Difference between revisions of "Hârn HârnWorld"

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== [[Hârn_HârnWorld|HârnWorld]] '''<span style="color:#008000">COL5001</span>''' ==
 
== [[Hârn_HârnWorld|HârnWorld]] '''<span style="color:#008000">COL5001</span>''' ==
 
(64 Pages) - version 1.2
 
(64 Pages) - version 1.2
 +
 +
Replace “ ” with "
 +
 +
Replace ‘ ’ with '
 +
 
'''<span style="color:#006699">Possible Link</span>'''
 
'''<span style="color:#006699">Possible Link</span>'''
 +
 +
 
INSERT TABLE
 
INSERT TABLE
  
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== [[Hârn_HârnWorld_Credits|Credits]] ==
 
== [[Hârn_HârnWorld_Credits|Credits]] ==
 +
  
 
== [[Hârn_HârnWorld_Introduction| Introduction]] ==
 
== [[Hârn_HârnWorld_Introduction| Introduction]] ==
Line 41: Line 49:
 
** [[Hârn_HârnWorld_Introduction#Where to Start| Where to Start]]
 
** [[Hârn_HârnWorld_Introduction#Where to Start| Where to Start]]
 
* [[Hârn_HârnWorld_Introduction#SideBar| Why Use HârnWorld?]]
 
* [[Hârn_HârnWorld_Introduction#SideBar| Why Use HârnWorld?]]
 +
  
 
== [[Hârn_HârnWorld_Cultures| Cultures]] ==
 
== [[Hârn_HârnWorld_Cultures| Cultures]] ==
  
=== Hârnic Cultures ===
+
* [[Hârn_HârnWorld_Cultures#Hârnic Cultures| Hârnic Cultures]]
==== Kingdoms ====
+
** [[Hârn_HârnWorld_Cultures#Kingdoms| Kingdoms]]
==== Barbarian Nations ====
+
** [[Hârn_HârnWorld_Cultures#Barbarian Nations| Barbarian Nations]]
==== Gargun Nations ====
+
** [[Hârn_HârnWorld_Cultures#Gargun Nations| Gargun Nations]]
==== Unique Cultures ====
+
** [[Hârn_HârnWorld_Cultures#Unique Cultures| Unique Cultures]]
==== SideBar ====
+
** [[Hârn_HârnWorld_Cultures#SideBar| SideBar]]
===== Geography =====
+
*** [[Hârn_HârnWorld_Cultures#Geography| Geography]]
===== Weather and Climate =====
+
*** [[Hârn_HârnWorld_Cultures#Weather and Climate| Weather and Climate]]
===== Vegetation =====
+
*** [[Hârn_HârnWorld_Cultures#Vegetation| Vegetation]]
===== Communications =====
+
*** [[Hârn_HârnWorld_Cultures#Communications| Communications]]
===== Calendar =====
+
*** [[Hârn_HârnWorld_Cultures#Calendar| Calendar]]
=== Hârn Cultural/Political Map ===
+
* [[Hârn_HârnWorld_Cultures#Hârn Cultural/Political Map| Hârn Cultural/Political Map]]
 +
* [[Hârn_HârnWorld_Cultures#Ázadmêre| Ázadmêre]]
 +
** [[Hârn_HârnWorld_Cultures#SideBar| SideBar]]
 +
** [[Hârn_HârnWorld_Cultures#Related Products| Related Products]]
 +
* [[Hârn_HârnWorld_Cultures#Chybísa| Chybísa]]
 +
** [[Hârn_HârnWorld_Cultures#SideBar| SideBar]]
 +
** [[Hârn_HârnWorld_Cultures#Related Products| Related Products]]
 +
* [[Hârn_HârnWorld_Cultures#Eváel| Eváel]]
 +
** [[Hârn_HârnWorld_Cultures#SideBar| SideBar]]
 +
** [[Hârn_HârnWorld_Cultures#Related Products| Related Products]]
 +
* [[Hârn_HârnWorld_Cultures#Káldôr| Káldôr]]
 +
** [[Hârn_HârnWorld_Cultures#SideBar| SideBar]]
 +
** [[Hârn_HârnWorld_Cultures#Related Products| Related Products]]
 +
* [[Hârn_HârnWorld_Cultures#Kandáy| Kandáy]]
 +
** [[Hârn_HârnWorld_Cultures#SideBar| SideBar]]
 +
** [[Hârn_HârnWorld_Cultures#Related Products| Related Products]]
 +
* [[Hârn_HârnWorld_Cultures#Mèlderýn| Mèlderýn]]
 +
** [[Hârn_HârnWorld_Cultures#SideBar| SideBar]]
 +
** [[Hârn_HârnWorld_Cultures#Related Products| Related Products]]
 +
* [[Hârn_HârnWorld_Cultures#Orbáal| Orbáal]]
 +
** [[Hârn_HârnWorld_Cultures#SideBar| SideBar]]
 +
** [[Hârn_HârnWorld_Cultures#Related Products| Related Products]]
 +
* [[Hârn_HârnWorld_Cultures#Réthem| Réthem]]
 +
** [[Hârn_HârnWorld_Cultures#SideBar| SideBar]]
 +
** [[Hârn_HârnWorld_Cultures#Related Products| Related Products]]
 +
* [[Hârn_HârnWorld_Cultures#Thârda/Thârdic Republic| Thârda/Thârdic Republic]]
 +
** [[Hârn_HârnWorld_Cultures#SideBar| SideBar]]
 +
** [[Hârn_HârnWorld_Cultures#Related Products| Related Products]]
 +
* [[Hârn_HârnWorld_Cultures#Tribal Nations| Tribal Nations]]
 +
** [[Hârn_HârnWorld_Cultures#Adaenum| Adaenum]]
 +
** [[Hârn_HârnWorld_Cultures#Anoa| Anoa]]
 +
** [[Hârn_HârnWorld_Cultures#Bujoc| Bujoc]]
 +
** [[Hârn_HârnWorld_Cultures#Chelni| Chelni]]
 +
** [[Hârn_HârnWorld_Cultures#Chymak| Chymak]]
 +
** [[Hârn_HârnWorld_Cultures#Equani| Equani]]
 +
** [[Hârn_HârnWorld_Cultures#Gozyda| Gozyda]]
 +
** [[Hârn_HârnWorld_Cultures#Hodiri| Hodiri]]
 +
** [[Hârn_HârnWorld_Cultures#Kabloqui| Kabloqui]]
 +
** [[Hârn_HârnWorld_Cultures#Kamaki| Kamaki]]
 +
** [[Hârn_HârnWorld_Cultures#Kath| Kath]]
 +
** [[Hârn_HârnWorld_Cultures#Kubora| Kubora]]
 +
** [[Hârn_HârnWorld_Cultures#Pagaelin| Pagaelin]]
 +
** [[Hârn_HârnWorld_Cultures#Solori| Solori]]
 +
** [[Hârn_HârnWorld_Cultures#Taelda| Taelda]]
 +
** [[Hârn_HârnWorld_Cultures#Tulwyn| Tulwyn]]
 +
** [[Hârn_HârnWorld_Cultures#Urdu| Urdu]]
 +
** [[Hârn_HârnWorld_Cultures#Ymodi| Ymodi]]
 +
*** [[Hârn_HârnWorld_Cultures#SideBar| SideBar]]
 +
*** [[Hârn_HârnWorld_Cultures#Related Products| Related Products]]
 +
* [[Hârn_HârnWorld_Cultures#Gârgún| Gârgún]]
 +
** [[Hârn_HârnWorld_Cultures#SideBar| SideBar]]
 +
*** [[Hârn_HârnWorld_Cultures#Gârgún Nations| Gârgún Nations]]
 +
**** [[Hârn_HârnWorld_Cultures#Nomadic Tribes| Nomadic Tribes]]
 +
**** [[Hârn_HârnWorld_Cultures#Colonies| Colonies]]
 +
*** [[Hârn_HârnWorld_Cultures#Ilme| Ilme]]
 +
**** [[Hârn_HârnWorld_Cultures#Related Products| Related Products]]
 +
*** [[Hârn_HârnWorld_Cultures#Ivashu| Ivashu]]
 +
**** [[Hârn_HârnWorld_Cultures#Related Products| Related Products]]
  
=== Ázadmêre ===
 
==== SideBar ====
 
==== Related Products ====
 
  
=== Chybísa ===
+
== [[Hârn_HârnWorld_Government| Government]] ==
==== SideBar ====
+
* [[Hârn_HârnWorld_Government#Feudalism| Feudalism]]
==== Related Products ====
+
** [[Hârn_HârnWorld_Government#Feudal Nobility| Feudal Nobility]]
 +
*** [[Hârn_HârnWorld_Government#Earl| Earl]]
 +
*** [[Hârn_HârnWorld_Government#Baron| Baron]]
 +
*** [[Hârn_HârnWorld_Government#Manorial Lord| Manorial Lord]]
 +
** [[Hârn_HârnWorld_Government#Knighthood| Knighthood]]
 +
*** [[Hârn_HârnWorld_Government#Knights Bachelor| Knights Bachelor]]
 +
** [[Hârn_HârnWorld_Government#Feudal Obligations| Feudal Obligations]]
 +
* [[Hârn_HârnWorld_Government#Royal Government| Royal Government]]
 +
** [[Hârn_HârnWorld_Government#The Royal Bureaucracy| The Royal Bureaucracy]]
 +
*** [[Hârn_HârnWorld_Government#The Chamber| The Chamber]]
 +
*** [[Hârn_HârnWorld_Government#The Chancery| The Chancery]]
 +
*** [[Hârn_HârnWorld_Government#The Exchequer| The Exchequer]]
 +
*** [[Hârn_HârnWorld_Government#The Constabulary| The Constabulary]]
 +
** [[Hârn_HârnWorld_Government#Royal Shires| Royal Shires]]
 +
*** [[Hârn_HârnWorld_Government#Sheriffs| Sheriffs]]
 +
*** [[Hârn_HârnWorld_Government#Royal Forests| Royal Forests]]
  
=== Eváel ===
 
==== SideBar ====
 
==== Related Products ====
 
  
=== Káldôr ===
+
== [[Hârn_HârnWorld_Rural_Manors| Rural Manors]] ==
==== SideBar ====
+
* [[Hârn_HârnWorld_Rural_Manors#Manorialism| Manorialism]]
==== Related Products ====
+
** [[Hârn_HârnWorld_Rural_Manors#Manorial Tenants| Manorial Tenants]]
 +
*** [[Hârn_HârnWorld_Rural_Manors#Serfs| Serfs]]
 +
*** [[Hârn_HârnWorld_Rural_Manors#Freeholders| Freeholders]]
 +
** [[Hârn_HârnWorld_Rural_Manors#Manorial Villages| Manorial Villages]]
 +
*** [[Hârn_HârnWorld_Rural_Manors#The Manorhouse| The Manorhouse]]
 +
*** [[Hârn_HârnWorld_Rural_Manors#Peasant Cottages| Peasant Cottages]]
 +
*** [[Hârn_HârnWorld_Rural_Manors#The Mill| The Mill]]
 +
*** [[Hârn_HârnWorld_Rural_Manors#Agriculture| Agriculture]]
 +
*** [[Hârn_HârnWorld_Rural_Manors#Husbandry| Husbandry]]
 +
*** [[Hârn_HârnWorld_Rural_Manors#Woodland| Woodland]]
  
=== Kandáy ===
 
==== SideBar ====
 
==== Related Products ====
 
  
=== Mèlderýn ===
+
== [[Hârn_HârnWorld_Towns_&_Cities| Towns and Cities]] ==
==== SideBar ====
+
* [[Hârn_HârnWorld_Towns_&_Cities#Towns and Cities| Towns and Cities]]
==== Related Products ====
+
** [[Hârn_HârnWorld_Towns_&_Cities#Towns & Cities Table| Towns & Cities Table]]
 +
** [[Hârn_HârnWorld_Towns_&_Cities#Government of Towns| Government of Towns]]
 +
*** [[Hârn_HârnWorld_Towns_&_Cities#Town Charters| Town Charters]]
 +
**** [[Hârn_HârnWorld_Towns_&_Cities#Alderman| Alderman]]
 +
**** [[Hârn_HârnWorld_Towns_&_Cities#Mayor| Mayor]]
 +
**** [[Hârn_HârnWorld_Towns_&_Cities#Warden| Warden]]
 +
**** [[Hârn_HârnWorld_Towns_&_Cities#Harbormaster| Harbormaster]]
 +
**** [[Hârn_HârnWorld_Towns_&_Cities#Bondmaster| Bondmaster]]
 +
* [[Hârn_HârnWorld_Towns_&_Cities#Town Law| Town Law]]
 +
** [[Hârn_HârnWorld_Towns_&_Cities#Urban Geography| Urban Geography]]
 +
*** [[Hârn_HârnWorld_Towns_&_Cities#Town Markets| Town Markets]]
 +
*** [[Hârn_HârnWorld_Towns_&_Cities#Townsmen| Townsmen]]
 +
** [[Hârn_HârnWorld_Towns_&_Cities#The Guilds| The Guilds]]
 +
*** [[Hârn_HârnWorld_Towns_&_Cities#The Individual Guilds| The Individual Guilds]]
 +
*** [[Hârn_HârnWorld_Towns_&_Cities#The Mangai| The Mangai]]
 +
*** [[Hârn_HârnWorld_Towns_&_Cities#Guild Franchises| Guild Franchises]]
  
=== Orbáal ===
 
==== SideBar ====
 
==== Related Products ====
 
  
=== Réthem ===
+
== [[Hârn_HârnWorld_Hârnic_Guilds| Hârnic Guilds]] ==
==== SideBar ====
+
* [[Hârn_HârnWorld_Hârnic_Guilds#Badges of the Guilds of Hârn| Badges of the Guilds of Hârn]]
==== Related Products ====
+
** [[Hârn_HârnWorld_Hârnic_Guilds#Apprentices| Apprentices]]
 +
** [[Hârn_HârnWorld_Hârnic_Guilds#Journeymen| Journeymen]]
 +
** [[Hârn_HârnWorld_Hârnic_Guilds#Masters| Masters]]
 +
** [[Hârn_HârnWorld_Hârnic_Guilds#Guildmasters and Syndics| Guildmasters and Syndics]]
 +
* [[Hârn_HârnWorld_Hârnic_Guilds#Unguilded Occupations| Unguilded Occupations]]
  
=== Thârda/Thârdic Republic ===
 
==== SideBar ====
 
==== Related Products ====
 
 
=== Tribal Nations ===
 
===== Adaenum =====
 
===== Anoa =====
 
===== Bujoc =====
 
===== Chelni =====
 
===== Chymak =====
 
===== Equani =====
 
===== Gozyda =====
 
===== Hodiri =====
 
===== Kabloqui =====
 
===== Kamaki =====
 
===== Kath =====
 
===== Kubora =====
 
===== Pagaelin =====
 
===== Solori =====
 
===== Taelda =====
 
===== Tulwyn =====
 
===== Urdu =====
 
===== Ymodi =====
 
==== SideBar ====
 
==== Related Products ====
 
 
=== Gârgún ===
 
==== SideBar ====
 
===== Gargun Nations =====
 
====== Nomadic Tribes ======
 
====== Colonies ======
 
 
===== Ilme =====
 
==== Related Products ====
 
 
===== Ivashu =====
 
==== Related Products ====
 
 
== [[Hârn_HârnWorld_Government| Government]] ==
 
=== Feudalism ===
 
==== Feudal Nobility ====
 
===== Earl =====
 
===== Baron =====
 
===== Manorial Lord =====
 
==== Knighthood ====
 
===== Knights Bachelor =====
 
==== Feudal Obligations ====
 
=== Royal Government ===
 
==== The Royal Bureaucracy ====
 
===== The Chamber =====
 
===== The Chancery =====
 
===== The Exchequer =====
 
===== The Constabulary =====
 
==== Royal Shires ====
 
===== Sheriffs =====
 
===== Royal Forests =====
 
 
== [[Hârn_HârnWorld_Rural_Manors| Rural Manors]] ==
 
=== Manorialism ===
 
==== Manorial Tenants ====
 
===== Serfs =====
 
===== Freeholders =====
 
==== Manorial Villages ====
 
===== The Manorhouse =====
 
===== Peasant Cottages =====
 
===== The Mill =====
 
===== Agriculture =====
 
===== Husbandry =====
 
===== Woodland =====
 
 
== [[Hârn_HârnWorld_Towns_&_Cities| Towns and Cities]] ==
 
=== Towns and Cities ===
 
==== Towns & Cities Table ====
 
==== Government of Towns ====
 
===== Town Charters =====
 
====== Alderman ======
 
====== Mayor ======
 
====== Warden ======
 
====== Harbormaster ======
 
====== Bondmaster ======
 
=== Town Law ===
 
==== Urban Geography ====
 
===== Town Markets =====
 
===== Townsmen =====
 
==== The Guilds ====
 
===== The Individual Guilds =====
 
===== The Mangai =====
 
===== Guild Franchises =====
 
 
== [[Hârn_HârnWorld_Hârnic_Guilds| Hârnic Guilds]] ==
 
==== Badges of the Guilds of Hârn ====
 
===== Apprentices =====
 
===== Journeymen =====
 
===== Masters =====
 
===== Guildmasters and Syndics =====
 
==== Unguilded Occupations ====
 
  
 
== [[Hârn_HârnWorld_Economics| Economics]] ==
 
== [[Hârn_HârnWorld_Economics| Economics]] ==
=== Prices and Incomes ===
+
* [[Hârn_HârnWorld_Economics#Prices and Incomes| Prices and Incomes]]
==== Hârnic Coins ====
+
** [[Hârn_HârnWorld_Economics#Hârnic Coins| Hârnic Coins]]
==== Prices ====
+
** [[Hârn_HârnWorld_Economics#Prices| Prices]]
===== Weapons and Armour =====
+
*** [[Hârn_HârnWorld_Economics#Weapons and Armour| Weapons and Armour]]
==== Price List ====
+
** [[Hârn_HârnWorld_Economics#Price List| Price List]]
===== Price List Table =====
+
*** [[Hârn_HârnWorld_Economics#Price List Table| Price List Table]]
==== Incomes ====
+
** [[Hârn_HârnWorld_Economics#Incomes| Incomes]]
===== Guilded Occupations =====
+
*** [[Hârn_HârnWorld_Economics#Guilded Occupations| Guilded Occupations]]
===== Unguilded Occupations =====
+
*** [[Hârn_HârnWorld_Economics#Unguilded Occupations| Unguilded Occupations]]
===== Military Wages =====
+
*** [[Hârn_HârnWorld_Economics#Military Wages| Military Wages]]
===== Income Table =====
+
*** [[Hârn_HârnWorld_Economics#Income Table| Income Table]]
==== Taxes and Tolls ====
+
** [[Hârn_HârnWorld_Economics#Taxes and Tolls| Taxes and Tolls]]
===== Property Tax =====
+
*** [[Hârn_HârnWorld_Economics#Property Tax| Property Tax]]
===== Hawking Tax =====
+
*** [[Hârn_HârnWorld_Economics#Hawking Tax| Hawking Tax]]
===== Bonding Fees =====
+
*** [[Hârn_HârnWorld_Economics#Bonding Fees| Bonding Fees]]
===== Maritime Taxes =====
+
*** [[Hârn_HârnWorld_Economics#Maritime Taxes| Maritime Taxes]]
===== Tolls =====
+
*** [[Hârn_HârnWorld_Economics#Tolls| Tolls]]
===== Guild Dues =====
+
*** [[Hârn_HârnWorld_Economics#Guild Dues| Guild Dues]]
=== Hârn Economic Map ===
+
* [[Hârn_HârnWorld_Economics#Hârn Economic Map| Hârn Economic Map]]
=== Trade ===
+
* [[Hârn_HârnWorld_Economics#Trade| Trade]]
==== Caravans ====
+
** [[Hârn_HârnWorld_Economics#Caravans| Caravans]]
==== Caravan Masters ====
+
** [[Hârn_HârnWorld_Economics#Caravan Masters| Caravan Masters]]
==== Maritime Trade ====
+
** [[Hârn_HârnWorld_Economics#Maritime Trade| Maritime Trade]]
  
 
== [[Hârn_HârnWorld_Religion| Religion]] ==
 
== [[Hârn_HârnWorld_Religion| Religion]] ==
=== Religion ===
+
* [[Hârn_HârnWorld_Religion#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.
+
** [[Hârn_HârnWorld_Religion#Kelestia| Kelestia]]
 
+
*** [[Hârn_HârnWorld_Religion#Familial Worlds| Familial Worlds]]
<center>
+
*** [[Hârn_HârnWorld_Religion#The Kethrian Family| The Kethrian Family]]
{|
+
** [[Hârn_HârnWorld_Religion#Libram of the Pantheon| Libram of the Pantheon]]
|+ style="caption-side:bottom; color:#000000;"|'''The Kethrian Family'''
+
*** [[Hârn_HârnWorld_Religion#The Natal Wars| The Natal Wars]]
| [[File:Kandáy_Player_Map.png|900px|center|link= ]]
+
*** [[Hârn_HârnWorld_Religion#The Concordat of the Illimitable Tome| The Concordat of the Illimitable Tome]]
|}
+
** [[Hârn_HârnWorld_Religion#The Gods of Hârn| The Gods of Hârn]]
</center>
+
*** [[Hârn_HârnWorld_Religion#AGRIK| AGRIK]]
 
+
*** [[Hârn_HârnWorld_Religion#HALEA| HALEA]]
INSERT TABLE
+
*** [[Hârn_HârnWorld_Religion#ILVIR| ILVIR]]
 
+
*** [[Hârn_HârnWorld_Religion#LARANI| LARANI]]
{|
+
*** [[Hârn_HârnWorld_Religion#MORGATH| MORGATH]]
| Accessability
+
*** [[Hârn_HârnWorld_Religion#NAVEH| NAVEH]]
|-
+
*** [[Hârn_HârnWorld_Religion#PEONI| PEONI]]
| | Moderate Link
+
*** [[Hârn_HârnWorld_Religion#SARAJIN| SARAJIN]]
|-
+
*** [[Hârn_HârnWorld_Religion#Save-K’nor| Save-K’nor]]
| | Intermediate Link
+
*** [[Hârn_HârnWorld_Religion#SIEM| SIEM]]
|-
+
** [[Hârn_HârnWorld_Religion#The Nature of the Gods| The Nature of the Gods]]
| | Hard Link
+
** [[Hârn_HârnWorld_Religion#The Churches of Hârn| The Churches of Hârn]]
|}
+
*** [[Hârn_HârnWorld_Religion#Church Hierarchies| Church Hierarchies]]
 
+
*** [[Hârn_HârnWorld_Religion#Clerical Orders| Clerical Orders]]
==== Kelestia ====
+
*** [[Hârn_HârnWorld_Religion#Fighting Orders| Fighting Orders]]
'''Note:''' '''<span style="color:#FF0000">ADD</span>''' Link to Kestia article
+
*** [[Hârn_HârnWorld_Religion#Canon Law| Canon Law]]
 
+
*** [[Hârn_HârnWorld_Religion#Other Religions| Other Religions]]
Kelestia is everything that exists, the sum total of all realities. Kelestia is not governed only by physical laws of space and time. While each universe has its own laws, there is also a set of master laws governing Kelestia as a whole. A planet may be inaccessible to other worlds in its own universe but, because of the warping of Kelestia, it may be possible to reach worlds in other universes using higher dimensional paths, referred to (somewhat imprecisely) as travel in the "Nth dimension." Those who travel such routes refer to it as "walking in shadow," "crossing the void," and so on.
+
 
+
===== Familial Worlds =====
+
In the Nth dimension, worlds are arranged around a "parent" world, or nexus. The nexus world gathers lines of force and warps space-time to adopt alien worlds into the "family." The arrangement is largely a random process. Because it is rare for the worlds of a family to lie in the same universe (and be governed by the same physical laws), the members of a family need not be similar. Travel between worlds is never easy, but travel between the nexus and others in the family is easiest. Accessibility between members of the family ranges from moderate to impossible.
+
 
+
===== The Kethrian Family =====
+
The world of Kethira, on which Hârn is located, is the nexus of a family of seven worlds. Kethira is a crossroads of sorts. No one in living memory has explored the whole family. There is a wide variation in the status of the gods, magic, and technology on the different worlds of the family.
+
 
+
Two of the worlds of the family, Kethira and Yashain, have a unique relationship. The links with other worlds are generally shifting and vague, but between these two there are a large number of constant, point-to-point, even region-to-region, correspondences. Various sites exist (in some form) on both worlds at the same time. Most of the gods of Hârn are believed to reside on Yashain, which is Kethira’s "half-world." Most Kethirans believe that they spend their afterlife on Yashain in the service of their chosen deities. Yashain is divided into kingdoms governed by the gods. Earldoms and baronies are ruled by demons and demigods. There is a constant state of war, good against evil, and order against chaos.
+
 
+
==== Libram of the Pantheon ====
+
Some 600 years ago, the basic metaphysical beliefs were collected by Nala-Uroh of Elkall-Anuz into a single tome called the Libram of the Pantheon. Uroh based his efforts on earlier works, few of which seem to have survived. The Libram has since received the approval of most churches in that they teach the same story of creation to their followers.
+
 
+
===== The Natal Wars =====
+
First, Uroh writes, there was universal chaos; time and space had no meaning, reality was not fixed. From this arose the First Gods, who were the only beings able to stand against the chaos. These beings were principles of power rather than conventional gods. They made war upon each other, threatening to destroy the cosmos. One result of the wars was the creation of the Lesser Gods to serve the First Gods and do battle on their behalf. It is these lesser gods who are now worshiped.
+
 
+
Finally, when it became apparent that the war threatened the existence of Kelestia, the First Gods made peace. Each was to have his own realm and to participate in the government of the whole. This peace resulted in Kelestia taking more or less its present form.
+
 
+
===== The Concordat of the Illimitable Tome =====
+
But the peace was not permanent. The Lesser Gods, released from service, began to battle each other and chaos again prevailed. In the course of these wars, many new races and creatures, the sapient mortals among them, were created under various compulsions to serve the gods.
+
 
+
The Lesser Gods were able to reproduce but they were not invulnerable and could slay each other. After many had been destroyed, the survivors entered into the Ke’lha-Hy-Var-Hyvrak, or Concordat of the Illimitable Tome. The Concordat created laws to govern the ways in which the gods could intervene in the affairs of mortals and compete for supremacy.
+
 
+
Just as the Lesser Gods had engaged in a struggle for supremacy after the peace of the First Gods, so now did the mortals. Originally allowed free access to knowledge, it soon became apparent to the gods that the mortal creatures lacked the wisdom to control this ultimate power. Hence, the gods chose one among themselves, Save-K’nor, to maintain the Var-Hyvrak (the Illimitable Tome), wherein would be written all knowledge. Only mortals with the wit to discover this knowledge by themselves could know it.
+
 
+
The complexity of these divine laws is cited as the main reason that the ways of gods are often inexplicable to men. When a deity intercedes to aid an impious scoundrel after denying the pleas of a loyal saint, observers may well shrug their shoulders and say, "’tis the Concordat and not the will of the god."
+
 
+
==== The Gods of Hârn ====
+
The inhabitants of Hârn and most of Lythia are pantheistic; they believe in the existence of ten major (and hundreds of minor) deities, but most worship only one of these.
+
 
+
INSERT TABLE
+
 
+
{|
+
| '''<span style="color:#006699">Agrik</span>''':
+
| God of fire and war
+
|-
+
| '''<span style="color:#006699">Halea</span>''':
+
| Goddess of wealth and pleasure
+
|-
+
| '''<span style="color:#006699">Ilvir</span>''':
+
| Master of Araka-Kalai, maker of the Ivashu
+
|-
+
| '''<span style="color:#006699">Larani</span>''':
+
| Goddess of chivalry and battle
+
|-
+
| '''<span style="color:#006699">Morgath</span>''':
+
| Lord of chaos, master of the undead
+
|-
+
| '''<span style="color:#006699">Naveh</span>''':
+
| God of darkness, bringer of nightmares
+
|-
+
| '''<span style="color:#006699">Peoni</span>''':
+
| Goddess of agriculture and healing
+
|-
+
| '''<span style="color:#006699">Sarajin</span>''':
+
| Viking god of battle and honor
+
|-
+
| '''<span style="color:#006699">Save-K’nor</span>''':
+
| God of knowledge and riddles
+
|-
+
| '''<span style="color:#006699">Siem</span>:'''
+
| God of dreams and the Natural Mysteries
+
|}
+
 
+
 
+
===== AGRIK =====
+
<center>
+
{|
+
|+ style="caption-side:bottom; color:#000000;"|'''Kandáy Coat of Arms'''
+
| [[File:Kandáy_Player_Map.png|900px|center|link= ]]
+
|}
+
</center>
+
 
+
"Lord of the Four Horsemen, Master of the V’hir, Immortal Warlord of Balgashang, Breeder of Plague, Squalor and Decay, The Reasonless Reaper, Tyrant of the Foul Chamber, Knower of the Ten Thousand Ways."
+
 
+
Agrik is the principal deity of warriors who enjoy the dark side of war: pillage, cruelty, and destruction. It is said that a pious adherent of Agrik will learn as many of the "Ten Thousand Ways" of inflicting pain as possible. The church practices human sacrifice, often through ritual combat with a champion of a fighting order.
+
 
+
Agrik dwells in his great flame-shrouded fortress of Balgashang with his demonic servants, the V’hir. Within the castle is Ak-Syt, the dreaded chamber of tortures where unspeakable demons torment the hapless, unlamented dead. Agrik usually appears as a great V’hir with two claws missing from his left hand, bearing Gashang, his flaming mace, and Sycanus, his ichor-dripping 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>
+
{|
+
|+ style="caption-side:bottom; color:#000000;"|'''Kandáy Coat of Arms'''
+
| [[File:Kandáy_Player_Map.png|900px|center|link= ]]
+
|}
+
</center>
+
 
+
"The Empress of Opulence, Maker of Bargains, Guardian of the Treasure Hordes, Queen of Pleasures, Enslaver of Hearts and Loins, Unchaste Lady of Ten Forgotten Acts, Temptress of the Crimson Chamber."
+
 
+
Halea is the amoral goddess of wealth and pleasure. Often regarded as the most beautiful creature of Kelestia, one whose true form would drive men mad with passion, she will usually appear to mortals in the guise of an "ordinarily" beautiful young woman. Halea is the goddess of those who would live moment by moment and those who crave wealth and the pleasures that it can bring. She is not shallow or empty-headed but a shrewd schemer renowned for her ability to seduce the reason of lesser beings with her silken voice and subtle arts.
+
 
+
Halea’s residence is the Crimson Chamber, where those chosen by the immortal lady enjoy an afterlife filled with sexual, culinary, and other pleasures until they presumably go mad and are replaced by new chosen.
+
 
+
Halea requires no particular morality of her adherents but demands unswerving devotion and loves elaborate rituals and flattery of all kinds. Many followers donate as much as half their incomes to her church. Halea is reckoned an easy deity to worship; she is the Maker of Bargains, willing to negotiate for her favors. The goddess prefers to bargain from a position of strength with those in great need of her aid. She always keeps the pacts she makes, although not always in the way anticipated. Those who would bargain with the Unchaste Lady had best hasten to fulfill their part, for Halea is a jealous mistress and quick to anger.
+
 
+
Although many scholars do not credit Halea’s clerics or adherents with much intellectual depth, her priestesses may be found in high administrative posts in the government of Tharda. The Order of the Silken Voice is the only clerical order; the church has no fighting orders. The Salara (primate) for Hârn is the High Priestess of the Shiran temple. The Hilenea (pontiff) is headquartered in the city of Helas in the eastern Venarian Sea.
+
 
+
Halea’s priesthood is composed entirely of women of pleasant appearance. Their ritual garb is diaphanous and of all the hues of the rainbow, but the colors purple, crimson, and gold dominate. Various symbols are used, among them stylized bells, coins, and genitalia. A priestess conducting a ceremony improvises or composes the service as she proceeds. Monthly high masses invariably end with an orgy and are well attended.
+
 
+
===== ILVIR =====
+
<center>
+
{|
+
|+ style="caption-side:bottom; color:#000000;"|'''Kandáy Coat of Arms'''
+
| [[File:Kandáy_Player_Map.png|900px|center|link= ]]
+
|}
+
</center>
+
 
+
"Master of Araka-Kalai, Brooder in the Blasted Plains, Serpent that Dwells Below, Accursed Lord of the Barren Cycle, Prince of the Fatherless Multitude, Craven Lord of Sterile Lands."
+
 
+
Ilvir is the only deity who dwells permanently on Hârn. He is best known as the lord-creator of the Ivashu. Ilvir is also known as the Craven Lord because he seldom ventures from his home at Araka-Kalai. He is symbolized by a sundered claw, representing the severed claws of Agrik that Ilvir picked up to make his creatures. His colors are yellow and brown.
+
 
+
The worship of Ilvir is scattered widely throughout Hârn but is most common among the Jarin of Orbaal. Ilvir makes few demands on his followers and gives little in return. The religion is shrouded in so much mysticism that many claim even its clerics have no idea of what is going on. Ceremonies have been known to include animal and even human sacrifice but this does not seem to be an official part of ritual. Powers exercised by the clergy or by Ilvir himself tend to be very indirect.
+
 
+
Ilvir’s followers take nothing very seriously; there are numerous doctrines, some quite contradictory, followed by dozens of minor sects. There are Ilviran temples in Golotha, Tashal, Shiran, and Leriel, the last two being jumping-off points for pilgrimages to Araka-Kalai.
+
 
+
===== LARANI =====
+
<center>
+
{|
+
|+ style="caption-side:bottom; color:#000000;"|'''Kandáy Coat of Arms'''
+
| [[File:Kandáy_Player_Map.png|900px|center|link= ]]
+
|}
+
</center>
+
 
+
''"Lady of the Flowing Red, Guardian of Dolithor, Shield Maiden to Hyvrik, Protector of the Brave, The Unwilling Warrior, The Lady of Paladins."''
+
 
+
'''Note:''' '''<span style="color:#FF0000">ADD</span>''' links to each faction. Cross-link with Religion Book. Using '''<span style="color:#006699">A</span>'''
+
 
+
Larani is the deity of chivalry, the good goddess of battle and the reluctant warrior. Said to dwell in the "Land of the Mighty" in the fortress of Dolithor, she periodically leaves her kingdom to her constable, Mendiz, and walks among men. Those who follow Larani are expected to display courage, compassion, and unimpeachable honor; she is worshiped by many nobles and knights. Although combat for the sake of honor is permitted, as is tilting according to the rules, serious or mortal combat is to be indulged in with reluctance. Her loyal adherents are loath to take life if there is an honorable alternative. Almost all of Larani’s lay adherents and many of her clerics are warriors of some ability.
+
 
+
On rare occasions, Larani loses her patience and appears as the terrible "Lady of the Flowing Red." In this guise, she bears her awesome ancient symbols: Avarkiel, her mighty battlesword; Hyvrik, her red and white checkered shield; and Angcaradina, her blood-red mail.
+
 
+
The pontiff of the church is the abbot or abbess of Tengela in Trierzon, who is also a powerful secular lord. The seat of the Lirrath (primate) of Hârn is in Thay. The ritual garb of the clerics varies according to circumstance and need, but the favored colors are red and white.
+
 
+
There are two Laranian clerical orders on Hârn, each with a sponsored fighting order. There are no real philosophical differences between the orders; they exist partly to provide a degree of competition for honor in time of peace and partly for geographical reasons. '''<span style="color:#006699">''The Order of Hyvrik''</span>''' and the '''<span style="color:#006699">''Checkered Shield''</span>''' confine their activities to western Hârn, the '''<span style="color:#006699">''Spear of Shattered Sorrow''</span>''' and '''<span style="color:#006699">''Lady of Paladins''</span>''' to the east.
+
 
+
===== MORGATH =====
+
<center>
+
{|
+
|+ style="caption-side:bottom; color:#000000;"|'''Kandáy Coat of Arms'''
+
| [[File:Kandáy_Player_Map.png|900px|center|link= ]]
+
|}
+
</center>
+
 
+
"Tormentor of the Unlamented Dead, Master of the Principle of Evil, Lord of the Gulmorvrin, Wielder of the Shadow, Wreaker of Chaos."
+
 
+
Morgath is the self-appointed master of chaos and evil. Of all the gods, he is the most prone to violence and insanity and the quickest to anger. He is a lord of retribution but cares nothing for justice. He is filled with an abiding hatred for all things fair and noble. When Morgath appears to men, it is usually in some ethereal form, his true shape being unbearable to behold. He is never portrayed, but rather symbolized by the Durangash, a black circle on a field of brown, surrounded by an irregular black border.
+
 
+
Morgath is best known as the master of the undead, who are governed by his chief demigod, Klyss. Morgath is believed to have 13 true names and it is deemed the greatest folly to utter any of them aloud.
+
 
+
In present-day Hârn, the faith is largely confined to Rethem and Tharda. Worship of Morgath is particularly prominent in Golotha but even there his followers are not numerous. Elsewhere, his clergy are covert. In Kanday, Kaldor, Chybisa, and Melderyn, the worship of Morgath is punishable by death.
+
 
+
Morgathianism is not an attractive religion. It is difficult to take much comfort from a faith that preaches "all are doomed to eternal torment in the afterlife," although this is counter-balanced with the notion of living in worldly excess until death. Morgathian philosophy encourages the acquisition and exercise of ruthless power for its own sake, particularly among its clerics. Clerics of Morgath inspire fear whenever recognized; they are known to practice ritual human sacrifice.
+
 
+
Clerics or Morgath wear mostly black and brown. Their ritual dress includes hideous masks, partly to terrify, but mainly to hide their identity. The only clerical sect in the church, the Order of the Lord of Chaos, has major temples in Golotha and Coranan, the former being the seat of the Hârnic primate. The Vynkhadur (pontiff) resides in the Azeryani city of Meokolis.
+
 
+
===== NAVEH =====
+
<center>
+
{|
+
|+ style="caption-side:bottom; color:#000000;"|'''Kandáy Coat of Arms'''
+
| [[File:Kandáy_Player_Map.png|900px|center|link= ]]
+
|}
+
</center>
+
 
+
"Lord of the Pitch Shadows, Master of Deceit and Evil Dreams, Lord of the Last Illusion, The Merchant of Death, Unseen Lifter of Lives, Trancer the Cat, Wealth’s Worry."
+
 
+
Best known as the bringer of nightmares, Naveh is the deity favored by assassins and thieves. Naveh is a lord of secrets, a doer of the impossible. His main symbols are Nava-shak-ara, an ebony knife; and Shinkra-akra, a translucent human skull. Replicas of both are used in temple rituals.
+
 
+
Naveh’s main demonic servants are Dekejis and the Gytevsha. Dekejis appears in the form of a black, redeyed cat. Dekejis considers human eyes and genitals a great delicacy; those who lack either are said to bear the curse of Naveh. There are three principal Gytevsha, each with numerous lesser servants. Gekrish, the "Hands of Despair," can reach inside the body with taloned hands and still the heart, or possess the body, tormenting the resident Aura before slaying it. Krasula, the "Hunter of Sleep," brings horrific nightmares and appears as a male child with one eye of the palest blue and the other of the deepest black. Vesha, the "Mouth of Falsehood," spreads deceit and confusion and is strengthened by every lie told by men and wounded by every truth.
+
 
+
Temples of Naveh are always covert, even where lawful. Very little is known of the church by outsiders. Its discipline is second to none; temple masters have been known to order loyal underlings to commit ritual suicide for no apparent reason. Navehan clergy have little interest in the laity. It is widely believed that the temples kidnap children of good or noble birth to be raised as clerics and servants. Some temple rituals involve drug-induced trances. Each temple is self-sufficient. The chief temple and the seat of the primate for Hârn is in Coranan; there are also covert temples in Golotha, Shiran, and Tashal. The pontiff lives at the Temple of Maniquideh in Dalkesh.
+
 
+
Ritual murder play a major role in the worship of Naveh. The temples take commissions for assassinations or thievery and may be contacted through the Lia-
+
 
+
Kavair, who often pay them tribute. Fees are high and the church is prone to refuse contracts without explanation.
+
 
+
The clerical garb is loose fitting to allow freedom of movement, and usually black with a trace of blood red. Ranking clergy wear an over-robe of red and may don the dreaded skull mask that denotes imminent death. All clergy carry razor-sharp daggers. An assassin wears a broad belt of white cloth that will be red with the victim’s blood when returned to the temple. Success and failure are judged by more than the simple death of the victim; there is a degree of "artistry" involved. Various punishments are meted out for failure.
+
 
+
The church’s most interesting ritual punishment is the Herth-Akan, in which a target is given a one-hour start and must evade the murderous pursuit of seven of his temple brothers for three successive days and nights. Few are successful. If the victim evades death for the required period, he is permitted to live, but the failed assassins must then commit ceremonial suicide.
+
 
+
===== PEONI =====
+
<center>
+
{|
+
|+ style="caption-side:bottom; color:#000000;"|'''Kandáy Coat of Arms'''
+
| [[File:Kandáy_Player_Map.png|900px|center|link= ]]
+
|}
+
</center>
+
 
+
"The Restorer and Bringer of Life, Maker of Balms, Lady of Truth, Daughter of White Virtue, Guardian of the Meek, Lady of the Ripe Harvest, Confidant of Lovers, Chaste Lady of Honest Love."
+
 
+
Peoni is the most popular deity among commoners. She is the patron goddess of healing, agriculture, the poor, and lovers. She requires of her adherents a strict moral code of gentleness and kindness to others but is forgiving of those who transgress. She is most often represented as a young girl with gentle hands worn red from hard work. Peoni is symbolized by any of several spring flowers or the fruits of agriculture. It is said that she prefers white flowers, particularly the daisy.
+
 
+
The countryside is dotted with peasant-made shrines to Peoni where adherents can find shelter and hospitality. Clerics are divided into two orders, the Order of the Balm of Joy (female) and the Irreproachable Order (male). Peonian clerics are celibate and the orders often have separate temples. The primate for Hârn is the grandmistress of the female order; her seat is in Thay. The pontiff is in Perna, Trierzon; the office alternates between male and female clergy.
+
 
+
The Church of Peoni distributes most of its wealth, gathered mainly through donations, among the poor and is always verging on bankruptcy. Temples often include houses of healing that are open to anyone of pure heart; patients pay according to their means. Clerics can often be found among the poor and sick, blessing their labors and easing their tasks with boundless comfort.
+
 
+
Clerics of Peoni change their grab with the season. They wear white in the winter, green in spring, beige in summer, and yellow in autumn. While Peoni is swift to forgive laymen, strict morals are required from her clerics.
+
 
+
===== SARAJIN =====
+
<center>
+
{|
+
|+ style="caption-side:bottom; color:#000000;"|'''Kandáy Coat of Arms'''
+
| [[File:Kandáy_Player_Map.png|900px|center|link= ]]
+
|}
+
</center>
+
 
+
"King of the Icy Wind, Lord of the Perilous Quest, Wielder of the Blooded Axe, Master of Frosty Climes, the Gray Slayer."
+
 
+
Sarajin is the god of battle lust. He favors those who love the sport of war and takes great pleasure in watching and even participating in large battles. The only virtue universally admired among Sarajinians is courage. The noblest achievement of a Sarajinian is to die in heroic battle; most try to live each day as if it were their last. They value the Ljarl, a code of honor, but treachery is not unknown.
+
 
+
Sarajin most often appears as a giant yellow-haired warrior dressed in leather and furs, bearing Fakang, his great double-bladed axe. His symbols are a pair of crossed handaxes and his sled, Shalka. Sarajin’s demigods are Usnarl the bear, Jarlak the wolf, and Njehu the whale.
+
 
+
Sarajin dwells in an ice castle on Yashain in a land called Talagaad. Those who worship Sarajin and fall in battle come to Talagaad and spend each day in the valley below the castle, hacking and slaying each other until the snow runs red. At dusk, all retire within the castle, including those newly slain, for a long night of feasting and wenching. By dawn, all are revitalized in this warrior’s paradise and repeat the endless battle.
+
 
+
The worship of Sarajin was brought to Hârn by the Ivinians and is mainly practiced in Orbaal. It is sometimes said that "they who follow the King of the Icy Wind worship death." This may explain the failure of the religion to win many adherents among Hârnians not of Ivinian ancestry. Where the faith is followed, the religious needs of the community are handled by a single clan. The Ivinians tend to approach religion like any other business. It is a loosely organized religion, little interested in rituals or frills. Each clerical clan may have a different interpretation of the truth, but all agree that courage, strength, and skill at arms are the cardinal virtues. Clerics of Sarajin have no particular mode of dress; most are warriors and will dress accordingly.
+
 
+
===== Save-K’nor =====
+
<center>
+
{|
+
|+ style="caption-side:bottom; color:#000000;"|'''Kandáy Coat of Arms'''
+
| [[File:Kandáy_Player_Map.png|900px|center|link= ]]
+
|}
+
</center>
+
 
+
"Sage of the Gods; Lord of Jesters, Puzzles, and Mazes; Mixer of Potions and Elixirs; Keeper of the Var-Hyvrak; The Lost Guide."
+
 
+
Save-K’nor is an intellectual snob who will only accept worshipers of high intelligence. He has a voracious appetite for knowledge and will go to great lengths to obtain mysterious scrolls and books; his adherents make frequent gifts of such esoterica. Save-K’nor most often appears to mortals as an aged sage, a beggar in rags, a minstrel, bard, skald, or jester. The religion is intellectually demanding and there are few adherents. Save-K’nor has several symbols, the most common being a blank scroll, a book portrayed so that the script is illegible, a quill and ink pot, and Uhla, the black lantern.
+
 
+
Although its influence is subtle and discreet, the church wields considerable political power. Clerics and laymen of the religion are found in high offices throughout Hârn, particularly in Melderyn. Generally, each temple is left to itself and some are little more than hostels for clerics. Three main clerical orders exist, in order of size: Hyn-Aelori, Rydequelyn, and Shea-al-Aecor. All three favor gray as their formal attire. High-ranking members of the church (usually of the Shea-al-Aecor) bear emblems of office, most commonly a staff or lantern. The pontiff is traditionally the grandmaster of the Sheaal-Aecor. The pontifical seat is in the city of Berema in Emelrene.
+
 
+
===== SIEM =====
+
<center>
+
{|
+
|+ style="caption-side:bottom; color:#000000;"|'''Kandáy Coat of Arms'''
+
| [[File:Kandáy_Player_Map.png|900px|center|link= ]]
+
|}
+
</center>
+
 
+
"Master of the Lords of Dream, Lord of the Thrice-Blessed Realm, King of the Uttermost West, Spirit of the Sundered Ones, Bringer of Blessed Forgetfulness, Lord of the Azure Bowl."
+
 
+
Siem is a benign god of mystery and shadow, magic and dreams, a wielder of esoteric powers and a knower of secrets. At one time, Siem was foremost of the gods of Hârn, said to have been lord of the Sindarin in residence on Hârn. Before the coming of men, Siem laid down his scepter and quit Hârn in favor of the Blessed Realm.
+
 
+
On occasion, Siem still answers the call of his Hârnic followers. The power he and his servants wield is subtle; the deity sends dreams that purge unpleasant memories. He is far more apt to confuse an enemy than slay him outright or bestow martial powers.
+
 
+
A highly mystical symbol of Siem and of his religion is the Azure Bowl. Sindarin legends, old even when they first reached Hârn, describe the artifact as being connected with "the making, the holding, and the very spilling forth of the stars." If the original Azure Bowl ever existed, no mortal has ever seen it, but several facsimiles have been constructed. Although many Azure Bowls are undoubtedly the work of charlatans and of only aesthetic interest, some are authentic "gazing bowls." If one of these is filled with clear, fresh water, visions are apt to occur while gazing within; the spiritual fiber of the gazer, and possibly that of observers, may be altered, most likely in a benign way.
+
 
+
Several of Siem’s demi-divine underlings, notably Sereniel and Sweldre, are more accessible than the deity and may be worshiped directly. Sereniel is said to intercede at his master’s court on behalf of the Khuzdul. According to their mythology, it was Sereniel who breathed life into the Khuzdul to wake them from their long slumber. Sweldre is believed to intercede before the throne of Siem on behalf of the Sindarin.
+
 
+
Siem’s priesthood is minute. Known as Inthiars, they are wielders of illusion and keepers of ancient secrets. Not even the names of the various orders that worship Siem are known. They are fond of symbolism and magic and attach much significance to the stars and twilight. They build no temples, preferring to worship under the stars in sacred forest glades.
+
 
+
==== The Nature of the Gods ====
+
The motives of the gods vary. The kind of universe desired by Morgath, the Lord of Chaos, is different from that wanted by Peoni, the Lady of Truth and gentle patron of healing and agriculture. Their problem is that they cannot destroy each other without risking the destruction of them all. The Kethrian family of worlds, in which they seem to be trapped, is not great enough for all of them. Hence, the Concordat limits the actions that may be taken.
+
 
+
Conflict between the gods is now more or less confined to the mortal and semi-mortal planes of Kethira and Yashain. Siem has withdrawn to the Blessed Realm and Save-K’nor has established his neutrality. Peoni is effectively a non-combatant. Larani stands, essentially alone, against Morgath and Agrik. Although these two evil deities have not formed an alliance and are almost as likely to act against each other, it is their works that the Lady of Paladins most tries to undo. These divisions are not simply based on morality. The quasi-war between Larani and the dark pair is more complex than a simple epic. Agrik, and especially Morgath, represent a degree of chaos, a breaking down of order that would greatly change the worlds. The other gods will usually support Larani to prevent total chaos and enforce the Concordat, but their inclination is to care for their own concerns.
+
 
+
Yashain is the most active battlefield. There, armies of the dead fight border clashes between the kingdoms. From time to time, the forces of Sarajin, Halea, Naveh, and even Ilvir take part, but these gods tend to switch sides on short notice; their objective is to maintain a balance of terror conducive to their own activities. This situation has persisted since the Concordat.
+
 
+
<center>
+
{|
+
|+ style="caption-side:bottom; color:#000000;"|'''Order Knights Fighting'''
+
| [[File:Kandáy_Player_Map.png|900px|center|link= ]]
+
|}
+
</center>
+
 
+
==== The Churches of Hârn ====
+
All of the major gods have their mortal adherents and, over time, these followers have created religious institutions to regulate and foster their own variation of the truth. The Libram of the Pantheon explains that, in denying knowledge to every mortal,
+
 
+
''"They [the gods] chose vessels fit to hold the shadows of their divinity, and men call these vessels priests, and their business religion, and their houses temples."''
+
 
+
The secular power and degree of central authority of the churches on Hârn varies with religion and locale. The churches of Larani and Peoni dominate in the kingdoms of Chybisa, Kaldor, Kanday, and Melderyn; Larani being favored by the feudal nobility, Peoni by the peasant masses. The church of Agrik is prominent in the Kingdom of Rethem. Adherents of Save-K’nor tend to be scholars with influence throughout Hârn, on Melderyn in particular. Sarajinism is the dominant faith of the Ivinian conquerors of Orbaal, while Ilvir holds some sway among their subject Jarin. Siem has few human worshipers and is also worshiped by the Khuzdul and Sindarin, although those two races tend to focus their faith through one of two semi-divine minions of Siem. Halea has modest support among merchants and guildsmen in all states but is most dominant in the Thardic Republic. The two "evil" churches (Morgath and Naveh) have many fewer adherents, both being austere religions that are proscribed and covert throughout most of Hârn.
+
 
+
===== Church Hierarchies =====
+
The organization of the churches of Hârn varies greatly, but there are some similar ranks and customs. All churches are divided into clergy and laity. The former are the priests and priestesses who organize and administer the temples and devote their lives to the service of the deity. Depending on the church, the clergy may have little time for their own pursuits, being totally at the call of their superiors whom they are expected to serve unquestioningly. The laity are simply the adherents of the religion. They will have access to fewer of the mysteries and will be unable to advance beyond a certain point. It should be noted that, although they are often simple folk, clerics will usually enjoy privileged status, even though the fragmentation of the churches resulting from pantheism greatly weakens their influence.
+
 
+
INSERT TABLE
+
 
+
{|
+
|Church Ranks
+
|-
+
! Circle
+
! Usual Church Rank
+
! |-
+
| 1st
+
| Laity
+
| Any member of the church with little knowledge of the mysteries, even if pious.
+
|-
+
| 2nd
+
| Acolyte or Lay Grandmaster
+
| This circle is the usual maximum for a layman.
+
|-
+
| 3rd
+
| Priest
+
| An ordained priest may grant blessings, hold services, etc. Few clergy progress beyond this.
+
|-
+
| 4th
+
| High Priest or Abbot
+
| A cleric in charge of one or more temples.
+
|-
+
| 5th
+
| Bishop or Archbishop
+
| The senior priest of the church for a good-sized region or small country.
+
|-
+
| 6th
+
| Primate
+
| The senior cleric of a church for a large region, such as all of Hârn.
+
|-
+
| 7th
+
| Pontiff
+
| The supreme mortal leader of the church. None reside on Hârn and some churches do not acknowledge one.
+
|}
+
 
+
Indoctrination into the mysteries of a religion is simultaneous with the accrual of additional responsibility and power. Anyone may (theoretically) be initiated into the rituals of the next "circle," but such knowledge is shared sparingly. In practice, few laymen advance beyond the second circle. Even among the clergy, indoctrination into the higher circles sometimes has little to do with faith; advancement may be a matter of politics.
+
 
+
===== Clerical Orders =====
+
Hârn is somewhat unique in that most Hârnic clergy are members of a clerical order and most churches are organized into one or more such orders. This is a tradition created by the "barbaric" and "frontier" characteristics of Hârn, compared to much of western Lythia. These clerical orders are identified under the specific deity entries in Hârndex.
+
 
+
<center>
+
{|
+
|+ style="caption-side:bottom; color:#000000;"|'''Kandáy Coat of Arms'''
+
| [[File:Kandáy_Player_Map.png|900px|center|link= ]]
+
|}
+
</center>
+
 
+
<center>
+
{|
+
|+ style="caption-side:bottom; color:#000000;"|'''Kandáy Coat of Arms'''
+
| [[File:Kandáy_Player_Map.png|900px|center|link= ]]
+
|}
+
</center>
+
 
+
===== Fighting Orders =====
+
The lay followers of a deity are not generally required to support any particular order, but some lay warriors belong to fighting orders sponsored by various clerical orders. Each fighting order, commanded by a lay grandmaster, has a number of knights bachelor and may also have a contingent of common warriors. Fighting orders are generally devoted to some "high purpose," such as the religious conversion of some barbaric region or the protection of an important individual or institution, although some are actually cynical, religious thugs. Hârn’s religious fighting orders are identified in Hârndex under the entries for the clerical orders that sponsor them.
+
 
+
===== Canon Law =====
+
Legally recognized churches have the right to hold their own courts and administer justice for a variety of religious crimes, including blasphemy, heresy, and witchcraft. Temple courts often use trial by ordeal to determine guilt or innocence. The penalties handed out vary from one church to another. Peonian courts rarely inflict permanent harm on offenders while Agrikan courts are perhaps overly fond of burning at the stake. Temple courts must obtain secular consent to any death penalties.
+
 
+
===== Other Religions =====
+
Apart from the ten major churches, there are hundreds of lesser divine and semi-divine entities who are worshiped by various folk. Hârnians are a superstitious lot, believing in the existence of some type of spirit (Kami, Totem, etc.) in every living, and many unliving, things. The barbarian tribes of Hârn all possess their own mythologies relating to such beliefs.
+
  
  
 
== [[Hârn_HârnWorld_History| History]] ==
 
== [[Hârn_HârnWorld_History| History]] ==
=== History of Hârn ===
+
* [[Hârn_HârnWorld_History#History of Hârn| History of Hârn]]
==== The Earthmasters ====
+
** [[Hârn_HârnWorld_History#The Earthmasters| The Earthmasters]]
Almost nothing is known of what are believed to be the first inhabitants of Hârn; even their name is lost. They are now referred to as the Earthmasters or Ancients. Surviving murals portray figures of diverse stature and configuration. This might indicate they were either shape-changers or several distinct species. When and from where the Ancients came is unknown. Legends tell of an empire flourishing on Hârn 15,000 to 20,000 years ago. There is physical evidence to suggest their presence in Lythia and many believe that the Ancients controlled all of Kethira. Persistent legends claim the Earthmasters could travel vast distances instantaneously, change the weather, and control the minds of lesser creatures.
+
*** [[Hârn_HârnWorld_History#Earthmaster Sites| Earthmaster Sites]]
 +
*** [[Hârn_HârnWorld_History#The Departure of the Earthmasters| The Departure of the Earthmasters]]
 +
*** [[Hârn_HârnWorld_History#The Lost Years| The Lost Years]]
 +
** [[Hârn_HârnWorld_History#The Age Of The Sindarin| The Age Of The Sindarin]]
 +
*** [[Hârn_HârnWorld_History#The Khuzdul| The Khuzdul]]
 +
*** [[Hârn_HârnWorld_History#The Codominium| The Codominium]]
 +
*** [[Hârn_HârnWorld_History#The Coming of Men| The Coming of Men]]
 +
*** [[Hârn_HârnWorld_History#The Atani Wars| The Atani Wars]]
 +
*** [[Hârn_HârnWorld_History#The Sindarin Abdication| The Sindarin Abdication]]
 +
** [[Hârn_HârnWorld_History#Founding Of Melderyn| Founding Of Melderyn]]
 +
** [[Hârn_HârnWorld_History#Lothrim The Foulspawner| Lothrim The Foulspawner]]
 +
*** [[Hârn_HârnWorld_History#The Foulspawn| The Foulspawn]]
 +
*** [[Hârn_HârnWorld_History#The Penultimate Tome| The Penultimate Tome]]
 +
*** [[Hârn_HârnWorld_History#The Carnage of Kiraz| The Carnage of Kiraz]]
 +
*** [[Hârn_HârnWorld_History#The Battle of Sirion| The Battle of Sirion]]
 +
*** [[Hârn_HârnWorld_History#Aftermath at Kiraz| Aftermath at Kiraz]]
 +
*** [[Hârn_HârnWorld_History#Collapse of Lothrim’s Federation| Collapse of Lothrim’s Federation]]
 +
** [[Hârn_HârnWorld_History#The Seven Kingdoms| The Seven Kingdoms]]
 +
*** [[Hârn_HârnWorld_History#The Migration Wars| The Migration Wars]]
 +
*** [[Hârn_HârnWorld_History#The Founding of Kaldor| The Founding of Kaldor]]
 +
*** [[Hârn_HârnWorld_History#Chybisa Beleaguered| Chybisa Beleaguered]]
 +
*** [[Hârn_HârnWorld_History#The Demise of Elorinar| The Demise of Elorinar]]
 +
** [[Hârn_HârnWorld_History#The Corani Empire| The Corani Empire]]
 +
*** [[Hârn_HârnWorld_History#The Hefiosa Campaign| The Hefiosa Campaign]]
 +
*** [[Hârn_HârnWorld_History#Arosta the Conqueror| Arosta the Conqueror]]
 +
*** [[Hârn_HârnWorld_History#Founding of the Empire| Founding of the Empire]]
 +
*** [[Hârn_HârnWorld_History#The Kingdom of Aleathia| The Kingdom of Aleathia]]
 +
*** [[Hârn_HârnWorld_History#The Corani Succession Crisis| The Corani Succession Crisis]]
 +
*** [[Hârn_HârnWorld_History#Mejenes the Great| Mejenes the Great]]
 +
*** [[Hârn_HârnWorld_History#Decline of the Empire| Decline of the Empire]]
 +
*** [[Hârn_HârnWorld_History#Balsha the Prophet| Balsha the Prophet]]
 +
*** [[Hârn_HârnWorld_History#The Balshan Jihad| The Balshan Jihad]]
 +
** [[Hârn_HârnWorld_History#The Theocracy Of Tekhos| The Theocracy Of Tekhos]]
 +
*** [[Hârn_HârnWorld_History#The Aleathian Odyssey| The Aleathian Odyssey]]
 +
*** [[Hârn_HârnWorld_History#A Reign of Terror| A Reign of Terror]]
 +
*** [[Hârn_HârnWorld_History#The Interregnum| The Interregnum]]
 +
** [[Hârn_HârnWorld_History#The Founding Of Kandáy| The Founding Of Kandáy]]
 +
** [[Hârn_HârnWorld_History#Arlun The Barbarian| Arlun The Barbarian]]
 +
*** [[Hârn_HârnWorld_History#The Founding of Rethem| The Founding of Rethem]]
 +
** [[Hârn_HârnWorld_History#The Thardic League| The Thardic League]]
 +
*** [[Hârn_HârnWorld_History#The Five-Year War| The Five-Year War]]
 +
** [[Hârn_HârnWorld_History#The Thardic Republic| The Thardic Republic]]
 +
** [[Hârn_HârnWorld_History#Rethem In Chaos| Rethem In Chaos]]
 +
*** [[Hârn_HârnWorld_History#Ezar's War| Ezar's War]]
 +
** [[Hârn_HârnWorld_History#Kuseme War| Kuseme War]]
 +
** [[Hârn_HârnWorld_History#CHYBISA: The Melderyni Kings| CHYBISA: The Melderyni Kings]]
 +
** [[Hârn_HârnWorld_History#KALDOR: A Tradition of Rebellion| KALDOR: A Tradition of Rebellion]]
 +
*** [[Hârn_HârnWorld_History#The Kaldoric Civil War| The Kaldoric Civil War]]
 +
*** [[Hârn_HârnWorld_History#The Restoration| The Restoration]]
 +
*** [[Hârn_HârnWorld_History#The House of Elendsa| The House of Elendsa]]
 +
*** [[Hârn_HârnWorld_History#The Salt War| The Salt War]]
 +
*** [[Hârn_HârnWorld_History#The Treasure War| The Treasure War]]
 +
** [[Hârn_HârnWorld_History#The Jarin Of The North| The Jarin Of The North]]
 +
*** [[Hârn_HârnWorld_History#The Ivinian Conquest| The Ivinian Conquest]]
 +
*** [[Hârn_HârnWorld_History#The Kingdom of Orbaal| The Kingdom of Orbaal]]
 +
*** [[Hârn_HârnWorld_History#The Jarin Rebellion| The Jarin Rebellion]]
 +
*** [[Hârn_HârnWorld_History#The Rape of Thay| The Rape of Thay]]
 +
*** [[Hârn_HârnWorld_History#The Cape Renda Disaster| The Cape Renda Disaster]]
 +
** [[Hârn_HârnWorld_History#Epilogue| Epilogue]]
 +
*** [[Hârn_HârnWorld_History#The West| The West]]
 +
*** [[Hârn_HârnWorld_History#The East| The East]]
 +
*** [[Hârn_HârnWorld_History#The North| The North]]
 +
** [[Hârn_HârnWorld_History#GM Note| GM Note]]
 +
** [[Hârn_HârnWorld_History#Chronology| Chronology]]
  
===== Earthmaster Sites =====
 
Stories of the Ancients are so incredible that their very existence could be easily dismissed were it not for the sites and artifacts they left. Scattered across Hârn and elsewhere are mysterious ruins. Considering their antiquity, it is remarkable that anything survives at all. Known sites tend to be remote and physical evidence of roads linking the sites has never been found. Although above-ground remains tend to be poorly preserved, most sites have extensive and well-crafted underground chambers and tunnels. One legend describes the lost city of Lahr-Darin, said to exist in pristine form beneath some mountain on Hârn.
 
 
Known Ancient sites have been repeatedly sacked and several outstanding artifacts have been secured by persons of power. The King of Evael is said to possess a Sli-Hordah, King Hazmadul of Azadmere is rumored to own the Kyn-Assard, and the King of Kaldor is known to keep the N’Garith. Diverse Earthmaster artifacts are also in the keeping of several mages of Melderyn. The most enduring and mysterious artifacts of all are the Godstones found at all Earthmaster sites ('''see''' '''<span style="color:#006699">Godstones</span>''', '''<span style="color:#006699">COL #4915</span>''' and '''<span style="color:#006699">Earthmasters</span>''', '''<span style="color:#006699">COL #4037</span>''').
 
 
===== The Departure of the Earthmasters =====
 
Approximately 15,000 years ago, the Ancients suddenly vanished from the face of Hârn. Their departure remains a subject of uneasy conjecture. Why did they leave? Where did they go? Will they return? Some have claimed that the Earthmasters never left, but merely withdrew to the Isle of Melderyn, where their descendants reside to this day.
 
 
===== The Lost Years =====
 
The period between the departure of the Ancients and the arrival of the Sindarin is generally referred to as the "Lost Years." No contemporary records or artifacts survive from the period. Hârn may have been totally uninhabited, although some claim it was "an age of dragons, trolls, and fell beasts that defy description and harm the eye." A few talk of great floods and earthquakes that separated the Hârnic Isles from the continent of Lythia.
 
 
<center>
 
{|
 
|+ style="caption-side:bottom; color:#000000;"|'''The Earthmaster site at Telumar'''
 
| [[File:Kandáy_Player_Map.png|900px|center|link= ]]
 
|}
 
</center>
 
 
 
==== The Age Of The Sindarin ====
 
The Sindarin are not noted for keeping much in the way of written records. They rely mainly on oral histories and they rarely speak of their past. Legend recounts that the Sindarin came to Hârn "from the east" and the date of their arrival is held to have been around 10,000 BT. The island was only one of several brief stops the Sindarin planned to make on a journey to the Blessed Realm but, unable to resist the pristine beauty of the island, many decided to stay "a while." For 3,000 years, these Sindarin dwelt in peaceful solitude on Hârn with Siem, their deity. When Siem decided to continue his journey westwards, some Sindarin chose to stay on Hârn.
 
 
===== The Khuzdul =====
 
The Sindarin remaining on Hârn shared the island with a new race, the Khuzdul. The origins of the dwarven Khuzdul are vague, especially to outsiders who must rely on second-hand myths and speculation. Common legend recounts that Siem awoke the Khuzdul from "their eternal slumber deep within Kethira’s bosom." How the dwarves came to be on Hârn is far from clear, but the Khuzdul did establish two impressive mountain cities at Kiraz and Azadmere around 6900 BT.
 
 
===== The Codominium =====
 
The Sindarin and Khuzdul have vastly divergent world views and have always preferred to dwell in separate communities. Nevertheless, they lived in near-
 
 
perfect harmony for five millennia, a golden age known as The Codominium. Then, as now, each race possessed skills complementary to the other. The Sirion Scrolls detail trade and friendly intercourse between the two races, and the existence of a mutual trading center at Pesino is well documented. But with the coming of man, relations between the two elder peoples began their decline.
 
 
===== The Coming of Men =====
 
More than 2,000 years ago, the distant heartlands of Lythia spawned massive barbarian migrations that brought human immigrants to Hârn. Some say these were the first humans to reach Hârn, but a mysterious Henge Culture existed, at least on Melderyn, as early as 2700 BT. Because the Sindarin dwelled mainly in forests inland and the Khuzdul preferred the mountains, both were willing to tolerate the brash, short-lived humans. The newcomers called themselves Jarin and recognized the superior culture of the elder peoples. They swore fealty to the elven king, Daelda, and prospered along the coastal regions of Hârn.
 
 
Given their higher birthrate, men came to outnumber the Sindarin and Khuzdul within a few centuries. Inevitably, some Jarin migrated inland from overcrowded coasts and human communities soon dotted the whole of the Hârnic Isles. The Sindarin were increasingly distressed at the humans’ clearing of ever-larger tracts of forest for cropland. It is likely that bloodshed would have resulted were it not for a greater common threat.
 
 
===== The Atani Wars =====
 
Around 1,600 years ago, warlike Lythians began to raid Hârn. At first only a minor threat to coastal villages, the raids increased in severity until King Daelda was forced to order all coastal settlements fortified and garrisoned. Checked only briefly, the barbarians began traveling up the rivers of Hârn and raiding inland.
 
 
After a century of pillage, the barbarians began to land forces intent on conquest. At first, King Daelda and his allies were able to expel them, but they were gradually forced to abandon the coasts of Solora and Horadir to these determined warriors. The barbarians pushed inland and a great battle was fought c. 683 BT to decide the future of Hârn. Known as the Battle of Sorrows, the invaders were routed, but Daelda suffered a mortal wound.
 
 
===== The Sindarin Abdication =====
 
King Aranath, Daelda’s successor, knew the elves could win most battles against men, but also knew they would eventually expend their limited numbers against the endless swarms of barbarians. Aranath renounced his sovereignty over Hârn and withdrew his kinfolk to the Shava Forest, there to establish the Kingdom of Evael. The Khuzdul deemed this act a betrayal (which they have yet to forgive) and withdrew to their mountain strongholds. So it was that the elder peoples withdrew from the mainstream of Hârnic history and the island came under the domination of men.
 
 
By 500 BT, the Lythian invaders had either assimilated or driven the remaining Jarin into exile in the wilderness areas of north and northeast Hârn. Without the influence of the Sindarin and the Khuzdul, the level of Hârn’s civilization declined.
 
 
 
<center>
 
{|
 
|+ style="caption-side:bottom; color:#000000;"|'''Kandáy Coat of Arms'''
 
| [[File:Kandáy_Player_Map.png|900px|center|link= ]]
 
|}
 
</center>
 
 
 
==== Founding Of Melderyn ====
 
The origins and early history of the island kingdom are obscure. Numerous henge sites, notably Gelimo on the west coast of Melderyn, date from around 2500 BT, suggesting the existence of an advanced culture many centuries before the Jarin migrations to Hârn. In any event, Melderyn was subjected to the same invasions as the rest of Hârn but assimilated each wave of newcomers without bloodshed. Cherafir was first inhabited during the early Jarin migrations on a site of Earthmaster origin.
 
 
Approximately 1,000 years ago, five small kingdoms were known to exist on the island, coexisting in a peaceful and loose alliance. The Five Kingdoms period came to an end 720 years ago, in the year from which all other Hârnic dates are reckoned, when the whole island peacefully came under the rule of Erebir Pendragon.
 
 
Since its founding, Melderyn has exerted very little obvious influence on the Hârnic mainland. Its interference has been generally limited to occasional visits by individuals, many of whom have exhibited "strange powers." These figures have earned the island the title "Wizards’ Isle" or "Mages’ Isle" and a reputation for magic and strange happenings.
 
 
 
==== Lothrim The Foulspawner ====
 
<center>
 
{|
 
|+ style="caption-side:bottom; color:#000000;"|'''Empire of Lothrim c. 120 TR'''
 
| [[File:Kandáy_Player_Map.png|900px|center|link= ]]
 
|}
 
</center>
 
 
The anarchy prevalent throughout most of Hârn during the early centuries of this millennium presented opportunities for ambitious men. One who seized great power was Lothrim, chieftain of a semi-civilized tribe inhabiting the Chelna Gap 600 years ago. Lothrim was a man of learning; some have suggested that he was a renegade mage from Melderyn. Lothrim delved deeply into the arcane arts and unleashed a campaign that gained him an empire stretching from the Thard to the Kald (excluding, of course, the Shava Forest). Lothrim’s subjects differed widely in cultural development, from primitive, nomadic tribes who chafed under any external rule, to those who traced their lineage to the early Jarin and who had preserved their pastoral and agricultural skills. City-building was not a major pastime; Lothrim chose Elkall-Anuz, an Earthmaster site, as his capital; but other than this, only the eastern outpost of Kelapyn-Anuz (now Tashal) had a population in excess of 1,000.
 
 
===== The Foulspawn =====
 
Lothrim was obsessed by the mystique of the Earthmasters. Determined to rule all of Hârn, he decided the Ancients had done so aided by a race of humanoid soldier-slaves. By means of arcane arts long forbidden by the Sindarin, he managed to create or import a fastbreeding, short-lived race with very aggressive behavior. These he called Gargun. They proved violent, rebellious and quarrelsome; Lothrim was forced to govern them with an iron rod and to occupy them with constant wars. He undertook a reign of terror against the surrounding tribes now known as the "Tyranny of the Foulspawner."
 
 
===== The Penultimate Tome =====
 
In his unending quest for artifacts of the Earthmasters, Lothrim heard tell of a book, owned by the Khuzan king of Kiraz, said to contain the great secrets of the Ancients. Never wholly sane, Lothrim became obsessed with the thought of obtaining the Penultimate Tome at any cost. Kiraz was also a major obstacle to expanding his empire throughout western Hârn. Lothrim decided to lead an army of gargun against the Khuzan stronghold.
 
 
===== The Carnage of Kiraz =====
 
After a long and difficult march around Lake Benath, up the steep Deret River valley, and across the Rayesha Mountains, Lothrim and his army arrived at the mountain fastness of Kiraz. The defeat of Lothrim’s weary forces would have been likely but for a freak of fortune. Most of the Khuzan warriors had recently departed down the Uthel River to hunt and gather food before the onset of winter. The tyrant’s forces burst upon the lightly defended cavern city and captured it with relative ease. The gargun engaged in a terrible orgy of bloodlust, rape, and pillage. Every Khuzan male, female, and child in Kiraz was slain and feasted on by the gargun hordes. Lothrim was delirious when a very old tome was discovered, written in a script unknown to him. Lothrim might have wintered in Kiraz, but supplies were short. So, confident that the power of Kiraz was destroyed, he began the long march home.
 
 
===== The Battle of Sirion =====
 
Meanwhile, the Khuzdul had patiently gathered an army and easily overpowered the small, disorderly garrison Lothrim had left to hold Kiraz. Outraged by the carnage they found, they undertook a furious pursuit. Lothrim and his army, completely unaware that such a force existed, were overtaken at their encampment near Sirion, where they may have been awaiting boats to carry them across Lake Benath. Lothrim found himself trapped between the Deret River, Lake Benath, and hordes of avenging Khuzdul. A great battle was fought but the result was never in doubt. Lothrim was utterly routed and the Khuzdul, in no mood for mercy, slew all in reach. Lothrim was taken alive. A chamber was carved under a mountain, possibly near Iracu, and a screaming Lothrim was cast in. Stone and mortar was brought and the tyrant was entombed with his precious tome, his madness, and an "honor guard" of a dozen starving gargun. The location and contents of "Lothrim’s Tomb" remain a subject of speculation; the Khuzdul will not speak of the Foulspawner.
 
 
===== Aftermath at Kiraz =====
 
The victorious Khuzdul could no longer bear to dwell in the haunted halls of Kiraz. After removing and burning the rotting gargun corpses, they sealed the gates with "enchantment and good stone" as a fitting tomb for its former inhabitants. Then they grimly marched to Azadmere, where their kinfolk gave them refuge. To this day, the Khuzdul are convinced that the Sindarin of Evael should have intervened to prevent the tyranny of Lothrim; the dwarves have yet to forgive this negligence.
 
 
===== Collapse of Lothrim’s Federation =====
 
Without Lothrim’s charisma and personal power, his empire lacked cohesion. When news of his death reached Elkall-Anuz, no successor could hope to overcome the tyrant’s legacy of hatred and resentment and the confederation dissolved. Lothrim’s former subjects slew or drove out the Foulspawn. The surviving gargun fled into the mountains, where their numerous descendants still live. So ended the Tyranny of the Foulspawner. Elkall-Anuz was looted and abandoned. On the eastern fringes of his former empire, where the influence of the Jarin and the Melderyni was strongest, new states arose.
 
 
 
==== The Seven Kingdoms ====
 
The eastern tribes and states where the Jarin influence was strongest were the most culturally advanced of Lothrim’s subjects. With the Foulspawner’s demise, six states gradually emerged from the ruins of his empire. Some of these borrowed their culture from the Jarin, with whom they had long intermarried; some were undoubtedly influenced by ancient Melderyn. In any event, by 170 TR, seven independent kingdoms (including Melderyn) soon existed in eastern Hârn.
 
 
===== The Migration Wars =====
 
The Migration Wars were directly responsible for the contemporary political states in eastern Hârn. Heralded by the sudden onslaught against western Kephria in 178 by the Kath (a tribe from the foothills of the Felsha Mountains), a period of warfare and migrations known as the Migration Wars began. For 60 years, all but the island state of Melderyn suffered from repeated incursions and pillage from surrounding barbaric tribes.
 
 
Why the Kath, Pagaelin, Taelda, Bujoc, and Hodiri tribal nations suddenly became so aggressive is not fully understood; historians have been forced to speculate. Some of the tribes are thought to have been alarmed by the sudden appearance of large numbers of gargun in their mountain ranges. Others may have experienced something of a population explosion as a result of the relative tranquillity following the tyranny of Lothrim.
 
 
<center>
 
{|
 
|+ style="caption-side:bottom; color:#000000;"|'''The Seven Kingdoms c. 170 Before the Migration Wars'''
 
| [[File:Kandáy_Player_Map.png|900px|center|link= ]]
 
|}
 
</center>
 
 
===== The Founding of Kaldor =====
 
The most dramatic events of the Migration Wars took place in the northern kingdoms, where all four states were eventually merged into one. In 182, King Orsin of Pagostra perceived no way to turn back the advancing Pagaelin and appealed to Medrik I of Serelind for help. Medrik agreed, but the price of his aid was a promise of fealty. The combined armies of Serelind and Pagostra defeated the Pagaelin at the battle of Kobing in 183. The following year, Orsin kept his vow and surrendered his realm to Medrik in return for an earldom in the larger state.
 
 
Meanwhile, Kephria had suffered acutely at the hands of the Kath. Defeated at the Battle of Hosat in 178, Kephria had lost most of her lands west of the Kald River by 185. When King Torbet died at the battle of Lareb Hill (in the Kathela Hills) in 187, leaving only young children as heirs, Medrik I marched into the Kephrian capital of Tashal. The population was thoroughly demoralized and most Kephrians welcomed the peace and security pledged by Medrik in return for their fealty. The following year, with Serelind and the remnants of two other kingdoms under his control, Medrik proclaimed the Kingdom of Kaldor.
 
 
Finally, as the Migration Wars were drawing to a close, a succession crisis arose in Nurelia in 235. The crisis prompted a baronial revolt that threatened to tear that northern kingdom apart. One faction offered the crown to Kalabin of Kaldor but not all of the nobility desired a foreign king. At the battle of Olokand in 238, Kalabin put down the last dissenters to secure his new fief. For the next century, Kalabin and his heirs were able to maintain Kaldor against all external threats while patiently building a strong feudal state.
 
 
===== Chybisa Beleaguered =====
 
The southern kingdoms also felt the brunt of the Migration Wars. Chybisa, founded in 160 by a Melderyni knight, was almost totally eradicated by the rampages of the Bujoc, Hodiri, and Pagaelin. Having lost most of her territory, only brilliant generalship allowed her to defeat the barbarians at Burzyn in 227. Chybisa was then able to maintain her precarious independence as a tiny kingdom.
 
 
===== The Demise of Elorinar =====
 
Elorinar, founded in 155 by Nathwic, did not survive as an independent state. The Elorinarian town of Laket was sacked by the Bujoc in 218 and King Janakor was slain. For nearly four years, the Bujoc defeated every army that Elorinar could muster. In a desperate effort to save his realm, King Korab declared fealty to King Shelir I of Melderyn in 223. Over the next two years, Shelir sent several emissaries to the Bujoc and was soon able to announce the Peace of Anadel. How the Melderyni king turned the Bujoc into (relatively) peaceful tribesmen remains a mystery.
 
 
<center>
 
{|
 
|+ style="caption-side:bottom; color:#000000;"|'''''Swords of stone, seven feet high and carved with scenes from a Laranian holy text, were erected by early Kaldoric monarchs as signs of their piety.'''''
 
| [[File:Kandáy_Player_Map.png|900px|center|link= ]]
 
|}
 
</center>
 
 
 
==== The Corani Empire ====
 
In the west of Hârn, several states rose and fell in the wake of Lothrim’s empire but none achieved any degree of permanence until the fertile Thard Valley gave birth to the Corani Empire. The region’s heart was inhabited by the Corani tribes who, just more than four centuries ago, were united under a warrior king called Corthir. His new kingdom extended barely 20 leagues east and west of Coranan and was confined to the north bank of the Thard.
 
 
At first, the empire faced only relatively barbaric tribes in its drive to expand. Kings Kusem and Lobir awarded land to trusted relatives and faced more of a threat from home grown assassins than from the barbarians. Only the Merdi, the federated tribes west of the River Gomisen, were able to halt the Corani armies. By the time of Lobir’s death, the kingdom’s western border was at the Gomisen, its eastern was near Telen, and it held some lands south of the Thard.
 
 
===== The Hefiosa Campaign =====
 
The fourth Corani king, Raelan, mounted a major campaign against the Hefiosa region where the natives, augmented by brigands, had long been troublesome. The early winter of 365 trapped Raelan’s army deep within the mountains and, by spring, its much depleted ranks were no match for the locals. The canny barbarian leader, Adjak, harassed the Corani army with nightly raids; Raelan’s retreat turned into a rout and he was killed.
 
 
===== Arosta the Conqueror =====
 
The disaster might have proved fatal to the kingdom were it not for Raelan’s young son, Arosta. The tribes of Hefiosa flocked to the banners of the victorious Adjak, who led them from the mountains intent on laying waste to Coranan itself. The tribesmen were unstoppable and it was only their delays to loot that gave Arosta the time to raise a new army. At the battle of Osten in 367, Arosta inflicted a crushing defeat on Adjak. For the next two years, the tribes were subjected to a bloody series of campaigns, culminating in their near total extinction by 369. Adjak disappeared without trace and Hefiosa was annexed.
 
 
His northern flank secure, Arosta advanced up the Thard to the shores of Lake Benath into the region inhabited by the Shira, who were easily defeated at the Battle of the Source in 372. A similar fate befell the Komii and, by 373, Arosta had better than doubled the size of his realm. After a few years consolidation, Arosta completed his conquest of the Thard Valley by defeating the Merdi in 377.
 
 
===== Founding of the Empire =====
 
Arosta’s son, Malian, concentrated on consolidation. He was the first Corani ruler to take the title of "emperor" and founded the cities of Merethos (now named Golotha) and Shiran. Malian is also credited with the creation of the Corani civil service, an organization that had no rival in sophistication or complexity.
 
 
Kobar succeeded his father at the age of 23. He expanded the empire south to the River Eryn but attempts to conquer Peran were less successful. A trail was blazed north and a fort was built at Kustan in 414. Several defeats were inflicted on the wild tribes of Peran but still they rose in repeated and bloody rebellions, earning the name "the Scarlet Ribbon" for the trail that led to Kustan. Peran would prove to be an immense drain on the empire’s resources. Despite this, internal economic development was dramatic. A population explosion brought new lands under cultivation and trade prospered.
 
 
===== The Kingdom of Aleathia =====
 
During the rise of Corani power, a rival kingdom developed south of the River Eryn in southwest Hârn. Around 356, the Aleta tribes were unified to build their own kingdom, named after its capital city of Aleath. The Kingdom of Aleathia was able to resist Corani expansions southwards for almost a century.
 
 
===== The Corani Succession Crisis =====
 
When the eighth Corani emperor, Laketta, died heirless after an ignoble reign, a complex power struggle ensued. The current king of Aleathia, an ambitious and impetuous ruler called Xuaka, sought to take advantage of Corani weakness. Xuaka had spent 14 years expanding Aleathia along the disputed west coast and saw himself as a man of destiny. In 443, he invaded the southern domains of the Corani and seized Heroth. The invasion was the catalyst needed to solve the problem of the Corani succession. The empire’s pragmatic nobility promptly chose a soldier called Mejenes for the throne.
 
 
<center>
 
{|
 
|+ style="caption-side:bottom; color:#000000;"|'''Coin ???'''
 
| [[File:Kandáy_Player_Map.png|900px|center|link= ]]
 
|}
 
</center>
 
 
<center>
 
{|
 
|+ style="caption-side:bottom; color:#000000;"|'''Corani Empire at its Greatest Extent c. 470'''
 
| [[File:Kandáy_Player_Map.png|900px|center|link= ]]
 
|}
 
</center>
 
 
===== Mejenes the Great =====
 
Mejenes had royal blood and was a veteran of border wars. Xuaka’s military skills may have been equal to that of Mejenes, but the resources of the Corani Empire were far greater. After four years of protracted war, which included victories for both sides, Mejenes was able to pen Xuaka inside the walls of Aleath while the Corani army laid waste to his kingdom. Xuaka could do little but accept the terms of peace offered by Mejenes in 447. The Kingdom of Aleathia would be restored to its pre-war borders for the balance of Xuaka’s life but would then be willed to the Corani Empire. When Xuaka died of natural causes six years later, the terms of the peace were honored and Aleathia became a Corani province. Mejenes died in 465 and was buried amidst an unprecedented outpouring of public grief. Other emperors had done more to improve the lot of their people, but it is always the great soldiers who are best loved.
 
 
===== Decline of the Empire =====
 
With the last obstacle to Corani hegemony in the west removed, the empire seemed destined to rule all Hârn. Another emperor of Mejenes’ skills might have done so, but the six emperors who followed him were not soldiers. Mejenes’ own son, Sylud the Scholar, was vehemently opposed to military spending. This led to the total collapse of the northern province of Peran when Kustan was captured in 477, its garrison massacred by the Kubora.
 
 
With the exception of Mindrithar, the empire was then cursed with a series of incompetent emperors. Saurach was a religious fanatic who promptly got himself assassinated after seeking to ban all religions other than the Church of Agrik. Korad was a pliable moron, totally unable to control the acquisitive Corani nobility. Shorka chose to ignore affairs of state and appointed his eccentric court astrologer, Workol, as chancellor. Workol managed to alienate nearly everyone with excessive taxation and nonsensical policies based on his readings of the stars and planets.
 
 
The last emperor, Medak, was a vigorous and strong emperor but came too late to save the empire. He clearly perceived the rot and decadence that had infected the realm, although his cure may have been worse than the disease. One of his first acts was to execute Workol and then hundreds of others were put to death by impalement. One of these was the prophet Balsha.
 
 
===== Balsha the Prophet =====
 
Born of a common soldier in the Corani province of Rethem in 520, Balsha was destined to become the most important religious personality in the history of Hârn. At 32, this charismatic priest of Morgath achieved prominence by correctly predicting a hard winter and poor crop. Over the next six years, Balsha’s fame grew. Aided by a destructive series of plagues and famines that the imperium could not check, his preaching of Balshanism, a heresy of Morgathianism, and the uncanny accuracy of his prophecies, won him a large following. Medak thought it wise to terminate the rantings of this "petty troublemaker" and Balsha was dragged to the impaling stake in 558 at the age of 38. His dying words are reputed to have been:
 
 
''"Now I, freed of the burdens of cloying flesh, enter the pure state of undeath. They that would have life eternal above the allotted instant of mortal man, they that would live half forever, instead of all now, they that would wish the gratitude of men yet to be born, and they that would love the true master of men’s souls may follow. Cast down the decadence and futile misery of blind tyranny."''
 
 
Balsha’s lieutenants made these words a call to arms. Thousands flocked to the martyr’s birthplace of Ithiko and the Balshan Jihad was born.
 
 
===== The Balshan Jihad =====
 
The disastrous Red Death, a deadly plague that ravaged all Hârn at this time, fed the rebellion. By 560, the whole of Rethem, where Medak’s purges had seriously depleted the army’s will to resist, was under Balshan control. Encouraged by their success, the Balshans gave siege to the city of Merethos in 562 and it fell after a brief siege. Its captors gave the city its present name, Golotha, which is believed to mean something like "dark victory" in the secret tongue of the church of Morgath.
 
 
After a brief respite, the victorious rebels surged out of Golotha intent on winning an empire. Several battles were fought but nothing could prevent the Balshan onslaught. The city of Coranan was soon under siege. The defenses of the Imperial capital were very strong and it is possible the rebellion might have petered out. However, at this crucial time, Horahnam, the ambitious Corani governor of the city of Shiran, embraced the jihad, surrendering the city in 564. After an investment of Coranan for two years, Emperor Medak was captured as he attempted to flee to Aleath with many of his court and kin. Their stores exhausted, disease rampant, and with a clear view of the hill where the emperor and his retainers were impaled, the morale of Coranan’s defender’s crumbled. Coranan surrendered to the Balshans in 565.
 
 
 
==== The Theocracy Of Tekhos ====
 
Although the city of Aleath was to resist the rebels for seven more years, forming an independent republic from 565 to 572, the Corani Empire was dead. With the fall of Coranan, a power struggle ensued among the victorious Balshans. The Morgathian Church, itself chronically disunited, also proved incapable of forming a government. After two years of internecine butchery, Horahnam of Tekhos emerged as the sole leader after an astute combination of political maneuver and assassination. He founded the Theocracy of Tekhos in 568 with Shiran as its capital.
 
 
Casting a malevolent eye southwards, Horahnam ordered the city of Aleath taken. Tekhosian forces swept down and gave siege to "the fairest city of man" in 569. Although the city held out for three long and bitter years, there was no hope of relief and its defenders resigned themselves to their eventual doom. Hundreds of Aleathians slew themselves and each other rather than witness the fall of Aleath and the rape and pillage that would follow. When the city’s walls were breached in the late spring of 572, very few Aleathians survived the terrible bloodbath; those who did remembered it as the "Agony of Aleath."
 
 
===== The Aleathian Odyssey =====
 
One month before Aleath fell to the Tekhosians, a few hundred Aleathians fled by sea to undertake what is now known as the "Aleathian Odyssey." This group, made up of nobles, priests, artisans, merchants, farmers (supposedly chosen by lot), and many children under 12, boarded a motley fleet of some 50 ships and sailed eastward into the Gulf of Ederwyn with the intent of founding a "New Aleath." Written accounts of the Odyssey describe horrific storms and fanciful sea monsters. It is known that fully half of the vessels disappeared, although other legends recount that some of these unfortunates actually survived to found colonies at various likely and unlikely spots around the Gulf of Ederwyn. The remaining fleet eventually made it to the island of Keboth, where they were succored by the Sindarin. There (or possibly before, the records are ambiguous) the refugees met with a Melderyni mage called Genin. Under his guidance, the weary Aleathians sailed through the Indatha Straits to found the city of Thay in 573.
 
 
===== A Reign of Terror =====
 
The capture of Aleath removed any possible threat to Horahnam and he quickly turned the Theocracy of Tekhos into a violent and repressive dictatorship. Many Thardans had rejoiced at the casting down of the corrupt empire. Soon they came to realize that their old masters had known little of real tyranny when compared with the butchers of Tekhos. Dozens of religious tribunals were established to crush opposition to the new order. Thousands of the nobility, their retainers, and sympathizers were impaled or forced into outlawry to escape the purges. In the cities, perverse Morgathian rituals, spectacles, public torture, and execution became commonplace. It must be admitted that the spectacles were popular among the masses; many cheered the butchers on, until they themselves were carried off at midnight by the dreaded inquisitors.
 
 
 
<center>
 
{|
 
|+ style="caption-side:bottom; color:#000000;"|'''Masked Men'''
 
| [[File:Kandáy_Player_Map.png|900px|center|link= ]]
 
|}
 
</center>
 
 
Such tyranny could not be tolerated forever. Horahnam was assassinated in 588 during a visit to the temple of Morgath in Coranan. The identity and number of the assassins was never established; the tyrant’s headless corpse bore 50 stab wounds, which suggests that more than one assassin was involved. Spontaneous rebellions soon erupted throughout the Theocracy. The life of any priest of Morgath, any friend or relative of Clan Tekhos, was forfeit. Only Golotha resisted the revolt. Within two months, the rule of Tekhos had died as violently as it had been born.
 
 
===== The Interregnum =====
 
With the collapse of the Theocracy, Tharda fell into three decades of chaos and dozens of petty states vied with one another to establish or resist a new empire. Large bands of brigands operated unchecked; the distinctions between bandits, mercenaries, raiding tribesmen, and legitimate armies became academic. Trade collapsed and the nefarious roaming bands consumed the wealth of the countryside. Coranan tried vainly to revive the Corani Empire. A second Aleath Republic was born in 612, the Kingdom of Kanday in 620, the Coranan Republic in 621, and the Shiran Republic in 625. Golotha and Rethem were lonely relics of the hated Theocracy.
 
 
 
==== The Founding Of Kandáy ====
 
The house of Kand, minor nobility of the Corani Empire, first achieved prominence when it was outlawed by the Theocracy of Tekhos in 575 for sheltering enemies of the state. Fleeing the impalers, the clan went into exile and sought refuge in the Mimea Hills. Led by the young Andasin, the clan and its followers harassed the forces of the government despite several attempts to exterminate them.
 
 
With the collapse of the Theocracy in 588, Andasin seized Ibonost from its Tekhosian governor in 589 and established the Kingdom of Kanday. Andasin proved himself a genius at siege warfare. He took Edino Keep from its vicious warlord in 598 after a night assault in small boats across the Eryn River. His crowning achievement came in his old age when, in 620, he took Dyrisa Castle from its Morgathian overlord. A devout follower of Larani, Andasin established the Order of the Checkered Shield in 622 and gave them responsibility for guarding his northern frontier. Around 624, Andasin began a sad decline into senility to die in 627 at the venerable age of 69. All of his sons having died in battle, Andasin was succeeded by his grandson, Andasin II.
 
 
Andasin II was a man more inclined to negotiation than war. He made alliances with the petty states on his borders, including the Aleath Republic. The republic had restored order to the city and its environs during the Interregnum but was unable to extend its power much beyond this. The senate of the young republic, noting the ascendancy of Kanday on its northern frontier and impressed with the competence and policies of Andasin II, voted to join with the kingdom in 633. Aleath was granted a liberal charter recognizing its rights as a freetown within the kingdom. By the time Andasin II died in 654, Kanday was strong, vigorous, and prosperous. Its gentle influence had spread throughout much of southwestern Tharda.
 
 
 
==== Arlun The Barbarian ====
 
Towards the end of the Interregnum, the Kuboran tribes of Peran were united for the first time under Arlun, a tribal leader of great personal charisma and no small skill at arms. By 625, Arlun had become the acknowledged chieftain of nearly 90 Kubora tribes. Convinced of a great destiny, Arlun planned his conquest of the south. For four years he bided his time, training his men in the arts of war that were to win him a kingdom.
 
 
Arlun’s hordes swept down into Rethem in 629, ruled at that time by the "Golothan" or "Second" Theocracy. Shostim was quickly taken but there was little time for rejoicing. The castle was immediately counter-attacked from north and south. Arlun’s brilliant defense held Shostim against repeated bloody and wasteful assaults, forcing the besiegers to retire. Wasting no time, Arlun left half of his army to hold Shostim and advanced northwest to capture Tormau after a brief siege in 630. By 632, Arlun held all of Rethem north of Shostim, then took pause to consolidate his gains.
 
 
<center>
 
{|
 
|+ style="caption-side:bottom; color:#000000;"|'''Arlun The Barbarian'''
 
| [[File:Kandáy_Player_Map.png|900px|center|link= ]]
 
|}
 
</center>
 
 
===== The Founding of Rethem =====
 
Arlun felt strong enough to resume the war in 635. One third of his army attacked and seized Quste with much noise while the remainder, led by Arlun, moved southeast to cross the Thard and take Thiri. Golotha gathered an army twice the size of Arlun’s and marched north to take the bait at Quste, completely unaware of Arlun’s presence at Thiri. The Kubora holding Quste retired to Shostim as planned, pursued by the Golothan army. Sensing victory, the Theocracy’s incompetent generals once again threw waves of men at Shostim, but the defenders held.
 
 
Meanwhile, Arlun had marched on Golotha from the southeast and found it lightly defended. The city was easily taken by Arlun in the late summer of 635. When the besiegers of Shostim heard the news of Golotha’s fall, they realized they had been outmaneuvered, lifted their siege, and marched south to recapture their city. There they found Arlun had organized a solid defense. Facing the prospect of a long siege with few provisions and a hostile army at their rear, the besiegers decided to come to terms. The Kingdom of Rethem was proclaimed in the autumn of 635 with Arlun as its first king.
 
 
Arlun spent the next few years extending his domains east and south, taking Menekai and Senun from the Thardic League in 639 and establishing his southern border at Dunir and Menekod by 654. His persecution of Morgathian theocrats only succeeded in driving them underground. However, by 650, he felt secure enough to restore religious freedom. His kingdom was the largest since the Corani Empire, extending from the Gomisen River to Cape Vikod and from Ternu Heath to the Pemetta River.
 
 
 
==== The Thardic League ====
 
In central and northeastern Tharda, two republics arose from the Interregnum; the Coranan Republic in 621 and the Shiran Republic in 625. Both had similar political structures, with senates controlled by wealthy families, many of whom made their fortunes in trade. The two republics formed a mutual defense alliance in 632. With the threat of Arlun the Barbarian weighing heavily, the two republics voted to form a league in 636. The Thardic League created the office of autarch, to be held by men of military experience who would have responsibility for external affairs and defense, while the republics were to retain internal autonomy. Autarchs were to be elected for seven years and could serve only once. Neradas of Shiran was chosen the first autarch. His first duty was to create an integrated League army that would later be called the Red Guard. Personally commanding the guard, Neradas faced an incursion from Rethem, loosing Menekai and Senun but halting the invasion at the Gomisen River.
 
 
<center>
 
{|
 
|+ style="caption-side:bottom; color:#000000;"|'''Thardic League c. 636'''
 
| [[File:Kandáy_Player_Map.png|900px|center|link= ]]
 
|}
 
</center>
 
 
===== The Five-Year War =====
 
The two succeeding autarchs both sought to expand their power by employing the Red Guard to annex new territories, notably the region of Kom in 654. Autarch Jalien undertook to extend the League’s holdings south of the River Thard. He oversaw the conquest and annexation of the petty state of Moleryn in 661 but was slain by a stray arrow. Since Moleryn was allied to the Kingdom of Kanday, Queen Arelora demanded the withdrawal of League forces but her ultimatum was ignored by Jalien’s successor, Colura of Coranan. Arelora declared war and five years of sporadic fighting began.
 
 
Although dozens of minor skirmishes took place, only two battles were of any significance. Queen Arelora left the conduct of the war to her lieutenants. A disorganized Kandian army was soundly defeated by Colura at the Battle of the Teb Marshes in 663, leading to the loss of the royal keep at Ibonost. The fall of Ibonost, which had been the first major holding of the Kandian dynasty, infuriated Queen Arelora and she took personal command of her army. The sight of the diminutive 52-year-old queen, bedecked in armour, served to rally the demoralized Kandians. The armies of Kanday and the League came to battle near Quivum in 665, where the "avenging queen" inflicted an ignominious defeat on Colura.
 
 
Urging her army forward, Arelora went on to take Eidru and Kuseme and might well have captured Coranan had not the wide Thard River checked her advance. Colura sued for peace. The League was allowed to keep Moleryn but Ibonost was returned and Kanday received the more valuable Eidru and Kuseme. The treaty was signed in 666; both sides considered the war won.
 
 
==== The Thardic Republic ====
 
Aglir of Telen was the League’s last autarch. The growing regal overtones of the office had made many senators uneasy. Some began to privately advocate the merging of the two republics to counterbalance any imperial pretensions held by an autarch. Aglir antagonized this anti-imperial faction when he chose his own son, Taresir, to be deputy commander of the Autarch’s Guard in 670 and when he involved the League in the Salt Wars with Kaldor without senate approval.
 
 
Aglir’s easy victory against Kaldor at the Battle of the Chelna Gap in 672 silenced the few brave souls who had been critical, but when the Guard was routed at the Battle of Ramala Gap in 673 and an embarrassing peace with Kaldor signed, his enemies in the League moved swiftly. Rumors to the effect that Aglir’s ambitions included kingship sprang up with alarming rapidity. To avert some of the blame for the military defeat, Aglir had 43 officers arrested, tried, and executed for treason in 674. His son Taresir, the man most responsible, was not one of them.
 
 
Aglir now faced army unrest and events came swiftly to a climax. Anti-imperialist riots spread throughout Coranan. Aglir declared martial law and prepared to arrest certain senators in both cities. Before this could be done, four of his personal guards stabbed him to death. The next morning, the senates of both republics passed identical decrees to abolish the office of autarch and establish a committee to explore the creation of a joint state. Within three months, the Thardic Republic was in being, its seat of government in Coranan.
 
 
 
==== Rethem In Chaos ====
 
The proudly independent Kuboran tribes of Peran were united only by the charisma of Arlun the Barbarian. When he died in 656, they renounced their loyalty to his son, Obras. Thus the entire region of Peran was lost to the Kingdom of Rethem and the new king was too occupied with numerous revolts in the south to attempt to regain the northern marches. Much harried, Obras was slain while putting down yet another rebellion at Tormau in 672, leaving to his son a kingdom in chaos. Nemiran sought to reunify the kingdom. Taking Kanday as a model, he parceled out his domain to trusted retainers and gave up trying to rule the whole himself. The impressive citadel at Golotha was renovated and became the king’s principal seat in 678. Nemiran soon came under the influence of the resurgent Church of Agrik and proved the tenet that none are so zealous as the recent convert. He founded the orders of Demon Pameshlu the Insatiable and the Octagonal Pit and financed the construction of a new temple to Agrik in Golotha. In 681, the last year of his reign, Nemiran granted Menekai to the Order of the Red Shadows of Herpa, and Menekod, Hyen, Dunir, and Selvos to the Order of the Copper Hook. King Nemiran was assassinated on the steps of his palace in Golotha on midsummer’s day, 681. It is likely that the blows were struck at the order of Puril, the ambitious commander of the king’s bodyguard. On Nemiran’s sudden demise, Puril sent troops into the streets to maintain order and proclaimed himself regent until a proper successor could be found. Several candidates for the throne came forward; all died mysteriously before they could take the throne. After six months, Puril "reluctantly" took the crown himself.
 
 
===== [[Hârn_History_Kandáy_Ezar's_War|Ezar's War]] =====
 
In 682, the Order of the Copper Hook suddenly attacked the Kingdom of Kanday without provocation. Advancing northeast from their castle at Menekod, the knights of the order laid siege to Imiden but were forced to quit the field when the Order of the Checkered Shield sent a relief force. The Grandmaster of the Copper Hook, Ezar Zhirdoka, appealed to Puril for aid and thus began what came to be known as Ezar’s War. The armies of Rethem and Kanday engaged repeatedly, but without much effect, all along their border for the next six years while Puril hatched a scheme to win the war by less direct means. In 688, an army led by Puril embarked by sea from Golotha and landed near Sarkum.
 
 
<center>
 
{|
 
|+ style="caption-side:bottom; color:#000000;"|'''''Ezar’s War'''''
 
| [[File:Kandáy_Player_Map.png|900px|center|link= ]]
 
|}
 
</center>
 
 
Puril’s plan was to seize Sarkum and march east on Aleath, thereby flanking Kanday. Surprise was achieved. Puril quickly overwhelmed Sarkum and Hebon, both independent allies of Kanday, but Puril suffered a mortal wound and died early in 689.
 
 
Puril’s son, Kabe, succeeded his father but the transfer of power gave Kanday valuable time to respond to the Rethemi strategy. The surviving petty states west of Aleath declared fealty to the Kandian king, Andasin III. When Kabe arrived at Sarkum by sea from Golotha, he found himself besieged by a fresh enemy force. Kanday recaptured Hebon in 690, although Andasin III was killed in the final assault. Kabe was still trapped in Sarkum. Any hopes he may have entertained that Kanday would lose heart with the death of their leader were dashed when the enemy rallied to the young Queen Eriel. In 692, fire broke out in the besieged Sarkum and Kabe perished. The castle surrendered, but Ezar’s War went on.
 
 
Chafin I was Kabe’s eldest surviving son. A competent strategist, he was able to maintain the stalemate along the Kandian border except for the loss of Dunir in 693. Determining that indirect methods could still win the war, he instructed the Order of the Crimson Dancer to assassinate Queen Eriel in 694. The murder did not, however, have the desired effect. The assassin was caught and when she confessed (under torture) and implicated the Rethemi king, all Kanday was outraged.
 
 
Mirelael succeeded her elder sister in a storm of fury against the Rethemi. Her armies seized the fortresses of Selvos and Menekod in the swift campaign of 695. To this point, only lands held by the Order of the Copper Hook had been lost by Rethem. Fearing that some of his own lands might soon be conquered, Chafin sought terms. The Peace of Selvos was signed in 697, ending a bitter 15-year war in which two monarchs from each side and many thousands of men had died. The peace established, more or less, the present Rethem-Kanday border.
 
 
Kanday emerged stronger than ever from Ezar’s War. The independent states west of Aleath, and lands taken from the Order of the Copper Hook, had been added to the kingdom. Rethem, on the other hand, verged on civil war. Chafin had the notorious Ezar assassinated in 698. The Order of the Crimson Dancer suffered the disfavor of the king to the extent that they emigrated to Orbaal in 701. Chafin I was assassinated in 703; this time no one was caught.
 
 
 
==== Kuseme War ====
 
Andasin IV, the current ruler of Kanday, succeeded his mother, Mirelael, in 707 at the age of 17. The first five years of his reign were as peaceful as the problems along the border with Rethem would allow. Andasin IV would have preferred to maintain the Kandian tradition of peace and was distressed when he became embroiled in a war with the Thardic Republic in 712. The war started, probably as a result of a misunderstanding, when the Kandian Earl of Kuseme sent a band of knights to assert his control over a few disputed villages east of Eidru. Kronas Elernin, the Marshal of Ramala Province, took exception and moved forces to challenge the Kandian earl.
 
 
Kuseme Castle is clearly visible from Coranan and linked to the city by the Kobar Bridge. The Thardic Senate was in a hawkish mood and anxious to recover Kuseme, lost during the Five Year War. It made this minor crisis a pretext for war. Kronas was ordered to attack and seize Kuseme and he did so with dispatch. After much maneuvering, the opposing armies met in the autumn of 712 and Kronas emerged the victor. Eidru Keep was seized by Kronas; Kuseme was besieged.
 
 
The onset of winter prevented further conflict. The young Kandian king was not interested in war and offered peace. Before hostilities could resume in the spring, a peace was concluded that gave Kuseme and Eidru to the Thardic Republic. Kronas was furious, believing that he could have conquered all of Kanday. Privately, Kronas still believes that the senate acted out of jealousy and fear; the hero-worshipping masses are always fond of successful generals. In any event, the Senate was more than happy with the territorial gains, annexing the former Earldom of Kuseme as Eidel Province. To placate Kronas and his followers, the general was rewarded by being made both marshal and magistrate of the new province. Kronas still holds both offices. Although a few senators have expressed unease, none have yet challenged his considerable power.
 
 
<center>
 
{|
 
|+ style="caption-side:bottom; color:#000000;"|'''''Kronas Elernin, Marshal and Magistrate'''''
 
| [[File:Kandáy_Player_Map.png|900px|center|link= ]]
 
|}
 
</center>
 
 
 
==== CHYBISA: The Melderyni Kings ====
 
<center>
 
{|
 
|+ style="caption-side:bottom; color:#000000;"|'''''Verlid VII, King of Chybisa'''''
 
| [[File:Kandáy_Player_Map.png|900px|center|link= ]]
 
|}
 
</center>
 
 
After her near destruction in the Migration Wars, Chybisa’s monarchs built carefully. Her fortifications were respected by the surrounding tribes and the vigilance of her defenders was well known. But after a century of relative peace, she had grown decadent and her nobility had grown complacent and apathetic. At the beginning of the fifth century, renewed aggression by the Hodiri and Pagaelin tribes (and their harassment of caravans and traders) caused alarm in Chybisa. When Verlid VI died heirless in 409, the barons of the kingdom offered the vacant throne to Imadain I of Melderyn in the hope that fear of the island realm would keep the tribes at bay. It did. The barbarians quieted almost immediately and Chybisa relaxed back into prosperity.
 
 
Between 409 and 475, a council of Chybisan barons governed in the name of four Melderyni kings. When a bastard succeeded to the Melderyni throne in 475 under the island kingdom’s ambiguous succession laws, the Chybisans were outraged. The barons of Chybisa seceded from the island realm and elected one of their number as King Sharat I. Arabar II of Melderyn proclaimed that he did not recognize the legitimacy of the new king but took no further action. The succeeding Chybisan monarchs enjoyed almost 200 years of peace.
 
 
 
==== KALDOR: A Tradition of Rebellion ====
 
Kaldor has had a long history of rebellion, interspersed with periods of recovery. Soon after the founding of Kaldor in 188, the kingdom developed a tradition of unrest as powerful barons were forever in conflict with the strong royal government. This culminated with a disastrous Civil War on the death of King Maranos in 362.
 
 
===== The Kaldoric Civil War =====
 
The clearly legitimate successor to Maranos was Aidrik II but many of the barons backed a rival claimant who promised them greater regional autonomy. Fierth of Qualdris claimed to be Aidrik’s elder brother, born on the wrong side of the blanket. Neither claimant could fully command the loyalty of their followers. For 15 years, all that was achieved was to lay waste to the countryside. In 377, Aidrik II, acting on treacherously false information, was caught in the open with his army by a superior rebel force near Kiban. He and his army fought bravely, despite the defection of several of his vassal-lords, but Fierth won the day. According to popular history, Aidrik was captured and slowly roasted alive over an open fire.
 
 
===== The Restoration =====
 
Fierth the Usurper failed to deliver the powers promised and was forced to defend his crown ruthlessly on several occasions from the very barons who had supported him. Fierth preferred subtle methods; he corrupted the judicial system to his needs and levied ever-greater taxes. Many barons were tried and executed for treason. On his death, a major revolt erupted. Uthred, his son, was able to subdue this rebellion but was unable to win the support of his recalcitrant nobility. He was slain by a band of knights while hunting in 406. The barons assembled to choose an heir and Aidrik II’s only surviving son, who had been given refuge in Chybisa, was handed the crown. The new king took the name Aidrik III and promised to rule in a manner respectful of the barons’ rights. All were tired of war and, for nearly 100 years, conciliation and compromise became the principles that would govern Kaldoric politics.
 
 
 
===== The House of Elendsa =====
 
During the sixth century, Kaldoric rulers again began to gather powers at the expense of the barons. Some kings and queens proved unable to use those powers wisely. With the death of King Iemald in 599, the lack of a clearly legitimate successor sparked a violent revolt among the barons. The baronial revolt (really another civil war) was waged sporadically by some 15 claimants. By the time Haldan the Elder of clan Elendsa emerged the victor, the kingdom again faced long years of reconstruction. Both Haldan the Elder and Haldan the Younger, his son and successor, and Queen Chelebin III, sponsored the sentimental movement towards "a new age of chivalry" in present-day Kaldor.
 
 
===== The Salt War =====
 
Queen Chelebin’s son Torastra was a born warrior. He cared little for the lofty principles of knighthood and was forever seeking ways to put the well-trained flower of Kaldoric chivalry to practical use. When a dispute with the Thardic League over the salt trade erupted, Torastra is believed to have been ecstatic. But his eagerness to engage in battle betrayed him. Quickly gathering some of his knights, he undertook the long westward march with indecent haste, caring little for the logistical requirements of a foreign campaign. He led his followers straight into what amounted to a clever ambush laid by the Autarch Aglir and was effectively beaten at the Battle of the Chelna Gap (672). Torastra returned to Tashal and contemplated the merits of the "dishonorable" style of warfare his opponent had exhibited.
 
 
The following year, Torastra set out again with a larger, better-prepared army. This time it was he who surprised and defeated the League’s army at the Battle of Ramala Gap. Leaving the peace settlement to his lieutenants, whereby Kaldoric merchants gained valuable trading rights in Tharda, Torastra began looking for another war.
 
 
<center>
 
{|
 
|+ style="caption-side:bottom; color:#000000;"|'''''Miginath, King of Kaldor, and Erila, Lord Privy Seal'''''
 
| [[File:Kandáy_Player_Map.png|900px|center|link= ]]
 
|}
 
</center>
 
 
===== The Treasure War =====
 
In 674, thieves broke into the treasury of King Torastra of Kaldor and stole a jewel-encrusted, allegedly enchanted sword that had belonged to Calsten, the second king of Serelind (142–162). The thieves smuggled the priceless weapon to Burzyn and news soon reached Tashal that it had been sold, in open market, to a Chybisan nobleman. Torastra sent word to King Balesir of Chybisa demanding the return of the ancient heirloom. Balesir was unable or unwilling to recover the blade and may have doubted its very existence.
 
 
Still savoring his victory in the Salt War and always spoiling for a good fight, Torastra marshalled his men and knights. In the spring of 675, Torastra’s army swept down the Genin Trail and crossed the Ulmerien on both sides of Burzyn. After almost 400 years without a real war, the Chybisan army was easily routed by Torastra’s veterans. Withdrawing into Burzyn, Balesir held out for three years, supplied only at night by small river boats. With plague and rebellion rife, Balesir sought and obtained the honors of war in 678. Only a few score of his retainers followed him into exile. The stolen sword was not recovered and Chybisa became a Kaldoric fief.
 
 
Balesir journeyed to Thay and then to Cherafir to petition King Etobran for aid. The Melderyni king not only refused but went so far as to forbid any of his vassals to assist the deposed monarch. Returning to Thay, Balesir continued to seek assistance, but to no avail. It was not until Chunel came to the throne that he obtained any sympathy. In 685, Balesir promised to swear fealty to the Melderyni king if he should ever recover his kingdom; this seemingly softened matters. Chunel lifted the proscription against aid to Balesir, saying that any who wished to aid him might do so.
 
 
By 687, Balesir had raised an army, crossed Anadel, and defeated the small army Torastra had left to garrison Chybisa at the Battle of Geda. However, once Balesir had recovered his crown, he renounced his promise of fealty to Chunel. The Melderyni king is reputed to have expressed a lack of surprise at this turn of events and has since hinted that Chybisa is unlikely to have things her own way forever. Torastra denounced Balesir as a treacherous churl, but declining health prevented him from pressing his claim to the Chybisan throne. The aging Torastra was to fight only one more campaign, against the Kath in 689, before his death from old wounds in 693.
 
 
 
==== The Jarin Of The North ====
 
The mountainous, fjord-indented northern part of Hârn is now called Orbaal but this is a recent name. Formerly called Jara, it was occupied for more than 1,000 years by the Jarin, the first human settlers on Hârn, many of whom had fled north to escape the Lythian barbarians after the Atani Wars. Their 400-year exposure to the Sindarin and Khuzdul gave the Jarin a kind of mystique that, even today, sets them apart from other human societies.
 
 
Since the Tyranny of the Foulspawner, the Jarin of the north have been constantly plagued by bands of gargun who found the Jahl Mountains a fine refuge. The Jarin built most of their settlements along the coasts, fortified against gargun raids. By the middle of the seventh century, the north was dotted with Jarin keeps and manors and, although fragmented into more than a dozen petty states, a crude feudal society developed.
 
 
===== The Ivinian Conquest =====
 
The Jarin were now confronted with a more deadly foe than the gargun. To the northeast of Hârn is a land called Ivinia. This rough land spawned an equally rough race of seafarers. In their swift and dreaded dragon ships, the Ivinians began to raid the coast of Jara around 645. They came for booty but, finding the fjords of Jara much to their liking and judging the Jarin to be disorganized and cowardly, some Ivinians decided to make Jara their own. In 652, Sherwyn Keep on Gedil Island was sacked and captured. One by one, the isolated Jarin communities suffered the same fate. The capture of Lethwyn in 667 was the death knell of Jarin independence. This was the strongest Jarin hold; its Ivinian captors renamed it Geldeheim. The last coastal Jarin keep (now called Vold) fell in 676. The Jarin still held four inland domains (Gwaeryn, Leriel, Quimen, and Pethwys), but only because the sea-loving Ivinians lacked interest in them.
 
 
<center>
 
{|
 
|+ style="caption-side:bottom; color:#000000;"|'''Raiding Boats'''
 
| [[File:Kandáy_Player_Map.png|900px|center|link= ]]
 
|}
 
</center>
 
 
===== The Kingdom of Orbaal =====
 
The various keeps held by the Ivinians were in no way a unified state. They had been conquered over 25 years by many different clans and each was a jealously independent domain. The most powerful was Geldeheim, held by clan Taareskeld and ruled by Hagined. His first act had been to turn the former Jarin keep into an impressive castle. Between 680 and 685, Hagined expanded his power by conquering nearby Ivinian clans. In 686, Hagined proclaimed the Kingdom of Orbaal, claiming kingship over all Ivinian domains situated in the Hârnic Isles. He was able to force most of the clans to submit to his will and pay him tribute.
 
 
Hagined died in 692 and was succeeded by Alegar, his eldest son. The first years of Alegar’s reign were marked by disputes and skirmishes between the Ivinian clans and the Jarin they had conquered. Although a few Jarin lords still held land, most of this proud race had been bound as thralls to land that had once been their own. Tension between the Jarin and the Ivinians was further inflamed by the Ivinian tendency to perceive their subjects as an inferior race. The resentment came to a head in 701.
 
 
===== The Jarin Rebellion =====
 
The immediate cause of the Jarin rebellion was the moving to Orbaal of the Order of the Crimson Dancer from western Hârn. It is likely that Alegar was seduced by the grandmistress of that order; he not only gave refuge to these fanatical and militant women in Orbaal but also conspired with them to seize Quimen Keep, which was at that time held by a Jarin lord. It is also likely that Alegar was anxious to have a solid ally in his troubled kingdom. The Crimson Dancer attacked and captured Quimen in the spring of 701, using such savagery that the already smoldering Jarin resentment burst into flame.
 
 
Since the Jarin outnumbered their overlords by almost ten to one, it is likely they would have driven the Ivinians back into the sea had they been better led. Lorkin Castle was captured in 701 and dozens of sporadic revolts erupted all over Orbaal. Fortunately for the Ivinians, these revolts were not coordinated and the isolated pockets of Jarin rebels were subdued one by one.
 
 
<center>
 
{|
 
|+ style="caption-side:bottom; color:#000000;"|'''Kandáy Coat of Arms'''
 
| [[File:Kandáy_Player_Map.png|900px|center|link= ]]
 
|}
 
</center>
 
 
===== The Rape of Thay =====
 
The bloody Jarin Rebellion ended in 703 and had served to bring the squabbling Ivinian clans closer together as they fought a common enemy. Alegar hoped to preserve this temporary unity by means of a bold new adventure, a major raid down the east coast to capture the Melderyni city of Thay. The Ivinians needed little encouragement to sample the wealth of Thay and Alegar’s plan was quickly adopted. The island of Keron was occupied and settled by the Orbaalese as a base in  704. The next year, a fleet of some 40 ships descended on the unsuspecting Thayans. The Ivinians landed and invested the walled town but could not breach its defenses. For three days, the northerners rampaged, venting their frustration on the manors and villages nearby. Finally, the Orbaalese retired, carrying off many women and much booty, pledging to return.
 
 
===== The Cape Renda Disaster =====
 
In the late summer of 707, a second assault fleet of about 100 dragonships and warboats from Orbaal and several other Ivinian kingdoms descended on the city of Thay. There is no doubt that the lightly defended city would have succumbed to an invasion fleet of this size. The 5,000 warriors aboard exceeded the entire population of Thay. But while rounding Cape Renda, 15 leagues northeast of the city, a freak storm arose and sank many vessels, cast others onto the Renda Rocks, and scattered the remainder. The surviving ships retired to Keron to regroup, only to find that their island base had also been destroyed. This was more than the "masters of wind and wave" could stand. They limped home. The island of Hârn was subjected to several such storms that year, causing extensive flooding, but many Thayans believe the Cape Renda disaster was an arcane intervention by Melderyn.
 
 
 
==== Epilogue ====
 
===== The West =====
 
Two kingdoms and a republic maintain an uneasy peace in western Hârn. Over the past 50 years, they have fought several wars and there is no reason to suppose that relations will improve.
 
 
In the 23 years since Ezar’s War, the border between Kanday and Rethem has been the scene of continual skirmishing between the Order of the Checkered Shield and the Order of the Copper Hook, the latter of whom have yet to acknowledge the Peace of Selvos. The wounds of the war have yet to heal. Rethem’s king, Chafin III, is vigorously trying to unite his chronically rebellious kingdom. If he lives long enough, it is likely that he will again attack hated Kanday.
 
 
Neither kingdom has reason to trust the Thardic Republic, with its radically alien political structure and its avaricious, expedient-following senators. The republic’s worst enemies dwell within its own borders, where the great families vie constantly for status and wealth and factions form and reform daily. The republic’s decadence and internal disunity alone will likely eliminate it as a threat to its neighbors until some strong general can climb to the throne over a heap of bodies. Peran is a harsh wilderness, a land of wild tribes who have not forgotten that their fathers once conquered large tracts of the rich, soft south.
 
 
<center>
 
{|
 
|+ style="caption-side:bottom; color:#000000;"|'''Andasin IV, King of Kandáy'''
 
| [[File:Kandáy_Player_Map.png|900px|center|link= ]]
 
|}
 
</center>
 
 
 
===== The East =====
 
King Miginath of Kaldor succeeded his father Torastra at the age of 41. He has always been sickly and physicians have been predicting his imminent death from any one of numerous ailments ever since he took the throne. After 27 years, the aged monarch continues to baffle his subjects simply by living. Miginath has never married, which leaves the succession a point of contention between two or three bastard sons and many nieces and nephews.
 
 
The hand of the seemingly eternal, ineluctable kingdom of Melderyn rests lightly on its mainland fiefs around Thay. King Chunel could, at any time he wished, send an army to claim the tiny kingdom of Chybisa. Of course, the tiny kingdom is also claimed by Kaldor so this action might precipitate a war between Melderyn and Kaldor. Chybisa’s monarch, Verlid VII, is obsessed with the notion that either Melderyn or Kaldor will take up arms against him.
 
 
King Aranath maintains his Sindarin court in the splendid isolation of the Shava Forest; King Hazmadul III reigns over the Khuzdul of Azadmere.
 
 
===== The North =====
 
Since the Cape Renda disaster, the Orbaalese have settled into normal fighting among themselves. The occasional minor raid is still made on isolated coastal settlements of Hârn but most of their efforts are spent in internal dispute and in subduing the ever-bitter, restless Jarin. When Alegar died in 714, he was succeeded by his son, Alegar II. Not least among his worries is an ambiguous threat from several Ivinian kingdoms, three of which consider Orbaal as their colony. The Kingdom of Orbaal is less a kingdom than a confederation of petty domains.
 
 
Between these islands of "civilization," travelers may encounter almost a score of barbaric human tribal nations, all of whom treat interlopers with suspicion, while some negotiate with arrows. Those who persist in entering the wild mountainous regions are likely to meet with parties of violent gargun, and there are always rumors of fell, enchanted beasts. Hârn remains a land of subtle intrigue and sudden bloody violence.
 
 
 
==== GM Note ====
 
INSERT TABLE
 
 
{|
 
! style="background:#D0D9B0;"|GM Note
 
|-
 
| style="background:#D0D9B0;"| Many HârnWorld publications produced by Columbia Games contain more detailed historical information on specific locales and subjects. All publications assume the current date is 720 TR and no history extends beyond this date. This means we will never contradict your own future history.
 
|}
 
 
 
==== Chronology ====
 
'''Note:''' '''<span style="color:#FF0000">ADD</span>''' Links and Colour for Kingdom/Area
 
 
'''Note:''' '''<span style="color:#FF0000">ADD</span>''' Colour background for seperating BT & TR sections. '''<span style="color:#FF0000">ADD</span>''' highlights for which country event occurs.
 
 
 
INSERT TABLE
 
{| class="wikitable sortable"
 
! style="background:#D0D9B0;" colspan="2"| Chronology
 
|-
 
! style="background:#E4E9D3;" | Year
 
! style="background:#E4E9D3;" | Event
 
|-
 
| style="background:#FFEEC6;" align="right"|20,000 BT
 
| style="background:#E4E9D3;"|Earthmasters arrive on Kethira.
 
|-
 
| style="background:#FFEEC6;" align="right"|15,000 BT
 
| style="background:#E4E9D3;"|Earthmasters depart.
 
|-
 
| style="background:#FFEEC6;" align="right"|10,000 BT
 
| style="background:#E4E9D3;"|Sindarin reach Hârn.
 
|-
 
| style="background:#FFEEC6;" align="right"|7,000 BT
 
| The Khuzdul appear on Hârn.
 
|-
 
| style="background:#FFEEC6;" align="right"|6,900 BT
 
| Azadmere founded.
 
|-
 
| style="background:#FFEEC6;" align="right"|1,300 BT
 
| Men reach Hârn (the Jarin).
 
|-
 
| style="background:#FFEEC6;" align="right"|900 BT
 
| The Atani Wars begin.
 
|-
 
| style="background:#FFEEC6;" align="right"|683 BT
 
| Battle of Sorrows/Abdication of Aranath.
 
|-
 
| style="background:#FFE292;" align="right"|1 TR
 
| Kingdom of Melderyn founded.
 
|-
 
| style="background:#FFE292;" align="right"|100 TR
 
| Tyranny of the Foulspawner begins.
 
|-
 
| style="background:#FFE292;" align="right"|110 TR
 
| First appearance of the gargun.
 
|-
 
| style="background:#FFE292;" align="right"|120 TR
 
| Carnage of Kiraz/Battle of Sirion.
 
|-
 
| style="background:#FFE292;" align="right"|128 TR
 
| Founding of Tashal.
 
|-
 
| style="background:#FFE292;" align="right"|160 TR
 
| Kingdom of Chybisa founded.
 
|-
 
| style="background:#FFE292;" align="right"|178 TR
 
| Battle of Hosat/Migration Wars begin.
 
|-
 
| style="background:#FFE292;" align="right"|188 TR
 
| Kingdom of Kaldor proclaimed.
 
|-
 
| style="background:#FFE292;" align="right"|238 TR
 
| Battle of Olokand.
 
|-
 
| style="background:#FFE292;" align="right"|301 TR
 
| Corani Empire founded.
 
|-
 
| style="background:#FFE292;" align="right"|356 TR
 
| City of Aleath founded.
 
|-
 
| style="background:#FFE292;" align="right"|362 TR
 
| Kaldoric Civil War begins.
 
|-
 
| style="background:#FFE292;" align="right"|377 TR
 
| Battle of Kiban. Civil War ends.
 
|-
 
| style="background:#FFE292;" align="right"|388 TR
 
| City of Merethos (Golotha) founded.
 
|-
 
| style="background:#FFE292;" align="right"|391 TR
 
| City of Shiran founded.
 
|-
 
| style="background:#FFE292;" align="right"|406 TR
 
| The Restoration (Kaldor).
 
|-
 
| style="background:#FFE292;" align="right"|443 TR
 
| Aleathia invades Corani Empire.
 
|-
 
| style="background:#FFE292;" align="right"|453 TR
 
| Corani Empire annexes Aleathia.
 
|-
 
| style="background:#FFE292;" align="right"|477 TR
 
| Kustan Massacre.
 
|-
 
| style="background:#FFE292;" align="right"|493 TR
 
| Charter of the Mangai establishes guild rights.
 
|-
 
| style="background:#FFE292;" align="right"|521 TR
 
| Great Flood of Tharda.
 
|-
 
| style="background:#FFE292;" align="right"|558 TR
 
| Balsha executed/Balshan Jihad begins.
 
|-
 
| style="background:#FFE292;" align="right"|559 TR
 
| Red Death (plague) until 561.
 
|-
 
| style="background:#FFE292;" align="right"|562 TR
 
| Balshans capture Merethos (Golotha).
 
|-
 
| style="background:#FFE292;" align="right"|564 TR
 
| Shiran joins Balshan Jihad.
 
|-
 
| style="background:#FFE292;" align="right"|565 TR
 
| Coranan captured/End of Corani Empire.
 
|-
 
| style="background:#FFE292;" align="right"|568 TR
 
| Theocracy of Tekhos established.
 
|-
 
| style="background:#FFE292;" align="right"|572 TR
 
| Agony of Aleath/Aleathian Odyssey.
 
|-
 
| style="background:#FFE292;" align="right"|573 TR
 
| City of Thay founded.
 
|-
 
| style="background:#FFE292;" align="right"|588 TR
 
| Theocracy of Tekhos collapses.
 
|-
 
| style="background:#FFE292;" align="right"|589 TR
 
| '''[[Hârn_Kingdom_of_Kandáy|Kingdom of Kandáy]]''' founded.
 
|-
 
| style="background:#FFE292;" align="right"|612 TR
 
| Second Aleath Republic founded.
 
|-
 
| style="background:#FFE292;" align="right"|620 TR
 
| Kanday captures Dyrisa.
 
|-
 
| style="background:#FFE292;" align="right"|621 TR
 
| Coranan Republic founded.
 
|-
 
| style="background:#FFE292;" align="right"|625 TR
 
| Shiran Republic founded.
 
|-
 
| style="background:#FFE292;" align="right"|629 TR
 
| Arlun the Barbarian invades Rethem.
 
|-
 
| style="background:#FFE292;" align="right"|633 TR
 
| [[H%C3%A2rn_Kandáy_ALEATH|'''ALEATH''']] joins [[Hârn_Kingdom_of_Kandáy|Kandáy]] as '''<span style="color:#006699">freetown</span>'''.
 
|-
 
| style="background:#FFE292;" align="right"|635 TR
 
| Kingdom of Rethem founded.
 
|-
 
| style="background:#FFE292;" align="right"|636 TR
 
| Thardic League formed.
 
|-
 
| style="background:#FFE292;" align="right"|652 TR
 
| Ivinian Conquest begins.
 
|-
 
| style="background:#FFE292;" align="right"|661 TR
 
| Five Year War begins.
 
|-
 
| style="background:#FFE292;" align="right"|663 TR
 
| Battle of Teb Marshes.
 
|-
 
| style="background:#FFE292;" align="right"|665 TR
 
| Battle of Eidru.
 
|-
 
| style="background:#FFE292;" align="right"|666 TR
 
| Peace of Quivum/Five Year War ends.
 
|-
 
| style="background:#FFE292;" align="right"|672 TR
 
| Salt War begins/Battle of Chelna Gap.
 
|-
 
| style="background:#FFE292;" align="right"|673 TR
 
| Battle of Ramala Gap/Salt War ends.
 
|-
 
| style="background:#FFE292;" align="right"|674 TR
 
| Proclamation of Thardic Republic.
 
|-
 
| style="background:#FFE292;" align="right"|675 TR
 
| Treasure War (Kaldor-Chybisa) to 678.
 
|-
 
| style="background:#FFE292;" align="right"|682 TR
 
| Ezar’s War begins.
 
|-
 
| style="background:#FFE292;" align="right"|686 TR
 
| Kingdom of Orbaal proclaimed.
 
|-
 
| style="background:#FFE292;" align="right"|687 TR
 
| Balesir regains Chybisan throne.
 
|-
 
| style="background:#FFE292;" align="right"|688 TR
 
| Rethem captures Sarkum and Hebon.
 
|-
 
| style="background:#FFE292;" align="right"|690 TR
 
| Kanday liberates Hebon.
 
|-
 
| style="background:#FFE292;" align="right"|692 TR
 
| Kanday liberates Sarkum.
 
|-
 
| style="background:#FFE292;" align="right"|694 TR
 
| Assassination of Queen Eriel.
 
|-
 
| style="background:#FFE292;" align="right"|697 TR
 
| Peace of Selvos/Ezar’s War ends.
 
|-
 
| style="background:#FFE292;" align="right"|701 TR
 
| Jarin Rebellion (Orbaal) to 703.
 
|-
 
| style="background:#FFE292;" align="right"|705 TR
 
| Rape of Thay.
 
|-
 
| style="background:#FFE292;" align="right"|707 TR
 
| Cape Renda Disaster.
 
|-
 
| style="background:#FFE292;" align="right"|712 TR
 
| Kuseme War (Kanday-Tharda).
 
|-
 
| style="background:#FFE292;" align="right"|720 TR
 
| Present day.
 
|}
 
  
 
== [[Hârn_HârnWorld_Character_Generation| Character Generation]] ==
 
== [[Hârn_HârnWorld_Character_Generation| Character Generation]] ==
'''Note:''' '''<span style="color:#FF0000">ADD</span>''' Links to main Character Creation.
+
* [[Hârn_HârnWorld_Character_Generation#Birth Generation| Birth Generation]]
 +
** [[Hârn_HârnWorld_Character_Generation#Species| Species]]
 +
** [[Hârn_HârnWorld_Character_Generation#Sex| Sex]]
 +
** [[Hârn_HârnWorld_Character_Generation#Birthdate|Birthdate]]
 +
** [[Hârn_HârnWorld_Character_Generation#Birthplace| Birthplace]]
  
'''<span style="color:#006699">Possible Link</span>'''
 
 
=== Birth Generation ===
 
Birth attributes depend on environment. Those that follow are geared to Hârn. Additional details concerning a character’s birth, such as social class, occupation, family, etc., are heavily dependent on the rules being used.
 
 
==== Species ====
 
We recommend that players have human characters but this is a matter of taste. Roll 1d100 if desired.
 
 
INSERT TABLE
 
{|
 
| 01–89
 
| Human
 
|-
 
| 90
 
| Sindarin (elf/sidhe)
 
|-
 
| 91
 
| Khuzdul (dwarf)
 
|-
 
| 92–93
 
| Gargu-arak (streaked orc)
 
|-
 
| 94
 
| Gargu-kyani (white orc)
 
|-
 
| 95–97
 
| Gargu-hyeka (brown orc)
 
|-
 
| 98
 
| Gargu-viasal (red orc)
 
|-
 
| 99
 
| Gargu-khanu (black orc)
 
|-
 
| 00
 
| Other (GM discretion)
 
|}
 
 
==== Sex ====
 
Players may select their gender depending on rule system and GM discretion. Roll 1d100 for NPCs.
 
 
INSERT TABLE
 
{|
 
! Sex
 
! Human
 
! Sindarin
 
! Khuzdul
 
! Gargun
 
|-
 
| Male
 
| 01–48
 
| 01–45
 
| 01–75
 
| 01–99
 
|-
 
| Female
 
| 49–00
 
| 46–00
 
| 76–00
 
| 00
 
|}
 
 
==== Birthdate ====
 
The Hârnic calender, called Tuzyn Reckoning (TR), has a 12-month lunar year (1d12). Each month has 30 days (1d30). Birth year is assigned by the GM.
 
 
INSERT TABLE
 
{|
 
! Spring
 
! Summer
 
! Autumn
 
! Winter
 
|-
 
| 1. Nuzyael
 
| 4. Nolus
 
| 7. Azura
 
| 10. Ilvin
 
|-
 
| 2. Peonu
 
| 5. Larane
 
| 8. Halane
 
| 11. Navek
 
|-
 
| 3. Kelen
 
| 6. Agrazhar
 
| 9. Savor
 
| 12. Morgat
 
|}
 
 
==== Birthplace ====
 
A character’s birthplace should be identified at least to the nearest major settlement (keep, castle, or town), preferably to the nearest village. This table will generate the birthplace of any human character to the nearest Hârnic major settlement. Roll 1d100 to determine nation and again to determine settlement (or tribal nation in the case of barbarians). There is a 10% chance the character is born in the actual major settlement. Otherwise, he comes from a nearby village. The expansion modules published for each Hârnic kingdom contain lists of manorial villages.
 
 
'''Note:''' '''<span style="color:#FF0000">ADD</span>''' Links to main Character Creation. Seperate into Nations (with Links to each).
 
 
'''Note:''' '''<span style="color:#FF0000">REORDER</span>''' table names listed, they currently are Alphabetical and not rations of numbers and correct percentages.
 
 
'''<span style="color:#006699">Possible Link</span>'''
 
 
'''Note:''' '''<span style="color:#FF0000">MAKE</span>''' 3 Columns, include left-most column the RACE, with ROWSPAN covering whole group.
 
 
INSERT TABLE
 
{|
 
! style="background:#CCCCCC;" colspan="3"| Birthplace Generation
 
|-
 
| rowspan="20"| 01–18
 
! colspan="2"| Barbarian
 
|-
 
| 01–05
 
| Adaenum
 
|-
 
| 06–09
 
| Anoa
 
|-
 
| 10–12
 
| Bujoc
 
|-
 
| 13–16
 
| Chelni
 
|-
 
| 17
 
| Chymak
 
|-
 
| 18–23
 
| Equani
 
|-
 
| 24–27
 
| Gozyda
 
|-
 
| 28–43
 
| Hodiri
 
|-
 
| 44
 
| Kabloqui
 
|-
 
| 45–46
 
| Kamaki
 
|-
 
| 47–48
 
| Kath
 
|-
 
| 49–56
 
| Kubora
 
|-
 
| 57–66
 
| Pagaelin
 
|-
 
| '''<span style="color:#FF0000">67–68</span>'''
 
| '''<span style="color:#FF0000">MISSING</span>'''
 
|-
 
| 69–71
 
| Solori
 
|-
 
| 72–82
 
| Taelda
 
|-
 
| 83–92
 
| Tulwyn
 
|-
 
| 93–98
 
| Urdu
 
|-
 
| 99–00
 
| Ymodi
 
 
|-
 
| 19
 
! colspan="2"| Chybisa
 
|-
 
| 01–40 Burzyn 61–75 Lerenil
 
|-
 
| 41–60 Geda 76–00 Onden
 
 
|-
 
| 20–32
 
! colspan="2"| Kaldor
 
|-
 
| 01–02 Athelren 24–31 Kiban 66–70 Querina
 
|-
 
| 03–04 Baseta 32–33 Kobing 71–72 Setrew
 
|-
 
| 05–06 Bidow 34–36 Kolorn 73–75 Shebra
 
|-
 
| 07–09 Esenor 37–38 Kyg 76–77 Sirendel
 
|-
 
| 10–11 Fisen 39–46 Minarsas 78–88 Tashal
 
|-
 
| 12–17 Gardiren 47–48 Nenda 89–91 Ternua
 
|-
 
| 18 Getha 49–50 Nubeth 92–93 Tonot
 
|-
 
| 19–20 Heru 51–56 Olokand 94–96 Uldien
 
|-
 
| 21–22 Hutop 57–58 Pendeth 97–98 Yeged
 
|-
 
| 23 Jedes 59–65 Qualdris 99–00 Zoben
 
 
|-
 
| 33–44
 
! colspan="2"| Kanday
 
|-
 
| 01–16 Aleath 41 Gimon 67–68 Pinide
 
|-
 
| 17–18 Avertu 42 Hebon 69–72 Quivum
 
|-
 
| 19–20 Chison 43–46 Heroth 73–78 Sarkum
 
|-
 
| 21–22 Cuton 47 Ibonost 79–85 Selvos
 
|-
 
| 23 Dunir 48–51 Imiden 86–91 Sepire
 
|-
 
| 24–31 Dyrisa 52–57 Kedis 92–97 Sumon
 
|-
 
| 32–33 Edino 58–62 Menekod 98 Torthan
 
|-
 
| 34–38 Ewen 63 Minilaous 99–00 Zerien
 
|-
 
| 39–40 Findumon 64–66 Ohetis
 
 
|-
 
| 45–64
 
! colspan="2"| Melderyn
 
|-
 
| 01–10 Cherafir 38–41 Huvos 68–69 Parios
 
|-
 
| 11–20 Chyrefal 42–44 Jetust 70–72 Parnam
 
|-
 
| 21 Cosyuh 45–46 Jothet 73 Racyn
 
|-
 
| 22 Cundras 47–51 Karveth 74–76 Ramere
 
|-
 
| 23–26 Cupeth 52–53 Laket 77–80 Shenap
 
|-
 
| 27 Fosumo 54–55 Lyf 81–93 Thay
 
|-
 
| 28 Glenoth 56–57 Menio 94–96 Wharo
 
|-
 
| 29 Gosus 58–59 Moque 97–98 Yael
 
|-
 
| 30–32 Gythrun 60–64 Nurisel 99–00 Zuilos
 
|-
 
| 33–37 Harden 65–67 Ontur
 
 
|-
 
| 65–74
 
! colspan="2"| Orbaal
 
|-
 
| 01–02 Aaldem 34–35 Kjen 70–71 Shien
 
|-
 
| 03–04 Antir 36–39 Leriel 72–75 Tandir
 
|-
 
| 05–07 Arathel 40–44 Lorkin 76–77 Tawheim
 
|-
 
| 08–09 Arone 45–49 Marby 78–79 Teryff
 
|-
 
| 10–11 Asax 50–51 Mul 80–81 Thoen
 
|-
 
| 12–13 Daasen 52–53 Pethwys 82–83 Thrand
 
|-
 
| 14–15 Ebein 54–55 Pjagel 84–85 Thursa
 
|-
 
| 16–17 Fjaga 56–58 Pled 86–87 Utera
 
|-
 
| 18–23 Geldeheim 59–60 Pyberg 88–91 Vaagel
 
|-
 
| 24–25 Gwaeryn 61–62 Quiam 92–93 Vold
 
|-
 
| 26–27 Gyfyn 63–64 Quimen 94–95 Wethom
 
|-
 
| 28–29 Hjael 65–67 Sherwyn 96–98 Zuden
 
|-
 
| 30–33 Keiren 68–69 Shese 99–03 Zynholm
 
 
|-
 
| 75–86
 
! colspan="2"| Rethem
 
|-
 
| 01–02 Arketh 32–35 Ithius 68–72 Shostim
 
|-
 
| 03–04 Bedenes 36–40 Menekai 73–79 Techen
 
|-
 
| 05–07 Bekar 41–45 Norienar 80–85 Themeson
 
|-
 
| 08–12 Chakta 46–49 Omnis 86–89 Thiri
 
|-
 
| 13–15 Dasen 50–54 Phira 90–92 Tormau
 
|-
 
| 16–22 Golotha 55–58 Quiso 93–94 Weseda
 
|-
 
| 23–24 Henwe 59–61 Quste 95–98 Winen
 
|-
 
| 25–27 Hyen 62–67 Senun 99–00 Zaza
 
|-
 
| 28–31 Ithiko
 
 
|-
 
| 87–99
 
! colspan="2"| Tharda
 
|-
 
| 01–03 Bythe 39–42 Fobin 73–76 Noru
 
|-
 
| 04–06 Cestor 43–44 Geminost 77–78 Ostenor
 
|-
 
| 07–09 Chenad 45–51 Geshtei 79–84 Parnan
 
|-
 
| 10–24 Coranan 52–54 Hediro 85–86 Peden
 
|-
 
| 25 Dumon 55–59 Hibut 87–95 Shiran
 
|-
 
| 26–30 Eidru 60–64 Imrium 96 Stimos
 
|-
 
| 31–33 Esuron 65–69 Kuseme 97–00 Telen
 
|-
 
| 34–38 Firis 70–72 Moleryn
 
 
|-
 
| 00
 
! colspan="2"| Miscellaneous
 
|-
 
| 01–05
 
| Elshavel
 
|-
 
| 06–90
 
| Habe
 
|-
 
| 91–93
 
| Noron
 
|-
 
| 94–95
 
| Trobridge
 
|-
 
| 96–00
 
| Ulfshafen
 
 
|}
 
  
 
== [[Hârn_HârnWorld_Regional_Map| Regional Map]] ==
 
== [[Hârn_HârnWorld_Regional_Map| Regional Map]] ==
'''Note:''' '''<span style="color:#FF0000">ADD</span>''' Link to other Regional Map information.
+
* [[Hârn_HârnWorld_Regional_Map#Regional Map| Regional Map]]
 
+
** [[Hârn_HârnWorld_Regional_Map#Vegetation| Vegetation]]
 
+
** [[Hârn_HârnWorld_Regional_Map#TOPOGRAPHY| TOPOGRAPHY]]
=== Regional Map ===
+
** [[Hârn_HârnWorld_Regional_Map#Keeps, Castles, and Towns| Keeps, Castles, and Towns]]
The full-color map of Hârn provides a vast amount of information with a unique cartographic system developed specifically for fantasy gaming. The system allows easy perception of both terrain and topography. For example, a forest area may be depicted as flat, swampy, hilly, or mountainous. The hex grid helps the plotting of movement and distance. The numbered and lettered square grid is a handy reference to locate features described in Hârndex.
+
** [[Hârn_HârnWorld_Regional_Map#Roads And Trails| Roads And Trails]]
 
+
The area covered measures 250 Hârnic '''<span style="color:#006699">leagues</span>''' (1,000 km or 620 miles) north/south and approximately 375 '''<span style="color:#006699">Hârnic leagues</span>''' (1,500 km or 930 miles) east/west.
+
 
+
==== Vegetation ====
+
The regional map has seven principal vegetation classes. Each is identified on the map key.
+
 
+
'''Ice, Snow, Rockfield:''' Permanent mountain snowpack, precipitous rocky cliffs, and the like. Nothing grows here because the land is either snowbound or barren.
+
 
+
'''Alpine Vegetation:''' Found only in mountains, between the treeline and snowcap. Soil moisture is frozen (permafrost) except during summer, when the top two or three feet thaws. The frozen ground prevents the drainage of melt water, causing marshy conditions in early summer. Permafrost promotes an essentially treeless region covered with short-rooted plants, sedges, grasses, mosses, and lichens. In midsummer, some plants flower for a few weeks, providing a carpet of color (alpine meadow).
+
 
+
'''Needleleaf Forest:''' Forest of tall, straight-trunked, cone-shaped trees with small needle-like leaves (mostly evergreen). Needleleaf forest occurs on Hârn in the highlands above 3,000 feet and in Orbaal. Due to the year-round shade, undergrowth tends to be sparse; since it occurs mostly in mountainous areas, travel can still be difficult. Major tree species include Orbaalese Spruce, Sorkin Pine, Kom Cedar, and Northern Fir.
+
 
+
'''Mixed Forest:''' Forests containing needleleaf evergreens, needleleaf deciduous, or summergreen deciduous trees, two of which must be present. Needleleaf deciduous trees are similar to their evergreen cousins but shed their leaves in winter. There are only two such species on Hârn, the Golden Larch and Katha Birch. Broadleaf trees tend to have short to medium stubby trunks, a few long branches, and a generous canopy of deciduous leaves that provide good shade in summer but shed completely in winter. There are some 120 different species of broadleaf on Hârn; the most common types are Hârnic Oak, Shava Maple, Solora Elm, and Western Ash.
+
 
+
'''Mixed Woodland:''' Areas with a tree canopy between 15% and 50% are considered woodland. Such areas contain mainly summergreen deciduous trees growing in clumps or copses interspersed with open grassy areas. The open areas may be natural, fire induced, or the result of human or animal intervention. Hârn’s climate makes extensive natural prairie grassland impossible.
+
 
+
'''Heath:''' Sometimes called moor, heathland is found along windward margins when a combination of poor soils and high winds exist. Heathland is mainly treeless although a few stunted birches, willows, and various large shrubs can be found. The dominant vegetation is a dense layer of sturdy low-lying plants such as heather. Poor drainage creates bogs in low-lying areas.
+
 
+
'''Cropland and Pasture:''' Found mainly around all Hârnic settlements. Only about 40% of the land will actually be under cultivation. The balance will be pasture and the odd stand of trees.
+
 
+
==== TOPOGRAPHY ====
+
Textures overlay the vegetation colors to provide landform data. This system allows you to distinguish between, for example, mountainous forests and flat forests. The absence of any texture implies that the land is fairly flat with, at most, gentle rolling hills.
+
 
+
'''Hills:''' Rough hilly terrain that tends to make travel difficult. Mountains rarely turn abruptly into plains and so foothills will usually be indicated.
+
 
+
'''Mountains:''' Terrain difficult to cross and probably impassable in winter. Mounted travel is especially difficult and climbing gear may be necessary. Peaks higher than 6,000 feet are named on the map.
+
 
+
'''Marshland:''' Swampy terrain can occur anywhere there is poor drainage. Marshland should not be thought of as impenetrable swamp, but it is likely to contain deep bogs, quicksands, etc.
+
 
+
'''Reefs:''' Shoals or rocks definitely hazardous to seafarers. No distinction is made on the map between salt and fresh water; there are no salt lakes on Hârn.
+
 
+
'''Rivers:''' The rivers shown are sufficiently deep (10’–20’) to be navigable. They are fordable only at marked fords and only then when the weather has been reasonably dry over the last few days. There may be dozens of smaller streams in each hex not shown; these will occasionally dry up or swell to the size of a river. Waterfalls and rapids are indicated by blue slashes.
+
 
+
==== Keeps, Castles, and Towns ====
+
For the most part, only settlements with major fortifications are shown. Most of these are surrounded by at least a small town and dozens of small villages. All settlements shown hold a market or fair at least once a month; many do so daily.
+
  
==== Roads And Trails ====
 
Paved roads are "all weather" and quite rare on Hârn. Unpaved roads are always muddy when it rains. The trails shown are those that even a tenderfoot would have difficulty wandering off. Not shown are thousands of game and other minor trails crisscrossing Hârn.
 
  
 
== [[Hârn_HârnWorld_Movement| Movement]] ==
 
== [[Hârn_HârnWorld_Movement| Movement]] ==
=== Watch Routines ===
+
* [[Hârn_HârnWorld_Movement#Watch Routines| Watch Routines]]
We recommend the following sequence for moving characters on the Regional Map. The 24-hour day is divided into six watches, each lasting four hours. The first watch begins at midnight and ends at 4 a.m., and so on.
+
** [[Hârn_HârnWorld_Movement#Movement Table| Movement Table]]
 
+
*** [[Hârn_HârnWorld_Movement#Weather Modifications| Weather Modifications]]
'''1. Weather Generation'''
+
*** [[Hârn_HârnWorld_Movement#Forced Marches| Forced Marches]]
At the beginning of each watch, the GM generates the weather using the weather table (page 58). This is reported to the players, who record it in their journal or log.
+
*** [[Hârn_HârnWorld_Movement#Sea Movement| Sea Movement]]
 
+
'''2. Encounter Generation'''
+
The type of encounters possible depends on the terrain being crossed. The GM determines if the players will have any encounters during the watch. If encounters are scheduled, the GM rolls 1d8 for each to determine in which half-hour of the watch they will occur and 1d30 if the exact minute is required. The GM tells the players of encounters only when they actually occur.
+
 
+
'''3. Movement'''
+
The GM asks the players in which direction they wish to travel. Using the Movement Rates table, the GM then estimates how far the party can travel, either until the next encounter or the end of the watch, whichever comes first. He should then move the party on his map, describing as necessary the terrain crossed. Once all business arising from record-keeping, player mapping, and encounters has been dealt with, steps 1–3 are repeated for the next watch.
+
 
+
==== Movement Table ====
+
Movement rates are at GM discretion. The table is merely a guide. Rates are given in leagues per watch, which is approximately equal to Km/hour. A Hârnic League is 2.5 miles (4 Km). Five leagues equal one hex on a regional map.
+
 
+
The table lists movement rates for vegetation types under three topography classes. Foot means walking at a steady pace, horse means walk/trot when mounted, and cart or wagon rates assume average loads and draft animals. Generally, pack animals move at the Foot rate.
+
 
+
===== Weather Modifications =====
+
Weather conditions modify movement rates (at GM discretion). Rain falling for two or more watches will create mud on trails and unpaved roads, reducing movement by 50%. Ground cover, such as grass or gravel, prevents mud except for very heavy rain (one or more days). If there is no mud, rain reduces movement by only 10–25%.
+
 
+
Snow less than knee-high slows movement by 25–50%; for roads and trails, reduce only 20% if hardpack. Snow deeper than knee-high slows movement dramatically; for this and for blizzards, all movement should be at most one-quarter rate. Individuals wearing skis can move at Foot rate; snowshoes allow the user to move at 50% Foot rate.
+
 
+
===== Forced Marches =====
+
At the expense of incremental fatigue, handled at GM discretion, movement rates may be increased by up to 50% for foot or wagon traffic and 100% for horse traffic.
+
 
+
===== Sea Movement =====
+
Movement at sea depends on wind, weather, tides, type of vessel, familiarity with a waterway, etc. Under optimum conditions of wind and tide, a merchant ship might average 10 leagues (two hexes) per watch, and a warship about 15 leagues under sail and 10 leagues under oar. A detailed maritime routine can be found in the Pilots’ Almanac.
+
 
+
INSERT TABLE
+
{|
+
! style="background:#CCCCCC;" colspan="5"| MOVEMENT Rates
+
|-
+
! Terrain
+
! Foot
+
! Horse
+
! Cart
+
! Wagon
+
|-
+
| rowspan="9"| Flat
+
|-
+
| Paved Road 5 10 5 5
+
|-
+
| Unpaved Road 5 9 5 4
+
|-
+
| Trail 5 9 4 3
+
|-
+
| Cropland/Pasture 4 6 2 1
+
|-
+
| Mixed Woodland 4 6 2 1
+
|-
+
| Heathland 4 6 0.5 0.5
+
|-
+
| Mixed Forest 3 4 0.5 0.5
+
|-
+
| Needleleaf Forest 3 5 1 0.5
+
|-
+
| Swamp 1 1 0 0
+
|-
+
| rowspan="8"| Rough/Hilly
+
|-
+
| Paved Road 4 9 4 4
+
|-
+
| Unpaved Road 4 8 4 3
+
|-
+
| Trail 4 7 2 1
+
|-
+
| Cropland/Pasture 3 5 1 0.5
+
|-
+
| Mixed Woodland 3 5 1 0.5
+
|-
+
| Heathland 3 5 0.5 0.5
+
|-
+
| Mixed Forest 2 2 0.5 •
+
|-
+
| Needleleaf Forest 2 3 0.5 •
+
|-
+
| rowspan="8"| Mountains
+
|-
+
| Paved Road 3 6 3 2
+
|-
+
| Unpaved Road 3 6 2 1
+
|-
+
| Trail 3 5 1 0.5
+
|-
+
| Cold Woodland 2 4 0 0
+
|-
+
| Alpine Vegetation 2 4 0 0
+
|-
+
| Mixed Forest 1 1 0 0
+
|-
+
| Needleleaf Forest 1 2 0 0
+
|-
+
| Ice/Snow/Rockfield 1 2 0 0
+
|-
+
! colspan="6"| Weather Reductions
+
|-
+
| Rain 10–25% Snow (Hardpack) 20%
+
|-
+
| Mud 50% Snow (Over Ankles) 25–50%
+
|-
+
| Blizzard 75–100% Snow (Over Knees) 75–100%
+
|}
+
 
+
====== A ======
+
INSERT TABLE
+
'''Note:''' '''<span style="color:#FF0000">ADD</span>'''
+
* A
+
** A
+
 
+
==== SideBar ====
+
<center>
+
{|
+
|+ style="caption-side:bottom; color:#000000;"|'''Kandáy Coat of Arms'''
+
| [[File:Kandáy_Player_Map.png|900px|center|link= ]]
+
|}
+
</center>
+
  
  
 
== [[Hârn_HârnWorld_Weather_Generation| Weather Generation]] ==
 
== [[Hârn_HârnWorld_Weather_Generation| Weather Generation]] ==
=== Weather Generation ===
+
* [[Hârn_HârnWorld_Weather_Generation#Weather Generation| Weather Generation]]
===== Initial Setup =====
+
** [[Hârn_HârnWorld_Weather_Generation#Initial Setup| Initial Setup]]
Roll 1d20. Place a marker on the table for the appropriate season in the numbered box equal to the roll.
+
*** [[Hârn_HârnWorld_Weather_Generation#Weather Change| Weather Change]]
 +
*** [[Hârn_HârnWorld_Weather_Generation#Cloud Cover| Cloud Cover]]
 +
*** [[Hârn_HârnWorld_Weather_Generation#Temperature| Temperature]]
 +
*** [[Hârn_HârnWorld_Weather_Generation#Wind| Wind]]
 +
*** [[Hârn_HârnWorld_Weather_Generation#Precipitation| Precipitation]]
 +
** [[Hârn_HârnWorld_Weather_Generation#Weather Generation Table| Weather Generation Table]]
 +
*** [[Hârn_HârnWorld_Weather_Generation#Weather Generation Legend| Weather Generation Legend]]
  
===== Weather Change =====
 
Weather is generated anew at the beginning of each watch. Roll 1d10 and move marker as indicated below. If marker moves off table, re-enter at other end.
 
  
INSERT TABLE
+
== [[Hârn_HârnWorld_Hârn_Poetic_Map| Hârn Poetic Map]] ==
{|
+
! Roll
+
! Change
+
|-
+
| 1
+
| Up 1
+
|-
+
| 2–7
+
| Same
+
|-
+
| 8–9
+
| Down 1
+
|-
+
| 10
+
| Down 2
+
|}
+
  
===== Cloud Cover =====
 
INSERT TABLE
 
{|
 
| IMAGE
 
| Overcast (80% cloudy or more)
 
|-
 
| IMAGE
 
| Cloudy (20% to 80% cloudy)
 
|-
 
| IMAGE
 
| Clear (20% cloudy or less)
 
|}
 
 
===== Temperature =====
 
Temperatures do not take into account windchill factors. If an alternate temperature is given in brackets, such as (Freezing), it applies during night watches.
 
 
===== Wind =====
 
The letter code indicates the mean direction from which the wind will blow during the watch; they correspond to the hex-grid on the regional map.
 
 
The number range (e.g., 1–3) is the mean windforce. The GM can get a specific windforce by rolling 1d3. Better yet, use discretion to gauge the actual windforce (if needed); sheltered locales will be less windy (the low end of the range) and exposed areas will tend to have more violent winds (the top end). The following table is a guide to windforce scale.
 
 
INSERT TABLE
 
{|
 
! Scale
 
! Force
 
! Leagues/h
 
! km/h
 
! M.P.H.
 
|-
 
| 0
 
| Calm
 
| 0–2
 
| 0–8
 
| 0–5
 
|-
 
| 1
 
| Breeze
 
| 2–6
 
| 8–24
 
| 5–15
 
|-
 
| 2
 
| Windy
 
| 6–12
 
| 24–48
 
| 15–30
 
|-
 
| 3
 
| Gale
 
| 12–22
 
| 48–88
 
| 30–55
 
|-
 
| 4
 
| Storm
 
| 22+
 
| 88+
 
| 55+
 
|-
 
| colspan="5"| '''Optional:''' In coastal hexes, the wind is likely to blow onshore at dusk, offshore at dawn.
 
|}
 
 
 
===== Precipitation =====
 
INSERT TABLE
 
{|
 
| IMAGE
 
| Rain Showers or Light Rain
 
|-
 
| IMAGE
 
| Steady or Heavy Rain
 
|-
 
| IMAGE
 
| Snow/Sleet Flurries
 
|-
 
| IMAGE
 
| Steady Snow/Sleet
 
|-
 
| IMAGE
 
| Thunderstorms (10% Chance of Hail)
 
|-
 
| IMAGE
 
| Fog or Mist (Only if Windforce is 0 or Calm)
 
|}
 
 
 
==== Weather Generation Table ====
 
'''Note:''' '''<span style="color:#FF0000">ADD</span>''' Images, Row Span for each top bottom section.
 
 
INSERT TABLE
 
{|
 
! style="background:#CCCCCC;" colspan="9"| Weather Generation
 
|-
 
! ROLL
 
! colspan="2"| Spring
 
! colspan="2"| Summer
 
! colspan="2"| Autumn
 
! colspan="2"| Winter
 
|-
 
| 1
 
| COLD N 1–3
 
| IMAGE
 
| COOL N 0–2
 
| IMAGE
 
| COOL (Cold) N 0–2
 
| IMAGE
 
| COLD (Frzg) N 0–2
 
| IMAGE
 
|-
 
| 2
 
| COOL
 
| NE 1–3
 
| WARM
 
| NE 0–2
 
| WARM
 
| (Cool)
 
| N 0–2
 
| FRZG
 
| NW 1–3
 
|-
 
| 3
 
| WARM
 
| (Cool)
 
| SE 0–2
 
| HOT
 
| (Cool)
 
| SE 0–2
 
| WARM
 
| (Cool)
 
| NE 0–2
 
| COLD
 
| N 2–4
 
|-
 
| 4
 
| WARM
 
| SW 1–3
 
| HOT
 
| (Warm)
 
| S 0–2
 
| HOT
 
| (Warm)
 
| SE 0–2
 
| COOL
 
| (Cold)
 
| NE 1–3
 
|-
 
| 5
 
| COOL
 
| NW 2–4
 
| WARM
 
| SW 0–2
 
| HOT
 
| (Warm)
 
| S 0–2
 
| WARM
 
| (Cold)
 
| SE 0–2
 
|-
 
| 6
 
| COLD
 
| NW 2–4
 
| WARM
 
| (Cool)
 
| S 0–2
 
| WARM
 
| SW 0–2
 
| COOL
 
| (Frzg)
 
| S 0–2
 
|-
 
| 7
 
| COLD
 
| (Frzg)
 
| SW 1–3
 
| COOL
 
| SW 1–3
 
| COOL
 
| NW 1–3
 
| COLD
 
| SW 1–3
 
|-
 
| 8
 
| COOL
 
| SW 1–3
 
| COOL
 
| NW 2–4
 
| COLD
 
| SW 1–3
 
| COLD
 
| NW 0–2
 
|-
 
| 9
 
| COLD
 
| NW 1–3
 
| WARM
 
| (Cool)
 
| SW 1–3
 
| COLD
 
| NW 2–4
 
| COOL
 
| SW 1–3
 
|-
 
| 10
 
| FRZG
 
| N 0–2
 
| WARM
 
| (Cool)
 
| NW 1–3
 
| COLD
 
| N 1–3
 
| COLD
 
| NW 1–3
 
|-
 
| 11
 
| COLD
 
| (Frzg)
 
| N 1–3
 
| WARM
 
| (Cool)
 
| N 1–3
 
| COLD
 
| N 2–4
 
| COLD
 
| N 2–4
 
|-
 
| 12
 
| COOL
 
| (Frzg)
 
| NE 1–3
 
| HOT
 
| (Cool)
 
| NE 0–2
 
| COOL
 
| NE 1–3
 
| FRZG
 
| N 1–3
 
|-
 
| 13
 
| WARM
 
| (Cool)
 
| SE 0–2
 
| HOT
 
|(Warm)
 
| SE 0–2
 
| WARM
 
| (Cool)
 
| SE 0–2
 
| COOL
 
| (Frzg)
 
| NE 2–4
 
|-
 
| 14
 
| HOT
 
| (Warm)
 
| S 0–2
 
| WARM
 
| (Cool)
 
| S 0–2
 
| COOL
 
| S 1–3
 
| COOL
 
| (Cold)
 
| SE 1–3
 
|-
 
| 15
 
| WARM
 
| SW 0–2
 
| WARM
 
| SW 0–2
 
| COOL
 
| SW 2–4
 
| COOL
 
| (Frzg)
 
| S 1–3
 
|-
 
| 16
 
| COOL
 
| (Cold)
 
| NW 1–3
 
| WARM
 
| (Cool)
 
| SW 1–3
 
| WARM
 
| (Cool)
 
| S 1–3
 
| COOL
 
| (Cold)
 
| SW 2–4
 
|-
 
| 17
 
| COOL
 
| SW 2–4
 
| COOL
 
| SW 2–4
 
| WARM
 
| (Cool)
 
| SW 1–3
 
| COLD
 
| (Frzg)
 
| NW 1–3
 
|-
 
| 18
 
| COOL
 
| SW 2–4
 
| COOL
 
| SW 1–3
 
| COOL
 
| (Cold)
 
| NW 2–4
 
| COLD
 
| SW 2–4
 
|-
 
| 19
 
| COLD
 
| NW 2–4
 
| COOL
 
| SW 1–3
 
| COLD
 
| (Frzg)
 
| SW 2–4
 
| COLD
 
| SW 1–3
 
|-
 
| 20
 
| COLD
 
| NW 1–3
 
| COLD
 
| NW 0–2
 
| FRZG
 
| NW 1–3
 
| COLD
 
| NW 1–3
 
|}
 
 
'''Note:''' '''<span style="color:#FF0000">ADD</span>''' A
 
 
<center>
 
{|
 
|+ style="caption-side:bottom; color:#000000;"|'''Weather Legend Diagram'''
 
| [[File:Kandáy_Player_Map.png|900px|center|link= ]]
 
|}
 
</center>
 
 
== [[Hârn_HârnWorld_Hârn_Poetic_Map| Hârn Poetic Map]] ==
 
  
 
== [[Hârn_HârnWorld_Back_Cover| Back Cover]] ==
 
== [[Hârn_HârnWorld_Back_Cover| Back Cover]] ==
 
== A ==
 
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* A
 
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[[Category:Hârn]]
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[[Category:Hârn]] [[Category:HârnWorld]]

Latest revision as of 19:17, 26 August 2018

Note: ADD proper names and cross-internal links.

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

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

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

Note: Colour Highlights: Yellow

Colour LINK Text: Possible Link NAME

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

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

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


HârnWorld COL5001

(64 Pages) - version 1.2

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Possible Link


INSERT TABLE

IDEA Icon
Idea Icon.png

Credits

Introduction


Cultures


Government


Rural Manors


Towns and Cities


Hârnic Guilds


Economics

Religion


History


Character Generation


Regional Map


Movement


Weather Generation


Hârn Poetic Map

Back Cover

HârnDex COL5002

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

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Notes

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