- News
-
Shop
- 2-Personenspiele
- Aktion Hoher Spielwert
- Bücher & Comics
- Experimentieren
- Expertenspiele
- Englischsprachige Spiele
- Familienspiele
- Kartenspiele
- Kennerspiele
- Kinderspiele
- Kooperative Spiele
- Kreatives
- Lego
- Living Card Games
- Merchandise
- Miniaturen
- Party- und Kommunikationsspiele
- Playmobil
- Preisträger
- Puzzle
- Rätselspiele
- Rollenspiele
- Saisonartikel
- Sammelspiele
- Schleich
- Schach, Backgammon & Co
- Schnickschnack
- Solospiele
- Sonderangebote
- Stoff und Plüsch
- Tonies
- Zubehör
- Hiveworld-Events
- Spieldurst-Events
- Ladenlokale Köln
Produkte filtern

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 with the following data. Author Year Medium (Pages/Cover material)Pages (or equivalents).Language/ScriptStreet Value: Reflects perceived value more than its content or scarcity. Copies: The estimated number of copies that exist Location: The location of rare or unique books is sometimes given.

Noron's Keep is an isolated stronghold near the source of the Kald River in the Sorkin Mountains. The keep is held by Noron, one of the semi-divine creatures known as Pradeyalkri. Noron is held in awe by the Taeldan tribesmen who live in the surrounding wilderness, and an implacable foe of the Gargun (Hârnic orcs) whose colonies are found in the mountains nearby. Noron and his sons are known to extract exorbitant tolls from travelers on the trail between Tonot in Kaldor and Shese in Orbaal. The Noron's Keep article describes Noron, his keep, and his sons. It provides information about some of the village's residents and two other Pradeyalkri. It includes full-color GM and player maps as well as floor plans for the keep. This is a Hârn Classic article and was originally published in 1985 as part of Encyclopedia Hârnica 14and in 1987 as part of the Orbaal Kingdom Module.

Potions are found all over Lythia, in markets and fairs, on the shelves of apothecaries and physicians, in castles and in hovels. Some potions are well-known, but perhaps only in one region. Others are rare because they are difficult to prepare, have a short shelf life, or include rare or illegal ingredients. Magical effects are claimed for some potions, but most are intended as common remedies. Where guilds thrive, potions are a monopoly of Apothecaries, but there has always been a broad overlap between home remedies, herbal teas, and legitimate potions. Despite serious legal sanctions, unguilded sellers of potions are common, especially at fairs. Most potions are created according to guild-approved formulas, and packaged and sold in accordance with strict rules regarding composition, quality, claims of efficacy, and packaging. Breaking these laws can bring severe penalties, including public humiliation, heavy fines, and loss of guild franchise. Forging the guild seal is a serious breach of guild privilege. Most potions require herbs as ingregients. 32 Potions Nectar of WisdomEuphoric hallucinogenic Maermal's BlessingEnhances strength Worried WorreenStrong poison Ichor of AgrikDisinfectant / painkiller Hru's Might Strength / Stamina potion Halea's Brandy Aphrodisiac Potion of Right Navehan Hallucinogen FletharashaRecreational Drug White DeathStrong Poison Corruption Jelly Khuzan Strength Potion Uhla OilBrain Stimulant Heir-in-a-bottleFertility Drug Two More LegsHorse Stimulant Tirrala's PillowAntibiotic Eye-of-DwarfEye Stimulant Tharin's Rock Salt Seasoning Heavy CurtainsSoporific Salt of KamilNarcotic Uhla InkInvisible Ink Watcher's AleStimulantDryad Sweat AphrodisiacElmithra MedicineBaby-can-wait ContraceptiveIlvir's Crook HallucinogenDaddy can't wait Emetic / LaxativeSpirit Ale Disembodiment PotionEye-of-Elf Eye BalmHalea's Tresses NarcoticGoodheart Heart StimulantHeal-All AntidoteGreen Demon Brain StimulantKhalmet's Theriac Antivenin

Melderyn, Hârn's oldest kingdom, is named for the island off the southeast coast of Hârn on which it was founded. The many strange goings-on and mystical persons attributed to the island, which is commonly called "The Wizards' Isle," have given the realm a reputation as a place of mystery and enchantment. Melderyn is an exciting kingdom for your Hârn campaign. The kingdom is the gateway for trade and travel between Hârn and the realms of the Lythian continent. Three barbarian tribal nations inhabit lands claimed by Melderyn: the reclusive Bujoc, horse-breeding Hodiri, and primitive Solori (currently the target of a genocidal campaign by the Order of the Lady of Paladins). Nomadic gargun prowl the northern reaches of the realm. The many political, religious, and esoteric factions active in Melderyn provide a variety of opportunities for adventure for your characters.

Golotha is the principal settlement of the Kingdom of Rethem and the political heir to the infamous Theocracy of Tekhos. Strategically located at the mouth of the River Thard, the city was founded in the fourth century on ground reclaimed from a misty swamp. It is still plagued by morning fogs. Golotha is a city of secrets and dark places. Its narrow streets are dangerous even during the day. This module is an expansion of the articles originally published in Cities of Hârn and Son of Cities. It is much larger, contains many additional sites with interior plans and a new 2 page local map showing the surrounding areas. Additional interior plans include: Caer Chaftar (six floors and cellar) Temple of Agrik (Mamaka the Master of Steel) Lia-Kavair guildhall All plans from Cities of Hârn and Son of Cities have also been updated and included

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.

Tesien is an Earthmaster site on Ternu Heath with a sinister reputation far beyond that of its sister constructions located across Hârn. The original Earthmaster structures have sunk beneath the marsh; the visible ruins are of recent origin. As with all similar sites, the builders seem to have abandoned Tesien 15,000 years ago; its purpose remains an enigma.

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 came is unknown. Legends tell of an empire flourishing on Hârn 15,000 to 20,000 years ago. There is physical evidence to suggest their presence in Lythia and many believe that the Ancients controlled all of Kethira. Persistent legends claim the Earthmasters could travel vast distances instantaneously, change the weather at will, and control the minds of lesser creatures. Stories of the Ancients are so incredible that their very existence could be dismissed were it not for the sites and artifacts they left. Scattered across Hârn, and elsewhere, are to be found mysterious ruins. Considering their antiquity it is remarkable that anything survives at all. Known sites tend to be in remote, inaccessible locations. Physical evidence of roads linking the sites has never been found. Although above-ground remains tend to be poorly preserved, most sites have extensive and well-crafted underground chambers and tunnels. One legend describes the lost city of Lahr-Darin, said to exist beneath some mountain on Hârn.

Ithiko castle in Rethem's Hohnamshire is the seat of Earl Herrin Barzak. The earl is a loyal supporter of the king and a staunch enemy of the Earl of Tormau to his north. Ithiko was originally built as a fortress on the edge of the Corani Empire and is infamous as the birthplace of the Morgathian prophet Balsha and the rallying point of the Balshan Jihad. Ithiko is a pilgrimage destination for Morgathians and the church maintains a shrine to Balsha and a temple in the castle town.

Rethem is a feudal kingdom in western Hârn where feudalism rules by force. The political situation is still far from settled and the threat of civil war looms over the kingdom. Rethem is bounded by the Kingdom of Kanday to the south, the Kuboran tribal lands to the north, and the Thardic Republic to the east. With its long history of violence, a rulership built on cunning and strength, and its shaky political structure, Rethem is viewed warily by its neighbors. The Peran wilderness to Rethem's north is home to the Kubora, one of the fiercest and most numerous tribal peoples on Hârn. The Kingdom of Rethem was created by the conquests of a Kuboran chieftain, something that neither the tribesmen nor the Rethemi are likely to forget. The Kuboran influence is still significant in Rethem and most Rethemi nobility are of Kuboran descent, although it is not currently fashionable to admit to it. Rethem's northern forests are rich in timber and furs and the abundant minerals of the lowlands have been extensively mined since Corani times. The fertile Thard Valley has long been one of the most densely populated regions of Hârn and boasts the strongest economy in the west. Rethem's eighth and current ruler, King Chafin III, is not the product of a long and respected dynasty, his clan having seized the throne a mere 40 years ago. Chafin III has constructed a network of allegiances that relies upon the careful placement of kin and the manipulation of competing loyalties that he himself may not fully command. Chafin often uses the threat of invasion from the kingdom's neighbors to keep his rivals off guard.

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 king by Sheriff Balsen Torele. Communication with Cherafir can be difficult and the crown leaves Ikoshire very much on its own. The sheriff holds moots irregularly. The Chryefal Castle article describes the settlement's history, government, religion, and economics, and provides details for some of its craftsmen and other locations. Included are GM and player local maps as well as interior plans of the castle and the nearby chantry. This is a Hârn Classics release. Portions of this article were originally published in 1992 as part of Hârnlore 11. The article has been upgraded new color artwork, redrawn maps, and expanded descriptions of the town locations. In addition, this article includes floor plans and descriptions of the castle citadel that were never before available.

A guild is a brotherhood of craftsmen who have banded together to control economic activity in specific or related trades. Throughout western Lythia, virtually all significant commercial and professional activities are within the control of powerful international guilds whose monopolistic rights are protected by law. The article explains the guild system: its rules and ranks and includes a section on each major guild from Apothecary to Weaponcrafter, illustrated with its guild badge.

Minarsas is the commercial center of Vemionshire, the easternmost shire of Kaldor. Isolated from the rest of Kaldor by empty hills and trackless fens, and ignored by an ineffective sheriff, the Earl of Vemion rules his vast holdings from Minarsas and nearby Zoben with intelligence and efficiency. He enjoys an autonomy unavailable to the other earls of Kaldor. Minarsas lies at the center of Kaldor's best sheep farming area. Generations of isolation have produced the Vemion Cross sheep, which yield the finest wool in the kingdom. This wool is sold to mercantylers from across the island and overseas.The folk of Minarsas are laconic, clannish, and suspicious of outsiders. They prosper under the stout walls of Caer Minarsas, hereditary seat of Clan Caldeth.

69 detailed vector maps: World Map of Kethira Regional Map of Hârn Atlas Map of Kanday Shire and Hundred Maps Local Maps of all cities, castles, and keeps in Kanday (including many never-before mappped at the local scale).

Karveth is the biggest and wealthiest town on Elnar, a large island in the Indatha Straits that run between Melderyn and Hârn. The town is an important maritime center with a large fishing fleet. It is also the seat of Clan Avona, who have held the Earldom of Karveth for over three centuries. Earl Jannys, the current earl, is the latest in a long line of seagoing nobles. The businesses and facilities around the wharves and river form the busiest hub of activity in the town. Interior plans of many buildings involved in maritime trade are included. Also includes plans of a Temple dedicated to Save K'nor. Location: Dathshire, MelderynHolder: Earl of KarvethLiege: King of MelderynPopulation: 690

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 Ivinia's western coast. The Coselin Castle article describes the settlement's history, government, religion, economics, and military forces. Includes a full description and color floor plans for the castle, along with color GM and player maps of the settlement. Brief descriptions are given for many local craftsmen and other locations in the town. The town's massive temple to Sarajin, the Ivinian god of battle and honor, is given an expanded treatment, with detailed descriptions, color floor plans, and adventure hooks

Misyn is a wooded plain on the northeast shore of Lake Benath in central Hârn. The region has a unique geography that is not found elsewhere on Hârn. The god Ilvir, principal deity of the Jarin people and lord-creator of the strange creatures known as Ivashu, is said to dwell at Araka-Kalai and Misyn is sometimes described as his kingdom. The only permanent settlement in Misyn is Ochrynn, an Ilviran abbey run by the Order of the Ochre Womb, the caretakers of Araka-Kalai. The Misyn article covers the area's history, geography, and wildlife. Points of interest are described and a number of adventure hooks provided. Additionally, information is given about the Ilviran pilgrims who travel to Araka-Kalai, the various routes they take, and the dangers they face. A portion of this article was originally published in 1987 as part of the Araka-Kalai module.

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 article describes the settlement's history, government, religion, economics, and military forces, and gives an overview of the Anoth Delta wilderness. It includes a full description and color floor plans for the castle, along with color GM and player maps of the settlement. Brief descriptions are given for many local craftsmen and other locations in the town. An expanded treatment is given to Faenghease Rock, the stone mausoleum of the priest whose martyrdom sparked a rebellion, with detailed descriptions, color floor plans, and adventure hooks.

Kustan is located in the Peran wilderness at the northern terminus of the road known as the Scarlet Ribbon. The site contains a ruined Corani Empire fort, numerous barrow graves, and the village of Kus, home to the Rathiri Kuroba tribe. Kustan is the site of the annual tribal moot of the Kubora, a powerful warrior nation. The Kustan article describes the history and present situation of the site and provides details for its many interesting locations. A number of legends about Kustan and the Kubora are included, along with a diagram of a typical barrow grave. Includes full-color GM and player maps as well as floor plans for the ruined Corani fort. This is a Hârn Classic article. The majority of this material was originally published in 1985 as part of the Rethem Kingdom Module. Some additional text is from the Tribes of the Kubora expansion (COL #4762).

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 receives an undue share of migratory Ivashu, the strange creatures created by the deity. The nearby village of Haruch is linked to Anisha by an extensive network of game-trails. Its inhabitants, the Mendar-Haruchi tribe, claim descent from the servants of Anisha's original inhabitants, who were godlike in their abilities. They consider the ruins sacred and believe it their duty to preserve and protect them for their masters' anticipated return. The Anisha article describes the history of the site and provides descriptions and floor plans for the most important buildings, as well as color GM and player maps.
Dogs is a 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: used in combat and hunting.Hounds: used to track and flush prey.Shepherds: herd sheep and cattle.Terriers: dig into lairs of rats and rabbits.

Seals is a Bestiary article. The Seals article includes several species of seals, sea Lions, and warluses. Also includes information about hunting seals

The Telen Castle article describes the settlement's history, government, religion, and economics, and provides details for some of its craftsmen and other locations. Includes GM and player local maps as well as interior plans for the fortified villa of the powerful Nordaka clan, all in full color. This is a Hârn Classics release. Portions of this article were originally published in 1987 as part of the Thardic Republic Module. The article has been upgraded with new color artwork and redrawn maps, as well as expanded descriptions of the town.

Hârn is a relatively barbaric region. But no civilized society can function without a legal system, and even on Hârn the administration of justice is surprisingly complex. The article covers various types of justice that exist commonly on Hârn. Includes sections on Family Law, Vendetta Law, Feudal Law, Royal Law, Forest Law, Town Law, Trials and Enforcement, etc. An extensive list of crimes and common punishments is given.