Hârn HârnWorld
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Contents
- 1 HârnWorld COL5001
- 2 Credits
- 3 Introduction
- 4 Cultures
- 5 Government
- 6 Rural Manors
- 7 Towns and Cities
- 8 Hârnic Guilds
- 9 Economics
- 10 Religion
- 11 History
- 11.1 History of Hârn
- 11.1.1 The Earthmasters
- 11.1.2 The Age Of The Sindarin
- 11.1.3 Founding Of Melderyn
- 11.1.4 Lothrim The Foulspawner
- 11.1.5 The Seven Kingdoms
- 11.1.6 The Corani Empire
- 11.1.7 The Theocracy Of Tekhos
- 11.1.8 The Founding Of Kandáy
- 11.1.9 Arlun The Barbarian
- 11.1.10 The Thardic League
- 11.1.11 The Thardic Republic
- 11.1.12 Rethem In Chaos
- 11.1.13 Kuseme War
- 11.1.14 CHYBISA: The Melderyni Kings
- 11.1.15 KALDOR: A Tradition of Rebellion
- 11.1.16 The Jarin Of The North
- 11.1.17 Epilogue
- 11.1.18 GM Note
- 11.1.19 Chronology
- 11.1 History of Hârn
- 12 Character Generation
- 13 Regional Map
- 14 Movement
- 15 Weather Generation
- 16 Hârn Poetic Map
- 17 Back Cover
- 18 A
- 19 HârnDex COL5002
- 20 A
- 21 Notes
HârnWorld COL5001
(64 Pages) - version 1.2 Possible Link INSERT TABLE
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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
Regional Map
Vegetation
TOPOGRAPHY
Keeps, Castles, and Towns
Roads And Trails
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% | |||||
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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
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| Weather Generation | ||||||||||||
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| 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 | ||||
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Hârn Poetic Map
Back Cover
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HârnDex COL5002
- (157 Pages) ~ A HârnWorld Reference and Glossary
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