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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'...   [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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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: 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: 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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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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Alienage District Map

Alienage District Map


This free RPG resource is a complete 28" × 20" map of the Alienage, the foreigners' quarter of the City of Cherafir. Descriptions of the locations on this map can be found in the complete Cherafir article. The PDF is layered so you can turn off elements such as location numbers or guard locations. The capital city and principal port of the Kingdom of Melderyn, Cherafir is known as...   [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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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 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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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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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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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...   [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 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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City of Coranan Player Map

City of Coranan Player Map


This free PDF is an 11"×17" version of the player map for the 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...   [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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Clord #20: Woodcrafter

Clord #20: Woodcrafter


Edan of Peskil is an experienced and highly skilled woodturner. He is known throughout Lenedshire in Melderyn for his functional and highly decorative products, from bowls to chairs. Although Edan’s designs are utilitarian, they are finely finished and blemish free. This article is a location expansion intended for use with “Clord Manor” article in the HârnManor module...   [click here for more]
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Coselin Castle

Coselin Castle


Coselin is the seat of King Haakis Turensyn, ruler of the Kingdom of Rogna in the Elkyri Islands off the west coast of Ivinia. Coselin's impressive castle and town wall were financed through piracy are among the finest fortifications in Ivinia. From this stronghold, the kingdom's fierce and rapacious "sea-wolves" terrorize trading ships in the Sea of Ivae and mount viking raids on settlements along...   [click here for more]
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Cundras Keep

Cundras Keep


Cundras is the primary keep of the Order of the Lady of Paladins, a fighting order dedicated to Larani, goddess of chivalry and battle. From this stronghold on Melderyn’s frontier, the order wages an increasingly bitter and bloody struggle with the barbarians of the Solora wilderness. The well-ordered keep and its manors stand in stark contrast to the burned fields and destroyed villages of the...   [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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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...   [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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Gedan Earthmaster Site

Gedan Earthmaster Site


Gedan is a site of Earthmaster origin in eastern Orbaal. Situated in well-forested hills, it was used by the Jarin as an ancient burial ground and is sometimes referred to as the "Lodge of a Thousand Souls." Few in their right minds approach Gedan at night, for it is widely believed to be home to more than just the dead. A faction of the Jarin resistance movement known as the Aenghysa has taken advantage...   [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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Gelimo Chantry

Gelimo Chantry


Gelimo is the best known remnant of the Henge Culture that flourished on Melderyn and the surrounding isles about 3,500 years ago. The five concentric rings of stones stand on a wide expanse of heath overlooking the rocky west coast of Melderyn. The remote, mysterious site is home to a chantry of Fyvrian mages, who benefit from the enhancing effect the stone rings have on their magic. The Gelimo...   [click here for more]
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Geshtei Castle

Geshtei Castle


Geshtei Castle, the capital of Gerium Province and a stronghold of the Gerium Legion, sits on the Thard River along the western border of the Thardic Republic. Although considered something of a backwater, the town is notable for its strategic position and rich agricultural lands. A feud brewing between the magistrate and marshal threatens the settlement's peace and prosperity. The Geshtei Castle...   [click here for more]
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Guthe Bridge

Guthe Bridge


Guthe Bridge once carried traffic between Kaldor and Azadmere, the kingdom of the Khuzdul. Today, the collapsed bridge and abandoned gatehouse on the west bank are familiar landmarks to the mercantylers who ply the Silver Way, which passes the ancient bridge about half way between Naniom Bridge and Zerhun. To most folk, the abandoned ruins are a relic of a bygone age, a belief the Khuzdul are happy...   [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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Gythrun Castle

Gythrun Castle


Gythrun is the third largest of the mainland settlements in the Kingdom of Melderyn. It is the principal seat of the Earl of Biren and the center of economic activity for Birenshire. The town is a major stopover for caravans on the Nuem Trail and attracts significant maritime trade. For both moral and economic reasons, Gythrun has found itself embroiled in the Solora Crusade, a campaign of subjugation...   [click here for more]
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Harden Castle

Harden Castle


Harden is the principal northern fortress of the mainland holdings of the Kingdom of Melderyn. The castle is strategically placed along the Genin Trail and holds a commanding position on the Horka River. Once the economic center of the region, Harden had declined since the founding of the city of Thay two centuries ago. Harden was once the capital of the Kingdom of Elorinar and is now the seat of the...   [click here for more]
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Harn Map Keys

Harn Map Keys


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,...   [click here for more]
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Harn Region Map

Harn Region Map


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...   [click here for more]
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Harndex: A HarnWorld Reference and Glossary

Harndex: A HarnWorld Reference and Glossary


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...   [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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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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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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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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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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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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Heroth Castle

Heroth Castle


Heroth is a castle and small town held by the Earl of Heroth in the Kingdom of Kanday. The largest settlement in Noreashire, Heroth is located at an important crossroads just three leagues west of the Thardic Republic and seven leagues south of the Kingdom of Rethem. The castle and its surrounding manors occupy a clearing in the center of the Forest of Narath, a relatively pristine wilderness and royal...   [click here for more]
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Heru Keep

Heru Keep


Heru Keep occupies a strategic location in the Kingdom of Kaldor, sitting on the road between Olokand and Tashal and controlling the only crossing of the Shem River south of Gardiren. The settlement is part of the fief of the Earl of Osel and is held for him by his constable, Sir Bereden Pawade, a skilled administrator who has dramatically increased the revenue of the estate. The town itself, although...   [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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Ilby Vathran

Ilby Vathran


Ilby, the second-largest settlement in the Kingdom of Rogna, is held by Clan Gelda, whose warriors played a pivotal role in the Ivinian conquest of the Jara region in northern Hârn. Like his predecessors, Valhakar Ermus Gelda has not given up claims for tribute from the Geldestaars, a cadet branch of the clan who conquered Lorkin. These interests in Orbaal have long caused the Geldas friction...   [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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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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