Difference between revisions of "Hârn HârnWorld"
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== [[Hârn_HârnWorld|HârnWorld]] '''<span style="color:#008000">COL5001</span>''' == | == [[Hârn_HârnWorld|HârnWorld]] '''<span style="color:#008000">COL5001</span>''' == | ||
| − | (64 Pages) | + | (64 Pages) - version 1.2 |
'''<span style="color:#006699">Possible Link</span>''' | '''<span style="color:#006699">Possible Link</span>''' | ||
INSERT HEADER TABLE | INSERT HEADER TABLE | ||
| Line 32: | Line 32: | ||
</center> | </center> | ||
| − | + | === Credits === | |
| + | ==== Writers ==== | ||
| + | N. Robin Crossby | ||
| + | Tom Dalgliesh | ||
| + | |||
| + | 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> | <center> | ||
{| | {| | ||
| − | |+ style="caption-side:bottom; color:#000000;"|'''Coat of Arms''' | + | |+ 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= ]] | | [[File:Kandáy_Player_Map.png|900px|center|link= ]] | ||
|} | |} | ||
</center> | </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> | <center> | ||
{| | {| | ||
| − | |+ style="caption-side:bottom; color:#000000;"|'''Coat of Arms''' | + | |+ style="caption-side:bottom; color:#000000;"|'''A Coat of Arms''' |
| [[File:Kandáy_Player_Map.png|900px|center|link= ]] | | [[File:Kandáy_Player_Map.png|900px|center|link= ]] | ||
|} | |} | ||
| Line 54: | Line 286: | ||
| − | == | + | ==== 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> | <center> | ||
{| | {| | ||
| − | |+ style="caption-side:bottom; color:#000000;"|'''Coat of Arms''' | + | |+ style="caption-side:bottom; color:#000000;"|'''Eváel Coat of Arms''' |
| [[File:Kandáy_Player_Map.png|900px|center|link= ]] | | [[File:Kandáy_Player_Map.png|900px|center|link= ]] | ||
|} | |} | ||
</center> | </center> | ||
| + | '''Location:''' A | ||
| − | + | '''Atlas Maps:''' A | |
| − | + | ||
| − | + | ||
| − | + | '''Government:''' A | |
| − | + | ||
| − | + | ||
| − | === | + | '''King:''' A |
| − | * | + | |
| − | ** | + | '''Culture:''' A |
| + | |||
| + | '''Population:''' A | ||
| + | |||
| + | '''Royal Seat:''' A | ||
| + | |||
| + | '''Largest Town:''' A | ||
| + | |||
| + | '''Exports:''' A | ||
| + | |||
| + | '''Religion:''' A | ||
| + | |||
| + | 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) | ||
| − | |||
| − | |||
| − | |||
=== [[Hârn_Kingdom_of_Kandáy|Kingdom of Kandáy]] '''<span style="color:#008000">COL5660</span>''' === | === [[Hârn_Kingdom_of_Kandáy|Kingdom of Kandáy]] '''<span style="color:#008000">COL5660</span>''' === | ||
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| + | <center> | ||
| + | {| | ||
| + | |+ style="caption-side:bottom; color:#000000;"|'''A Coat of Arms''' | ||
| + | | [[File:Kandáy_Player_Map.png|900px|center|link= ]] | ||
| + | |} | ||
| + | </center> | ||
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| + | '''Location:''' A | ||
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| + | |+ style="caption-side:bottom; color:#000000;"|'''A Coat of Arms''' | ||
| + | | [[File:Kandáy_Player_Map.png|900px|center|link= ]] | ||
| + | |} | ||
| + | </center> | ||
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| + | '''Location:''' A | ||
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| + | |+ style="caption-side:bottom; color:#000000;"|'''A Coat of Arms''' | ||
| + | | [[File:Kandáy_Player_Map.png|900px|center|link= ]] | ||
| + | |} | ||
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| + | '''Location:''' A | ||
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| + | |+ style="caption-side:bottom; color:#000000;"|'''A Coat of Arms''' | ||
| + | | [[File:Kandáy_Player_Map.png|900px|center|link= ]] | ||
| + | |} | ||
| + | </center> | ||
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| + | '''Location:''' A | ||
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| + | |+ style="caption-side:bottom; color:#000000;"|'''A Coat of Arms''' | ||
| + | | [[File:Kandáy_Player_Map.png|900px|center|link= ]] | ||
| + | |} | ||
| + | </center> | ||
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| + | '''Location:''' A | ||
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| + | <center> | ||
| + | {| | ||
| + | |+ style="caption-side:bottom; color:#000000;"|'''A Coat of Arms''' | ||
| + | | [[File:Kandáy_Player_Map.png|900px|center|link= ]] | ||
| + | |} | ||
| + | </center> | ||
| + | |||
| + | '''Location:''' A | ||
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| + | '''Atlas Maps:''' A | ||
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| + | '''Government:''' A | ||
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| + | '''King:''' A | ||
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=== A === | === A === | ||
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== Government == | == Government == | ||
| + | INSERT HEADER TABLE | ||
=== Feudalism === | === Feudalism === | ||
* A | * A | ||
** A | ** A | ||
| + | |||
| + | ==== SideBar ==== | ||
| + | <center> | ||
| + | {| | ||
| + | |+ style="caption-side:bottom; color:#000000;"|'''Kandáy Coat of Arms''' | ||
| + | | [[File:Kandáy_Player_Map.png|900px|center|link= ]] | ||
| + | |} | ||
| + | </center> | ||
| + | |||
== A == | == A == | ||
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** A | ** A | ||
| − | == A == | + | |
| + | == Rural Manors == | ||
| + | INSERT HEADER TABLE | ||
| + | === A === | ||
* A | * A | ||
** A | ** A | ||
| − | == A == | + | ==== SideBar ==== |
| + | <center> | ||
| + | {| | ||
| + | |+ style="caption-side:bottom; color:#000000;"|'''Kandáy Coat of Arms''' | ||
| + | | [[File:Kandáy_Player_Map.png|900px|center|link= ]] | ||
| + | |} | ||
| + | </center> | ||
| + | |||
| + | |||
| + | == Towns and Cities == | ||
| + | INSERT HEADER TABLE | ||
| + | === A === | ||
* A | * A | ||
** A | ** A | ||
| − | == A == | + | ==== SideBar ==== |
| + | <center> | ||
| + | {| | ||
| + | |+ style="caption-side:bottom; color:#000000;"|'''Kandáy Coat of Arms''' | ||
| + | | [[File:Kandáy_Player_Map.png|900px|center|link= ]] | ||
| + | |} | ||
| + | </center> | ||
| + | |||
| + | |||
| + | == Hârnic Guilds == | ||
| + | INSERT HEADER TABLE | ||
| + | === A === | ||
* A | * A | ||
** A | ** A | ||
| − | == A == | + | ==== SideBar ==== |
| + | <center> | ||
| + | {| | ||
| + | |+ style="caption-side:bottom; color:#000000;"|'''Kandáy Coat of Arms''' | ||
| + | | [[File:Kandáy_Player_Map.png|900px|center|link= ]] | ||
| + | |} | ||
| + | </center> | ||
| + | |||
| + | |||
| + | == Economics == | ||
| + | INSERT HEADER TABLE | ||
| + | === A === | ||
* A | * A | ||
** A | ** A | ||
| + | ==== SideBar ==== | ||
| + | <center> | ||
| + | {| | ||
| + | |+ style="caption-side:bottom; color:#000000;"|'''Kandáy Coat of Arms''' | ||
| + | | [[File:Kandáy_Player_Map.png|900px|center|link= ]] | ||
| + | |} | ||
| + | </center> | ||
| − | == | + | |
| + | == Religion == | ||
| + | INSERT HEADER TABLE | ||
| + | === A === | ||
* A | * A | ||
** A | ** A | ||
| + | ==== SideBar ==== | ||
| + | <center> | ||
| + | {| | ||
| + | |+ style="caption-side:bottom; color:#000000;"|'''Kandáy Coat of Arms''' | ||
| + | | [[File:Kandáy_Player_Map.png|900px|center|link= ]] | ||
| + | |} | ||
| + | </center> | ||
| − | == A == | + | |
| + | == History == | ||
| + | INSERT HEADER TABLE | ||
| + | === A === | ||
* A | * A | ||
** A | ** A | ||
| + | ==== SideBar ==== | ||
| + | <center> | ||
| + | {| | ||
| + | |+ style="caption-side:bottom; color:#000000;"|'''Kandáy Coat of Arms''' | ||
| + | | [[File:Kandáy_Player_Map.png|900px|center|link= ]] | ||
| + | |} | ||
| + | </center> | ||
| − | == A == | + | |
| + | == Character Generation == | ||
| + | INSERT HEADER TABLE | ||
| + | === A === | ||
* A | * A | ||
** A | ** A | ||
| + | ==== SideBar ==== | ||
| + | <center> | ||
| + | {| | ||
| + | |+ style="caption-side:bottom; color:#000000;"|'''Kandáy Coat of Arms''' | ||
| + | | [[File:Kandáy_Player_Map.png|900px|center|link= ]] | ||
| + | |} | ||
| + | </center> | ||
| − | == A == | + | |
| + | == Regional Map == | ||
| + | INSERT HEADER TABLE | ||
| + | === A === | ||
* A | * A | ||
** 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 HEADER TABLE | ||
| + | === A === | ||
| + | * 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 HEADER TABLE | ||
| + | === A === | ||
| + | * 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 == | == A == | ||
| + | * A | ||
| + | ** A | ||
| + | |||
| + | |||
| + | == [[H%C3%A2rn_Kandáy_ALEATH|City of '''ALEATH''']] <span style="color:#008000">COL5661</span> == | ||
* A | * A | ||
** A | ** A | ||
Revision as of 20:22, 2 September 2017
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
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
Contents
- 1 HârnWorld COL5001
- 2 Introduction
- 3 Cultures
- 4 Government
- 5 A
- 6 Rural Manors
- 7 Towns and Cities
- 8 Hârnic Guilds
- 9 Economics
- 10 Religion
- 11 History
- 12 Character Generation
- 13 Regional Map
- 14 Movement
- 15 Weather Generation
- 16 Hârn Poetic Map
- 17 Back Cover
- 18 A
- 19 City of ALEATH COL5661
- 20 A
- 21 Notes
HârnWorld COL5001
(64 Pages) - version 1.2 Possible Link INSERT HEADER TABLE
| |
Credits
Writers
N. Robin Crossby
Tom Dalgliesh
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 620×930 miles (1000×1500 km). 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
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.
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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.
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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.
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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)
Kingdom of Kandáy COL5660
KANDAY
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.
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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
- Kingdom of Kandáy (COL #5660)
- City of ALEATH (COL #5661)
- 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)
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Hârn Poetic Map
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.
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