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Kingdom of Kaldor

Kingdom of Kaldor


Kaldor is a land-locked feudal kingdom in eastern Hârn. Since its founding more than 500 years ago, external threats have been minimal but internal strife has been common. The current dynasty, Clan Elendsa, has sought to uphold the traditional principles of feudalism, chivalry, and royal justice. King Miginath Elendsa is popular with the common people because he has kept the kingdom prosperous...   [click here for more]
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5e Harn

5e Harn


D&D Hârn. Want to play in the HârnWorld setting using D&D 5e rules? Here you will find a 'light-touch' adaptation to capture the gritty, low fantasy medieval feel of Harn, while retaining 5e's elegant game mechanics. This is an unofficial product, approved by the copyright holders. Recommended Hârn resources: HârnWorld Master Module, Hârndex, and HârnMaster, available...   [click here for more]
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Teamsters

Teamsters


Teamsters are professional drivers who use pack and draft animals, as well as carts and wagons, to convey loads on behalf of those who hire them. They are expert drivers and navigators and carry goods and people overland from one settlement to another, both within and between Hârnic kingdoms. The profession of teamster is an unguilded one, although teamsters in some areas, such as the Thardic Republic,...   [click here for more]
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HarnMaster Third Edition

HarnMaster Third Edition


Note: The version available here is 3.5, which has many new color illustrations. Errors in earlier versions have now been corrected. Core Rules 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]
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Glassworkers

Glassworkers


Glassworking is a mysterious art to most Hârnians and its practitioners are sometimes presumed to use magic. Glass is most commonly encountered in the form of expensive tableware, mirrors and lanterns, and bottles for luxury perfumes, exotic spices, and imported spirits. Glass jars, flasks, and tubes are in demand from alchemists, apothecaries, and students of arcane lore. A few glassworkers are experimenting...   [click here for more]
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Harpers

Harpers


Harpers are professional musicians. Most earn their living as performers although some specialize in the crafting of fine musical instruments such as the harp, flute, drum, horn, and lute. Truly great harpers can make instruments of seemingly awesome enchantment and play them with such skill as to coax any emotions they wish from their listeners. The College of Harpers is a member organization of the...   [click here for more]
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Ostlers

Ostlers


The Ostlers' Guild has a monopoly on breeding, caring for, and selling horses for profit. This monopoly extends to ponies, mules, and donkeys. Most master ostlers work as stablemasters, providing shelter, food, and water for horses owned by others. The majority work with innkeepers as free or bonded masters, but others are bonded to major nobles, legions, and fighting orders. An all-around master...   [click here for more]
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Courtesans

Courtesans


Courtesans are providers of luxurious entertainment. Members of the Courtesans' Guild are trained in the erotic arts but the guild's services go well beyond sexual ministrations. Individuals visiting one of the guild's establishments enjoy exquisite food and drink and superb music amid sumptuously decorated surroundings. Guild houses are far above common brothels in luxury and decorum. This article...   [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 and a penny saved...   [click here for more]
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Kiraz: The Lost City

Kiraz: The Lost City


Kiraz is an abandoned underground city built by the first Khuzdul (dwarven) inhabitants of Hârn some 7,000 years ago. The city is located on the northern fringe of the central Rayesha Mountains, a majestic range of high peaks that sweep in a great arc north of Lake Benath. The surrounding wilderness area is inhabited by Equani tribesmen and numerous gargun. Kiraz is of great significance to the Hârnic...   [click here for more]
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Fur Road

Fur Road


Trade Route The Fur Road is one of Hârn’s major trade routes, crossing the hilly, wooded Nuthela wilderness to connect the Kingdom of Orbaal in northern Hârn to the city of Tashal and other settlements in Kaldor. The road is one of the major routes for members of the Ilviran faith to make pilgrimage to the dwelling of their god at Araka-Kalai. The rough trail traverses the ranges of numerous...   [click here for more]
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5e Harn Bestiary

5e Harn Bestiary


D&D Hârn BESTIARY. A compendium of monsters and NPCs that can be encountered in Hârn. It is a GM's supplement for the 5e Hârn rules. This is an unofficial product, approved by the copyright holders. Recommended resources: HârnWorld Bestiary and Hârndex, available here on DriveThruRPG. HârnWorld is a detailed, realistic, flexible, and system-neutral...   [click here for more]
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Ratters

Ratters


Rats are a serious problem throughout Hârn and Lythia and it is the job of the ratter to control these pests. Vermin of many types inhabit buildings in both town and country and can make life uncomfortable or even dangerous unless skilled ratters are called upon to deal with them. Although pest control is filthy and often dangerous, it is steady work and rat-catching is one of the more lucrative unguilded...   [click here for more]
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Vulenheim Town

Vulenheim Town


Vulenheim is the largest settlement in the Kingdom of Menglana and the fifth-largest in all Ivinia. Located near the eastern end of the Leimenfjord, it is a major center for trade and the only walled town in the kingdom. The aging King Hlanakar III rarely visits the town and does everything in his power to hamper Vulenheim’s dominance of commerce. Four of the king’s six sons live in the bustling...   [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 of Sins.” Shiran...   [click here for more]
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Salt Route

Salt Route


Trade Route The Salt Route is the main trail between western and eastern Hârn. The dangerous route crosses the territories of four barbarian nations and countless rivers and streams as it covers the 170 leagues between Coranan in the Thardic Republic and Tashal in the Kingdom of Kaldor. Merchants use the trail throughout the year but most are reluctant to risk its dangers in small groups....   [click here for more]
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Lia-Kavair

Lia-Kavair


Lia-Kavair This article describes the history, current situation, organization, and activities of the Lia-Kavair, better known as the "Thieves Guild" of Hârn and western Lythia. This article was originally published in 1985 as part of the Rethem Kingdom Module.   ...   [click here for more]
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Lerenil Keep

Lerenil Keep


Lerenil is the westernmost major settlement in the Kingdom of Chybisa and the seat of the Baron of Lerenil. Caer Lerenil is a significant stronghold, second only to Caer Burzyn, and stands as a critical defense against barbarian invasions of western Chybisa. Baron Salagys Legith is considered the most powerful noble in Chybisa after King Verlid VII. His barony’s rich, fertile soil produces an abundance...   [click here for more]
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Guilds

Guilds


Guilds Guilds are brotherhoods 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. This article outlines the structure of a typical Hârnic...   [click here for more]
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Weaponcrafters

Weaponcrafters


Weaponcrafters are artificers who make armour and weapons. The craft is highly respected, especially by the nobility and warrior classes it primarily serves. Learning the skills and knowledge of weaponcrafting takes several years of study under a master. The Weaponcrafters' Guild has a monopoly on the design, manufacture, and sale of weapons and armour in most areas of western Lythia. Some master weaponcrafters...   [click here for more]
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Genin Trail

Genin Trail


Trade Route The Genin Trail, one of Hârn’s major trade routes, traverses three kingdoms (Melderyn, Chybisa, and Kaldor) and leagues of barbarian-infested wilderness to connect the cities of Thay and Tashal. Travelers cross highland forests and open grasslands, all the while watching for ambushes by tribesmen or bandits. The unpaved trail is rough, rutted, and often muddy, even within the...   [click here for more]
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Agrik: Order of the Eight Demons

Agrik: Order of the Eight Demons


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]
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Household

Household


The Households article includes a wealth of detail about the costs of maintaining appearances or simply subsisting. Players sometimes question why their characters should be obliged to spend their "hard-earned" money on good food, untorn clothes, pleasant accommodations, and life in general. Frugality and wise planning, they might argue, should permit them to save perhaps 70% of their incomes to really...   [click here for more]
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Law

Law


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]
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Kingdom of Chybisa

Kingdom of Chybisa


Chybisa is Hârn’s smallest realm but is rich in both history and natural resources. The kingdom sits in the fertile valley of the Ulmerien River, where a succession of cultures across two millennia have woven a complex cultural tapestry. The kingdom’s story is one of ebbs and flows, with intrepid settlers, lands lost to barbarians, invasion and assimilation, secession and intrigue. Surrounding...   [click here for more]
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Atlas Map I1: Orbaal - Marby & Zuden

Atlas Map I1: Orbaal - Marby & Zuden


Atlas Hârnica Map I1 is for part of Hârn's northern coast, in the mountainous, fjord-riven lands of the Kingdom of Orbaal. It covers the land masses on either side of Kjenfjord. West of the fjord are the major settlements of Zuden, Thursa, and Mul and the smaller thrans that pay them tribute. At the tip of the land mass is Cape Krämen, Hârn's stormy, shipwreck-dotted northern extremity. East of...   [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 for each of ten...   [click here for more]
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Idjarheim Lodge

Idjarheim Lodge


Idjarheim is the lodge of Idjar Redlaar, known throughout Ivinia as "Idjar One Eye." Idjar is an Avalir, a semi-divine son of the deity Sarajin and Jehryna Redlaar, a mortal woman. The lodge is situated atop a broad artificial hill alongside the Borsi River in north central Menglana. The small settlement consists of a large clanhouse with a high stone tower, animal pens, and several outbuildings, most...   [click here for more]
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Real Estate

Real Estate


Real Estate Everyone has to live somewhere and PCs are no exception. Given free rein, characters usually adopt nomadic lifestyles, staying in inns and carrying their possessions on their backs. This is a rootless, expensive lifestyle that real people would adopt only in dire necessity. If only to give PCs one more headache, GMs should encourage them to establish households, somewhere to hang...   [click here for more]
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Inns of Harn

Inns of Harn


Inns of Hârn is a collection of five detailed inns, suitable for any roleplaying campaign. Details are provided about each inn’s accommodations and services, as well as its menu, staff, and regular clientele. Additionally, each inn features detailed floor plans and several adventure hooks. Included: Aranoal’s Inn: A run-down inn in the city of Coranan, popular with locals. It has...   [click here for more]
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5e Harn: The Satchel Chase

5e Harn: The Satchel Chase


This is a 5e Hârn mini-adventure for 1st to 3rd level, ideal for a one-shot or convention game to introduce new players to the world of Hârn. It is intended to be played with the D&D 5th Edition rules together with the 5e Hârn supplement. You encounter a panicked stranger in the forest, who is running for his life while clutching a leather satchel. His pursuers appear and decide...   [click here for more]
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Ibonost Keep

Ibonost Keep


Ibonost is the easternmost outpost of the Kingdom of Kanday and stands in the shadow of the powerful Thardic Republic to the north. The picturesque river town was the first royal seat of Kanday and is of sentimental importance to the House of Kand. Separated from the rest of Kanday by vast stretches of forest, it remains a favorite summer residence of King Andasin IV. Ibonost is governed by a constable,...   [click here for more]
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Atlas Map M8: Melderyn

Atlas Map M8: Melderyn


Atlas Hârnica map M8 covers the southern part of Melderyn's mainland territory. Major settlements include Cundras and Fosumo, the strongholds of the Order of the Lady of Paladins, as well as Gythrun Castle, the seat of the powerful Earl of Biren. Much of this map is wilderness, from the forest hundreds of Befenor and Thicesund to the Anadel Highlands and the north edge of the Solora region, where...   [click here for more]
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Agrik: Cohorts of Gashang

Agrik: Cohorts of Gashang


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]
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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 player characters....   [click here for more]
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Pilots' Almanac: Maritime & Piloting Rules

Pilots' Almanac: Maritime & Piloting Rules


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]
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Esenor Keep

Esenor Keep


Esenor is a wealthy barony in the Kingdom of Kaldor. Located in the kingdom’s peaceful heartland, its rich soil and lush meadows have allowed its holders to focus on aesthetics and comfort rather than the ability to withstand attack or siege. Esenor is the seat of Clan Tesla, who hold their lands from the Earls of Neph at Gardiren. Baron Kisan Tesla is a shrewd negotiator and brilliant intriguer,...   [click here for more]
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Atlas Map L4: Azadmere

Atlas Map L4: Azadmere


This Atlas Hârnica map covers Azadmere, kingdom of the Khuzdul, in the heart of the Sorkin Mountains. Major settlements include the city of Azadmere, the fortress of Zerhun, and Habe Keep, home to the baron who rules over the kingdom's agricultural villages. The terrain is mountainous, with villages and cultivated land clustered along the shores of Lake Arain. The map shows three major colonies of...   [click here for more]
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Godstones

Godstones


Godstones Of all the enigmas in the Kethrian family of worlds, none is more puzzling than that of the Earthmasters. Their power was godlike and their nature unknown. All that remains of them are their deserted sites and a precious few of their amazing artifacts, the greatest of which are the Godstones. This article describes the appearance and functioning of the Godstones and provides HârnMaster...   [click here for more]
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Ilvir: Order of Seafarer Ibenis

Ilvir: Order of Seafarer Ibenis


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]
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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 and background for generating...   [click here for more]
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Atlas Map I6: Chelna Gap

Atlas Map I6: Chelna Gap


Atlas Hârnica map I6 covers part of central Hârn and includes the Chelna Gap, Plain of Towers, and northern Shava Forest. The wooded plain of the Chelna Gap is crossed by the Salt Route, the main land corridor between eastern and western Hârn. A trading post known as Trobridge Inn lies at the western end of the gap. The region is the home of the generally hostile Chelni barbarian tribes. The...   [click here for more]
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Atlas Map K5

Atlas Map K5


Atlas Hârnica map K5 covers eastern Kaldor including most of Vemionshire, Balimshire, Thelshire and southern Nephshire. Dominated by the important castles of Kiban and Minarsas, this region is also where the Silver Way from Azadmere enters civilized Kaldor. ...   [click here for more]
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Atlas Map G6: Tharda (Shiran)

Atlas Map G6: Tharda (Shiran)


Atlas Hârnica map G6 covers the northeastern settled lands of the Thardic Republic. At the heart of the map square is Shiran, one of the Republic's economic and cultural centers and a city with a reputation for corruption and hedonism. Other major settlements are Parnan and Firis, important trading towns on the shores of Lake Benath. The region also includes the western edge of the Athul wilderness,...   [click here for more]
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Astrology

Astrology


Harn Classic 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]
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Caleme Abbey

Caleme Abbey


Caleme Abbey is the seat of the Laranian archbishop of Kaldor and center of the church's temporal and ecclesiastical power in the kingdom. Held by the Order of the Spear of Shattered Sorrow from the king, Caleme’s beautiful temple, supported by massive flying buttresses, is one of the finest examples of temple architecture on Hârn and has influenced builders and bishops alike. In addition to the...   [click here for more]
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Silver Way

Silver Way


Trade Route The Silver Way sets a new standard for trade route articles. The history and economic importance of the Silver Way are covered with detailed sections about each day's march and nightly campsite. The Silver Way is the only road into the ancient and wealthy Kingdom of Azadmere. It is one of four major trade routes that converge on Tashal, and one of the most important trade routes...   [click here for more]
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100 Bushels of Rye

100 Bushels of Rye


100 Bushels of Rye is a HârnWorld adventure module. Although originally written for HârnMaster, it is sufficiently generic to be adapted to most other rule systems. The adventure is set in Kaldor, a feudal kingdom in eastern Hârn. It's a gloomy, overcast, autumn day in Olokand. Sir Maldan Harabor, Sheriff of Meselynshire, has been informed by the local chapter of the Miners' Guild that...   [click here for more]
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Ilvir: Order of the Pia-Gardith

Ilvir: Order of the Pia-Gardith


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]
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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 people,...   [click here for more]
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