Hârn HârnWorld
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Contents
- 1 HârnWorld COL5001
- 2 Introduction
- 3 Cultures
- 4 Government
- 5 Rural Manors
- 6 Towns and Cities
- 7 Hârnic Guilds
- 8 Economics
- 9 Religion
- 10 History
- 11 Character Generation
- 12 Regional Map
- 13 Movement
- 14 Weather Generation
- 15 Hârn Poetic Map
- 16 Back Cover
- 17 A
- 18 City of ALEATH COL5661
- 19 A
- 20 Notes
HârnWorld COL5001
(64 Pages) - version 1.2 Possible Link INSERT TABLE
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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!
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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.
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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)
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.
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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)
Kingdom of Kandáy COL5660
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.
SideBar
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)
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.
SideBar
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.
SideBar
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.
SideBar
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.
SideBar
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.
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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
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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. Gargu-araki (Small or Streaked Orc) are the smallest of the gargun and the most comfortable in the outdoors; they are feared nocturnal predators. Gargu-hyeka (Common or Brown Orc) are the most numerous sub-species and are noted for their cave complexes. Gargu-khanu (Great or Black Orc) are the largest, strongest, and most murderous gargun. Gargu-kyani (White Orc) are the second smallest and the least prone to violence; they live mostly in cave complexes in alpine regions. Gargu-viasal (Red Orc) are similar to the Common Orc but are larger, live in smaller communities, and swarm less frequently.
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Gargun Nations
Note: ADD Proper links, alphabetical order, etc.
Nomadic Tribes
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| Nomadic Tribes | |||
| Chindra | Moym | Pryeh | Toset |
| Diaffa | Nuthuk | Ruthuba | Wurokin |
Colonies
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| 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.
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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.
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Feudal Obligations
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.
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
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.
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
The Lord Chancellor is responsible for the general government and judiciary of the kingdom as a whole. He presides over the chancery court, the highest court below that of the king.
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
The Lord Constable is the kingdom’s chief military officer. Some kingdoms call this official Lord Warden or Lord High Sheriff. He is generally the constable of the royal seat and oversees all other royal constables, sheriffs of the realm, etc. His department, more than any other, interacts with the other three, financial matters being referred to the Exchequer, judicial matters to the Chancery, and so on. In the king’s absence or death, this powerful individual may function, effectively, as “deputy king.”
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
Appointed by the crown, sheriffs are responsible for administering royal justice and collecting all royal revenues within their shires. The sheriff presides at the royal courts (open only to freemen) held in the shire moots at regular intervals and may initiate prosecution of those who offend the King’s Law. Most shires are “farmed” by the crown; annual taxes and other revenues in the shire are estimated by the Exchequer and paid by the sheriff in advance. He may then collect all royal revenues for himself; he is always vigilant because he may keep any “profit” for himself. Sheriffs command a royal keep or castle plus a company or two of mercenaries. In terms of power and influence, sheriffs are the equal of earls although the office and its privileges are not hereditary.
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.
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 manorial fief. These can range from 600 to 4,800 acres in size, although 1,200 to 1,800 acres is typical. Manors are not shown on the regional map. Each hex on the map is nearly 90,000 acres and 10–30 manors are clustered around every keep, castle, or town. However, since manors are so important and because they appear in local expansion modules, the following information on Hârnic manors is included here.
A manorial fief on Hârn is either held by a knight who owes fealty and military service to a baron or earl for the grant of land or is held directly by some greater noble who will appoint a loyal relative or retainer to manage the estate for him. Some manors are held by religious orders, most notably those associated with the Church of Larani. A few manors around chartered freetowns are held by wealthy commoners, who usually have such estates managed by appointed bailiffs.
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
Sometimes called unfree tenants, serfs make up 70–90% of the rural population. They possess few legal rights but should not be thought of as slaves. Although they are bound to the land and the lord and may not marry without the lord’s permission, serfs cannot be deprived of their land without just cause and are entitled to the lord’s protection and justice. Serfdom is a contract between lord and tenant; each is honor-bound to the other. The amount of land held varies: Villeins hold 25–40 acres, Half-Villeins 10–25 acres, and Cottars 1–5 acres. In return for their land, serfs owe labor working the lord’s own fields, typically 3–5 days per year for each acre of land held.
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
A typical manorial fief contains a manorhouse for the lord, one village that is home to 10–30 rural families, and probably one mill. All of these are generally clustered together, ideally near the center of a fief.
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
Each village family will have a cottage and small adjacent garden plot. The style and size of peasant cottages are fairly standard on Hârn. Most are 800–1,200 square feet in size with thatched roofs and walls of daub and wattle. They look about the same regardless of the 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
Note: ADD Millers fanon article LINK
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
Manorial lords may cultivate their land themselves by hiring agricultural labor or may farm-out the land to freehold tenants in return for cash rents or crop shares. Most, however, choose a blend of these two extremes, dividing the fief into (roughly) one third demense (lord’s land) and two thirds tenancy, utilizing the custom of serfdom to provide the labor for their own land.
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
| Arable | 20–60% | (40% average) |
| Pasture | 20–60% | (40% average) |
| Woods | 10–30% | (20% average) |
Agriculture
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.
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
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: ADD 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.
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.
Hârnic Guilds
Note: ADD 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
| Apothecaries | Arcane Lore | Chandlers | Charcoalers | Clothiers | Courtesans |
| Embalmers | Glassworkers | Harpers | Heralds | Hideworkers | Innkeepers |
| Jewellers | Lexigraphers | Litigants | Locksmiths | ||
| Masons | Mercantylers | Metalsmiths | Millers | Miners | Ostlers |
| Perfumers | Physicians | Pilots | Potters | Salters | Seamen |
| Shipwrights | Tentmakers | Thespians | Timberwrights | Weaponcrafters | Woodcrafters |
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.
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) |
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: ADD a more detailed table of these, with links, highlights, etc.
Note: ADD 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: ADD 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.
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 Pilots’ Almanac expansion module (COL #4002).
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.
INSERT TABLE
| Accessability | |
| Moderate Link | |
| Intermediate Link | |
| Hard Link |
Kelestia
Note: ADD 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
| Agrik: | God of fire and war |
| Halea: | Goddess of wealth and pleasure |
| Ilvir: | Master of Araka-Kalai, maker of the Ivashu |
| Larani: | Goddess of chivalry and battle |
| Morgath: | Lord of chaos, master of the undead |
| Naveh: | God of darkness, bringer of nightmares |
| Peoni: | Goddess of agriculture and healing |
| Sarajin: | Viking god of battle and honor |
| Save-K’nor: | God of knowledge and riddles |
| Siem: | God of dreams and the Natural Mysteries |
AGRIK
</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
</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
</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
</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: ADD links to each faction. Using A
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. The Order of Hyvrik and the Checkered Shield confine their activities to western Hârn, the Spear of Shattered Sorrow and Lady of Paladins to the east.
MORGATH
</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
</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
</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
</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
</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
</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.
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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.
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.
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| 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.
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
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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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