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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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Ivinia Region Module

Ivinia Region Module


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]
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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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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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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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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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Earthmasters

Earthmasters


Harn Classic 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]
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Pamesani

Pamesani


Harn Classic 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]
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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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Lythia

Lythia


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]
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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 and background for generating...   [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) THERON'S SWARM...   [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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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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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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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, Agrik's...   [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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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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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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Bestiary 2 [BUNDLE]

Bestiary 2 [BUNDLE]


This special bundle product contains the following titles. Birds Regular 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]
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Bears

Bears


Bestiary Article 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]
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Birds

Birds


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 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]
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Cats

Cats


Bestiary Article Cats are graceful, silent, masterful hunters. This article contains rules pertaining to cats and their abilities in combat and hunting. Eight species are represented: Cheetah Cougar Dejerka Domestic Cat Dracofelas Lynx Lion Tiger ...   [click here for more]
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Cattle

Cattle


Bestiary Article 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]
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Deer

Deer


Bestiary Article 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]
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Dogs

Dogs


Bestiary Article 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]
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Dragons

Dragons


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]
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Goats

Goats


Bestiary Article 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]
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Horses

Horses


Bestiary Article 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]
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Ivashu

Ivashu


Bestiary Article 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]
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Seals

Seals


Bestiary Article 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]
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Sheep

Sheep


Bestiary Article 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]
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Snakes

Snakes


Bestiary Article 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]
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Tawedog

Tawedog


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]
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Zhura (Fungi)

Zhura (Fungi)


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]
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Aquatics

Aquatics


Bestiary Article 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]
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Ghosts

Ghosts


Bestiary Article Ghosts features rules for manifestations allowing ghosts to scare the life out of the living. ...   [click here for more]
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Undead (Morvrin)

Undead (Morvrin)


Bestiary Article 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]
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Chimerae: Griffin, Hirenu, Centaur

Chimerae: Griffin, Hirenu, Centaur


Bestiary Article 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 Chimerae is a bestiary article that includes full descriptions and HârnMaster...   [click here for more]
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Swine

Swine


Bestiary Article Swine are born to die; the food value of a pig is far greater than all other uses. From the guildsman's hams and the legionnaire's sausages to the lard on a peasant's crusty bread, from the lord's succulent roast pork to the suckling pig of the wedding feast, there is no creature more honored in the kitchen. This article describes the common uses, physical statistics, and...   [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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Grave-Wights

Grave-Wights


Grave-Wights is a 4pp article in the Harnmaster Bestiary format, with general information about these loathsome creatures, brief descriptions of two possibly related species, and then a full page on each the male and the female (which have different abilities). The Grave-wights are designd to provide a lot of spook-ability, accompanied by enough muscle to make the danger real. Surviving...   [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 existed....   [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 only on...   [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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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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Kubora Barbarians

Kubora Barbarians


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 includes the six Kubora pages found in HârnMaster Barbarians, plus an additional eight expansion pages that describe each of the 26 tribes of the...   [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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Arcane Lore

Arcane Lore


Arcane Lore The Guild of Arcane Lore is a loose association of scholars whose study and practice involve esoteric knowledge. Some study magical phenomena, while others practice magic; many are only students in obscure but mundane fields. The differences are sometimes unclear. This article describes the origins and development of the guild and its organization, ranks, and subgroups. Details...   [click here for more]
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