' Tashal (pop. 11,400)
 
 
'''Exports:''' Grain, vellum, wool
 
 
'''Religion:''' Churches of Larani (nobility) and Peoni (commoners) dominate.
 
 
==== Related Products ====
 
* Kingdom of Kaldor (COL #5610)
 
* City of Tashal (COL #5611)
 
* Gardiren Castle (COL #5623)
 
* Kiban Castle (COL #5628)
 
* Minarsas Castle (COL #5634)
 
* Olokand Castle (COL #5651)
 
* Qualdris Castle (COL #5638)
 
* Heru Keep (COL #5639)
 
* Oselbridge (COL #5651)
 
* Silver Way (COL #5895)
 
* Tontury Lake (COL #5893)
 
* Field of Daisies (COL #5951)
 
* 100 Bushels of Rye (COL #5051)
 
* Trobridge Inn (COL #5072)
 
* Tournaments (COL #4721)
 
* HârnManor (COL #4751)
 
* HârnMaster Barbarians (COL #4761)
 
 
 
=== [[Hârn_Kingdom_of_Kandáy|Kingdom of Kandáy]] '''<span style="color:#008000">COL5660</span>''' ===
 
Kanday is a feudal kingdom in southwestern Hârn. Created in 589 after the collapse of the despotic Theocracy of Tekhos, Kanday now stands as a realm committed to peace and prosperity. Despite its tradition of enlightened and peaceful government, the kingdom has seen three major wars over the past 60 years, mainly because its policies are in direct conflict with those of its neighbors, Rethem and Tharda.
 
 
King Andasin IV is unmarried and there is some pressure on him to provide an heir. Negotiations are underway for him to marry the daughter of Earl Cassean of Heroth. Andasin is privately reluctant, as Dorthea Cassean is well known for her shrewish temper and plain appearance.
 
 
Some lords are troubled by the power of the king’s father, the Earl of Sarkum, who has considerable influence over Andasin IV. The king’s younger brother, Prince Anaflas, is widely seen as the more pragmatic and energetic of the two. Many would prefer his leadership should war break out.
 
 
Relations between Kanday and its neighbors are peaceful but tense. Although the Agrikan Order of Copper Hook and the Laranian Order of the Checkered Shield have frequently skirmished across the Rethem-Kanday border since the end of Ezar’s War, neither monarch officially recognizes the conflict nor supports the combatants. Both claim it is a religious dispute; should either order make substantive gains it is likely that the secular governments would become involved. The Rethemi Earl of Tormau, who detests King Chafin III, has been covertly giving aid to both orders to keep the conflict simmering. He has also approached Anaflas through intermediaries to explore alternatives should war break out between Kanday and Rethem.
 
 
Kanday recently suffered defeat at the hands of the Thardic Republic during the Kuseme War (712–713). King Andasin fears the martial skills and expansionist designs of Marshal Kronas Elernin. The problem is made greater by the erratic (from Andasin’s point of view) policies of the Thardic Senate. Andasin fears that the pro-Kronas and Imperial factions will gain dominance. His greatest worry is an alliance of his northern neighbors against him. Kanday and Tharda are also at odds over the range of the Gozyda tribesmen. King Andasin I swore an oath that his kingdom would always defend the Gozyda. The Republic claims most of the Gozyda lands and occasionally captures the tribesmen as slaves.
 
 
<center>
 
{|
 
|+ style="caption-side:bottom; color:#000000;"|'''Coat of Arms'''
 
| [[File:Kandáy_Player_Map.png|900px|center|link= ]]
 
|}
 
</center>
 
 
==== SideBar ====
 
<center>
 
{|
 
|+ style="caption-side:bottom; color:#000000;"|'''Kandáy Coat of Arms'''
 
| [[File:Kandáy_Player_Map.png|900px|center|link= ]]
 
|}
 
</center>
 
 
'''Location:''' Southwestern Hârn
 
 
'''Atlas Maps:''' D7–9, E7–9, F7–9
 
 
'''Government:''' Monarchy
 
 
'''King:''' Andasin IV (Clan Kand)
 
 
'''Culture:''' Feudal
 
 
'''Population:''' 96,000
 
 
'''Royal Seat:''' Dyrisa
 
 
'''Largest Town:''' Aleath (pop. 5800)
 
 
'''Exports:''' Linen, vellum, wool
 
 
'''Religion:''' Churches of Larani (nobility) and Peoni (commoners) dominate.
 
 
 
==== Related Products ====
 
* [[Hârn_Kingdom_of_Kandáy|Kingdom of Kandáy]] ('''<span style="color:#008000">COL #5660</span>''')
 
* [[H%C3%A2rn_Kandáy_ALEATH|City of '''ALEATH''']] ('''<span style="color:#008000">COL #5661</span>''')
 
* Dyrisa Castle (COL #5662)
 
* Heroth Castle (COL #5675)
 
* Menekod Castle (COL #5669)
 
* Minilaous Keep (COL #5670)
 
* Sarkum Castle (COL #5680)
 
* Selvos Castle (COL #5684)
 
* Dunir Keep (COL #5685)
 
* Larani: Order of the Checkered Shield (COL #4442)
 
* Larani: Order of Hyvrik (COL #4441)
 
* Dead of Winter (COL #5041)
 
* Dead Weight (COL #5952)
 
* Tesien Earthmaster Site (COL #5688)
 
* HârnMaster Barbarians (COL #4761)
 
 
 
=== Mèlderýn ===
 
Melderyn, Hârn’s oldest kingdom, is named for the island off the southeast coast of Hârn on which it was founded. The many strange goingson and mystical persons attributed to the island, which is commonly called “The Wizards’ Isle,” have given the realm a reputation as a place of mystery and enchantment. To some, Melderyn appears timeless, unaffected by mundane happenings in the rest of Hârn.
 
 
In addition to Melderyn Island and the many smaller islands nearby, the kingdom includes considerable holdings on the Hârnic mainland. The kingdom is bounded on the south and east by the Gulf of Ederwyn and the Sea of Ivae, extends to the Onden River in the north, and to the Ulmerien river and the coast of Horadir in the west.
 
 
The tiny feudal kingdom of Chybisa, which the Melderyni crown still recognizes as a vassal, lies to the northwest and is the nearest civilized neighbor. The kingdom of Emelrene on the Lythian continent is some 30 leagues southeast across the Melderyni Channel. Melderyn is enriched by its command of trade between the Misty Isles and western Lythia.
 
 
Three barbarian tribal nations inhabit lands claimed by Melderyn. The reclusive, matriarchal Bujoc roam the Anadel highlands and prefer little contact with civilization. The horse-breeding Hodiri, the largest tribal group on Hârn, occupy the woodland plains of Horadir. The wild and primitive Solori dwell in the hills of Solora. Nomadic gargun of the Chindra and Moym tribes prowl the northern reaches of the realm. Melderyn is ruled by King Chunel Toron, who is advised by a secret assembly of scholars, wizards, and priests called the Council of Eleven.
 
 
Melderyn’s kings have traditionally used diplomacy to achieve their ends; no Melderyni king has fielded an army on Hârn. Melderyn’s history is not without violence, however. Foreigners have occasionally attacked the kingdom, such as the Ivinian vikings who sacked manors along the Horka River just a generation ago. Melderyni knights and adventurers have carved out petty kingdoms and joined causes that stained Hârn with blood, including the crusade currently being waged by the Laranian Order of the Lady of Paladins against the Solori.
 
 
 
<center>
 
{|
 
|+ style="caption-side:bottom; color:#000000;"|'''Coat of Arms'''
 
| [[File:Kandáy_Player_Map.png|900px|center|link= ]]
 
|}
 
</center>
 
 
 
==== SideBar ====
 
<center>
 
{|
 
|+ style="caption-side:bottom; color:#000000;"|'''Mèlderýn Coat of Arms'''
 
| [[File:Kandáy_Player_Map.png|900px|center|link= ]]
 
|}
 
</center>
 
 
'''Location:''' Southeastern Hârn
 
 
'''Atlas Maps:''' L7–10, M7–10, N8–10
 
 
'''Government:''' Monarchy
 
 
'''King:''' Chunel, Clan Toron
 
 
'''Culture:''' Feudal
 
 
'''Population:''' 160,000
 
 
'''Royal Seat:''' Cherafir
 
 
'''Largest Town:''' Cherafir (pop. 7,000)
 
 
'''Exports:''' Pottery, minerals, fish
 
 
'''Religion:''' Churches of Larani (nobility) and Peoni (commoners) dominate. Church of Save-K’nor influential.
 
 
 
==== Related Products ====
 
* Kingdom of Melderyn (COL #5700)
 
* City of Cherafir (COL #5701)
 
* City of Thay (COL #5702)
 
* Chyrefal Castle (COL #5703)
 
* Gythrun Castle (COL #5713)
 
* Harden Castle (COL#5718)
 
* Karveth Castle (COL #5723)
 
* Nurisel Castle (COL #5725)
 
* Glenoth Keep (COL #5726)
 
* Menio Keep (COL #5715)
 
* Gelimo Chantry (COL #5731)
 
* Escorsen’s Hermitage (COL #5733)
 
* Telumar Earthmaster Site (COL #5889)
 
* HârnMaster Barbarians (COL #4761)
 
 
 
=== Orbáal ===
 
Orbaal is a pre-feudal state in northeastern Hârn ruled by King Alegar II from Geldeheim. The region was formerly called Jara until the Kingdom of Orbaal was proclaimed in 686 after the Ivinian conquest of the indigenous Jarin. It is a very unstable realm, where less than 8,000 rowdy and ungovernable Ivinians have subjugated about 65,000 rebellious Jarin.
 
 
Orbaal is really a host of semi-independent squabbling domains. Small clans pay tribute to more powerful ones who in turn pay it to the king. The clans are constantly fighting among themselves, each going their own way with very little interference from the king, whose only real claim to the crown is that he has the biggest and most powerful domain.
 
 
Racial stratification has led to serious tensions in Orbaalese society and several Jarin rebellions have been put down with considerable bloodshed. The few remaining major landholding Jarin lords are a significant divisive faction, with some promoting unrest and plotting the expulsion of the hated “barbarians” from their native soil.
 
 
The Ivinians are known for piracy, a tradition that all coastal peoples in northwestern Lythia have come to dread. In hard economic times, various clans take to the sea in their dragonships and go viking, that is, raiding and pillaging coastal villages and towns. The golden age of viking may have passed, but recent attempts to sack the city of Thay were a potent reminder that the mercenary sea power of Ivinian clansmen is still to be feared.
 
 
There have been three Orbaalese kings since 686, all members of Clan Taareskeld of Geldeheim. King Alegar II faces considerable problems ruling his fractious realm. Both the Ivinians and Jarin are freedom-loving, rowdy, and rebellious. In addition, the Ivinian kingdoms of Rogna, Menglana, and Seldenbaal all regard Orbaal as a colony and periodically demand tribute, although none has been given for many years.
 
 
The region is also home to two semi-nomadic nations, the Anoa and the Ymodi, who have withstood the previous Jarin lords and current Ivinian conquerors, frequently bloodying the noses of any would-be overlords.
 
 
The rugged Jahl Mountains shelter several tribes of gargun and other dangerous creatures, including yelgri, Ivashu, and even dragons; travel there is hazardous.
 
 
<center>
 
{|
 
|+ style="caption-side:bottom; color:#000000;"|'''Coat of Arms'''
 
| [[File:Kandáy_Player_Map.png|900px|center|link= ]]
 
|}
 
</center>
 
 
 
 
==== SideBar ====
 
<center>
 
{|
 
|+ style="caption-side:bottom; color:#000000;"|'''Orbáal Coat of Arms'''
 
| [[File:Kandáy_Player_Map.png|900px|center|link= ]]
 
|}
 
</center>
 
 
'''Location:''' Northeastern Hârn
 
 
'''Atlas Maps:''' G1–3, H1–3, I1–3, J1–3, K1–3
 
 
'''Government:''' Monarchy
 
 
'''King:''' Alegar II, Clan Taareskeld
 
 
'''Culture:''' Feudal/Viking
 
 
'''Population:''' 73,000
 
 
'''Royal Seat:''' Geldeheim
 
 
'''Largest Town:''' Keiren (pop. 820)
 
 
'''Exports:''' Furs/hides, amber, honey, whale and seal products
 
 
'''Religion:''' Ivinians worship Sarajin; Jarin worship Ilvir or Siem
 
 
 
==== Related Products ====
 
* Kingdom of Orbaal (COL #5800)
 
* Castles of Orbaal (COL #5022) Includes Arathel, Marby, Pled, and Sherwyn.
 
* Arathel Castle (COL #5807)
 
* Geldeheim Castle (COL #5801)
 
* Zynholm Thran (COL #5806)
 
* Noron’s Keep (COL #5887)
 
* Jarin (COL #5849)
 
* Seals (COL #4623)
 
* Araka-Kalai (COL #5880)
 
* Misyn Wilderness Region (COL #5881)
 
* Ochrynn Abbey (COL #5882)
 
* HârnMaster Barbarians (COL #4761)
 
* Nasty, Brutish, and Short: The Orcs of Hârn (COL #5071)
 
 
 
=== Réthem ===
 
Founded in 635, the Kingdom of Rethem is the latest stage in a bloody evolution that started with Corani imperialism and has gone through Morgathian revolt and theocracy, barbarian conquest, Agrikan ascendancy, and a brutal attempt at feudalism by force. The political situation is far from settled and the threat of civil war looms over the kingdom.
 
 
Unlike other Hârnic kingdoms, Rethem is dominated by the churches of Agrik and Morgath, giving it a reputation as “the black-souled and evil” kingdom. Religious freedom and tolerance are not a part of Rethemi culture.
 
 
Rethem is bounded by the Kingdom of Kanday to the south, the Peran wilderness to the north, and the Thardic Republic to the east. With a long history of violence, a rulership built on cunning and strength, and a shaky political structure, Rethem is viewed warily by its neighbors.
 
 
Peran is home to the Kubora, a fierce and numerous tribal nation. Rethem was created by the conquests of a Kuboran chieftain, something that neither the tribesmen nor the Rethemi are likely to forget. The Kuboran influence is still significant in Rethem and most Rethemi nobility are of Kuboran descent, although it is not currently fashionable to admit to it.
 
 
Rethem’s northern forests are rich in timber and furs and the abundant minerals of the lowlands have been extensively mined since Corani times. The fertile Thard Valley has long been one of the most densely populated regions of Hârn and boasts the strongest economy in the west.
 
 
Rethem’s eighth and current ruler, King Chafin III, is not the product of a long and respected dynasty, his clan having seized the throne a mere 40 years ago. He has constructed a network of allegiances that relies upon the careful placement of kin and the manipulation of competing loyalties that he himself may not fully command. Chafin often uses the threat of invasion from the kingdom’s neighbors to keep his rivals off guard.
 
 
Chafin III keeps his seat at Shostim and spends little time at the royal castle in Golotha. He is aware that five of Rethem’s seven monarchs have died violently. Few expect the current uneasy bout of peace in Rethem to last long. If Chafin can live long enough and unite his chronically rebellious kingdom, it is likely he will again attack hated Kanday. Chafin is more secure and shrewd than his predecessors but suspicion of his many rivals may cripple his state-building efforts. It is certain that both internal strife and external wars will reshape the kingdom in the coming years.
 
 
 
<center>
 
{|
 
|+ style="caption-side:bottom; color:#000000;"|'''Coat of Arms'''
 
| [[File:Kandáy_Player_Map.png|900px|center|link= ]]
 
|}
 
</center>
 
 
 
==== SideBar ====
 
<center>
 
{|
 
|+ style="caption-side:bottom; color:#000000;"|'''Réthem Coat of Arms'''
 
| [[File:Kandáy_Player_Map.png|900px|center|link= ]]
 
|}
 
</center>
 
 
'''Location:''' Western Hârn
 
 
'''Atlas Maps:''' C6, D6–7, E6–7
 
 
'''Government:''' Monarchy
 
 
'''King:''' Chafin III, Clan Araku
 
 
'''Culture:''' Feudal
 
 
'''Population:''' 95,000
 
 
'''Royal Seat:''' Shostim
 
 
'''Largest Town:''' Golotha (pop. 6,200)
 
 
'''Exports:''' Wild beasts, leatherwares, oils
 
 
'''Religion:''' Church of Agrik dominates, Morgathians influential in Golotha
 
 
 
==== Related Products ====
 
* Kingdom of Rethem (COL #5740)
 
* City of Golotha (COL #5741)
 
* Menekai Castle (COL #5748)
 
* Tormau Castle (COL #5759)
 
* Shostim Castle (COL #5742)
 
* Ithiko Castle (COL #5752)
 
* Bedenes Keep (COL #5744)
 
* Hyen Keep (COL #5747)
 
* Keserin Mine (COL #5767)
 
* Agrik: Order of Mamaka (COL #4423)
 
* Agrik: Warriors of Mameka (COL #4424)
 
* Agrik: Order of Herpa the Mace (COL #4415)
 
* Agrik: Red Shadows of Herpa (COL #4416)
 
* HârnMaster Barbarians (COL #4761)
 
* Tribes of the Kubora (COL #4762)
 
* Peran Wilderness Region (COL #5891)
 
* Pamesani Games (COL #4038)
 
 
 
=== Thârda/Thârdic Republic ===
 
The Thardic Republic is a plutocratic state governed by a republican senate. The republic was founded in 674, having evolved from the Thardic League. The capital, Coranan, is Hârn’s largest city. The republic has one other walled city, Shiran, and several large towns.
 
 
The supreme governing body of the republic is the Thardic Senate, housed in the Chamber of the Red Domes in Coranan. The Senate is controlled by 66 wealthy families who own 90 percent of the republic’s land. The major responsibilities of the Senate are to levy taxes, conduct foreign affairs, and appoint various key officials. The Senate is often deadlocked because of the rivalry between powerful factions, including an imperialist party that intrigues for a revival of the once-mighty Corani Empire.
 
 
The republic is divided into six administrative provinces: Coranan, Eidel, Gerium, Kom, Ramala, and Shiran. Each province has two governors: a civil administrator called a magistrate and a marshal who commands the provincial legion. Each is appointed for a three-year term that may be extended at the pleasure of the Senate. Each governor can veto the other’s decisions; deadlocks are referred back to the Senate. Neither official is paid and corruption is rampant. It has been said that a provincial governor can steal enough money in his first year to pay the bribes that got him the appointment, enough in the second year to bribe the jury that will try him for corruption when he retires, and more than enough in the third year to live in luxury for the rest of his life. It is possible, although rare, for one person to hold both offices, as is currently the case in Eidel Province. Although the city of Coranan lies within Coranan Province, it has its own separate government.
 
 
The cohorts and companies of the provincial legions are assigned at the discretion of the Senate. Each legion is responsible for maintaining order within a specific province and for defense against foreign aggression. All Thardic keeps and castles are garrisoned by legion units. It is treason (a capital offense) for any marshal to lead his army outside his province without Senate approval. The Red Guard garrison Coranan and serve as the senatorial bodyguard. Although technically also responsible for policing the city, they have grown so lax in this regard that several religious and mercenary groups have taken over much of that duty.
 
 
The Church of Halea is popular among the upper and middle classes in the Republic and many senators are adherents. Arenas in Coranan and Shiran run by the Agrikan church are the site of the popular Pamesani Games, which feature contests between gladiators, combats involving wild beasts, judicial duels, and spectacles of a depraved and perverse nature.
 
 
 
<center>
 
{|
 
|+ style="caption-side:bottom; color:#000000;"|'''Pamesani Arena, Shiran'''
 
| [[File:Kandáy_Player_Map.png|900px|center|link= ]]
 
|}
 
</center>
 
 
 
==== SideBar ====
 
<center>
 
{|
 
|+ style="caption-side:bottom; color:#000000;"|'''Thârda Coat of Arms'''
 
| [[File:Kandáy_Player_Map.png|900px|center|link= ]]
 
|}
 
</center>
 
 
'''Location:''' Western Hârn
 
 
'''Atlas Maps:''' E6–7, F6–7, G6–7
 
 
'''Government:''' Republican Senate; Provincial Marshals and Magistrates
 
 
'''Culture:''' Republic
 
 
'''Population:''' 104,000
 
 
'''Royal Seat:''' Coranan
 
 
'''Largest Town:''' Coranan (pop. 12,500)
 
 
'''Exports:''' Salt, metals, dyes, perfumes, slaves, brasswares, pottery, textiles
 
 
'''Religion:''' All faiths except Naveh are accepted. Halean church most influential.
 
 
 
==== Related Products ====
 
* Republic of Tharda (COL #5770)
 
* City of Coranan (COL #5771)
 
* City of Shiran (COL #5790)
 
* Imrium Castle (COL #5783)
 
* Moleryn Castle (COL #5788)
 
* Telen Castle (COL #5776)
 
* Fort Taztos (COL #5789)
 
* Salt Route (COL #5899)
 
* Trobridge Inn (COL #5072)
 
* HârnMaster Barbarians (COL #4671)
 
* Pamesani Games (COL #4038)
 
 
 
=== Tribal Nations ===
 
Hârn contains 18 barbarian nations, whose total population exceeds 100,000. Each of these nations has fairly well-defined homelands in the wilderness areas of Hârn, which are noted on the Cultural-Political map. For the most part, the tribal nations are of the same racial stock as the civilized human cultures but, for one reason or another, have remained barbaric or semi-civilized. They are mostly semi-nomadic, moving from one location to another within their range either seasonally or every few years. Some are hunter-gatherers who do not practice more than rudimentary agriculture. Each tribal nation is divided into several dozen tribes of 30 to 1,200 persons, although few tribes would exceed 200 in size. Each tribal nation is described in ''Hârndex''.
 
 
===== Adaenum =====
 
The Adaenum subsist by primitive agriculture and fishing on Anfla Island off the southwest coast of Hârn.
 
 
===== Anoa =====
 
These nomadic hunters live in the Anoth River valley in southern Orbaal. Conflict with gargun and the Orbaalese is common.
 
 
===== Bujoc =====
 
This nation of shy, superstitious, forest nomads has a strong matrilineal culture. They are sometimes encountered by travelers on the Genin Trail in Melderyn.
 
 
===== Chelni =====
 
The Chelni herd cattle and ponies in the Chelna Gap and surrounding hills. They are famed for their mounted warriors and their hostility toward travelers and each other.
 
 
===== Chymak =====
 
The sea-folk of Belna Island are renowned fishermen. They range the Gulf of Ederwyn in large sea-going canoes and are valued as seamen on merchant ships.
 
 
===== Equani =====
 
The warriors of Equeth are one of the most primitive tribes. They are noted for their elaborate facial scars and tattoos and their merciless treatment of intruders.
 
 
===== Gozyda =====
 
These forest tribesmen are skilled guerrilla fighters and control the Mimea Hills in western Hârn. Outlaws from Tharda and Kanday have brought them new blood and technology.
 
 
===== Hodiri =====
 
The Hodiri are proud nomadic horsemen and fierce warriors. They are not particularly hostile to their neighbors and frequently travel to Chybisa to trade their horses and cattle for the products of civilization.
 
 
===== Kabloqui =====
 
These degenerate cannibals from the north shore of Lake Benath are related to the Equani, who detest them. Their gargun neighbors may destroy them, if their own treachery doesn’t first.
 
 
===== Kamaki =====
 
These fisherfolk and herders inhabit the island of Kamace off southwestern Hârn.
 
 
===== Kath =====
 
This loose federation of wild and primitive tribes trades with or attacks travelers in the Kathela Hills in eastern Hârn. Kath women are known for their beauty.
 
 
===== Kubora =====
 
This powerful warrior nation of Peran once united under Arlun the Barbarian and conquered Rethem. They export wild beasts for the Pamesani Games. Some find employment in the south as gladiators or mercenaries.
 
 
===== Pagaelin =====
 
The Pagaelin are violent, brutal, and vicious. They dwell roughly between the Osel River and Setha Heath and are under the influence of a heretical Navehan sect.
 
 
===== Solori =====
 
This primitive and wild nation in southeastern Hârn is slowly being exterminated in a genocidal crusade waged by the Laranian Order of the Lady of Paladins.
 
 
===== Taelda =====
 
The Taelda are nomadic hunter-gatherers who inhabit the vast forests of southern Nuthela. They are renowned healers and woodsmen. They clash constantly with gargun but bear no malice toward strangers.
 
 
===== Tulwyn =====
 
These ruthless barbarians inhabit the wilderness of Athul and are a threat to the Thardic outpost of Fort Taztos and travelers on the Salt Route; some are berserkers. They have a strict code of personal honor.
 
 
===== Urdu =====
 
The Urdu are nomadic hunters who inhabit the range between the Chetul and Pemetta rivers in northwestern Hârn. Although they are related to the Kubora and Equani, the tribes frequently raid each other.
 
 
===== Ymodi =====
 
These wild, fierce forest tribesmen live in the Himod region of northern Hârn. They are beleaguered by the Equani to the west, Anoa to the east, and gargun to the north and south; they survive because of their impressive skill with the bow and spear.
 
 
 
==== SideBar ====
 
<center>
 
{|
 
|+ style="caption-side:bottom; color:#000000;"|'''A Coat of Arms'''
 
| [[File:Kandáy_Player_Map.png|900px|center|link= ]]
 
|}
 
</center>
 
 
'''Location:''' A
 
 
'''Atlas Maps:''' A
 
 
'''Government:''' A
 
 
'''King:''' A
 
 
'''Culture:''' A
 
 
'''Population:''' A
 
 
'''Royal Seat:''' A
 
 
'''Largest Town:''' A
 
 
'''Exports:''' A
 
 
'''Religion:''' A
 
 
 
==== Related Products ====
 
A
 
 
 
=== Gârgún ===
 
The gargun, or Hârnic orcs, are the most aggressive and barbaric of the intelligent, culture-forming Hârnic species. They are also the most alien, being dramatically distinct from all others in their origin, biology, and society. It is rare for a culture to have no redeeming features, but that of the gargun comes close. They are violent and malevolent, with an almost insane hatred for the Khuzdul. They are carnivorous, even cannibalistic.
 
 
The ancestral gargun originated beyond Kethira and first appeared on Hârn in Elkall-Anuz around 110. It has been speculated that Lothrim brought them to Hârn by means of great enchantment to serve as warriors for his burgeoning empire. In any event, they outlived their “creator” and by 250 had spread throughout the island.
 
 
The gargun have a reproductive system resembling that of some insects. In each tribe there will be, at most, one fertile female (the queen) and generally only one fertile male (the king). Gargun hatch from gelatinous eggs laid by the queen and kept in dark, humid chambers. Newborn gargun have an extensive racial memory that preserves the customs of the gargun from one generation to the next. A crucial element of their racial memory is an instinct to submit to a clearly superior authority. They will accept the authority of a king, provided he shows an ability to eliminate rivals; any sign of weakness brings immediate revolt, which is inevitably fatal to the tyrant.
 
 
Overcrowding in a gargun colony will lead to a bloody civil war or a swarm. Civil wars can kill up to 80% of the population in an uncontrollable orgy of bloodletting, perhaps lasting a mere hour. A swarm occurs when a significant number of males, perhaps 40%, seizes the queen or a princess and escapes to establish a new colony. A swarm can be extremely unpleasant for any settlements or wandering parties in its path.
 
 
They are divided onto five sub-species which are unable to interbreed. Each has a distinct language. '''<span style="color:#006699">Gargu-araki</span>''' (<u>Small or Streaked Orc</u>) are the smallest of the gargun and the most comfortable in the outdoors; they are feared nocturnal predators. '''<span style="color:#006699">Gargu-hyeka</span>''' (<u>Common or Brown Orc</u>) are the most numerous sub-species and are noted for their cave complexes. '''<span style="color:#006699">Gargu-khanu</span>''' (<u>Great or Black Orc</u>) are the largest, strongest, and most murderous gargun. '''<span style="color:#006699">Gargu-kyani</span>''' (<u>White Orc</u>) are the second smallest and the least prone to violence; they live mostly in cave complexes in alpine regions. '''<span style="color:#006699">Gargu-viasal</span>''' (<u>Red Orc</u>) are similar to the Common Orc but are larger, live in smaller communities, and swarm less frequently.
 
 
 
<center>
 
{|
 
|+ style="caption-side:bottom; color:#000000;"|'''Coat of Arms'''
 
| [[File:Kandáy_Player_Map.png|900px|center|link= ]]
 
|}
 
</center>
 
 
 
==== SideBar ====
 
===== Gargun Nations =====
 
'''Note:''' '''<span style="color:#FF0000">ADD</span>''' Proper links, alphabetical order, etc.
 
 
====== Nomadic Tribes ======
 
 
INSERT TABLE
 
INSERT TABLE
  
{|
 
| Nomadic Tribes
 
|-
 
| Chindra
 
| Moym
 
| Pryeh
 
| Toset
 
|-
 
| Diaffa
 
| Nuthuk
 
| Ruthuba
 
| Wurokin
 
|}
 
 
 
====== Colonies ======
 
INSERT TABLE
 
 
{|
 
| Colonies
 
|-
 
| Amekt
 
| Gedyf
 
| Korego
 
| Qustup
 
|-
 
| Bwaft
 
| Gifuso
 
| Lucrain
 
| Sokus
 
|-
 
| Carcust
 
| Huxuth
 
| Nizus
 
| Ushet
 
|-
 
| Ejatus
 
| Jobasa
 
| Pazel
 
| Yzug
 
|-
 
| Fana
 
| Jufyx
 
| Pujet
 
| Zedabir
 
|-
 
| Felgoth
 
| Jusiku
 
| Pyxyn
 
| Zhakom
 
|}
 
 
 
===== Ilme =====
 
The Ilme are a strange race of intelligent mere-dragons. They bear some likeness to their great dragon cousins and many reported tales of dragonkind are almost certainly really an Ilme encounter. Ilme are reptilian like dragons but have no wings. They commonly attain a height of 12’ and a weight of two tons. The two sexes live apart except when mating. Despite their undisputed strength, male Ilme are somewhat cowardly and are frequently bullied and robbed by gargun bands. They prefer to hunt from ambush or eat carrion. They will rarely attack intruders but will fight with desperation when cornered if negotiations fail. Female Ilme will attack and fight intruders with limb-tearing ferocity, especially to protect their young. The Ilme do not breathe fire although their breath is far from sweet.
 
 
===== Ivashu =====
 
Ivashu are creatures created by the god Ilvir, who enjoys creating strange life forms. The Ivashu are totally sexless and cannot breed. When they die, their auras return to Ilvir’s tower at Araka-Kalai, where they are reincarnated in a new body. After spending some time in attendance at Ilvir’s court, they are sent into the world. Most are slain quite quickly and others are taken captive for shipment to Tharda and Rethem to appear in the Pamesani arenas. A few Ivashu get past these obstacles and may be found in any part of Hârn. The Ivashu make up for their sterility by possessing strange powers. Some are intelligent and speak their own Ivashi language; others are semi-intelligent, speaking not at all and operating mostly on instinct. Almost any conceivable type of creature may be produced in small numbers by Ilvir, but a few varieties are most common. These are described in Hârndex.
 
 
==== Related Products ====
 
A
 
 
 
== Government ==
 
=== Feudalism ===
 
The prevailing form of government in civilized
 
Hârn is feudalism. All land is owned by the king, who
 
then grants fiefs to trusted magnates to provide for local
 
government and defense. Such grants are inheritable
 
although the monarch may revoke them for treason or
 
rebellion. To help them govern and meet their obligations
 
to the crown, the great nobles grant portions of their fiefs
 
to lesser nobles, a process known as subinfeudation.
 
 
==== Feudal Nobility ====
 
The distinction between noble and common blood
 
is the most significant in Hârnic society. The exclusive
 
rights and privileges of the nobility include the right to
 
bear heraldic arms and chivalric weapons, ride warhorses,
 
organize military forces, hold fortifications, and dispense
 
justice at feudal courts. Any commoner who trespasses
 
on these rights can expect swift and harsh punishment.
 
The ranks of feudal nobility on Hârn are as follows.
 
 
===== Earl =====
 
The highest feudal noble (on Hârn). An earl’s seat
 
will usually be a castle, sometimes a keep, and he will
 
(typically) owe the king the military services of 60–120
 
knights, varying with the size of his holding. Roughly 80%
 
of the earldom will be subinfeudated to vassal barons
 
and knights. The rest will be held directly by the earl and
 
managed by appointed constables or bailiffs.
 
 
===== Baron =====
 
The word baron is a generic term on Hârn for any
 
major land-holding noble with less status than an earl.
 
A barony usually contains a keep and 10–30 manors. In
 
smaller kingdoms, notably Chybisa, a baron may not hold
 
a keep. Regardless of the size of a barony, a few manors
 
will be held directly by the baron and managed by his
 
bailiffs but most will be held by vassal knights. Some
 
barons are vassals of an earl and some are tenants-inchief,
 
holding directly from the king.
 
 
===== Manorial Lord =====
 
A knight who holds a manorial fief, usually from
 
a baron or earl. Such fiefs are given in exchange for
 
the military services of a mounted knight, hence most
 
holders are knights. By custom, the amount of land
 
deemed necessary to support a knight (from revenues)
 
is between 1,200 and 1,800 acres. A grant of this size is
 
called a knight’s fee.
 
 
==== Knighthood ====
 
Knighthood is not a feudal title. All barons and earls,
 
and even the king, are knights. Anyone may theoretically
 
be knighted, most often for exemplary military service to
 
the crown. Knighthood is non-hereditary but most knights
 
are born to the station. The training for knighthood
 
(apprentice knights are called squires) is undertaken
 
when the young son of a knight is invited to foster at the
 
household of another knight. Boys begin training at 12
 
to learn the knightly virtues: skill at arms, heraldry, and
 
horsemanship. If all goes well, the squire can expect to be
 
knighted around the age of 21.
 
 
===== Knights Bachelor =====
 
The number of knights on Hârn far exceeds the
 
number that can be granted fiefs. While some knights
 
will inherit or marry into land, most are landless Knights
 
Bachelor. A few will realize their burning ambition of
 
obtaining a fief but most spend their lives as the retainers
 
of great nobles, within the ranks of fighting orders, or
 
(gods forbid) adventuring.
 
 
INSERT TABLE
 
 
<center>
 
<center>
 
{|
 
{|
|+ style="caption-side:bottom; color:#000000;"|'''Knights'''
+
|+ style="caption-side:bottom; color:#000000;"|'''IDEA Icon'''
| [[File:Kandáy_Player_Map.png|900px|center|link= ]]
+
| [[File:Idea_Icon.png|16px|center|link= ]]
 
|}
 
|}
 
</center>
 
</center>
  
==== Feudal Obligations ====
+
== [[Hârn_HârnWorld_Credits|Credits]] ==
When a noble accepts a fief, he owes fealty to and
+
becomes a vassal of the person (liege) who bestowed
+
it. A vassal is expected to give absolute loyalty to his
+
liege. There is great variety in the contract arrangements
+
between lord and vassal (many are unique), but some
+
generalities may be made concerning their mutual
+
obligations.
+
  
All feudal lords are responsible for the administration
 
of justice within their own fiefs. They are also obliged
 
to protect their law-abiding tenants from outside
 
interference. In return for providing basic security, a
 
liege is entitled to some specified military and/or feudal
 
service. He also has the right to collect various traditional
 
taxes including merchet (marriage tax), heriot (death
 
tax), and aids (incidental levies) to finance the knighting
 
of his eldest son and the dowry of his eldest daughter,
 
and to ransom his person from enemies. The crown may
 
levy special aids, such as to finance a war or build royal
 
castles.
 
  
 +
== [[Hârn_HârnWorld_Introduction| Introduction]] ==
 +
* [[Hârn_HârnWorld_Introduction#What Is Hârnworld| What Is Hârnworld]]
 +
** [[Hârn_HârnWorld_Introduction#Hârn Overview| Hârn Overview]]
 +
** [[Hârn_HârnWorld_Introduction#Hârn Regional Map| Hârn Regional Map]]
 +
** [[Hârn_HârnWorld_Introduction#Encyclopedia Hârnica| Encyclopedia Hârnica]]
 +
** [[Hârn_HârnWorld_Introduction#Where to Start| Where to Start]]
 +
* [[Hârn_HârnWorld_Introduction#SideBar| Why Use HârnWorld?]]
  
=== Royal Government ===
 
Although feudalism implies decentralization of royal
 
government, few Hârnic kings rely entirely on feudal
 
magnates to provide government of the realm. For one
 
thing, the conduct of foreign affairs is an exclusive royal
 
privilege. Secondly, with regard to domestic affairs, feudal
 
nobles tend to place their own interests above those of
 
the crown. To help them govern, Hârnic monarchs have
 
created royal bureaucracies and divided their realms into
 
a system of royal shires.
 
  
==== The Royal Bureaucracy ====
+
== [[Hârn_HârnWorld_Cultures| Cultures]] ==
There are four basic departments in royal
+
government: Chamber, Chancery, Exchequer, and
+
Constabulary. The monarch appoints the officers in
+
charge of each department; this is often an exercise in
+
nepotism. There is a great deal of bribery and intrigue to
+
obtain positions in the royal service, even though there is
+
little tenure. When someone loses favor, his appointees
+
(mostly relatives) may also be purged. The appeal in such
+
a job is really the exercise of power and prestige.
+
  
<center>
+
* [[Hârn_HârnWorld_Cultures#Hârnic Cultures| Hârnic Cultures]]
{|
+
** [[Hârn_HârnWorld_Cultures#Kingdoms| Kingdoms]]
|+ style="caption-side:bottom; color:#000000;"|'''Royal Government (General)'''
+
** [[Hârn_HârnWorld_Cultures#Barbarian Nations| Barbarian Nations]]
| [[File:Kandáy_Player_Map.png|900px|center|link= ]]
+
** [[Hârn_HârnWorld_Cultures#Gargun Nations| Gargun Nations]]
|}
+
** [[Hârn_HârnWorld_Cultures#Unique Cultures| Unique Cultures]]
</center>
+
** [[Hârn_HârnWorld_Cultures#SideBar| SideBar]]
 +
*** [[Hârn_HârnWorld_Cultures#Geography| Geography]]
 +
*** [[Hârn_HârnWorld_Cultures#Weather and Climate| Weather and Climate]]
 +
*** [[Hârn_HârnWorld_Cultures#Vegetation| Vegetation]]
 +
*** [[Hârn_HârnWorld_Cultures#Communications| Communications]]
 +
*** [[Hârn_HârnWorld_Cultures#Calendar| Calendar]]
 +
* [[Hârn_HârnWorld_Cultures#Hârn Cultural/Political Map| Hârn Cultural/Political Map]]
 +
* [[Hârn_HârnWorld_Cultures#Ázadmêre| Ázadmêre]]
 +
** [[Hârn_HârnWorld_Cultures#SideBar| SideBar]]
 +
** [[Hârn_HârnWorld_Cultures#Related Products| Related Products]]
 +
* [[Hârn_HârnWorld_Cultures#Chybísa| Chybísa]]
 +
** [[Hârn_HârnWorld_Cultures#SideBar| SideBar]]
 +
** [[Hârn_HârnWorld_Cultures#Related Products| Related Products]]
 +
* [[Hârn_HârnWorld_Cultures#Eváel| Eváel]]
 +
** [[Hârn_HârnWorld_Cultures#SideBar| SideBar]]
 +
** [[Hârn_HârnWorld_Cultures#Related Products| Related Products]]
 +
* [[Hârn_HârnWorld_Cultures#Káldôr| Káldôr]]
 +
** [[Hârn_HârnWorld_Cultures#SideBar| SideBar]]
 +
** [[Hârn_HârnWorld_Cultures#Related Products| Related Products]]
 +
* [[Hârn_HârnWorld_Cultures#Kandáy| Kandáy]]
 +
** [[Hârn_HârnWorld_Cultures#SideBar| SideBar]]
 +
** [[Hârn_HârnWorld_Cultures#Related Products| Related Products]]
 +
* [[Hârn_HârnWorld_Cultures#Mèlderýn| Mèlderýn]]
 +
** [[Hârn_HârnWorld_Cultures#SideBar| SideBar]]
 +
** [[Hârn_HârnWorld_Cultures#Related Products| Related Products]]
 +
* [[Hârn_HârnWorld_Cultures#Orbáal| Orbáal]]
 +
** [[Hârn_HârnWorld_Cultures#SideBar| SideBar]]
 +
** [[Hârn_HârnWorld_Cultures#Related Products| Related Products]]
 +
* [[Hârn_HârnWorld_Cultures#Réthem| Réthem]]
 +
** [[Hârn_HârnWorld_Cultures#SideBar| SideBar]]
 +
** [[Hârn_HârnWorld_Cultures#Related Products| Related Products]]
 +
* [[Hârn_HârnWorld_Cultures#Thârda/Thârdic Republic| Thârda/Thârdic Republic]]
 +
** [[Hârn_HârnWorld_Cultures#SideBar| SideBar]]
 +
** [[Hârn_HârnWorld_Cultures#Related Products| Related Products]]
 +
* [[Hârn_HârnWorld_Cultures#Tribal Nations| Tribal Nations]]
 +
** [[Hârn_HârnWorld_Cultures#Adaenum| Adaenum]]
 +
** [[Hârn_HârnWorld_Cultures#Anoa| Anoa]]
 +
** [[Hârn_HârnWorld_Cultures#Bujoc| Bujoc]]
 +
** [[Hârn_HârnWorld_Cultures#Chelni| Chelni]]
 +
** [[Hârn_HârnWorld_Cultures#Chymak| Chymak]]
 +
** [[Hârn_HârnWorld_Cultures#Equani| Equani]]
 +
** [[Hârn_HârnWorld_Cultures#Gozyda| Gozyda]]
 +
** [[Hârn_HârnWorld_Cultures#Hodiri| Hodiri]]
 +
** [[Hârn_HârnWorld_Cultures#Kabloqui| Kabloqui]]
 +
** [[Hârn_HârnWorld_Cultures#Kamaki| Kamaki]]
 +
** [[Hârn_HârnWorld_Cultures#Kath| Kath]]
 +
** [[Hârn_HârnWorld_Cultures#Kubora| Kubora]]
 +
** [[Hârn_HârnWorld_Cultures#Pagaelin| Pagaelin]]
 +
** [[Hârn_HârnWorld_Cultures#Solori| Solori]]
 +
** [[Hârn_HârnWorld_Cultures#Taelda| Taelda]]
 +
** [[Hârn_HârnWorld_Cultures#Tulwyn| Tulwyn]]
 +
** [[Hârn_HârnWorld_Cultures#Urdu| Urdu]]
 +
** [[Hârn_HârnWorld_Cultures#Ymodi| Ymodi]]
 +
*** [[Hârn_HârnWorld_Cultures#SideBar| SideBar]]
 +
*** [[Hârn_HârnWorld_Cultures#Related Products| Related Products]]
 +
* [[Hârn_HârnWorld_Cultures#Gârgún| Gârgún]]
 +
** [[Hârn_HârnWorld_Cultures#SideBar| SideBar]]
 +
*** [[Hârn_HârnWorld_Cultures#Gârgún Nations| Gârgún Nations]]
 +
**** [[Hârn_HârnWorld_Cultures#Nomadic Tribes| Nomadic Tribes]]
 +
**** [[Hârn_HârnWorld_Cultures#Colonies| Colonies]]
 +
*** [[Hârn_HârnWorld_Cultures#Ilme| Ilme]]
 +
**** [[Hârn_HârnWorld_Cultures#Related Products| Related Products]]
 +
*** [[Hârn_HârnWorld_Cultures#Ivashu| Ivashu]]
 +
**** [[Hârn_HârnWorld_Cultures#Related Products| Related Products]]
  
===== The Chamber =====
 
Run by the Royal Chamberlain, this department is
 
responsible for the day-to-day operation of the royal
 
household. The Chamberlain wields immense power due
 
to his overall familiarity with royal affairs and his right to
 
control access to the monarch.
 
  
===== The Chancery =====
+
== [[Hârn_HârnWorld_Government| Government]] ==
The Lord Chancellor is responsible for the general
+
* [[Hârn_HârnWorld_Government#Feudalism| Feudalism]]
government and judiciary of the kingdom as a whole. He
+
** [[Hârn_HârnWorld_Government#Feudal Nobility| Feudal Nobility]]
presides over the chancery court, the highest court below
+
*** [[Hârn_HârnWorld_Government#Earl| Earl]]
that of the king.
+
*** [[Hârn_HârnWorld_Government#Baron| Baron]]
 +
*** [[Hârn_HârnWorld_Government#Manorial Lord| Manorial Lord]]
 +
** [[Hârn_HârnWorld_Government#Knighthood| Knighthood]]
 +
*** [[Hârn_HârnWorld_Government#Knights Bachelor| Knights Bachelor]]
 +
** [[Hârn_HârnWorld_Government#Feudal Obligations| Feudal Obligations]]
 +
* [[Hârn_HârnWorld_Government#Royal Government| Royal Government]]
 +
** [[Hârn_HârnWorld_Government#The Royal Bureaucracy| The Royal Bureaucracy]]
 +
*** [[Hârn_HârnWorld_Government#The Chamber| The Chamber]]
 +
*** [[Hârn_HârnWorld_Government#The Chancery| The Chancery]]
 +
*** [[Hârn_HârnWorld_Government#The Exchequer| The Exchequer]]
 +
*** [[Hârn_HârnWorld_Government#The Constabulary| The Constabulary]]
 +
** [[Hârn_HârnWorld_Government#Royal Shires| Royal Shires]]
 +
*** [[Hârn_HârnWorld_Government#Sheriffs| Sheriffs]]
 +
*** [[Hârn_HârnWorld_Government#Royal Forests| Royal Forests]]
  
===== The Exchequer =====
 
The Chancellor of the Exchequer is the chief financial
 
officer of the realm. His responsibilities include the
 
collection of royal revenues (through the sheriffs) from
 
the provinces and towns. He also controls the minting of
 
coins and advises the king on budgetary matters.
 
  
===== The Constabulary =====
+
== [[Hârn_HârnWorld_Rural_Manors| Rural Manors]] ==
The Lord Constable is the kingdom’s chief military
+
* [[Hârn_HârnWorld_Rural_Manors#Manorialism| Manorialism]]
officer. Some kingdoms call this official Lord Warden or
+
** [[Hârn_HârnWorld_Rural_Manors#Manorial Tenants| Manorial Tenants]]
Lord High Sheriff. He is generally the constable of the
+
*** [[Hârn_HârnWorld_Rural_Manors#Serfs| Serfs]]
royal seat and oversees all other royal constables, sheriffs
+
*** [[Hârn_HârnWorld_Rural_Manors#Freeholders| Freeholders]]
of the realm, etc. His department, more than any other,
+
** [[Hârn_HârnWorld_Rural_Manors#Manorial Villages| Manorial Villages]]
interacts with the other three, financial matters being
+
*** [[Hârn_HârnWorld_Rural_Manors#The Manorhouse| The Manorhouse]]
referred to the Exchequer, judicial matters to the Chancery,
+
*** [[Hârn_HârnWorld_Rural_Manors#Peasant Cottages| Peasant Cottages]]
and so on. In the king’s absence or death, this powerful
+
*** [[Hârn_HârnWorld_Rural_Manors#The Mill| The Mill]]
individual may function, effectively, as “deputy king.”
+
*** [[Hârn_HârnWorld_Rural_Manors#Agriculture| Agriculture]]
 +
*** [[Hârn_HârnWorld_Rural_Manors#Husbandry| Husbandry]]
 +
*** [[Hârn_HârnWorld_Rural_Manors#Woodland| Woodland]]
  
==== Royal Shires ====
 
Except for Chybisa, all feudal kingdoms on Hârn
 
are divided into judicial provinces called shires, which
 
are subdivided into hundreds. By design, the boundaries
 
of shires and hundreds often cut through the holdings
 
of great nobles, which creates some interesting judicial
 
problems. The chief royal officer of a shire is called a
 
Sheriff (shire-reeve); that of a hundred is termed the
 
Bailiff of the Hundred.
 
  
===== Sheriffs =====
+
== [[Hârn_HârnWorld_Towns_&_Cities| Towns and Cities]] ==
Appointed by the crown, sheriffs are responsible
+
* [[Hârn_HârnWorld_Towns_&_Cities#Towns and Cities| Towns and Cities]]
for administering royal justice and collecting all royal
+
** [[Hârn_HârnWorld_Towns_&_Cities#Towns & Cities Table| Towns & Cities Table]]
revenues within their shires. The sheriff presides at the
+
** [[Hârn_HârnWorld_Towns_&_Cities#Government of Towns| Government of Towns]]
royal courts (open only to freemen) held in the shire
+
*** [[Hârn_HârnWorld_Towns_&_Cities#Town Charters| Town Charters]]
moots at regular intervals and may initiate prosecution of
+
**** [[Hârn_HârnWorld_Towns_&_Cities#Alderman| Alderman]]
those who offend the King’s Law. Most shires are “farmed”
+
**** [[Hârn_HârnWorld_Towns_&_Cities#Mayor| Mayor]]
by the crown; annual taxes and other revenues in the shire
+
**** [[Hârn_HârnWorld_Towns_&_Cities#Warden| Warden]]
are estimated by the Exchequer and paid by the sheriff
+
**** [[Hârn_HârnWorld_Towns_&_Cities#Harbormaster| Harbormaster]]
in advance. He may then collect all royal revenues for
+
**** [[Hârn_HârnWorld_Towns_&_Cities#Bondmaster| Bondmaster]]
himself; he is always vigilant because he may keep any
+
* [[Hârn_HârnWorld_Towns_&_Cities#Town Law| Town Law]]
“profit” for himself. Sheriffs command a royal keep or
+
** [[Hârn_HârnWorld_Towns_&_Cities#Urban Geography| Urban Geography]]
castle plus a company or two of mercenaries. In terms
+
*** [[Hârn_HârnWorld_Towns_&_Cities#Town Markets| Town Markets]]
of power and influence, sheriffs are the equal of earls
+
*** [[Hârn_HârnWorld_Towns_&_Cities#Townsmen| Townsmen]]
although the office and its privileges are not hereditary.
+
** [[Hârn_HârnWorld_Towns_&_Cities#The Guilds| The Guilds]]
 +
*** [[Hârn_HârnWorld_Towns_&_Cities#The Individual Guilds| The Individual Guilds]]
 +
*** [[Hârn_HârnWorld_Towns_&_Cities#The Mangai| The Mangai]]
 +
*** [[Hârn_HârnWorld_Towns_&_Cities#Guild Franchises| Guild Franchises]]
  
===== Royal Forests =====
 
Some hundreds are designated “royal forests” and
 
are administered under Forest Law and theoretically
 
reserved to the king for hunting. “Forest” is a legal term
 
that has nothing to do with trees, although most such
 
areas are wooded. Forest law prohibits any activity
 
harmful to most wildlife and is unpopular with those who
 
live under it. Poaching is probably the most common
 
crime on Hârn. It is particularly dangerous in royal
 
forests, which are policed by royal foresters who are apt
 
to be harsh in their judgments. A first offender might be
 
beaten and fined. A repeat offender may be branded or
 
summarily hanged.
 
  
 +
== [[Hârn_HârnWorld_Hârnic_Guilds| Hârnic Guilds]] ==
 +
* [[Hârn_HârnWorld_Hârnic_Guilds#Badges of the Guilds of Hârn| Badges of the Guilds of Hârn]]
 +
** [[Hârn_HârnWorld_Hârnic_Guilds#Apprentices| Apprentices]]
 +
** [[Hârn_HârnWorld_Hârnic_Guilds#Journeymen| Journeymen]]
 +
** [[Hârn_HârnWorld_Hârnic_Guilds#Masters| Masters]]
 +
** [[Hârn_HârnWorld_Hârnic_Guilds#Guildmasters and Syndics| Guildmasters and Syndics]]
 +
* [[Hârn_HârnWorld_Hârnic_Guilds#Unguilded Occupations| Unguilded Occupations]]
  
== Rural Manors ==
 
=== Manorialism ===
 
The power of the nobility is ultimately vested in
 
its control of land. Agriculture accounts for 80% of
 
all Hârnic economic activity and employs 90% of its
 
population; feudal lords control most productive land.
 
  
The basic economic unit of rural Hârn is the
+
== [[Hârn_HârnWorld_Economics| Economics]] ==
manorial fief. These can range from 600 to 4,800 acres
+
* [[Hârn_HârnWorld_Economics#Prices and Incomes| Prices and Incomes]]
in size, although 1,200 to 1,800 acres is typical. Manors
+
** [[Hârn_HârnWorld_Economics#Hârnic Coins| Hârnic Coins]]
are not shown on the regional map. Each hex on the map
+
** [[Hârn_HârnWorld_Economics#Prices| Prices]]
is nearly 90,000 acres and 10–30 manors are clustered
+
*** [[Hârn_HârnWorld_Economics#Weapons and Armour| Weapons and Armour]]
around every keep, castle, or town. However, since
+
** [[Hârn_HârnWorld_Economics#Price List| Price List]]
manors are so important and because they appear in
+
*** [[Hârn_HârnWorld_Economics#Price List Table| Price List Table]]
local expansion modules, the following information on
+
** [[Hârn_HârnWorld_Economics#Incomes| Incomes]]
Hârnic manors is included here.
+
*** [[Hârn_HârnWorld_Economics#Guilded Occupations| Guilded Occupations]]
 +
*** [[Hârn_HârnWorld_Economics#Unguilded Occupations| Unguilded Occupations]]
 +
*** [[Hârn_HârnWorld_Economics#Military Wages| Military Wages]]
 +
*** [[Hârn_HârnWorld_Economics#Income Table| Income Table]]
 +
** [[Hârn_HârnWorld_Economics#Taxes and Tolls| Taxes and Tolls]]
 +
*** [[Hârn_HârnWorld_Economics#Property Tax| Property Tax]]
 +
*** [[Hârn_HârnWorld_Economics#Hawking Tax| Hawking Tax]]
 +
*** [[Hârn_HârnWorld_Economics#Bonding Fees| Bonding Fees]]
 +
*** [[Hârn_HârnWorld_Economics#Maritime Taxes| Maritime Taxes]]
 +
*** [[Hârn_HârnWorld_Economics#Tolls| Tolls]]
 +
*** [[Hârn_HârnWorld_Economics#Guild Dues| Guild Dues]]
 +
* [[Hârn_HârnWorld_Economics#Hârn Economic Map| Hârn Economic Map]]
 +
* [[Hârn_HârnWorld_Economics#Trade| Trade]]
 +
** [[Hârn_HârnWorld_Economics#Caravans| Caravans]]
 +
** [[Hârn_HârnWorld_Economics#Caravan Masters| Caravan Masters]]
 +
** [[Hârn_HârnWorld_Economics#Maritime Trade| Maritime Trade]]
  
A manorial fief on Hârn is either held by a knight
+
== [[Hârn_HârnWorld_Religion| Religion]] ==
who owes fealty and military service to a baron or earl
+
* [[Hârn_HârnWorld_Religion#Religion| Religion]]
for the grant of land or is held directly by some greater
+
** [[Hârn_HârnWorld_Religion#Kelestia| Kelestia]]
noble who will appoint a loyal relative or retainer to
+
*** [[Hârn_HârnWorld_Religion#Familial Worlds| Familial Worlds]]
manage the estate for him. Some manors are held by
+
*** [[Hârn_HârnWorld_Religion#The Kethrian Family| The Kethrian Family]]
religious orders, most notably those associated with
+
** [[Hârn_HârnWorld_Religion#Libram of the Pantheon| Libram of the Pantheon]]
the Church of Larani. A few manors around chartered
+
*** [[Hârn_HârnWorld_Religion#The Natal Wars| The Natal Wars]]
freetowns are held by wealthy commoners, who usually
+
*** [[Hârn_HârnWorld_Religion#The Concordat of the Illimitable Tome| The Concordat of the Illimitable Tome]]
have such estates managed by appointed bailiffs.
+
** [[Hârn_HârnWorld_Religion#The Gods of Hârn| The Gods of Hârn]]
 +
*** [[Hârn_HârnWorld_Religion#AGRIK| AGRIK]]
 +
*** [[Hârn_HârnWorld_Religion#HALEA| HALEA]]
 +
*** [[Hârn_HârnWorld_Religion#ILVIR| ILVIR]]
 +
*** [[Hârn_HârnWorld_Religion#LARANI| LARANI]]
 +
*** [[Hârn_HârnWorld_Religion#MORGATH| MORGATH]]
 +
*** [[Hârn_HârnWorld_Religion#NAVEH| NAVEH]]
 +
*** [[Hârn_HârnWorld_Religion#PEONI| PEONI]]
 +
*** [[Hârn_HârnWorld_Religion#SARAJIN| SARAJIN]]
 +
*** [[Hârn_HârnWorld_Religion#Save-K’nor| Save-K’nor]]
 +
*** [[Hârn_HârnWorld_Religion#SIEM| SIEM]]
 +
** [[Hârn_HârnWorld_Religion#The Nature of the Gods| The Nature of the Gods]]
 +
** [[Hârn_HârnWorld_Religion#The Churches of Hârn| The Churches of Hârn]]
 +
*** [[Hârn_HârnWorld_Religion#Church Hierarchies| Church Hierarchies]]
 +
*** [[Hârn_HârnWorld_Religion#Clerical Orders| Clerical Orders]]
 +
*** [[Hârn_HârnWorld_Religion#Fighting Orders| Fighting Orders]]
 +
*** [[Hârn_HârnWorld_Religion#Canon Law| Canon Law]]
 +
*** [[Hârn_HârnWorld_Religion#Other Religions| Other Religions]]
  
==== Manorial Tenants ====
 
The notion of private property is somewhat alien in a
 
feudal society. The vast majority of Hârnians are tenants
 
of some feudal lord. The contracts between the lord of a
 
manor and his tenants can have endless permutations of
 
military service, agricultural service, scutage, rent, and
 
crop share. The exact mix varies with the personalities
 
involved, local custom, and the current situation.
 
  
===== Serfs =====
+
== [[Hârn_HârnWorld_History| History]] ==
Sometimes called unfree tenants, serfs make up
+
* [[Hârn_HârnWorld_History#History of Hârn| History of Hârn]]
70–90% of the rural population. They possess few legal
+
** [[Hârn_HârnWorld_History#The Earthmasters| The Earthmasters]]
rights but should not be thought of as slaves. Although
+
*** [[Hârn_HârnWorld_History#Earthmaster Sites| Earthmaster Sites]]
they are bound to the land and the lord and may not
+
*** [[Hârn_HârnWorld_History#The Departure of the Earthmasters| The Departure of the Earthmasters]]
marry without the lord’s permission, serfs cannot be
+
*** [[Hârn_HârnWorld_History#The Lost Years| The Lost Years]]
deprived of their land without just cause and are entitled
+
** [[Hârn_HârnWorld_History#The Age Of The Sindarin| The Age Of The Sindarin]]
to the lord’s protection and justice. Serfdom is a contract
+
*** [[Hârn_HârnWorld_History#The Khuzdul| The Khuzdul]]
between lord and tenant; each is honor-bound to the
+
*** [[Hârn_HârnWorld_History#The Codominium| The Codominium]]
other. The amount of land held varies: Villeins hold
+
*** [[Hârn_HârnWorld_History#The Coming of Men| The Coming of Men]]
25–40 acres, Half-Villeins 10–25 acres, and Cottars 1–5
+
*** [[Hârn_HârnWorld_History#The Atani Wars| The Atani Wars]]
acres. In return for their land, serfs owe labor working the
+
*** [[Hârn_HârnWorld_History#The Sindarin Abdication| The Sindarin Abdication]]
lord’s own fields, typically 3–5 days per year for each acre
+
** [[Hârn_HârnWorld_History#Founding Of Melderyn| Founding Of Melderyn]]
of land held.
+
** [[Hârn_HârnWorld_History#Lothrim The Foulspawner| Lothrim The Foulspawner]]
 +
*** [[Hârn_HârnWorld_History#The Foulspawn| The Foulspawn]]
 +
*** [[Hârn_HârnWorld_History#The Penultimate Tome| The Penultimate Tome]]
 +
*** [[Hârn_HârnWorld_History#The Carnage of Kiraz| The Carnage of Kiraz]]
 +
*** [[Hârn_HârnWorld_History#The Battle of Sirion| The Battle of Sirion]]
 +
*** [[Hârn_HârnWorld_History#Aftermath at Kiraz| Aftermath at Kiraz]]
 +
*** [[Hârn_HârnWorld_History#Collapse of Lothrim’s Federation| Collapse of Lothrim’s Federation]]
 +
** [[Hârn_HârnWorld_History#The Seven Kingdoms| The Seven Kingdoms]]
 +
*** [[Hârn_HârnWorld_History#The Migration Wars| The Migration Wars]]
 +
*** [[Hârn_HârnWorld_History#The Founding of Kaldor| The Founding of Kaldor]]
 +
*** [[Hârn_HârnWorld_History#Chybisa Beleaguered| Chybisa Beleaguered]]
 +
*** [[Hârn_HârnWorld_History#The Demise of Elorinar| The Demise of Elorinar]]
 +
** [[Hârn_HârnWorld_History#The Corani Empire| The Corani Empire]]
 +
*** [[Hârn_HârnWorld_History#The Hefiosa Campaign| The Hefiosa Campaign]]
 +
*** [[Hârn_HârnWorld_History#Arosta the Conqueror| Arosta the Conqueror]]
 +
*** [[Hârn_HârnWorld_History#Founding of the Empire| Founding of the Empire]]
 +
*** [[Hârn_HârnWorld_History#The Kingdom of Aleathia| The Kingdom of Aleathia]]
 +
*** [[Hârn_HârnWorld_History#The Corani Succession Crisis| The Corani Succession Crisis]]
 +
*** [[Hârn_HârnWorld_History#Mejenes the Great| Mejenes the Great]]
 +
*** [[Hârn_HârnWorld_History#Decline of the Empire| Decline of the Empire]]
 +
*** [[Hârn_HârnWorld_History#Balsha the Prophet| Balsha the Prophet]]
 +
*** [[Hârn_HârnWorld_History#The Balshan Jihad| The Balshan Jihad]]
 +
** [[Hârn_HârnWorld_History#The Theocracy Of Tekhos| The Theocracy Of Tekhos]]
 +
*** [[Hârn_HârnWorld_History#The Aleathian Odyssey| The Aleathian Odyssey]]
 +
*** [[Hârn_HârnWorld_History#A Reign of Terror| A Reign of Terror]]
 +
*** [[Hârn_HârnWorld_History#The Interregnum| The Interregnum]]
 +
** [[Hârn_HârnWorld_History#The Founding Of Kandáy| The Founding Of Kandáy]]
 +
** [[Hârn_HârnWorld_History#Arlun The Barbarian| Arlun The Barbarian]]
 +
*** [[Hârn_HârnWorld_History#The Founding of Rethem| The Founding of Rethem]]
 +
** [[Hârn_HârnWorld_History#The Thardic League| The Thardic League]]
 +
*** [[Hârn_HârnWorld_History#The Five-Year War| The Five-Year War]]
 +
** [[Hârn_HârnWorld_History#The Thardic Republic| The Thardic Republic]]
 +
** [[Hârn_HârnWorld_History#Rethem In Chaos| Rethem In Chaos]]
 +
*** [[Hârn_HârnWorld_History#Ezar's War| Ezar's War]]
 +
** [[Hârn_HârnWorld_History#Kuseme War| Kuseme War]]
 +
** [[Hârn_HârnWorld_History#CHYBISA: The Melderyni Kings| CHYBISA: The Melderyni Kings]]
 +
** [[Hârn_HârnWorld_History#KALDOR: A Tradition of Rebellion| KALDOR: A Tradition of Rebellion]]
 +
*** [[Hârn_HârnWorld_History#The Kaldoric Civil War| The Kaldoric Civil War]]
 +
*** [[Hârn_HârnWorld_History#The Restoration| The Restoration]]
 +
*** [[Hârn_HârnWorld_History#The House of Elendsa| The House of Elendsa]]
 +
*** [[Hârn_HârnWorld_History#The Salt War| The Salt War]]
 +
*** [[Hârn_HârnWorld_History#The Treasure War| The Treasure War]]
 +
** [[Hârn_HârnWorld_History#The Jarin Of The North| The Jarin Of The North]]
 +
*** [[Hârn_HârnWorld_History#The Ivinian Conquest| The Ivinian Conquest]]
 +
*** [[Hârn_HârnWorld_History#The Kingdom of Orbaal| The Kingdom of Orbaal]]
 +
*** [[Hârn_HârnWorld_History#The Jarin Rebellion| The Jarin Rebellion]]
 +
*** [[Hârn_HârnWorld_History#The Rape of Thay| The Rape of Thay]]
 +
*** [[Hârn_HârnWorld_History#The Cape Renda Disaster| The Cape Renda Disaster]]
 +
** [[Hârn_HârnWorld_History#Epilogue| Epilogue]]
 +
*** [[Hârn_HârnWorld_History#The West| The West]]
 +
*** [[Hârn_HârnWorld_History#The East| The East]]
 +
*** [[Hârn_HârnWorld_History#The North| The North]]
 +
** [[Hârn_HârnWorld_History#GM Note| GM Note]]
 +
** [[Hârn_HârnWorld_History#Chronology| Chronology]]
  
===== Freeholders =====
 
Freeholders are simply individuals who hold land on
 
which no serf-like obligations are due, a distinction that is
 
often problematical. Freeholders rarely own the land they
 
work, but instead pay rent or crop shares for its use, a
 
process known as farming the land. Some freeholders are
 
rural guildsmen, such as millers or metalsmiths, who may
 
or may not also farm some acreage. Freeholders have the
 
right to come and go as they wish, grow whatever crops
 
they please, and appeal their lord’s justice to the king’s
 
law. Naturally, ignoring the wishes of the lord may be
 
unwise, for it might lead to expulsion (or worse). In many
 
ways, a serf has greater security in land tenure than a
 
freeholder.
 
  
==== Manorial Villages ====
+
== [[Hârn_HârnWorld_Character_Generation| Character Generation]] ==
A typical manorial fief contains a manorhouse for
+
* [[Hârn_HârnWorld_Character_Generation#Birth Generation| Birth Generation]]
the lord, one village that is home to 10–30 rural families,
+
** [[Hârn_HârnWorld_Character_Generation#Species| Species]]
and probably one mill. All of these are generally clustered
+
** [[Hârn_HârnWorld_Character_Generation#Sex| Sex]]
together, ideally near the center of a fief.
+
** [[Hârn_HârnWorld_Character_Generation#Birthdate|Birthdate]]
 +
** [[Hârn_HârnWorld_Character_Generation#Birthplace| Birthplace]]
  
===== The Manorhouse =====
 
The lord’s home is usually a fortified stronghold
 
of wood or stone, essentially a miniature keep with a
 
palisade enclosing several outbuildings such as barns and
 
stables. When possible, the house is situated on a natural
 
or artificial hill and may be surrounded by a ditch, moat,
 
or earthworks.
 
  
===== Peasant Cottages =====
+
== [[Hârn_HârnWorld_Regional_Map| Regional Map]] ==
Each village family will have a cottage and small
+
* [[Hârn_HârnWorld_Regional_Map#Regional Map| Regional Map]]
adjacent garden plot. The style and size of peasant
+
** [[Hârn_HârnWorld_Regional_Map#Vegetation| Vegetation]]
cottages are fairly standard on Hârn. Most are 800–1,200
+
** [[Hârn_HârnWorld_Regional_Map#TOPOGRAPHY| TOPOGRAPHY]]
square feet in size with thatched roofs and walls of daub
+
** [[Hârn_HârnWorld_Regional_Map#Keeps, Castles, and Towns| Keeps, Castles, and Towns]]
and wattle. They look about the same regardless of the
+
** [[Hârn_HârnWorld_Regional_Map#Roads And Trails| Roads And Trails]]
prosperity of the owner, for in a violent world it’s foolish
+
to advertise prosperity. Wealth is defined in terms of
+
livestock and acreage, not personal comfort.
+
  
Most peasant cottages consist of two rooms: a large
 
living room and a smaller attached stable. Some cottages
 
have a sleeping chamber separate from the living room.
 
The living room has a straw-covered, dirt-packed floor,
 
heated by a fire in a stone hearth. The attached stable
 
may contain livestock and a variety of agricultural tools:
 
spades, hoes, axes, and the like. Most stables also have a
 
loft for storing a variety of grains in wicker baskets.
 
  
===== The Mill =====
+
== [[Hârn_HârnWorld_Movement| Movement]] ==
'''Note:''' '''<span style="color:#FF0000">ADD</span>''' Millers fanon article LINK
+
* [[Hârn_HârnWorld_Movement#Watch Routines| Watch Routines]]
 +
** [[Hârn_HârnWorld_Movement#Movement Table| Movement Table]]
 +
*** [[Hârn_HârnWorld_Movement#Weather Modifications| Weather Modifications]]
 +
*** [[Hârn_HârnWorld_Movement#Forced Marches| Forced Marches]]
 +
*** [[Hârn_HârnWorld_Movement#Sea Movement| Sea Movement]]
  
Nearly every manorial village has a mill. Some are
 
owned by the lord but most are owned by freemasters
 
of the powerful Millers’ Guild. The miller typically pays
 
an annual license of 240d to the lord of the manor
 
for the right to operate the mill. Most mills are waterpowered,
 
some are ox-powered, and a few (especially in
 
southwestern Hârn) are windmills.
 
  
==== Manorial Land Use ====
+
== [[Hârn_HârnWorld_Weather_Generation| Weather Generation]] ==
Manorial lords may cultivate their land themselves
+
* [[Hârn_HârnWorld_Weather_Generation#Weather Generation| Weather Generation]]
by hiring agricultural labor or may farm-out the land to
+
** [[Hârn_HârnWorld_Weather_Generation#Initial Setup| Initial Setup]]
freehold tenants in return for cash rents or crop shares.
+
*** [[Hârn_HârnWorld_Weather_Generation#Weather Change| Weather Change]]
Most, however, choose a blend of these two extremes,
+
*** [[Hârn_HârnWorld_Weather_Generation#Cloud Cover| Cloud Cover]]
dividing the fief into (roughly) one third demense (lord’s
+
*** [[Hârn_HârnWorld_Weather_Generation#Temperature| Temperature]]
land) and two thirds tenancy, utilizing the custom of
+
*** [[Hârn_HârnWorld_Weather_Generation#Wind| Wind]]
serfdom to provide the labor for their own land.
+
*** [[Hârn_HârnWorld_Weather_Generation#Precipitation| Precipitation]]
 +
** [[Hârn_HârnWorld_Weather_Generation#Weather Generation Table| Weather Generation Table]]
 +
*** [[Hârn_HârnWorld_Weather_Generation#Weather Generation Legend| Weather Generation Legend]]
  
The respective areas of land use depend mainly on
 
the size, location, and fertility of the fief. Long-established
 
fiefs tend to be well populated and favor higher arable
 
land use. New holdings in frontier regions are generally
 
underpopulated and these will have higher pasture and
 
woods acreages.
 
  
INSERT TABLE
+
== [[Hârn_HârnWorld_Hârn_Poetic_Map| Hârn Poetic Map]] ==
  
{|
 
| '''<span style="color:#006699">Arable</span>'''
 
| 20–60%
 
| (40% average)
 
|-
 
| '''<span style="color:#006699">Pasture</span>'''
 
| 20–60%
 
| (40% average)
 
|-
 
| '''<span style="color:#006699">Woods</span>'''
 
| 10–30%
 
| (20% average)
 
|}
 
  
===== Agriculture =====
+
== [[Hârn_HârnWorld_Back_Cover| Back Cover]] ==
The manor’s arable land is typically divided into two
+
large fields. The fields are usually open (no fences or
+
hedges) but are divided into strips separated by footpaths.
+
One field will be sown with various crops (rye, wheat,
+
barley, oats, beans, and peas), the other will lie fallow
+
for one year in an effort to keep the soil from exhausting
+
itself. All of the land will be cultivated by freehold tenants
+
or serfs and the holdings of any one family are typically
+
scattered throughout the fief in narrow strips. The lord’s
+
demense will consist of enclosed fruit orchards and
+
lush meadowlands plus numerous small strips dispersed
+
among the lands of his tenants.
+
 
+
The land held by each peasant family is divided
+
between the two fields. So if a family has 30 acres, they
+
can plant only 15 in a given year. Since the average crop
+
yield is about ten bushels per acre and each person
+
requires about 20 bushels of grain a year for the barest
+
survival, an individual needs four acres to feed himself,
+
half under cultivation and half fallow.
+
 
+
Although plowing, sowing, and weeding are generally
+
tasks performed by each individual family on their own
+
land, harvesting is a communal affair. All able-bodied
+
villagers work to clear the fields, then the produce is
+
divided among them according to the amount of land
+
held and labor provided. Harvesting usually begins early
+
in the late-summer month of Agrazhar and takes two to
+
four weeks to complete; three men can reap and bind one
+
acre per day.
+
 
+
Weather is, of course, critical. The crops must be
+
left to mature and this can be delayed if the summer is
+
particularly wet or dry. When ready to harvest, speed is
+
crucial. One heavy rain could batter the ripe crops to the
+
ground and destroy the bulk of the harvest.
+
 
+
<center>
+
{|
+
|+ style="caption-side:bottom; color:#000000;"|'''Kandáy Coat of Arms'''
+
| [[File:Kandáy_Player_Map.png|900px|center|link= ]]
+
|}
+
</center>
+
 
+
===== Husbandry =====
+
Open and common pasture is maintained for grazing
+
sheep, oxen, horses, and goats, some owned by the lord
+
and some by the tenants. The best pasture (10–30%) will
+
be enclosed and reserved as meadowland where winter
+
fodder (hay) is harvested. The fallow fields are also used
+
for grazing animals, partly to keep the weeds down but
+
mainly to manure the resting soil.
+
 
+
Animals are not raised to be eaten, mainly because it
+
takes roughly eight pounds of feed to produce one pound
+
of animal protein. Hogs, which thrive on food scraps and
+
forage in woodland, are the exception. Sheep are raised
+
for wool, cattle as beasts of burden and to give milk, and
+
chickens for eggs. Of course, animals will be slaughtered
+
for meat and hides when they become unproductive.
+
 
+
Most villagers keep chickens and all but the poorest
+
are likely to have at least one cow and several pigs. Oxen
+
are kept as plow animals by richer peasants and rented
+
to others as needed. Horses are a luxury that are usually
+
kept only by nobles; they are not as hardy as oxen and
+
require two or three times the winter fodder.
+
 
+
Livestock populations tend to peak in the summer
+
as a result of spring births. Because the villagers cannot
+
afford to provide winter feed for all the animals born,
+
surplus flocks and herds are driven to be sold or bartered
+
at the nearest market soon after the harvest is completed.
+
Wealthy peasants may slaughter an animal or two, then
+
dry, smoke, or salt the meat for future consumption.
+
 
+
===== Woodland =====
+
The remainder of the fief will be woodland, which
+
may be extensive in recently settled lands. Woodlands
+
are prized and usually zealously protected, as game forms
+
a major part of the noble diet and hunting is the sole
+
prerogative of the lord. Poachers are likely to receive
+
harsh treatment, especially trespassers from outside the
+
estate. Tenants may collect dropwood and graze their
+
pigs in woodland but must pay an annual fee to the lord
+
for this right.
+
 
+
 
+
== Towns and Cities ==
+
<center>
+
{|
+
|+ style="caption-side:bottom; color:#000000;"|'''Cityscape'''
+
| [[File:Kandáy_Player_Map.png|900px|center|link= ]]
+
|}
+
</center>
+
 
+
=== Towns and Cities ===
+
Compared to other regions on western Lythia,
+
Hârn is not very urbanized. No more than 10% of the
+
population live in towns. The largest urban center on the
+
island is Coranan, with a population of about 12,500. It
+
is perhaps the only center deserving of the name “city,”
+
although this term is commonly applied to any walled
+
town. There are eight walled towns on Hârn.
+
 
+
INSERT TABLE
+
 
+
'''Note:''' '''<span style="color:#FF0000">ADD</span>''' Proper names and relavent links.
+
 
+
{|
+
! City
+
! Kingdom
+
! Population
+
! Map
+
|-
+
| Coranan
+
| Tharda
+
| 12,500
+
| E7
+
|-
+
| Tashal
+
| Kaldor
+
| 11,400
+
| J5
+
|-
+
| Cherafir
+
| Melderyn
+
| 7,000
+
| N10
+
|-
+
| Golotha
+
| Rethem
+
| 6,200
+
| D7
+
|-
+
| Azadmere
+
| Azadmere
+
| 5,900
+
| L4
+
|-
+
| Aleath
+
| Kanday
+
| 5,800
+
| E8
+
|-
+
| Thay
+
| Melderyn
+
| 4,200
+
| M7
+
|-
+
| Shiran
+
| Tharda
+
| 3,900
+
| G6
+
|}
+
 
+
 
+
In addition to these cities, most settlements marked
+
as castles and keeps on the regional map have small
+
unwalled towns adjacent to them where a market is held
+
at least once a month. Several of these, notably Dyrisa,
+
Kiban, Shostim, and Telen, are budding walled towns with
+
populations of 2,000–3,000.
+
 
+
==== Government of Towns ====
+
In a strict legal sense, there are two different kinds
+
of towns on Hârn: freetowns and feudal towns. Aleath,
+
Golotha, and Thay are freetowns and enjoy a fairly
+
high degree of independence from external authority.
+
Azadmere, Cherafir, Coranan, Shiran, and Tashal are
+
feudal towns, held directly by the king or state. To the
+
average citizen, the distinctions are minimal. All towns
+
tax their citizens and pay aids and taxes to the king or
+
state. However, taxes levied by freetowns tend to be less
+
onerous and collected with less enthusiasm. To a runaway
+
serf, the distinction is crucial. Only freetowns allow the
+
serf to claim freedom after a year and a day of residence.
+
Feudal towns offer no such protection.
+
 
+
===== Town Charters =====
+
Freetowns possess a charter from the crown that sets
+
out the rights and privileges of their citizens and their
+
obligations to the king. Each charter is unique but all
+
have some basic common provisions. These include the
+
right to build and maintain a city wall, hire mercenaries
+
for defense, hold markets and fairs as often as desired,
+
and freedom from feudal or other obligations to anyone
+
except the king. Various clauses detailing the form and
+
powers of civic government, responsibility for taxation,
+
defense, and the administration of justice are also laid out
+
in a town’s charter.
+
 
+
Feudal towns have no need for a charter but often
+
have a document outlining the form and nature of
+
town government. There is also a tendency for civic
+
governments in both kinds of towns to be similar in form.
+
Civic offices are mainly filled by guildsmen and military
+
offices go to men with military experience. The key
+
officers in Hârnic towns are described below.
+
 
+
====== Alderman ======
+
An alderman is a custodian and expounder of the
+
law and member of the town court. Although aldermen
+
must be invested in their office by the sovereign or his
+
representative, the office is often inherited because this
+
is the way that knowledge of customary law is passed
+
from one generation to the next. Most Hârnic cities have
+
12 aldermen, all of whom are prominent guildsmen and
+
often members of the Litigants’ Guild.
+
 
+
====== Mayor ======
+
Only freetowns have mayors, as such, but all others
+
have some official who is responsible for administering
+
civil and financial affairs. Mayors are usually appointed
+
by the aldermen, often from a short list of candidates
+
supplied by the crown. This official will run a sizable
+
bureaucracy, including tax assessors and collectors.
+
 
+
====== Warden ======
+
Wardens command the city garrison and are
+
responsible for maintaining civic law and order. A major
+
expense for any city will be its military budget. In
+
freetowns, the warden is appointed by the mayor; in feudal
+
towns by the crown, usually the constable of the citadel.
+
 
+
====== Harbormaster ======
+
This officer is in charge of the town port, if any.
+
Appointed by the mayor, he is either a retired member
+
of the Pilots’ Guild or a political appointee who hires a
+
master pilot as an assistant. Duties of a harbormaster
+
include supervising port maintenance, providing pilotage
+
services, and collecting maritime taxes such as pilotage,
+
wharfage, and vessel registration fees. Harbormasters in
+
the larger ports have several assistants.
+
 
+
====== Bondmaster ======
+
The bondmaster is responsible for overseeing the city
+
bonding house and collecting hawking taxes and import
+
duties. Appointed by the mayor, the bondmaster is usually
+
a member of an important guild and may have assistants.
+
Guards will be provided by the warden.
+
 
+
=== Town Law ===
+
Town law is quite different from rural justice and
+
is sufficiently complex to support a guild of litigants.
+
Towns are inhabited mainly by freemen, so royal justice
+
is available to most citizens. Towns regard the right to
+
operate their own courts, free from the interference of any
+
local lord, as their most treasured prerogative. Freetown
+
charters give their courts a place in the judicial hierarchy
+
equal to a shire. Appeal from them is directly to the crown.
+
Feudal towns are considered part of the shire in which
+
they lie, so appeals are made first to the shire moot.
+
 
+
Towns are centers of trade and sometimes of
+
scholarship and there is a somewhat greater dependence
+
on written statute and precedent in town law. Financial
+
transactions are much more common and civic penal
+
codes may view economic or civil cases as dimly as
+
crimes of violence. The importance of a suit is often a
+
matter of how much (and whose) money is involved.
+
 
+
Most cases are settled informally. The parties to
+
a dispute make an appointment for adjudication and
+
the case will then be argued before a single alderman.
+
The financial interests of the participants often lend
+
themselves to a quick execution of justice. The alderman
+
will pass judgment and levy and collect fines with
+
dispatch. Appeals may be made to a town court of
+
assembled aldermen. Important or complex cases will
+
usually go directly to the town court. Aldermen may issue
+
writs and warrants but, in a corrupt town, it is usually
+
cheaper to seek a writ elsewhere.
+
 
+
==== Urban Geography ====
+
Most towns are roughly circular. Streets tend to
+
radiate from several key points, notably the market and
+
citadel, but they may well detour around vanished ponds
+
or trees. Many streets existed before the town walls were
+
built but new construction will take into account the
+
location of city gates and gradually make the city appear
+
more planned.
+
 
+
Street names are rarely posted; they tend to be a
+
matter of oral rather than written tradition and change
+
from time to time. Houses are not numbered. There
+
is no official post office; mail is carried privately, at
+
considerable expense. Few can read anyway.
+
 
+
Crime is rampant in most cities. Street illumination
+
is rare so the streets are dark and dangerous at night.
+
Policing, such as it exists, is typically in the hands of
+
notoriously corrupt and incompetent city garrison. The
+
open carrying of weapons is discouraged by most civic
+
authorities.
+
 
+
The quality
+
of urban
+
construction tends
+
to be somewhat
+
higher than in
+
the countryside
+
but there is wide
+
variation from town
+
to town. Aleath is
+
famous on Hârn for
+
its high standards of
+
civic architecture;
+
Golotha, on the
+
other hand, is an
+
urban blight. Sewers
+
are rare.
+
 
+
<center>
+
{|
+
|+ style="caption-side:bottom; color:#000000;"|'''Kandáy Coat of Arms'''
+
| [[File:Kandáy_Player_Map.png|900px|center|link= ]]
+
|}
+
</center>
+
 
+
Government buildings and temples tend to be built
+
of stone on a lavish scale. However, most townsmen live
+
in two- or three-story slums of wooden construction in
+
which overcrowding is the norm. Guildsmen can usually
+
afford better accommodation and the homes of a few
+
wealthy guildsmen may be quite luxurious.
+
 
+
City lots change hands without reference to any
+
zoning bylaws, although government will occasionally
+
step in to forbid construction and all urban governments
+
have unlimited expropriation powers.
+
 
+
===== Town Markets =====
+
Towns are essentially defensible markets, where the
+
countryside trades its agricultural surplus for the civilized
+
artifacts of the city. The relationship is symbiotic; each
+
has its own monopoly, but the countryside could exist
+
without towns while the converse is untrue.
+
 
+
The heart of the town is its marketplace, the
+
place where money and goods are exchanged more
+
or less freely. It is illegal to sell anything within five
+
leagues of most towns except within its marketplace.
+
Impromptu highway sales within this zone are forbidden
+
by royal laws; the minimum penalty is confiscation. The
+
marketplace itself is administered by the Mangai, who
+
rent space for a penny or two per day. Vendors can sell
+
from their own carts, tents, or stalls, or rent them from
+
tentmakers or woodcrafters.
+
 
+
Local guildsmen have an advantage in the town
+
economy. Town aldermen and mayors are usually local
+
guildsmen and members of a local guild are the only
+
ones permitted to freely sell their goods within the town.
+
Goods imported into a city are subject to payment of
+
hawking taxes and, if they are covered by a local guild
+
monopoly, they must be offered first to local guildsmen
+
handling such wares to be marked up and resold.
+
 
+
===== Townsmen =====
+
Town life is more sophisticated and volatile than life
+
in the countryside. On the rural manor, everyone has
+
his place, high or low, governed in accordance with old
+
feudal traditions and almost all rural activities center
+
around the seasonal nature of agriculture. Townsmen,
+
on the other hand, are freemen and their social and legal
+
obligations seem less. Their duties may be limited to
+
the payment of some rents or taxes, perhaps to military
+
service in time of war. But while townsmen are not
+
required to work on the land, no one guarantees them
+
food or shelter. Their freedom from service is paid for
+
by their lack of security. Unemployment and starvation
+
come hand in hand; in time of famine, it is the urban poor
+
who starve first. Townsmen are divided into two major
+
classes, guilded and unguilded.
+
 
+
==== The Guilds ====
+
A guild is a brotherhood of craftsmen who have
+
banded together to control economic activity in specific
+
or related trades. Throughout Hârn and western Lythia,
+
virtually all significant commercial and professional
+
activities are within the control of powerful international
+
guilds whose monopolistic rights are protected by law.
+
Unlike the countryside, towns are dominated by the
+
activities of the guilds; it is their activities that justify a
+
town’s very existence.
+
 
+
===== The Individual Guilds =====
+
A list of the guilded occupations is noted on the
+
Income Table on page 26 and their badges are shown
+
on page 21. Each guild is described in Hârndex. Most are
+
urban and some are rural; a few are both. Some guilds
+
may be weak and have loosely defined monopolies, but
+
most are strong with rigid monopolies. In Orbaal and
+
among the Khuzdul, the functions of guilds are performed
+
by clans, equally monopolistic but simpler in organization.
+
 
+
===== The Mangai =====
+
The Mangai is the association of all guilds. Grand
+
chapters exist in Hârnic states in one form or another.
+
The Mangai’s principal functions are to regulate guilds,
+
settle disputes between them, organize and regulate
+
town markets and fairs, and lobby with governments
+
concerning guild rights and privileges. The Mangai
+
operates under the Charter of the Mangai, a law that has
+
been enacted by most civilized governments of western
+
Lythia. It is this charter that fosters and protects the legal
+
monopolies held by all guilds.
+
 
+
A Mangai chapter is made up of (at least) one
+
representative of each local guild. This assembly
+
generally elects an executive council. Different chapters
+
have various modes of operation, but most are
+
democratic. Although it wields enormous power, the
+
Mangai stays out of politics. Governments respond by
+
limiting their involvement in guild affairs to taxation.
+
 
+
===== Guild Franchises =====
+
Guilds have one prime purpose, to provide economic
+
security for their members. To achieve this objective, they
+
employ their legal monopolies to limit competition. This
+
is done primarily by restricting the number of franchises
+
in a specific market. A franchise is a license granted by a
+
guild to a qualified master to own and operate a business
+
within a specific area. Although the custom varies, there
+
are usually three ranks within each guild: apprentice,
+
journeyman, and master.
+
 
+
 
+
<center>
+
{|
+
|+ style="caption-side:bottom; color:#000000;"|'''Kandáy Coat of Arms'''
+
| [[File:Kandáy_Player_Map.png|900px|center|link= ]]
+
|}
+
</center>
+
 
+
 
+
== Hârnic Guilds ==
+
'''Note:''' '''<span style="color:#FF0000">ADD</span>''' a list of all Guilds, links to a seperate Page to descibe each in detail. As well as creating Vector Images of Guild Badges.
+
 
+
INSERT TABLE
+
 
+
<center>
+
{|
+
|+ style="caption-side:bottom; color:#000000;"|'''Badges of the Guilds of Hârn'''
+
| [[File:Kandáy_Player_Map.png|900px|center|link= ]]
+
|}
+
</center>
+
 
+
{|
+
| '''<span style="color:#006699">Apothecaries</span>'''
+
| '''<span style="color:#006699">Arcane Lore</span>'''
+
| '''<span style="color:#006699">Chandlers</span>'''
+
| '''<span style="color:#006699">Charcoalers</span>'''
+
| '''<span style="color:#006699">Clothiers</span>'''
+
| '''<span style="color:#006699">Courtesans</span>'''
+
|-
+
| '''<span style="color:#006699">Embalmers</span>'''
+
| '''<span style="color:#006699">Glassworkers</span>'''
+
| '''<span style="color:#006699">Harpers</span>'''
+
| '''<span style="color:#006699">Heralds</span>'''
+
| '''<span style="color:#006699">Hideworkers</span>'''
+
| '''<span style="color:#006699">Innkeepers</span>'''
+
|-
+
| '''<span style="color:#006699">Jewellers</span>'''
+
| '''<span style="color:#006699">Lexigraphers</span>'''
+
|
+
|
+
| '''<span style="color:#006699">Litigants</span>'''
+
| '''<span style="color:#006699">Locksmiths</span>'''
+
|-
+
| '''<span style="color:#006699">Masons</span>'''
+
| '''<span style="color:#006699">Mercantylers</span>'''
+
| '''<span style="color:#006699">Metalsmiths</span>'''
+
| '''<span style="color:#006699">Millers</span>'''
+
| '''<span style="color:#006699">Miners</span>'''
+
| '''<span style="color:#006699">Ostlers</span>'''
+
|-
+
| '''<span style="color:#006699">Perfumers</span>'''
+
| '''<span style="color:#006699">Physicians</span>'''
+
| '''<span style="color:#006699">Pilots</span>'''
+
| '''<span style="color:#006699">Potters</span>'''
+
| '''<span style="color:#006699">Salters</span>'''
+
| '''<span style="color:#006699">Seamen</span>'''
+
|-
+
| '''<span style="color:#006699">Shipwrights</span>'''
+
| '''<span style="color:#006699">Tentmakers</span>'''
+
| '''<span style="color:#006699">Thespians</span>'''
+
| '''<span style="color:#006699">Timberwrights</span>'''
+
| '''<span style="color:#006699">Weaponcrafters</span>'''
+
| '''<span style="color:#006699">Woodcrafters</span>'''
+
|}
+
 
+
 
+
===== Apprentices =====
+
Apprenticeship is deemed a privilege, usually granted
+
to the eldest son of an existing master. The guild may
+
also permit or sell additional apprenticeships, mostly to
+
the younger offspring of masters or to non-guildsmen
+
able to pay the most. An apprenticeship generally lasts
+
from four to seven years, depending on the guild. To
+
ensure strict discipline, apprentices are rarely permitted
+
to serve under their own fathers. Typically, two masters
+
in nearby settlements will exchange their apprentice
+
children. Wealthy guildsmen often try to place their sons
+
with highly skilled and respected masters, paying such
+
mentors a fee for this privilege. The treatment received by
+
apprentices varies; frequent beatings and long hours of
+
menial labor are considered normal. Apprentices receive
+
only room and board, although some get pocket money
+
from generous masters.
+
 
+
===== Journeymen =====
+
The rules governing promotion from apprentice to
+
journeyman vary from guild to guild. The candidate may
+
have to pass a practical and/or oral examination before
+
the guild’s Board of Syndics (see below) or the simple
+
vouching of his master may suffice. The professional
+
guilds usually have the most stringent requirements.
+
Some masters will intentionally deny advancement
+
to their apprentices because of the cheap labor they
+
represent but the guild will usually step in to prevent this
+
from going on too long. A few guilds do not have the rank
+
of journeyman.
+
 
+
In addition to room and board, journeymen are
+
entitled to a small wage, typically between one third
+
and two thirds of the bonded master rate, depending
+
on experience. They are usually expected to travel from
+
one location to another working for different masters of
+
their guild. After a prescribed period (usually 3–5 years)
+
the journeyman may apply to any Board of Syndics for
+
promotion to the rank of master. This generally requires
+
the recommendations of at least three masters under
+
whom the journeyman has served and often some kind of
+
oral and/or written examination.
+
 
+
<center>
+
{|
+
|+ style="caption-side:bottom; color:#000000;"|'''Craftsmen Scene'''
+
| [[File:Kandáy_Player_Map.png|900px|center|link= ]]
+
|}
+
</center>
+
 
+
===== Masters =====
+
Most guilds have two kinds of masters: freemaster
+
and bonded master. A freemaster is one who holds a
+
franchise, which is simply a license granted by the guild
+
to own and operate a business in a particular location.
+
A bonded master works under contract for a wealthy
+
person or institution. Unemployed masters who do not
+
hold franchises are called simply masters. All masters pay
+
10 percent of their income to the guild as dues.
+
 
+
Franchises must be inherited or purchased; they are
+
not automatically granted to new masters. Many masters
+
work alongside their fathers until they inherit the family
+
franchise, while others seek employment as bonded
+
masters until they can afford to purchase a new franchise.
+
The fees to buy a new franchise are stiff, ranging from
+
two to ten years’ income of a master, plus the customary
+
bribes. Many masters, either by choice or financial
+
circumstance, never obtain a franchise.
+
 
+
Most guilds seek to preserve the security of their
+
masters by limiting the number of franchisees and
+
establishing “fair price” guidelines for wares of specific
+
qualities. A master who sells high quality wares cheap,
+
or low quality wares dear, will receive a visit from guild
+
officials. They will no doubt remind him that fines can be
+
imposed and, ultimately, a franchise can be revoked.
+
 
+
===== Guildmasters and Syndics =====
+
All masters are members of the local guild chapter
+
with one vote. They elect a board of syndics from
+
among their number who then appoint a guildmaster
+
from among themselves. These officers are responsible
+
for the day-to-day administration of the chapter and,
+
except in the case of very wealthy guilds, continue to
+
be practicing masters. They usually receive a stipend for
+
their administrative role. The guildmaster will represent
+
the guild in the local chapter of the Mangai and at any
+
regional conventions the guild may hold. The way in
+
which a specific guild chapter is actually run depends
+
mostly on the personalities involved.
+
 
+
==== Unguilded Occupations ====
+
Most townsmen do not, however, belong to guilds.
+
Anyone may enter an unguilded occupation, but these
+
tend to be insecure, unfulfilling, and unprofitable. Some
+
unguilded freemen are common soldiers and a few are
+
successful scribes, artists, or toymakers, but most are
+
common laborers who are typically worse off than the
+
serfs of the countryside.
+
 
+
 
+
== Economics ==
+
=== Prices and Incomes ===
+
In medieval societies, the use of money was not
+
widespread, barter being more common. We have taken
+
some liberties with this so that players can handle money,
+
find it, earn it, and spend it.
+
 
+
Hârnic prices and incomes are based on 13th century
+
medieval Britain, modified as necessary to relate to Hârn.
+
For example, wood was relatively scarce and expensive
+
in medieval Britain, but on Hârn, which is still heavily
+
forested, the prices for wood products have been reduced.
+
The prices of weapons on the other hand have been
+
increased to restrict their availability.
+
 
+
==== Hârnic Coins ====
+
The first Hârnic coins were minted by the Sindarin.
+
These were tokens of esteem for their human subjects,
+
who were soon trading and forging them, making
+
regulation necessary. When the Sindarin withdrew to
+
the Shava Forest, they ceased minting coins, leaving the
+
Khuzdul with a monopoly for many centuries until the
+
first comprehensive system of coinage was developed in
+
the Corani Empire some 300 years ago. In contemporary
+
Hârn, coins are generally struck at official government
+
mints but sometimes freemaster jewellers will be awarded
+
a license to strike coins for a fixed period. The penalty for
+
making coins without such license is death.
+
 
+
There are no bronze or copper coins minted on
+
Hârn. The Khuzdul of Azadmere mint a gold coin called
+
the Khuzan Crown, but most people will never see one.
+
The coinage system in use throughout Hârn is based on a
+
single coin, the silver penny.
+
 
+
 
+
INSERT TABLE
+
 
+
{|
+
| 4 farthings
+
| =
+
| 1 penny (1d)
+
|-
+
| 12 pennies
+
| =
+
| 1 shilling (12d)
+
|-
+
| 20 shillings
+
| =
+
| 1 pound (240d)
+
|}
+
 
+
<center>
+
{|
+
|+ style="caption-side:bottom; color:#000000;"|'''Hârnic Coins'''
+
| [[File:Kandáy_Player_Map.png|900px|center|link= ]]
+
|}
+
</center>
+
 
+
The farthing (f) is one piece of a silver penny that
+
has been divided literally into four quarters. The shilling
+
(12d) and the pound (240d) are not coins, merely terms
+
used for quantities of silver pennies. Coins contain about
+
75% of metal value, the difference being due to the cost
+
of minting and the addition of 10% tin for strength.
+
 
+
Most civilized states produce their own silver
+
pennies. Coins from Azadmere have universal acceptance
+
throughout Hârn; coins minted elsewhere are usually
+
discounted 10–20% outside their own territory. Rethemi
+
coins, due to chronic problems of clipping and debasing,
+
are hard to pass outside Rethem. The coins in common
+
use on Hârn as of 720 are illustrated here.
+
 
+
==== Prices ====
+
A price list of basic goods and services is on the
+
following pages. The GM must keep in mind that these
+
are “retail” prices at the indicated source, which may not,
+
of course, be the original source. The selling price of
+
goods must cover not only their buying price and work
+
done to make them saleable, but also levies of tariffs and
+
tolls, transport costs, and losses to shipwrecks, storms,
+
pirates, and brigands. A mercantyler would buy items
+
for as little as 10% of these prices and sell them for
+
roughly 50% of the indicated price to the named source.
+
That is, a beaver pelt is listed as 20d. This would be the
+
selling price for a dressed pelt from the indicated source
+
(Hideworker). A mercantyler in the fur trade would
+
purchase such a pelt from a trapper for as little as 2d, sell
+
it to a Hideworker for 10d, who then cures and dresses
+
the hide and sells it for 20d. Select goods from eastern
+
Lythia change hands many times and sell in the west for
+
up to 100 times their original cost.
+
 
+
All prices should be seen as only a rough guide.
+
Bargaining over prices is as much an art form on Hârn
+
as anywhere. Most items are sold on the basis of quality
+
and volume, not weight. Markets do not have scales and,
+
even if they did, they would probably not be trusted by
+
buyers. The seller, with a shrewd eye on the size of the
+
buyer’s purse, sets a price. Haggling follows and the final
+
transaction can vary 25% or more from the noted prices.
+
 
+
The units of measure noted on the price list are
+
those standard to Hârn. See also “Weights and Measures”
+
in Hârndex. Food and livestock are bought either at
+
a market or directly from the producer. Most meat is
+
purchased live since a live animal is indisputably fresh
+
and will keep without spoiling as long as you feed it.
+
 
+
===== Weapons and Armour =====
+
These are listed by basic type, such as swords,
+
clubs, and spears. Armour is also listed by type, such as
+
mail, scale, and so forth. Kurbul is the Hârnic name for
+
hardened leather.
+
 
+
==== Price List ====
+
'''Note:''' '''<span style="color:#FF0000">ADD</span>''' a more detailed table of these, with links, highlights, etc.
+
 
+
'''Note:''' '''<span style="color:#FF0000">ADD</span>''' Resource Type, ie. Livestock, Food, Clothing, etc.
+
 
+
INSERT TABLE
+
 
+
{|
+
|Item Price Supplier
+
|-
+
|ALE/pint 1f Innkeeper
+
|-
+
|ANCHOR 12d Shipwright
+
|-
+
|APPLES/bushel 6d Farm/Market
+
|-
+
|ARROWS/dozen 15d Weaponcrafter
+
|-
+
|AXE/Battle 100d Weaponcrafter
+
|-
+
|AXE/Hand 70d Weaponcrafter
+
|-
+
|AXE/Hatchet 12d Metalsmith
+
|-
+
|AXE/Pole 96d Weaponcrafter
+
|-
+
|AXE/Throwing 48d Weaponcrafter
+
|-
+
|AXE/Warhammer 90d Weaponcrafter
+
|-
+
|AXLE 6d Metalsmith
+
|-
+
|BAG/Canvas 4d Tentmaker
+
|-
+
|BARLEY/bushel 5d Farm/Market
+
|-
+
|BARREL/hogshead 15d Woodcrafter
+
|-
+
|BEANS/bushel 8d Farm/Market
+
|-
+
|BELT/leather 10d Hideworker
+
|-
+
|BLANKET/wool 48d Clothier
+
|-
+
|BOOTS/leather 64d Hideworker
+
|-
+
|BOTTLE 6d Glassworker
+
|-
+
|BOW/Crossbow 60d Weaponcrafter
+
|-
+
|BOW/Longbow 36d Weaponcrafter
+
|-
+
|BOW/Shortbow 24d Weaponcrafter
+
|-
+
|BRANDY/pint 8d Innkeeper
+
|-
+
|BREAD/Rye loaf 1f Miller
+
|-
+
|BREAD/Wheat loaf 2f Miller
+
|-
+
|BRIDLE 12d Ostler
+
|-
+
|BUCKET/wood 4d Woodcrafter
+
|-
+
|BUNS/dozen 2f Miller
+
|-
+
|CANDLE 1f Chandler
+
|-
+
|CART/2 wheels 80d Woodcrafter
+
|-
+
|CAULDRON/iron 10d Metalsmith
+
|-
+
|CHAIR 12d Woodcrafter
+
|-
+
|CHARCOAL/bushel 2d Charcoaler
+
|-
+
|CHICKEN/live 6d Farm/Market
+
|-
+
|CIDER/pint 1f Innkeeper
+
|-
+
|CLUB 12d Woodcrafter
+
|-
+
|CLUB/Mace 84d Weaponcrafter
+
|-
+
|CLUB/Maul 24d Woodcrafter
+
|-
+
|CLUB/Morningstar 48d Weaponcrafter
+
|-
+
|COAL/bushel 6d Charcoaler
+
|-
+
|COFFIN 9d Woodcrafter
+
|-
+
|COURTESAN 12d Courtesan
+
|-
+
|CROWBAR 9d Metalsmith
+
|-
+
|DAGGER 24d Weaponcrafter
+
|-
+
|DAGGER/Keltan 36d Weaponcrafter
+
|-
+
|DAGGER/Taburi 20d Weaponcrafter
+
|-
+
|DONKEY/live 120d Ostler
+
|-
+
|DRUM 36d Harper
+
|-
+
|DUCK/live 6d Farm/Market
+
|-
+
|EGGS/dozen 2d Farm/Market
+
|-
+
|EMBALMING 200d Embalmer
+
|-
+
|FALCON/trained 100d Falconer
+
|-
+
|FLAIL/Ball and Chain 60d Weaponcrafter
+
|-
+
|FLAIL/Grain 12d Metalsmith
+
|-
+
|FLAIL/War 60d Weaponcrafter
+
|-
+
|FLUTE 18d Harper
+
|-
+
|GLOVES/Leather 24d Clothier
+
|-
+
|GLOVES/Silk 48d Clothier
+
|}
+
 
+
===== Price List Table =====
+
 
+
{|
+
|Item Price Supplier
+
|-
+
|GLOVES/Wool 12d Clothier
+
|-
+
|GOAT/live 10d Farm/Market
+
|-
+
|GOBLET/Pewter 3d Metalsmith
+
|-
+
|GOLD/ounce 400d Miner
+
|-
+
|GOOSE/live 9d Farm/Market
+
|-
+
|GRAPPLE 10d Metalsmith
+
|-
+
|HAMMER 6d Metalsmith
+
|-
+
|HARNESS/Horse 18d Ostler
+
|-
+
|HARP 300d Harper
+
|-
+
|HARPOON 40d Metalsmith
+
|-
+
|HAT/Hood, Cloth 16d Clothier
+
|-
+
|HAT/Leather 16d Clothier
+
|-
+
|HAT/Linen 4d Clothier
+
|-
+
|HAT/Silk 32d Clothier
+
|-
+
|HAT/Wool 8d Clothier
+
|-
+
|HAY/bushel 6d Farm/Market
+
|-
+
|HERB/common/ounce 6d Apothecary
+
|-
+
|HERB/rare/ounce 60d Apothecary
+
|-
+
|HIDE/Beaver 20d Hideworker
+
|-
+
|HIDE/Calf 16d Hideworker
+
|-
+
|HIDE/Deer 6d Hideworker
+
|-
+
|HIDE/ermine/sable 30d Hideworker
+
|-
+
|HIDE/Horse 10d Hideworker
+
|-
+
|HIDE/Lambskin 3d Hideworker
+
|-
+
|HIDE/Otter/weasel 24d Hideworker
+
|-
+
|HIDE/Ox 12d Hideworker
+
|-
+
|HIDE/Pig 5d Hideworker
+
|-
+
|HIDE/Rabbit 1d Hideworker
+
|-
+
|HIDE/Seal 24d Hideworker
+
|-
+
|HIDE/Sheep 4d Hideworker
+
|-
+
|HONEY/gallon 12d Farm/Market
+
|-
+
|HORN/Hunting 20d Hideworker
+
|-
+
|HORSE/Cart 180d Ostler
+
|-
+
|HORSE/Plough 240d Ostler
+
|-
+
|HORSE/Riding 360d Ostler
+
|-
+
|HORSE/War 600d Ostler
+
|-
+
|HORSESHOE/each 1d Metalsmith
+
|-
+
|INK/Black/quart 3d Lexigrapher
+
|-
+
|KEY 2d Locksmith
+
|-
+
|KNIFE/Kitchen 6d Metalsmith
+
|-
+
|KURBUL/Ailettes 20d Weaponcrafter
+
|-
+
|KURBUL/Backplate 60d Weaponcrafter
+
|-
+
|KURBUL/Breastplate 60d Weaponcrafter
+
|-
+
|KURBUL/Coudes 10d Weaponcrafter
+
|-
+
|KURBUL/Greaves 50d Weaponcrafter
+
|-
+
|KURBUL/Half helm 20d Weaponcrafter
+
|-
+
|KURBUL/Kneecops 15d Weaponcrafter
+
|-
+
|KURBUL/Rerebraces 30d Weaponcrafter
+
|-
+
|KURBUL/Vambraces 25d Weaponcrafter
+
|-
+
|LANTERN 12d Chandler
+
|-
+
|LEGAL CONTRACT 24d Litigant
+
|-
+
|LEGAL DEED 18d Litigant
+
|-
+
|LEGAL WILL 12d Litigant
+
|-
+
|LEGGINGS/Leather 176d Clothier
+
|-
+
|LEGGINGS/Linen 48d Clothier
+
|-
+
|LEGGINGS/Silk 384d Clothier
+
|-
+
|LEGGINGS/Wool 88d Clothier
+
|-
+
|LOCK 4d Locksmith
+
|}
+
 
+
===== Price List Table =====
+
 
+
{|
+
|Item Price Supplier
+
|-
+
|LOCKBOX 12d Locksmith
+
|-
+
|LUTE 200d Harper
+
|-
+
|MAIL/Cowl 120d Weaponcrafter
+
|-
+
|MAIL/Byrnie 660d Weaponcrafter
+
|-
+
|MAIL/Hauberk 975d Weaponcrafter
+
|-
+
|MAIL/Leggings 660d Weaponcrafter
+
|-
+
|MAIL/Mittens 60d Weaponcrafter
+
|-
+
|MAP 12d Lexigrapher
+
|-
+
|MEAD/pint 2f Innkeeper
+
|-
+
|MEAL/Cold 3f Innkeeper
+
|-
+
|MEAL/Hot 1d Innkeeper
+
|-
+
|MILK/gallon 3d Farm/Market
+
|-
+
|MULE/live 180d Ostler
+
|-
+
|NAILS/pound 2d Metalsmith
+
|-
+
|OAR 5d Shipwright
+
|-
+
|OATCAKES/dozen 1f Miller
+
|-
+
|OATS/bushel 4d Farm/Market
+
|-
+
|OIL/Lamp/gallon 12d Chandler
+
|-
+
|OX/COW 96d Farm/Market
+
|-
+
|PAN/Copper 12d Metalsmith
+
|-
+
|PICK 8d Metalsmith
+
|-
+
|PIG/live 24d Farm/Market
+
|-
+
|PIPE/Smoking 2d Potter
+
|-
+
|PITCHFORK 6d Metalsmith
+
|-
+
|PLATE/Ailettes 100d Weaponcrafter
+
|-
+
|PLATE/Backplate 300d Weaponcrafter
+
|-
+
|PLATE/Breastplate 300d Weaponcrafter
+
|-
+
|PLATE/Coudes 50d Weaponcrafter
+
|-
+
|PLATE/Great helm 275d Weaponcrafter
+
|-
+
|PLATE/Greaves 250d Weaponcrafter
+
|-
+
|PLATE/Half helm 100d Weaponcrafter
+
|-
+
|PLATE/Kneecops 75d Weaponcrafter
+
|-
+
|PLATE/pewter 5d Metalsmith
+
|-
+
|PLATE/Rerebraces 150d Weaponcrafter
+
|-
+
|PLATE/Vambraces 125d Weaponcrafter
+
|-
+
|PLOUGH 48d Woodcrafter
+
|-
+
|PROSTITUTE 1d Prostitute
+
|-
+
|PURSE/Buckram 9d Clothier
+
|-
+
|PURSE/Silk 60d Clothier
+
|-
+
|QUILL 1d Lexigrapher
+
|-
+
|QUILT/Cowl 32d Weaponcrafter
+
|-
+
|QUILT/Gambeson 260d Weaponcrafter
+
|-
+
|QUILT/Leggings 184d Weaponcrafter
+
|-
+
|QUILT/Tunic 176d Weaponcrafter
+
|-
+
|QUIVER 8d Hideworker
+
|-
+
|RING/Byrnie 308d Weaponcrafter
+
|-
+
|RING/Halfhelm 28d Weaponcrafter
+
|-
+
|RING/Hauberk 455d Weaponcrafter
+
|-
+
|RING/Leggings 308d Weaponcrafter
+
|-
+
|RING/Vest 196d Weaponcrafter
+
|-
+
|ROBE/Silk 600d Clothier
+
|-
+
|ROBE/Wool 156d Clothier
+
|-
+
|ROPE/fathom 6d Shipwright
+
|-
+
|RYE/bushel 6d Farm/Market
+
|-
+
|SACK/buckram 1d Tentmaker
+
|-
+
|SACK/linen 2f Tentmaker
+
|-
+
|SADDLE/Riding 80d Ostler
+
|-
+
|SADDLE/War 240d Ostler
+
|}
+
 
+
===== Price List Table =====
+
 
+
{|
+
|Item Price Supplier
+
|-
+
|SALT/bushel 12d Salter
+
|-
+
|SANDALS/leather 8d Hideworker
+
|-
+
|SCABBARD/leather 48d Hideworker
+
|-
+
|SCALE/Byrnie 440d Weaponcrafter
+
|-
+
|SCALE/Hauberk 650d Weaponcrafter
+
|-
+
|SCALE/Vest 280d Weaponcrafter
+
|-
+
|SCROLL/Parchment 2d Lexigrapher
+
|-
+
|SCROLL/Vellum 4d Lexigrapher
+
|-
+
|SCYTHE 24d Metalsmith
+
|-
+
|SHEEP/live 12d Farm/Market
+
|-
+
|SHIELD/Buckler 24d Weaponcrafter
+
|-
+
|SHIELD/Kite 72d Weaponcrafter
+
|-
+
|SHIELD/Knight 60d Weaponcrafter
+
|-
+
|SHIELD/Round 42d Weaponcrafter
+
|-
+
|SHIELD/Tower 96d Weaponcrafter
+
|-
+
|SICKLE 10d Metalsmith
+
|-
+
|SILVER/ounce 20d Miner
+
|-
+
|SLAVE 300d Slaver
+
|-
+
|SLED 80d Woodcrafter
+
|-
+
|SLING 6d Hideworker
+
|-
+
|SNOWSHOES/pair 36d Woodcrafter
+
|-
+
|SPEAR 60d Weaponcrafter
+
|-
+
|SPEAR/Glaive 84d Weaponcrafter
+
|-
+
|SPEAR/Javelin 48d Weaponcrafter
+
|-
+
|SPEAR/Lance 120d Weaponcrafter
+
|-
+
|SPEAR/Pike 96d Weaponcrafter
+
|-
+
|SPEAR/Trident 72d Weaponcrafter
+
|-
+
|SPEAR/Staff 36d Woodcrafter
+
|-
+
|SPURS 18d Metalsmith
+
|-
+
|STABLING/day 1d Ostler
+
|-
+
|SURCOAT/Linen 60d Clothier
+
|-
+
|SURCOAT/Silk 480d Clothier
+
|-
+
|SURCOAT/Wool 104d Clothier
+
|-
+
|SWAN/live 12d Farm/Market
+
|-
+
|SWORD/Bastard 180d Weaponcrafter
+
|-
+
|SWORD/Battle 230d Weaponcrafter
+
|-
+
|SWORD/Broad 150d Weaponcrafter
+
|-
+
|SWORD/Estoc 150d Weaponcrafter
+
|-
+
|SWORD/Falchion 120d Weaponcrafter
+
|-
+
|SWORD/Short 90d Weaponcrafter
+
|-
+
|TABLE 36d Woodcrafter
+
|-
+
|TANKARD/Pewter 4d Metalsmith
+
|-
+
|TENT/Pavilion 200d Tentmaker
+
|-
+
|TINDERBOX 6d Chandler
+
|-
+
|TUNIC/Leather 192d Clothier
+
|-
+
|TUNIC/Linen 48d Clothier
+
|-
+
|TUNIC/Silk 384d Clothier
+
|-
+
|TUNIC/Wool 88d Clothier
+
|-
+
|VEST/Leather 112d Clothier
+
|-
+
|VEST/Linen 30d Clothier
+
|-
+
|VEST/Silk 240d Clothier
+
|-
+
|VEST/Wool 56d Clothier
+
|-
+
|WAGON/4 wheels 220d Woodcrafter
+
|-
+
|WHEAT/bushel 8d Farm/Market
+
|-
+
|WHEEL 18d Woodcrafter
+
|-
+
|WHIP 12d Hideworker
+
|-
+
|WINE/pint 2d Innkeeper
+
|-
+
|WINESKIN/one gallon 10d Hideworker
+
|}
+
 
+
==== Incomes ====
+
Listed here are the average wages earned from
+
various occupations on Hârn. The incomes shown are
+
monthly, based on working 24 days, the average number
+
of days worked per month after various holidays. Dawn
+
to dusk hours are the norm for most work; hence in
+
reality, summer wages are higher and winter wages are
+
lower due to the number of hours that can be worked.
+
 
+
===== Guilded Occupations =====
+
Wages shown are for bonded masters; room and
+
board may also be provided. The employer would bear
+
the additional cost of providing materials and supplies,
+
but tools are generally owned by the master. A highly
+
skilled master, such as a mason-architect building a
+
new castle or an exquisite sword craftsman, could earn
+
fees up to six times higher, but such incomes are rare.
+
Apprentices, in most cases, receive only room and board
+
but sometimes get pocket money from generous masters.
+
A journeyman would receive 30–60% of a master’s wages
+
depending on experience, plus room and board.
+
 
+
Freemasters tend to have variable incomes, possibly
+
even a loss. Their expenses would include rent, taxes,
+
and supplies, and demand for their services is obviously
+
crucial. Unless the GM wishes to take these factors into
+
account and calculate a “profit and loss” statement for a
+
freemaster, we suggest their net income (profit after all
+
business expenses) is equal to the bonded master rate,
+
varied at GM discretion.
+
 
+
===== Unguilded Occupations =====
+
Wages given are for experienced workers; others
+
might earn 20–80% of this amount, depending on skills.
+
Wages would also be dependent on the availability of
+
labor.
+
 
+
===== Military Wages =====
+
The income of a man-at-arms is given. These wages
+
apply to common legionnaires of Tharda but may serve
+
as a guideline to all mercenaries of the lowest rank.
+
Wages are usually paid quarterly but are listed monthly
+
for comparison with other incomes. Considering the
+
danger, military wages are low, but there are some perks
+
such as booty. Traditionally, a soldier may keep two thirds
+
of booty collected, giving one third to the next highest
+
rank, who gives one third to the next highest rank, and so
+
on. The commander of a large army can acquire quite a
+
tidy sum in this way.
+
 
+
 
+
INSERT TABLE
+
 
+
'''Note:''' '''<span style="color:#FF0000">ADD</span>''' links for each profession skill, seperate (or Background Colour!) Guilded and Unguilded. Then expand the list to include recources, with background colouring etc.
+
 
+
{|
+
| Incomes
+
|-
+
! Guilded
+
! Day
+
! Month
+
! Year
+
|-
+
| Apothecary 10f 60d 720d
+
|-
+
| Arcane Lore Variable
+
|-
+
| Chandler 9f 54d 648d
+
|-
+
| Charcoaler 9f 54d 648d
+
|-
+
| Clothier 10f 60d 720d
+
|-
+
| Courtesan Variable
+
|-
+
| Embalmer 8f 48d 576d
+
|-
+
| Glassworker 11f 66d 792d
+
|-
+
| Harper 7f 42d 504d
+
|-
+
| Herald 13f 78d 936d
+
|-
+
| Hideworker 10f 60d 720d
+
|-
+
| Innkeeper 10f 60d 720d
+
|-
+
| Jeweller 11f 66d 792d
+
|-
+
| Lexigrapher 11f 66d 792d
+
|-
+
| Lia-Kavair Variable
+
|-
+
| Litigant 12f 72d 864d
+
|-
+
| Locksmith 10f 60d 720d
+
|-
+
| Mason 16f 96d 1,152d
+
|-
+
| Mercantyler Variable
+
|-
+
| Metalsmith 12f 72d 864d
+
|-
+
| Miller 14f 84d 1,008d
+
|-
+
| Miner 14f 84d 1,008d
+
|-
+
| Ostler 13f 78d 936d
+
|-
+
| Perfumer 11f 66d 792d
+
|-
+
| Physician 12f 72d 864d
+
|-
+
| Pilot Variable
+
|-
+
| Potter 10f 60d 720d
+
|-
+
| Salter 8f 48d 576d
+
|-
+
| Seaman 8f 48d 576d
+
|-
+
| Shipwright 15f 90d 1,080d
+
|-
+
| Tentmaker 12f 72d 864d
+
|-
+
| Thespian Variable
+
|-
+
| Timberwright 13f 78d 936d
+
|-
+
| Weaponcrafter 18f 108d 1,296d
+
|-
+
| Woodcrafter 11f 66d 792d
+
|-
+
| Unguilded Day Month Year
+
|-
+
| Animal Trainer 12f 72d 864d
+
|-
+
| Beggar 4f 24d 288d
+
|-
+
| Cartographer 14f 84d 1,008d
+
|-
+
| Cook 5f 30d 360d
+
|-
+
| Farmhand 4f 24d 288d
+
|-
+
| Fisherman 8f 48d 576d
+
|-
+
| Herdsman 4f 24d 288d
+
|-
+
| Hunter/Trapper 7f 42d 504d
+
|-
+
| Laborer/Porter 7f 42d 504d
+
|-
+
| Longshoreman 7f 42d 504d
+
|-
+
| Man-at-Arms 5f 30d 360d
+
|-
+
| Prostitute Variable
+
|-
+
| Ratter 10f 60d 720d
+
|-
+
| Sage/Tutor 14f 84d 1,008d
+
|-
+
| Scribe 11f 66d 792d
+
|-
+
| Servant 4f 24d 288d
+
|-
+
| Teamster 12f 72d 864d
+
|-
+
| Thatcher 9f 54d 648d
+
|-
+
| Toymaker 8f 48d 576d
+
|}
+
 
+
 
+
==== Taxes and Tolls ====
+
Most Hârnic taxes noted below are urban in
+
character. The levies charged on rural folk, namely
+
aids and heriot, are discussed under feudal obligations.
+
Average tax rates are given but they can vary. Other Hârn
+
publications provide specific tax rates at various locales.
+
 
+
===== Property Tax =====
+
An annual tax charged on the assessed value of real
+
estate, most of which is owned by wealthy guildsmen or
+
gentlefolk. Bribery of civic tax assessors to deflate values
+
is widespread. Landlords are responsible for payment of
+
property taxes, generally on the first day of Savor in late
+
autumn. There are two tax rates, a business rate (6%)
+
applicable only to guildsmen and a residential rate (8%)
+
for everyone else. Properties outside a city wall but still
+
under civic jurisdiction (generally within one league of
+
the citadel) probably pay lower taxes (30–70%). Taxexempt
+
status applies to many legal temples.
+
 
+
===== Hawking Tax =====
+
A tax payable to the bondmaster on all goods
+
brought into a city to be sold, including raw materials
+
for further processing but excluding foodstuffs. The tax
+
is usually a percentage of the consignment’s value but
+
since the bondmaster tends to rely on “declared values,”
+
assessments are generally low unless the mercantyler
+
neglects the appropriate bribes. The average tax is 10%.
+
 
+
===== Bonding Fees =====
+
The mercantyler can delay payment of the
+
hawking tax by placing his goods in bond, which means
+
storing them in the government bonding house. Goods
+
temporarily brought into a city but destined to be
+
exported must be placed in bond. This service incurs
+
payment of a bonding/storage fee (a percentage of
+
declared value) payable in advance, with a minimum onemonth
+
fee. The average bonding fee is 1% per month.
+
 
+
===== Maritime Taxes =====
+
Owners of ships berthed in a port must pay the
+
harbormaster a wharfage fee that averages 1d per foot
+
of vessel length per day. Vessels at anchor in a port
+
pay roughly 20% of the wharfage rate. The pilotage fee
+
is typically 24–48d per vessel. A vessel can reduce its
+
wharfage (but not its pilotage) in a given port by 50% by
+
paying an annual registry fee for that port.
+
 
+
===== Tolls =====
+
Government tollhouses exist along most major roads
+
and tolls are often charged by various parties, not always
+
legitimately, at bridges, fords, etc. Typical tolls are:
+
 
+
INSERT TABLE
+
 
+
{|
+
| Per Person (afoot)
+
| 1f
+
|-
+
| Per Horse
+
| 3f
+
|-
+
| Per Cart (2-wheels)
+
| 2f
+
|-
+
| Per Wagon (4-wheels)
+
| 4f
+
|-
+
| Per Ox/Sheep/etc.
+
| 1f
+
|}
+
 
+
===== Guild Dues =====
+
All master guildsmen pay 10% of their gross incomes
+
to their guild, which then pays half of this amount to the
+
town government. Unguilded occupations pay no guild
+
dues but do pay the higher residential property tax.
+
 
+
<center>
+
{|
+
|+ style="caption-side:bottom; color:#000000;"|'''City Dockscape'''
+
| [[File:Kandáy_Player_Map.png|900px|center|link= ]]
+
|}
+
</center>
+
 
+
 
+
<center>
+
{|
+
|+ style="caption-side:bottom; color:#000000;"|'''Hârn Economic Map'''
+
| [[File:Kandáy_Player_Map.png|900px|center|link= ]]
+
|}
+
</center>
+
 
+
 
+
=== Trade ===
+
Most regions of Hârn are self-sufficient with the
+
exception of salt and mineral ores. The Economic Map
+
shows only resources and products that are available in
+
sufficient quantity for trade. That is, there is a surplus
+
of these items for the specific area, allowing them to be
+
“exported” to another region. Most trade goods are exotic
+
wares or basic goods that are scarce in specific areas.
+
 
+
==== Caravans ====
+
Nearly all land trade is transported via caravans,
+
organized expeditions of mercantylers journeying from
+
one town to another. The long-established routes are
+
often patrolled by various interested parties seeking to
+
encourage such traffic. Way-stations such as Trobridge
+
Inn or Oselbridge have been built at strategic points to
+
aid the caravan trade.
+
 
+
Tashal is the major trading center of eastern Hârn. In
+
early summer, four large caravans converge there: from
+
Orbaal and the north down the Fur Road, from Azadmere
+
via the Silver Way, from Coranan and western Hârn along
+
the Salt Route, and from Thay by way of the Genin Trail.
+
The diverse goods brought to Tashal are traded during
+
the summer months, mostly Larane, before the caravans
+
begin their trips home.
+
 
+
Coranan is the major trading center of western
+
Hârn. Caravans journey between Aleath and Coranan
+
throughout the year. Goods from Golotha and Shiran
+
move to Coranan at irregular intervals, usually by barge
+
on the Thard River. The traditional departure date of the
+
Salt Route caravan from Coranan to Tashal is the fifteenth
+
of Peonu. Mercantylers from Aleath, Golotha, and Shiran
+
join the caravan at Coranan before this date. A few
+
mercantylers join the caravan at Moleryn.
+
 
+
==== Caravan Masters ====
+
The major caravans of Hârn and Lythia are operated
+
by specialist members of the Mercantylers’ Guild known
+
as caravan masters. It is not illegal for any mercantyler
+
to organize his own caravan but the organizational
+
complexity involved has led to the prevailing custom.
+
Most caravan masters are individuals (often ex-military
+
officers) who have demonstrated some skill at getting
+
the job done. Several have become dominant because
+
of the special relationships they have developed with
+
guildmembers and tribesmen. Fees are charged to
+
journey with a caravan. The GM may calculate fees
+
based on a rough charge per ten leagues (two hexes on a
+
regional map) of: wagon/6d, cart/3d, horse/2d, and man
+
afoot/1d. Fees do not include tolls and might be waived
+
or reduced if someone “works his passage.”
+
 
+
==== Maritime Trade ====
+
With few exceptions, overland roads are very bad
+
and wheeled transport slow and crude. Land trade is
+
the preserve of a few hardy mercantylers and most
+
commercial movement of goods is by water, although
+
this is less true on Hârn than elsewhere. Maritime trade
+
is dealt with in detail in the '''''<span style="color:#006699">Pilots’ Almanac</span>''''' expansion
+
module ('''<span style="color:#006699">COL #4002</span>''').
+
 
+
 
+
<center>
+
{|
+
|+ style="caption-side:bottom; color:#000000;"|'''Trade Port Scene'''
+
| [[File:Kandáy_Player_Map.png|900px|center|link= ]]
+
|}
+
</center>
+
 
+
 
+
== Religion ==
+
=== Religion ===
+
Every human culture has metaphysical beliefs.
+
Gamemasters must make some decision concerning
+
the nature of the divine beings who live, if only in the
+
minds of men. There are only two real courses to follow
+
and the GM need not inform his players of his ultimate
+
choice. Either the gods truly exist or they are only the
+
figments of the imaginations of men. In either case, the
+
GM should present the gods as if they do exist, for the
+
majority of Hârnians believe explicitly in their existence.
+
With inevitable variations and prejudice due to culture
+
and location, most of the religious movements of western
+
Lythia share a common set of metaphysical beliefs,
+
although none express them in such terms.
+
 
+
<center>
+
{|
+
|+ style="caption-side:bottom; color:#000000;"|'''The Kethrian Family'''
+
| [[File:Kandáy_Player_Map.png|900px|center|link= ]]
+
|}
+
</center>
+
 
+
INSERT TABLE
+
 
+
{|
+
| Accessability
+
|-
+
|
+
| Moderate Link
+
|-
+
|
+
| Intermediate Link
+
|-
+
|
+
| Hard Link
+
|}
+
 
+
==== Kelestia ====
+
'''Note:''' '''<span style="color:#FF0000">ADD</span>''' Link to Kestia article
+
 
+
Kelestia is everything that exists, the sum total of all
+
realities. Kelestia is not governed only by physical laws
+
of space and time. While each universe has its own laws,
+
there is also a set of master laws governing Kelestia as
+
a whole. A planet may be inaccessible to other worlds in
+
its own universe but, because of the warping of Kelestia,
+
it may be possible to reach worlds in other universes
+
using higher dimensional paths, referred to (somewhat
+
imprecisely) as travel in the “Nth dimension.” Those
+
who travel such routes refer to it as “walking in shadow,”
+
“crossing the void,” and so on.
+
 
+
===== Familial Worlds =====
+
In the Nth dimension, worlds are arranged around a
+
“parent” world, or nexus. The nexus world gathers lines
+
of force and warps space-time to adopt alien worlds
+
into the “family.” The arrangement is largely a random
+
process. Because it is rare for the worlds of a family to
+
lie in the same universe (and be governed by the same
+
physical laws), the members of a family need not be
+
similar. Travel between worlds is never easy, but travel
+
between the nexus and others in the family is easiest.
+
Accessibility between members of the family ranges from
+
moderate to impossible.
+
 
+
===== The Kethrian Family =====
+
The world of Kethira, on which Hârn is located,
+
is the nexus of a family of seven worlds. Kethira is
+
a crossroads of sorts. No one in living memory has
+
explored the whole family. There is a wide variation in the
+
status of the gods, magic, and technology on the different
+
worlds of the family.
+
 
+
Two of the worlds of the family, Kethira and Yashain,
+
have a unique relationship. The links with other worlds
+
are generally shifting and vague, but between these two
+
there are a large number of constant, point-to-point, even
+
region-to-region, correspondences. Various sites exist
+
(in some form) on both worlds at the same time. Most
+
of the gods of Hârn are believed to reside on Yashain,
+
which is Kethira’s “half-world.” Most Kethirans believe
+
that they spend their afterlife on Yashain in the service
+
of their chosen deities. Yashain is divided into kingdoms
+
governed by the gods. Earldoms and baronies are ruled
+
by demons and demigods. There is a constant state of
+
war, good against evil, and order against chaos.
+
 
+
==== Libram of the Pantheon ====
+
Some 600 years ago, the
+
basic metaphysical beliefs were
+
collected by Nala-Uroh of Elkall-
+
Anuz into a single tome called the
+
Libram of the Pantheon. Uroh based
+
his efforts on earlier works, few of which seem to have
+
survived. The Libram has since received the approval
+
of most churches in that they teach the same story of
+
creation to their followers.
+
 
+
===== The Natal Wars =====
+
First, Uroh writes, there was universal chaos; time
+
and space had no meaning, reality was not fixed. From
+
this arose the First Gods, who were the only beings able
+
to stand against the chaos. These beings were principles
+
of power rather than conventional gods. They made war
+
upon each other, threatening to destroy the cosmos. One
+
result of the wars was the creation of the Lesser Gods
+
to serve the First Gods and do battle on their behalf. It is
+
these lesser gods who are now worshiped.
+
 
+
Finally, when it became apparent that the war
+
threatened the existence of Kelestia, the First Gods made
+
peace. Each was to have his own realm and to participate
+
in the government of the whole. This peace resulted in
+
Kelestia taking more or less its present form.
+
 
+
===== The Concordat of the Illimitable Tome =====
+
But the peace was not permanent. The Lesser Gods,
+
released from service, began to battle each other and
+
chaos again prevailed. In the course of these wars, many
+
new races and creatures, the sapient mortals among
+
them, were created under various compulsions to serve
+
the gods.
+
 
+
The Lesser Gods were able to reproduce but they
+
were not invulnerable and could slay each other. After
+
many had been destroyed, the survivors entered into the
+
Ke’lha-Hy-Var-Hyvrak, or Concordat of the Illimitable
+
Tome. The Concordat created laws to govern the ways in
+
which the gods could intervene in the affairs of mortals
+
and compete for supremacy.
+
 
+
Just as the Lesser Gods had engaged in a struggle for
+
supremacy after the peace of the First Gods, so now did
+
the mortals. Originally allowed free access to knowledge,
+
it soon became apparent to the gods that the mortal
+
creatures lacked the wisdom to control this ultimate
+
power. Hence, the gods chose one among themselves,
+
Save-K’nor, to maintain the Var-Hyvrak (the Illimitable
+
Tome), wherein would be written all knowledge. Only
+
mortals with the wit to discover this knowledge by
+
themselves could know it.
+
 
+
The complexity of these divine laws is cited as the
+
main reason that the ways of gods are often inexplicable
+
to men. When a deity intercedes to aid an impious
+
scoundrel after denying the pleas of a loyal saint,
+
observers may well shrug their shoulders and say, “’tis the
+
Concordat and not the will of the god.”
+
 
+
==== The Gods of Hârn ====
+
The inhabitants of Hârn and most of Lythia are
+
pantheistic; they believe in the existence of ten major
+
(and hundreds of minor) deities, but most worship only
+
one of these.
+
 
+
INSERT TABLE
+
 
+
{|
+
| '''<span style="color:#006699">Agrik</span>''':
+
| God of fire and war
+
|-
+
| '''<span style="color:#006699">Halea</span>''':
+
| Goddess of wealth and pleasure
+
|-
+
| '''<span style="color:#006699">Ilvir</span>''':
+
| Master of Araka-Kalai, maker of the Ivashu
+
|-
+
| '''<span style="color:#006699">Larani</span>''':
+
| Goddess of chivalry and battle
+
|-
+
| '''<span style="color:#006699">Morgath</span>''':
+
| Lord of chaos, master of the undead
+
|-
+
| '''<span style="color:#006699">Naveh</span>''':
+
| God of darkness, bringer of nightmares
+
|-
+
| '''<span style="color:#006699">Peoni</span>''':
+
| Goddess of agriculture and healing
+
|-
+
| '''<span style="color:#006699">Sarajin</span>''':
+
| Viking god of battle and honor
+
|-
+
| '''<span style="color:#006699">Save-K’nor</span>''':
+
| God of knowledge and riddles
+
|-
+
| '''<span style="color:#006699">Siem</span>:'''
+
| God of dreams and the Natural Mysteries
+
|}
+
 
+
 
+
===== AGRIK =====
+
{|
+
|+ style="caption-side:bottom; color:#000000;"|'''Kandáy Coat of Arms'''
+
| [[File:Kandáy_Player_Map.png|900px|center|link= ]]
+
|}
+
</center>
+
“Lord of the Four Horsemen,
+
Master of the V’hir,
+
Immortal Warlord of Balgashang,
+
Breeder of Plague, Squalor and Decay,
+
The Reasonless Reaper,
+
Tyrant of the Foul Chamber,
+
Knower of the Ten Thousand Ways.”
+
 
+
Agrik is the principal deity of warriors who enjoy the
+
dark side of war: pillage, cruelty, and destruction. It is
+
said that a pious adherent of Agrik will learn as many of
+
the “Ten Thousand Ways” of inflicting pain as possible.
+
The church practices human sacrifice, often through ritual
+
combat with a champion of a fighting order.
+
 
+
Agrik dwells in his great flame-shrouded fortress
+
of Balgashang with his demonic servants, the V’hir.
+
Within the castle is Ak-Syt, the dreaded chamber of
+
tortures where unspeakable demons torment the hapless,
+
unlamented dead. Agrik usually appears as a great
+
V’hir with two claws missing from his left hand, bearing
+
Gashang, his flaming mace, and Sycanus, his ichordripping
+
sickle. Agrik’s missing claws have caused him
+
constant pain and anger since the goddess Larani severed
+
them. He has never forgotten this ancient indignity and
+
only the terms of the Concordat of the Illimitable Tome
+
deter him from seeking revenge. There is certainly no
+
love lost between the fighting orders of the two deities.
+
 
+
The worship of Agrik on Hârn is concentrated in the
+
Thardic Republic and the Kingdom of Rethem but there
+
are a few followers in Orbaal and elsewhere. The faith is
+
proscribed in Chybisa, Kaldor, Kanday, and Melderyn.
+
 
+
On Hârn, seven clerical orders are devoted to Agrik;
+
each sponsors a fighting order. Despite few dogmatic
+
differences, the orders clash constantly, often with fatal
+
consequences for innocent bystanders. Although he has
+
great difficulty maintaining his authority, the current
+
primate of Agrik for Hârn is the grandmaster of the Order
+
of Mamaka Master of Steel, whose seat is in Golotha. The
+
Amanasurif (pontiff) dwells in Lysara in Azeryan, where
+
he is also a powerful secular lord. The ritual garb of
+
Agrik’s clergy is orange and black.
+
 
+
===== HALEA =====
+
{|
+
|+ style="caption-side:bottom; color:#000000;"|'''Kandáy Coat of Arms'''
+
| [[File:Kandáy_Player_Map.png|900px|center|link= ]]
+
|}
+
</center>
+
“The Empress of Opulence, Maker of
+
Bargains, Guardian of the Treasure Hordes,
+
Queen of Pleasures, Enslaver of Hearts
+
and Loins, Unchaste Lady of Ten Forgotten
+
Acts, Temptress of the Crimson Chamber.”
+
 
+
Halea is the amoral goddess of wealth and pleasure.
+
Often regarded as the most beautiful creature of Kelestia,
+
one whose true form would drive men mad with passion,
+
she will usually appear to mortals in the guise of an
+
“ordinarily” beautiful young woman. Halea is the goddess
+
of those who would live moment by moment and those
+
who crave wealth and the pleasures that it can bring. She
+
is not shallow or empty-headed but a shrewd schemer
+
renowned for her ability to seduce the reason of lesser
+
beings with her silken voice and subtle arts.
+
 
+
Halea’s residence is the Crimson Chamber, where
+
those chosen by the immortal lady enjoy an afterlife
+
filled with sexual, culinary, and other pleasures until they
+
presumably go mad and are replaced by new chosen.
+
 
+
Halea requires no particular morality of her adherents
+
but demands unswerving devotion and loves elaborate
+
rituals and flattery of all kinds. Many followers donate
+
as much as half their incomes to her church. Halea is
+
reckoned an easy deity to worship; she is the Maker of
+
Bargains, willing to negotiate for her favors. The goddess
+
prefers to bargain from a position of strength with those
+
in great need of her aid. She always keeps the pacts she
+
makes, although not always in the way anticipated. Those
+
who would bargain with the Unchaste Lady had best
+
hasten to fulfill their part, for Halea is a jealous mistress
+
and quick to anger.
+
 
+
Although many scholars do not credit Halea’s
+
clerics or adherents with much intellectual depth, her
+
priestesses may be found in high administrative posts in
+
the government of Tharda. The Order of the Silken Voice is
+
the only clerical order; the church has no fighting orders.
+
The Salara (primate) for Hârn is the High Priestess of the
+
Shiran temple. The Hilenea (pontiff) is headquartered in
+
the city of Helas in the eastern Venarian Sea.
+
 
+
Halea’s priesthood is composed entirely of women
+
of pleasant appearance. Their ritual garb is diaphanous
+
and of all the hues of the rainbow, but the colors purple,
+
crimson, and gold dominate. Various symbols are
+
used, among them stylized bells, coins, and genitalia. A
+
priestess conducting a ceremony improvises or composes
+
the service as she proceeds. Monthly high masses
+
invariably end with an orgy and are well attended.
+
 
+
===== ILVIR =====
+
{|
+
|+ style="caption-side:bottom; color:#000000;"|'''Kandáy Coat of Arms'''
+
| [[File:Kandáy_Player_Map.png|900px|center|link= ]]
+
|}
+
</center>
+
 
+
“Master of Araka-Kalai, Brooder in
+
the Blasted Plains, Serpent that Dwells
+
Below, Accursed Lord of the Barren Cycle,
+
Prince of the Fatherless Multitude, Craven
+
Lord of Sterile Lands.”
+
 
+
Ilvir is the only deity who dwells permanently on
+
Hârn. He is best known as the lord-creator of the Ivashu.
+
Ilvir is also known as the Craven Lord because he seldom
+
ventures from his home at Araka-Kalai. He is symbolized
+
by a sundered claw, representing the severed claws of
+
Agrik that Ilvir picked up to make his creatures. His
+
colors are yellow and brown.
+
 
+
The worship of Ilvir is scattered widely throughout
+
Hârn but is most common among the Jarin of Orbaal.
+
Ilvir makes few demands on his followers and gives little
+
in return. The religion is shrouded in so much mysticism
+
that many claim even its clerics have no idea of what is
+
going on. Ceremonies have been known to include animal
+
and even human sacrifice but this does not seem to be an
+
official part of ritual. Powers exercised by the clergy or by
+
Ilvir himself tend to be very indirect.
+
 
+
Ilvir’s followers take nothing very seriously; there are
+
numerous doctrines, some quite contradictory, followed
+
by dozens of minor sects. There are Ilviran temples in
+
Golotha, Tashal, Shiran, and Leriel, the last two being
+
jumping-off points for pilgrimages to Araka-Kalai.
+
 
+
===== LARANI =====
+
{|
+
|+ style="caption-side:bottom; color:#000000;"|'''LARANI Coat of Arms'''
+
| [[File:Kandáy_Player_Map.png|900px|center|link= ]]
+
|}
+
</center>
+
''“Lady of the Flowing Red, Guardian of Dolithor, Shield Maiden to Hyvrik, Protector of the Brave, The Unwilling Warrior, The Lady of Paladins.”''
+
 
+
'''Note:''' '''<span style="color:#FF0000">ADD</span>''' links to each faction. Using '''<span style="color:#006699">A</span>'''
+
 
+
Larani is the deity of chivalry, the good goddess of battle and the reluctant warrior. Said to dwell in the “Land of the Mighty” in the fortress of Dolithor, she periodically leaves her kingdom to her constable, Mendiz, and walks among men. Those who follow Larani are expected to display courage, compassion, and unimpeachable honor; she is worshiped by many nobles and knights. Although combat for the sake of honor is permitted, as is tilting according to the rules, serious or mortal combat is to be indulged in with reluctance. Her loyal adherents are loath to take life if there is an honorable alternative. Almost all of Larani’s lay adherents and many of her clerics are warriors of some ability.
+
 
+
On rare occasions, Larani loses her patience and appears as the terrible “Lady of the Flowing Red.” In this guise, she bears her awesome ancient symbols: Avarkiel, her mighty battlesword; Hyvrik, her red and white checkered shield; and Angcaradina, her blood-red mail.
+
 
+
The pontiff of the church is the abbot or abbess of Tengela in Trierzon, who is also a powerful secular lord. The seat of the Lirrath (primate) of Hârn is in Thay. The ritual garb of the clerics varies according to circumstance and need, but the favored colors are red and white.
+
 
+
There are two Laranian clerical orders on Hârn, each with a sponsored fighting order. There are no real philosophical differences between the orders; they exist partly to provide a degree of competition for honor in time of peace and partly for geographical reasons. '''<span style="color:#006699">''The Order of Hyvrik''</span>''' and the '''<span style="color:#006699">''Checkered Shield''</span>''' confine their activities to western Hârn, the '''<span style="color:#006699">''Spear of Shattered Sorrow''</span>''' and '''<span style="color:#006699">''Lady of Paladins''</span>''' to the east.
+
 
+
===== MORGATH =====
+
{|
+
|+ style="caption-side:bottom; color:#000000;"|'''Kandáy Coat of Arms'''
+
| [[File:Kandáy_Player_Map.png|900px|center|link= ]]
+
|}
+
</center>
+
“Tormentor of the Unlamented Dead,
+
Master of the Principle of Evil, Lord of
+
the Gulmorvrin, Wielder of the Shadow,
+
Wreaker of Chaos.”
+
 
+
Morgath is the self-appointed
+
master of chaos and evil. Of all the gods,
+
he is the most prone to violence and insanity and the
+
quickest to anger. He is a lord of retribution but cares
+
nothing for justice. He is filled with an abiding hatred for
+
all things fair and noble. When Morgath appears to men,
+
it is usually in some ethereal form, his true shape being
+
unbearable to behold. He is never portrayed, but rather
+
symbolized by the Durangash, a black circle on a field of
+
brown, surrounded by an irregular black border.
+
 
+
Morgath is best known as the master of the undead,
+
who are governed by his chief demigod, Klyss. Morgath
+
is believed to have 13 true names and it is deemed the
+
greatest folly to utter any of them aloud.
+
 
+
In present-day Hârn, the faith is largely confined to
+
Rethem and Tharda. Worship of Morgath is particularly
+
prominent in Golotha but even there his followers are not
+
numerous. Elsewhere, his clergy are covert. In Kanday,
+
Kaldor, Chybisa, and Melderyn, the worship of Morgath
+
is punishable by death.
+
 
+
Morgathianism is not an attractive religion. It is
+
difficult to take much comfort from a faith that preaches
+
“all are doomed to eternal torment in the afterlife,”
+
although this is counter-balanced with the notion of living
+
in worldly excess until death. Morgathian philosophy
+
encourages the acquisition and exercise of ruthless power
+
for its own sake, particularly among its clerics. Clerics
+
of Morgath inspire fear whenever recognized; they are
+
known to practice ritual human sacrifice.
+
 
+
Clerics or Morgath wear mostly black and brown.
+
Their ritual dress includes hideous masks, partly to terrify,
+
but mainly to hide their identity. The only clerical sect
+
in the church, the Order of the Lord of Chaos, has major
+
temples in Golotha and Coranan, the former being the
+
seat of the Hârnic primate. The Vynkhadur (pontiff)
+
resides in the Azeryani city of Meokolis.
+
 
+
===== NAVEH =====
+
{|
+
|+ style="caption-side:bottom; color:#000000;"|'''Kandáy Coat of Arms'''
+
| [[File:Kandáy_Player_Map.png|900px|center|link= ]]
+
|}
+
</center>
+
“Lord of the Pitch Shadows, Master
+
of Deceit and Evil Dreams, Lord of the
+
Last Illusion, The Merchant of Death,
+
Unseen Lifter of Lives, Trancer the Cat,
+
Wealth’s Worry.”
+
 
+
Best known as the bringer of nightmares, Naveh is
+
the deity favored by assassins and thieves. Naveh is a lord
+
of secrets, a doer of the impossible. His main symbols
+
are Nava-shak-ara, an ebony knife; and Shinkra-akra, a
+
translucent human skull. Replicas of both are used in
+
temple rituals.
+
 
+
Naveh’s main demonic servants are Dekejis and the
+
Gytevsha. Dekejis appears in the form of a black, redeyed
+
cat. Dekejis considers human eyes and genitals a
+
great delicacy; those who lack either are said to bear the
+
curse of Naveh. There are three principal Gytevsha, each
+
with numerous lesser servants. Gekrish, the “Hands of
+
Despair,” can reach inside the body with taloned hands
+
and still the heart, or possess the body, tormenting the
+
resident Aura before slaying it. Krasula, the “Hunter of
+
Sleep,” brings horrific nightmares and appears as a male
+
child with one eye of the palest blue and the other of the
+
deepest black. Vesha, the “Mouth of Falsehood,” spreads
+
deceit and confusion and is strengthened by every lie told
+
by men and wounded by every truth.
+
 
+
Temples of Naveh are always covert, even where
+
lawful. Very little is known of the church by outsiders. Its
+
discipline is second to none; temple masters have been
+
known to order loyal underlings to commit ritual suicide
+
for no apparent reason. Navehan clergy have little interest
+
in the laity. It is widely believed that the temples kidnap
+
children of good or noble birth to be raised as clerics
+
and servants. Some temple rituals involve drug-induced
+
trances. Each temple is self-sufficient. The chief temple
+
and the seat of the primate for Hârn is in Coranan; there
+
are also covert temples in Golotha, Shiran, and Tashal.
+
The pontiff lives at the Temple of Maniquideh in Dalkesh.
+
 
+
Ritual murder play a major role in the worship of
+
Naveh. The temples take commissions for assassinations
+
or thievery and may be contacted through the Lia-Kavair,
+
who often pay them tribute. Fees are high and the church
+
is prone to refuse contracts without explanation.
+
 
+
The clerical garb is loose fitting to allow freedom of
+
movement, and usually black with a trace of blood red.
+
Ranking clergy wear an over-robe of red and may don
+
the dreaded skull mask that denotes imminent death.
+
All clergy carry razor-sharp daggers. An assassin wears
+
a broad belt of white cloth that will be red with the
+
victim’s blood when returned to the temple. Success and
+
failure are judged by more than the simple death of the
+
victim; there is a degree of “artistry” involved. Various
+
punishments are meted out for failure.
+
 
+
The church’s most interesting ritual punishment is
+
the Herth-Akan, in which a target is given a one-hour start
+
and must evade the murderous pursuit of seven of his
+
temple brothers for three successive days and nights. Few
+
are successful. If the victim evades death for the required
+
period, he is permitted to live, but the failed assassins
+
must then commit ceremonial suicide.
+
 
+
===== PEONI =====
+
{|
+
|+ style="caption-side:bottom; color:#000000;"|'''Kandáy Coat of Arms'''
+
| [[File:Kandáy_Player_Map.png|900px|center|link= ]]
+
|}
+
</center>
+
“The Restorer and Bringer of Life,
+
Maker of Balms, Lady of Truth, Daughter
+
of White Virtue, Guardian of the Meek,
+
Lady of the Ripe Harvest, Confidant of
+
Lovers, Chaste Lady of Honest Love.”
+
 
+
Peoni is the most popular deity among commoners.
+
She is the patron goddess of healing, agriculture, the
+
poor, and lovers. She requires of her adherents a strict
+
moral code of gentleness and kindness to others but
+
is forgiving of those who transgress. She is most often
+
represented as a young girl with gentle hands worn red
+
from hard work. Peoni is symbolized by any of several
+
spring flowers or the fruits of agriculture. It is said that
+
she prefers white flowers, particularly the daisy.
+
 
+
The countryside is dotted with peasant-made
+
shrines to Peoni where adherents can find shelter and
+
hospitality. Clerics are divided into two orders, the Order
+
of the Balm of Joy (female) and the Irreproachable Order
+
(male). Peonian clerics are celibate and the orders often
+
have separate temples. The primate for Hârn is the
+
grandmistress of the female order; her seat is in Thay.
+
The pontiff is in Perna, Trierzon; the office alternates
+
between male and female clergy.
+
 
+
The Church of Peoni distributes most of its wealth,
+
gathered mainly through donations, among the poor and
+
is always verging on bankruptcy. Temples often include
+
houses of healing that are open to anyone of pure heart;
+
patients pay according to their means. Clerics can often
+
be found among the poor and sick, blessing their labors
+
and easing their tasks with boundless comfort.
+
 
+
Clerics of Peoni change their grab with the season.
+
They wear white in the winter, green in spring, beige in
+
summer, and yellow in autumn. While Peoni is swift to
+
forgive laymen, strict morals are required from her clerics.
+
 
+
===== SARAJIN =====
+
{|
+
|+ style="caption-side:bottom; color:#000000;"|'''Kandáy Coat of Arms'''
+
| [[File:Kandáy_Player_Map.png|900px|center|link= ]]
+
|}
+
</center>
+
“King of the Icy Wind, Lord of the Perilous
+
Quest, Wielder of the Blooded Axe, Master of
+
Frosty Climes, the Gray Slayer.”
+
 
+
Sarajin is the god of battle lust. He
+
favors those who love the sport of war
+
and takes great pleasure in watching and
+
even participating in large battles. The only
+
virtue universally admired among Sarajinians is courage.
+
The noblest achievement of a Sarajinian is to die in
+
heroic battle; most try to live each day as if it were their
+
last. They value the Ljarl, a code of honor, but treachery
+
is not unknown.
+
 
+
Sarajin most often appears as a giant yellow-haired
+
warrior dressed in leather and furs, bearing Fakang,
+
his great double-bladed axe. His symbols are a pair of
+
crossed handaxes and his sled, Shalka. Sarajin’s demigods
+
are Usnarl the bear, Jarlak the wolf, and Njehu the whale.
+
 
+
Sarajin dwells in an ice castle on Yashain in a land
+
called Talagaad. Those who worship Sarajin and fall
+
in battle come to Talagaad and spend each day in the
+
valley below the castle, hacking and slaying each other
+
until the snow runs red. At dusk, all retire within the
+
castle, including those newly slain, for a long night of
+
feasting and wenching. By dawn, all are revitalized in this
+
warrior’s paradise and repeat the endless battle.
+
 
+
The worship of Sarajin was brought to Hârn by
+
the Ivinians and is mainly practiced in Orbaal. It is
+
sometimes said that “they who follow the King of the
+
Icy Wind worship death.” This may explain the failure
+
of the religion to win many adherents among Hârnians
+
not of Ivinian ancestry. Where the faith is followed, the
+
religious needs of the community are handled by a single
+
clan. The Ivinians tend to approach religion like any other
+
business. It is a loosely organized religion, little interested
+
in rituals or frills. Each clerical clan may have a different
+
interpretation of the truth, but all agree that courage,
+
strength, and skill at arms are the cardinal virtues. Clerics
+
of Sarajin have no particular mode of dress; most are
+
warriors and will dress accordingly.
+
 
+
===== Save-K’nor =====
+
{|
+
|+ style="caption-side:bottom; color:#000000;"|'''Kandáy Coat of Arms'''
+
| [[File:Kandáy_Player_Map.png|900px|center|link= ]]
+
|}
+
</center>
+
“Sage of the Gods; Lord of Jesters,
+
Puzzles, and Mazes; Mixer of Potions and
+
Elixirs; Keeper of the Var-Hyvrak; The
+
Lost Guide.”
+
 
+
Save-K’nor is an intellectual snob
+
who will only accept worshipers of high intelligence. He
+
has a voracious appetite for knowledge and will go to
+
great lengths to obtain mysterious scrolls and books; his
+
adherents make frequent gifts of such esoterica. Save-
+
K’nor most often appears to mortals as an aged sage,
+
a beggar in rags, a minstrel, bard, skald, or jester. The
+
religion is intellectually demanding and there are few
+
adherents. Save-K’nor has several symbols, the most
+
common being a blank scroll, a book portrayed so that
+
the script is illegible, a quill and ink pot, and Uhla, the
+
black lantern.
+
 
+
Although its influence is subtle and discreet, the
+
church wields considerable political power. Clerics
+
and laymen of the religion are found in high offices
+
throughout Hârn, particularly in Melderyn. Generally,
+
each temple is left to itself and some are little more than
+
hostels for clerics. Three main clerical orders exist, in
+
order of size: Hyn-Aelori, Rydequelyn, and Shea-al-Aecor.
+
All three favor gray as their formal attire. High-ranking
+
members of the church (usually of the Shea-al-Aecor) bear
+
emblems of office, most commonly a staff or lantern.
+
The pontiff is traditionally the grandmaster of the Sheaal-
+
Aecor. The pontifical seat is in the city of Berema in
+
Emelrene.
+
 
+
===== SIEM =====
+
{|
+
|+ style="caption-side:bottom; color:#000000;"|'''Kandáy Coat of Arms'''
+
| [[File:Kandáy_Player_Map.png|900px|center|link= ]]
+
|}
+
</center>
+
“Master of the Lords of Dream, Lord
+
of the Thrice-Blessed Realm, King of the
+
Uttermost West, Spirit of the Sundered
+
Ones, Bringer of Blessed Forgetfulness,
+
Lord of the Azure Bowl.”
+
 
+
Siem is a benign god of mystery and shadow, magic
+
and dreams, a wielder of esoteric powers and a knower
+
of secrets. At one time, Siem was foremost of the gods of
+
Hârn, said to have been lord of the Sindarin in residence
+
on Hârn. Before the coming of men, Siem laid down his
+
scepter and quit Hârn in favor of the Blessed Realm.
+
 
+
On occasion, Siem still answers the call of his Hârnic
+
followers. The power he and his servants wield is subtle;
+
the deity sends dreams that purge unpleasant memories.
+
He is far more apt to confuse an enemy than slay him
+
outright or bestow martial powers.
+
 
+
A highly mystical symbol of Siem and of his religion
+
is the Azure Bowl. Sindarin legends, old even when
+
they first reached Hârn, describe the artifact as being
+
connected with “the making, the holding, and the very
+
spilling forth of the stars.” If the original Azure Bowl ever
+
existed, no mortal has ever seen it, but several facsimiles
+
have been constructed. Although many Azure Bowls are
+
undoubtedly the work of charlatans and of only aesthetic
+
interest, some are authentic “gazing bowls.” If one of
+
these is filled with clear, fresh water, visions are apt to
+
occur while gazing within; the spiritual fiber of the gazer,
+
and possibly that of observers, may be altered, most
+
likely in a benign way.
+
 
+
Several of Siem’s demi-divine underlings, notably
+
Sereniel and Sweldre, are more accessible than the
+
deity and may be worshiped directly. Sereniel is said to
+
intercede at his master’s court on behalf of the Khuzdul.
+
According to their mythology, it was Sereniel who
+
breathed life into the Khuzdul to wake them from their
+
long slumber. Sweldre is believed to intercede before the
+
throne of Siem on behalf of the Sindarin.
+
 
+
Siem’s priesthood is minute. Known as Inthiars, they
+
are wielders of illusion and keepers of ancient secrets.
+
Not even the names of the various orders that worship
+
Siem are known. They are fond of symbolism and magic
+
and attach much significance to the stars and twilight.
+
They build no temples, preferring to worship under the
+
stars in sacred forest glades.
+
 
+
==== A ====
+
The Nature of the Gods
+
The motives of the gods vary. The kind of universe
+
desired by Morgath, the Lord of Chaos, is different from
+
that wanted by Peoni, the Lady of Truth and gentle
+
patron of healing and agriculture. Their problem is
+
that they cannot destroy each other without risking the
+
destruction of them all. The Kethrian family of worlds, in
+
which they seem to be trapped, is not great enough for
+
all of them. Hence, the Concordat limits the actions that
+
may be taken.
+
 
+
Conflict between the gods is now more or less
+
confined to the mortal and semi-mortal planes of Kethira
+
and Yashain. Siem has withdrawn to the Blessed Realm
+
and Save-K’nor has established his neutrality. Peoni is
+
effectively a non-combatant. Larani stands, essentially
+
alone, against Morgath and Agrik. Although these two
+
evil deities have not formed an alliance and are almost
+
as likely to act against each other, it is their works that
+
the Lady of Paladins most tries to undo. These divisions
+
are not simply based on morality. The quasi-war between
+
Larani and the dark pair is more complex than a simple
+
epic. Agrik, and especially Morgath, represent a degree
+
of chaos, a breaking down of order that would greatly
+
change the worlds. The other gods will usually support
+
Larani to prevent total chaos and enforce the Concordat,
+
but their inclination is to care for their own concerns.
+
 
+
Yashain is the most active battlefield. There, armies
+
of the dead fight border clashes between the kingdoms.
+
From time to time, the forces of Sarajin, Halea, Naveh,
+
and even Ilvir take part, but these gods tend to switch
+
sides on short notice; their objective is to maintain a
+
balance of terror conducive to their own activities. This
+
situation has persisted since the Concordat.
+
 
+
<center>
+
{|
+
|+ style="caption-side:bottom; color:#000000;"|'''Order Knights Fighting'''
+
| [[File:Kandáy_Player_Map.png|900px|center|link= ]]
+
|}
+
</center>
+
 
+
==== The Churches of Hârn ====
+
All of the major gods have their mortal adherents
+
and, over time, these followers have created religious
+
institutions to regulate and foster their own variation of
+
the truth. The Libram of the Pantheon explains that, in
+
denying knowledge to every mortal,
+
 
+
''“They [the gods] chose vessels fit to hold the shadows of
+
their divinity, and men call these vessels priests, and their
+
business religion, and their houses temples.”''
+
 
+
The secular power and degree of central authority
+
of the churches on Hârn varies with religion and locale.
+
The churches of Larani and Peoni dominate in the
+
kingdoms of Chybisa, Kaldor, Kanday, and Melderyn;
+
Larani being favored by the feudal nobility, Peoni by the
+
peasant masses. The church of Agrik is prominent in the
+
Kingdom of Rethem. Adherents of Save-K’nor tend to be
+
scholars with influence throughout Hârn, on Melderyn in
+
particular. Sarajinism is the dominant faith of the Ivinian
+
conquerors of Orbaal, while Ilvir holds some sway among
+
their subject Jarin. Siem has few human worshipers and
+
is also worshiped by the Khuzdul and Sindarin, although
+
those two races tend to focus their faith through one
+
of two semi-divine minions of Siem. Halea has modest
+
support among merchants and guildsmen in all states
+
but is most dominant in the Thardic Republic. The
+
two “evil” churches (Morgath and Naveh) have many
+
fewer adherents, both being austere religions that are
+
proscribed and covert throughout most of Hârn.
+
 
+
===== Church Hierarchies =====
+
The organization of the churches of Hârn varies
+
greatly, but there are some similar ranks and customs. All
+
churches are divided into clergy and laity. The former are
+
the priests and priestesses who organize and administer
+
the temples and devote their lives to the service of the
+
deity. Depending on the church, the clergy may have
+
little time for their own pursuits, being totally at the
+
call of their superiors whom they are expected to serve
+
unquestioningly. The laity are simply the adherents of the
+
religion. They will have access to fewer of the mysteries
+
and will be unable to advance beyond a certain point.
+
It should be noted that, although they are often simple
+
folk, clerics will usually enjoy privileged status, even
+
though the fragmentation of the churches resulting from
+
pantheism greatly weakens their influence.
+
 
+
INSERT TABLE
+
 
+
{|
+
|Church Ranks
+
|-
+
! Circle
+
! Usual Church Rank
+
!
+
|-
+
| 1st
+
| Laity
+
| Any member of the church with little knowledge of the mysteries, even if pious.
+
|-
+
| 2nd
+
| Acolyte or Lay Grandmaster
+
| This circle is the usual maximum for a layman.
+
|-
+
| 3rd
+
| Priest
+
| An ordained priest may grant blessings, hold services, etc. Few clergy progress beyond this.
+
|-
+
| 4th
+
| High Priest or Abbot
+
| A cleric in charge of one or more temples.
+
|-
+
| 5th
+
| Bishop or Archbishop
+
| The senior priest of the church for a good-sized region or small country.
+
|-
+
| 6th
+
| Primate
+
| The senior cleric of a church for a large region, such as all of Hârn.
+
|-
+
| 7th
+
| Pontiff
+
| The supreme mortal leader of the church. None reside on Hârn and some churches do not acknowledge one.
+
|}
+
 
+
Indoctrination into the mysteries of a religion is
+
simultaneous with the accrual of additional responsibility
+
and power. Anyone may (theoretically) be initiated into
+
the rituals of the next “circle,” but such knowledge is
+
shared sparingly. In practice, few laymen advance beyond
+
the second circle. Even among the clergy, indoctrination
+
into the higher circles sometimes has little to do with
+
faith; advancement may be a matter of politics.
+
 
+
===== Clerical Orders =====
+
Hârn is somewhat unique in that most Hârnic clergy
+
are members of a clerical order and most churches
+
are organized into one or more such orders. This is
+
a tradition created by the “barbaric” and “frontier”
+
characteristics of Hârn, compared to much of western
+
Lythia. These clerical orders are identified under the
+
specific deity entries in Hârndex.
+
 
+
<center>
+
{|
+
|+ style="caption-side:bottom; color:#000000;"|'''Kandáy Coat of Arms'''
+
| [[File:Kandáy_Player_Map.png|900px|center|link= ]]
+
|}
+
</center>
+
 
+
<center>
+
{|
+
|+ style="caption-side:bottom; color:#000000;"|'''Kandáy Coat of Arms'''
+
| [[File:Kandáy_Player_Map.png|900px|center|link= ]]
+
|}
+
</center>
+
 
+
===== Fighting Orders =====
+
The lay followers of a deity are not generally
+
required to support any particular order, but some lay
+
warriors belong to fighting orders sponsored by various
+
clerical orders. Each fighting order, commanded by a lay
+
grandmaster, has a number of knights bachelor and may
+
also have a contingent of common warriors. Fighting
+
orders are generally devoted to some “high purpose,”
+
such as the religious conversion of some barbaric region
+
or the protection of an important individual or institution,
+
although some are actually cynical, religious thugs. Hârn’s
+
religious fighting orders are identified in Hârndex under
+
the entries for the clerical orders that sponsor them.
+
 
+
===== Canon Law =====
+
Legally recognized churches have the right to hold
+
their own courts and administer justice for a variety
+
of religious crimes, including blasphemy, heresy, and
+
witchcraft. Temple courts often use trial by ordeal to
+
determine guilt or innocence. The penalties handed out
+
vary from one church to another. Peonian courts rarely
+
inflict permanent harm on offenders while Agrikan courts
+
are perhaps overly fond of burning at the stake. Temple
+
courts must obtain secular consent to any death penalties.
+
 
+
===== Other Religions =====
+
Apart from the ten major churches, there are
+
hundreds of lesser divine and semi-divine entities
+
who are worshiped by various folk. Hârnians are a
+
superstitious lot, believing in the existence of some type
+
of spirit (Kami, Totem, etc.) in every living, and many
+
unliving, things. The barbarian tribes of Hârn all possess
+
their own mythologies relating to such beliefs.
+
 
+
 
+
== History ==
+
INSERT TABLE
+
=== A ===
+
==== A ====
+
===== A =====
+
====== A ======
+
INSERT TABLE
+
'''Note:''' '''<span style="color:#FF0000">ADD</span>'''
+
* A
+
** A
+
 
+
==== SideBar ====
+
<center>
+
{|
+
|+ style="caption-side:bottom; color:#000000;"|'''Kandáy Coat of Arms'''
+
| [[File:Kandáy_Player_Map.png|900px|center|link= ]]
+
|}
+
</center>
+
 
+
 
+
== Character Generation ==
+
INSERT TABLE
+
=== A ===
+
==== A ====
+
===== A =====
+
====== A ======
+
INSERT TABLE
+
'''Note:''' '''<span style="color:#FF0000">ADD</span>'''
+
* A
+
** A
+
 
+
==== SideBar ====
+
<center>
+
{|
+
|+ style="caption-side:bottom; color:#000000;"|'''Kandáy Coat of Arms'''
+
| [[File:Kandáy_Player_Map.png|900px|center|link= ]]
+
|}
+
</center>
+
 
+
 
+
== Regional Map ==
+
INSERT TABLE
+
=== A ===
+
==== A ====
+
===== A =====
+
====== A ======
+
INSERT TABLE
+
'''Note:''' '''<span style="color:#FF0000">ADD</span>'''
+
* A
+
** A
+
 
+
==== SideBar ====
+
<center>
+
{|
+
|+ style="caption-side:bottom; color:#000000;"|'''Kandáy Coat of Arms'''
+
| [[File:Kandáy_Player_Map.png|900px|center|link= ]]
+
|}
+
</center>
+
 
+
 
+
== Movement ==
+
INSERT TABLE
+
=== A ===
+
==== A ====
+
===== A =====
+
====== A ======
+
INSERT TABLE
+
'''Note:''' '''<span style="color:#FF0000">ADD</span>'''
+
* A
+
** A
+
 
+
==== SideBar ====
+
<center>
+
{|
+
|+ style="caption-side:bottom; color:#000000;"|'''Kandáy Coat of Arms'''
+
| [[File:Kandáy_Player_Map.png|900px|center|link= ]]
+
|}
+
</center>
+
 
+
 
+
== Weather Generation ==
+
INSERT TABLE
+
=== A ===
+
==== A ====
+
===== A =====
+
====== A ======
+
INSERT TABLE
+
'''Note:''' '''<span style="color:#FF0000">ADD</span>'''
+
* A
+
** A
+
 
+
==== SideBar ====
+
<center>
+
{|
+
|+ style="caption-side:bottom; color:#000000;"|'''Kandáy Coat of Arms'''
+
| [[File:Kandáy_Player_Map.png|900px|center|link= ]]
+
|}
+
</center>
+
 
+
 
+
== Hârn Poetic Map ==
+
<center>
+
{|
+
|+ style="caption-side:bottom; color:#000000;"|'''Hârn Poetic Map'''
+
| [[File:Hârn_Poetic_Map.png|900px|center|link= ]]
+
|}
+
</center>
+
 
+
 
+
== Back Cover ==
+
=== HârnWorld® ===
+
* A medieval world designed specifically for fantasy gaming and suitable for any rule system.
+
* Run your epic quests within a believable, stable, and rational world that really could exist.
+
* Quality, detail, and consistency are our hallmarks. Nothing is better.
+
 
+
This module contains the basic setting information for ''HârnWorld''. Text, illustrations, and maps in this edition have been taken from material published by Columbia Games throughout Hârn’s 30-year history!
+
 
+
'''Hârn:''' A general overview of Hârnic cultures, history, governments, economics, and more. Includes aids for determining character background, watch routines, and weather conditions.
+
 
+
'''Hârn Regional Map:''' Features a unique cartographic system developed specifically for fantasy gaming. Includes major settlements and roads as well as vegetation and terrain.
+
 
+
 
+
== A ==
+
INSERT TABLE
+
=== A ===
+
==== A ====
+
===== A =====
+
====== A ======
+
INSERT TABLE
+
'''Note:''' '''<span style="color:#FF0000">ADD</span>'''
+
* A
+
** A
+
  
  
== [[H%C3%A2rn_Kandáy_ALEATH|City of '''ALEATH''']] <span style="color:#008000">COL5661</span> ==
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== [[Hârn_HârnDex|HârnDex]] <span style="color:#008000">COL5002</span> ==
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* (157 Pages) ~ A HârnWorld Reference and Glossary
 
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[[Category:Hârn]]
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[[Category:Hârn]] [[Category:HârnWorld]]

Latest revision as of 19:17, 26 August 2018

Note: ADD proper names and cross-internal links.

Note: ADD list of "special" details to add the various details for extras, ie. saltmarshes of Vashel, under Tamsen Forest.

Note: Text Highlight and Background Colour: Kandáy, Réthem, Thârda, Káldôr, Mèlderýn, Chybísa, Orbáal, Ázadmêre, Eváel.

Note: Green = I Have, Red = Don't Have, Orange = Old Scan, Blue = Misc, Black = ALL Base (Template)

Note: Colour Highlights: Yellow

Colour LINK Text: Possible Link NAME

Note: Hidden comments <!-- TEXT HERE WILL NOT BE DISPLAYED -->

Note: Anchor Points - Section linking WITHIN pages USE [[Help:Section#Section_linking|Section linking]] or To link to a section in the same page you can use [[#section name|displayed text]], and to link to a section in another page [[page name#section name|displayed text]].

Note: Section linking with arbitrary id USE <span id="anchor_name"></span>. Be sure to use a name that is not likely to be duplicated. One way to do this is to incorporate the titles of the higher-level sections, at least in abbreviated form, e.g., Ontario-Natural_features for the "Natural features" subsection of the "Ontario" section of an article about the provinces of Canada. ADD inside Table Caption/Heaer Text


HârnWorld COL5001

(64 Pages) - version 1.2

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Possible Link


INSERT TABLE

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Credits

Introduction


Cultures


Government


Rural Manors


Towns and Cities


Hârnic Guilds


Economics

Religion


History


Character Generation


Regional Map


Movement


Weather Generation


Hârn Poetic Map

Back Cover

HârnDex COL5002

  • (157 Pages) ~ A HârnWorld Reference and Glossary
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Notes

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