Hârn HârnWorld

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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.

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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

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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

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Chybísa

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Eváel

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Káldôr

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Kandáy

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Mèlderýn

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Orbáal

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Réthem

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Thârda/Thârdic Republic

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Tribal Nations

Adaenum
Anoa
Bujoc
Chelni
Chymak
Equani
Gozyda
Hodiri
Kabloqui
Kamaki
Kath
Kubora
Pagaelin
Solori
Taelda
Tulwyn
Urdu
Ymodi

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Gârgún

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Gargun Nations
Nomadic Tribes
Colonies
Ilme

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Ivashu

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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

Movement Table

Weather Modifications
Forced Marches
Sea Movement

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.

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Roll Change
1 Up 1
2–7 Same
8–9 Down 1
10 Down 2
Cloud Cover

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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.

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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

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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
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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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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