Hârn HârnWorld

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Contents

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

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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

The power of the nobility is ultimately vested in its control of land. Agriculture accounts for 80% of all Hârnic economic activity and employs 90% of its population; feudal lords control most productive land.

The basic economic unit of rural Hârn is the manorial fief. These can range from 600 to 4,800 acres in size, although 1,200 to 1,800 acres is typical. Manors are not shown on the regional map. Each hex on the map is nearly 90,000 acres and 10–30 manors are clustered around every keep, castle, or town. However, since manors are so important and because they appear in local expansion modules, the following information on Hârnic manors is included here.

A manorial fief on Hârn is either held by a knight who owes fealty and military service to a baron or earl for the grant of land or is held directly by some greater noble who will appoint a loyal relative or retainer to manage the estate for him. Some manors are held by religious orders, most notably those associated with the Church of Larani. A few manors around chartered freetowns are held by wealthy commoners, who usually have such estates managed by appointed bailiffs.

Manorial Tenants

The notion of private property is somewhat alien in a feudal society. The vast majority of Hârnians are tenants of some feudal lord. The contracts between the lord of a manor and his tenants can have endless permutations of military service, agricultural service, scutage, rent, and crop share. The exact mix varies with the personalities involved, local custom, and the current situation.

Serfs

Sometimes called unfree tenants, serfs make up 70–90% of the rural population. They possess few legal rights but should not be thought of as slaves. Although they are bound to the land and the lord and may not marry without the lord’s permission, serfs cannot be deprived of their land without just cause and are entitled to the lord’s protection and justice. Serfdom is a contract between lord and tenant; each is honor-bound to the other. The amount of land held varies: Villeins hold 25–40 acres, Half-Villeins 10–25 acres, and Cottars 1–5 acres. In return for their land, serfs owe labor working the lord’s own fields, typically 3–5 days per year for each acre of land held.

Freeholders

Freeholders are simply individuals who hold land on which no serf-like obligations are due, a distinction that is often problematical. Freeholders rarely own the land they work, but instead pay rent or crop shares for its use, a process known as farming the land. Some freeholders are rural guildsmen, such as millers or metalsmiths, who may or may not also farm some acreage. Freeholders have the right to come and go as they wish, grow whatever crops they please, and appeal their lord’s justice to the king’s law. Naturally, ignoring the wishes of the lord may be unwise, for it might lead to expulsion (or worse). In many ways, a serf has greater security in land tenure than a freeholder.

Manorial Villages

A typical manorial fief contains a manorhouse for the lord, one village that is home to 10–30 rural families, and probably one mill. All of these are generally clustered together, ideally near the center of a fief.

The Manorhouse

The lord’s home is usually a fortified stronghold of wood or stone, essentially a miniature keep with a palisade enclosing several outbuildings such as barns and stables. When possible, the house is situated on a natural or artificial hill and may be surrounded by a ditch, moat, or earthworks.

Peasant Cottages

Each village family will have a cottage and small adjacent garden plot. The style and size of peasant cottages are fairly standard on Hârn. Most are 800–

1,200 square feet in size with thatched roofs and walls of daub and wattle. They look about the same regardless of the prosperity of the owner, for in a violent world it’s foolish to advertise prosperity. Wealth is defined in terms of livestock and acreage, not personal comfort.

Most peasant cottages consist of two rooms: a large living room and a smaller attached stable. Some cottages have a sleeping chamber separate from the living room. The living room has a straw-covered, dirt-packed floor, heated by a fire in a stone hearth. The attached stable may contain livestock and a variety of agricultural tools: spades, hoes, axes, and the like. Most stables also have a loft for storing a variety of grains in wicker baskets.

The Mill

Note: ADD Millers fanon article LINK

Nearly every manorial village has a mill. Some are owned by the lord but most are owned by freemasters of the powerful Millers’ Guild. The miller typically pays an annual license of 240d to the lord of the manor for the right to operate the mill. Most mills are waterpowered, some are ox-powered, and a few (especially in southwestern Hârn) are windmills.

Manorial Land Use

Manorial lords may cultivate their land themselves by hiring agricultural labor or may farm-out the land to freehold tenants in return for cash rents or crop shares. Most, however, choose a blend of these two extremes, dividing the fief into (roughly) one third demense (lord’s land) and two thirds tenancy, utilizing the custom of serfdom to provide the labor for their own land.

The respective areas of land use depend mainly on the size, location, and fertility of the fief. Long-established fiefs tend to be well populated and favor higher arable land use. New holdings in frontier regions are generally underpopulated and these will have higher pasture and woods acreages.

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Arable 20–60% (40% average)
Pasture 20–60% (40% average)
Woods 10–30% (20% average)
Agriculture

Note: ADD LINK to new Agriculture page and relavent data pages for Research into Agriculture with Jan.

The manor’s arable land is typically divided into two large fields. The fields are usually open (no fences or hedges) but are divided into strips separated by footpaths. One field will be sown with various crops (rye, wheat, barley, oats, beans, and peas), the other will lie fallow for one year in an effort to keep the soil from exhausting itself. All of the land will be cultivated by freehold tenants or serfs and the holdings of any one family are typically scattered throughout the fief in narrow strips. The lord’s demense will consist of enclosed fruit orchards and lush meadowlands plus numerous small strips dispersed among the lands of his tenants.

The land held by each peasant family is divided between the two fields. So if a family has 30 acres, they can plant only 15 in a given year. Since the average crop yield is about ten bushels per acre and each person requires about 20 bushels of grain a year for the barest survival, an individual needs four acres to feed himself, half under cultivation and half fallow.

Although plowing, sowing, and weeding are generally tasks performed by each individual family on their own land, harvesting is a communal affair. All able-

bodied villagers work to clear the fields, then the produce is divided among them according to the amount of land held and labor provided. Harvesting usually begins early in the late-summer month of Agrazhar and takes two to four weeks to complete; three men can reap and bind one acre per day.

Weather is, of course, critical. The crops must be left to mature and this can be delayed if the summer is particularly wet or dry. When ready to harvest, speed is crucial. One heavy rain could batter the ripe crops to the ground and destroy the bulk of the harvest.

Kandáy Coat of Arms
Husbandry

Open and common pasture is maintained for grazing sheep, oxen, horses, and goats, some owned by the lord and some by the tenants. The best pasture (10–30%) will be enclosed and reserved as meadowland where winter fodder (hay) is harvested. The fallow fields are also used for grazing animals, partly to keep the weeds down but mainly to manure the resting soil.

Animals are not raised to be eaten, mainly because it takes roughly eight pounds of feed to produce one pound of animal protein. Hogs, which thrive on food scraps and forage in woodland, are the exception. Sheep are raised for wool, cattle as beasts of burden and to give milk, and chickens for eggs. Of course, animals will be slaughtered for meat and hides when they become unproductive.

Most villagers keep chickens and all but the poorest are likely to have at least one cow and several pigs. Oxen are kept as plow animals by richer peasants and rented to others as needed. Horses are a luxury that are usually kept only by nobles; they are not as hardy as oxen and require two or three times the winter fodder.

Livestock populations tend to peak in the summer as a result of spring births. Because the villagers cannot afford to provide winter feed for all the animals born, surplus flocks and herds are driven to be sold or bartered at the nearest market soon after the harvest is completed. Wealthy peasants may slaughter an animal or two, then dry, smoke, or salt the meat for future consumption.

Woodland

The remainder of the fief will be woodland, which may be extensive in recently settled lands. Woodlands are prized and usually zealously protected, as game forms a major part of the noble diet and hunting is the sole prerogative of the lord. Poachers are likely to receive harsh treatment, especially trespassers from outside the estate. Tenants may collect dropwood and graze their pigs in woodland but must pay an annual fee to the lord for this right.


Towns and Cities

Cityscape

Towns and Cities

Note: ADD Settlement Type: Town, Walled Town, Castle Town. Settlement Status: Charted City, Freetown, etc.

Compared to other regions on western Lythia, Hârn is not very urbanized. No more than 10% of the population live in towns. The largest urban center on the island is Coranan, with a population of about 12,500. It is perhaps the only center deserving of the name "city," although this term is commonly applied to any walled town. There are eight walled towns on Hârn.

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Note: ADD Proper names and relavent links.

City Kingdom Population Map
Coranan Tharda 12,500 E7
Tashal Kaldor 11,400 J5
Cherafir Melderyn 7,000 N10
Golotha Rethem 6,200 D7
Azadmere Azadmere 5,900 L4
Aleath Kanday 5,800 E8
Thay Melderyn 4,200 M7
Shiran Tharda 3,900 G6


In addition to these cities, most settlements marked as castles and keeps on the regional map have small unwalled towns adjacent to them where a market is held at least once a month. Several of these, notably Dyrisa, Kiban, Shostim, and Telen, are budding walled towns with populations of 2,000–3,000.

Government of Towns

In a strict legal sense, there are two different kinds of towns on Hârn: freetowns and feudal towns. Aleath, Golotha, and Thay are freetowns and enjoy a fairly high degree of independence from external authority. Azadmere, Cherafir, Coranan, Shiran, and Tashal are feudal towns, held directly by the king or state. To the average citizen, the distinctions are minimal. All towns tax their citizens and pay aids and taxes to the king or state. However, taxes levied by freetowns tend to be less onerous and collected with less enthusiasm. To a runaway serf, the distinction is crucial. Only freetowns allow the serf to claim freedom after a year and a day of residence. Feudal towns offer no such protection.

Town Charters

Freetowns possess a charter from the crown that sets out the rights and privileges of their citizens and their obligations to the king. Each charter is unique but all have some basic common provisions. These include the right to build and maintain a city wall, hire mercenaries for defense, hold markets and fairs as often as desired, and freedom from feudal or other obligations to anyone except the king. Various clauses detailing the form and powers of civic government, responsibility for taxation, defense, and the administration of justice are also laid out in a town’s charter.

Feudal towns have no need for a charter but often have a document outlining the form and nature of town government. There is also a tendency for civic governments in both kinds of towns to be similar in form. Civic offices are mainly filled by guildsmen and military offices go to men with military experience. The key officers in Hârnic towns are described below.

Alderman

An alderman is a custodian and expounder of the law and member of the town court. Although aldermen must be invested in their office by the sovereign or his representative, the office is often inherited because this is the way that knowledge of customary law is passed from one generation to the next. Most Hârnic cities have 12 aldermen, all of whom are prominent guildsmen and often members of the Litigants’ Guild.

Mayor

Only freetowns have mayors, as such, but all others have some official who is responsible for administering civil and financial affairs. Mayors are usually appointed by the aldermen, often from a short list of candidates supplied by the crown. This official will run a sizable bureaucracy, including tax assessors and collectors.

Warden

Wardens command the city garrison and are responsible for maintaining civic law and order. A major expense for any city will be its military budget. In freetowns, the warden is appointed by the mayor; in feudal towns by the crown, usually the constable of the citadel.

Harbormaster

This officer is in charge of the town port, if any. Appointed by the mayor, he is either a retired member of the Pilots’ Guild or a political appointee who hires a master pilot as an assistant. Duties of a harbormaster include supervising port maintenance, providing pilotage services, and collecting maritime taxes such as pilotage, wharfage, and vessel registration fees. Harbormasters in the larger ports have several assistants.

Bondmaster

The bondmaster is responsible for overseeing the city bonding house and collecting hawking taxes and import duties. Appointed by the mayor, the bondmaster is usually a member of an important guild and may have assistants. Guards will be provided by the warden.

Town Law

Town law is quite different from rural justice and is sufficiently complex to support a guild of litigants. Towns are inhabited mainly by freemen, so royal justice is available to most citizens. Towns regard the right to operate their own courts, free from the interference of any local lord, as their most treasured prerogative. Freetown charters give their courts a place in the judicial hierarchy equal to a shire. Appeal from them is directly to the crown. Feudal towns are considered part of the shire in which they lie, so appeals are made first to the shire moot.

Towns are centers of trade and sometimes of scholarship and there is a somewhat greater dependence on written statute and precedent in town law. Financial transactions are much more common and civic penal codes may view economic or civil cases as dimly as crimes of violence. The importance of a suit is often a matter of how much (and whose) money is involved.

Most cases are settled informally. The parties to a dispute make an appointment for adjudication and the case will then be argued before a single alderman. The financial interests of the participants often lend themselves to a quick execution of justice. The alderman will pass judgment and levy and collect fines with dispatch. Appeals may be made to a town court of assembled aldermen. Important or complex cases will usually go directly to the town court. Aldermen may issue writs and warrants but, in a corrupt town, it is usually cheaper to seek a writ elsewhere.

Urban Geography

Most towns are roughly circular. Streets tend to radiate from several key points, notably the market and citadel, but they may well detour around vanished ponds or trees. Many streets existed before the town walls were built but new construction will take into account the location of city gates and gradually make the city appear more planned.

Street names are rarely posted; they tend to be a matter of oral rather than written tradition and change from time to time. Houses are not numbered. There is no official post office; mail is carried privately, at considerable expense. Few can read anyway.

Crime is rampant in most cities. Street illumination is rare so the streets are dark and dangerous at night. Policing, such as it exists, is typically in the hands of notoriously corrupt and incompetent city garrison. The open carrying of weapons is discouraged by most civic authorities.

The quality of urban construction tends to be somewhat higher than in the countryside but there is wide variation from town to town. Aleath is famous on Hârn for its high standards of civic architecture; Golotha, on the other hand, is an urban blight. Sewers are rare.

Kandáy Coat of Arms

Government buildings and temples tend to be built of stone on a lavish scale. However, most townsmen live in two- or three-story slums of wooden construction in which overcrowding is the norm. Guildsmen can usually afford better accommodation and the homes of a few wealthy guildsmen may be quite luxurious.

City lots change hands without reference to any zoning bylaws, although government will occasionally step in to forbid construction and all urban governments have unlimited expropriation powers.

Town Markets

Towns are essentially defensible markets, where the countryside trades its agricultural surplus for the civilized artifacts of the city. The relationship is symbiotic; each has its own monopoly, but the countryside could exist without towns while the converse is untrue.

The heart of the town is its marketplace, the place where money and goods are exchanged more or less freely. It is illegal to sell anything within five leagues of most towns except within its marketplace. Impromptu highway sales within this zone are forbidden by royal laws; the minimum penalty is confiscation. The marketplace itself is administered by the Mangai, who rent space for a penny or two per day. Vendors can sell from their own carts, tents, or stalls, or rent them from tentmakers or woodcrafters.

Local guildsmen have an advantage in the town economy. Town aldermen and mayors are usually local guildsmen and members of a local guild are the only ones permitted to freely sell their goods within the town. Goods imported into a city are subject to payment of hawking taxes and, if they are covered by a local guild monopoly, they must be offered first to local guildsmen handling such wares to be marked up and resold.

Townsmen

Town life is more sophisticated and volatile than life in the countryside. On the rural manor, everyone has his place, high or low, governed in accordance with old feudal traditions and almost all rural activities center around the seasonal nature of agriculture. Townsmen, on the other hand, are freemen and their social and legal obligations seem less. Their duties may be limited to the payment of some rents or taxes, perhaps to military service in time of war. But while townsmen are not required to work on the land, no one guarantees them food or shelter. Their freedom from service is paid for by their lack of security. Unemployment and starvation come hand in hand; in time of famine, it is the urban poor who starve first. Townsmen are divided into two major classes, guilded and unguilded.

The Guilds

A guild is a brotherhood of craftsmen who have banded together to control economic activity in specific or related trades. Throughout Hârn and western Lythia, virtually all significant commercial and professional activities are within the control of powerful international guilds whose monopolistic rights are protected by law. Unlike the countryside, towns are dominated by the activities of the guilds; it is their activities that justify a town’s very existence.

The Individual Guilds

A list of the guilded occupations is noted on the Income Table on page 26 and their badges are shown on page 21. Each guild is described in Hârndex. Most are urban and some are rural; a few are both. Some guilds may be weak and have loosely defined monopolies, but most are strong with rigid monopolies. In Orbaal and among the Khuzdul, the functions of guilds are performed by clans, equally monopolistic but simpler in organization.

The Mangai

The Mangai is the association of all guilds. Grand chapters exist in Hârnic states in one form or another. The Mangai’s principal functions are to regulate guilds, settle disputes between them, organize and regulate town markets and fairs, and lobby with governments concerning guild rights and privileges. The Mangai operates under the Charter of the Mangai, a law that has been enacted by most civilized governments of western Lythia. It is this charter that fosters and protects the legal monopolies held by all guilds.

A Mangai chapter is made up of (at least) one representative of each local guild. This assembly generally elects an executive council. Different chapters have various modes of operation, but most are democratic. Although it wields enormous power, the Mangai stays out of politics. Governments respond by limiting their involvement in guild affairs to taxation.

Guild Franchises

Guilds have one prime purpose, to provide economic security for their members. To achieve this objective, they employ their legal monopolies to limit competition. This is done primarily by restricting the number of franchises in a specific market. A franchise is a license granted by a guild to a qualified master to own and operate a business within a specific area. Although the custom varies, there are usually three ranks within each guild: apprentice, journeyman, and master.


Kandáy Coat of Arms


Hârnic Guilds

Note: ADD a list of all Guilds, links to a seperate Page to descibe each in detail. As well as creating Vector Images of Guild Badges.

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Badges of the Guilds of Hârn
Apothecaries Arcane Lore Chandlers Charcoalers Clothiers Courtesans
Embalmers Glassworkers Harpers Heralds Hideworkers Innkeepers
Jewellers Lexigraphers Litigants Locksmiths
Masons Mercantylers Metalsmiths Millers Miners Ostlers
Perfumers Physicians Pilots Potters Salters Seamen
Shipwrights Tentmakers Thespians Timberwrights Weaponcrafters Woodcrafters


Apprentices

Apprenticeship is deemed a privilege, usually granted to the eldest son of an existing master. The guild may also permit or sell additional apprenticeships, mostly to the younger offspring of masters or to non-guildsmen able to pay the most. An apprenticeship generally lasts from four to seven years, depending on the guild. To ensure strict discipline, apprentices are rarely permitted to serve under their own fathers. Typically, two masters in nearby settlements will exchange their apprentice children. Wealthy guildsmen often try to place their sons with highly skilled and respected masters, paying such mentors a fee for this privilege. The treatment received by apprentices varies; frequent beatings and long hours of menial labor are considered normal. Apprentices receive only room and board, although some get pocket money from generous masters.

Journeymen

The rules governing promotion from apprentice to journeyman vary from guild to guild. The candidate may have to pass a practical and/or oral examination before the guild’s Board of Syndics (see below) or the simple vouching of his master may suffice. The professional guilds usually have the most stringent requirements. Some masters will intentionally deny advancement to their apprentices because of the cheap labor they represent but the guild will usually step in to prevent this from going on too long. A few guilds do not have the rank of journeyman.

In addition to room and board, journeymen are entitled to a small wage, typically between one third and two thirds of the bonded master rate, depending on experience. They are usually expected to travel from one location to another working for different masters of their guild. After a prescribed period (usually 3–5 years) the journeyman may apply to any Board of Syndics for promotion to the rank of master. This generally requires the recommendations of at least three masters under whom the journeyman has served and often some kind of oral and/or written examination.

Craftsmen Scene
Masters

Most guilds have two kinds of masters: freemaster and bonded master. A freemaster is one who holds a franchise, which is simply a license granted by the guild to own and operate a business in a particular location. A bonded master works under contract for a wealthy person or institution. Unemployed masters who do not hold franchises are called simply masters. All masters pay 10 percent of their income to the guild as dues.

Franchises must be inherited or purchased; they are not automatically granted to new masters. Many masters work alongside their fathers until they inherit the family franchise, while others seek employment as bonded masters until they can afford to purchase a new franchise. The fees to buy a new franchise are stiff, ranging from two to ten years’ income of a master, plus the customary bribes. Many masters, either by choice or financial circumstance, never obtain a franchise.

Most guilds seek to preserve the security of their masters by limiting the number of franchisees and establishing "fair price" guidelines for wares of specific qualities. A master who sells high quality wares cheap, or low quality wares dear, will receive a visit from guild officials. They will no doubt remind him that fines can be imposed and, ultimately, a franchise can be revoked.

Guildmasters and Syndics

All masters are members of the local guild chapter with one vote. They elect a board of syndics from among their number who then appoint a guildmaster from among themselves. These officers are responsible for the day-to-day administration of the chapter and, except in the case of very wealthy guilds, continue to be practicing masters. They usually receive a stipend for their administrative role. The guildmaster will represent the guild in the local chapter of the Mangai and at any regional conventions the guild may hold. The way in which a specific guild chapter is actually run depends mostly on the personalities involved.

Unguilded Occupations

Most townsmen do not, however, belong to guilds. Anyone may enter an unguilded occupation, but these tend to be insecure, unfulfilling, and unprofitable. Some unguilded freemen are common soldiers and a few are successful scribes, artists, or toymakers, but most are common laborers who are typically worse off than the serfs of the countryside.


Economics

Prices and Incomes

In medieval societies, the use of money was not widespread, barter being more common. We have taken some liberties with this so that players can handle money, find it, earn it, and spend it.

Hârnic prices and incomes are based on 13th century medieval Britain, modified as necessary to relate to Hârn. For example, wood was relatively scarce and expensive in medieval Britain, but on Hârn, which is still heavily forested, the prices for wood products have been reduced. The prices of weapons on the other hand have been increased to restrict their availability.

Hârnic Coins

The first Hârnic coins were minted by the Sindarin. These were tokens of esteem for their human subjects, who were soon trading and forging them, making regulation necessary. When the Sindarin withdrew to the Shava Forest, they ceased minting coins, leaving the Khuzdul with a monopoly for many centuries until the first comprehensive system of coinage was developed in the Corani Empire some 300 years ago. In contemporary Hârn, coins are generally struck at official government mints but sometimes freemaster jewellers will be awarded a license to strike coins for a fixed period. The penalty for making coins without such license is death.

There are no bronze or copper coins minted on Hârn. The Khuzdul of Azadmere mint a gold coin called the Khuzan Crown, but most people will never see one. The coinage system in use throughout Hârn is based on a single coin, the silver penny.


INSERT TABLE

4 farthings = 1 penny (1d)
12 pennies = 1 shilling (12d)
20 shillings = 1 pound (240d)
Hârnic Coins

The farthing (f) is one piece of a silver penny that has been divided literally into four quarters. The shilling (12d) and the pound (240d) are not coins, merely terms used for quantities of silver pennies. Coins contain about 75% of metal value, the difference being due to the cost of minting and the addition of 10% tin for strength.

Most civilized states produce their own silver pennies. Coins from Azadmere have universal acceptance throughout Hârn; coins minted elsewhere are usually discounted 10–20% outside their own territory. Rethemi coins, due to chronic problems of clipping and debasing, are hard to pass outside Rethem. The coins in common use on Hârn as of 720 are illustrated here.

Prices

A price list of basic goods and services is on the following pages. The GM must keep in mind that these are "retail" prices at the indicated source, which may not, of course, be the original source. The selling price of goods must cover not only their buying price and work done to make them saleable, but also levies of tariffs and tolls, transport costs, and losses to shipwrecks, storms, pirates, and brigands. A mercantyler would buy items for as little as 10% of these prices and sell them for roughly 50% of the indicated price to the named source. That is, a beaver pelt is listed as 20d. This would be the selling price for a dressed pelt from the indicated source (Hideworker). A mercantyler in the fur trade would purchase such a pelt from a trapper for as little as 2d, sell it to a Hideworker for 10d, who then cures and dresses the hide and sells it for 20d. Select goods from eastern Lythia change hands many times and sell in the west for up to 100 times their original cost.

All prices should be seen as only a rough guide. Bargaining over prices is as much an art form on Hârn as anywhere. Most items are sold on the basis of quality and volume, not weight. Markets do not have scales and, even if they did, they would probably not be trusted by buyers. The seller, with a shrewd eye on the size of the buyer’s purse, sets a price. Haggling follows and the final transaction can vary 25% or more from the noted prices.

The units of measure noted on the price list are those standard to Hârn. See also "Weights and Measures" in Hârndex. Food and livestock are bought either at a market or directly from the producer. Most meat is purchased live since a live animal is indisputably fresh and will keep without spoiling as long as you feed it.

Weapons and Armour

These are listed by basic type, such as swords, clubs, and spears. Armour is also listed by type, such as mail, scale, and so forth. Kurbul is the Hârnic name for hardened leather.

Price List

Note: ADD a more detailed table of these, with links, highlights, etc.

Note: ADD Resource Type, ie. Livestock, Food, Clothing, etc.

INSERT TABLE

Item Price Supplier
ALE/pint 1f Innkeeper
ANCHOR 12d Shipwright
APPLES/bushel 6d Farm/Market
ARROWS/dozen 15d Weaponcrafter
AXE/Battle 100d Weaponcrafter
AXE/Hand 70d Weaponcrafter
AXE/Hatchet 12d Metalsmith
AXE/Pole 96d Weaponcrafter
AXE/Throwing 48d Weaponcrafter
AXE/Warhammer 90d Weaponcrafter
AXLE 6d Metalsmith
BAG/Canvas 4d Tentmaker
BARLEY/bushel 5d Farm/Market
BARREL/hogshead 15d Woodcrafter
BEANS/bushel 8d Farm/Market
BELT/leather 10d Hideworker
BLANKET/wool 48d Clothier
BOOTS/leather 64d Hideworker
BOTTLE 6d Glassworker
BOW/Crossbow 60d Weaponcrafter
BOW/Longbow 36d Weaponcrafter
BOW/Shortbow 24d Weaponcrafter
BRANDY/pint 8d Innkeeper
BREAD/Rye loaf 1f Miller
BREAD/Wheat loaf 2f Miller
BRIDLE 12d Ostler
BUCKET/wood 4d Woodcrafter
BUNS/dozen 2f Miller
CANDLE 1f Chandler
CART/2 wheels 80d Woodcrafter
CAULDRON/iron 10d Metalsmith
CHAIR 12d Woodcrafter
CHARCOAL/bushel 2d Charcoaler
CHICKEN/live 6d Farm/Market
CIDER/pint 1f Innkeeper
CLUB 12d Woodcrafter
CLUB/Mace 84d Weaponcrafter
CLUB/Maul 24d Woodcrafter
CLUB/Morningstar 48d Weaponcrafter
COAL/bushel 6d Charcoaler
COFFIN 9d Woodcrafter
COURTESAN 12d Courtesan
CROWBAR 9d Metalsmith
DAGGER 24d Weaponcrafter
DAGGER/Keltan 36d Weaponcrafter
DAGGER/Taburi 20d Weaponcrafter
DONKEY/live 120d Ostler
DRUM 36d Harper
DUCK/live 6d Farm/Market
EGGS/dozen 2d Farm/Market
EMBALMING 200d Embalmer
FALCON/trained 100d Falconer
FLAIL/Ball and Chain 60d Weaponcrafter
FLAIL/Grain 12d Metalsmith
FLAIL/War 60d Weaponcrafter
FLUTE 18d Harper
GLOVES/Leather 24d Clothier
GLOVES/Silk 48d Clothier
Price List Table
Item Price Supplier
GLOVES/Wool 12d Clothier
GOAT/live 10d Farm/Market
GOBLET/Pewter 3d Metalsmith
GOLD/ounce 400d Miner
GOOSE/live 9d Farm/Market
GRAPPLE 10d Metalsmith
HAMMER 6d Metalsmith
HARNESS/Horse 18d Ostler
HARP 300d Harper
HARPOON 40d Metalsmith
HAT/Hood, Cloth 16d Clothier
HAT/Leather 16d Clothier
HAT/Linen 4d Clothier
HAT/Silk 32d Clothier
HAT/Wool 8d Clothier
HAY/bushel 6d Farm/Market
HERB/common/ounce 6d Apothecary
HERB/rare/ounce 60d Apothecary
HIDE/Beaver 20d Hideworker
HIDE/Calf 16d Hideworker
HIDE/Deer 6d Hideworker
HIDE/ermine/sable 30d Hideworker
HIDE/Horse 10d Hideworker
HIDE/Lambskin 3d Hideworker
HIDE/Otter/weasel 24d Hideworker
HIDE/Ox 12d Hideworker
HIDE/Pig 5d Hideworker
HIDE/Rabbit 1d Hideworker
HIDE/Seal 24d Hideworker
HIDE/Sheep 4d Hideworker
HONEY/gallon 12d Farm/Market
HORN/Hunting 20d Hideworker
HORSE/Cart 180d Ostler
HORSE/Plough 240d Ostler
HORSE/Riding 360d Ostler
HORSE/War 600d Ostler
HORSESHOE/each 1d Metalsmith
INK/Black/quart 3d Lexigrapher
KEY 2d Locksmith
KNIFE/Kitchen 6d Metalsmith
KURBUL/Ailettes 20d Weaponcrafter
KURBUL/Backplate 60d Weaponcrafter
KURBUL/Breastplate 60d Weaponcrafter
KURBUL/Coudes 10d Weaponcrafter
KURBUL/Greaves 50d Weaponcrafter
KURBUL/Half helm 20d Weaponcrafter
KURBUL/Kneecops 15d Weaponcrafter
KURBUL/Rerebraces 30d Weaponcrafter
KURBUL/Vambraces 25d Weaponcrafter
LANTERN 12d Chandler
LEGAL CONTRACT 24d Litigant
LEGAL DEED 18d Litigant
LEGAL WILL 12d Litigant
LEGGINGS/Leather 176d Clothier
LEGGINGS/Linen 48d Clothier
LEGGINGS/Silk 384d Clothier
LEGGINGS/Wool 88d Clothier
LOCK 4d Locksmith
Price List Table
Item Price Supplier
LOCKBOX 12d Locksmith
LUTE 200d Harper
MAIL/Cowl 120d Weaponcrafter
MAIL/Byrnie 660d Weaponcrafter
MAIL/Hauberk 975d Weaponcrafter
MAIL/Leggings 660d Weaponcrafter
MAIL/Mittens 60d Weaponcrafter
MAP 12d Lexigrapher
MEAD/pint 2f Innkeeper
MEAL/Cold 3f Innkeeper
MEAL/Hot 1d Innkeeper
MILK/gallon 3d Farm/Market
MULE/live 180d Ostler
NAILS/pound 2d Metalsmith
OAR 5d Shipwright
OATCAKES/dozen 1f Miller
OATS/bushel 4d Farm/Market
OIL/Lamp/gallon 12d Chandler
OX/COW 96d Farm/Market
PAN/Copper 12d Metalsmith
PICK 8d Metalsmith
PIG/live 24d Farm/Market
PIPE/Smoking 2d Potter
PITCHFORK 6d Metalsmith
PLATE/Ailettes 100d Weaponcrafter
PLATE/Backplate 300d Weaponcrafter
PLATE/Breastplate 300d Weaponcrafter
PLATE/Coudes 50d Weaponcrafter
PLATE/Great helm 275d Weaponcrafter
PLATE/Greaves 250d Weaponcrafter
PLATE/Half helm 100d Weaponcrafter
PLATE/Kneecops 75d Weaponcrafter
PLATE/pewter 5d Metalsmith
PLATE/Rerebraces 150d Weaponcrafter
PLATE/Vambraces 125d Weaponcrafter
PLOUGH 48d Woodcrafter
PROSTITUTE 1d Prostitute
PURSE/Buckram 9d Clothier
PURSE/Silk 60d Clothier
QUILL 1d Lexigrapher
QUILT/Cowl 32d Weaponcrafter
QUILT/Gambeson 260d Weaponcrafter
QUILT/Leggings 184d Weaponcrafter
QUILT/Tunic 176d Weaponcrafter
QUIVER 8d Hideworker
RING/Byrnie 308d Weaponcrafter
RING/Halfhelm 28d Weaponcrafter
RING/Hauberk 455d Weaponcrafter
RING/Leggings 308d Weaponcrafter
RING/Vest 196d Weaponcrafter
ROBE/Silk 600d Clothier
ROBE/Wool 156d Clothier
ROPE/fathom 6d Shipwright
RYE/bushel 6d Farm/Market
SACK/buckram 1d Tentmaker
SACK/linen 2f Tentmaker
SADDLE/Riding 80d Ostler
SADDLE/War 240d Ostler
Price List Table
Item Price Supplier
SALT/bushel 12d Salter
SANDALS/leather 8d Hideworker
SCABBARD/leather 48d Hideworker
SCALE/Byrnie 440d Weaponcrafter
SCALE/Hauberk 650d Weaponcrafter
SCALE/Vest 280d Weaponcrafter
SCROLL/Parchment 2d Lexigrapher
SCROLL/Vellum 4d Lexigrapher
SCYTHE 24d Metalsmith
SHEEP/live 12d Farm/Market
SHIELD/Buckler 24d Weaponcrafter
SHIELD/Kite 72d Weaponcrafter
SHIELD/Knight 60d Weaponcrafter
SHIELD/Round 42d Weaponcrafter
SHIELD/Tower 96d Weaponcrafter
SICKLE 10d Metalsmith
SILVER/ounce 20d Miner
SLAVE 300d Slaver
SLED 80d Woodcrafter
SLING 6d Hideworker
SNOWSHOES/pair 36d Woodcrafter
SPEAR 60d Weaponcrafter
SPEAR/Glaive 84d Weaponcrafter
SPEAR/Javelin 48d Weaponcrafter
SPEAR/Lance 120d Weaponcrafter
SPEAR/Pike 96d Weaponcrafter
SPEAR/Trident 72d Weaponcrafter
SPEAR/Staff 36d Woodcrafter
SPURS 18d Metalsmith
STABLING/day 1d Ostler
SURCOAT/Linen 60d Clothier
SURCOAT/Silk 480d Clothier
SURCOAT/Wool 104d Clothier
SWAN/live 12d Farm/Market
SWORD/Bastard 180d Weaponcrafter
SWORD/Battle 230d Weaponcrafter
SWORD/Broad 150d Weaponcrafter
SWORD/Estoc 150d Weaponcrafter
SWORD/Falchion 120d Weaponcrafter
SWORD/Short 90d Weaponcrafter
TABLE 36d Woodcrafter
TANKARD/Pewter 4d Metalsmith
TENT/Pavilion 200d Tentmaker
TINDERBOX 6d Chandler
TUNIC/Leather 192d Clothier
TUNIC/Linen 48d Clothier
TUNIC/Silk 384d Clothier
TUNIC/Wool 88d Clothier
VEST/Leather 112d Clothier
VEST/Linen 30d Clothier
VEST/Silk 240d Clothier
VEST/Wool 56d Clothier
WAGON/4 wheels 220d Woodcrafter
WHEAT/bushel 8d Farm/Market
WHEEL 18d Woodcrafter
WHIP 12d Hideworker
WINE/pint 2d Innkeeper
WINESKIN/one gallon 10d Hideworker

Incomes

Listed here are the average wages earned from various occupations on Hârn. The incomes shown are monthly, based on working 24 days, the average number of days worked per month after various holidays. Dawn to dusk hours are the norm for most work; hence in reality, summer wages are higher and winter wages are lower due to the number of hours that can be worked.

Guilded Occupations

Wages shown are for bonded masters; room and board may also be provided. The employer would bear the additional cost of providing materials and supplies, but tools are generally owned by the master. A highly skilled master, such as a mason-architect building a new castle or an exquisite sword craftsman, could earn fees up to six times higher, but such incomes are rare. Apprentices, in most cases, receive only room and board but sometimes get pocket money from generous masters. A journeyman would receive 30–60% of a master’s wages depending on experience, plus room and board.

Freemasters tend to have variable incomes, possibly even a loss. Their expenses would include rent, taxes, and supplies, and demand for their services is obviously crucial. Unless the GM wishes to take these factors into account and calculate a "profit and loss" statement for a freemaster, we suggest their net income (profit after all business expenses) is equal to the bonded master rate, varied at GM discretion.

Unguilded Occupations

Wages given are for experienced workers; others might earn 20–80% of this amount, depending on skills. Wages would also be dependent on the availability of labor.

Military Wages

The income of a man-at-arms is given. These wages apply to common legionnaires of Tharda but may serve as a guideline to all mercenaries of the lowest rank. Wages are usually paid quarterly but are listed monthly for comparison with other incomes. Considering the danger, military wages are low, but there are some perks such as booty. Traditionally, a soldier may keep two thirds of booty collected, giving one third to the next highest rank, who gives one third to the next highest rank, and so on. The commander of a large army can acquire quite a tidy sum in this way.


INSERT TABLE

Note: ADD links for each profession skill, seperate (or Background Colour!) Guilded and Unguilded. Then expand the list to include recources, with background colouring etc.

Incomes
Guilded Day Month Year
Apothecary 10f 60d 720d
Arcane Lore Variable
Chandler 9f 54d 648d
Charcoaler 9f 54d 648d
Clothier 10f 60d 720d
Courtesan Variable
Embalmer 8f 48d 576d
Glassworker 11f 66d 792d
Harper 7f 42d 504d
Herald 13f 78d 936d
Hideworker 10f 60d 720d
Innkeeper 10f 60d 720d
Jeweller 11f 66d 792d
Lexigrapher 11f 66d 792d
Lia-Kavair Variable
Litigant 12f 72d 864d
Locksmith 10f 60d 720d
Mason 16f 96d 1,152d
Mercantyler Variable
Metalsmith 12f 72d 864d
Miller 14f 84d 1,008d
Miner 14f 84d 1,008d
Ostler 13f 78d 936d
Perfumer 11f 66d 792d
Physician 12f 72d 864d
Pilot Variable
Potter 10f 60d 720d
Salter 8f 48d 576d
Seaman 8f 48d 576d
Shipwright 15f 90d 1,080d
Tentmaker 12f 72d 864d
Thespian Variable
Timberwright 13f 78d 936d
Weaponcrafter 18f 108d 1,296d
Woodcrafter 11f 66d 792d
Unguilded Day Month Year
Animal Trainer 12f 72d 864d
Beggar 4f 24d 288d
Cartographer 14f 84d 1,008d
Cook 5f 30d 360d
Farmhand 4f 24d 288d
Fisherman 8f 48d 576d
Herdsman 4f 24d 288d
Hunter/Trapper 7f 42d 504d
Laborer/Porter 7f 42d 504d
Longshoreman 7f 42d 504d
Man-at-Arms 5f 30d 360d
Prostitute Variable
Ratter 10f 60d 720d
Sage/Tutor 14f 84d 1,008d
Scribe 11f 66d 792d
Servant 4f 24d 288d
Teamster 12f 72d 864d
Thatcher 9f 54d 648d
Toymaker 8f 48d 576d


Taxes and Tolls

Most Hârnic taxes noted below are urban in character. The levies charged on rural folk, namely aids and heriot, are discussed under feudal obligations. Average tax rates are given but they can vary. Other Hârn publications provide specific tax rates at various locales.

Property Tax

An annual tax charged on the assessed value of real estate, most of which is owned by wealthy guildsmen or gentlefolk. Bribery of civic tax assessors to deflate values is widespread. Landlords are responsible for payment of property taxes, generally on the first day of Savor in late autumn. There are two tax rates, a business rate (6%) applicable only to guildsmen and a residential rate (8%) for everyone else. Properties outside a city wall but still under civic jurisdiction (generally within one league of the citadel) probably pay lower taxes (30–70%). Tax-exempt status applies to many legal temples.

Hawking Tax

A tax payable to the bondmaster on all goods brought into a city to be sold, including raw materials for further processing but excluding foodstuffs. The tax is usually a percentage of the consignment’s value but since the bondmaster tends to rely on "declared values," assessments are generally low unless the mercantyler neglects the appropriate bribes. The average tax is 10%.

Bonding Fees

The mercantyler can delay payment of the hawking tax by placing his goods in bond, which means storing them in the government bonding house. Goods temporarily brought into a city but destined to be exported must be placed in bond. This service incurs payment of a bonding/storage fee (a percentage of declared value) payable in advance, with a minimum one-month fee. The average bonding fee is 1% per month.

Maritime Taxes

Owners of ships berthed in a port must pay the harbormaster a wharfage fee that averages 1d per foot of vessel length per day. Vessels at anchor in a port pay roughly 20% of the wharfage rate. The pilotage fee is typically 24–48d per vessel. A vessel can reduce its wharfage (but not its pilotage) in a given port by 50% by paying an annual registry fee for that port.

Tolls

Government tollhouses exist along most major roads and tolls are often charged by various parties, not always legitimately, at bridges, fords, etc. Typical tolls are:

INSERT TABLE

Per Person (afoot) 1f
Per Horse 3f
Per Cart (2-wheels) 2f
Per Wagon (4-wheels) 4f
Per Ox/Sheep/etc. 1f
Guild Dues

All master guildsmen pay 10% of their gross incomes to their guild, which then pays half of this amount to the town government. Unguilded occupations pay no guild dues but do pay the higher residential property tax.

City Dockscape


Hârn Economic Map


Trade

Most regions of Hârn are self-sufficient with the exception of salt and mineral ores. The Economic Map shows only resources and products that are available in sufficient quantity for trade. That is, there is a surplus of these items for the specific area, allowing them to be "exported" to another region. Most trade goods are exotic wares or basic goods that are scarce in specific areas.

Caravans

Nearly all land trade is transported via caravans, organized expeditions of mercantylers journeying from one town to another. The long-established routes are often patrolled by various interested parties seeking to encourage such traffic. Way-stations such as Trobridge Inn or Oselbridge have been built at strategic points to aid the caravan trade.

Tashal is the major trading center of eastern Hârn. In early summer, four large caravans converge there: from Orbaal and the north down the Fur Road, from Azadmere via the Silver Way, from Coranan and western Hârn along the Salt Route, and from Thay by way of the Genin Trail. The diverse goods brought to Tashal are traded during the summer months, mostly Larane, before the caravans begin their trips home.

Coranan is the major trading center of western Hârn. Caravans journey between Aleath and Coranan throughout the year. Goods from Golotha and Shiran move to Coranan at irregular intervals, usually by barge on the Thard River. The traditional departure date of the Salt Route caravan from Coranan to Tashal is the fifteenth of Peonu. Mercantylers from Aleath, Golotha, and Shiran join the caravan at Coranan before this date. A few mercantylers join the caravan at Moleryn.

Caravan Masters

The major caravans of Hârn and Lythia are operated by specialist members of the Mercantylers’ Guild known as caravan masters. It is not illegal for any mercantyler to organize his own caravan but the organizational complexity involved has led to the prevailing custom. Most caravan masters are individuals (often ex-military officers) who have demonstrated some skill at getting the job done. Several have become dominant because of the special relationships they have developed with guildmembers and tribesmen. Fees are charged to journey with a caravan. The GM may calculate fees based on a rough charge per ten leagues (two hexes on a regional map) of: wagon/6d, cart/3d, horse/2d, and man afoot/1d. Fees do not include tolls and might be waived or reduced if someone "works his passage."

Maritime Trade

With few exceptions, overland roads are very bad and wheeled transport slow and crude. Land trade is the preserve of a few hardy mercantylers and most commercial movement of goods is by water, although this is less true on Hârn than elsewhere. Maritime trade is dealt with in detail in the Pilots’ Almanac expansion module (COL #4002).


Trade Port Scene


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.

The Kethrian Family

INSERT TABLE

Accessability
Moderate Link
Intermediate Link
Hard Link

Kelestia

Note: ADD Link to Kestia article

Kelestia is everything that exists, the sum total of all realities. Kelestia is not governed only by physical laws of space and time. While each universe has its own laws, there is also a set of master laws governing Kelestia as a whole. A planet may be inaccessible to other worlds in its own universe but, because of the warping of Kelestia, it may be possible to reach worlds in other universes using higher dimensional paths, referred to (somewhat imprecisely) as travel in the "Nth dimension." Those who travel such routes refer to it as "walking in shadow," "crossing the void," and so on.

Familial Worlds

In the Nth dimension, worlds are arranged around a "parent" world, or nexus. The nexus world gathers lines of force and warps space-time to adopt alien worlds into the "family." The arrangement is largely a random process. Because it is rare for the worlds of a family to lie in the same universe (and be governed by the same physical laws), the members of a family need not be similar. Travel between worlds is never easy, but travel between the nexus and others in the family is easiest. Accessibility between members of the family ranges from moderate to impossible.

The Kethrian Family

The world of Kethira, on which Hârn is located, is the nexus of a family of seven worlds. Kethira is a crossroads of sorts. No one in living memory has explored the whole family. There is a wide variation in the status of the gods, magic, and technology on the different worlds of the family.

Two of the worlds of the family, Kethira and Yashain, have a unique relationship. The links with other worlds are generally shifting and vague, but between these two there are a large number of constant, point-to-point, even region-to-region, correspondences. Various sites exist (in some form) on both worlds at the same time. Most of the gods of Hârn are believed to reside on Yashain, which is Kethira’s "half-world." Most Kethirans believe that they spend their afterlife on Yashain in the service of their chosen deities. Yashain is divided into kingdoms governed by the gods. Earldoms and baronies are ruled by demons and demigods. There is a constant state of war, good against evil, and order against chaos.

Libram of the Pantheon

Some 600 years ago, the basic metaphysical beliefs were collected by Nala-Uroh of Elkall-Anuz into a single tome called the Libram of the Pantheon. Uroh based his efforts on earlier works, few of which seem to have survived. The Libram has since received the approval of most churches in that they teach the same story of creation to their followers.

The Natal Wars

First, Uroh writes, there was universal chaos; time and space had no meaning, reality was not fixed. From this arose the First Gods, who were the only beings able to stand against the chaos. These beings were principles of power rather than conventional gods. They made war upon each other, threatening to destroy the cosmos. One result of the wars was the creation of the Lesser Gods to serve the First Gods and do battle on their behalf. It is these lesser gods who are now worshiped.

Finally, when it became apparent that the war threatened the existence of Kelestia, the First Gods made peace. Each was to have his own realm and to participate in the government of the whole. This peace resulted in Kelestia taking more or less its present form.

The Concordat of the Illimitable Tome

But the peace was not permanent. The Lesser Gods, released from service, began to battle each other and chaos again prevailed. In the course of these wars, many new races and creatures, the sapient mortals among them, were created under various compulsions to serve the gods.

The Lesser Gods were able to reproduce but they were not invulnerable and could slay each other. After many had been destroyed, the survivors entered into the Ke’lha-Hy-Var-Hyvrak, or Concordat of the Illimitable Tome. The Concordat created laws to govern the ways in which the gods could intervene in the affairs of mortals and compete for supremacy.

Just as the Lesser Gods had engaged in a struggle for supremacy after the peace of the First Gods, so now did the mortals. Originally allowed free access to knowledge, it soon became apparent to the gods that the mortal creatures lacked the wisdom to control this ultimate power. Hence, the gods chose one among themselves, Save-K’nor, to maintain the Var-Hyvrak (the Illimitable Tome), wherein would be written all knowledge. Only mortals with the wit to discover this knowledge by themselves could know it.

The complexity of these divine laws is cited as the main reason that the ways of gods are often inexplicable to men. When a deity intercedes to aid an impious scoundrel after denying the pleas of a loyal saint, observers may well shrug their shoulders and say, "’tis the Concordat and not the will of the god."

The Gods of Hârn

The inhabitants of Hârn and most of Lythia are pantheistic; they believe in the existence of ten major (and hundreds of minor) deities, but most worship only one of these.

INSERT TABLE

Agrik: God of fire and war
Halea: Goddess of wealth and pleasure
Ilvir: Master of Araka-Kalai, maker of the Ivashu
Larani: Goddess of chivalry and battle
Morgath: Lord of chaos, master of the undead
Naveh: God of darkness, bringer of nightmares
Peoni: Goddess of agriculture and healing
Sarajin: Viking god of battle and honor
Save-K’nor: God of knowledge and riddles
Siem: God of dreams and the Natural Mysteries


AGRIK
Kandáy Coat of Arms

"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
Kandáy Coat of Arms

"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
Kandáy Coat of Arms

"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
Kandáy Coat of Arms

"Lady of the Flowing Red, Guardian of Dolithor, Shield Maiden to Hyvrik, Protector of the Brave, The Unwilling Warrior, The Lady of Paladins."

Note: ADD links to each faction. Cross-link with Religion Book. Using A

Larani is the deity of chivalry, the good goddess of battle and the reluctant warrior. Said to dwell in the "Land of the Mighty" in the fortress of Dolithor, she periodically leaves her kingdom to her constable, Mendiz, and walks among men. Those who follow Larani are expected to display courage, compassion, and unimpeachable honor; she is worshiped by many nobles and knights. Although combat for the sake of honor is permitted, as is tilting according to the rules, serious or mortal combat is to be indulged in with reluctance. Her loyal adherents are loath to take life if there is an honorable alternative. Almost all of Larani’s lay adherents and many of her clerics are warriors of some ability.

On rare occasions, Larani loses her patience and appears as the terrible "Lady of the Flowing Red." In this guise, she bears her awesome ancient symbols: Avarkiel, her mighty battlesword; Hyvrik, her red and white checkered shield; and Angcaradina, her blood-red mail.

The pontiff of the church is the abbot or abbess of Tengela in Trierzon, who is also a powerful secular lord. The seat of the Lirrath (primate) of Hârn is in Thay. The ritual garb of the clerics varies according to circumstance and need, but the favored colors are red and white.

There are two Laranian clerical orders on Hârn, each with a sponsored fighting order. There are no real philosophical differences between the orders; they exist partly to provide a degree of competition for honor in time of peace and partly for geographical reasons. The Order of Hyvrik and the Checkered Shield confine their activities to western Hârn, the Spear of Shattered Sorrow and Lady of Paladins to the east.

MORGATH
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"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
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"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
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"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
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"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
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"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
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"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.

Order Knights Fighting

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.

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Kandáy Coat of Arms
Fighting Orders

The lay followers of a deity are not generally required to support any particular order, but some lay warriors belong to fighting orders sponsored by various clerical orders. Each fighting order, commanded by a lay grandmaster, has a number of knights bachelor and may also have a contingent of common warriors. Fighting orders are generally devoted to some "high purpose," such as the religious conversion of some barbaric region or the protection of an important individual or institution, although some are actually cynical, religious thugs. Hârn’s religious fighting orders are identified in Hârndex under the entries for the clerical orders that sponsor them.

Canon Law

Legally recognized churches have the right to hold their own courts and administer justice for a variety of religious crimes, including blasphemy, heresy, and witchcraft. Temple courts often use trial by ordeal to determine guilt or innocence. The penalties handed out vary from one church to another. Peonian courts rarely inflict permanent harm on offenders while Agrikan courts are perhaps overly fond of burning at the stake. Temple courts must obtain secular consent to any death penalties.

Other Religions

Apart from the ten major churches, there are hundreds of lesser divine and semi-divine entities who are worshiped by various folk. Hârnians are a superstitious lot, believing in the existence of some type of spirit (Kami, Totem, etc.) in every living, and many unliving, things. The barbarian tribes of Hârn all possess their own mythologies relating to such beliefs.


History

History of Hârn

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.

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 Godstones, COL #4915 and Earthmasters, COL #4037).

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.

The Earthmaster site at Telumar


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.


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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

Empire of Lothrim c. 120 TR

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.

The Seven Kingdoms c. 170 Before the Migration Wars
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.

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.


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.

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Corani Empire at its Greatest Extent c. 470
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.


Masked Men

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.

Arlun The Barbarian
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.

Thardic League c. 636
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.

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.

Ezar’s War

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.

Kronas Elernin, Marshal and Magistrate


CHYBISA: The Melderyni Kings

Verlid VII, King of Chybisa

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.

Miginath, King of Kaldor, and Erila, Lord Privy Seal
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.

Raiding Boats
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.

Kandáy Coat of Arms
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.

Andasin IV, King of Kandáy


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

GM Note
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: ADD Links and Colour for Kingdom/Area

Note: ADD Colour background for seperating BT & TR sections. ADD highlights for which country event occurs.


INSERT TABLE

Chronology
Year Event
20,000 BT Earthmasters arrive on Kethira.
15,000 BT Earthmasters depart.
10,000 BT Sindarin reach Hârn.
7,000 BT The Khuzdul appear on Hârn.
6,900 BT Azadmere founded.
1,300 BT Men reach Hârn (the Jarin).
900 BT The Atani Wars begin.
683 BT Battle of Sorrows/Abdication of Aranath.
1 TR Kingdom of Melderyn founded.
100 TR Tyranny of the Foulspawner begins.
110 TR First appearance of the gargun.
120 TR Carnage of Kiraz/Battle of Sirion.
128 TR Founding of Tashal.
160 TR Kingdom of Chybisa founded.
178 TR Battle of Hosat/Migration Wars begin.
188 TR Kingdom of Kaldor proclaimed.
238 TR Battle of Olokand.
301 TR Corani Empire founded.
356 TR City of Aleath founded.
362 TR Kaldoric Civil War begins.
377 TR Battle of Kiban. Civil War ends.
388 TR City of Merethos (Golotha) founded.
391 TR City of Shiran founded.
406 TR The Restoration (Kaldor).
443 TR Aleathia invades Corani Empire.
453 TR Corani Empire annexes Aleathia.
477 TR Kustan Massacre.
493 TR Charter of the Mangai establishes guild rights.
521 TR Great Flood of Tharda.
558 TR Balsha executed/Balshan Jihad begins.
559 TR Red Death (plague) until 561.
562 TR Balshans capture Merethos (Golotha).
564 TR Shiran joins Balshan Jihad.
565 TR Coranan captured/End of Corani Empire.
568 TR Theocracy of Tekhos established.
572 TR Agony of Aleath/Aleathian Odyssey.
573 TR City of Thay founded.
588 TR Theocracy of Tekhos collapses.
589 TR Kingdom of Kandáy founded.
612 TR Second Aleath Republic founded.
620 TR Kanday captures Dyrisa.
621 TR Coranan Republic founded.
625 TR Shiran Republic founded.
629 TR Arlun the Barbarian invades Rethem.
633 TR ALEATH joins Kandáy as freetown.
635 TR Kingdom of Rethem founded.
636 TR Thardic League formed.
652 TR Ivinian Conquest begins.
661 TR Five Year War begins.
663 TR Battle of Teb Marshes.
665 TR Battle of Eidru.
666 TR Peace of Quivum/Five Year War ends.
672 TR Salt War begins/Battle of Chelna Gap.
673 TR Battle of Ramala Gap/Salt War ends.
674 TR Proclamation of Thardic Republic.
675 TR Treasure War (Kaldor-Chybisa) to 678.
682 TR Ezar’s War begins.
686 TR Kingdom of Orbaal proclaimed.
687 TR Balesir regains Chybisan throne.
688 TR Rethem captures Sarkum and Hebon.
690 TR Kanday liberates Hebon.
692 TR Kanday liberates Sarkum.
694 TR Assassination of Queen Eriel.
697 TR Peace of Selvos/Ezar’s War ends.
701 TR Jarin Rebellion (Orbaal) to 703.
705 TR Rape of Thay.
707 TR Cape Renda Disaster.
712 TR Kuseme War (Kanday-Tharda).
720 TR Present day.

Character Generation

Note: ADD Links to main Character Creation.

Possible Link

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: ADD Links to main Character Creation. Seperate into Nations (with Links to each).

Note: REORDER table names listed, they currently are Alphabetical and not rations of numbers and correct percentages.

Possible Link

Note: MAKE 3 Columns, include left-most column the RACE, with ROWSPAN covering whole group.

INSERT TABLE

Birthplace Generation
01–18 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
67–68 MISSING
69–71 Solori
72–82 Taelda
83–92 Tulwyn
93–98 Urdu
99–00 Ymodi
19 Chybisa
01–40 Burzyn 61–75 Lerenil
41–60 Geda 76–00 Onden
20–32 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 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 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 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 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 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 Miscellaneous
01–05 Elshavel
06–90 Habe
91–93 Noron
94–95 Trobridge
96–00 Ulfshafen

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%
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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

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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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Notes

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