The classic map that enthralled a generation of Hârn fans is now available in electronic format for the first time.
This beautiful color map (22" x 34" printed) covers an area of approximately 600 x 900 miles, including the entire island of Hârn and numerous nearby smaller islands. It depicts the full range of terrain types as well as civilized areas. All castles, keeps, and cities are indicated,... [click here for more]
Hârndex is an alphabetical, general reference source book for gamemasters using HârnWorld. It includes the following information:
Geographical Entries Every settlement shown on the Hârn Regional Map is listed, as are some that are not on the map. Entries give the name of the holder, the liege, and approximate population, plus historical and biographical notes as... [click here for more]
HârnWorld is a detailed, realistic, flexible, and system-neutral setting for fantasy role-playing games. Since 1983, HârnWorld has been used by thousands of people across the world to run a wide array of medieval fantasy adventures. HârnWorld can accommodate whatever style of campaign you are looking for, whether your player characters are knights, mages, barbarians, clerics,... [click here for more]
This free resource contains keys and legends to the maps of HârnWorld, including the Atlas Hârnica area maps, the local maps that appear in many HârnWorld settlement articles, and the floor plans that provide GMs with details of individual buildings.
The full-color Atlas Hârnica maps provide a vast amount of information, showing vegetation and topography, rivers and stream, roads... [click here for more]
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 player characters.... [click here for more]
Ivinia is a group of islands off the northwest coast of the Lythian continent, roughly 200 leagues northeast of Hârn. It is a land brimming with warring kingdoms, icy fjords, and bold mariners. The Ivinians' tough, seaworthy ships enable them to range further than any other people and they have planted colonies throughout western Lythia. They are also canny traders but are best known for the terror... [click here for more]
The Ivinia Region Module is a HârnWorld supplement that provides a detailed, realistic, flexible, and system-neutral setting for fantasy role-playing games with a Norse or Viking flavor. Ivinia is a group of islands off the northwest coast of the Lythian continent, roughly 200 leagues northeast of Hârn. It is a land brimming with warring kingdoms, icy fjords, and bold mariners. The Ivinians'... [click here for more]
Lythia is the largest of the three continents of Kethira, the planet on which Hârn is located, in size and population. It measures roughly 8,500 miles east to west and 6,250 miles north to south and covers 21 million square miles, the approximate size of Eurasia. Because Lythia ranges far north and south of the equator, every type of Kethiran climate and vegetation may be found, from snowy tundra... [click here for more]
The Shorkyne region in northwest Lythia lies between the Sea of Ivae and the island of Hârn to the west, Trierzon to the south, Ivinia to the north, and Quarphor to the east. The region is dominated by high mountain ranges and fertile river valleys and includes all or part of the kingdoms of Shorkyne, Chelemby, and Harbaal, and the petty fiefdoms of Hurisea.
This colorful 22×34-inch map shows the... [click here for more]
The Trierzon region in northwest Lythia is bordered by the Gulf of Ederwyn to the west, the Azeryani Empire in the east, Shorkyne to the north, and the Venarian Sea to the south. The region includes the kingdoms of Trierzon, Palithane, Emelrene, and southern Shorkyne.
This colorful 22×34-inch map shows the roads, vegetation, and topography of the region and is dotted with hundreds of castles, settlements,... [click here for more]
Note: The version available here is 3.5, which has many new color illustrations. Errors in earlier versions have now been corrected.
The HârnMaster character generation system gives players a rich Hârnic experience. Characters may start the game with a wide variety of interesting occupations, and at various levels of experience.
Introductions to religious, Shek-Pvar,... [click here for more]
The vocation of pilot is a perfect career for roleplaying. It provides an excellent and natural rationale for travel, exploration, and adventure. With this module, it becomes possible for PCs to go to sea and follow a career as pilot, pirate, or maritime trader. Of course, the distinctions between these occupations may be academic, since many PCs will dabble in all three.
This module, a republishing... [click here for more]
Laws and a legal system are crucial to the functioning of any society. Although Hârn is a relatively barbaric region compared to nearby western Lythia, the administration of justice is surprisingly complex even in the realms of the Misty Isle. This article gives a brief outline of the various types of justice that exist in Hârnic societies: family law, vendetta law, feudal law, royal justice, forest... [click here for more]
Astrology is the study of the stars and the heavens, physically and meta-physically. The article includes star charts, data about the Kethiran solar system, the moon, and other planets. The 12 signs of the Kethiran zodiac (sunsigns) are shown on the star charts. ... [click here for more]
Almost nothing is known of the first inhabitants of Hârn; even the name by which they knew themselves is lost. They are now referred to as the Earthmasters, or Ancients. Surviving murals and sculpture portray humanoid figures of diverse stature and configuration. This might indicate that they were either shape-changers or of several distinct species. When and from where the Ancients... [click here for more]
The Pamesani Games are bimonthly events held by the Agrikan orders of the Octagonal Pit and Demon Pameshlu the Insatiable. In addition to contests between gladiators, individually and in teams, the games offer combats involving wild beasts, judicial duels, and spectacles of a depraved and perverse nature. ... [click here for more]
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]
The island of Hârn sits off the northwest coast of the continent of Lythia, which is Kethira’s largest continent in size and population. It is home to a vast variety of peoples, languages, and cultures. The continent measures roughly 8,500 miles (13,500 km) east to west and 6,250 miles (10,000 km) north to south. It covers 21 million square miles (54 million square kilometers), the approximate... [click here for more]
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]
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 and background for generating... [click here for more]
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)
THERON'S SWARM... [click here for more]
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 for each of ten... [click here for more]
The Order of the Eight Demons is a clerical order of the Church of Agrik, god of fire and war. The order emerged from bloody schism just over five years ago when female clerics of the Order of Herpa the Mace chose to chart their own destiny. The separatists toppled the Herpan establishment with sudden violence and have quickly become the dominant Agrikan religious order in the Thardic Republic, while... [click here for more]
The Cohorts of Gashang is a fighting order dedicated to Agrik, god of fire and war. The order was formed in 714 when Agrikan warriors clawed their way to power through treachery and violence during the schism that also gave rise to the clerical Order of the Eight Demons. Faced with potential enemies on all sides, the order has recruited aggressively and indiscriminately. The order counts among its... [click here for more]
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, Agrik's... [click here for more]
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]
The Order of the Pia-Gardith are Ilviran clerics dedicated to studying the Ivashu, the bizarre creatures spawned by their god, and to showing the world the glory of their deity by exposing them to his most wondrous creations. The order supplies Ivashu for combat or exhibition in the Pamesani arenas, where the creatures inspire awe and horror in thousands of spectators. Pia-Gardith clerics lead expeditions... [click here for more]
The Order of Seafarer Ibenis is named for the "Ferryman of Souls," a figure in the mythos of the Ilviran faith who conveys the souls of the departed back to the creator at Araka-Kalai for rebirth. The order assists pilgrims traveling between western Hârn and Araka-Kalai, where Ilvir is said to dwell. It also transports Ivashu, the god's bizarre creations, from Misyn to the Pamesani arenas in the Thardic... [click here for more]
Since its start as a group of zealous Laranian missionaries, the Order of the Spear of Shattered Sorrow has become a powerful force in the religious and secular realms of eastern Hârn. Commonly referred to as the Order of the Spear, the order stands shoulder to shoulder with powerful and puissant earls with vast lands and military might while struggling to retain its theological and spiritual focus.... [click here for more]
Loyalty, martial prowess, and chivalry are the hallmarks of the Order of the Lady of Paladins. The older of the two Laranian fighting orders on Hârn, its knights and men-at-arms defend temples, pilgrims, and clergy east of Lake Benath. The order holds manors in Kaldor, Chybisa, and Melderyn and is a political and military force in each. This article describes the order's origins and history, current... [click here for more]
This special bundle product contains the following titles.BirdsRegular price: $9.99 Bundle price: $5.27 Format: Watermarked PDF Bestiary Article
Birds are ubiquitous across Hârn and familiar to all. They are found in cities and keeps, in fields and hedgerows, in the wilds, forests, mountains, and shores. They range in size from the small wren with a... [click here for more]
Bears are powerfully built. They are covered with long, rough fur, usually of one color, although some have white marks on the chest or face. A bear paw has five digits, each ending in a strong, curved unretractable claw.
Bears have an excellent sense of smell, but their eyesight and hearing are not as good. A bear can smell at 100 feet what a human can smell at 10 feet.
Black... [click here for more]
Birds are ubiquitous across Hârn and familiar to all. They are found in cities and keeps, in fields and hedgerows, in the wilds, forests, mountains, and shores. They range in size from the small wren with a wingspan of six inches to the northern eagle, which reaches nearly 20 feet tip to tip.
This bestiary article describes how birds are used by man (including falconry) and... [click here for more]
Cats are graceful, silent, masterful hunters. This article contains rules pertaining to cats and their abilities in combat and hunting. Eight species are represented:
... [click here for more]
Cattle are indigenous to Hârn and most parts of the Lythian continent. Domestic cattle are used for milk and labor and are slaughtered for hides, meat, and tallow. Herds of wild cattle roam the grasslands and river valleys in great numbers.
This article describes the domestic breeds of cattle common to Hârn as well as wild breeds such as the huge, aggressive aurochs and... [click here for more]
Many varieties of deer can be found on Hârn. The Hârnic tribesmen hunt them as a source of food, hide, antlers, and sinew, while the nobles of the island's kingdoms also hunt them for sport.
This bestiary article includes descriptions and statistics for three classes of deer. The Northern Deer, the largest indigenous species, prefers the colder climate of the island's northern... [click here for more]
Dogs play an important role among all levels of Lythian society. They are companions, trackers, guards, shepherds, fighters, and friends.
There are four broad classes of Lythian dogs. Dogs are selectively bred by dog trainers to preserve and propagate the best traits. Most dogs are of mixed parentage; those specially bred to type are expensive and rare.
Attack Dogs:... [click here for more]
Dragons is a Bestiary article (expanded from the 2002 release).
Dragons are the fire-breathing fiends of a thousand travelers' tales, the most feared of the fantastical beasts said to roam the Hârnic wilderness. Legends tell of the Great Wyrm that emerges from its lair to devour an entire village or just one helpless maiden. While many such tales can be discounted as the ravings of madmen or acts... [click here for more]
Goats were introduced to Hârn by the earliest Jarin settlers. They have adapted to the island very well and provide milk, meat, tallow, and horn.
This article describes the common uses, physical statistics, and economic data of the domestic goats common to Hârn. Also included are a detailed description and statistics of the wild mountain goat.
... [click here for more]
Most kingdoms on Hârn rely on an elite mounted warrior class for protection and maintaining the rule of law. As a result the horse is by far the most popular form of transportation on the island for nobility, and its use in warfare is almost universally considered the pinnacle of martial achievement.
There are two indigenous breeds of horse on the island of Hârn. Both have... [click here for more]
Ivashu are creatures of Ilvir, known as the Fatherless Multitude by the faithful, or the Accursed Beasts of the Barren Circle by non-believers. Ilvir creates the Ivashu at Araka-Kalai, making use of a limited number of souls over and over again. Some Ivashu are fairly common, because they have proved most adaptable to survival, or because they are the easiest to create. However,... [click here for more]
Seals and their kin, the sea lions and walruses, are commonly found in the coastal waters of northwestern Lythia. These animals have tremendous economic importance along the coasts and in the fishing communities. This article details six species of seal, the practices used in hunting them, and the commodities they are hunted for. ... [click here for more]
Sheep are among the most common livestock on mainland Lythia and are particularly numerous on Hârn. Sheep thrive in almost any kind of terrain but are disease-prone and favored as snacks by wolves and gargun (Hârnic orcs).
This article describes the common uses, physical statistics, and economic data of the domestic sheep common to Hârn. Also included are a detailed description... [click here for more]
Snakes are scaly, limbless reptiles. Snakes usually attack humans only when startled or injured. There are five broad classes of snakes known in Lythia and Hârn: adders, asps, myenae, constrictors, and harmless snakes. ... [click here for more]
The "Old Ones of the Forest" are one of the most elusive and mysterious of the sentient species of the Misty Isle of Hârn. They once ranged throughout the primeval Peran region but today are rare even among the dense forests of the northern coastal plain.
Taller than a man by more than half, a Tawedog's rangy frame is covered in stringy, ruddy brown hair tinged blue-green with moss and often tangled... [click here for more]
Zhura (pl. Zhuran) is the Khuzan name for mushroom, a staple of their diet. It has come to be used in human society as a general name for predatory fungi that require animal protein and/or minerals to reproduce. ... [click here for more]
Mariners oft tell tales of ferocious beasts they have faced, whilst plying their trade. It is rumored that terrors such as the wrecan and daranog guard the skeletons of sunken ships.
Gigantic whales are killed for their ivory, blubber and oil but, occasionally, the hunters are the victims. The smaller dolphins are dashing friends of all sailors since they have been known to... [click here for more]
Many folk are aware of a fate worse than death. Anyone, whether noble or common, free or serf, strong or weak, good or wicked, can lose their soul to Bukrai. The servants of Bukrai are the soul-predators known to most folk as amorvrin (singular: amorvrus) and their undead slaves the gulmorvrin (singular: gulmorvrus).
Originally presented in HarnMaster Religion, this... [click here for more]
A Chimera is a creature composed of the parts of multiple animals. This article contains details and statistics for three such species: the Griffin, half lion and half eagle; the fiercely territorial Hirenu, half equine and half eagle, and the Centaur, who blend humanoid and equine features
Chimeraeis a bestiary article that includes full descriptions and HârnMaster... [click here for more]