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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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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: 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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Araka-Kalai: Pit of the Serpent God

Araka-Kalai: Pit of the Serpent God


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 Serpent...   [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 the settlement's...   [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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Burzyn Castle

Burzyn Castle


Burzyn is the largest settlement in the Kingdom of Chybisa and the principal seat of King Verlid VII of Clan Geledoth. The castle controls the only bridge over the Ulmerien River and is perhaps the most impressive fortress on Hârn. Burzyn prospers through trade. At roughly half way between Thay and Tashal on the Genin Trail, it is a natural stop for travelers and caravans. It is also a center of...   [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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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 is held for the...   [click here for more]
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City of Azadmere

City of Azadmere


The capital city of the Kingdom of Azadmere is an impressive walled settlement with a moat, stout double walls, and prominent towers. It is the third-oldest continuously inhabited settlement on Hârn, surpassed only by the Sindarin towns of Elshavel and Ulfshafen. The Outer City lies between Lake Arain and a massive cliff at the foot of Mount Zaduryn. The workshops of most of the city’s craftsmen...   [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 the most cosmopolitan...   [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 on Hârn....   [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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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 and adventure...   [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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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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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 Solori,...   [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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Froyaheim Thran

Froyaheim Thran


Froyaheim is the primary settlement in Storzarlund, a large, wealthy, and densely populated thranaal in eastern Menglana. Located near the  confluence of the Froya and Leim rivers and surrounded by rich, fertile lands, the thran serves as a distribution center for furs and timber. Warriors from the neighboring Kingdom of Ibanvaal captured Froyaheim's tributary thran of Froyby in 718....   [click here for more]
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Geda Keep

Geda Keep


Geda is a small keep in the southeast of the Kingdom of Chybisa. The settlement sits on the Ulmerien River and the Genin Trail, the major trade route between Chybisa's much larger neighbors, Kaldor and Melderyn. Geda is a hub of the mining trade that fuels much of Chybisa's economy. Baron Kjal Forsetha, an Ivinian former mercenary, won his fief as the result of a wager. The Geda article describes...   [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 Jarin...   [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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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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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 and...   [click here for more]
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Habe Keep

Habe Keep


Habe is the principal human settlement of the Kingdom of Azadmere and the seat of the Baron of Habe, whose lands provide much of Azadmere’s food. The keep is one of Hârn’s oldest human fortifications and sits astride the paved road from Zerhun, guarding the ancient Gazhar Bridge. Few foreigners are permitted to travel beyond Habe to Azadmere City. The Habe article describes the settlement's...   [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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Heling Vathran

Heling Vathran


Heling is one of the three vathrans in the Ivinian Kingdom of Rogna. Located on the southeast coast of Heg in the Elkyri Isles, the settlement has been held by Clan Hulthard since its establishment in 310 TR. The Hulthards have largely ignored the politics of Rogna’s other major clans, concentrating instead on building their own holdings, including establishing a colony in Orbaal on Hârn in 633....   [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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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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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 with...   [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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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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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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Jarin

Jarin


The Jarin people were the first human inhabitants of Hârn. Many of the barbarian tribes of Hârn are of Jarin blood and small pockets of civilized Jarin can be found in Evael (kingdom of the elves) and Azadmere (land of the dwarves). Most civilized Jarin, however, live in the Kingdom of Orbaal, where they struggle under the rule of the Ivinian vikings who invaded northern Hârn during the last century.   The Jarin article...   [click here for more]
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Kingdom of Azadmere

Kingdom of Azadmere


Azadmere is the only remaining kingdom of Khuzdul (dwarves) on Hârn. Located high in the Sorkin Mountains of eastern Hârn, the kingdom is centered on the city of Azadmere and Lake Arain. Founded more than 7,000 years ago, it is now ruled by King Hazmadul III of Clan Tarazakh. The capital city of Azadmere is an impressive walled settlement with a moat, stout double walls, and prominent towers. The...   [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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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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Leriel Castle

Leriel Castle


Leriel is the largest settlement controlled by a Jarin noble in the Kingdom of Orbaal. Located near the upper reaches of the Anoth River, it is one of the oldest permanent communities in northern Hârn. The castle is a reminder of the days when the region, then known as Jara, was the domain of the Jarin people, an era that ended with the coming of viking invaders from Ivinia. The Leriel Castle...   [click here for more]
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Lorkin Castle

Lorkin Castle


Lorkin commands the head of the Anoth Delta in the southeast corner of the Kingdom of Orbaal. It is the largest settlement in the region and an important center of maritime trade. The Ivinian overlords treat the Jarin peasantry with a callous cruelty. Lorkin was the only castle to fall during a Jarin rebellion less than 20 years ago and is a likely flashpoint for another revolt. The Lorkin Castle...   [click here for more]
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Lycanthropes

Lycanthropes


The folklore of almost all Hârnic and Lythian cultures includes tales of lycanthropes and their origins. Lycanthropes are people who have been cursed to involuntarily alter their form to that of a half-human, half-animal creature, typically during the night of a full moon. Although werewolves are the most common type of lycanthrope, the accursed may take on other forms, including that of a werebear...   [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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Marby Castle

Marby Castle


Marby is a minor port in the Kingdom of Orbaal on Hârn's northern coast. Situated at the headwaters of Pentiel Bay, Marby sees one of the largest tidal variations in Orbaal. Clanhead Mikkaar Serewyn was educated in Shorkyne and prefers diplomacy and debate to the death and destruction favored by his Ivinian viking peers. His clan, an offshoot of the violent Clan Sherwyn, has been locked in a bloody...   [click here for more]
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Menekai Castle

Menekai Castle


Menekai is the grim home of the brutal Order of the Red Shadows of Herpa, a fighting order dedicated to the god Agrik, the Emperor of Flame. Under Larga Gydsilen, their coarse and brutish grandmaster, the Red Shadows have exploited the region's mineral wealth to make Menekai one of the richest fiefs in the Kingdom of Rethem. The Menekai Castle article describes the settlement's history,...   [click here for more]
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Minilaous Keep

Minilaous Keep


Minilaous is a keep and barony southwest of the Kandian city of Aleath. The keep is nestled atop the high cliffs of Mercia Bay. The region has a rich heritage, arising from a mix of cultures. The area was decimated during the Theocracy of Tekhos but emerged as an independent kingdom before becoming part of the Kingdom of Kanday. The barony is held by Baroness Iala Pesirias, the only female tenant-in-chief...   [click here for more]
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Moleryn Castle

Moleryn Castle


Moleryn is the capital of the Thardic Republic’s Ramala Province and the seat of the provincial magistrate and marshal. It is also the headquarters of the Ramala Legion and houses two of its eight companies. Moleryn sits on the Salt Route, the main corridor for trade between western and eastern Hârn, and prospers as an important trading center. The Moleryn Castle article describes the...   [click here for more]
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Namadees Abbey

Namadees Abbey


Namadees is a Laranian abbey in the Kingdom of Chybisa. Built upon the site of the legendary final battle of St. Fardir, the abbey and its impressive temple are a popular destination for pilgrims. Namadees is held by the Order of the Spear of Shattered Sorrow, and is the heart of the Laranian Church's economic and educational activities in Chybisa. Abbot Jyka Misral and his like-minded followers...   [click here for more]
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On the Edge adventure module

On the Edge adventure module


They said it was impossible to build a bridge across the Guthe Gorge.  The King of Azadmere would never approve, but he was convinced. The site was too remote, but caravans and workers were organized. The wilderness was too dangerous, so mercenaries were hired and a fortified camp built. Then people started to believe it could be done. That was until the killings started inside the camp. In three...   [click here for more]
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Onden Keep

Onden Keep


Onden is a royal keep in the Kingdom of Chybisa. It is the original holding of Clan Geledoth, the current royal clan, and is held by Balesir Geledoth, Crown Prince of Chybisa. The Chybisan Royal Guard uses Onden as a base of operations. The Marshal of the Guard lives here and the purple and white livery of the Guardsmen is ever-present around the settlement. Related by marriage but potential rivals,...   [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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