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HarnWorld Bestiary

HarnWorld Bestiary


HârnWorld Bestiary Hârn is a rugged, wild, dangerous island where pockets of civilization are surrounded by large tracts of wilderness. It is a land of feudal kingdoms, noble knights, religious turmoil, wild tribesmen, and savage creatures. There is even a god who creates hundreds of unique creatures called the Ivashu. Bestiaries are a useful source of creatures to help or hinder...   [click here for more]
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Arone Keep

Arone Keep


Arone is a small seaport on the southeastern tip of Orbaal. It is held by the Hulthards, an Ivinian clan that conquered the area nearly 60 years ago. Along with the nearby thrans, Arone is isolated from its neighbors to the west by the vast Arone Marshes that form the northern edge of the great Anoth Delta. The keep sits on a low basalt headland overlooking a fine natural harbor that offers refuge...   [click here for more]
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Dyrisa #5: Xerle Chapterhouse

Dyrisa #5: Xerle Chapterhouse


Xerle is a chapterhouse of the Order of the Checkered Shield, a fighting order dedicated to Larani, goddess of chivalry and battle. The order holds the manor from the Laranian archbishop of Kanday. Xerle is home to a commandery, or half-chapter, of five knights and 10 common men-at-arms. The Xerle chapter is charged with patrolling the King’s Way, the trail between Dyrisa (seat of the King of...   [click here for more]
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Geldeheim Castle

Geldeheim Castle


Geldeheim is the seat of Alegar II, King of Orbaal and valhakar of Clan Taareskeld. The castle is Orbaal's strongest fortification and sits on the south shore of the Geldesfjord, the most populous region of the kingdom. Geldeheim's rulers are warlike viking invaders from Ivinia who, despite conquering far northern Hârn more than 50 years ago, remain vastly outnumbered by the oppressed indigenous...   [click here for more]
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Tavern Games

Tavern Games


Tavern Games is a 2 pp article detailing 6 popular tavern games found in Hârn and Lythia. In addition to the necessities of food and shelter, inns and taverns are centers of socialization for the community. News and gossip, songs and storytelling, gambling, boasting, and a wide assortment of games occupy visitors and local patrons alike. Although there are many games played...   [click here for more]
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Kethira

Kethira


Kethira is the planet on which the island of Hârn is found. This article provides a brief overview of the planet and its continents, with descriptions and color maps of the planet's vegetation, winds, currents, and tectonics. Also included are details of the Nolomar solar system, including charts of the stars and constellations of Kethira's northern and southern skies. ...   [click here for more]
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Tomes and Scrolls

Tomes and Scrolls


This article describes influential and interesting books and other written works that may be found in a Hârnic campaign. Different versions of a written work arise when they are translated into a new language/script, or are heavily edited to ensure greater appeal to a specific group. Some versions may omit original material; some add new material. Original and later versions of a book are detailed...   [click here for more]
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HarnMaster Magic

HarnMaster Magic


HârnMaster Magic The Ancient & Esoteric Orders of the Shek-Pvar have existed on Melderyn, the Wizard's Isle, and in other locales of Hârn for at least two thousand years. The six orders are members of the Guild of Arcane Lore. HârnMaster Magic is compatible with both the second and third editions of HârnMaster. Mage Character Generation Extensive rules...   [click here for more]
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Fyvria Expansion (Pages 7 to 12)

Fyvria Expansion (Pages 7 to 12)


A compendium of spells, lore, and experiment notes assembled by Theron of Yisgaraen during his ill-fated expedition with Bognor of Barth to the Anoth Delta. Theron was the sole survivor of the journey which has come to be known as Bognor's Folly (see HârnPlayer). Contains 11 new Fyvrian spells. THERON'S LARDER (I) LURE OF THE FALCON (II) BEASTLY BURDEN (II) LOVE PERFUME (II)...   [click here for more]
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HarnMaster Religion

HarnMaster Religion


HârnMaster Religion Religion is pervasive is all levels of Hârnic society. The churches are very powerful and influential. No roleplaying campaign is complete without them. HârnMaster Religion is compatible with both the second and third editions of HârnMaster. Cleric Character generation Extensive rules and background for generating and running a cleric character...   [click here for more]
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Agrik: Herpa the Mace

Agrik: Herpa the Mace


Hârn is home to many clerical orders devoted to Agrik, the dark god of war and violence, but none is more mystical than the Order of Herpa the Mace, whose priests are known for their ability to foresee the future with remarkable clarity. Although village soothsayers may claim similar prophetic talents, the Herpans are reputed to gain their powers by feeding the appetites of the V'hir,...   [click here for more]
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Agrik: Red Shadows of Herpa

Agrik: Red Shadows of Herpa


The Order of the Red Shadows of Herpa is a religious fighting order devoted to Agrik, the dark god of war and violence. Righteous war and devotion to Agrik's demonic servants, the V'hir, are the hallmarks of the order, which traces its lineage to the bodyguards of the astrologer-priests of the Corani imperial court. Today they are politically powerful through the sponsorship of the clerics...   [click here for more]
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Ilme

Ilme


Ilme is a Bestiary article. The Ilme are a strange race of mere-dragons, among the most unique and mysterious of the intelligent races on Hârn. The Ilme have an ancient culture with a complex language and a deep mythology. They bear some likeness to their great dragon cousins, and many a reported tale of dragonkind was almost certainly really an Ilme encounter, but there are significant differences....   [click here for more]
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Tournaments

Tournaments


Tournaments is a Military article. The tournament is a martial sport that demonstrates the strength and skill of a knight in battle. In its present form, it comprises the Melee, in which groups of mounted knights engage in battle on a field, and the Joust, which is a contest between two mounted knights, armed with lance and shield. Tournaments have been held for as long as feudalism has...   [click here for more]
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Siem: Uthriem Roliri

Siem: Uthriem Roliri


Hârnic Organization Uthriem Roliri, Brotherhood of the Forest in the Sindarin tongue, is a covert brotherhood of human woodsmen and rangers intent on protecting the wilderness and its wildlife. The group was founded by followers of Siem in the foothills of the Sorkin Mountains in the second century TR as a reaction to the depredations committed by gargun. The Uthriem Roliri exists...   [click here for more]
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HarnManor

HarnManor


Hârnmanor HârnManor includes 4 generated manors and rules to create your own. Fully compatible with HârnMaster or any rules system. Villages Rules to generate useful, realistic Hârnic villages, populated with a variety of serfs, freeholders, and craftsmen. Household Rules to populate the lord's household. For most lords a rich household carries prestige...   [click here for more]
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HarnWorld Barbarians

HarnWorld Barbarians


Barbarians of Hârn The deep forests of Hârn are home to eighteen tribal nations. Although civilized Hârnians look down on them as backward, most tribesmen have more freedom and leisure time than manorial peasants. However, much of that spare time must be spent sharpening spears and fletching arrows because the tribal wilderness is a more dangerous place than the manor. Barbarians...   [click here for more]
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Tribes of the Kubora

Tribes of the Kubora


Barbarians Expansion The Kubora are the tribal people who inhabit the Peran wilderness of northwestern Hârn. The civilized folk of western Hârn these ancient, complex people as an unpredictable primal force, as likely to torture a traveler as to welcome them. This article is numbered Kubora 7-14 and it appends to Kubora 1-6 in HârnMaster Barbarians. The expansion describes...   [click here for more]
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Innkeepers

Innkeepers


The Innkeepers' Guild has a monopoly over the operation of inns and taverns. The masters of this guild are mostly well-respected and influential guildsmen, partly because of the high profile of their establishments in a community, and not least because of the covert links between some masters and the Lia Kavair (Thieves' Guild). This article covers the following: Inns, Taverns, Hostels Structure...   [click here for more]
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Herblore

Herblore


Color illustrations and descriptions of 36 different plants with special properties native to Hârn. Many herbs are thought to have miraculous medicinal or other properties. Characters who can properly identify, gather, preserve, and sell good-quality herbs can earn a good living, be respected in the community, and gain useful contacts among guilded apothecaries, physicians, and arcanists....   [click here for more]
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Gardiren Castle

Gardiren Castle


Gardiren is the principal settlement of Nephshire on the northern frontier of Kaldor. It lies on the eastern bank of the fast-moving River Shem, twenty leagues north of Tashal. Vast forests claimed by the Taelda barbarians extend north and east to the Sorkin Mountains. These rich forests and centuries of trade with Azadmere have been sources of great wealth for Clan Curo, a wealthy and ancient clan...   [click here for more]
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Kingdom of Kanday

Kingdom of Kanday


Kanday is a feudal kingdom in southwestern Hârn. This edition is major expansion of the original kingdom article. Kanday is an exciting kingdom for your Hârn campaign. Characters could become involved in the border skirmishes between the Checkered Shield and Copper Hook, explore the Ternu Heath seeking a lost city, or immerse themselves in court intrigue in Dyrisa. Additional locations...   [click here for more]
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Shostim Castle

Shostim Castle


Shostim castle has been the primary seat of the kings of Rethem since the foundation of the kingdom nearly a century ago. Shostim is one of the largest settlements in the kingdom, second only to the city of Golotha. The castle is undergoing major construction; the current king, Chafin III, intends for Shostim to be the most formidable and impressive fortification in western Hârn. ...   [click here for more]
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Hyen Keep

Hyen Keep


Hyen: An imposing keep on Rethem's border with Kanday, Hyen is held by the Order of the Copper Hook, an Agrikan fighting order. Hyen and its surrounding manors are all that remain of the order's once-extensive lands in southern Rethem, the rest having been lost to them a generation ago during Ezar's War. The Copper Hook never recognized the treaty that ended that war and its members continue to raid...   [click here for more]
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Ithiko Castle

Ithiko Castle


Ithiko castle in Rethem's Hohnamshire is the seat of Earl Herrin Barzak. The earl is a loyal supporter of the king and a staunch enemy of the Earl of Tormau to his north. Ithiko was originally built as a fortress on the edge of the Corani Empire and is infamous as the birthplace of the Morgathian prophet Balsha and the rallying point of the Balshan Jihad. Ithiko is a pilgrimage destination for Morgathians...   [click here for more]
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Tormau Castle

Tormau Castle


Tormau castle in northwestern Rethem is the principal seat of Earl Denyl Lynnaeus, the most powerful of the kingdom's three tenants-in-chief and the most dangerous rival to King Chafin III. Tormau's location on an island in the mouth of the Denia River and astride the Scarlet Ribbon allows it to control trade with the tribes of the Peran region. Tormau dominates northern Rethem and the earl is carefully...   [click here for more]
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City of Coranan

City of Coranan


Coranan is Hârn's largest city and capital of the Thardic Republic and the most important economic center of the fertile Thard River valley. It is the terminus of the Salt Route, the main trade route with eastern Hârn, and sits astride the road and river links between the cities of Golotha, Shiran, and Aleath. With the exception of Cherafir, Coranan is the most cosmopolitan settlement...   [click here for more]
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Gwaeryn Keep

Gwaeryn Keep


Gwaeryn is the seat of Clan Aeryn, one of the few Jarin clans that kept their lands when Ivinian vikings invaded northern Hârn and established the Kingdom of Orbaal. Gwaeryn sits in the upper Anoth River valley, between the Jahl and Felsha mountains. The local terrain is hilly, wild, and heavily wooded. Like the rough landscape, the folks who live around Gwaeryn are rugged, enduring long winters...   [click here for more]
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Pled Castle

Pled Castle


Pled is an Orbaalese castle located at a strategic point where the Jarig River broadens and empties into the Vaagesfjord. The Jarin folk who fished the rich waters since the 4th century BT were conquered in the last century by viking raiders from across the Sea of Ivae. Pled's current lord is Knurri Storzand, a stubborn and brutal man despised by his Jarin subjects and unloved by many of his fellow...   [click here for more]
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Sherwyn Castle

Sherwyn Castle


Sherwyn was the first Jarin fortification to fall to the viking raiders from Ivinia. The crew that captured it was an unruly assortment of outcasts and pirates. Despite years of inbreeding with the local Jarin, most members of Clan Sheerwyn continbue to show considerable hostility toward their Jarin subjects. Valhakar Venril Sherwyn, is a violent and ill-tempered man; his bimonthly feasts are spectacles...   [click here for more]
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Ochrynn Abbey

Ochrynn Abbey


Ochrynn is a religious community dedicated to Ilvir, one of the Hârnic deities. The abbey is just a half league northwest of the Pit of Araka-Kalai, the home of Ilvir and an important pilgrimage destination. Ochrynn is the only civilized human settlement in the Misyn region and its clerics are involved in supplying Ivashu, bizarre and often dangerous creatures created by Ilvir, to the Pamesani...   [click here for more]
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Anisha Earthmaster Site

Anisha Earthmaster Site


Anisha is a site of Earthmaster origin at the northern end of Direna Lake in the Felsha Mountains. The site’s environs are quite heavily forested but the visible buildings seem well preserved. There are extensive passages beneath these structures. The ranges of three gargun nations intersect in the vicinity of Anisha. With Araka-Kalai, home to the god Ilvir, not far to the north, the Direna Valley...   [click here for more]
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Afarezir Islands

Afarezir Islands


Wilderness Region The Afarezir Islands are desolate, windswept, rainy islands off the northwest coast of Hârn. The rocky shores of the wide eastern bays of these rugged islands are alive with sprawling colonies of seals and great wheeling flocks of seabirds. This harsh world has shaped the Nolgind Kubora who make the 10 largest islands their home. A hardy and unfailingly independent...   [click here for more]
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Tontury Lake

Tontury Lake


Wilderness Region This article describes the history, wildlife, and geography of the areas surrounding Tontury Lake, Hârn's second largest after Lake Benath. The lake and surrounding wilderness help form the eastern frontier of the Kingdom of Kaldor. Its watershed includes the densely forested Valdrun, the ruins of the ancient kingdom of Darlen, and the vast Ilmen Marsh, home to the...   [click here for more]
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Agrik: Order of Mamaka, Master of Steel

Agrik: Order of Mamaka, Master of Steel


The Order of Mamaka, Master of Steel, is the most politically powerful clerical order in the Hârnic church of Agrik, the evil god of war and violence. The order's grandmaster is the Agrikan church's highest representative on Hârn and the order's control over the Hârnic church is threatened by the other Agrikan orders. The Order of Mamaka reveres weaponcrafting and alchemy as the...   [click here for more]
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Agrik: Warriors of Mameka

Agrik: Warriors of Mameka


The Warriors of Mameka are a wealthy and disciplined fighting order in the church of Agrik, the evil god of war and violence. Sponsored by the clerical order of Mamaka, Master of Steel, the Warriors are the most politically powerful Agrikan force on Hârn. The Warriors are distinguished by deep spiritual toughness and discipline, exemplified by their strict celibacy. Welded together from youth,...   [click here for more]
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Araka-Kalai

Araka-Kalai


Araka-Kalai is the dwelling of the god Ilvir. Located in the isolated Misyn region, the site's dominant feature is a huge limestone sinkhole known as the Pit of Araka-Kalai. An ancient tower stands on a rocky island in the Pit, surrounded by a liquefied, fermenting sludge with a stench that puts to shame all other offensive smells. Beneath this crumbling tower, in dank, endless caverns, the Accursed...   [click here for more]
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Arathel #10: Haakapik Inn

Arathel #10: Haakapik Inn


Inns of Hârn The Haakapik Inn is on the bleak, rocky shores of Arathel, a small island off the northwest coast of Orbaal. Visitors include merchants and ships' crews seeking rest after a long voyage. The inn is an important hiring hall for sealing captains seeking additional help or replacing injured hands during the spring and summer months. The Haakapik Inn serves mostly...   [click here for more]
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Arathel #8: Drunken Hake Inn

Arathel #8: Drunken Hake Inn


Inns of Harn Although rustic by the standards of more "civilized" parts of Hârn, the Drunken Hake is considered the best inn in Arathel, Orbaal. Its clientele includes mostly Jarin locals and some Ivinians from surrounding settlements. Every fall, Arathel's annual justice-moot brings commoners, criminals, lawspeakers, supplicants, and vendors to town and the Drunken Hake becomes...   [click here for more]
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Arathel Castle

Arathel Castle


Arathel is the westernmost major settlement in Orbaal and a favored port for merchants headed through the Sea of Tirpal to the cities of western Hârn. The settlement's rulers, Clan Cyeen, have some Jarin blood and are relatively moderate with their subjects. Valhakar Tursi Cyeen seeks to establish colonies along Hârn’s northern coast. The Arathel Castle article describes...   [click here for more]
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Bats

Bats


Bats is a Bestiary article. Bats are feared by many, in part because they have long been associated with witchcraft, darkness, and evil. This bestiary article describes the habitat and physical attributes of Hârnic bats, with full HârnMaster stats. The article also gives full information on rabies, "The Wreaker's Madness," and how to reflect its effects in HârnMaster....   [click here for more]
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Chimerae: Centaur

Chimerae: Centaur


The centaurin are a race of creatures with a blend of humanoid and equine features, frequently described as having the torso of a man atop the body of a horse. Although the centaurin live in many places on Hârn, they are rarely seen. They are nomadic and avoid areas of human occupation; they do not welcome intruders. Although they are virtually unknown in civilized Hârn, their ranges intersect...   [click here for more]
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Chyrefal Castle

Chyrefal Castle


Chyrefal is the principal settlement of the island of Ikom and shire moot of Melderyn’s Ikoshire. The majestic castle town is home to Hârn’s premier Odivshe chantry, an ancient megalith circle, and a gigantic haunted burial tumulus. The sheltered harbor is home to a large fishing fleet and the annual spring seafarers’ fair attracts boats from all over eastern Hârn. Chyrefal...   [click here for more]
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City of Cherafir

City of Cherafir


Cherafir is the capital city and principal port of the Kingdom of Melderyn. The city is well fortified and its strong citadel is the main residence of the king. Known as the “Mages’ City,” Cherafir is seen by most as a bizarre anomaly, prone to strange happenings and inhabited by weird entities. While largely fictitious, this reputation is promoted by the inhabitants. Cherafir is...   [click here for more]
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City of Shiran

City of Shiran


Shiran is Hârn’s smallest city. Located on the north bank of the Thard River near Lake Benath, it is the second-largest settlement in the Thardic Republic and capital of Shiran Province, one of six in the Republic. Shiran is one of the Republic’s economic and cultural centers. The city has a reputation for corruption and hedonism and is known throughout Hârn as the “City...   [click here for more]
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City of Thay

City of Thay


Thay is the second-largest city in the Kingdom of Melderyn in southeast Hârn. The city is the dominant economic force in northern Melderyn, both as as a busy seaport and the terminus of one of the major trade routes of eastern Hârn. It is the closest port on the Hârnic mainland to the Lythian continent. Thay offers game masters many opportunities, both as the site of urban intrigue...   [click here for more]
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Dyrisa Castle

Dyrisa Castle


Dyrisa is the second largest settlement in the Kingdom of Kanday and the principal seat of King Andasin IV and the royal House of Kand. The town prospers from its position on the road between Aleath and Coranan, two of Hârn's largest towns. The area around Dyrisa was sacred to the Ariathe tribe and is the site of many barrow graves. The Dyrisa article describes the town's history, government,...   [click here for more]
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Escorsen's Hermitage

Escorsen's Hermitage


Escorsen's hermitage is deep in the Leonese Marshes on the eastern side of the Island of Melderyn. The setting is simple and isolated, typical for the dwelling of a hermit. People who have encountered Escorsen have described him as a slightly eccentric Ilviran priest. But Escorsen is not all that he seems; those few who suspected he was other than he let on are no longer among the living. The...   [click here for more]
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Fort Taztos

Fort Taztos


Fort Taztos is an outpost of the Ramala Legion of the Thardic Republic. It sits on the Salt Route that links the western Hârnic realms with the kingdoms of the east. The fort has a permanent garrison of 100 (75 infantry and 25 cavalry), which is hopelessly inadequate for their appointed task of patrolling the huge Athul wilderness. Taztos may have the most skilled troops in the Thardic army and...   [click here for more]
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Gardiren #10: Jug Inn

Gardiren #10: Jug Inn


Inns of Hârn The Jug Inn sits in a prime location just south of Gardiren’s wharf and offers a magnificent view over the Shem River. Trivin of Jasath, the proprietor, caters mainly to wealthy guildsmen and nobles. He discourages riffraff by keeping the room rates high and by serving only fine food and expensive wines and brandies. Trivin is an important man in town and...   [click here for more]
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