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== [[Hârn_HârnWorld_Character_Generation| Character Generation]] ==
 
== [[Hârn_HârnWorld_Character_Generation| Character Generation]] ==
'''Note:''' '''<span style="color:#FF0000">ADD</span>''' Links to main Character Creation.
 
 
'''<span style="color:#006699">Possible Link</span>'''
 
 
 
=== Birth Generation ===
 
=== 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 ====
 
==== 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 ====
 
==== 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 ====
 
==== 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 ====
 
==== 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]] ==

Revision as of 11:56, 6 September 2017

Note: ADD proper names and cross-internal links.

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

Note: Text Highlight and Background Colour: Kandáy, 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


Contents

HârnWorld COL5001

(64 Pages) - version 1.2 Possible Link INSERT TABLE

IDEA Icon
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Credits

Introduction

Cultures

Hârnic Cultures

Kingdoms

Barbarian Nations

Gargun Nations

Unique Cultures

SideBar

Geography
Weather and Climate
Vegetation
Communications
Calendar

Hârn Cultural/Political Map

Ázadmêre

SideBar

Related Products

Chybísa

SideBar

Related Products

Eváel

SideBar

Related Products

Káldôr

SideBar

Related Products

Kandáy

SideBar

Related Products

Mèlderýn

SideBar

Related Products

Orbáal

SideBar

Related Products

Réthem

SideBar

Related Products

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

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

Rural Manors

Manorialism

Manorial Tenants

Serfs
Freeholders

Manorial Villages

The Manorhouse
Peasant Cottages
The Mill
Agriculture
Husbandry
Woodland

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

Hârnic Guilds

Badges of the Guilds of Hârn

Apprentices
Journeymen
Masters
Guildmasters and Syndics

Unguilded Occupations

Economics

Prices and Incomes

Hârnic Coins

Prices

Weapons and Armour

Price List

Price List Table

Incomes

Guilded Occupations
Unguilded Occupations
Military Wages
Income Table

Taxes and Tolls

Property Tax
Hawking Tax
Bonding Fees
Maritime Taxes
Tolls
Guild Dues

Hârn Economic Map

Trade

Caravans

Caravan Masters

Maritime Trade

Religion

Religion

Kelestia

Familial Worlds
The Kethrian Family

Libram of the Pantheon

The Natal Wars
The Concordat of the Illimitable Tome

The Gods of Hârn

AGRIK
HALEA
ILVIR
LARANI
MORGATH
NAVEH
PEONI
SARAJIN
Save-K’nor
SIEM

The Nature of the Gods

The Churches of Hârn

Church Hierarchies
Clerical Orders
Fighting Orders
Canon Law
Other Religions

History

History of Hârn

The Earthmasters

Earthmaster Sites
The Departure of the Earthmasters
The Lost Years

The Age Of The Sindarin

The Khuzdul
The Codominium
The Coming of Men
The Atani Wars
The Sindarin Abdication

Founding Of Melderyn

Lothrim The Foulspawner

The Foulspawn
The Penultimate Tome
The Carnage of Kiraz
The Battle of Sirion
Aftermath at Kiraz
Collapse of Lothrim’s Federation

The Seven Kingdoms

The Migration Wars
The Founding of Kaldor
Chybisa Beleaguered
The Demise of Elorinar

The Corani Empire

The Hefiosa Campaign
Arosta the Conqueror
Founding of the Empire
The Kingdom of Aleathia
The Corani Succession Crisis
Mejenes the Great
Decline of the Empire
Balsha the Prophet
The Balshan Jihad

The Theocracy Of Tekhos

The Aleathian Odyssey
A Reign of Terror
The Interregnum

The Founding Of Kandáy

Arlun The Barbarian

The Founding of Rethem

The Thardic League

The Five-Year War

The Thardic Republic

Rethem In Chaos

Ezar's War

Kuseme War

CHYBISA: The Melderyni Kings

KALDOR: A Tradition of Rebellion

The Kaldoric Civil War
The Restoration
The House of Elendsa
The Salt War
The Treasure War

The Jarin Of The North

The Ivinian Conquest
The Kingdom of Orbaal
The Jarin Rebellion
The Rape of Thay
The Cape Renda Disaster

Epilogue

The West
The East
The North

GM Note

Chronology

Character Generation

Birth Generation

Species

Sex

Birthdate

Birthplace

Regional Map

Note: ADD Link to other Regional Map information.


Regional Map

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.

The area covered measures 250 Hârnic leagues (1,000 km or 620 miles) north/south and approximately 375 Hârnic leagues (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.

Movement

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.

1. Weather Generation 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.

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

MOVEMENT Rates
Terrain Foot Horse Cart Wagon
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
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 •
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
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: ADD

  • A
    • A

SideBar

Kandáy Coat of Arms


Weather Generation

Weather Generation

Initial Setup

Roll 1d20. Place a marker on the table for the appropriate season in the numbered box equal to the roll.

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

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+
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: ADD Images, Row Span for each top bottom section.

INSERT TABLE

Weather Generation
ROLL Spring Summer Autumn 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: ADD A

Weather Legend Diagram

Hârn Poetic Map

Back Cover

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HârnDex COL5002

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

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