6000 PDF HarnWorld Basic Set - PDFCOFFEE.COM (2025)

HârnWorld

OVERVIEW

OF THE

HÂRNIC ISLES TM

MASTER MODULE

THIRD EDITION

®

HârnWorld

®

Master Mod le Writers N. Robin Crossby Tom Dalgliesh Edwin King Map and Plans N. Robin Crossby Brent Bailey Ron Gibson Eric Hotz Richard Porter Alun Rees Illustrations Eric Hotz Richard Luschek Cover Richard Luschek Editing and Layout Brent Bailey © 2014, Columbia Games, Inc. All rights reserved. Reproduction in any manner, without written permission of the publisher, is strictly prohibited by law. “Hârn,” “HârnWorld,” and “HârnMaster” are registered trademarks of Columbia Games, Inc. Copyright © 2014, Columbia Games, Inc.

rd d t on

Contributors Brad Carter Brian Clemens Rob Duff Mike Dwyer John Frazer Doug Gillanders John Greer Stephen Hinchcliffe David Kowan Sharon MacLeod Simon Matthews Brad Murray Gene Siegel Garry Steinhilber Heraldry C.I. Roegner Matt Roegner version 1.2

COLUMBIA GAMES, INC. POB 1600 BLAINE, WA 98231 U.S.A.

www.columbiagames.com HârnWorld® #5001

IV INTRODUCTION WHAT IS HÂRNWORLD HârnWorld is a detailed, realistic, flexible, and system-neutral setting for fantasy role-playing games. Since 1983, HârnWorld has been used by thousands of people across the world to run a wide array of medieval fantasy adventures. HârnWorld can accommodate whatever style of campaign you are looking for, whether your player characters are knights, mages, barbarians, clerics, noble lords, mercenaries, gladiators, craftsmen, merchants, thieves, or even simple peasants yearning for adventure. This basic HârnWorld module has two components: Hârn Overview The 58-page Hârn article is a general overview of Hârnic cultures, governments, economics, history, and more. It also includes campaign aids for such tasks as generating weather conditions and character backgrounds. Hârn Regional Map The map of Hârn provides a vast amount of information with a unique cartographic system developed specifically for fantasy gaming. The area detailed measures 620×930 miles (1000×1500 km). The colors and textures show vegetation and terrain as noted on the map key.

Encyclopedia Hârnica Beyond this master module, HârnWorld is described in a series of articles covering a variety of topics. At the highest level is Hârndex, a master index that includes entries for kingdoms, cities, castles, and major settlements; historical and present-day monarchs and other important people; gods and religions; mountains, lakes, and other geographic features; and a number of strange, dangerous creatures unique to HârnWorld. Hârndex also includes definitions of terms related to medieval economics, warfare, and society. Hârndex is expanded upon by a series of stand-alone articles collectively referred to as the Encyclopedia Hârnica. These supplements cover a wide range of topics in much greater detail. Articles for the major kingdoms describe their people, histories, and political intrigues, while those covering individual castles and keeps provide details of the settlement’s residents, fortifications, and resources. Various religious orders are covered, giving GMs and players a rich panoply of realistic faiths from which to choose. Material about the various guilds brings greater depth to the world’s economics and articles on wilderness areas and barbarian tribes provide fertile ground for adventuring. Throughout, GMs are provided with plentiful adventure hooks and story seeds to introduce the players to the setting. With more than 200 supplements published to date, GMs won’t lack for choices in how to tailor their campaigns. Modules are presented in an expandable format: they are loose-leaf and hole-punched, allowing you to insert them into binders to create your own Encyclopedia Hârnica to fit the needs of your campaign.

Where to Start With all this detail, HârnWorld can seem overwhelming to newcomers. But don’t worry, you don’t need everything we’ve published to get started. The descriptions of the Hârnic kingdoms in this module will give you a taste for each and should spark ideas of the kinds of adventures they are best suited for. Just pick one and then dive into the related supplements. Use what fits your game, change what doesn’t. Above all, enjoy exploring Hârn! Copyright © 2014, Columbia Games, Inc.

Why Use HârnWorld? The following was written by N. Robin Crossby, creator of Hârn, in the second edition of HârnWorld, published in 1990. Fantasy role playing is a trinity of three vital elements: gamemastering, rules, and environment. The first needs little explanation; even the best environment and rules will not survive the misjudgments of a bad GM, but they can make a talented rookie shine. Rules are no more than a mechanical set of guidelines, an attempt to formulate common sense into some pretty weird stuff. HârnWorld belongs to the third element of FRP. A good environmental framework is a painstaking endeavor that takes many, many years of blood and sweat to create. Something like 30 man-years has gone into HârnWorld products. All works of fantasy should be woven of familiar threads. Because it is impossible to entirely describe an alien world, readers must be able to fill in the gaps with their own knowledge and experience. Although more than one million words have gone into describing HârnWorld and its expansion modules, lots more can be said and will be said. In the meantime, the reader can take comfort from knowing that this world operates under the same physical laws and social dynamics as medieval Terra. Of course, in any fantasy the viewer/player must suspend his disbelief. In fantasy role playing, most are willing to accept that magic works and that fell beasties roam the wilderness. Outlandish beasts with strange powers and strange esoteric phenomena exist in HârnWorld, but they are carefully blended with medieval reality. With roleplaying, there is a vital element of mood, and this elusive principle lies at the heart of HârnWorld. While it is true that magic-strong, hack-and-slash environs can keep players busy for a time, only an environment that is fundamentally rational can give the feeling that one is involved in an epic. HârnWorld was specifically created for roleplaying as opposed to dragon-bashing. Those who have so far limited their FRP activity to random forays into disjointed chaos have missed at least half the fun of this exciting hobby. HârnWorld is, I believe, an epic product, with all the fantasy you want, and all the realism you need. N. Robin Crossby 1954–2008

HârnWorld®

HÂRN 1

HÂRN 1 Geography Hârn’s center is dominated by Lake Benath, a freshwater lake drained by the Thard River. The longest river is the Kald (375 miles), which drains the eastern interior. Much of Hârn is hilly. There are four mountain ranges of note: the Felshas, running north-south in central Hârn; the Rayeshas, running east-west along the top of Lake Benath; the Sorkins, running northsouth along the east coast; and the Jahls in the extreme north.

Weather and Climate

ârn is a rough, hazy, forested island about 100 miles off the northwest coast of the continent of Lythia on the edge of the Haonic Ocean. It is a wild, dangerous land, where pockets of civilization are surrounded by large tracts of wilderness. It is a land of feudal kingdoms, religious turmoil, savage monsters, noble knights, beleaguered peasants, industrious craftsmen, barbaric tribesmen, and secretive wizards.

HÂRNIC CULTURES While Hârn contains unique cultures and creatures, its closest historical equivalent is 9th to 14th century Britain. Elements from this entire period may be found and, with the exception of the unique elements described, the GM may use this historical era as a model.

Kingdoms There are seven civilized human states on Hârn. Five of them are feudal, one is pre-feudal (Orbaal), and the last is a plutocratic republic (Tharda). Two demi-human states exist: Azadmere, kingdom of the Khuzdul (dwarves), and Evael, kingdom of the Sindarin (elves). Both prefer to maintain their distance from the human nations and each other.

Barbarian Nations The wilderness of Hârn is home to 18 tribal nations with a total population exceeding 100,000. There is almost constant conflict between tribes and their civilized neighbors but some are more warlike than others.

Gargun Nations Hârnic orcs, or gargun, are sometimes called Foulspawn. Five species of these creatures live in Hârn’s mountains, either in cave complexes or as wandering nomadic bands. Hârn may have as many as 50,000 gargun.

Unique Cultures Two unique “cultures” exist on Hârn: the Ivashu of Misyn, a diverse group of creatures spawned by the god Ilvir; and the Ilme of Ilmen Marsh, a race of intelligent mere-dragons. Copyright © 2014, Columbia Games, Inc.

Hârn’s climate is basically maritimetemperate (cool summers, mild winters, and damp). Some say that Hârn has no climate, just weather. The prevailing southwesterly winds off the Haonic Ocean are moist. Fog, drizzle, and overcast skies are common. The island receives ample precipitation all year round. This falls mostly as rain, although winter snow and sleet occur, especially in the north and at high elevations. The seas around Hârn are notoriously rough; calm waters, which are rare, can build swiftly into terrible storms.

Vegetation The moist climate promotes a luxurious vegetation, mostly summergreen deciduous forest and woodland. Needleleaf forests, alpine tundras, and permanent snowcaps are found at higher elevations. Heathlands are common along western margins.

Communications A lack of good roads and rough terrain combine to make travel difficult, especially in winter. The island is regarded with disdain by continental Lythians and is generally avoided. Tales of wild men and fearsome beasts have served to daunt visitors from abroad. Despite the unpredictable seas, a few adventurous seamen ply their trade between Hârn and Lythia. The Hârnic guilds maintain good contact with their foreign colleagues.

Calendar The Hârnic calender, called Tuzyn Reckoning (TR), has a lunar year of 12 months, each with 30 days: Spring: Nuzyael, Peonu, Kelen Summer: Nolus, Larane, Agrazhar Autumn: Azura, Halane, Savor Winter: Ilvin, Navek, Morgat The game year is 720 TR.

HârnWorld®

10

9

8

7

6

5

4

3

2

1

Civilized Cultures

Kubora

C

A

C

D

E

Urdu

E

ˆ

ˆ GEDYF JUSIKU ˆ CARCUST ˆ

USHET

ˆ

F

Toset

G

ˆ

JUFYX

ˆ

G

JOBASA

ˆ

ˆ

H

yn

lw Tu

ˆ

NIZUS

HU

ˆ

Ch

i eln

GIFUSO

I

D ia f fa

J

J

in

K

M

Cultural-Political 720TR

ZHAKOM

Pa g

ILM

E

K

L

CHYBISA

lin

ae

KALDOR

N

Hârn

L

ˆ ˆZEDABIR ˆ AZADMERE ˆ PYXYN FANA ˆ ˆPAZEL FELGOTH ˆ

rok

SOKUS

Wu

Chymak

Kath

Taelda

Anoa

EJATUS

I

EVAEL

KOREGO

I VAS

ˆ

AMEKT

AL

ˆ ˆ ˆ BWAFT LUCRAIN

HUXUTH

Ymodi

ˆ

PUJET

O

H

A RB

Kabloqui

QUSTUP

THARDIC REPUBLIC

YZUG

ˆ

F

Equani

KANDAY

RETHEM

D

oc

lor So

Bu j

i

M

N

N DERY

B

Kamaki

Adaenum

Unique Cultures

Urdu Nomadic Human Nations

Toset Nomadic Gargun Nations

YZUG Gargun Cave Complexes

ˆ

N

B

zy da

h ye Pr

uk th Nu

A

Go

a ub Ru

th dra C h in

m

Copyright © 2014, Columbia Games, Inc. M oy

10

9

8

7

6

5

4

3

2

1

HÂRN 2 CULTURAL/POLITICAL MAP

MEL

d Ho iri

HârnWorld®

HÂRN 3

CULTURES AZADMERE Azadmere is the kingdom of the Khuzdul in Hârn’s Sorkin Mountains. Ruled by King Hazmadul III of Clan Tarazakh, the kingdom is centered on the city of the same name but includes most of the mountains surrounding Lake Arain. It was founded more than 7,000 years ago and is the last settlement of Khuzdul on Hârn. The kingdom is a unique hybrid culture of dwarves and humans. Of the 11,000 total population, 6,200 are human descendants of a few hundred trusted Jarin who were given refuge after the Atani Wars. Most of the humans live around the settlement of Habe, the main source of food for the kingdom. They owe allegiance to Hazmadul’s chief human vassal, Baron Kophar, who rules his barony with little interference from the king. Most other humans live in the city of Azadmere, as do almost all of the Khuzdul. The city of Azadmere is an impressive walled settlement, with a moat, stout double walls, and prominent round towers. It is really two cities, the Outer City and Inner City. The Outer City lies between Lake Arain and Mount Zaduryn, at the foot of a megalithic cliff with large granite outcrops at its summit known as “the Knives.” It is devoted primarily to human residences and various trades and crafts. The Inner City features extensive chambers and passages carved into the living rock of the mountain. It contains the mines and residences for the Khuzdul, most of whom work in the Outer City. Very few humans are permitted access to the Inner City, notably Baron Kophar, his closest lieutenants, and some local officials. The high altitude and poor soils are not suitable for growing wheat so the kingdom relies on imported grain from Kaldor to supplement its own crops. In return, Azadmere exports weapons and armour, gems and jewelry, and gold and silver artifacts. The mines of Azadmere produce iron, silver, and gems, and are the major active source of gold on Hârn. The Khuzdul have no formal guild system but various clans have economic rights that amount to monopolies in their chosen crafts. The Khuzdul have a strong enmity for the gargun that infest the surrounding mountains. In addition to the city’s fortifications, the kingdom includes the formidable fortress of Zerhun. Built into the rugged cliffs overlooking the Silver Way, Zerhun is strategically placed to guard the approaches to Azadmere. Although a few adventurous or outlawed Khuzdul may be found anywhere on Hârn, the Kingdom of Azadmere has minimal contact with outsiders other than the limited trade with Kaldor. It is deemed a great honor for an outsider to be permitted entry to the kingdom. Copyright © 2014, Columbia Games, Inc.

TA

RAZAKH

Location: Atlas Maps: Government: King: Culture: Population: Royal Seat: Largest Town:

Eastern Hârn L4 Monarchy Hazmadul III, Clan Tarazakh Khuzdul 4,800 Khuzdul, 6,200 Human Azadmere Azadmere (pop. 4,100 Khuzdul, 1,800 Human) Exports: Weapons and armour, gems and jewelry, gold and silver products Religion: Khuzdul worship Siem; Jarin worship Peoni, Siem, or Ilvir.

RELATED PRODUCTS • Azadmere Kingdom Module (COL #5004). Includes Azadmere, Khuzdul, Habe, and Zerhun. • Sorkin Mountains (COL #5890) • Silver Way (COL #5895) • Kiraz (COL #5016) • Nasty, Brutish, and Short: The Orcs of Hârn (COL #5071)

HârnWorld®

HÂRN 4

CULTURES

CHYBISA Chybisa is Hârn’s smallest state, a tiny kingdom in southeastern Hârn. The kingdom is centered on Burzyn Castle in the Ulmerien River valley. It is bounded to the north by the region of Upper Osel, to the east by the Anadel highlands, to the south by the plains of Horadir, and to the west by Setha Heath. The natural vegetation is mostly mixed woodland with tracts of cropland and pasture. The Ulmerien valley includes some of the most fertile land on Hârn. Chybisa was founded in 160 TR by adventurous Melderyni settlers led by a knight errant named Shobald, who carved out a realm from the petty Jarin tribes and declared himself king. At first vibrant and growing, Chybisa suffered great losses to rampaging Pagaelin and Hodiri tribesmen during the Migration Wars that began soon after the kingdom’s founding. Chybisa’s relations with the kingdoms of Kaldor and Melderyn are peaceful but somewhat strained. Both have a claim to the kingdom and while neither seems presently inclined to press their case, the situation worries the current monarch, Verlid VII of Clan Geledoth. At the moment, trade flows freely through Burzyn and there are frequent visitors from Kaldor and Melderyn. Verlid VII succeeded his father at age 17 and has proven himself a competent if somewhat nervous monarch. His father ran up huge debts, as yet unpaid, with usurers in Thay. These debts and his concerns over the claims to his throne by Melderyn and Kaldor have not helped his congenitally weak heart. To add to Verlid’s worries, he gets on poorly with his only surviving son, who appears to be undergoing the early stages of syphilis. The lands surrounding the kingdom are home to three tribal nations. Although the Bujoc to the east are shy and few in number, the Hodiri to the south and Pagaelin in the north are among the most populous tribes on Hârn. Fortunately for the Chybisans, neither nation is now particularly hostile, although the past is another tale. Both nations trade with the kingdom. Hodiri tribesmen can be found in Burzyn and other settlements and the Pagaelin are common visitors to the villages north of the Ulmerien. Chybisa controls the only bridge across the Ulmerien and draws considerable revenue from caravan traffic using the Genin Trail between Tashal and Thay. Extensive mining in the Anadel hills also swells the treasury. It has been whispered that gold has been found on one of the tributary streams of the Ulmerien in the Anadel highlands but there has been no reliable confirmation.

Copyright © 2014, Columbia Games, Inc.

GE

Location: Atlas Maps: Government: King: Culture: Population: Royal Seat: Largest Town: Exports: Religion:

LEDOTH

Southeastern Hârn K7, L7 Monarchy Verlid VII (Clan Geledoth) Feudal 8,000 Burzyn Burzyn (pop. 510) Grain Churches of Larani (nobility) and Peoni (commoners) dominate.

RELATED PRODUCTS • Kingdom of Chybisa (COL #5007) Includes Chybisa, Burzyn, and Hârnic Law. • Onden Keep (COL #5602) • HârnMaster Barbarians (COL #4761)

HârnWorld®

HÂRN 5 CULTURES

HÂRN 5

EVAEL Evael is the last remnant of the Sindarin kingdom that once covered all of Hârn. Unable to stem the tide of human immigration, the Sindarin renounced claim to Hârnic sovereignty some 14 centuries ago and withdrew to the Shava Forest. Evael is now more of a sanctuary for Hârn’s 5,000 Sindarin than a kingdom in the human sense. Evael’s borders are the Farin River in the west, the Wend in the north, and the Kald in the east. The islands of Yaelin and Keboth are loosely controlled parts of the kingdom. The majority of humans who live in Evael are descendants of the Jarin who accompanied the Sindarin during their withdrawal into the Shava Forest after the Atani Wars. Others are descended from “newbloods” who were allowed to settle in Evael to prevent inbreeding. Human residents are full citizens of the kingdom. The rare humans who are invited to live in Evael, most often to apprentice under a Sindarin artisan, are residents only at their master’s pleasure. When training is complete, they are expected to depart the kingdom within a year. Hasty marriages to Jarin residents to avoid deportation are not uncommon. The economy of Evael is based on barter. The kingdom does not mint coins and foreign coinage is rare. Transactions between Sindarin are always bartered or gifted. To outsiders, the system is a confused and inefficient tangle of favors and exchanges but the Sindarin value the close relationships that develop. The system of mutual trust, honor, and generosity works because transactions are few. Jarin craftsmen accept coinage from visitors. Elshavel, or Tarminas as it is known to the Sindarin, is the capital and largest settlement; it is the most beautiful city in all of Hârn. Its inhabitants enjoy the highest standard of living and the entire community reflects the Sindarin eye for aesthetics and function. Businesses, fortifications, and residences blend with the sylvan setting for an effect that is unearthly to the eyes of men. Elshavel is a place visitors regard with awe. Ulfshafen, or Nimfalas, is the major port and trade center. It is located on the mouth of the Enorien and controls maritime traffic in the Kald River estuary. Although beautiful and exotic, Ulfshafen’s lack of raucous pleasures and its almost invisible civic authority can be unsettling to human visitors. The Chelni, Pagaelin, and Tulwyn tribal nations surround Evael. All have legends about the inhabitants of the Shava Forest. The Chelni fought against the Sindarin in the Battle of Sorrows and have since viewed them with respect and awe. The Pagaelin consider them to be “devils of the forest” and keep their distance. The Tulwyn will not cross the Farin River after a disastrous attempt to invade Evael around 150. The Sindarin are largely self-sufficient and Evael has minimal contact with other civilized nations. Almost all imports and exports are handled by the Jarin, who act as intermediaries. Some trade is conducted through the port at Ulfshafen or overland through Trobridge Inn. Generally, the Sindarin kingdom pursues a neutral policy towards the rest of Hârn. Kaldor and the Thardic Republic both claim lands right up to the borders of Evael. These claims are only nominal and neither state has the strength to extend its power into the region. The Sindarin and Khuzdul, once great allies, have ignored each other for 14 centuries. Evael’s isolation from the rest of Hârn lends it an aura of mystery and a reputation that all manner of enchantments will befall the unwary. Visitors are few.

Copyright © 2014, Columbia Games, Inc.

HA

LIRIEN

Location: Southern Hârn Atlas Maps: H6–8, I6–8, J6–7 Government: Monarch and advisory council King: Aranath Halirien Culture: Sindarin Population: 5,100 Sindarin, 500 Human Royal Seat: Elshavel Largest Town: Elshavel (pop. 600 Sindarin, 200 Humans) Exports: Glasswares, musical instruments, jewelry Religion: Sindarin and some Jarin worship Siem; other Jarin worship Peoni or Ilvir.

RELATED PRODUCTS • Kingdom of Evael (COL #5081) Includes Evael, Elshavel Castle, Ulfshafen Castle, Bejist Earthmaster Site, Pesino Earthmaster Site, and an adventure scenario. • Trobridge Inn (COL #5072) Includes “Pepper and Spice” adventure scenario. • HârnMaster Barbarians (COL #4761)

HârnWorld®

HÂRN 6

CULTURES

KALDOR Located in the eastern interior of Hârn, Kaldor is a feudal realm ruled by King Miginath from his royal castle in the city of Tashal. Founded more than five centuries ago (188), external threats to Kaldor have been minimal but internal strife has been common, notably the Kaldoric Civil War (362–377) and Baronial Revolt (599–603). Both conflicts were the result of a tendency for kings to draw too much power into their own hands at the expense of the barons. The current dynasty, Clan Elendsa, was founded in 603 and has encouraged a return to traditional principles of feudalism and chivalry while maintaining royal justice. The present monarch, King Miginath Elendsa, was 41 when he succeeded his father (Torastra) in 693. He has always been sickly and there are yearly predictions of his imminent death from any of numerous ailments. After 27 years, the aged king continues to baffle his subjects simply by getting up each morning. He has never married, leaving the succession a matter of contention between three bastard sons and a score of nieces and nephews. During his reign, Miginath has substantially increased the royal bureaucracy, handing out new offices in exchange for concessions from individual nobles and their clans. He is popular with the common people because he has kept the kingdom prosperous and at peace. Many of the lands claimed by Kaldor are controlled by tribal nations. In the western Chelmarch, the Salt Route crosses Chelni and Kath lands. Kaldor has a token presence at Trobridge Inn but only because the Chelni allow it to survive. The southern Oselmarch lies within Pagaelin territory, a region crossed by the Genin Trail and subject to raids. Beyond the Pagaelin territory lies small but rich Chybisa, a kingdom to which Kaldor occasionally asserts a claim. The commercial life of Kaldor and its merchant class peaks at the great Tashal Summer Fair. Caravans converge on this economic hub city from all corners of Hârn: from Orbaal down the Fur Road, from Azadmere along the Silver Way, from Thay and the Lythian continent via the Genin Trail, and from western Hârn by the Salt Route. Mercantylers trade through much of the summer before returning home with wagons laden with goods.

ELE

Location: Atlas Maps: Government: King: Culture: Population: Royal Seat: Largest City: Exports: Religion:

NDSA

Eastern Hârn J4–6, K4–6 Monarchy Miginath, Clan Elendsa Feudal 105,000 Olokand Tashal (pop. 11,400) Grain, vellum, wool Churches of Larani (nobility) and Peoni (commoners) dominate.

RELATED PRODUCTS • Kingdom of Kaldor (COL #5610) • City of Tashal (COL #5611) • Gardiren Castle (COL #5623) • Kiban Castle (COL #5628) • Minarsas Castle (COL #5634) • Olokand Castle (COL #5651) • Qualdris Castle (COL #5638) • Heru Keep (COL #5639) • Oselbridge (COL #5651) • Silver Way (COL #5895) • Tontury Lake (COL #5893) • Field of Daisies (COL #5951) • 100 Bushels of Rye (COL #5051) • Trobridge Inn (COL #5072) • Tournaments (COL #4721) • HârnManor (COL #4751) • HârnMaster Barbarians (COL #4761) Gatehouse, Qualdris Castle

Copyright © 2014, Columbia Games, Inc.

HârnWorld®

HÂRN 7

CULTURES KANDAY Kanday is a feudal kingdom in southwestern Hârn. Created in 589 after the collapse of the despotic Theocracy of Tekhos, Kanday now stands as a realm committed to peace and prosperity. Despite its tradition of enlightened and peaceful government, the kingdom has seen three major wars over the past 60 years, mainly because its policies are in direct conflict with those of its neighbors, Rethem and Tharda. King Andasin IV is unmarried and there is some pressure on him to provide an heir. Negotiations are underway for him to marry the daughter of Earl Cassean of Heroth. Andasin is privately reluctant, as Dorthea Cassean is well known for her shrewish temper and plain appearance. Some lords are troubled by the power of the king’s father, the Earl of Sarkum, who has considerable influence over Andasin IV. The king’s younger brother, Prince Anaflas, is widely seen as the more pragmatic and energetic of the two. Many would prefer his leadership should war break out. Relations between Kanday and its neighbors are peaceful but tense. Although the Agrikan Order of Copper Hook and the Laranian Order of the Checkered Shield have frequently skirmished across the Rethem-Kanday border since the end of Ezar’s War, neither monarch officially recognizes the conflict nor supports the combatants. Both claim it is a religious dispute; should either order make substantive gains it is likely that the secular governments would become involved. The Rethemi Earl of Tormau, who detests King Chafin III, has been covertly giving aid to both orders to keep the conflict simmering. He has also approached Anaflas through intermediaries to explore alternatives should war break out between Kanday and Rethem. Kanday recently suffered defeat at the hands of the Thardic Republic during the Kuseme War (712–713). King Andasin fears the martial skills and expansionist designs of Marshal Kronas Elernin. The problem is made greater by the erratic (from Andasin’s point of view) policies of the Thardic Senate. Andasin fears that the pro-Kronas and Imperial factions will gain dominance. His greatest worry is an alliance of his northern neighbors against him. Kanday and Tharda are also at odds over the range of the Gozyda tribesmen. King Andasin I swore an oath that his kingdom would always defend the Gozyda. The Republic claims most of the Gozyda lands and occasionally captures the tribesmen as slaves.

Copyright © 2014, Columbia Games, Inc.

KAND

Location: Atlas Maps: Government: King: Culture: Population: Royal Seat: Largest Town: Exports: Religion:

Southwestern Hârn D7–9, E7–9, F7–9 Monarchy Andasin IV (Clan Kand) Feudal 96,000 Dyrisa Aleath (pop. 5800) Linen, vellum, wool Churches of Larani (nobility) and Peoni (commoners) dominate.

RELATED PRODUCTS • Kingdom of Kanday (COL #5660) • City of Aleath (COL #5661) • Dyrisa Castle (COL #5662) • Heroth Castle (COL #5675) • Menekod Castle (COL #5669) • Minilaous Keep (COL #5670) • Sarkum Castle (COL #5680) • Selvos Castle (COL #5684) • Dunir Keep (COL #5685) • Larani: Order of the Checkered Shield (COL #4442) • Larani: Order of Hyvrik (COL #4441) • Dead of Winter (COL #5041) • Dead Weight (COL #5952) • Tesien Earthmaster Site (COL #5688) • HârnMaster Barbarians (COL #4761)

HârnWorld®

HÂRN 8

CULTURES

MELDERYN Melderyn, Hârn’s oldest kingdom, is named for the island off the southeast coast of Hârn on which it was founded. The many strange goingson 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. To some, Melderyn appears timeless, unaffected by mundane happenings in the rest of Hârn. In addition to Melderyn Island and the many smaller islands nearby, the kingdom includes considerable holdings on the Hârnic mainland. The kingdom is bounded on the south and east by the Gulf of Ederwyn and the Sea of Ivae, extends to the Onden River in the north, and to the Ulmerien river and the coast of Horadir in the west. The tiny feudal kingdom of Chybisa, which the Melderyni crown still recognizes as a vassal, lies to the northwest and is the nearest civilized neighbor. The kingdom of Emelrene on the Lythian continent is some 30 leagues southeast across the Melderyni Channel. Melderyn is enriched by its command of trade between the Misty Isles and western Lythia. Three barbarian tribal nations inhabit lands claimed by Melderyn. The reclusive, matriarchal Bujoc roam the Anadel highlands and prefer little contact with civilization. The horse-breeding Hodiri, the largest tribal group on Hârn, occupy the woodland plains of Horadir. The wild and primitive Solori dwell in the hills of Solora. Nomadic gargun of the Chindra and Moym tribes prowl the northern reaches of the realm. Melderyn is ruled by King Chunel Toron, who is advised by a secret assembly of scholars, wizards, and priests called the Council of Eleven. Melderyn’s kings have traditionally used diplomacy to achieve their ends; no Melderyni king has fielded an army on Hârn. Melderyn’s history is not without violence, however. Foreigners have occasionally attacked the kingdom, such as the Ivinian vikings who sacked manors along the Horka River just a generation ago. Melderyni knights and adventurers have carved out petty kingdoms and joined causes that stained Hârn with blood, including the crusade currently being waged by the Laranian Order of the Lady of Paladins against the Solori.

Copyright © 2014, Columbia Games, Inc.

TORON

Location: Atlas Maps: Government: King: Culture: Population: Royal Seat: Largest Town: Exports: Religion:

Southeastern Hârn L7–10, M7–10, N8–10 Monarchy Chunel, Clan Toron Feudal 160,000 Cherafir Cherafir (pop. 7,000) Pottery, minerals, fish Churches of Larani (nobility) and Peoni (commoners) dominate. Church of SaveK’nor influential.

RELATED PRODUCTS • Kingdom of Melderyn (COL #5700) • City of Cherafir (COL #5701) • City of Thay (COL #5702) • Chyrefal Castle (COL #5703) • Gythrun Castle (COL #5713) • Harden Castle (COL#5718) • Karveth Castle (COL #5723) • Nurisel Castle (COL #5725) • Glenoth Keep (COL #5726) • Menio Keep (COL #5715) • Gelimo Chantry (COL #5731) • Escorsen’s Hermitage (COL #5733) • Telumar Earthmaster Site (COL #5889) • HârnMaster Barbarians (COL #4761)

HârnWorld®

CULTURES

HÂRN 9

ORBAAL Orbaal is a pre-feudal state in northeastern Hârn ruled by King Alegar II from Geldeheim. The region was formerly called Jara until the Kingdom of Orbaal was proclaimed in 686 after the Ivinian conquest of the indigenous Jarin. It is a very unstable realm, where less than 8,000 rowdy and ungovernable Ivinians have subjugated about 65,000 rebellious Jarin. Orbaal is really a host of semi-independent squabbling domains. Small clans pay tribute to more powerful ones who in turn pay it to the king. The clans are constantly fighting among themselves, each going their own way with very little interference from the king, whose only real claim to the crown is that he has the biggest and most powerful domain. Racial stratification has led to serious tensions in Orbaalese society and several Jarin rebellions have been put down with considerable bloodshed. The few remaining major landholding Jarin lords are a significant divisive faction, with some promoting unrest and plotting the expulsion of the hated “barbarians” from their native soil. The Ivinians are known for piracy, a tradition that all coastal peoples in northwestern Lythia have come to dread. In hard economic times, various clans take to the sea in their dragonships and go viking, that is, raiding and pillaging coastal villages and towns. The golden age of viking may have passed, but recent attempts to sack the city of Thay were a potent reminder that the mercenary sea power of Ivinian clansmen is still to be feared. There have been three Orbaalese kings since 686, all members of Clan Taareskeld of Geldeheim. King Alegar II faces considerable problems ruling his fractious realm. Both the Ivinians and Jarin are freedom-loving, rowdy, and rebellious. In addition, the Ivinian kingdoms of Rogna, Menglana, and Seldenbaal all regard Orbaal as a colony and periodically demand tribute, although none has been given for many years. The region is also home to two semi-nomadic nations, the Anoa and the Ymodi, who have withstood the previous Jarin lords and current Ivinian conquerors, frequently bloodying the noses of any would-be overlords. The rugged Jahl Mountains shelter several tribes of gargun and other dangerous creatures, including yelgri, Ivashu, and even dragons; travel there is hazardous.

Copyright © 2014, Columbia Games, Inc.

TAA

R ES K EL D

Location: Northeastern Hârn Atlas Maps: G1–3, H1–3, I1–3, J1–3, K1–3 Government: Monarchy King: Alegar II, Clan Taareskeld Culture: Feudal/Viking Population: 73,000 Royal Seat: Geldeheim Largest Town: Keiren (pop. 820) Exports: Furs/hides, amber, honey, whale and seal products Religion: Ivinians worship Sarajin; Jarin worship Ilvir or Siem

RELATED PRODUCTS • Kingdom of Orbaal (COL #5800) • Castles of Orbaal (COL #5022) Includes Arathel, Marby, Pled, and Sherwyn. • Arathel Castle (COL #5807) • Geldeheim Castle (COL #5801) • Zynholm Thran (COL #5806) • Noron’s Keep (COL #5887) • Jarin (COL #5849) • Seals (COL #4623) • Araka-Kalai (COL #5880) • Misyn Wilderness Region (COL #5881) • Ochrynn Abbey (COL #5882) • HârnMaster Barbarians (COL #4761) • Nasty, Brutish, and Short: The Orcs of Hârn (COL #5071)

HârnWorld®

HÂRN 10

CULTURES

RETHEM Founded in 635, the Kingdom of Rethem is the latest stage in a bloody evolution that started with Corani imperialism and has gone through Morgathian revolt and theocracy, barbarian conquest, Agrikan ascendancy, and a brutal attempt at feudalism by force. The political situation is far from settled and the threat of civil war looms over the kingdom. Unlike other Hârnic kingdoms, Rethem is dominated by the churches of Agrik and Morgath, giving it a reputation as “the black-souled and evil” kingdom. Religious freedom and tolerance are not a part of Rethemi culture. Rethem is bounded by the Kingdom of Kanday to the south, the Peran wilderness to the north, and the Thardic Republic to the east. With a long history of violence, a rulership built on cunning and strength, and a shaky political structure, Rethem is viewed warily by its neighbors. Peran is home to the Kubora, a fierce and numerous tribal nation. 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. He 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. Chafin III keeps his seat at Shostim and spends little time at the royal castle in Golotha. He is aware that five of Rethem’s seven monarchs have died violently. Few expect the current uneasy bout of peace in Rethem to last long. If Chafin can live long enough and unite his chronically rebellious kingdom, it is likely he will again attack hated Kanday. Chafin is more secure and shrewd than his predecessors but suspicion of his many rivals may cripple his state-building efforts. It is certain that both internal strife and external wars will reshape the kingdom in the coming years.

Copyright © 2014, Columbia Games, Inc.

ARAKU

Location: Atlas Maps: Government: King: Culture: Population: Royal Seat: Largest City: Exports: Religion:

Western Hârn C6, D6–7, E6–7 Monarchy Chafin III, Clan Araku Feudal 95,000 Shostim Golotha (pop. 6,200) Wild beasts, leatherwares, oils Church of Agrik dominates, Morgathians influential in Golotha

RELATED PRODUCTS

• Kingdom of Rethem (COL #5740) • City of Golotha (COL #5741) • Menekai Castle (COL #5748) • Tormau Castle (COL #5759) • Shostim Castle (COL #5742) • Ithiko Castle (COL #5752) • Bedenes Keep (COL #5744) • Hyen Keep (COL #5747) • Keserin Mine (COL #5767) • Agrik: Order of Mamaka (COL #4423) • Agrik: Warriors of Mameka (COL #4424) • Agrik: Order of Herpa the Mace (COL #4415) • Agrik: Red Shadows of Herpa (COL #4416) • HârnMaster Barbarians (COL #4761) • Tribes of the Kubora (COL #4762) • Peran Wilderness Region (COL #5891) • Pamesani Games (COL #4038)

HârnWorld®

HÂRN 11

CULTURES THARDIC REPUBLIC The Thardic Republic is a plutocratic state governed by a republican senate. The republic was founded in 674, having evolved from the Thardic League. The capital, Coranan, is Hârn’s largest city. The republic has one other walled city, Shiran, and several large towns. The supreme governing body of the republic is the Thardic Senate, housed in the Chamber of the Red Domes in Coranan. The Senate is controlled by 66 wealthy families who own 90 percent of the republic’s land. The major responsibilities of the Senate are to levy taxes, conduct foreign affairs, and appoint various key officials. The Senate is often deadlocked because of the rivalry between powerful factions, including an imperialist party that intrigues for a revival of the once-mighty Corani Empire. The republic is divided into six administrative provinces: Coranan, Eidel, Gerium, Kom, Ramala, and Shiran. Each province has two governors: a civil administrator called a magistrate and a marshal who commands the provincial legion. Each is appointed for a three-year term that may be extended at the pleasure of the Senate. Each governor can veto the other’s decisions; deadlocks are referred back to the Senate. Neither official is paid and corruption is rampant. It has been said that a provincial governor can steal enough money in his first year to pay the bribes that got him the appointment, enough in the second year to bribe the jury that will try him for corruption when he retires, and more than enough in the third year to live in luxury for the rest of his life. It is possible, although rare, for one person to hold both offices, as is currently the case in Eidel Province. Although the city of Coranan lies within Coranan Province, it has its own separate government. The cohorts and companies of the provincial legions are assigned at the discretion of the Senate. Each legion is responsible for maintaining order within a specific province and for defense against foreign aggression. All Thardic keeps and castles are garrisoned by legion units. It is treason (a capital offense) for any marshal to lead his army outside his province without Senate approval. The Red Guard garrison Coranan and serve as the senatorial bodyguard. Although technically also responsible for policing the city, they have grown so lax in this regard that several religious and mercenary groups have taken over much of that duty. The Church of Halea is popular among the upper and middle classes in the Republic and many senators are adherents. Arenas in Coranan and Shiran run by the Agrikan church are the site of the popular Pamesani Games, which feature contests between gladiators, combats involving wild beasts, judicial duels, and spectacles of a depraved and perverse nature.

RED GUARD

Location: Western Hârn Atlas Maps: E6–7, F6–7, G6–7 Government: Republican Senate; Provincial Marshals and Magistrates Culture: Republic Population: 104,000 Capital: Coranan Largest City: Coranan (pop. 12,500) Exports: Salt, metals, dyes, perfumes, slaves, brasswares, pottery, textiles Religion: All faiths except Naveh are accepted. Halean church most influential.

RELATED PRODUCTS • • • • • • • • • • •

Republic of Tharda (COL #5770) City of Coranan (COL #5771) City of Shiran (COL #5790) Imrium Castle (COL #5783) Moleryn Castle (COL #5788) Telen Castle (COL #5776) Fort Taztos (COL #5789) Salt Route (COL #5899) Trobridge Inn (COL #5072) HârnMaster Barbarians (COL #4671) Pamesani Games (COL #4038)

Pamesani Arena, Shiran Copyright © 2014, Columbia Games, Inc.

HârnWorld®

HÂRN 12 TRIBAL NATIONS Hârn contains 18 barbarian nations, whose total population exceeds 100,000. Each of these nations has fairly well-defined homelands in the wilderness areas of Hârn, which are noted on the Cultural-Political map. For the most part, the tribal nations are of the same racial stock as the civilized human cultures but, for one reason or another, have remained barbaric or semi-civilized. They are mostly semi-nomadic, moving from one location to another within their range either seasonally or every few years. Some are hunter-gatherers who do not practice more than rudimentary agriculture. Each tribal nation is divided into several dozen tribes of 30 to 1,200 persons, although few tribes would exceed 200 in size. Each tribal nation is described in Hârndex.

CULTURES Kabloqui These degenerate cannibals from the north shore of Lake Benath are related to the Equani, who detest them. Their gargun neighbors may destroy them, if their own treachery doesn’t first. Kamaki These fisherfolk and herders inhabit the island of Kamace off southwestern Hârn. Kath This loose federation of wild and primitive tribes trades with or attacks travelers in the Kathela Hills in eastern Hârn. Kath women are known for their beauty.

Adaenum The Adaenum subsist by primitive agriculture and fishing on Anfla Island off the southwest coast of Hârn.

Kubora This powerful warrior nation of Peran once united under Arlun the Barbarian and conquered Rethem. They export wild beasts for the Pamesani Games. Some find employment in the south as gladiators or mercenaries.

Anoa These nomadic hunters live in the Anoth River valley in southern Orbaal. Conflict with gargun and the Orbaalese is common.

Pagaelin The Pagaelin are violent, brutal, and vicious. They dwell roughly between the Osel River and Setha Heath and are under the influence of a heretical Navehan sect.

Bujoc This nation of shy, superstitious, forest nomads has a strong matrilineal culture. They are sometimes encountered by travelers on the Genin Trail in Melderyn.

Solori This primitive and wild nation in southeastern Hârn is slowly being exterminated in a genocidal crusade waged by the Laranian Order of the Lady of Paladins.

Chelni The Chelni herd cattle and ponies in the Chelna Gap and surrounding hills. They are famed for their mounted warriors and their hostility toward travelers and each other.

Taelda The Taelda are nomadic hunter-gatherers who inhabit the vast forests of southern Nuthela. They are renowned healers and woodsmen. They clash constantly with gargun but bear no malice toward strangers.

Chymak The sea-folk of Belna Island are renowned fishermen. They range the Gulf of Ederwyn in large sea-going canoes and are valued as seamen on merchant ships.

Tulwyn These ruthless barbarians inhabit the wilderness of Athul and are a threat to the Thardic outpost of Fort Taztos and travelers on the Salt Route; some are berserkers. They have a strict code of personal honor.

Equani The warriors of Equeth are one of the most primitive tribes. They are noted for their elaborate facial scars and tattoos and their merciless treatment of intruders. Gozyda These forest tribesmen are skilled guerrilla fighters and control the Mimea Hills in western Hârn. Outlaws from Tharda and Kanday have brought them new blood and technology. Hodiri The Hodiri are proud nomadic horsemen and fierce warriors. They are not particularly hostile to their neighbors and frequently travel to Chybisa to trade their horses and cattle for the products of civilization. Copyright © 2014, Columbia Games, Inc.

Urdu The Urdu are nomadic hunters who inhabit the range between the Chetul and Pemetta rivers in northwestern Hârn. Although they are related to the Kubora and Equani, the tribes frequently raid each other. Ymodi These wild, fierce forest tribesmen live in the Himod region of northern Hârn. They are beleaguered by the Equani to the west, Anoa to the east, and gargun to the north and south; they survive because of their impressive skill with the bow and spear.

HârnWorld®

HÂRN 13 CULTURES

HÂRN 13

GARGUN

Gargun Nations

The gargun, or Hârnic orcs, are the most aggressive and barbaric of the intelligent, culture-forming Hârnic species. They are also the most alien, being dramatically distinct from all others in their origin, biology, and society. It is rare for a culture to have no redeeming features, but that of the gargun comes close. They are violent and malevolent, with an almost insane hatred for the Khuzdul. They are carnivorous, even cannibalistic. The ancestral gargun originated beyond Kethira and first appeared on Hârn in Elkall-Anuz around 110. It has been speculated that Lothrim brought them to Hârn by means of great enchantment to serve as warriors for his burgeoning empire. In any event, they outlived their “creator” and by 250 had spread throughout the island. The gargun have a reproductive system resembling that of some insects. In each tribe there will be, at most, one fertile female (the queen) and generally only one fertile male (the king). Gargun hatch from gelatinous eggs laid by the queen and kept in dark, humid chambers. Newborn gargun have an extensive racial memory that preserves the customs of the gargun from one generation to the next. A crucial element of their racial memory is an instinct to submit to a clearly superior authority. They will accept the authority of a king, provided he shows an ability to eliminate rivals; any sign of weakness brings immediate revolt, which is inevitably fatal to the tyrant. Overcrowding in a gargun colony will lead to a bloody civil war or a swarm. Civil wars can kill up to 80% of the population in an uncontrollable orgy of bloodletting, perhaps lasting a mere hour. A swarm occurs when a significant number of males, perhaps 40%, seizes the queen or a princess and escapes to establish a new colony. A swarm can be extremely unpleasant for any settlements or wandering parties in its path. They are divided onto five sub-species which are unable to interbreed. Each has a distinct language. Gargu-araki (Small or Streaked Orc) are the smallest of the gargun and the most comfortable in the outdoors; they are feared nocturnal predators. Gargu-hyeka (Common or Brown Orc) are the most numerous sub-species and are noted for their cave complexes. Gargu-khanu (Great or Black Orc) are the largest, strongest, and most murderous gargun. Gargu-kyani (White Orc) are the second smallest and the least prone to violence; they live mostly in cave complexes in alpine regions. Gargu-viasal (Red Orc) are similar to the Common Orc but are larger, live in smaller communities, and swarm less frequently.

Nomadic Tribes

Copyright © 2014, Columbia Games, Inc.

Chindra Diaffa

Moym Nuthuk

Pryeh Ruthuba

Toset Wurokin

Gedyf Gifuso Huxuth Jobasa Jufyx Jusiku

Korego Lucrain Nizus Pazel Pujet Pyxyn

Qustup Sokus Ushet Yzug Zedabir Zhakom

Colonies Amekt Bwaft Carcust Ejatus Fana Felgoth

Ilme The Ilme are a strange race of intelligent mere-dragons. They bear some likeness to their great dragon cousins and many reported tales of dragonkind are almost certainly really an Ilme encounter. Ilme are reptilian like dragons but have no wings. They commonly attain a height of 12’ and a weight of two tons. The two sexes live apart except when mating. Despite their undisputed strength, male Ilme are somewhat cowardly and are frequently bullied and robbed by gargun bands. They prefer to hunt from ambush or eat carrion. They will rarely attack intruders but will fight with desperation when cornered if negotiations fail. Female Ilme will attack and fight intruders with limb-tearing ferocity, especially to protect their young. The Ilme do not breathe fire although their breath is far from sweet.

Ivashu Ivashu are creatures created by the god Ilvir, who enjoys creating strange life forms. The Ivashu are totally sexless and cannot breed. When they die, their auras return to Ilvir’s tower at Araka-Kalai, where they are reincarnated in a new body. After spending some time in attendance at Ilvir’s court, they are sent into the world. Most are slain quite quickly and others are taken captive for shipment to Tharda and Rethem to appear in the Pamesani arenas. A few Ivashu get past these obstacles and may be found in any part of Hârn. The Ivashu make up for their sterility by possessing strange powers. Some are intelligent and speak their own Ivashi language; others are semi-intelligent, speaking not at all and operating mostly on instinct. Almost any conceivable type of creature may be produced in small numbers by Ilvir, but a few varieties are most common. These are described in Hârndex.

HârnWorld®

HÂRN 14 FEUDALISM The prevailing form of government in civilized Hârn is feudalism. All land is owned by the king, who then grants fiefs to trusted magnates to provide for local government and defense. Such grants are inheritable although the monarch may revoke them for treason or rebellion. To help them govern and meet their obligations to the crown, the great nobles grant portions of their fiefs to lesser nobles, a process known as subinfeudation.

FEUDAL NOBILITY The distinction between noble and common blood is the most significant in Hârnic society. The exclusive rights and privileges of the nobility include the right to bear heraldic arms and chivalric weapons, ride warhorses, organize military forces, hold fortifications, and dispense justice at feudal courts. Any commoner who trespasses on these rights can expect swift and harsh punishment. The ranks of feudal nobility on Hârn are as follows.

Earl

GOVERNMENT KNIGHTHOOD Knighthood is not a feudal title. All barons and earls, and even the king, are knights. Anyone may theoretically be knighted, most often for exemplary military service to the crown. Knighthood is non-hereditary but most knights are born to the station. The training for knighthood (apprentice knights are called squires) is undertaken when the young son of a knight is invited to foster at the household of another knight. Boys begin training at 12 to learn the knightly virtues: skill at arms, heraldry, and horsemanship. If all goes well, the squire can expect to be knighted around the age of 21.

Knights Bachelor The number of knights on Hârn far exceeds the number that can be granted fiefs. While some knights will inherit or marry into land, most are landless Knights Bachelor. A few will realize their burning ambition of obtaining a fief but most spend their lives as the retainers of great nobles, within the ranks of fighting orders, or (gods forbid) adventuring.

The highest feudal noble (on Hârn). An earl’s seat will usually be a castle, sometimes a keep, and he will (typically) owe the king the military services of 60–120 knights, varying with the size of his holding. Roughly 80% of the earldom will be subinfeudated to vassal barons and knights. The rest will be held directly by the earl and managed by appointed constables or bailiffs.

Baron The word baron is a generic term on Hârn for any major land-holding noble with less status than an earl. A barony usually contains a keep and 10–30 manors. In smaller kingdoms, notably Chybisa, a baron may not hold a keep. Regardless of the size of a barony, a few manors will be held directly by the baron and managed by his bailiffs but most will be held by vassal knights. Some barons are vassals of an earl and some are tenants-inchief, holding directly from the king.

Manorial Lord A knight who holds a manorial fief, usually from a baron or earl. Such fiefs are given in exchange for the military services of a mounted knight, hence most holders are knights. By custom, the amount of land deemed necessary to support a knight (from revenues) is between 1,200 and 1,800 acres. A grant of this size is called a knight’s fee.

Copyright © 2014, Columbia Games, Inc.

FEUDAL OBLIGATIONS When a noble accepts a fief, he owes fealty to and becomes a vassal of the person (liege) who bestowed it. A vassal is expected to give absolute loyalty to his liege. There is great variety in the contract arrangements between lord and vassal (many are unique), but some generalities may be made concerning their mutual obligations. All feudal lords are responsible for the administration of justice within their own fiefs. They are also obliged to protect their law-abiding tenants from outside interference. In return for providing basic security, a liege is entitled to some specified military and/or feudal service. He also has the right to collect various traditional taxes including merchet (marriage tax), heriot (death tax), and aids (incidental levies) to finance the knighting of his eldest son and the dowry of his eldest daughter, and to ransom his person from enemies. The crown may levy special aids, such as to finance a war or build royal castles.

HârnWorld®

HÂRN 15

GOVERNMENT

ROYAL GOVERNMENT Although feudalism implies decentralization of royal government, few Hârnic kings rely entirely on feudal magnates to provide government of the realm. For one thing, the conduct of foreign affairs is an exclusive royal privilege. Secondly, with regard to domestic affairs, feudal nobles tend to place their own interests above those of the crown. To help them govern, Hârnic monarchs have created royal bureaucracies and divided their realms into a system of royal shires.

ROYAL GOVERNMENT (General) CROWN CHAMBER

CHANCERY

EXCHEQUER

Lord Chamberlain

Lord Chancellor

Exchequer Royal

Clerk of the Chamber Seneschal of the Chamber Lord Master Herald Royal Jester

Lord Privy Seal Lord Advocate Inquisitor General

Treasurer Royal Governor of the Royal Mint Collector General

CONSTABULARY Lord Constable Sheriffs of the Realm Foresters Royal

THE ROYAL BUREAUCRACY There are four basic departments in royal government: Chamber, Chancery, Exchequer, and Constabulary. The monarch appoints the officers in charge of each department; this is often an exercise in nepotism. There is a great deal of bribery and intrigue to obtain positions in the royal service, even though there is little tenure. When someone loses favor, his appointees (mostly relatives) may also be purged. The appeal in such a job is really the exercise of power and prestige.

The Chamber Run by the Royal Chamberlain, this department is responsible for the day-to-day operation of the royal household. The Chamberlain wields immense power due to his overall familiarity with royal affairs and his right to control access to the monarch.

The Chancery The Lord Chancellor is responsible for the general government and judiciary of the kingdom as a whole. He presides over the chancery court, the highest court below that of the king.

The Exchequer The Chancellor of the Exchequer is the chief financial officer of the realm. His responsibilities include the collection of royal revenues (through the sheriffs) from the provinces and towns. He also controls the minting of coins and advises the king on budgetary matters.

The Constabulary The Lord Constable is the kingdom’s chief military officer. Some kingdoms call this official Lord Warden or Lord High Sheriff. He is generally the constable of the royal seat and oversees all other royal constables, sheriffs of the realm, etc. His department, more than any other, interacts with the other three, financial matters being referred to the Exchequer, judicial matters to the Chancery, and so on. In the king’s absence or death, this powerful individual may function, effectively, as “deputy king.” Copyright © 2014, Columbia Games, Inc.

ROYAL SHIRES Except for Chybisa, all feudal kingdoms on Hârn are divided into judicial provinces called shires, which are subdivided into hundreds. By design, the boundaries of shires and hundreds often cut through the holdings of great nobles, which creates some interesting judicial problems. The chief royal officer of a shire is called a Sheriff (shire-reeve); that of a hundred is termed the Bailiff of the Hundred.

Sheriffs Appointed by the crown, sheriffs are responsible for administering royal justice and collecting all royal revenues within their shires. The sheriff presides at the royal courts (open only to freemen) held in the shire moots at regular intervals and may initiate prosecution of those who offend the King’s Law. Most shires are “farmed” by the crown; annual taxes and other revenues in the shire are estimated by the Exchequer and paid by the sheriff in advance. He may then collect all royal revenues for himself; he is always vigilant because he may keep any “profit” for himself. Sheriffs command a royal keep or castle plus a company or two of mercenaries. In terms of power and influence, sheriffs are the equal of earls although the office and its privileges are not hereditary.

Royal Forests Some hundreds are designated “royal forests” and are administered under Forest Law and theoretically reserved to the king for hunting. “Forest” is a legal term that has nothing to do with trees, although most such areas are wooded. Forest law prohibits any activity harmful to most wildlife and is unpopular with those who live under it. Poaching is probably the most common crime on Hârn. It is particularly dangerous in royal forests, which are policed by royal foresters who are apt to be harsh in their judgments. A first offender might be beaten and fined. A repeat offender may be branded or summarily hanged.

HârnWorld®

HÂRN 16 MANORIALISM The power of the nobility is ultimately vested in its control of land. Agriculture accounts for 80% of all Hârnic economic activity and employs 90% of its population; feudal lords control most productive land. The basic economic unit of rural Hârn is the manorial fief. These can range from 600 to 4,800 acres in size, although 1,200 to 1,800 acres is typical. Manors are not shown on the regional map. Each hex on the map is nearly 90,000 acres and 10–30 manors are clustered around every keep, castle, or town. However, since manors are so important and because they appear in local expansion modules, the following information on Hârnic manors is included here. A manorial fief on Hârn is either held by a knight who owes fealty and military service to a baron or earl for the grant of land or is held directly by some greater noble who will appoint a loyal relative or retainer to manage the estate for him. Some manors are held by religious orders, most notably those associated with the Church of Larani. A few manors around chartered freetowns are held by wealthy commoners, who usually have such estates managed by appointed bailiffs.

MANORIAL TENANTS The notion of private property is somewhat alien in a feudal society. The vast majority of Hârnians are tenants of some feudal lord. The contracts between the lord of a manor and his tenants can have endless permutations of military service, agricultural service, scutage, rent, and crop share. The exact mix varies with the personalities involved, local custom, and the current situation.

Serfs Sometimes called unfree tenants, serfs make up 70–90% of the rural population. They possess few legal rights but should not be thought of as slaves. Although they are bound to the land and the lord and may not marry without the lord’s permission, serfs cannot be deprived of their land without just cause and are entitled to the lord’s protection and justice. Serfdom is a contract between lord and tenant; each is honor-bound to the other. The amount of land held varies: Villeins hold 25–40 acres, Half-Villeins 10–25 acres, and Cottars 1–5 acres. In return for their land, serfs owe labor working the lord’s own fields, typically 3–5 days per year for each acre of land held.

Freeholders Freeholders are simply individuals who hold land on which no serf-like obligations are due, a distinction that is Copyright © 2014, Columbia Games, Inc.

RURAL MANORS often problematical. Freeholders rarely own the land they work, but instead pay rent or crop shares for its use, a process known as farming the land. Some freeholders are rural guildsmen, such as millers or metalsmiths, who may or may not also farm some acreage. Freeholders have the right to come and go as they wish, grow whatever crops they please, and appeal their lord’s justice to the king’s law. Naturally, ignoring the wishes of the lord may be unwise, for it might lead to expulsion (or worse). In many ways, a serf has greater security in land tenure than a freeholder.

MANORIAL VILLAGES A typical manorial fief contains a manorhouse for the lord, one village that is home to 10–30 rural families, and probably one mill. All of these are generally clustered together, ideally near the center of a fief.

The Manorhouse The lord’s home is usually a fortified stronghold of wood or stone, essentially a miniature keep with a palisade enclosing several outbuildings such as barns and stables. When possible, the house is situated on a natural or artificial hill and may be surrounded by a ditch, moat, or earthworks.

Peasant Cottages Each village family will have a cottage and small adjacent garden plot. The style and size of peasant cottages are fairly standard on Hârn. Most are 800–1,200 square feet in size with thatched roofs and walls of daub and wattle. They look about the same regardless of the prosperity of the owner, for in a violent world it’s foolish to advertise prosperity. Wealth is defined in terms of livestock and acreage, not personal comfort. Most peasant cottages consist of two rooms: a large living room and a smaller attached stable. Some cottages have a sleeping chamber separate from the living room. The living room has a straw-covered, dirt-packed floor, heated by a fire in a stone hearth. The attached stable may contain livestock and a variety of agricultural tools: spades, hoes, axes, and the like. Most stables also have a loft for storing a variety of grains in wicker baskets.

The Mill Nearly every manorial village has a mill. Some are owned by the lord but most are owned by freemasters of the powerful Millers’ Guild. The miller typically pays an annual license of 240d to the lord of the manor for the right to operate the mill. Most mills are waterpowered, some are ox-powered, and a few (especially in southwestern Hârn) are windmills.

HârnWorld®

HÂRN 17

RURAL MANORS MANORIAL LAND USE Manorial lords may cultivate their land themselves by hiring agricultural labor or may farm-out the land to freehold tenants in return for cash rents or crop shares. Most, however, choose a blend of these two extremes, dividing the fief into (roughly) one third demense (lord’s land) and two thirds tenancy, utilizing the custom of serfdom to provide the labor for their own land. The respective areas of land use depend mainly on the size, location, and fertility of the fief. Long-established fiefs tend to be well populated and favor higher arable land use. New holdings in frontier regions are generally underpopulated and these will have higher pasture and woods acreages. Arable 20–60% (40% average) Pasture 20–60% (40% average) Woods 10–30% (20% average)

Agriculture The manor’s arable land is typically divided into two large fields. The fields are usually open (no fences or hedges) but are divided into strips separated by footpaths. One field will be sown with various crops (rye, wheat, barley, oats, beans, and peas), the other will lie fallow for one year in an effort to keep the soil from exhausting itself. All of the land will be cultivated by freehold tenants or serfs and the holdings of any one family are typically scattered throughout the fief in narrow strips. The lord’s demense will consist of enclosed fruit orchards and lush meadowlands plus numerous small strips dispersed among the lands of his tenants. The land held by each peasant family is divided between the two fields. So if a family has 30 acres, they can plant only 15 in a given year. Since the average crop yield is about ten bushels per acre and each person requires about 20 bushels of grain a year for the barest survival, an individual needs four acres to feed himself, half under cultivation and half fallow. Although plowing, sowing, and weeding are generally tasks performed by each individual family on their own land, harvesting is a communal affair. All able-bodied villagers work to clear the fields, then the produce is divided among them according to the amount of land held and labor provided. Harvesting usually begins early in the late-summer month of Agrazhar and takes two to four weeks to complete; three men can reap and bind one acre per day. Weather is, of course, critical. The crops must be left to mature and this can be delayed if the summer is particularly wet or dry. When ready to harvest, speed is crucial. One heavy rain could batter the ripe crops to the ground and destroy the bulk of the harvest. Copyright © 2014, Columbia Games, Inc.

Husbandry Open and common pasture is maintained for grazing sheep, oxen, horses, and goats, some owned by the lord and some by the tenants. The best pasture (10–30%) will be enclosed and reserved as meadowland where winter fodder (hay) is harvested. The fallow fields are also used for grazing animals, partly to keep the weeds down but mainly to manure the resting soil. Animals are not raised to be eaten, mainly because it takes roughly eight pounds of feed to produce one pound of animal protein. Hogs, which thrive on food scraps and forage in woodland, are the exception. Sheep are raised for wool, cattle as beasts of burden and to give milk, and chickens for eggs. Of course, animals will be slaughtered for meat and hides when they become unproductive. Most villagers keep chickens and all but the poorest are likely to have at least one cow and several pigs. Oxen are kept as plow animals by richer peasants and rented to others as needed. Horses are a luxury that are usually kept only by nobles; they are not as hardy as oxen and require two or three times the winter fodder. Livestock populations tend to peak in the summer as a result of spring births. Because the villagers cannot afford to provide winter feed for all the animals born, surplus flocks and herds are driven to be sold or bartered at the nearest market soon after the harvest is completed. Wealthy peasants may slaughter an animal or two, then dry, smoke, or salt the meat for future consumption.

Woodland The remainder of the fief will be woodland, which may be extensive in recently settled lands. Woodlands are prized and usually zealously protected, as game forms a major part of the noble diet and hunting is the sole prerogative of the lord. Poachers are likely to receive harsh treatment, especially trespassers from outside the estate. Tenants may collect dropwood and graze their pigs in woodland but must pay an annual fee to the lord for this right.

HârnWorld®

HÂRN 18

TOWNS AND CITIES

TOWNS AND CITIES Compared to other regions on western Lythia, Hârn is not very urbanized. No more than 10% of the population live in towns. The largest urban center on the island is Coranan, with a population of about 12,500. It is perhaps the only center deserving of the name “city,” although this term is commonly applied to any walled town. There are eight walled towns on Hârn. City Coranan Tashal Cherafir Golotha Azadmere Aleath Thay Shiran

Kingdom Tharda Kaldor Melderyn Rethem Azadmere Kanday Melderyn Tharda

Population 12,500 11,400 7,000 6,200 5,900 5,800 4,200 3,900

Map E7 J5 N10 D7 L4 E8 M7 G6

In addition to these cities, most settlements marked as castles and keeps on the regional map have small unwalled towns adjacent to them where a market is held at least once a month. Several of these, notably Dyrisa, Kiban, Shostim, and Telen, are budding walled towns with populations of 2,000–3,000.

GOVERNMENT OF TOWNS In a strict legal sense, there are two different kinds of towns on Hârn: freetowns and feudal towns. Aleath, Golotha, and Thay are freetowns and enjoy a fairly

Copyright © 2014, Columbia Games, Inc.

high degree of independence from external authority. Azadmere, Cherafir, Coranan, Shiran, and Tashal are feudal towns, held directly by the king or state. To the average citizen, the distinctions are minimal. All towns tax their citizens and pay aids and taxes to the king or state. However, taxes levied by freetowns tend to be less onerous and collected with less enthusiasm. To a runaway serf, the distinction is crucial. Only freetowns allow the serf to claim freedom after a year and a day of residence. Feudal towns offer no such protection.

Town Charters Freetowns possess a charter from the crown that sets out the rights and privileges of their citizens and their obligations to the king. Each charter is unique but all have some basic common provisions. These include the right to build and maintain a city wall, hire mercenaries for defense, hold markets and fairs as often as desired, and freedom from feudal or other obligations to anyone except the king. Various clauses detailing the form and powers of civic government, responsibility for taxation, defense, and the administration of justice are also laid out in a town’s charter. Feudal towns have no need for a charter but often have a document outlining the form and nature of town government. There is also a tendency for civic governments in both kinds of towns to be similar in form. Civic offices are mainly filled by guildsmen and military offices go to men with military experience. The key officers in Hârnic towns are described below.

HârnWorld®

TOWNS AND CITIES Alderman An alderman is a custodian and expounder of the law and member of the town court. Although aldermen must be invested in their office by the sovereign or his representative, the office is often inherited because this is the way that knowledge of customary law is passed from one generation to the next. Most Hârnic cities have 12 aldermen, all of whom are prominent guildsmen and often members of the Litigants’ Guild. Mayor Only freetowns have mayors, as such, but all others have some official who is responsible for administering civil and financial affairs. Mayors are usually appointed by the aldermen, often from a short list of candidates supplied by the crown. This official will run a sizable bureaucracy, including tax assessors and collectors. Warden Wardens command the city garrison and are responsible for maintaining civic law and order. A major expense for any city will be its military budget. In freetowns, the warden is appointed by the mayor; in feudal towns by the crown, usually the constable of the citadel. Harbormaster This officer is in charge of the town port, if any. Appointed by the mayor, he is either a retired member of the Pilots’ Guild or a political appointee who hires a master pilot as an assistant. Duties of a harbormaster include supervising port maintenance, providing pilotage services, and collecting maritime taxes such as pilotage, wharfage, and vessel registration fees. Harbormasters in the larger ports have several assistants. Bondmaster The bondmaster is responsible for overseeing the city bonding house and collecting hawking taxes and import duties. Appointed by the mayor, the bondmaster is usually a member of an important guild and may have assistants. Guards will be provided by the warden.

Town Law Town law is quite different from rural justice and is sufficiently complex to support a guild of litigants. Towns are inhabited mainly by freemen, so royal justice is available to most citizens. Towns regard the right to operate their own courts, free from the interference of any local lord, as their most treasured prerogative. Freetown charters give their courts a place in the judicial hierarchy equal to a shire. Appeal from them is directly to the crown. Feudal towns are considered part of the shire in which they lie, so appeals are made first to the shire moot. Towns are centers of trade and sometimes of scholarship and there is a somewhat greater dependence Copyright © 2014, Columbia Games, Inc.

HÂRN 19 on written statute and precedent in town law. Financial transactions are much more common and civic penal codes may view economic or civil cases as dimly as crimes of violence. The importance of a suit is often a matter of how much (and whose) money is involved. Most cases are settled informally. The parties to a dispute make an appointment for adjudication and the case will then be argued before a single alderman. The financial interests of the participants often lend themselves to a quick execution of justice. The alderman will pass judgment and levy and collect fines with dispatch. Appeals may be made to a town court of assembled aldermen. Important or complex cases will usually go directly to the town court. Aldermen may issue writs and warrants but, in a corrupt town, it is usually cheaper to seek a writ elsewhere.

URBAN GEOGRAPHY Most towns are roughly circular. Streets tend to radiate from several key points, notably the market and citadel, but they may well detour around vanished ponds or trees. Many streets existed before the town walls were built but new construction will take into account the location of city gates and gradually make the city appear more planned. Street names are rarely posted; they tend to be a matter of oral rather than written tradition and change from time to time. Houses are not numbered. There is no official post office; mail is carried privately, at considerable expense. Few can read anyway. Crime is rampant in most cities. Street illumination is rare so the streets are dark and dangerous at night. Policing, such as it exists, is typically in the hands of notoriously corrupt and incompetent city garrison. The open carrying of weapons is discouraged by most civic authorities. The quality of urban construction tends to be somewhat higher than in the countryside but there is wide variation from town to town. Aleath is famous on Hârn for its high standards of civic architecture; Golotha, on the other hand, is an urban blight. Sewers are rare.

HârnWorld®

HÂRN 20

TOWNS AND CITIES THE GUILDS

Government buildings and temples tend to be built of stone on a lavish scale. However, most townsmen live in two- or three-story slums of wooden construction in which overcrowding is the norm. Guildsmen can usually afford better accommodation and the homes of a few wealthy guildsmen may be quite luxurious. City lots change hands without reference to any zoning bylaws, although government will occasionally step in to forbid construction and all urban governments have unlimited expropriation powers.

A guild is a brotherhood 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. Unlike the countryside, towns are dominated by the activities of the guilds; it is their activities that justify a town’s very existence.

Town Markets

The Individual Guilds

Towns are essentially defensible markets, where the countryside trades its agricultural surplus for the civilized artifacts of the city. The relationship is symbiotic; each has its own monopoly, but the countryside could exist without towns while the converse is untrue. The heart of the town is its marketplace, the place where money and goods are exchanged more or less freely. It is illegal to sell anything within five leagues of most towns except within its marketplace. Impromptu highway sales within this zone are forbidden by royal laws; the minimum penalty is confiscation. The marketplace itself is administered by the Mangai, who rent space for a penny or two per day. Vendors can sell from their own carts, tents, or stalls, or rent them from tentmakers or woodcrafters. Local guildsmen have an advantage in the town economy. Town aldermen and mayors are usually local guildsmen and members of a local guild are the only ones permitted to freely sell their goods within the town. Goods imported into a city are subject to payment of hawking taxes and, if they are covered by a local guild monopoly, they must be offered first to local guildsmen handling such wares to be marked up and resold.

Townsmen Town life is more sophisticated and volatile than life in the countryside. On the rural manor, everyone has his place, high or low, governed in accordance with old feudal traditions and almost all rural activities center around the seasonal nature of agriculture. Townsmen, on the other hand, are freemen and their social and legal obligations seem less. Their duties may be limited to the payment of some rents or taxes, perhaps to military service in time of war. But while townsmen are not required to work on the land, no one guarantees them food or shelter. Their freedom from service is paid for by their lack of security. Unemployment and starvation come hand in hand; in time of famine, it is the urban poor who starve first. Townsmen are divided into two major classes, guilded and unguilded. Copyright © 2014, Columbia Games, Inc.

A list of the guilded occupations is noted on the Income Table on page 26 and their badges are shown on page 21. Each guild is described in Hârndex. Most are urban and some are rural; a few are both. Some guilds may be weak and have loosely defined monopolies, but most are strong with rigid monopolies. In Orbaal and among the Khuzdul, the functions of guilds are performed by clans, equally monopolistic but simpler in organization.

The Mangai The Mangai is the association of all guilds. Grand chapters exist in Hârnic states in one form or another. The Mangai’s principal functions are to regulate guilds, settle disputes between them, organize and regulate town markets and fairs, and lobby with governments concerning guild rights and privileges. The Mangai operates under the Charter of the Mangai, a law that has been enacted by most civilized governments of western Lythia. It is this charter that fosters and protects the legal monopolies held by all guilds. A Mangai chapter is made up of (at least) one representative of each local guild. This assembly generally elects an executive council. Different chapters have various modes of operation, but most are democratic. Although it wields enormous power, the Mangai stays out of politics. Governments respond by limiting their involvement in guild affairs to taxation.

Guild Franchises Guilds have one prime purpose, to provide economic security for their members. To achieve this objective, they employ their legal monopolies to limit competition. This is done primarily by restricting the number of franchises in a specific market. A franchise is a license granted by a guild to a qualified master to own and operate a business within a specific area. Although the custom varies, there are usually three ranks within each guild: apprentice, journeyman, and master.

HârnWorld®

HÂRN 21

HÂRNIC GUILDS

Apothecaries

Arcane Lore

Chandlers

Charcoalers

Clothiers

Courtesans

Embalmers

Glassworkers

Harpers

Heralds

Hideworkers

Innkeepers

Litigants

Locksmiths

BADGES OF THE

GUILDS OF HÂRN Jewellers

Lexigraphers

Masons

Mercantylers

Metalsmiths

Millers

Miners

Ostlers

Perfumers

Physicians

Pilots

Potters

Salters

Seamen

Shipwrights

Tentmakers

Thespians

Timberwrights

Weaponcrafters

Woodcrafters

Copyright © 2014, Columbia Games, Inc.

HârnWorld®

HÂRN 22 Apprentices Apprenticeship is deemed a privilege, usually granted to the eldest son of an existing master. The guild may also permit or sell additional apprenticeships, mostly to the younger offspring of masters or to non-guildsmen able to pay the most. An apprenticeship generally lasts from four to seven years, depending on the guild. To ensure strict discipline, apprentices are rarely permitted to serve under their own fathers. Typically, two masters in nearby settlements will exchange their apprentice children. Wealthy guildsmen often try to place their sons with highly skilled and respected masters, paying such mentors a fee for this privilege. The treatment received by apprentices varies; frequent beatings and long hours of menial labor are considered normal. Apprentices receive only room and board, although some get pocket money from generous masters.

Journeymen The rules governing promotion from apprentice to journeyman vary from guild to guild. The candidate may have to pass a practical and/or oral examination before the guild’s Board of Syndics (see below) or the simple vouching of his master may suffice. The professional guilds usually have the most stringent requirements. Some masters will intentionally deny advancement to their apprentices because of the cheap labor they represent but the guild will usually step in to prevent this from going on too long. A few guilds do not have the rank of journeyman. In addition to room and board, journeymen are entitled to a small wage, typically between one third and two thirds of the bonded master rate, depending on experience. They are usually expected to travel from one location to another working for different masters of their guild. After a prescribed period (usually 3–5 years) the journeyman may apply to any Board of Syndics for promotion to the rank of master. This generally requires

HÂRNIC GUILDS the recommendations of at least three masters under whom the journeyman has served and often some kind of oral and/or written examination.

Masters Most guilds have two kinds of masters: freemaster and bonded master. A freemaster is one who holds a franchise, which is simply a license granted by the guild to own and operate a business in a particular location. A bonded master works under contract for a wealthy person or institution. Unemployed masters who do not hold franchises are called simply masters. All masters pay 10 percent of their income to the guild as dues. Franchises must be inherited or purchased; they are not automatically granted to new masters. Many masters work alongside their fathers until they inherit the family franchise, while others seek employment as bonded masters until they can afford to purchase a new franchise. The fees to buy a new franchise are stiff, ranging from two to ten years’ income of a master, plus the customary bribes. Many masters, either by choice or financial circumstance, never obtain a franchise. Most guilds seek to preserve the security of their masters by limiting the number of franchisees and establishing “fair price” guidelines for wares of specific qualities. A master who sells high quality wares cheap, or low quality wares dear, will receive a visit from guild officials. They will no doubt remind him that fines can be imposed and, ultimately, a franchise can be revoked.

Guildmasters and Syndics All masters are members of the local guild chapter with one vote. They elect a board of syndics from among their number who then appoint a guildmaster from among themselves. These officers are responsible for the day-to-day administration of the chapter and, except in the case of very wealthy guilds, continue to be practicing masters. They usually receive a stipend for their administrative role. The guildmaster will represent the guild in the local chapter of the Mangai and at any regional conventions the guild may hold. The way in which a specific guild chapter is actually run depends mostly on the personalities involved.

UNGUILDED OCCUPATIONS Most townsmen do not, however, belong to guilds. Anyone may enter an unguilded occupation, but these tend to be insecure, unfulfilling, and unprofitable. Some unguilded freemen are common soldiers and a few are successful scribes, artists, or toymakers, but most are common laborers who are typically worse off than the serfs of the countryside. Copyright © 2014, Columbia Games, Inc.

HârnWorld®

HÂRN 23

ECONOMICS

PRICES AND INCOMES In medieval societies, the use of money was not widespread, barter being more common. We have taken some liberties with this so that players can handle money, find it, earn it, and spend it. Hârnic prices and incomes are based on 13th century medieval Britain, modified as necessary to relate to Hârn. For example, wood was relatively scarce and expensive in medieval Britain, but on Hârn, which is still heavily forested, the prices for wood products have been reduced. The prices of weapons on the other hand have been increased to restrict their availability.

The farthing (f) is one piece of a silver penny that has been divided literally into four quarters. The shilling (12d) and the pound (240d) are not coins, merely terms used for quantities of silver pennies. Coins contain about 75% of metal value, the difference being due to the cost of minting and the addition of 10% tin for strength. Most civilized states produce their own silver pennies. Coins from Azadmere have universal acceptance throughout Hârn; coins minted elsewhere are usually discounted 10–20% outside their own territory. Rethemi coins, due to chronic problems of clipping and debasing, are hard to pass outside Rethem. The coins in common use on Hârn as of 720 are illustrated here.

HÂRNIC COINS

PRICES

The first Hârnic coins were minted by the Sindarin. These were tokens of esteem for their human subjects, who were soon trading and forging them, making regulation necessary. When the Sindarin withdrew to the Shava Forest, they ceased minting coins, leaving the Khuzdul with a monopoly for many centuries until the first comprehensive system of coinage was developed in the Corani Empire some 300 years ago. In contemporary Hârn, coins are generally struck at official government mints but sometimes freemaster jewellers will be awarded a license to strike coins for a fixed period. The penalty for making coins without such license is death. There are no bronze or copper coins minted on Hârn. The Khuzdul of Azadmere mint a gold coin called the Khuzan Crown, but most people will never see one. The coinage system in use throughout Hârn is based on a single coin, the silver penny. 4 farthings = 1 penny (1d) 12 pennies = 1 shilling (12d) 20 shillings = 1 pound (240d)

A price list of basic goods and services is on the following pages. The GM must keep in mind that these are “retail” prices at the indicated source, which may not, of course, be the original source. The selling price of goods must cover not only their buying price and work done to make them saleable, but also levies of tariffs and tolls, transport costs, and losses to shipwrecks, storms, pirates, and brigands. A mercantyler would buy items for as little as 10% of these prices and sell them for roughly 50% of the indicated price to the named source. That is, a beaver pelt is listed as 20d. This would be the selling price for a dressed pelt from the indicated source (Hideworker). A mercantyler in the fur trade would purchase such a pelt from a trapper for as little as 2d, sell it to a Hideworker for 10d, who then cures and dresses the hide and sells it for 20d. Select goods from eastern Lythia change hands many times and sell in the west for up to 100 times their original cost. All prices should be seen as only a rough guide. Bargaining over prices is as much an art form on Hârn as anywhere. Most items are sold on the basis of quality and volume, not weight. Markets do not have scales and, even if they did, they would probably not be trusted by buyers. The seller, with a shrewd eye on the size of the buyer’s purse, sets a price. Haggling follows and the final transaction can vary 25% or more from the noted prices. The units of measure noted on the price list are those standard to Hârn. See also “Weights and Measures” in Hârndex. Food and livestock are bought either at a market or directly from the producer. Most meat is purchased live since a live animal is indisputably fresh and will keep without spoiling as long as you feed it.

Weapons and Armour These are listed by basic type, such as swords, clubs, and spears. Armour is also listed by type, such as mail, scale, and so forth. Kurbul is the Hârnic name for hardened leather. Copyright © 2014, Columbia Games, Inc.

HârnWorld®

HÂRN 24 Item ALE/pint ANCHOR APPLES/bushel ARROWS/dozen AXE/Battle AXE/Hand AXE/Hatchet AXE/Pole AXE/Throwing AXE/Warhammer AXLE BAG/Canvas BARLEY/bushel BARREL/hogshead BEANS/bushel BELT/leather BLANKET/wool BOOTS/leather BOTTLE BOW/Crossbow BOW/Longbow BOW/Shortbow BRANDY/pint BREAD/Rye loaf BREAD/Wheat loaf BRIDLE BUCKET/wood BUNS/dozen CANDLE CART/2 wheels CAULDRON/iron CHAIR CHARCOAL/bushel CHICKEN/live CIDER/pint CLUB CLUB/Mace CLUB/Maul CLUB/Morningstar COAL/bushel COFFIN COURTESAN CROWBAR DAGGER DAGGER/Keltan DAGGER/Taburi DONKEY/live DRUM DUCK/live EGGS/dozen EMBALMING FALCON/trained FLAIL/Ball and Chain FLAIL/Grain FLAIL/War FLUTE GLOVES/Leather GLOVES/Silk

PRICE LIST Price 1f 12d 6d 15d 100d 70d 12d 96d 48d 90d 6d 4d 5d 15d 8d 10d 48d 64d 6d 60d 36d 24d 8d 1f 2f 12d 4d 2f 1f 80d 10d 12d 2d 6d 1f 12d 84d 24d 48d 6d 9d 12d 9d 24d 36d 20d 120d 36d 6d 2d 200d 100d 60d 12d 60d 18d 24d 48d

Copyright © 2014, Columbia Games, Inc.

Supplier Innkeeper Shipwright Farm/Market Weaponcrafter Weaponcrafter Weaponcrafter Metalsmith Weaponcrafter Weaponcrafter Weaponcrafter Metalsmith Tentmaker Farm/Market Woodcrafter Farm/Market Hideworker Clothier Hideworker Glassworker Weaponcrafter Weaponcrafter Weaponcrafter Innkeeper Miller Miller Ostler Woodcrafter Miller Chandler Woodcrafter Metalsmith Woodcrafter Charcoaler Farm/Market Innkeeper Woodcrafter Weaponcrafter Woodcrafter Weaponcrafter Charcoaler Woodcrafter Courtesan Metalsmith Weaponcrafter Weaponcrafter Weaponcrafter Ostler Harper Farm/Market Farm/Market Embalmer Falconer Weaponcrafter Metalsmith Weaponcrafter Harper Clothier Clothier

Item GLOVES/Wool GOAT/live GOBLET/Pewter GOLD/ounce GOOSE/live GRAPPLE HAMMER HARNESS/Horse HARP HARPOON HAT/Hood, Cloth HAT/Leather HAT/Linen HAT/Silk HAT/Wool HAY/bushel HERB/common/ounce HERB/rare/ounce HIDE/Beaver HIDE/Calf HIDE/Deer HIDE/ermine/sable HIDE/Horse HIDE/Lambskin HIDE/Otter/weasel HIDE/Ox HIDE/Pig HIDE/Rabbit HIDE/Seal HIDE/Sheep HONEY/gallon HORN/Hunting HORSE/Cart HORSE/Plough HORSE/Riding HORSE/War HORSESHOE/each INK/Black/quart KEY KNIFE/Kitchen KURBUL/Ailettes KURBUL/Backplate KURBUL/Breastplate KURBUL/Coudes KURBUL/Greaves KURBUL/Half helm KURBUL/Kneecops KURBUL/Rerebraces KURBUL/Vambraces LANTERN LEGAL CONTRACT LEGAL DEED LEGAL WILL LEGGINGS/Leather LEGGINGS/Linen LEGGINGS/Silk LEGGINGS/Wool LOCK

Price 12d 10d 3d 400d 9d 10d 6d 18d 300d 40d 16d 16d 4d 32d 8d 6d 6d 60d 20d 16d 6d 30d 10d 3d 24d 12d 5d 1d 24d 4d 12d 20d 180d 240d 360d 600d 1d 3d 2d 6d 20d 60d 60d 10d 50d 20d 15d 30d 25d 12d 24d 18d 12d 176d 48d 384d 88d 4d

Supplier Clothier Farm/Market Metalsmith Miner Farm/Market Metalsmith Metalsmith Ostler Harper Metalsmith Clothier Clothier Clothier Clothier Clothier Farm/Market Apothecary Apothecary Hideworker Hideworker Hideworker Hideworker Hideworker Hideworker Hideworker Hideworker Hideworker Hideworker Hideworker Hideworker Farm/Market Hideworker Ostler Ostler Ostler Ostler Metalsmith Lexigrapher Locksmith Metalsmith Weaponcrafter Weaponcrafter Weaponcrafter Weaponcrafter Weaponcrafter Weaponcrafter Weaponcrafter Weaponcrafter Weaponcrafter Chandler Litigant Litigant Litigant Clothier Clothier Clothier Clothier Locksmith

HârnWorld®

HÂRN 25

PRICE LIST Item LOCKBOX LUTE MAIL/Cowl MAIL/Byrnie MAIL/Hauberk MAIL/Leggings MAIL/Mittens MAP MEAD/pint MEAL/Cold MEAL/Hot MILK/gallon MULE/live NAILS/pound OAR OATCAKES/dozen OATS/bushel OIL/Lamp/gallon OX/COW PAN/Copper PICK PIG/live PIPE/Smoking PITCHFORK PLATE/Ailettes PLATE/Backplate PLATE/Breastplate PLATE/Coudes PLATE/Great helm PLATE/Greaves PLATE/Half helm PLATE/Kneecops PLATE/pewter PLATE/Rerebraces PLATE/Vambraces PLOUGH PROSTITUTE PURSE/Buckram PURSE/Silk QUILL QUILT/Cowl QUILT/Gambeson QUILT/Leggings QUILT/Tunic QUIVER RING/Byrnie RING/Halfhelm RING/Hauberk RING/Leggings RING/Vest ROBE/Silk ROBE/Wool ROPE/fathom RYE/bushel SACK/buckram SACK/linen SADDLE/Riding SADDLE/War

Price 12d 200d 120d 660d 975d 660d 60d 12d 2f 3f 1d 3d 180d 2d 5d 1f 4d 12d 96d 12d 8d 24d 2d 6d 100d 300d 300d 50d 275d 250d 100d 75d 5d 150d 125d 48d 1d 9d 60d 1d 32d 260d 184d 176d 8d 308d 28d 455d 308d 196d 600d 156d 6d 6d 1d 2f 80d 240d

Copyright © 2014, Columbia Games, Inc.

Supplier Locksmith Harper Weaponcrafter Weaponcrafter Weaponcrafter Weaponcrafter Weaponcrafter Lexigrapher Innkeeper Innkeeper Innkeeper Farm/Market Ostler Metalsmith Shipwright Miller Farm/Market Chandler Farm/Market Metalsmith Metalsmith Farm/Market Potter Metalsmith Weaponcrafter Weaponcrafter Weaponcrafter Weaponcrafter Weaponcrafter Weaponcrafter Weaponcrafter Weaponcrafter Metalsmith Weaponcrafter Weaponcrafter Woodcrafter Prostitute Clothier Clothier Lexigrapher Weaponcrafter Weaponcrafter Weaponcrafter Weaponcrafter Hideworker Weaponcrafter Weaponcrafter Weaponcrafter Weaponcrafter Weaponcrafter Clothier Clothier Shipwright Farm/Market Tentmaker Tentmaker Ostler Ostler

Item SALT/bushel SANDALS/leather SCABBARD/leather SCALE/Byrnie SCALE/Hauberk SCALE/Vest SCROLL/Parchment SCROLL/Vellum SCYTHE SHEEP/live SHIELD/Buckler SHIELD/Kite SHIELD/Knight SHIELD/Round SHIELD/Tower SICKLE SILVER/ounce SLAVE SLED SLING SNOWSHOES/pair SPEAR SPEAR/Glaive SPEAR/Javelin SPEAR/Lance SPEAR/Pike SPEAR/Trident SPEAR/Staff SPURS STABLING/day SURCOAT/Linen SURCOAT/Silk SURCOAT/Wool SWAN/live SWORD/Bastard SWORD/Battle SWORD/Broad SWORD/Estoc SWORD/Falchion SWORD/Short TABLE TANKARD/Pewter TENT/Pavilion TINDERBOX TUNIC/Leather TUNIC/Linen TUNIC/Silk TUNIC/Wool VEST/Leather VEST/Linen VEST/Silk VEST/Wool WAGON/4 wheels WHEAT/bushel WHEEL WHIP WINE/pint WINESKIN/one gallon

Price 12d 8d 48d 440d 650d 280d 2d 4d 24d 12d 24d 72d 60d 42d 96d 10d 20d 300d 80d 6d 36d 60d 84d 48d 120d 96d 72d 36d 18d 1d 60d 480d 104d 12d 180d 230d 150d 150d 120d 90d 36d 4d 200d 6d 192d 48d 384d 88d 112d 30d 240d 56d 220d 8d 18d 12d 2d 10d

Supplier Salter Hideworker Hideworker Weaponcrafter Weaponcrafter Weaponcrafter Lexigrapher Lexigrapher Metalsmith Farm/Market Weaponcrafter Weaponcrafter Weaponcrafter Weaponcrafter Weaponcrafter Metalsmith Miner Slaver Woodcrafter Hideworker Woodcrafter Weaponcrafter Weaponcrafter Weaponcrafter Weaponcrafter Weaponcrafter Weaponcrafter Woodcrafter Metalsmith Ostler Clothier Clothier Clothier Farm/Market Weaponcrafter Weaponcrafter Weaponcrafter Weaponcrafter Weaponcrafter Weaponcrafter Woodcrafter Metalsmith Tentmaker Chandler Clothier Clothier Clothier Clothier Clothier Clothier Clothier Clothier Woodcrafter Farm/Market Woodcrafter Hideworker Innkeeper Hideworker

HârnWorld®

HÂRN 26

ECONOMICS

INCOMES Listed here are the average wages earned from various occupations on Hârn. The incomes shown are monthly, based on working 24 days, the average number of days worked per month after various holidays. Dawn to dusk hours are the norm for most work; hence in reality, summer wages are higher and winter wages are lower due to the number of hours that can be worked.

Guilded Occupations Wages shown are for bonded masters; room and board may also be provided. The employer would bear the additional cost of providing materials and supplies, but tools are generally owned by the master. A highly skilled master, such as a mason-architect building a new castle or an exquisite sword craftsman, could earn fees up to six times higher, but such incomes are rare. Apprentices, in most cases, receive only room and board but sometimes get pocket money from generous masters. A journeyman would receive 30–60% of a master’s wages depending on experience, plus room and board. Freemasters tend to have variable incomes, possibly even a loss. Their expenses would include rent, taxes, and supplies, and demand for their services is obviously crucial. Unless the GM wishes to take these factors into account and calculate a “profit and loss” statement for a freemaster, we suggest their net income (profit after all business expenses) is equal to the bonded master rate, varied at GM discretion.

Unguilded Occupations Wages given are for experienced workers; others might earn 20–80% of this amount, depending on skills. Wages would also be dependent on the availability of labor.

Military Wages The income of a man-at-arms is given. These wages apply to common legionnaires of Tharda but may serve as a guideline to all mercenaries of the lowest rank. Wages are usually paid quarterly but are listed monthly for comparison with other incomes. Considering the danger, military wages are low, but there are some perks such as booty. Traditionally, a soldier may keep two thirds of booty collected, giving one third to the next highest rank, who gives one third to the next highest rank, and so on. The commander of a large army can acquire quite a tidy sum in this way.

Copyright © 2014, Columbia Games, Inc.

INCOMES Guilded Apothecary Arcane Lore Chandler Charcoaler Clothier Courtesan Embalmer Glassworker Harper Herald Hideworker Innkeeper Jeweller Lexigrapher Lia-Kavair Litigant Locksmith Mason Mercantyler Metalsmith Miller Miner Ostler Perfumer Physician Pilot Potter Salter Seaman Shipwright Tentmaker Thespian Timberwright Weaponcrafter Woodcrafter

Day 10f

Unguilded Animal Trainer Beggar Cartographer Cook Farmhand Fisherman Herdsman Hunter/Trapper Laborer/Porter Longshoreman Man-at-Arms Prostitute Ratter Sage/Tutor Scribe Servant Teamster Thatcher Toymaker

Day 12f 4f 14f 5f 4f 8f 4f 7f 7f 7f 5f

9f 9f 10f 8f 11f 7f 13f 10f 10f 11f 11f 12f 10f 16f 12f 14f 14f 13f 11f 12f 10f 8f 8f 15f 12f 13f 18f 11f

10f 14f 11f 4f 12f 9f 8f

Month 60d Variable 54d 54d 60d Variable 48d 66d 42d 78d 60d 60d 66d 66d Variable 72d 60d 96d Variable 72d 84d 84d 78d 66d 72d Variable 60d 48d 48d 90d 72d Variable 78d 108d 66d Month 72d 24d 84d 30d 24d 48d 24d 42d 42d 42d 30d Variable 60d 84d 66d 24d 72d 54d 48d

Year 720d 648d 648d 720d 576d 792d 504d 936d 720d 720d 792d 792d 864d 720d 1,152d 864d 1,008d 1,008d 936d 792d 864d 720d 576d 576d 1,080d 864d 936d 1,296d 792d Year 864d 288d 1,008d 360d 288d 576d 288d 504d 504d 504d 360d 720d 1,008d 792d 288d 864d 648d 576d

HârnWorld®

HÂRN 27

ECONOMICS TAXES AND TOLLS Most Hârnic taxes noted below are urban in character. The levies charged on rural folk, namely aids and heriot, are discussed under feudal obligations. Average tax rates are given but they can vary. Other Hârn publications provide specific tax rates at various locales.

storing them in the government bonding house. Goods temporarily brought into a city but destined to be exported must be placed in bond. This service incurs payment of a bonding/storage fee (a percentage of declared value) payable in advance, with a minimum onemonth fee. The average bonding fee is 1% per month.

Property Tax

Maritime Taxes

An annual tax charged on the assessed value of real estate, most of which is owned by wealthy guildsmen or gentlefolk. Bribery of civic tax assessors to deflate values is widespread. Landlords are responsible for payment of property taxes, generally on the first day of Savor in late autumn. There are two tax rates, a business rate (6%) applicable only to guildsmen and a residential rate (8%) for everyone else. Properties outside a city wall but still under civic jurisdiction (generally within one league of the citadel) probably pay lower taxes (30–70%). Taxexempt status applies to many legal temples.

Hawking Tax A tax payable to the bondmaster on all goods brought into a city to be sold, including raw materials for further processing but excluding foodstuffs. The tax is usually a percentage of the consignment’s value but since the bondmaster tends to rely on “declared values,” assessments are generally low unless the mercantyler neglects the appropriate bribes. The average tax is 10%.

Bonding Fees The mercantyler can delay payment of the hawking tax by placing his goods in bond, which means

Copyright © 2014, Columbia Games, Inc.

Owners of ships berthed in a port must pay the harbormaster a wharfage fee that averages 1d per foot of vessel length per day. Vessels at anchor in a port pay roughly 20% of the wharfage rate. The pilotage fee is typically 24–48d per vessel. A vessel can reduce its wharfage (but not its pilotage) in a given port by 50% by paying an annual registry fee for that port.

Tolls Government tollhouses exist along most major roads and tolls are often charged by various parties, not always legitimately, at bridges, fords, etc. Typical tolls are: Per Person (afoot) 1f Per Horse 3f Per Cart (2-wheels) 2f Per Wagon (4-wheels) 4f Per Ox/Sheep/etc. 1f

Guild Dues All master guildsmen pay 10% of their gross incomes to their guild, which then pays half of this amount to the town government. Unguilded occupations pay no guild dues but do pay the higher residential property tax.

HârnWorld®

Copyright © 2014, Columbia Games, Inc.

10

9

8

7

6

5

4

3

2

1

A

N

A

B

B

C

Fish

Wild Beasts

C

D

Oil Leatherwares

Hides

D

E

F

G

H

Hides

Amber

I

H

I

Glasswares Musical Instruments

Wild Beasts

Copper

Fish

Fish

G

Whale Products

F

Dyes Slaves Perfumes Brasswares Pottery Textiles

Iron

Silver

Fish

Salt

Vellum Linen Wool

E

J

Vellum Grain Wool

Honey

J

K

K

Horses

L

Lead Tin Zinc Copper

Iron

Gems & Jewelry Gold & Silver Weapons & Armour

M

Pottery Fish

Economic 720TR

M

N

N

Hârn

L

10

9

8

7

6

5

4

3

2

1

HÂRN 28 ECONOMIC MAP

HârnWorld®

HÂRN 29

ECONOMICS

TRADE Most regions of Hârn are self-sufficient with the exception of salt and mineral ores. The Economic Map shows only resources and products that are available in sufficient quantity for trade. That is, there is a surplus of these items for the specific area, allowing them to be “exported” to another region. Most trade goods are exotic wares or basic goods that are scarce in specific areas.

Coranan is the major trading center of western Hârn. Caravans journey between Aleath and Coranan throughout the year. Goods from Golotha and Shiran move to Coranan at irregular intervals, usually by barge on the Thard River. The traditional departure date of the Salt Route caravan from Coranan to Tashal is the fifteenth of Peonu. Mercantylers from Aleath, Golotha, and Shiran join the caravan at Coranan before this date. A few mercantylers join the caravan at Moleryn.

CARAVANS

Caravan Masters

Nearly all land trade is transported via caravans, organized expeditions of mercantylers journeying from one town to another. The long-established routes are often patrolled by various interested parties seeking to encourage such traffic. Way-stations such as Trobridge Inn or Oselbridge have been built at strategic points to aid the caravan trade. Tashal is the major trading center of eastern Hârn. In early summer, four large caravans converge there: from Orbaal and the north down the Fur Road, from Azadmere via the Silver Way, from Coranan and western Hârn along the Salt Route, and from Thay by way of the Genin Trail. The diverse goods brought to Tashal are traded during the summer months, mostly Larane, before the caravans begin their trips home.

The major caravans of Hârn and Lythia are operated by specialist members of the Mercantylers’ Guild known as caravan masters. It is not illegal for any mercantyler to organize his own caravan but the organizational complexity involved has led to the prevailing custom. Most caravan masters are individuals (often ex-military officers) who have demonstrated some skill at getting the job done. Several have become dominant because of the special relationships they have developed with guildmembers and tribesmen. Fees are charged to journey with a caravan. The GM may calculate fees based on a rough charge per ten leagues (two hexes on a regional map) of: wagon/6d, cart/3d, horse/2d, and man afoot/1d. Fees do not include tolls and might be waived or reduced if someone “works his passage.”

MARITIME TRADE With few exceptions, overland roads are very bad and wheeled transport slow and crude. Land trade is the preserve of a few hardy mercantylers and most commercial movement of goods is by water, although this is less true on Hârn than elsewhere. Maritime trade is dealt with in detail in the Pilots’ Almanac expansion module (COL #4002).

Copyright © 2014, Columbia Games, Inc.

HârnWorld®

HÂRN 30

RELIGION

RELIGION

KELESTIA

Every human culture has metaphysical beliefs. Gamemasters must make some decision concerning the nature of the divine beings who live, if only in the minds of men. There are only two real courses to follow and the GM need not inform his players of his ultimate choice. Either the gods truly exist or they are only the figments of the imaginations of men. In either case, the GM should present the gods as if they do exist, for the majority of Hârnians believe explicitly in their existence. With inevitable variations and prejudice due to culture and location, most of the religious movements of western Lythia share a common set of metaphysical beliefs, although none express them in such terms.

The Kethrian Family Terra Sherem

Midgaad

Kelestia is everything that exists, the sum total of all realities. Kelestia is not governed only by physical laws of space and time. While each universe has its own laws, there is also a set of master laws governing Kelestia as a whole. A planet may be inaccessible to other worlds in its own universe but, because of the warping of Kelestia, it may be possible to reach worlds in other universes using higher dimensional paths, referred to (somewhat imprecisely) as travel in the “Nth dimension.” Those who travel such routes refer to it as “walking in shadow,” “crossing the void,” and so on.

Familial Worlds In the Nth dimension, worlds are arranged around a “parent” world, or nexus. The nexus world gathers lines of force and warps space-time to adopt alien worlds into the “family.” The arrangement is largely a random process. Because it is rare for the worlds of a family to lie in the same universe (and be governed by the same physical laws), the members of a family need not be similar. Travel between worlds is never easy, but travel between the nexus and others in the family is easiest. Accessibility between members of the family ranges from moderate to impossible.

The Kethrian Family

Kethira Blessed Realm

Losenor

Yashain

Accessability Moderate Link Intermediate Link Hard Link

Copyright © 2014, Columbia Games, Inc.

The world of Kethira, on which Hârn is located, is the nexus of a family of seven worlds. Kethira is a crossroads of sorts. No one in living memory has explored the whole family. There is a wide variation in the status of the gods, magic, and technology on the different worlds of the family. Two of the worlds of the family, Kethira and Yashain, have a unique relationship. The links with other worlds are generally shifting and vague, but between these two there are a large number of constant, point-to-point, even region-to-region, correspondences. Various sites exist (in some form) on both worlds at the same time. Most of the gods of Hârn are believed to reside on Yashain, which is Kethira’s “half-world.” Most Kethirans believe that they spend their afterlife on Yashain in the service of their chosen deities. Yashain is divided into kingdoms governed by the gods. Earldoms and baronies are ruled by demons and demigods. There is a constant state of war, good against evil, and order against chaos.

HârnWorld®

RELIGION

HÂRN 31

LIBRAM OF THE PANTHEON Some 600 years ago, the basic metaphysical beliefs were collected by Nala-Uroh of ElkallAnuz into a single tome called the Libram of the Pantheon. Uroh based his efforts on earlier works, few of which seem to have survived. The Libram has since received the approval of most churches in that they teach the same story of creation to their followers.

The Natal Wars First, Uroh writes, there was universal chaos; time and space had no meaning, reality was not fixed. From this arose the First Gods, who were the only beings able to stand against the chaos. These beings were principles of power rather than conventional gods. They made war upon each other, threatening to destroy the cosmos. One result of the wars was the creation of the Lesser Gods to serve the First Gods and do battle on their behalf. It is these lesser gods who are now worshiped. Finally, when it became apparent that the war threatened the existence of Kelestia, the First Gods made peace. Each was to have his own realm and to participate in the government of the whole. This peace resulted in Kelestia taking more or less its present form.

The Concordat of the Illimitable Tome But the peace was not permanent. The Lesser Gods, released from service, began to battle each other and chaos again prevailed. In the course of these wars, many new races and creatures, the sapient mortals among them, were created under various compulsions to serve the gods. The Lesser Gods were able to reproduce but they were not invulnerable and could slay each other. After many had been destroyed, the survivors entered into the Ke’lha-Hy-Var-Hyvrak, or Concordat of the Illimitable Tome. The Concordat created laws to govern the ways in which the gods could intervene in the affairs of mortals and compete for supremacy. Copyright © 2014, Columbia Games, Inc.

Just as the Lesser Gods had engaged in a struggle for supremacy after the peace of the First Gods, so now did the mortals. Originally allowed free access to knowledge, it soon became apparent to the gods that the mortal creatures lacked the wisdom to control this ultimate power. Hence, the gods chose one among themselves, Save-K’nor, to maintain the Var-Hyvrak (the Illimitable Tome), wherein would be written all knowledge. Only mortals with the wit to discover this knowledge by themselves could know it. The complexity of these divine laws is cited as the main reason that the ways of gods are often inexplicable to men. When a deity intercedes to aid an impious scoundrel after denying the pleas of a loyal saint, observers may well shrug their shoulders and say, “’tis the Concordat and not the will of the god.”

THE GODS OF HÂRN The inhabitants of Hârn and most of Lythia are pantheistic; they believe in the existence of ten major (and hundreds of minor) deities, but most worship only one of these. Agrik: God of fire and war Halea: Goddess of wealth and pleasure Ilvir: Master of Araka-Kalai, maker of the Ivashu Larani: Goddess of chivalry and battle Morgath: Lord of chaos, master of the undead Naveh: God of darkness, bringer of nightmares Peoni: Goddess of agriculture and healing Sarajin: Viking god of battle and honor Save-K’nor: God of knowledge and riddles Siem: God of dreams and the Natural Mysteries

HârnWorld®

HÂRN 32 AGRIK “Lord of the Four Horsemen, Master of the V’hir, Immortal Warlord of Balgashang, Breeder of Plague, Squalor and Decay, The Reasonless Reaper, Tyrant of the Foul Chamber, Knower of the Ten Thousand Ways.” Agrik is the principal deity of warriors who enjoy the dark side of war: pillage, cruelty, and destruction. It is said that a pious adherent of Agrik will learn as many of the “Ten Thousand Ways” of inflicting pain as possible. The church practices human sacrifice, often through ritual combat with a champion of a fighting order. Agrik dwells in his great flame-shrouded fortress of Balgashang with his demonic servants, the V’hir. Within the castle is Ak-Syt, the dreaded chamber of tortures where unspeakable demons torment the hapless, unlamented dead. Agrik usually appears as a great V’hir with two claws missing from his left hand, bearing Gashang, his flaming mace, and Sycanus, his ichordripping sickle. Agrik’s missing claws have caused him constant pain and anger since the goddess Larani severed them. He has never forgotten this ancient indignity and only the terms of the Concordat of the Illimitable Tome deter him from seeking revenge. There is certainly no love lost between the fighting orders of the two deities. The worship of Agrik on Hârn is concentrated in the Thardic Republic and the Kingdom of Rethem but there are a few followers in Orbaal and elsewhere. The faith is proscribed in Chybisa, Kaldor, Kanday, and Melderyn. On Hârn, seven clerical orders are devoted to Agrik; each sponsors a fighting order. Despite few dogmatic differences, the orders clash constantly, often with fatal consequences for innocent bystanders. Although he has great difficulty maintaining his authority, the current primate of Agrik for Hârn is the grandmaster of the Order of Mamaka Master of Steel, whose seat is in Golotha. The Amanasurif (pontiff) dwells in Lysara in Azeryan, where he is also a powerful secular lord. The ritual garb of Agrik’s clergy is orange and black.

HALEA “The Empress of Opulence, Maker of Bargains, Guardian of the Treasure Hordes, Queen of Pleasures, Enslaver of Hearts and Loins, Unchaste Lady of Ten Forgotten Acts, Temptress of the Crimson Chamber.” Halea is the amoral goddess of wealth and pleasure. Often regarded as the most beautiful creature of Kelestia, one whose true form would drive men mad with passion, she will usually appear to mortals in the guise of an Copyright © 2014, Columbia Games, Inc.

RELIGION “ordinarily” beautiful young woman. Halea is the goddess of those who would live moment by moment and those who crave wealth and the pleasures that it can bring. She is not shallow or empty-headed but a shrewd schemer renowned for her ability to seduce the reason of lesser beings with her silken voice and subtle arts. Halea’s residence is the Crimson Chamber, where those chosen by the immortal lady enjoy an afterlife filled with sexual, culinary, and other pleasures until they presumably go mad and are replaced by new chosen. Halea requires no particular morality of her adherents but demands unswerving devotion and loves elaborate rituals and flattery of all kinds. Many followers donate as much as half their incomes to her church. Halea is reckoned an easy deity to worship; she is the Maker of Bargains, willing to negotiate for her favors. The goddess prefers to bargain from a position of strength with those in great need of her aid. She always keeps the pacts she makes, although not always in the way anticipated. Those who would bargain with the Unchaste Lady had best hasten to fulfill their part, for Halea is a jealous mistress and quick to anger. Although many scholars do not credit Halea’s clerics or adherents with much intellectual depth, her priestesses may be found in high administrative posts in the government of Tharda. The Order of the Silken Voice is the only clerical order; the church has no fighting orders. The Salara (primate) for Hârn is the High Priestess of the Shiran temple. The Hilenea (pontiff) is headquartered in the city of Helas in the eastern Venarian Sea. Halea’s priesthood is composed entirely of women of pleasant appearance. Their ritual garb is diaphanous and of all the hues of the rainbow, but the colors purple, crimson, and gold dominate. Various symbols are used, among them stylized bells, coins, and genitalia. A priestess conducting a ceremony improvises or composes the service as she proceeds. Monthly high masses invariably end with an orgy and are well attended.

ILVIR “Master of Araka-Kalai, Brooder in the Blasted Plains, Serpent that Dwells Below, Accursed Lord of the Barren Cycle, Prince of the Fatherless Multitude, Craven Lord of Sterile Lands.” Ilvir is the only deity who dwells permanently on Hârn. He is best known as the lord-creator of the Ivashu. Ilvir is also known as the Craven Lord because he seldom ventures from his home at Araka-Kalai. He is symbolized by a sundered claw, representing the severed claws of Agrik that Ilvir picked up to make his creatures. His colors are yellow and brown.

HârnWorld®

HÂRN 33

RELIGION The worship of Ilvir is scattered widely throughout Hârn but is most common among the Jarin of Orbaal. Ilvir makes few demands on his followers and gives little in return. The religion is shrouded in so much mysticism that many claim even its clerics have no idea of what is going on. Ceremonies have been known to include animal and even human sacrifice but this does not seem to be an official part of ritual. Powers exercised by the clergy or by Ilvir himself tend to be very indirect. Ilvir’s followers take nothing very seriously; there are numerous doctrines, some quite contradictory, followed by dozens of minor sects. There are Ilviran temples in Golotha, Tashal, Shiran, and Leriel, the last two being jumping-off points for pilgrimages to Araka-Kalai.

LARANI “Lady of the Flowing Red, Guardian of Dolithor, Shield Maiden to Hyvrik, Protector of the Brave, The Unwilling Warrior, The Lady of Paladins.” Larani is the deity of chivalry, the good goddess of battle and the reluctant warrior. Said to dwell in the “Land of the Mighty” in the fortress of Dolithor, she periodically leaves her kingdom to her constable, Mendiz, and walks among men. Those who follow Larani are expected to display courage, compassion, and unimpeachable honor; she is worshiped by many nobles and knights. Although combat for the sake of honor is permitted, as is tilting according to the rules, serious or mortal combat is to be indulged in with reluctance. Her loyal adherents are loath to take life if there is an honorable alternative. Almost all of Larani’s lay adherents and many of her clerics are warriors of some ability. On rare occasions, Larani loses her patience and appears as the terrible “Lady of the Flowing Red.” In this guise, she bears her awesome ancient symbols: Avarkiel, her mighty battlesword; Hyvrik, her red and white checkered shield; and Angcaradina, her blood-red mail. The pontiff of the church is the abbot or abbess of Tengela in Trierzon, who is also a powerful secular lord. The seat of the Lirrath (primate) of Hârn is in Thay. The ritual garb of the clerics varies according to circumstance and need, but the favored colors are red and white. There are two Laranian clerical orders on Hârn, each with a sponsored fighting order. There are no real philosophical differences between the orders; they exist partly to provide a degree of competition for honor in time of peace and partly for geographical reasons. The Order of Hyvrik and the Checkered Shield confine their activities to western Hârn, the Spear of Shattered Sorrow and Lady of Paladins to the east. Copyright © 2014, Columbia Games, Inc.

MORGATH “Tormentor of the Unlamented Dead, Master of the Principle of Evil, Lord of the Gulmorvrin, Wielder of the Shadow, Wreaker of Chaos.” Morgath is the self-appointed master of chaos and evil. Of all the gods, he is the most prone to violence and insanity and the quickest to anger. He is a lord of retribution but cares nothing for justice. He is filled with an abiding hatred for all things fair and noble. When Morgath appears to men, it is usually in some ethereal form, his true shape being unbearable to behold. He is never portrayed, but rather symbolized by the Durangash, a black circle on a field of brown, surrounded by an irregular black border. Morgath is best known as the master of the undead, who are governed by his chief demigod, Klyss. Morgath is believed to have 13 true names and it is deemed the greatest folly to utter any of them aloud. In present-day Hârn, the faith is largely confined to Rethem and Tharda. Worship of Morgath is particularly prominent in Golotha but even there his followers are not numerous. Elsewhere, his clergy are covert. In Kanday, Kaldor, Chybisa, and Melderyn, the worship of Morgath is punishable by death. Morgathianism is not an attractive religion. It is difficult to take much comfort from a faith that preaches “all are doomed to eternal torment in the afterlife,” although this is counter-balanced with the notion of living in worldly excess until death. Morgathian philosophy encourages the acquisition and exercise of ruthless power for its own sake, particularly among its clerics. Clerics of Morgath inspire fear whenever recognized; they are known to practice ritual human sacrifice. Clerics or Morgath wear mostly black and brown. Their ritual dress includes hideous masks, partly to terrify, but mainly to hide their identity. The only clerical sect in the church, the Order of the Lord of Chaos, has major temples in Golotha and Coranan, the former being the seat of the Hârnic primate. The Vynkhadur (pontiff) resides in the Azeryani city of Meokolis.

NAVEH “Lord of the Pitch Shadows, Master of Deceit and Evil Dreams, Lord of the Last Illusion, The Merchant of Death, Unseen Lifter of Lives, Trancer the Cat, Wealth’s Worry.” Best known as the bringer of nightmares, Naveh is the deity favored by assassins and thieves. Naveh is a lord of secrets, a doer of the impossible. His main symbols

HârnWorld®

HÂRN 34 are Nava-shak-ara, an ebony knife; and Shinkra-akra, a translucent human skull. Replicas of both are used in temple rituals. Naveh’s main demonic servants are Dekejis and the Gytevsha. Dekejis appears in the form of a black, redeyed cat. Dekejis considers human eyes and genitals a great delicacy; those who lack either are said to bear the curse of Naveh. There are three principal Gytevsha, each with numerous lesser servants. Gekrish, the “Hands of Despair,” can reach inside the body with taloned hands and still the heart, or possess the body, tormenting the resident Aura before slaying it. Krasula, the “Hunter of Sleep,” brings horrific nightmares and appears as a male child with one eye of the palest blue and the other of the deepest black. Vesha, the “Mouth of Falsehood,” spreads deceit and confusion and is strengthened by every lie told by men and wounded by every truth. Temples of Naveh are always covert, even where lawful. Very little is known of the church by outsiders. Its discipline is second to none; temple masters have been known to order loyal underlings to commit ritual suicide for no apparent reason. Navehan clergy have little interest in the laity. It is widely believed that the temples kidnap children of good or noble birth to be raised as clerics and servants. Some temple rituals involve drug-induced trances. Each temple is self-sufficient. The chief temple and the seat of the primate for Hârn is in Coranan; there are also covert temples in Golotha, Shiran, and Tashal. The pontiff lives at the Temple of Maniquideh in Dalkesh. Ritual murder play a major role in the worship of Naveh. The temples take commissions for assassinations or thievery and may be contacted through the Lia-Kavair, who often pay them tribute. Fees are high and the church is prone to refuse contracts without explanation. The clerical garb is loose fitting to allow freedom of movement, and usually black with a trace of blood red. Ranking clergy wear an over-robe of red and may don the dreaded skull mask that denotes imminent death. All clergy carry razor-sharp daggers. An assassin wears a broad belt of white cloth that will be red with the victim’s blood when returned to the temple. Success and failure are judged by more than the simple death of the victim; there is a degree of “artistry” involved. Various punishments are meted out for failure. The church’s most interesting ritual punishment is the Herth-Akan, in which a target is given a one-hour start and must evade the murderous pursuit of seven of his temple brothers for three successive days and nights. Few are successful. If the victim evades death for the required period, he is permitted to live, but the failed assassins must then commit ceremonial suicide. Copyright © 2014, Columbia Games, Inc.

RELIGION PEONI “The Restorer and Bringer of Life, Maker of Balms, Lady of Truth, Daughter of White Virtue, Guardian of the Meek, Lady of the Ripe Harvest, Confidant of Lovers, Chaste Lady of Honest Love.” Peoni is the most popular deity among commoners. She is the patron goddess of healing, agriculture, the poor, and lovers. She requires of her adherents a strict moral code of gentleness and kindness to others but is forgiving of those who transgress. She is most often represented as a young girl with gentle hands worn red from hard work. Peoni is symbolized by any of several spring flowers or the fruits of agriculture. It is said that she prefers white flowers, particularly the daisy. The countryside is dotted with peasant-made shrines to Peoni where adherents can find shelter and hospitality. Clerics are divided into two orders, the Order of the Balm of Joy (female) and the Irreproachable Order (male). Peonian clerics are celibate and the orders often have separate temples. The primate for Hârn is the grandmistress of the female order; her seat is in Thay. The pontiff is in Perna, Trierzon; the office alternates between male and female clergy. The Church of Peoni distributes most of its wealth, gathered mainly through donations, among the poor and is always verging on bankruptcy. Temples often include houses of healing that are open to anyone of pure heart; patients pay according to their means. Clerics can often be found among the poor and sick, blessing their labors and easing their tasks with boundless comfort. Clerics of Peoni change their grab with the season. They wear white in the winter, green in spring, beige in summer, and yellow in autumn. While Peoni is swift to forgive laymen, strict morals are required from her clerics.

SARAJIN “King of the Icy Wind, Lord of the Perilous Quest, Wielder of the Blooded Axe, Master of Frosty Climes, the Gray Slayer.” Sarajin is the god of battle lust. He favors those who love the sport of war and takes great pleasure in watching and even participating in large battles. The only virtue universally admired among Sarajinians is courage. The noblest achievement of a Sarajinian is to die in heroic battle; most try to live each day as if it were their last. They value the Ljarl, a code of honor, but treachery is not unknown. Sarajin most often appears as a giant yellow-haired warrior dressed in leather and furs, bearing Fakang,

HârnWorld®

HÂRN 35

RELIGION his great double-bladed axe. His symbols are a pair of crossed handaxes and his sled, Shalka. Sarajin’s demigods are Usnarl the bear, Jarlak the wolf, and Njehu the whale. Sarajin dwells in an ice castle on Yashain in a land called Talagaad. Those who worship Sarajin and fall in battle come to Talagaad and spend each day in the valley below the castle, hacking and slaying each other until the snow runs red. At dusk, all retire within the castle, including those newly slain, for a long night of feasting and wenching. By dawn, all are revitalized in this warrior’s paradise and repeat the endless battle. The worship of Sarajin was brought to Hârn by the Ivinians and is mainly practiced in Orbaal. It is sometimes said that “they who follow the King of the Icy Wind worship death.” This may explain the failure of the religion to win many adherents among Hârnians not of Ivinian ancestry. Where the faith is followed, the religious needs of the community are handled by a single clan. The Ivinians tend to approach religion like any other business. It is a loosely organized religion, little interested in rituals or frills. Each clerical clan may have a different interpretation of the truth, but all agree that courage, strength, and skill at arms are the cardinal virtues. Clerics of Sarajin have no particular mode of dress; most are warriors and will dress accordingly.

SAVE-K’NOR “Sage of the Gods; Lord of Jesters, Puzzles, and Mazes; Mixer of Potions and Elixirs; Keeper of the Var-Hyvrak; The Lost Guide.” Save-K’nor is an intellectual snob who will only accept worshipers of high intelligence. He has a voracious appetite for knowledge and will go to great lengths to obtain mysterious scrolls and books; his adherents make frequent gifts of such esoterica. SaveK’nor most often appears to mortals as an aged sage, a beggar in rags, a minstrel, bard, skald, or jester. The religion is intellectually demanding and there are few adherents. Save-K’nor has several symbols, the most common being a blank scroll, a book portrayed so that the script is illegible, a quill and ink pot, and Uhla, the black lantern. Although its influence is subtle and discreet, the church wields considerable political power. Clerics and laymen of the religion are found in high offices throughout Hârn, particularly in Melderyn. Generally, each temple is left to itself and some are little more than hostels for clerics. Three main clerical orders exist, in order of size: Hyn-Aelori, Rydequelyn, and Shea-al-Aecor. All three favor gray as their formal attire. High-ranking members of the church (usually of the Shea-al-Aecor) bear Copyright © 2014, Columbia Games, Inc.

emblems of office, most commonly a staff or lantern. The pontiff is traditionally the grandmaster of the Sheaal-Aecor. The pontifical seat is in the city of Berema in Emelrene.

SIEM “Master of the Lords of Dream, Lord of the Thrice-Blessed Realm, King of the Uttermost West, Spirit of the Sundered Ones, Bringer of Blessed Forgetfulness, Lord of the Azure Bowl.” Siem is a benign god of mystery and shadow, magic and dreams, a wielder of esoteric powers and a knower of secrets. At one time, Siem was foremost of the gods of Hârn, said to have been lord of the Sindarin in residence on Hârn. Before the coming of men, Siem laid down his scepter and quit Hârn in favor of the Blessed Realm. On occasion, Siem still answers the call of his Hârnic followers. The power he and his servants wield is subtle; the deity sends dreams that purge unpleasant memories. He is far more apt to confuse an enemy than slay him outright or bestow martial powers. A highly mystical symbol of Siem and of his religion is the Azure Bowl. Sindarin legends, old even when they first reached Hârn, describe the artifact as being connected with “the making, the holding, and the very spilling forth of the stars.” If the original Azure Bowl ever existed, no mortal has ever seen it, but several facsimiles have been constructed. Although many Azure Bowls are undoubtedly the work of charlatans and of only aesthetic interest, some are authentic “gazing bowls.” If one of these is filled with clear, fresh water, visions are apt to occur while gazing within; the spiritual fiber of the gazer, and possibly that of observers, may be altered, most likely in a benign way. Several of Siem’s demi-divine underlings, notably Sereniel and Sweldre, are more accessible than the deity and may be worshiped directly. Sereniel is said to intercede at his master’s court on behalf of the Khuzdul. According to their mythology, it was Sereniel who breathed life into the Khuzdul to wake them from their long slumber. Sweldre is believed to intercede before the throne of Siem on behalf of the Sindarin. Siem’s priesthood is minute. Known as Inthiars, they are wielders of illusion and keepers of ancient secrets. Not even the names of the various orders that worship Siem are known. They are fond of symbolism and magic and attach much significance to the stars and twilight. They build no temples, preferring to worship under the stars in sacred forest glades.

HârnWorld®

HÂRN 36

RELIGION

THE NATURE OF THE GODS

THE CHURCHES OF HÂRN

The motives of the gods vary. The kind of universe desired by Morgath, the Lord of Chaos, is different from that wanted by Peoni, the Lady of Truth and gentle patron of healing and agriculture. Their problem is that they cannot destroy each other without risking the destruction of them all. The Kethrian family of worlds, in which they seem to be trapped, is not great enough for all of them. Hence, the Concordat limits the actions that may be taken. Conflict between the gods is now more or less confined to the mortal and semi-mortal planes of Kethira and Yashain. Siem has withdrawn to the Blessed Realm and Save-K’nor has established his neutrality. Peoni is effectively a non-combatant. Larani stands, essentially alone, against Morgath and Agrik. Although these two evil deities have not formed an alliance and are almost as likely to act against each other, it is their works that the Lady of Paladins most tries to undo. These divisions are not simply based on morality. The quasi-war between Larani and the dark pair is more complex than a simple epic. Agrik, and especially Morgath, represent a degree of chaos, a breaking down of order that would greatly change the worlds. The other gods will usually support Larani to prevent total chaos and enforce the Concordat, but their inclination is to care for their own concerns. Yashain is the most active battlefield. There, armies of the dead fight border clashes between the kingdoms. From time to time, the forces of Sarajin, Halea, Naveh, and even Ilvir take part, but these gods tend to switch sides on short notice; their objective is to maintain a balance of terror conducive to their own activities. This situation has persisted since the Concordat.

All of the major gods have their mortal adherents and, over time, these followers have created religious institutions to regulate and foster their own variation of the truth. The Libram of the Pantheon explains that, in denying knowledge to every mortal, “They [the gods] chose vessels fit to hold the shadows of their divinity, and men call these vessels priests, and their business religion, and their houses temples.” The secular power and degree of central authority of the churches on Hârn varies with religion and locale. The churches of Larani and Peoni dominate in the kingdoms of Chybisa, Kaldor, Kanday, and Melderyn; Larani being favored by the feudal nobility, Peoni by the peasant masses. The church of Agrik is prominent in the Kingdom of Rethem. Adherents of Save-K’nor tend to be scholars with influence throughout Hârn, on Melderyn in particular. Sarajinism is the dominant faith of the Ivinian conquerors of Orbaal, while Ilvir holds some sway among their subject Jarin. Siem has few human worshipers and is also worshiped by the Khuzdul and Sindarin, although those two races tend to focus their faith through one of two semi-divine minions of Siem. Halea has modest support among merchants and guildsmen in all states but is most dominant in the Thardic Republic. The two “evil” churches (Morgath and Naveh) have many fewer adherents, both being austere religions that are proscribed and covert throughout most of Hârn.

Copyright © 2014, Columbia Games, Inc.

Church Hierarchies The organization of the churches of Hârn varies greatly, but there are some similar ranks and customs. All churches are divided into clergy and laity. The former are the priests and priestesses who organize and administer the temples and devote their lives to the service of the deity. Depending on the church, the clergy may have little time for their own pursuits, being totally at the call of their superiors whom they are expected to serve unquestioningly. The laity are simply the adherents of the religion. They will have access to fewer of the mysteries and will be unable to advance beyond a certain point. It should be noted that, although they are often simple folk, clerics will usually enjoy privileged status, even though the fragmentation of the churches resulting from pantheism greatly weakens their influence.

HârnWorld®

HÂRN 37

RELIGION CHURCH RANKS Circle

Usual Church Rank

1st

Laity. Any member of the church with little knowledge of the mysteries, even if pious.

2nd

Acolyte or Lay Grandmaster. This circle is the usual maximum for a layman.

3rd

Priest. An ordained priest may grant blessings, hold services, etc. Few clergy progress beyond this.

4th

High Priest or Abbot. A cleric in charge of one or more temples.

5th

Bishop or Archbishop. The senior priest of the church for a good-sized region or small country.

6th

Primate. The senior cleric of a church for a large region, such as all of Hârn.

7th

Pontiff. The supreme mortal leader of the church. None reside on Hârn and some churches do not acknowledge one.

Indoctrination into the mysteries of a religion is simultaneous with the accrual of additional responsibility and power. Anyone may (theoretically) be initiated into the rituals of the next “circle,” but such knowledge is shared sparingly. In practice, few laymen advance beyond the second circle. Even among the clergy, indoctrination into the higher circles sometimes has little to do with faith; advancement may be a matter of politics.

Clerical Orders Hârn is somewhat unique in that most Hârnic clergy are members of a clerical order and most churches are organized into one or more such orders. This is a tradition created by the “barbaric” and “frontier” characteristics of Hârn, compared to much of western Lythia. These clerical orders are identified under the specific deity entries in Hârndex.

Fighting Orders The lay followers of a deity are not generally required to support any particular order, but some lay warriors belong to fighting orders sponsored by various clerical orders. Each fighting order, commanded by a lay grandmaster, has a number of knights bachelor and may also have a contingent of common warriors. Fighting orders are generally devoted to some “high purpose,” such as the religious conversion of some barbaric region or the protection of an important individual or institution, although some are actually cynical, religious thugs. Hârn’s religious fighting orders are identified in Hârndex under the entries for the clerical orders that sponsor them.

Canon Law Legally recognized churches have the right to hold their own courts and administer justice for a variety of religious crimes, including blasphemy, heresy, and witchcraft. Temple courts often use trial by ordeal to determine guilt or innocence. The penalties handed out vary from one church to another. Peonian courts rarely inflict permanent harm on offenders while Agrikan courts are perhaps overly fond of burning at the stake. Temple courts must obtain secular consent to any death penalties.

Other Religions Apart from the ten major churches, there are hundreds of lesser divine and semi-divine entities who are worshiped by various folk. Hârnians are a superstitious lot, believing in the existence of some type of spirit (Kami, Totem, etc.) in every living, and many unliving, things. The barbarian tribes of Hârn all possess their own mythologies relating to such beliefs.

Copyright © 2014, Columbia Games, Inc.

HârnWorld®

HÂRN 38 HISTORY OF HÂRN THE EARTHMASTERS Almost nothing is known of what are believed to be the first inhabitants of Hârn; even their name is lost. They are now referred to as the Earthmasters or Ancients. Surviving murals portray figures of diverse stature and configuration. This might indicate they were either shape-changers or 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, and control the minds of lesser creatures.

Earthmaster Sites Stories of the Ancients are so incredible that their very existence could be easily dismissed were it not for the sites and artifacts they left. Scattered across Hârn and elsewhere are mysterious ruins. Considering their antiquity, it is remarkable that anything survives at all. Known sites tend to be remote and 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 in pristine form beneath some mountain on Hârn.

Copyright © 2014, Columbia Games, Inc.

HISTORY Known Ancient sites have been repeatedly sacked and several outstanding artifacts have been secured by persons of power. The King of Evael is said to possess a Sli-Hordah, King Hazmadul of Azadmere is rumored to own the Kyn-Assard, and the King of Kaldor is known to keep the N’Garith. Diverse Earthmaster artifacts are also in the keeping of several mages of Melderyn. The most enduring and mysterious artifacts of all are the Godstones found at all Earthmaster sites (see Godstones, COL #4915 and Earthmasters, COL #4037).

The Departure of the Earthmasters Approximately 15,000 years ago, the Ancients suddenly vanished from the face of Hârn. Their departure remains a subject of uneasy conjecture. Why did they leave? Where did they go? Will they return? Some have claimed that the Earthmasters never left, but merely withdrew to the Isle of Melderyn, where their descendants reside to this day.

The Lost Years The period between the departure of the Ancients and the arrival of the Sindarin is generally referred to as the “Lost Years.” No contemporary records or artifacts survive from the period. Hârn may have been totally uninhabited, although some claim it was “an age of dragons, trolls, and fell beasts that defy description and harm the eye.” A few talk of great floods and earthquakes that separated the Hârnic Isles from the continent of Lythia. The Earthmaster site at Telumar

HârnWorld®

HÂRN 39

HISTORY THE AGE OF THE SINDARIN The Sindarin are not noted for keeping much in the way of written records. They rely mainly on oral histories and they rarely speak of their past. Legend recounts that the Sindarin came to Hârn “from the east” and the date of their arrival is held to have been around 10,000 BT. The island was only one of several brief stops the Sindarin planned to make on a journey to the Blessed Realm but, unable to resist the pristine beauty of the island, many decided to stay “a while.” For 3,000 years, these Sindarin dwelt in peaceful solitude on Hârn with Siem, their deity. When Siem decided to continue his journey westwards, some Sindarin chose to stay on Hârn.

The Khuzdul The Sindarin remaining on Hârn shared the island with a new race, the Khuzdul. The origins of the dwarven Khuzdul are vague, especially to outsiders who must rely on second-hand myths and speculation. Common legend recounts that Siem awoke the Khuzdul from “their eternal slumber deep within Kethira’s bosom.” How the dwarves came to be on Hârn is far from clear, but the Khuzdul did establish two impressive mountain cities at Kiraz and Azadmere around 6900 BT.

The Codominium The Sindarin and Khuzdul have vastly divergent world views and have always preferred to dwell in separate communities. Nevertheless, they lived in nearperfect harmony for five millennia, a golden age known as The Codominium. Then, as now, each race possessed skills complementary to the other. The Sirion Scrolls detail trade and friendly intercourse between the two races, and the existence of a mutual trading center at Pesino is well documented. But with the coming of man, relations between the two elder peoples began their decline.

The Coming of Men More than 2,000 years ago, the distant heartlands of Lythia spawned massive barbarian migrations that brought human immigrants to Hârn. Some say these were the first humans to reach Hârn, but a mysterious Henge Culture existed, at least on Melderyn, as early as 2700 BT. Because the Sindarin dwelled mainly in forests inland and the Khuzdul preferred the mountains, both were willing to tolerate the brash, short-lived humans. The newcomers called themselves Jarin and recognized the superior culture of the elder peoples. They swore fealty to the elven king, Daelda, and prospered along the coastal regions of Hârn. Given their higher birthrate, men came to outnumber the Sindarin and Khuzdul within a few centuries. Copyright © 2014, Columbia Games, Inc.

Inevitably, some Jarin migrated inland from overcrowded coasts and human communities soon dotted the whole of the Hârnic Isles. The Sindarin were increasingly distressed at the humans’ clearing of ever-larger tracts of forest for cropland. It is likely that bloodshed would have resulted were it not for a greater common threat.

The Atani Wars Around 1,600 years ago, warlike Lythians began to raid Hârn. At first only a minor threat to coastal villages, the raids increased in severity until King Daelda was forced to order all coastal settlements fortified and garrisoned. Checked only briefly, the barbarians began traveling up the rivers of Hârn and raiding inland. After a century of pillage, the barbarians began to land forces intent on conquest. At first, King Daelda and his allies were able to expel them, but they were gradually forced to abandon the coasts of Solora and Horadir to these determined warriors. The barbarians pushed inland and a great battle was fought c. 683 BT to decide the future of Hârn. Known as the Battle of Sorrows, the invaders were routed, but Daelda suffered a mortal wound.

The Sindarin Abdication King Aranath, Daelda’s successor, knew the elves could win most battles against men, but also knew they would eventually expend their limited numbers against the endless swarms of barbarians. Aranath renounced his sovereignty over Hârn and withdrew his kinfolk to the Shava Forest, there to establish the Kingdom of Evael. The Khuzdul deemed this act a betrayal (which they have yet to forgive) and withdrew to their mountain strongholds. So it was that the elder peoples withdrew from the mainstream of Hârnic history and the island came under the domination of men. By 500 BT, the Lythian invaders had either assimilated or driven the remaining Jarin into exile in the wilderness areas of north and northeast Hârn. Without the influence of the Sindarin and the Khuzdul, the level of Hârn’s civilization declined.

HârnWorld®

HÂRN 40

HISTORY

FOUNDING OF MELDERYN

Kald (excluding, of course, the Shava Forest). Lothrim’s subjects differed widely in cultural development, from primitive, nomadic tribes who chafed under any external rule, to those who traced their lineage to the early Jarin and who had preserved their pastoral and agricultural skills. City-building was not a major pastime; Lothrim chose Elkall-Anuz, an Earthmaster site, as his capital; but other than this, only the eastern outpost of Kelapyn-Anuz (now Tashal) had a population in excess of 1,000.

The origins and early history of the island kingdom are obscure. Numerous henge sites, notably Gelimo on the west coast of Melderyn, date from around 2500 BT, suggesting the existence of an advanced culture many centuries before the Jarin migrations to Hârn. In any event, Melderyn was subjected to the same invasions as the rest of Hârn but assimilated each wave of newcomers without bloodshed. Cherafir was first inhabited during the early Jarin migrations on a site of Earthmaster origin. Approximately 1,000 years ago, five small kingdoms were known to exist on the island, coexisting in a peaceful and loose alliance. The Five Kingdoms period came to an end 720 years ago, in the year from which all other Hârnic dates are reckoned, when the whole island peacefully came under the rule of Erebir Pendragon. Since its founding, Melderyn has exerted very little obvious influence on the Hârnic mainland. Its interference has been generally limited to occasional visits by individuals, many of whom have exhibited “strange powers.” These figures have earned the island the title “Wizards’ Isle” or “Mages’ Isle” and a reputation for magic and strange happenings.

D

LOTHRIM THE FOULSPAWNER

E

I The Fanarchy G prevalentHthroughout mostJof Hârn K during the early centuries of this millennium presented opportunities for ambitious men. One who seized great power was Lothrim, chieftain of a semi-civilized tribe inhabiting the Chelna Gap 600 years ago. Lothrim was a man of learning; some have suggested that he was a renegade mage from Melderyn. Lothrim delved deeply into the arcane arts and unleashed a campaign that gained him an empire stretching from the Thard to the

The Foulspawn Lothrim was obsessed by the mystique of the Earthmasters. Determined to rule all of Hârn, he decided the Ancients had done so aided by a race of humanoid soldier-slaves. By means of arcane arts long forbidden by the Sindarin, he managed to create or import a fastbreeding, short-lived race with very aggressive behavior. These he called Gargun. They proved violent, rebellious and quarrelsome; Lothrim was forced to govern them with an iron rod and to occupy them with constant wars. He undertook a reign of terror against the surrounding tribes now known as the “Tyranny of the Foulspawner.”

The Penultimate Tome In his unending quest for artifacts of the Earthmasters, Lothrim heard tell of a book, owned by the L KhuzanMking of Kiraz, N said to contain the great secrets of the Ancients. Never wholly sane, Lothrim became 1 obsessed with the thought of obtaining the Penultimate Tome at any cost. Kiraz was also a major obstacle to expanding his empire throughout western Hârn. Lothrim 2 of gargun against the Khuzan decided to lead an army stronghold. 3 The Carnage of Kiraz

After a long and difficult march around Lake Benath, up the steep Deret River valley, and across the Rayesha 4 Mountains, Lothrim and his army arrived at the mountain fastness of Kiraz. The defeat of Lothrim’s weary forces would have been likely but for a freak of fortune. Most 5 of the Khuzan warriors had recently departed down the Uthel River to hunt and gather food before the onset of winter. The tyrant’s forces burst upon the lightly defended 6 cavern city and captured it with relative ease. The gargun engaged in a terrible orgy of bloodlust, rape, and pillage. Every Khuzan male, female, and child in Kiraz was 7 slain and feasted on by the gargun hordes. Lothrim was delirious when a very old tome was discovered, written in a script unknown to8him. Lothrim might have wintered in Kiraz, but supplies were short. So, confident that the power of Kiraz was destroyed, he began the long march home. 9

Empire of Lothrim c. 120 TR

Empire Proper

Tributary States & Tribes

Copyright © 2014, Columbia Games, Inc. D

E

F

G

H

I

10 J

K

L

M

N

HârnWorld®

HÂRN 41

HISTORY Meanwhile, the Khuzdul had patiently gathered an army and easily overpowered the small, disorderly garrison Lothrim had left to hold Kiraz. Outraged by the carnage they found, they undertook a furious pursuit. Lothrim and his army, completely unaware that such a force existed, were overtaken at their encampment near Sirion, where they may have been awaiting boats to carry them across Lake Benath. Lothrim found himself trapped between the Deret River, Lake Benath, and hordes of avenging Khuzdul. A great battle was fought but the result was never in doubt. Lothrim was utterly routed and the Khuzdul, in no mood for mercy, slew all in reach. Lothrim was taken alive. A chamber was carved under a mountain, possibly near Iracu, and a screaming Lothrim was cast in. Stone and mortar was brought and the tyrant was entombed with his precious tome, his madness, and an “honor guard” of a dozen starving gargun. The location and contents of “Lothrim’s Tomb” remain a subject of speculation; the Khuzdul will not speak of the Foulspawner.

Aftermath at Kiraz 1

2

3

4

5

6

7

Khuzdul D could noElonger bear A The victorious B C F to G dwell in the haunted halls of Kiraz. After removing and burning the rotting gargun corpses, they sealed the gates N with “enchantment and good stone” as a fitting tomb for its former inhabitants. Then they grimly marched to Azadmere, where their kinfolk gave them refuge. To this day, the Khuzdul are convinced that the Sindarin of Evael should have intervened to prevent the tyranny of Lothrim; the dwarves have yet to forgive this negligence.

THE SEVEN KINGDOMS The eastern tribes and states where the Jarin influence was strongest were the most culturally advanced of Lothrim’s subjects. With the Foulspawner’s demise, six states gradually emerged from the ruins of his empire. Some of these borrowed their culture from the Jarin, with whom they had long intermarried; some were undoubtedly influenced by ancient Melderyn. In any event, by 170 TR, seven independent kingdoms (including Melderyn) soon existed in eastern Hârn.

The Migration Wars The Migration Wars were directly responsible for the contemporary political states in eastern Hârn. Heralded by the sudden onslaught against western Kephria in 178 by the Kath (a tribe from the foothills of the Felsha Mountains), a period of warfare and migrations known as the Migration Wars began. For 60 years, all but the island state of Melderyn suffered from repeated incursions and pillage from surrounding barbaric tribes. Why the Kath, Pagaelin, Taelda, Bujoc, and Hodiri tribal nations suddenly became so aggressive is not fully understood; historians have been forced to speculate. H I tribesJ are thought K L beenMalarmedN Some of the to have by the sudden appearance of large numbers of gargun 1 in their mountain ranges. Others may have experienced something of a population explosion as a result of the relative tranquillity following the tyranny of Lothrim. 2

The Seven Kingdoms

W Ta este eld rn a

The Battle of Sirion

Collapse of Lothrim’s Federation Without Lothrim’s charisma and personal power, his empire lacked cohesion. When news of his death reached Elkall-Anuz, no successor could hope to overcome the tyrant’s legacy of hatred and resentment and the confederation dissolved. Lothrim’s former subjects slew or drove out the Foulspawn. The surviving gargun fled into the mountains, where their numerous descendants still live. So ended the Tyranny of the Foulspawner. Elkall-Anuz was looted and abandoned. On the eastern fringes of his former empire, where the influence of the Jarin and the Melderyni was strongest, new states arose.

Ea

ste

rn

c. 170 Before the Migration Wars

Tae l

da

5

6

n

eli

ga

Pa

Evael

7

iri

9

8

joc

Hod

Bu

9

General thrusts of barbarian migration, 122–180 TR

10 A

B

C

D

E

F

G

4

Kath

8

Copyright © 2014, Columbia Games, Inc.

3

H

I

J

10 K

L

M

N

HârnWorld®

HÂRN 42

HISTORY

The Founding of Kaldor

The Demise of Elorinar

The most dramatic events of the Migration Wars took place in the northern kingdoms, where all four states were eventually merged into one. In 182, King Orsin of Pagostra perceived no way to turn back the advancing Pagaelin and appealed to Medrik I of Serelind for help. Medrik agreed, but the price of his aid was a promise of fealty. The combined armies of Serelind and Pagostra defeated the Pagaelin at the battle of Kobing in 183. The following year, Orsin kept his vow and surrendered his realm to Medrik in return for an earldom in the larger state. Meanwhile, Kephria had suffered acutely at the hands of the Kath. Defeated at the Battle of Hosat in 178, Kephria had lost most of her lands west of the Kald River by 185. When King Torbet died at the battle of Lareb Hill (in the Kathela Hills) in 187, leaving only young children as heirs, Medrik I marched into the Kephrian capital of Tashal. The population was thoroughly demoralized and most Kephrians welcomed the peace and security pledged by Medrik in return for their fealty. The following year, with Serelind and the remnants of two other kingdoms under his control, Medrik proclaimed the Kingdom of Kaldor. Finally, as the Migration Wars were drawing to a close, a succession crisis arose in Nurelia in 235. The crisis prompted a baronial revolt that threatened to tear that northern kingdom apart. One faction offered the crown to Kalabin of Kaldor but not all of the nobility desired a foreign king. At the battle of Olokand in 238, Kalabin put down the last dissenters to secure his new fief. For the next century, Kalabin and his heirs were able to maintain Kaldor against all external threats while patiently building a strong feudal state.

Elorinar, founded in 155 by Nathwic, did not survive as an independent state. The Elorinarian town of Laket was sacked by the Bujoc in 218 and King Janakor was slain. For nearly four years, the Bujoc defeated every army that Elorinar could muster. In a desperate effort to save his realm, King Korab declared fealty to King Shelir I of Melderyn in 223. Over the next two years, Shelir sent several emissaries to the Bujoc and was soon able to announce the Peace of Anadel. How the Melderyni king turned the Bujoc into (relatively) peaceful tribesmen remains a mystery.

Chybisa Beleaguered The southern kingdoms also felt the brunt of the Migration Wars. Chybisa, founded in 160 by a Melderyni knight, was almost totally eradicated by the rampages of the Bujoc, Hodiri, and Pagaelin. Having lost most of her territory, only brilliant generalship allowed her to defeat the barbarians at Burzyn in 227. Chybisa was then able to maintain her precarious independence as a tiny kingdom. Copyright © 2014, Columbia Games, Inc.

Swords of stone, seven feet high and carved with scenes from a Laranian holy text, were erected by early Kaldoric monarchs as signs of their piety.

HârnWorld®

HISTORY THE CORANI EMPIRE

HÂRN 43 Founding of the Empire

In the west of Hârn, several states rose and fell in the wake of Lothrim’s empire but none achieved any degree of permanence until the fertile Thard Valley gave birth to the Corani Empire. The region’s heart was inhabited by the Corani tribes who, just more than four centuries ago, were united under a warrior king called Corthir. His new kingdom extended barely 20 leagues east and west of Coranan and was confined to the north bank of the Thard. At first, the empire faced only relatively barbaric tribes in its drive to expand. Kings Kusem and Lobir awarded land to trusted relatives and faced more of a threat from home grown assassins than from the barbarians. Only the Merdi, the federated tribes west of the River Gomisen, were able to halt the Corani armies. By the time of Lobir’s death, the kingdom’s western border was at the Gomisen, its eastern was near Telen, and it held some lands south of the Thard.

Arosta’s son, Malian, concentrated on consolidation. He was the first Corani ruler to take the title of “emperor” and founded the cities of Merethos (now named Golotha) and Shiran. Malian is also credited with the creation of the Corani civil service, an organization that had no rival in sophistication or complexity. Kobar succeeded his father at the age of 23. He expanded the empire south to the River Eryn but attempts to conquer Peran were less successful. A trail was blazed north and a fort was built at Kustan in 414. Several defeats were inflicted on the wild tribes of Peran but still they rose in repeated and bloody rebellions, earning the name “the Scarlet Ribbon” for the trail that led to Kustan. Peran would prove to be an immense drain on the empire’s resources. Despite this, internal economic development was dramatic. A population explosion brought new lands under cultivation and trade prospered.

The Hefiosa Campaign

During the rise of Corani power, a rival kingdom developed south of the River Eryn in southwest Hârn. Around 356, the Aleta tribes were unified to build their own kingdom, named after its capital city of Aleath. The Kingdom of Aleathia was able to resist Corani expansions southwards for almost a century.

The fourth Corani king, Raelan, mounted a major campaign against the Hefiosa region where the natives, augmented by brigands, had long been troublesome. The early winter of 365 trapped Raelan’s army deep within the mountains and, by spring, its much depleted ranks were no match for the locals. The canny barbarian leader, Adjak, harassed the Corani army with nightly raids; Raelan’s retreat turned into a rout and he was killed.

Arosta the Conqueror The disaster might have proved fatal to the kingdom were it not for Raelan’s young son, Arosta. The tribes of Hefiosa flocked to the banners of the victorious Adjak, who led them from the mountains intent on laying waste to Coranan itself. The tribesmen were unstoppable and it was only their delays to loot that gave Arosta the time to raise a new army. At the battle of Osten in 367, Arosta inflicted a crushing defeat on Adjak. For the next two years, the tribes were subjected to a bloody series of campaigns, culminating in their near total extinction by 369. Adjak disappeared without trace and Hefiosa was annexed. His northern flank secure, Arosta advanced up the Thard to the shores of Lake Benath into the region inhabited by the Shira, who were easily defeated at the Battle of the Source in 372. A similar fate befell the Komii and, by 373, Arosta had better than doubled the size of his realm. After a few years consolidation, Arosta completed his conquest of the Thard Valley by defeating the Merdi in 377.

Copyright © 2014, Columbia Games, Inc.

The Kingdom of Aleathia

The Corani Succession Crisis When the eighth Corani emperor, Laketta, died heirless after an ignoble reign, a complex power struggle ensued. The current king of Aleathia, an ambitious and impetuous ruler called Xuaka, sought to take advantage of Corani weakness. Xuaka had spent 14 years expanding Aleathia along the disputed west coast and saw himself as a man of destiny. In 443, he invaded the southern domains of the Corani and seized Heroth. The invasion was the catalyst needed to solve the problem of the Corani succession. The empire’s pragmatic nobility promptly chose a soldier called Mejenes for the throne.

HârnWorld®

1

2

1

N

2

HÂRN 44

HISTORY

3

than the Church of Agrik. Korad was a pliable 3moron, totally unable to control the acquisitive Corani nobility. Shorka chose to ignore affairs of state and appointed his 4 eccentric court astrologer, Workol, as chancellor. Workol managed to alienate nearly everyone with excessive taxation and nonsensical policies based on his 5readings of the stars and planets. The last emperor, Medak, was a vigorous and strong 6 emperor but came too late to save the empire. He clearly perceived the rot and decadence that had infected the realm, although his cure may have been worse7than the disease. One of his first acts was to execute Workol and then hundreds of others were put to death by 8 impalement. One of these was the prophet Balsha.

4

5

6

7

Corani Empire 8

at its Greatest Extent c. 470

Balsha the Prophet

9

10

Mejenes A B the CGreatD

E

F

G

H

Mejenes had royal blood and was a veteran of border wars. Xuaka’s military skills may have been equal to that of Mejenes, but the resources of the Corani Empire were far greater. After four years of protracted war, which included victories for both sides, Mejenes was able to pen Xuaka inside the walls of Aleath while the Corani army laid waste to his kingdom. Xuaka could do little but accept the terms of peace offered by Mejenes in 447. The Kingdom of Aleathia would be restored to its pre-war borders for the balance of Xuaka’s life but would then be willed to the Corani Empire. When Xuaka died of natural causes six years later, the terms of the peace were honored and Aleathia became a Corani province. Mejenes died in 465 and was buried amidst an unprecedented outpouring of public grief. Other emperors had done more to improve the lot of their people, but it is always the great soldiers who are best loved.

Decline of the Empire With the last obstacle to Corani hegemony in the west removed, the empire seemed destined to rule all Hârn. Another emperor of Mejenes’ skills might have done so, but the six emperors who followed him were not soldiers. Mejenes’ own son, Sylud the Scholar, was vehemently opposed to military spending. This led to the total collapse of the northern province of Peran when Kustan was captured in 477, its garrison massacred by the Kubora. With the exception of Mindrithar, the empire was then cursed with a series of incompetent emperors. Saurach was a religious fanatic who promptly got himself assassinated after seeking to ban all religions other Copyright © 2014, Columbia Games, Inc.

9

Born of a common soldier in the Corani province of Rethem in 520, Balsha was destined to become the most important religious personality in the history 10 of Hârn. At 32, this charismatic priest of Morgath achieved I J by correctly K L M a hardNwinter and prominence predicting poor crop. Over the next six years, Balsha’s fame grew. Aided by a destructive series of plagues and famines that the imperium could not check, his preaching of Balshanism, a heresy of Morgathianism, and the uncanny accuracy of his prophecies, won him a large following. Medak thought it wise to terminate the rantings of this “petty troublemaker” and Balsha was dragged to the impaling stake in 558 at the age of 38. His dying words are reputed to have been: “Now I, freed of the burdens of cloying flesh, enter the pure state of undeath. They that would have life eternal above the allotted instant of mortal man, they that would live half forever, instead of all now, they that would wish the gratitude of men yet to be born, and they that would love the true master of men’s souls may follow. Cast down the decadence and futile misery of blind tyranny.” Balsha’s lieutenants made these words a call to arms. Thousands flocked to the martyr’s birthplace of Ithiko and the Balshan Jihad was born.

The Balshan Jihad The disastrous Red Death, a deadly plague that ravaged all Hârn at this time, fed the rebellion. By 560, the whole of Rethem, where Medak’s purges had seriously depleted the army’s will to resist, was under Balshan control. Encouraged by their success, the Balshans gave siege to the city of Merethos in 562 and it fell after a brief siege. Its captors gave the city its present name, Golotha, which is believed to mean something like “dark victory” in the secret tongue of the church of Morgath.

HârnWorld®

HÂRN 45

HISTORY After a brief respite, the victorious rebels surged out of Golotha intent on winning an empire. Several battles were fought but nothing could prevent the Balshan onslaught. The city of Coranan was soon under siege. The defenses of the Imperial capital were very strong and it is possible the rebellion might have petered out. However, at this crucial time, Horahnam, the ambitious Corani governor of the city of Shiran, embraced the jihad, surrendering the city in 564. After an investment of Coranan for two years, Emperor Medak was captured as he attempted to flee to Aleath with many of his court and kin. Their stores exhausted, disease rampant, and with a clear view of the hill where the emperor and his retainers were impaled, the morale of Coranan’s defender’s crumbled. Coranan surrendered to the Balshans in 565.

THE THEOCRACY OF TEKHOS Although the city of Aleath was to resist the rebels for seven more years, forming an independent republic from 565 to 572, the Corani Empire was dead. With the fall of Coranan, a power struggle ensued among the victorious Balshans. The Morgathian Church, itself chronically disunited, also proved incapable of forming a government. After two years of internecine butchery, Horahnam of Tekhos emerged as the sole leader after an astute combination of political maneuver and assassination. He founded the Theocracy of Tekhos in 568 with Shiran as its capital. Casting a malevolent eye southwards, Horahnam ordered the city of Aleath taken. Tekhosian forces swept down and gave siege to “the fairest city of man” in 569. Although the city held out for three long and bitter years, there was no hope of relief and its defenders resigned themselves to their eventual doom. Hundreds of Aleathians slew themselves and each other rather than witness the fall of Aleath and the rape and pillage that would follow. When the city’s walls were breached in the late spring of 572, very few Aleathians survived the terrible bloodbath; those who did remembered it as the “Agony of Aleath.”

Copyright © 2014, Columbia Games, Inc.

The Aleathian Odyssey One month before Aleath fell to the Tekhosians, a few hundred Aleathians fled by sea to undertake what is now known as the “Aleathian Odyssey.” This group, made up of nobles, priests, artisans, merchants, farmers (supposedly chosen by lot), and many children under 12, boarded a motley fleet of some 50 ships and sailed eastward into the Gulf of Ederwyn with the intent of founding a “New Aleath.” Written accounts of the Odyssey describe horrific storms and fanciful sea monsters. It is known that fully half of the vessels disappeared, although other legends recount that some of these unfortunates actually survived to found colonies at various likely and unlikely spots around the Gulf of Ederwyn. The remaining fleet eventually made it to the island of Keboth, where they were succored by the Sindarin. There (or possibly before, the records are ambiguous) the refugees met with a Melderyni mage called Genin. Under his guidance, the weary Aleathians sailed through the Indatha Straits to found the city of Thay in 573.

A Reign of Terror The capture of Aleath removed any possible threat to Horahnam and he quickly turned the Theocracy of Tekhos into a violent and repressive dictatorship. Many Thardans had rejoiced at the casting down of the corrupt empire. Soon they came to realize that their old masters had known little of real tyranny when compared with the butchers of Tekhos. Dozens of religious tribunals were established to crush opposition to the new order. Thousands of the nobility, their retainers, and sympathizers were impaled or forced into outlawry to escape the purges. In the cities, perverse Morgathian rituals, spectacles, public torture, and execution became commonplace. It must be admitted that the spectacles were popular among the masses; many cheered the butchers on, until they themselves were carried off at midnight by the dreaded inquisitors.

HârnWorld®

HÂRN 46 Such tyranny could not be tolerated forever. Horahnam was assassinated in 588 during a visit to the temple of Morgath in Coranan. The identity and number of the assassins was never established; the tyrant’s headless corpse bore 50 stab wounds, which suggests that more than one assassin was involved. Spontaneous rebellions soon erupted throughout the Theocracy. The life of any priest of Morgath, any friend or relative of Clan Tekhos, was forfeit. Only Golotha resisted the revolt. Within two months, the rule of Tekhos had died as violently as it had been born.

The Interregnum With the collapse of the Theocracy, Tharda fell into three decades of chaos and dozens of petty states vied with one another to establish or resist a new empire. Large bands of brigands operated unchecked; the distinctions between bandits, mercenaries, raiding tribesmen, and legitimate armies became academic. Trade collapsed and the nefarious roaming bands consumed the wealth of the countryside. Coranan tried vainly to revive the Corani Empire. A second Aleath Republic was born in 612, the Kingdom of Kanday in 620, the Coranan Republic in 621, and the Shiran Republic in 625. Golotha and Rethem were lonely relics of the hated Theocracy.

THE FOUNDING OF KANDAY The house of Kand, minor nobility of the Corani Empire, first achieved prominence when it was outlawed by the Theocracy of Tekhos in 575 for sheltering enemies of the state. Fleeing the impalers, the clan went into exile and sought refuge in the Mimea Hills. Led by the young Andasin, the clan and its followers harassed the forces of the government despite several attempts to exterminate them. With the collapse of the Theocracy in 588, Andasin seized Ibonost from its Tekhosian governor in 589 and established the Kingdom of Kanday. Andasin proved himself a genius at siege warfare. He took Edino Keep from its vicious warlord in 598 after a night assault in small boats across the Eryn River. His crowning achievement came in his old age when, in 620, he took Dyrisa Castle from its Morgathian overlord. A devout follower of Larani, Andasin established the Order of the Checkered Shield in 622 and gave them responsibility for guarding his northern frontier. Around 624, Andasin began a sad decline into senility to die in 627 at the venerable age of 69. All of his sons having died in battle, Andasin was succeeded by his grandson, Andasin II.

Copyright © 2014, Columbia Games, Inc.

HISTORY Andasin II was a man more inclined to negotiation than war. He made alliances with the petty states on his borders, including the Aleath Republic. The republic had restored order to the city and its environs during the Interregnum but was unable to extend its power much beyond this. The senate of the young republic, noting the ascendancy of Kanday on its northern frontier and impressed with the competence and policies of Andasin II, voted to join with the kingdom in 633. Aleath was granted a liberal charter recognizing its rights as a freetown within the kingdom. By the time Andasin II died in 654, Kanday was strong, vigorous, and prosperous. Its gentle influence had spread throughout much of southwestern Tharda.

ARLUN THE BARBARIAN Towards the end of the Interregnum, the Kuboran tribes of Peran were united for the first time under Arlun, a tribal leader of great personal charisma and no small skill at arms. By 625, Arlun had become the acknowledged chieftain of nearly 90 Kubora tribes. Convinced of a great destiny, Arlun planned his conquest of the south. For four years he bided his time, training his men in the arts of war that were to win him a kingdom. Arlun’s hordes swept down into Rethem in 629, ruled at that time by the “Golothan” or “Second” Theocracy. Shostim was quickly taken but there was little time for rejoicing. The castle was immediately counter-attacked from north and south. Arlun’s brilliant defense held Shostim against repeated bloody and wasteful assaults, forcing the besiegers to retire. Wasting no time, Arlun left half of his army to hold Shostim and advanced northwest to capture Tormau after a brief siege in 630. By 632, Arlun held all of Rethem north of Shostim, then took pause to consolidate his gains.

HârnWorld®

The Founding of Rethem

C

Copyright © 2014, Columbia Games, Inc.

D

Geshtei

Coranan

Le ag u

e

Parnan

ic Th ar d

Techen

lic ub

B

Hefiosa

p Re

In central and northeastern Tharda, two republics arose from the Interregnum; the Coranan Republic in 621 and the Shiran Republic in 625. Both had similar political structures, with senates controlled by wealthy families, many of whom made their fortunes in trade. The two republics formed a mutual defense alliance in 632. With the threat of Arlun the Barbarian weighing heavily, the two republics voted to form a league in 636. The Thardic League created the office of autarch, to be held by men of military experience who would have responsibility for external affairs and defense, while the republics were to retain internal autonomy. Autarchs were to be elected for seven years and could serve only once. Neradas of Shiran was chosen the first autarch. His first duty was to create an integrated League army that would later be called the Red Guard. Personally commanding the guard, Neradas faced an incursion from Rethem, loosing Menekai and Senun but halting the invasion at the Gomisen River.

Imrium

an an

THE THARDIC LEAGUE

tion Federaom of K

Menekai

r Co

Arlun felt strong enough to resume the war in 635. One third of his army attacked and seized Quste with much noise while the remainder, led by Arlun, moved southeast to cross the Thard and take Thiri. Golotha gathered an army twice the size of Arlun’s and marched north to take the bait at Quste, completely unaware of Arlun’s presence at Thiri. The Kubora holding Quste retired to Shostim as planned, pursued by the Golothan army. Sensing victory, the Theocracy’s incompetent generals once again threw waves of men at Shostim, but the defenders held. Meanwhile, Arlun had marched on Golotha from the southeast and found it lightly defended. The city was easily taken by Arlun in the late summer of 635. When the besiegers of Shostim heard the news of Golotha’s fall, they realized they had been outmaneuvered, lifted their siege, and marched south to recapture their city. There they found Arlun had organized a solid defense. Facing the prospect of a long siege with few provisions and a hostile army at their rear, the besiegers decided to come to terms. The Kingdom of Rethem was proclaimed in the autumn of 635 with Arlun as its first king. Arlun spent the next few years extending his domains east and south, taking Menekai and Senun from the Thardic League in 639 and establishing his southern border at Dunir and Menekod by 654. His persecution of Morgathian theocrats only succeeded in driving them underground. However, by 650, he felt secure enough to restore religious freedom. His kingdom was the largest since the Corani Empire, extending from the Gomisen River to Cape Vikod and from Ternu Heath to the Pemetta River.

Rethem

A

HÂRN 47

HISTORY

Telen

Shiran

Firis

Shiran Republic

Thardic League c. 636

Heroth

Ka

nd

Moleryn ay

The Five-Year War The two succeeding autarchs both sought to expand their power by employing the Red Guard to annex new territories, notably the region of Kom in 654. Autarch Jalien undertook to extend the League’s holdings south of the River Thard. He oversaw the conquest and annexation of the petty state of Moleryn in 661 but was slain by a stray arrow. Since Moleryn was allied to the Kingdom of Kanday, Queen Arelora demanded the withdrawal of League forces but her ultimatum was ignored by Jalien’s successor, Colura of Coranan. Arelora declared war and five years of sporadic fighting began. Although dozens of minor skirmishes took place, only two battles were of any significance. Queen Arelora left the conduct of the war to her lieutenants. A disorganized Kandian army was soundly defeated by Colura at the Battle of the Teb Marshes in 663, leading to the loss of the royal keep at Ibonost. The fall of Ibonost, which had been the first major holding of the Kandian dynasty, infuriated Queen Arelora and she took personal command of her army. The sight of the diminutive 52-year-old queen, bedecked in armour, served to rally the demoralized Kandians. The armies of Kanday and the League came to battle near Quivum in 665, where the “avenging queen” inflicted an ignominious defeat on Colura. Urging her army forward, Arelora went on to take Eidru and Kuseme and might well have captured Coranan had not the wide Thard River checked her advance. Colura sued for peace. The League was allowed to keep Moleryn but Ibonost was returned and Kanday received the more valuable Eidru and Kuseme. The treaty was signed in 666; both sides considered the war won.

E

F

G

HârnWorld®

H

HÂRN 48 Aglir of Telen was the League’s last autarch. The growing regal overtones of the office had made many senators uneasy. Some began to privately advocate the merging of the two republics to counterbalance any imperial pretensions held by an autarch. Aglir antagonized this anti-imperial faction when he chose his own son, Taresir, to be deputy commander of the Autarch’s Guard in 670 and when he involved the League in the Salt Wars with Kaldor without senate approval. Aglir’s easy victory against Kaldor at the Battle of the Chelna Gap in 672 silenced the few brave souls who had been critical, but when the Guard was routed at the Battle of Ramala Gap in 673 and an embarrassing peace with Kaldor signed, his enemies in the League moved swiftly. Rumors to the effect that Aglir’s ambitions included kingship sprang up with alarming rapidity. To avert some of the blame for the military defeat, Aglir had 43 officers arrested, tried, and executed for treason in 674. His son Taresir, the man most responsible, was not one of them. Aglir now faced army unrest and events came swiftly to a climax. Anti-imperialist riots spread throughout Coranan. Aglir declared martial law and prepared to arrest certain senators in both cities. Before this could be done, four of his personal guards stabbed him to death. The next morning, the senates of both republics passed identical decrees to abolish the office of autarch and establish a committee to explore the creation of a joint state. Within three months, the Thardic Republic was in being, its seat of government in Coranan.

to the Order of the Red Shadows of Herpa, and Menekod, Hyen, Dunir, and Selvos to the Order of the Copper Hook. King Nemiran was assassinated on the steps of his palace in Golotha on midsummer’s day, 681. It is likely that the blows were struck at the order of Puril, the ambitious commander of the king’s bodyguard. On Nemiran’s sudden demise, Puril sent troops into the streets to maintain order and proclaimed himself regent until a proper successor could be found. Several candidates for the throne came forward; all died mysteriously before they could take the throne. After six months, Puril “reluctantly” took the crown himself.

Ezar’s War In 682, the Order of the Copper Hook suddenly attacked the Kingdom of Kanday without provocation. Advancing northeast from their castle at Menekod, the knights of the order laid siege to Imiden but were forced to quit the field when the Order of the Checkered Shield sent a relief force. The Grandmaster of the Copper Hook, Ezar Zhirdoka, appealed to Puril for aid and thus began what came to be known as Ezar’s War. The armies of Rethem and Kanday engaged repeatedly, but without much effect, all along their border for the next six years while Puril hatched a scheme to win the war by less direct means. In 688, an army led by Puril embarked by sea from Golotha and landed near Sarkum.

Ezar’s War A G OLOT H

RETHEM IN CHAOS

YE

H

SE

LV OS

N

ND AY

RU

EID

OST

IBON

DYRISA EDINO

Ho m

ar

SEPIRE

ty

IR DU N

Eriel 693

PINIDE

ela

d Ken

SU

KEDIS

MO

ATH

Alatar

TORTHAN

Andur

CU

Mezant

Eriel SAR 692 K UM

TO N

MINILAOUS

Edern

Andasin III 690

Gemala

N

ALE

FINDUMON

HEBON

N

ERY

MOL

OHETIS

CHISON

Puril 688

E

M

SE

KU

QUIVUM

EN URI

Copyright © 2014, Columbia Games, Inc.

KA

Mirelael 695

DA

NAN RA CO

HEROTH

MENEKO D

AR

GESHTEI

ZERIEN IMIDEN

T

RE G ULF OF A ND

The proudly independent Kuboran tribes of Peran were united only by the charisma of Arlun the Barbarian. When he died in 656, they renounced their loyalty to his son, Obras. Thus the entire region of Peran was lost to the Kingdom of Rethem and the new king was too occupied with numerous revolts in the south to attempt to regain the northern marches. Much harried, Obras was slain while putting down yet another rebellion at Tormau in 672, leaving to his son a kingdom in chaos. Nemiran sought to reunify the kingdom. Taking Kanday as a model, he parceled out his domain to trusted retainers and gave up trying to rule the whole himself. The impressive citadel at Golotha was renovated and became the king’s principal seat in 678. Nemiran soon came under the influence of the resurgent Church of Agrik and proved the tenet that none are so zealous as the recent convert. He founded the orders of Demon Pameshlu the Insatiable and the Octagonal Pit and financed the construction of a new temple to Agrik in Golotha. In 681, the last year of his reign, Nemiran granted Menekai

M HE

TH

EWEN

Copper Hook 682

GIMON AVERTU

F G UL

OF

N

THE THARDIC REPUBLIC

HISTORY

W ER ED

Y

Rethem Kanday Border

HârnWorld®

HÂRN 49

HISTORY Puril’s plan was to seize Sarkum and march east on Aleath, thereby flanking Kanday. Surprise was achieved. Puril quickly overwhelmed Sarkum and Hebon, both independent allies of Kanday, but Puril suffered a mortal wound and died early in 689. Puril’s son, Kabe, succeeded his father but the transfer of power gave Kanday valuable time to respond to the Rethemi strategy. The surviving petty states west of Aleath declared fealty to the Kandian king, Andasin III. When Kabe arrived at Sarkum by sea from Golotha, he found himself besieged by a fresh enemy force. Kanday recaptured Hebon in 690, although Andasin III was killed in the final assault. Kabe was still trapped in Sarkum. Any hopes he may have entertained that Kanday would lose heart with the death of their leader were dashed when the enemy rallied to the young Queen Eriel. In 692, fire broke out in the besieged Sarkum and Kabe perished. The castle surrendered, but Ezar’s War went on. Chafin I was Kabe’s eldest surviving son. A competent strategist, he was able to maintain the stalemate along the Kandian border except for the loss of Dunir in 693. Determining that indirect methods could still win the war, he instructed the Order of the Crimson Dancer to assassinate Queen Eriel in 694. The murder did not, however, have the desired effect. The assassin was caught and when she confessed (under torture) and implicated the Rethemi king, all Kanday was outraged. Mirelael succeeded her elder sister in a storm of fury against the Rethemi. Her armies seized the fortresses of Selvos and Menekod in the swift campaign of 695. To this point, only lands held by the Order of the Copper Hook had been lost by Rethem. Fearing that some of his own lands might soon be conquered, Chafin sought terms. The Peace of Selvos was signed in 697, ending a bitter 15-year war in which two monarchs from each side and many thousands of men had died. The peace established, more or less, the present Rethem-Kanday border. Kanday emerged stronger than ever from Ezar’s War. The independent states west of Aleath, and lands taken from the Order of the Copper Hook, had been added to the kingdom. Rethem, on the other hand, verged on civil war. Chafin had the notorious Ezar assassinated in 698. The Order of the Crimson Dancer suffered the disfavor of the king to the extent that they emigrated to Orbaal in 701. Chafin I was assassinated in 703; this time no one was caught.

KUSEME WAR Andasin IV, the current ruler of Kanday, succeeded his mother, Mirelael, in 707 at the age of 17. The first five years of his reign were as peaceful as the problems along the border with Rethem would allow. Andasin IV would have preferred to maintain the Kandian tradition of peace and was distressed when he became embroiled in a war with the Thardic Republic in 712. The war started, probably as a result of a misunderstanding, when the Kandian Earl of Kuseme sent a band of knights to assert his control over a few disputed villages east of Eidru. Kronas Elernin, the Marshal of Ramala Province, took exception and moved forces to challenge the Kandian earl. Kuseme Castle is clearly visible from Coranan and linked to the city by the Kobar Bridge. The Thardic Senate was in a hawkish mood and anxious to recover Kuseme, lost during the Five Year War. It made this minor crisis a pretext for war. Kronas was ordered to attack and seize Kuseme and he did so with dispatch. After much maneuvering, the opposing armies met in the autumn of 712 and Kronas emerged the victor. Eidru Keep was seized by Kronas; Kuseme was besieged. The onset of winter prevented further conflict. The young Kandian king was not interested in war and offered peace. Before hostilities could resume in the spring, a peace was concluded that gave Kuseme and Eidru to the Thardic Republic. Kronas was furious, believing that he could have conquered all of Kanday. Privately, Kronas still believes that the senate acted out of jealousy and fear; the hero-worshipping masses are always fond of successful generals. In any event, the Senate was more than happy with the territorial gains, annexing the former Earldom of Kuseme as Eidel Province. To placate Kronas and his followers, the general was rewarded by being made both marshal and magistrate of the new province. Kronas still holds both offices. Although a few senators have expressed unease, none have yet challenged his considerable power.

Kronas Elernin, Marshal and Magistrate Copyright © 2014, Columbia Games, Inc.

HârnWorld®

HÂRN 50

HISTORY Verlid VII, King of Chybisa

KALDOR: A TRADITION OF REBELLION Kaldor has had a long history of rebellion, interspersed with periods of recovery. Soon after the founding of Kaldor in 188, the kingdom developed a tradition of unrest as powerful barons were forever in conflict with the strong royal government. This culminated with a disastrous Civil War on the death of King Maranos in 362.

The Kaldoric Civil War

CHYBISA: THE MELDERYNI KINGS After her near destruction in the Migration Wars, Chybisa’s monarchs built carefully. Her fortifications were respected by the surrounding tribes and the vigilance of her defenders was well known. But after a century of relative peace, she had grown decadent and her nobility had grown complacent and apathetic. At the beginning of the fifth century, renewed aggression by the Hodiri and Pagaelin tribes (and their harassment of caravans and traders) caused alarm in Chybisa. When Verlid VI died heirless in 409, the barons of the kingdom offered the vacant throne to Imadain I of Melderyn in the hope that fear of the island realm would keep the tribes at bay. It did. The barbarians quieted almost immediately and Chybisa relaxed back into prosperity. Between 409 and 475, a council of Chybisan barons governed in the name of four Melderyni kings. When a bastard succeeded to the Melderyni throne in 475 under the island kingdom’s ambiguous succession laws, the Chybisans were outraged. The barons of Chybisa seceded from the island realm and elected one of their number as King Sharat I. Arabar II of Melderyn proclaimed that he did not recognize the legitimacy of the new king but took no further action. The succeeding Chybisan monarchs enjoyed almost 200 years of peace.

Copyright © 2014, Columbia Games, Inc.

The clearly legitimate successor to Maranos was Aidrik II but many of the barons backed a rival claimant who promised them greater regional autonomy. Fierth of Qualdris claimed to be Aidrik’s elder brother, born on the wrong side of the blanket. Neither claimant could fully command the loyalty of their followers. For 15 years, all that was achieved was to lay waste to the countryside. In 377, Aidrik II, acting on treacherously false information, was caught in the open with his army by a superior rebel force near Kiban. He and his army fought bravely, despite the defection of several of his vassal-lords, but Fierth won the day. According to popular history, Aidrik was captured and slowly roasted alive over an open fire.

The Restoration Fierth the Usurper failed to deliver the powers promised and was forced to defend his crown ruthlessly on several occasions from the very barons who had supported him. Fierth preferred subtle methods; he corrupted the judicial system to his needs and levied ever-greater taxes. Many barons were tried and executed for treason. On his death, a major revolt erupted. Uthred, his son, was able to subdue this rebellion but was unable to win the support of his recalcitrant nobility. He was slain by a band of knights while hunting in 406. The barons assembled to choose an heir and Aidrik II’s only surviving son, who had been given refuge in Chybisa, was handed the crown. The new king took the name Aidrik III and promised to rule in a manner respectful of the barons’ rights. All were tired of war and, for nearly 100 years, conciliation and compromise became the principles that would govern Kaldoric politics.

HârnWorld®

HÂRN 51

HISTORY The House of Elendsa

The Treasure War

During the sixth century, Kaldoric rulers again began to gather powers at the expense of the barons. Some kings and queens proved unable to use those powers wisely. With the death of King Iemald in 599, the lack of a clearly legitimate successor sparked a violent revolt among the barons. The baronial revolt (really another civil war) was waged sporadically by some 15 claimants. By the time Haldan the Elder of clan Elendsa emerged the victor, the kingdom again faced long years of reconstruction. Both Haldan the Elder and Haldan the Younger, his son and successor, and Queen Chelebin III, sponsored the sentimental movement towards “a new age of chivalry” in present-day Kaldor.

In 674, thieves broke into the treasury of King Torastra of Kaldor and stole a jewel-encrusted, allegedly enchanted sword that had belonged to Calsten, the second king of Serelind (142–162). The thieves smuggled the priceless weapon to Burzyn and news soon reached Tashal that it had been sold, in open market, to a Chybisan nobleman. Torastra sent word to King Balesir of Chybisa demanding the return of the ancient heirloom. Balesir was unable or unwilling to recover the blade and may have doubted its very existence. Still savoring his victory in the Salt War and always spoiling for a good fight, Torastra marshalled his men and knights. In the spring of 675, Torastra’s army swept down the Genin Trail and crossed the Ulmerien on both sides The Salt War of Burzyn. After almost 400 years without a real war, the Queen Chelebin’s son Torastra was a born warrior. Chybisan army was easily routed by Torastra’s veterans. He cared little for the lofty principles of knighthood and Withdrawing into Burzyn, Balesir held out for three years, was forever seeking ways to put the well-trained flower supplied only at night by small river boats. With plague of Kaldoric chivalry to practical use. When a dispute with and rebellion rife, Balesir sought and obtained the honors the Thardic League over the salt trade erupted, Torastra of war in 678. Only a few score of his retainers followed is believed to have been ecstatic. But his eagerness him into exile. The stolen sword was not recovered and to engage in battle betrayed him. Quickly gathering Chybisa became a Kaldoric fief. some of his knights, he undertook the long westward Balesir journeyed to Thay and then to Cherafir march with indecent haste, caring little for the logistical to petition King Etobran for aid. The Melderyni king requirements of a foreign campaign. He led his followers not only refused but went so far as to forbid any of his straight into what amounted to a clever ambush laid by vassals to assist the deposed monarch. Returning to Thay, the Autarch Aglir and was effectively beaten at the Battle Balesir continued to seek assistance, but to no avail. It of the Chelna Gap (672). Torastra returned to Tashal and was not until Chunel came to the throne that he obtained contemplated the merits of the “dishonorable” style of any sympathy. In 685, Balesir promised to swear fealty to warfare his opponent had exhibited. the Melderyni king if he should ever recover his kingdom; The following year, Torastra set out again with this seemingly softened matters. Chunel lifted the a larger, better-prepared army. This time it was he proscription against aid to Balesir, saying that any who who surprised and defeated the League’s army at the wished to aid him might do so. Battle of Ramala Gap. Leaving the By 687, Balesir had raised an army, crossed peace settlement to Anadel, and defeated the small army Torastra had his lieutenants, left to garrison Chybisa at the Battle of Geda. whereby Kaldoric However, once Balesir had recovered his crown, merchants gained he renounced his promise of fealty to valuable trading Chunel. The Melderyni king is reputed rights in Tharda, to have expressed a lack of surprise Torastra began at this turn of events and has since looking for hinted that Chybisa is unlikely to another war. have things her own way forever. Torastra denounced Balesir as a treacherous churl, but declining health prevented him from pressing his claim to the Chybisan throne. The aging Torastra was to fight only one more campaign, against the Kath in 689, before his death from old wounds in 693. Miginath, King of Kaldor, and Erila, Lord Privy Seal Copyright © 2014, Columbia Games, Inc.

HârnWorld®

HÂRN 52 THE JARIN OF THE NORTH The mountainous, fjord-indented northern part of Hârn is now called Orbaal but this is a recent name. Formerly called Jara, it was occupied for more than 1,000 years by the Jarin, the first human settlers on Hârn, many of whom had fled north to escape the Lythian barbarians after the Atani Wars. Their 400-year exposure to the Sindarin and Khuzdul gave the Jarin a kind of mystique that, even today, sets them apart from other human societies. Since the Tyranny of the Foulspawner, the Jarin of the north have been constantly plagued by bands of gargun who found the Jahl Mountains a fine refuge. The Jarin built most of their settlements along the coasts, fortified against gargun raids. By the middle of the seventh century, the north was dotted with Jarin keeps and manors and, although fragmented into more than a dozen petty states, a crude feudal society developed.

The Ivinian Conquest The Jarin were now confronted with a more deadly foe than the gargun. To the northeast of Hârn is a land called Ivinia. This rough land spawned an equally rough race of seafarers. In their swift and dreaded dragon ships, the Ivinians began to raid the coast of Jara around 645. They came for booty but, finding the fjords of Jara much to their liking and judging the Jarin to be disorganized and cowardly, some Ivinians decided to make Jara their own. In 652, Sherwyn Keep on Gedil Island was sacked and captured. One by one, the isolated Jarin communities suffered the same fate. The capture of Lethwyn in 667 was the death knell of Jarin independence. This was the strongest Jarin hold; its Ivinian captors renamed it Geldeheim. The last coastal Jarin keep (now called Vold) fell in 676. The Jarin still held four inland domains (Gwaeryn, Leriel, Quimen, and Pethwys), but only because the sea-loving Ivinians lacked interest in them.

Copyright © 2014, Columbia Games, Inc.

HISTORY The Kingdom of Orbaal The various keeps held by the Ivinians were in no way a unified state. They had been conquered over 25 years by many different clans and each was a jealously independent domain. The most powerful was Geldeheim, held by clan Taareskeld and ruled by Hagined. His first act had been to turn the former Jarin keep into an impressive castle. Between 680 and 685, Hagined expanded his power by conquering nearby Ivinian clans. In 686, Hagined proclaimed the Kingdom of Orbaal, claiming kingship over all Ivinian domains situated in the Hârnic Isles. He was able to force most of the clans to submit to his will and pay him tribute. Hagined died in 692 and was succeeded by Alegar, his eldest son. The first years of Alegar’s reign were marked by disputes and skirmishes between the Ivinian clans and the Jarin they had conquered. Although a few Jarin lords still held land, most of this proud race had been bound as thralls to land that had once been their own. Tension between the Jarin and the Ivinians was further inflamed by the Ivinian tendency to perceive their subjects as an inferior race. The resentment came to a head in 701.

The Jarin Rebellion The immediate cause of the Jarin rebellion was the moving to Orbaal of the Order of the Crimson Dancer from western Hârn. It is likely that Alegar was seduced by the grandmistress of that order; he not only gave refuge to these fanatical and militant women in Orbaal but also conspired with them to seize Quimen Keep, which was at that time held by a Jarin lord. It is also likely that Alegar was anxious to have a solid ally in his troubled kingdom. The Crimson Dancer attacked and captured Quimen in the spring of 701, using such savagery that the already smoldering Jarin resentment burst into flame. Since the Jarin outnumbered their overlords by almost ten to one, it is likely they would have driven the Ivinians back into the sea had they been better led. Lorkin Castle was captured in 701 and dozens of sporadic revolts erupted all over Orbaal. Fortunately for the Ivinians, these revolts were not coordinated and the isolated pockets of Jarin rebels were subdued one by one.

HârnWorld®

HÂRN 53

HISTORY EPILOGUE The West

The Rape of Thay The bloody Jarin Rebellion ended in 703 and had served to bring the squabbling Ivinian clans closer together as they fought a common enemy. Alegar hoped to preserve this temporary unity by means of a bold new adventure, a major raid down the east coast to capture the Melderyni city of Thay. The Ivinians needed little encouragement to sample the wealth of Thay and Alegar’s plan was quickly adopted. The island of Keron was occupied and settled by the Orbaalese as a base in 704. The next year, a fleet of some 40 ships descended on the unsuspecting Thayans. The Ivinians landed and invested the walled town but could not breach its defenses. For three days, the northerners rampaged, venting their frustration on the manors and villages nearby. Finally, the Orbaalese retired, carrying off many women and much booty, pledging to return.

The Cape Renda Disaster In the late summer of 707, a second assault fleet of about 100 dragonships and warboats from Orbaal and several other Ivinian kingdoms descended on the city of Thay. There is no doubt that the lightly defended city would have succumbed to an invasion fleet of this size. The 5,000 warriors aboard exceeded the entire population of Thay. But while rounding Cape Renda, 15 leagues northeast of the city, a freak storm arose and sank many vessels, cast others onto the Renda Rocks, and scattered the remainder. The surviving ships retired to Keron to regroup, only to find that their island base had also been destroyed. This was more than the “masters of wind and wave” could stand. They limped home. The island of Hârn was subjected to several such storms that year, causing extensive flooding, but many Thayans believe the Cape Renda disaster was an arcane intervention by Melderyn.

Copyright © 2014, Columbia Games, Inc.

Two kingdoms and a republic maintain an uneasy peace in western Hârn. Over the past 50 years, they have fought several wars and there is no reason to suppose that relations will improve. In the 23 years since Ezar’s War, the border between Kanday and Rethem has been the scene of continual skirmishing between the Order of the Checkered Shield and the Order of the Copper Hook, the latter of whom have yet to acknowledge the Peace of Selvos. The wounds of the war have yet to heal. Rethem’s king, Chafin III, is vigorously trying to unite his chronically rebellious kingdom. If he lives long enough, it is likely that he will again attack hated Kanday. Neither kingdom has reason to trust the Thardic Republic, with its radically alien political structure and its avaricious, expedient-following senators. The republic’s worst enemies dwell within its own borders, where the great families vie constantly for status and wealth and factions form and reform daily. The republic’s decadence and internal disunity alone will likely eliminate it as a threat to its neighbors until some strong general can climb to the throne over a heap of bodies. Peran is a harsh wilderness, a land of wild tribes who have not forgotten that their fathers once conquered large tracts of the rich, soft south.

Andasin IV, King of Kanday

HârnWorld®

HÂRN 54 The East King Miginath of Kaldor succeeded his father Torastra at the age of 41. He has always been sickly and physicians have been predicting his imminent death from any one of numerous ailments ever since he took the throne. After 27 years, the aged monarch continues to baffle his subjects simply by living. Miginath has never married, which leaves the succession a point of contention between two or three bastard sons and many nieces and nephews. The hand of the seemingly eternal, ineluctable kingdom of Melderyn rests lightly on its mainland fiefs around Thay. King Chunel could, at any time he wished, send an army to claim the tiny kingdom of Chybisa. Of course, the tiny kingdom is also claimed by Kaldor so this action might precipitate a war between Melderyn and Kaldor. Chybisa’s monarch, Verlid VII, is obsessed with the notion that either Melderyn or Kaldor will take up arms against him. King Aranath maintains his Sindarin court in the splendid isolation of the Shava Forest; King Hazmadul III reigns over the Khuzdul of Azadmere.

The North Since the Cape Renda disaster, the Orbaalese have settled into normal fighting among themselves. The occasional minor raid is still made on isolated coastal settlements of Hârn but most of their efforts are spent in internal dispute and in subduing the ever-bitter, restless Jarin. When Alegar died in 714, he was succeeded by his son, Alegar II. Not least among his worries is an ambiguous threat from several Ivinian kingdoms, three of which consider Orbaal as their colony. The Kingdom of Orbaal is less a kingdom than a confederation of petty domains. Between these islands of “civilization,” travelers may encounter almost a score of barbaric human tribal nations, all of whom treat interlopers with suspicion, while some negotiate with arrows. Those who persist in entering the wild mountainous regions are likely to meet with parties of violent gargun, and there are always rumors of fell, enchanted beasts. Hârn remains a land of subtle intrigue and sudden bloody violence.

GM NOTE Many HârnWorld publications produced by Columbia Games contain more detailed historical information on specific locales and subjects. All publications assume the current date is 720 TR and no history extends beyond this date. This means we will never contradict your own future history. Copyright © 2014, Columbia Games, Inc.

HISTORY CHRONOLOGY 20,000 BT 15,000 BT 10,000 BT 7,000 BT 6,900 BT 1,300 BT 900 BT 683 BT 1 TR 100 TR 110 TR 120 TR 128 TR 160 TR 178 TR 188 TR 238 TR 301 TR 356 TR 362 TR 377 TR 388 TR 391 TR 406 TR 443 TR 453 TR 477 TR 493 TR 521 TR 558 TR 559 TR 562 TR 564 TR 565 TR 568 TR 572 TR 573 TR 588 TR 589 TR 612 TR 620 TR 621 TR 625 TR 629 TR 633 TR 635 TR 636 TR 652 TR 661 TR 663 TR 665 TR 666 TR 672 TR 673 TR 674 TR 675 TR 682 TR 686 TR 687 TR 688 TR 690 TR 692 TR 694 TR 697 TR 701 TR 705 TR 707 TR 712 TR 720 TR

Earthmasters arrive on Kethira. Earthmasters depart. Sindarin reach Hârn. The Khuzdul appear on Hârn. Azadmere founded. Men reach Hârn (the Jarin). The Atani Wars begin. Battle of Sorrows/Abdication of Aranath. Kingdom of Melderyn founded. Tyranny of the Foulspawner begins. First appearance of the gargun. Carnage of Kiraz/Battle of Sirion. Founding of Tashal. Kingdom of Chybisa founded. Battle of Hosat/Migration Wars begin. Kingdom of Kaldor proclaimed. Battle of Olokand. Corani Empire founded. City of Aleath founded. Kaldoric Civil War begins. Battle of Kiban. Civil War ends. City of Merethos (Golotha) founded. City of Shiran founded. The Restoration (Kaldor). Aleathia invades Corani Empire. Corani Empire annexes Aleathia. Kustan Massacre. Charter of the Mangai establishes guild rights. Great Flood of Tharda. Balsha executed/Balshan Jihad begins. Red Death (plague) until 561. Balshans capture Merethos (Golotha). Shiran joins Balshan Jihad. Coranan captured/End of Corani Empire. Theocracy of Tekhos established. Agony of Aleath/Aleathian Odyssey. City of Thay founded. Theocracy of Tekhos collapses. Kingdom of Kanday founded. Second Aleath Republic founded. Kanday captures Dyrisa. Coranan Republic founded. Shiran Republic founded. Arlun the Barbarian invades Rethem. Aleath joins Kanday as freetown. Kingdom of Rethem founded. Thardic League formed. Ivinian Conquest begins. Five Year War begins. Battle of Teb Marshes. Battle of Eidru. Peace of Quivum/Five Year War ends. Salt War begins/Battle of Chelna Gap. Battle of Ramala Gap/Salt War ends. Proclamation of Thardic Republic. Treasure War (Kaldor-Chybisa) to 678. Ezar’s War begins. Kingdom of Orbaal proclaimed. Balesir regains Chybisan throne. Rethem captures Sarkum and Hebon. Kanday liberates Hebon. Kanday liberates Sarkum. Assassination of Queen Eriel. Peace of Selvos/Ezar’s War ends. Jarin Rebellion (Orbaal) to 703. Rape of Thay. Cape Renda Disaster. Kuseme War (Kanday-Tharda). Present day.

HârnWorld®

HÂRN 55

CHARACTER GENERATION

BIRTH GENERATION

BIRTHPLACE GENERATION

Birth attributes depend on environment. Those that follow are geared to Hârn. Additional details concerning a character’s birth, such as social class, occupation, family, etc., are heavily dependent on the rules being used.

SPECIES We recommend that players have human characters but this is a matter of taste. Roll 1d100 if desired. 01–89 90 91 92–93 94 95–97 98 99 00

Human Sindarin (elf/sidhe) Khuzdul (dwarf) Gargu-arak (streaked orc) Gargu-kyani (white orc) Gargu-hyeka (brown orc) Gargu-viasal (red orc) Gargu-khanu (black orc) Other (GM discretion)

SEX Players may select their gender depending on rule system and GM discretion. Roll 1d100 for NPCs. Sex Male Female

Human 01–48 49–00

Sindarin Khuzdul 01–45 01–75 46–00 76–00

Gargun 01–99 00

BIRTHDATE The Hârnic calender, called Tuzyn Reckoning (TR), has a 12-month lunar year (1d12). Each month has 30 days (1d30). Birth year is assigned by the GM. Spring 1. Nuzyael 2. Peonu 3. Kelen

Summer 4. Nolus 5. Larane 6. Agrazhar

Autumn 7. Azura 8. Halane 9. Savor

Winter 10. Ilvin 11. Navek 12. Morgat

BIRTHPLACE A character’s birthplace should be identified at least to the nearest major settlement (keep, castle, or town), preferably to the nearest village. This table will generate the birthplace of any human character to the nearest Hârnic major settlement. Roll 1d100 to determine nation and again to determine settlement (or tribal nation in the case of barbarians). There is a 10% chance the character is born in the actual major settlement. Otherwise, he comes from a nearby village. The expansion modules published for each Hârnic kingdom contain lists of manorial villages. Copyright © 2014, Columbia Games, Inc.

01–18 BARBARIAN 01–05 Adaenum 06–09 Anoa 10–12 Bujoc 13–16 Chelni 17 Chymak 18–23 Equani 19 CHYBISA 01–40 Burzyn 41–60 Geda 20–32 KALDOR 01–02 Athelren 03–04 Baseta 05–06 Bidow 07–09 Esenor 10–11 Fisen 12–17 Gardiren 18 Getha 19–20 Heru 21–22 Hutop 23 Jedes 33–44 KANDAY 01–16 Aleath 17–18 Avertu 19–20 Chison 21–22 Cuton 23 Dunir 24–31 Dyrisa 32–33 Edino 34–38 Ewen 39–40 Findumon 45–64 MELDERYN 01–10 Cherafir 11–20 Chyrefal 21 Cosyuh 22 Cundras 23–26 Cupeth 27 Fosumo 28 Glenoth 29 Gosus 30–32 Gythrun 33–37 Harden 65–74 ORBAAL 01–02 Aaldem 03–04 Antir 05–07 Arathel 08–09 Arone 10–11 Asax 12–13 Daasen 14–15 Ebein 16–17 Fjaga 18–23 Geldeheim 24–25 Gwaeryn 26–27 Gyfyn 28–29 Hjael 30–33 Keiren 75–86 RETHEM 01–02 Arketh 03–04 Bedenes 05–07 Bekar 08–12 Chakta 13–15 Dasen 16–22 Golotha 23–24 Henwe 25–27 Hyen 28–31 Ithiko 87–99 THARDA 01–03 Bythe 04–06 Cestor 07–09 Chenad 10–24 Coranan 25 Dumon 26–30 Eidru 31–33 Esuron 34–38 Firis 00 MISCELLANEOUS 01–05 Elshavel 06–90 Habe

24–27 28–43 44 45–46 47–48 49–56

Gozyda Hodiri Kabloqui Kamaki Kath Kubora

57–66 69–71 72–82 83–92 93–98 99–00

Pagaelin Solori Taelda Tulwyn Urdu Ymodi

61–75 76–00

Lerenil Onden

24–31 32–33 34–36 37–38 39–46 47–48 49–50 51–56 57–58 59–65

Kiban Kobing Kolorn Kyg Minarsas Nenda Nubeth Olokand Pendeth Qualdris

66–70 71–72 73–75 76–77 78–88 89–91 92–93 94–96 97–98 99–00

Querina Setrew Shebra Sirendel Tashal Ternua Tonot Uldien Yeged Zoben

41 42 43–46 47 48–51 52–57 58–62 63 64–66

Gimon Hebon Heroth Ibonost Imiden Kedis Menekod Minilaous Ohetis

67–68 69–72 73–78 79–85 86–91 92–97 98 99–00

Pinide Quivum Sarkum Selvos Sepire Sumon Torthan Zerien

38–41 42–44 45–46 47–51 52–53 54–55 56–57 58–59 60–64 65–67

Huvos Jetust Jothet Karveth Laket Lyf Menio Moque Nurisel Ontur

68–69 70–72 73 74–76 77–80 81–93 94–96 97–98 99–00

Parios Parnam Racyn Ramere Shenap Thay Wharo Yael Zuilos

34–35 36–39 40–44 45–49 50–51 52–53 54–55 56–58 59–60 61–62 63–64 65–67 68–69

Kjen Leriel Lorkin Marby Mul Pethwys Pjagel Pled Pyberg Quiam Quimen Sherwyn Shese

70–71 72–75 76–77 78–79 80–81 82–83 84–85 86–87 88–91 92–93 94–95 96–98 99–03

Shien Tandir Tawheim Teryff Thoen Thrand Thursa Utera Vaagel Vold Wethom Zuden Zynholm

32–35 36–40 41–45 46–49 50–54 55–58 59–61 62–67

Ithius Menekai Norienar Omnis Phira Quiso Quste Senun

68–72 73–79 80–85 86–89 90–92 93–94 95–98 99–00

Shostim Techen Themeson Thiri Tormau Weseda Winen Zaza

39–42 43–44 45–51 52–54 55–59 60–64 65–69 70–72

Fobin Geminost Geshtei Hediro Hibut Imrium Kuseme Moleryn

73–76 77–78 79–84 85–86 87–95 96 97–00

Noru Ostenor Parnan Peden Shiran Stimos Telen

91–93 94–95

Noron Trobridge

96–00

Ulfshafen

HârnWorld®

HÂRN 56 REGIONAL MAP The full-color map of Hârn provides a vast amount of information with a unique cartographic system developed specifically for fantasy gaming. The system allows easy perception of both terrain and topography. For example, a forest area may be depicted as flat, swampy, hilly, or mountainous. The hex grid helps the plotting of movement and distance. The numbered and lettered square grid is a handy reference to locate features described in Hârndex. The area covered measures 250 Hârnic leagues (1000 km or 620 miles) north/south and approximately 375 Hârnic leagues (1500 km or 930 miles) east/west.

VEGETATION

The regional map has seven principal vegetation classes. Each is identified on the map key. Ice, Snow, Rockfield: Permanent mountain snowpack, precipitous rocky cliffs, and the like. Nothing grows here because the land is either snowbound or barren. Alpine Vegetation: Found only in mountains, between the treeline and snowcap. Soil moisture is frozen (permafrost) except during summer, when the top two or three feet thaws. The frozen ground prevents the drainage of melt water, causing marshy conditions in early summer. Permafrost promotes an essentially treeless region covered with short-rooted plants, sedges, grasses, mosses, and lichens. In midsummer, some plants flower for a few weeks, providing a carpet of color (alpine meadow). Needleleaf Forest: Forest of tall, straight-trunked, cone-shaped trees with small needle-like leaves (mostly evergreen). Needleleaf forest occurs on Hârn in the highlands above 3,000 feet and in Orbaal. Due to the year-round shade, undergrowth tends to be sparse; since it occurs mostly in mountainous areas, travel can still be difficult. Major tree species include Orbaalese Spruce, Sorkin Pine, Kom Cedar, and Northern Fir. Mixed Forest: Forests containing needleleaf evergreens, needleleaf deciduous, or summergreen deciduous trees, two of which must be present. Needleleaf deciduous trees are similar to their evergreen cousins but shed their leaves in winter. There are only two such species on Hârn, the Golden Larch and Katha Birch. Broadleaf trees tend to have short to medium stubby trunks, a few long branches, and a generous canopy of deciduous leaves that provide good shade in summer but shed completely in winter. There are some 120 different species of broadleaf on Hârn; the most common types are Hârnic Oak, Shava Maple, Solora Elm, and Western Ash. Mixed Woodland: Areas with a tree canopy between 15% and 50% are considered woodland. Such areas contain mainly summergreen deciduous trees growing in clumps or copses interspersed with open grassy areas. The open areas may be natural, fire induced, or the result of human or animal intervention. Hârn’s climate makes extensive natural prairie grassland impossible.

Copyright © 2014, Columbia Games, Inc.

REGIONAL MAP Heath: Sometimes called moor, heathland is found along windward margins when a combination of poor soils and high winds exist. Heathland is mainly treeless although a few stunted birches, willows, and various large shrubs can be found. The dominant vegetation is a dense layer of sturdy low-lying plants such as heather. Poor drainage creates bogs in low-lying areas. Cropland and Pasture: Found mainly around all Hârnic settlements. Only about 40% of the land will actually be under cultivation. The balance will be pasture and the odd stand of trees.

TOPOGRAPHY

Textures overlay the vegetation colors to provide landform data. This system allows you to distinguish between, for example, mountainous forests and flat forests. The absence of any texture implies that the land is fairly flat with, at most, gentle rolling hills. Hills: Rough hilly terrain that tends to make travel difficult. Mountains rarely turn abruptly into plains and so foothills will usually be indicated. Mountains: Terrain difficult to cross and probably impassable in winter. Mounted travel is especially difficult and climbing gear may be necessary. Peaks higher than 6,000 feet are named on the map. Marshland: Swampy terrain can occur anywhere there is poor drainage. Marshland should not be thought of as impenetrable swamp, but it is likely to contain deep bogs, quicksands, etc. Reefs: Shoals or rocks definitely hazardous to seafarers. No distinction is made on the map between salt and fresh water; there are no salt lakes on Hârn. Rivers: The rivers shown are sufficiently deep (10’–20’) to be navigable. They are fordable only at marked fords and only then when the weather has been reasonably dry over the last few days. There may be dozens of smaller streams in each hex not shown; these will occasionally dry up or swell to the size of a river. Waterfalls and rapids are indicated by blue slashes.

KEEPS, CASTLES, AND TOWNS

For the most part, only settlements with major fortifications are shown. Most of these are surrounded by at least a small town and dozens of small villages. All settlements shown hold a market or fair at least once a month; many do so daily.

ROADS AND TRAILS

Paved roads are “all weather” and quite rare on Hârn. Unpaved roads are always muddy when it rains. The trails shown are those that even a tenderfoot would have difficulty wandering off. Not shown are thousands of game and other minor trails crisscrossing Hârn.

HârnWorld®

HÂRN 57

MOVEMENT

WATCH ROUTINES

MOVEMENT RATES

1. Weather Generation

Flat

We recommend the following sequence for moving characters on the Regional Map. The 24-hour day is divided into six watches, each lasting four hours. The first watch begins at midnight and ends at 4 a.m., and so on. At the beginning of each watch, the GM generates the weather using the weather table (page 58). This is reported to the players, who record it in their journal or log.

3. Movement The GM asks the players in which direction they wish to travel. Using the Movement Rates table, the GM then estimates how far the party can travel, either until the next encounter or the end of the watch, whichever comes first. He should then move the party on his map, describing as necessary the terrain crossed. Once all business arising from record-keeping, player mapping, and encounters has been dealt with, steps 1–3 are repeated for the next watch.

MOVEMENT TABLE Movement rates are at GM discretion. The table is merely a guide. Rates are given in leagues per watch, which is approximately equal to Km/hour. A Hârnic League is 2.5 miles (4 Km). Five leagues equal one hex on a regional map. The table lists movement rates for vegetation types under three topography classes. Foot means walking at a steady pace, horse means walk/trot when mounted, and cart or wagon rates assume average loads and draft animals. Generally, pack animals move at the Foot rate.

Weather Modifications Weather conditions modify movement rates (at GM discretion). Rain falling for two or more watches will create mud on trails and unpaved roads, reducing movement by 50%. Ground cover, such as grass or gravel, prevents mud except for very heavy rain (one or more days). If there is no mud, rain reduces movement by only 10–25%. Copyright © 2014, Columbia Games, Inc.

Mountains

The type of encounters possible depends on the terrain being crossed. The GM determines if the players will have any encounters during the watch. If encounters are scheduled, the GM rolls 1d8 for each to determine in which half-hour of the watch they will occur and 1d30 if the exact minute is required. The GM tells the players of encounters only when they actually occur.

Rough/Hilly

2. Encounter Generation

Terrain Paved Road Unpaved Road Trail Cropland/Pasture Mixed Woodland Heathland Mixed Forest Needleleaf Forest Swamp Paved Road Unpaved Road Trail Cropland/Pasture Mixed Woodland Heathland Mixed Forest Needleleaf Forest Paved Road Unpaved Road Trail Cold Woodland Alpine Vegetation Mixed Forest Needleleaf Forest Ice/Snow/Rockfield

Foot 5 5 5 4 4 4 3 3 1 4 4 4 3 3 3 2 2 3 3 3 2 2 1 1 1

Horse 10 9 9 6 6 6 4 5 1 9 8 7 5 5 5 2 3 6 6 5 4 4 1 2 2

Cart 5 5 4 2 2 0.5 0.5 1 0 4 4 2 1 1 0.5 0.5 0.5 3 2 1 0 0 0 0 0

Wagon 5 4 3 1 1 0.5 0.5 0.5 0 4 3 1 0.5 0.5 0.5 • • 2 1 0.5 0 0 0 0 0

Weather Reductions Rain 10–25% Mud 50% Blizzard 75–100%

Snow (Hardpack) 20% Snow (Over Ankles) 25–50% Snow (Over Knees) 75–100%

Snow less than knee-high slows movement by 25–50%; for roads and trails, reduce only 20% if hardpack. Snow deeper than knee-high slows movement dramatically; for this and for blizzards, all movement should be at most one-quarter rate. Individuals wearing skis can move at Foot rate; snowshoes allow the user to move at 50% Foot rate.

Forced Marches At the expense of incremental fatigue, handled at GM discretion, movement rates may be increased by up to 50% for foot or wagon traffic and 100% for horse traffic.

Sea Movement Movement at sea depends on wind, weather, tides, type of vessel, familiarity with a waterway, etc. Under optimum conditions of wind and tide, a merchant ship might average 10 leagues (two hexes) per watch, and a warship about 15 leagues under sail and 10 leagues under oar. A detailed maritime routine can be found in the Pilots’ Almanac.

HârnWorld®

HÂRN 58

WEATHER GENERATION

WEATHER GENERATION Initial Setup Roll 1d20. Place a marker on the table for the appropriate season in the numbered box equal to the roll.

Weather Change Weather is generated anew at the beginning of each watch. Roll 1d10 and move marker as indicated below. If marker moves off table, re-enter at other end. Roll 1 2–7 8–9 10

Change Up 1 Same Down 1 Down 2

HOT (Cool) SE 0–2

WARM (Cool) NE 0–2

COLD

SW 1–3

HOT (Warm) S 0–2

HOT (Warm) SE 0–2

COOL (Cold) NE 1–3

COOL

WARM

NW 2–4

SW 0–2

HOT (Warm) S 0–2

WARM (Cold) SE 0–2

COLD

WARM (Cool) S 0–2

WARM SW 0–2

COOL (Frzg) S 0–2

COLD (Frzg) SW 1–3

COOL

COOL

COLD

SW 1–3

NW 1–3

SW 1–3

COOL

COOL

COLD

COLD

SW 1–3

NW 2–4

SW 1–3

NW 0–2

COLD

WARM (Cool) SW 1–3

COLD

COOL

NW 2–4

SW 1–3

COLD

COLD

N 0–2

WARM (Cool) NW 1–3

N 1–3

NW 1–3

11

COLD (Frzg) N 1–3

WARM (Cool) N 1–3

COLD

COLD

N 2–4

N 2–4

12

COOL (Frzg) NE 1–3

HOT (Cool) NE 0–2

COOL

FRZG

NE 1–3

N 1–3

13

WARM (Cool) SE 0–2

HOT (Warm) SE 0–2

WARM (Cool) SE 0–2

COOL (Frzg) NE 2–4

14

HOT (Warm) S 0–2

WARM (Cool) S 0–2

COOL

COOL (Cold) SE 1–3

WARM

WARM

COOL

SW 0–2

SW 0–2

SW 2–4

COOL (Frzg) S 1–3

COOL (Cold) NW 1–3

WARM (Cool) SW 1–3

WARM (Cool) S 1–3

COOL (Cold) SW 2–4

COOL

COOL

SW 2–4

SW 2–4

WARM (Cool) SW 1–3

COLD (Frzg) NW 1–3

COOL

COOL

COLD

SW 2–4

SW 1–3

COOL (Cold) NW 2–4

COLD

COOL

COLD

NW 2–4

SW 1–3

COLD (Frzg) SW 2–4

COLD

COLD

FRZG

COLD

NW 1–3

NW 0–2

NW 1–3

3 4

8

Temperatures do not take into account windchill factors. If an alternate temperature is given in brackets, such as (Freezing), it applies during night watches.

Wind The letter code indicates the mean direction from which the wind will blow during the watch; they correspond to the hex-grid on the regional map. The number range (e.g., 1–3) is the mean windforce. The GM can get a specific windforce by rolling 1d3. Better yet, use discretion to gauge the actual windforce (if needed); sheltered locales will be less windy (the low end of the range) and exposed areas will tend to have more violent winds (the top end). The following table is a guide to windforce scale. Leagues/h 0–2 2–6 6–12 12–22 22+

NE 0–2

7

Temperature

Force Calm Breeze Windy Gale Storm

FRZG

2

km/h 0–8 8–24 24–48 48–88 88+

M.P.H. 0–5 5–15 15–30 30–55 55+

Optional: In coastal hexes, the wind is likely to blow onshore at dusk, offshore at dawn.

Precipitation Rain Showers or Light Rain Steady or Heavy Rain Snow/Sleet Flurries Steady Snow/Sleet Thunderstorms (10% Chance of Hail) Fog or Mist (Only if Windforce is 0 or Calm) Copyright © 2014, Columbia Games, Inc.

9 10

15 16 17 18 19 20

COOL

N 1–3

N 0–2

COOL

WARM

NE 1–3 WARM (Cool) SE 0–2 WARM

Winter

WARM (Cool) N 0–2

1

COLD

Autumn

COLD (Frzg) N 0–2

6

Overcast (80% cloudy or more) Cloudy (20% to 80% cloudy) Clear (20% cloudy or less)

Summer

COOL (Cold) N 0–2

5

Cloud Cover

Scale 0 1 2 3 4

WEATHER GENERATION Spring

NW 2–4

NW 1–3 FRZG

Temperature (Day) Temperature (Night) Wind Direction

COLD (Frzg) SW 2–4

S 1–3

NW 1–3 N 2–4

SW 2–4 SW 1–3 NW 1–3 Cloud Cover Precipitation, etc. Wind Force

HârnWorld®

HârnWorld

®

Master Module • third edition

This module contains the basic setting information for HârnWorld. Text, illustrations, and maps in this edition have been taken from material published by Columbia Games throughout Hârn’s 30-year history! Hârn: A general overview of Hârnic cultures, history, governments, economics, and more. Includes aids for determining character background, watch routines, and weather conditions. Hârn Regional Map: Features a unique cartographic system developed specifically for fantasy gaming. Includes major settlements and roads as well as vegetation and terrain.

HârnWorld

®

• mediev or d de igned e ifi for fantasy gaming and suitable for any rule system. • R n o r e i e t ithin be iev b e, t b e, nd rational world that really could exist. •

it , det i , nd on i ten re o r h m r Nothing is better.

COLUMBIA GAMES INC. POB 1600 Blaine WA 98231 U.S.A.

http://www.columbiagames.com

Hârndex

HÂRNWORLD GLOSSARY

AND

REFERENCE

TM

MASTER INDEX

THIRD EDITION

Hârndex

Master nde Writers N. Robin Crossby Tom Dalgliesh Edwin King Map and Plans N. Robin Crossby Brent Bailey Ron Gibson Eric Hotz Richard Porter Alun Rees Illustrations Eric Hotz Richard Luschek Cover Richard Luschek Editing and Layout Brent Bailey © 2014, Columbia Games, Inc. All rights reserved. Reproduction in any manner, without written permission of the publisher, is strictly prohibited by law. “Hârn,” “HârnWorld,” and “HârnMaster” are registered trademarks of Columbia Games, Inc. Copyright © 2014, Columbia Games, Inc.

rd d t on

Contributors Brad Carter Brian Clemens Rob Duff Mike Dwyer John Frazer Doug Gillanders John Greer Stephen Hinchcliffe David Kowan Sharon MacLeod Simon Matthews Brad Murray Gene Siegel Garry Steinhilber Heraldry C.I. Roegner Matt Roegner version 1.4

COLUMBIA GAMES, INC. POB 1600 BLAINE, WA 98231 U.S.A.

www.columbiagames.com HârnWorld® #5002

INTRODUCTION HÂRNDEX IV

ârndex 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 notes as applicable. Populations include nearby villages that owe fealty or taxes directly to the local government. Most other features shown on the Regional Map are also listed, including rivers, lakes, mountain ranges, etc. The grid location of all geographical features is given.

Economic and Guild Entries The guilds common to Hârn are listed in Hârndex, along with a wealth of information about Hârn’s economy.

Religious Entries The religious information given in the general Hârn article is greatly expanded in Hârndex. Entries can be found on each deity and religious order. Copyright © 2014, Columbia Games, Inc.

Cultural/Political Entries All of the cultures and states named on the CulturalPolitical Map (in the Hârn article) are described in Hârndex. There is an entry for each barbarian tribe, each kingdom, and most unique creatures.

A Note on Pronunciation Most pronunciation of Hârnic words is phonetic (obvious), except for the letter “Y,” which is almost always pronounced as a long “E.” Hence, Melderyn is pronounced, Mel–der–een. The correct pronunciation of names can be learned from local residents.

A Note on this Edition This third edition of Hârndex is a compilation of the entries from the first and second editions, published in 1983 and 1990 respectively. It also contains material from the “Hârnic Dictionary” that was published as part of HârnPlayer in 1994. Additional text, illustrations, and maps in this edition have been taken from Hârn material published by Columbia Games between 1983 and 2014.

HârnWorld®

HÂRNDEX 1 dogma and ritual, eschewing the martial glory sought by his peers. His obsession with theology has weakened Laranian military strength in Meselyneshire and his message threatens to polarize the clergy.

ACHIEVEMENT

AALDEM Keep [H2] Realm: Orbaal Population: 325

Holder: Clan Taaresaar Tribute: Vaagel

Built by the Jarin in 430, Aaldem was captured by the Ivinians in 674. The valhakar is Burlni Taaresaar, a porcine and intelligent young man of 25. The Taaresaars are a branch of clan Taares from Menglana in Ivinia and are related to the royal clan of Orbaal.

ABRIEL Abbey [J5] Realm: Kaldor Population: 170

Holder: Rekela of Nurez From: Serekela of Kaldor

Abriel is the seat of the Rekela (bishop) of the Laranian diocese of Nurez in Kaldor. Abriel is also the Hundred Moot of Nelafayn Hundred and a commercial center of agriculture. Rekela Ilor Hadan, a capable and pious man who cares little for temporal affairs, despises his duties as Bailiff of the Hundred and leaves them to the abbey’s high priest. The bishop’s theological beliefs manifest themselves in meticulous attention to

Copyright © 2014, Columbia Games, Inc.

Heraldic arms including escutcheon (shield), mantling, mount, helm, supporters, wreath, scroll, and crest. Called a coat of arms only if on a coat. See HERALDS.

ACORN KING OF ARMS The chief herald of Kaldor resident at the Enclave of the Holy Oak in Tashal.

ADAENUM, The The tribal inhabitants of Anfla, an island off the southwest coast of Hârn. They are organized into about 20 culturally similar tribes, varying in size between 60 and 400. Fishing and agriculture provide most of their sustenance, but their inefficient agrarian techniques cause rapid soil depletion, prompting tribes to move every few years. The Earl of Sarkum of Kanday has claimed Anfla and all other nearby islands.

HârnWorld®

HÂRNDEX 2 AELENWE, Mount [H2] The highest peak (8865’) of the Jahl Mountains.

AENGHYSA A faction of the Jarin resistance movement based at Gedan. Led by Gweffryn of Seylnes, the Aenghysa engage in sabotage and assassination directed against Ivinians and Jarin collaborators. They are associated with an obscure Ilviran sect, the Order of Chuchlaen Wheelwright, which has a secret temple at Gedan.

AERLATHOS Four prophets of Peoni, one each from the north, south, east, and west, whose pilgrimage and meeting in Perna around 600 BT founded the Church of Peoni.

AFAREZIRS, The [D2+] An archipelago of 58 hilly and forested islands northwest of Hârn. The Afarezirs have many fine natural anchorages, mainly fjords, and most of the larger islands have fresh water. Several attempts have been made to colonize the islands but poor soil and foul weather have frustrated all attempts. The ruin of an abandoned Ivinian settlement can be found on the south coast of Movel, the largest island of the group.

AGE OF MEN The present era of Hârnic history, which began with the arrival of Hârn’s first human settlers, the Jarin, a little more than 2,000 years ago.

AGE OF THE SINDARIN The three millennia, from c.10,000 BT to c.7,000 BT, between the Lost Years and the Codominium. This was a “golden age” when the Sindarin, with their deity Siem, dwelt alone on Hârn. Copyright © 2014, Columbia Games, Inc.

AGLIR of Telen The sixth and last Autarch (668–674) of the Thardic League. Since the founding of the Thardic League in 636, the power of its Autarchs had grown to a quasi-imperial status. Many League senators became uneasy with this trend and Aglir did little to appease them. Without the approval of the two senates, Aglir involved the League in the Salt War with Kaldor. When this war was lost in 673, Aglir’s enemies sought to discredit and depose him. Aglir responded by planning a military coup that failed only because he was assassinated by members of his own guard in 674. With his death, the office of Autarch was abolished and the Thardic Republic was formed.

AGRAZHAR The sixth month of the year by Tuzyn Reckoning, named for the god Agrik; it is the last month of summer.

AGRIK “Lord of the Four Horsemen, Master of the V’hir, Immortal Warlord of Balgashang, Breeder of Plague, Squalor and Decay, The Reasonless Reaper, Tyrant of the Foul Chamber, Knower of the Ten Thousand Ways.” Agrik, the God diametrically opposed to Larani, is the principal deity of warriors who enjoy the dark side of war: rapine, pillage, cruelty, and destruction. It is said that the pious adherent of Agrik will learn as many of the “Ten Thousand Ways” (of inflicting pain) as possible. Agrik dwells in his great flame-shrouded fortress of Balgashang among his attendant bat-winged, cloven-hooved, fireenshrouded, hook-clawed, demonic servants called V’hir. Somewhere within the castle is Ak-Syt, the dreaded chamber of tortures. It is here that unspeakable demons practice the “ten thousand ways” on the hapless, unlamented dead. The location of the fortress is uncertain; some believe it to be at the center of Kethira. Agrik usually appears to mortals as a great V’hir with two

HârnWorld®

HÂRNDEX 3 claws missing from his left hand, bearing Gashang, his flaming mace, and Sycanus, his ichor-dripping sickle. His missing claws have caused him constant pain and anger since the goddess Larani severed them. Never forgetting this ancient indignity, only the terms of the Concordat of the Illimitable Tome deter Agrik from seeking revenge. Some believe that Agrik will eventually attempt to assassinate the goddess regardless of the consequences; there is certainly no love lost between the fighting orders of the two deities. The worship of Agrik on Hârn is concentrated in the Thardic Republic and the Kingdom of Rethem but there are a few followers in Orbaal and elsewhere. In Chybisa, Kaldor, Kanday, and Melderyn, it is a proscribed faith that carries the penalty of death by burning, an ironic punishment for adherents of the god of fire. The ritual garb of Agrik’s clergy is orange and black. Human sacrifice is practiced, often in ritual combat with a champion of a fighting order. On Hârn, seven clerical sects are devoted to the worship of Agrik; each sponsors its own fighting order. Dogmatic differences between the orders may be few but they constantly squabble, often with fatal consequences for innocent bystanders. Although he has great difficulty maintaining his authority, the primate of Agrik for Hârn is currently the grandmaster of the Order of Mamaka, Master of Steel, whose seat is in Golotha. The Amanasurif (pontiff) dwells in Lysara in Azeryan, where he is also a powerful secular lord.

The Agrikan clerical orders active on Hârn and their sponsored fighting orders are:

TITLES IN THE AGRIKAN CHURCH

A tax levied by a feudal lord on his tenants. In the case of a Royal Aid, the sovereign demands payment from his tenants-in-chief, who in turn demand it from their tenants, and so on down the line until the peasants end up paying for everything. Aids are traditionally levied when the lord wishes to knight his eldest son, marry his eldest daughter (for the first time), or ransom his person from enemies. Special aids, such as to finance a war or build a castle, may also be levied, although this practice is (except in Rethem) normally the sole preserve of kings. See also HERIOT and MERCHET.

Amanasurif High Curcuno Low Curcuno Apalankh Kemelras Viriahn Aperan Ulankh Herucha Agnichar Senesharil Markithra Akarata Tenaka Meketa Telmen Dotelen Haragki Ainlaumak T’kelan Laumak

Pontiff Senior Cardinals Junior Cardinals Primate Bishop High Priest Temple Master Free Priest Temple Lieutenant Acolyte Clerical Order Grandmaster Deputy Grandmaster Fighting Order Grandmaster Deputy Grandmaster High Commander Commander Subcommander Knight Corporal Sergeant Soldier

Copyright © 2014, Columbia Games, Inc.

Clerical Order Eight Demons Fuming Gate Herpa the Mace Kukshin Octagonal Pit Pillar of Fire Mamaka, Master of Steel

Fighting Order Cohorts of Gashang Copper Hook Red Shadows of Herpa Crimson Dancer Demon Pameshlu the Insatiable Roving Doom Warriors of Mameka

AHNU, the Fire-Dragon The fourth constellation (Nolus 4th–Larane 4th) of the Kethiran zodiac, Ahnu is located in the northern sky. The dragon symbolizes the cleansing destruction of fire. What the smith brings forth, Ahnu destroys. This is not necessarily wanton destruction, for Ahnu cleans and prepares the world for renewal, an ordeal that purifies, that destroys the unworthy and the superfluous, and makes room for the new. Those born under Ahnu are perfectionists, which is both a strength and a weakness. They dislike and cannot find room for fault. Ahnuans tend to be intolerant and impatient; they have quick and violent tempers. They are slow to praise, quick to criticize. They are not fond of the conservative or the old and solid, but tend towards experiment and progress. Often they are radical revolutionaries prone to purge rather than correct.

AID

AIDRIK I, King of Kaldor The fifth king (307–342) of Kaldor.

AIDRIK II, King of Kaldor The seventh ruler (362–377) of Kaldor. Aidrik II was clearly the legitimate successor when Maranos died. But the increase in royal power propagated by his predecessors caused many of the Kaldoric barons to support the rival claim of Fierth. The Kaldoric Civil War was the result and Aidrik II was betrayed and captured in a battle near Kiban in 377. According to popular legend, Aidrik and his family were roasted over an open fire by

HârnWorld®

HÂRNDEX 4 the usurper, but his son, at least, survived to regain the throne in 406 (see RESTORATION).

AIDRIK III, King of Kaldor The tenth king of Kaldor (406–425). Before his capture by Fierth the Usurper in 377, Aidrik II made provisions for his heir’s safety by sending him to Chybisa “for his education.” The young man waited patiently, perhaps indulging in some intrigues. The excesses of Fierth the Usurper and of Uthred, his son and successor, outraged the Kaldoric barons. With Uthred’s assassination in 406, young Aidrik was invited to assume his father’s throne. He took the title Aidrik III to symbolise the tradition and legitimacy of his rule while renaming his dynasty the House of Artane to symbolise a new start for his subjects. His reign was marked by conciliation and compromise, a profound relief to most of his barons.

AIDRIK IV, King of Kaldor

unspeakable demons practice the “ten thousand ways” on the hapless, unlamented dead. The name Ak-syt is sometimes used as a synonym for “hell.”

AKAG, Cape [G1] A headland in Orbaal jutting into the Sea of Itikir.

AKLASH, the Choking Wind The Aklash is a great, hulking, semi-intelligent creature, best known for its foul breath. Ranging 6–8’ in height and 300–400 lb in weight, the Aklash’s hairless body is covered by rolls of pale fat that heal over with alarming rapidity. Although possessed of great strength, its main weapon is its breath, which it can exhale with considerable power to cause profound nausea in most victims. With its huge, fanged mouth, the Aklash has a voracious, omnivorous appetite.

The eleventh monarch to govern Kaldor (425–451) and the second of the House of Artane. Aidrik IV furthered his father’s (Aidrik III) policy of reconciliation after the Restoration but also subtly reverted to the trend of increasing royal power that had caused the Kaldoric Civil War. He was succeeded by his daughter Myselbane.

AIDRIK V, King of Kaldor The sickly son of Queen Chelebin I, who lived to reign over Kaldor for only two years (516–518). Aidrik V was the kingdom’s fourteenth sovereign. He was succeeded by his younger sister, Chelebin II.

AIK, the Swan A non-zodiacal constellation of the southern sky.

AILETTES Shoulder armour made of plate or kurbul, often secured by leather thongs and decorated with heraldic devices. Fairly rare on Hârn.

AIRMASTERS According to legend, an alliance of monsters that came “from beyond the stars to wage war upon the Earthmasters…and as the Ancients stood for peace and beauty, so the invaders cared only for war and destruction.” The greatest appeal of the legend is that it explains the disappearance of the Earthmasters.

AK-SYT The “Torture Chamber of the Gods,” a domain of the god Agrik. Ak-syt is, of course, not the torture chamber of all deities, since many of them dislike such practices. Located beneath the fortress of Balgashang, it is here that Copyright © 2014, Columbia Games, Inc.

AKOVA Island [C3] The third largest island of the Afarezirs.

ALAMAREL The priestess of Peoni who performed the marriage ceremony of the Aerlathos and may have become the first pontiff.

ALAMIRATA A ritual of the Laranian church that only priests attend. Held every five days.

ALAMIRE The castle of Ambrathas.

ALANAL A hallucinogenic plant found primarily in heathland.

ALARIENEL The fabled “lost city” of the Hârnic elves, said to have been the seat of King Daelda. Many Sindarin, Khuzan, and human legends refer to its existence, although the tales are vague on details such as its appearance and location. Hundreds of attempts

HârnWorld®

HÂRNDEX 5 by human adventurers to find Alarienel have been unsuccessful and treasure maps purporting to show its location are common frauds. If Alarienel exists on a physical plane at all, the most common sites mentioned are Pesino and Ridow, although some believe the city is in Faya on Yashain.

ALASH, King of Aleathia The founder and first monarch (356–371) of the Kingdom of Aleathia. Very little is known about Alash. As a chieftain of the Aleta, Alash unified them into a single tribe c.350. He founded the city of Aleath and, some six years later, the Kingdom of Aleathia. It has been written that Alash was a “gentle man, fond of things beautiful and harmonious,” an assessment no doubt based on the heritage of Aleath, but it is unlikely that such a man could have unified the Aleta or persuaded them to make him their king.

ALBARRA A legendary warrior of Jarin folklore.

ALDERMAN A custodian and expounder of civic law and member of a town court. The office is not heritable but children often succeed their parents, since this is how customary law is passed from one generation to the next. Most towns have 12 aldermen, usually prominent guildsmen, often members of the Litigants’ Guild.

ALDRIE Island [E2] An island in the Afarezirs.

ALEATH, City of [E8] Realm: Kanday Population: 5,800

Status: Freetown Charter: King of Kanday

Aleath is the fifth-largest settlement of Hârn and the largest in the Kingdom of Kanday. A seaport at the mouth of the River Eryn, Aleath is somewhat isolated from the rest of western Hârn. Aleath’s hinterland is only moderately fertile but still possesses a fairly dense population. Boat-building and fishing are significant. The townsfolk pride themselves on their high standards of architecture and civic cleanliness, although Aleath is outstanding only by Hârnic standards. The streets are regularly patrolled and the city is regarded as one of the safest spots on Hârn. Aleathians tend to regard outsiders as morally bankrupt, while they themselves are often deemed self-righteous, prudish snobs. The city is a freetown, governed under royal charter by a mayor and 12 aldermen proposed by the Mangai and appointed by the king. Military authority is shared by a royal constable and the Sheriff of Eryna (see Copyright © 2014, Columbia Games, Inc.

KEDIS). There is also a town militia that is theoretically commanded by the mayor, but the custom has been to surrender this authority to the constable. The city charter includes 8,000 acres of adjacent cropland, a legacy of the old Republic of Aleath. This land is farmed by approximately 140 freeholders who pay taxes to the city. Aleath has a troubled past. The city was founded in 356 by Alash, a chieftain of the Aleta. For a century, the city prospered as the capital of the Kingdom of Aleathia, its wealth second only to that of Coranan. In 453, the Kingdom was incorporated into the Corani Empire and Aleath continued to prosper. Its port was expanded and a paved road was built, linking it with the north. The city became known throughout the empire as the “fairest city of man.” Between 551 and 559, the entire empire suffered a series of plagues and famines that fostered the Balshan Jihad. With the fall of Coranan to the armies of the jihad in 565, Aleath, the only untaken city, declared itself a republic and gathered the surviving loyalists to its bosom. This First Aleathian Republic lasted for seven years before the city fell to the Balshans after a bitter three-year siege in 572. Some Aleathians fled by sea, undertaking the Aleathian Odyssey (see THAY), and many others slew themselves rather than witness the “Agony of Aleath,” the terrible bloodbath that was to follow the city’s fall. The city reluctantly became a part of the Theocracy of Tekhos in 572 and suffered its share of religious

HârnWorld®

HÂRNDEX 6 purges and spectacles. Following the collapse of the Theocracy in 588, Aleath suffered from the chaos, along with everyone else, but gradually gathered power to establish a second republic in 612. Slowly extending the city’s benign influence over the nearby petty states, the republic hoped for a new liberal age. Weakened by decades of war, however, Aleath’s strength was inadequate to the task. With rumors of barbarian invasions in the north, the Aleathian senate chose the least of several evils. In 633, the republic voted its crown to the ascendant King of Kanday, Andasin II, in return for a liberal charter recognizing its rights as a freetown. The following temples are found in Aleath: Halea Order of the Silken Voice Larani Order of Hyvrik * Peoni Order of the Balm of Joy Peoni The Irreproachable Order * Save-K’nor The Hyn-Aelori * Headquarters of the Order.

The city of Aleath has formed two republics during its history. The first lasted seven years (565–572) after the demise of the Corani Empire, ending with the city’s fall to the Theocracy of Tekhos. The second republic was formed in 612 to restore order during the Interregnum. It was abolished in 633 when it voted to join the Kingdom of Kanday.

ALEATHIA, Kingdom of A kingdom founded in 356 by Alash, chieftain of the Aleta tribe. After a 97-year existence under five monarchs, Aleathia was incorporated into the Corani Empire in 453. Aleathia’s monarchs were: 356–371 371–393 393–409

ALEGAR I, King of Orbaal The second monarch (692–714) of Orbaal.

ALEGAR II, King of Orbaal The third and current monarch of the Kingdom of Orbaal. Alegar came to the throne in 714 (six years ago) and is faced with a host of problems trying to govern his unstable kingdom. This has been compounded by a recent threat from the “homeland” of Ivinia, which regards Orbaal to be a colony and seeks to be paid unspecified annual tribute.

ALETA, The

ALEATH Republic

Alash Calin Elana

were lost. The rest eventually managed to assemble at the island of Keboth, where they were succored by the Sindarin. There (or possibly before, the records are ambiguous) the refugees met with Genin, a mage of Melderyn. Under his guidance, they sailed through the Indatha Straits to establish the city of Thay in 573.

Chernae Xuaka

409–429 429–453

ALEATHIAN ODYSSEY The sea voyages of Aleathian fugitives from the Theocracy of Tekhos, 572–573. A month before the city of Aleath fell to the Tekhosians, 400 nobles, priests, soldiers, artisans, merchants, and farmers, chosen by lot, along with most children under 12, boarded a motley fleet of some 50 ships and sailed eastward into the Gulf of Ederwyn with the aim of founding a new Aleath. The expedition was organized over a period of several years by clan Melesen, originally immigrants from Melderyn. Written accounts of the Odyssey describe horrific weather and fanciful sea monsters. The foul weather of the Gulf broke the fleet into small flotillas; many vessels disappeared without trace. Legends about the stray ships have them founding colonies at various likely and unlikely spots. Fully half of those who set sail from Aleath Copyright © 2014, Columbia Games, Inc.

A tribal nation inhabiting the southwest of Hârn some 500 years ago. The Aleta were unified under the chieftainship of Alash, which led to the foundation of the Kingdom of Aleathia in 356.

ALIENAGE The “foreigners’ quarter” of Cherafir. Separated from the rest of the town by a fortified wall, most of Cherafir’s foreign trade occurs within the Alienage. It is an unruly place with a thriving black market.

ALORIN A Sindarin weaponcrafter of the Codominium, Alorin was the best friend of Raldir Farizhald, a Khuzan weaponcrafter of similarly great renown. Their unwavering friendship is the subject of “Lament for the Passage,” a well-known Hârnic legend.

ALTHAR The chief servants of Save-K’nor, the Althar are the nine Judges of the High Archive.

ALTHEA the Truthsayer One of the Althar, servants of Save-K’nor. Other than the god himself, Althea is the only entity able to carry Uhla, the black lantern. By the unseen light of Uhla, all secrets are revealed.

AMBRATHAS of Alamire, Saint An ancient warrior-priest of Larani, credited with being her greatest mortal champion.

HârnWorld®

HÂRNDEX 7 AMEKT [H2] A gargun complex with more than 1,300 Gargukyani, Amekt is one of the largest settlements of its kind on Hârn. Although in a position to threaten travel between Lorkin, Leriel, and Geldeheim, the Kyani show some restraint in their raiding. The surrounding countryside has numerous small bands of Gargu-kyani and Gargu-araki, mostly hunting parties from Amekt.

AMORVRIN The free undead of Morgath. When an Amorvrin is slain for the thirteenth time, it is resurrected as a will-less Gulmorvrin.

ANADEL [L7+] A rough highland extension of the Sorkin Mountains lying between Horadir and the Plain of Thay. Anadel has no peaks higher than 6,000 feet and is predominantly covered with mixed forest. Anadel isolates Thay from the rest of Hârn. Only one major road, the Genin Trail, bisects the region. Anadel is the range of the Bujoc tribesmen.

ANCHORAGE FEE A tax levied in most ports for the right to drop anchor. It is usually one fifth of the local wharfage fee.

ANCIENTS, The (see EARTHMASTERS) ANDASIN I, King of Kanday The first monarch (589–627) of the Kingdom of Kanday. Andasin was the head of clan Kand, minor nobility of the Corani Empire, which achieved prominence after being outlawed by the Theocracy of Tekhos in 575. The clan established itself in exile in the Mimea Hills, from where it harassed the forces of the government and sheltered other enemies of the state despite several attempts to exterminate them. When the Theocracy collapsed, Andasin captured the keep at Ibonost from its Tekhosian governor in 589, founding the Kingdom of Kanday. This was followed with the capture of Edino in 598 and Dyrisa in 620. An impressive castle, Dyrisa is now the principal seat of Kandian kings. A devout follower of Larani, Andasin founded the Order of the Checkered Shield in 622, which subsequently captured Quivum, Heroth, Ewen, Zerien, and Imiden for the young kingdom. Andasin began a sad decline into senility around 624 and died in 627.

ANDASIN II, King of Kanday The second monarch (627–654) of the Kingdom of Kanday. Andasin II was the grandson of Andasin I, whose sons had all died in battle. He was a peaceful man who Copyright © 2014, Columbia Games, Inc.

established a Kandian tradition of enlightened kingship. More prone to negotiation than war, Andasin II made many alliances with bordering petty states and convinced the Aleath Republic to join with Kanday as a freetown in 633. By the time he died in 654, Kanday was a strong vigorous kingdom and its gentle influence had spread throughout most of southwest Tharda.

ANDASIN III, King of Kanday The fifth monarch (676–690) of the Kingdom of Kanday, Andasin III succeeded the childless Queen Arelora. His claim to the throne was somewhat tenuous. He was the son of Melise, the bastard daughter of Kubro, the second son of Andasin I. He soon found himself waging the desperate war with Rethem known as Ezar’s War (682–697). Andasin conducted the early war with skill but was killed in 690 while leading the successful recapture of Hebon.

ANDASIN IV, King of Kanday The eighth and current monarch of the Kingdom of Kanday. He is a learned but weak ruler, dominated by his father, the Earl of Sarkum, the former prince consort.

ANDURIEN, Gulf of [C7+] A body of water west of Hârn, noted for sudden, frequent, westerly storms from the Haonic Ocean.

ANEGIF, Mount [F5] The major peak (7648’) of the central Rayesha Mountains.

ANFLA Island [B9+] The third-largest of the Hârnic isles, Anfla is separated from the mainland by the Emaba Strait. The western margins are heathland while the rest is mixed forest and woodland with small patches of cropland/ pasture created by the indigenous Adaenum.

ANGBERELIUS, the Flaming Swords The fifth constellation (Larane 5th–Agrazhar 6th) of the Kethiran zodiac, located in the northern sky The swords represent dynamic action and conflict, destruction and surprise. Angberelius is depicted as two weapons crossed, from which flames are issuing. While the swords are solid and real, their conflict causes fire, which is intangible but no less real. They are the symbol of maleness, light, strife, and glory, of victory that arises from piercing, cutting effort.

HârnWorld®

HÂRNDEX 8 Those born under Angberelius tend to have exciting lives in which they are always striving against their environment to promote causes. This is the sign of the action-loving warrior questing for his grail. If he finds it, he may well experience disappointment, as it’s watery contents quell his personal fires. Angberelians are not prone to subtlety, except the subtlety of combat; they prefer the direct approach, taking arms against their troubles and, by opposing, ending them.

ANGCARADINA The goddess Larani’s legendary blood-red mail.

ANISH River [H5] A short, swift river flowing from Lake Direna in the Felsha Mountains to Lake Benath.

ANISHA [H5] 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. A village to the west, Haruch, is linked to Anisha by an extensive network of game-trails. The village’s inhabitants, the Mendar-Haruchi tribe, claim descent from the servants of Anisha’s original inhabitants, who were, according to their legends, godlike in their abilities. They consider the ruins sacred and believe it their duty to preserve and protect them for their masters’ anticipated return. Highly superstitious, the Mendar do not themselves practice magic beyond a little folk medicine. The village subsists on hunting and lake fishing and has a population of just more than 200.

ANOA, The The tribal inhabitants of northern Nuthela, related to the Taelda in the south of this region. They are descended from Jarin peoples but have interbred with other folk. The Anoa are nomadic and subsist on hunting, fishing, and gathering, and robbing the Orbaalese. Since they are often the object of punitive expeditions from Lorkin and Leriel, and because their neighbors are mainly gargun, they build no permanent settlements. When possible, the Anoa trade the region’s abundant furs for various civilized implements. There are several dozen tribes, whose numbers rarely exceed a hundred each. Copyright © 2014, Columbia Games, Inc.

ANOTH Delta [K3] A marshland at the mouth of the Anoth River with more than a score of islands. The vegetation is mixed woodland. In the summer, the delta is infamous as a breeding ground for mosquitoes and other diseasecarrying insects. It is also noted as a base of operations for Esobran, a wrecker, brigand, and erstwhile pirate. His band is mostly of Jarin extraction and ranges in number from 10 to 100, larger when crops are bad, smaller when times are good. Esobran preys mostly on Ivinian ships and settlements.

ANOTH River [H3+] A river fed by the glaciers of Mount Obew, flowing generally north and east to empty through the Anoth Delta into the Sea of Ivae. The Anoth, considered the border between Orbaal and Nuthela, has a broad alluvial plain, richly endowed with mixed forest. There are no bridges on the river but it is often fordable below its confluence with the Etece.

ANRIST Point [M4] A hilly prominence on Hârn’s northeast coast jutting into the Sea of Ivae. Somewhere in the vicinity there are said to be a pool and hot springs (possibly subterranean) of miraculous healing virtue. Unfortunately for those who would avail themselves, the springs have a guardian, one of the Pradeyalkri called the Riddlemaster. It is the practice of this entity to challenge intruders with the words “riddle thee thrice.” Those who can solve any of the three conundrums posed are permitted to bathe, but depart under a geas never to reveal the Riddlemaster’s secrets, including that of his appearance. The fate of those with whom the master finds fault is unknown.

ANTIR Keep [I1] Realm: Orbaal Population: 335

Holder: Clan Fyrdael Tribute: Marby

A fortress built by the Jarin in 562 and captured by the Ivinians in 658. The present valhakar is Arlaas Fyrdael, who is 33. The Fyrdaels are a junior branch of clan Fyrda from Seldenbaal in Ivinia.

APOTHECARIES’ Guild Apothecaries have a monopoly on the gathering, preparation, and sale of herbs and medicines for profit. Most freemasters operate shops where they purchase herbs from itinerant journeymen and other professional gatherers. These are sold to the general public as potions and remedies, or to physicians (who, technically, are not allowed to prepare their own

HârnWorld®

HÂRNDEX 9 concoctions) and to members of the Guild of Arcane Lore. Most herb prices range from 3d to 60d per ounce depending on rarity.

ARABAR I, King of Melderyn/Chybisa The twelfth king of Melderyn (440–463) and the thirteenth ruler of Chybisa (440–463). Arabar I was the fourth king of the Rylian Dynasty. In accordance with the tradition already in place in Melderyn, he tended to leave most of the governing to his councillors and vassals. Almost nothing is known of the man personally.

ARABAR II, King of Melderyn

of the Pit is an Ilviran religious community called Ochrynn, a temple and hostel complex run by the Order of the Ochre Womb. This isolated settlement of about 100 priests and common folk prospers by catering to pilgrims and, surprisingly, to traders seeking Ivashu for the Pamesani. A small renegade group called the Dark Order, vehemently opposed to this latter policy, broke away from the Ochre Womb some years ago and is said to inhabit the miles of natural caverns that interconnect with Araka-Kalai. Since the Dark Order was formed, many of those involved in the lucrative Ivashu trade have met with violent death or have mysteriously disappeared.

The fourteenth ruler (475–538) of the Kingdom of Melderyn. Despite his bastardy, Arabar was chosen by the succession council to succeed his father Erebir V under the kingdom’s vague laws of succession. The nobility of the former kingdom of Chybisa, however, declared that they were outraged at such a travesty and promptly seceded, electing king Sharat I to govern them. Arabar does not seem to have been particularly abashed at this profound insult. After issuing a proclamation denying Chybisa’s right to secede, he ignored the matter entirely and got back to the business of quiet, efficient government of Melderyn.

ARAIN, Lake [L4] Hârn’s third-largest lake, located in the heart of the Sorkin Mountains, fed and drained by the Nephen River. The Khuzan kingdom of Azadmere lies along its eastern shore. Rich in minerals and often mirror-like in its tranquility, Arain has spiritual significance to the Khuzdul. As with most Hârnic lakes, several unverified sightings have been made of a serpentine creature known as the Daranog cavorting in the moonlight. Surrounded by high mountain peaks and colored deep blue in the sunlight, Lake Arain ranks as one of the fairest sights on Hârn.

ARAKA-KALAI [H5] A huge limestone sinkhole located in Misyn. According to legend and the doctrine of the Ilviran church, Araka-Kalai is the dwelling of the god Ilvir. An ancient tower stands on a rocky island in the center of the Pit of Ilvir, 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 Lord of the Barren Cycle is said to spawn his “fatherless multitude” (see IVASHU). Obviously, Ilvirans deem Araka-Kalai to be highly sacred. Every year some 200–300 hardy followers of this mystic religion make an arduous pilgrimage to the site, mostly via Leriel but sometimes via Shiran across or around Lake Benath. Roughly one half league northwest Copyright © 2014, Columbia Games, Inc.

ARAKSIN The greatest religious festival of the Church of Ilvir takes place from Yaelah to Yaelmor in the month of Ilvin. Araksin is one of very few universal practices in the church. Priests fast for a week before, usually in solitude. The festival features original dramatic presentations as well as those drawn from the rich Ilviran tradition.

ARAKU, House of The ruling dynasty of the Kingdom of Rethem, founded by Puril in 681 and currently headed by King Chafin III. The House of Araku replaced the house founded by Arlun the Barbarian in 635 and known today as the Kuboran Dynasty. Given the nature of Rethemi politics, lengthy ruling dynasties are unlikely.

ARALIUS, the Wands The second constellation (Peonu 4th–Kelen 2nd) of the Kethiran zodiac, located in the northern sky. The second and central sign of spring and earth, the wands are portrayed with leaves sprouting from their severed lengths, symbolic of the quiet tenacity of life. The symbolism is more pure than that of Ulandus, more the essence of growth than its effect and corollaries.

HârnWorld®

HÂRNDEX 10 Aralius’ secret is the hidden life within, the potential of all things to nourish in life and in death. Aralians generally display a vibrant zest for life but recognize that death is a part of it. This may not be apparent to outsiders. Aralians also have an affinity with nature, of which they are harmonious parts. Aralians often center their lives on the family and strive for future generations. They may perceive their children to be manifestations of themselves, a key to personal identity and immortality, and windows on eternity.

ARANATH, King of Evael The present king of the Sindarin, Aranath has reigned since King Daelda received his mortal wound at the Battle of Sorrows c.683 BT. One reason that Aranath (Daelda’s nephew) was selected was that many of Daelda’s kin had fallen while fighting the barbarians and most others chose to leave Hârn for the Blessed Realm. One of Aranath’s first acts was to renounce his sovereignty over all of Hârn. He withdrew his folk to the Shava Forest, where they established the Kingdom of Evael. For 1,400 years, Aranath’s wisdom and powers of enchantment have kept his folk and his kingdom safe.

ARATHEL Island [G2] An island off the west coast of Orbaal.

ARATHEL Castle [G2] Realm: Orbaal Population: 405

Holder: Clan Cyeen Tribute: King of Orbaal

A castle dominating the island of Arathel. Built by the Jarin in 530 and captured by the Ivinians in 673, the original keep was expanded into a castle between 685 and 690. The Cyeen clan has some Jarin blood, which may account for their relative gentleness to their subjects. They are related to the Kyrodwes of Wethom. Valhakar Tursi Cyeen is an energetic man of 46. The Cyeens have made several unsuccessful attempts to establish colonies to the west. In 710, a small colony on the shore of Morvilya Bay was annihilated by Equani tribesmen. Tursi’s youngest son was slain in the massacre. Arathel receives tribute from Pjagel, Vold, and Wethom.

ARCANE LORE, Guild of A loose association of scholars whose studies and practices involve esoteric knowledge. Some arcanists practice magic (see SHEK-PVAR) some are students in obscure but mundane fields. The distinction is often obscure. The guild grants no franchises and there is no fixed structure. There may be apprentices and journeymen, but such is at the discretion of individual masters. Those Copyright © 2014, Columbia Games, Inc.

who practice the hidden arts are far too involved in their studies to take much notice of outsiders. This is a weak guild with some very powerful members.

ARCHIVAL COURT The court of Save-K’nor in Inor Teth. It is here that disputes between the gods are arbitrated.

ARDIR Island [C3] The fourth-largest of the Afarezirs.

ARELORA, Queen of Kanday The fourth monarch (659–676) of the Kingdom of Kanday. Queen Arelora is best remembered as the “warrior queen.” During the Five-Year War with the Thardic League, she assumed command of the Kandian army after its defeat at the Battle of the Teb Marshes in 663. Bedecked in silver armour and with stirring speeches to her demoralized troops, the 52-year-old queen led her army to victory at the Battle of Eidru in 665 and captured Kuseme Castle for Kanday. Some say she would have conquered Coranan itself but for the barrier of the Thard River. Arelora’s victories and charisma forced the League to sue for peace, ending the war in Kanday’s favor in 666. Arelora, the widow of the former King Ashenan, died childless in 676, succeeded by Andasin III.

ARGENON, the High Riddler One of the Althar, the chief servants of SaveK’nor, Argenon is the Lord of Enigmas, a creator and solver of riddles. The Riddlemaster of Anrist Point may be one of his numerous offspring.

ARIATHE An ancient tribe who lived in the region around Dyrisa. Dyrisa was a holy place to the Ariathe, and more than 80 chieftains are buried in barrows there. Considerable plundering has taken place, but it is now illegal to desecrate the site.

ARKETH Keep [D6] Realm: Rethem Population: 460

Holder: Companions of Roving Doom Liege: King of Rethem

Arketh was built in 604 on the site of a ruined Corani Empire fortress by the Companions of Roving Doom, perhaps the most violent of the Agrikan fighting orders. Although their sponsoring clerical order, the Pillar of Fire, has been largely exterminated because of internal conflict in the Church, the Companions remain powerful

HârnWorld®

HÂRNDEX 11 and active in Rethemi affairs. The grandmaster, Bremel of Kawaran, a staunch loyalist of Chafin III, rules the fief with conspicuous brutality.

ARLUN the Barbarian The founder and first monarch (635–656) of the Kingdom of Rethem. Around 625, the Kubora nation of Peran, some 90 tribes, were united under Arlun, a chieftain of great personal charisma and skill at arms. Convinced of a higher destiny, Arlun trained his followers in the arts of war and prepared to invade and conquer the south, then in chaos during the Interregnum. Arlun’s hordes swept down into Rethem in 629 and, after six years of brilliant strategy and maneuver, succeeded in conquering all of this region, including the city of Golotha. Arlun then founded the Kingdom of Rethem in 635, using Shostim as his capital. Until his death in 656, Arlun sought to further expand his empire but found that resistance from Kanday and the Thardic League could not be overcome. At its peak, Arlun’s kingdom was second only to the Corani Empire in size. It was, however, drastically reduced when Arlun was succeeded by men of much less capabilities.

to raise and train a new army. In a series of brilliant campaigns, Arosta first defeated the Hefiosa tribes between 366 and 369, then defeated the Shira, Kom, and Merdi tribes over the next 10 years. When Arosta died in 380, he was planning to conquer the Kingdom of Aleathia in the southwest. He left to his heir a kingdom that had more than tripled in size and that ruled most of Tharda.

ARROWS Most arrows are pointed, with or without barbs, and mounted on thin wooden shafts 24 to 36 inches in length. These are designed to create puncture wounds and can be frighteningly effective. There are also specialized arrowheads, including bladed (edged) arrows designed to cut rigging, blunt arrows to stun, incendiary arrows, and whistling arrows to signal or intimidate.

ARMS (see ACHIEVEMENT) ARONE Keep [K2] Realm: Orbaal Population: 365

Holder: Clan Hulthard Tribute: Lorkin

Built as a Jarinese keep in 495, Arone was captured by the Ivinians in 663. Zaarli Hulthard is an elderly man in poor health. The clan is a branch of clan Hulthard from Rogna in Ivinia. Arone has a fine harbor and offers cheap refuge to seafarers. The Hulthards have covert dealings with pirates in the Anoth Delta.

AROSTA the Conqueror The fifth monarch (366–380) of the Corani Empire. Some say Mejenes the Great was the greatest military leader Hârn has ever produced; others say it was Arosta the Conqueror. Both were very successful military leaders. Arosta succeeded his father, Raelan, who was killed at the Battle of Klondis in 366. The Corani Empire might have perished then, for Raelan not only got himself killed but also lost most of the Corani army in the mountains of Hefiosa. Led by Adjak, the tribes of Hefiosa advanced on Coranan but wasted time looting, gaving Arosta time Copyright © 2014, Columbia Games, Inc.

ARTANE The ruling house of Kaldor from 406 to 599. The clan was a branch of the house of Tane and assumed power after the overthrow of the house of Orgael in the Kaldoric Civil War.

ARVA Arva is a climbing vine found growing on the trunks of trees in semi-shaded woods and heath. Its seed pods are used in the preparation of several strength potions.

HârnWorld®

HÂRNDEX 12 ASAGRAN the Ghoul The insane governor of Dyrisa during and for some time following the Theocracy of Tekhos. Asagran had a reputation for unusually cruel torture, cannibalism, and even necro-cannibalism. Asagran was murdered in 609 by his chief deputy.

ASAX Keep [I1] Realm: Orbaal Population: 525

Holder: Clan Atejaal Tribute: Marby

Built by the Jarin in 609, Asax was captured by the Ivinians in 659. Hjarn Atejaal is 51, a survivor of the Cape Renda disaster. He is coarse, violent, and prone to insane bursts of temper. The Atejaals are related to clan Tejaal of Menglana in Ivinia.

ASHENAN, King of Kanday The third monarch (654–659) of the Kingdom of Kanday. Ashenan succeeded his brother, Andasin II, but died after only five years on the throne. Little can be said about him other than he had the good sense to marry Arelora, who became Kanday’s first queen on his death.

and expensive, most Hârnians rely on the more basic fundamental traits established by the 12 signs of the zodiac.

ASIRI

ASTROMANCY

Any of a variety of minor ethereal spirit entities whose elemental base is air. The Asiri are believed to exist all over Hârn, where they secret themselves in various objects. They possess diverse powers (usually minor) and can be mischievous or downright troublesome. Most Asiri can only be detected with psionic or magical powers. They are similar to the Elmithri.

The divination of specific future events by means of astrological arts is known as astromancy. Although few astrologers attempt to predict more than general trends, astromancers are more specific. However, even they try to avoid demands by clients for too precise prediction.

ASSART

The Sindarin name for the Lythian barbarian conquest of Hârn (900–683 BT). The wars began as minor raids but gradually increased as the Lythians settled on Hârn with a view to conquest. The Atani Wars ended with the Battle of Sorrows in 683 BT, in which the Sindarin defeated the barbarians. However, the elven king, Daelda, suffered a mortal wound. As a result, Daelda’s successor, Aranath, withdrew his folk to the Shava Forest, abandoned his Khuzdul and Jarin allies, and renounced his kingship over Hârn. This act allowed the Lythian barbarians to recover from their defeat and complete their conquest of Hârn.

Land within a manor recently cleared and brought under cultivation. Assarting is the principal method of “colonization” within a feudal fief.

ASTRIN, Calfona Calfona Astrin was a leading authority on feudal etiquette and author of Manners and Affectations (TR 398). He was most likely from Kaldor, but this is not certain.

ASTROLOGY Astrology is the ancient art of reading the stars to explain the lives and foretell the futures of men. The art has been practiced for many centuries by arcane orders in Melderyn, most of whom use Pvaric philosophy in their work. Astrologers can cast a person’s horoscope, a comprehensive picture of the heavens at the precise sidereal hour of their birth. When cast by a skilled master, horoscopes reveal personality and the probable outcome of certain personal events with remarkable accuracy. Because such castings are time-consuming Copyright © 2014, Columbia Games, Inc.

ATANI Wars

ATHELREN Keep [K5] Realm: Kaldor Population: 275

Holder: Sheriff of Vemion Liege: King of Kaldor

A royal keep and the shire moot of Vemionshire. Athelren was first built in 50 TR by an early Jarin kingdom and was rebuilt in 250. The Sheriff, Sir Tulath Kaphin, a bastard son of the king, is considered to be a wastrel, although he has somewhat reformed since his recent marriage to a daughter of Baron Verdreth of Ternua.

HârnWorld®

HÂRNDEX 13 ATHUL [G7+] A region of generally rough terrain between Lake Benath and the Gulf of Chakro. As the principal corridor between eastern and western Hârn, the region is of strategic importance. Athul is claimed by the Thardic Republic and is theoretically part of Ramala Province, but control is slight. The Ramala Legion constantly skirmishes with the native Tulwyn, a mercenary collection of ruthless tribesmen who have resisted all attempts at subjugation.

AULAMITHRI The Aulamithri are tiny ethereal beings, one of the types of spirit folk known as Ilsiri. Like other Ilsiri, they are non-corporeal but become visible to mortal eyes under moonlight. Unlike other Ilsiri, the Aulamithri have sworn loyalty to Siem and serve him by carrying dreams, messages, and forgetfulness to the mortal races.

AVALIR The demi-divine children of Sarajin and mortal women.

AVARKIEL The legendary sword of the goddess Larani, also known as “Herald of the End of Life” and “Oathbinder.”

AZADMERE, Kingdom of

AVERTU Keep [E9] Realm: Kanday Population: 530

Holder: Sheriff of Selion Liege: King of Kanday

A royal keep and the moot of Selionshire. Avertu was built in 509 as a naval base of the Corani Empire. The Sheriff, Sir Jens Demilaen, is distressed by the growing power of the Earl of Sarkum and his influence over Andasin IV. Sir Jens regards himself as the greatest loyalist of the House of Kand but feels that the present king is something of a disappointment.

AZADMERE, City of [L4] Realm: Azadmere Holder: King of Azadmere Population: 5,900 (4,100 Khuzdul, 1,800 Human)

The major settlement of the Kingdom of Azadmere and seat of the ruling clan Tarazakh. It is an impressive walled city, with a moat, stout double walls, and prominent round towers. The city is built along the shore of Lake Arain, hemmed against Mt. Zaduryn. As is the custom with the Khuzdul, extensive chambers and passages have been carved into the living rock of the mountain. Very few humans have seen the spacious halls within. Most of the Khuzdul reside in this inner city, while human citizens live in the outer city or in nearby villages.

Copyright © 2014, Columbia Games, Inc.

The kingdom of the Hârnic Khuzdul is centered on the city of Azadmere but includes most of the mountains surrounding Lake Arain. The kingdom was founded more than 7,000 years ago but was once smaller than the ill-fated sister kingdom of Kiraz. The total population is 11,000, of which 6,200 are human, descendants of a few hundred trusted Jarin who were given refuge after the Atani Wars. Most of the humans live around the settlement of Habe. The kingdom also includes the impressive Zerhun fortress. Although a few adventurous and outlawed Khuzdul may be found anywhere on Hârn, Azadmere has minimal contact with outsiders. The kingdom does import some of its food from Kaldor in exchange for cunningly wrought artifacts. It is deemed a great honor for an outsider to be permitted entry to the kingdom. Hazmadul III, the leader of the royal clan Tarazakh, is an energetic Khuzdul of middle age who came to the throne in 658. The kings of Azadmere for the last 13 centuries have been: Hazmadul I Harazul I Karasat Dhazalad Zarhul Ohin Harazul II

456–361 BT 361–208 208–164 164–73 73–47 47–12 TR 12–37

Tarthin Karinazul Hazmadul II Dunazak Lharzin Erasath Hazmadul III

37–155 155–257 257–390 390–524 524–547 547–658 658–present

HârnWorld®

HÂRNDEX 14 AZERYAN

BALAKAS, The [K1+]

A great empire on the mainland of Lythia, Azeryan lies east of Trierzon, centered on the mighty city of Mekolis. Azeryan is an imperial state ruled by a great emperor whose legions are feared far and wide.

An archipelago off the northeast coast of Orbaal in the Sea of Ivae. The largest island, Kereva, is inhabited. Numerous reefs make the islands hazardous for seafarers.

AZURA

The early history of the Church of Agrik, the Chronicle is the legacy of Ilpylen, the first prophet of Agrik. It was written by Moralin, the greatest of Ilpylen’s eight disciples.

The seventh month of the year by Tuzyn Reckoning is named after the Azure Bowl, a symbol of the god Siem. Azura is the first month of autumn.

AZURE BOWL, The A highly mystical symbol of the god Siem and of his religion. Sindarin legends, old even when they first reached Hârn, describe the artifact as being connected with “the making, the holding, and the very spilling forth of the stars.” If the original Azure Bowl ever existed, no mortal has ever seen it. There have been several facsimiles constructed and it is these to which most now apply the term. Although many Azure Bowls are undoubtedly the work of charlatans and of only aesthetic interest, others are authentic “gazing bowls.” If one of these is filled with clear water (any special requirements are ambiguous), “visions” are apt to occur while gazing within. However, the spiritual fiber of the gazer, and possibly that of observers, may be altered. In view of the connection with Siem, such changes are probably benign.

BALEFIRE CHRONICLE

BALESIR, King of Chybisa The twenty-third monarch of the Kingdom of Chybisa. Balesir succeeded, almost by default, when the tragic death of Udine II brought an end to the House of Burzada in 664. The first ruler of the new House of Geledoth, perhaps through no fault of his own, became involved in the Treasure War with Kaldor in 675. After long years of peace, Balesir’s Chybisan army was no match for the Kaldoric knights and Balesir soon found himself besieged in Burzyn. Balesir held out until 678, when plague and rebellion forced him to surrender. Receiving honorable exile from King Torastra of Kaldor, Balesir and his few vassals journeyed to Melderyn, where the outcast king was finally able to raise an army in 686 after promising his fealty to Melderyn’s King Chunel. At the battle of Geda in 687, Balesir won back his throne but then broke his promise to swear fealty to Chunel (an act for which Verlid VII, Balesir’s successor, still has ulcers). Balesir himself died of stomach cramps in 691.

BALGASHANG

BAILEY A courtyard enclosed by fortified castle walls.

BAILIFF On Hârn, a bailiff is either a person appointed to run a manor on behalf of the owner, or the assistant to a Sheriff. If the former, a bailiff will manage the fief either for a fixed stipend or a percentage of the revenues and will reside in the manorhouse. If the latter, a bailiff will probably be one of several bailiffs in a shire responsible for royal justice in a subdivision of the shire, usually called a “hundred.” His formal title will then be “Bailiff of the Hundred” and he will reside in a manorhouse owned by the king. Copyright © 2014, Columbia Games, Inc.

The legendary flame-shrouded fortress of the god Agrik and his minions, possibly located at the center of Kethira and said to be the location of Ak-Syt.

BALHAFEN [M5] A good natural harbor and anchorage at the mouth of the Beldel River on the Isle of Keron. Sandy beaches allow shallow-draft vessels to be dragged ashore for repair. An Ivinian settlement was established in 704 before the planned attack on Thay but was mysteriously destroyed by a freak storm in 707. The anchorage is still occasionally used by mariners plying Hârn’s east coast.

BALIMSHIRE A shire of the Kingdom of Kaldor. The shire moots are held at Shebra, the keep there being held for the king by the Sheriff of Balim.

HârnWorld®

HÂRNDEX 15 BALL AND CHAIN

BANEBERRY

A flail with a metal ball attached to a handle by a short length of chain. Numerous varieties exist, including some with multiple spiked balls. See FLAILS.

Also known as the False Blueberry, the deadly berries of this plant are difficult to tell from those of its edible cousin. They are found in the highland slopes of Orbaal and are used as a potent poison.

BALM OF JOY, Order of the The celibate, female order of the church of Peoni. The mother house located in Thay is the residence of the Peonian primate of Hârn. There are subsidiary temples in Aleath, Coranan, Cherafir, and Tashal, as well as hundreds of unmanned rural shrines dotted throughout civilized Hârn. The sisters of the order are beloved and welcomed by common folk of good heart. Each temple has an infirmary that is open to anyone of reasonable morals on a “pay as you can” basis. The sisters spend most of their labors among the people, providing comfort and healing. The order abhors violence and most members would rather die than cause suffering. The sisters tend to be aesthetic vegetarians but there is no rule to this effect. The Irreproachable Order is the fraternal male equivalent of the Balm of Joy.

BALSHA Born to a common soldier of the Corani Empire in the Province of Rethem in 520, Balsha was the most important religious personality in the history of Hârn. His preaching of Balshanism, his charismatic personality, and the accuracy of his prophesies, won him a massive following. The emperor Medak had Balsha impaled in 558 but his martyrdom fostered the Balshan Jihad, a rebellion that destroyed the Corani Empire in seven bloody years. Some have suggested that Balsha was a renegade Melderyni mage, but this is unlikely.

BALSHAN JIHAD The rebellion triggered by the execution of Balsha in 558 and which by 565 had engulfed and destroyed the Corani Empire. The jihad led to the founding of the Theocracy of Tekhos in 568.

BALSHANISM A variation of the dogma of the Church of Morgath, espoused by and named for the prophet Balsha. Morgathian philosophy teaches that the afterlife is an eternity of misery and that one should live only for today. Balshanism argued that since the worldly existence of most was in itself misery, to avoid eternal misery, one must serve Morgath well today and receive the rewards of a grateful deity, with “half-life eternal.” In effect, Balshanism argues that worship of Morgath during one’s lifetime will moderate the misery of the afterlife, creating a state of eternal “undeath,” now and forever. Copyright © 2014, Columbia Games, Inc.

BANQUET OF DELIGHT The most important festival of the Halean religious year. It begins on the first and ends on the seventh of Halane. The activities are meant to offer a taste of what a pious Halean can expect in Corsilea.

BARON The lowest hereditary title of nobility on Hârn, ranking below Earl. A baron’s fief is called a barony and usually contains a keep and about 20 manors. Roughly 70% of these will be held by vassal knights and the rest held by his appointed bailiffs.

BARSOTHE Falls [J3] A 120-foot waterfall on the Kald River. Uvien, one of the Pradeyalkri and a master of elemental water, is said to dwell nearby. Uvien’s residence may or may not be submarine, but is at least well hidden.

BASETA Keep [J4] Realm: Kaldor Population: 660

Holder: Constable Liege: Earl of Minarsas

A keep in Meselyneshire on the east bank of the Kald. Baseta was originally fortified before the Migration Wars (c.140 TR), when it was part of the Kingdom of Nurelia. The present keep dates from the sixth century. A local legend relates that the ghost of Prince Brant, the last prince of Nurelia, was murdered here and haunts the site. The constable of Baseta is Sir Eres Tereneth, a robust and jolly man said to keep one of the finer tables and cellars in Meselyne.

BASTARD SWORD Any hand-and-a-half sword between 40” and 48” in length. Bastard swords have longer hilts than broadswords and their name derives from the fact that they may be used either one or two handed.

BATTLE OF SORROWS The last battle of the Atani Wars in BT 683. Although the Sindarin and their allies won the battle over the Lythians (the Atani), King Daelda was mortally wounded. His successor, Aranath, withdrew the Sindarin to the Shava Forest and established the Kingdom of Evael.

HârnWorld®

HÂRNDEX 16 Sorrows c.683 BT, he is actually “imprisoned” at Bejist in a chamber hidden by great enchantment. For 12 centuries, Daelda has been engaged in a great struggle with the demon Aedlad, his evil alter ego. The Navehan clerics seek the prison of Aedlad, but do not understand the significance of their quest.

BEKAR Keep [D7]

BATTLEAXE A single- or double-bladed axe mounted on a shaft about 48” in length. The battleaxe is a hand-and-a-half weapon with considerable blunt and edge impact.

BATTLESWORD Any large, two-handed sword. Most battleswords have broad, straight blades 48–60” in length, but there are regional variations. They are chivalric weapons and somewhat uncommon.

BEDENES Keep [C6] Realm: Rethem Population: 380

Holder: Warriors of Mameka Liege: King of Rethem

A fief held by the Warriors of Mameka, an Agrikan fighting order. The keep was built in 699, allegedly on land granted by King Nemiran. No legal title seems to exist; it is likely the land was seized from its legal holder during the turmoil caused by Ezar’s War. The grandmaster is Horab Gerund, a sadistic and corpulent sensualist.

Realm: Rethem Population: 260

Holder: Baron Orgatt Liege: King of Rethem

A baronial seat in Parachshire. The keep was built in 653 by Arlun the Barbarian and granted to clan Orgatt by King Nemiran in 673. The Orgatts have considerable Kuboran blood, something Branal, the present baron, tries to hide. Branal is regarded as a pliable idiot, easily manipulated by the king.

BELNA Island [J8+] An island to the south of Setha Heath. The windward margins are hilly heathland but the island is mostly mixed forest and woodland. Belna is the home of the Chymak.

BELNA Strait [J8+] The strait separating Belna Island from Setha Heath. The western entrance is hazardous due to reefs and shoals.

BELSIRASIN the Weeper One of the demi-divine servants of Peoni, Belsirasin is portrayed as a weeping young warrior without weapons. He is said to shed tears for every deceit of mortal man. A lord of truth and virtue, Belsirasin is the most stern and least forgiving of Peoni’s servants.

BENATH, Lake [G5+] BEJIST [K8] Bejist is located on Setha Heath, two leagues inland from the Belna Strait. A mysterious, foreboding place, its location is known only to a few. The site has buildings from three different periods in various states of repair. These include an Earthmaster structure, extensive ruins of an Atani War–era Sindarin prison, and a recent temple built and occupied by a renegade sect of Naveh known as the Cult of Aedlad the Imprisoned. The surrounding terrain is unappealing at best, mostly windswept heath with numerous and treacherous bogs. The Navehan clerics suffer no interlopers; trespassers they catch are unlikely to have a pleasant memory of their visit. Although it is commonly believed that the Sindarin King Daelda died of wounds he received at the Battle of Copyright © 2014, Columbia Games, Inc.

Hârn’s largest lake is fed by rivers of the Felsha and Rayesha Mountains and drained by the Thard River. The few small islands are uninhabited. The lake is important to Shiran’s prosperous fishing industry and is a source of some raw materials for the town’s famous perfumeries. The lake is normally quite calm but can become very rough during southwesterly storms. Lake Benath has the usual legends of fearsome monsters, but only a particularly nasty type of stinging freshwater eel is known to exist.

BERILIK A plant found in shady forest, berilik is used to make a battlefield anesthetic.

BEYAAL The Ivinian name for a byrnie, an armoured shirt or hauberk.

HârnWorld®

HÂRNDEX 17 BIDOW Keep [J4] Realm: Kaldor Population: 425

Holder: Sheriff of Neph Liege: King of Kaldor

A royal keep and the moot of Nephshire. The keep was built in 430 TR and is urgently in need of repair. The cellars have a tendency to flood during spring run-off and the foundations are showing signs of weakening. The sheriff is the Baron of Getha.

bounds of Kethira, through a “gate” that opens only to Siem’s command.

BOGAERN

BIJO Island [G1]

A cheerful domestic spirit of Jarin belief, fascinated by the hearth fires of human homes and believed to bring good luck. However, if the Bogaern is ignored or abused by its chosen family, it causes complete chaos, even to the extent of wrecking the house or terrorizing entire settlements.

The most northerly of the Hârnic Isles, inhabited only by seals and sea birds.

BOGNOR

BILL (see POLEAXE) BINDRA Point [K2] A cape projecting into the Sea of Ivae north of the Anoth Delta.

BIREN River [M9] The central river of Solora, which flows from the Anadel highlands to the Indatha Straits. The river passes through the heart of the Solori tribal lands.

BIRENSHIRE A shire of the kingdom of Melderyn. The shire moot is at Racyn, where the Sheriff of Biren holds the keep on behalf of the king. Theoretically, Birenshire includes the Solora wilderness region.

BJAKA The legendary “wind demon” of Mount Fyso.

BLACK LANTERN (see UHLA) BLACK POLE (see DURAKHAR) BLACKMAIL To extract a payment in exchange for the armour of a defeated opponent. Mercenary knights are sometimes called blackmailers because poorer knights preserve their mail by soaking it in oil, rendering it black.

BLAZON A verbal description of an heraldic achievement or device. Blazonry is the art of describing heraldic devices.

BLESSED REALM The euphemistic name (the real name is unknown) of the present home of Siem. The Sindarin were, at the time of their arrival on Hârn, headed for this realm, lying “far to the west.” Periodically, groups of Sindarin set sail for the Blessed Realm, which almost certainly lies beyond the Copyright © 2014, Columbia Games, Inc.

A great mage, alchemist, and herbalist of the Fyvrian convocation who dwelled in the Anoth Delta. Bognor and his household were destroyed by one of his experiments, providing the Shek-Pvar with a teaching parable known as “Bognor’s Folly.”

BOKA Bay [D6+] An arm of the Gulf of Andurien at the mouth of the Thard River.

BONDING FEE When anyone brings trade goods into a settlement with a market, they must either purchase a hawking license to permit sale of the goods or place the goods in bond at an authorized bonding house. Hawking fees are one-time payments of generally 8–10% of the goods’ value. Bonding fees are charged monthly and are typically 1–3% of goods’ value. Goods placed in bond are usually re-exported but may be taken out of bond on payment of the appropriate hawking fee. Goods are not always inspected, and bribery, undervaluing, and graft are common.

BONDMASTER The official responsible for the administration of a bonding house, and the collection of hawking and bonding fees. Appointed by the mayor or aldermen, the bondmaster is usually a guild member.

BORDAR (see COTTAR) BOSS GORE A spike affixed to the boss (raised central portion) of a shield to give a thrusting option to its wielder. They are most often found on roundshields. Although shields are not good attack weapons, the boss gore can be effective against lightly armoured opponents in close combat.

HârnWorld®

HÂRNDEX 18 BOWS

BRONDUSCHITHRIN, the Lord of Lies

Many different types of bows are used in Lythia. The shape of a bow is a cultural matter. What really matters is the bow’s size, which determines its range and accuracy. In general, the larger the bow, the more powerful it is. Bows are generally used as hunting weapons or employed en masse by foot archers to break up enemy formations. (See LONGBOW, SHORTBOW, CROSSBOW, HARTBOW.)

Also known as the Taleweaver, Bronduschithrin is one of the Althar, the chief servants of Save-K’nor. He has charge of fiction and legend; his repertoire of stories is limitless.

BRANT, King of Nurelia

A small shield, usually strapped to the secondary wrist. Bucklers are generally of light construction, allowing them to move faster than larger shields, but they are less durable.

The third king (172–207) of Nurelia’s only ruling house, clan Ethelyen. Brant guided his kingdom skillfully through much of the Migration Wars. He was succeeded by Nurelia’s last king, Lotin the Grey.

BRANT, Prince The uncrowned heir to the last king of Nurelia, Prince Brant was captured during the Kaldoric conquest. The young prince was confined in Olokand and later disappeared. Most folk suspect murder, possibly by being cast into the pit known as Ona-Setrum on the orders of King Kalabin of Kaldor.

BREATH OF KLYSS Another name for the Shadow of Bukrai.

BROADSWORD Any one-handed sword 30–40” in length. Broadswords are usually double-edged with broad, straight blades, but there are various regional variants. The broadsword is, by far, the most popular weapon of the feudal nobility of western Lythia.

BROMELEON Monastery [J6] Realm: Kaldor Population: 115

Holder: Church of Peoni From: King of Kaldor

The Peonian monastery at Bromeleon was built by the Irreproachable Order in 420 with a grant from King Aidrik III of Kaldor. It is a contemplative community that serves as a retreat for itinerent priests, ranking clergy, and high-born benefactors. Pelnala (high priest) Rablar Oppias is an inspiring spiritual leader who excels at spiritual and theological training and resolution of disorders of the soul. The subordinate manor of Poynter is a hospice for lepers and their families. Copyright © 2014, Columbia Games, Inc.

BRYND Abbey [K5] Realm: Kaldor Population: 245

Holder: Rekela of Serelind From: Serekela of Kaldor

Brynd is the seat of the Rekela (bishop) of the Laranian diocese of Serelind in Kaldor. Rekela Verda Emerel, an elderly man in failing health, has been a steadying influence on the church, carefully mediating between the archbishop and the dogmatic Rekela Hadan of Abriel.

BUCKLER

BUJOC, The A nation of shy, superstitious forest nomads with a strong matrilineal culture. Their tribes, some 30 in number, rarely exceed 100 in strength. They gather twice each year for a summer and winter moot, the latter in the hills overlooking Telumar. Inheritance and lineage are traced through females and Bujoc women play a subtle but dominant role in tribal affairs. They sit in council and often settle tribal disputes among themselves. The male chief of any tribe always acts on the advice of his wife, the Sha woman. She is the real power in the tribe, although this will not be apparent to outsiders. When the chief dies, his wife takes a new husband who becomes the new chief. When the Sha woman dies, the chief will take “the long walk.” Her eldest daughter (usually) will become the new Sha woman, and her husband the new chief. The Bujoc do not see marriage as a sexual institution; any woman may summon to bed any unmarried male, or a married male with permission of his wife. Only the women are aware of the connection between sex and procreation. The Bujoc are not very warlike, but if forced to fight, they will employ bow and arrow from ambush.

HârnWorld®

HÂRNDEX 19 BUKRAI An orb and power owned/wielded by Morgath.

BUKRAI, Shadow of Also called the “Breath of Klyss,” the Shadow of Bukrai is an evil emanation of the undead of Morgath (see GULMORVRIN).

BULA Pass [F8+] A strait separating the Isle of Domid from the mainland.

BURZYN Castle [L7] Realm: Chybisa Population: 520

Holder: Constable Liege: King of Chybisa

The principal seat of King Verlid VII, who also holds Onden Keep. Burzyn may be the most impressive fortification on Hârn. Located at the only bridge across the Ulmerien River, the original castle was built some 500 years ago to guard against barbarian encroachment. It has been improved and enlarged many times since, often with the aid of Khuzan masons. Burzyn is a mercantile center of some significance. The Hodiri use it for trading and it also commands caravan traffic between Thay and Tashal.

CAELYNDD A mighty warrior of Jarin folklore. Caelyndd was a servant of King Daelda during the Atani Wars. He was regarded as a terrible, avenging demon/spirit by the invading Lythian barbarians. By the action of foul sorcery, Caelyndd was cursed to an eternity of half-life and still wanders Hârn, a creature of pure evil, slaying and spreading wanton destruction.

CAER The Hârnic term for a castle.

CALEME Abbey [J5] Realm: Kaldor Population: 325

Holder: Serekela of Kaldor From: King of Kaldor

Caleme is the seat of the Serekela (Laranian archbishop) of Kaldor and is held by the Order of the Spear of Shattered Sorrow from the King of Kaldor. Founded in 240, Caleme houses an impressive temple, the Serekela’s palace, a cloister for resident clergy, an academy for noble children, and a chapter house of the Order of the Lady of Paladins. Serekela Edine Kynn has led the Kaldoric church since the murder of his corrupt predecessor in 708.

CALENDAR (see TUZYN RECKONING) BWAFT [H4] A gargun cave complex located at an elevation of some 5,900’ on the southeastern flank of Mount Obew in the Rayesha Mountains. Winter forces the Gargu-kyani inhabitants into virtual hibernation.

BYTHE Keep [G6] Realm: Tharda Population: 1,175

Holder: Bythe Cohort (1c) From: Shiran Legion

A fortress and district capital in Shiran Province. Bythe is built on the site of an old Shira tribal fort. It is functionally a castle although still called a keep. It guards a bridge over the Thard leading into Shiran, the only crossing upriver from Coranan. The district legar is Carounda Polivar. The commander of Bythe Cohort (three companies) is Marvaen Sudela, a competent soldier with ambition to become provincial marshal. Copyright © 2014, Columbia Games, Inc.

CALIN, King of Aleathia The second monarch (371–393) of the Kingdom of Aleathia. Calin inherited the kingdom from his father, Alash, and managed to expand it north to the Eryn River and west to Sarkum. His only son, Elos, disappeared on Ternu Heath in 389, leaving his only other child, a daughter called Elana, to succeed him.

CALSTEN, King of Serelind The first king (142–162) of Serelind.

CANON LAW The body of law pertaining to the rights and privileges of churches and temples.

HârnWorld®

HÂRNDEX 20 CAPE RENDA DISASTER, The

CENTAURIN

The name for the events of 707 when an Orbaalese fleet intended for the sack of Thay was wrecked by a strange storm, often attributed to some spell of the Melderyni. A gargun settlement located in a high pass through the Rayeshas. Carcust is home to more than 2,000 Garguhyeka.

The origin of Hârn’s centaurin is unknown to anyone. They are now very rare and most scholars regard them as mythical. Centaurs are intelligent and use weapons such as the axe, spear, bow, and sling with great proficiency. They travel in small family groups and are extremely shy of strangers. A centaur’s lifespan is around 400 years. They are hardy and do not wear garments, although they may wear belts, ornamental jewelry, and packs. Centaurs are omnivorous, with a large fiber content to their diet.

CARNAGE OF KIRAZ, The

CERLYNN

The name given to the rape, pillage, and massacre of Kiraz, an underground Khuzan city, by Lothrim in 120. This tragedy was avenged by the Khuzdul at the Battle of Sirion a few months later, when the enemy leader was captured and buried alive in “Lothrim’s Tomb.” Kiraz was subsequently sealed and abandoned.

A henge or stone circle somewhere in eastern Hârn, where Caelyndd camped before his final battle and where a vision came to him.

CASTLE

A fortress and settlement in Hediro District of Shiran Province, garrisoned by two companies of the Shiran Legion. The commander of the cohort is Kalarn Horla, a competent thug. The administrative center of the district is Hediro, but there is a plan to transfer this to Cestor in the near future.

CARCUST [F5]

A fortification consisting of, at least, a stone keep and outer wall, each with breastworks to facilitate defensive missile fire. A castle is distinguished from a shell keep, walled keep, or keep by the presence of fortified towers at the outer wall’s weak points (usually the corners). A castle will also usually possess a fortified gatehouse or barbican and may be surrounded by a moat, ditch, and/ or earthworks. Additional concentric walls may also be present. Within the castle “bailey” will be various outbuildings necessary to the normal operation of the castle’s household. Castles are usually constructed only in districts where unrest may be expected, such as on the frontier and in rebellious or newly conquered regions. Since the possession of a castle (or for that matter any good fortification) renders its owner immune from all but the most powerful assaults, kings and princes will tend to outlaw the proliferation of such structures; only those absolutely necessary to defend against invasion or unrest will be permitted. Another limiting factor on the construction of castles is the tremendous expense. Castles require several years and a great deal of expertise to build. Only the richest of fiefholders will be able to afford them.

CELAETUATH Spirits and ethereal entities who figure in Jarin legends. They are usually described as small humanoids. Most tales of the Calaetuath are whimsical and have some moral and they are frequently seen as incidental characters in other tales. There are four main clans or groups of Celaetuath (see BOGAERN, CLURICAUNE, MAESROL, and POLRAE). Copyright © 2014, Columbia Games, Inc.

CESTOR Keep [G6] Realm: Tharda Population: 575

Holder: Hediro Cohort (2c) From: Shiran Legion

CHAFIN I, King of Rethem The sixth monarch (692–703) of the Kingdom of Rethem. Chafin was the eldest son of Kabe and took the throne during Ezar’s War. He was a competent strategist and managed to maintain the war as a stalemate despite the failure of the Sarkum and Hebon campaigns. He determined that the assassination of Queen Eriel, Kanday’s ruler, would demoralize his enemy and win him the war, and he ordered her murder by the Order of the Crimson Dancer. The assassination was successful but did not have the desired effect. Kanday was outraged when the assassin, captured and made to confess, implicated Chafin in the crime. Kanday then mounted a determined campaign to win the war, which ended in its favor with the Peace of Selvos in 697. Looking for scapegoats, Chafin had Ezar murdered in 698 and showed much disfavor to the Order of the Crimson Dancer, forcing the order to leave Rethem and emigrate to Orbaal in 701. Having made so many enemies inside and outside Rethem, Chafin was unlikely to survive long; he was assassinated in 703 by unknown assailants.

CHAFIN II, King of Rethem The seventh monarch (703–715) of the Kingdom of Rethem. Chafin II was the brother of Chafin I. His reign was peaceful (by Rethemi standards) but still involved the usual internal dispute, rebellion, and political chaos. His

HârnWorld®

HÂRNDEX 21 elder brother had managed to antagonize most religious fighting orders in Rethem and the new king spent most of his reign confined inside Shostim Castle, protected by a bodyguard of some 300 men. Powerful nobles, notably the Earl of Tormau, did what they wished, as did the fighting orders. That Chafin survived to die peacefully in his bed in 715 was something of a miracle.

CHAFIN III, King of Rethem The eighth and current monarch of the Kingdom of Rethem. When the previous king, Chafin II, died in 715, a covert power struggle ensued among his relatives. The ruthless cousin who emerged the victor took the name Chafin III. A ruthless and amoral man, Chafin III is bold and capable. Many believe his skill and ambition will unite Rethem and redress the kingdom’s losses to Kanday.

CHAMBER OF THE RED DOMES, The The home of the Thardic Senate in Coranan, named for the crimson domes atop the building. The Chamber was built from 507 to 511 to house the imperial bureaucracy of the Corani Empire. It was damaged by fire when Coranan fell to the Balshans in 565, and again in 588 amid the riots that toppled the Theocracy of Tekhos. In 624, the Chamber was restored to house the senate of the Coranan Republic and refurbished in 675 for the Thardic Senate.

CHANAKUR A foul and evil monster that terrorized parts of eastern Hârn in the distant past. Chanakur was defeated and imprisoned by the great mage Genin, who warned that, one day, the beast would return.

CHANDLERS’ Guild Chandlers have a monopoly on the production and sale (for profit) of candles, lamps, and the like. Many supplement this activity by provisioning ships and operating a kind of “general store,” offering for resale a variety of wares produced by other guilds. They will charge 10–30% more than would the craftsman himself, but, for those who can afford it, they offer the advantage of “one-stop” shopping.

CHANGELING A mortal child or the descendant of a mortal child stolen from its parents and turned against humankind by the Morsindari.

CHARCOALERS’ Guild CHAINMAIL An incorrect name for mail armour.

CHAKRO, Gulf of [H7] An arm of the Gulf of Ederwyn located off the south coast of Hârn.

CHAKTA Keep [D7] Realm: Rethem Population: 425

Holder: Sheriff of Zabin From: King of Rethem

Chakta keep dates from 410, when the Corani Empire built it to defend the lowest crossing of the Thard. It now guards the south end of the Dedergon Bridge, a wooden structure connecting Chakta with Golotha. The Sheriff, Sir Lewen Reytal, worries about the conflict along the Kanday border and fears it may be escalating. Copyright © 2014, Columbia Games, Inc.

Guildsmen who deal in the sale of charcoal, coal, and, in towns only, firewood. Coal is rare on Hârn and quite expensive, but is used by some wealthy Hârnians to heat their homes. The major customers for the charcoalers are metalsmiths, miners, and weaponcrafters.

CHARET, Mount [H2] A peak in the central Jahl Mountains (7455’).

CHARGE In heraldry, the charge is a device on a shield.

CHAUSSES (see LEGGINGS)

HârnWorld®

HÂRNDEX 22 CHECKERED SHIELD, Order of the The western chivalrous fighting order of the Church of Larani. The Order of the Checkered Shield is sponsored by the clerical Order of Hyvrik and was founded in 622 by Andasin I to guard the northern border of Kanday. The order holds Menekod, which it seized from the Order of the Copper Hook during Ezar’s War. The Checkered Shield is renowned for its individual and collective military prowess, as well as for its chivalry. The order provides guards for the temples of its parent clerical order, and, on request, for any other “good” Church. The order takes its name from the legendary red and white checkered shield of the goddess Larani. Knights of the order bear facsimiles of this shield.

and on the east by the Geleme. Trobridge Inn lies within the claimed territory but remains independent.

CHELNA GAP [I6] A wooded plain between the Felsha Mountains and the highlands of the Shava Forest. The gap is crossed by the Salt Route and is the main land corridor between eastern and western Hârn. Control of its vital traffic was one of the issues leading to the Salt War between Kaldor and the Thardic League. Today, the region is claimed by Kaldor as the Chelmarch, but only the odd patrol from the kingdom is likely to be encountered. Trobridge Inn lies at the western end of the gap. In a battle fought just east of the inn during the Salt War in 672, a Kaldoric army was defeated by a larger force of the Thardic League. The gap is the home of the generally hostile Chelni, a loose federation of some 30 barbarian tribes. The only hope of safely traversing the gap is to convince a Chelni chief to give his protection in return for suitable gifts.

CHELNI, The

CHELEMBY

A loose federation of some 30 tribes, ranging in size from 60 to 200, who occupy the Chelna Gap and surrounding hills. They are a pastoral people, constantly on the move and dwelling in large communal tents. Each tribe keeps herds of cattle and ponies, usually 100–300 of each, which are actively traded for ironwares and other artifacts they cherish. The various tribes hold a major gather near Trobridge Inn during the early spring, during which they will trade with caravan merchants and each other, a truce being declared for the occasion. For the rest of the year, the Chelni tend to be hostile to each other and to travelers. Their warriors, mounted on sturdy Chelni ponies, are usually well armed with bow and arrow, spears, and leather round shields.

An island city-state and important trading center in the Sea of Ivae east of Hârn.

CHENAD Keep [F7]

CHELEBIN I, Queen of Kaldor The thirteenth monarch (484–516) of Kaldor and that country’s second queen. She was the fourth ruler of the house of Artane, having succeeded her mother, Myselbane. She was succeeded by her son Aidrik V.

CHELEBIN II, Queen of Kaldor The fifteenth monarch and third queen (518–533) of the Kingdom of Kaldor. She inherited the throne on the early death of her brother Aidrik V and was succeeded by her grandson Roloth. She was the sixth sovereign of the House of Artane.

CHELEBIN III, Queen of Kaldor The twenty-first ruler (fifth queen) of Kaldor (651– 669) and the third monarch of the House of Elendsa. She was the queen of Haldan the Younger, by whom she bore Torastra. Her popularity was such that she was chosen to succeed even over her own son, who was more interested in tournaments and duels at the time.

CHELMARCH A district claimed but only loosely (if at all) controlled by the King of Kaldor, who is also the Warden. According to Kaldoric reckoning, the region is bordered on the west by the Isulon river and the Felsha Mountains, on the south by the Wend River, on the north by the Efrel, Copyright © 2014, Columbia Games, Inc.

Realm: Tharda Population: 660

Holder: Chenad Cohort (1c) From: Coranan Legion

A fortress and district capital in Coranan Province. The site was originally occupied by the Telene tribal people who were assimilated into the growing Corani Empire. The first fortification was built in 339 but later improved by Emperor Mejenes in 452. The district legar

HârnWorld®

HÂRNDEX 23 is Lounda Krenna. The commander of the Chenad Cohort’s three companies is Toliam Herthel.

CHERAFIR, City of [N10] Realm: Melderyn Population: 7,000

Holder: Constable Liege: King of Melderyn

A walled town situated on a headland in the Tuven River estuary. It is the royal seat of the Toron dynasty, kings of Melderyn. The site was occupied by the Jarin as early as 1100 BT but appears to have also been used by the Earthmasters. The modern city was founded in 1 TR, when Erebir Pendragon made it his royal seat. The city is renowned throughout western Lythia as a center of scholastic activity. It is sometimes referred to as the Mages’ City, a place that superstitious folk claim is prone to strange happenings. Cherafir imposes strict controls on foreign trade and ships. All traffic between Lythia and mainland Thay is required by law to dock here for inspection. There is an extensive list of goods that Melderyn will not permit to be imported. Proscribed items include weapons more “advanced” than those already present on Hârn and certain (unspecified) drugs, herbs, and elixirs. Some potential immigrants with special powers or knowledge are also denied entry. A duty (10–500%) is levied against

all allowable imports. Visitors to Cherafir are usually confined to the Alienage, a cosmopolitan dock-side district dominated by the Lia-Kavair. The following temples can be found in Cherafir: Halea The Silken Voice Larani The Spear of Shattered Sorrow Peoni The Balm of Joy Peoni The Irreproachable Order Save-K’nor The Shea-al-Aecor * * Headquarters of the order and seat of Hârnic Primate.

CHERFINSHIRE A shire in the Kingdom of Melderyn. Shire moots are in Shenap, held for the king by the Sheriff of Cherfin.

CHERNAE, King of Aleathia The fourth monarch (409–429) of the Kingdom of Aleathia. This son of Queen Elana was a wastrel and effeminate ruler, probably homosexual. He did little during his 20 years on the throne other than hunt, fish, and lavishly entertain a clique of male advisors of a similar bent. Chernae drowned on a hunting expedition in 429, leaving no heir.

CHERON, Mount [I5] A peak (7498’) in the central Felsha Mountains.

CHETUL River [D5+] Rising in the western foothills of the Rayeshas, the Chetul flows north and west to the Sea of Tirpal. The river is considered to be sacred by the Urdu tribal nation.

CHIDENA, Queen of Kaldor The seventeenth ruler and fourth queen of the Kingdom of Kaldor (559–588). Chidena was the eighth monarch of the House of Artane and inherited the throne on the death of her father. She was succeeded by her only son, Iemald.

CHIND, the Dog A non-zodiacal constellation of the southern sky.

CHINDRA, The A disorganized gargun nation of Gargu-hyeka inhabiting the northern half of the Anadel region. They are often in conflict with the Bujoc tribesmen.

CHISON Keep [E8] Realm: Kanday Population: 480

Holder: Sheriff of Urien Liege: King of Kanday

The moot of Urienshire, Chison was built in 382 on the site of an old tribal hill fort. During the Theocracy of Tekhos (572–88), a bizarre Morgathian cult operated Copyright © 2014, Columbia Games, Inc.

HârnWorld®

HÂRNDEX 24 from a hidden temple in the area. The Sheriff of Urien, Sir Nordis Lunteyn, is 32 and something of a romantic. He believes in the ideals of knighthood rather than the realities. One of his fondest desires is the establishment of an annual tournament of chivalry similar to the famous royal tourney held in Olokand in Kaldor. Since his appointment in 717, he has been petitioning Andasin IV to this end.

CHOLAS Abbey [K5] Realm: Kaldor Population: 310

Holder: Rekela of Kephrus From: Serekela of Kaldor

Cholas is the seat of the Rekela (bishop) of the Laranian diocese of Kephrus in Kaldor. The diocese includes the barbarian-infested Chelmarch. The diocese’s abbeys are well-established and wealthy. Rekela Tyrnal Dariune is also the Bailiff of Cholas Hundred. Plaintiffs who tithe generously to the church generally find Bailiff Dariune’s decisions satisfactory.

CHOLE, Mount [H2] A peak (6854’) in the central Jahl Mountains.

CHUCHLAEN WHEELWRIGHT, Order of An Ilviran clerical order based at Gedan. The order was founded in 686 and is associated with a faction of the Jarin resistance movement based at Gedan.

CHUNEL, King of Melderyn The twentieth and current pendragon (king) of Melderyn and fourth sovereign of the Toron Dynasty. Chunel succeeded his father in 684 and is renowned for his cynical wit. Like preceding monarchs, he leaves much of the government to his council but is highly competent and active in affairs of state. When he took the throne, the tiny kingdom of Chybisa was under the occupation of Kaldor. Chunel decided to support Balesir, the deposed monarch of Chybisa, in return for a promise of fealty. With an army raised among the mainland possessions of Melderyn, Balesir regained his throne in 687 but did not keep his promise to Chunel. It is said that when news of this betrayal was brought him, Chunel expressed a lack of surprise; some say he actually laughed. Chunel subsequently denounced the treachery and has not given up his claim to Chybisa, but neither has he taken any obvious action to press it. Chunel is in excellent health and comes from an extremely long-lived line. He is 58 years old and has one son among five healthy children. Copyright © 2014, Columbia Games, Inc.

CHYBISA, Kingdom of Chybisa is Hârn’s smallest state, a tiny kingdom on the south bank of the Ulmerien River ruled by King Verlid VII from Burzyn. The kingdom was founded in 160 by a mixed group of immigrants from Melderyn, led by a supposed knight called Shobald. Chybisa was once significantly larger but lost most of its territory to rampaging Pagaelin and Hodiri tribesmen during the Migration Wars. Five centuries later, the kingdom still maintains a delicate independence, although it has twice come under the control of foreign powers, Melderyn (409–475) and Kaldor (678–687). Chybisa contains some of Hârn’s most impressive fortifications, particularly the royal castle at Burzyn. Unlike other feudal kingdoms on Hârn, Chybisa is not divided into shires and has no earldoms. The present king, Verlid VII, has his principal seat at Burzyn and a royal keep at Onden. Geda Keep is held by Baron Forsetha and Lerenil Keep by Baron Legith, both from the king. The 24 monarchs who have ruled Chybisa are: House of Shosel Shobald 160–183 Verlid I 183–210 Verlid II 210–251 Colasten I 251–284 Verlid III 284–316 Verlid IV 316–350 Nyrenalis 350–354 Colasten II 354–375 Verlid V 375–392 Verlid VI 392–409 House of Rylia* Imadain I 409–413 Imadain II 413–440 Arabar 440–463 Erebir 463–475

House of Burzada Sharat I 475–506 Gometh 506–521 Sharat II 521–541 Lonatar 541–559 Sabalyne 559–590 Gebral 590–627 Udine I 627–661 Udine II 661–664 House of Geledoth Balesir + 664–691 Verlid VII 691– *Kings of Melderyn +Torastra of Kaldor (ruled 678–687)

HârnWorld®

HÂRNDEX 25 CHYMAK, The The tribesmen of Belna Island. They number just more than 2,000, spread among 60 clans of 25–50 persons. Clans are matrilineal but not matriarchal; descent and inheritance are traced through the maternal line but woman do not govern. The Chymak are great fishermen and are noted for their large sea canoes, which they skillfully navigate throughout the area’s perilous waters, from the mouth of the Kald to Cape Horab and even as far south as Shata Island. The Chymak have taboos concerning the islands of Keboth, Yaelin, and Gyzem.

CHYREFAL Castle [N9] Realm: Melderyn Population: 540

Holder: Sheriff of Ikom Liege: King of Melderyn

The present castle was built in 478, but this site has been continuously occupied since at least 1100 BT, when the Jarin built a small settlement. There is also evidence of much earlier habitation, namely a ring of standing stones called the Twelve Arrows that is several thousand years old. During the Five Kingdoms period, Chyrefal was the capital of the Kingdom of Chaig. After the foundation of Melderyn, it became the Earldom of Iko. The ruling house died out in 590 and the earldom was formally abolished by the Shires Edict of 630. Due to communication difficulties, Ikoshire is very much left on its own, with little interference from the crown. The Sheriff is Sir Balsen Torele, a highly competent administrator. Chyrefal has an Odivshe chantry of the Shek-Pvar, which was established as early as 500 BT and is considered one of the best of its type in Lythia.

CLESSAN, the Stag A non-zodiacal constellation of the Northern sky.

CLURICAUNE A solitary spirit of Jarin lore, said to inhabit wine cellars, where it spends its time drinking alone. Cluricaune are able to foresee the future. A very thirsty Cluricaune lives under Leriel Castle in Orbaal.

CLOTHIERS’ Guild Clothiers belong to one of the largest guilds. Most of the population makes its own rags, but the wealthy middle class and the nobility count a clothier’s products among their Copyright © 2014, Columbia Games, Inc.

status symbols. A master clothier knows the arts of tailor, glover, and haberdasher, although some masters specialize. Some establishments employ dozens of journeymen and apprentices. Wealthy nobles may have bonded master clothiers in their employ.

COAT OF ARMS An achievement displayed on a coat, usually as embroidery on a knight’s surcoat.

CODOMINIUM, The The era of Hârnic history between the departure of Siem (c.7000 BT) and the arrival of the first humans (c.1300 BT). After the myth-steeped emergence of the Khuzdul, the Sindarin king Daelda ruled both races for almost six millennia. The Codominium was one of Hârn’s most peaceful eras, with the divergent skills and cultures of the two elder peoples harmonizing to produce a golden age of great achievements of which precious few survive. The Codominium ended with the establishment of human Jarin settlements on the east and south coasts of Hârn. Daelda continued to reign over the whole island until his death around 683 BT.

COHORT A military unit ideally consisting of 400 foot or 200 cavalry (see LEGION).

COHORTS OF GASHANG, Order of the An Agrikan fighting order based at Themeson, sponsored by the female clerical order, Eight Demons. The full name of the order is Cohorts of Gashang, the Emperor of Flame, but their formal title is little used. Interestingly, the clerical order is restricted to women while the fighting order is open only to males. Originally only a subsect, the Cohorts of Gashang split from the Red Shadows of Herpa in 714 at the climax of a theological/political dispute. Knights of the order are known to bring captives to the tender mercies of their parent clerical order in Golotha, Shiran, and Coranan. They carry red-tipped maces as a favorite weapon, the Gashang being the symbolic flaming mace of Agrik.

HârnWorld®

HÂRNDEX 26 COLASTEN I, King of Chybisa The fourth monarch (251–284) of Chybisa.

COLASTEN II, King of Chybisa The eighth monarch (354–375) of Chybisa.

COLURA of Coranan The fifth Autarch (661–668) of the Thardic League. Colura inherited the Five-Year War initiated by his predecessor, Jalien. For the first three years, he was able to defeat Kandian armies at will but suffered a crushing defeat when faced by the Kandian warrior queen, Arelora, at the Battle of Eidru in 665. Forced to retreat to Coranan, Colura sued for peace in 666 and the war ended with victory for Kanday.

COMPANY The nearest English translation of a term used generally throughout Hârn to describe a military unit composed of about 20 men (see LEGION).

CONCORDAT OF THE ILLIMITIBLE TOME The legendary treaty of peace between the gods that ended the “time of cataclysm doomed surely to be the end of all that be.” The Concordat, the Ke’lha-hyVar-hyvrak, provided that all the myriad knowledge of men and gods be removed from the minds of men and reserved to the gods alone. This knowledge was written in the Var-hyvrak (the Illimitible Tome) and placed in the keeping of the god Save-K’nor against future need. The Concordat also established strict limits on the ways in which the deities could intervene to aid their adherents and the frequency with which such interventions could take place (karma or manna). The articles of the great treaty are, by their very nature, incomprehensible to mortals, which fact is used to “explain” the sometimes inexplicable behavior of the gods.

CONSTABLE An officer appointed by a holder of a keep or castle to govern it for him. A constable is not a true fiefholder since the office is not hereditary. His function is merely to administer the estate in exchange for a fixed annual stipend or a percentage of the fief ’s revenues.

CONVOCATION A brotherhood or division of the Shek-Pvar. Each convocation specializes in magic of a particular element. There are six convocations (see LYAHVI, PELEAHN, JMORVI, FYVRIA, ODIVSHE, and SAVORYA).

Copyright © 2014, Columbia Games, Inc.

COPPER HOOK, Order of the An Agrikan fighting order established in 623 under the sponsorship of the clerical order, Fuming Gate. After several decades of aimless pillage and poverty, the order swore fealty to Arlun of Rethem in 641, probably in the hope of being granted some lands. This grant took 40 years, but their patience was handsomely rewarded in 681 when Nemiran gave them Menekod, Hyen, Dunir, and Selvos. The next year, the order used its new power to launch an attack on the Kandian keep at Imiden. This started a 15-year conflict between Rethem and Kanday that came to be known as Ezar’s War, named after the order’s grandmaster. The war proved to be disastrous for both Rethem and the order. All of the order’s holdings except Hyen were captured and are still held today by Kanday. The Copper Hook has never recognized the Peace of Selvos that ended Ezar’s War in 697. It has continued to skirmish with Kandian units for the past 23 years, notably with those of the Order of the Checkered Shield.

CORANAN, City of [E7] Realm: Tharda Population: 12,500

Status: Freetown (Prefect/Warden)

Hârn’s largest city, located in the heart of the fertile Thard valley, Coranan is the most important economic center of the region. It is the terminus of the Salt Route, the main trade route with eastern Hârn, and it sits astride the road and river links between the cities of Golotha, Shiran, and Aleath. Coranan was founded in 301 by Corthir, the first ruler of the Corani Empire. As the imperial capital, Coranan grew to dominate the cultural and economic affairs of Tharda, but became somewhat decadent and fell to the hordes of the Balshan Jihad in 565. The establishment of the capital of the Theocracy of Tekhos at Shiran, perceived as a deliberate snub, made Coranan a center of intrigue against Tekhosian rule. This culminated with the assassination of Horahnam, dictator of the regime, in Coranan in 588. After the collapse of the Theocracy brought several decades of turmoil, the Coranan Republic, founded in 621, managed to restore order in central Tharda and the city began to flower again. In 632, an alliance was formed with the Shiran Republic,

HârnWorld®

HÂRNDEX 27 developing into the Thardic League in 636. When the League became the Thardic Republic in 674, Coranan became its capital. The city of Coranan is governed by two officials, both appointed by the senate for one-year terms that are renewable at the pleasure of the senators. The prefect is responsible for financial, judicial, and other civic matters, and has a large bureaucracy to assist him. The prefect is Toribir Wejik, a competent administrator who has held the office for four years. Wejik is a scholarly man of 57, whose frail appearance belies his energy. He frequently outworks his younger assistants. Military affairs are the responsibility of the warden, who commands the Red Guard, a cohort of eight companies that is the only unit of the Thardic army permitted within the city’s walls. The Red Guard was originally formed to protect the Chamber of the Red Domes, which now houses the Thardic Senate. Headquartered in the impressive Citadel, the Guard sees itself as the elite of the republic’s warriors. Entrance requirements are theoretically high, but years of indolence and the practice of granting officer ranks to

Copyright © 2014, Columbia Games, Inc.

favorite nephews of senators has blunted its fighting edge. The Guard is also supposed to be the garrison and police force of Coranan, but it deems such duties too trivial and they have gradually been taken over by a multiplicity of privately funded mercenary bands. The position of warden has been vacant for three months due to a deadlock in the senate. The two leading candidates are Harmon Kainel and Azikain Gelber. With the possible exception of Cherafir, Coranan is the most cosmopolitan settlement of the Hârnic Isles. The city is noted for its profusion of palaces and major buildings. In addition to the Chamber of the Red Domes and the Citadel, formerly a palace of Corani Emperors, the city has 12 major temples and Hârn’s largest Pamesani arena. Coranan is a city of enclaves; its several

HârnWorld®

HÂRNDEX 28 quarters are divided by walls. Coranan has the following temples and clerical orders: Agrik The Eight Demons Agrik Herpa the Mace (covert) Agrik The Octagonal Pit Halea The Silken Voice Larani Order of Hyvrik Morgath The Lord of Chaos Naveh Covert + Peoni The Balm of Joy Peoni The Irreproachable Order Save-K’nor The Hyn-Aelori * Save-K’nor Order of Rydequelyn Save-K’nor The Shea-al-Aecor * Headquarters of the order. + Seat of the Primate of Hârn.

CORANAN Province One of the six provinces of the Thardic Republic. The provincial capital is at Telen, the city of Coranan having its own administration. The provincial magistrate is Amerak and the marshal is Cobart. Both men are members of the powerful Nordaka family, which owns thousands of acres around Telen.

CORANAN Republic A plutocratic republic centered on the city of Coranan and founded in 621. Together with the Shiran Republic, it formed the Thardic League from 636 to 674. The republic was formally dissolved in 674 and replaced by the Thardic Republic.

565. The Corani empire was the largest human state in Hârnic history. Seemingly destined to rule all of Hârn, its corruption, too many weak emperors, and a series of floods, plagues, and famines led to its demise. Much of the character of present day Tharda had its roots in the empire. Most of the region’s fortifications, roads, and ports were founded during its existence. The 15 monarchs who ruled the Corani Empire were: Corthir Kusem Lobir Raelan Arosta Malian Kobar Laketta

301–318 318–333 333–361 361–366 366–380 380–394 394–437 437–443

Mejenes Sylud Saurach Mindrithar Korad Shorka Medak

443–465 465–485 485–491 491–512 512–528 528–555 555–565

CORSILEA The bejeweled, seven-leveled heaven of Halea, Corsilea has been described as “a many-chambered keep of crystal walls and silkened halls, a’froth of crimson color, where soft and luxurious pools effervesce with lusty perfumes and hidden secrets among the splashing of wine; golden passion awaits the soul who rises to the Lady’s eyes….”

CORTHIR

The tribal nation that founded the Corani Empire under Corthir.

The chieftain who unified the eight Corani tribes, founded the Corani Empire, and ruled from 301 to 318. A Corani legend tells of how Corthir challenged and defeated each of seven other Corani chiefs in a single day to unify the tribes and found his kingdom. The site of his victories was apparently chosen as the location for the city of Coranan.

CORANI EMPIRE

COSYUH Keep [M7]

CORANI

The empire founded in 301 by Corthir, chieftain of the Corani tribal nation. It came to dominate all of western Hârn before collapsing to the Balshan Jihad in

Realm: Melderyn Population: 300

Holder: Sheriff of Elorin Liege: King of Melderyn

A royal keep in Elorinshire held for the king by Sir Denyl Hilbern, Sheriff of Elorin. The site was once a Lakori tribal settlement. The existing keep was built in 548, replacing an earlier structure built around 180 by the Kingdom of Elorinar. Sir Denyl, who is 26, was appointed sheriff in the summer of 719. Until that time, he had been the deputy to the previous sheriff, Sir Peten Tamarin, who died after a riding accident. Sir Denyl is a laconic young man who periodically displays a sardonic wit.

COTTAR An unfree peasant, also called a bordar. Cottars typically hold 1–5 acres.

COUDE Elbow armour, usually of plate or kurbul. Copyright © 2014, Columbia Games, Inc.

HârnWorld®

HÂRNDEX 29 COURT OF PENTACLES, The Established in 421 in the Corani Empire during the reign of Kobar the Eternal, the Court of Pentacles was, at first, an economic advisory body to the imperium. The Court evolved and its financial influence spread over the whole of Hârn as it gradually came to represent the interests of the “middle class.” Effectively mediating between governments and the nascent guild “system,” the Court became an international organization and proved that it could best administer most commerce. In 493, it was renamed the Mangai.

COURTESANS’ Guild Courtesans offer a wide range of erotic services in houses that bear names such as House of the Seven Joys and Floating World of Three Heavens. Courtesans should not be thought of as ordinary prostitutes, as their houses are far above the common brothel in decorum and luxury. The guild is loosely organized. Typically, the guild acquires most of its attractive teenage girls through brokers from their impoverished fathers, a better fate than most would otherwise enjoy. These girls receive instruction in the erotic arts in return for a bonded contract to work for a franchised house for seven years. After this, a courtesan may retire, leave to join another house, or remain with her present house as a partner. Courtesans are always expensive. Depending on the house, services range from 12 to 36d per visit, while the great ladies of the profession can command fees ten times this. Most courtesans retire before age 30, usually with a tidy nest egg. Some marry former clients or enter the church of Halea, their patron deity. A few will establish their own houses. The most famous, and expensive, Hârnic courtesan houses are in Shiran.

COWL Flexible armour of cloth, leather, quilt, or mail covering the skull and neck (short cowl) and sometimes the shoulders (long cowl). Cowls may be body armour extensions or separate garments. A quilt cowl is always worn under a great helm.

is needed to build a keep or castle or to wall a town. Because major fortifications render their holders immune to all but large, determined assaults, governments carefully limit their construction.

CRIMSON CHAMBER, The The mythical residence of the goddess Halea. The Crimson Chamber is said to be the “room of ultimate indulgence” where the “chosen” of the immortal lady enjoy an afterlife of constant sexual, culinary, and other erotic pleasures, until they presumably go mad and are replaced by new “chosen.”

CRIMSON DANCER, Order of the An Agrikan fighting order consisting entirely of women and sponsored by the female clerical Order of Kukshin. There is a hostel of the order in Shiran but the Orbaalese keep of Quimen has been the headquarters of the Crimson Dancer since it was banished from Rethem in 701. The order draws most of its recruits from martially inclined shieldmaidens who are disenchanted with their subservient role in society. The order is infamous for its brutal treatment of its Jarin thralls and is well feared by menfolk everywhere.

CRIMSON PALACE The most famous house of courtesans on Hârn. Located in Shiran, the palace is often used as a meeting place by merchants and politicians. The rates are very high.

CROSSBOW

The most enigmatic of the three deities of Kuboran religion. Insane Crador is the bringer of evil dreams and the protector of fools and children. Sometimes he is benevolent, sometimes not.

A small bow mounted horizontally on a wooden stock with a trigger device to release a short arrow called a bolt or quarrel. Unlike other bows, they may be carried loaded and ready to fire, but this advantage is offset by their longer time to reload. The use of a crossbow in combat (against people) is strictly forbidden by canon and secular law (the penalty is death). Anyone carrying a crossbow is regarded with suspicion. They are almost exclusively used for hunting

CRENELLATION LICENSE

CRYNTO, the Beetle

CRADOR the Blind

A license granted by a sovereign to build and/ or upgrade a major fortification. A crenellation license Copyright © 2014, Columbia Games, Inc.

A non-zodiacal constellation of the northern sky.

HârnWorld®

HÂRNDEX 30 CRYX, the Warhorse A non-zodiacal constellation of the southern sky.

CUIRASS A combination of breastplate and backplate to cover the thorax and abdomen. Most cuirasses are made of kurbul; plate cuirasses are rare.

CUNDRAS Keep [M8] Realm: Melderyn Population: 330

Holder: Lady of Paladins Liege: King of Melderyn

Cundras was built by order of King Lodros in 624. In 654, King Etobron granted both Cundras and Fosumo to the Order of the Lady of Paladins, a Laranian fighting order. Cundras is now the headquarters of the order. Since 714, the order has staged a vicious crusade against the Solori tribesmen, seeking to win control of their lands. The order faces growing opposition within the Church of Larani for its genocidal atrocities. The Chabla (grandmaster) is Sir Enyel Trenoul, a shrewd and stubborn man of 48.

CUPETH Keep [M7] Realm: Melderyn Population: 295

Holder: Sheriff of Lened Liege: King of Melderyn

Cupeth was originally settled during the Kingdom of Elorinar. A hill fort was constructed here in 187 and a wooden tower was built early the next century. Cupeth marks the easternmost point of Bujoc raiding during the Migration Wars. The keep was built in 285 and additions were made in 572. The Sheriff, Sir Jenis Thabel, is a second cousin of the Earl of Nurisel and a close confidant of King Chunel.

CUTON Keep [E8] Realm: Kanday Population: 385

Holder: Baron Elecher Liege: Earl of Sarkum

A keep in Torenshire, first built in 364 by King Alash of Aleathia. Following the collapse of the Theocracy of Tekhos in 588, the keep was seized by Korlim Elcher, who established a small, independent state that eventually joined with the growing Kingdom of Kanday. The fourth baron was Korlim’s granddaughter, Arelora, who married Ashenan and became the first queen of Kanday after his death. After her death, the barony reverted to her second cousin. In 693, Queen Eriel made the Baron of Cuton a vassal of the Earl of Sarkum. The present baron is Rykan Elcher. Rykan is 26 and a close friend of Prince Anaflas, the king’s younger brother (see IMIDEN).

CYMRU, Mount [G2] The westernmost major peak (6047’) in the Jahl Mountains. Copyright © 2014, Columbia Games, Inc.

DAASEN Keep [H2] Realm: Orbaal Population: 495

Holder: Clan Daasen Tribute: Vaagel

Built in 487 by the Jarin under the name Kyloryn, this keep was captured by the Ivinians in 673. The valhakar is Harsin Daasen, 28, who is something of a fool. The intrigue within clan Daasen may result in his death. The Daasens are a branch of clan Daas from Menglana in Ivinia.

DAELDA, King of Hârn The first and last Sindarin king of Hârn. Daelda took power on the departure from Hârn of the deity Siem around 7000 BT. Daelda’s reign is, for the most part, synonymous with the Codominium. He ruled into the Age of Men until his death around 683 BT, when he was succeeded by Aranath. Most of Daelda’s reign was peaceful and happy, although the last two centuries were marred by violent incursions of barbaric humans from Lythia.

DAENSHIRE A shire in the Kingdom of Kanday; shire moots are held at Edino. The shire is well settled in the west, including the principal royal castle at Dyrisa, but the east is largely forested and unsettled, containing the disputed Mimea Hills.

DAGGER Any knife designed for combat. The term includes a variety of single- and double-edged weapons, most of which have at least a minimal guard to protect the hand. Few exceed a foot in length or a pound in weight. The balance is far from perfect for throwing. See KELTAN and TABURI.

DALKESH An arid region on the mainland of Lythia, on the south shore of the Venarian Sea. Among the many states of western Lythia, the Dalkesh Empire is second only to Azeryan in size and power. The Church of Naveh is popular with the ruling elite.

HârnWorld®

HÂRNDEX 31 DANISTOR

DATHSHIRE

A large yellow fungus found on fallen or dying trees. Also called “Nolah’s Ear” for its presumed resemblance to the warty ears of the Hârnic troll, these nutritious fungi are a favorite food of those who inhabit the deep forests.

A shire of the Kingdom of Melderyn. The shire moots are held at Jetust, where the keep is held for the king by the Sheriff of Dath.

DARANOG

By tradition, death by the severing of the head is a privilege reserved for gentlefolk. Simple folk may be executed in a variety of interesting ways, but hanging is most common. In most jurisdictions, canon courts cannot inflict the death penalty, but must bind over the convicted criminal to a secular court for punishment. In some jurisdictions, the death penalty is, by custom, only imposed by royal courts.

The often-sighted monster of Lake Arain, reported as a great snake, 60 feet long, and covered in slimy scales.

DAREBOR, King of Melderyn The fifth pendragon (king) of Melderyn (157–186).

DARK ELVES (see MORSINDARI) DARL River [L5] The Darl springs from a cave in the Sorkin Mountains and flows southwest into Tontury Lake. Placer gold has been found on the banks of the Darl and there has been speculation that the mother lode lies inside the cave.

DASEN Keep [C6] Realm: Rethem Population: 285

Holder: Constable Liege: Earl of Tormau

A fief in Hohnamshire held by Sir Nefin Lynnaeus for the Earl of Tormau. Dasen keep was built in 674 by clan Lynnaeus to guard the northern flank of Tormau and has been held by this clan ever since. The present constable is the earl’s cousin, Sir Nefin Lynnaeus.

DEATH PENALTY

DEDERGON Bridge A wooden bridge across the south arm of the Thard River linking the city of Golotha to Chakta Keep. The bridge has been rebuilt several times due to destruction by war and floods.

DEITIES There are 10 major gods and goddesses worshipped on Hârn: Agrik, Halea, Ilvir, Larani, Morgath, Naveh, Peoni, Sarajin, Save-K’nor, and Siem. Each has its own Hârndex entry.

DEKEJIS A symbol and demonic servant of the god Naveh, appearing as a red-eyed, black cat. Dekejis considers the eyes and genitals of humans a great delicacy. Those who lack, or are said to lack, one or the other are said to bear the stigmata of Dekejis, or the curse of Naveh.

DEMANI A Jarin name for gargun.

DEMENSE The portion of an estate retained by a manorial lord for his personal use. Most of this land will be orchards, meadow, and good arable land.

Copyright © 2014, Columbia Games, Inc.

HârnWorld®

HÂRNDEX 32 DEMON PAMESHLU THE INSATIABLE, Order of An Agrikan fighting order sponsored by the clerical Order of the Octagonal Pit. The order holds no lands, serving primarily as guards, gladiators, and beast and slave masters for its parent clerical order, which operates the Pamesani arenas in Rethem and Tharda. Most knights are skilled warriors; one of their principal tasks is to “recruit” suitable opponents for the games.

DOCTRINE OF THE BARREN CYCLE A theory in the Church of Ilvir that the Ivashu are a higher form of life than humankind, representing forms pleasing to the deity and worthy of emulation. Mortal life is a prelude to a cycle of reincarnation as superior Ivashu, constantly becoming more enlightened until the soul achieves the independence of demi-godhood. Hence, it is the ambition of Ilvirans to become an Ivashu after death.

DOLITHOR The legendary castle home of the goddess Larani, located in the “Land of the Mighty,” the heaven of her followers. The constable of Dolithor is Mendiz.

DENIA River [D5+] Gathering in the Peran marshland, the Denia is a swift river that flows into the Gulf of Pendos at Tormau.

DEOCALA, DESARIA, DETASIA, the Searchers Three of the Althar (chief servants) of SaveK’nor. The trio search out knowledge in all its forms and inscribe it on the walls of Inor Teth. The three are portrayed as women of gentle bearing and soft beauty. They often come into contact with mortals and are the subjects of numerous tales and songs.

DERET River [F5] Fed by the Mount Anegif snowcap, the Deret cascades through precipitous canyons to empty into the western end of Lake Benath. Silver mines dot the river’s course (see IRACU). Various explorers have sought in vain along the banks of the Deret for Lothrim’s Tomb.

DEZENAKA A monthly ritual of the Church of Naveh.

DIAFFA, The

DOMAIN The name given to the lands held by an Orbaalese clan. Domains are not fiefs in the feudal sense, being held mainly by right of conquest and also enjoying a greater degree of independence. Smaller Orbaalese domains generally owe tribute to more powerful lords, who in turn owe tribute to the Orbaalese king. In other kingdoms, the lands owned directly by the king may be termed the “Royal Domain.”

DOMI, The

Unorganized tribes of Gargu-araki that inhabit the hilly forests of eastern Orbaal around Gedan.

A minor branch of the Gozyda nation residing on the Isle of Domid.

DIRENA Lake [H5]

DOMID, Isle of [G8+]

A lake in the Felsha Mountains holding the headwaters of the Anish River. The Anisha ruins lie on its northern shore.

Copyright © 2014, Columbia Games, Inc.

A well-forested island off the southeast coast of Tharda with a band of heathland on its southern margins. There are no civilized settlements and the present inhabitants are the Domi, a minor branch of the Gozyda tribal nation. Numerous wrecks dot its shores; the remains of a village, said to be a legacy of an Aleathian Odyssey shipwreck, have been reported.

HârnWorld®

HÂRNDEX 33 DOSHENKANA A poisonous plant found in forested areas.

DRACOFELAS The dracofelas, or dragon cat, is a formidable beast of great size with huge teeth that jut down out of its mouth. There are few reliable claims of sightings and no known live captures. Bones of the giant cat are sometimes found in riverbeds. Most lore of this beast comes from hunters who return with tales of giant pawprints, huge bite marks on carcasses, crushed bones and skulls, and terrifying roars.

DRYADS Legendary woods dwellers who assume the forms of trees during the day and the shapes of beautiful maidens at night. A mortal male who ventures into a dryad’s grove (which are dotted throughout Hârn) at night, may be charmed by their magic to dally, as a lover, for a year and a day, with little or no memory thereafter of what transpired. Except for stealing a man’s time, they are relatively harmless unless rejected or offended.

DUEL OF KHAMAR An ancient battle between Agrik and Larani in which the goddess severed Agrik’s claws.

DULCET, Princess of the Harmonic Crusade One of the seven demi-divine handmaidens of Halea, Dulcet is a muse of music and sultry words. She keeps the “Melodium Erotica,” a libram of inspirational songs.

DUMON Keep [G6] Realm: Tharda Population: 640

DRAGONS Few dragons are personable enough to be approached on the subject of their history, hence little is known of their legends, customs, myths, or powers. The rarity of reports leads many to believe that dragons are mythical, but the last remnants of dragonkind do exist in isolated, mountainous regions of Hârn. Hârnic dragons are not true reptiles. They are long (often exceeding 40 feet in length) and sleek, fairly light-boned, have large scalloped wings (although not all can fly), four dexterous legs with taloned feet, and long graceful tails. They are possessed of considerable strength and intelligence and some can breath fire with great effect. Dragons have been known to use magic, particularly a spell whereby those who gaze within a dragon’s eyes are mesmerized. Dragons enjoy long periods of dormancy in their lairs and do not seem to experience hunger as often as their large bulks would indicate. Legend has it that dragons like to hoard treasure and shiny objects. What possible use they might have for such baubles is anyone’s guess (see ILME).

Holder: Dumon Cohort (2c) From: Kom Legion

Formerly the site of a large Komii tribal settlement, Dumon was fortified by the Corani Empire in 385. Locals claim that the area is haunted by the spectre of a Komii woman who is periodically encountered near streams, washing bloody clothes and weeping for the Komii. The keep is the administrative center of Dumon District. The district legar is Carala Massith, known throughout Kom as an ambitious and unscrupulous man. Dumon Cohort has four companies: two at Dumon, one at Deilzik, and one at Paleinar. The cohort commander is Duraena Pesed, a cousin of the provincial marshal at Parnan.

DUNIR Keep [D8] Realm: Kanday Population: 515

Holder: Baron Xelados Liege: Earl of Selvos

The first fortification at Dunir was built by Xuaka of Aleathia in 437 and later became a Corani legionary fortress and minor naval base. During the Interregnum,

DRAGON HERALD The chief herald of Ivinia. He resides at the Dragon Lodge in Fuhreling.

DRAGON SHIPS A collective name for the characteristic vessels of the Ivinians, the ruling class of Orbaal. It is sometimes reserved for the largest type of traditional Ivinian warship, but often used to refer to warboats and longships as well. Copyright © 2014, Columbia Games, Inc.

HârnWorld®

HÂRNDEX 34 Dunir was an independent state, but eventually joined with Kanday. In 654, Dunir surrendered to King Arlun of Rethem, who had taken advantage of the death of Andasin II. In 681, King Nemiran of Rethem granted Dunir to the Agrikan fighting order, the Copper Hook. The keep was besieged by the Kandians during Ezar’s War and fell in 693. The commander of the victorious army, Sir Yuri of Xelados, was raised to baron in 695 and made a vassal of the Earl of Selvos. Yuri is now 63 and, although he is troubled by gout, he has lost none of his youthful enthusiasm for hunting, drinking, and lechery.

DURAKHAR, the Black Pole Durakhar is probably located on Yashain. All evil emanates from this Morgathian Hell to corrupt men’s souls and draw them into the Endless Death. Durakhar is an endless maze of tunnels populated by the unlamented dead, horrific entities subject to the indifference or torment of Morgath. Most good folk believe, or at least hope, that only the worst sinners are sent to Durakhar, but the Morgathians believe that it is the final destination of all mortals. At the dark and musty heart of Durakhar lies Bukrai, the Orb that cannot be viewed.

DURANGASH The principal symbol of the god Morgath, a black circle on a field of brown, usually surrounded by an irregular black border.

DUZHAMIN, King of Kiraz The last Khuzan king of Kiraz, about whom nothing else is known. Some records refer to him as “Bazanthar.”

DWARF (see KHUZDUL) DYGU River [G4+] Rising in the central Rayesha Mountains, the Dygu flows east and south through Kabloq into Lake Benath.

DYNUX, the Falcon A non-zodiacal constellation of the southern sky.

DYRIAMARCH Claimed by the Earl of Elorin, this region takes in the better part of Horadir and southern Anadel. No one expects the warden, presently the earl’s son, to do more than guard the passes from his headquarters at Laket.

DYRISA Castle [E8] Realm: Kanday Population: 2,765

Holder: Constable From: King of Kanday.

The second-largest settlement in the Kingdom of Kanday (after Aleath), Dyrisa is the principal seat of the Copyright © 2014, Columbia Games, Inc.

King of Kanday and center of the royal bureaucracy. The original keep was built in 388 during the Corani Empire on the site of an earlier fortification and tribal settlement. After the collapse of the empire, Dyrisa was held by a series of Morgathian despots who preserved their power long after the collapse of the Theocracy of Tekhos in 588. The castle eventually surrendered to Andasin I of Kanday in 620 after a bitter three-month siege. The Morgathian temple that stood at the center of the town was immediately razed and the ground it stood on was exorcised and sanctified. Dyrisa is a budding walled town with an impressive castle. Located at the head of navigation on the River Eryn, the fortress guards a good stone bridge bearing the Aleath–Coranan Road. The wall was begun in 718 and is still under construction. The town also contains a magnificent Laranian cathedral, begun in 669 and finished in 715. It is the seat of the Laranian archbishop of Kanday. The king spends about 4–6 months of each year in Dyrisa, mostly during the winter. The Constable of Dyrisa, Sir Fodin Dravaen, governs when the king is not in residence.

HârnWorld®

HÂRNDEX 35 ECHEPHON, Mount [E5] The westernmost major peak (6948’) of the Rayesha Mountains. It is the source of the Suthen River.

EDER’S CAGE

EALDWOOD

Also called “shut the box,” Eder’s Cage is a dice and board game played in Evael and sometimes seen in other Hârnic ports.

The “forest of the fair folk,” another name for the Blessed Realm.

EDERWYN, Gulf of [G10+]

A hereditary title of nobility ranking above baron. An earl’s fief is known as an earldom and his family seat will usually be a castle, sometimes a keep. The earldom will consist of lands equivalent to several baronies. Some lands, perhaps 30–80%, will be held by barons and knights, while the rest will be held directly by the earl, his relatives, or his constables.

An arm of the Haonic Ocean to the south of the Hârnic Isles. The gulf is notorious for its violent winds, turbulent seas, and mountainous swells. Few mariners care to risk life and vessel in these waters. The name comes from the Jarin myth of Eder, a god whose violent nature caused his expulsion from the “High Forest of the Undamned” and his imprisonment in a huge cage (a league across) beneath the gulf ’s waters. His furious but futile writhing is said to be responsible for the rough seas.

EARTHMASTERS, The

EDINO Keep [E8]

EARL

The name used in lieu of the real name, which is unknown, to describe the first inhabitants of Hârn. The Earthmasters seem to have arrived on Hârn approximately 20,000 years ago. Their origin is unknown but they may have come to Hârn through the “Nth” dimension (see KELESTIA). After establishing a global empire lasting about 5,000 years, they vanished as mysteriously as they had appeared. The era of the Ancients, as they are also known, was followed by a period called the “Lost Years” (see GODSTONES).

EBEIN Keep [H2] Realm: Orbaal Population: 660

Holder: Clan Gydasael Tribute: King of Orbaal

Built in 528 by the Jarin, who called it Alyne, Ebein was captured by the Ivinians in 665. Clan Gydasael are loyal cousins of King Alegar II and hold Ebein at his pleasure. The present valhakar, Myrvolde Gydasael, 58, toadies heavily to the king. His son Taebaal seems more promising and some clan members would not be saddened by Myrevolde’s death. His beautiful daughter, Rulyne, is considered one of the most desirable maidens in Orbaal and has an exorbitant bride price. She wishes to join the Order of the Crimson Dancer at Quimen.

EBON, Mount [G4] A peak (7444’) in the northern Rayesha Mountains.

Copyright © 2014, Columbia Games, Inc.

Realm: Kanday Population: 370

Holder: Sheriff of Daen Liege: King of Kanday

The moot of Daenshire, built in 403 by Queen Elana of Aleathia. Following the annexation of that kingdom by the Corani Empire in 453, Edino became the residence of one of the deputy governors of Aleathia province. Edino is most famous as being the birthplace of Andasin I, the founder of Kanday, whose father was executed by the Theocrats. In 598, Andasin attacked Edino and seized it from the vicious warlord Taklar Zedabas, known locally as “the Ogre.” The Sheriff of Daen (shown here) is Sir Crasel Avandar, a hardworking and laconic man of 48.

EFESIR River [M6+] The Efesir rises in the southern Sorkin Mountains and runs southwards into the Horka above Menio.

EFREL River [I5+] A river fed by Mount Cheron’s glaciers and flowing eastwards to join the Hemurin River west of Olokand.

EIDEL Province One of the six provinces of the Thardic Republic. Its capital is Kuseme. Eidel was an earldom of the Kingdom of Kanday until 712, when it was annexed during the

HârnWorld®

HÂRNDEX 36 Kuseme War. Eidel is unique among Thardic provinces in that both the offices of marshal and magistrate are held by one man, Kronas of Clan Elernin, who is possibly the single most powerful individual in the Republic. Kronas was the general who conquered the territory; for this service, the senate voted him the offices in 713. Actually, fear of Kronas’ popularity and military prowess motivated this unique “honor.” The Senators hoped that he would become inundated with administrative tasks and therefore much too busy to pose a threat to the Republic. However, Kronas has become the rallying point for many Thardans from all walks of life who favor the rebirth of an imperial state like the Corani Empire. Kronas has publicly ignored any suggestion that he would make a good emperor; what he thinks in private is anyone’s guess.

EIDRU Keep [F7] Realm: Tharda

Holder: Eidru Cohort (2c)

Population: 620 From: Eidel Legion Built in 452 to guard the southern approach to Kuseme and Coranan. After the fall of the Corani Empire in 565, Eidru was in the hands of a brutal Morgathian despot called Jamyn of Mykman, who was assassinated in 589. For a time, Eidru was an independent republic, but was annexed by the Coranan Republic in 623. The keep was captured by the armies of Kanday in 665 during the Five-Year War and remained a part of that kingdom until 712, when it was recaptured for the Republic by Kronas Elernin. The district legar is Morasy Yemala, who is husband to Florane Elernin, the eldest daughter of Kronas Elernin. Eidru Cohort has eight companies: two at Eidru and one each at Caenne, Cennbrook, Dedna, Kahl, Keu, and Tinehn. The cohort commander is Tobrin Levrel, a member of the powerful Levrel clan from Noru.

EIGHT DEMONS, Order of the

EJATUS [I2] A cave complex located in the eastern Jahl Mountains, inhabited by Gargu-khanu and Gargu-araki.

ELANA, Queen of Aleathia The third monarch (393–409) of the Kingdom of Aleathia. The daughter of Calin, Elana did little to expand the kingdom, although the fair city of Aleath owes much of its character to her. She insisted that some urban plan be followed, that the streets be at least 12 feet wide, and that public squares be included. The rural lords of Aleathia were similarly encouraged to build good roads and accommodations. Elana died at age 38, unmarried; she left an acknowledged bastard child, Chernae, to succeed her.

ELDER PEOPLES, The The name sometimes used to collectively describe the Sindarin and Khuzdul of Hârn.

ELDEST GOD Another name for Siem.

ELENDSA, House of The royal clan of the Kingdom of Kaldor, founded by Haldan the Elder in 603 and presently headed by King Miganath.

ELF (see SINDARIN) ELKALL-ANUZ [I6] The best preserved of several sets of ruins collectively known as the Plain of Towers. Of Earthmaster origin, the ruins are located in a relatively flat area of woodland at the southwestern end of the Kathela Hills near the

A female Agrikan clerical order, infamous for sexual torture, mutilation, and sacrifice of male captives brought to them by its sponsored fighting order, the Cohorts of Gashang. The order was established in 714 when it split from another order, Herpa the Mace. The order’s mother house is in Shiran; other temples are located in Coranan and Golotha.

EILAR OF IRONOTH Known as the “Guide of the Vision,” Eilar was the founder of the Church of Save-K’nor.

EIRBASHAFEN A fortress city of the Sindarin during the Atani Wars.

Copyright © 2014, Columbia Games, Inc.

HârnWorld®

HÂRNDEX 37 Farin River. Elkall-Anuz was once the capital of Lothrim, the despot who ruled much of central Hârn from 110 to 120 TR, and was the largest human city on mainland Hârn at this time. There are many unexcavated barrows in and around Elkall-Anuz, some dating from before Lothrim. The surrounding region is inhabited by some Chelni tribes but the ruin is generally avoided by them.

ELKYRI The wives and helpmates of Sarajin. The number of Elkyri varies, but there are seldom more than a dozen.

ELMITHRI Water-dwelling sprites with various powers of enchantment. The Elmithri can usually be perceived only by those with psionic or magical sensitivity. Elmithri can be mischievous or downright dangerous but are usually quite harmless. They are similar and related to the Asiri.

ELNAR Island [M10] A flat, wooded island in the Indatha Straits. A fief of Melderyn, it is the location of Karveth Castle.

ELOMIA, Princess of Enterprise One of the seven demi-divine handmaidens of Halea, Elomia is a patron of business and is sometimes invoked to witness contracts.

ELORINAR, Kingdom of A state established in the general region of northern Anadel during the second century. Elorinar was almost obliterated by the rampaging Bujoc during the Migration Wars. Feeling unable to defend his realm, Korob (the last monarch) swore fealty in 223 to King Shelir I of Melderyn, who was somehow able to pacify the tribes. Nathwic Janakor Korob

155–190 190–218 218–223

ELORINSHIRE A shire in Melderyn. The shire moots are held at Cosyuh, which is held by the Sheriff of Elorin for the king.

ELOS OF MESTIL Known in legend as “The Lost Prince,” Elos was the only son of Calin, second king of Aleathia. A headstrong, arrogant youth, Elos demanded that his father crown him joint king. Calin answered that Elos would be rewarded when he could demonstrate patience. Elos swore to give his father the Scepter of the Ancients, and journeyed to Tesien; he was never seen again.

Copyright © 2014, Columbia Games, Inc.

ELPREQUIR The tall Elprequir plant grows in woods, producing clusters of beans used in making aphrodisiacs.

ELSHAVEL Castle [I7] Realm: Evael Holder: King of Evael Population: 800 (600 Sindarin, 200 Human)

The principal settlement of the Sindarin Kingdom of Evael, located on the left bank of the Enorien River in the carefully tended woodland heart of the Shava Forest. The site has been occupied by the Sindarin for more than 10,000 years but became the center of Sindarin culture only after their withdrawal to the Shava Forest around 680 BT. Although small, the town and castle are enchantingly beautiful. The castle is the principal seat of Aranath, the Sindarin king for the past 14 centuries. Crossing the Enorien river at Elshavel is a very old stone bridge called the Iant Uial (Twilight Bridge). This is the western end of the Analinsir Road to Ulfshafen, the only paved road in eastern Hârn. Other prominent structures are the Silver Harp Palace of Arms and the Silver Lute Place of Harpers. Said to be powerfully enchanted, Elshavel is almost always closed to non-Sindarin, except for a few trusted and resident Jarin.

ELTHIRON A great Sindarin warrior who tracked and slew the beast that killed his great love. The tale is recounted in the “Song of Elthiron.”

EMABA Strait [C9] A rough water passage dividing the isle of Anfla from Hârn. Treacherous rocks, some visible only during low spring tides, narrow the passage and have brought many a ship and its crew to their doom.

EMBALMERS’ Guild Embalmers have a monopoly on the commercial preparation of corpses for burial. Some temples and noble houses bury their own dead, but they often employ a master embalmer to actually do the work. Embalmers are skilled in all the prevalent local arts and customs and can discretely make whatever arrangements are required. The embalmer’s principal market is with the upper and middle classes; most simple folk are cremated or buried in simple or unmarked graves.

HârnWorld®

HÂRNDEX 38 EMELRENE

EREBIR I, Pendragon of Melderyn

The nearest kingdom to Hârn on the Lythian mainland. Emelrene has a reputation for strangeness not unlike that of Melderyn.

The semi-legendary first king of Melderyn (1–51). It is known that he acquired the peaceful acquiescence of the Five Kingdoms to his pendragonship but his nature and origin are obscure. He and his line are called the Biradian Dynasty.

ENGE, the Dancer A non-zodiacal constellation of the southern sky.

ENLAYA Island [C10]

EREBIR II, King of Melderyn The second king of Melderyn (51–88).

A small, hilly, forested isle lying in the Gulf of Ederwyn. Generally uninhabited, Enlaya is periodically visited by the Adaenum of nearby Anfla.

EREBIR III, King of Melderyn

ENORIEN River [I7+]

EREBIR IV, King of Melderyn

The principal river of the Shava Forest, flowing from the Shava Highlands south to Elshavel then eastward to enter the Kald Estuary at Ulfshafen. The river and its tributary streams are said to be under the enchantment of King Aranath of Evael, at whose command they flow cool or cold, swiftly or not at all. A common belief is that the Sindarin derive their longevity, good health, and youthful appearance from its waters.

EQUANI, The The warrior tribesmen of Equeth, the Equani are divided into several dozen tribes, ranging in size from 40 to 130. They hunt mainly with spear and bow and are among the most primitive of Hârn’s wild humans. They seem to live for war. They are constantly fighting with the Urdu and Ymodi, to say nothing of the alwaystroublesome gargun to the south. Even among themselves, the Equani raid for food and women. The heart of their culture is a war cult, whose leader is the tribal chief. Males bear elaborate self-branding marks inflicted as part of a puberty ritual.

EQUETH [F4+] A rough, forested coastal region, bounded on the south and east by the Rayesha Mountains and on the west by the Uthel and Pemetta Rivers. Equeth is the homeland of the Equani, fierce tribesmen of Jarin descent.

EREBIR, King of Chybisa The last Chybisan king of the house of Rylia (463– 475). Erebir was also king of Melderyn, where he held the title Erebir V. Copyright © 2014, Columbia Games, Inc.

The fourth king of Melderyn (126–157). The seventh king of Melderyn (240–291).

EREBIR V, King of Melderyn The thirteenth king (463–475) of Melderyn. On his death, Erebir’s bastard son, Arabar II, was chosen king over several legitimate heirs. This led to the secession of Chybisa, which had been part of Melderyn since 409. Chybisan history records him as simply Erebir, since he was their only monarch by that name.

ERIEL, Queen of Kanday The sixth monarch (690–694) of the Kingdom of Kanday. This young queen succeeded her father, Andasin III, during Ezar’s War. Her beauty and charismatic presence inspired Kanday to recover from the death of its king but her reign was short. Eriel was assassinated by the Order of the Crimson Dancer at the command of the Rethemi king, Chafin I. This treacherous act, intended to demoralize Kanday, backfired when an outraged Kanday pursued the war with greater vigor, forcing the Rethemi king to sue for peace in 697.

ERMAEL, the Unicorn A non-zodiacal constellation of the northern sky.

ERONE Abbey [E7] Realm: Kanday Population: 190

Holder: Rekela of Perinore From: Serekela of Kanday

Erone is the seat of the Rekela (bishop) of the Laranian diocese of Perinore in Kanday. The first Erone Abbey was built in 453 as a Laranian monastery. Razed during the Theocracy of Tekhos, it was rebuilt in 623 after the Order of the Checkered Shield had begun its conquest of what is now northern Kanday. Rekela Tamys Bakyth is also the Sheriff of Norea; some believe he is overly concerned with secular matters to the detriment of his spiritual duties. There is great enmity between Tamys and the grandmaster of the Order of the Checkered Shield.

HârnWorld®

HÂRNDEX 39 ERONE Abbey [J5] Realm: Kaldor Population: 395

Holder: Order of the Balm of Joy From: King of Kaldor

Erone Abbey, built in 335, is held by the Peonian Order of the Balm of Joy. Velira Siwen, the abbess since 715, is a highly spiritual woman. Erone includes a large temple, a nunnery, a manor house, and a large, overburdened hospital. Erone has a reputation for excellence in the healing arts. No wounded or sickly folk are turned away. The abbey enjoys the patronage of many noble benefactors but is constantly on the verge of financial collapse.

ERYN River [E8] Rising in the Ternu Hills, the Eryn flows southeast and south to Aleath on the Gulf of Ederwyn. The river is crossed by a bridge at Dyrisa, the head of navigation.

ERYNASHIRE A shire in the Kingdom of Kanday; shire moots are held in Kedis. Although one of the smallest shires in Kanday, it is the most settled and includes the city of Aleath.

ESCUTCHEON (1) A term used in heraldry for a shield; (2) A symbol of honor.

ESENOR Keep [K5] Realm: Kaldor Holder: Baron Tesla Population: 400 Liege: Earl of Gardiren

A keep in Balimshire held by clan Tesla. The keep was first built in 285 but was entirely rebuilt in the middle of the last century. Baron Tesla is a shrewd intriguer with many friends (and enemies) at court.

ESIG, Mount [L4] The highest summit (7586’) of the Sorkin Mountains. It is sometimes alleged to be the primal home of the Khuzdul of Hârn. Legend has a mail-clad, bearded ghost in residence at the time of the new moon.

Copyright © 2014, Columbia Games, Inc.

ESTOC A sword with a narrow tapered, blade 36–48” in length. This weapon is specifically designed for puncturing mail and is known as the thruster. Most knights consider it a dishonorable weapon and will not be gentle with anyone foolish enough to carry one in their sight. Estocs are rare on Hârn.

ESURON Keep [F7] Realm: Tharda Population: 1,075

Holder: Esuron Cohort (1c) From: Coranan Legion

Esuron Keep was the site of an ancient Corani tribal fortification. The earthworks of the old hill fort are still plainly visible and it is not uncommon for ancient artifacts to be turned up by local peasants working their fields. The existing keep was built in 687 to replace a structure erected by Corthir in 304. The district legar is Endal Cadrune, a member of one of the Republic’s most powerful clans. Yandal is 37 years old and has a difficult time hiding his ambition to be the next provincial magistrate. Astur Exenion commands the Esuron Cohort, which has a current strength of three companies, one each at Esuron, Aldale, and Tamih.

ETECE River [I3] A tributary of the Anoth rising in the western Rayesha Mountains.

ETHELANCA The Holy Office of the Church of Larani. Its mission is to root out corruption and heresy. The Ethelanca has sometimes been guilty of excessive zeal, for example during the Tobran Inquisition.

ETOBRON, King of Melderyn The nineteenth king (651–684) of Melderyn. Etobron was particularly fond of hunting and planted several thousand acres with forest; the trees have grown incredibly well since his death.

EVAEL, Kingdom of The last remnant of the Sindarin kingdom that once covered all of Hârn. Some 14 centuries ago, unable to stem the tide of human immigration, the Sindarin renounced claim to Hârnic sovereignty and withdrew to the Shava Forest. Evael is now more of a sanctuary for Hârn’s 5,000 Sindarin than a kingdom in the human sense. Evael’s borders are the Farin River on the west, the Wend on the north, and the Kald on the East. The islands of Yaelin and Keboth are also loosely controlled parts of the kingdom. Most of Evael’s Sindarin population live in isolated clanhouses scattered throughout the Shava Forest. There are only two large settlements: Ulfshafen,

HârnWorld®

Jedes

HÂRNDEX 40 P la in o f To w e r s

KALDOR

Is

uio

River eme

A

r

D

n R iv

ve

R

Ri

A

er

Osel River

Ka

ld

Riv

er

rin

H

ELKALL ANUZ

Fa

T

Hutop

S a l t Ro u t e

Gel

KOREGO

p R

EV

A

EL

Ri W

e

L

Shomos River

ES S H AVA F O R

T

E L S H AV E L

ULF

SH

AF

EN

al

d

PESINO

FAKANG

r

K

e Farin Riv

FAERIE CIRCLE (see TAUR-IM-AINA)

Riv

Enorien River

er

THARDA

E VA E L

AE

Kald River

OR

EL

EV

OR LD KA

A

LD

EV

RIDGE INN KA

TROB

u te

nd

Ro S a lt

ve

r

Ga

O

na

LD

el

A

Ch

K

Lake Heras

RDA THA

EL E VA

Shevia Cove

EV

AE

L

Gulf of Chakro

SETHA

the only port, and Elshavel, the royal seat of Evael’s founding monarch, King Aranath, who still rules. Both major settlements have a population of humans of Jarin descent. The Shava Forest has a reputation for all manner of strange enchantments; few non-Sindarin are permitted within. The kingdom takes little notice of the rest of Hârn, although some trade is conducted through the port of Ulfshafen.

EWEN Keep [E7] Realm: Kanday Population: 405

Holder: Constable Liege: Earl of Heroth

A keep in Noreashire, Ewen was built during the Corani Empire in 386 to complement the fortification at Techen. The settlement is notorious for Sanguine Azura, the month-long orgy of execution in 557 during the purges of Medak, the last Corani Emperor. During the Interregnum, it was the center of the Kingdom of Ravin, governed by the brigand Clan Soursi. The Laranian fighting order, the Checkered Shield, captured Ewen in 623 and the keep has been one of the fiefs of the Earl of Heroth since that title was created. The present constable is Sir Willem Tast, a distant cousin of the earl.

EZAR The grandmaster of the Order of the Copper Hook who was responsible for starting Ezar’s War, which was named after him. Ezar was assassinated in 698 after the war had ended with a defeat for Rethem.

EZAR’S WAR The war between Kanday and Rethem (682–697), which ended with victory for Kanday. The war began when the Order of the Copper Hook invaded Kanday without warning or provocation. Four monarchs, two from each side, died during this war. The current King of Rethem, Chafin III, has pledged to redress the Kandian victory, soon. Copyright © 2014, Columbia Games, Inc.

H

The great double-bladed battleaxe borne by the god Sarajin. One of its blades is dull silver in color, while the other is a dirty gray. The deity wields the weapon with care, since a single blow is able to split a mountain. The full fury of Fakang is said to cause storms and/or earthquakes. The axe’s powers are considerably reduced when the god brings it into the realm of frail mortals.

TH EA

FALCASTRA Essentially a scythe blade affixed at a right angle to a shaft 6–8 feet in length. Falcastras are either peasant-made from old scythes or carefully constructed as weapons; the difference is in their quality. If the blade is attached along the same axis as the shaft, an inferior glaive is produced.

FALCHION A single-edged, heavy-bladed cutting sword usually with a curved leading edge. A falchion has good cutting power and is usually 30–36” in length. It is not considered a chivalric weapon.

FANA [L4] A gargun cave complex in the Sorkin Mountains south of Azadmere. It is inhabited by Gargu-viasal. Fana was originally built as an outpost of the Khuzdul of Azadmere but was taken by the gargun in 135.

FANOSEL A short plant found in mixed and needleleaf forest, from which a powerful drug can be extracted.

FARDIR A pious priest and knight of great prowess who led the early missionary work for the Church of Larani on Hârn. He features in the legend of the Spear of Shattered Sorrow.

HârnWorld®

HÂRNDEX 41 FARIN River [I5+]

FELONY

Rising among the glaciers of Mount Putest, the Farin flows generally south and west to enter and drain Lake Heras, thence running to the Gulf of Chakro. The Farin is the western boundary of the Kingdom of Evael, and (theoretically) the eastern boundary of the Thardic Republic. The cruel Tulwyn tribesmen who inhabit Athul will never cross the Farin River, a taboo related to some unpleasant experience with the Pesino ruins. The river is fordable at Trobridge Inn.

A crime against the royal peace, a key element of royal justice that has radically altered the enforcement of law in feudal states. At each hundred and shire moot, the question is put to the jurors “whether any man present knows of any crime against the crown, or of any felons dwelling in the community.” The jurors are sworn to give the particulars of any case of which they know and the assembly may have the accused brought before it for trial. The principal difference between a felony and other types of crime is that the crown can initiate action against the accused, thus removing the burden to prosecute from an individual who often, under vendetta law, has insufficient power to get justice.

FARMING The legal name given to the process of leasing out land to freeholders in return for payment in money or kind. The lessee is sometimes called the farmer. The term has nothing to do with growing crops, but since most land farmed out is used for this purpose, it has become synonymous with the activity. Some kings farm out the tax revenues of a shire, meaning they accept a negotiable annual payment from the sheriff, who may then keep all taxes he can collect for his own purse. This is a convenient arrangement for the crown but subject to abuse by rapacious sheriffs.

FAYA The realm of the Sindarin on Yashain.

FEALTY The obligations of a vassal to his lord.

FEBEN River [G2] A cold, swift Orbaalese river. The Feben’s source is meltwater of the Hoengreb glacier, then it feeds and drains Jariga Lake into the Sea of Itikir.

FELSHA Mountains [I5+] Hârn’s most inhospitable region, lying generally between Lake Benath and Kaldor. The range has 14 peaks above 6,000’, including Mt. Wynan, Hârn’s highest mountain at 9,766’, and its sister peak, Mt. Woben at 9,597’. Numerous legends surround these two majestic peaks. They have been rumored to house Lahr-Darin, although no real evidence of this exists. Another legend relates that in the distant past, Hârn was governed by a beneficent and most pious king and queen who, on ending their long and regal reign, were transformed into these two great mountains. In any event, atrocious winters and terrain, and equally unpleasant inhabitants, make the Felsha Mountains a hard place to survive. The principal natives are gargun at Gifuso, Nizus, Korego, and Pryeh. The area east of Misyn is also noted for its transient Ivashu and a few scattered human tribes.

FEE

Another word for fief or foeff.

FEE SIMPLE and FEE TAILE Fee Simple is a manner of holding land whereby the estate may be disposed of without any particular restrictions and/or without the consent of the local lord. Fee Taile is a way of holding land such that there are restrictions on who may obtain the land. Most feudal land is held in fee taile and cannot be sold or inherited without the consent of the liege (or granter) because most or all land in a feudal kingdom really belongs to the monarch.

FELGOTH [L5] A gargun cave complex in the Sorkin Mountains to the west of Garvin Bay. This settlement of Gargu-hyeka is surrounded by dozens of its nomadic splinter bands, most of which are very small. Copyright © 2014, Columbia Games, Inc.

The Gargu-hyeka complex at Korego

FENERI, the Smith The third constellation (Kelen 3rd–Nolus 3rd) of the Kethiran zodiac, located in the northern sky. The smith is symbolic of enterprise that wrests artifact from nature, particularly from metals that lay deep in Kethira’s breast. This is the sign of forging and tempering, of the kind of ordeal that, although maybe unpleasant to experience, will make the victim stronger. It is symbolic of transformation; as spring changes to summer, so may the potential within a man be brought to fruition through strife.

HârnWorld®

HÂRNDEX 42 Fenirians are manipulators. They make good craftsmen and derive pleasure from working with their hands. Their lives are, however, often difficult as they may journey from one test to another. They must learn to cast aside their failures and proceed to the next ordeal. It is not enough for them to recognize the beauty of the world, they must try to improve it.

FEUDALISM A political, social, and military system whereby all land is owned by the king, who grants some or most of it as fiefs (or foeffs) to vassals. Fiefholders who hold directly from the sovereign are called Tenants in Chief. They in turn grant fiefs to lesser vassals, and so on for several layers. In exchange for the fief and its revenues, the fiefholder provides military service to the person who granted it (his liege). The process of territorial division is called subinfeudation. Each fief-grant is an individual contract between landholder and liege, involving service roughly proportional to the value of the fief. A knight’s fee is the amount of land considered sufficient to support one knight. In most cases, a knight’s fee is equivalent to a manor. The knight must report for duty with his liege, at his own expense, for a fixed period each year, usually 2–3 months.

FIEF (or FOEFF) An estate of land held by a landholder from a liege lord.

FIERTH the Usurper, King of Kaldor The eighth king of Kaldor and the first of the House of Orgael. When King Maranos died in 362, many Kaldoric barons supported Fierth’s claim to the throne because he promised to restore the powers that had been gradually eroded over the previous reigns. Fierth claimed to be the bastard elder brother of his legitimate rival, Aidrik II. The resulting civil war did considerable damage to the kingdom, but Fierth caught (and allegedly roasted) Aidrik II in 377. Fierth failed to deliver on his promise to the barons, many of whom were tried and executed for treason under Kaldor’s newly corrupted judicial system. Fierth so alienated the very barons who had given him the crown that they again revolted on his death, forcing Fierth’s son Uthred (385–406) to fight for his throne.

FIGHTING ORDER An organization of fighting men. Fighting orders generally consist of a number of knights-bachelor, but may also have a “commonality” of simple warriors. Fighting orders are usually devoted to some “high purpose,” such as the religious conversion of a barbaric region or the protection of an important individual or institution. Some may be cynical political pressure Copyright © 2014, Columbia Games, Inc.

groups. The following are Hârn’s principal fighting orders, each of which is described under its own entry. FIGHTING ORDERS ON HÂRN Agrikan

Cohorts of Gashang

Agrikan

Copper Hook

Agrikan

Crimson Dancer

Agrikan

Demon Pameshlu the Insatiable

Agrikan

Red Shadows of Herpa

Agrikan

Roving Doom

Agrikan

Warriors of Mameka

Laranian

Checkered Shield

Laranian

Lady of Paladins

FINDUMON Keep [E8] Realm: Kanday Population: 360

Holder: Baron Seben Liege: Earl of Heroth

A fief in the Urienshire, Findumon was built by King Alash of Aleathia in 365. During the Interregnum, Findumon was the capital of the petty kingdom of Kendela, ruled by Clan Seben. In 689, Nasla Seben swore fealty to Andasin III and was made a vassal of the Earl of Heroth. Daffyd Seben, Nasla’s son, is 38 and suffering from the early stages of a wasting disease.

FIRIS Castle [G6] Realm: Tharda Population: 625

Holder: Firis Cohort (1c) From: Shiran Legion

Firis Castle was founded in 677 by legionary retirees, an experiment in planned settlement promoted by a group of senators. The castle was finished by 700. The district legar is Toralda Aquil, a member of one of Tharda’s most powerful clans. Toralda’s father is one of the most senior senators in Coranan, as is his uncle Demosa Aquil. The commander of the Firis Cohort, four companies in strength, recently died and the unit awaits a new leader. Two companies are based at Firis and one each at Billinar and Estane.

FIRST GODS The first entities able to “stand against the chaos.” These beings were as much “principles of power” as true entities. When all Kelestia was threatened by the chaos, the First Gods made peace and each stood upon a different part of the chaos and imposed their wills and forms upon it. In this way, some portions were ruled by one alone, others by several jointly in varying degree; one place would be the domain of none of them, and one would be equally the kingdom of all. No one ever worshipped the First Gods. It was their peace that brought about all other creatures, including the Lesser Gods, who are now worshiped.

HârnWorld®

HÂRNDEX 43 FISEN Keep [K5]

FLETHARANE

Realm: Kaldor Holder: Constable Population: 190 Liege: Earl of Kiban

Also known as the Undine Rose, this aquatic plant is found in marshes. Its leaves produce a hallucinogenic smoke used in rituals of the Bujoc tribes.

A keep in Balimshire, held by Sir Dagald Jendral, constable for Earl Dariune of Kiban. Sir Dagald owes his position to a timely marriage with a rather simple-minded daughter of the lesser branch of Clan Dariune.

FIVE-YEAR WAR The war between the Thardic League and Kingdom of Kanday (661–666). The war began when the League attacked Moleryn, a Kandian ally. The first two years of the war were essentially a series of minor skirmishes, but a serious defeat was inflicted on the Kandian army by the League at the Battle of the Teb Marshes in 663. This defeat led to Queen Arelora of Kanday taking personal command of her army and inspiring it to win a series of victories that won the war for Kanday. The lands around Kuseme were annexed by Kanday in the terms of peace, but these were later lost in the Kuseme War.

FJAGA Keep [H2] Realm: Orbaal Population: 255

Holder: Clan Staeld Tribute: King of Orbaal

Built by the Jarin in 512, Fjaga was captured by the Ivinians in 666. Albyn Staeld, 30, succeeded his father Poraan as valhakar after the latter’s demise at the Cape Renda disaster during the attempted sacking of Thay in 707. He is a clever and vigorous valhakar. The Staelds are loyal cousins of the Taareskelds and hold Fjaga at the king’s pleasure.

FLAIL Any articulated weapon with one or more balls or short staves affixed to a shaft-handle by rope, leather, or chain. Flails use centrifugal force to increase impact and can be used to strangle or to tangle an opponent’s limbs or weapons. The chain weaves a complex path; flails are difficult to use safely. The most common varieties of flail are WARFLAIL, NACHAKAS, GRAINFLAIL, and BALL AND CHAIN.

Copyright © 2014, Columbia Games, Inc.

FOBIN Keep [E7] Realm: Tharda Population: 625

Holder: Geshtei Cohort (4c) From: Gerium Legion

A fortress in Gerium Province, built in 347 by Emperor Lobir on a previously unoccupied site. The keep suffered major damage during the Great Flood of 521 but was not fully repaired until 635, when the expansionist plans of Arlun of Rethem became clear. Fobin is the headquarters of the Geshtei cohort, the strongest single cohort in Tharda, and is the base for four of the cohort’s 11 companies. Three companies are based at Geshtei, which is the official headquarters of the Gerium Legion. The commander of the cohort is Horik Baral.

FOMENIEN, Mount [I4] A peak (6145’) in the northern Felsha Mountains, Fomenien is the source of the river Nethil.

FOOD The diet shown below is a rough indication of what types of food are normally consumed on Hârn. Note the importance of bread and the effect a serious crop failure would have on sustenance. Bread Vegetables Meat Dairy Products Wine/Ale Daily Cost Daily Calories

Commoner

Nobility

80% 10% 7% 2% 1% 1d 2000

50% 20% 20% 5% 5% 4d 2500

The above percentages are consumption, not cost. For common folk, bread will be 50% of cost; everything else, adding up to 20% of diet, would be the other 50% of the cost. The average commoner will eat, per day: two loaves of bread, a bowl of oatmeal porridge, two bowls of pottage (a stew made of whatever vegetables, grains, and scraps of meat are available), and some ale or cheap wine. Beans and lentils are common fare, as are vegetables such as onions, beets, cabbage, carrots, leeks, lettuce, mushrooms, parsnips, peas, radishes, shallots, and turnips; potatoes and other New World crops do not exist on Hârn. Eggs, cheese, milk, and meat roasts are luxuries; although available more readily to producers, they are generally the preserve of the middle and upper classes.

HârnWorld®

HÂRNDEX 44 Generally, animals are not kept to provide meat. Because it takes roughly eight pounds of grain to get one pound of animal protein, livestock farming is not efficient or common. Cattle are raised as beasts of burden and to provide milk, goats to provide milk, chickens or ducks to provide eggs, and sheep for milk, wool, and manure. Of course, these animals are eaten when they grow too old to be useful, but lamb or veal is a luxury and very expensive. Game animals such as deer and pheasant are hunted by the nobility; the peasant farmer might poach one or two at great risk to himself, but the odd rabbit in the pot is more likely. Along sea coasts, fish will be part of the diet, perhaps as much as 20%.

FOREST LAW Royal forests are administered under forest law and reserved for the king’s hunting. “Forest” is a legal term that has nothing to do with trees, although most such areas are wooded. Poaching in a royal forest is a serious offense.

FOY River [G4+] A short, swift river rising in the snowfields and glaciers of Mt. Tendut, then plunging northward to meet with the Weben to form the River Peliryn.

FRANCHISE The legal right to operate a guilded business in a particular location. Franchises are not portable and the number of franchises in each settlement is strictly limited by each guild.

FREEHOLD Land on which no unfree obligations are due, a distinction that is often a matter of legal debate. Freeholders rarely own the land they work but pay rent or crop shares for its use, a legal process known as farming. Some freeholders are rural guildsmen, such as millers or metalsmiths, who may or may not farm some acreage. Freeholders may come and go as they please, grow whatever crops they like, and appeal their lord’s justice to the king’s law, but in many ways, the unfree have more secure tenure than do freeholders.

FREELANCE A landless knight who earns a living by hiring himself out and/or fighting in tournaments.

FRUNIR A gambling game played with sticks and colored disks invented by the Urdu and spread throughout western Hârn.

FRYLUS, the Fox A non-zodiacal constellation of the northern sky.

FORN, King of Melderyn The eighth king (291–327) of Melderyn.

FOSUMO Keep [M8] Realm: Melderyn Population: 225

Holder: Lady of Paladins Liege: King of Melderyn

Fosumo Keep was built in 624 atop a rock outcrop that commands the surrounding area and provides an excellent view over the Nuem River. The keep was granted to the Lady of Paladins, a Laranian fighting order, in 654. Fosumo is commanded by Sir Selic Orgone, a senior Reblena (knight commander) of the order. The grandmaster of this order holds Cundras.

FOULSPAWN (see GARGUN) FOULSPAWNER (see LOTHRIM) Copyright © 2014, Columbia Games, Inc.

FUMING GATE, Order of the An Agrikan clerical order that sponsors the fighting order, the Copper Hook. The Fuming Gate’s only major temple is in Golotha. Since Ezar’s War (682–97), both the clerical order and its fighting order have been in steady decline. The Golotha temple holds about a dozen priests and perhaps the same number of knights of the fighting order.

FUR ROAD [I3+] The trail running between Orbaal and Kaldor, so called because of the valuable shipments of furs brought south from Orbaal each spring. The trail passes through the range of the Taelda, who will at times solicit “gifts” for safe passage. An optional trail between Kaldor and Orbaal is Noron’s Way, which lies further east. See NORON’S KEEP for description.

HârnWorld®

HÂRNDEX 45 FURLONG

GAMBESON

A shortened version of the term “furrow long.” A parcel of land in an open field of roughly ten acres, the amount that can be conveniently ploughed in one day. Furlongs are planted with a single crop and subdivided into selions.

A quilt undercoat commonly worn under a hauberk. Gambesons cover shoulders, thorax, abdomen, hips, groin, and thighs. They may be lengthened to cover the knees and may be half- or full-sleeved. The skirt is split to facilitate mounted use. Some gambesons include high collars to protect the neck. Impoverished knights sometimes wear gambesons by themselves, preferably reinforced with ring or scale.

FYSO, Mount [I2] The easternmost major peak (6477’) of the Jahl Mountains. Called by some “Windheim,” it is said to house Bjaka, a wind demon known as the scourge of shipping on Jarin Bay.

FYVRIA The convocation of the Shek-Pvar with an elemental base of earth. Its members specialize in the magic of green and growing things, the cycles of life and death.

GARDIREN Castle [K4] Realm: Kaldor Population: 640

Holder: Earl of Neph Liege: King of Kaldor

The principal seat of Earl Curo of Nephshire. Once the capital of Serelind, Gardiren was built in 130 as a keep, rebuilt in 170 as a castle, and rebuilt again in 403 after the Kaldoric Civil War. Earl Curo also holds Pendeth and has vassal barons at Esenor, Setrew, and Yeged. He is a corpulent libertine who enjoys the pleasures of his table, but is nonetheless a competent intriguer.

GARGOYLE The closest Hârnic equivalent of an Earthly gargoyle is called the Umbathri.

GARGUN

GAETHIPA Gaethipa is a small insectivorous evergreen plant found only in marshland in partial shade. The lures it produces are highly toxic and the poison made from it is the most deadly and quick-acting known on Hârn.

GALEROTH Hârn’s most famous Sindarin harper and perhaps the greatest storyteller who ever lived. Galeroth was a friend of simple and gentle folk alike. A champion of great causes, Galeroth went missing after his last performance in Cherafir in 309TR. The “Harp of Galeroth” was a magical instrument of great beauty and potence that he, naturally, made himself. Said to be one of the great wonders of the world, it went missing with Galeroth.

GALOPEA, Princess of the Feast One of the seven demi-divine handmaidens of Halea, sometimes (perhaps unfairly) called the Glutton of Heaven. She is a muse of pleasant repast and gourmet dining. Copyright © 2014, Columbia Games, Inc.

A race of malevolent, small, intelligent humanoids, also known as Foulspawn, orcs, or goblins. The ancestral gargun originated beyond Kethira and first appeared on Hârn in Elkall-Anuz around 110. It has been speculated that Lothrim brought them to Hârn by means of great enchantment to serve as warriors for his burgeoning empire. In any event, they outlived their “creator” and by 250 had spread throughout the island. Their bodies are covered with coarse fur and, for numerous reasons, gargun are vastly different from Hârn’s other cultureforming races. The gargun have a reproductive system resembling that of some insects. In each tribe there will be, at most, one fertile female (the queen) and generally only one fertile male (the king). Both sexes become fertile only through continued social exposure to the opposite sex. All such contact leads to fertility, but most male gargun have no sexual contact with females. This is not to say that gargun males are impotent; they are fully capable of rape, an ability which they happily demonstrate from time to time on females (and sometimes males) of human and other species. Approximately one month after fertilization, the queen will lay up to 80 gelatinous eggs, depending on her age and health. Queens are most fertile between the ages of eight and 12. If the eggs are stored in a

HârnWorld®

HÂRNDEX 46

dark, humid environment and given a good supply of decomposing organic material (offal), they hatch in three to six months. Newborn gargun have an extensive racial memory, permitting almost immediate social interaction with others in the tribe. This racial memory also has the effect of preserving the customs of the gargun from one generation to the next. Hence, gargun society is almost totally unchanging. Only one percent of the eggs will hatch as females. If exposed to males for about six consecutive hours, these “princesses” will become fertile queens. Since only one queen is generally tolerated, the princesses are segregated on hatching to form a Queen’s Guard; they are reckoned among the most vicious fighters of the tribe. Occasionally, a princess will escape with, or be abducted by, a group of males from the same tribe with the intention of starting a new colony. Tribes that are queenless will strive to kidnap a princess or else face certain extinction. Since the queens become bloated and somewhat immobile, few princesses actually desire the role. There are few, if any, social injunctions restricting the competition among the tribe’s strongest and most intelligent males to become king, thereby gaining access to the queen. Methods chosen by the candidates range from mortal combat with the community watching to a knife in the back while sleeping. The only requirement from the point of view of the would-be king is that, once the kingship is achieved, he must survive long enough to enjoy it. Few survive more than a few months. Copyright © 2014, Columbia Games, Inc.

Gargun have short life spans. Fully grown within a year of hatching, they rarely live past the age of 25, although most die violently long before that. They constantly squabble and maim and kill each other. Only when there is an exceptionally strong king, or an external power manages to enslave them, is there any hope of (relative) tranquility within a gargun tribe or settlement. All gargun have an abiding hatred for the Khuzdul and will, if there is any chance of victory, attack any dwarves they happen upon. The two races have a long history of mutual animosity dating from the gargun’s appearance on Hârn and the subsequent Carnage of Kiraz. By choice, gargun eat only meat and sometimes keep food animals. They will not hesitate at cannibalism and very much enjoy eating human or Khuzan flesh; sometimes they kill their food before dining. As a rule, gargun are nocturnal, hunting and raiding only at night; sunlight seems to demoralize them. When the population pressure in any gargun settlement grows beyond the ability of the community to support, there will occur either a bloody civil war or a swarming. Civil wars can kill up to 80% of the male population in an uncontrollable orgy of bloodletting, perhaps lasting a mere hour. A swarm occurs when a significant number of males, perhaps 40%, seizes the queen or a princess and fight their way out to freedom. Having escaped, the swarm will attempt to establish a new community. A swarm can be extremely unpleasant for any settlements or wandering parties in its path. The gargun are divided into five distinct sub-species: Gargu-araki, Gargu-hyeka, Gargu-khanu, Gargu-kyani, and Gargu-viasal. Contrary to widely held belief, the gargun cannot interbreed among their own sub-species, at least not without the intervention of magic or alchemy. Each sub-species has unique social and racial traits detailed below.

HârnWorld®

HÂRNDEX 47 Gargu-araki (Small or Streaked Orc) The Gargu-araki are smaller and lighter than other gargun, averaging about three feet in height, with streaky brown and tawny fur. Less repelled by the outdoors than the others, they may often be found dwelling as nomads in woodland or forest in tribes of 40–240. Despite their diminutive stature, they are among the most feared of nocturnal predators. They possess an acute sense of smell. Their dwellings are often little more than crude huts or shelters, and sometimes they sling “nests” in trees. About one in six tribes will have a queen to protect and will inhabit a large cave or construct a lodge. A gargun lodge (see illustration on previous page) will be constructed by first excavating a large pit and then building a shored earthen roof over the whole. The lodge will have several interlocking chambers and acquires additional side tunnels as time passes. Tribes that have been established longer are likely to have manufacturing capacity; they make their own spears, bows, and arrows, and possibly also mankars (short, broad, blunt-ended scimitars). The Gargu-araki tend to avoid other gargun whenever possible. Gargu-hyeka (Common or Brown Orc) The common orc represents about 50 percent of Hârn’s gargun population. Their fur ranges in color from black to auburn and they average just under four feet in height. Small bands may be found dwelling in a manner similar to the Gargu-araki, but they are more noted for their large cave complexes. Most Gargu-hyeka communities are located on the edge of mountainous regions and consist of one queen, several dozen princesses, and between 1,000 and 2,000 males. There will likely be large food animal stocks but these will rarely meet the needs of the complex; bands of 20 to 80 Copyright © 2014, Columbia Games, Inc.

gargun will be out constantly, hunting in a range extending 10 leagues (two hexes) around. The complex will be tunneled out of rock or earth; although natural caverns may be included, chambers and passages tend to run in straight lines. There will be numerous redoubts and blind ways, pits, and other traps, all designed to foil invaders. The complex may have mines at one level or another and some have armouries that produce fairly good weapons, notably mangs, a unique type of bladed club, and mankars. The Gargu-hyeka also produce passable scale and mail armour but most of the adults wear leather armour or none at all. Gargu-khanu (Great or Black Orc) At an average height of 4’2”, the Gargu-khanu are the largest, strongest, and most murderous gargun. Their fur is black or dark brown. They justifiably regard themselves as the “warrior elite” of the gargun. Fortunately for the rest of Hârn, they breed far more slowly, and kill each other more readily, than any other sub-species. Gargu-khanu may dwell in smaller versions of the Gargu-hyeka cave complex but they are more often found as the ruling elite in a hybrid culture with Gargu-arak and/or Gargu-hyeka as slaves. Gargu-kyani (White Orc) At an average height of 3’10”, the Gargukyani are the second smallest of the subspecies. Their fur ranges in color from light brown to off-white. Although they sometimes roam in woodland bands like the Gargu-araki, they usually build cave complexes in alpine regions. Tribes range from 200 to 1,200 in size. Of the various sub-species of gargun, the kyani are the least prone to violence and have the least unpleasant personalities. They often keep dogs or wolves as pets, which they do not maltreat too much. They also produce finer artifacts and possess an identifiable, if alien, sense of tribal and personal

HârnWorld®

HÂRNDEX 48 honor. Despite this, they still have an evil reputation among non-gargun. They tend to avoid outsiders assiduously. Gargu-viasal (Red Orc) The Gargu-viasal, averaging 4’ in height, are the second largest of the gargun subspecies. Their fur is auburn to red in color. Except for their slower birthrate, smaller communities of 700–1,200, and less frequent swarming, the culture and habits of the Gargu-viasal are similar to the Gargu-hyeka.

GARVIN Bay [M5+] A passage separating Keron Island from the east coast of Hârn.

GASHANG The flaming mace of the god Agrik, capable of inflicting “supreme” pain. The Cohorts of Gashang, an Agrikan fighting order, carry red-tipped maces as a favorite weapon.

GAUNTLET Any heavy glove, generally made of leather or reinforced leather.

GEBRAL, King of Chybisa Chybisa’s twentieth ruler (590–627), Gebral was the third son of Queen Sabalyne and did not expect to inherit his mother’s title. His eldest brother died of a hunting accident in 588; the second son had opted to become a cleric of Larani in 581. Although not groomed to rule, Gebral developed into a capable administrator but was unable to stem the graft rampant in his bureaucracy. He was succeeded by his only daughter, Udine I.

70 years old, depending on his mood, and still delights in performing feats of strength for his guests.

GEDAN [J2] 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. A faction of the Jarin resistance movement known as the Aenghysa has taken advantage of this to establish its base at Gedan. The Order of Chuchlaen Wheelwright is also based at Gedan, as is the Cheyn Mhic Cainte, a band of ruthless fanatics.

GEDIL Island [J1] A mountainous, forested island off the northeast coast of Orbaal. It is the domain of the Lord of Sherwyn.

GEDYF [F4] A cave complex in the Rayesha Mountains near Mount Anegif, occupied by Gargu-hyeka.

GEKRISH, the Hands of Despair The demi-divine servant of Naveh whom the god most often sends to settle accounts with those who have offended him.

GELDEHEIM Castle [H2] Realm: Orbaal Population: 755

Holder: Clan Taareskeld (Royal Clan)

Built between 668 and 673 on the site of the captured Jarin keep of Lethwyn, Geldeheim is the seat of King Alegar II of Orbaal, valhakar of Clan Taareskeld. It is the strongest fortification and largest settlement in Orbaal and possesses a fine harbor, the Geldesfjord. Four keeps lie within the royal domain of Geldeheim: Ebein, Fjaga, Shien, and Zynholm. Each of these is held at the king’s pleasure by relatives. The Tarreskelds are related to clan Tarren of Menglana in Ivinia. The King of Menglana has often claimed tribute from Orbaal, with little success.

GEDA Keep [L7] Realm: Chybisa Population: 300

Holder: Baron Forsetha Liege: King of Chybisa

A keep built in 460 and currently held by the Baron Kjal Forsetha who is of Orbaalese extraction and obtained the fief as a result of a wager. The previous holder, Ulaed Tesael, a notorious wenching drunkard, had employed Kjal as a mercenary captain. In an alcoholic stupor, Ulaed bet that Kjal would be unable to lift his horse and Kjal apparently won the bet. The terms of the wager were confirmed in 715 by King Verlid VII, who observed that he was well rid of a fool who would so readily cast aside his heritage. Kjal claims to be 50, 60, or Copyright © 2014, Columbia Games, Inc.

HârnWorld®

HÂRNDEX 49 GELDESFJORD [G1+] A deep curved fjord in northwestern Orbaal. Being the center of Orbaalese commerce, the fjord is protected by several fortified settlements.

GELDYM Falls [F6] A cataract on the Pech River in Kom. The district possesses a number of natural limestone caverns, some of which are used by brigands.

GELEDOTH, House of The present royal house of the Kingdom of Chybisa.

GELEME River [J5+] A minor tributary of the Kald, rising in the Kathela Hills.

GELFEIN An old Jarin word for chieftain or king.

GELIMO [M10] Five enigmatic concentric rings of standing stones located in heathland overlooking the rocky west coast of Melderyn. The stones are the best-known remnant of the Henge Culture that flourished on Melderyn some 3,500 years ago. There are many theories concerning the henge’s origin and purpose, but none are widely known or accepted. The site is now little more than an object of curiosity to the local mages. A Fyvrian chantry has existed at Gelimo for almost 1,800 years.

GEMAL, Cape [D9] The southwesternmost point of the Hârnic mainland.

GEMINOST Keep [E7] Realm: Tharda Population: 680

Holder: Geminost Cohort (2c) From: Gerium Legion

Geminost was originally a fortress built by the Emperor Raelan to serve as a base for his campaigns against the Hefiosa tribes. Raelan’s defeat and the near destruction of the empire halted its construction. The Copyright © 2014, Columbia Games, Inc.

keep was completed by Arosta the Conqueror in 375. The district legar is Arlin Holsine, 47, the corpulent head of the powerful Holsine clan. The cohort is commanded by Tynar Baral; two of its companies are based in Geminost, the third in Hammut.

GEMRIL, King of Melderyn The ninth king (327–369) of Melderyn, Gemril succeeded his second cousin Forn and was followed by his nephew Imadain I.

GENIN, Mage of Melderyn One of several Melderyni wizards (?) whose actions have periodically affected the history of mainland Hârn. Of obscure motivation, Genin seems first to have made his presence felt during the Aleathian Odyssey, when he met the refugees on the island of Keboth. He then led them to the mouth of the River Horka, where they founded Thay in 573. Vague rumors connect Genin with various strange events that have occurred from time to time. It is not known if the mage still lives, or where, but Thayans revere him as a benign figure who will (hopefully) come to their aid in time of need.

GENIN TRAIL [K7+] The trail used by travelers between Thay and Tashal, named after the semi-legendary mage Genin, although the connection with him is obscure.

GENTLE A person or class of persons with the right to bear arms, use chivalric weapons, and ride warhorses. The most fundamental distinction in status in feudal societies is that between gentlefolk (nobles) and simplefolk (commoners). Gentlefolk are better treated by the law, which protects the privilege of rank. In a dispute between a noble and a simple person, there is rarely doubt as to the outcome. Gentle status may be granted under complex rules by those who already have it or may be obtained by birth or marriage. A person whose parents are gentle is of gentle birth. This has somewhat more status than obtaining gentility by marriage or grant, although the grantor may lend some of his own status to the grant. For example, a man knighted by the king has more status than one knighted by an impoverished knight-bachelor. Barons and earls have heritable titles that remain with the family unless formally stripped by higher authority. Anyone who holds a heritable title, is married to, or offspring of such a person, is considered gentle. Gentlefolk with such titles are usually knights, but few knights have heritable titles.

HârnWorld®

HÂRNDEX 50 GERIAM, the Bow

GIANT

A non-zodiacal constellation of the northern sky.

The closest Hârnic equivalent to a giant is the Hru.

GERIUM Province

GIBBET

One of six provinces in the Thardic Republic; Geshtei is the provincial capital. The marshal, Jithias of clan Mariam, obtained the office by the influence of his uncle (since assassinated). Jithias is only 20 and the family fears for his safety now that he is no longer protected by the old patriarch’s network of political favors. Jithias is prone to rashness and the provincial magistrate, Borisir of the powerful Wytel clan, is constantly sending unfavorable reports to the senate. Most believe it is only a matter of time before one these officers assassinates the other.

A metal frame in which the body of an executed criminal is displayed as an example to others. See ORGAEL WOOD.

GESHTEI Castle [E7] Realm: Tharda Population: 980

Holder: Gerium Legion (3c) From: Thardic Senate

The capital of Gerium Province and headquarters of the Gerium Legion. Geshtei was built by the emperor Lobir in 345 and, for a brief time, was larger than Coranan. The provincial marshal is Jithias Mariam, a young man of 20 who obtained the office by the influence of his uncle in the senate (since assassinated). He commands Tharda’s most powerful legion; of its 25 companies, 11 make up the Geshtei Cohort, with the balance in the Geminost (3c), Imrium (6c), and Noru (5c) cohorts. The provincial magistrate, Borisir Wytel, also resides in the town. He is a corpulent sensualist, well skilled in the intrigues of Thardic politics. Both men despise each other. Each goes out of his way to expose the other as being corrupt and incompetent. The castle guards a fine stone bridge across the Imris River.

GETHA Keep [K5] Realm: Kaldor Population: 260

Holder: Baron Indama Liege: King of Kaldor

A keep in Nephshire, built in 280 and rebuilt in 440 after being razed by a fire in 437. Chimin Indama is a somewhat thick-witted vassal but is an obedient and loyal servant of the king. His son has a remote claim to the Kaldoric throne. See BIDOW.

GETHEDON River [H5] A river rising in the northern Felshas and flowing southwest to Lake Benath; the southern border of Misyn. Copyright © 2014, Columbia Games, Inc.

GIFUSO [I5] A colony of Gargu-hyeka on the eastern edge of the Felsha Mountains. The surrounding region is often swarming with miscellaneous gargun bands.

GIMON Keep [E9] Realm: Kanday Population: 325

Holder: Baron Jevasa Liege: Earl of Sarkum

A barony in Selionshire held by Baron Tobrin Jevasa from the Earl of Sarkum. Gimon Keep was built in 426 by King Chernae of Aleathia as a present for one of his most trusted advisors. In 621, it became the capital of the small kingdom of Edern ruled by Clan Daltene. In 689, Rogryn Daltene reluctantly swore fealty to Andasin III. When Rogryn died in 711, he left no heir and the barony lapsed for five years. In 716, Andasin IV granted the title to Tobrin Jevasa and made the fief subject to his own father, the Earl of Sarkum. Tobrin is 52 and has been a close advisor of the earl for many years.

GLAIVE Basically a spear with a six to eight foot shaft and a heavy cutting blade.

GLASSWORKERS’ Guild Since the methods of glass manufacture are not widely known, glassworkers are occasionally accused of employing magic in their work. The Sindarin are well known for their glass-making ability, a fact that also lends mystery to the art. Glass windows are much too expensive for most Hârnians but the master glassworker can earn a good living producing glass pottery and stained glass for Hârn’s elite.

GLENOTH Keep [N9] Realm: Melderyn Population: 305

Holder: Baron Halwyn Liege: Earl of Nurisel

Glenoth is located on an island of the same name, which has many ruined henges and where several Earthmaster artifacts have been reportedly found. The Jarin arrived on Glenoth about 1,300 BT but their first attempts at colonization failed. Old legends tell of “the

HârnWorld®

HÂRNDEX 51 plague from the stones” that devastated their villages. The Jarin abandoned the island, only returning around 800 BT. A Jmorvi chantry was established about a century later. The present keep was built in 489 to replace an earlier wooden structure. The baron, a scholarly man of 38, is married to the daughter of an Emelrene noble. His younger sister, Fralise, is married to King Chunel’s younger brother.

GOBLIN A name used by simpletons and children to describe gargun.

GODSTONES Enigmatic artifacts found at all Earthmaster sites. They are monolithic blocks, some 5’ wide and 3’ thick at the base, tapering slightly over a height of 10’. They are made of an impervious, dark gray, stone-like material that is otherwise unknown on Hârn. They are also possessed of powerful psionic auras and are strongly associated with weird, often fatal, events. The godstones are in fact teleportal gates. The Earthmasters used them to travel between any two gates and even between worlds. Most godstones are still operational and are used by a select group of mages with appropriate physic abilities.

Copyright © 2014, Columbia Games, Inc.

GOLDEN ORB, Enclave of the The principal college of heralds in the Hârnic Isles, it is the residence of the Sunrise King of Arms, chief herald of not only Melderyn, but also the other Hârnic kingdoms, Emelrene, Palithane, and Ivinia.

GOLOTHA, City of [D7] Realm: Rethem Population: 6,200

Status: Freetown Charter: King of Rethem

The largest city of the Kingdom of Rethem, located on an island at the mouth of the Thard River. The Dedergon Bridge links the city with Chakta Keep on the south bank. Golotha is a chartered freetown, governed by the Heptarchial Council, a body of seven aldermen dominated by the Church of Morgath. The primate of Agrik resides in Golotha and the king maintains Caer Chaftar in the city. The city was founded in 388 under the name of Merethos by Emperor Malian. During the Corani Empire, the city enjoyed prosperity as a port and trading center, handling much of the empire’s trade. In 562, Merethos was the first city to fall to the Balshan Jihad after a battle of only three hours. The jihadists gave the city its present name. Golotha provided much of the impetus for the rebels but was snubbed when the capital of the Theocracy of Tekhos was established at Shiran in 568.

HârnWorld®

HÂRNDEX 52 However, Golotha remained the religious center for the new state religion, the worship of Morgath. With the chaos following the collapse of the Theocracy in 588, Golotha was able to maintain a Morgathian theocracy until Rethem and then Golotha itself were conquered by Arlun the Barbarian in 635. Golotha is a city of secrets and dark places. Its narrow, poorly policed streets are regarded as dangerous, even during the day. The evil temples, which virtually govern the place, have an almost free reign in their nefarious activities. Many hapless citizens and visitors have been whisked off, never to be heard from again. The city is crossed by canals that are distinguishable from the sewers only by their depth and the presence of boats. The city suffered severe flooding in 707 when the Thard broke its banks. This was only the latest in a long series of such catastrophes, the worst being the Great Flood of 521, when fully half the city was destroyed. The port remains busy, mainly with river traffic to and from Coranan. Members of the governing Heptarchial Council are appointed by the Mangai, the temple of Agrik, the temple of Halea, and the temple of Morgath, the latter electing four. Due to the overwhelming dominance of the Morgathian church, Golotha is generally regarded as the political heir to the Theocracy of Tekhos, although this would not be apparent from the large number of Agrikan temples and clerical orders in the city. Golotha contains the following temples and clerical orders. Agrik Agrik Agrik Agrik Agrik Halea Ilvir Morgath Naveh Save-K’nor

The Eight Demons The Fuming Gate * Herpa the Mace * Mamaka, Master of Steel *+ The Octagonal Pit * The Silken Voice The Pia-Gardith The Lord of Chaos *+ Covert The Hyn-Aelori

* Headquarters of the order. + Seat of the Primate of Hârn.

GOLOTHAN THEOCRACY A successor state to the Theocracy of Tekhos that controlled much of Rethem during the Interregnum. In 635, it fell to Arlun, who established the Kingdom of Rethem.

GOMETH, King of Chybisa The sixteenth monarch (506–521) of the Kingdom of Chybisa, Gometh was greedy and corrupt; he directed monies into his personal coffers that were desperately needed for the defense of the realm. Copyright © 2014, Columbia Games, Inc.

GOMISEN River [E6+] A tributary of the Thard River, originating in the western Rayeshas.

GOSUS Keep [N10] Realm: Melderyn Population: 285

Holder: Baron Maradyne Liege: Earl of Nurisel

A keep in Cherfinshire held by the powerful Baron Nethan Maradyne. A hill fort was built here about 300 BT. The present fortification dates from 202 although it was renovated and expanded in 412 and 673. Nethan is over 80 and in poor health. Because all of his sons are dead, his heir is his grandson, Jaryk, who has traveled extensively on Hârn and spent a year at the court of King Miginath of Kaldor.

GOZYDA, The Forest tribesmen who control the Mimea Hills in western Hârn. Organized into bands of 60 or less, they subsist on hunting, raiding, and larceny. The Gozyda have always welcomed into their ranks numerous outlaws from Tharda and Kanday, a practice that has brought them both new blood and technology. Combined with their skill at employing guerrilla tactics, this policy has helped them to survive the jealous attentions of both states. A branch of the Gozyda inhabit the nearby island of Domid.

GRAINFLAIL A common threshing tool favored as a peasant weapon, basically an articulated staff. Grainflails consist of two 18–36 inch wooden staves joined together by a leather thong. The handle staff is usually longer than the impact staff (see FLAIL).

GRAY BLIGHT, The A crop disease that affected most of Tharda in 602. Less than 20% of the normal crop was harvested that year and roughly 12,000 Thardans died of famine.

GRAY MAGE A supreme master of the Shek-Pvar, so skilled as to be comfortable with the principles of all six Convocations.

GRAY WHALE COLLEGE OF ARMS The principal college of arms in Orbaal, residence of the Orbaal Herald.

HârnWorld®

HÂRNDEX 53 GREAT HELM Any closed plate helm that covers the skull, face, and neck. Except for point strikes, the eyes are also protected. Although great helms give complete protection to the head, some warriors dislike the restricted vision they afford. A great helm can only be worn with an arming cap or a short quilted cowl.

GWAERYN Keep [H3] Realm: Orbaal Population: 365

Holder: Clan Aeryn Tribute: Leriel

GREAVES

A Jarin keep originally built in 388 and now being upgraded to stone. Symael Aeryn is 37, a soft-spoken and seemingly gentle man whose benign manner disguises a shrewd politician. He is a moderate who believes that, given time, the Ivinians will be assimilated into Jarin culture. He has little respect for fanatical Jarin patriots.

Plate or kurbul armour for the lower leg, giving protection to the calves and shins.

GWYDRIEL

GREEN TOWER, The

An evil sorceress of great power and leader of the Morsindari.

The mythological origin of the equally mythological Tomes of the Green Tower. The tower itself was apparently a structure rising out of the murk, representing an island of calm in the primaeval chaos. To this place came several great immortal sages (none of whom are easy to identify) who would commit their journals to the copper walls. At various times, anonymous sages have claimed to have visited the tower and copied the runes from the walls. These varied writings were edited and published around the time of Lothrim by one Nala-Uroh, a scholar of Elkall-Anuz. This is the only form in which the Tomes of the Green Tower now exist. The Tomes are significant mainly because they have come to form the basis of the Twentieth Tome.

GULMORVRIN Possessed of demonic power, the Gulmorvrin are the most feared of the undead of Morgath. Governed by the great demon Klyss, the Gulmorvrin have lost any will they once had and exist only to serve their evil masters. When touched by the Shadow of Bukrai, a force exuded by all Gulmorvrin, all who lack the will to resist will fall into the endless death. Gulmorvrin are not created, they are converted from ordinary mortals. In their new form, they retain any powers they previously had and receive also the Shadow. If the Gulmorvrin serves Morgath well, it may be granted additional powers and possibly a Bukrai Blade, a sword that enhances the Shadow of its wielder. Regardless of how well a victim comes to serve the Lord of Chaos, Gulmorvrin inevitably become subservient to Klyss; eternal suffering is their ultimate reward.

GUTHE River [L4+]

GYFYN Keep [G1] Realm: Orbaal Population: 650

Holder: Clan Djagg Tribute: Tandir

Built in 561 by the Jarin, Gyfyn was captured in 671 by the Ivinians. The valhakar is Jurri Djagg, 43, an aggressive and skillful warrior who distinguished himself during the Jarin Rebellion and Thay raids. The Djaggs are related to the Dagens, the royal clan of Ibanvaal. They resent their lesser status in Orbaal and seek to expand their domains. A colony was recently founded on Movel Island in the Afarezirs but failed due to poor weather and minimal support. Another attempt is planned.

GYTEVSHA The invisible demonic minions of Naveh.

GYTHRUN Castle [M8] Realm: Melderyn Population: 860

Holder: Earl of Biren Liege: King of Melderyn

The principal seat of the Earl of Biren, Gythrun was built in 243 as a keep. The castle was constructed in 630 when the earldom was created. Larryn Gwenalin, the fourth earl, is King Chunel’s cousin. He is a vigorous man of 55 who has improved the settlement’s port facilities (he owns a fleet of six merchant vessels) and has pushed for increasing colonization of Birenshire. He is a close friend of the Sheriff of Biren, whose seat is Racyn Keep. Larryn is a devout Laranian and a lay member of the Lady of Paladins fighting order. He is distressed by that order’s cruel activities against the Solori and has quarrelled with the grandmaster on several occasions. He has petitioned King Chunel and the Laranian pontiff at Tengela (in Trierzon) to intercede, so far without effect.

GYZEM, Isle of [H10] A small, isolated, hilly, forested isle in the Gulf of Ederwyn. It is the site of the fabled sunken city of Ridow.

A swift-flowing tributary of the Nephen River, fed by the Jenzu snowfield. Copyright © 2014, Columbia Games, Inc.

HârnWorld®

HÂRNDEX 54 HALANE A mid-autumn month, the eighth month in the Tuzyn Reckoning calender, named after the goddess Halea.

HALDAN the Elder, King of Kaldor

HABE Keep [L4] Realm: Azadmere Population: 250

Holder: Baron Kophar Liege: King of Azadmere

The principal human settlement within the Khuzan Kingdom of Azadmere. Habe sits astride the paved road from the city of Azadmere to Zerhun and guards the ancient Gazhar Bridge across the diminutive Idain River. The fief has been held by Clan Kophar for almost 600 years. The surrounding croplands and pastures are the main source of food to the Khuzdul. The fief enjoys a high degree of independence under the rule of Baron Kophar, a human trusted and respected by King Hazmadul III of Azadmere. Foreigners are rarely permitted to approach closer to Azadmere than Habe.

HABERGEON An armoured shirt that covers the shoulders, thorax, abdomen, hips, groin, and upper arms. Habergeons are usually made of scale or mail. They may be long-sleeved, half-sleeved, or (rarely) sleeveless.

HABSULARA A blue springflower found in pasture land. Used by physicians to treat maladies of the brain.

HAFEG Island [D2] An island in the Afarezirs.

HAGINED, King of Orbaal The founder and first king (686–692) of the Kingdom of Orbaal.

HAIN, King of Pagostra The founder and first king (137–166) of Pagostra. Copyright © 2014, Columbia Games, Inc.

The nineteenth king of Kaldor and founder of the present ruling House of Elendsa. Haldan achieved power in 603 after a baronial revolt that had lasted for nearly four years. His reign was mainly concerned with rebuilding the shattered economy and in furthering a return to traditional feudalism. He died in 636, leaving a peaceful realm to his son Haldan the Younger.

HALDAN the Younger, King of Kaldor The twentieth ruler (636–651) of Kaldor.

HALEA “The Empress of Opulence, Maker of Bargains, Guardian of the Treasure Hordes, Queen of Pleasures, Enslaver of Hearts and Loins, Unchaste Lady of Ten Forgotten Acts, Temptress of the Crimson Chamber.” Halea is the amoral goddess of wealth and pleasure. Often regarded as the most beautiful creature of Kelestia, one whose true form would drive men mad with passion, she will usually appear to mortals in the guise of an “ordinarily” beautiful young woman. Halea is the goddess of those who would live moment by moment, wringing from each instant its uttermost yield of hedonistic pleasure. She is the deity of those who crave wealth and the pleasures that wealth can bring. She is not, as some would have it, shallow or empty-headed. Halea is a shrewd schemer, renowned for her ability to seduce the reason of lesser beings with her silken voice and subtle arts. Halea’s mythical residence is called the Crimson Chamber. Here, those chosen by the immortal lady enjoy an afterlife filled with sexual, culinary, and other erotic pleasures, until they presumably go mad and are replaced by new chosen. Halea requires no particular morality of her adherents but demands unswerving devotion and loves elaborate rituals and flattery of all kinds. Many followers donate as much as half their incomes to her church and if they deem this prudent, who can argue? Halea is reckoned an easy deity to worship; she is the Maker of Bargains, willing to negotiate for her favors. The goddess prefers to bargain from a position of strength with those in great need of her aid. Halea always keeps the pacts she makes, although not always in the way anticipated. Those who would bargain with the Unchaste Lady had best hasten to fulfill their part, for Halea is a jealous mistress and quick to anger.

HârnWorld®

HÂRNDEX 55 Many scholars do not credit the clerics or lay followers of the Golden Lady with much intellectual depth, but priestesses may be found in high administrative posts in the government of Tharda. There are no fighting orders dedicated to Halea. The Order of the Silken Voice is the only clerical order. The Salara (primate) for Hârn is the High Priestess of the Shiran temple. The Hilenea (pontiff) is headquartered in the city of Helas in the eastern Venarian Sea. Halea’s priesthood is composed entirely of women of pleasant appearance who are fond of esoteric frills and ambiguous wording. Their ritual garb is diaphanous and of all the hues of the rainbow, but the colors purple, crimson, and gold dominate. Various symbols are used, among them stylized bells, coins, and genitalia. A priestess conducting a ceremony improvises or composes the service as she proceeds. Monthly high masses invariably end with an orgy and are well attended. TITLES IN THE HALEAN CHURCH Hilenea Salara Aramia Shenasene Corathar Solithar

Pontiff Primate Queen Mistress of the Temple Priestess Acolyte Temple Guard

HALF-VILLEIN An unfree peasant, typically holding about 15 acres.

HALFLINGS A race of half-sized, humanly proportioned beings who, according to a seamen’s legend, dwell on an island somewhere in the Gulf of Ederwyn. This story may be connected with the possible shipwreck of some children during the Aleathian Odyssey.

HALFHELM Any helmet made of kurbul, ring (leather mounted in a metal frame), or plate that covers the skull. Helmets may have nasals, cheek-pieces, neck guards, or eye guards for additional protection. Typical helmet types include the skullcap, conical cap, pothelm, or kettle hat.

Copyright © 2014, Columbia Games, Inc.

HANDAXE Any combat axe designed to be used in one hand. Most handaxes are single-bladed, with one or more spikes to make the thrust and/or backhand more dangerous.

HAONIC Ocean [A6+] Kethira’s largest ocean. There has been no recorded crossing—and few attempts—since the edge of the world is commonly known to lie 100 leagues west of Hârn.

HARBAAL A kingdom on the Lythian mainland, near Ivinia.

HARBORMASTER A civic official in charge of a port, appointed by the mayor or aldermen. The harbormaster is either a retired pilot or a political appointee who hires a master pilot as an assistant. Harbormasters supervise port maintenance, provide pilotage services, and collect pilotage, wharfage, and vessel registration fees.

HARBRAEN A prophet of the Church of Peoni who performed missionary work in Shorkyne and was slain by Agrikans. His final resting place in Shorkyne, called Harbraen’s Plot, has repeatedly demonstrated miraculous healing properties and is a popular destination for pilgrims.

HARDEN Castle [M7] Realm: Melderyn Population: 1,265

Holder: Earl of Elorin Liege: King of Melderyn

The principal seat of Marric Alaga, the Earl of Elorin, who is descended from the ancient kings of Elorinar. Harden was the primary settlement of the Lakori tribal people and the center of the old Kingdom of Elorinar, which was annexed by Melderyn in 223. The present castle was built in 352 and protects the fourth-largest settlement in the kingdom. The former economic dominance of Harden in this region has declined since the founding of Thay two centuries ago. In private, the Earl of Elorin has been heard to lament the failure of the Orbaalese to destroy the city in 705, and he was notably tardy providing assistance at the time.

HARMAZAD A fortress or city of the Khuzdul during the Atani Wars.

HÂRNIC ISLES The name given to Hârn and its attendant islands. There are some 350 islands in the archipelago, with Hârn the largest by far. Other islands and groups of note are Melderyn, Anfla, Belna, Keboth, Yaelin, the Afarezirs, and the Balakas.

HârnWorld®

HÂRNDEX 56 HARPERS, College of Harpers are accomplished 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; a few players have been able to coax any emotions they wished from their listeners. Harpers play an important role in the conveyance of news, tales, legends, and oral histories. In especially great demand are minstrels from afar who bring hardly credible songs and tales of strange folk and places. Ivinian skalds are noted for their epic tales of heroes and villains. While they rarely play for outsiders, the Sindarin are without doubt the best at these arts, beloved for their beautiful but often unfathomable songs. The College of Harpers sponsors a select number of Harpers’ Halls throughout western Lythia. There are four harpers’ halls in the Hârnic Isles: Aleath Azadmere Cherafir Elshavel

Aleta Hall Sinain Hall Tuven Hall The Silver Lute

The Azadmere hall is exclusively for the Khuzdul. Elshavel is regarded as the finest place to study but only humans with the greatest of talents are invited to that august institution. Admission to a hall is by audition. If accepted, an apprentice can look forward to 4–8 years of intensive study and training, followed by a dozen or more years as a wandering bard before he will acquire the elite status of Master Harper.

HARPIE/HARPY The closest Hârnic equivalent to a harpie is the YELGRI.

HARTBOW The Sindarin shortbow, constructed from wood, bone, and sinew. The hartbow has the size and weight of a shortbow, but its range and impact exceed those of the longbow. Hartbows are typically inlaid with gems and silver or gold designs.

HAUBERK A coat made of ring, scale, or mail. Hauberks cover the shoulders, thorax, abdomen, hips, groin and thighs. Copyright © 2014, Columbia Games, Inc.

They may be lengthened to cover the knees or, more rarely, down to the calves. The skirt is usually split for mounted use. Hauberks are either half-sleeved or fullsleeved.

HAWKING FEE (see BONDING FEE) HAZMADUL III, King of Azadmere The present monarch of the Khuzdul of Azadmere. He is 215 years old and was crowned in 658.

HEBON Keep [D9] Realm: Kanday Population: 190

Holder: Constable Liege: Earl of Sarkum

A keep in the Selionshire, Hebon was built by King Xuaka of Aleathia in 433 and made an Imperial naval base in 524. In 602, it became the center of the kingdom of Andur, ruled by clan Belle. Hebon fell in 688 to Rethemi armies during Ezar’s War and most of the ruling clan perished in the attack. In 690, Andasin III lost his life recapturing the keep. According to local legend, his ghost is said to appear on irregular occasions. The constable is Sovril Milaka, the Earl of Sarkum’s younger brother.

HEDIRO Keep [G6] Realm: Tharda Population: 560

Holder: Hediro Cohort (1c) From: Shiran Legion

A fortress and district capital in Shiran Province. The district’s administration will be moved to Cestor in 721; the headquarters of the cohort has already been transferred. Hediro has a superb harbor but is infamous for a series of violent and mysterious attacks on local residents. Victims have been found dismembered and partially eaten; no clue has been found to the perpetrator of these acts. The district legar is Polane Jeredosta, a relative of the provincial marshal. The commander of the Hediro Cohort’s four companies (two at Cestor, one each in Zost and Hediro) is Kalarn Horla.

HEFIOSA [F6+] A rugged, mountainous district in Tharda. It is an infamous sanctuary for dozens of small bands of brigands.

HEMURIN River [I4+] A tributary of the Kald, rising in the extensive Wynan ice fields, which feeds and drains Lake Myen.

HENERYNE the Golden The wife of Kemlar the Guide, Heneryne is one of the trinity of Kuboran deities, along with Kemlar and Crador the Blind. Heneryne is a goddess of fertility, good weather, and health, but can also be a bringer of blight, disease, and foul weather.

HârnWorld®

HÂRNDEX 57 HENWE Keep [D7] Realm: Rethem Population: 210

Holder: Baron Pozen Liege: Earl of Tormau

Henwe was originally a Corani Empire fortress but was rebuilt during the Theocracy of Tekhos. King Nemiran created the barony of Henwe in 672, granting the keep to clan Pozen as a vassal of the Earl of Tormau. The present baron, Ledrek Pozen, is 53 and has no direct male heir. Although his loyalty to Earl Lynnaeus is not in doubt, he fears the possibility of civil war due to his isolation from Tormau.

HEPEKERIA A desert land of fierce barbarians, famous for its magical thanath swords, located beyond the Venarian Sea.

HERALDS, College of The College of Heralds is closely associated with the nobility. All young nobles are required to learn the fundamentals of heraldry and those unlikely to inherit much of anything form the majority of college entrants. Most heralds are bonded to noble households, where they are responsible for teaching clan history and keeping records of family genealogies and arms. A few heralds also play an important role as ambassadors and are skilled in the etiquette of diplomacy and warfare. In this role, they are afforded a high degree of political neutrality. When a battle is to be joined, heralds from opposing camps usually meet to exchange formalities, conduct last minute negotiations, discuss terms of surrender, and so forth. Opposing heralds often watch the battle from the same vantage point, free from any harm. The colleges in which heralds receive their advanced training are also the repositories for heraldic records. All Hârnic realms have a regional college. The Melderyni college at Cherafir holds in its archives the official records for the entire Hârnic Isles and is the residence of the chief herald of Hârn. The grounds of all Hârnic colleges are inviolate by law; even kings are forbidden to enter them without invitation. Azadmere Burzyn Elshavel Tashal Aleath Cherafir Geldeheim Golotha Coranan

White Mountain Lodge Tower of the Unicorn Silver Harp Palace Enclave of the Holy Oak Violet Mantle Palace Enclave of the Golden Orb Gray Whale College of Arms Manse of the Sanguine Saltire Palace of Gules

Only nobles, fighting orders, and standing legions may receive a grant of arms; only the College of Heralds may make such a grant. There are severe penalties Copyright © 2014, Columbia Games, Inc.

everywhere for bearing false arms. An application for a grant of arms requires that a unique design be submitted to the nearest regional college, which will then pass it along to Cherafir for Hârnic registration. It will usually take at least four months for a grant to be approved, longer if design conflicts arise. Registration fees are typically about 5,000d, payable in advance. When the holder of a grant of arms travels beyond the Hârnic Isles, he is required to difference his arms by adding a scalloped azure bordure to his escutcheon (shield). This marking is exclusive to Hârn.

HERALD OF THE RED DOME The chief herald of the Republic of Tharda, whose residence is at the Palace of Gules in Coranan.

HERAS, Lake [I6] Located on the Farin River in the west of the Chelna Gap, Heras is Hârn’s fourth-largest body of fresh water.

HEREB, Mount [K4] A peak (6498’) in the central Sorkin Mountains near Azadmere.

HEREDYN [M7] A leper village across the Horka River from Thay. Heredyn is maintained by the Church of Peoni.

HERIOT When a feudal landholder dies, his heirs must pay a special tax called heriot before they may inherit. For a serf or minor landholder, heriot is the holding’s best animal or its equivalent in cash or kind. Larger estates generally pay goods or cash worth 20–100% percent of their annual revenue. Heriot is negotiable and large payments may be spread over several years.

HEROTH Castle [E7] Realm: Kanday Population: 570

Holder: Earl of Heroth Liege: King of Kanday

The principal seat of Earl Sinel Cassean. Built as a Corani Empire fortress in 421, Heroth’s seizure by Xuaka of Aleathia in 443 sparked the war that resulted in the annexation of Aleathia by the Empire. After the collapse of the Theocracy, it was ruled by a series of violent despots who styled themselves Lords of Norea. In 623,

HârnWorld®

HÂRNDEX 58 it was captured by the Order of the Checkered Shield. The earldom was created by Andasin II in 647 for Clan Cassean. The extensive forests surrounding the site are a prominent source of yew for the making of longbows but are also an infamous refuge for assorted brigands. Earl Cassean, an ambitious aristocrat in his late 40s, is currently attempting to marry his daughter to the king, an event that is not viewed favorably by the Earl of Sarkum.

HERPA, the Mace A non-zodiacal constellation of the northern sky.

HERPA THE MACE, Order of An Agrikan clerical order that sponsors the Red Shadows of Herpa fighting order. This is the most mystical of the Agrikan orders. The order deeply involves itself in politics and favors a crusade against the Laranian-dominated kingdoms of Kaldor, Kanday, and Melderyn. Its main temple is in Golotha and it maintains a covert temple in Coranan, which is engaged in subversion. In 714, a faction broke off to form the Order of the Eight Demons.

HERTH-AKAN, The A ritual of the temple of Naveh. A miscreant cleric is given a one-hour head start and, for three successive days and nights thereafter, must evade the murderous pursuit of seven of his temple brothers; few succeed. The ritual is occasionally used against enemies of the temple or against those that the temple has contracted to kill. If the victim evades death for the required period, he is permitted to live, but the failed brothers will undertake ceremonial suicide.

HERU Keep [J5] Realm: Kaldor Population: 415

HIDEWORKERS’ Guild Members of the Hideworkers’ Guild have a monopoly over the curing of all types of hides (including furs) and leather working. A master hideworker’s establishment may be a tannery where hides are cured or a retail workshop where leather products such as boots, belts, or whips are made. Leather armour and saddles are monopolies of the Weaponcrafters’ and Ostlers’ guilds, whose members buy cured hides from hideworkers. Tanneries are nearly always located on the downwind outskirts of a town because of the stink of the urine used in the curing process. Tannery hideworkers purchase raw hides and furs from anyone, although most are obtained from local manors and mercantylers.

HIKUN [F6] Hikun is the largest of several iron mines located around Geldym Falls on the Pech River in the Thardic province of Kom. The ore from Hikun is shipped downriver to Stimos for smelting and then to Shiran. Rumors that gold and silver are mined at Hikun are falsely spread to mask the real gold and silver mines, whose secret location are at Iracu.

HIMOD [G3+] A hilly, forested wilderness between the Jahl and Rayesha Mountains. Himod is the range of the Ymodi, tribesmen noted for their tracking and hunting skills.

Holder: Constable Liege: Earl of Qualdris

A keep in Semethshire, built in 548. The constable, Sir Bereden Pawade, is a skilled administrator who has dramatically increased the revenue of the fief. He has not seen or heard from his liege, Earl Meleken, for more than a year and is considering mounting a search party.

HIBUT Keep [F7] Realm: Tharda Population: 790

but is in serious need of repair. The district legar is Jurdin Melvoen, a weak administrator who is strongly influenced by Poris Kardan, commander of Hibut Cohort’s three companies. Poris is a good friend of Kronas Elernin, magistrate and marshal of Eidel Province.

Holder: Hibut Cohort (1c) From: Coranan Legion

Hibut was once an old Corani tribal fort and many of the hills to the north are capped with stone cairns said to be the graves of Corani chieftains. The great Corani chief, Corthir, founder of the Corani Empire, built Hibut Keep in 307. Made of stone, the original keep still stands Copyright © 2014, Columbia Games, Inc.

HIRENU A rare chimera with the body and hindquarters of a horse, and a neck, head, and wings of an eagle. The Hirenu is solitary and tends to dwell in highland regions. Contrary to popular belief, the Hirenu is not capable of true flight, despite its relatively light bones and frame, but it can glide silently onto its prey. The Hirenu is omnivorous and is particularly fond of horse meat. Very few are strong enough to carry men. They are unintelligent.

HârnWorld®

HÂRNDEX 59 HIRIN, the Eagle The seventh constellation (Azura 6th–Halane 4th) of the Kethiran zodiac, located in the southern sky. Hirin has much in common with Nadai. The active spirit is free in skies that may not even be apparent to others. The eagle cannot be constrained, his soaring thoughts will find solutions to the greatest problems and will swoop suddenly to the kill. The Hirinan is more precise than the Nadaian. His efforts are less diffuse and his solutions are executed with rapid flurries of intense action. But he may crash, and failure can be particularly damaging. Persons born under the eagle tend to resent authority but may not oppose it openly. They chafe and flutter against restraint or confinement, but their thoughts are of escape rather than vengeance. They are often intelligent and detached and can be merciless, watching things happen as if from on high, only now and then swooping down to take action that is almost always painful to someone.

HIRI-DELYN A marvelous vest thought to be of Earthmaster origin and impervious to all manner of harm. The HiriDelyn is owned by the King of Kanday.

HOENGREB, Mount [H3] A prominent snow-capped peak (7498’) in the southwestern Jahl Mountains.

HOHNAMSHIRE A shire in the Kingdom of Rethem; shire moots are held in Winen. Although this is the largest shire in Rethem, the control exercised by the king is, at best, minimal. The Sheriff of Winen, a notorious scoundrel, is under the influence (and bribes) of the Earl of Tormau.

HOJ, Mount [H4]

HJAEL Keep [H1] Realm: Orbaal Population: 665

There is, however, a chieftain by the name of Jherdela who has brought three of the tribes under his control. If he lives long enough, he may succeed in uniting the rest, a development that would not be eagerly anticipated by Melderyn or Chybisa.

Holder: Clan Erlanger Tribute: Keiren

Built in 502 by the Jarin, who called it Powythys, the keep was captured and renamed by the Ivinians in 674. Valhakar Sweyn Erlanger is over 60 but is still a powerful warrior. He is very fond of roistering with his warband. The Erlangers are a junior branch of clan Erlang from Seldenbaal.

HODIRI, The The tribal nation of Horadir in southeast Hârn. They are extremely fierce warriors, some say the equal of a Melderyni or Kaldoric knight. At the moment, the Hodiri are not particularly hostile to their neighbors and frequently travel to Burzyn to trade their horses and cattle for the products of civilization. They still raid the Solori and each other for slaves and wives, and will occasionally attack trade caravans. The Hodiri are a nomadic people; most families own a large ox-pulled cart that serves as a mobile home. The whole Hodiri nation gathers every year at the tribal moot of Patrel. The Hodiri are well known as breeders and riders of small but stout horses; they also keep sizable herds of cattle and sheep. They are loosely organized into about 80 tribes, each 60 to 300 strong. Various past attempts to unite them into a cohesive nation have failed. Copyright © 2014, Columbia Games, Inc.

A peak (8874’) in the northwestern Felsha Mountains.

HOLY OAK, Enclave of the Residence of the Acorn King of Arms, chief herald of Kaldor, in Tashal.

HOMURA Homura, also called Redhelm, is a scarlet toadstool whose succulent flesh brings almost certain death if eaten. It is common in Rethem and in moist, westernslope forests elsewhere.

HORAB, Cape [L10] Hârn’s most southerly headland, Cape Horab is “World’s End” to the Hodiri nomads. Its gentle, wooded shore is a curse to seafarers. Many ships have been wrecked here, driven ashore by a combination of southwesterlies, deceptive tidal currents, and the sudden appearance of this low-lying, often foggy, lee shore.

HORADIR [L9+] An extensive woodland plain in the southeast of Hârn, claimed by the Melderyni Earl of Elorin at Harden, who calls it Dyriamarch. From time to time, the earl sends scouts and punitive expeditions into the region from Laket, but his influence over Horadir has not been noticed by the Hodiri tribesmen who dominate the region.

HârnWorld®

HÂRNDEX 60 HORAHNAM of Tekhos

HRU, the Rock Giant

The founder and only ruler (568–588) of the Theocracy of Tekhos. Horahnam was a Morgathian priest of noble birth. His family, Clan Tekhos, governed Shiran during the last years of the Corani Empire. In 564, Horahnam seized power by murdering his father and elder brother and then declared his support for the Balshan Jihad. This treacherous act ensured the demise of the Corani Empire, which fell in 565. Horahnam then emerged as the undisputed Balshan leader in 568 after some astute political moves (assassinations). He founded the Theocracy of Tekhos that same year. For 20 years, he ruled the Theocracy as a ruthless dictator but was assassinated himself in 588. The Theocracy collapsed with his death.

A variety of Ivashu, the placid, giant Hru has the appearance of a bloated, dry Nolah. They may attain 15 feet in height and four tons in weight. Transformed during the day into a large boulder or pile of rocks, the Hru draws sustenance directly from the earth in the manner of a tree. At night, the Hru’s earth-shaking stride has frightened many a traveler. Hru may be found in colonies of up to 40, strewn across stony highland wastes. They are fairly sociable creatures and their midnight interactions resembling strange, rumbling songs have sent shivers down the spines of most who have heard them. The fact that their voices are at the lowest pitch of human hearing may cause discomfort to human listeners. They are slow thinkers but many are quite wise; their main concerns are centered around the preservation of their homes.

HORKA River [M7+] A river rising in the Anadel highlands, flowing north and east to the Sea of Ivae. The river is the de facto northern boundary of the mainland possessions of Melderyn, although Elorinshire lies on both sides. The city of Thay lies at its mouth, on the south bank.

HREYOCHOR A flowering plant found in high forest elevations. It is used in fertility potions.

HUNDRED An administrative district of a Shire, governed by a Bailiff of the Hundred.

HUTOP Keep [K6] Realm: Kaldor Population: 340

Holder: Sheriff of Osel Liege: King of Kaldor

The keep was built in 430 by Aidrik IV as a stronghold against the Pagaelin. The office of sheriff is currently vacant, the duties being handled by Sir Kodar Maradyne, bailiff of a nearby manor.

HUVOS Keep [M7] Realm: Melderyn Population: 345

Holder: Baron Perhel Liege: Earl of Nurisel

Huvos keep, built in 580, has an unusual octagonal design. It was held by a constable for the King of Melderyn until 630, when the Shires Edict established the barony of Huvos. Lanise Perhel has been baroness since the death of her brother in 715. She is a tough, uncompromising woman in her late 20s. Renowned for her cynical wit, she is unmarried and has no interest in changing that status. She is rather ugly, a fact of sardonic pride; she often refers to herself as the “Hag of Huvos.”

HUXUTH [H4] A colony of Gargu-hyeka lying in a pass between the Felsha and Rayesha Mountains.

HYEN Keep [D7] Realm: Rethem Population: 225

Holder: Copper Hook Liege: King of Rethem

A fief in Zabinshire, Hyen was built in 532 as a Corani fortress. In 681, King Nemiran granted it, along with Menekod, Dunir, and Selvos, to the Copper Hook, Copyright © 2014, Columbia Games, Inc.

HârnWorld®

HÂRNDEX 61 an Agrikan fighting order. In 682, the order provoked Ezar’s War (682–697) by attacking Kanday and eventually lost all their possessions except Hyen. The Copper Hook has never recognized the peace that ended the war and continues to skirmish with the Laranian fighting order, the Checkered Shield. The Earl of Tormau has been secretly supplying money through intermediaries to the order to continue its war with the Laranians, a ploy to keep Chafin III busy looking south while the earl prepares for civil war in the north. The grandmaster of the order, Marag Yeredar, 52, may not be aware of the true source of this aid but his sad demeanor masks a clever and scheming mind.

HYN-AELORI, Order of the One of three clerical orders of the temple of SaveK’nor. Also known as the “Order of the Sage of Heaven,” it is the largest and most conservative of the three orders of this church. It tends to avoid any overt societal action, preferring instead to gather huge collections of literature and artifacts for private study. The order’s chief temple is in Coranan; other temples are located at Aleath, Golotha, Tashal, and Thay.

HYVRIK The legendary red and white checkered shield of the goddess Larani. Knights of the Order of the Checkered Shield bear facsimiles of this shield in combat.

HYVRIK, Order of The Larani clerical order that sponsors the Checkered Shield fighting order. Headquartered in Aleath, the order was founded as an underground resistance movement during the Theocracy of Tekhos and restricts its operations to western Hârn. Other major temples are in Coranan, Dyrisa, and Shiran.

Copyright © 2014, Columbia Games, Inc.

IBONOST Keep [F7] Realm: Kanday Population: 465

Holder: Constable Liege: King of Kanday

Built in 497 as a Corani Empire fortress, Ibonost was the first major settlement taken by Andasin I on his rise to the throne of Kanday when he seized it from its Tekhosian governor in 589. During the Five-Year War, the Battle of the Teb Marshes was fought in 663 near Ibonost, ending in Kandian defeat and the loss of the keep to the Thardic League. The Treaty of Quivum in 666 returned Ibonost to Kanday. The keep is of considerable sentiment to clan Kand and, despite its proximity to the Thardic Republic, remains a favorite summer residence of Andasin IV. The constable is Sir Burdas Kandry, a distant relative of the king. He holds three nearby manors in his own right. Knights of the Checkered Shield, who hold a nearby manor, serve as a personal guard for the king in residence.

IBUTHINE, King of Kaldor The fourth king (279–307) of the Kingdom of Kaldor.

IDAIN River [L4] This river, unnamed on the map, is located in the Sorkin Mountains and empties into Lake Arain. Habe Keep stands on its south bank guarding an old stone bridge.

IDJAR ONE EYE An Avalir who dwells at Idjarheim in Ivinia. Idjar used magic to enter Talagaad before his time and was cursed by Sarajin. The nature of the curse is unclear since Idjar will not speak of it.

IEMALAD, King of Kaldor The eighteenth ruler (588–599) of Kaldor and the last of the House of Artane. Iemalad was the only son of Queen Chidena. He abused the powers that had been accrued by the crown over the preceding reigns and alienated the nobility with his excesses and debauchery. When he died without any legitimate heirs, a baronial revolt broke out that lasted until 603, when a new dynasty (Elendsa) was founded by Haldan the Elder.

HârnWorld®

HÂRNDEX 62 IKOM, Isle of [N9] A hilly and forested island off the north coast of Melderyn. The island has been inhabited for more than 3,000 years and is something of an enigma to outsiders. The principal settlement is Chyrefal.

IKOSHIRE A Melderyni island shire. The sheriff and shire moots are at Chyrefal.

ILLIMITIBLE TOME, The The mythical book, in the keeping of the god SaveK’nor, in which all the knowledge of gods and men is written. The proper name of the tome is the Var-Hyvrak (see CONCORDAT OF THE ILLIMITIBLE TOME).

ILME A strange race of intelligent mere-dragons. These creatures 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. Although they are reptilian, the Ilme have no wings and probably could not fly even if they had; they commonly attain a height of 12’ and a weight of two tons. The two sexes live apart except when mating. Despite their undisputed strength, male Ilme are somewhat cowardly and are frequently bullied and robbed by local Gargu-araki bands. They prefer to hunt from ambush or eat carrion. They will rarely attack intruders but will fight with desperation when cornered. Even then, they usually try to negotiate first. Female Ilme are another matter; they will attack and fight intruders with limb-tearing ferocity, especially to protect their young. The Ilme do not breathe fire although their breath is far from sweet.

ILMEN Marsh [L6] Extensive marshlands on the southeast shore of Tontury Lake. The marshes contain bottomless bogs and are the home of the Ilme. Copyright © 2014, Columbia Games, Inc.

ILMEN River [L6+] The tributary of the River Osel that drains Ilmen Marsh.

ILPYLEN The first prophet of Agrik, a warrior of the Kuldrh tribe around 1500 BT.

ILSIRI The Ilsiri are small ethereal, humanoid creatures said to have been awakened by Siem during his sojourn on Hârn. Usually shy and gentle, they can be mischievous.

ILVIN The tenth month of the Tuzyn Reckoning calender; named after the god Ilvir, Ilvin is the first month of winter.

ILVIR “Master of Araka-Kalai, Brooder in the Blasted Plains, Serpent that Dwells Below, Accursed Lord of the Barren Cycle, Prince of the Fatherless Multitude, Craven Lord of Sterile Lands.” Ilvir is the only deity who dwells permanently on Hârn. He is best known as the lord-creator of the Ivashu. Ilvir is also known as the Craven Lord because he seldom ventures from his home at Araka-Kalai. He is symbolized by a sundered claw, supposedly the severed claws of Agrik that Ilvir picked up to make his creatures. His colors are yellow and brown. The worship of Ilvir is scattered widely throughout Hârn but is uncommon except among the Jarin of Orbaal. Ilvir makes few demands on his followers and gives little in return. The religion is shrouded in so much mysticism that many claim even its clerics have no idea of what is going on. Ceremonies have been known to include animal and even human sacrifice but this does not seem to be an official part of ritual. Powers exercised by the clergy, or by Ilvir himself, tend to be very indirect, some would say sneaky. The followers of Ilvir do not take anything very seriously and there are numerous doctrines, some quite contradictory, followed by dozens of minor sects. There are Ilviran temples in Golotha, Tashal, Shiran, and Leriel, the last two being jumping-off points for pilgrimages to Araka-Kalai.

HârnWorld®

HÂRNDEX 63 Of the many orders, the following are among the widest known and have separate entries in Hârndex: Clerical Order Temple Sudelrhynn the Bearer of Loam Leriel + Ochre Womb Araka-Kalai Seafarer Ibenis Shiran Yellow Hand Tashal Pia-Gardith Golotha Chuchlaen Wheelwright Gedan + Grandmaster is the effective primate for Hârn.

ILVIR’S SHAFT (see ARAKA-KALAI) ILVIRIC DUALISM The school of Ilviran thought that holds that each being has two souls, one that stays with the body after death and the other that goes to its afterlife. The first soul controls the mundane aspects of life and the second is the creative intelligence stimulated, or even created by, the deity. Some sects have extrapolated this theory to preach that all creatures are the inventions of Ilvir and that all beings return to Araka-Kalai after death.

IMMUTABLE ONES (see FIRST GODS) IMRIS River [E6+] A tributary of the Thard that rises in the southern Rayesha Mountains. Except in winter, the river is quite busy with water transport carrying salt from Imrium.

IMRIUM Castle [E6] Realm: Tharda Population: 1,050

Holder: Imrium Cohort (3c) From: Gerium Legion

The administrative center of a noted salt-producing region, Imrium has been fortified since the fourth century. Most of the productive mines lie in the mountains northwest of the town. The district legar is Rondal Gyben. The commander of the Imrium Cohort’s six companies is Parlyn Musbern, a competent and ambitious soldier.

INDATHA Straits [M10+]

ILYASHA (see YERIT)

The narrow, island-studded waterway separating Melderyn from the southeast coast of Hârn. The strait and its islands are controlled by the Earl of Karveth. These waters are a notorious graveyard for mariners, especially during southwesterly storms.

IMADAIN I, King of Melderyn and Chybisa

INNKEEPERS’ Guild

The tenth king of Melderyn (369–413) and the eleventh of Chybisa (409–413). He obtained the Chybisan crown when Verlid VI of Chybisa died in 409 and the barons of that kingdom offered it to him in an attempt to stave off an anticipated war with the surrounding tribes.

IMADAIN II, King of Melderyn and Chybisa The second sovereign to wear the crowns of both Melderyn and Chybisa, reigning from 413 to 440. He was succeeded by his own son, Arabar I.

IMADAIN III, King of Melderyn The fifteenth king (538–557) of Melderyn.

IMIDEN Keep [E7] Realm: Kanday Population: 415

Holder: Sheriff of Peris Liege: King of Kanday

Built in 477 as a Corani legion fortress, Imiden was surrendered in 624 by its brigand holders to the Order of the Checkered Shield. Imiden was the target of the attack that began Ezar’s War in 682. The Sheriff of Peris is Prince Anaflas Milaka, the second son of the Earl of Sarkum and the younger brother of the King of Kanday. Anaflas is heir to his father’s title and also to the throne since Andasin IV has yet to take a wife. He is a capable and energetic administrator. Several lords of the realm wish he ruled in place of his weak elder brother.

Copyright © 2014, Columbia Games, Inc.

Innkeepers have a monopoly on the operation of inns and on the manufacture and sale of alcoholic beverages. Most inns brew their own beers (which do not travel well) but wines and spirits are generally imported. There are two levels of guild franchise: inns and taverns. The latter is not supposed to offer sleeping accommodation or serve hot meals, but these distinctions are much abused. Many inns have an ostler’s establishment adjoining; the ostler is either bonded to the innkeeper or operates his own franchise in partnership. Inn prices depend mainly on the location and clientele served. Typically, a pint of ale, cider, or mead will cost one farthing, as might a cold meal of bread and cheese. But a hot bowl of soup or stew served with warm, fresh bread may cost as much as one penny. Meat roasts and other luxuries can be purchased in the better inns for 2–12d per serving. Accommodation prices (per night) range from one halfpenny for a soiled straw bed in a crowded dormitory to sixpence for a furnished and spacious private room. Prices always soar during local festivals and holidays.

INOR TETH The residence of Save-K’nor, a massive blocky structure on neutral ground on Yashain. Inor Teth is a maze containing all the knowledge of the worlds.

HârnWorld®

HÂRNDEX 64 INQUEST Also known as a sworn inquest, a legal procedure, usually confined to royal courts, wherein the presiding officer appoints a jury, usually of prominent neighbors (jurors), to whom specific questions of fact are put. Witnesses may be called and questioned under oath. The jurors’ answer (the verdict) may be from personal knowledge or from local gossip, but will at least be based on some kind of evidence rather than superstition or expedient.

INTERREGNUM, The The period of war and chaos throughout Tharda following the collapse of the Theocracy of Tekhos in 588. After years of turmoil, conditions slowly stabilized with the founding of a second Aleath Republic in 612, the Coranan Republic in 621, and the Shiran Republic in 625. Golotha maintained itself as a lonely relic of Tekhosian rule until conquered in 635 by Arlun the Barbarian, who founded the kingdom of Rethem on its ashes.

IRACU Mines [F5] The headwaters of the Deret River contain several valuable mines, the largest of which is Iracu. The Khuzdul of Kiraz opened Iracu and mined gold, silver, and mythral here before it was abandoned at the time of the Carnage of Kiraz. The Miners’ Guild now mines the upper levels for gold and silver during the summer. The ores are smelted and floated down the Deret to Sirion, then reshipped to Shiran. The locations of the mines are carefully guarded secrets. Most of those brought in to work, as well as the 50–100 mercenaries employed by the guild, are kept below deck during the journey in and out. The guild also works hard to maintain the false rumor that its mines at Hikun are the real source of the precious metals. The present operators have had continuing problems with cave-ins and flooding; their skills simply do not equal those of the Khuzdul. The mines are of indeterminate depth, possibly the deepest and most labyrinthine on Hârn. Most of the lower levels, those thought to contain the most valuable ores and veins, have not been worked for many years. Many say these deep passages are the realm of ghosts and demons, beliefs that are not exactly discouraged by the guild.

IRREPROACHABLE ORDER The celibate, male clerical order of the Church of Peoni, brother order of the female Balm of Joy. The only apparent reason for the existence of two separate orders is their celibacy. The chief temple of the order is in the city of Aleath. The male order tends to look to the female order for Copyright © 2014, Columbia Games, Inc.

leadership, especially to the Hârnic primate in Thay. Other temples of the order exist in Cherafir, Thay, Tashal, Shiran, and Coranan.

ISAGRA (see WHIP) ISULON River [H6+] A short river rising near Mount Uthoc in the Felsha Mountains and flowing into Lake Heras. A high mountain pass (4250’) to Lake Dyrena marks its headwaters.

ITHIKO Castle [C6] Realm: Rethem Population: 285

Holder: Earl of Ithiko Liege: King of Rethem

Ithiko was built in 401 as a fortress and port to supply the Corani Empire’s expansion into northern Rethem. At that time, Ithiko was on the coast, but three centuries of silting and littoral drift have filled the cove and the settlement is now almost a quarter mile from the sea. Ithiko is infamous as the birthplace of the Morgathian prophet Balsha (in 520) and the rallying point of the Balshan Jihad. The Morgathian church maintains a shrine to Balsha and small temple in the settlement. The defenses of Ithiko were improved by Arlun the Barbarian, who turned it into a royal castle in 648. King Nemiran created the earldom in 673, granting it to clan Barzak. The present earl is Herrin Barzak, 60, a loyal supporter of the king and staunch enemy of the Earl of Tormau.

ITHIUS Keep [C6] Realm: Rethem Population: 265

Holder: Constable Liege: Earl of Tormau

The keep dates from 593, when it was built by Tamyr of Glesa, a brigand leader and pirate. Tamyr’s successor, Branil, surrendered Ithius to Arlun the Barbarian in 631. King Nemiran granted the keep in 673 to the Earl of Ithiko but the Earl of Tormau seized it in 713, having bribed its constable, Sir Prando Toprau, into surrender.

ITIKIR, Sea of [A1+] The Sea of Itikir surrounds Kethira’s north pole and is more properly an ocean. Pack ice can be found between 400 and 500 leagues north of Hârn, depending on the season. The Sea of Itikir is known for its unpleasant weather all year round.

HârnWorld®

HÂRNDEX 65 IVAE, Sea of [M2+] An arm of the Sea of Itikir, lying to the east of Hârn and separating the island from the continent of Lythia. The sea is named for the inhabitants of the far shores, the Ivinians, who conquered the Hârnic region of Jara, now known as Orbaal.

IVASHI The language of the Ivashu (those that can speak) and the secret temple tongue of the Ilviran church. It is a fairly simple tongue, but capable of conveying rich emotional content.

IVASHU The creatures created by the god Ilvir, who enjoys creating strange life forms. Ilvir has at his disposal a limited number of souls, which he is constrained to employ over and over again. The Ivashu are totally sexless and cannot breed. When they die, their auras/ souls return to Ilvir’s tower at Araka-Kalai, where they are reincarnated in a new, possibly experimental body. After spending some time in attendance at Ilvir’s court (he is the only major deity believed to live permanently on Hârn) they are sent into the world. Most are slain quite quickly. Some are taken captive for shipment to Tharda, where they will appear in the Pamesani arenas, but a few Ivashu get past these obstacles and may be found in any part of Hârn. The Ivashu make up for their sterility by possessing strange powers. Some are intelligent and speak their own Ivashi language; others are semiintelligent, speaking not at all and operating mostly on instinct. Almost any conceivable type of creature may be produced in small numbers by Ilvir, but the following five varieties are most common: Each is described under its own heading. Aklash Hru Nolah Umbathri Vlasta

Vessel of the Choking Wind The Rock Giant The Dank Stalker Bearer of the Mask The Swift One, Eater of Eyes

IVINIA A land roughly 200 leagues northeast of Hârn. It is a land brimming with warring kingdoms, icy fjords, and bold mariners. Ivinia was the homeland of the seafaring clans who conquered Jara (now Orbaal) between 652 and 686.

IVINIAN CONQUEST, The The conquest of Jara, subsequently renamed Orbaal, by Ivinian seafaring clans (652–686). The Kingdom of Orbaal was proclaimed in 686 but conflict between the Ivinians and their subject Jarin continues to the present. Copyright © 2014, Columbia Games, Inc.

IZORA Mines [G4] A district in the heart of the Rayesha Mountains containing an unknown number of abandoned gold and silver mines. Of Khuzan origin, the location of the mines was lost when the Khuzdul departed Kiraz; they were rediscovered in 590 by an expedition from Shiran. For almost a century, some of the mines yielded gold and silver. The mining camps were massacred by a gargun swarm in 684 and the mines were abandoned. There has often been talk of reopening the mines, said to “hold the golden heart of Halea herself,” but talk is cheap.

JAFTE, Mount [H2] The second highest peak (8759’) in the Jahl Mountains in Orbaal.

JAHL Mountains [H2+] The mountainous backbone of Orbaal, a rugged landscape with nine peaks higher than 6,000 feet. The region is home to several gargun nations. The easternmost peak, Mt. Fyso, called by some “Windheim,” is said to house Bjaka, a wind demon known as the scourge of shipping on Jarin Bay. Another peak of note is Mt. Quorone, a mountain overlooking Quimen Keep, which has some obscure religious significance to the Jarin. The highest peak (8865’) is majestic Mt. Aelenwe.

HârnWorld®

HÂRNDEX 66 JALIEN of Shiran The fourth autarch (657–661) of the Thardic League. Jalien, like his predecessor Karnis of Coranan, undertook to expand the League but he was more ambitious. Overtures were made to Moleryn, an independent state allied to Kanday, to join the League. When these were politely declined, Jalien invaded on some minor pretext and annexed Moleryn by force but was mysteriously slain by a stray arrow. The seizure of Moleryn triggered the Five-Year War between the League and Kanday, which Jalien’s successor, Colura, inherited and lost.

JANAKOR, King of Elorinar The second king of Elorinar (190–218), Janakor was slain at the sack of Laket by the Bujoc during the Migration Wars. His son swore fealty to Melderyn in 233.

JARA The former name of Orbaal, derived from the indigenous Jarin peoples.

JARIG River [H1+] A swift river rising in the Jahl Mountains, then flowing northwards into the Vaagesfjord in northern Orbaal.

more inhospitable regions. In northern Hârn, which came to be called Jara, the Jarin developed a crude form of feudalism in response to gargun raiding, but each settlement maintained a high degree of autonomy. These isolated Jarin strongholds were no match for the warlike Ivinians who conquered Jara, settlement by settlement, between 652 and 686, and established the Kingdom of Orbaal. Through their long exposure to the Sindarin and Khuzdul before the Atani Wars, the Jarin acquired a special mystique that has tended to set them apart from other humans on Hârn and has earned them some distrust. They are essentially a peaceful race, a trait that the Ivinians wrongly interpret as cowardice. In Orbaal today, the Jarin are mainly serfs or slaves of their Ivinian overlords, but a few independent settlements have survived at Gwaeryn, Leriel, and Pethwys. Small but active resistance groups to Ivinian rule exist at Gedan and elsewhere. Despite some assimilation between the Jarin and the Ivinians, relations between the two are tense. The recent Jarin Rebellion (701–703) is evidence that the Jarin may prefer peace but are definitely not cowardly.

JARIN Bay [J2+]

An ice-cold lake in the Jahl Mountains. The lake is fed and drained by the Feben River, which rises in the Hoengreb glacier. The Jarin keep of Pethwys lies on the eastern shore.

A body of water separating the Balakas from the mainland of Orbaal. Jarin Bay is noted for sudden local westerlies said to be the responsibility of Bjaka, a particularly unpleasant wind demon who dwells on nearby Mount Fyso. The Bjaka Winds have sent many unwary seamen to the bottom.

JARIN, The

JARIN REBELLION

JARIGA Lake [H2]

The name given to the first human inhabitants of Hârn and their living descendants. Most Jarin now live in Orbaal, although small pockets can be found in Evael and Azadmere. Most of the barbarian tribes of Hârn are of Jarin blood. After the Atani Wars ended around 700 BT, most Jarin were gradually assimilated into the more warlike culture of the Lythian invaders or fled to Hârn’s

A two-year revolt (701–703) when the Jarin sought to expel their Ivinian overlords from Orbaal. The Jarin outnumber their Ivinian masters by about 10 to 1, but the rebellion failed, mainly because the Jarin allowed themselves to be subdued piecemeal. It is certain there will be another Jarin Rebellion before too long; perhaps they will learn from past experience and fight as a united nation.

JARLAK A demigod and symbol of the god Sarajin. Jarlak is the king of the Snow Wolves that dwell in Talagaad.

JAVELIN A light spear designed for throwing.

JAZERANT (see KELZRAH)

Copyright © 2014, Columbia Games, Inc.

HârnWorld®

HÂRNDEX 67 JEBRU River [K9+] A river rising in the Anadel highlands. It flows southwest across the wooded plain of Horadir and drains into the Gulf of Ederwyn.

JEDES Keep [J6] Realm: Kaldor Population: 245

Holder: Constable Liege: Earl of Kiban

The keep was first built around 350 and was used as a base of operations by Fierth the Usurper during the Kaldoric Civil War. Jedes stands on the east bank of the River Kald and has a boat wharf to facilitate river communication with Tashal, 14 leagues upstream. The constable, Sir Shernath Mirdarne, is a childhood friend of the Earl of Kiban, whose principal seat is Kiban. King Miginath is known to be fond of Jedes; he spends more time visiting it, at the Earl’s expense, than any other fief except Olokand.

JHALASTA Jhalasta is a brown liverwort that favors wet soil and cool summers. It is mostly found along the shores of alpine ponds and marshes and has long been gathered for its medicinal properties.

JMORVI The convocation of the Shek-Pvar with an elemental base of metal and/or mineral.

JOBASA [H3] A cave complex in the northeastern Rayesha Mountains inhabited by Gargu-hyeka.

JOBUS, Mount [H4]

JENZU, Mount [L4] A peak (6998’) in the Sorkins, southeast of Azadmere. There are caverns and mines running deep within the mountain that can only be entered from Zerhun Castle.

JETUST Keep [M10] Realm: Melderyn Population: 360

licensed to strike coins or are bonded as coin makers to royal mints. Very few human jewellers can match the skills of the Khuzdul and Sindarin.

Holder: Sheriff of Dath Liege: King of Melderyn

The shire moot of Dathshire, held for the king by Sir Remond Symosen. The site was settled by the Jarin about 1,700 years ago. Nearby is the mysterious “Long Man of Hotsus,” a huge humanoid figure carved into a hillside that locals insist has magical properties. Jetust was once the seat of the King of Datha, then later the principal seat of the Earls of Datha after the foundation of Melderyn. The line died out in 194 and the title lapsed. The present fortification was built in 687, replacing a crumbling second-century keep. A Khuzdul mason was imported to oversee the work and Jetust now boasts splendid round towers. Sir Remond, 47, was once a renowned tournament champion and his skill at arms is still formidable. He spent several years in his youth serving as a mercenary knight for Kanday during Ezar’s War and bears a long, jagged scar on his face as a memento of that service.

JEWELLERS’ Guild A master jeweller is an expert goldsmith, silversmith, engraver, and jeweller, although he may specialize in one of these arts. Some masters specialize in metal engraving, making seals and signets to order, and a few are Copyright © 2014, Columbia Games, Inc.

A peak (6709’) at the eastern end of the Rayesha Mountains.

JOLDRAIVEN This fern grows in mountain meadows just below the snowline. It is a useful equine stimulant.

JOTHET Keep [M7] Realm: Melderyn Population: 345

Holder: Baron Dessar Liege: Earl of Biren

Rollyn Dessar holds this fief from the Earl of Biren, whose principal seat is Gythrun. The Rolhauna Hills northwest of Jothet harbor a large barrow grave site. Legend has it that several battles were fought in this area during the Atani Wars and the barrows contain the dead of both sides. Local folk consider the Rolhaunas to be haunted. Jothet was once a Lakori tribal village and then a wood-and-earth hill fort during the Kingdom of Elorinar. The present keep was built in 521. Rollyn, 34, is a confidant of Baroness Perhel of Huvos.

JUFYX [G4] A cave complex of Gargu-viasal in the Rayesha Mountains. The region is also inhabited by numerous bands of Gargu-araki. The viasal consider the latter their slaves, but few araki dwell in Jufyx.

JUSIKU [F5] A cave complex near the north shore of Lake Benath inhabited by Gargu-viasal. The region also has odd bands of Gargu-araki.

HârnWorld®

HÂRNDEX 68 the river almost useless for navigation. River fishing is seasonal but abundant. Trout and salmon supplement the diets of various inhabitants along the river.

KALABIN, King of Kaldor

KABE, King of Rethem The fifth monarch (689–692) of the Kingdom of Rethem. He succeeded his father, Puril, and took command of the Rethemi invasion army in Sarkum during Ezar’s War. Kabe found his army was pinned inside and around Sarkum by a larger Kandian besieging force. For almost three years, Kabe plotted and planned a breakout, stubbornly refusing to abandon his army and flee by sea. In 692, a fire broke out within Sarkum and Kabe died fighting it. Sarkum surrendered after his death but the war continued in the north.

KABLOQ [G5] The forested alluvial plain of the Dygu River on the northern shore of Lake Benath. It is the range of the primitive Kabloqui nation.

KABLOQUI, The

The second King of Kaldor (192–239). On the death of Lotin the Gray, the barons of Nurelia voted the crown to Kalabin rather than to the 14-year-old Prince Brant. The prince’s suspicious disappearance in 237 sparked a baronial revolt in Nurelia that Kalabin put down at the Battle of Olokand in 238.

KALDOR [J5+] The region comprising the watershed of the Kald River, lying generally between the Sorkin and Felsha Mountains. Kaldor contains mixed woodland, forest, and cropland and pasture. A generally flat area, Kaldor does have several hilly regions, notably the Kathela Hills and Upper Osel. Most of the region is controlled by the feudal kingdom of the same name.

KALDOR, Kingdom of Located in the eastern interior of Hârn, Kaldor is a feudal realm ruled by King Miginath from his royal castle in the city of Tashal. Founded more than five centuries ago (188), external threats to Kaldor have been minimal, but internal strife has been common, notably the Kaldoric

The tribal nation inhabiting the region of Kabloq. These tribesmen are of unknown ethnic origin and dwell in a crude nomadic state. Their bands rarely exceed two dozen members. The Kabloqui follow the game into the hills in summer and to the shores of the lake in winter. They practice no agriculture and starvation is a common occurrence; rumors of cannibalism are probably true. They spend a good deal of their time hiding from bands of local gargun.

KADAG Strait [C4+] A body of water separating the southern end of the Afarezirs from the Peran mainland. The strait is generally quite calm and safe but storms can build quickly from the northwest.

KALD River [J5+] Hârn’s longest river (more than 150 leagues), the Kald rises at the northern end of the Sorkin Mountains and flows southwards to enter the Gulf of Chakro. Two high cataracts at Barsothe and Tuleme Falls make Copyright © 2014, Columbia Games, Inc.

HârnWorld®

HÂRNDEX 69 Civil War (362–377) and Baronial Revolt (599–603). Both conflicts were the result of a tendency for kings to draw too much power into their own hands at the expense of the barons. The most recent dynasty, the Elendsas, was founded in 603 and has encouraged a return to traditional principles of feudalism and chivalry while maintaining a tradition of royal justice. The following monarchs have ruled Kaldor: HOUSE OF TANE Medrik I 188–192 Kalabin 192–239 Medrik II 239–279 Ibuthine 279–307 Aidrik I 307–342 Maranos 342–362 Aidrik II 362–377 HOUSE OF ORGAEL Fierth 362–385 Uthred 385–406 HOUSE OF ARTANE Aidrik III 406–425 Aidrik IV 425–451

Myselbane Chelebin I Aidrik V Chelebin II Roloth Chidena Iemald

451–484 484–516 516–518 518–533 533–559 559–588 588–599

Baronial Revolt 599–603 HOUSE OF ELENDSA Haldan I 603–636 Haldan II 636–651 Chelebin III 651–669 Torastra 669–693 Miginath 693–

The present monarch, King Miginath Elendsa, was 41 when he succeeded his father (Torastra) in 693. Always sickly, his imminent death from any of numerous ailments has been yearly predicted. After 27 years, the aged king continues to baffle his subjects simply by getting up each morning. He has never married, leaving the succession a matter of contention between two or three bastard sons and a score of nieces and nephews. The following is a list of major fiefs in Kaldor, showing the royal domain of King Miginath and the holdings of the four tenants-in-chief. FIEF Tashal Athelren Bidow Getha Hutop Kobing Nenda Olokand Querina Shebra Sirendel Ternua

HOLDER FIEF King Miginath Gardiren (Sheriff of Vemion) Esenor (Sheriff of Neph) Pendeth Baron Indama Setrew (Sheriff of Osel) Yeged Baron Firith Kiban Baron Hirnen Fisen (Sheriff of Meselyne) Jedes (Sheriff of Semeth) Kyg (Sheriff of Balim) Tonot (Sheriff of Thel) Uldien Baron Verdreth Minarsas Baseta The above fiefs comprise Kolorn the Royal Domain. Zoben The king also holds the Qualdris title Earl of Olokand, which Heru is his family seat. Nubeth

Copyright © 2014, Columbia Games, Inc.

HOLDER Earl Curo Baron Tesla (Constable) Baron Ethasiel Baron Londel Earl Dariune (Constable) (Constable) (Constable) Baron Pierstel Baron Ubael Earl Caldeth (Constable) Baron Bastune (Constable) Earl Meleken (Constable) Baron Elorieth

KALDORIC CIVIL WAR The period of warfare from 362 to 377 during which Aidrik II, the legitimate heir, vied with Fierth the Usurper, who claimed to be his bastard elder brother. After 15 years of struggle, Fierth won a decisive victory at the Battle of Kiban in 377, founding a new dynasty that lasted only until the murder of his son and successor, Uthred, in 406.

KAMACE, Isle of [A10+] An island of mixed forest and heathland. In the path of the prevailing southwesterlies, Kamace has almost constant high winds and storms. Trees in exposed locales are stunted and lean dramatically to leeward, giving an eerie impression. A Thardic legend recounts that at one time an army embarked from the far west and was shipwrecked here. The island was treeless at this time. Unable to find the lumber needed to repair their vessels, the survivors imprudently cursed the local gods. Acknowledging the dearth, the deities rooted their critics to the ground as stunted trees, striving impotently Hârnward. The island is inhabited by the somewhat mysterious Kamaki tribesmen.

KAMAKI, The The tribal nation occupying the island of Kamace off southwestern Hârn. These tribesmen raise sheep, goats, and ponies, and are just beginning to make their first attempts at agriculture. They are probably related to the Adaenum of Anfla, but another distinct (possibly non-Hârnic) strain is present. There are approximately 15 tribes, few exceeding 100 in number.

KAMERAND The smallest of the three continents of Kethira. Its existence is unknown to Hârnians; it lies far to the southwest across the wide Haonic Ocean.

KAMIL The bleak city where the god Naveh resides. The streets are silent and night eternal reigns.

KAND, House of The ruling house of the Kingdom of Kanday, also known as the Kandian Dynasty, which has ruled this kingdom since its foundation in 589.

KAND, Isle of [C2+] An island in the Afarezirs.

HârnWorld®

HÂRNDEX 70 KANDAY [E8+] A woodland region in the southwest of Hârn and the name of the kingdom located there.

KANDAY, Kingdom of A feudal kingdom in southwestern Hârn. Founded in 589 after the collapse of the despotic Theocracy of Tekhos, Kanday is ruled by King Andasin IV from his seat at Dyrisa. The city of Aleath, a chartered freetown, is the largest settlement. The eight monarchs who have ruled Kanday are: Andasin I Andasin II Ashenan Arelora

589–627 627–654 654–659 659–676

Andasin III Eriel Mirelael Andasin IV

676–690 690–694 694–707 707–present

Kanday has a tradition of enlightened and peaceful government, but foreign relations are another matter. The kingdom has been involved in three major wars over the past 60 years, mainly because her liberal imperial policies are in direct conflict with Rethem and Tharda. The king dislikes war but has been unable to halt the ongoing bloody skirmishes between the orders of the Checkered Shield and the Copper Hook along the Rethemi border. This conflict represents the aftermath of Ezar’s War (682–97), when Kanday defeated Rethem and seized significant territory from the Agrikan order. The coming to power in Rethem of Chafin III may herald the eventual

onset of another fullscale war with Kanday. To complicate matters, Kanday recently suffered defeat during the Kuseme War (712– 713) at the hands of the Thardic Republic. Andasin’s greatest fear is an alliance between his two northern rivals. The following is a list of major fiefs in Kanday, showing the royal domain of King Andasin and the holdings of the three tenants-in-chief. FIEF Dyrisa Avertu Chison Edino Ibonost Imiden Kedis Menekod Minilaous Ohetis Pinide Quivum Torthan

HOLDER King Andasin IV (Sheriff of Selion) (Sheriff of Urien) (Sheriff of Daen) (Constable) (Sheriff of Peris) (Sheriff of Eryna) Checkered Shield Baron Pesirias Baron Julor Baron Tertimas (Sheriff of Norea) (Sheriff of Toren)

FIEF Heroth Ewen Findumon Sepire Sumon Sarkum Cuton Gimon Hebon Selvos Dunir Zerien Aleath

HOLDER Earl Cassean (Constable) Baron Seben Baron Terhune Baron Udanel Earl Milaka Baron Elcher Baron Jevasa (Constable) Earl Chahryn Baron Xelados Baron Irien Freetown

KAREJIA A region of the eastern Venarian Sea, a realm of many islands whose swarthy folk are known for their great trading ships.

KARGELE The Kargele plant, commonly known as Red Maiden, grows in woodland clearings. It is used in the production of several healing drugs and is in great demand by the Order of the Balm of Joy.

KARNIS of Coranan The third autarch (650–657) of the Thardic League. Karnis was the first autarch to hail from Coranan. Since his two predecessors had largely taken care of external threats to the League, Karnis decided to create his own problems to keep him and the Autarch’s Guard busy. In 654, he invaded Kom, a wild and independent state, and annexed it for the League. This produced something of a crisis. Shiran demanded control of the new territory by right of proximity and tradition (Shiran had ruled Kom during the Corani Empire), but Coranan objected most strongly. A compromise was reached by which Kom became a province, held by the autarch on behalf of both republics equally. When Karnis retired in 657, he was appointed governor of Kom. Copyright © 2014, Columbia Games, Inc.

HârnWorld®

HÂRNDEX 71 KARVETH Islands [E3+] A small archipelago in the Sea of Tirpal off the coast of Equeth. The islands infrequently serve as shelter for itinerant Orbaalese seafarers. The islands have no permanent settlements.

KARVETH Castle [M10] Realm: Melderyn Population: 620

Holder: Earl of Karveth Liege: King of Melderyn

gargun from the Felsha Mountains often wander the hills during winter. The Salt Route traverses the southern fringes of the hills. Kathela is claimed by the Kingdom of Kaldor as part of an area the king calls Chelmarch. King Torastra of Kaldor fought a campaign here in 689, seeking to establish control of the region, but Kathela is still largely untamed.

KEBOTH Island [I8+]

The principal seat of Earl Jannys Avona, 43. Karveth is an old site that dates from about 1200 BT. It was once the seat of the King of Kanar, before the foundation of the Kingdom of Melderyn. The present earl was married to the youngest sister of King Chunel until her death during childbirth in 703. He has never remarried and has only one legitimate son, Denyl. The earl enjoys sailing the dangerous waters of the Indatha Straits in a small boat.

An island in the Gulf of Chakro. Relatively flat and amply endowed with forest and woodland, Keboth is frequently visited by the Sindarin of the Shava Forest. It is deemed to be part of the Kingdom of Evael but has no permanent inhabitants.

KASEROAS

Kedis was built in 368 to guard the northern approach to Aleath. The Sheriff of Erynashire is Ranald Milaka, Earl of Sarkum and father of the king. The earl finds Kedis to be conveniently close to the centers of power and spends most of his time here.

A semi-legendary paladin of Larani who only fought for worthy causes. After a long and distinguished career, Kaseroas and his band were destroyed by trickery perpetrated by an Agrikan fighting order. The Token of Kaseroas is an enchanted amulet wherewith it is possible to summon Kaseroas and his band back from the dead to fight for a worthy cause.

KATH, The A loose federation of wild and primitive tribes inhabiting the Kathela Hills in eastern Hârn. There are about 60 bands, few of which exceed 30 in number. Kaldor has sought to conquer the Kath several times but they remain untamed, surviving mainly by employing guerrilla tactics against overburdened knights. Several missionaries of various faiths have also met violent death at their hands, usually bound to a tree and pierced by a dozen or more arrows, the favorite Kath mode of execution. The Kath sometimes trade with their more civilized neighbors but they are likely to rob and kill small bands of travelers. Kath women are very attractive and fond of drawing amorous intruders into ambush.

KATHELA HILLS [J5+] A hilly, forested spur of the Felsha Mountains. The name originates from the native Kath tribesmen who still control the region. Small gangs of adventurous, hungry Copyright © 2014, Columbia Games, Inc.

KEDIS Keep [E8] Realm: Kanday Population: 375

Holder: Sheriff of Eryna Liege: King of Kanday

KEEP A fortified structure characterized by a 3–6 story stone central tower, usually surrounded by a stone battlemented wall without supplementary towers except for some sort of gate house. The wall will enclose outbuildings and will often be surrounded by a moat, ditch, and/or earthworks. Keeps are found in regions of frequent unrest, now or in the past. Due to the expense of their construction, keeps are usually the centers of fairly rich fiefs held by barons or earls. Since they give the ability to hold off almost any enemy for some time, their construction is usually limited by law and a charter must be obtained from the sovereign to build one.

KEIREN Castle [H1] Realm: Orbaal Population: 820

Holder: Clan Galbart Tribute: King of Orbaal

Built by the Jarin in 518, Keiren was captured by the Ivinians in 664. The original keep was upgraded into a castle in 698. Pjersi Galbart, 31, is heavily influenced by his younger and cleverer brother, Raalir, who will most likely arrange to succeed him if he can gather sufficient support in the thrangaad. Keiren receives tribute from the lords of Hjael, Teryff, and Utera.

KELAPYN-ANUZ The easternmost major outpost of the empire of Lothrim, it was sacked in 121. The Kephrians founded the city of Tashal on the site around 128.

HârnWorld®

HÂRNDEX 72 KELARK, the Plough A non-zodiacal constellation of the northern sky.

KEREVA Island [K1]

KELEN

The largest island in the Balaka archipelago off the northeast coast of Orbaal. The lords of Kjen and Thoen rule the island but pay tribute to the Lord of Sherwyn.

The third month of Tuzyn Reckoning, thought to be named for Kelestia. Kelen is the last month of spring.

KERON, Isle of [N5+]

KELESTIA The name used among the learned of Hârn to describe the “cosmic all,” or everything that exists. Kelestia is believed to be comprised of an infinite number of quasi-parallel universes. Under this model, all possible worlds can exist. Worlds of similar culture, environment, and evolution form “families of proximity” in the “Nth” dimension, between which travel is easiest. The Earthmasters were able to cross the Nth dimension utilizing teleportal gates like the so-called “Godstones” found on Hârn.

KELTAN (Main Gauche) A dagger with a forward-thrusting guard designed to catch an opponent’s blade. The keltan is usually a secondary weapon, useful for holding an opponent’s sword or for delivering a riposte. It is relatively rare because the weight of most primary weapons makes it dangerous to use and because it requires great skill to be effective.

KELZRAH (Jazerant) The Azeryani name for a hauberk or habergeon made of scale armour.

KEMLAR the Guide The central figure of Kuboran, Equani, and Urdu “history” and the central figure of the Kuboran holy trinity that includes Heneryne and Crador. It was Kemlar who led the tribes to their present ranges from somewhere in eastern Hârn. Kemlar is believed to be buried at Kustan.

A forested, hilly island 15 leagues off Hârn’s east coast. This was an Ivinian colony from 704 to 707 but is now the home of a few wild tribesmen. The natural harbor of Balhafen lies at the mouth of an unnamed river that drains the “bottomless” Keron Lake. The island is said to be haunted by the souls of the Ivinian colonists who perished in a severe storm in 707.

KETHIRA Kethira is the planet on which Hârn is located; it is the second of five planets of the star Nolomar. Kethira orbits its sun at an average distance of 108,000,000 statute miles or 173,000,000 kilometers (by earthly measure). It has an orbital year of 360 days and rotates once on its axis (21 degree inclined) every 24 hours. The planet has a diameter of approximately 7,100 miles (11,500 Km) and one moon called Yael. Kethira is predominantly a water planet but has two large polar icecaps and three continental land masses: Lythia, Mernat, and Kamerand (largest to smallest). All three are inhabited by men and kindred species.

KETHRIAN FAMILY A group of seven worlds, in seven universes, arranged with Kethira at its center. The worlds of the family are Kethira, Terra, Midgaad, Blessed Realm, Family Yashain, The Losenor, Kethrian and Sherem. Terra Sherem

Midgaad

KEPHRIA, Kingdom of The state founded in 128 by Shala around the city of Tashal. Kephria suffered terribly in the Migration Wars and lost all of its lands west of the Kald. When Torbet died fighting the Kath in 187, Medrik I of Serelind (later Kaldor) seized the kingdom. Torbet’s heirs were still children; after surrendering their rights, they were well cared for but never allowed to marry. The three kings of Kephria were: Shala Parogar Torbet

128–145 145–162 162–187

Copyright © 2014, Columbia Games, Inc.

Kethira Blessed Realm

Losenor

Yashain

Accessability Moderate Link Intermediate Link Hard Link

HârnWorld®

HÂRNDEX 73 KHAMAR (see DUEL

OF

KHAMAR)

KHUZDUL, The The dwarves of Hârn are as materialistic as the Sindarin are spiritual. They bear a superficial resemblance to humans but average under five feet in height. They are stocky and possess strength out of proportion to their size. As a group, they tend to be secretive, acquisitive, jealous, stubborn, and very clannish. But they are also polite and have a strong sense of racial and personal honor. Dwarves may live 200–300 years. In that span, they will rarely, if ever, forget friend or foe. Khuzan males outnumber females by about three to one. Outsiders find it hard to tell the sexes apart, but rarely see the females anyway. Polyandry is uncommon, so most males never marry. In any case, the Khuzdul, like the Sindarin, are not particularly fertile. The Khuzdul prefer to dwell underground. During the Codominium, Hârn boasted several sizable Khuzan settlements. Today, almost all of Hârn’s dwarves reside at Azadmere in the Sorkin Mountains. The location of lost Khuzan towns are unknown with the exception of Kiraz, which was abandoned 600 years ago. Azadmere is governed by the royal Clan Tarazakh, whose present head is King Hazmadul III. There also are two large retainer clans, Kuhrdin and Hurenfal, who supply the bulk of the Khuzan army, the Royal Guard.

Almost uniquely, the Khuzdul combine heavy armour with heavy weapons, a battleaxe or broadsword being most common; their superior strength permits this unusual mix. The Khuzan super-heavy foot (dwarves never fight mounted) is highly regarded. However, all Khuzan males have some skill in arms and most can, in a pinch, serve in a military capacity. Unlike other subterranean dwellers, the Khuzdul maintain spacious, clean, and well-lit underground abodes. The few outsiders who have seen the inner halls of Azadmere have never forgotten their majesty. The Khuzdul are unrivaled masons and their architecture utilizes the natural beauty of the living rock from which it is hewn. Most Khuzan clans specialize in a craft such as weaponcrafting, mining, or smithing, skills in which they are supremely competent, having a natural affinity for such things. Dwarves are buried in stone where possible and their embalmers are master masons. If necessary, they will cremate their dead in preference to burial in earth. The Khuzdul will not teach their language to outsiders. When they trade with others, they will speak only the language of their customers. They do not enjoy agriculture, preferring to obtain foodstuffs through the trade of their finely wrought artifacts. The cropland and pastures around Azadmere are worked by humans who, while acknowledging the rule of Hazmadul III, are accorded a large degree of independence. Additional foodstuffs are imported from Kaldor. The Khuzdul are master traders and drive hard bargains. The Khuzdul are not fond of the Sindarin, who they believe betrayed them during the Atani Wars and failed to assist them during the Tyranny of Lothrim. The Khuzdul have long memories. They will kill gargun on sight; since Azadmere is surrounded by gargun tribes, there is constant skirmishing. The Khuzdul tend to treat humans with polite coolness but presenting the head of a gargun to a dwarf is likely to meet with a favorable response. A few Khuzdul have settled outside Azadmere for trade and profit but are often the butt of human jokes and prejudice. They cannot be subjugated; it is said that a dwarf enslaved will wither and die within a few months.

KIB, Isle of [D2] An island in the Afarezirs.

KIBAN Castle [K5] Realm: Kaldor Population: 2,730

Holder: Earl of Balim Liege: King of Kaldor

The second largest settlement in the Kingdom of Kaldor, Kiban dominates the trade of eastern Kaldor and is a center of trade with Azadmere. Built as a stone keep around 300, the castle was constructed between 605 Copyright © 2014, Columbia Games, Inc.

HârnWorld®

HÂRNDEX 74 and 653. Less than 25 years ago, Kiban was only a small market town with an impressive fortification. In 703, the previous Earl of Balim obtained a charter from King Miginath to wall the settlement. The wall is still under construction but is expected to be finished in 723. Troda Dariune, the current Earl of Balim, is also Chancellor of the Exchequer and a cousin of the king. An intelligent, good-humored man, Troda, 47, has a strong claim to the throne should he choose to press it. Traditionally, he and his clan have been strong supporters of the royal clan.

KIRAZ [F4] An ancient Khuzan underground city founded more than 7,000 years ago. It was abandoned 600 years ago after Lothrim the Foulspawner pillaged and looted the city, slaying all female inhabitants in an event known as the Carnage of Kiraz. This tragedy was soon avenged by the Khuzdul at the Battle of Sirion after Kiraz was recaptured by the dwarves. Unable to live within “bloodsoaked walls,” the Khuzdul sealed its spacious halls with enchantment and good stone and abandoned the site in favor of Azadmere. Today, gloom hangs like a shroud about her haunted ruins. When a Khuzdul thinks of Kiraz, he thinks of bright halls where Khuzan kings lived amid fine gems and precious metals, resplendent tapestries and sculpture, wealth beyond even the ambition of any human king. Many adventurers have sought what remains of this great treasure. None have advertised success. Most were never seen again. (See USHET.)

KITE SHIELD A chivalric shield with a long tapered navel point. They are somewhat heavy but offer superior protection to the legs, especially for mounted warriors. The kite shield is made of wood, often several layers, generally faced with metal or leather plate.

KJENFJORD [I1] An Orbaalese fjord some 20 leagues in length. Its seaward entrance is guarded by reefs and by Zuden Castle.

KLYSS The demon lord of the Gulmorvrin and chief servant of Morgath.

KNEECOP Armour for the knee, usually of plate or kurbul.

KNIGHT The lowest rank of the nobility. Although knighthood is not hereditary, most knights are born to the station, being the sons of (at least) knights themselves. Nevertheless, anyone may theoretically be knighted. The training for knighthood (apprentice knights are called squires) may be undertaken in a noble household at the invitation of the head thereof. Boys will usually begin training around the age of 12, getting a general education and learning the “knightly virtues,” skill at arms, and heraldry. If the training goes well, and the squire satisfies his “master of squires,” he may be knighted around the age of 21. Any knight may create other knights as he deems fit, but most have to work their way up through squirehood, which is almost the only way to gain the necessary skills of horsemanship. It is customary to provide the new knight with a horse and full war gear, the considerable expense of which tends to deter most who could legally grant the rank from doing so. Most knighthoods are granted by knights who are also wealthy fiefholders. The quality of training received by a squire will vary according to the wealth of the household where he receives his training. The number of knights far exceeds the number that can be enfoeffed (granted fiefs); some knights will inherit or marry into land, but most will spend their careers as Knights Bachelor.

KITHYL Kithyl is a tall grass that thrives in the duneland and other seashore soils of southern Hârn. It has medicinal and other uses.

KJEN Keep [K1] Realm: Orbaal Population: 285

Holder: Clan Ekkart Tribute: Sherwyn

Built in 633 by the Jarin, Kjen was captured by the Ivinians in 659. Avaarl Ekkart, 56, loves the sea and hates clan Sherwyn. He is scheming with the Mordauks of Thoen to rebel against their mutual overlord and has offered tribute to the Serewyns of Marby for their support.

Copyright © 2014, Columbia Games, Inc.

KNIGHT-BACHELOR A knight who lacks the land to support himself and is therefore forced to seek employment. It is the principal ambition of such men that they be enfoeffed by some greater noble; most will never fulfill this ambition.

HârnWorld®

HÂRNDEX 75 Knights-Bachelor may find sustenance as the retainers of great land-holding nobles, within the ranks of fighting orders, or (gods forbid) by adventuring.

KNIGHT’S FEE A grant of land in exchange for which the services of a mounted knight must be provided. Such grants, or enfoeffments, are not necessarily made to knights since scutage (sufficient funds to hire a replacement) may be substituted for actual service. Grants of half a knight’s fee or less are not uncommon. Each grant of land in exchange for service (or scutage) is an individual bargain between liege and tenant.

KNIGHT SHIELD Evolved from the kite shield, the average knight shield is 24 inches wide and 36 inches long. Although it offers less protection than the kite, it has become more popular, partly because it is better proportioned for bearing heraldic devices and partly because it is lighter and therefore faster to employ.

KOBAR the Eternal The seventh monarch (394–437) of the Corani Empire. This son of Malian came to the throne at age 23 and reigned for 43 years. Kobar was a superb administrator, responsible for building good paved roads between the empire’s cities and towns, introducing official coinage, and generally promoting trade, commerce, and good government. The population of Tharda doubled during his reign. When Kobar died, he left a flourishing empire seemingly destined to rule all of Hârn.

KOBAR Bridge The bridge that crosses the Thard River from Coranan to Kuseme. Built in 405 but repaired many times since, the bridge is the only crossing of the Thard between Golotha and Shiran. The bridge has a wooden deck supported on stone piers. A working drawbridge opens up one span to allow river traffic to pass and has also served in the past as a defensive barrier. The Kobar Bridge is the longest and widest on Hârn.

KOBEO, Cape [B5] A low-lying forested headland on the west coast of Peran. The cape is inhabited by the Kubora nation.

KOBING Keep [K6] Realm: Kaldor Population: 345

Holder: Baron Firith Liege: King of Kaldor

The most southerly keep of the Kingdom of Kaldor, built in 428 by Aidrik IV. Orsin Firith is a nephew of the king and has a claim to the throne through his mother, Copyright © 2014, Columbia Games, Inc.

Lenera (656–719), who was the eldest sister of King Miginath. An energetic and ambitious man of middle years, the baron is also the Warden of Oselmarch and is attempting to secure the hegemony of this march against the Pagaelin tribesmen and the Kingdom of Chybisa. Firith sees the establishment of a keep at Oselbridge as a major step to controlling the region, but several requests for a crenellation charter have so far been politely declined.

KOGEN Peninsula [H1] A mountainous, fjord-indented peninsula of northern Orbaal.

KOLORN Keep [J5] Realm: Kaldor Population: 360

Holder: Baron Bastune Liege: Earl of Minarsas

A barony held from Earl Caldeth of Vemion, whose principal seat is at Minarsas. The keep was originally built in 160 on the ruins of an earlier Jarin fortress and rebuilt in 530. The baron is a wenching degenerate. Fortunately, his eldest son, Sir Lyndar Bastune, 24, is a conscientious administrator.

KOM [F6+] A hilly and forested region on the western shore of Lake Benath, situated north of the Pech River and south of the Rayesha Mountains. The region is noted for its iron mines at Hikun. Most of the region lies within Kom Province of the Thardic Republic.

KOM Province One of six provinces of the Thardic Republic, with the provincial capital at Parnan. The marshal is Xeldon of Clan Pesed and the magistrate’s post has, since Ilvin 719, been haggled over in the senate.

KORAD the Fool The thirteenth monarch (512–528) of the Corani Empire. This son of Mindrithar was quite mad. Although he was 27 when he inherited the throne, he had the mental capacity of a 10 year old due to a birth defect. He was accepted as the new emperor, however, because the Corani nobility thought it would be just fine to have a pliable moron on the throne so they could win back some of the powers his father had taken from them. Korad spent most of his reign issuing a series of juvenile edicts that were promptly forgotten. His reign would have been

HârnWorld®

HÂRNDEX 76 harmless except that a series of disasters, including the Great Flood of 521, battered the empire and caused great hardship. Most sages today point to Korad’s rule as the start of the decline of the Corani Empire.

KOREGO [H6] A settlement of Gargu-hyeka in the southern Felsha Mountains. Gargun from this complex are frequently active along the Salt Route in Athul and constantly raid the human Tulwyn tribes to the south.

KOROB, King of Elorinar The third and last king of Elorinar. The invading Bujoc slaughtered every army that Korob could raise after his father’s death at Laket in 218. In a last desperate attempt to save his people, Korob proclaimed his fealty to Shelir I of Melderyn. Shelir pacified the Bujoc through negotiation and Elorinar has been part of Melderyn ever since.

KORRI Abbey [D9] Realm: Kanday Population: 195

Holder: Rekela of Ternula From: Serekela of Kanday

Korri is the seat of the Rekela (bishop) of Ternula, the least wealthy Laranian diocese in Kanday. The abbey was built in 608 but was looted during the occupation of Sarkum by the Rethemi during Ezar’s War; many of its artifacts were lost. Rekela Carlen Milaka has used his family connections to finance and commence construction of a large cathedral at Korri.

KRAMEN, Cape [I1] The stormy and most northern extremity of Hârn. Few mariners other than the fearless Ivinians of Orbaal navigate the adjacent waters.

KRAST, the Flail A non-zodiacal constellation of the northern sky.

KRASULA, the Hunter of Sleep The servant of Naveh who delivers nightmares. He commonly appears as a human child with one eye of palest blue and the other of deepest black.

KUBORA, The The powerful tribal nation of Peran, a densely forested region of northwest Hârn. The Kubora are of Jarin stock. Led by Arlun the Barbarian, they conquered northwest Tharda and founded the Kingdom of Rethem in 635. Later, when Arlun died, their federation collapsed and the Kubora withdrew once again to Peran. The Kubora have 26 tribes ranging in size from 240 to 1,200 Copyright © 2014, Columbia Games, Inc.

people. They wear heavy hides of bear and wolf as well as woven fabrics that they make and trade for. They deem women inferior but treat them well. Their main export is the wild beasts, mostly bear, wild cats, and wolf, shipped to Tharda down the Scarlet Ribbon for the Pamesani Games. Some Kubora find employment in the Pamesani arenas as gladiators and beast handlers, or as mercenaries in Rethem and elsewhere. Some are kidnapped by slavers, who value their fierce strength.

KUKSHIN, Order of the One of two Agrikan clerical orders that are restricted to women. The order sponsors the unique female fighting order, the Order of the Crimson Dancer. Both orders are of Rethemi origin but now conduct most of their business in Orbaal, having been banished from Rethem in 701. The order’s primary temple is located at Quimen.

KURBUL Armour plate made by processing leather. Ideally, kurbul is light, flexible, and very tough, It varies considerably in quality.

KUSEM, King The second monarch (318–333) of the Corani Empire. Kusem, the eldest son of Corthir, consolidated the kingdom founded by his father. New fortifications were built and fiefs were handed out to trusted relatives. Toward the end of his reign, Kusem conquered new lands east to present-day Telen but died under mysterious circumstances while seeking to expand the kingdom northwards.

KUSEME Castle [E7] Realm: Tharda Population: 2,370

Holder: Eidel Legion (5c) From: Thardic Senate

The capital of Eidel Province, located on the south bank of the Thard River and linked to Coranan by the Kobar Bridge. The site was originally fortified some 400 years ago by Corthir, founder of the Corani Empire. The castle was seized by Kanday during the Five-Year War (661–66) and was the seat of the Earl of Kuseme until 712, when it was ceded to the Republic as part of the peace treaty that ended the recent (712–13) Kuseme War. The fortress is garrisoned by five of the Eidel Legion’s 12 companies, which is commanded by Marshal Kronas

HârnWorld®

HÂRNDEX 77 Elernin, a brilliant and ambitious soldier who led the victorious Thardic army in the Kuseme War. He has the unique distinction of also being magistrate of the province and is a favorite of a powerful imperialist faction in the Thardic Senate.

KUSTAN [C4] Kustan was originally established in 414 as an outpost of the Corani Empire. The fort fell to the local Kubora tribes in 477 and since then has served as a tribal moot place. The fort is now in disrepair. Many of the Kubora consider the site sacred, regarding it as a symbol of their proud, independent heritage. Kustan is surrounded by many barrows, mostly tombs of Kuboran chieftains.

KUZA Point [M3] A promontory in the Sea of Ivae east of Azadmere, named by/for the Khuzdul.

KYG Keep [K5] Realm: Kaldor Population: 340

Holder: Constable Liege: Earl of Kiban

A keep in Vemionshire held by a constable for Earl Dariune of Kiban. The site was a Jarin hill fort in the first century TR and later became a keep, although the date of this construction is now lost. The keep is currently under repair. Sir Danyes Bernan, a knight in his early 40s, was appointed constable in 719. He is a corrupt and thieving administrator, although this is not known to the earl.

KYN-ASSARD A semi-legendary sword in the possession of King Hazmadul of Azadmere, believed to be of Earthmaster origin. The sword is of “marvelous potence” and several generations of Hazmadul’s kith and kin have been driven mad in their attempts to duplicate it. Since the Khuzdul are Hârn’s finest weaponcrafters, its powers must be great indeed.

Copyright © 2014, Columbia Games, Inc.

LADO, the Galley The twelfth constellation (Morgat 2nd–Nuzyael 3rd) of the Kethiran zodiac, located in the northern sky. Lado symbolizes returning, a completion of the Pvaric cycle. Made from Ulandus, the product of the land upon the sea, seeking land again after a long and difficult journey. In this sense, Lado is symbolic of fulfillment. In the depths of winter lies the seed that will thrust forth in spring, bloom in summer, and perish in autumn. In winter it sleeps, but this is merely a stage, the last act before the circle is drawn. The sea is peril and death, but Lado floats upon it; even if the ship is wrecked, its parts will not be sucked into the depths. This is symbolic of one version of eternal aura or soul. Just as important is the manner of Lado’s survival. The ship does not oppose the sea, it attempts to harmonize and unify the elements. It yields and triumphs. Those born under Lado harmonize with their surroundings, seek to compromise and are tolerant of other viewpoints. They are brave but also have a firm grasp of reality and are able to stay afloat or sink with equanimity. It is difficult to defeat a Ladoan; he will seem to sink, but rise again. He will yield rather than perish and in this way he may rise again.

LADY OF PALADINS, Order of the A fighting order of the Church of Larani, sponsored by the clerical Order of the Spear of Shattered Sorrow. Both orders limit their activities to eastern Hârn. The fighting order holds Cundras and Fosumo in Melderyn. Knights of the order are currently engaged in the subjugation of Solora and crusading patrols are often found there. The excessive zeal of some knights in carrying out this task has created considerable opposition within the Church and from powerful lay members such as the Earl of Biren.

HârnWorld®

HÂRNDEX 78 LAHR-DARIN The mythical lost city of the Earthmasters, said to be located within some mountain on Hârn. Often the object of fruitless search, the site is believed to be fully functional and to contain all manner of wonders.

LAKET Keep [L8] Realm: Melderyn Population: 270

Holder: Warden of Dyriamarch Liege: Earl of Elorin

Laket was built in 178 by Nathwic, the first king of Elorinar, to guard the Anadel passes. It was sacked and burned by the Bujoc in 218 and King Janakor perished in the battle. The keep was rebuilt in 274 and the fortifications were improved in 562. Laket was formerly part of Elorinshire. In 691, the Earl of Elorin made Laket the headquarters of Dyriamarch, a vast area of wilderness that includes most of Horadir and the southern Anadel highlands. Since this area includes the range of the Hodiri tribesmen, the warden’s control is extremely tenuous. The present warden is Barryn Alaga, the eldest son and heir of the Earl of Elorin.

LAKETTA, Emperor The eighth monarch (437–443) of the Corani Empire, Laketta was the son of Kobar and, after several decades as crown prince, he was little interested in affairs of state when he inherited the throne. Most of his reign was spent indulging his expensive tastes in women and entertainment. He numbered among his possessions a menagerie of rare birds and animals imported from Lythia and a thousand female pleasure slaves. He died after a six-year reign, worn out, it was said, by sexual excess. He was unmarried and left no legitimate heir.

LAKISE The script brought to Hârn after the Codominium by human settlers from Lythia. Lakise is the principal form of writing on Hârn today and remains almost identical to that still used in western Lythia.

LANCE A long, light spear designed for use on horseback. It is an essential weapon for any knight. Lythian lances generally are 8–10 feet in length and balanced for one-handed use. They are almost exclusively used in mounted charges, for which they are supreme. They can be something of a liability in a skirmish and are often Copyright © 2014, Columbia Games, Inc.

discarded. A special type is used for jousting. The jousting pole is longer (10–12 feet) and generally has a padded point and a flared hand and arm guard called a vamplate. These weapons are designed primarily to unhorse opponents, but injury, especially from being unhorsed, is common. Most knights have skill with the lance.

LANGLAH (The Gray Ooze) A variety of z’hura that changes its color for camouflage and is very hard to see. There are several varieties, most of which grow a light crust when dormant. Breaching the crust will activate the langlah.

LANGUAGES The Sindarin, Khuzdul, and gargun each speak their own languages (Sindar, Khuzan, and gargun respectively). Some Ivashu also speak their own language. See SCRIPTS. Human languages on Hârn are: Hârnic: The language, in one dialect or another, spoken by the majority of Hârnians. Orbaalese: The language spoken in Orbaal, Orbaalese is a mixture of Ivinian, Hârnic, and Jarinese. Most Ivinians speak their own language (Ivinian) to each other. Jarinese: An almost dead language formerly used by the early Jarin settlers to Hârn. Modern dialects of Jarinese are spoken by some tribes and by some stubborn Jarin.

LARANE The fifth month of the Tuzyn Reckoning calender, named after the goddess Larani. Larane is the midsummer month.

LARANI “Lady of the Flowing Red, Guardian of Dolithor, Shield Maiden to Hyvrik, Protector of the Brave, The Unwilling Warrior, The Lady of Paladins.” Larani is the deity of chivalry, the good goddess of battle and the reluctant warrior. Said to dwell in the “Land of the Mighty” in the fortress of Dolithor, she periodically leaves the guardianship of her kingdom to her constable, Mendiz, to walk among men. Those who follow Larani are expected to display courage, compassion, and unimpeachable honor. Hence, Larani is the lady of chivalrous knights. Although combat for the sake of honor is permitted, as is tilting according to the rules, serious or mortal combat is to be indulged in with reluctance. Her loyal adherents are loath to take life if there is an honorable alternative. Almost all of Larani’s

HârnWorld®

HÂRNDEX 79 lay adherents and many of her clerics are warriors of some ability. On rare occasions, Larani loses her patience and appears to men as the terrible “Lady of the Flowing Red.” In this guise, she bears her awesome ancient symbols: Avarkiel, her mighty battlesword; Hyvrik, her red and white checkered shield; and Angcaradina, her blood-red mail. The pontiff of the Church of Larani is the abbot or abbess of Tengela in Trierzon; he or she is also a powerful secular lord. The seat of the Laranian primate of Hârn is in Thay. On Hârn, two principal clerical orders worship Larani, each of which sponsors its own lay fighting order. There is no real philosophical difference between the orders; they exist partly to provide a degree of competition for honor in time of peace and partly for geographical reasons. The orders are: Clerical Order Fighting Order Order of Hyvrik The Checkered Shield Spear of Shattered Sorrow The Lady of Paladins

The orders of Hyvrik and the Checkered Shield confine their activities to western Hârn, Spear of Shattered Sorrow and Lady of Paladins to the east. The ritual garb of the clerics varies according to circumstance and need, but the favored colors are red and white. TITLES IN THE LARANIAN CHURCH Sebrath Lirrath Serekela Rekela Serolan Matakea Ashesa Turintesa Chabla Reblena Melana Erana Meken

Pontiff Primate Archbishop Bishop High Priest Temple Priest Acolyte Clerical Order Grandmaster Fighting Order Grandmaster Commander Knight Wandering Knight Soldier

LAVARYCTIA Also known as Purple Beard, this grass is commonly found in damp soil along forest streams and rivers, particularly near waterfalls. The leaves and burrs are used medicinally for their soporific qualities. Copyright © 2014, Columbia Games, Inc.

LEAGUE The English translation of the Hârnic word “Lhrdu,” a unit of linear measure roughly equal to 4 kilometers or 2.5 statute miles. The original word seems to have been derived from the Khuzan term “Luzhain,” the distance to the horizon. The Hârnic league is the most commonly used measure of distance on Hârn.

LEDYNE Abbey [K5] Realm: Kaldor Population: 255

Holder: Rekela of Pagostra From: Serekela of Kaldor

Ledyne is the seat of the Rekela (bishop) of the Laranian diocese of Pagostra in Kaldor. Rekela Cerdan Bantire, who was appointed last spring, is a renowned scholar and historian.

LEGGINGS Flexible armour that covers the hips, groin, thighs, knees, calves, and feet. Common materials are cloth, leather, quilt, scale, and mail. Wealthy feudal lords often wear mail over quilt leggings. Mail leggings are called chausses.

LEGION A form of military organization used only in the Thardic Republic. Each of the six Thardic provinces has its own legion under the command of a marshal and comprising a varying number of cohorts (theoretically four) ranging from two to six. Each cohort has a paper strength of 400 men (20 companies of 20 men), but only one exceeds half strength and most have less than one-quarter strength. On a war footing, a legion of four cohorts could muster 1,600 men, including reservists and volunteers. The legions are responsible for maintaining order within the provinces and for defense. All keeps and castles in each Thardic province are held and garrisoned by units of its legion. The actual company strengths are noted in each appropriate castle/keep entry, but only one-half to one-third of these are actually based there, the balance being distributed in small legion forts scattered throughout the military district. No other Hârnic realm is organized in this manner, but rely instead on an ad hoc feudal levy to raise military forces as needed.

LENEDSHIRE A shire in the mainland possessions of Melderyn. Shire moots are at Cupeth, held for the king by the Sheriff of Lened.

LEORTEVALD Commonly called the corpse plant because of its odor of decay, leortevald is usually found in deep shade in forests. The plant produces a very dangerous poison.

HârnWorld®

HÂRNDEX 80 LEPRAL of Telen The second autarch (643–650) of the Thardic League. The choice of Lepral as the second autarch established a tradition: he was the commander of the Autarch’s Guard and all subsequent autarchs were chosen in this way. Since every autarch had the sole right to appoint officers to the guard, he had, in effect, the right to chose his successor. Lepral made important contributions to peace within the League by exterminating several large bands of outlaws within it.

for vellum or lambskin for parchment from tanneries; both are expensive. Some lexigraphers confine their activity to the manufacture of these products, while others operate small retail outlets where writing materials, maps, and manuscripts are sold. While the Lexigraphers’ Guild does not have a monopoly on the written word, many scribes are members. This is a weak guild; most Hârnians can neither read nor write.

LERENIL Keep [K7]

LIA-KAVAIR

Realm: Chybisa Population: 200

Holder: Baron Legith Liege: King of Chybisa

The seat of Salagys Legith, a loyal supporter of the Chybisan crown. He is a skillful politician and perhaps the most powerful noble in Chybisa. His eldest son, Rithalyr, is a member of the king’s High Guard and his younger brother, Tarsyl, is the Chancellor of the Exchequer.

LERIEL Castle [H3] Realm: Orbaal Population: 770

Holder: Clan Marwyn Tribute: King of Orbaal

The domain of Jarin Clan Marwyn, Leriel pays reluctant tribute to King Alegar II. A keep was built here as early as 234, then expanded to the present motte and bailey castle by 563. It is the only castle in the hands of a Jarin family, largely because of its inland location, and is the focus of Jarin intrigue against their Ivinian masters. The current lord is Eamonn Marwyn, a wily, manipulative man of 63 who styles himself Prince of Leriel. The prince receives tribute from the Jarin lords of Gwaeryn and Pethwys. Leriel is the site of the most important temple to Ilvir. The temple is run by the Order of Sudelrhynn the Bearer of Loam. The high priest of the temple, Llastefan of Trythe, is the nearest equivalent of an Ilviran primate of Hârn. The settlement’s relative proximity to Misyn makes it a favorite assembly point for pilgrimages to Araka-Kalai.

LESSER GODS The gods currently worshiped by mortal creatures, as opposed to the First Gods, who are primal forces and were never worshiped by anyone.

LETHWYN The Jarin name for Geldeheim.

LEXIGRAPHERS’ Guild This guild has a monopoly on the manufacture and sale of vellum and parchment scrolls, quills, inks, and the like. There is no paper on Hârn. Guildsmen buy calfskin Copyright © 2014, Columbia Games, Inc.

Better known as the “Thieves’ Guild,” the Lia-Kavair controls a host of semi-illicit activities, such as gambling and prostitution, and criminal activities such as extortion, purse-cutting, and smuggling. The guild has no official recognition but receives tacit support from powerful groups because it tends to keep crime under control. The Lia-Kavair is always interested in maintaining the status quo. Strict but unwritten rules prevent any segment of society from being over-victimized. Troublesome “unguilded” criminals quietly disappear or are betrayed to the authorities for punishment. Regional central authority is weak but a single chapter headed by one guildmaster usually dominates a given town. The guild will rarely intervene to free or defend a member who has been caught, nor would such intervention be effective with most governments. The cardinal rule is “never get caught.”

LIBRAM OF THE PANTHEON, The A tome, existing in several different versions, that describes the present beliefs of Hârnians concerning the deities of Hârn.

LIEGE A lord (landholder) from whom land is held in exchange for feudal service.

LITIGANTS, Guild of Litigants do not have a monopoly in legal matters, just expertise. They handle legal transactions on behalf of various clients, usually middle-class guildsmen, and are hired to argue a client’s case before some court. This is a powerful urban guild and litigants often hold powerful positions in the administration of towns. However, they are rarely tolerated in rural areas, where justice is more paternalistic and the privilege of a feudal nobility. Typical prices for simple wills, deeds, and contracts are 12–36d, while court appearances are 12–48d per day depending on the litigant’s expertise and past successes.

HârnWorld®

HÂRNDEX 81 LJARL The code of honor advocated by the followers of Sarajin. The cardinal virtues are courage, duty, and truthfulness. The code does not seem to be rigidly adhered to since backstabbing and treachery are common.

LOBIR, King The third monarch (333–361) of the Corani Empire. Lobir was the eldest son of Kusem and came to the throne at age 17 after the unexpected death of his father. A plot to assassinate the young king by Kusem’s younger brother, Camrae, was uncovered soon after his coronation. Camrae was arrested and executed for treason. After a slow start, Lobir proved to be an able monarch. He expanded the kingdom with a series of well-planned campaigns until he ran into the Merdi, which persuaded him to halt and consolidate. Lobir was succeeded by his own brother, Raelan.

LOCKSMITHS’ Guild These guildsmen manufacture, install, and repair keys, locks, and lockboxes. Most are skilled in the workings of any intricate mechanism. They are often consulted in the design and placement of secret doors and trapdoors, which are much in vogue with the nobility.

LODGE OF A THOUSAND SOULS (see GEDAN) LODROS, King of Melderyn The seventeenth king of Melderyn (585–639) and the first of the Toron Dynasty.

LOKIARN, the Catapult A non-zodiacal constellation of the southern sky.

LONATAR, King of Chybisa The eighteenth ruler of the Kingdom of Chybisa (541–559) and the fourth of the House of Burzada. Lonatar died of the Red Death.

LONGBOW Any bow 4–6 feet high, generally the same height as the archer. The classic longbow originated in Emelrene. The preferred wood is yew, but not just any part of the tree. The bow is carefully cut from the heartwood and bodywood of a branch and is a natural composite bow. The tips are usually sheathed with horn and the string is generally made from hemp. The Emelrene longbow has amazing power and accuracy when used by skilled archers, but it takes years of training to become Copyright © 2014, Columbia Games, Inc.

proficient. The effective range is 300–400 yards. A skilled longbowman can fire 5–7 arrows per minute in combat (as many as 20/minute have been seen in tournaments.

LONGKNIFE (see VAGORSEREQ) LORKIN Castle [J2] Realm: Orbaal Population: 510

Holder: Clan Geldestaar Tribute: King of Orbaal

Lorkin commands the head of the Anoth Delta. The castle was built in 603 and captured by the Ivinians in 665. The lord of Lorkin is Taarbri Geldestaar, 34, an ugly, violent, and depraved man. He is very oppressive to his Jarin serfs. Clan Geldestaar is a junior branch of clan Geldest from Rogna. Lorkin was captured by Jarin rebels in 701 and was their symbol of resistance until 703, when the mysterious decapitation of the Jarin overlord, Gweffryn, led to the recapture of the castle by Ivinians. Periodically, Geldestaar clansmen are found headless, victims, it is said, of the “Spectre of Lorkin.” Tribute is received from Arone and Shese.

LOSENOR The “Lost World;” supposed home of the Earthmasters.

LOST GUIDE One of the aspects of Save-K’nor.

LOST PRINCE, The (see ELOS

OF

MESTIL)

LOST YEARS The period between the departure of the Earthmasters (c.15,000 BT) and the arrival of the Sindarin on Hârn (c.10,000 BT) is called the Lost Years. No records or artifacts survive from the period. Legends describe it as “an age of dragons, noisome trolls, and fell beasts, that defy description and harm the eye. The earth so long nurtured by the careful ancients shook with fury at their departure, great floods ravaged the land and Hârn was severed from the greater land … and the ill-starred realm of Nandar-Tem sank ’neath the waves.” Of Nandar-Tem, nothing remains and almost nothing is known; scholars say it was a land between Hârn and Lythia, a “realm of great power, where wise men valued art and learning above the skills of war and politics, a land of philosophers and adepts of all the ennobling arts.” Some theologians believe that it was during this period that the god Ilvir first settled on Hârn, thereby contributing to the plethora of strange creatures abounding at the time.

HârnWorld®

HÂRNDEX 82 LOTHRIM the Foulspawner

LOWER OSEL [J6]

The chieftain of a tribe inhabiting the Chelna Gap about 600 years ago. Unlike other leaders of this time, Lothrim was a man of some learning; some have speculated that he was a renegade or outcast Melderyni mage. Lothrim was obsessed by the mystique and powers of the Earthmasters and was forever searching for their Penultimate Tome. He also delved into long-forbidden branches of the arcane arts. With the powers he acquired, he was able to gain control of a tribal federation stretching between the Thard and Kald rivers. The nickname “Foulspawner” came to Lothrim from the race of humanoid creatures he bred or imported into Hârn. These foulspawn (gargun) were enlisted by Lothrim to conduct the reign of terror through which he maintained power. Lothrim came to believe that the Khuzdul of Kiraz had in their possession the Penultimate Tome. The tyrant met his doom when he embarked on a campaign to secure this fabled work (see CARNAGE OF KIRAZ). After his death at the Battle of Sirion, c. 120, Lothrim’s tribal federation collapsed. The legacy of the Foulspawner, the gargun, remain to this day.

A relatively flat and wooded region encompassing the lower plain of the Osel River. This territory is the northern half of the range of the Pagaelin tribesmen but is claimed by the kings of both Chybisa and Kaldor.

LOTHRIM’S JOURNAL The collected written works of the Foulspawner. The original book may or may not exist, but there are certainly many forgeries.

LOTHRIM’S TOMB A much-told tale recounts the fate of Lothrim the Foulspawner following his capture by the Khuzdul during the Battle of Sirion. The dwarves, as revenge for the Carnage of Kiraz, decided to bury him alive. A chamber was carved under a mountain (Mount Anegif is most often recited) and into it were cast a screaming Lothrim, his precious Penultimate Tome, and an honor guard of a dozen starving Foulspawn. Good stone and mortar was brought and the chamber was sealed. The location of Lothrim’s Tomb and the valuable tome it may contain has been the object of much search and speculation. None have yet found it and returned to speak of it. The Khuzdul of Azadmere may know the truth but they will not speak of the Foulspawner.

LOTIN the Gray, King of Nurelia Lotin (207–235) was the fourth and last monarch of the House of Ethelyen. He presided over his kingdom at a time when it was facing the last years of the Migration Wars. His son, Brant II, never succeeded to the throne, as Lotin’s death was followed by a baronial revolt that gave the crown to Kalabin of Kaldor in 236.

Copyright © 2014, Columbia Games, Inc.

LUCRAIN [H4] A cave complex in the eastern Rayesha Mountains, inhabited by Gargu-kyani.

LURISHI (The Yellow Mold) The generic name for several species of fungus ranging in color from brown to yellow. Different varieties may be found in woodland, on rock faces, and in wellshaded damp areas. The lurishi grows a delicate crust that may rupture if touched or even if there is significant vibration; some will rupture from approaching footsteps. On rupturing, the lurishi explodes and releases a cloud of spores that are deadly to humans and livestock.

LYAHVI The convocation of the Shek-Pvar whose elemental base is air and that deals in the magic of air and illusion.

LYF Keep [M7] Realm: Melderyn Population: 280

Holder: Baron Arbustren Liege: Earl of Elorin

A barony held by Tamys Arbustren from the Earl of Elorin, whose principal seat is at Harden. The present keep was built in 423 atop an ancient tribal hill fort. Lyf has an excellent harbor, although the extensive reefs at the mouth of Nolan Bay make the approaches risky in bad weather. The present Baron is nearly 60 and inherited the title 12 years ago. He is a widely renowned gourmet and employs a cook from Emelrene, on the Lythian mainland.

LYNDUS, the Fish A non-zodiacal constellation of the southern sky.

LYSARA A city in Azeryan, seat of the Agrikan pontiff.

LYTHIA The largest of the three continents of Kethira, Lythia contains many diverse peoples and cultures. The Hârnic Isles lie just off the northwest coast of the continent but Lythians tend to give them a wide berth. There is little communication between Hârn and Lythia; only a few bold travelers, adventurers, and traders make their lonely ways back and forth.

HârnWorld®

HÂRNDEX 83 MAMAKA, MASTER OF STEEL, Order of

MACE A reinforced club. Most have metal heads, often with elaborate patterns of knobs and ridges, affixed to wooden shafts 24 to 36 inches in length. Some maces have metal shafts.

MAERMAL, Lord of Labor One of the demi-divine servants of Peoni, Maermal is portrayed as a massive bronze ox who labors out of devotion to duty and family. When his work is spoiled, he begins again without complaint. Maermal symbolizes the ability of common folk to triumph in their simple day-today endeavors.

MAESROL A cheerful and bucolic spirit, the Maesrol helps tend livestock belonging to Jarin herders, fattening them up with treats and braiding their tails at Yaelah. An incorrigible ladies man, the Maesrol can also be found (but not easily) in farm kitchens ogling young women.

MAIL Flexible armour made by “knitting” steel links in various patterns. Mail may be butted or riveted. Both are pretty well impervious to edged weapons but the latter is more resistant to point-penetration. A problem with mail is that a non-penetrating strike may drive the links into the flesh, without damaging the mail. Consequently, mail is nearly always worn with thick undergarments.

MAIN GAUCHE (see KELTAN) MALIAN the Good The sixth monarch (380–394) of the Corani Empire. Malian the Good inherited the Corani throne from his father, Arosta the Conqueror, and was the first ruler to take the title “Emperor,” previous rulers having been kings. During Malian’s reign, the cities of Merethos (Golotha) and Shiran were founded and the empire was divided into provinces to ease the burden of administering the domains won by his father. Copyright © 2014, Columbia Games, Inc.

The supreme clerical order of the church of Agrik, and sponsor of the fighting order, Warriors of Mameka. The order’s main temple is in Golotha and this house is the seat of the Agrikan primate for Hârn who, for the past three decades, has been the grandmaster of the order. The present grandmaster and primate, Klyrdes Bisidril, is also chairman of the Heptarchial Council, the ruling body of the city of Golotha. Klyrdes claims descent from the alleged bastard daughter of the prophet Balsha. The main problem for the primate of Agrik is, as always, keeping the various orders from tearing each other apart. In 717, Klyrdes planned and executed the last in a series of purges when the temple of the Order of the Pillar of Fire in Golotha was mysteriously razed and most of its priests murdered. The near total destruction of an entire sect did, of course, merit the “sincere condolences” of the primate. Such temple wars are never acknowledged and will hardly be apparent to bystanders, but hardly a month goes by without some fatalities.

MANG The mang is a form of falchion made and used almost exclusively by gargun. Unlike its human counterpart, the mang is a hand-and-a-half sword. The mang uses wood in its construction and is sometimes called a bladed club. The broad blade and heavy lumber make it an awkward but deadly weapon.

MANGAI The joint association of all Hârnic guilds. Its primary functions are to regulate guilds, settle any disputes between them, and make any recommendations it deems appropriate concerning guild rights and privileges to the governments of Hârn. The association functions under a charter first proclaimed in the city of Coranan in 493, but since adopted by most other realms, excluding Orbaal, Azadmere, and Evael. A crucial function of the Mangai is its exclusive right to sponsor and organize all fairs and markets in towns and settlements, with appropriate fees for this right being paid to whomever governs the settlement. The Mangai recoups its investment by charging fees (usually 1d per day) to all who wish to sell their wares in the markets and fairs. The Mangai functions democratically and holds triennial conventions attended by syndics of every Hârnic guild. This convention moves from one town to another; one is scheduled for the city of Thay in 721.

HârnWorld®

HÂRNDEX 84 MANGAI, Charter of the

MARADYN

The document delineating the rights and privileges of the Mangai. The charter was modeled on laws in effect on the continent of Lythia and was first proclaimed as law in the City of Coranan in 493. The principles of the charter had already been established for almost a century by the Court of Pentacles. While the charter is, officially, legislation amendable only by the governments of the various states that have adopted it, in practice they will usually make any changes advised by the Mangai as a matter of course.

A legendary Jarin king who sought to heal the growing rift between men and the Elder Folk. Maradyn traveled far and wide across Hârn, preaching to all who would listen the merits of cooperation with the Sindarin and Khuzdul. Maradyne was lured to attend the wedding of a mysterious man he had met. There, accompanied by his three sons, they were wined and dined for three days, but when they left to return home, they found that many centuries of time had passed. It is said that Maradyn’s shade still wanders Hârn, searching for his own time. His tragic tale is recounted in the legend “Maradyn’s Hawk.”

MANKAR A short, single-edged scimitar made by gargun. The mankar is relatively heavy for its length, which is rarely more than two feet, and is often considered to be a short falchion.

MANOR The basic economic unit arrived at by subinfeudation. Manorial fiefs range from 600 to 3600 acres and are generally considered synonymous with a knight’s fee. Manors may be held by knights who owe fealty and service to barons or earls, or may be held directly by such greater lords. Some manors are held by religious and fighting orders; a few are held by wealthy commoners. An absentee holder appoints a bailiff to govern in his stead. A manor might contain a manorhouse, at least one village of 10–20 families and one mill owned by the Miller’s Guild. The manorhouse is usually a fortified wood or stone house built around a great hall surrounded by outbuildings and a battlemented outer wall. The house is often situated on a hill and may be surrounded by a ditch, moat, and/or earthworks. Each peasant has a cottage and adjacent garden.

MARANOS, King of Kaldor One of Kaldor’s worst monarchs, Maranos took the throne in 342; by his death in 362, he had so alienated the barons that many of them supported the claim of the bastard Fierth over that of the legitimate heir, Maranos’ son, Aidrik II. The misrule and excesses of Maranos were a major contributing factor to the Kaldoric Civil War that followed his death.

MARBY Castle [I1] Realm: Orbaal Population: 760

Holder: Clan Serewyn Tribute: King of Orbaal

Built in 587 by the Jarin, Marby was captured by the Ivinians in 658. Valhakar Mikkaar Serewyn, 27, is a surprisingly gentle man. He is fond of music and art and there are a few Kaldoric and Melderyni artisans at his court. There has been a bloody vendetta between Clan Serewyn and Clan Sherwyn of Sherwyn since 683. The two clans are distantly related and each claims the other’s lands. Marby receives tribute from Antir and Asax.

MANRASUSHA The amoral First God of primal fire, who cleanses and destroys, kills and comforts. Agrikans believe that it is Agrik’s appeasement of Manrasusha that saves Kelestia from destruction.

MANTLING A cloth worn loosely about the head and neck, originally to protect armour from weather. Mantling also reduces the effectiveness of edge strikes and has been widely adopted for its defensive value. Torn mantling has become indicative of recent (honorable) combat. The term is also in heraldry to describe the stylized, tattered cloth usually surrounding the escutcheon.

MAPARAS (see PAKARA) Copyright © 2014, Columbia Games, Inc.

MARCH The name given to a frontier district, claimed and patrolled by a kingdom but often under tenuous control. They are generally administered under martial law and individual legal rights within may be entirely dependent on the whim of the ruling warden.

HârnWorld®

HÂRNDEX 85 MASARA, the Chalice The eleventh constellation (Navek 3rd–Morgat 1st) of the Kethiran zodiac, located in the southern sky. The chalice is primarily symbolic of its contents, water. It is the sign of love and pleasure, cool darkness, femaleness, security, and emotion. The chalice enfolds as the swords penetrate. Masara is symbolic of the good life, motherhood, and fertility, but also of death. Moody tenacity is the mark of a Masaran. He can be quiet or restless, calm or furious, happy and quiet, or frighteningly emotional. Like the sea, he will work at obstacles until they erode away. Those born under the chalice tend to have a feel for eternity and, in human terms, for what is truly important. They are filled with love that can be shared endlessly. But the Masaran can also hold a grudge forever; he is capable of cold hatred that can destroy opponents by its sheer intensity.

MASONS’ Guild Masons belong to one of the most powerful guilds. Some masons are expert architects, highly paid and honored, but most are simple quarrymen, stonelayers, and stonecutters. Most towns require that construction within its walls be done by guilded masons and nearly all Hârnic fortifications involve their participation in design, building, and repair. The Masons’ Guild has a strict monopoly over all stone quarrying and the preparation of

stone. A quarry may be owned and operated by a master freemason, but most larger operations are jointly run by two or more masters. Partnership with outside investors is common. The best stone on Hârn is quarried in the hills north of Telen and transported at great expense to building sites. Few can afford Telen stone and make do instead with poorer quality local material. Bricks are not used on Hârn. Most manual labor is done by unguilded locals hired on a daily basis as needed. Construction prices for various structures vary dramatically. These depend on the availability of labor and materials, site location, size and quality of construction, and mason-architect fees. Price ranges for various buildings, unfurnished, are noted below. Town House 1,000–10,000d Manor House 1,500–15,000d Keep 50,000–500,000d Castle 250,000–2,500,000d

MAUL A two-handed club or mace with a 4–6 foot shaft. Most mauls have wooden heads, sometimes reinforced with metal studs. Mauls are primarily used as mallets to embed stakes as a defense against cavalry, but being struck by one certainly hurts.

MAYOR The chief executive officer of a town. A mayor is usually a senior alderman appointed by the crown from a list of candidates supplied by the council of aldermen. Mayors are not present in all towns but where they are, they may preside over a sizable bureaucracy, including tax assessors and collectors.

MEAMYT the Hermit An eccentric mendicant prophet of Ilvir who dwells on a small island off the coast of Orbaal.

MEDAK the Impaler The last emperor (555–565) of the Corani Empire. Medak was a strong, vigorous emperor, but he had the misfortune to follow two weak emperors and reigned during years when famine and plague were rampant. He sought to stem the corruption of previous regimes and earned the epithet “the Impaler” for the numerous executions he ordered. One of his victims, however, was Balsha and the empire was then overtaken by events of the Balshan Jihad. Medak was executed by impalement by the victorious Balshans. The Corani Empire died with him.

MEDRIK I, King of Kaldor/Serelind The second king of Serelind (162–188) and first king of Kaldor (188–192). He was the first among the Copyright © 2014, Columbia Games, Inc.

HârnWorld®

HÂRNDEX 86 Seven Kingdoms to inflict a defeat on the barbarians in the Migration Wars, when he bested the Eastern Taelda at the battle of Noneth in 180. His army combined with that of the Kingdom of Pagostra to defeat the Pagaelin at the battle of Kobing in 185. In accordance with an earlier promise extracted from King Orsin of Pagostra, Medrik received Orsin’s fealty and added Pagostra to his own kingdom in 186. When Torbet of Kephria was killed fighting the Kath, Medrik I quickly marched on Tashal and added the last remnants of Kephria to Serelind. In 188, Medrik proclaimed the Kingdom of Kaldor and became its first king.

MEDRIK II, King of Kaldor The third king (239–279) of Kaldor.

MEFEBO, Mount [I4] Hârn’s third highest peak (9007’), located in the central Felsha Mountains.

MEFIM, Cape [E3] A headland extending into the Sea of Tirpal on the north coast of Hârn. The area is held sacred by the Equani.

MEJENES the Great The ninth monarch (443–465) of the Corani Empire. Mejenes was of royal Corani blood but was not next in line to inherit the throne on the death of Laketta. When Laketta died heirless in 443, the Kingdom of Aleathia sought to take advantage of a succession crisis by invading the empire. Mejenes was chosen over Laketta’s brother to become emperor, mainly because of his reputation as a brilliant military leader. As emperor, Mejenes defeated and annexed Aleathia, thus removing the last obstacle to Corani hegemony in western Hârn. He died of a fever while seeking to expand Corani rule in the northern wilderness of Equeth.

MELDERYN, Isle of [N10+] The second largest of the Hârnic Isles, also called The Wizards’ Isle. Located southeast of Hârn, Melderyn lies within 20 leagues of mainland Lythia.

MELDERYN, Kingdom of Primarily an island kingdom off the southeast coast of Hârn, Melderyn also includes extensive lands on the Hârnic mainland. Although it appears to be an ordinary feudal kingdom, ruled by King Chunel from Cherafir, Melderyn is more a constitutional monarchy. The real power is held by a council of scholars known as the Council of Eleven. The first king of Melderyn, Erebir, created this body Copyright © 2014, Columbia Games, Inc.

when he appointed a regent’s council of 11 advisors drawn from the secret societies and orders that were, even then, headquartered on the island. The council was given the right to appoint its own members, rule on matters affecting the succession of the sovereign, and to play a major role in the education of the king’s children. Although its actions are subtle, the council has always exerted vast influence on Melderyni affairs and has a long tradition of benign influence towards mainland Hârn. The council’s advice to the crown is rarely ignored, yet its very existence is not widely known, nor are the identities of its members, one of whom is the Earl of Nurisel. The island of Melderyn was subject to the same invasions by Jarin and barbaric Lythians as the rest of the Hârnic Isles, but assimilated all with a remarkable lack of friction. The first historical records describe the peaceful coexistence of five small kingdoms in 228 BT, although there is tantalizing evidence of a mysterious civilized culture existing as early as 3,000 BT. The Five Kingdoms Period ended when Erebir Pendragon was elected as the first king of the Biradian Dynasty in the year 1. The calendar used throughout Hârn is dated from this event. Since then, Melderyn has had a total of 20 kings from three royal houses:

HârnWorld®

HÂRNDEX 87 Biradian Dynasty Erebir I 1– 51 Erebir II 51– 88 Ninon 88–126 Erebir III 126–157 Darebor 157–186 Shelir 186–240 Erebir IV 240–291 Forn 291–327 Rylian Dynasty Gemril 327–369 Imadain I 369–413*

Imadain II Arabar I Erebir V Arabar II Imadain III Poleryn

413–440* 440–463* 463–475* 475–538 538–557 557–585

Toron Dynasty Lodros 585–639 Shelir II 639–651 Etobron 651–684 Chunel 684– * Also ruled Chybisa

Melderyn has held possessions on the Hârnic mainland since 223, when the King of Elorinar swore fealty to the Melderyni throne for aid against the rampages of the Bujoc during the Migration Wars. However, no Melderyni king has ever fielded an army on mainland Hârn, or anywhere else for that matter. The kingdom has traditionally limited its intervention to occasional visits by individuals, many of whom have exhibited strange arcane powers. The reputation of Melderyni magic has probably grown out of proportion to the facts. Almost all prominent historical figures have, at one time or another, been attributed with Melderyni origin. Whenever something out of the ordinary happens, there is speculation that the hand of Melderyn is in some way involved. The King of Melderyn is Chunel Toron. He succeeded his father in 684 and is renowned for his cynical wit. Like preceding monarchs, he leaves much of the government to his council, but is highly competent and active in affairs of state. When he took the throne, the tiny kingdom of Chybisa was under the occupation of Kaldor. Chunel decided to support Balesir, the deposed monarch of Chybisa, in return for a promise of fealty. With an army raised among the mainland possessions of Melderyn, Balesir regained his throne in 687 but did not keep his promise to Chunel. It is said that when news of this betrayal was brought to him, Chunel expressed a lack of surprise; some say he actually laughed. Chunel denounced the treachery, but although he has not given up his claim to Chybisa, neither has he taken any obvious action to press it. Chunel is in excellent health and comes from an extremely long-lived line. He is 58 and has one son among five healthy children. Copyright © 2014, Columbia Games, Inc.

The major holdings of the king and his four tenantsin-chief are: FIEF Cherafir Chyrefal Cosyuh Cupeth Jetust Moque Racyn Shenap Yael Cundras Fosumo

HOLDER King Chunel (Sheriff of Ikom) (Sheriff of Elorin) (Sheriff of Lened) (Sheriff of Dath) Baron Wederine (Sheriff of Biren) (Sheriff of Cherfin) Baron Duathane Lady of Paladins Lady of Paladins

Thay

Freetown (Royal Charter)

FIEF Gythrun Jothet Menio Parnam Ramere Harden Laket Lyf Ontur Parios Karveth Zuilos Nurisel Glenoth Gosus Huvos Wharo

HOLDER Earl Gwenalin Baron Dessar Baron Morezyn (Constable) Baron Erdarta Earl Alaga (Warden Dyriamarch) Baron Arbustren Baron Jothysan (Constable) Earl Avona Baron Avonasen Earl Thabel Baron Halwyn Baron Maradyne Baron Perhel Baron Chorlon

MENDIZ, the Lion of Dolithor The constable of Dolithor and the banner-bearer and chief demigod of the goddess Larani. Mendiz has the form of a winged lion and is a patron deity of heralds.

MENEKAI Castle [E6] Realm: Rethem Population: 490

Holder: Red Shadows of Herpa Liege: King of Rethem

An orderial fief in Parachshire. The original fortification was a small legion outpost of the Corani Empire. After years of neglect following the demise of the empire, it came under control of the Coranan Republic in 621 but was annexed by Arlun the Barbarian in 639. King Nemiran granted the fief to the Order of the Red Shadows of Herpa in 681. They constructed the present castle. The grandmaster of the order is Larga Gydsilen, a coarse and brutish thug.

MENEKOD Castle [E7] Realm: Kanday Population: 750

Holder: Checkered Shield Liege: King of Kanday

An orderial fief in Perishire. This was originally a tribal hill fort, then a fortress of the Corani Empire. Arlun of Rethem seized Menekod in 653 and began construction of the castle. In 681, King Nemiran granted it to the Agrikan Order of the Copper Hook and it became that fighting order’s primary seat. In 695, Menekod was taken by Kanday in the last major clash of Ezar’s War and was then granted to the Order of the Checkered Shield. The present grandmaster is Sir Syman Telfane. There is a dispute between him and the Sheriff of Norea at Quivum regarding nearby estates.

HârnWorld®

HÂRNDEX 88 MENIO Keep [M7] Realm: Melderyn Population: 560

Holder: Baron Morezyn Liege: Earl of Biren

This ancient tribal stronghold was one of the earliest settlements to support Nathwic when he founded the Kingdom of Elorinar in 155 TR. The keep was originally built in 247 but demolished and rebuilt in stone around 640. The present baron is 24 and inherited his title after the untimely death of his father in 718. He is a somewhat irresponsible young man, more fond of hunting and wenching than governing. His mother, seeking to correct these faults and encouraged by the Earl of Biren (see GYTHRUN), has obtained permission from the king to conduct negotiations for a marriage between her son and the daughter of Baron Erdarta of Ramere.

MERCANTYLERS’ Guild Mercantylers are guildsmen involved in the trading of goods at a profit, or acting as agents for such transactions. Most mercantylers are simple merchants who buy and sell goods within the same realm. The more adventuresome mercantylers engage in foreign trade, either in caravan or maritime trade, and some specialize in an exclusive trade such as furs, slaves, or wines. The monopoly of this guild is very ambiguous. Enforcing rigid control over all trading activity would be impossible, but guild masters try to deal exclusively with each other, giving them a de facto stranglehold in the buying and selling of goods. All major towns have a Mercantylers’ Hall open to guild members only. Non–guild members can participate in this private market only by hiring a mercantyler as an agent for a fee or commission averaging 5–10% of the goods’ value. To further ensure that the guild remains at the center of most economic activity, they have acquired one important monopoly that is rigidly enforced. Only guilded mercantylers can practice usury, the changing and loaning of money for profit (interest). Some mercantylers, known as usurers, specialize in this activity. Such men are generally involved in the financing of trade but will, with proper incentive, finance the ambitions and comforts of kings and others. Interest rates are high, ranging from 5% to 20% per month, compounded monthly. The rate charged is based on risk, collateral, and social standing. Nobles customarily enjoy the benefit of lower rates. Usurers also exchange foreign coinage for a negotiable discount, 20% being normal, and issue promissory notes, the closest thing to paper money on Hârn. There are not nearly enough coins in circulation to cover the value of goods traded, so nearly all large Copyright © 2014, Columbia Games, Inc.

payments are made by way of these notes. A usurer’s note will be redeemed in full when presented back to him; a guild master in another city will also redeem their colleagues’ notes at a discount of 5–20%, although higher discounts usually apply to foreign notes.

MERCHET A tax paid by a feudal vassal when he or she wishes to marry off a daughter. There is no legal limit to merchet, but it is the custom in most places that it should not be so high that the marriage cannot be made. Merchet is generally 5–10% percent of the holding’s annual revenue, but is negotiable.

MERDI, The The tribes who, some 400 years ago, occupied the region of present-day Rethem. In 347, they formed the Merdi Federation, a loose alliance to defend against the Corani Empire. This federation defeated Lobir in 349 and was able to maintain its independence for many years. However, the Merdi failed to establish a unified state and, in 377, were defeated and subjugated by the Corani Emperor Arosta.

MEREM, Isle of [C3] An island of the Afarezirs.

MERETHOS The city founded by Emperor Malian of the Corani Empire in 388 and now called Golotha.

MERNAT The second-largest continent of Kethira. Hârnians know nothing of Mernat. It is inhabited mainly by nomads.

MERODYNE, the Pale Concubine The pleasure slave of a wealthy Karejian merchant who founded the modern Church of Halea.

MERREN OF THE VALLEY A bandit who terrorized the Ulmerien Valley in the last century. He led an audacious band of brigands against caravans, wayfarers, and occasionally an isolated manor. He was as renowned for his “gentility” as much as he was infamous for his barbarity. Merren was executed in 683 but his vast treasure hoards were never found.

MESELYNESHIRE A shire of Kaldor. The sheriff holds the royal castle of Olokand, where the shire moot is held.

HârnWorld®

HÂRNDEX 89 METALSMITHS’ Guild

MILLERS’ and MILLWRIGHTS’ Guild

This guild has a monopoly over all metalworking except the specialized activity of the Jewellers’ and Weaponcrafters’ Guilds. A master metalworker may be bonded to a noble household or own and operate a large workshop in town. Most, however, are smiths in small villages. Regardless of the size of his establishment, a skilled metalsmith is always an important and wellrespected member of a community, manufacturing and repairing plows, axes, hoes, cooking pots, and a wide range of other essential wares for agriculture and daily living. Horseshoes are also made by this guild, but actual shoeing of horses is generally done by ostlers. The city of Shiran is noted for the high quality of its metalwares. Most items are made from iron or steel. Copper and alloys of brass, bronze, or pewter are used for tableware and kitchen utensils.

The millers and millwrights have one of the most important guilds, with a monopoly on the ownership and operation of all mills and milling. Local lords have, from time to time, attempted to usurp the millers’ rights by building their own mills, but masons will not construct them and millers refuse to operate them. Most mills are used only for grinding grain and virtually all manors and villages have at least one mill. Most mills are water powered but wind and muscle power drive about 15% of them. Mills are generally owned by the guild and awarded as franchises to freemaster millers, who pay 20% (rather than the standard 10%) dues. Each mill also pays a tax of (usually) 240d per year to the local fiefholder or landlord. A freemaster miller generally retains 5–15% of the grain he grinds, most of which he sells to mercantylers. Some millers are also millwrights, engineers familiar with large machinery. Major nobles employ bonded master millwrights to operate and maintain heavy machinery such as derricks, drawbridges, etc.

METIM, Mount [I2] The third-highest peak (7875’) of the Jahl Mountains, Mount Metim lies near the eastern extremity of the range.

METYSSO A member of the onion family, metysso is found in peaty soil, usually marshland. It is used in the preparation of invisible ink.

MIDGAAD A world in the Kethrian family. It is said to be the origin of the Sindarin and Khuzdul.

MIGANATH, King of Kaldor The twenty-third and present ruler of Kaldor. See the entry for KALDOR for a biographical sketch.

MIGRATION WARS The period of violent tribal activity that plagued eastern Hârn for more than 50 years, beginning with the sudden assault of the Kath on the Kephrian town of Hosat in the Kathela Hills in 178. The Taelda, Pagaelin, Bujoc, and Kath nations simultaneously experienced population growth and pressure from suddenly numerous gargun in their highland ranges. The consequent migrations that they undertook severely tested six of the seven eastern Hârnic Kingdoms. Four of the northern kingdoms were forced to combine into the single state of Kaldor. Elorinar saved itself by joining Melderyn, which was immune to the attacks. Chybisa survived by the brilliant generalship of her early kings and the rapid construction of some excellent fortifications. Copyright © 2014, Columbia Games, Inc.

MIMEA Hills [F8+] Forested highlands in southeast Tharda, long popular among the nobility for game hunting. Lodges were built here for the kings of Aleathia. The outlawed House of Kand used the area as a base of operations against the Theocracy of Tekhos before founding the current dynasty in Kanday. Although the hills straddle the border between Ramala Province in the Thardic Republic and Daenshire in the Kingdom of Kanday, the native Gozyda tribesmen exercise more control than either state.

MINARSAS Castle [K5] Realm: Kaldor Population: 650

Holder: Earl of Vemion Liege: King of Kaldor

The principal seat of Earl Caldeth. The site was fortified during the ancient Jarin kingdom of Arwn some 700 years ago, and a castle was built here around 168 as the royal seat of the Kingdom of Pagostra. The fortification has been renovated many times since then and repairs are presently being made to the west wall. Earl Caldeth, 43, is a clever and powerful lord in Kaldor.

MINDRITHAR the Just The twelfth monarch (491–512) of the Corani Empire, Mindrithar was probably the best Corani emperor. He was aggressive and tough when required, a very good administrator, and a learned scholar. He is best remembered for his “Code of Mindrithar,” an

HârnWorld®

HÂRNDEX 90 enlightened legal system of fair justice for all, which has, unfortunately, largely disappeared with the rise of feudalism. He is also credited with promoting religious freedom, tax reform, and the formation of the Mangai in 493. It need hardly be said that Mindrithar was very unpopular with the Corani nobility, as most of his efforts eroded their own jealously guarded powers.

MINERS’ Guild Miners belong to one of the most powerful and wealthiest guilds on Hârn. The crown holds the mining rights to all land in most realms, and either owns the mines directly or leases them out to the guild for a hefty royalty. An earl or baron whose fief includes a valuable mine is out of luck, and the guild has been granted unique and special powers to protect miners from jealous nobles. These include the right to prospect on any lands other than temples, orchards, gardens, or highways; the right to cut timber to use in mines and forges, with or without the local lord’s permission; the right to hold their own courts of law; and, in most cases, freedom from taxes, tolls, and military service. In addition, a serf employed in a king’s mine for two years automatically becomes a freeman, a major source of aggravation to the nobility. Nobles are rarely pleased to see the opening of a mine on their lands; more than a few guilded prospectors have mysteriously vanished over the years. Mines in the Thardic Republic are owned by the guild or local landlords; the guild is less powerful here, but miners are still well paid. Silver, tin, copper, iron, lead, and salt are the most common metals and minerals mined. Gold is mined in the Sorkin Mountains by the Khuzdul and also in the Rayesha Mountains. Most ores are smelted in small foundries and forges set up close to the mine to avoid transportation of bulk ores. Such foundries are never popular with the local nobility because they consume vast quantities of timber as fuel. The value of metals varies according to their refined purity. Common metals are generally sold by the hundredweight (100 pounds), rare metals by the pound, and precious metals by the ounce.

MINILAOUS Keep [E9] Realm: Kanday Population: 390

Holder: Baron Pesirias Liege: King of Kanday

A keep in Torenshire, held by Baron Pesirias from the king. The keep was built in 421 on the site of an old tribal settlement. After the Theocracy of Tekhos collapsed, Minilaous was ruled as the independent kingdom of Mezant by Clan Pesirias. The founder of this clan claimed descent from both Aleathian and Corani nobility, although there is considerable doubt as to the veracity of these Copyright © 2014, Columbia Games, Inc.

claims. In 689, Larryn Pesirias swore fealty to Andasin III. The present baron, Larryn’s grandniece Iala, is a sharpwitted woman of 30. She is presently unmarried; her two previous husbands are deceased.

MINOR An underage person. In most cultures, a child cannot inherit until the age of 21 (see SUCCESSION).

MIRATH Islands [A4] A chain of uninhabited islands off Cape Vikod to the northwest of Hârn. Although some of the islands are forested, most are treeless heathland. Kuboran tribesmen sometimes visit the islands. At least one attempt to colonize has been made by the Orbaalese (as a base for raiding) but no permanent settlement survives.

MIRELAEL, Queen of Kanday The seventh monarch (694–707) of the Kingdom of Kanday, Mirelael succeeded her elder sister, Eriel, who was assassinated in 694, and led Kanday to victory in Ezar’s War. For the balance of her reign, Mirelael sought to reestablish peace in the region and rebuild the shattered economy of Kanday; she was successful in both. She was much loved and grieved when she died.

MISYN [H4, H5] A wooded karst landscape on the northeast shore of Lake Benath. According to Ilviran dogma and legend, Misyn is the kingdom of Ilvir, a place of divine mystery that most Hârnians would do well to avoid. Araka-Kalai is found here, and Misyn is also the homeland of the strange Ivashu.

MITTEN A glove without separate fingers. Mail armour for the hands usually takes this form. Mittens are often extensions of long-sleeved hauberks; a hole is left in the palm of each mitten so the wearer can pull his hands out.

M’NOGAI (The Green Slime) A type of lustrous “fungus” that grows in damp, shady locations. When disturbed, the m’nogai release a green acidic pus that can rapidly convert living organic material into a fermenting slurry, which is then absorbed by the roots. Stumbling into a patch of m’nogai in the dark is always painful and often fatal.

HârnWorld®

HÂRNDEX 91 MOLERYN Castle [F7] Realm: Tharda Population: 1,020

Holder: Ramala Legion (2c) From: Thardic Senate

The capital of Ramala Province, seat of the provincial magistrate and marshal, and headquarters of the Ramala Legion. Unlike other provinces, Ramala is not subdivided into districts; it is administered as a single unit entirely from Moleryn. The magistrate, Mardorva Seris, prefers dwelling in his Shiran townhouse, and the provincial marshal, Parga Ostardas, effectively runs both civic and military affairs. Parga is a greedy and vicious man, hated by his troops. He commands the Ramala Legion’s eight companies: two at Moleryn, five at Fort Taztos, and one at Tegh. The original fortification was built as a Corani outpost by Emperor Mindrithar in 493. From 588 to 661, Moleryn was an independent state allied with Kanday, but was then annexed by the Thardic League. This act precipitated the Five-Year War. Although Kanday emerged the victor, Moleryn remained in Thardic hands. Today, Moleryn prospers as an important Thardic trading center due to its location on the Salt Route.

MONEY The standard unit of currency is the silver penny, which weighs one dram (a sixteenth of an ounce). A penny can vary in value from one region to another as a result of its silver content. Copper coins are not minted on Hârn. The silver penny is often divided into two halves (ha’penny) or four quarters (farthings). Gold coins are rare. A gold penny (one dram) would be worth 20d, although gold coins generally come as ounce coins.

Copyright © 2014, Columbia Games, Inc.

MOQUE Keep [M7] Realm: Melderyn Population: 420

Holder: Baron Wederine Liege: King of Melderyn

A barony held by Allyn Wederine from the king. Moque was built in 575 to guard the eastern landward approach to Thay. The barony was created in 630 and granted to the Wederines, a clan from Cherafir that had been loyal to the royal house for many years. Allyn, 39, is suffering from what appears to be the early stages of leprosy, although this fact is known only to himself, his wife, and his physician. He has made generous donations to the Church of Peoni, undoubtably because of their work in caring for victims of this disease.

MORGAT The twelfth and last month of the year by Tuzyn Reckoning. Named after the deity Morgath, it is the last month of winter.

MORGATH “Tormentor of the Unlamented Dead, Master of the Principle of Evil, Lord of the Gulmorvrin, Wielder of the Shadow, Wreaker of Chaos.” Morgath is the self-appointed master of chaos and evil. Of all the gods, he is the most prone to violence and insanity, and the quickest to anger. He is a lord of retribution but cares nothing for justice. He is filled, it is said, with an abiding hatred for all things fair and noble. When Morgath appears to men, it is usually in some ethereal form, his true shape being unbearable to behold. He is never portrayed, but rather symbolized by the Durangash, a black circle on a field of brown, surrounded by an irregular black border. Morgath is best known as the master of the undead, particularly the Gulmorvrin, who are governed by his chief demigod, Klyss. Morgath is believed to have 13 true names and it is deemed the greatest folly to utter any of them aloud. This is one reason why that number is deemed unlucky. How the religion of Morgath came to Hârn is unclear. It is believed that Lothrim the Foulspawner worshiped Morgath and it is known that Balsha claimed to be his prophet. In present-day Hârn, the worship of this deity is largely confined to Tharda and is particularly prominent in the city of Golotha. Elsewhere, his clergy are covert. In Kaldor, Chybisa, and Melderyn, the worship of Morgath is punishable by death. Even in Golotha, the followers of Morgath are not numerous. Morgathianism is not an attractive religion. It is difficult to take much comfort from a faith that preaches “all are doomed to eternal torment in the afterlife,” although this is counter-balanced with the notion of

HârnWorld®

HÂRNDEX 92 living in worldly excess until death. The remainder of Morgathian philosophy seems to encourage the acquisition and exercise of ruthless power for its own sake, particularly among its clerics. Indeed, the clerics of Morgath inspire fear whenever recognized, if only because they are known to habitually practice ritual human sacrifice. This dour and morbid religion is reflected in the costumes of its clerics, which are mostly of black and brown. When they are able to wear their full regalia, their ritual dress includes hideous masks, partly to terrify, but mainly to hide their identity. There is only one clerical sect in the church, the Order of the Lord of Chaos. It has major temples in Golotha and Coranan, the former being the seat of the Hârnic primate. The Vynkhadur (pontiff) resides in the Azeryani city of Meokolis. TITLES IN THE MORGATHIAN CHURCH Vynkhadur Gurim Khidarmur Khala Sungai Longai

Pontiff Primate High Priest Priest Senior Acolyte Acolyte

MORNINGSTAR A club with protruding spikes in its head, the morningstar is a popular peasant weapon. More refined versions, commonly called holy water sprinklers because they are popular with knights of fighting orders, have metal spiked heads.

MORSINDARI Also known as “Dark Elves,” Morsindari are Sindarin who have been banished from their clan and exiled from Evael for a variety of crimes. Tales of them are common in human society. Missing children, foresters, and travelers are often blamed on the dark elves.

MORVILYA Bay [F3] A sheltered bay on the coast of Equeth. Many attempts by the Orbaalese to establish settlements have been repulsed by the proud Equani tribesmen. One small settlement on the southeast corner of the bay, founded by Clan Cyeen from Arathel, was annihilated in 710. Copyright © 2014, Columbia Games, Inc.

MOVEL Island [C2+] The largest island in the Afarezirs. Fresh water is available on the island. The ruin of an abandoned Ivinian settlement can be found on the south coast.

MOYM A motley assortment of gargun, mainly Gargu-araki bands, dwelling across the Horka River from Thay.

MOZIL Point [N9] The most easterly point of land on the Hârnic mainland, Mozil Point is a prominent landfall to seafarers bound for Thay. Three attempts to maintain a beacon on the point, a responsibility of the Sheriff of Biren, have been sabotaged by Solori tribesmen.

MUL Keep [I1] Realm: Orbaal Population: 355

Clan: Clan Gurtak Tribute: Zuden

Built in 559, when it was called Susyln, this Jarin settlement was captured by the Ivinians in 671. The lord of Mul, Osaar Gurtak, 34, is a considerable braggart who has many times publicly declared his intention to raid Cherafir. Clan Gurtak is a junior branch of clan Gurta from Seldenbaal.

MURATH (see ONA-SETRUM) MYEN, Lake [I4] A deep lake in the eastern foothills of the Felsha Mountains. The lake is fed and drained by the Hemurin River. The waters of Myen are murky and very cold and are said to harbor a “sea dragon” called a Myenae.

MYRVRIA the Temptress The lieutenant of Klyss, Myvria appears either as a deathly pale, fascinatingly beautiful woman, or as a rotting corpse. Her task is to recruit souls to the ranks of the undead. She offers “eternal life” or “the heart’s desire” to those who will speak the oath, “To own myne form, when breath hath fled, shall I gift myne soul.” If this oath is repeated 13 times in her presence, the speaker has sealed a pact with Morgath.

MYSELBANE, Queen of Kaldor The twelfth monarch (451–484) and first queen of the Kingdom of Kaldor.

HârnWorld®

HÂRNDEX 93 NANIOM Bridge [K5] A very old stone bridge over the Nephen River on the Silver Way. The original bridge may be of Khuzan origin, although the central stone tower is more recent. The bridge is claimed by Kaldor but the king’s control over it is tenuous. Naniom Bridge is often used by the local nobility as a field of honor.

NATAL WARS NACHAKAS A light warflail consisting of two short rods joined by a leather thong or short chain. The rods are generally made of wood but may be reinforced with metal bands or studs. Effective use of nachakas requires great skill. They are primarily defensive weapons intended to disarm lightly-armed opponents. Their ease of concealment and effectiveness in back-alley brawls makes them popular with the Lia-Kavair (see FLAILS).

NADAI, the Salamander The sixth constellation (Agrazhar 7th–Azura 5th) of the Kethiran zodiac, located in the southern sky. Nadai is a mystical symbol of the marriage of fire and air, that which remains when fire has consumed, smoke. The salamander is a creature of ethereal fire, intangible but active, visible but unreal, a symbol of unfocused energy. In some senses, he is symbolic of that which evades destruction, as opposed to that which withstands it. Nadaians tend to create confusion in themselves and others. They are prone to moodiness and flights of imagination and are difficult to pin down. They tend to be creative or destructive at a moment’s notice. They live dynamic, active lives but often suffer from an inability to focus their energy. This can result in much effort for little gain.

NAMAL KANDAIR A powerful and very dangerous magic storm that figures in a teaching parable of the Shek-Pvar known as “Loag’s Box.”

NALA-UROH A theologian who lived in Elkall-Anuz at the time of Lothrim. His only surviving work is his compilation, editing, and embellishment of the Libram of the Pantheon.

NANDAR-TEM A kingdom of the Lost Years, lying between Hârn and the Lythian mainland. Scholars say it sank beneath the waves following a massive earthquake. Copyright © 2014, Columbia Games, Inc.

The chaotic battles of the First Gods and their servants which, according to the Libram of the Pantheon, occurred at the beginning of time, before “reality was fixed”. At the conclusion of the Natal Wars, the lesser gods (those who are now worshiped by mortals) were granted their independence.

NATHWIC, King of Elorinar The founder and first king (155–190) of the Kingdom of Elorinar.

NAVA-SHAK-ARA The ebony knife of the god Naveh and one of his principal symbols.

NAVEH “Lord of the Pitch Shadows, Master of Deceit and Evil Dreams, Lord of the Last Illusion, The Merchant of Death, Unseen Lifter of Lives, Trancer the Cat, Wealth’s Worry.” Best known as the bringer of nightmares, Naveh is the deity favored by assassins and thieves. It is sometimes thought that Naveh and his minions are powerless in daylight, but it is more likely that their powers are only reduced by sunlight. Naveh is a lord of secrets, a doer of the impossible. His main symbols are Nava-shak-ara (an ebony knife) and Shinkra-akra (a translucent human skull); replicas of both are involved in temple rituals by Navehan priests. Naveh’s principal hue is black, with a trace of blood red, colors that are traditionally worn by Navehan priests. Naveh’s main demonic servants are Dekejis and the Gytevsha. Dekejis appears in the form of a black, red-eyed cat. Formerly a pet of the goddess Halea, Dekejis considers the eyes and genitals of humans a great delicacy; those who lack either are said to bear the curse of Naveh. There are three principal Gytevsha, but each has numerous lesser servants: Gekrish, the “Hands of Despair,” who can reach inside the body with taloned hands and still the heart, or possess the body, tormenting the resident Aura before slaying it; Krasula, the “Hunter of Sleep” said to bring horrific nightmares, who

HârnWorld®

HÂRNDEX 94 commonly appears as a male child with one eye of the palest blue and the other of the deepest black; and Vesha, the “Mouth of Falsehood,” a servant who spreads deceit and confusion among mortals, said to be strengthened by every lie told by men and wounded by every truth. Any temple of Naveh is always well hidden from public view, even where lawful. As a consequence, very little is known of the church by outsiders. It has a degree of discipline second to none; temple masters have been known to order loyal underlings to commit ritual suicide for no apparent reason. An oft-told tale tells of a master who ordered a favorite to slit his throat as a demonstration of loyalty to a guest. There is a marked distinction between the laity and the clergy, the latter having little interest in the former. It is widely believed that the temples kidnap children of good or noble birth to be raised as clerics and servants. Each temple is selfsufficient. The chief temple and the seat of the primate for Hârn is in Coranan; there are also covert temples in Golotha, Shiran, and Tashal. The pontiff resides in the Temple of Maniquideh in far-off Dalkesh. Ritual murder play a major role in the worship of Naveh. The temples take commissions for assassinations or thievery, including those too difficult for the Lia-Kavair, which probably supports and pays tribute to the Church. Any approach for such services is usually done through the Lia-Kavair. Fees are high and the Church is prone to refuse contracts without explanation. Temple ritual sometimes involves drug-induced trances. The clerical garb is loose fitting to allow freedom of movement, and usually black in color. Ranking clergy wear an over-robe of red and may don the dreaded skull mask that denotes imminent death. All clergy carry razor-sharp daggers. An assassin wears a broad belt of white cloth that will be red with the victim’s blood when returned to the temple. Success and failure are judged by more than the simple death of the victim; there is a degree of “artistry” involved. Various punishments are meted out for failure. The most interesting ritual punishment is the Herth-Akan. A miscreant cleric is given a one-hour start and must evade the Copyright © 2014, Columbia Games, Inc.

murderous pursuit of seven of his temple brothers for three successive days and nights. Few are successful. The ritual is occasionally used against enemies of the temple or against those that the temple has contracted to kill. If the victim evades death for the required period, he is permitted to live, but the failed brothers must then undertake ceremonial suicide. TITLES IN THE NAVEHAN CHURCH Nagara Shuganal Garana Arasha Dranatha Adranatha Navas-Kara

Pontiff Primate High Priest Chief Deacon Priest Acolyte Temple Assassin

NAVEK The eleventh month of the year by Tuzyn Reckoning; it is named for the deity Naveh and falls in mid-winter.

NEBRAN A leader of the Kubora, Equani, and Urdu tribes, Nebran led (and died during) the massacre of the Corani fortress of Kustan in 477.

NEJ River [B4] A short river that flows into the Kadag Strait. Its mouth is a favorite fishing and gathering site for the Neji, one of 26 Kuboran tribes.

NEMIRAN, King of Rethem The third monarch (672–681) of the Kingdom of Rethem, Nemiran has the unique distinction of being the only Rethemi king who did not start or engage in a war. Using Kanday as a model, he gave up trying to rule Rethem by himself and parceled out his domain to trusted retainers in a traditional feudal arrangement. However, he is best remembered as being a religious zealot who came under the influence of the Church of Agrik in Golotha. Most of the fighting orders of Agrik that now hold lands in Rethem received them from Nemiran. He was assassinated in 681.

NENDA Keep [K5] Realm: Kaldor Population: 350

Holder: Baron Hirnen Liege: King of Kaldor

Originally called Habta Tower, Nenda Keep was built in 320 and rebuilt in 407 after the Kaldoric Civil War. Erelar Hirnen has a claim to the throne through his mother, Erelora (659–716), who was a younger sister of King Miginath. An ill-tempered man of 45, Erelar is not popular with his uncle or even with his own household.

HârnWorld®

HÂRNDEX 95 NEPHEN River [K5+] The Kald’s second greatest tributary. It rises near Mount Tezith, feeds and drains Lake Arain, and flows southwest to join with the Kald below Tashal. The Nephen is crossed by the Naniom and Ternua bridges. The Silver Way follows the river for part of its course.

NEPHSHIRE A Kaldoric shire. The sheriff holds Bidow Keep, where the shire moots take place.

NERADAS of Shiran The first autarch (636–343) of the Thardic League. Neradas commanded the Shiran Legion, a small elite army formed in 628 to guard and protect the Shiran Republic. When the Thardic League was formed between the Shiran and Coranan Republics in 636, Neradas was chosen as its first autarch. He formed the League army, known as the Autarch’s Guard, and halted further expansion by Arlun the Barbarian at the Gomisen River after losing Menekai and Senun to the Kingdom of Rethem.

NIGHT PEOPLE

This tributary of the Anoth River is fed by the glaciers of Mount Fomenien and flows northward, plunging over rapids to join with the Anoth near Leriel.

The Night People are known for their strange customs and reputed mystical powers. They travel in family groups in black wagons festooned with brightly colored flags and painted images. There is usually a seer among them and they are great gamblers, dancers, and tellers of tales. They trade with locals, who are often fascinated by their exotic entertainments and strange revels. Some believe the Night People are favored by Naveh; killing or causing harm to one is considered an ill omen.

N’GARITH

NIND, the Ox

An exquisite bowl of pure white jade believed to be of Earthmaster origin. This priceless work of art is possessed by the King of Kaldor and is said to change, forever, any who gaze within it.

NINON, King of Melderyn

NIGHT OF HIGH PERSPECTIVE

NIPHEL, Mount [G4]

NETHIL River [I3]

A non-zodiacal constellation of the northern sky. The third king (88–126) of Melderyn.

The 15th of Azura. A special holy day for followers of Siem, it is the closest they have to an annual feast.

The highest peak (8595’) in the Rayesha Mountains. Viewed from Himod, the mountain has the profile of a sleeping bear. The Ymodi tribesmen consider it taboo and will try to prevent access to it for fear of “awakening the beast.” Niphel is rumored to be a possible site of LahrDarin.

NIGHT OF SHADOWS

NIZUS [I5]

The 15th of each month (full moon), generally treated as a holy day by followers of Siem.

NIGHT OF GOLDEN TWILIGHT

The most important holy night of the Navehan calendar, it occurs on the night of 30th Navek. On the following day (1st Morgat), also known as Shadowmath, Naveh and his minions can walk boldly in full daylight. This period is one of great apprehension for the general population. In some areas, ordinary folk stay indoors behind bolted doors and windows during this period.

A cave complex in the Felsha Mountains inhabited by Gargu-viasal.

NIGHT OF SILENT RENEWAL

The Nolah, or Hârnic Troll, has an affinity for damp stone and earth and is sometimes called the Dank Stalker. Nolah are quite intelligent and are able to cast some kind

The 30th of each month (new moon), generally treated as a holy day by followers of Siem. Copyright © 2014, Columbia Games, Inc.

NJEHU The Lord of the Gray Whales, a demigod and religious symbol of Sarajin.

NOLAH, the Dank Stalker

HârnWorld®

HÂRNDEX 96 of “charm” to lure their victims. They are man-sized humanoids but are able to contort their moist, hairless bodies to fit between the stones of a wall. They prefer to make their homes under bridges or similar damp structures, in an enchanted “bubble” with no accessways. A Nolah will exit and enter by “flowing.” They can breathe water and do not breathe at all while sleeping. Nolah will use weapons captured from their victims, but have no use for clothing or armour since most blows are absorbed harmlessly by their rubbery hides. They can only be slain by enchanted weapons. They are fascinated by gems and similar treasure, which they will hoard in their lairs. The Nolah is often used as a bugaboo to frighten children but they rarely venture into inhabited settlements, being solitary by disposition.

NOLOMAR Kethira’s sun.

NOLUS The fourth month by Tuzyn Reckoning. Named after the sun, Nolomar, it is the first month of summer.

NOREASHIRE A shire in the Kingdom of Kanday; the shire moot is at Quivum. The territory now held by the Thardic Republic as the province of Eidel was formerly part of Noreashire, but was lost to Kanday during the Kuseme War (412–413).

NORIENAR Keep [D7] Realm: Rethem Population: 365

Holder: Constable Liege: King of Rethem

A royal keep in Parachshire, Norienar was built in 438 as a residence for the governor of the Corani Empire’s Rethem Province. The fortifications were upgraded by Arlun the Barbarian between 648 and 651. The present constable is Sir Dorin Metsellan, a loyal, tough, and competent soldier. He is thought to be the king’s most likely choice to fill the currently vacant office of Lord Marshal of Rethem.

Copyright © 2014, Columbia Games, Inc.

NORON Keep [J3] Holder: Noron

Population: 160

Noron’s Keep is an isolated, independent stronghold at the northern end of the Sorkin Mountains near the source of the Kald River. The keep is held by Noron, a seven-foot-tall humanoid who is one of the Pradeyalkri. Rumored attributes of this half-giant include immortality and the ability to shape-change. He and his 11 sons, all more than six feet tall, rule some 30 families of serfs of Taeldan origin who have much greater freedom than in most feudal settlements. The major form of recreation for this unusual clan is the extraction of excessive tolls from users of the trail, sometimes as much as half the goods carried; few argue. However, Noron has been known to refund the toll if travelers (who are generally lodged for the night in his huge barn) can spin a good yarn. Noron is wisely treated as being of noble status by most visitors. If he takes a liking to a party, he is inclined to treat them as guests, provisioning them as necessary, sometimes most generously.

NORON’S WAY [J4+] The trail from Gardiren north to Lorkin via Noron’s Keep. The trail is little used by other than complete idiots and a few veterans known to, and liked by, Noron. The Taelda tribesmen do not generally interfere with travelers on this trail, perhaps by arrangement with Noron.

NORTH STAR (see ZEXUS) NORTHAVEN WHARF The northern waterfront of Golotha, notorious for the “floating town” under the wharf, where as many as a hundred moored boats form a virtually separate community with laws unto itself.

HârnWorld®

HÂRNDEX 97 NORU Keep [E7] Realm: Tharda Population: 725

Holder: Noru Cohort (2c) From: Gerium Legion

Noru Keep was built in 312 on the site of a Corani tribal fortification. There is an ancient burial ground on the island in the Thard west of the settlement. The district legar is Abena Tholtha, clanhead of the Tholtha clan and avid supporter of Borisir Wytel, the powerful magistrate of Gerium Province. Noru Cohort has five companies, two at Gerium and one each at Conner, Vil, and Zulor. The cohort commander is Sinazar Cosele, a member of the district’s second most prominent family, arch rivals of the dominant Mariam clan. Sinazar, 38, resents being subordinate to his youthful 20-year-old legion commander, Jithias Mariam. With one eye on the post of provincial marshal, he covertly supports Borisir Wytel in the magistrate’s campaign to remove Jithias from office.

NUBETH Keep [K5] Realm: Kaldor Population: 355

Holder: Baron Elorieth Liege: Earl of Qualdris

The keep was built in 420. The baron, Dwyn Elorieth, is 62 years old and in declining health.

NUEM River [M8] A river rising in the Anadel highlands and flowing southeast into the Sea of Ivae. It is the de facto southern border of Melderyn’s mainland possessions.

NURELIA, Kingdom of The kingdom founded by Sanric I in 125, in what is now northern Kaldor. Soon after its establishment, the kingdom found itself plunged into the Migration Wars, but it was the Kingdom of Kaldor that finally extinguished Nurelia in 235–236, when Kalabin of Kaldor obtained the Nurelian crown. Four kings ruled Nurelia, all of the House of Ethelyen: Sanric I Sanric II Brant Lotin the Grey

125–140 140–172 172–207 207–235

When Lotin the Gray passed on, a baronial revolt ensued against perceived bad government. Lotin’s son (who would have been Brant II) tried to take the throne but a group of barons offered the crown to King Kalabin of Kaldor. Not all barons wished to see a foreign king, but Kalabin silenced any remaining dissent at the Battle of Olokand in 238.

NURISEL Castle [M10] Realm: Melderyn Population: 2,040

Holder: Earl of Nurisel Liege: King of Melderyn

Nurisel is the principal seat of Earl Sunoril Thabel and the second-largest settlement on Melderyn island. Nurisel was settled by the Jarin more than 2,000 years ago but standing stones and other evidence suggest even earlier occupation by the mysterious Henge Culture. Around 215 BT, Nurisel was the capital of Bradene, one of the Five Kingdoms that eventually merged to form the Kingdom of Melderyn. The present earls are direct descendants of the Bradene kings. Nurisel has a welldeserved reputation as a center of learning; there has been a Lyahvian Chantry here for more than 1,700 years, a Save-K’norian seminary for almost 500 years, and a college of the Pilots’ Guild for more than a century. Like many of his ancestors, Earl Sunoril Thabel, 53, studied at a chantry of Arcane Lore in his youth. He is an insightful, intelligent lord with a reputation for coldness and formality. He is also an influential member of the Melderyni Council of Eleven.

NUTHELA [I3+] A hilly, forested, wilderness plateau between Kaldor and Orbaal. The Anoa inhabit the northern half of the region, the Taelda the south. Two major trails cross the plateau, one from Olokand to Leriel (Fur Road), the other from Gardiren to Lorkin (Noron’s Way).

NUTHUK A disorderly assortment of gargun bands in western Nuthela and the northern Felshal Mountains. The Nuthuk are mostly Gargu-arak, but there is a minority of Garguhyeka bands and a very small number of Gargu-kyani.

NUZYAEL The first month of the year by Tuzyn Reckoning; named after the moon Yael, it is the first month of spring.

NYRENALIS, King of Chybisa The seventh king (350–354) of Chybisa. Copyright © 2014, Columbia Games, Inc.

HârnWorld®

HÂRNDEX 98 OCTAGONAL PIT, The The huge, symbolic fire pit that is a central ceremonial feature in many temples of Agrik. The pits represent a mystical opening into the heart of the planet and into the heart of the god. The fires are kept burning constantly and many items are cast in….

OCTAGONAL PIT, Order of the OBEO, Cape [M6] A hilly, wooded headland on the east coast of Hârn. The cape is rarely seen except by seafarers.

OBEW, Mount [H4] A majestic peak (8779’) at the northern end of the Felsha Mountains. The massive Obew Glacier flows down the northeast slope to feed the Anoth River.

OBODU HILLS [B4+] A region of very rough terrain in northwest Peran. The Obodu Kubora are especially fierce and proudly claim Arlun the Barbarian was one of their number.

OBRAS, King of Rethem The second monarch (656–672) of the Kingdom of Rethem. When Arlun the Barbarian died in 656, his son, Orbras, became the new Rethemi king. He had little of his father’s leadership capabilities. Within a few months, the wild tribes of Peran renounced their loyalty to Obras and the region withdrew from the kingdom to maintain its rugged independent status of today. Obras was then faced with a series of internal revolts and rebellions that almost destroyed the young kingdom. This much-harried king was slain in 672 while putting down yet another rebellion at Tormau, leaving his kingdom in chaos to his son, Nemiran.

OCHRE WOMB, Order of the A clerical order of the Church of Ilvir based at Araka-Kalai. The order is actually located in the village of Ochrynn, a religious community a half league northwest of Araka-Kalai, where they maintain a temple. The original order may have been established as early as 284 BT and was the largest Ilviran sect until Ochrynn was destroyed by a gargun swarm in 298 TR. Surviving priests fled to Leriel, but the order was reestablished at Ochrynn in 361. The Ochre Womb has always been plagued with internal dispute about proper Ilviran doctrine. A faction broke off to found the Order of Sudelrhynn in 180TR. More recently, another dissident group of clerics founded the mysterious Dark Order (see ARAKA-KALAI) in 692.

Copyright © 2014, Columbia Games, Inc.

An Agrikan clerical order headquartered in Golotha. The order sponsors the so-called fighting order of Demon Pameshlu the Insatiable. Both orders are almost solely concerned with the operation of the Pamesani arenas in Golotha, Shiran, Coranan, and Shostim.

ODIVSHE The convocation of the Shek-Pvar with an elemental base of water, ice, and darkness.

OHETIS Keep [E8] Realm: Kanday Population: 435

Holder: Baron Julor Liege: King of Kanday

A barony in Daenshire. The keep was built in 621 by Andasin I, the first King of Kanday. In 655, King Ashenan created the barony and granted it to Vordi Julor. In 669, Vordi was raised to Earl of Kuseme as a reward for his actions during the Five-Year War. In 712, Vordi’s grandson Ernald involved Kanday in the Kuseme War and lost most of his lands. Ernald still privately styles himself Earl of Kuseme although the title is officially lapsed. The baron is generally unpopular at court and is given to foolish and arrogant pride.

OLOKAND Castle [J5] Realm: Kaldor Population: 900

Holder: Sheriff of Meselyne Liege: King of Kaldor

The shire moot of Meselyneshire, Olokand guards a sturdy wooden bridge across the Kald River and is the southern terminus of the Fur Road. Olokand was built in 128 as Sanric Tower and rebuilt as a castle between 379 and 384. It is the ancestral seat of Clan Elendsa, the present royal house of Kaldor, which gained the throne in 603. The king still has the title of Earl of Olokand and King Miginath spends about one-third of his year in residence. The sheriff, Maldan Harabor, is the eldest bastard son of the king. He is a ruthless man whose ambition to inherit his father’s throne is undoubted.

HârnWorld®

HÂRNDEX 99 OLRUI

ONDEN River [M7+]

A parasitic fungus found on dying trees that smells a bit like cinnamon. It has some medicinal value.

A tributary of the Efesir River that rises in the mountains of Anadel.

OMNIS Keep [E7]

ONTUR Keep [M7]

Realm: Rethem Population: 260

Holder: Baron Sayorsaxe Liege: Earl of Techen

Omnis was built in 701 by the Earl of Techen and was held by a constable who died under mysterious circumstances in 716. Since the earl was a ward of King Chafin III at this time, the king took the opportunity to create a powerful new barony and award it to a loyal friend, Jasyph Sayorsaxe, who is also the Chancellor of the Exchequer. Sir Jasyph spends very little time at Omnis. Although technically a vassal of the Earl of Techen, his loyalties are with Chafin III.

OMONO The beggar who seeks enlightenment but receives only alms. An aspect of Save-K’nor.

ONA-SETRUM A deep pit with labyrinthine side caves near Olokand in Kaldor. It is also known as Murath’s Pit. A baleful howling is often heard issuing from the pit, which is said to be the lair of Murath, a demonic servant of Ilvir who is fond of rotten flesh. The pit is sometimes used to execute criminals.

ONDEN Keep [L7] Realm: Chybisa Population: 250

Holder: Constable Liege: King of Chybisa

The original holding of Clan Geledoth, the current royal clan of Chybisa, Onden Keep is held by Sir Balesir Geledoth, crown prince of Chybisa. The young and handsome prince is popular with many Chybisan lords for his generous nature, but he is also a dedicated womanizer. His innumerable sexual dalliances have rewarded him with syphilis, a disease with no known cure.

Copyright © 2014, Columbia Games, Inc.

Realm: Melderyn Population: 800

Holder: Baron Jothysan Liege: Earl of Elorin

Ontur was a tribal settlement fortified during the Kingdom of Elorinar. A stone tower was built in 232 but was severely damaged by flooding in 411. The present keep dates from 416. In 705, a small Orbaalese force attacked Ontur but was driven off after raiding and burning the village. Tobrin Jothysan, Baron of Ontur, took an active part in the defense and still points proudly to five captured Orbaalese round shields that decorate the walls of his hall. One of these bears the arms of Clan Djagg of Gyfyn.

ORBAAL [H2+] The name of the northernmost region of Hârn, formerly called Jara, and of the kingdom located there. The region’s geography is dominated by the Jahl Mountains and numerous fjords.

ORBAAL, Kingdom of A pre-feudal state in northeast Hârn ruled by King Alegar II from Geldeheim. The region was formerly called Jara until the Kingdom of Orbaal was proclaimed in 686 after the Ivinian conquest of the indigenous Jarin. It is a very unstable realm, where less than 8,000 rowdy and ungovernable Ivinians have subjugated about 65,000 rebellious Jarin. Orbaal is really a host of semiindependent squabbling clan domains, the smaller of which owe tribute to more powerful clans who, in turn, owe it to the king in Geldeheim. Some call the larger domains “kingdoms” and the king at Geldeheim an “overking” or “pendragon,” but the Orbaalese are not as formal about titles as the rest of Hârn. The basic unit of Orbaalese society is the clan, ruled by a Valhakar (clanhead) who is aided by the Thrangaad, a council of all males with three or more wives. The latter elects the former, but any member of the Thrangaad has the traditional right to challenge for the leadership by trial of combat. There are no fixed rules of succession. Orbaalese clans are constantly squabbling and fighting among themselves, each going their own way with very little interference from the king, whose only real claim to the crown is that he has the biggest and most powerful domain. Ninety percent of the population is still Jarin, most serving as slaves and thralls (serfs) to their Ivinian masters, although a few still hold land. This racial stratification has led to serious tensions in Orbaalese

HârnWorld®

HÂRNDEX 100 society and there have been several Jarin rebellions, which were put down only with considerable bloodshed. The landholding Jarin are a significant divisive faction, with some promoting unrest and plotting the expulsion of the hated “barbarians” from their native soil. DOMAIN Geldeheim Ebein Fjaga Shien Zynholm Arathel Pjagel Vold Wethom Keiren Hjael Teryff Utera Leriel* Gwaeryn* Pethwys* Lorkin Arone Shese

CLAN Taareskeld Gydasael Staeld Hammarkel Saargax Cyeen Baelinsen Maaren Kyrodwe Galbart Erlanger Sirajud Laksit Marwyn Aeryn Weymyss Geldestaar Hulthard Haidaar

* Jarin-held domain

DOMAIN Marby Antir Asax Pled Pyberg Thrand Quimen Sherwyn Kjen Thoen Tandir Gyfyn Quiam Tawheim Vaagel Aaldem Daasen Zuden Mul Thursa

Copyright © 2014, Columbia Games, Inc.

CLAN Serewyn Fyrdael Atejaal Storzand Algaar Trajaka Crimson Dancer Sherwyn Ekkart Mordauk Verakaar Djagg Burgastau Zwaiga Karolaan Taaresaar Daasen Ruindael Gurtak Sardosk

At its base, Orbaalese society is essentially the same as that of the rest of Hârn. Scattered around the major settlements are dozens of small villages, many of them fortified and all governed by relatives or trusted retainers of the great clan. Most of the land is worked by Jarin thralls. The rural settlements owe tribute to the ruling great clan of a nearby keep or castle. At these settlements, there will likely be a number of clans who may not hold any land at all. These will have their own economic specialities and will enjoy monopolistic rights over their activities; these are the Orbaalese equivalent of guilds. Young men and women who wish to undertake an occupation not practiced by their own clans may be adopted by another clan in an elaborate ceremony. Women marry out of clan and command high bride prices, so high that many men are unable to marry. One of the inevitable results of this is that many of the young men venture forth to seek their fortunes in foreign lands; money earned in this way is their own property and may be used to purchase brides. A clansman who serves the clan with distinction is often rewarded with a purchased bride, but most will not wait on the generosity of the Thrangaad. Only about half those who emigrate return to their homeland.

HârnWorld®

HÂRNDEX 101 All Ivinian males are trained in arms but the Jarin thralls are forbidden any weapons. The noble clans generally maintain a standing army of their own members and of warriors received as tribute from tributary clans. The Ivinians are best known for their piracy, a tradition that all coastal peoples in northwestern Lythia have come to dread. In hard economic times, various clans take to the sea in their dragonships and go viking, that is, raiding and pillaging coastal villages and towns. The golden age of viking may have passed, yet recent attempts to sack Thay were a potent reminder that the mercenary sea power of Ivinian clansmen is still to be feared. There have been three Orbaalese kings since 686, all members of clan Taareskeld of Geldeheim: Hagined Alegar I Alegar II

686–692 692–714 714–present

King Alegar II faces considerable problems ruling his fractious realm. Both the Ivinians and Jarin are freedom-loving, rowdy, and rebellious. In addition, the Ivinian kingdoms of Rogna, Menglana, and Seldenbaal all regard Orbaal as a colony and periodically demand tribute, although none has been given for many years.

ORTHAS (see TIRITH) OSEL River [J6+] The longest tributary of the Kald River. The Osel rises in the southern end of the Sorkin Mountains and flows generally northwest to join with the Kald 18 leagues downstream from the city of Tashal. The Osel is the effective southern boundary of the Kingdom of Kaldor, although the kingdom claims a large territory south of the river known as Oselmarch, territory that is also claimed by Chybisa and the resident Pagaelin tribes.

OSELBRIDGE [K6] An old stone bridge on the Genin Trail, thought to have been built by King Orsin of Pagostra before his kingdom was absorbed into Kaldor in 184 TR. It is the only crossing of the Osel River. Ownership of the bridge has been in dispute for centuries, with the north bank being within the Kingdom of Kaldor and the south bank claimed by both Kaldor and Chybisa. The bridge has been held from time to time by Kaldor, Chybisa, and local Pagaelin tribesmen, but none have established real authority here. The Mercantylers’ Guild runs a trading post at the north end of the bridge and has ambitious plans to expand the post into another Trobridge Inn. The site is also a favorite rendezvous for tribesmen, adventurers, brigands, and riffraff. Baron Firith of Kobing, the Warden of Oselmarch, would like to build a keep at Oselbridge, but the approval of King Miginath has so far been withheld.

ORBAAL HERALD The chief herald of Orbaal, resident at the Gray Whale College of Arms in Geldeheim.

ORGAEL The ruling house of Kaldor from 362 to 406, founded by Fierth the Usurper. The second and last Orgaelan monarch was Fierth’s son Uthred.

ORGAEL WOOD The notorious woods north of Tashal where hundreds of gibbets hang from the trees. Not only do these contain the remains of deceased criminals, they are also used to punish the living for minor crimes. Two days and nights locked in an Orgael gibbet is a punishment not soon forgotten.

ORMAUK The secret tongue of the Church of Morgath.

OSELMARCH One of two marches in the Kingdom of Kaldor. Baron Orsin Firith of Kobing is the warden of Oselmarch. This territory is also claimed by the Kingdom of Chybisa.

OSELSHIRE One of seven shires in the Kingdom of Kaldor. Hutop is the shire moot and residence of the Sheriff of Osel.

ORSIN, King of Pagostra The second and last king (134–116 BT) of the Kingdom of Pagostra. Copyright © 2014, Columbia Games, Inc.

HârnWorld®

HÂRNDEX 102 OSTENOR Keep [F7] Realm: Tharda Population: 675

Holder: Ostenor Cohort (2c) From: Coranan Legion

Ostenor Keep is a relatively modern structure dating from 642. It replaced an imperial fortress that had been built in 413 on the site of an old Corani settlement. This fort was destroyed during the Balshan Jihad. There are numerous barrow graves and stone cairns in the vicinity. Locals claim that the shades of Corani warriors can be seen to march through the town on the night of 30 Navek. Attempting to witness this phenomenon is deemed to be the greatest of follies. The district legar is Rolur Onaxis, a friend of the powerful Nordakas from Telen. Two of the Ostenor Cohort’s four companies are based at Ostenor, the others are at Helost and Telliran. The cohort commander is Harmon Kainel, one of the leading candidates for appointment as Warden of Coranan.

OSTLERS’ Guild These guildsmen have a monopoly over the breeding, care, and sale of horses. A master ostler will be an expert stable master, tack maker, horse veterinarian, and breeder. Shoeing of horses is also done by ostlers, using shoes bought from metalsmiths. Any competent ostler is highly respected and well paid. Most freemasters work in partnership with, or are bonded to, an innkeeper. Noble households find a bonded ostler indispensable. There will invariably be a fenced Ostlers’ Common where horses are grazed outside each town. Individual ostlers may also own private pastures near their stable yards. A charge of 1d will usually stable one horse overnight, including feed.

OTTENBOEN, Mount [I2] A peak (6256’) in the eastern Jahl Mountains.

OUTLAW A term derived from the vendetta law system, an “outlaw” is one with no relatives to offer protection, as opposed to an “inlaw,” or relative by birth or marriage. The term is also used to refer to one who has broken the law and is wanted by the authorities; the miscreant is declared “out of the law,” meaning that anyone can kill the criminal without fear of prosecution.

OVIEN River [I3+] A major tributary of the Anoth River, the Ovien is fed by the snows of Mount Wynan, Hârn’s highest peak. The river flows swiftly northwards from the Felsha Mountains, plunging through rapids and crossing Nuthela to join with the Anoth. The Fur Road crosses the Ovien at a ford likely to be guarded by a troublemaker or two. Copyright © 2014, Columbia Games, Inc.

PAGAELIN, The The nomadic tribal nation dwelling roughly between the Osel River and Setha Heath. There are approximately 120 tribes of 60–240 members. Women are respected but are deemed inferior. Many tribes are mounted on ponies and horses but, despite their warlike nature, the Pagaelin are no match for the knights of Kaldor or Chybisa. The tribes occasionally raid their more-civilized neighbors and fight incessantly among themselves. When the tribes are united under one strong leader, they have been known to attack the outlying settlements of Kaldor and Chybisa. Seven or eight of the tribes are inclined to raid traffic on the Genin Trail and especially to ambush caravans or collect tolls at Oselbridge. They are armed with a combination of homemade weapons, mostly bows, spears, and axes, as well as captured swords, shields, and armour. The Pagaelin are heavily under the influence of a heretical Navehan sect based at Bejist.

PAGOSTRA, Kingdom of One of the so-called Seven Kingdoms, founded in 137 by King Hain (137–166) of the House of Parlis. Hain’s heir, Orsin (166–184), was unable to maintain Pagostra’s independence. In 184, he swore fealty to Medrik I of Serelind in payment for his aid at the Battle of Kobing.

PAKARA A tournament held during Ukhila between champions of the Agrikan fighting orders. The winner earns the title Maparas and earns the right to bear the enchanted sword Juka-Melbesa for the ensuing eight years.

HârnWorld®

HÂRNDEX 103 PALACE OF GULES The College of Heralds serving Tharda, the palace is located in Coranan and residence of the Herald of the Red Dome.

PALITHANE A kingdom in Lythia, beyond Emelrene.

PAMESANI, The The games held each Yaelah and Yaelmor in the cities of Golotha, Coranan, Shiran, and Shostim. The games are organized by the Order of the Octagonal Pit, an Agrikan clerical order, and are frequented by a wide cross-section of spectators. The games started in Lythia as quasi-chivalrous combats between champions of minor factions, a sort of public dueling, but over the past century have grown more violent and perverted. Popular events include female slaves, bound and helpless, being raped or savaged by a variety of wild beasts; quartering contests to see which horse team can pull hapless captives into the most equal of parts; and torch-carrying races where the victor has the honor of setting alight a bonfire atop which is chained the last racer to finish. In short, under the careful management of the priests of Agrik, few acts of depravity are left undone in the name of entertainment. Admission ranges from 1 to 12d. There are few empty seats.

PARIOS Keep [M7] Realm: Melderyn Population: 325

Holder: Constable Liege: Earl of Elorin

Parios was a tribal settlement first fortified during the expansion of the Kingdom of Elorinar in the late second century. There are several large barrows in nearby Korin Downs thought to be the graves of ancient chieftains. The constable of Parios is Sir Molkin Ematha. He is a tough and unimaginative man of 50 who is unswervingly loyal to the Earl of Elorin at Harden.

PARNAM Keep [M7] Realm: Melderyn Population: 355

Holder: Constable Liege: Earl of Biren

Parnam was built in 423 on the ruins of what is generally believed to have been an abandoned tribal settlement. Since 630, it has been held by the Earls of Biren (see GYTHRUN). The constable is Sir Denyl Lakner, 65, a knight who holds a local manor in his own name.

PARNAN Castle [G6] Realm: Tharda Population: 825

Holder: Kom Legion (2c) From: Thardic Senate

Parnan is the district and provincial capital of Kom Province in the Thardic Republic. The castle was built on the site of an ancient tribal hill fort during the Corani Empire. It was the capital of the old Federation of Kom, annexed by the Thardic League in 654. Today, Parnan is the headquarters of the Kom Legion, which has a strength of 14 companies, four each in the Parnan and Dumon Cohorts and six in the Stimos Cohort. The marshal is Senator Xeldon Pesed, 35, clanhead of the province’s most powerful family. He is humorless, conscientious, and, in the words of one senatorial wit, “very unkomly.” Xeldon trusts few men and has made the Kom Legion something of a private army by ensuring that all cohort commanders are his own relatives; the commander of Parnan Cohort’s four companies is his younger brother, Klodel Pesed. The magistrate’s post has been haggled over in the senate since Ilvin 719. The primary contender for the post is Sadar Calasain, but his clan are ancient enemies of the Peseds, who have successfully blocked his appointment in the senate.

PAROGAR, King of Kephria The second king (145–162) of Kephria.

PARACHSHIRE The second largest of three shires in the Kingdom of Rethem. The shire moot is Shostim, which is also the principal residence of the king. The Constable of Shostim, who governs Shostim in the king’s absence, is also the Sheriff of Parach. Copyright © 2014, Columbia Games, Inc.

PATREL [L9] The tribal moot of the Hodiri. The entire Hodiri nation gathers here for about three tendays in early spring to trade goods, news, and women. Tribesmen also meet spontaneously at Patrel throughout the year, for it is considered a sanctuary where all are safe from attack.

HârnWorld®

HÂRNDEX 104 PAZEL [L4]

PENULTIMATE TOME

A cave complex in the Sorkin Mountains inhabited by Gargu-hyeka.

A mythical book said to contain the secrets of the Earthmasters. Since no evidence of their written language has ever been found, the Penultimate Tome may not be of Earthmaster origin, and may not exist at all. Despite this, Lothrim’s search for it led to the Carnage of Kiraz. The term is now most used to describe whatever tome was buried in Lothrim’s Tomb.

PECH River [F6] A river rising in the southeast Rayesha Mountains, flowing south and then east over rapids and falls, before draining into Lake Benath. The river is used to transport iron ore from the mines at Hikun to Stimos.

PEDEN Keep [F6] Realm: Tharda Population: 780

Holder: Peden Cohort (2c) From: Shiran Legion

Peden was a Shira tribal fortification built in the futile hope of preventing Corani expansion. Emperor Arosta captured it with ease and built the present keep with tribal slave labor. The district legar is Julwyne Luridel, a corrupt if competent administrator. Two of the Peden Cohort’s four companies are based here, the others at Bout and Pekimeinar. The cohort commander is Grandel Khonary.

PELEAHN The convocation of the Shek-Pvar whose elemental base is fire.

PELIRYN River [G3+] A river in Himod formed by the joining of the Weben and Foy rivers. The river valley is jealously guarded by the fierce and independent Ymodi peoples.

PEMETTA River [E4] A river formed by the confluence of the Uthel and Suthen rivers and flowing into the Sea of Tirpal. The river is considered to be the border between Equeth and Peran.

PENDETH Keep [K5] Realm: Kaldor Population: 370

Holder: Constable Liege: Earl of Gardiren

A fief in Vemionshire held by a constable for Earl Curo of Gardiren. The keep was built in 504. The constable, Sir Garath Ruseller, is a drunkard. His son, Taran, is the de facto constable and he is barely competent.

PENDOS, Gulf of [C6+] A sheltered body of water between the Tirsa Islands and the coasts of Peran and Rethem.

PENDRAGON Generally, a name given to any king elected to office by his chief subjects. On Hârn, the ruler of Melderyn and, more rarely, of Orbaal are sometimes titled pendragons. Copyright © 2014, Columbia Games, Inc.

PEONI “The Restorer and Bringer of Life, Maker of Balms, Lady of Truth, Daughter of White Virtue, Guardian of the Meek, Lady of the Ripe Harvest, Confidant of Lovers, Chaste Lady of Honest Love.” Peoni is the most popular deity among the peasantry. She is the patron goddess of healing and agriculture, the poor and lovers. She requires of her adherents a strict moral code of gentleness and kindness to others, but is forgiving of those who transgress. She is most often represented as a young girl with gentle hands worn red from hard work. Peoni is symbolized by any of several spring flowers or the fruits of agriculture. It is said that she prefers white flowers and the daisy is her favorite. The countryside is dotted with peasant-made shrines to Peoni where clerics find shelter and warm hospitality. The clerics are divided into two orders, the Balm of Joy (female) and the Irreproachable Order (male). Peonian clerics are celibate and the orders usually have separate temples. The primate of Peoni for Hârn is the grandmistress of the female order; her seat is in Thay. The seat of the pontiff is Perna, in Trierzon; the office alternates between male and female priests. The Church of Peoni is always verging on bankruptcy; most of its wealth, gathered mainly through donations, is distributed among the poor. Large temples have houses of healing on the grounds. They are open to anyone of pure heart and patients pay according to their means. The clerics will most often be found among the poor and sick, blessing their labors and easing their tasks with boundless comfort. The clerics of Peoni change their grab with the season. They wear white in the winter, green in spring, beige in summer, and yellow in autumn. While Peoni is swift to forgive laymen, strict morals are required from her clerics.

HârnWorld®

HÂRNDEX 105 TITLES IN THE PEONIAN CHURCH Hapalan Pelclunia Mepeleh Sulaplyn Pelnala Ebasethe Reslava Esolani

Pontiff Cardinals Primate Bishop High Priest/Priestess Temple Priest/Priestess Mendicant Priest/Priestess Acolyte

PEONU The second month of the year by Tuzyn Reckoning; named after the goddess Peoni, it falls in the middle of spring.

PERAN [D5+] A densely forested region of northwestern Hârn. This is the largest tract of wilderness on Hârn and the range of the Kubora nation. The region was once loosely held by the Corani Empire, but the imperial forces were driven out after the massacre of Kustan in 477. Peran tribesmen, led by Arlun, known as the Barbarian, conquered northwest Tharda and founded the Kingdom of Rethem in 635. When Arlun died, the Kubora federation collapsed and they withdrew once again, squabbling, to Peran.

PERATH River [C5+] A river in the central highlands of Peran that flows southwest into the Gulf of Pendos. The river is little used except by Rethemi seamen trading with the Kubora.

PERELYNE OF TENGELA, Saint First pontiff of the Church of Larani.

PERFUMERS’ Guild A guildsman involved with the manufacture and sale of soap, perfume, incense, and similar products. Some temples have a special dispensation to make such products themselves, but most buy from local perfumers. The guild is highly secretive about its arts. The perfumers of the city of Shiran are famous for their subtle essences, which are widely exported.

PERISHIRE A shire in the northwest of the Kingdom of Kanday; the shire moot is at Imiden. Ezar’s War added large tracts of land to this shire, a loss Rethem’s King Chafin III intends to avenge.

Copyright © 2014, Columbia Games, Inc.

PESINO [H7] A site of Earthmaster origin located in the western Shava Forest within the borders of Evael. The Sindarin, who have explored the site extensively, found the Earthmaster artifacts there to be of alarming potency. Some were removed and the site has been sealed by elven enchantments and is watched by the Sindarin. Intruders will be taken captive and interviewed. Those found to be “moral” will be escorted to the frontier and advised never to return. Those judged as “evil” will have all memories of Pesino erased; they will experience a feeling of extreme revulsion if they ever attempt to return to Evael.

PETHWYS Keep [H2] Realm: Orbaal Population: 465

Holder: Clan Weymyss Tribute: Leriel

Built in 461, Pethwys is one of three major settlements still held by Jarin lords. Felan Weymyss, 41, is given to fits of sullen moodiness. His younger sister, Mythyl, was married in 712 to King Alegar II as an assurance of peace, but died under suspicious circumstances in 719. Felan believes, with cause, that her death was plotted by Bryna Telthaal, Alegar’s newest wife. Felan is contemplating revenge, which may precipitate a second Jarin Revolt.

PHIRA Keep [E7] Realm: Rethem Population: 275

Holder: Constable Liege: Earl of Techen

A fief in Zabinshire, Phira was built in 592 by a notorious brigand, Hargar, on the ruins of an old Corani Empire river fort. Captured by Arlun the Barbarian in 638, Phira was a royal keep until Nemiran granted it to the Earl of Techen in 675. The constable is Sir Dernik Webstal, a third cousin of the earl.

PHYSICIANS, Society of The society of physicians is a loosely organized body with a wide variation in expertise among its masters. Some are incompetent, but cheap, quacks, while others are very skilled and quite expensive. A freemaster physician can take on as many apprentices as he wishes with little or no reference to the guild. Little effort is made to maintain any standards, although a physician who maims or kills too many people will experience severe difficulties staying alive. There are no journeymen nor are there bonded masters in any real sense; physicians may operate as freemasters or under contract to an employer as they deem appropriate. Many physicians are associated with the church of Peoni. It is widely believed physicians dabble in magic; some do.

HârnWorld®

HÂRNDEX 106 Most physicians confine their talents to the treatment of minor ailments. Fees charged vary dramatically with the skill and reputation of a physician, but would typically range from 3d for minor “first aid” to sums in excess of 240d for major surgery. Medicines (provided by the Apothecaries’ Guild) and hospital services (which are rare) may double or triple their fees.

PIA-GARDITH, Order of the An obscure minor clerical Ilviran sect that operates the temple in Golotha. The order has few adherents and is involved in procuring Ivashu for the Pamesani Games.

PIKE A spear 10 to 14 feet in length. The pike is a mass infantry weapon requiring special tactics (and a lot of courage) to be effective. Hardly ever seen in western Lythia, and almost never on Hârn.

PILLAR OF FIRE, Order of the The clerical sect of the church of Agrik that sponsors the Companions of Roving Doom fighting order. In 717, the order’s only temple, with most of the members inside, was razed during a “misunderstanding” with the Agrikan primate, Klyrdes Bisidril. No more than a few dozen priests of the order survived, and only then by fleeing. Their “temple” now moves secretly from one place to another. Priests of the order never reveal their allegiance to outsiders and will attempt to kill anyone who learns of their identity or the temple’s current location. The order intends to assassinate the primate at the first opportunity. It is generally accepted that the order, like other Agrikan sects, was plotting to seize the primacy when it was purged. Their sponsored fighting order have not given a high degree of loyalty since the crisis.

PILOTS’ Guild Pilots are navigators who direct ships from one port to another. Although the captain decides on the destination, it is the pilot who actually navigates the vessel, decides how much sail to use, calculates positions, and lays courses. All seagoing vessels longer than 30 feet are required to carry master pilots, except for locally registered fishing vessels and Ivinian vessels, which have somewhat different requirements. Every master pilot compiles a private rutter, a book that contains his accumulated knowledge of the sea. This item is carefully guarded, as its loss could easily bring disaster. Although the unauthorized possession of Copyright © 2014, Columbia Games, Inc.

a rutter may carry the death penalty, their high value is an enormous temptation to thieves. A sizable reward is available for turning in a lost rutter at any Pilots’ Guildhall. Master pilots have wide discretion with regard to taking on apprentices. Most apprentices are seamen who have demonstrated an aptitude for learning. Apprenticeship generally takes nine years, the longest of any guild. There are no journeymen. For detailed information on piloting and ships, see the Pilots’ Almanac publication.

PINIDE Keep [E8] Realm: Kanday Population: 390

Holder: Baron Tertimas Liege: King of Kanday

A fief in Urienshire, held directly from the king. It was built in 424 as a royal residence by the dissolute King Chernae of Aleathia. In 629, Ottan Tertimas became one of the first petty rulers in the Eryn valley to swear fealty to Andasin II. Clan Tertimas have traditionally been strong supporters of the house of Kand. It is sometimes said that “when the king’s dog growls, the barons of Pinide bark.” The present baron is Stennis Tertimas, 51, a fleshy man whose bluff manner masks a sophisticated mind.

PITECH, Mount [I4] A peak (7654’) in the northeastern Felsha Mountains.

PITS OF ILVIR, The A name for Araka-Kalai.

PJAGEL Keep [G2] Realm: Orbaal Population: 445

Holder: Clan Baelinsen Tribute: Arathel

Built in 602 by a Jarin lord, Pjagel was captured by the Ivinians in 675. Skudrin Baelinsen, 22, drinks more than is wise. He is fond of wenching and has taken many Jarin women to his bed against their will. Many of his subjects are bitterly angry at this behavior. Clan Baelinsen are a junior branch of clan Baelin from Menglana.

PLAIN OF TOWERS [I6] The district in and around Elkall-Anuz.

PLATE ARMOUR Any metal (usually iron or steel) that forms a rigid continuous covering. Plate armour is relatively rare and articulated plate is unknown in Lythia. Its use is generally restricted to breastplates, helms, and small plates for spot protection. Plate offers good to excellent defense against all strikes.

HârnWorld®

HÂRNDEX 107 PLED Castle [H1] Realm: Orbaal Population: 415

POTTERS’ Guild Holder: Clan Storzand Tribute: King of Orbaal

A motte and bailey castle built by the Jarin in 596, Pled was captured by the Ivinians in 665. Knurri Storzand, 40, is a stubborn and brutal man. The Storzands are a junior branch of clan Storzar, the royal clan of the Ivinian kingdom of Menglana. Their kinfolk are presently facing attack from Ibanvaal and sent an appeal for aid to clan Storzand last year. Any likelihood of help being sent to Ivinia is lessened by the ongoing feud between clans Storzand and Karolaan. This began in 716 when Usrin, one of Knurri’s young sons, was crippled in a hunting accident while visiting the Karolaan hold of Vaagel. Although the Karolaans have offered mangeld (compensation), Knurri presses the feud. Pled receives tribute from Pyberg and Thrand.

POLEARM Any infantry weapon with a shaft exceeding six feet in length. Polearms are mainly designed as anti-cavalry weapons; their effective use requires superb training and morale. All polearms are two-handed weapons. They may be a liability in crowded melees.

POLEAXE A one- or two-bladed battleaxe with a longer handle. Some have a single blade and a spike opposite the blade; some also have spear heads. The bill, a peasant tool used for pruning trees, is one common form of poleaxe.

The guild with a monopoly over the manufacture and sale of ceramics. They buy clay and other materials to produce pots, vases, urns, jars, and any number of similar artifacts. The master potters of Thay and Coranan are noted for their skill and artistry.

PRADEYALKRI, The Any of the deities, demons, demigods, giants, ogres, and other monsters who ruled Ivinia before the god Sarajin established dominion. Some pradeyalkri, notably Usnarl, Njehu, and Jarlak, aided Sarajin and were allowed to serve him after his triumph. The others who survived the Sarajinian conquest fled to all parts of the world, and rarely admit their origin. The lord of Noron’s Keep, the Riddlemaster of Anrist Point, and Uvien of Barsothe Falls are almost certainly of that ilk. Noron periodically visits both of the other two.

PRIMATE The supreme leader of a church for an entire country or region. Most churches divide the world into primacies, or ecclesiastical provinces. Often the boundaries coincide with those of secular states, sometimes not. For example, all churches treat Hârn as a single primacy despite the fact that it contains several kingdoms.

PRYEH, The The collective term for an unknown number of bands of Gargu-araki dwelling west of Elkall-Anuz. The bands are often fighting their neighbors and interloping Gargu-hyeka from the Felsha Mountains.

POLRAE A dangerous and malicious spirit of Jarin folklore who inhabits ruins and caves and attacks unsuspecting travelers. Sometimes called the “Red Comb” from its habit of dipping its cap in the blood of its victims.

POLERYN, King of Melderyn The sixteenth king (557–585) of Melderyn and the last monarch of its Rylian Dynasty. Poleryn’s queen was barren but the king was devoted to her. As a result, the line died out with him. In 573, Poleryn granted a charter to the refugees of the Aleathian Odyssey, enabling them to found the city of Thay in his mainland possessions.

PONTIFF The supreme (mortal) head of a church. Copyright © 2014, Columbia Games, Inc.

PUJET [G3] A gargun cave complex in western Orbaal. Pujet is inhabited by Gargu-kyani and is a colony of Amekt.

PURIL, King of Rethem The fourth monarch (681–689) of the Kingdom of Rethem. Puril was the ambitious commander of King Nemiran’s bodyguard. When Nemiran was assassinated in 681, Puril ruled as regent for six months and then “reluctantly” became king when all legitimate claimants to the throne mysteriously died. It is assumed that Puril ordered the assassination of Nemiran, but no proof exists. As the first of a new dynasty (currently the ruling house of Rethem), Puril sought to consolidate his power with an unprovoked war against Kanday. In 682, he encouraged and supported Ezar’s War, and very nearly won it. Devising a brilliant campaign to outflank Kanday, he moved an army by sea and captured the independent

HârnWorld®

HÂRNDEX 108 states of Hebon and Sarkum, both allies of Kanday. Puril died in Sarkum in 689 from wounds received during the campaign.

PUTEST, Mount [I5] A peak (6479’) in the central Felsha Mountains.

PVARISM A philosophical structure that sees the cosmos in terms of elements. Not all Pvaric philosophers see the Pvaric model as a literal description of the nature of substances. Most see Pvarism as a conceptual framework for focusing on the universe. Different schools use varying numbers of elements. The most popular is the Hexal system, which recognizes six elements: Air, Fire, Metal, Earth, Water, and Spirit.

PWEFFYN, Mount [G3] A peak (7527’) at the western end of the Jahl Mountains.

PYBERG Keep [H1] Realm: Orbaal Population: 345

Holder: Clan Algaar Tribute: Pled

Built in 584 by the Jarin, Pyberg was captured by the Ivinians in 657. For the last two years, Tuzrin Algaar, 44, has been troubled by cataracts and is steadily losing his sight. This fact has made him irritable, short tempered, and prone to fits of morbid depression. His younger brother Vjaldin is fomenting discord in the Algaar thrangaad in an attempt to replace him. Clan Algaar is a branch of the clan of the same name from the Ivinian kingdom of Menglana.

PYXYN [L4] A gargun cave complex in the Sorkin Mountains. Its Gargu-khanu inhabitants are constantly at war with Azadmere. There is also a sizeable slave population of Gargu-hyeka.

QUALDRIS Castle [K6] Realm: Kaldor Population: 610

Holder: Earl of Osel Liege: King of Kaldor

The principal seat of Earl Meleken, who also holds Heru keep and receives fealty from the Baron of Nubeth. Built in l40 as a keep, the castle dates from 378, when Fierth the Usurper made it his primary seat. Qualdris is home to the notorious “bloody tapestry,” a representation of the wife of the third earl who was reputedly murdered by her son. On the anniversary of her death, the tapestry has been seen to take on a faint reddish tinge. Sedris Meleken, a man of renowned honor, is currently away from the settlement in search of a murderer. He left early in 719 and his estates are competently managed by his wife, Thilisa.

QUARTERSTAFF (see STAFF) QUERINA Keep [K5] Realm: Kaldor Population: 455

Holder: Sheriff of Semeth Liege: King of Kaldor

A royal keep and the moot of Semethshire. Querina was built in 640 by Haldan the Younger, King of Kaldor and son of the founder of the Elendsa dynasty. The sheriff, Sir Conwan Elendsa, is a nephew of King Miginath. His father, Brandis Elendsa, was Miginath’s younger brother. Conwan has a claim to the throne of Kaldor and the power and ability to press it should he so desire.

QUESSEL The quessel plant grows in alpine meadows above the snowline. It produces bright yellow flowers and the pollen has numerous health benefits.

QUIAM Keep [G2] Realm: Orbaal Population: 305

Holder: Clan Burgastau Tribute: Tandir

Built in 549, Quiam was captured by the Ivinians in 663. Hudraas Burgastau, 25, is the youngest valhakar Copyright © 2014, Columbia Games, Inc.

HârnWorld®

HÂRNDEX 109 of the Orbaalese great clans. He is a skilled warrior and loves nothing better than viking. He is presently contemplating a major raid against western Hârn.

An island in the Afarezirs.

QUORONE, Mount [I2]

QUIMEN Keep [H1] Realm: Orbaal Population: 795

QULF Island [E2]

Holder: Crimson Dancer Tribute: King of Orbaal

The only fief in Orbaal held by a religious order, Quimen is held by the Order of the Crimson Dancer, a female Agrikan fighting order. Quimen was a Jarin keep until 701, when it was seized by the order with the complicity of King Alegar I. The brutal methods used by these violent women to subdue opposition sparked the Jarin Rebellion. The grandmistress of the order is Baliela Shernath, 53, a merciless survivor of temple intrigue. Her Jarin serfs at Quimen are among the most oppressed in Orbaal. The walls of the keep are often decorated with Jarin “examples.”

A peak (6978’) in the northern Jahl Mountains. The mountain is visible from Quimen Keep and has some obscure religious significance to the Jarin.

QUSTE Keep [D6] Realm: Rethem Population: 285

Holder: Baron Uldseth Liege: Earl of Tormau

Quste was built in 573 during the Theocracy of Tekhos. In 635, it was seized by Arlun the Barbarian during his conquest of Rethem. In 672, Nemiran granted Quste to the Earl of Tormau to make peace with the earl. The Earl of Tormau created the barony by granting the title to a distant relative, Subla Uldseth, now 57. This was done without royal consent, one of many points of friction between the king and the Earl of Tormau.

QUSTUP [G4] A colony of Gargu-hyeka in the Rayesha Mountains.

QUISO Keep [D6] Realm: Rethem Population: 290

Holder: Baron Yonan Liege: Earl of Tormau

Quiso was built in 597 by Clan Lynnaeus of Tormau. The barony was created in 675 and granted to Tuboth Yonan, a cousin of the Earl of Tormau. Bothal Yonan, the present baron, combines a sophisticated love of music, art, and drama, with a sadist’s taste for violence and brutality. Bothal is loyal to his liege, but the earl privately views him as faintly disgusting.

QUIVUM Keep [E7] Realm: Kanday Population: 295

Holder: Sheriff of Norea Liege: King of Kanday

A royal keep and shire moot, Quivum was built in 448 to ensure that the provisions of the peace treaty between Aleathia and the Corani Empire were met. In 622, Quivum was the first major fortification captured by the Order of the Checkered Shield and served as its headquarters until 695, when they were transferred to Menekod. The Sheriff of Norea is Tamys Bakyth, the Laranian Bishop of Perinore. Copyright © 2014, Columbia Games, Inc.

RACYN Keep [M9] Realm: Melderyn Population: 280

Holder: Sheriff of Biren Liege: King of Melderyn

The shire moot of Birenshire, Racyn was built in 624 and controls the Nuem River. It has been the shire moot since the Shires Edict of 630. Sir Brynet Mery, the present sheriff, was appointed in 716. Sir Brynet is a humorless man in his mid-30s. Although he is a pious Laranian, he despises the actions of the Lady of Paladins in Solora. In 719, he found two knights of the order guilty of manslaughter for killing a Solori tribesman, an action that has not exactly endeared him to the order.

RAELAN, King The fourth monarch (361–366) of the Corani Empire. Raelan was the younger brother of Lobir and succeeded to the throne when his elder brother died without a legitimate heir. Raelan immediately chose to follow a policy of further Corani expansion. Specifically, he sought to conquer the mountainous region of Hefiosa,

HârnWorld®

HÂRNDEX 110 which harbored tribes and various opponents of Corani rule. Four years into his reign, Raelan mounted a large campaign to invade and annex the region; his army was trapped by winter snows and soundly defeated the following spring at the Battle of Klondis in 366. Raelan was killed during this debacle. Fortunately for the empire, his son, Arosta the Conqueror, succeeded him.

RALDIR (see Alorin) RAMALA GAP [G7] A fairly flat, heavily forested region between the Mimea Hills and Athul. The gap is crossed by the Salt Route and is sporadically patrolled by the Ramala Legion; travelers are more likely to encounter the warlike Tulwyn than anyone else. The Battle of Ramala Gap, which ended the Salt War between Kaldor and the Thardic League, was fought here in 673.

RAMALA PROVINCE The largest of the six provinces of the Thardic Republic, stretching from the Farin River in the east to the Mimea Hills in the west. Originally a province of the Thardic League, Ramala remains a wilderness over which the Republic has the lightest of holds. The Tulwyn have resisted the half-hearted attempts to settle the eastern half of the province and many a soldier of the Ramala Legion has fallen here. East of Moleryn, the capital, patrols cannot safely venture far off the Salt Route. The soldiers of the Ramala Legion have a saying, “Nothing lies beyond Taztos save arrows thick as rain and an unmarked grave.” The magistrate, Mardorva Seris, declines to live in the province, preferring his Shiran townhouse. Civil administration is left to Marshal Parga Ostardas, who keeps an extra 30% of the “take.”

RAMERE Keep [M7] Realm: Melderyn Population: 290

Holder: Baron Erdarta Liege: Earl of Biren

Ramere seems to have been fortified as early as the seventh century BT and may have been built by the Jarin as a defense against Lythian invaders. The kingdom of Elorinar fortified the site to guard the ford on the Horka River. This ford is only passable in the late summer when the river is low; even then, prudent folk take a boat. The present keep was built in 485 and replaced an earlier wooden structure. The baron, 46, is actively clearing land to expand his holdings westwards. This activity has been approved by the Sheriff of Elorin (presumably with the king’s permission) but is viewed with dismay by the neighboring Bujoc tribes.

Copyright © 2014, Columbia Games, Inc.

RAPE OF THAY, The The name given to the Ivinian assault on the city of Thay in 705. The Ivinians attacked with a fleet of some 40 dragonships, landed and invested the walled city, but could not breach its defenses. For three days they rampaged around the city, venting their frustration on the manors and villages nearby. Finally, the Ivinians retired, carrying off many women and much booty. Two years later, the Ivinians returned (see RENDA, CAPE).

RASAKILE The rasakile plant thrives in dense forest. Its leaves are used in the preparation of a contraceptive tea and its flowers are sought after by perfumers.

RAYESHA Mountains [G4+] A majestic range of mountains running north of Lake Benath. The dividing line between the Rayeshas and the Felshas is considered to be the high pass between Mounts Jobus and Obew. The Rayeshas have six peaks above 6,000 feet. Mt. Niphel (8595’) is the highest peak, a sacred mountain to the Ymodi tribesmen of Himod and one of several sites favored as the location of Lahr-Darin. The mountains are rich in minerals and are the site of many abandoned and working silver and gold mines, notably Iracu and Izora. Mining ventures are risky because the indigenous inhabitants of the mountains are mostly gargun.

RED DEATH, The The popular name for the epidemic of spotted fever that decimated all of Hârn in 559–560. Some areas were more sorely affected. In Tharda, the plague followed a series of floods and famine and contributed greatly to the conditions of hopelessness that helped to propagate the Balshan Jihad.

RED GUARD The military force formed in 574 to protect the Chamber of the Red Domes, the Thardic Senate. The guard is headquartered in the Coranan Citadel and is the only unit of the Thardic army permitted within the city’s walls. The Guard sees itself as the cream of the Republic’s warriors; entrance requirements are high, but years of indolence and the practice of granting membership to favorite

HârnWorld®

HÂRNDEX 111 nephews of senators has probably blunted its fighting edge. The Guard is also supposed to be the garrison and police force of Coranan, but it deems such duties too trivial; they have gradually been taken over by a multiplicity of privately funded mercenary bands.

RED SHADOWS OF HERPA, Order of the The Agrikan fighting order sponsored by the clerical order, Herpa the Mace. The order holds the Rethemi castle of Menekai and champions a holy crusade against the rest of Hârn. The order was granted its lands in 681 by King Nemiran. In 708, it sent a force across the Gomisen and seized Themeson keep from the Thardic Republic. However, Themeson was lost to the order in 714, when a faction broke away to become the Order of the Cohorts of Gashang. The Red Shadows are currently undertaking a long-term campaign to exterminate the Kubora tribesmen of southeastern Peran. The order supports Chafin III, who is seen as a leader who might be able to unify Rethem and lead the crusade they favor.

RESTORATION, The A name used in Kaldor to describe the events of 406 whereby the House of Orgael was removed from the throne in favor of Aidrik III. Aidrik was properly a member of the House of Tane, which had been removed in 377, but changed the name of his dynasty to Artane to symbolise a new start.

RETHEM [D6+] A region in western Hârn, north of the Thard and west of the Gomisen rivers. Rethem was a province of the Corani Empire and was the cradle of the Balshan Jihad. The region is now the site of the Kingdom of Rethem.

RETHEM, Kingdom of A feudal kingdom in western Hârn, Rethem was founded in 635 by Arlun the Barbarian and is now ruled by King Chafin III from his seat in Shostim. Rethem has a violent history and is Hârn’s most unstable, treacherous, and dangerous state. Only lip service is paid to the institutions of fealty and honor, for Rethemi politics are a maelstrom of intrigue and assassination. The largest

REDIRA A whimsical and sometimes musical jester, one of the aspects of Save-K’nor.

REEVE The chief unfree tenant of a feudal village. The reeve is appointed or elected and is usually a villein.

RENDA, Cape [M6] A prominent headland northwest of Thay. The hilly point overlooks extensive reefs known as the Renda Rocks, an infamous graveyard for unwary seafarers. In the late summer of 707, an Orbaalese invasion fleet intent on conquering Thay met with disaster here. While rounding Cape Renda, a freak storm arose that sank many ships, cast others on rocks, and scattered the remainder. Many believe the Cape Renda disaster was intervention by some god, or by Melderyn.

REREBRACE Plate or kurbul armour for the upper arm.

Copyright © 2014, Columbia Games, Inc.

HârnWorld®

HÂRNDEX 112 settlement is Golotha, which is nominally a chartered freetown but in reality is an urban blight ruled by a theocratic and repressive council. Rethem has been ruled by the following kings: Arlun Obras Nemiran Puril

635–656 656–672 672–681 681–689

Kabe Chafin I Chafin II Chafin III

689–692 692–703 703–715 715–present

Rethemi kings, plagued with chronic disunity that sometimes verged on anarchy, have never enjoyed popular support. In the first four years of Chafin III’s reign, the new king has managed by various means to reaffirm the fealty of the earls of Ithiko and Techen, as well as the orders of the Warriors of Mameka, Companions of Roving Doom, and Red Shadows of Herpa. The powerful and rebellious Earl of Tormau has his own ambitions, but many believe that Chafin III, a man of considerable ambition and competence, will, if he lives long enough, unite Rethem under his iron fist and redress the “wrongs” suffered at the hands of hated Kanday. FIEF HOLDER FIEF HOLDER Shostim Arketh Bedenes Bekar Chakta Hyen Menekai Norienar Themeson Winen Golotha

King Chafin III Ithiko Roving Doom Zaza Warriors of Mameka Techen Baron Orgatt Omnis (Sheriff of Zabin) Phira Copper Hook Senun Red Shadows of Herpa Thiri (Constable) Tormau Cohorts of Gashang Dasen (Sheriff of Hohnam) Henwe Ithius Freetown Quiso (Royal Charter) Quste Weseda

Earl Barzak Baron Paque Earl Lenesque Baron Sayorsaxe (Constable) (Constable) Baron Risalsin Earl Lynnaeus (Constable) Baron Pozen (Constable) Baron Yonan Baron Uldseth (Constable)

RHU River [I4+] A tributary of the Kald River, rising in the northeast Felsha Mountains.

RIDDLEMASTER (see ANRIST POINT) RIDOW [H10] A sunken city, possibly of Earthmaster origin, unknown to Hârnians. Ridow is totally submerged in 20 fathoms of water. During very low tides, a cave is revealed on the south shore of the bay, framed by a graceful white archway of polished stone. Those who Copyright © 2014, Columbia Games, Inc.

pass through the portal will find a magnificent stairway that climbs about 50 feet to enter a vast chamber that is clearly not of natural origin. At one end of the chamber is a tunnel that descends gradually for about two leagues. At its terminus lies Ridow, a beautiful city of white stone enclosed in a shimmering translucent dome, through which can be observed the water and marine life of Ridow Bay. The city is circular, symmetrical, and generally laid out in the form of a spoked wheel one quarter league in diameter. There are great pointed arches and magnificent towers throughout the city that give an illusion of improbable height; all the buildings seem to glow with an eerie phosphorescence. Many of the buildings have relief carvings of intricate design, some of which depict creatures that are half humanoid and half dolphin, but the city appears to be uninhabited.

RING Armour made of heavy cloth or leather reinforced with intermittent metal bezants, rings, or strips. This improves defense against edged weapons but has little other effect.

ROLOTH, King of Kaldor The sixteenth ruler of Kaldor (533–559) and grandson of Queen Chelebin II. He died of the Red Death in 559.

ROUNDSHIELD Any round shield with a diameter between 20” and 30” with a metallic boss, which may be spiked. The circumference (rim) is often banded with metal but is sometimes (particularly in Ivinia) left unprotected and used to catch, and hopefully break, enemy blades.

ROVING DOOM, The Companions of An Agrikan fighting order sponsored by the clerical order, the Pillar of Fire. The order was established in 604 during the Interregnum and helped Arlun the Barbarian establish the Kingdom of Rethem. The order’s house is Arketh, where knights of the order sally forth to commit acts of brutality and intimidation. Rethemi kings have traditionally employed them to “lean on trouble-makers,” enchanted, no doubt, by their efficiency.

HârnWorld®

HÂRNDEX 113 ROYAL WRIT

SALT ROUTE [G7+]

A written order from the crown (or its delegate) to any feudal or royal court, that a plaintiff ’s case be heard.

The trail running from Tashal to Coranan. Although many goods now move in both directions, the trail was so named because it was first used to transport salt from Tharda to Kaldor. Ninety percent of the traffic is carried by two great annual caravans, one in spring bearing salt and other goods from western Hârn to Tashal, and the other in early autumn conveying the products of eastern Hârn and Lythia to Coranan. At other times, smaller groups of merchants use the trail, but most are reluctant to risk the danger posed by the tribesmen along the way. West of the Farin River, the trail is sporadically patrolled by a few companies of the Ramala Legion. The trail east of Trobridge Inn is intermittently guarded by forces of the King of Kaldor. Neither state is able to exert as much control as the Kath, Chelni, and Tulwyn tribes.

RUNIC The script used by the Ivinians. Although they claim Runic as their own invention or sometimes as a gift from Sarajin, it actually is derived from Khruni, a script that has been used by the Khuzdul for centuries. Runic is common in Orbaal and is known to many who have contact with the Khuzdul, who use it when dealing with humans.

RUON, Lake [I1] A small lake in northern Orbaal.

RUTHUBA, The An assortment of Gargu-araki bands living southeast of Tontury Lake. Some of the bands hunt in the Ilmen Marsh, where they are wont to intimidate and steal from the Ilme.

RYDEQUELYN, Order of The most public of the three clerical orders of the church of Save-K’nor. This order stresses the comedic aspect of the deity and is often called the Order of the Fool, although all of its clerics are far above the average Hârnian in intelligence. The chief temple is in Shiran; the only other at Coranan.

SABALYNE, Queen of Chybisa Sabalyne was the fifth ruler of the House of Burzada, Chybisa’s nineteenth monarch and its first queen. Although she was only the fourth offspring and second daughter of Lonatar, she succeeded in 559 when her father and most of her siblings perished in the Red Death. She was an unusually good ruler in comparison to those who preceded and followed. Sabalyne actually made an attempt to restore and improve the kingdom’s defenses but the inertia and corruption of her leading lieutenants was to foil her. When she died in 590, she had achieved little more than the love of her simple subjects.

Copyright © 2014, Columbia Games, Inc.

SALT WAR, The The war between the Thardic League and Kaldor in 672–673, which ended with victory for the latter. Sparked by a dispute over the salt trade, the war was neither long nor particularly bloody but had some significant effects. The defeat of the League contributed to the formation of the Thardic Republic in 674. Tashal went on to become the pre-eminent trading center in eastern Hârn.

SALTERS’ Guild Salters have a monopoly in the retailing of salt, an essential mineral because it is the principal method of preserving food. A master salter will own a shop in town where bulk salt can be purchased as well as a variety of pickled or salted foods. Mining of salt is done by the Miners’ Guild but it can only be sold to a master salter, who will mark it up for resale. In coastal regions, some salters have sought to circumvent the miners’ monopoly by producing sea salt through evaporation of sea water in salt pans. The process is expensive and not very successful, as rock salt tastes better and is more in demand.

SANGUINE SALTIRE The chief herald of Rethem, who resides at the Manse of the Sanguine Saltire, the site of the College of Heralds in Golotha.

SANRIC I, King of Nurelia The founder of the kingdom of Nurelia, which he ruled from 125 to 140.

SANRIC II, King of Nurelia The second king (140–172) of Nurelia.

HârnWorld®

HÂRNDEX 114 SAPELEH Rituals of the Church of Peoni. Lesser Sapeleh are lay services, including such events as communal blessings of the planting and/or harvest, celebrations of saint’s days, etc. The Greater Sapeleh is a four-day purification rite that begins on the 14th of each month and is undertaken only by high-ranking priests. The Greater Sapeleh involves much fasting, prayer, and meditation.

SARAJIN “King of the Icy Wind, Lord of the Perilous Quest, Wielder of the Blooded Axe, Master of Frosty Climes, the Gray Slayer.” Sarajin is the god of battle lust. He favors those who love the sport of war and takes great pleasure in watching and even participating in large battles. The only virtue universally admired among Sarajinians is courage. The noblest achievement of a Sarajinian is to die in heroic battle; most try to live each day as if it were their last. Some value the Ljarl, a code of honor, but treachery is not unknown. Sarajin most often appears as a giant, yellow-haired warrior dressed in leather and furs, bearing Fakang, his great double-bladed axe. He has many symbols, including Usnarl the bear, Jarlak the wolf, and Njehu the whale, all of whom are demigods. Inanimate symbols of Sarajin are a pair of crossed handaxes and his sled, Shalka. The deity dwells in his ice castle home on Yashain in a land called Talagaad. Those who worship Sarajin and fall in battle (the righteous dead) come to Talagaad and spend each day in the valley below the castle, hacking and slaying each other until the snow runs red. At dusk, all retire within Talagaad, including those newly slain, for a long night of feasting and wenching. By dawn, all will be revitalized in this warrior’s paradise to repeat the endless battle. The worship of Sarajin was brought to Hârn by the Ivinians and he is mainly worshiped in Orbaal. It is sometimes said that “they who follow the King of the Icy Wind worship death.” This may explain the failure of the religion to win many adherents among Hârnians not Copyright © 2014, Columbia Games, Inc.

of Ivinian ancestry. Where Sarajinianism is followed, the religious needs of the community are handled by a single clan. The Ivinians tend to approach religion like any other business. It is a loosely organized religion, little interested in rituals or frills. Each clan may have a different interpretation of the truth, but all agree that courage, strength, and skill at arms are the cardinal virtues. Clerics of Sarajin have no particular mode of dress; most are warriors and will dress accordingly.

SARDURA, Princess of Golden Wrath One of the seven demi-divine handmaidens of Halea. Sometimes called the Left Hand of Bargains, Sardura is the messenger dispatched by Halea when a contract is violated. The demi-goddess uses her subtle stings to ensure that those who break their bargains are far worse off than they would have been had they kept them.

SARKUM Castle [D9] Realm: Kanday Population: 260

Holder: Earl of Sarkum Liege: King of Kanday

The principal seat of Ranald Milaka, Earl of Sarkum. The original fortification was built by Gemalan tribes, who were independent allies of Aleathia before swearing fealty to King Calin in 384. The castle was built by Xuaka in 435. The traditional nobility survived the Theocracy and founded the Kingdom of Gemala in 596. Rethem invaded in 688, after which the deposed Gemalan king, Ranald Milaka, swore fealty as Earl of Sarkum to Andasin III of Kanday. He was rewarded with marriage to the king’s younger daughter, Mirelael, in 689. The earl did not regain his seat until 692, when Sarkum surrendered to the Kandians. In 694, Ranald’s wife unexpectedly succeeded her assassinated sister, Queen Eriel. As the queen’s consort, Ranald played an active role in rebuilding Kanday after Ezar’s War until Mirelael died in 707. Ranald’s eldest son then became Andasin IV at age 17, a weak king strongly influenced by his father. Earl Milaka also holds Hebon Keep and receives fealty from the barons of Cuton and Gimon. He also holds Kedis as the Sheriff of Eryna. Ranald’s other son, Prince Anaflas, the king’s younger brother and the Sheriff of Imiden, will inherit the earldom and perhaps the throne unless Andasin IV marries and provides another heir. Ranald, 58, is in excellent health and very active in the politics of Kanday. All of this has caused some jealousy among other Kandian lords, notably the Earl of Heroth.

SATYR A male offspring of a Syverhyn.

HârnWorld®

HÂRNDEX 115 SAURACH, Emperor The eleventh monarch (485–491) of the Corani Empire. Saurach was the younger brother of Sylud the Scholar but, unlike his predecessor, Saurach had a short, disastrous reign. He was a religious zealot who supported the Church of Agrik and used the power of the imperial throne to create what amounted to a theocracy. Imperial funds were given to temples of Agrik and they were given tax free status. In 491, Saurach proclaimed the infamous “Unification Writ,” which banned all other religions within the empire. A few hours after this decree, Saurach was assassinated by a female assailant dressed in flowing crimson robes, who overpowered a bodyguard of some 15 men, cut the emperor into two equal parts with one stroke of her sword, and then mysteriously disappeared. It has been speculated that a priestess of Larani was the assassin; some say it was the goddess Larani herself.

SAVE-K’NOR “Sage of the Gods; Lord of Jesters, Puzzles, and Mazes; Mixer of Potions and Elixirs; Keeper of the Var-Hyvrak; The Lost Guide.” Save-K’nor is an intellectual snob who will not accept worshipers of less than high intelligence. He has a voracious appetite for knowledge and will go to great lengths to obtain mysterious scrolls and books; his adherents make frequent gifts of such esoterica. Save-K’nor most often appears to mortals as an aged sage, a beggar in rags, a minstrel, bard, skald, or jester. The religion is intellectually demanding and there are few adherents. Save-K’nor has several symbols, the most common being a blank scroll, a book portrayed so that the script is illegible, a quill and ink pot, and Uhla, the black lantern. Although its influence is subtle and discreet, the Church wields considerable political power. Clerics and laymen of the religion are found in high offices throughout Hârn, particularly in Melderyn. Generally, each temple is left to itself and is little more than a hostel for clerics. Three main clerical orders exist, in order of size: Hyn-Aelori, Rydequelyn, and Shea-al-Aecor. All three orders favor gray as their formal attire. High-ranking members of Copyright © 2014, Columbia Games, Inc.

the Church (usually of the Shea-al-Aecor) bear emblems of office, most commonly a staff or lantern. The pontiff is traditionally the Grandmaster of the Shea-al-Aecor. The pontifical seat is the city of Berema in Emelrene. TITLES IN THE SAVE-K’NORRIAN CHURCH Rion Ishar Deor Ishar Ibarti Rowanti Haliki Manidar

Pontiff Primate High Deacon Loremaster Priest/Priestess Acolyte

SAVOR The ninth month of the year and last month of autumn; named for the god Save-K’nor.

SAVORYA The convocation of the Shek-Pvar whose elemental base is spirit, aura, mind, etc. Perhaps the most esoteric of the convocations, Savoryans are known as deep thinkers who practice subtle magic.

SCALE ARMOUR Leather or heavy cloth reinforced by a continuous layer of overlapping metal plates. Superior scale is equivalent to lamellar.

SCARLET RIBBON [D5+] The name of the trail from Dasen to Kustan. Blazed during the Corani Empire in the reign of Kobar the Eternal, it was the scene of frequent ambush (hence its name) by the local Kuboran tribes, culminating in the massacre at Kustan in 477. The route is now used by traders but is not a busy highway.

SCRIPTS Any language may be written in any script, and any script can convey any language. Common scripts include: Lakise: The script brought to Hârn by human settlers from Lythia. Lakise is the principal form of writing on Hârn today and remains almost identical to that still used in western Lythia. Khruni: This ancient angular script originated with the Khuzdul but is also used by the churches of Larani, Peoni, and Ilvir. Runic: The simple script used by the Ivinians is composed of straight lines and can be written with a knife on a piece of wood or carved into stone. It is derived from Khruni. Runic is common in Orbaal and is known to many who have contact with the Khuzdul, who use it when dealing with humans.

HârnWorld®

HÂRNDEX 116 Selenian: The aesthetic, cursive script of the Sindarin. Its invention is credited to the demigod Sweldre.

SCUTAGE Money paid by an enfoeffed vassal to his liege in lieu of military service and sufficient to hire a mercenary replacement. There are many reasons why scutage might be paid, such as the age and/or infirmity of the vassal. Scutage may even be preferred by a liege who has no need of military service at that time.

SEAFARER IBENIS, Order of the A clerical order of the Church of Ilvir based in Shiran. The order is badly organized and their temple is crumbling into the Thard. The order organizes irregular water-borne pilgrimages to Araka-Kalai across Lake Benath, hence their name.

SEAMEN’S Guild Anyone hiring seamen for a vessel longer than 30 feet must do so from the Seamen’s Guild. If the guild cannot provide enough hands, unguilded labor may be hired on a temporary basis. The ranks of the guild are deck boy (DB), ordinary seaman (OS), and able-bodied seaman (AB). Promotion to the next rank requires a minimum of two years of sea time in the current rank. A seaman does not always serve on the same vessel throughout his career. When he is discharged from a ship, the captain must report the details of his service to the local guildhall. When enough sea time has been acquired for promotion, the seaman will be promoted to the next highest rank at the discretion of guild officers. Seamen bear a tattoo on their left arm signifying guild rank, a design that can be easily modified as they progress through the ranks. Throughout western Lythia, the guild has persuaded civil authorities to punish the bearing of a false tattoo with amputation of the offending limb.

DB

OS

SECOND THEOCRACY (see GOLOTHAN THEOCRACY) Copyright © 2014, Columbia Games, Inc.

AB

SEHRA-TU-YALAH A tragic figure of Ilviran tradition known as “the Nolah who fell in love.” Sehra became enraptured by an Elmithri whom he covertly watched. When, after many years, he declared his love, the sprite mocked his ugliness and he sought death soon after. As unlikely as the tale seems, the Ilvirans preserve it for its moral, perhaps that only an Ilviran can properly appreciate the nature of the Ivashu.

SELENE River [L5+] A tributary of the Nephen river, rising in the Sorkin Mountains. The river is fordable at Nenda Keep.

SELENIEN The aesthetic, cursive script of the Sindarin whose invention is credited to the demigod Sweldre.

SELINA, Princess of Abundance One of the seven demi-divine handmaidens of Halea, Selina guards the treasures of the goddess and, like her mistress, bargains her considerable favors with mortals. Selina’s demands are, however, rather less extreme.

SELION A strip of land, typically 660 by 33 feet, in an open field, about half an acre. Tenants hold selions scattered around the open fields to ensure a variety of crops and good land.

SELIONSHIRE One of seven shires in the Kingdom of Kanday, located in the southwest of the realm. Avertu is the shire moot, held by the Sheriff of Selion for the king.

SELVOS Castle [D7] Realm: Kanday Population: 580

Holder: Earl of Selvos Liege: King of Kanday

The principal seat of the Earl of Selvos, located in Perishire. Built by the Corani Empire as a naval station and legionary fortress in 479, the castle was improved by Arlun the Barbarian after his annexation of the region in 651. In 681, it was granted to the Agrikan Order of the Copper Hook. In 695, it was taken by Kandian armies during Ezar’s War. The earldom was created in 698, when Mirelael granted it to Grolis Chahryn. Grolis is nearly 80 and has all but abdicated his duties to his eldest son, Temilin. The earl receives fealty from the barons of Dunir and Zerien.

SEMETHSHIRE One of seven shires in the Kingdom of Kaldor. Querina is the shire moot and is held by the Sheriff of Semeth for the king.

HârnWorld®

HÂRNDEX 117 SENUN Keep [E6] Realm: Rethem Population: 290

SETHA HEATH [J7+] Holder: Constable Liege: Earl of Techen

A large, desolate moorland known for its treacherous bogs and high winds. It is said that when the winds blow on the heath, “the gods may be heard howling their displeasure to trespassers.” See also BEJIST.

Senun was originally a Corani legion fortress that fell into decline during the Theocracy of Tekhos and the Interregnum. It was briefly claimed by the Coranan Republic, one of the partners in the Thardic League, but was seized by Arlun in 639. The constable is Sir Oglan Kyme, a devout worshipper of Agrik and a lay member of the Red Shadows of Herpa.

SETHIMYAEL A rare creeping vine native to shady, boggy soils. It produces large yellow berries favored by tribal shamans and Ilviran priests for their hallucinogenic qualities.

SETREW Keep [J4] Realm: Kaldor Population: 520

Setrew was built around 200 on the ruins of an early Jarin fortress and was rebuilt in 410. Wevran Ethasiel’s ambitions far exceed his meager abilities. He has been involved in numerous petty intrigues since becoming baron and is not highly trusted. Any cleverly worded appeal to his vanity will get a lengthy hearing, and may one day lead him to the treason block.

SEPIRE Keep [E8] Realm: Kanday Population: 325

Holder: Baron Terhune Liege: Earl of Heroth

This keep in Urienshire was built in 512 by the Corani Empire. Following the collapse of the Theocracy, Sepire was the center of the Kingdom of Homarty. In 688, Hamlyn Terhune was one of the first petty kings to swear fealty Ato Andasin fall of Sarkum and B III after C the D E F Hebon to Rethem. He was granted the title of baron and made a1vassal N of the Earl of Heroth, an act that Hamlyn felt was slightly insulting. His son Kemas, 36, is the present baron. Hamlyn regards Andasin IV as something 2 of a fool and dislikes the Earl of Sarkum.

Holder: Baron Ethasiel Liege: Earl of Gardiren

G

SEVEN KINGDOMS, H I J KThe

L

M

N

A collective name given to the kingdoms of Nurelia, 1 Serelind, Pagostra, Kephria, Chybisa, Elorinar, and Melderyn. All seven coexisted in eastern Hârn sometime after the demise of Lothrim and into the early stages of 2 the Migration Wars.

The Seven Kingdoms

SERELIND, Kingdom of 3 W Ta este eld rn a

One of the so-called Seven Kingdoms of eastern Hârn. Serelind was established in 142 by Calsten (142– 162) of 4the House of Tane. His successor, Medrik I, added Pagostra and Kephria to the kingdom, changed its name to5 Kaldor in 188, and reigned as the first King of Kaldor until 192.

Ea

ste

rn

c. 170 Before the Migration Wars

Tae l

da

3

4

5 Kath

SEREN 6

6

n

eli

ga

Pa

Rituals of worship in the Church of Save-K’nor. They tend to be succinct and infrequent.

Evael

7

7

SERENIEL The 8 semi-autonomous demigod of Siem who is said to intercede at his master’s court on behalf of the Hârnic Khuzdul. According to their mythology, it was Sereniel 9 who breathed life into the Khuzdul to end their long slumber.

iri

C

D

E

F

SERLU, Mount [H6] A peak (6058’) at the southern end of the Felshas. Copyright © 2014, Columbia Games, Inc.

Bu

9

General thrusts of barbarian migration, 122–180 TR

SERF10 An unfree A peasant. B

8

joc

Hod

G

H

I

J

SHADRYN-VARS

10 K

L

M

N

A ritual of the Church of Morgath. Like most such rituals, little is known of it to outsiders.

HârnWorld®

HÂRNDEX 118 SHALA, King of Kephria The founder and first king of Kephria (128–145). Shala was of the house of Eish and either he or his father is believed to have been one of Lothrim’s lieutenants. Shala and his bands of ethnically diverse men participated in the sack of Kelapyn-Anuz (an eastern outpost of Lothrim’s empire) and Shala founded Tashal on its ruins in 128.

of the other two orders, Hyn-Aelori and Rydequelyn, are admitted. If anyone actually governs the clerics of Save-K’nor, it is the Shea-al-Aecor. The grandmaster of the order in Cherafir, the chief temple, is the traditional Hârnic primate of the church. This office is currently held by Obris of Ueld, said to be one of the most intelligent men on Hârn and a member of Melderyn’s Council of Eleven. The only other temple is in Coranan.

SHALKA

SHEBRA Keep [K5]

The legendary sled of the god Sarajin.

SHAPE-CHANGERS Not so much a class of entities as an ability, shape-changers have always been around in one form or another. A shape-changer is simply one who is able to change his physical form. Some scholars of the Earthmasters believe that Hârn’s first inhabitants possessed the ability.

SHARAT I, King of Chybisa The first king (475–506) of Chybisa after its secession from Melderyn. He was the first ruler of the house of Burzada and Chybisa’s fifteenth monarch. Sharat was a powerful baron who was elected king by his peers when a bastard succeeded to the Melderyni throne.

SHARAT II, King of Chybisa The seventeenth monarch (521–541) of Chybisa.

SHATA Island [J10] A small, hilly, forested island in the Gulf of Ederwyn. The island is inhabited only by seabirds, wild sheep and goats, and similar creatures. The Chymak occasionally visit the isle to fish.

Realm: Kaldor Population: 320

A royal keep built in 457. The sheriff, Sir Eris Karondal of Hetheron, is 38. He is a dour and stolid man with little imagination, but a competent administrator.

SHEK-PVAR The collective name for six ancient and esoteric sub-orders, or convocations, within the Guild of Arcane Lore. The origins of the Shek-Pvar are obscure, but all six convocations predate the founding of Melderyn by at least 1,000 years. The Shek-Pvar have a common world view known as Pvaric Philosophy, essentially a way of perceiving Kelestia (the cosmic all) in terms of key elemental principles. Shek-Pvar who have learned to attune to these principles may draw certain kinds of power into their Aura and, with practice and discipline, can manipulate these energies to their will. Such are the ways of mages. Each convocation places different stress on certain Pvaric principles because it is difficult for any individual to embrace more than a narrow range of compatible principles. A spell-caster who is attuned to fire, for example, finds water particularly abhorrent. CONVOCATIONS OF THE SHEK-PVAR

SHAVA FOREST [I7+]

Convocation

A region of dense mixed forest on the coast of south-central Hârn. The Shava Highlands make up the northern third. Most of the Shava Forest lies within Evael, the kingdom of the Sindarin. The forest is said to be enchanted. Few humans have any real knowledge of its geography or inhabitants.

Lyahvi Peleahn Jmorvi

Yellow

Fyvria

SHEA-AL-AECOR, Order of The smallest but most powerful of the three clerical orders of the Church of Save-K’nor. Also known as the Order of the Lost Guide, the Shea-al-Aecor is an elite group of scholarly individuals who are often found behind the political scenes. This order is the hardest one of Save-K’nor to enter; only exemplary members Copyright © 2014, Columbia Games, Inc.

Holder: Sheriff of Balim Liege: King of Kaldor

Hue

Element

Principles

Red

Air

Light/Illusion

Orange

Fire

Pyrotechnics

Metal

Artifice

Green

Earth

Life Cycles

Odivshe

Blue

Water

Hydrotechnics

Savorya

Violet

Spirit

Knowledge/mind

Masters of the Shek-Pvar are not numerous, perhaps fewer than 100 in all of Hârn, the majority of whom reside in Melderyn. Each convocation has its own chantries where Pvaric philosophy is studied and taught to a few apprentices. Entrance requirements are obscure, but a naturally high aura (psychic ability) is a prerequisite.

HârnWorld®

HÂRNDEX 119 SHELIR I, King of Melderyn The sixth king (186–240) of Melderyn.

SHELIR II, King of Melderyn

SHESE Keep [J3] Realm: Orbaal Population: 420

Holder: Clan Haidaar Tribute: Lorkin

A tributary of the Kald, rising in the northern Sorkin Mountains, flowing southwards past Gardiren Castle to merge with the Kald just north of the city of Tashal.

A keep built by the Jarin in 498 and captured by the Ivinians in 663. The keep is currently held by Saanfrin Haidaar, who is over 70 but still in excellent health. He is widely known for his generosity as well as his love of strong drink and raucous entertainment. He has a crude sense of humor that often manifests in practical jokes. The Haidaars are a branch of Clan Haid from Seldenbaal.

SHENAP Keep [N10]

SHESNEALA

The eighteenth king (639–651) of Melderyn.

SHEM River [J5+]

Realm: Melderyn Population: 670

Holder: Sheriff of Cherfin Liege: King of Melderyn

The present keep was built in 111 to guard the landward approach to Cherafir. The ruins of what appear to be a large circle of standing stones lie mostly underwater one mile south of the settlement. This area is considered unlucky by local fishermen. There are reports that an unearthly mist sometimes appears over the sunken stones, and many say that anyone entering the mist never returns. Sir Clyve, 48, has been Sheriff of Cherfin for more than 20 years. He is a close friend of King Chunel and is often found at court in Cherafir.

SHEREM One of the Kethrian family of worlds.

SHERIFF The royally appointed chief judicial officer of a shire.

SHERWYN Castle [J1] Realm: Orbaal Population: 350

Holder: Clan Sherwyn Tribute: King of Orbaal

Built as a keep in 503, Sherwyn became the first Jarin fortification to fall to the Ivinians when it was sacked in 652. The conquerors, an unruly assortment of outlaws and pirates, named themselves after their new home and have acquired considerable Jarin blood. Venril Sherwyn, 43, is a violent and ill-tempered man. His clan has a blood feud with the Serewyns of Marby, their distant relations. Sherwyn receives very tenuous tribute from Kjen and Thoen.

Copyright © 2014, Columbia Games, Inc.

The monthly holy day of Halea on the seventh of each month. This is when the Shesneal rituals are performed.

SHIELDS Many different shields are used on Lythia, all perform similarly in combat, although quality varies with the manner of construction. Most are made of wood and often faced with metal or leather. Tribal shields are often made by stretching treated hide over wooden frames. See BUCKLER, KITE SHIELD, KNIGHT SHIELD, TOWER SHIELD.

SHIEN Keep [H2] Realm: Orbaal Population: 485

Holder: Clan Hammarkel Tribute: King of Orbaal

Clan Hammarkel are loyal cousins of King Alegar II and hold Shien at his pleasure. Shien is a typical Ivinian thran, built in 679 with earth redoubts and several clan houses. Hunris Hammarkel, 36, is a capable if quicktempered man. His temper led him to declare his twin brother, Mersaal, outlaw in 718, an act that Hunris now regrets and is seeking to redress without losing face.

SHINKRA-AKRA A mystical symbol of the temple of Naveh in the form of a translucent human skull. Shinkra-Akra represents the mortality and transience of man.

SHIPWRIGHTS’ Guild Shipbuilding is one of the largest manufacturing activities in Lythia. Every port, large or small, has one (and only one) shipyard operated by a freemaster of the Shipwrights’ Guild, most of whom are highly respected and prosperous members of their community. A master shipwright is fully qualified in the arts of vessel design, construction, and outfitting. His shipyard, depending on size, may produce anything from small river craft to large sea-going ships. The most common sea vessels seen in Hârnic waters are dragonships, niviks, and daks. Although their monopoly does not cover rope, shipwrights produce the best. Metal

HârnWorld®

HÂRNDEX 120 fittings are often subcontracted to freemaster metalsmiths or made by bonded metalsmiths in the shipwright’s employ. Most master shipwrights are bonded to the freemaster holding the local franchise while others are bonded as ships’ carpenters.

SHIRA The tribe dwelling on the southwestern shore of Lake Benath that was defeated at the Battle of the Source in 372 and absorbed into the Corani Empire under Arosta.

SHIRAN, City of [G6] Realm: Tharda Population: 3,900

Holder: Shiran Legion (3c) From: Thardic Senate

The second largest city in the Thardic Republic and capital of Shiran Province. The Corani king, Arosta the Conqueror, built a keep here to control the conquered Shira in 378. The city was founded in 391 by Emperor Malian but it was not until well into the sixth century that the settlement developed into a real town, with all of the commerce and bustle that entails. The coming to power of Clan Tekhos in 543 marked the coming of age of the city and it reached its zenith when Horahnam established the capital of the Theocracy of Tekhos in Shiran. After the collapse of the Theocracy in 588, Shiran became the capital of the Shiran Republic in 625, joined Coranan in the Thardic League in 636, and voted to be part of the Thardic Republic in 674. Shiran is famous for the manufacture of perfumes and dyes and for skilled pleasure slaves and courtesans. Iron and silver are shipped here from mines at Iracu, Hikun, and Izora; the Miners’, Metalsmiths’, and

Jewellers’ Guilds thrive. A paved highway links the city to Coranan; most bulk cargos are moved on the Thard River. The provincial marshal is Serenima Dethale, who has a reputation for assessing very high fines for minor offenses. Her support of the Halean church is well known and a sizable portion of provincial revenue finds its way into temple coffers. Marshal Quarlid Jeredosta commands a legion of 20 companies, five of which make up the Shiran Cohort. The other cohorts are headquartered at Bythe (3c), Firis (4c), Hediro (4c), and Peden (4c). He is a weak man who is easily manipulated and amenable to suggestions from Serenima, his cohort commanders, the temple of Halea, and the Mangai. A high degree of religious tolerance has always existed in Shiran, even during the Theocracy of Tekhos. The chief Hârnic temple to the goddess Halea is housed in the city and Halean clerics and lay adherents play a significant, if subtle, role in many spheres of Shiran life. The major Shiran temples are: Agrik The Eight Demons * Agrik The Octagonal Pit Halea The Silken Voice * + Ilvir The Seafarer Ibenis Larani Order of Hyvrik Naveh Order n/a Peoni The Irreproachable Order Save-K’nor The Rydequelyn * * Headquarters of the Order + Seat of the Primate of Hârn

SHIRAN LEGION The army of Shiran Province in the Thardic Republic.

SHIRAN PROVINCE A province of the Thardic Republic situated on the shore of Lake Benath. The capital of the province is the city of Shiran. The present marshal, Quarlid Jeredosta, is generally regarded as something of a simpleton, amenable to the suggestions of the Church of Halea and the Mangai. The provincial magistrate is Serenima Dethale, who has a reputation for assessing very high fines for minor offenses. Her connection with the Halean Church is well known and a sizable portion of the provincial revenue finds its way into temple coffers.

SHIRAN REPUBLIC The state established around the City of Shiran in 625, bringing order to the area from the chaos of the Interregnum. With the Coranan Republic, it formed the Thardic League in 636 and provided its first autarch, Neradas. In 674, the two republics merged into the Thardic Republic. The boundaries of the Shiran Republic approximated the present boundaries of Shiran Province. Copyright © 2014, Columbia Games, Inc.

HârnWorld®

HÂRNDEX 121 SHIRE

SHORKYNE

An administrative district designed to facilitate the execution of justice. The division of Kaldor into shires was well under way by the latter part of the third century and the concept has since spread throughout most of civilized Hârn. Simply, a shire is a “province” containing the organs of royal justice in the form of courts and judges, before which all litigation between freemen must be tried. Shires may be subdivided into “hundreds.” These too have their own legal organs. Each hundred or shire has specific “suitors,” part of whose feudal obligation is to attend the hundred or shire moot and pass judgment in the name of the king on the cases brought before them. The presiding officer over a shire is termed a sheriff (shire-reeve) and that over a hundred is called a “bailiff of the hundred.” These officers are charged with responsibility for executing the decisions of the moots and with deciding whether appealed cases should be permitted to rise to a higher court. Since the moots meet no more than monthly, these officers wield considerable discretionary powers that are often open to abuse, particularly in Rethem.

A great feudal kingdom on the Lythian continent near Hârn, where tenants in chief are more powerful than most Hârnic kings.

SHOBALD, King of Chybisa The founder and first king (160–183) of Chybisa. He is believed to have been a Melderyni knight whose mission was to bring peace and civilization to the region.

SHOLO Island [D2] The second largest of the Afarezir Islands.

SHOMOS River [J6+] A river that rises in the highlands of the Setha Heath and flows west into the Kald estuary. It is occasionally used by the Sindarin for hunting expeditions, although Pagaelin tribesmen are more likely to be encountered.

SHORKA the Terrible The fourteenth monarch (528–555) of the Corani Empire. Shorka succeeded his “father,” Korad the Fool; some doubt exists as to the identity of his true father. His epithet, “the Terrible,” seems to be mainly based on the fact that he poisoned Korad but is also due to the corrupt and tyrannical regime he fostered. He was a weak emperor, little interested in affairs of state, who allowed his court astrologer, Workol, to first influence and then dominate him. Workol’s policies were so unpopular that when Shorka died of an apoplectic seizure in 555, the empire, for the most part, rejoiced.

SHORKANA A light throwing-axe. The weapon originated in Shorkyne, and is now used throughout northwest Lythia. Copyright © 2014, Columbia Games, Inc.

SHORTBOW Any bow less than four feet high. Shortbows are common among tribesmen and in eastern Lythia, where they are made from bone, metal, or composite hardwoods and are often recurved. The tribes of central Lythia use special shortbows from horseback. The maximum effective range is 200 to 300 yards.

SHORTSWORD Any double- or single-edged, straight-bladed sword averaging 24 inches in length. This is a popular mass infantry weapon.

SHOSTIM Castle [D6] Realm: Rethem Population: 2,850

Holder: Sheriff of Parach Liege: King of Rethem

The principal seat of King Chafin III, shire moot of Parachshire, and second-largest settlement in Rethem. The original fortress was built by the Corani Empire in 397 to guard the northern approaches to Golotha. In 560, Shostim fell to the forces of the Balshan Jihad after a lengthy siege. Arlun captured the castle in 629. After he founded the Kingdom of Rethem in 635, he made Shostim his royal seat after deciding it was a much safer location than Golotha. Since Chafin III became king in 715, major construction has taken place; the king intends it to be the most formidable and impressive fortification in western Hârn. Plans exist to make Shostim a walled town, but construction of a wall has not yet begun. Sir Erych Kasta is constable of Shostim and Sheriff of Parach.

SHREVE Abbey [E8] Realm: Kanday Population: 270

Holder: Serekela of Kanday From: King of Kanday

Shreve is the seat of the Serekela (Laranian archbishop) of Kanday, who is traditionally also the Rekela (bishop) of the diocese of Daena. Since completion of the Laranian temple in Dyrisa in 715, the Serekela tends to spend much of his time there. The Serekela is Styfen Millard, a shrewd and scholarly man who is one of King Andasin IV’s closest and most trusted advisors.

HârnWorld®

HÂRNDEX 122 SHUNTUL

The legendary “High Elves” of purer blood than common Sindarin. Their woodcraft skills are awesome, almost semi-divine.

Sweldre is believed to intercede before the throne of Siem on behalf of the Sindarin. Siem’s priesthood is minute. Known as Inthiars, they are wielders of illusion and keepers of ancient secrets. Not even the names of the various orders that worship Siem are known. They are fond of symbolism and magic and attach much significance to the stars and twilight. They build no temples, preferring to worship under the stars in sacred forest glades.

SIEM

SILKEN VOICE, Order of

“Master of the Lords of Dream, Lord of the Thrice-Blessed Realm, King of the Uttermost West, Spirit of the Sundered Ones, Bringer of Blessed Forgetfulness, Lord of the Azure Bowl.” Siem is a benign god of mystery and shadow, magic and dreams, a wielder of esoteric powers and a knower of secrets. At one time, Siem was foremost of the gods of Hârn, said to have been lord of the Sindarin in residence on Hârn. Before the coming of men, Siem laid down his scepter and quit Hârn in favor of the Blessed Realm. Siem still, on occasion, answers the call of his Hârnic followers. The power he and his servants wield is subtle; the deity sends dreams that purge unpleasant memories. He is far more apt to confuse an enemy than slay him outright or bestow martial powers. A highly mystical symbol of Siem and of his religion is the Azure Bowl. Sindarin legends, old even when they first reached Hârn, describe the artifact as being connected with “the making, the holding, and the very spilling forth of the stars.” If the original Azure Bowl ever existed, no mortal has ever seen it, but there have been several facsimiles constructed. Although many Azure Bowls are undoubtedly the work of charlatans and of only aesthetic interest, some are authentic “gazing bowls.” If one of these is filled with clear, fresh water, visions are apt to occur while gazing within, but the spiritual fiber of the gazer, and possibly that of observers, may be altered, most likely in a benign way. Several of Siem’s demi-divine underlings, notably Sereniel and Sweldre, are more accessible than the deity and may be worshiped directly. Sereniel is said to intercede at his master’s court on behalf of the Khuzdul, and according to their mythology, it was Sereniel who breathed life into the Khuzdul to end their long slumber.

The only clerical order of the Church of Halea. It is a female order noted for its comely members. The order’s main temple and the seat of the Halean primate for Hârn is located in the city of Shiran. There are subsidiary houses in every city of Hârn, except Azadmere. The mother house contributes to the fame of Shiran by its sale and rental of pleasure slaves highly trained in the erotic arts. The slaves are usually obtained from poor folk in need of cash. The trade in slaves of both sexes is a significant source of revenue for Halea’s church.

The ritual and social practice among the Kubora of Peran whereby numbers of males enter a small hut and indulge in a sweatbath.

SIDHE

Copyright © 2014, Columbia Games, Inc.

SILVER HARP KING OF ARMS The chief herald of Evael, who resides in the Silver Harp Palace of Arms in Elshavel.

SILVER WAY [K5+] The name given to the trail linking Kaldor and Azadmere. Between the Naniom Bridge and Zerhun, the trail is rough and often very steep. This stretch is also infested with brigands as well as gargun from Fana, especially the difficult section from Guthe Ford to Zerhun. Only the last few leagues south of Zerhun are relatively safe.

HârnWorld®

HÂRNDEX 123 SIMPLE Common, as in commoner. The opposite of gentle. The broad social class comprising the vast majority of the population (all but the nobility).

SINDARIN, The The elves of Hârn are somewhat degenerate compared to those of Midgaad. They physically resemble humans but tend to be slim, slightly shorter, graceful, and fair of face. Most humans believe them to be immortal. Unless they fall victim to violence, a Sindarin may live for centuries. This longevity profoundly influences their character, giving them great patience, sensitivity, wisdom, and moodiness. The Sindarin are immune to human diseases, suffering more from ailments of the spirit than those of the flesh. A Sindarin may sit or stand for days on end, with no perceptible movement, contemplating a personal view of Kelestia. Sindarin do not sleep, experiencing instead a half-conscious blend of dreaming and wakefulness, incomprehensible to other races, to whom it resembles a hallucinatory drug trance. In fact, the dream-state is more akin to jamais vu, the seeing of familiar things in unfamiliar ways. The Sindarin also experience deja vu, probably due to their longevity. They are also possessed of powerful auras (psionic force) and tend, therefore, to be sensitive to enchantment. The Sindarin are able to interbreed with humankind and such matches have become more common, a possible cause of the decline from their past glory. The offspring of such combinations will have many of the traits of both races, but will lack the Sindarin’s longevity. The Sindarin dwell almost exclusively within the Shava Forest in the Kingdom of Evael, ruled by King Aranath, a Sindarin of great age, wisdom, and power. The Sindarin neither farm nor keep livestock, preferring not to interfere with the natural beauty of their forest. They are hunter-gatherers of such skill that they never seem to starve or suffer a lack of leisure time for the pursuit of their unique poetry, music, and other arts. The Sindarin have built only a few necessary structures at Elshavel and Ulfshafen. The former is the seat of Aranath and the latter the kingdom’s harbor and shipyard; a paved road links the two. The majority of the Sindarin live in bands of 20 to 60, ranging at will throughout the forest, little affected by extremes of weather. Non-Sindarin are rarely permitted within the forest. It is said that King Aranath Copyright © 2014, Columbia Games, Inc.

is aware of each leaf and twig within his realm; the woodcraft of his subjects is certainly awesome. In comparison with other cultures, that of the Sindarin lacks structure. There are no unfree persons, slaves, or serfs. There is only an enlightened nobility, who are served out of love, respect, and tradition, rather than out of fear, obligation, or legal compulsion. Guilds do not exist. A Sindarin is free to try his hand at any craft and will likely have skill in several. Most have acquired some skill at arms and there are unrivaled warriors among them. The Kingdom of Evael takes little interest in the politics and cultures of other Hârnians, who seem transient in Sindarin terms. They expect the same consideration in return. A few Sindarin will enter into human society for a few decades or centuries in their youth. If they are recognized for what they are, they are often treated with suspicion and jealousy. Wandering Sindarin, whether as individuals or in small bands, may also be found (if they wish to be found) exploring the wild lands of Hârn. Although the islands of Keboth and Yaelin are frequently visited by the Sindarin, none live there. The Sindarin and the Khuzdul do not generally like or associate with each other. During the Codominium, they dwelt harmoniously until later events, notably the Atani Wars and the Carnage of Kiraz, brought about the current enmity between them. Given their long lives and peaceful ways, it would be natural to think the Sindarin population to be large and growing, but such is not the case. There are no more than 5,000 Sindarin on Hârn. Their numbers were not great to begin with, they breed very slowly, and historically, many have simply departed. For when Sindarin grow weary of Hârn, they will set sail from Ulfshafen in ships with white sails, headed for the Blessed Realm, never to return. Only the Sindarin know whether this is an elaborate form of suicide or a genuine voyage to a new world.

SIRENDEL Keep [K5] Realm: Kaldor Population: 310

Holder: Sheriff of Thel Liege: King of Kaldor

A royal keep held by the Sheriff of Thelshire. Sirendel was built from 355 to 430, with delays due to the unstable political situation in Kaldor. The sheriff, Sir Ranal Gybsen, 28, is a headstrong knight and presently unmarried. He is regarded as clever but uninspiring.

HârnWorld®

HÂRNDEX 124 SIRION [F5]

SKORUS, the Mixer

Lying at the mouth of the Deret River on the Shore of Lake Benath, Sirion is a well-guarded and secret base for mining operations at Iracu. A small fort, slightly inland and not visible from the lake or river, is manned by 60–120 mercenaries in the employ of the Miners’ Guild. Silver is floated downstream from Iracu and loaded onto boats for reshipment to Shiran, sometimes via Stimos.

The tenth constellation (Ilvin 3rd–Navek 2nd) of the Kethiran zodiac, located in the southern sky. The mixer symbolizes the blending of things to make new things. It lies at the transition of air and water and can represent condensation or precipitation, the kinds of transformation that can be brought about by love and learning, the result of thoughtfully contrived harmony. Skoruns possess strong, motivated intellects. They are governed by emotion but are aware of this. Their lives are often filled with sadness, which they are able to learn from. They make good friends and delight in bringing people together, although the results are not always what they expect. They have the capacity to enjoy life and to bring pleasure to others. They enjoy experiment and exploration but are just as fond of home and family.

SIRION, Battle of The great battle between Lothrim the Foulspawner and the Khuzdul of Kiraz, fought around 120 TR. The Khuzdul won, avenging Lothrim’s destruction of their great city a few months earlier and marking the end of his empire.

SIRION SCROLLS, The In 481, an expedition sponsored by the Corani Emperor Sylud discovered a cache of 14 Khuzan scrolls near the mouth of the Deret River. It was speculated that Lothrim acquired the scrolls during his pillage of Kiraz and buried them just before the Battle of Sirion. Most current belief concerning the early history of Hârn is based on these scrolls, several of which tell of events seven millennia ago and hint at events even older. One scroll told of the Khuzdul emerging from a “cradle of stone, artfully wrought, and split asunder…to give guard to my children.” Some scholars have argued that “my” refers to the deity Siem, creating or awakening the Khuzdul to guard his Sindarin before departing the island; the Sindarin deem this interpretation ludicrous. Others put a different emphasis on the words “guard” and “children,” suggesting the “cradle of stone” guarded the Khuzdul, who are themselves the children of a benign deity. Either interpretation can be made to agree with the legend of the Khuzan nativity, providing the tale with some factual basis. The Sirion Scrolls were stolen from the Library of Sylud in Coranan in 553 and have never been recovered.

SKARAKYLDRIK Sarajin’s father, one of the Pradeyalkri he defeated to take control of Ivinia.

SKIVAAL THE MARINER One of the Avalir, a celebrated figure of Ivinian folklore. Skivaal set out to avenge his mother’s abandonment by Sarajin. The god admired his courage but despised the fact that he wanted to kill his father. The god took Skivaal’s memory and left him to sail the northern seas forever.

Copyright © 2014, Columbia Games, Inc.

SLAVES Slavery on Hârn is prevalent only in Rethem, the Thardic Republic, and in Orbaal, where they are called thralls. Hârnic slavers are members of the Mercantylers’ Guild. The following are typical prices for slaves: Laborer/thrall Pleasure slave Gladiator, etc.

240–480d 300–600d 480–960d

Exceptional slaves command exceptional prices. Lobrad, a Golothan gladiator with a score of wins in the Pamesani, was sold in 715 to a Thardic Senator for more than 9,600d; since then, he has won nearly twice that in wagers for his master.

SLI-HORDRH Sli-Hordrh are artifacts of supposed Earthmaster orgin. They are in the shape of tetrahedrons and have psionic powers. One was secretly in the possession of Daelda, the former Sindarin king, through which he was able to cast his mind and communicate widely.

SLING Any leather or rope weapon designed to cast a stone. Expert slingers, who are rare, can cast stones 100–200 yards with amazing accuracy. A normal stone is the size and shape of a chicken egg. Stones may be scavenged from stream beds, or lead shots may be made. The latter are a little smaller and, with less wind resistance, can travel farther. The sling requires a fair amount of room to use.

HârnWorld®

HÂRNDEX 125 SOFYN, Mount [K3]

SOMET, Mount [H5]

A peak (6497’) in the northwest Sorkin Mountains. The mountain can be seen from Noron’s Keep and its foothills are the source of the Kald River.

A peak (7994’) overlooking Direna Lake in the central Felsha Mountains.

SOKUS [J3]

SORATIR A tri-monthly lay mass of the Laranian Church.

A cave complex in the Sorkin Mountains inhabited by Gargu-hyeka.

SOLENO River [M9] A river in southeastern Hârn that rises in the Anadel highlands and flows south and east into the Indatha Straits. There are Solori tribal villages along both banks.

SOLORA [M9] A sparsely populated, hilly and wooded coastal region in southeast Hârn, lying between the Soleno and Nuem rivers. Solora is the home of the Solori nation, a wild and barbaric tribal people. The Laranian Order of the Lady of Paladins, who hold Fosumo and Cundras, are in the process of “pacifying” the region and their knights often patrol here.

SORKIN Mountains [K4+] A major mountain range in eastern Hârn. More than 100 leagues in length and as much as 30 wide, the Sorkins are a formidable barrier between Kaldor and the east coast. The Kingdom of Azadmere lies at the heart of the region, which is inhabited by several gargun tribes. The highest peak is Mount Esig at 7586’, alleged to be the primal home of the Khuzdul of Hârn. Legend has a mailclad bearded ghost in residence.

SOLORA CRUSADE The Order of the Lady of Paladins are in the process of subjugating the Solora region, and their “crusading” knights often patrol here. There are tales of great cruelty on both sides, and factions within the Laranian church seeking to halt the “genocide.”

SOLORI, The A wild and barbaric nation ranging throughout Solora in southeastern Hârn. There are about 30 tribes, each of 40–150 people. The Solori have been plagued by conflict, first with the far more powerful Hodiri to their east, and now with knights of the Lady of Paladins, a Laranian fighting order, who are engaged in a crusade that is really a war of genocide. Due to this pressure from superior enemies, the Solori have been unable to develop their culture much above the primitive level. The tribes dress in hides and employ crude tools and weapons. Although their long-term survival is in doubt, the Solori cling to a legend that tells of a leader who will come from the south, bearing a sword of miraculous enchantment to drive their enemies away. Copyright © 2014, Columbia Games, Inc.

SPEAR The spear is probably the most common weapon in the world, and there are many varieties. Shafts are usually between 5 and 6 feet long and the point may be anything from fire-hardened wood to a 12-inch metal blade. They are most effective in melee when used two-handed like a quarterstaff, allowing for subtle defenses and blunt or point strikes. This takes great skill, so they are more commonly used as thrusting weapons, either one- or two-handed.

HârnWorld®

HÂRNDEX 126 SPEAR OF SHATTERED SORROW, Order of the The Larani clerical order that sponsors the fighting order, Lady of Paladins The order restricts its operations to eastern Hârn, as opposed to the Order of Hyvrik, which is generally confined to the west. The chief temple of the order is in Thay, while other temples exist in Cherafir and Tashal. The order is very wealthy, supported by the feudal aristocracy, and holds vast estates throughout Kaldor and Melderyn.

STAFF A readily available weapon used by peasants, priests, and eccentric warriors throughout Lythia. As a twohanded weapon in competent hands, the staff attacks and parries quickly, but in one hand it is reduced to a crude thrusting stick. Most staves are plain wood, but some are reinforced with metal bands.

STEND, the Shield A non-zodiacal constellation of the southern sky.

STILTRASSA Commonly known as Green Arrow, stiltrassa grows in the damp soils around marshes and lakes. Its tuber is a powerful laxative and is used in medicinal potions.

STIMOS Keep [F6] Realm: Tharda Population: 480

Holder: Stimos Cohort (2c) From: Kom Legion

Stimos controls a northwestern frontier district that was originally settled by refugees fleeing the ravages of the Theocracy of Tekhos. A keep was built in 575 when Stimos joined the Federation of Kom. It is now an important mining depot. Ore shipments from Hikun, 25 leagues upriver, are stored here for shipment to Shiran. Shipping bulk ore is expensive and several foundries have been built at Stimos to smelt the ore before shipment to Shiran and elsewhere. The district legar is Ezarn Halan, a member of the area’s most powerful clan and a man who enriches his clan by astute mining investments. The commander of Stimos Cohort’s six companies is Maldain Pesed, known locally as the “Pirate of Pech.” Only those who offer discreet bribes can avoid lengthy delays for various sundry inspections and red tape.

SUBINFEUDATION The process whereby fiefs are broken into smaller fiefs and granted to lesser lords.

Copyright © 2014, Columbia Games, Inc.

SUCCESSION When a clanhead dies or is removed from office, a succession council of all adult clan members (sometimes just the men) convenes. Custom varies, but the whole clan, or the major part of it, generally gathers to mourn the deceased and elect a new clanhead. The succession council usually considers the known wishes of the departed, expressed in a will or testament. The deceased often has at least one vote that, if there is no will, is exercised by his or her spouse. In a clan that is no more than a nuclear family, the spouse, eldest son, or daughter inherits by default. Because one of the clanhead’s children is usually elected, most often the eldest, a succession council may seem a hollow formality. In some clans, women are excluded or treated with prejudice. Candidates may plead their claims, but sometimes the council elects a clan member who has not offered her or his candidature. Sometimes, the ideal is achieved and the most competent clan member is elected. While unofficial interference is not uncommon, clans are legally permitted to select their own leaders as they deem fit. Disputes that are not resolved within the clan are usually decided in feudal courts by the liege. A new clanhead must satisfy the liege before taking possession. This may amount to a veto on inheritance. To take possession, the heir must ceremonially swear homage and fealty (see also HERIOT). Inheriting minors often have their estates placed in the trust of their lord, while they themselves are made wards until they attain the age of 21. Widows may be treated similarly until they remarry. A liege will often overwork ward estates to the verge of impoverishment; it is considered unseemly to then require payment of heriot.

SUDELRHYNN, the Bearer of the Loam The first Ivashu created by Ilvir, who honors its creator by remaining forever at Araka-Kalai and performing the most menial labors.

SUDELRHYNN, Order of A clerical order of the Church of Ilvir, based in Leriel. The group’s full name is the Order of Sudelrhynn the Bearer of Loam. The order was founded around 180 TR by clerics of the Order of the Ochre Womb. These dissidents favored a more accessible Ilviran religion and their sect soon became the largest and most powerful Ilviran order. The present grandmaster of the order, Liastefan of Trythe, is the high priest of the Leriel temple and the closest thing to a primate of Hârn. The order is relatively wealthy, mainly from donations received from pilgrims to Araka-Kalai.

HârnWorld®

HÂRNDEX 127 SUMON Keep [E8] Realm: Kanday Population: 310

SWORDS Holder: Baron Udanel Liege: Earl of Heroth

Sumon keep was built in 383 on the site of an ancient tribal fortification. It was an independent ally of the second Republic of Aleath and was annexed by Kanday in 632. The barony was created in 658. The present baron is Antyn Udanel, 52, an ill-tempered and sarcastic man who has walked with a severe limp since a riding accident 26 years ago.

SUNRISE KING OF ARMS

The variety of swords numbers in the hundreds. Their use is restricted by law in most civilized regions to legitimate military units, sometimes only to officers or knights. A sword fight generally consists of one combatant swinging or thrusting the blade while his opponent dodges or blocks with a shield. Blocking or parrying with a sword is rarely a good idea, and knights caught without a shield often yield or flee. See also BASTARD SWORD, BATTLESWORD, BROADSWORD, ESTOC, FALCHION, VAGORSEREQ, MANG, MANKAR, SHORTSWORD, THANATH.

The chief herald of Melderyn, the other Hârnic kingdoms, Ivinia, Emelrene, and Palithane. He or she resides at the Enclave of the Golden Orb in Cherafir.

SYCANUS

SUNSIGN (see ZODIAC)

The tenth monarch (465–485) of the Corani Empire. The son of Mejenes the Great, Sylud was a totally different ruler from his father. He was absolutely opposed to war and encouraged learning and the arts to flourish within the empire. Sylud’s court was filled with learned, educated advisors. He adopted the Melderyni calender (Tuzyn Reckoning) in 471 to replace the inaccurate Corani calender then in use, built several cultural centers such as the Library of Sylud in Coranan, and encouraged archeological expeditions, one of which discovered the famous Sirion Scrolls in 481. Unfortunately, Sylud’s distaste for militarism had its price. In 477, the imperial fortress at Kustan, short of both men and supplies, was captured by Peran barbarians and its garrison was massacred. Corani rule in this wilderness was effectively terminated, never to be regained.

SURCOAT A cloth garment, usually of linen, worn over metallic armour. It generally extends to just below the knee. In combat, a surcoat gives marginal protection, but its main purpose is to protect other armour and identify the wearer; surcoats are generally decorated with heraldic achievements.

SUSSO, the Boar A non-zodiacal constellation of the northern sky.

SUTHEN River [E5] A swift-flowing river that rises on the slopes of Mount Echephon in the Rayeshas and flows northwards to join with the Uthel to form the Pemetta River. The Suthen is fordable three leagues upriver from this fork.

SWARM A large migration of gargun.

SWELDRE A demigod of Siem who visits Hârn more often than does his master. Sweldre is believed to intercede before the throne of Siem on behalf of the Hârnic Sindarin. Among Sweldre’s achievements is the creation of the Selenien script used by the Sindarin.

Copyright © 2014, Columbia Games, Inc.

The ichor-dripping sickle wielded by the god Agrik.

SYLUD the Scholar

SYNDIC (see GUILDS) SYVERHYN A race of immortal and beautiful women who were chosen by Halea to be her chosen people. They were dutiful toward their goddess until men began to worship the women rather than Halea. To discourage this, the Syverhyn adopted prudish garb and a habit of aloof virginity. Halea smote the shrines of the Syverhyn and cast them out, cursing them so that they would only be attracted to males of other species. When a Syverhyn consummates her desire, she suffers a painful pregnancy culminating in the birth of a squat, ugly, horned, hairy, and exceedingly lustful male (commonly called a satyr). Female Syverhyn sometimes behave in the manner of dryads, charming mortal men into a dalliance lasting nine months, after which the birth shocks the man back into his own world. The Syverhyn continually petition Halea for forgiveness, which she grants only occasionally to favored individuals.

HârnWorld®

HÂRNDEX 128 strangers. They are not demonstrative; strong emotion will confuse or embarrass them. Those born under Tai treasure and seek knowledge, but may be naive.

TALAGAAD

TAARESKELD, Clan The Ivinian clan that is the royal house of Orbaal. Founded in 686 by Hagined, the three kings of Orbaal to date have all been from this clan, which holds the powerful domain of Geldeheim. King Alegar II is the current head of Clan Taareskeld.

TABURI A knife balanced for throwing. The taburi has a sharp point but no edge or hilt. They are popular weapons among the Lia-Kavair.

TAELDA, The Forty tribes of nomadic huntergatherers who inhabit southern Nuthela. A Taelda community, usually several hundred individuals, will move to a new range yearly. Crude log houses and hide tents are both used. Although they weave various cloths, most of the males dress warmly in the cured skins and furs for which the region is well known. The warriors employ spears and bows for hunting. Some have shortswords obtained through trade or pillage.

TAI, the Lantern Bearer The ninth constellation (Savor 4th–Ilvin 2nd) of the Kethiran zodiac, located in the southern sky. The lantern bearer, also called the guide, is a mystical symbol of knowledge and of the quest for it. An air sign, Tai is ephemeral and mysterious, the essence of “mind” that seeks the truth. Tai is also an autumn sign; the leaves are dry and dying, as might be the Taian’s quest if he follows his tendency to neglect the mundane and earthly. Taians are intellectually inclined and possess an almost insatiable curiosity. Their interests may lead them to neglect important day-to-day activities and they can be thoughtless of others. They are not without compassion, however and regard knowledge as the greatest gift; they are often all too willing to guide others. They are teachers who love to share their learning with friends and Copyright © 2014, Columbia Games, Inc.

The ice castle home of the god Sarajin. Those who worship Sarajin and fall in battle (the righteous dead), come to Talagaad and spend each day in the valley below the castle, hacking and slaying each other until the snow runs red. At dusk, all retire within Talagaad, including those newly slain, for a long night of feasting and wenching. By dawn, all will be revitalized in this warrior’s paradise to repeat the endless battle.

TANDIR Castle [G2] Realm: Orbaal Population: 635

Holder: Clan Verakaar Tribute: King of Orbaal

A Jarin keep was built on the site in 556 but, after its capture by the Ivinians in 665, it was upgraded to a castle from 698 to 704. Bjan Verakaar, 46, is given to ungovernable rages and he has killed several thralls in fits of anger. Bjan bears a deep, irrational hatred for Alegar II and habitually plots rebellion. The Verakaars are related to clan Verak in Menglana and receive tribute from Gyfyn and Quiam.

TANE First ruling house of Kaldor (188–377), founded by Medrik I.

TANIA, Princess of Brief Ecstasy Of Halea’s seven demi-divine handmaidens, Tania most moves among mortals, usually in the form of a beautiful courtesan. Tania is the demi-goddess of sex and passion. She is jealous and often leaves her partners worn to the point of exhaustion.

TAPESTRY OF QUALDRIS A wall covering in Castle Qualdris commemorating the murdered Torlyne Odas. The tapestry “bleeds” on each anniversary of her death.

TARAEL, the Pentacle The eighth constellation (Halane 5th–Savor 3rd) of the Kethiran zodiac, located in the southern sky. Tarael is the principal sign of air and of autumn. Pentacles are the key sign of magic, but are also symbolic of wealth and its intangibility. The pentacle is a principle that can achieve results with slight, seemingly unrelated, action. The pentacle is also symbolic of bondage or enclosure that is intangible, of the constraints that encircle but may not be seen, such as duty and obligation.

HârnWorld®

HÂRNDEX 129 Those born under the pentacle rarely approach problems directly; they circle and approach in a spiral along the path of least resistance, causing confusion in more direct-minded observers. This approach to problems is often the best, but Taraelans also tend to procrastinate or take unnecessarily long to reach conclusions. If they are impatient, they may suffer frustration as goals seem always out of reach until they are actually attained.

TASHAL, City of [J5] Realm: Kaldor Population: 11,400

Holder: Constable Liege: King of Kaldor

The largest settlement of Kaldor and the second largest city on Hârn. Tashal is held by the king; it is not a freetown, although an aldermanic council of 12 helps govern. The king spends at least six months each year in Tashal. His constable, Sir Haldare Venera, a skillful and loyal servant, administers in his absence. Tashal is situated on the left bank of the Kald River just below its confluence with the Hemurin. The city was founded in 128 by Shala of Kephria on the ruins of Kelapyn-Anuz, formerly an eastern outpost of Lothrim’s empire that had been plundered in 121. During the early years of the Migration Wars, the barbaric Kath pillaged most of Kephria’s lands, but Tashal was seized by Medrik I of Serelind in 187 and incorporated into his newly founded Kingdom of Kaldor in 188.

The city is the economic hub of eastern Hârn. Early each summer, four large caravans converge on the city: from Orbaal and the north down the Fur Road, from Azadmere via the Silver Way, from Tharda along the Salt Route, and from Thay by way of the Genin Trail. The diverse products they bring are busily traded through midsummer in something of a carnival atmosphere. As summer wanes, four caravans bear away goods to the north, south, east, and west. Tashal has some of the wealthiest guilds on Hârn; her mercantylers venture all over the island and sometimes reach Lythia in their search for profit. Tashal is not exceptional for its architecture. As a royal city, however, it does boast impressive fortifications. The hidden guildhall of the Lia-Kavair and the covert temple of Naveh are connected to extensive, labyrinthine, underground tunnels. Due to their proximity to the Kald, many of these are prone to flooding. Few know of the tunnels, fewer still explore them. The tunnels may have been designed as sewers by the architects of KelapynAnuz. Tashal has the following temples and clerical orders: Halea Ilvir Larani Naveh Peoni Peoni Sarajin Save-K’nor

The Silken Voice The Yellow Hand The Spear of Shattered Sorrow Covert and illegal The Balm of Joy The Irreproachable Order Clan Endjan The Hyn-Aelori

TASPARTH Also known as Boar Root, the tasparth plant is found near ponds and lakes, especially around Lake Benath. The large tuberous root is used to make an ordeal drug used by tribal shamans.

TAUR–IM–AINA One of the “natural mysteries” recognized by the religion of Siem, Taur-im-Aina are holy groves used by the Sindarin and other Siemists for meditation and worship. These forest glades are scattered around the worlds, linked in some esoteric way to the deity and to nature in general. The term means “Holy place in the woods” in the language of the Sindarin.

TAWHEIM Keep [J2] Realm: Orbaal Population: 585

Holder: Clan Zwaiga Tribute: King of Orbaal

Tawheim has no tributary domains and is accessible only by sea. The keep was built in 422 on a more ancient ruin and was conquered by the Ivinians in 654. Dagaas Zwaiga, 32, is well traveled and intelligent and has brought the customs of many lands to his court. Clan Copyright © 2014, Columbia Games, Inc.

HârnWorld®

HÂRNDEX 130 Zwaiga, a branch of clan Zwaig from Seldenbaal, avoids intrigue and maintains an independent stance in the fractious politics of Orbaal. There is a small Ilviran shrine near Tawheim maintained by a group of Jarin calling themselves the Enclave of the Verdant Pool. Some claim they are connected with an outlandish creature and seek to stir up Jarin unrest. Dagaas seems very tolerant of their activities.

TAZTOS, Fort [G7] Realm: Tharda Population: 125

Holder: Taztos Cohort (5c) From: Ramala Legion

A fort held by five companies of the Ramala Legion, approximately 75 foot and 25 cavalry. This force is hopelessly inadequate for its assigned task of patrolling the huge Athul wilderness dominated by the hostile Tulwyn tribal nation. Ambitious plans to build a road linking Taztos with Telen exist, and there are rumors that the Marshal of Ramala will soon build a new fort further east along the Salt Route, possibly as far east as the Farin River. Soldiers of the Ramala Legion have a saying, “Nothing lies east of Taztos save arrows thick as rain and an unmarked grave.” One recent survey expedition near the Farin, protected by a company of 20 men, was ambushed by the Tulwyn. Only two lived to tell of it.

TEB River [F7] A slow-running river rising in the Teb Marshes along the northwest flank of the Mimea Hills. The Teb, a tributary of the Thard, is bridged at Moleryn Castle.

TECHEN Castle [E7] Realm: Rethem Population: 410

Holder: Earl of Techen Liege: King of Rethem

The principal seat of Earl Lenesque, Techen was built as a keep during the Corani Empire in 379. The castle was constructed by Arlun in 637–39 to guard the frontier of his kingdom. Nemiran created the earldom in 673, granting the title to Cholarn Lenesque. The present earl, Revi Lenesque, one of three powerful earls in this perfidious realm, also holds Phira and Senun keeps and receives fealty from the barons of Omnis and Thiri. The earl is in his early 20s and was a ward of the crown from 706 to 719, when he came of age at 21. He supports King Chafin III against the very powerful Earl of Tormau, but loyalty is a fickle Rethemi trait.

Telen became part of the Corani Empire in 325, although the site has been occupied for more than a thousand years. It soon developed into a thriving town, second in size to Coranan until the city of Shiran prospered in the sixth century. After the collapse of the Theocracy of Tekhos in 588, Telen was an independent oligarchy ruled by the powerful Nordaka clan. In 623, the town joined the Coranan Republic, and became the capital of Coranan Province when the Thardic Republic was founded in 674. Despite these numerous changes over the last 100 years, the Nordaka clan remains the dominant force in the political, economic, and social life of the settlement and its hinterland. Marshal Cobart Nordaka commands a legion of six cohorts, 21 companies strong. Six companies are headquartered at Telen, four at Verus and Ostenor, and three each at Chenad, Esuron, and Hibut. The magistrate of the province is Amerak Nordaka. These two cousins are among the most powerful men in the republic.

TELUMAR [L7] An ancient site located in a pass between the Sorkin and Anadel mountains, Telumar contains one large building and four smaller ones from the Earthmaster era. These were partially buried by a landslide 13 years ago. A ruined Khuzan stone wall dating from the Atani Wars once guarded nearby Telumar Pass and there are two buildings of recent construction. The range of the Chindra Gargu-hyeka surrounds Telumar and it is also a sacred site of the Bujoc tribal nation, who hold their winter moot in the southern hills overlooking the site. The Earthmaster ruins give off a pinkish glow in moonlight and inexplicably bright flashes and “light storms” have been reported. The few explorers who have ventured inside Telumar have not returned. It is not widely known that one Lepridis of Melderyn, an eccentric Lyahvian mage, resides here with several apprentices and servants. Giving the impression of senility to most who encounter him, Lepridis has been studying Telumar’s strange optical properties since 713.

TELEN Castle [F7] Realm: Tharda Population: 2,530

Holder: Coranan Legion (2c) From: Thardic Senate

The capital of Coranan Province. Telen is a partially walled town on the Thard River with an impressive citadel that is the headquarters of the Coranan Legion. Copyright © 2014, Columbia Games, Inc.

HârnWorld®

HÂRNDEX 131 TENANT-IN-CHIEF A feudal lord who holds his fief directly from the sovereign.

TENDUT, Mount [H4]

the Nephen on the Genin Trail. Tarmas Verdreth, 43, is a corpulent man notorious for his crudity and boorish manners. Nonetheless, he’s a capable lord and few regard him the fool he pretends to be.

TERRA

A high peak (8297’) in the western Rayesha Mountains. The Foy Glacier flows down its northwest slope to feed the Foy River.

A world of the Kethrian family. A magic-weak, dull sort of place, mostly harmless.

TENIL, Fardir

TERYFF Keep [H1]

A missionary priest and knight of great prowess who led early Laranian missions to Hârn. He was wielder of the holy silver spear “Protector,” which features in the legend of the Spear of Shattered Sorrow.

TENTMAKERS’ Guild Tentmakers have a monopoly on the production of tents and awnings; they make pavilions for traveling nobles and stall covers for street vendors. Their basic product is canvas, which they weave from flax and sell to shipwrights, mercantylers, and chandlers. Some tentmakers manufacture sails and deck tents for ships, others specialize in renting tents and stalls to those attending fairs and tournaments. A tent sells for around 3d per square foot, hence a 10’ × 10’ pavilion tent, the kind most common at fairs and tournaments, would cost about 300d. Tents decorated with heraldic or other symbols cost more.

Realm: Orbaal Population: 250

Holder: Clan Sirajud Tribute: Keiren

The keep was built by the Jarin in 606 and captured by the Ivinians in 660. Ragnaar Sirajud, 68, is still relatively vigorous, although lame from a wound suffered in the Rape of Thay. He has recently married his ninth wife, Freyta Haidaar, the 17-year-old granddaughter of the lord of Shese.

TESIEN [D7]

Teranya is a rare fern found in deeply shaded areas of woods and forest, growing in stony, acidic soils. It is useful in treating visual impairments.

An Earthmaster site on Ternu Heath, Tesien has a sinister reputation beyond that of other similar sites. It is known as the “Place of Bones,” a reference to the fact that the site has a reputation for “swallowing travelers whole.” The most notable of these was Prince Elos, the son and heir of King Calin of Aleathia, who disappeared while exploring the site in 389. Legends of great enchantment and wealth abound, and most tales mention the “Fenland Stalker,” a nebulous and seldom-described guardian of the site. The site was once used by Workol, a court astrologer who served as chancellor during the reign of the Corani Emperor Shorka. Workol had determined that Tesien was the ideal location for building a “City of the Sky.” This became the base of operations for the Adepts of the Sable Eye, a motley collection of renegade mages, astrologers, and frauds who acted as “advisors” to Workol. This ambitious and expensive project was abandoned with the execution of Workol in 555. Most sane folk avoid the site, but at least one band of outlaws has sought refuge in and around the ruins.

TERNU Heath [D8+]

TEZITH, Mount [L3]

TEPR River [E8] A short river forming in marshland of the Ternu Heath and flowing northeast to join with the Eryn River three leagues above Dyrisa Castle.

TERANYA

An extensive, hilly heathland in southwest Hârn that contains several marshy areas. A few bandits live here, but not much else. The mysterious and sinister site of Tesien is located in the northern range of the heath.

A majestic peak (6488’) in the Sorkin Mountains northwest of Azadmere. As with most of the mountains nearby, the Khuzdul deem it sacred and off limits to travelers.

TERNUA Keep [K5]

THALIA, Princess of Fortune

Realm: Kaldor Population: 395

Holder: Baron Verdreth Liege: King of Kaldor

A barony in Semethshire, held from the king. Originally built in 165 by the Kingdom of Kephria, the keep guards a well-maintained wooden toll bridge over Copyright © 2014, Columbia Games, Inc.

One of Halea’s seven demi-divine handmaidens, a whimsical and capricious entity who delights in the vagaries of chance. A patron of gamblers, she is often invoked (even by non-Haleans) with the expression “catch, recast,” which asks Thalia to catch and re-throw the dice.

HârnWorld®

Jalien Colura Aglir

657–661 661–668 668–674

With the assassination of Aglir in 674, the office of autarch was abolished. Later that year, the League voted to form the Thardic Republic.

Imrium

tion Federaom of K

Le ag u

an an pu ic bl

Geshtei

Coranan

c

Hefiosa

Re

Techen

Parnan

e

Menekai

r Co

The river that has dominated the economic and cultural history of the Tharda region for centuries. At roughly 110 leagues, the Thard is the second-longest river on Hârn (after the Kald). Its gentle meandering has created a fertile alluvial valley, the cradle of several Hârnic civilizations. Golotha, Coranan, and Shiran were all founded on its banks. Its wide channels are navigable from Lake Benath to the sea. The river, especially its lower reaches, is subject to occasional flooding. The Great Flood of 521 drowned thousands of Thardans; the flood of 707 was less destructive, killing only a few hundred.

636–643 643–650 650–657

di

THARD River [G6+]

Neradas Lepral Karnis

ar

The “miraculous” swords of Hepekeria, able to cut easily through six anvils in a single stoke.

years, and might not serve more than once. Six men held the office of autarch:

Th

THANATH

Rethem

A

HÂRNDEX 132

Telen

Shiran

Firis

Shiran Republic

Thardic League c. 636

Heroth

Ka

nd

Moleryn ay

THARDIC REPUBLIC

THARDA [E7+] A region in western Hârn named for the Thard River, which bisects it. Tharda is the most densely populated area on Hârn. The name is also a common reference to the Thardic Republic.

THARDIC LEAGUE The league formed in 636 by the Coranan and Shiran Republics and that evolved into the Thardic Republic in 674. The two republics, both of which had arisen from the ashes of the Interregnum, formed a mutual defense alliance in 632. When Arlun the Barbarian led his Peran tribesmen down from the north to conquer Golotha and found the Kingdom of Rethem in 635, the republics hastily concluded a new treaty. The treaty created the office of autarch, to be held by men of military experience who would have responsibility for external affairs and defense; the republics were to retain internal autonomy. Autarchs were to be elected for terms of seven

B

C

Copyright © 2014, Columbia Games, Inc.

D

A plutocratic state, unofficially called just Tharda, misgoverned by a republican senate from the city of Coranan. The republic was founded in 674, having evolved from the Thardic League. Although not a feudal state, the Thardic Senate is controlled by 66 wealthy patrician families who own 90 percent of the land. The capital city of Coranan is Hârn’s largest city. There is one other walled city, Shiran, and several large towns, notably Kuseme, Moleryn, and Telen. The supreme governing body of the republic is the Thardic Senate, housed in the Chamber of the Red Domes in Coranan. The major responsibilities of the Senate are to levy taxes, conduct foreign affairs, and appoint various key officials. The senate is often deadlocked because of the rivalry between five or six powerful factions, including an imperialist party that intrigues for a revival of the once-mighty Corani Empire. The senate originally had 54 members, but this has grown to 68. They are an elite group, elected to office for life. Theoretically, any person of talent and ambition can become a senator, but in practice, all are wealthy landholders. Senators are elected by two-thirds majority of their peers. Candidates are judged primarily by the value of the bribes they offer. Senator Markaz from Shiran is rumored to have spent 300 gold crowns (a fortune) to get elected in 718. The republic is divided into six administrative provinces: Coranan, Eidel, Gerium, Kom, Ramala,

E

F

G

HârnWorld®

H

HÂRNDEX 133

and Shiran. Each province has two governors: a civil administrator called a magistrate, and a marshal who commands the provincial legion. Each is appointed for a three-year term that may be extended at the pleasure of the Senate. Each governor can veto the other’s decisions; deadlocks are referred back to the Senate. Neither official is paid and corruption is rampant. It has been said by some forgotten wit, that a provincial governor can steal enough money in his first year to pay the bribes that got him the appointment, enough in the second year to bribe the jury that will try him for corruption when he retires, and more than enough in the third year to live in luxury for the rest of his life. It is possible (although rare) for one person to hold both offices. Such is currently the case in Eidel Province. Each of the Thardic provinces has its own legion under the command of a marshal, made up of a varying number of cohorts and companies that are assigned at the discretion of the senate. The legions are responsible for maintaining order within the provinces and for Copyright © 2014, Columbia Games, Inc.

defense against foreign aggression. All Thardic keeps and castles are garrisoned by legion units. It is treason (a capital offense) for any marshal to lead his army outside his province without senate approval. CORANAN PROVINCE Telen Chenad Esuron Hibut Ostenor EIDEL PROVINCE Kuseme Eidru GERIUM PROVINCE Geshtei Fobin Geminost Imrium Noru

KOM PROVINCE Parnan Dumon Stimos RAMALA PROVINCE Moleryn Taztos SHIRAN PROVINCE Shiran Bythe Cestor Firis Hediro Peden

The city of Coranan, although it lies within Coranan Province, has its own separate government.

HârnWorld®

HÂRNDEX 134 goods pass through the city’s dock-side markets during the spring and summer. The following temples and clerical orders can be found in Thay: Halea The Silken Voice Larani The Spear of Shattered Sorrow * + Peoni The Balm of Joy * + Peoni The Irreproachable Order Sarajin Clan Yebaaling Save-K’nor The Hyn-Aelori * Headquarters of the Order. + Seat of the Primate of the Hârnic Isles.

THELSHIRE One of seven shires in Kaldor. Sirendel is the shire moot, held by the Sheriff of Thel for the king.

THEMESON Keep [E6] Realm: Rethem Population: 425

THAY, City of [M7] Realm: Melderyn Population: 4,200

Status: Freetown Charter: King of Melderyn

Thay is a walled freetown at the mouth of the Horka River governed by a lord mayor and council of 10 aldermen. The town was founded in 573 on land granted by King Poleryn of Melderyn to refugees from Aleath fleeing the Theocracy of Tekhos in western Hârn. The town has grown to become the largest settlement in mainland Melderyn. This has become a sore point with the earls of Elorin, whose principal seat of Harden has declined with the success of Thay. The attempted Rape of Thay by Ivinian raiders from Orbaal in 705 just failed to breach the city’s defenses. In 707, a larger viking force would almost certainly have succeeded, but was destroyed when a freak storm wrecked the fleet on nearby Renda Rocks. The hand of Melderyni kings has rested lightly on the city, allowing it to develop in its own way. The only visible aspect of external domination is the law that all vessels traveling from Lythia must first stop and pay duty at Cherafir. The main streets are well patrolled, but honest folk are left much to themselves. The guilds are well established and active. Fishing and pottery are significant industries and the Miners’ Guild operates lead, tin, zinc, and copper mines in Anadel. Thay is the southern terminus of the Genin Trail to Tashal. Many Copyright © 2014, Columbia Games, Inc.

Holder: Cohorts of Gashang Liege: King of Rethem

Themeson was held by the Thardic Republic until 708, when it was captured by the Red Shadows of Herpa, an Agrikan fighting order. A dispute within the church resulted in the creation of a new clerical order, the Eight Demons, whose sponsored fighting order, the Cohorts of Gashang, seized the keep in 714. The Eight Demons, although headquartered in Shiran, still holds extensive lands in the region. The Cohorts of Gashang have not sworn fealty to Chafin III and may intend to return Themeson to the Thardic Republic. The grandmaster of the fighting order is Crasel Merbed.

THEOCRACY OF TEKHOS, The A Morgathian theocracy that resulted from the Balshan Jihad and ruled all of Tharda for 20 years (568–588). It was a repressive religious dictatorship ruled by Horahnam of Clan Tekhos from Shiran. Horahnam was assassinated in 588 and the Theocracy collapsed, to be followed by the years of chaos known as the Interregnum. In Rethem, a pale shadow of the Theocracy lingered on around the city of Golotha until its fall to Arlun of Peran in 635.

THESPIANS’ Guild A small, exotic, and somewhat eccentric guild that trains and takes in actors and other performing artists. Thespians are not members of the Harpers’ College, although a harper or two often travel with thespian troupes. A master thespian usually operates his own touring troupe and is probably a playwright, actor, juggler, and acrobat. Most guildmembers are apprentices and journeymen who will never head their own troupes.

HârnWorld®

HÂRNDEX 135 Most companies are capable of staging elaborate and varied performances; many specialize, some in religious or educational material under the tacit sponsorship of some religious order. There are also some 27 basic dramatic themes that are constantly being reworked by practitioners of the “classical” school. Traditional forms tend to be stylized; puppetry and mime are common. Even new plays tend to be conservative, and hardly ever political, since many performances are monitored by secular and ecclesiastical observers. Most troupes play to noble households for negotiated fees or in the street for thrown offerings, hopefully coins.

THESSE, Mount [I4] A peak (7259’) in the northern Felsha Mountains, said to be the “Son of Wynan,” Hârn’s highest mountain.

THIEVES GUILD (see LIA-KAVAIR) THIRI Keep [E7] Realm: Rethem Population: 350

Holder: Baron Risalsin Liege: Earl of Techen

A barony in Zabinshire, Thiri was built in 623 during the Golothan Theocracy and was captured by Arlun the Barbarian in 635. King Nemiran created the barony in 678, granting it to clan Risalsin with a feudal obligation to the Earl of Techen. The fief suffered immense damage in the Thard flood of 707, but has since recovered much of its wealth. The present baron, Gerd Risalsin, is a quick-witted and good-humored man, the latter trait something of a rarity in Rethemi politics.

THOEN Keep [K1] Realm: Orbaal Population: 310

Holder: Clan Mordauk Tribute: Sherwyn

The Jarin built Thoen keep in 609, but it fell to the Ivinians in 657. Turvald Mordauk, 26, has intellectual limitations and is easily influenced. He is gradually being persuaded by the lord of Kjen to rebel against Clan Sherwyn.

THONAHEXUS, the Herald of Inor Teth Thonahexus sits in a high throne atop Inor Teth, watching in all directions. It is his task to deal with visitors. He knows every living thing by sight. Copyright © 2014, Columbia Games, Inc.

THRAND Keep [H1] Realm: Orbaal Population: 505

Holder: Clan Trajaka Tribute: Pled

Thrand keep was built by the Jarin in 490 and captured by the Ivinians in 670. Maalni Trajaka, 45, is often befuddled by drink. Members of the Trajaka thrangaad are considering replacing him.

THRANGAAD The council of elders of an Ivinian or Orbaalese noble clan. Membership is restricted to men with three or more wives. The thrangaad has the right to elect the valhakar, or clanhead.

THURSA Keep [I1] Realm: Orbaal Population: 420

Holder: Clan Sardosk Tribute: Zuden

Thursa keep was built by the Jarin in 538 and captured by the Ivinians in 653. Caadern Sardosk, 31, was elected valhakar in 719 after his uncle choked to death on a piece of tainted meat. Caadern’s election was primarily due to the sudden and violent deaths of all other potential candidates. He professes to be a devoted adherent of Sarajin but has encouraged the building of a small Agrikan temple near Thursa.

TIEKA Island [B10] A hilly, forested island between Kamace and Anfla off the southwest coast of Hârn. Tieka has no permanent inhabitants, but seasonal fishing camps for the Kamaki and Adaenum exist.

TIMBERWRIGHTS’ Guild The Timberwrights’ Guild has a monopoly on commercial logging. Timber rights are held by landowners, who are free to cut timber for their own use or that of their vassals, but only timberwrights may sell for profit. Timberwrights obtain licenses from landowners for negotiated stumpage fees averaging 10–30% of selling price. It is generally a serious offense to cut trees without such a license. Some timberwrights obtain lumber from wilderness areas, but this is not necessarily cheaper due to higher transportation and security costs. Most timberwrights operate a sawmill where logs (timber) are sawn by hand into planks (lumber) of various dimensions. Their main customers are woodcrafters, shipwrights, masons, and charcoalers. Miners generally have the right to cut their own timber but often employ bonded timberwrights for their expertise.

HârnWorld®

HÂRNDEX 136 TINCTURE In heraldry, the hues of a shield. Tinctures fall into three categories: colors, metals, and furs. The colors are gules (red), tenne (orange), vert (green), azure (blue), purpure (purple), sanguine (blood red or brown), and sable (black). The metals are ór (gold) and argent (silver). There are numerous furs, the most common of which are ermine, erminois, and vair. The most basic rule of heraldry is that a color cannot be placed touching a metal.

TIRAGEYTH A small flowering plant found in forest and woodland that produces a single blue-white flower in the late spring. Chewing the dried leaves gives a sense of well-being and euphoria.

TIRANNON, the Gate of the Mighty A lay ritual of the Laranian Church that is considered the final step in becoming a knight. On the day before knighthood, the candidate places his arms and armour upon the altar and keeps a 24-hour vigil of prayer and meditation over them.

TIRITH, Knights of Larani’s royal guard and special emissaries. The group is an order comprised of demigods and heroes. They are few in number. The knight commander is named Orthas. His mortal life ended when he was slain defending a maiden from a demon of Agrik, the last of many noble acts. Orthas is often called Larani’s most faithful servant; he will obey any order immediately.

TIRITHOR Also known as “The Kingdom that Guards” or “The Land of the Mighty,” Tirithor is the kingdom of Larani. It is located on Yashain, next to and continually at war with the realm of Agrik. Tirithor is a feudal kingdom where the pious live their afterlives.

Copyright © 2014, Columbia Games, Inc.

TIRNATHA An advisory body to the pontiff of the Laranian Church.

TIRPAL, Sea of [D3+] A relatively calm sea separating the Afarezir Islands from the mainland. Except for the occasional dragonship, these waters are largely unsailed.

TIRRALA, Handmaiden of Renewal One of the servants of Peoni. Also called the foremost of healers, Tirrala is the patron of physicians. She appears as a slim young woman with drawn and tired features, bearing a surgeon’s knife and a small urn.

TIRSA Islands [B6+] A chain of some 22 islands in the Gulf of Pendos. Some of the islands are heathland, others have a mixture of heath and mixed forest. Westerly storms and gales are common, making the area dangerous for ships. Only the largest islands are inhabited by a few wild tribesmen of unknown origin. Rumors of pirate bases abound.

TISSAMS, the Hunter A non-zodiacal constellation of the northern sky.

TITLES Most of the titles noted in this publication are English translations of their proper names. A table of titles used in northwest Lythia is given on the next page.

TOBRAN A fanatical bishop of the Laranian church who was the leader of the Tobran Inquisition. Determined to eradicate heresy in Trierzon, Tobran was responsible for hundreds of executions, and thousands of woundings, between 616 and 620.

TOLLS Governments maintain many tollhouses along most highways and at major bridges. Individuals, not always with the benefit of legal authority, sometimes erect private tollhouses. Royal tollhouses are usually placed a day’s march apart and at bridges along major highways: 1f 3f 2f 4f 1f

Person afoot Horse Cart (two wheels) Wagon (four wheels) Ox, sheep, etc.

TONOT Keep [J4] Realm: Kaldor Population: 315

Holder: Baron Pierstel Liege: Earl of Kiban

The most northerly keep of Kaldor, Tonot was built around 200 to guard the eastern borders of the Kingdom

HârnWorld®

HÂRNDEX 137 TITLES OF NORTHWEST LYTHIA Hârnic, Emelan, Jarinese

Palithanian, Shorkyni, Trierzi

Ivinian, Harbaalese

Tarpelanorate

Tarpan

Tarpelen

Tanalaar

Tartaren

Tarvelir

Tarvenor

Hatalen

Akaal

Terenden

Duchy

n/a

Teldor

Telkoren

n/a

n/a

County/Earldom

n/a

Malniren

Malniren

n/a

n/a

Barony

n/a

Esuard

Esuaren

n/a

n/a

Manor/Villa/Holding

n/a

Nealu

Naloren

n/a

Naldra

Dorien

Elganor

Elgaren

Elganor

Elganum

English Kingdom/Empire Principality

Province

Sindarin

Azeryani

Shire

n/a

Irdiula

Indaren

Anuen

n/a

Hundred

n/a

Trevediula

Tradran

Tianuen

n/a\

Overking/Pendragon

n/a

Vatel

n/a

Vatanal

n/a

Pendragondom

n/a

Vatelor

n/a

Vatanalaar

n/a

King/Emperor

Tarpelanor

Tel

Tarpel

Tanal

Taran

Queen/Empress

Tarpelanora

Tela

Tarpela

n/a

Taren

Tarvenu

Tarvenu

Hatal

Akar

Tereni

Princess

Tarve

Tarve

Hatala

Akara

Terenia

Royalty

Arieni

Talar

Vakula

Valen

Trakali

Major Noble/Nobility

Taraca

Kula

Kula

n/a

Kula-Ar

Minor Noble/Nobility

Arca

Kula

Kula

n/a

Kula

Duke

n/a

Telkor

Telkor

n/a

n/a

Duchess

n/a

Telkora

Telkora

n/a

n/a

Earl/Count

n/a

Malnir

Malnir

n/a

n/a

Countess

n/a

Malnira

Malnira

n/a

n/a

Baron

n/a

Esuru

Esuar

n/a

n/a

Baroness

n/a

Esuru

Esuara

n/a

n/a

Manorial Lord

n/a

Neal

Nalor

n/a

n/a

Manorial Lady

n/a

Neala

Nalora

n/a

n/a

Governor (Minor)

Dorate

Elgar

Elgar

Elgar

Elgar

Governor (Major)

Dorar

Elgar

Elgar

Elgar

Vanelgar

Castle/Keep/Fortress

Tirith

Caer

Caer

Khirat

Garmun

Constable/castle/etc.

Antirith

Elgar

Elgar

Khirata

Elgar

n/a

Gayesha

Gayesha

Bakhir

Garedis

Prince

Marshal Chancellor

Tredro

Oron

Oron

n/a

Shema

Counselor/Minister

Tathe

Donathe

Donathe

Thrangaanar

Donat

n/a

Tengreth

Tengreth

n/a

Gershel

Chamberlain

Mebin

Malbin

Malbrin

n/a

Mabashai

Clanhead

Andol

Alri

Alri

Valhakar

Edan

Knight

Mael

Malshi

Melen

n/a

Medan

Exchequer

Note: The titles of the ranks and positions within the clerical and fighting orders of the various religions are given in the Hârndex entries of their respective deity.

Copyright © 2014, Columbia Games, Inc.

HârnWorld®

HÂRNDEX 138 of Nurelia and to stem the raids of the Taelda. Uthris Pierstel is a renowned warrior who enjoys hunting and “gargun-bashing,” but his frequent absences are a detriment to the sound management of his estates.

TONTURY Lake [L5+] Hârn’s second-largest lake, Tontury is located in eastern Kaldor. The Darl River, a tributary of the Osel, feeds and drains the lake. The mysterious Ilmen Marshes, home of the strange Ilme, lie along the southeast shore.

TORMAU Castle [C6] Realm: Rethem Population: 600

Holder: Earl of Tormau Liege: King of Rethem

The principal seat of Earl Lynnaeus. Built in 405 as a Corani keep, Tormau has been held by Clan Lynnaeus since 588. They maintained their fief during the conquest of Rethem by Arlun the Barbarian by the simple expedient of supporting Arlun’s invasion. The present earl, Denyl Lynnaeus, detests Chafin III, whom he believes wants to seize some of his lands. Denyl is the most powerful of the three tenants-in-chief in Rethem, holding Dasen, Ithius, and Weseda keeps, and receiving fealty from the barons of Henwe, Quiso, and Quste. The earl is an astute politician but is carefully building and training a mercenary army for an expected civil war with the Rethemi king.

TORON Dynasty The present ruling house of Melderyn, founded by Lodros in 585.

TORASTRA, King of Kaldor The twenty-second ruler of Kaldor (669–692). Torastra was originally passed over for the kingship in favor of his mother, Chelebin III (651–669), and it must be admitted that he was more interested in war than in the burdens of government. Nevertheless, he succeeded his father’s queen in 669. Torastra had a profound love of battle and fought three campaigns: the Salt War (672–673) against the Thardic League, by which Torastra won extensive privileges for Tashalan salters and mercantylers; the Treasure War (675–678), as a result of which Chybisa temporarily came under the Kaldoric crown; and the Kathela Hills Campaign (689), whereby he broke the power of the eastern Kath but failed to secure the region.

TORBET, King of Kephria The third and last king (162–187) of Kephria. Torbet was slain by the Kath in 187 and the remnants of his kingdom, including the city of Tashal, were seized by Medrik I of Serelind (later Kaldor).

TORENSHIRE One of seven shires in Kanday. Torthan is the shire moot, held by the Sheriff of Toren for the king.

Copyright © 2014, Columbia Games, Inc.

TORTHAN Keep [E8] Realm: Kanday Population: 350

Holder: Sheriff of Toren Liege: King of Kanday

A royal keep and the shire moot of Torenshire. Torthan was the center of the petty kingdom of Alatar, ruled by Clan Dargen from 590 to 689. The kingdom was in the midst of a succession crisis when the fall of Sarkum and Hebon to Rethem caused it, along with most of the other minor states in the area, to unite with Kanday. The Sheriff of Toren is Sir Marik Dargever, a descendant of the kings of Alatar.

TOSET, The A gargun nation of mostly Gargu-araki dwelling in the highlands of eastern Equeth. They are constantly at war with the Equani, with whom they share their range.

TOWER SHIELD A rectangular shield as much as 5’ high, usually made of composite woods faced with light metal plate. They are often curved along their length, partially wrapping around the holder. Tower shields are designed for mass infantry defense and are particularly effective where they can be interlocked. They are quite encumbering in individual combat. Outside the Thardic Republic, no regular Hârnic units are equipped with tower shields.

HârnWorld®

HÂRNDEX 139 TREASURE WAR

TRIAL BY ORDEAL

In 674, thieves broke into the treasury of King Torastra of Kaldor and stole a jewel-encrusted, allegedly enchanted sword that had belonged to Calsten, the first king of Serelind (142–162). The thieves smuggled the priceless sword to Burzyn and news soon reached Tashal that it had been sold, in open market, to a Chybisan nobleman. Torastra sent word to King Balesir of Chybisa demanding the return of the ancient heirloom. Balesir was unable or unwilling to recover the blade and may have doubted its very existence since no news of it had reached him. Still savoring the victory in the Salt War and always spoiling for a good fight, Torastra marshalled his men and knights and marched south in the spring of 675. His army swept down the Genin Trail and crossed the Ulmerien on both sides of Burzyn, where they were met by the Chybisan army. Four centuries of peace had turned the Chybisan army soft and they were easily routed by Torastra’s veterans. Withdrawing into Burzyn, Balesir withstood a three-year siege, supplied only at night by boats on the river. In 678, with plague and rebellion rife, Balesir sought and obtained the honors of war. Only a few score of his retainers followed him into exile. Chybisa became a Kaldoric fief until Balesir liberated it in 687 with the aid of Melderyn. Calstern’s sword has never been recovered.

A legal proceeding, once common in various judicial institutions, now generally confined to canon courts. The process relies on a belief in divine intervention and may take any of several forms. Each temple tends to have its own traditions. One common form is trial by water, wherein the accused is dropped into consecrated water; if they sink, they are proved innocent and rescued.

TRIAL BY COMBAT A vestige of the vendetta system, rare under feudal law. The right of the accused to meet the plaintiff in fair combat. Only gentlefolk who are trained to arms generally seek to invoke this right.

Copyright © 2014, Columbia Games, Inc.

TRIBUTE A loose allegiance owed to a titled noble; it is less than formal fealty, but still a token of submission. Tribute paid may range from annual gifts of money to tokens such as a single fur pelt. Tributary arrangements on Hârn are most common in Orbaal.

TRIDENT The triple-pointed spear is a novelty weapon. It attacks no better, and sometimes worse, than a spear, but its three prongs enable its user to catch, block, and break enemy weapons, giving it better defensive capacity. The trident is best used two-handed. It is primarily used in the gladiatorial arena, although some eccentric warriors also use them. A pitchfork would be classed as an inferior trident.

TRIERZON A feudal kingdom in Lythia, southeast of Emelrene.

TROBRIDGE INN [H6] An independent inn owned and operated by the Mercantylers’ Guild at a ford of the Farin River. The inn, a traditional layover for Salt Route caravans, is fortified much like a manor and has its own village, croplands, and pasture. It exists on the sufferance of the surrounding Chelni tribesmen, who could destroy the inn any time they wished but prefer to use it as a trading post where civilized goods can be obtained. The Chelni gather near Trobridge Inn in the early spring, holding a noisy and rambunctious moot while engaging in trade. The inn was built in 646 by the Mercantylers’ Guild under a special charter from the Mangai. It is currently operated by a freemaster innkeeper who splits his profits with the Mercantylers’ Guild. As the name suggests, there was once a bridge here, but it was washed away in 717. Plans to build a new bridge are awaiting the accumulation of sufficient capital from a stiff toll of 3d per person or animal that is charged to all travelers. The adjacent village is a rendezvous for outlaws and riffraff from all over Hârn. One such is Kurson of Ondailis, a brigand with ambition to ascend to the nobility. Kurson has a manor adjacent to the inn and is

HârnWorld®

HÂRNDEX 140 the real power at Trobridge. He has roughly 20 armed retainers in his employ and has offered both Tharda and Kaldor his “fief ” in return for a knighthood. The days of the inn’s independence may be numbered, as both states covet it as an outpost.

TURENKEMRI A Tulwyn tribesmen who is in a berserk state.

TUVEN River [N10] Melderyn’s only significant river. The Tuven estuary is one of the busiest waterways in the Hârnic Isles.

TUZYN RECKONING

TROLL (see NOLAH) TULEME Falls [J6] A series of waterfalls with a total height of 50 feet on the Kald River, 20 leagues upstream from Ulfshafen. The falls destroy continuous navigation on the Kald. Plans to build a canal around the falls have been proposed to kings of Kaldor on many occasions, but other than the odd survey, nothing has been done. Located on the border of the Sindarin Kingdom of Evael, the falls are often said to be enchanted.

TULWYN, The A warlike nation of merciless barbarians who inhabit the wilderness of Athul. They are divided into some 90 tribes, each of 60–150 persons. They live simple, semi-nomadic lives, moving from one locale to another every few years. As with most barbarian tribes, their religion is a common form of animism, where all objects and animals possess some sort of spirit. The Tulwyn are quite familiar with the products of civilization. They use many contemporary weapons and implements taken from traders along the Salt Route, which they terrorize. For many years, the Tulwyn and Thardic legionnaires based at Fort Taztos have fought an ongoing war of ambush and atrocity against each other. The Tulwyn never cross the Farin River, a taboo related to some unpleasant experience with the Pesino ruins. Copyright © 2014, Columbia Games, Inc.

The calender now used throughout Hârn takes the foundation of the Kingdom of Melderyn as its Year 1. Tuzyn Reckoning was devised in 130 by Tuzyn of Melderyn, a court astronomer in the reign of Erebir III, but was backdated to the founding of the kingdom. Throughout the last six centuries, this calender has gradually been adopted by all Hârnic states, replacing a multitude of calenders, most too inaccurate to be useful. The Sindarin and the Khuzdul, however, still retain their own calenders. Most uncivilized tribes use some form of sun/moon reckoning. Dates given in Tuzyn Reckoning may be preceded or followed by the symbol “TR.” Historians have come to use “BT” (Before Tuzyn) to identify years before the foundation of Melderyn. The Tuzyn calender has 12 lunar months, each of 30 days, for a total of 360 days in one Hârnic year. MONTHS OF THE TUZYN CALENDAR Spring 1. Nuzyael

Summer

Autumn

Winter

4. Nolus

7. Azura

10. Ilvin

2. Peonu

5. Larane

8. Halane

11. Navek

3. Kelen

6. Agrazhar

9. Savor

12. Morgat

A new moon occurs on the thirtieth day of each month (Yaelmor) and a full moon on the fifteenth (Yaelah). Both are holidays in most parts of Hârn. Other holidays are scattered throughout the year based on planting, harvesting, and religious festivals; these vary by locale. The first day of the year is deemed the beginning of spring. It was originally set to coincide with the vernal equinox but an error of nearly one day has since developed.

TWENTIETH TOME, The A popular name for the body of “contemporary beliefs, whatever they may be” of the current generation of Hârnians. The name seems to have originated from the Tomes of the Green Tower, of which there were 19; hence, the Twentieth Tome, i.e., that which “we personally” believe, as opposed to the dry, learned writings of some dead sage. The term is often used as a synonym for the Libram of the Pantheon.

TLYLUS, the Claw A non-zodiacal constellation of the northern sky.

HârnWorld®

HÂRNDEX 141

UDINE I, Queen of Chybisa The twenty-first ruler (627–661) of Chybisa. The only daughter of Gebral, Udine was a remarkable woman, fair of face and a very competent administrator. For 34 years, she ruled Chybisa with wisdom and compassion, although she was forced to banish her husband, Kerepel of Harden, for infidelity in 648. When she died of a heart attack (some would say a broken heart), her subjects were united in their grief. Her unfaithful husband, a dishonored derelict dwelling in Tashal, was knifed in an alley soon thereafter.

UDINE II, Queen of Chybisa The twenty-second ruler (661–664) of Chybisa. This only child of Udine I was Chybisa’s most tragic ruler. She was born with a club foot and humpback and desired only seclusion. Unscrupulous barons prevailed on her to accept the crown, with the promise of a quick arranged marriage. This was not done for three years, and when her betrothed, a Kaldoric knight, saw the unfortunate Udine for the first time, he refused the match. Udine quietly withdrew to her chambers and slew herself; her short and tragic reign is remembered with shame.

UFISORM, Mount [K3] A peak (6578’) in the northwest Sorkin Mountains. The gargun settlement of Zedabir lies in a valley to the northwest.

wide, primal meaning. The tree is particularly symbolic of the patient growth of living things and of their ability to withstand the ravages of time. As an earth sign and the first sign of spring, the tree is symbolic of the decay of organic detritus to fertilize the new, a symbol of transition and of the wisdom that recognizes this basic, universal principle of cyclic renewal. A person born under Ulandus has an affinity with nature; they live a constantly changing life but tenaciously maintain a profound sense of personal identity. Ulandans are reliable in their ways and possess the kind of wisdom that lends strength in troubled times. They often seem aloof from the world around them but will bend enough to survive the winds of change. Their lives are more governed by the universal cycles of growth and decay than by the actions of others.

ULDIEN Keep [K5] Realm: Kaldor Population: 285

Holder: Baron Ubael Liege: Earl of Kiban

Uldien Keep is of recent origin, being first built in 569. The keep is held by Karsin Ubael, who is related to the king by marriage as well as being the brother-in-law of the Baron of Kobe. Although not one of Kaldor’s wealthiest nobles, Karsin’s 14-year-old eldest son, also named Karsin, has a distant claim to the throne, since his maternal grandmother, Lenera Elendsa, was a sister of King Miginath.

ULFSHAFEN Castle (J7) Realm: Evael Holder: Prince Nimfalas Population: 400 Liege: King of Evael (100 Sindarin, 300 Human)

The octennial games of the Church of Agrik, held every eight years in Lysara.

A Sindarin castle and seaport on the right bank of the Kald River at the mouth of the Enorien. This small port handles all of the kingdom’s limited maritime trade. The population is mainly human, descendants of Jarin who were allowed to settle here after the Atani Wars some 14 centuries ago. This Jarin colony and a smaller one at Elshavel are the only human residents of Evael. The Sindarin seem content to have the Jarin as intermediaries between themselves and the traders of Hârn and Lythia. Ulfshafen is the port from which Sindarin periodically set sail for the Blessed Realm.

ULANDUS, the Tree

ULMERIEN River [L7+]

UHLA, the Lantern The “black lantern that gives no light that may be seen by mortal man.” A symbol of the god Save-K’nor. Also, a non-zodiacal constellation of the southern sky.

UKHILA

The first constellation (Nuzyael 4th–Peonu 3rd) of the Kethiran zodiac, located in the northern sky. The great tree is, naturally, symbolic of both change and consistency (mostly the latter) in nature, both the growth and decay of natural processes. Ulandus has a Copyright © 2014, Columbia Games, Inc.

A river rising in the highlands of Anadel, flowing northwards to Burzyn and then southwest to the sea. The area around its mouth is swampy. The Ulmerien, some 58 leagues in length, is navigable to Burzyn and is the de facto border of Chybisa on the north, east, and west.

HârnWorld®

HÂRNDEX 142 UMBATHRI, the Bearer of the Mask

UNICORN HERALD

A variety of Ivashu, the Umbathri, or Hârnic gargoyle, is humanoid, squat, and almost unbearably ugly. Of considerable intelligence, the Umbathri lives only partly on the same plane of existence as mortal creatures. In this sense, they may be thought of as demons. They display varying levels of insanity but rarely attack, despite seeming to derive pleasure from terrorizing those they encounter. They are immune to ordinary weapons but highly sensitive to magic. It is not known whether they eat or drink in any normal sense. They rarely exceed two feet in height and are generally encountered in insanely babbling packs of 4 to 24.

The chief herald of Chybisa, who resides in the Tower of the Unicorn in Burzyn.

UMENFJORD [H1]

One of seven shires in the Kingdom of Kanday. Chison is the shire moot, held by the Sheriff of Urien for the king.

An Orbaalese fjord, 12 leagues in length. Several small islands and hazardous reefs lie at its seaward entrance. The keeps of Hjael and Utera guard its northern coast.

UNDERWORLD A network of tunnels said to be located under Tashal, used by thieves, smugglers, and assassins.

UNFREE Rural tenants (cottars, half-villeins, and villeins) who are bound to the land. They account for 70 to 90% of the rural population. They possess few legal rights but are not slaves. They may not leave the land without the lord’s permission, which is rarely given, and may not marry without the lord’s permission. However, they cannot be unjustly deprived of land or liberty and are entitled to the lord’s protection and justice. The relationship imposes serious obligations on lord and tenant. Most unfree tenants owe agricultural labor for their lands, typically three to five days per year for each acre held.

UNICORN The enchanted, legendary, one-horned horse. Hârnic unicorns are exceedingly rare. According to legend, they can be tamed only by virgins and often bring strange visions or omens. They are also believed to be shapechangers of some sort. Copyright © 2014, Columbia Games, Inc.

UPPER OSEL [K6+] A forested highland in southeastern Kaldor. Although claimed by both Kaldor (as Oselmarch) and Chybisa, Pagaelin tribes are the real masters of the region.

URDU, The Nomadic tribesmen who inhabit a range lying between the Chetul and Pemetta rivers in northwestern Hârn. They are organized into about 70 tribes, each of 80–200 persons. The Urdu are culturally similar to the Kubora and Equani. Some say they are the most peaceful of the three northwest tribes, but this is only in comparison to the ferocity of the other two.

URIENSHIRE

USHET [F4] A gargun cave complex near Kiraz, to which it is connected by former Khuzan mining tunnels. Ushet is inhabited by a hybrid culture of Gargu-khanu and their Gargu-araki and Gargu-hyeka slaves. This colony of roughly 900 gargun has sought for centuries to colonize Kiraz, but as yet have been unable to penetrate the enchanted gates that seal the city.

USNARL, the Bear A demigod servant and symbol of the god Sarajin. Usnarl has the shape and disposition of a great white bear and the strength of 20 such creatures. Also the name of a non-zodiacal constellation of the northern sky.

UTERA Keep [H1] Realm: Orbaal Population: 815

Holder: Clan Laksit Tribute: Keiren

Utera keep was built by the Jarin in 564 and captured by the Ivinians in 672 after a three-month siege. It was conquered by Horvald Laksit. He is now 80, growing senile, and not expected to live through 720.

HârnWorld®

HÂRNDEX 143 UTHEL River [F4+] A river rising within the abandoned Khuzan city of Kiraz. When Kiraz was inhabited, the Uthel was used as a transportation route. Many Khuzan hunting lodges, some still in good repair, exist along its banks.

UTHOC, Mount [I5] A snow-capped peak (7785’) of the Felsha Mountains.

UTHRED, King of Kaldor The second and last Kaldoric king of the House of Orgael. Uthred reigned from the death in 385 of his father, Fierth the Usurper, until his assassination by disaffected barons in 406. He was Kaldor’s ninth monarch and one of her least loved. Uthred pursued his father’s ruthless, corrupt policies but lacked the subtle wisdom to carry them off without alienating his subjects. Few mourned his death.

UTHRIEM ROLIRI The closest thing to an organized group in the “church” of Siem, the Uthriem Roliri is a secretive brotherhood of human woodsmen intent on protecting the wilderness and wildlife from those who seek to defile them. They consider the Sindarin to be semi-divine and try to imitate their lifestyles.

UTHWYLL Uthwyll, or Greenberry, is a creeping vine found in low, marshy areas of northern forests, especially in sandy areas bordering streams and ponds. The berries produce a vivid green dye that Anoan hunters use to color their skin as camouflage.

UVIEN (see BARSOTHE FALLS) UYESSEGRYN Sarajin’s grandfather, one of the Pradeyalkri he defeated to take control of Ivinia.

VAAGEL Castle [H2] Realm: Orbaal Population: 455

Holder: Clan Karolaan Tribute: King of Orbaal

The Jarin built a keep here in 461 that was expanded into a castle between 681 and 690 after its capture by the Ivinians in 670. Halvor Karolaan, 48, suffers from epilepsy. He is a brilliant man and was largely responsible for planning the first raid on Thay. Halvor very much wishes to see a united Orbaal, a sentiment not shared by most other clans. Clan Karolaan is a branch of clan Karol from Jarenmark in Ivinia. Since 716, there has been a feud between the Karolaans and the Storzands of Pled. Vaagel receives tribute from Aaldem and Daasen.

VAAGESFJORD [H1+] A deep fjord in northern Orbaal that is more than 18 leagues long. Pled, Vaagel, and Thrand lie along its shores. Clan Karolaan of Vaagel and Clan Storzand of Pled are somewhat belligerent towards each other.

VAENYA Mortal adherents of Save-K’nor who serve well in life may be elevated to the status of Vaenya after death. The Vaenya build and inscribe the walls of Inor Teth, carry messages, and serve the god at need. Much of their time is spent, however, reading the infinite walls.

VAGORSEREQ The Sindarin name for the longknife, a straight, double-edged, thin-bladed shortsword. The longknife is the preferred weapon of Sindarin warriors. Other races make copies that lack resilience. It is light enough to be used as a secondary weapon but, for most people, it is too long for this purpose.

VALAMIN A little-known member of Larani’s household, Valamin takes the form of a slim young man in snowwhite robes, on the hem of which is a small bloodstain. He is sometimes called the Frowner since his face is always thoughtful. He only smiles when he receives some special favor from the goddess. He is sometimes regarded as Larani’s “conscience”—without his calming, she would more often assume the aspect of the Terrible Lady. Copyright © 2014, Columbia Games, Inc.

HârnWorld®

HÂRNDEX 144 VALHAKAR

VERLID I, King of Chybisa

The leader of an Ivinian or Orbaalese noble clan. A Valhakar is generally elected for life by the Thrangaad and can be similarly deposed or challenged to combat.

VALON, the Meadows of

The second monarch (183–210) of the Kingdom of Chybisa and of the House of Shosel. Like his immediate predecessor, Shobald, Verlid was an able general and was able to hold off the rampaging tribes during the ongoing Migration Wars.

The enchanted dwelling place of Peoni and her “family” on Yashain.

VERLID II, King of Chybisa

VAMBRACE Plate or kurbul armour for the forearms. The vambrace is sometimes used as a kind of buckler.

VAR-HYVRAK (see ILLIMITIBLE TOME) VASSAL A retainer; one who honorably serves another. A fiefholder is vassal to his liege lord.

VEMIONSHIRE

The third monarch (210–251) of Chybisa and of the House of Shosel. Verlid was as good a general as his father, Verlid I, and also excelled at fortress-building. His greatest trial was in 227, when he barely stopped the advancing Hodiri at the gates of Burzyn.

VERLID III, King of Chybisa The fifth Chybisan monarch of the House of Shosel (284–316). With the Migration Wars over, Verlid III was able to concentrate on the slow rebuilding of the kingdom’s feudal agricultural system.

VERLID IV, King of Chybisa

One of seven shires in the Kingdom of Kaldor. Athelren is the shire moot, held by the Sheriff of Vemion for the king.

Chybisa’s sixth monarch (316–350) of the House of Shosel.

VENARIAN SEA

VERLID V, King of Chybisa

A large sea near the fabled empire of Azeryan.

Verlid V was of the House of Shosel and governed Chybisa from 375 to 392). Before coming to the throne, he fought on the side of Aidrik II in the Kaldoric Civil War and gave sanctuary to his son when the cause was lost in 377.

VERLID VI, King of Chybisa Verlid V’s son and successor was the last Chybisan ruler of the House of Shosel. He was the kingdom’s tenth monarch and governed from 392 to 409. He cautiously favored the Restoration of Aidrik III to the Kaldoric Throne in 406. Like his father, he gave succor to the deposed sovereign despite the resentment this earned from Uthred. When Verlid died heirless in 409, his barons gave the crown to Imadain I of Melderyn.

VENDETTA LAW A system of justice whereby all enforcement and protection of individuals is the responsibility of their clans. When a wrong is committed, the clan negotiates and exacts compensation. If no agreement can be reached between the clans, a feud or vendetta begins. Vendetta law tends to favor those who belong to large clans; feuds may last years, until one clan is wiped out, and can devastate whole districts. It is from this system that feudal law has evolved as a strong crown steps in to mediate potentially disastrous vendettas. Copyright © 2014, Columbia Games, Inc.

VERLID VII, King of Chybisa The twenty-fourth and present sovereign of Chybisa (691–present), Verlid VII is the second king of the House of Geledoth. Due to the events surrounding the Treasure War fought by his father, Balesir, both Kaldor and Melderyn have claims on Verlid’s crown, and Balesir

HârnWorld®

HÂRNDEX 145 ran up huge, as yet unpaid, debts with the usurers of Thay. All of this makes Chybisa’s king very nervous; he suffers badly from ulcers. Verlid was born in 674 and has a weak heart. He is an honest man, despite his scurrilous ancestors, and may well preserve his crown. The heirapparent, Prince Balesir, is undergoing the early stages of syphilis and gets on poorly with his father.

VESHA, the Mouth of Falsehood A servant of Naveh who spreads lies and deceit. Every lie told by men strengthens Vesha and every unpleasant truth weakens him.

VESSEL REGISTRY An annual fee paid by ships to avoid having to pay anchorage fees and to reduce wharfage fees by 50%. The typical registry fee is 40 to 60d per foot of vessel length per year.

V’HIR

VLASTA, the Swift One, Eater of Eyes A type of the Ivashu that rarely exceeds 18 inches in height or 20 pounds in weight. With their powerful tails and hind legs, Vlasta can leap 20 feet with ease and can move with great speed over short distances. They are voracious carnivores that feed mostly on small rodents, but they will attack creatures as large as a man. They attack large creatures by leaping at the face, greedily consuming the eyes. They have fleshy, beak-like snouts that they sometimes use for this purpose, but they also employ their fine, delicate hands to extract the “delicacy.” Because they can move and dodge with great agility, striking a Vlasta is very difficult, but if a blow is landed, their fragile hollow bones break easily. Vlasta are mostly grayish-brown in color, but may also be dark gray, ochre yellow, or black. They are encountered in caverns in groups of 2–12.

The bat-winged, cloven-hoofed, fire-enshrouded, hook-clawed, demonic servants of the god Agrik.

VIKOD, Cape [A4] The most western point of the Hârnic mainland. It is rarely seen because access by land is difficult and mariners like to give this lee headland a wide berth due to offshore reefs. Superstitious mariners (most are) believe that the very sight of Cape Vikod is a bad omen.

VILLEIN An unfree peasant typically holding a yard of about 30 acres.

VIOLET MANTLE KING OF ARMS The chief herald of Kanday, who resides at the Violet Mantle Palace of Arms in Aleath.

VIPHRA Viphra is a hardy evergreen fern found by mountain streams and lakes. Large red tips on the leaves look like wet blood. Legends hold that the plant was marked by falling drops of blood from the hero Albarra as he walked along the sacred stream known as the Anon-aldar. Mountain folk harvest the plant for its narcotic properties.

VIRGATE Another term for yard.

Copyright © 2014, Columbia Games, Inc.

VOLD Keep [G2] Realm: Orbaal Population: 405

Holder: Clan Maaren Tribute: Arathel

The last Jarin keep captured by the Ivinians, Vold fell in 676. The original keep was built in 593. The valhakar is Thurri Maaren, 39, a man of limited vision and intelligence. He has the stubbornness typical of an ignorant man. The Maarens are a branch of clan Maar from Menglana.

VORANG The monstrous Vorang is a massive squid that can rip men apart with tentacles as thick as tree trunks.

HârnWorld®

HÂRNDEX 146 grant exists. The order may have seized the district from its legal holder around 690, when Rethem was involved in a war with Kanday; the keep itself dates from 699.

WEAPONCRAFTERS’ Guild

WARDEN An officer commanding a city garrison and responsible for maintaining civic law and order. A major expense for any city is its military budget. In freetowns, the warden is appointed by the mayor or aldermen; in feudal towns, by the feudal holder (usually the constable of the citadel).

WARFLAIL A military version of the grainflail. The impact stave is commonly reinforced with metal bands or studs and is chained to the handle. Some warflails are made entirely of metal, some have wooden handles and metallic impact rods (see FLAILS).

WARHAMMER A weapon designed to crush or puncture plate armour. Warhammers concentrate the force of a mace into a smaller area and are more difficult to use (the technique is like that of a handaxe). As plate armour is rare, so is the warhammer. They are more common among the Khuzdul.

WARS OF DAWN A period of conflict between the lesser gods after the First Gods had concluded the Natal Wars.

WARRIORS OF MAMEKA,, Order of the The Agrikan fighting order sponsored by the clerical Order of Mamaka, Master of Steel. The order has a keep at Bedenes and crusades against the tribes of Peran where, among the Kubora, it is far from popular. The ambition of the Warriors of Mameka is to reestablish a keep at Kustan. Bedenes may have been granted to the order by King Nemiran of Rethem, but no record of the Copyright © 2014, Columbia Games, Inc.

The Weaponcrafters’ Guild has a monopoly on the design, manufacture, and sale of all weapons and armour, although the making of bows and arrows and crude weapons by the peasantry is allowed. Weaponcrafters are highly respected, especially by the nobility they principally serve. A master weaponcrafter will either own a franchise in some town or be bonded to a noble household. Most armies have bonded weaponcrafters serving with them. Weapon and armour prices are very high, partly due to the expertise required for their manufacture, but mostly because the nobility requires that prices be inflated to prevent the lower classes from obtaining good weapons. Certain classes of weapon are also deemed “chivalric” and may not be borne by persons not of gentle birth. Some weaponcrafters specialize in the making of armour. The most common armours found on Hârn are ring, scale, and mail. Plate armour is rare and articulated plate armour does not exist. The prices of average quality common weapons and armour are given in the price list in the main Hârn article. For detailed information on weapons and armour, see the HârnMaster rule system.

WEBEN River [G3+] A swift-flowing river rising near Mount Ebon in the Rayesha Mountains, the Weben joins with the Foy River to become the Peliryn. The Weben has a notorious stretch of treacherous rapids along its course, called by the local tribesmen “Wajok’s Wrath,” after their river god. Unwary travelers may be cast into the waters to appease the god.

WEIGHTS AND MEASURES The Hârnic system of weights and measures was imported from Lythia. Linear 12 Inches = 1 Foot 3 Feet = 1 Yard 4,400 Yards = 1 League Area 4,900 Sq. Yds = 1 Acre 30 Acres = 1 Yardland 120 Acres = 1 Hide

Liquid Volume 2 Pints = 1 Quart 4 Quarts= 1 Gallon 50 Gallons = 1 Hogshead Dry Volume 4 Pecks = 1 Bushel 8 Bushels= 1 Quarter 4 Quarters= 1 Tun

HârnWorld®

HÂRNDEX 147 Weight 16 Drams = 1 Ounce 16 Ounces = 1 Pound 100 Pounds = 1 Hundred 2,000 Pounds = 1 Ton

Time 60 Minutes = 1 Hour 24 Hours = 1 Day 30 Days = 1 Month 12 Months = 1 Year

WELEMOCH, Mount [H3] A peak (6669’) in the southern Jahl Mountains.

WELUR Abbey [E8] Realm: Kanday Population: 245

Holder: Rekela of Alethia From: Serekela of Kanday

Welur is the seat of the Rekela (bishop) of the Laranian diocese of Alethia in Kanday. The diocese is believed to be the earliest Laranian organization in western Hârn; its origins can be traced to missionaries among the Aleta tribes in the third century. Welur is renowned for its orchards and the high quality of the cider it produces. The Rekela, Merenal Tesade, suffered a minor stroke two years ago that has left him physically, and some mentally, impaired.

WHARFAGE A fee charged in most ports for the right to moor at dockside. The average charge is 1d per foot of vessel length per day. See ANCHORAGE, PILOTAGE, and VESSEL REGISTRY.

WHARO Keep [N10] Realm: Melderyn Population: 485

Holder: Baron Chorlon Liege: Earl of Nurisel

The Jarin settled in the region around Wharo around 1,200 BT and built a hill fort that is now the site of this keep. The present stone keep was built in 356 to replace an earlier wooden structure built in the first century BT. The baron, Sir Ranald Chorlon, 68, is troubled with gout but is proud of his ability to still ride and hunt with consummate skill.

WHIP

WEND River [I6+] A river rising in the highlands of the Shava Forest, flowing eastwards into the Kald River at Tuleme Falls. The river is considered to be the northern border of the Kingdom of Evael.

WERGILD Also known as “man gold.” Under vendetta law, wergild is the compensation paid by a murderer or his family to the victim’s family.

WESEDA Keep [D7] Realm: Rethem Population: 275 Holder: Constable Liege: Earl of Tormau

Weseda keep was built by the Earl of Tormau in 711 without royal approval. It was built atop an ancient hill fort that dates from the fifth century BT. The earl’s constable is Sir Petryn Horsik.

WETHOM Keep [G2] Realm: Orbaal Population: 370

and adventurous man who is a second cousin of the lord of Arathel. The Kyrodwes were founded when Ydraan parted peacefully with the Cyeens of Arathel and led a group of settlers to begin the colony at Wethom.

Holder: Clan Kyrodwe Tribute: Arathel

Clan Kyrodwe is related to Clan Cyeen of Arathel and both are “tainted” by Jarin blood. Built in 705, Wethom is a typical Ivinian thran, a neat cluster of clanhouses with a circular wooden palisade. Ydraan Kyrodwe, 51, is a bold Copyright © 2014, Columbia Games, Inc.

The only whip commonly carried into battle is the Isagra, or Reksyni Knut, a 15-foot whip whose tip is reinforced by extra leather and wire. A skillful user can break a man’s spine, but even the Reksyni do not use the whip as a primary weapon.

WHITE MOUNTAIN KING OF ARMS The chief herald of Azadmere, who resides at White Mountain Lodge in Azadmere.

WIGHTMOOR A large Jarin burial ground near Gelimo on the Isle of Melderyn.

WINDHEIM (see FYSO) WINEN Keep [C6] Realm: Rethem Population: 310

Holder: Sheriff of Hohnam Liege: King of Rethem

The shire moot of Hohnamshire. Winen Keep was built in 701 on royal lands by Chafin I as a check to the growing power of clan Lynnaeus of Tormau. The sheriff is Sir Rihar Porteh, a notorious scoundrel of little imagination but considerable ambition. The present Earl of Tormau has been attempting to sway Sir Rihar’s loyalty; the sheriff is sympathetic to the earl, if only as a political expedient.

WIZARDS’ ISLE, The A popular name given to Melderyn.

HârnWorld®

HÂRNDEX 148 WOBEN, Mount [I4]

WYLORAFINA

The second-highest mountain of Hârn (9597’), Woben is located in the northern Felsha Mountains. For legends associated with Woben, see the entry for its twin peak, WYNAN.

Also known as Scarlet Lady, wylorafina grows around the fringes of damp pastures along rivers and lakes. The leaves and flowers make a pleasant tea and the milky sap is used in love potions and as a heart stimulant.

WOODCRAFTERS’ Guild

WYNAN, Mount [I4]

A master woodcrafter has the skills of a carpenter, cabinet maker, cooper, and wainwright. Woodcrafters are one of the largest and most important guilds. They produce a vast array of goods, including furniture, boxes, barrels, wagons, ladders, and tool handles. Woodcrafters are often involved in construction projects under masons; where stone is not involved, they may actually supervise building.

Hârn’s highest peak (9766’), Wynan is found towards the northern end of the Felsha Mountains. Due to their majesty, both Wynan and its sister peak, Woben, have been rumored to house Lahr-Darin, but no real evidence of this exists. Another, more fanciful, legend relates that the Earthmasters were at one time governed by a beneficent and most pious king and queen who, on ending their long and regal reign, were transformed into these two great mountains. An elaboration of this tale has the Earthmasters departing with the royal couple’s transformation. Some extravagant storytellers claim that each of Hârn’s hills and mountains represent an Earthmaster whose stature in life is reflected by the height of the summit.

WORKOL An astrologer who influenced and came to dominate the Emperor Shorka of the Corani Empire. Taxation and religious policies that Workol advocated proved unpopular with gentle and simple folk alike. With the death of his patron in 555, Workol was arrested and “planted alive in the earth, head showing, interfering not with his viewing of the stars.” He was given water regularly and it is said that he took 70 days to die from starvation.

WOSE River [H4]

WYVERN A semi-legendary cousin of the dragon. Unlike dragons, Wyverns are unable to breathe fire or frost, have only two legs, and are unintelligent. Like dragons, Wyverns have wings; most can glide and some are capable of true flight. They have a voracious appetite and are feared predators. They tend to stay away from civilization.

A river rising in the eastern Rayesha Mountains, flowing southwest into Lake Benath. The river crosses the wooded plain of Misyn and is sometimes referred as the “Cloaca of Ilvir.”

WRECAN Also known as the Sea Boar or Eder’s Guard, this hideous aquatic beast is known to attack ships. Said to grow to as much as 40 feet in length, the Wrecan reputedly has giant tusks capable of goring the hull of even larger ships.

WUROKIN, The A nation of nomadic Gargu-araki who occupy the region south of the Anoth Delta.

Copyright © 2014, Columbia Games, Inc.

HârnWorld®

HÂRNDEX 149

HÂRNDEX 149 YAELIN Island [H8]

XUAKA, King of Aleathia The fifth and last monarch (429–453) of the Kingdom of Aleathia. Xuaka was an ambitious ruler who sought to take advantage of a succession crisis in the Corani Empire to invade and annex new territory. Unfortunately for him, Mejenes the Great was chosen as the new Corani emperor and Xuaka was eventually defeated after three years of bitter war. Mejenes was magnanimous by allowing Xuaka to retain his throne on the condition that the Kingdom of Aleathia be willed to the empire on his death. When Xuaka died of natural causes in 453, Aleathia became a province of the Corani Empire, with Xuaka’s eldest son as its governor.

The sixth-largest of the Hârnic Isles, lying in the Gulf of Chakro. Yaelin has no permanent inhabitants but is visited from time to time by various seafarers and by the Sindarin. An ancient legend, possibly Sindarin in origin, recounts that Siem’s servant Sereniel forged Kethira’s moon “of the stuff of the deep Gods, beneath Yaelin Isle, and quenched it in Chakro’s Gulf.” This legend accounts for the island’s name.

YAELMOR The day of the new moon, the thirtieth and last day of each month by Tuzyn Reckoning.

YARD A landholding of about 30 acres, although the actual size varies with land fertility. A yard, also called a virgate, is the typical holding of a villein.

YASHAIN One of the worlds of the Kethrian family. Most of the deities live on Yashain and most Hârnians believe this is where they will spend their eternal afterlives.

YASSIL Yassil is a rare vine that thrives mainly along the shores of Tontury Lake. It produces a knobby, eightfingered root that is a prized delicacy. However, yassil can harbor a pustulent rot called Blackroot, an addictive substance that can lead to madness.

YEB, Mount [I4]

YAEL (The Moon) The Hârnic name of Kethira’s only moon. Yael orbits Kethira every 30 days at an average distance of 280,000 statute miles. It has a diameter of roughly 2,300 statute miles and rotates once on its axis in 15 hours. Yael has a profound influence on tides.

A peak (7759’) overlooking Misyn on the western flanks of the Felsha Mountains.

YEGED Keep [J4] Realm: Kaldor Population: 360

Holder: Baron Londel Liege: Earl of Gardiren

A barony in Birenshire held directly from the Melderyni king. Yael was built in 645 by Halat Duathane, father of the present lord. The keep’s name originated when a total lunar eclipse occurred during construction. Halat thought this a good omen and named his new home after Kethira’s moon. The present baron, Etosir Duathane, is 65 and in failing health.

The original keep was built in 140 by the Kingdom of Nurelia. The baron, Churus Londel, is a foolish romantic. He welcomes harpers and thespians to his court and is fond of entertaining guests with his own compositions. His wife, Urila, is the real administrator of the baron’s estates. Her political acumen is remarkable.

YAELAH

YELGRI

YAEL Keep [N8] Realm: Melderyn Population: 305

Holder: Baron Duathane Liege: King of Melderyn

The day of the full moon, the fifteenth day of each month (see TUZYN RECKONING). Copyright © 2014, Columbia Games, Inc.

Otherwise known as the Hârnic Harpy, these semiintelligent, quasi-reptilian, scallop-winged humanoids are

HârnWorld®

HÂRNDEX 150 now rare on Hârn. They inhabit high mountains and some dense forests. They are shorter than man and light-boned, but still have to flap their leathery wings rapidly to get airborne. Their wingspans reach a maximum of 30 feet. Yelgri are predatory carnivores. They have taloned feet, but also use primitive weapons to hunt, mostly spears and clubs. They are generally hostile to man and will be encountered in flocks of 2–12 or more.

YELLOW HAND, Order of the A clerical order of the Church of Ilvir based at a temple in Tashal. Although this order is primarily engaged in promoting Ilviran pilgrimages to Araka-Kalai, many of its clerics seem to be more interested in exploring the ruins of Kelapyn-Anuz that lie beneath Tashal. They believe holy relics sacred to their deity lie hidden there.

YEOMAN A manorial tenant, usually a freeman, who holds 60 to 120 acres in exchange for military service rather than rent or agricultural service. Yeomen form an important component of a feudal army. Most longbowmen belong to this class.

a sleeping bear. The Ymodi tribesmen consider it taboo and will try to prevent access for fear of “awakening the beast.”

YOLL, the Hide A non-zodiacal constellation of the southern sky.

YSELDE THE TROTHMAKER One of the demi-divine servants of Peoni, Yselde is the mistress of honorable love and is a particular favorite of simple folk. She smoothes away difficulties that lovers may marry; newlyweds pray to her for the blessing of children. She often appears as a middle-aged, heavy-set woman bearing a basket.

YULPRIS The yulpris plant is found only on the Setha Heath in damp soil; its root is one of the most valuable healing herbs on Hârn.

YZUG [E5] A cave complex in the Rayesha Mountains inhabited by Gargu-kyani.

YERIT and ILYASHA, the Teachers A male-female team, these two Althar are patrons of the performing arts. Portrayed either as jesters or thespians, they are often invoked by performers about to go on stage. Their duties for Save-K’nor are not clear.

YMODI, The Wild and fierce forest tribesmen of Himod in northern Hârn. There are around 25 tribes, each ranging in number from 40 to 120. The Ymodi are beleaguered by the Equani to the west, Anoa to the east, and gargun to the north and south. They survive only because of their considerable skill with weapons, notably the bow and spear. They consider Mt. Niphel, the highest peak of the Rayeshas, to be sacred. Viewed from Himod, this mountain has the profile of Copyright © 2014, Columbia Games, Inc.

ZABINSHIRE The smallest of three shires in the Kingdom of Rethem. Chakta is the shire moot, held by the Sheriff of Zabin for the king. Before Ezar’s War, Zabinshire was much larger, but those lands are now held by Kanday.

ZADURYN The mountain wherein part of the city of Azadmere is located.

ZAHARUK Zaharuk is a pale luminescent fungus that grows in deep caverns. Reacting to changes in air pressure and small vibrations, the mushrooms produce enough light to cast a glow for several feet. Both the Khuzdul and gargun grow them as food and to provide illumination.

HârnWorld®

HÂRNDEX 151 ZAZA Keep [D6] Realm: Rethem Population: 285

Holder: Baron Paque Liege: Earl of Ithiko

Zaza keep was built by the Corani Empire in 403. Arlun the Barbarian was fond of hunting in the vicinity and improved its defenses during his reign. The barony was created by King Nemiran in 677, when he granted Zaza to Clan Paque after being petitioned by the Earl of Ithiko. The present baron, Styfen Paque, is carefully considering his loyalties in view of the enmity between the earls of Tormau and Ithiko.

HÂRNDEX 151 oak gate of marvelous balance and strength. The wall and ramparts are well guarded. None may pass without permission of the Khuzan prince. Zerhun is garrisoned by four companies of elite Khuzan warriors, one company of High Guard and three companies of Low Guard. A company of Jarin mounted foot, a feudal levy from Habe, is also stationed at the nearby village of Pedwar, a quarter of a mile inside the gate. They patrol the Silver Way as far south as the Guthe Ford. Skirmishes between them and gargun patrols from Fana are common.

ZERIEN Keep [E7] Realm: Kanday Population: 345

Holder: Baron Irien Liege: Earl of Selvos

Built as a Corani fort in 432, Zerien was captured for Kanday by the Checkered Shield in 626. The barony was created in 701, when Petryn Irien, 53, was made a vassal of the Earl of Selvos. Petryn is a hardened veteran of border skirmishes.

ZEXUS The north star, in the constellation Geriam (the bow). The mast of Lado (the galley) points to Zexus.

ZEDABIR [K3] A cave complex in the Sorkin Mountains inhabited by Gargu-viasal.

ZERHUN Castle [L4] Realm: Azadmere Population: 200

Holder: Crown Prince Liege: King of Azadmere

A Khuzan stronghold at the south end of Lake Arain. The site has been fortified for 7,000 years and is strategically placed to guard the approaches to Azadmere. It is the traditional hold of the Khuzan crown prince. The fortress is built into rugged cliffs overlooking the Silver Way, but only the upper ramparts are readily visible to passersby. Most of the structure is tunneled into the rock; caverns and mines run deep within the surrounding mountains, some reaching as far as Mt. Jentzu. However, none can miss the barbican, a 70’ stone wall more than 10’ thick that barricades the road to Azadmere. The only way to pass this point is through an iron-faced

Z’HURA Z’hura (plural: z’huran) 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 feed on animal protein rather than the normal vegetable matter. There are at least a dozen varieties, including the m’nogai (green slime), langlah (gray ooze), and lurishi (yellow mold).

ZHAKOM [L3] A cave complex in the Sorkin Mountains inhabited by Gargu-khanu and Gargu-hyeka. They are a constant threat to Azadmere.

ZOBEN Keep [K5] Realm: Kaldor Population: 295 Holder: Constable Liege: Earl of Minarsas

Zoben keep was built in 70 TR by the early Jarin kingdom of Arwn but has been rebuilt several times. The constable, Sir Coreth Lothlar, was appointed in 717 and is a skillful administrator. Local legend has it that the shade of a murdered Jarin lord sometimes walks the great hall. It is popularly believed that this ghost is Owain the Martyr, a semi-legendary Copyright © 2014, Columbia Games, Inc.

HârnWorld®

HÂRNDEX 152 ruler of the petty kingdom of Darlen during the time of Lothrim. Owain was apparently lured to Zoben by the lords of Arwn with the promise of an alliance against Lothrim. Instead, he was betrayed and murdered. When the keep was repaired in 620, a headless skeleton was found behind a wall in the great hall.

ZODIAC The zodiac consists of those constellations through which the sun passes in one year. Thus, a person’s sunsign is the zodiacal constellation where the sun is located at the time of birth. The 12 signs of the zodiac are given below. General personality traits of those born under the specific signs are given under their own entries. Ulandus Aralius Feneri Ahnu Angberelius Nadai Hirin Tarael Tai Skorus Masara Lado

The Tree The Wands The Smith The Fire Dragon The Flaming Swords The Salamander The Eagle The Pentacle The Lantern Bearer The Mixer The Chalice The Galley

ZUDEN Castle [I1] Realm: Orbaal Population: 505

Clan: Ruindael Tribute: King of Orbaal

Built by the Jarin in 526, Zuden was captured by the Ivinians in 657 and later expanded into a motte and bailey castle. Bjaal Ruindael, 43, is a pirate and often absent from Zuden. The Ruindaels receive tribute from the lords of Mul and Thursa.

ZUILOS Keep [M7] Realm: Melderyn Population: 315

Holder: Baron Avonasen Liege: Earl of Karveth

Zuilos was originally built around 180 TR. The barony, created in 630, was granted to this junior branch of the Avonas of Karveth. The baron is Mikkyl Avonasen, 56, a younger son who inherited the title when his two elder brothers drowned in a shipwreck. Mikkyl studied at a Cherafir chantry in his youth and is said to be a skilled Savoryan Shek-Pvar.

ZUTH, Mount [K4] A peak in the Sorkin Mountains (7586’), visible from Azadmere.

ZYNHOLM Keep [H2] Realm: Orbaal Population: 425

Clan: Saargax Tribute: King of Orbaal

Zynholm lies within the royal domain of Geldeheim and is held by Clan Saargax at the king’s pleasure. A typical Ivinian thran with earth and wood ramparts and several clanhouses, Zynholm was built by the Ivinians in 677 to guard the entrance to the Geldesfjord. Melvold Saargax, 26, is a ruthless valhakar whose policies have gained him the nickname “the Viper.” His eldest sister is one of the king’s four living wives.

Copyright © 2014, Columbia Games, Inc.

HârnWorld®

Hârndex

HârnWorld Master Index • tHIrd edItIon Hârndex is an alphabetical reference source book for gamemasters using HârnWorld. Includes new entries as well as those from previous editions. Cultures: Entries for each kingdom, barbarian tribe, and unique creatures, as well as entries for people, places, and events important to Hârn’s history. Geography: Entries for the settlements and geographic features shown on the Hârn Regional Map. Religion: Entries for each of the major deities, along with their clerical and fighting orders. Economy: A wealth of information about Hârn’s guilds and economy.

HârnWorld

®

• mediev or d de igned e ifi for fantasy gaming and suitable for any rule system. • R n o r e i rational world. •

e t ithin be iev b e, t b e, nd

it , det i , nd on i ten re o r h m r Nothing is better.

COLUMBIA GAMES INC. POB 1600 Blaine, WA 98231 U.S.A. http://www.columbiagames.com

KINGDOM OF

K ALDOR

ENCYCLOPEDIA HÂRNICA TM

#5610

ELE

NDSA

KALDOR 1

POLITICAL MAP

J4 K4

N O

R

O

N

'

ROYAL DOMAIN

CONSTABLE OF BASETA

EARL OF NEPH

CONSTABLE OF ZOBEN

S

CONSTABLE OF PENDETH

W A

YN

EARL OF BALIM

E

BARON OF NUBETH

CONSTABLE OF FISEN

YEGED

B I D OW

GARD IR

O R

J5 K5

CONSTABLE OF JEDES

BARON OF GETHA

CONSTABLE OF KYG

BARON OF KOBING

BARON OF TONOT

BARON OF NENDA

BARON OF ULDIEN

BARON OF TERNUA

PH

NANIOM BRIDGE S

LD

SHE

KA

M

OLOKAND

EN

NE

R

A D

R

CONSTABLE OF HERU

BARON OF YEGED

TONOT

SETREW

H E MU

EARL OF OSEL

BARON OF SETREW

BASETA FU

BARON OF KOLORN

BARON OF ESENOR

Y

MESEL

EARL OF VEMION

ROYAL KEEPS

IL

VE

R

WA

Y

GETHA

VEMION

IN

KA

B

LD

HERU

TA

SHAL

M ALI

QU E R I N

UL DI E SHEB

N

SE

TERNUA

ESENOR N

E

THEL

EN PH

ATHELREN

SA

LT

U

T

MINARSAS KYG

SIRENDEL

KOLORN

RO

NENDA

PENDETH

ZOBEN

SEMET H

E

FISEN

RA

K I BA N

A

LEN

NUBETH

E

JEDES

J6 K6

HU

QUALDRIS TO P

L

D

OSEL

MA

RC

A

EL

KOBING

R

O

S

IL

K

A

OSEL

H

GE

NI

N

T

OSEL BRIDGE

Copyright © 2013, Columbia Games, Inc.

HârnWorld® #5610

KALDOR 2

Copyright © 2013, Columbia Games, Inc.

PLAYER MAP

HârnWorld®

KALDOR 3 aldor is a kingdom in east-central Hârn. The name is also used for the region of the middle Kald River watershed, which lies roughly between the Sorkin and Felsha mountains. The natural vegetation is mostly mixed woodland and forest and there are large tracts of cropland and pasture. Most of the region is alluvial plains but there are several hilly districts, notably the Kathela Hills and the Upper Osel. Most Hârnians using the name Kaldor mean the kingdom, not the region. Although the region is culturally dominated by the Kingdom of Kaldor, it is home to several tribal nations that range back and forth across the realm’s ambiguous borders. Although Kaldor has assimilated large numbers of tribesmen since its foundation in 188 TR, many of the lands claimed by its kings and nobility are actually controlled by the Chelni, Kath, Pagaelin, and Taelda nations. By avoiding open battle, these hardy tribesmen have been able to withstand intermittent Kaldoric attempts at conquest. The lands of the kingdom’s south and west are lightly settled and administered as the military districts of Oselmarch and Chelmarch. In the west, Chelni and Kath lands are crossed by the Salt Route and include some fertile Kald bottomland. Kaldor has a token presence at Trobridge Inn but only because the Chelni allow it to survive. The southern Oselmarch lies within Pagaelin territory. It has a high proportion of grassy, open woodland, giving it higher agricultural potential. The region is crossed by the Genin Trail and subject to Pagaelin raids. Beyond the Pagaelin territory lies small but rich Chybisa, a kingdom to which Kaldor occasionally asserts a claim. While the kingdom is not entirely safe from her barbaric neighbors, pacification of surrounding land continues. Relations with the tribes are not always warlike; a few hardy miners, trappers, and explorers venture in the wilderness, and tribesmen are a common sight in border settlements.

Copyright © 2013, Columbia Games, Inc.

Location: Eastern Hârn Atlas Maps: J4, J5, J6, K4, K5, K6 Government: Monarchy King: Miginath Elendsa Culture: Feudal Population: 105,000 Royal Seat: Olokand Largest City: Tashal Version 1.3

CREDITS Writers: N. Robin Crossby, Edwin King, John Sgammato Artists: Grant Dalgliesh (Maps), Richard Luschek, Matt Roegner (Heraldry) Contributors: Joe Adams, Daniel Bell, Florian Eiber, John Fraser, Ron Gibson, Lance Gutteridge, Matthias Janssen, J. Patrick McDonald, Kerry Mould, Patrick Nilsson, Neil Thompson Editors: Tom Dalgliesh, Grant Dalgliesh, Brent Bailey

HârnWorld®

KALDOR 4

210 235 237 238 300 362 377 378 384 406 407 559 599 603

Copyright © 2013, Columbia Games, Inc.

Lothrim (96–120) Around 110, Lothrim, the mysterious and charismatic warchief of the Chelni nation, began preparing for his greatest military campaign. In 111 and 112, he seized the tiny Jarin states on the west bank of the Kald and issued an ultimatum to the King of Olokand in 113. When it was rejected, Lothrim led his Chelni mercenaries and gargun hordes across the Hemurin River. They stormed and took Olokand, putting its royal house to the sword. A month later, Lothrim visited the same fate on Merila. His next ultimatum was met with an offer of negotiation and Lothrim conquered the rest of the region without war.

Lothrim’s Campaigns AZADMERE NUTHENUL WESTERN TAELDA TERRITORY OLOKAND OLOKAND R 113 BWILIS RIONA G

DR

PLAIN OF TOWERS

112

KATH TERRITORY ELKALL-ANUZ

111

RY RITO TER NI L E CH

MERILA KELAPYNANUZ

EASTERN TAELDA TERRITORY TANOR

ARWN

PARI

H EC RL WA TARWYN

LYLAN

EVAEL

PANUS

HIC ET W

605 605 620 653 662 672 673 675 678 687 703

During the Codominium, the Kald Valley was a center of trade among the elder peoples. Several Khuzan outposts (kygs) existed, most of them now major settlements of Kaldor. The Khuzan bridge at Naniom is still in use today. The Jarin settled the upper Kald from 1150 BT and this region saw the greatest flowering of their culture on Hârn. The influence of the Sindarin and Khuzdul may account for this. The Jarin fought alongside the elder peoples during the Atani Wars against invading Lythian barbarians. After the Battle of Sorrows (683 BT), the Sindarin and Khuzdul withdrew from the region, leaving few traces except abandoned mines and kygs. The Jarin of Kaldor assimilated several waves of barbarians. By the first century TR, the bloodlines were so intermixed that, with the exception of the northern Jarin, most people considered themselves Hârnic rather than Jarin or Lythian. Kaldor was a mosaic of fiercely independent petty states like the Kingdom of Olokand, ruled by Locar the Strong.

TYANNILD

137 142 168 170 184 188

Jarin first settle on Hârn. Jarin occupy Kald Valley. The Atani Wars begin. Battle of Sorrows. Aranath abdicates. Death of Locar the Strong (Olokand). Lothrim founds Elkall-Anuz. Lothrim seizes Warlech. Bwilis and Gwethic fall to Lothrim. Olokand and Merila captured by Lothrim. Presumed death of Lothrim. Kelapyn-Anuz sacked. Sanric I founds Kingdom of Nurelia. Tashal founded on ruins of Kelapyn-Anuz. Shala founds Kingdom of Kephria. Hain founds Kingdom of Pagostra. Calsten founds Kingdom of Serelind. Caer Minarsas built by Orsin of Pagostra. Caer Gardiren built by Medrik of Serelind. Pagostra joins Serelind. Medrik seizes Tashal. Kingdom of Kaldor proclaimed. Caer Tane (Tashal) completed. Death of Lotin the Gray. Nurelia joins Kaldor. Prince Brant of Nurelia vanishes. Battle of Olokand. Construction of Kiban Keep started. Death of King Maranos. Aidrik and Fierth dispute succession. Kaldoric Civil War begins. Battle of Kiban. Civil War ends. Aidrik II executed by Fierth. Kiban granted to Clan Dariune. Caer Qualdris built by Fierth. Caer Olokand built by Fierth. Assassination of King Uthred. The Restoration. Aidrik III crowned. Clan Tane renamed Artane. Olokand granted to Earl Elendsa. Red Death (plague) until 561. Baronial Revolt in Kaldor. Earl Haldan of Olokand seizes throne. House of Elendsa founded. Construction of Caer Kiban started. Caer Tane renamed Caer Elend. Rebuilding of Caer Elend finished. Construction of Caer Kiban completed. Chelebin Tournament inaugurated. Salt War (672–73). Battle of Chelna Gap. Battle of Ramala Gap/Salt War ends. Treasure War (675–687). Kaldor annexes Chybisa. Balesir regains Chybisan throne. Kiban town wall started.

MEN DA

BT 1300 1150 900 683 TR 38 96 111 112 113 120 121 125 128

HISTORY

EN IS

CHRONOLOGY

HISTORY

AAMIR

HELE DARLEN KOBE

LYTHIAN KINGDOMS

HârnWorld®

KALDOR 5

HISTORY THE FOUR KINGDOMS

Nurelia (125–235)

When Lothrim failed to return from his campaign against the Khuzdul at Kiraz in 120, his empire collapsed and local warlords seized power. Shala of Eith, who may have been one of Lothrim’s lieutenants, founded Tashal on the ruins of Kelapyn-Anuz in 121. Four kingdoms emerged from the chaos: Nurelia (125), Kephria (128), Pagostra (137), and Serelind (142).

The Migration Wars Between 145 and 177, eastern Hârn enjoyed unusually mild weather. Excellent crop yields and hunting encouraged rapid population growth. When the weather returned to normal, the gargun had established themselves in the mountains. Human tribes were forced to range further afield for sustenance while the kingdoms in the region brought more land under cultivation in an effort to feed their people. With highland gargun pressing the humans of the foothills, the quest for food became an avalanche with the four kingdoms at the bottom. The weather was poor for six decades. Tribes found raiding the kingdoms’ settlements to be easier than competing with the gargun. Necessity drove dozens of tribes to combine into hordes capable of stripping whole districts of anything edible. In 178, the Kath destroyed Hosat, the largest Kephrian settlement in the Kathela Hills, heralding 60 years of starvation, tribal migration, and sporadic fighting that became known as the Migration Wars. Each of the four kingdoms struggled to survive the barbarian onslaught, culminating with them all merging into the Kingdom of Kaldor.

Migration Wars

When Lotin the Gray died in battle, most nobles considered Prince Brant, 14, too young to rule and offered the Nurelian crown to Kalabin, King of Kaldor. The suspicious disappearance of the prince in 237 prompted a baronial revolt that was put down by Kalabin at the Battle of Olokand in 238.

Kephria (128–187) Shala of Clan Eith sacked Kelapyn-Anuz (now Tashal) in 128 and then founded Kephria. The Kath overran the western half of the kingdom after the battles of Hosat (178) and Lareb Hill (187), in which Torbet was killed. Medrik of Serelind seized the remnants of the kingdom. Torbet’s young heirs were spared but never allowed to marry. Shala 128–145 Parogar 145–162 Torbet 162–187

Pagostra (137–184)

WESTERN TA E L DA INCURSIONS

GAR

DI

238

RE

N

SHEM

OLOKAND

Hain of Clan Parlis founded Pagostra in 137. In 182, King Orsin, unable to stem Pagaelin incursions, appealed to the King of Serelind. Medrik agreed to help in exchange for Orsin’s fealty. Armed with his father’s great sword, Medrik crushed the Pagaelin at Kobing in 183. Orsin became Earl of Pagostra. Hain 137–166 Orsin 166–184

EASTERN TA E L DA INCURSIONS

NURELIA

NONETH 180

SERELIND

H O S AT 178

K AT H INCURSIONS

Founded in 125 by Sanric of Clan Ethelyen, Nurelia soon found itself under attack by Taelda tribesmen. Sanric I 125–140 Sanric II 140–172 Brant 172–207 Lotin the Gray 207–235

TASHAL

MINARSAS

Serelind (142–188)

KEPHRIA LAREB HILL 187

PA G O S T R A QUALDRIS KOBING 183

PA G A E L I N INCURSIONS

Copyright © 2013, Columbia Games, Inc. 183

CHYBISA

BURZYN

Calsten (142–162) of Clan Tane established Serelind in 142, uniting Tanor with the petty kingdoms of Merila, Panus, and Tyannild. Legends recount that Calsten was aided by a great jeweled sword, a gift from King Tarthin of Azadmere. Calsten’s successor, Medrik, crushed the eastern Taelda at the Battle of Noneth in 180. Medrik then united Serelind, Pagostra, and Kephria to form Kaldor in 188, which he ruled until 192. Calsten 142–162 Medrik 162–188

HârnWorld®

KALDOR 6 RULING HOUSES OF KALDOR House of Tane (188–362) Medrik of Serelind founded the House of Tane in 188 when he annexed the remnants of Kephria and proclaimed the Kingdom of Kaldor. When his son Kalabin won the Battle of Olokand in 238, the dynasty stood supreme. With Kaldor united and the last external threat defeated, the people turned their eyes inward. The House of Tane established strong central government, but kings continued to rely on a feudal structure for military security. With so much power in the hands of the barons, Kaldor developed a tradition of conflict between the crown and the feudal lords.

The Kaldoric Civil War (362–377) On the death of King Maranos in 362, the clear successor was Aidrik II, but many of the barons supported his elder bastard brother, Fierth of Qualdris, who promised them greater autonomy. Neither claimant could command the unswerving loyalty of their supporters. For 15 years, the armies of the two rival kings laid waste to the countryside. Finally, in 377, Aidrik II, acting on treacherously false information about the enemy’s location, was caught in open ground by a superior rebel force near Kiban. Several of Aidrik’s vassal lords defected and Fierth won the day. Aidrik was captured and executed, allegedly roasted over an open fire.

House of Orgael (377–406) Fierth the Usurper had to ruthlessly defend his crown. He corrupted the judicial system to his needs and levied ever greater taxes. Barons who resisted his policies faced charges of treason and execution. On Fierth’s death, his son Uthred subdued a major rebellion but was later assassinated while hunting in the Forest of Tamor south of Qualdris.

The House of Artane (406–599) Kaldoric barons, seeking to restore the House of Tane, offered the crown to Aidrik II’s only surviving son, who was exiled in Chybisa. He took the name Aidrik III to represent legitimacy and continuity with the old line. To symbolize a fresh start, he changed the name of his clan from Tane to Artane. Aidrik III ruled for nearly 20 years and was succeeded by his son, who took the name Aidrik IV. Conciliation and compromise guided Kaldoric politics for nearly 200 years. Each time a monarch died, the barons forced concessions from the new ruler, who reclaimed them during his reign. Although the barons would sometimes press their claims in battle, for the most part the successions were peaceful. Many Kaldorans, including King Roloth, perished from the Red Death (559–561). His successors, seeking to rebuild the kingdom, exceeded the traditional limits of royal power. Their deaths were followed by periods of rebellion.

Baronial Revolt (599–603)

HISTORY MONARCHS OF KALDOR HOUSE OF TANE Medrik I 188–192 Kalabin 192–239 Medrik II 239–279 Ibuthine 279–307 Aidrik I 307–342 Maranos 342–362 KALDORIC CIVIL WAR Aidrik II 362–377 Fierth 362–377 HOUSE OF ORGAEL Fierth 377–385 Uthred 385–406 HOUSE OF ARTANE Aidrik III 406–425 Aidrik IV 425–451 Myselbane 451–484 Chelebin I 484–516 Aidrik V 516–518 Chelebin II 518–533 Roloth 533–559 Chidena 559–588 Iemald 588–599 BARONIAL REVOLT Succession Crisis 599–603 HOUSE OF ELENDSA Haldan I 603–636 Haldan II 636–651 Chelebin III 651–669 Torastra 669–693 Miginath 693–present

When King Iemald died with no heir, 15 claimants waged a confused power struggle. While most nobles pressed their own claims, Haldan, Earl of Olokand, earned a reputation for honesty. After three years of conflict, the Earl of Balim, realizing his own claim was opposed by most of Kaldor’s nobility and discerning a rising star, proposed that Haldan take the crown. Haldan accepted the kingship in 603, founding the House of Elendsa. Copyright © 2013, Columbia Games, Inc.

HârnWorld®

HISTORY THE HOUSE OF ELENDSA Haldan I the Elder (603–636) Clan Elendsa attained prominence in 407 when Herlan was made Earl of Olokand for his loyal service to Aidrik III during the Restoration. His successors carefully built the clan’s influence, in no small part by judiciously marrying into the great clans of Kaldor. After the revolt ended in 603, Kaldor began 20 years of reconstruction under Haldan the Elder. For the most part, the barons were content as Haldan sponsored a restoration of feudalism and their rights were respected. When he died, only the most cynical failed to mourn.

Haldan II the Younger (636–651) The second Elendsa king was tutored by the extensive journals of his father. Movement towards traditional feudalism continued, although his reign saw a slight decline in the power of the barons. Haldan II rebuilt the royal government and the judiciary.

Chelebin III (651–669) When Haldan II died, there was great sympathy for his wife, Imelene, but many were surprised when the succession council selected her instead of their son Torastra as monarch. Torastra was preoccupied with tournaments and wenching and supported the choice. Imelene took the name Queen Chelebin III and inspired a “rebirth of chivalry.” Bards sang of her, people adored her, and knights happily died for her. She died in Olokand during the tournament that still bears her name.

Torastra (669–693) As he matured, Prince Torastra assumed more responsibility. When Chelebin III died, he had been the power behind the throne for a few years. Torastra wanted to put the flower of Kaldoric chivalry to practical use and a commercial dispute with the Thardic League gave him the excuse to declare the Salt War. He marched west with indecent haste into an ambush laid by the Autarch Aglir, now known as the Battle of Chelna Gap (672). Torastra returned to Tashal and contemplated the “dishonorable” style of warfare his opponent had exhibited. In 673, he set out with a larger, better-prepared army. He routed the League’s army at the Battle of Ramala Gap. The settlement that followed won Kaldoric merchants valuable trading rights. Late in 674, the Sword of Calsten, a priceless and allegedly enchanted heirloom, was stolen from Torastra’s treasury. Hearing that it had been sold in Burzyn to a Chybisan nobleman, Torastra demanded that King Balesir of Chybisa return the weapon. Balesir ignored him so Torastra declared the Treasure War. Copyright © 2013, Columbia Games, Inc.

KALDOR 7 Torastra mustered an army in the spring of 675 and crossed the Ulmerien on both sides of Burzyn. The Chybisans withdrew into the castle. After a three-year siege, with plague and rebellion rife, Balesir surrendered and went into exile. Chybisa became an earldom held by King Torastra, but the stolen sword was not recovered. Twelve years later, in 687, Balesir raised an army in Melderyn and routed Torastra’s forces at the Battle of Geda. Torastra denounced Balesir as a treacherous churl and never renounced his title as Earl of Chybisa. Torastra sought to pacify the Kath in 689. He built Chelena, a fortified manor, and subdued the eastern Kath. His next advance met with disaster when 40 knights were trapped and massacred. Torastra returned to Tashal, where he died of old wounds in 693. His route, the Torastra Way, is still used by a few traders and trappers, but Chelena Manor now lies in ruins.

King Miginath (693–present) Miginath was spirited and rebellious while his older brother, Haldan, was alive. At age 20, Miginath took Lesel of Harabor, the daughter of a wealthy mercantyler, as his lover. Lesel was 17 and a commoner. Miginath refused to marry anyone else, infuriating his father. Miginath lived in exile for a few years until the king forgave him. He had two sons by Lesel, Maldan in 673 and Koris in 675; she died bearing Koris. Miginath took the loss hard and spent the next seven years studying in Cherafir in relative seclusion. When Haldan died, Miginath, the oldest of the three remaining brothers, became heir apparent. He returned to Tashal and undertook intensive study at the Enclave of the Holy Oak under the renowned herald Lady Caniara Dariune. Torastra died in 693 and the succession council selected Miginath for the throne. Although he suffers from numerous ailments and is often sickly and abed, Miginath has astounded all by ruling for 27 years. He has substantially increased the royal bureaucracy, handing out new offices in exchange for concessions from individual nobles and their clans. He is popular with the common people because he has kept the kingdom prosperous and at peace. Miginath took Lady Erila Kaphin, the knighted daughter of a Chybisan noble, as mistress in 696. Lady Erila bore Miginath a son, Tulath, in 696, but rumors that she was an illegitimate daughter of Torastra prevented marriage. Erila and Miginath are still together. She has great power as the Lord Privy Seal, the trusted keeper of the kingdom’s records. They are a difficult and headstrong couple, given to heated arguments, that, like a summer thunderstorm, create brief misery followed by relief.

HârnWorld®

KALDOR 8

KALDORIC SUCCESSION

KALDORIC SUCCESSION After a generation of peace and prosperity, Miginath remains one of Kaldor’s most successful and longest-reigning rulers. He has the love of most common people and the grudging respect of the nobility. However, because Miginath has not named an heir, his death may precipitate a succession crisis. The succeeding Elendsa clanhead, chosen by the clan succession council, will become the new monarch. Succession favors the eldest legitimate male but is far from automatic. Miginath has three bastard sons, all prominent in his government. The eldest, Sir Maldan Harabor, is the powerful Sheriff of Meselyne. Sir Koris Harabor is Marshal of the Royal Guard. Sir Tulath Kaphin is the Sheriff of Vemion and his powerful mother is the king’s consort and Lord Privy Seal. If Miginath recognizes one of his sons, it would simplify but not resolve the succession. The Earl of Balim, Sir Troda Dariune, is a cousin of the king. Clan Dariune, Kaldor’s second most powerful family, have always supported Clan Elendsa. Sir Troda has his own claim to the throne but has a confidential understanding with King Miginath to leave the choice of heir to the succession council. A blood tie to Clan Elendsa gives the Dariune clanhead a seat on this council. At that time, the Dariunes might press their own claim or simply exercise their influence to ensure a good selection is made. Negotiations are underway for the betrothal of Scina, the heir apparent of Clan Dariune, to Princess Cheselyne (the Younger). The princess has her own claim to the throne as granddaughter of Miginath’s dead elder brother, Haldan. Her mother (Cheselyne the Elder), passed over once in favor of Miginath, is a cunning but unpopular woman. The daughter is equally cunning and far less scrupulous. Sir Conwan Elendsa, the Sheriff of Semeth, is the eldest legitimate male Elendsa. He holds Etoss, Baray, and Orcale manors and iron mines at Tallor; he is one of Kaldor’s wealthiest knights. Sir Conwan’s claim is compromised by an inconvenient oath that only the Serekela of Kaldor can annul (see QUERINA, page 43). The Baron of Kobing, Sir Orsin Firith, is the eldest son of the deceased Princess Lenera. Sir Orsin is a charismatic, ambitious warrior who is the Warden of Oselmarch. The Baron of Nenda, Sir Erelar Hirnen, is the eldest son of the king’s sister Erelora. Sir Erelar’s brother is the Lord Chancellor of Kaldor. Dosyl, the infant son of Sir Harapa Indama and Princess Udine Elendsa, has a claim to the throne. Dosyl’s grandfather, Sir Chimin, is the Baron of Getha and the Sheriff of Neph. Sir Karsin Ubael, Baron of Uldien, married Serli Firith, a daughter of Princess Lenera. His two surviving children have a claim to the throne. Copyright © 2013, Columbia Games, Inc.

Succession Law When a clanhead dies or is removed from office, a succession council of clan adults (50% blood minimum or adopted) is convened to choose a new clanhead. Most often, the eldest legitimate son of the deceased is chosen but councils have been known to ignore such traditions. The preference of the deceased, expressed in a will or testament, may be decisive, as might the concerns of a liege. Rival candidates are often allowed to plead their cases before the council. Succession disputes can lead to violence, if not civil war.

Kaldoric Subinfeudation Kings of Kaldor have generally sought to keep the lands of their tenants-in-chief scattered throughout the kingdom. This reduces a lord’s ability to rebel, since his bases are isolated from each other. As another security measure, the king makes alliances, often by marriage, with his powerful vassals. For example, the Earl of Balim, Sir Troda Dariune, is the king’s cousin. The royal bureaucracy is an exercise in nepotism. All of this jockeying for power is a matter of constant intrigue. Only rarely is violence resorted to, and then often in a manner that can be denied later.

Miginath and Erila HârnWorld®

KALDOR 9

NATURAL RESOURCES NATURAL RESOURCES Kaldor is rich and fertile. Storms are infrequent and usually of short duration. From the surrounding mountains spring great rivers along which civilization has spread. The rivers power water mills, act as highways, and create natural boundaries. In the spring and summer, millions of salmon navigate the rocky western arm of Tuleme Falls and fill the rivers of Kaldor. Many of Kaldor’s oldest laws were created to control access to and use of its waterways. Most valleys are fertile and all the major grains are produced in surplus. Along the fringes of the alluvial river valleys, hillsides are often steep and difficult to plow, but are well suited to sheep rearing. Cattle thrive in some areas, producing hides and vellum, which are major exports. Mineral deposits are widespread and their extraction is usually profitable. The Miners’ Guild has exceptional influence in Kaldor. Miners and their families usually live in villages granted to the guild from the crown. The villages are within the charge of the local sheriff but are directly administered by the guildmaster. These villages of freemen are tempting sanctuaries for runaway serfs and thus a constant irritant to feudal lords.

Nurelia and the Sorkin Foothills The deep forests and rushing streams of Nurelia and the eastern foothills of the Sorkin Mountains are home to many game animals, fur-bearing mammals, and valuable herbs, as well as their self-appointed guardians, the Taelda. Most trappers and hunters from Meselyneshire and Nephshire are careful to avoid known Taeldan

Copyright © 2013, Columbia Games, Inc.

hunting grounds and respect their traditions. Trade is infrequent but profitable. The Taelda bear no malice toward strangers and sometimes help those in need. Travelers on the Fur Road are seldom interfered with and those on Noron’s Way are left alone.

Kathela Hills The Kathela Hills, disputed for centuries before and after Lothrim’s time, have seen less conflict since the unification of Kaldor under Medrik 500 years ago. Kaldor claims the entire region but despite periodic attempts at conquest has gained little. King Torastra’s failed campaign beginning in 689 was the most recent effort. The indigenous Kath resist all incursions, actual or perceived. Trade is mostly restricted to renegade Kath who have been banished from their tribe. These Kath can be a lucrative source of furs and rare herbs, but the risks of such trade are high.

Lower Osel The area once known as Pagostra is not as peaceful as other parts of Kaldor. Pagaelin tribesmen have little interest in trade or peace, and actively hunt the forces of the Warden of Oselmarch. The open woodland is a patchwork of hilly grassland broken by long lines of willows and aspens along the watercourses. Herds of wisent and wild horses are common, as are gamebirds. The region is infamous for its many snakes, of which only the Osel Gray Asp and the Hârnic Adder are poisonous. See Hârnmaster Barbarians for details about the Kath, Chelni, Pagaelin, and Taelda tribes.

HârnWorld®

KALDOR 10

ECONOMICS

ECONOMIC DATA

Markets and Fairs

Shee

Silve

Stone

Tin

• • + + + • • + • + – • + • – • • • • – + • + • + + + + •

• • • + + – + • + • – • • • – + • – • – • • + + • + – • +

+ – • • • – – • + + – + • • – – + – • • • – • + • – • • –

– – – – – – – + – – – + – + – – + – – – + – – – – – + – –

– – – – – – – – + + – – – – – – – – + – – – – – – – – – –

+ – – – – – • – • – – + – • • • • – + – – • – • – – – – +

– – + – – – – – – – – – + – – + + + – – – – – – – – – + –

+ • – – – • • – • – – + – • + • + • + + – – – • – – – – +

– – – – – – – – + – – – – – – – – – – – – – – + – – – – –

+ – – – – • – + – – • + – – – – – • – • – – + – – + – – +

– – – – – – – – – – – – – + – – – + – – – – – + – + – – –

Copyright © 2013, Columbia Games, Inc.

r

Salt

p

Linen

es

s

Lead

• + • • + • + • • • – • • • – + • – • – • + + • • + – • •

Iron

– – – – – – – – – + – – – – – – – • – + – – – – – + – – –

Hors

+ + • + • • + • • • – • • • • + + • • – + + • + • + • • +

Herb

+ • • • • – • • + + – + • • – • + – • • + • • • • • • • •

Grain

coal Copp er Furs

Char

Athelren Baseta Bidow Esenor Fisen Gardiren Getha Heru Hutop Jedes Kiban Kobing Kolorn Kyg Minarsas Nenda Nubeth Olokand Pendeth Qualdris Querina Setrew Shebra Sirendel Ternua Tonot Uldien Yeged Zoben

Cattl

e

Major settlements listed below produce a surplus (+), demand (–), or re e f ffi ient • in the i ted ommoditie L rger ett ement i e ib n have greater demand. Tashal demands all commodities. Timber is harvested everywhere and is traded only in local markets. Unlisted commodities like wine are imported from other regions. Kaldor exports grain, vellum, and wool. The information is derived from natural resources, land quality, and the geopolitical situation. For example, sheep-rearing areas in Vemionshire produce a surplus of wool and related products. Listed under the nearest settlement, metals are owned by the crown and extracted by the Miners’ Guild under license. Quarries and salt mines are held from the local lord. Gamemasters can use this economic data to generate realistic mercantile activity.

The bulk of Kaldor’s rural trade occurs on market days and fairs. Market days are held in most keeps four times monthly on each Peonian Lesser Sapelah, and daily in the castletowns. Only Kiban and Tashal have permanent standing markets. Fairs are much larger, seasonal market days. Traditionally, business involving local guildsmen is conducted in the morning while produce and livestock from surrounding manors heads to market. By afternoon, the guildsmen are finished with their transactions and are free to examine the goods available at the market and to hire labor to move the goods they have purchased. All markets and fairs are carefully licensed and controlled by the Mangai. Merchants display and sell local crops, wool, hides, furs, livestock, and preserved foods. A few stalls have imported luxuries for sale. Fairs are also centers of folk culture; storytellers and thespians are always present to carry on the local oral traditions. Much more food, drink, and entertainment is seen at fairs than on a typical market day, and religious events feature prominently. Large fairs include tournaments of chivalry, at which the Laranian Church is well represented. The Royal Chelebin Tourney, held annually in Olokand, is the social event of the year for most nobles. The commercial life of Kaldor and its merchant class peaks at the great Tashal Summer Fair. Caravans from all corners of Hârn arrive laden with exotic goods and the sometimes exotic folk who transport them. Harvest festivals are held in every castle, keep, and manor after the fields have been reaped. These ancient feasts are not controlled by the Mangai. They long predate the unification of Kaldor more than five centuries ago, but in many places their Ilviran roots are long forgotten.

HârnWorld®

KALDOR 11

RELIGION RELIGION The religious climate of Kaldor is dominated by the churches of Larani and Peoni. In most regions of the kingdom, the two churches have tax-exempt status. Laranianism is the official religion of the royal household and worship of Peoni is popular among the common folk. Peonians are disinterested in secular politics but the Church is respected by the Kaldoric nobility, who believe that it helps to keep the masses happy. Other faiths occupy lessfavored positions. The churches of Save-K’nor, Sarajin, and Halea maintain temples in Kaldor but their appeal is relatively limited; they are tolerated but not encouraged. In a few areas of the kingdom, notably Kiban, worship of these deities is discouraged by means of punitive taxes and discriminatory laws, although nowhere are they actually proscribed. The Kaldoric Halean Church is wealthy and is steadily gaining support among the merchant classes, but has so far been unable to gain much direct political influence; its financial influence is growing despite competition with usurers from Azadmere. The Church of Ilvir has a major temple in Tashal as well as several loosely organized hermitages in wilderness areas of the kingdom. Worship of Ilvir is declining in urban areas, although it maintains some popularity especially in Meselyneshire, Nephshire, and Vemionshire. Worship of Sarajin is popular only among a small but faithful community of Ivinian immigrants and Orbaalese traders who arrive with the Fur Road caravan. The Church of Save-K’nor maintains a temple in Tashal. It has a subtle influence on Kaldoric politics but does not attract many adherents. Worship of Agrik, Morgath, and Naveh is punishable by death, often by grisly means. Ironically, the covert Navehan temple in Tashal is one of the largest on Hârn; its clerics are well acquainted with the labyrinth of tunnels beneath the city.

Copyright © 2013, Columbia Games, Inc.

CHURCH OF LARANI In Kaldor, the highest Laranian spiritual authority is the Serekela (archbishop), who is answerable to the Lirrath (primate) of Hârn in Thay and the Sebrath (pontiff) in Tengela, Trierzon. The Kaldoric Serekela is appointed by the Sebrath on the recommendation of the Lirrath and the King of Kaldor. The Serekela appoints local Rekelas (bishops) and sets regional policy. Most Laranians in eastern Hârn are associated with the clerical Order of the Spear of Shattered Sorrow or the fighting Order of the Lady of Paladins. Kaldor is outside the mainstream of the Laranian spiritual bureaucracy since the headquarters of both orders are in Melderyn. The Serekela is one of the largest landholders in Kaldor and the Rekelas under him are powerful secular lords. Each Rekela is responsible for the affairs of the church within his diocese and is answerable to the Serekela. The Serekela does not administer a diocese and the estates controlled by his office are independent of the diocese they lie within. The four dioceses, Nurez, Serelind, Kephrus, and Pagostra, have borders that approximate the four kingdoms that predated Kaldor. Description of church holdings begins on KALDOR 53.

Laranian Dioceses

NUREZ SERELIND GA R

OLOKAND ABRIEL

DI R

EN

BRYND TASHAL E CALEM

KEPHRUS

CHOLAS KIBAN

MINARSAS

LEDYNE QUALDRIS

PAGOSTRA

® BURZYN HârnWorld

KALDOR 12 FOOD AND DRINK Local cuisine is determined by agriculture and the seasonal fish spawning in rivers and streams. Peasants subsist on coarse barley and oat bread and a barley pottage or soup of white beans and kale or spinach. Chickens and ducks are kept by many households and often end up in the pot for special occasions. Almonds, walnuts, hazelnuts, and chestnuts are widely grown and appear in many recipes, both savory and sweet. Hunting is very common and good hunting areas are readily accessible. Nobles consume large quantities of game. Beef is a common supplement in the south and pork is common in the northern shires. Swine are commonly used to root for truffles. Mushrooms figure prominently in local cuisine. By ancient law, fishing in rivers within crown land is free to everyone each Peonian Lesser Sapeleh during the salmon spawning month of Larane. A fishing license is otherwise required, available from the hundred bailiff or warden. Noble households are great consumers of imported black pepper, cumin, sandalwood, and other spices despite their great cost. Wines are uncommon in most households, but mead and ales are used liberally when entertaining. The most popular ale throughout Kaldor is Haniale, a piney nut-brown brew, bittered with fresh spring buds from the Sorkin Spruce. Nobles enjoy imported spirits, but these exceed the purses of most folk. Chives, dill, parsley, and marjoram are grown in vegetable plots. Kaldoran salters produce several local varieties of cheese from sheep and goat milk. Cheeses, sausages, and other preserved foods are shunned by some among the nobility as proof that they can get fresh food on demand. Much cheese is consumed by monks, teamsters, and caravan guards. Wealthy nobles often import cooks from Melderyn. Many guildsmen, eager to emulate their social superiors, have adapted Melderyni recipes to local ingredients. Meats with thick sauces, grilled fish served over beds of herbs, and roasted game are popular. Many foods are pickled in a barrel of barley-malt vinegar, then sweetened with honey.

Copyright © 2013, Columbia Games, Inc.

SOCIAL CUSTOMS Entertainment Kaldor is home to many outstanding troupes of thespians and traveling harpers. The long peaceful prosperity and many tourneys and fairs make good opportunities for entertainment; competition is fierce. Most castletowns have at least one company of guilded thespians based locally or in a nearby manor. A typical company of guilded thespians includes 12 to 20 actors, acrobats, and unguilded musicians, plus hired teamsters and laborers to care for the animals and maintain the gaily painted wagons and other equipment used to bring a little joy to the daily lives of common and noble folk alike. Storytelling is an advanced art in Kaldor, especially among those of Jarin descent. Skilled storytellers make heavy use of alliteration and meter, reserving rhyme for courtly lays. While many guilded harpers are also storytellers, there are no guild restrictions on this ancient art. Guilded harpers make and use all common instruments and these can be purchased in most settlements. Folk musicians are especially fond of reed and string instruments, especially shepherd’s pipes and simple traveling harps. Vocal music is usually a solo plainchant or a duet between a man and a woman. The ability to improvise lyrics is esteemed more highly than tonal beauty.

HârnWorld®

SOCIAL CUSTOMS CLOTHING AND DRESS Clothing styles in Kaldor are heavily influenced by its abundance of wool, its location at the junction of major trade routes, and its distance from other civilized lands. Kaldor’s well-developed wool industry produces a vast array of woven materials in many colors but most of the cloth is finished in the heavily populated interior area between Tashal, Ternua, and Kiban. The folk of the outer shires seldom see the fine woolens produced from the wool they shear and spin. The court of King Miginath is intensely competitive and courtiers strive to wear the finest cloth they can produce or acquire through their holdings and connections. A maze of unrecorded rules makes it easy for outsiders and others to become objects of ridicule. Furs are very common but some are customarily restricted to certain social strata, genders, occupations, or offices. The same is true of the many imported and locally produced dyes. The feathers of certain gamebirds are used as ornament among the Peonian and Ilviran clergy but are otherwise considered strictly barbarian accouterments, certain to provoke derision from one’s peers and betters. Unlike clothing, there are few durable traditions regarding hair. Most women adorn their hair in some way, from elegant jeweled silver pins and chains worn by great ladies to colorful ribbons and flowers common at country fairs and festivals. Khuzan jewelry is relatively common in Kaldor compared with other Hârnic kingdoms and Sindarin wares are not unknown.

Copyright © 2013, Columbia Games, Inc.

KALDOR 13 Perfumes are more common among women than men. They are never used in the amounts seen in western Hârn. Unlike the relentlessly hostile Pagaelin, the Taelda and the Kath trade furs, herbs, and musk for civilized goods. Additional furs and musk are acquired from the reclusive fenlanders, as are rare herbs and fungi used in dyes and medications. The folk of the outer shires often wear widebrimmed sheepskin hats and cloaks of undyed wool. Shalleysticks, elaborately carved wooden walking-sticks, are common among travelers in the hilly sheep country. Despite its long history, Kaldor is still, in many respects, a frontier society, not nearly as class-conscious as southern Melderyn. Most folk favor bright colors but only guildsmen and the nobility can afford some of the more brilliant greens, yellows, and blues available. King Miginath has greatly increased interest in local dye making by instituting an annual award for the best color, judged by the Clothiers’ Guild. Last year’s winner, a deep mossy green from Minarsas, is in great demand. Outside the king’s court, the nobility are not flamboyant. They are more likely to spend their money on expensive Khuzan armour and weapons than imported finery. Laws against production of counterfeit Khuzan goods are enforced; production of arms bearing the marks of a Khuzdul weaponcrafter clan is punishable by death in the gibbet.

HârnWorld®

KALDOR 14

HERALDRY

ELE

DA

NDSA CA

RIUNE

MEL

CURO

LDETH

EKEN

IND

FIRITH

AMA

ACHIEVEMENTS OF THE

GREAT CLANS OF

KALDOR

VE

HIRNEN

PIE

LONDEL

TESLA

ET

HASIEL

Copyright © 2013, Columbia Games, Inc.

BA

STUNE

RDRETH

RSTEL

UBAEL

EL

ORIETH

HârnWorld®

HERALDRY BASTUNE, Baron of Kolorn Shield: Gold, a leopard-rampant sanguine. Crest: Two arms counter-embowed and interlaced argent. Motto: Truth is strength. Registry: Holy Oak, 604. Holdings: Kolorn (Caldeth). CALDETH, Earl of Vemion Shield: Quarterly, gyronny azure and argent; sable, a horse’s head couped of the second. Crest: A wyvern with wings displayed vert. Motto: The brave never fall. Registry: Holy Oak, 624. Holdings: Baseta, Minarsas, Zoben (all from Elendsa). Major Tenants: Bastune. CURO, Earl of Neph Shield: Gold, a plume bendwise azure, between two roses gules. Crest: A lion-rampant with two heads of the field. Motto: Virtue in service. Registry: Holy Oak, 640. Holdings: Gardiren, Pendeth (both from Elendsa). Major Tenants: Ethasiel, Londel, Tesla. DARIUNE, Earl of Balim Shield: Azure, a stag lodged argent. Crest: A thistle proper. Motto: Who serves well serves long. Registry: Holy Oak, 378. Holdings: Fisen, Jedes, Kiban, Kyg (all from Elendsa). Major Tenants: Pierstel, Ubael. ELENDSA, King of Kaldor Shield: Sable, an acorn slipped & leaved gold. Crest: A gryphon rampant gules. Supporters: Two horses rampant proper. Motto: To govern with perfection is to rule forever. Registry: Holy Oak, 603. Holdings: Athelren, Bidow, Hutop, Olokand, Querina, Shebra, Sirendel, Tashal. Major Tenants: Caldeth, Curo, Dariune, Firith, Hirnen, lndama, Meleken, Verdreth. ELORIETH, Baron of Nubeth Shield: Gules, a pillar gold. Crest: A bugle horn sanguine, stringed of the second. Motto: None. Registry: Holy Oak, 379. Holdings: Nubeth (Meleken). ETHASIEL, Baron of Setrew Shield: Tenne, on a bend argent, a tilting spear azure. Crest: A crescent of the third. Motto: Let others weep. Registry: Holy Oak, 686. Holdings: Setrew (Curo). FIRITH, Baron of Kobing Shield: Vert, between four molets of five points, two spears saltirewise all gold. Crest: A demi-lion rampant gules. Motto: And shall the heavens yield. Registry: Holy Oak, 385. Holdings: Kobing (Elendsa).

KALDOR 15 INDAMA, Baron of Getha Shield: Party per bend sinister azure and gold, a portcullis countercharged. Crest: An eagle rising, wings elevated and addorsed of the second. Motto: Never hindmost. Registry: Holy Oak, 561. Holdings: Getha (Elendsa). LONDEL, Baron of Yeged Shield: Ermine, a martlet volant gules. Crest: A battleaxe proper. Motto: The right prevail. Registry: Holy Oak, 674. Holdings: Yeged (Curo). MELEKEN, Earl of Osel Shield: Gules, a unicorn passant argent. Crest: A stag’s head erased sanguine. Motto: My shield is honor. Registry: Holy Oak, 406. Holdings: Heru, Qualdris (both from Elendsa). Major Tenants: Elorieth. PIERSTEL, Baron of Tonot Shield: Party per fess embattled vert and argent, in chief a brock, in base three roundeles all countercharged. Crest: A beacon gules. Motto: But one path. Registry: Holy Oak, 380. Holdings: Tonot (Dariune). TESLA, Baron of Esenor Shield: Argent, a phoenix gules, in chief three molets of five points azure. Crest: A moorcock of the third. Motto: Waste not the second chance. Registry: Holy Oak, 604. Holdings: Esenor (Curo). UBAEL, Baron of Uldien Shield: Sable, a carbuncle argent. Crest: A swan of the second. Motto: To the final drop of blood. Registry: Holy Oak, 379. Holdings: Uldien (Dariune). VERDRETH, Baron of Ternua Shield: Argent, beneath a serpent nowed tenne, a rose gules. Crest: A garb proper. Motto: Balance. Registry: Holy Oak, 619. Holdings: Ternua (Elendsa). Format: These are shortened register entries. Registers allow at least one full page for each clan. All of the above clans take up several pages in the register. Clans and Titles: Only clans who hold a keep or better are included. Only the clan’s best title is given. Holdings: Castles and keeps are held in fee simple by the clan, and from whom they are held (the liege). Registry: The college enclave and date of the most recent registration and/or amendment. Components of many of the achievements, particularly the arms and specific charges, have more recent association with the clans.

HIRNEN, Baron of Nenda Shield: Barry of five purpure and argent, a lion rampant guardant proper. Crest: A winged spur gold. Motto: The swift wit takes all. Registry: Holy Oak, 631. Holdings: Nenda (Elendsa).

Copyright © 2013, Columbia Games, Inc.

HârnWorld®

KALDOR 16 HALDAN I (The Elder) 566 (603) 636 =608= Liel Erbin f 582-615 1

GENEALOGY OF CLAN ELENDSA

HALDAN II (The Younger) 611 (636) 651 =632= CHELEBIN III (Ailis) f 615 (651) 669

TORASTRA 635 (669) 693 =649= Leni Cerl f 630-687

Kaisirin f 613-640

Kalabin 644-708 3

Haldan 650-682 =669= Mesa Atan f 652-681 1

Cheselyne Elendsa f 672=700= Ralan Hosath 671-718 Lerela Elendsa f 675=694= Arlin Alsar 672-715

Merela Hosath f 706-

Arlin Alsar 696-

Meliem Elendsa f 681-

Lord High Chamberlain

Archbishop of Caleme

Maldan Harabor 673Sheriff of Meselyne

Lesel Harabor f 655-675 1 == MIGINATH (KING) 652 (693) == Erila Kaphin f

Mesela f 615-633

Cheselyne Hosath f 703-

Chybisan Knight Lord Privy Seal

679-

=697= Areta Alkinil f 680-

Mirild Harabor 699Kornuska Harabor 702-

Koris Harabor 675-

Marshall of the Guard

Tulath Kaphin 696Sheriff of Vemion

=718= Elana Verdreth f 699-

Tulath Kaphin 719-

Orsin Firith 674 (715)

Prehil Firith 699=719= Shyna Thaelbis f 700-

Baron of Kobing

=697= Lenyl Tasrin f 680-703 1

Lenael Firith f 701-702

Lenera Firith 676- (twin) f

Laranian Suloran

Lenera 656-719 =674= Jerin Firith f

Baron of Kobing

656 (672) 715

ELE

Serli Firith f 676- (twin) =699= Karsin Ubael 672 (709) Baron of Uldien

Kymen Firith 677=697= Lessre Sharanis f 680Asorn Firith 678=700= Alessa Erdis f 680-

NDSA

Lenera Ubael f 699-703 Serli Ubael f 704Karsin Ubael 706-

Kymed Firith 699=717= Mrassel Ibal f 700Haradane Firith 701-704 Asorn Firith 702-

Sharosi Firith f 680-694 3 Erelora f 659-716 =675= Arlin Hirnen Baron of Nenda

652 (679) 704

Erelar Hirnen 675 (704) =700= Yrene Neresa f 681-

Arlbis Hirnen 702=719= Prtherela Sothina f 703-

Tarkin Hirnen 679-

Ithina Hirnen f 705-

Baron of Nenda

Lord Chancellor

Brandis 661-699 Knight of Etoss

=682= Erlene Urilis f 665-707

Siwen Elendsa f 682-

Peonian Ebasethe

Conwan Elendsa 687-

Erlene Elendsa f 710-

=709= Hesena Inamis f 690-

Brandis Elendsa 712-

Sheriff of Semeth

Torasa Elendsa 714-

Raditha Elendsa f 688-

=717= Marriage Date == Other Relationship (707) Succession Date 1 Died in childbirth 2 Died in battle 3 Other violent death f Female

Korwyn Elendsa 689-

Merik

Earl of Balim

641 (667) 715

Copyright © 2013, Columbia Games, Inc.

662-719

Udine Elendsa f 699=718= Harapa Indama 698-

Troda Dariune 673 (714)

Scina Dariune 699-

=697= Olena Pierstel f 677-

Enoriel Dariune f 701-

Sheriff of Osel

Kethele f 639-703 =670= Scina Dariune

Peonian Ebasethe

Exchequer Royal

Dosyl Indama 718Halene Indama f 719-

Karison Dariune 705-

Donesyn f 677

HârnWorld®

KALDOR 17

GOVERNMENT ROYAL GOVERNMENT The royal government is an extension of the royal household and most of its senior officers travel with the king. The monarch personally appoints the Chancellor, Chamberlain, Exchequer-Royal, Lord Privy Seal, Sheriffs, Wardens, and Marshals. All are members of the Privy Council that meets to advise the king. Department heads usually choose their own subordinates. There is a great deal of bribery and political maneuvering to obtain positions in the royal service. Patronage is not deemed improper unless it is against the interests of the crown. Members of the royal court travel with the king and receive at least some accommodation at the expense of his host. The table below outlines the structure of the government in Kaldor. Offices and monthly salaries are shown. Holders of major offices are in italics. LORD HIGH CHAMBERLAIN 600d Princess Meliem Elendsa

CHAMBER: The Lord High Chamberlain, Princess Meliem Elendsa, is responsible for the royal household. She exercises great power by controlling access to the king. CHANCERY: The Lord Chancellor is Sir Tarkin Hirnen, the younger brother of Baron Hirnen of Nenda. Responsible for the judiciary of the kingdom, he presides over the chancery court, the highest below that of the king. Two key lieutenants are the Lord Advocate and Inquisitor General, both skilled litigants. The Lord Privy Seal keeps the Great Seal of Kaldor and all written documents of the Privy Council and King Miginath. No document is official unless marked with the Great Seal. EXCHEQUER: The Exchequer Royal, Sir Troda Dariune, is the chief financial officer of Kaldor. His responsibilities include the collection of royal revenues (through the sheriffs) from the shires. He also presides over the royal mint in Tashal and advises the king on budgetary matters. Sir Troda is also the powerful Earl of Balim.

– Chief Chamber Clerk 144d Ruta Inamis –––––––––– Chamber Clerks 72d – Lord Master Herald 160d Sir Migray Hosath –––––– Royal Heralds 84d ––––––––––

Pages (unpaid)

– Miginath’s Physician 120d Ernell Mered –––––––––– Deputy Physicians 72d – Chamber Seneschal 96d Kytem Curo ––––––––––––– Royal Chef 72d ––––––––– Kitchen Serfs (unpaid) Master of the Cellars 48d Foodtaster 36d Chamber Serfs (unpaid) – Astrologer Royal 120d Rodin Kynn ––––––––––––– Journeyman 36d ––––––––– Apprentices (unpaid) – Master of Esoterica 144d Derwen Verdreth –––––––– Journeyman 42d ––––––––– Apprentices (unpaid) – Alchemist Royal 132d Ertol Dracayne –––––––––––– Journeyman 36d ––––––––– Apprentices (unpaid) – The King’s Fool 60d Armagaster of Esaldin – Chief Bard of the Chamber 120d Eltan Lithas ––––– Musicians/Harpers 48d

LORD –––––––––––––––––––– Lord Privy Seal 360d Lady Erila Kaphin –––––––––– CHANCELLOR 600d Sir Tarkin Hirnen – Inquisitor General 156d Midal Sarathid ––––––––––– – Lord Advocate 180d Asorn Firith ––––––––––––––––

Chief Clerk 144d –––––––––– Chancery Clerks 72d Keeper of the Rolls 78d Royal Agents 54d Chancery Advocates 78d

EXCHEQUER ––––––––––––––– Treasurer of the Exchequer 240d Sir Mirald Alkinil ––– ROYAL 600d Sir Troda Dariune Earl of Balim – Chief Clerk of the Exchequer 180d Chilmin Bastune –– – Inspector of Public Works 150d Erdar of Orinain –––

Governor Royal Mint 120d – Royal Engravers 72d Royal Assayist 96d Collector General 120d ––––– Tax Collectors 48d Exchequer Clerks 72d –––––– Toll Collectors 36d Royal Masons 102d

MARSHAL OF THE –––––––– ROYAL GUARD 600d – Sir Koris Harabor – –

High Guard Captain 384d Sir Hedare Thaelbis ––––– Low Guard Captain 192d Sir Gorvan Nevan –––––– Master of Squires 324d Sir Jethris Ubael ––––––––– Master of the Hunt 192d Sir Torald Ethasiel –––––––

Knight Commanders 288d – Medium Horse 192d Company Commanders 84d ––– Medium Foot 48d Squires (unpaid) Falconer Royal 48d Master of the Hounds 36d – Royal Weaponcrafter 120d Kenter of Callisa ––––––– Journeymen 48d –––––––– Apprentices (unpaid) – Royal Ostler 192d Sir Rindan Caldeth ––––––––––––– Journeymen 42d –––––––– Apprentices (unpaid)

LORD HIGH –––––––––––––– Constables of Keeps/Castles 300d –––––––––––––– Permanent Households SHERIFFS 480d – Forest Wardens (one per Hundred) 312d ––––––––––––––– Foresters 48d (One per shire) – Bailiffs of Hundreds 240d –––––––––––––––––––––– Bailiffs of Royal Manors 180d OSELMARCH WARDEN 420d –– Deputy Warden 300d Sir Nethan Daront –––––––––– Army of the Oselmarch Baron Orsin Firith CHELMARCH WARDEN 420d –– Deputy Warden 300d Sir Korus Ynel –––––––––––––– Army of the Chelmarch King Miginath

Copyright © 2013, Columbia Games, Inc.

HârnWorld®

KALDOR 18 SHIRES & HUNDREDS Kaldor is divided into seven shires, each sub-divided into hundreds. These judicial divisions are unrelated to the feudal subinfeudation of land. The shire moot is shown below each shire name. Each shire is administered by a sheriff. These officials are appointed by the king and are answerable to the Exchequer Royal for financial matters and the Lord Chancellor for judicial matters. Each sheriff commands at least a keep, which is a royal stronghold and residence. Sheriffs have enormous power arising from their judicial and taxation rights. They are powerful nobles but have no hereditary claim to their title. In Kaldor, sheriffs and their underlings receive salaries and are expected to pass all shire revenue up to the Exchequer. A counting of shire revenue is notoriously inaccurate. The sheriff appoints a bailiff to administer local justice in each hundred. The main settlement (which may differ from the hundred moot) is given under Market. Forest hundreds are largely unpopulated. See the next two pages for details.

SHIRES AND HUNDREDS Shire

Hundred

Hundred Moot

Market

BALIMSHIRE (Shebra)

Anvusen Cholas Chyle Lonemor Marindas Miona Niremos

Anvusen Cholas Undrand Forest Hundred Matass Avenel Tyan

Fisen Cholas Uldien • Esenor Kiban Tyan

MESELYNESHIRE (Olokand)

Allence Ambarnis Arien Hemura Meralace Myaman Navintas Nelafayn Revabyne

Dabell Setanlin Forest Hundred Forest Hundred Forest Hundred Nevanfal Blikle Abriel Tenwulve

Baseta Olokand • • • Nevanfal Tonot Abriel Yeged

NEPHSHIRE (Bidow)

Dobraine Fethael Fyaslor Kanir Kirsta Tonallan Yalten Hania

Asintina Hundholt Forest Hundred Forest Hundred Forest Hundred Furanth Forest Hundred

Bidow Getha • • • Gardiren •

OSELSHIRE (Hutop)

Asolade Daynora Firithel Orsinal Peihlne Remil Siloryne Valganara

Asolade Aldoral Mornisar Forest Hundred Forest Hundred Forest Hundred Hylesim Torret

Jedes Hutop Kobing • • • Qualdris Torret

SEMETHSHIRE (Querina)

Bredan Calushid Dunam Endrunel Semethe Tuselion Wosendel

Volandel Forest Hundred Forest Hundred Endrunel Forest Hundred Ulben Aleur

Querina • • Tashal • Ternua Heru

THELSHIRE (Sirendel)

Cedmyme Habimas Rethelsyne Taniran Tarial

Valedon Habimas Rethelsyne Wendern Tarial

Sirendel Kolorn Rethelsyne Wendern Nubeth

VEMIONSHIRE (Athelren)

Atressa Grimruld Kythlim Lynnfana Mylelim Rumerill Thicesund Tishilan Valdrun

Liansal Hindertis Forest Hundred Lemalex Forest Hundred Forest Hundred Forest Hundred Tishilan Forest Hundred

Minarsas Pendeth • Lemalex • • • Athelren •

The Marches Oselmarch and Chelmarch are regions that might one day become shires but are not yet sufficiently populated or secure. They are under the military government of wardens, who are responsible to the king. See MILITARY RESOURCES on page 21 for details.

Copyright © 2013, Columbia Games, Inc.

HârnWorld®

FOREST HUNDREDS FOREST HUNDREDS Kaldor’s unpopulated regions are administered by forest wardens with assistance from paid royal foresters. The wardens are charged with protecting and exploiting resources for the benefit of the crown. Although forest wardens are answerable to the sheriff, in practice they are the sole arbiters of law and order within their hundreds. Poachers may be captured and bound over to the sheriff for justice but it is not uncommon for a forest warden to resolve the issue directly.

Arien Forest, Meselyneshire King Fierth afforested the oak forest of Arien as a royal hunting preserve in 379. Three manors were abandoned and scores of serfs were forcibly relocated. Harsh laws were instituted to protect all game for the king’s table, particularly the abundant wild pig. Most monarchs until Haldan the Elder hunted in Arien, but the more recent Elendsa kings have favored the carefully managed Malvern Wood on the Nephen River.

Calushid Forest, Semethshire The entire rugged and hilly Calushid Forest is west of the rocky Calusha River, well within the territory of the Aka-Huka and Aka-Pazi Kath, who jealously protect it. The high meadows of Mount Bodari are home to an extended shepherding clan that tends flocks eastward into Endrunel Hundred, where they trade with mercantylers and trappers from Heru on the southern bank of the Kald. Numbering no more than 200, they are mistrusted by both Kaldor and the Kath.

Dunam Forest, Semethshire The rough foothills of Dunam Forest hold a mix of light woods of alder and oak dotted with box canyons and steep ravines treacherous to mounted knights. Part of the region is contested Kath land and is patrolled by the army of the Chelmarch. Dunam is rich in boar and deer and contains the ruins of Chelena, a fortified manor destroyed by the Kath in 689.

Copyright © 2013, Columbia Games, Inc.

KALDOR 19 Fyaslor Forest, Nephshire Fyaslor Forest is an oak and pine woodland, thinned along the Shem River, but otherwise unspoiled. Bromela, an ancient Sindarin Taur-im-Aina, lies 20 feet beneath the waters of Lake Valona. The forest warden is the Serolan of Ascur Abbey, which is often visited by Serekela Edine Kynn.

Hemura Forest, Meselyneshire Hemura Forest is a vast wilderness that was once a march of the Kingdom of Nurelia. It has not been civilized since the Migration Wars. The Taelda control the northern forest, the Kath the south, and the Gargun of Gifuso lie between the two. Kaldoric authority does not extend far beyond the Fur Road. The Sheriff of Meselyne is charged with patrolling the Fur Road to the edge of the kingdom. The Baron of Tonot has petitioned the king to make the area the Taeldamarch with him as warden.

Kanir Forest, Nephshire The dark and forbidding Kanir Forest borders the Sorkin Mountains at the farthest edge of the kingdom. A wild and pristine area inhabited by Taelda and Gargun, much of the region is unknown to civilized Kaldor. Dense Sorkin Spruce and mossy ancient oaks cover much of Kanir, divided by rushing streams and rocky granite outcroppings. The Miners’ Guild has sponsored a few unsuccessful expeditions for silver deposits. None have been undertaken since several miners were crushed by a huge boulder somehow dislodged from a stable hillside.

Kirsta Forest, Nephshire The area that now separates Gardiren from the rich Nephen River valley was a settled part of Serelind and then Kaldor until the time of Fierth. The ancestral home of Clan Tane is here, but few traces remain. Pine, cedar, oak, ash, and maple all grow among the few extant ruins and the area is plagued by wolves. The current forest warden, Sir Dergil Selekos, Lord of Zernoll Manor, is a venal opportunist with a promising future.

HârnWorld®

KALDOR 20

FOREST HUNDREDS

Kythlim Forest, Vemionshire

Remil Forest, Oselshire

The great foggy swamp on the south bank of the Nephen River is home to the secretive fenlanders and a few escaped serfs who have fled here. Sir Bemyl Losrath, Bailiff of Talence, is also the forest warden. He is friendly with these masterless people and has grown wealthy trading metal goods for furs and musk.

The rough Remil Forest is contested by the Pagaelin, Oselmarch army, and several gangs of bandits. The rolling plains are carpeted with waist-high grass that easily hides the Pagaelin who prey upon Genin Trail caravans and Oselmarch patrols. Wild horses run free, hunted by wolves and humans. See KOBING, page 34.

Lonemor Forest, Balimshire

Rumerill Forest, Vemionshire

Cloaked in perpetual mist, the mixed oak, birch, and cedar forests of Lonemor were once a favored winter hunting ground of Kaldor’s monarchs. The discovery of a third deposit of iron in the area has resulted in several expeditions by the Miners’ Guild and some of the ancient oaks are falling victim to the axe. The eastern part of the region is home to a small band of outlaws, led by Gradel of Cassan, a Kiban miscreant with a wooden hand.

Rumerill Forest extends north and east from Nenda into the Sorkin Mountains. The mixed coniferous forest lies untouched by axe or plow, and some of the towering trees were already old in the waning days of the Codominium. The precipitous eastern slope of the Rumerill Ridge is home to several Yelgri colonies.

Meralace Forest, Meselyneshire The spruce and fir covered hills of Meralace were once the contested border of three pre-Lothrim petty states. Among ancient battlefields are the remains of two Jarin forts and an active salt mine. The Taelda believe the battlefields are haunted and avoid them. The Sheriff of Meselyne holds three manors on the road to Gardiren.

Mylelim Forest, Vemionshire

Semethe Forest, Semethshire The forbidding Semethe Forest and its Kathela Hills are home to the Kath. Dense woodlands and steep terrain make much of the area impenetrable on horseback. The Chelmarch Army seldom leaves the Salt Route in this area. Huge numbers of wild pigs grow fat on the abundant acorns, hickory nuts, and chestnuts. Competition for these succulent beasts is the usual cause of conflict between the weary Salt Route caravans and the Kath whose home they stagger through.

Thicesund Forest, Vemionshire

The willows, elms, and maples of the low, marshy Mylelim Forest are strangled by thick walls of thorny brier. Timberwrights and charcoalers are active here but Mylelim is not well patrolled aside from its eastern edge. The warden is Sir Athyn Ewanth, Bailiff of Ilym, whose father was slain at the hands of Clan Losrath in a duel on the Naniom Bridge. The clans now nurture a bitter feud.

The Thicesund Forest lies between the Nephen and Selene rivers, from the Naniom Bridge to Azadmere. The old stone bridge is of Khuzan origin. The high-canopied hardwood forest is home to a small company of Uthriem Roliri, who protect caravans on the Silver Way as long as they do not tarry or stray.

Orsinal Forest, Oselshire

Valdrun Forest, Vemionshire

The grassy, scrub-covered hills of Orsinal between Kobing and Halaina Abbey are populated by herds of cattle and sheep. The area is occasionally swept by fires set by Pagaelin tribesmen to drive herds into ambushes. Maerin is the site of a abandoned Sindarin village on the northwest shore of Lake Algora. Sindarin legends refer to a nearby Taur-im-Aina.

Deciduous woodland covers much of Valdrun Forest, while its grassy meadowlands are home to large flocks of Halaina Abbey’s sheep and the wolves that prey on them. East of the Vemion Gap, ancient Jarin kings slumber in burial mounds now hidden under the densely forested Valdrun Downs, their legends forgotten by all save the Ilme. A band of Gargu-hyeka with a queen recently colonized a cave in the Salika Valley northwest of Tontury Lake.

Peihlne Forest, Oselshire Peihlne Forest covers the southeast tip of Oselshire. Much of it is tall grassland that is home to wild horses, wild cattle, gamebirds, and snakes. Willow and alder grow along the watercourses. Most of the hundred is within the range of the Imlox Pagaelin. Warden Firith generally sends his two elite companies of light horse, equipped with round shields, long-spears, and shortbows, against the Imlox and other Pagaelin. Copyright © 2013, Columbia Games, Inc.

Yalten Hania Forest, Nephshire The pine and spruce forest of Yalten Hania is a rugged area; only the roads are well patrolled and the rest lies untouched by civilized hands. Timberwrights and charcoalers work along the Shem River near Gardiren but seldom venture within the Taelda range to the east.

HârnWorld®

KALDOR MILITARY RESOURCES 21

KALDOR 21

Fief

Type

Tashal

City

J5

King Miginath

4-6

House Holds 2,280

Olokand

Castle

J5

Sheriff of Meselyne

3

38

67,150

1,212

Athelren

Keep

K5

Sheriff of Vemion

2

13

22,990

551

Bidow

Keep

J4

Sheriff of Neph

1

16

28,200

581

Getha

Keep

K5

Baron Indama

1

12

18,500

401

Hutop

Keep

K6

Sheriff of Osel

1

21

43,370

903

Kobing

Keep

K6

Baron Firith

2

10

30,180

653

Nenda

Keep

K5

Baron Hirnen

2

10

18,990

456

Querina

Keep

K5

Sheriff of Semeth

2

26

58,860

1,101

Shebra

Keep

K5

Sheriff of Balim

1

27

49,420

1,017

Sirendel

Keep

K5

Sheriff of Thel

1

38

65,560

1,171

Ternua

Keep

K5

Baron Verdreth

2

15

33,970

620

Gardiren

Castle

K4

Earl Curo

2

20

33,655

715

Esenor

Keep

K5

Baron Tesla

1

14

31,840

579

Pendeth

Keep

K5

Constable

1

12

21,360

529

Setrew

Keep

J4

Baron Ethasiel

1

21

37,940

659

Yeged

Keep

J4

Baron Londel

1

10

19,960

408

Kiban

Castle

K5

Earl Dariune

3

26

49,280

1,454

Fisen

Keep

K5

Constable

1

9

13,680

269

Jedes

Keep

J6

Constable

1

13

23,260

358

Kyg

Keep

K5

Constable

1

11

22,120

532

Tonot

Keep

J4

Baron Pierstel

2

12

20,780

404

Uldien

Keep

K5

Baron Ubael

1

11

17,500

362

Minarsas

Castle

K5

Earl Caldeth

2

28

60,050

1,357

Baseta

Keep

J4

Constable

1

12

22,350

453

Kolorn

Keep

J5

Baron Bastune

1

10

32,760

620

Zoben

Keep

K5

Constable

1

10

18,540

428

Qualdris

Castle

K6

Earl Meleken

2

28

49,355

1,025

Heru

Keep

J5

Constable

2

10

27,180

490

Nubeth

Keep

K5

Baron Elorieth

1

17

30,280

575

Grid Holder

Guard

Manors

Acres

The Feudal Levy The feudal levy consists of knights and yeomen who hold lands in exchange for military service of 30 to 90 days per year. Typically, each manor provides one knight (heavy or medium horse), one squire (medium or light horse), and a number of yeomen that varies by troop class and Gross Acres. Light Foot (LF) = Gross Acres ÷ 300 Medium Foot (MF) = Gross Acres ÷ 600 Shortbow (SB) = Gross Acres ÷ 600 EXAMPLE: The knight of Touvant Manor (HERU), has 2220 acres and thus owes 1MH (himself), 1LH (a squire), plus five yeomen (2MF and 3LF) and scutage for 120 acres. Fiefs can also muster a militia force roughly equal to their households for defense only.

Guard/Garrisons Major settlements have a permanent garrison of light foot. The number of companies is given on the table above; some wealthy lords prefer medium foot or shortbow in place of light foot. Many lords foresee conflict over the pending succession and few garrisons are understrength.

Copyright © 2013, Columbia Games, Inc.

MILITARY RESOURCES The king maintains three permanent bodies of troops, supported by the Royal Treasury. Additional forces are raised by the feudal levy.

The Royal Guard This elite force is commanded by Sir Koris Harabor, a bastard son of the king. Charged with protecting the royal household, the Royal Guard has two companies of High Guard and four of Low Guard. The High Guard, two companies (four squadrons) of knights-bachelor, are among the finest knights in the kingdom. One company travels with the king and the other precedes the king to his next residence to see that everything is in order. The Low Guard is four companies of wellequipped medium foot. Two companies travel with the king and two companies supplement the defense of Tashal or other crown holdings according to a schedule known only to Sir Koris. Sometimes a company is detached to bolster a key military unit or escort an important person.

Army of the Chelmarch The Army of the Chelmarch is a permanent force of four companies: one medium foot, one light foot, one shortbow, and one light horse. The feudal levy increases these forces in summer, adding at least two squadrons of medium horse. These forces mainly patrol the Salt Route, defending caravans against brigands and tribesmen. Brigands are the greater threat. Young soldiers are often assigned to the Chelmarch for experience before being transferred to the more violent Oselmarch. The Warden of Chelmarch is King Miginath; the Deputy Warden is Sir Korus Ynel, headquartered at Kathane Manor.

Army of the Oselmarch The Army of the Oselmarch is a permanent force of one company of light foot, one company of medium foot, and two companies of elite light horse. The feudal levy increases these forces in summer, adding at least two companies of shortbow and two squadrons of medium horse. Although charged with patrolling the vast Oselmarch, the force largely stays near the Genin Trail. Conflict with the Pagaelin is constant and brutal. The Pagaelin habitually torture or mutilate prisoners, and soldiers of Kaldor are often equally merciless. Warden Orsin Firith, the Baron of Kobing, is a charismatic leader. See KOBING, page 34.

HârnWorld®

KALDOR 22

SUBINFEUDATION

KING MIGINATH (Royal Domain) OLOKAND

TASHAL

ATHELREN

EARL CURO of NEPH GARDIREN

PENDETH

BIDOW

FISEN

JEDES

ETHASIEL

LONDEL

ESENOR

SETREW

YEGED

PIERSTEL

UBAEL

TONOT

ULDIEN

KYG

EARL CALDETH of VEMION MINARSAS

BASETA

EARL MELEKEN of OSEL QUALDRIS

QUERINA

TESLA

EARL DARIUNE of BALIM KIBAN

HUTOP

SHEBRA

SIRENDEL

BASTUNE

ZOBEN

KOLORN

ELORIETH

NUBETH

HERU

INDAMA

GETHA FIRITH

KOBING HIRNEN

NENDA VERDRETH

TERNUA SEREKELA

CALEME REKELA

ABRIEL REKELA

BRYND REKELA

CHOLAS REKELA

LEDYNE

KALDOR SUBINFEUDATION The following pages list all major settlements in the Kingdom of Kaldor, a complete list of all manors owing fealty to them, and key political and economic data. Icons indicate type of fortification and market size, which is an assessment of trade volume ranging from 1 to 9. Hârn’s largest market center is Cherafir (6). See Pilots’ Almanac for details. Kaldor’s riverside settlements are not considered ports but all conduct some river trade. Castle Keep Market Size 2

MANORS Manors owing fealty to a major settlement are listed, indented to show their subinfeudation rank. HUNDRED A legal subdivision of a shire, held by a Bailiff of the Hundred for the Sheriff. Hundred moots are identified by the entry “B/H” in the Holder column.

Copyright © 2013, Columbia Games, Inc.

HOLDER The holder of this fief. Clans hold land in fee simple; named officials (bailiff, constable, etc.) hold fiefs “in trust” for their liege. GROSS ACRES (AC) The total acreage of a fief, typically Woods (20%), Demesne (40%), and Tenants (40%). LAND QUALITY (LQ) A factor describing the quality of the arable land on the fief, based on an average of 1.00. HOUSEHOLDS (HD) Each household averages 20 tenant acres. Population equals HD×5. Major settlements (castles and keeps) have a significant free population; assume 60% of households given, mostly supported by food grown in local manors. Abbey households include both clerics and rural tenants. Assume 40% of population are clerics, including acolytes. For example, Brynd Abbey has 49 HD, a population of 245, of which 98 (40%) are clerics.

HârnWorld®

KALDOR 23

ROYAL DOMAIN

ATHELREN [K5]

1

Tishilan Hundred, Vemionshire, 275 The shiremoot of Vemionshire was built in the first century by the early Jarin kingdom of Arwn and rebuilt in 250. Athelren has long been an important center of parchment and vellum manufacture, and the annual Athelren Fair draws lexigraphers from across the kingdom and beyond. Wild horses and wild cattle roam the grassy Tishilan Flats to the south. Soapstone is quarried nearby. Sir Tulath Kaphin was appointed sheriff two years ago to the disappointment of many local nobles who felt better qualified. He is the unacknowledged youngest bastard son of King Miginath by the mysterious Lady Erila Kaphin. Charming and optimistic, Sir Tulath, 24, lives extravagantly and is deep in debt to Danzys of Cuke, a local mercantyler. The sheriff firmly believes he will one day be king and his debts will then be paid by the Royal Treasury. The sheriff considers Danzys of Cuke a friend and seeks his counsel in economic matters. This deepens the resentment of local nobles, especially those opposed to the growing influence of the merchant class. Sir Tulath is married to Lady Elana Verdreth, middle daughter of the Baron of Ternua. His father-in-law cannot tolerate “the lad’s shallowness and relentless opportunism.” His family prays for Larani to grant him some maturity. The grumblings of his in-laws and protestations of the local gentry are unlikely to have any effect on his tenure as sheriff. Nonetheless, he has many peers who long to see him fail and few supporters beyond his wife and mother. Last year’s renovations of the ancient keep’s chapel uncovered a mysterious scroll hidden in a brass tube. The arcanist hired to decipher it was charged with secrecy, but already rumors have surfaced of a lost Arwn royal treasure. Any treasure in the keep belongs to the king, so the impoverished sheriff is desperate to keep the discovery secret. He recently imprisoned the arcanist on a charge of “betraying the king’s peace.”

FIEF

HUNDRED

HOLDER

AC

LQ

HD

ATHELREN Hindertis Hystosh Lemalex Tonsia Liansal Tishilan

Tishilan Grimruld

Atressa Tishilan

Sheriff Valter (B/H) Reeve B/H Guildmaster B/H B/H

1200 1130 480 1850 600 1700 950

1.03 1.04 1.04 1.01 1.00 1.02 1.03

55 26 10 44 12 38 23

Hemet

Tishilan

Bailiff

1530

1.03

34

Lorik

Tishilan

Afaelin

1640

1.03

38

Lymrol Ordcern

Tishilan

Mered Reeve

2030 500

1.03 1.03

47 10

Nagrin

Tishilan

Iesaros

1350

1.03

30

Ordel

Tishilan

Tarandin

1850

1.03

42

Paren

Tishilan

Harsenain

1500

1.03

34

Relnis

Tishilan

Inina

1560

1.03

36

Rinril

Tishilan

Cazaena

1460

1.03

34

Sinar

Tishilan

Sorabar

1660

1.03

38

Lynnfana

Sheriff Tulath Kaphin Copyright © 2013, Columbia Games, Inc.

HârnWorld®

KALDOR 24 BASETA [J4]

EARLDOM OF VEMION 1

Allence Hundred, Meselyneshire, 660 Remote Baseta is held by constable Eres Tereneth for Earl Caldeth of Minarsas. The keep was built around 140, before the Migration Wars. Baseta is a river port on the edge of Taelda lands. The settlement has a large urban population, mostly refugees from the Jarin Rebellion in Orbaal (701–03). The hunting is excellent and Sir Eres goes to great lengths to stay on good terms with his barbarian neighbors. He encourages the trade of civilized goods, excluding weapons, in exchange for furs and the herbs and medicines for which the Taelda are renowned. Sir Eres is a robust and jolly widower of middle years, said to keep one of the finer tables and cellars in Meselyne. He hosts frequent hunting parties that are always well attended by the local nobility. His current mistress, Wilia of Margant, is the daughter of a vassal lord and young enough to be his own daughter. She is an outrageous flirt but loyal to Sir Eres. The merry atmosphere of the constable’s court has been disturbed by his son. Once a fine jouster and a popular ladies’ champion, Sir Miren recently returned from the Solori Crusades on the Melderyni frontier a changed man. He avoids his father’s festivities, preferring long solitary rides through the countryside. Sir Eres neither understands nor approves of the change in his son. Recently, a series of horrific murders has jolted the constable into action. Every month for the past year, at least one individual has disappeared from a nearby village. Bodies are found with the liver, lungs, and heart absent. Rumors of a maneating wolf or even a lycanthrope have terrified the community and strained relations with the Taelda. There is hushed gossip in the local inns of an even fouler, more ancient entity. Sir Eres has asked the Bailiff of Allence Hundred at Dabell to investigate and resolve the problem.

FIEF

HUNDRED

HOLDER

LQ

HD

BASETA

Allence

Constable 1700

AC

1.14

132

Ansteedon Allence

Bailiff

1950

1.12

29

Bifyrd Feron

Nelafayn

Calayner Bailiff

1750 1050

1.18 1.17

28 17

Gentes Aquina

Allence

Margant Reeve

1300 490

1.12 1.11

19 10

Jastere

Myaman

Jastere

1760

1.19

28

Kerk

Myaman

Napaldy

1410

1.18

23

Lachel

Nelafayn

Binthe

1330

1.16

21

Lezorn

Allence

Zaldarne

1510

1.11

22

Nebrem

Allence

Haurnal

1450

1.12

22

Rhustan Ardis Chunem

Nelafayn

Bailiff Reeve Reeve

1540 630 440

1.18 1.18 1.17

24 11 10

Stybrin

Nelafayn

Yalcuthy

2840

1.14

38

Watanish

Ambarnis

Jarquane

1200

1.14

19

Constable Eres Tereneth

Copyright © 2013, Columbia Games, Inc.

HârnWorld®

KALDOR 25

ROYAL DOMAIN

BIDOW [J4]

1

Dobraine Hundred, Nephshire, 420 Bidow is held for the king by Sir Chimin Indama, Sheriff of Neph and Baron of Getha. Sir Chimin leaves many of his sheriff ’s duties to his son, Sir Harapa, 22. Sir Harapa is married to Princess Udine Elendsa, a niece of the king. His infant son, Dosyl, has a claim to the throne. Cut from the same cloth as his father, Sir Harapa leaves any ambitions and intrigues to his wife. He prefers to spend his days combining his three passions: hawks, hounds, and horses. Bidow Keep was constructed in 470 using stones from more ancient fortifications of the area, some even transported by ferry down the Shem from the Sorkin Mountains. Some of the stones bear strange symbols that have spurred many legends among the townsfolk. One stone depicts several lancers fighting an invisible foe, causing endless speculation about the enemy’s identity. The keep is urgently in need of repair. The cellars have a tendency to flood in spring and the foundations are showing signs of weakening. Erdar of Orinain1, Kaldor’s Inspector of Public Works, recently visited to determine what must be done. He advised that extensive repairs must be undertaken soon to avoid possible collapse of the keep. Erdar estimates the necessary repairs will take at least two years and cost £400. The Bidow region has long had a reputation for mystery and mayhem. Most folk blame the stones used to build the keep. Locals also speak of a demon that stalks the Forest of Leth to the southeast. Disappearances in this forest exceed a dozen over the past decade. Recently two miners disappeared while investigating an abandoned tin mine near the headwaters of the Dobra River. Peasants in outlying manors may bear a quarterstaff and a short dagger when collecting dropwood or tending swine.

FIEF

HUNDRED

HOLDER

AC

LQ

HD

BIDOW Assintina Furanth Nebden Hundholt Blixth Wuven

Dobraine

Sheriff B/H B/H Sigan B/H Bailiff Reeve

1250 1350 1740 1820 1050 840 430

1.14 1.19 1.13 1.13 1.09 1.08 1.09

85 23 35 36 21 18 10

Janed

Tonallan

Linnot

1890

1.12

38

Llyafen

Dobraine

Tubath

1630

1.15

26

Marnaca

Dobraine

Ernisch

1650

1.16

28

Tonallan Fethael

Nemel

Navintas

Waydyle

1110

1.10

19

Sarastin

Dobraine

Lennob

1090

1.14

21

Shotryn

Navintas

Bailiff

1630

1.11

28

Sycound Bonaven Gratima Retess

Navintas

Kressenta Frykal Reeve Torolla

1290 1260 790 1600

1.08 1.06 1.07 1.07

22 22 13 28

Thetani Twime

Tonallan

Woolarme 1970 Reeve 400

1.13 1.13

39 10

Bailiff Immen

1.15 1.16

27 27

Tirachane Dobraine Pethasum

1640 1550

Sir Harapa Indama

1. Erdar of Orinain is related to Hazmaral of Orinain, the outcast Khuzdul mason who upgraded Burzyn’s fortifications 200 years ago.

Copyright © 2013, Columbia Games, Inc.

HârnWorld®

KALDOR 26 ESENOR [K5]

EARLDOM OF NEPH 1

Marindas Hundred, Balimshire, 400 Esenor is held by Baron Kisan Tesla, age 48, from Earl Curo of Gardiren. The keep was built in 285 and rebuilt in 525. Esenor is a small but wealthy barony, with rich soils and lush meadowlands. The baron’s kennels produce some of Kaldor’s finest hunting hounds. Sir Kisan counts himself one of Rekela Tyrnal Dariune’s closest friends TESLA and confidants. Sir Kisan is a shrewd negotiator and brilliant intriguer. Esenor’s central location in Kaldor enables the baron to travel easily to the halls of power. He has many friends and contacts at court, in the Laranian Church, and in the powerful clothiers’ and mercantylers’ guilds. He is friendly with Lady Erila Kaphin, who sometimes visits him at his lodge at Padel. Of course, many powerful men distrust his political abilities. Sir Kisan is married to Lady Orella, oldest daughter of Earl Curo, but they separated in 718 after 16 years of stormy marriage. Lady Orella is now the bailiff of wealthy Tisbury Manor, where she lives with their two daughters who both dread the prospect of being selected for marriage. It is widely known that both girls also loathe their father. Some jest (quietly) that Sir Kisan can “charm an adder, but cannot kiss a wife for fear of poison.”

FIEF

HUNDRED

HOLDER

ESENOR

Marindas

Tesla

AC

LQ

HD

2520

1.18

80

Abadon

Rethelsyne Margayn

1960

1.20

36

Aixla Gauder

Marindas

Carontyn Bailiff

2340 2050

1.15 1.14

40 35

Anar Stanen

Niremos

Wearn Bailiff

2160 1740

1.11 1.11

34 28

Blundale Scoth

Rethelsyne Foreas Bailiff

2170 2140

1.15 1.13

37 36

Moyen

Rethelsyne Nautarik

1910

1.21

33

Mutane Nenna Spaff

Cholas Bredan

Dracayne Bailiff Nytarun

2450 1750 2350

1.16 1.14 1.15

41 29 39

Padel

Marindas

Bailiff

1610

1.19

29

Tisbury

Rethelsyne Bailiff

2940

1.16

51

Wairn

Marindas

1750

1.17

31

Vartuny

Baron Kisan Tesla Copyright © 2013, Columbia Games, Inc.

HârnWorld®

KALDOR 27

EARLDOM OF BALIM

FISEN [K5]

1

Anvusen Hundred, Balimshire, 190 Fisen was built in 164 by Medrik of Serelind and later used as a mustering point by his forces before the Battle of Noneth. For centuries, the keep remained the principal seat for kings of Kaldor, but soon after the Restoration, it became the moot of Balimshire. This continued until Haldan II built Querina and reorganized the shires in 624. Fisen Keep has always been the primary gateway to the Rethel Fen and its mysterious inhabitants. Locals refer to the fenlanders as “the undins,” something of a play on the words “undine” and “undead.” The busy river port handles all manner of strange fenlander boats bearing furs, herbs, dyes, and potions trapped or gathered in the extensive marshlands south of Fisen. Locals entering the fens to gather their own herbs have a habit of disappearing in the deep bogs. The keep is the home of Medrik’s Banner and Medrik’s Spear, purported relics of the great king himself. The banner is little more than a worn and faded square of dirty brown cloth with a few patches of colored thread. The banner and spear hang in a place of honor in the great hall. The spear hangs point down, an unusual orientation; touching the spearhead is said to bring luck in battle.

FIEF

HUNDRED

HOLDER

LQ

HD

FISEN

Anvusen

Constable 1260

AC

1.10

38

Cethnon Chyle Dendese Lythgran

Erynert Hauraxel Bailiff

1560 1360 1600

1.06 1.06 1.06

25 24 30

Esheth

Anvusen

Darquarn

820

1.11

15

Gynd

Anvusen

Bailiff

1140

1.10

19

Lantel

Anvusen

Bailiff

1740

1.08

27

Londex

Miona

Bailiff

1290

1.15

26

Trilgen

Anvusen

Bailiff

1040

1.10

18

Vareth

Miona

Vareth

1870

1.13

47

A local legend relates how Aidrik II commanded a knight to bring him Medrik’s Spear before the Battle of Kiban in 377. The spear dropped suddenly as it was being removed from the wall and pierced the knight through the eye. It was an ill omen and Aidrik lost the battle after the Earl of Pagostra (Kiban) defected to Fierth the Usurper. The victorious Fierth personally replaced the spear on the wall where it remains to this day. Constable Dagald Jendral, a landless knight who married into Clan Dariune, holds the keep for the Earl of Balim. Sir Dagald has outlived his two sons, who both died in a Kath ambush while serving in the Army of the Chelmarch. Sir Dagald is intelligent and an adequate constable, though neither dynamic nor martial. He is a master of the courtly arts and intolerant of bad manners. He is often consulted on customs of chivalry.

Constable Dagald Jendral Copyright © 2013, Columbia Games, Inc.

HârnWorld®

KALDOR 28 GARDIREN [K4]

EARLDOM OF NEPH 2

Tonallan Hundred, Nephshire, 640 Gardiren was the capital of Serelind in the days before the founding of Kaldor by Medrik I. The current structure was started in 130 as a keep and upgraded to a castle by Medrik in 170. It was burned and suffered extensive damage during the Kaldoric Civil War and rebuilt in 403 to its present dimensions. Gardiren is held by CURO the leonine Earl Hemisen Curo, the “Lion of the North,” who claims descent from the first kings of Serelind and the House of Tane. He donates heavily to the Enclave of the Holy Oak to finance their research and his own passion for genealogy. The earl is married to Meliara Kynn, sister of the Serekela of Kaldor. They have been blessed with eleven healthy children, including twin 19-year-old sons. The Earl of Neph, 50, is an epicure renowned for the quality of his table. He amazes guests with dishes seasoned with spices from the breadth of Lythia. The earl’s business relationships with importers provide him with valuable intelligence and he is well informed about matters beyond Kaldor’s borders. Earl Curo’s skill at court intrigue is supported by his carefully chosen vassals and an excellent network of informants. Gardiren’s recent history makes it differ in ways immediately obvious to travelers. A terrible fire in 684 devastated much of the castletown. After a second fire in 702, the earl instituted a number of measures to rebuild the town and prevent another fire. Today, many structures in the castletown are of stone and all have roofs of local slate. There is an especially high number of Jarin residents, many of whom immigrated in 703 when Lorkin fell and the earl was actively seeking craftsmen. The Ilviran church is well favored here and enjoys tax-exempt status.

FIEF

HOLDER

AC

LQ

HD

GARDIREN Tonallan

HUNDRED

Curo

830

1.14

128

Amewold

Jounvar

2080

1.12

29

Amkethran Revabyne

Tallarm

1410

1.13

19

Charmic

Kirsta

Bailiff

2060

1.17

41

Kasjave

Revabyne

Bailiff

1350

1.10

19

Kytryn

Revabyne

Bailiff

1980

1.10

28

Phyllida

Tonallan

Nimos

1840

1.12

37

Scarlagn

Tonallan

Vemin

2670

1.13

54

Solinda Nausch

Tonallan

Bailiff Giro

2370 1810

1.13 1.12

47 36

Teverl

Dobraine

Bailiff

830

1.14

14

Tomalla Falkath

Navintas

Bailiff Bailiff

1935 740

1.07 1.07

33 11

Uthren Beneth

Revabyne

Semos Reeve

1340 490

1.13 1.12

18 10

Visporton Tonallan Darlence Engeln Marbert

Inthin Celoss Reeve Gambrig

1380 1190 430 1280

1.13 1.15 1.14 1.13

30 24 10 26

Warial Umbrea Thetan

Dobraine

Bailiff Morfan Reeve

1670 1550 740

1.16 1.16 1.15

28 26 15

Zernoll

Kirsta

Selekos

1620

1.16

32

Anvusen

Earl Hemisen Curo Copyright © 2013, Columbia Games, Inc.

HârnWorld®

KALDOR 29

BARONY OF GETHA

GETHA [K5]

1

Fethael Hundred, Nephshire, 260 Getha Keep is held from the king by Baron Chimin Indama, who also serves as Sheriff of Neph. The keep was first constructed in 280, then razed by fire in 437. It was completely rebuilt in 440 and is protected by a strong curtain wall. Although Getha is nearly five centuries old, it is still a rugged frontier town. Surrounding IND MA manors are frequently A victimized by wolves in winter and bears in summer. The guilds of timberwrights and charcoalers are well organized and prosperous. Established to secure the Silver Way, Getha’s prosperity has diminished since some trade goods are now barged to Kiban from the Naniom Bridge. Baron Indama, in his capacity as Sheriff of Neph, has responded by establishing a seasonal outpost and demanding a toll at the bridge. He seeks the king’s permission to fortify it. The baron has many allies who support this petition and has earned the enmity of Earl Dariune of Kiban. One ally is Hemisen Curo, the Earl of Neph at Gardiren, whose sister, Lady Myrtis Curo, married Baron Indama in 697. The eldest child of that union, Sir Harapa Indama, married Udine Elendsa in 718; the baron’s two infant grandchildren, Dosyl and Halene, have a distant claim to the throne. Getha was a vassal barony of Earls of Neph until 592, when King Iemald sought to curb the regional power of Earl Kalassen by raising the barony to royal tenancy. Getha hosts a grain fair early in the autumn as mercantylers from central Kaldor, Nephshire, and Meselyneshire converge in preparation for the arduous journey up the Silver Way. Hundreds of bushel sacks of wheat, oats, and barley are assembled into caravans, while mercenaries and teamsters fight, gamble, and drink the potent local mead. A staunchly loyal supporter of King Miginath, Sir Chimin Indama is not noted for his mental agility but is dependable and honest. He was a champion jouster in his youth but is now satisfied to watch his sons and nephews uphold the family’s honor while he hunts and recounts past glories. Copyright © 2013, Columbia Games, Inc.

FIEF

HUNDRED

HOLDER

AC

LQ

HD

GETHA

Fethael

Indama

1660

1.10

52

Derym

Grimruld

Ewesar

1440

1.04

33

Dremdew

Miona

Bryanth

2160

1.14

55

Lournay Bailiff Haunty

1410 900 1080

1.11 1.11 1.10

23 14 23

Drilen Fethael Emerule Ominstru Ileald

Chyle

Dracyne

1560

1.07

28

Haudy

Lynnfana

Onaret

1620

1.00

37

Kirden Ixena

Lynnfana

Bailiff Pomada

1590 1320

1.01 1.01

34 29

Kylelaw

Chyle

Blaundar

1350

1.07

30

Megyle

Chyle

Larchean

1160

1.07

22

Sezaze

Fethael

Bailiff

1250

1.10

21

Sheriff (Baron) Chimin Indama

HârnWorld®

KALDOR 30 HERU [J5]

1

Wosendel Hundred, Semethshire, 415 Heru is held by Constable Bereden Pawade for Earl Meleken of Qualdris. The keep was built in 548 and controls the only crossing of the Shem south of Gardiren. The constable is a skilled administrator and has dramatically increased the revenue of this estate since his appointment in 709. The settlement thrives on traffic between Olokand and Tashal. Bridge tolls and mercantile taxes are a valuable source of silver for the earl. The constable has set aside land near the toll bridge for caravans and there are several good inns in the settlement. He has organized two fairs timed to match the arrival of the Fur Road caravan, both southbound and northbound. Sir Bereden has also encouraged trade with a reclusive band of outcast Kath who maintain an encampment in the nearby Tivenara marshlands. These tribesmen provide rare herbs to local mercantylers in exchange for metal goods. Sir Bereden is a loyal knight. Having been promised a manor by Earl Meleken, Sir Bereden plans an expedition to locate his missing liege (see QUALDRIS, page 42). He awaits permission from Lady Thilisa of Qualdris to undertake this quest and to leave Heru in the charge of the Bailiff of Antiven.

EARLDOM OF OSEL FIEF

HUNDRED

HOLDER

LQ

HD

HERU

Wosendel

Constable 2210

AC

1.23

83

Antiven Tullar

Arien

Bailiff Reeve

1620 650

1.24 1.24

21 14

Colu Lyb Stort

Marindas

Ocazer Reeve Reeve

2390 800 640

1.14 1.15 1.14

41 16 14

Donaven

Wosendel

Azorn

1260

1.19

22

Douny Kinel

Tuselion

Koparen Bailiff

3240 2030

1.22 1.21

49 32

Dushat Mullina

Wosendel Fyaslor

Houlcath Reeve

1840 520

1.21 1.21

28 14

Erthen

Wosendel

Claune

1630

1.22

27

Gramant

Wosendel

Bailiff

2010

1.23

32

Thessar Hellba

Revabyne

Bailiff Bailiff

2230 1890

1.14 1.11

32 28

Touvant

Endrunel

Plaganel

2220

1.21

37

Constable Bereden Pawade

Copyright © 2013, Columbia Games, Inc.

HârnWorld®

KALDOR 31

ROYAL DOMAIN

HUTOP [K6]

1

Daynora Hundred, Oselshire, 340 Hutop Keep was built in 430 by Aidrik IV as a stronghold against the Pagaelin. It is the seat of the Sheriff of Osel but the office has been vacant since the death of Sir Merik Elendsa, brother of the king, in 719. The king has yet to determine a successor. The Earl of Neph, who has no holdings in the south, has let it be known he would undertake responsibility for this office. The Earl of Balim, who holds nearby Jedes, and the Earl of Osel, whose seat is at Qualdris, are unlikely to support this appointment. Hutop is especially valuable because it controls one of the kingdom’s few silver mines in the hills to the north. Sir Kodar Maradyne, Bailiff of Daynora Hundred, is deputy sheriff but is not really up to the task. His laxness has made Hutop a haven for roustabouts, ne’er-do-wells, and a rough crowd of miners and mercenaries. The Mercantylers’ Guild holds a trading post at Oselbridge from the crown. The current franchisee is Grunda of Tyune, who trades metal tools and weapons with the Pagaelin. He is aided by two journeymen, one apprentice, and a garrison of five mercenaries. Deputy Sheriff Kodar has granted Grunda permission to construct a wooden palisade, which is partially complete. The Baron of Kobing, who has ambitions to build a keep at Oselbridge, is furious with Grunda the “traitor” and the “interloping” deputy sheriff. Nearby Alenda Manor was destroyed by the Pagaelin in 712. It had been the first of a series of planned outposts along the Osel. The massacre took the lives of the knight-bailiff, his family, and 14 peasants. The sheriff intended to rebuild Alenda before he died and this plan now awaits the appointment of a new sheriff.

Sir Kodar Maradyne (Bailiff) Copyright © 2013, Columbia Games, Inc.

FIEF

HUNDRED

AC

LQ

HD

HUTOP Alenda Osel Aldoral Arrase Eberon Tasinald Asolade Orofal Hylesim Brinel Khaen Lence Kyn Mornisar Quan Ryle Torret Girhim

Daynora

HOLDER

Sheriff [Ruin] Remil Guildmaster Daynora B/H Guildmaster Reeve Asolade Guildmaster B/H Guildmaster Siloryne B/H Reeve Bailiff Reeve Reeve Firithel B/H Guildmaster Reeve Valganara B/H Bailiff

1100 • 180 1260 850 390 360 1520 570 1000 480 990 470 500 790 530 620 1580 1380

1.10 • 1.05 1.10 1.07 1.09 1.09 1.14 1.09 1.06 1.06 1.05 1.05 1.05 1.03 1.03 1.03 1.05 1.05

68 • 4 23 17 10 14 25 16 19 10 20 10 10 13 16 14 33 27

Canson Tashern

Daynora

Nargalas Reeve

1590 400

1.09 1.09

28 12

Cantwee Daynora Dolori Alistic Rebemis Sentwyn

Jopler Yarquane Reeve Sageryne Yonaret

2320 1390 820 1590 1630

1.08 1.07 1.06 1.05 1.08

45 28 15 27 29

Drelsyne

Siloryne

Bailiff

1590

1.05

32

Hilgere Vinfel

Valganara Bailiff Reeve

980 500

1.05 1.05

19 11

Kaele Richel

Siloryne

Bailiff Reeve

1320 540

1.06 1.06

29 10

Litchton

Daynora

Bailiff

1770

1.09

35

Namune Frewel

Daynora

Bailiff Reeve

1660 460

1.10 1.09

30 10

Nicomen

Daynora

Bailiff

2310

1.10

37

Refelen

Daynora

Xalaker

1720

1.09

35

Shreve

Daynora

Bailiff

1500

1.08

30

Thild Hasebe

Siloryne

Bailiff Reeve

1950 540

1.06 1.06

38 10

Tyrin Ollost

Daynora

Bailiff Reeve

1810 590

1.09 1.08

37 11

HârnWorld®

KALDOR 32 JEDES [J6]

1

Asolade Hundred, Oselshire, 245 Jedes Keep was built in 350 and used as a base by Fierth the Usurper during the Kaldoric Civil War. The keep was severely damaged during the power struggle that followed the death of King Iemald. Haldan the Elder granted Jedes to Clan Dariune in 603. It took 20 years for Clan Dariune to rebuild the keep to its current form. A wharf now facilitates communication with Tashal, 14 leagues upriver. Constable Shernath Mirdarne holds Jedes for Earl Dariune of Kiban. Sir Shernath is a childhood friend of Earl Dariune and one of his most trusted advisors. He is a strong leader who has benefited from extra toll revenues since lead and copper mines opened to the south. These mines are on the edge of Pagaelin territory and the Miners’ Guild has a contract with the constable to provide guards. Sir Shernath has also improved the roads to Kolorn and Hutop. King Miginath is fond of Jedes and the mineral springs at nearby Bromeleon; he spends more time here, at the earl’s expense, than at any other fief except Olokand. Secret meetings took place at Jedes to negotiate Miginath’s return from exile in Chybisa. Jedes is a renowned center of horse breeding. Ostler Iriel of Haskew from Jedes is the Guildmaster of Eastern Hârn. An unusually high percentage of Jedes steeds are grays or whites. The rumor that they are crossbreeds between Reksyni and Shava horses (unicorns) is neither confirmed nor denied by local breeders. The Jedes Fair, Kaldor’s largest horse fair, takes place annually from the 25th to the 30th of Kelen. The fair includes a tournament and a number of horse racing events. The king and his court always attend. Earl Dariune is interested in the construction of a bridge over the Kald at Jedes. He knows this would divert some Salt Route profit to his coffers but the estimates of cost, including a keep on the west bank, exceed £2,000. In his capacity as Chancellor of the Exchequer, the earl intrigues to have the bridge funded by the Royal Treasury. No definitive petition has been drafted for the king’s consideration.

Copyright © 2013, Columbia Games, Inc.

EARLDOM OF BALIM FIEF

HUNDRED HOLDER

LQ

HD

JEDES

Asolade

Constable 1830

1.14

49

Andrake

Asolade

Mazerony

1560

1.12

22

Belgie

Asolade

Bailiff

1110

1.14

18

Bory

Asolade

Poulty

1290

1.12

19

Calsite

Asolade

Bailiff

1570

1.13

22

Chewintin Keldkith

Asolade

Bailiff Reeve

1620 510

1.08 1.08

19 10

Feneven Dithend

Asolade

Vaen Reeve

1690 600

1.11 1.12

23 10

Mowich

Asolade

Bailiff

1480

1.13

20

Novelim

Asolade

Doulzarn

1720

1.12

24

Erwyne Reeve Orteyan

1140 400 1170

1.10 1.10 1.14

15 10 16

Meminast Asolade Gemheldon Yalen

AC

Skaist Deshines

Asolade

Bailiff Reeve

1560 780

1.14 1.14

22 14

Tamorlan

Asolade

Bailiff

1620

1.12

23

Yeashim

Asolade

Ercamber

1610

1.16

22

Constable Shernath Mirdarne

HârnWorld®

KALDOR 33

EARLDOM OF BALIM

KIBAN [K5] 2

Miona Hundred, Balimshire, 2730 Kiban is the seat of Sir Troda Dariune, Earl of Balim. It was founded around 165 as a frontier post of Serelind, then given to the Earl of Pagostra in 188 after Kaldor was founded. It was made a keep around 300 and was the site of the final battle of the Kaldoric Civil War in 377, when it was granted to Clan Dariune. The castle was built between DA RIUNE 605 and 653. In 703, construction began on a town wall, which is unfinished. Sir Troda, 46, is a vigorous, good-humored, intelligent man. His mother was Princess Kethele Elendsa, which gives him a claim to the throne. Negotiations are underway to betroth his eldest son, Scina, with Princess Cheselyne Elendsa. She has a strong claim to the throne, as would any children of the marriage. From the 9th to the 12th of Peonu, the town comes alive with the annual Feast of Saint Yselde. Doorways and windows are festooned with woven wreaths of spring flowers and bundles of wheat. It is great fun for the peasants, with much dancing and matchmaking. The festival includes mock combat and jousting by men mounted on the backs of other men and armed with sheaves of wheat. The storytelling contest draws some of the best storytellers in the kingdom. On the night of the 11th, the earl hosts a grand feast and a bonfire for all his serfs within walking distance. Another highlight is the longbow contest sponsored by the earl. Participation is by invitation only and is limited to yeomen. The earl awards the grand prize of 120d and an Emelrene longbow. Copyright © 2013, Columbia Games, Inc.

FIEF

HOLDER

AC

LQ

HD

KIBAN Miona Ryseheel

HUNDRED

Dariune Reeve

2010 530

1.15 1.14

546 13

Athsic

Grimruld

Lartyne

1080

1.03

25

Drelic Anvusen Andbale Sasruld

Bailiff Faragar Reeve

1490 1560 560

1.11 1.10 1.11

22 22 13

Galdwas

Miona

Bailiff

1940

1.13

51

Helume

Chyle

Bailiff

1420

1.07

28

Karondal Hyascal Reeve Bailiff Asvaler

2260 1390 600 1300 1770

1.08 1.07 1.09 1.10 1.09

33 16 12 20 26

Hetheron Allence Bonvien Elasron Jutose Konefal Hodisir Visern

Valganara Bailiff Reeve

1300 650

1.05 1.05

24 10

Koun Biffiz Gynn Thadel

Miona

Ruskart Harcodd Cracert Wyant

2330 1310 2220 2080

1.14 1.12 1.12 1.11

44 24 38 42

Labarn Jafpot Ilhar Suvist Uvabek

Wosendel Bredan

Labarn Queront Bailiff Yardartha Bailiff

2340 2210 1480 2140 1960

1.16 1.19 1.17 1.19 1.17

40 40 26 37 35

Liedel

Grimruld

Bailiff

1430

1.03

30

Nedian Selkiles

Atressa

Katair Bailiff

1500 990

1.03 1.02

33 23

Nynte

Miona

Bailiff

2660

1.14

67

Prendhelt

Miona

Bailiff

2140

1.15

55

Tesena

Chyle

Bailiff

1510

1.08

31

Tondtra

Miona

Bailiff

1120

1.14

28

Marindas Miona

Wosendel

Earl Troda Dariune

HârnWorld®

KALDOR 34 KOBING [K6]

BARONY OF KOBING 1

Firithel Hundred, Oselshire, 345 Kobing keep was built by Aidrik IV in 428, replacing an ancient stone tower of Khuzan origin. Clan Firith acquired the keep and barony in 441. The Firiths held land in the area before Lothrim’s time and claim the oldest noble bloodline in Kaldor. They like to call themselves Barons of Kobe. FIRITH The Kobing region is known for its numerous barrows, although most are hard to distinguish from natural hills. The Melderyni mage Genin arrived at Kobing around 579 to study the barrows. Genin remained in Kobing for some years and also launched several expeditions in search of Khuzan and Sindarin ruins. Baron Orsin Firith acquired his title in 715. His father, Sir Jerin Firith, married Princess Lenera Elendsa in 672. The energetic and ambitious Orsin has a claim to the throne. Sir Orsin is Lord Marshal of Oselmarch and commands some of Kaldor’s best-trained soldiers to secure the southern frontier against the Pagaelin. The baron is an accomplished warrior and a brilliant leader. He lost an eye fighting the Pagaelin in 718 and enjoys the loyalty of his men. Baron Orsin has twice petitioned the king to establish a keep at Oselbridge. Both petitions have been denied. The baron suspects the Mangai is responsible for the king’s reaction. The Mercantylers’ Guild, which has a seasonal trading post at Oselbridge, has its own ambitions and has already begun construction of a fortified manor like Trobridge Inn (see HUTOP, page 31). The baron has increased aggressive patrols seeking to provoke the Pagaelin. A larger conflict would increase the likelihood of him receiving a crenellation license for Oselbridge. Acquiring the dormant title of “Earl of Chybisa” is another of his lofty goals.

Copyright © 2013, Columbia Games, Inc.

FIEF

HUNDRED

HOLDER

AC

LQ

HD

KOBING Disen

Firithel

Firith Reeve

1290 600

1.03 1.03

69 12

Bethine Ardel

Firithel

Bailiff Reeve

1350 600

1.03 1.03

26 13

Chelya Taries

Firithel

Gephian Reeve

1010 490

1.03 1.03

18 10

Damina

Taniran

Bailiff

1470

1.09

23

Iason Intrel

Tishilan

Bailiff Bailiff

1700 1520

1.03 1.03

38 32

Huduson Obris

Firithel

Bailiff Reeve

2150 640

1.03 1.03

41 13

Inderen

Firithel

Mislas

1620

1.03

35

Kovindel Daynora Helvinfel

Klunn Bailiff

2620 1620

1.10 1.09

53 33

Minta

Tishilan

Bailiff

1690

1.03

38

Nerield Haelin

Firithel

Feldsaar Reeve

1520 620

1.02 1.02

30 15

Qualire Zena

Valganara Bailiff Reeve

1640 550

1.04 1.04

33 11

Ragulian Chire Dovet

Valganara Kailian Reeve Ryselith

1420 510 1160

1.04 1.04 1.04

28 10 24

Varden Tabral

Firithel

1680 710

1.03 1.03

34 14

Bailiff Reeve

Baron Orsin Firith

HârnWorld®

KALDOR 35

EARLDOM OF VEMION

KOLORN [J5]

1

Habimas Hundred, Thelshire, 360 Kolorn is held by Baron Greon Bastune from Earl Caldeth of Minarsas. The keep was originally built in 160 on the ruins of an earlier Jarin fortress and rebuilt in 530. The baron is a wenching degenerate. Fortunately, his young son, Sir Lyndar, 24, is a conscientious administrator. The baron is BA unaware that his wife, STUNE the beautiful Lady Peresta Brailour Bastune, once maintained an adulterous relationship with Sir Koris Harabor, a bastard son of the king and currently Marshal of the Royal Guard. Some suspect that Sir Lyndar is the product of that union, not the son of the baron. Lady Peresta still spends most of her time at the Bastune townhouse in Tashal and her ongoing infidelities are legendary. The baron is deep in debt to the usurer Clan Rakin of Azadmere. He can no longer afford payments on the principal, but pays the interest with an annual shipment of grain and horses. Neither the baron’s son nor his liege are aware of his debts.

FIEF

HUNDRED

HOLDER

AC

LQ

HD

KOLORN

Habimas

Bastune

1740

1.21

72

Anflax Gatens

Habimas

Draugyn Reeve

2030 690

1.17 1.16

35 12

Burdan Pembina Segrin

Habimas

Bailiff Reeve Reeve

600 520 330

1.21 1.21 1.21

16 11 10

Flamberge Habimas

Bruone

1930

1.18

34

Forean

Habimas

Bailiff

1870

1.17

33

Gare-Dan

Habimas

Bailiff

1600

1.18

28

Honing

Habimas

Bailiff

1200

1.19

21

Lancard

Habimas

Bailiff

1380

1.19

24

Lunt

Habimas

Calasty

2220

1.21

37

Rusna Buriana Ledan

Habimas Taniran

Dyntewer Reeve Bailiff

1930 740 1630

1.17 1.17 1.14

34 13 25

Tocade

Habimas

Ludarce

2620

1.17

46

Tyneasta Yebira Rysdan

Habimas

Brailour Scaundy Reeve

1960 1380 620

1.19 1.19 1.17

34 22 11

Visern

Habimas

Requecht Reeve Plauryne Bailiff

2200 640 1520 1410

1.20 1.18 1.19 1.18

39 11 27 25

Adanal Padarn Sabatan

Baron Greon Bastune

Copyright © 2013, Columbia Games, Inc.

HârnWorld®

KALDOR 36 KYG [K5]

EARLDOM OF BALIM

1

Tishilan Hundred, Vemionshire, 340 Kyg Keep is held by constable Sir Danyes Bernan for Earl Dariune of Kiban. The site was a Jarin hill fort that was built on an abandoned Khuzdul trading post in the first century TR, from which the site took its name. The fortification atop the ancient kyg has been upgraded several times since and is currently under repair. The west wall is covered by scaffolding. Kyg is the best known and best preserved example of the few ancient Khuzdul trading forts that once dotted Kaldor. Some of these locations, such as Minarsas and Kobing, continue as trade centers to this day. Kygs were typically built atop rocky outcroppings and always had underground tunnels and chambers for storage and living quarters. Most are lost in the wilds of Vemionshire, Oselshire, and Nephshire, obscured beneath centuries of overgrowth. Sir Danyes is well connected and maintains a lavish home in Tashal. He is known as a consummate host and his events are always well attended, continuing long after the more sedate guests have retired. Afterward, rumors of scandalous behavior and embarrassed apologies circulate widely among the younger nobility. Sir Danyes has never married and has no known children, legitimate or otherwise.

FIEF

HUNDRED

HOLDER

AC

LQ

HD

KYG

Tishilan

Constable

1650

1.02

68

Ateace Evin

Lynnfana

Bailiff Reeve

1010 470

1.01 1.02

24 10

Blethel

Atressa

Bailiff

1230

1.02

29

Cleme

Tishilan

Bailiff

1500

1.02

33

Fenale

Lynnfana

Bailiff

2510

1.02

58

Heris Narada

Lynnfana

Erhen Reeve

2180 450

1.02 1.02

50 10

Ilsane

Tishilan

Bailiff

1020

1.02

22

Ingian Delro Risat

Tishilan

Walorne Reeve Reeve

1520 490 540

1.02 1.02 1.02

34 11 11

Kally

Lynnfana

Elbaros

1980

1.02

45

Kilew

Lynnfana

Tarth

1560

1.02

32

Newsia

Lynnfana

Bailiff

1730

1.02

41

Thimiril

Tishilan

Charen

2280

1.03

54

Sir Danyes, a knight in his early forties, was appointed constable in 717. He is a corrupt and thieving administrator, although this is not yet known to the earl. Under his direction, Kyg has become the center of a quiet Lia-Kavair operation that acquires herbs and fungi from local herbalists and produces poisons and proscribed drugs for distribution in the rich markets of Thelshire and Semethshire. Sir Danyes is paid handsomely for his protection and patronage. In the summer of 718, Amersyn Ethasiel, the youngest sister of the Baron of Setrew and one of Sir Danyes’ more regular guests, started talking about her sudden conversion to Peonianism. On her last visit to Sir Danyes’ Tashal residence, she perished in a tragic accident when a heavy piece of slate fell from a rooftop and struck her head.

Constable Danyes Bernan Copyright © 2013, Columbia Games, Inc.

HârnWorld®

KALDOR 37

EARLDOM OF VEMION

MINARSAS [K5]

1

Atressa Hundred, Vemionshire, 650 Minarsas Castle dominates the Vemion River valley in eastern Kaldor. The original keep was built by the Kingdom of Arwn atop an ancient Khuzan and Jarin trading post. It was then rebuilt in 168 as a royal castle by King Orsin of Pagostra. The castle is the seat of Earl Declaen Caldeth, a clever and CA powerful figure in Kaldor. LDETH He is married to the invalid Lady Ialny Valador and has three children. His oldest daughter, Lady Thilisa, is married to Earl Sedris Meleken of Qualdris. His son, Sir Urian, is a fine, tall figure of a knight, known more for his fighting prowess than his wisdom. Camissa, the youngest, is recently of marriageable age and her father is cautious about suitors. Caldeth is an ancient Jarin clan, synonymous with Vemionshire for many generations. Since the clan has no claim to the throne itself, the earl is an attractive ally to claimants. The cautious Sir Declaen is aware that King Miginath’s best plans may go awry. He maintains an extra company of mercenaries and has large reserves of silver. His strongholds are maintained in top condition; repairs are currently being made to the west wall of Minarsas keep. In the event of civil war, the earl would sooner see an independent Pagostra than a weakly ruled Kaldor. Vemionshire is an isolated but prosperous sheep region. The annual Minarsas Wool Fair is one of the largest commercial events in Kaldor.

FIEF

HOLDER

AC

LQ

HD

MINARSAS Atressa

HUNDRED

Caldeth

1790

1.02

130

Athten

Lynnfana

Aswain

2440

1.00

58

Azorn Larril

Atressa

Bailiff Reeve

2010 490

1.01 1.01

45 10

Byce Rasele

Siloryne

Bailiff Reeve

1490 600

1.06 1.06

31 11

Ceril

Tishilan

Bailiff

1470

1.02

34

Delcord

Lynnfana

Bailiff

1230

1.00

27

Delince Rolath

Lynnfana

Irin Reeve

1920 590

1.00 1.00

48 13

Delincer

Atressa

Charion

2180

1.02

49

Erthen

Lynnfana

Bailiff

2360

1.00

57

Kadail

Lynnfana

Bailiff

2160

1.01

48

Larwedin

Atressa

Sharanth

1820

1.01

42

3060

1.01

59

990

1.02

24

Lezter

Atressa

Caran

Nameril

Atressa

Vabenel

Narmas

Lynnfana

Ertus

1880

1.00

43

Neceron

Lynnfana

Bailiff

1800

1.00

42

Nerlane

Atressa

Auerdas

1580

1.02

36

Onris Dinmel

Lynnfana

Bailiff Reeve

1950 530

1.00 1.00

44 11

Ontes

Atressa

Drelican

1800

1.03

40

Rolter

Atressa

Bailiff

1960

1.01

45

Sanic

Atressa

Bailiff

1880

1.02

43

Selison Sontal

Atressa

Bailiff Reeve

1190 520

1.02 1.02

27 11

Shryn Tyan

Cedmyme Bailiff Reeve

1190 620

1.09 1.09

19 12

Ulbin

Cedmyme Bailiff

1300

1.08

22

Uriece

Atressa

Bailiff

1250

1.01

27

Wynlis Tinion

Lynnfana

Bailiff Reeve

3000 500

1.00 1.01

60 10

Valador Jarquent Vastair Estomar Reeve Reeve

2300 1980 1760 2340 990 1130

1.19 1.21 1.21 1.22 1.22 1.18

38 34 31 39 17 20

Zutlin Tuselion Bilo Endrunel Elvandel Ferlune Tross Hask Tuselion

Earl Declaen Caldeth Copyright © 2013, Columbia Games, Inc.

HârnWorld®

KALDOR 38 NENDA [K5]

BARONY OF NENDA 1

Grimruld Hundred, Vemionshire, 350 Nenda is the main river port of Vemionshire. Much of the lucrative wool and salt trade passes through the town on the way to the markets of central Kaldor. It is also a busy trading post for trappers and woodsmen bound for the Sorkin Mountains. Nenda is held by Sir Erelar Hirnen, Baron of Nenda, from the king. HIRNEN The baron is extremely ill-tempered, a trait that has caused a rift with the local Mangai. No one stays in his presence longer than necessary. Sir Erelar is the king’s nephew and has a claim to the throne. His brother, Sir Tarkin, is the Lord Chancellor of Kaldor. The keep, originally called Habta Tower, was built in 320 and rebuilt in 407 after the Kaldoric Civil War. The town retains its Jarin heritage, which shows itself in small but significant ways. Many of the old ways are still followed and visitors can hear songs and stories of ancient heroes. Nenda’s Order of the Lame Adder worships an obscure serpent demi-god of Ilvir. The Selene River is fordable at Nenda, for which the baron charges a toll. Guards at the ford recently arrested a howling lunatic for disturbing the peace. They bound the stranger and brought him to Sir Erelar but the man has done nothing since but scream nonsense rhymes such as “the dead are in my head” or “the sword is with my lord.” He has also repeatedly proclaimed: “Aboroth comes in thunder, Hounds and doom beside, Three crowns lie under, His the hand that will decide.” Those learned in the ancient history of Vemionshire might remember that the area north and east of Nenda was made up of three kingdoms, Merila, Tyannild, and Tanor, and that hounds are prominent in Jarin lore.

FIEF

HUNDRED

HOLDER

AC

LQ

HD

NENDA Hymdir

Grimruld

Hirnen Reeve

1200 510

1.04 1.04

59 11

Edim

Grimruld

Othila

1600

1.04

36

Elesere Grimruld Accomon

Indasha Reeve

1790 490

1.04 1.04

41 10

Emyron

Grimruld

Losrath

1200

1.04

27

Serin Sandai

Grimruld

Bailiff Reeve

1230 500

1.04 1.04

27 10

Surel Ferin

Lynnfana

Bailiff Reeve

1800 470

1.02 1.02

41 10

Talence

Kythlim

Bailiff

1500

1.05

32

Tarich Yarl

Lynnfana

Enaged Reeve

1640 510

1.01 1.01

38 10

Terodir Dacosh Zeniris

Grimruld

Tamisin Reeve Bailiff

1250 520 690

1.04 1.05 1.05

29 12 15

Vayra

Kythlim

Bailiff

2090

1.05

48

Baron Erelar Hirnen and his wife

Copyright © 2013, Columbia Games, Inc.

HârnWorld®

KALDOR 39

EARLDOM OF OSEL

NUBETH [K5]

1

Tarial Hundred, Thelshire, 355 Nubeth Keep, built in 420, is held by Clan Elorieth from Earl Meleken of Qualdris. It lies on the recently improved road that connects Vemionshire to Thelshire. Much of the surrounding area, while not rich farming land, is excellent pasture. Horses are raised for combat, cattle for work and hides, swine for meat, and, in EL the southern hills, sheep ORIETH for wool and parchment. Rye, barley, apples, and pears are the most common crops. The nearby Laranian abbey of Tarial produces excellent barley ales, potent ciders, and a fine strong, sweet perry. The lands around Nubeth are quiet and peaceful and most of the fiefs are well maintained and prosperous. The current baron, Dwyn Elorieth, is 62 years old and in declining health. Rumors of his demise are frequent. His son and heir, Sir Arwyn, 34, is a fine man who married the daughter of a lesser branch of Clan Meleken; they have five children, all boys. Sir Dwyn’s twin sons, Conwyn and Merwyn, are active on the tourney circuit. Since Sir Dwyn’s wife, Releisa, died six years ago, he has lost interest in the intrigues of the royal court. The information he gets from his sons is often politically naive. The annual Nubeth Fair features an important horse auction that is attended by many nobles and breeders. There is also a tourney popular with younger knights and local maidens who watch them. Sir Dwyn is a paternal figure and enjoys the commotion. Nubeth is the site of a small chantry of arcane lore, founded by Sir Dwyn in memory of his sister, Mirim, a Peonian Pelnala and gifted healer. The chantry was once an Ilviran abbey, long abandoned and still under renovation. The lorists are quietly amassing a significant library of healing lore augmented by Kaldoran, Chybisan, and Laranian history. With the exception of Old Dulie, a Savoryan Viran from Cherafir, there are no known Shek-Pvar in the area.

Copyright © 2013, Columbia Games, Inc.

FIEF

HUNDRED

HOLDER

AC

LQ

HD

NUBETH

Tarial

Elorieth

1280

1.07

71

Chesel Lachel

Tishilan

Bailiff Reeve

1260 530

1.04 1.09

25 11

Doldas Hynain

Tarial

Lunenra Claune

2260 1560

1.07 1.08

41 25

Eleme

Tarial

Rocynas

1960

1.08

32

Helstru

Tarial

Kobarn

1840

1.08

30

Jevel

Cedmyme Dathval

1320

1.08

22

Manay

Tarial

Bailiff

1620

1.07

28

Navesin Atas

Siloryne

Bailiff Reeve

1540 560

1.05 1.05

28 12

Olain

Tarial

Bailiff

2440

1.08

41

Ostelim Hubrin

Tarial

Heberon Provin

1540 1200

1.07 1.07

25 19

Prale

Siloryne

Bailiff

1310

1.06

29

Quelen

Tarial

Bailiff

1520

1.07

25

Quintas

Tarial

Horab

1540

1.08

26

Rudwyn

Tarial

Bailiff

1410

1.08

23

Taninish Elinade

Tarial

Bailiff Bailiff

2340 1250

1.08 1.08

41 21

Baron Dwyn Elorieth

HârnWorld®

KALDOR 40 OLOKAND [J5]

ROYAL DOMAIN 2

Ambarnis Hundred, Meselyneshire, 800 Olokand is the seat of Clan Elendsa, the royal family of Kaldor. It is strategically located on the western bank of the Kald River and guards the Elendsa Bridge and the Fur Road linking Kaldor to Orbaal. The first stone fortification at Olokand dates from 128. It survives as Sanric Tower, named for the founder of the Kingdom of Nurelia. The castle, built between 379 and 384 by King Fierth, incorporated Sanric Tower into its large keep. Olokand has a population of about 800 that swells to thousands in the late spring when the Fur Road caravans arrive from Orbaal, and again in summer for the Royal Chelebin Tournament of Chivalry. The king spends four months a year in Olokand, arriving in late Peonu and returning to Tashal by the end of summer. In the king’s absence, Olokand is governed by the Sheriff of Meselyne, Sir Maldan Harabor, Miginath’s eldest (but unacknowledged) bastard son. He has been sheriff and constable since 699. Sir Maldan is ruthless and ambitious; his desire for the throne is undoubted. Illegitimacy is a serious impediment to his ambitions but as long as the king lives, acknowledgement is possible. Meanwhile, his power and influence as Constable of Olokand and Sheriff of Meselyne is immense. Following the Jarin Rebellion of 701–03, scores of refugee families fled south to Kaldor. The sheriff accepted those that came to Olokand as serfs, distributing the refugee families among favored manors. Ilviran rites and worship are common in the region and Olokand has always benefited from layovers by Ilviran pilgrims bound for ArakaKalai via the Fur Road.

Sheriff Maldan Harabor Copyright © 2013, Columbia Games, Inc.

FIEF

HUNDRED

HOLDER

AC

LQ

HD

OLOKAND Abriel Aeborn Blikle Frendel Nymeg Sitvelen Dabell Chamenine Rymire Nevanfal Bethel Henerden Domelder Indrim Lindel Valoshaw Setanlin Tenwulve Eldcome Nethtould Slyre Towald Airth Alakenos Jupanel Palentas Leberand Brin Goffin Greaven Hesby Cyre Doerin Kessan Albernet Wilmerith Lerould Elehex Loban Loxton Medarsin Ovendel Drilon Sangara Tentru Ralesh Bazine Trobrin Satelton Malteset Terendra Shotren Wythian Sersi

Ambarnis Nelafayn

Sheriff Rekela (B/H) Guildmaster B/H Guildmaster Reeve Guildmaster B/H Pangary Tralaver Nevan (B/H) Valdacy Reeve Bailiff Rocaradan Reeve Reeve B/H B/H Reeve Guildmaster Guildmaster Reeve Ralgurty Nacarn Bailiff Tyart Reeve Bailiff Quarne Barathy Odasart Ertaner Bailiff Vardyn Bailiff Noraster Delwin Bailiff Dezaller Bailiff Lasvarn Dasarayne Reeve Bailiff Harabor Reeve Bailiff Reeve Gravelyn Bailiff Klaberry Reeve Tocaryn Reeve

1880

1.16

180

Navintas

Allence Myaman

Ambarnis Revabyne

Arien Myaman

Ambarnis Nelafayn Myaman Ambarnis Nelafayn Ambarnis Nelafayn

Revabyne Ambarnis Nelafayn Nelafayn Myaman Nelafayn Myaman Meralace

Nelafayn Ambarnis

See page 54

850 1200 250 540 370 1690 1410 2610 1880 1180 510 1400 1260 490 660 1640 1450 560 330 350 460 1300 1850 1420 1240 600 1150 1770 1470 1650 1450 1130 2100 1630 1790 1680 980 1620 2310 1620 1300 690 1610 1920 630 1550 660 1580 1210 1460 510 1710 590

1.02 1.08 1.05 1.09 1.05 1.12 1.10 1.10 1.17 1.15 1.14 1.14 1.17 1.17 1.16 1.11 1.12 1.12 1.10 1.15 1.12 1.24 1.18 1.15 1.16 1.15 1.16 1.17 1.17 1.15 1.15 1.16 1.12 1.04 1.09 1.10 1.11 1.05 1.18 1.18 1.21 1.20 1.17 1.15 1.10 1.09 1.03 1.16 1.15 1.17 1.18 1.10 1.08

10 21 12 10 8 25 16 37 28 18 10 22 20 10 13 24 22 10 13 16 10 16 29 22 19 13 21 28 23 25 20 18 36 21 25 21 12 23 36 25 21 12 27 30 11 22 12 21 20 22 11 25 10

HârnWorld®

KALDOR 41

EARLDOM OF NEPH

PENDETH [K5]

1

Grimruld Hundred, Vemionshire, 370 Pendeth is a quaint settlement best known for its peculiar keep. While the area has been settled for hundreds of years, the stout octagonal keep is relatively new, having been finished in 504. It was built upon an old border fort that dates from the Jarin kingdom of Tanor. The settlement is a quiet stop for those traveling between Minarsas and Nenda. The land is relatively poor and hilly and much of it is given over to pasture for sheep. The current constable, Sir Garath Ruseller, is a drunkard. In spite of being a cousin, the Earl of Neph intends to replace him. The constable’s son, Sir Taran, is the de facto constable. He is a hotheaded youth and barely competent. The earl is also concerned about Sir Taran’s failure to produce useful intelligence on the activities of the Earl of Vemion. Sir Garath has recently learned that his son secretly harbors a knight from Kyg who abandoned his feudal duties for the affections of a lowborn maiden. The knight, Sir Eamyt Walorne, is the childhood friend of Sir Taran. They both know the penniless Sir Eamyt will be imprisoned if he returns to Kyg. Sir Garath fears reprisals from Constable Danyes and has pleaded with his son to evict Sir Eamyt.

FIEF

LQ

HD

PENDETH Grimruld

HUNDRED

HOLDER

Constable 1430

AC

1.04

74

Alesen

Atressa

Parsuel

2100

1.03

49

Ameist

Grimruld

Heberon

890

1.04

21

Estines

Atressa

Anthin

2360

1.03

51

Faeserol

Grimruld

Bailiff

1100

1.04

24

Giendned

Grimruld

Nargiles

1500

1.04

34

Ionsal

Atressa

Curo

1730

1.03

42

Mirinas

Grimruld

Sideth

1550

1.04

36

Rilbon

Atressa

Itisdar

1290

1.03

29

Tinwaen Rylicon Taeb

Grimruld

Aracaras Bailiff Bailiff

1130 1100 480

1.04 1.04 1.04

26 25 10

Torsia

Atressa

Hipabeth

2160

1.03

49

Tyzn

Atressa

Cheanast

2540

1.03

59

A long-abandoned Khuzan mine was rediscovered in 718 just two leagues east of Pendeth. The Serolan of Lyntord, Sir Garath’s friend and confessor, believes it to be the famous lost Khax mine. Once a rich silver mine, Khax was abandoned for reasons unknown. Sir Garath does not wish for the mine to be reopened lest he lose Faeserol Manor to the Miners’ Guild.

Constable Garath Ruseller

Copyright © 2013, Columbia Games, Inc.

HârnWorld®

KALDOR 42 QUALDRIS [K6]

EARLDOM OF OSEL 2

Siloryne Hundred, Oselshire, 610 Qualdris Castle has been the seat of the Earl of Osel since the Restoration in 406. Originally built in 140 as a keep, the current castle dates from 378 when Fierth the Usurper made Qualdris his seat. Qualdris is the heart of Oselshire, a pristine region of rolling hills excellent for raising cattle, horses, and sheep. A rich copper mine is MEL EKEN nearby. Qualdris has long been marked by madness and tragedy. The castle is home to the notorious Bloody Tapestry, which depicts the wife of the third earl, murdered by her deranged son. On the anniversary of her death, the tapestry has been seen to take on a faint reddish tinge. Earl Sedris Meleken, 27, a man of renowned honor, is currently away from the castle in search of a murderer. He left early in 719 and his estates are managed by his brilliant and radiant wife, Thilisa, 23. They do not yet have any children; if Sir Sedris does not return, 12 generations of direct descent will come to an end. More than one unwed knight sees the opportunities present. Lady Thilisa, the daughter of Earl Caldeth of Minarsas, has no shortage of male friends. She spurns all advances and remains faithful to her husband.

FIEF

HOLDER

AC

LQ

HD

QUALDRIS Siloryne Elend Nibenel

HUNDRED

Meleken Reeve Reeve

1590 530 600

1.06 1.06 1.06

98 11 13

Altdel Jidor

Siloryne

Bailiff Reeve

1560 590

1.06 1.05

37 14

Bertine Stech Tefir

Siloryne

Sarathid Reeve Tyndas

1460 360 1310

1.05 1.06 1.05

30 9 26

Dirim

Valganara Ladnith

1550

1.05

32

Hasiel

Taniran

Teyanas

1800

1.09

31

Helya Oselas Thatain

Siloryne

Yelim Bailiff Reeve

1550 1500 490

1.06 1.06 1.06

33 27 10

Inbernel Claydon Selepan

Habimas

Savellce Bailiff Lavalgen

1960 1350 920

1.18 1.16 1.16

35 23 14

Loque Larien

Valganara Bailiff Reeve

1630 710

1.05 1.05

33 16

Nisema Quadrin Tatlen

Anvusen

Ercaunryn 1010 Bailiff 840 Reeve 400

1.12 1.12 1.12

21 20 14

Nothrine Durrie Hasebe

Nelafayn

Bartyne Bailiff Ercamber

1740 1330 1300

1.13 1.10 1.14

23 19 21

Ridian Celif Chelout Jemas

Siloryne

Eldaran Chelya Cotren Reeve

2010 1710 1440 650

1.05 1.05 1.05 1.05

44 35 30 12

Rythal

Siloryne

Bailiff

2160

1.05

44

Sediles Lurim

Siloryne

Bailiff Rythal

2595 1350

1.05 1.05

50 28

Serifon

Valganara Bailiff

2000

1.05

39

Strout

Siloryne

Tomada

1650

1.05

32

Telton

Taniran

Aranagad

1830

1.09

30

Werdel

Tarial

Sardunat

1990

1.08

33

Yerici Ebina

Siloryne

Wythian Reeve

1400 490

1.05 1.05

28 10

Lady Thilisa Meleken Copyright © 2013, Columbia Games, Inc.

HârnWorld®

KALDOR 43

ROYAL DOMAIN

QUERINA [K5]

1

Bredan Hundred, Semethshire, 455 Querina was built in 640 by Haldan the Younger as a royal retreat close to the kingdom’s largest city and as a way to check the power of the Earls of Balim. Held by Sir Conwan Elendsa, the Sheriff of Semeth, for his uncle the king, the keep is the administrative center of half of the densely populated heartland of Kaldor. Querina controls travel on the busy Tashal-Kiban road and generates significant income from tolls and fees. Semethshire also includes much of the wild Kathela Hills region west of the Kald River. Sir Korus Ynel, the deputy warden of the Chelmarch and bailiff of Kathane Manor, reports to the sheriff as the king’s agent in Semethshire. Sir Korus is always in need of personnel; the sheriff obliges by sending him miscreants and those punished for the slightest offenses. Sir Conwan’s father, Sir Brandis Elendsa, was Torastra’s Master of the Hunt. Sir Brandis supported Cheselyne the Elder over his brother Miginath at the last succession council. Sir Conwan is bound by an inconvenient oath made in his impulsive younger days. The Laranian Serekela, Kalabin Elendsa, initially blocked his marriage to Lady Hesena Inamis because she worshipped Save-K’nor. In 708, the Serekela agreed to allow the marriage only on Sir Conwan’s solemn oath that he and any children born to this union forsake any claim to the throne. Soon after, the Serekela was found stabbed inside his locked chambers. Some nobles feel that Sir Conwan remains the best man to succeed Miginath, but only Serekela Edine Kynn can relieve him of his oath. Secret and delicate negotiations with the Serekela have been ongoing for several years.

FIEF

HUNDRED

HOLDER

LQ

HD

QUERINA Aleur Barwal Piquce Athern Endrunel Holdan Rifeld Kaldel Nustane Ulben Quissen Duny Signy Monham Volandel Gorn

Bredan Wosendel

Sheriff B/H Belgine Barlocan Reeve B/H Walorn Bailiff Cynarayn Bailiff B/H Artoller Reeve Haquinta Bailiff

2010 2520 1620 2560 760 1620 1820 2210 1360 1960 1970 1490 810 2950 1580 Hauraxel (B/H) 2140 Guildmaster 550

1.18 1.20 1.23 1.22 1.22 1.22 1.21 1.22 1.22 1.22 1.20 1.18 1.17 1.16 1.17 1.19 1.18

91 48 27 42 13 32 31 35 23 32 40 29 21 46 25 47 12

Etoss Baray Orcale Tallor

Cholas

Lonemor

3170 Elendsa 2090 Bailiff 2310 Bailiff Guildmaster 590

1.11 1.11 1.12 1.09

55 36 39 21

Kathane

Dunam

Bailiff

2080

1.21

34

Krettel Dalmelin Darlyn Frande Quyne Lemsfyrd Uvarn

Endrunel Bredan

Endrunel

Delwarne Skally Nustead Zolaster Bailiff Reeve Teryne

1980 1970 2140 2200 1960 980 1760

1.21 1.20 1.21 1.18 1.16 1.21 1.22

34 37 38 37 35 18 29

Nyan

Bredan

Bailiff

1720

1.18

26

Shaven

Bredan

Yarchean

2020

1.21

35

Sordel

Bredan

Bailiff

1960

1.18

33

Endrunel

Tuselion

Bredan

Endrunel Bredan

AC

Sheriff Conwan Elendsa

Copyright © 2013, Columbia Games, Inc.

HârnWorld®

KALDOR 44 SETREW [J4]

EARLDOM OF NEPH 1

Ambarnis Hundred, Meselyneshire, 520 Setrew Keep was built around 200 on the ruins of an early Jarin fortress. It partially collapsed in 327 due to faulty construction and was rebuilt in 410. The keep is still plagued by structural problems and is rumored to be haunted. Baron Wevran Ethasiel holds Setrew from Earl Curo. Like his father, the baron is a man ET whose ambitions exceed HASIEL his meager abilities. Sir Wevran has been involved in numerous intrigues and is not highly trusted. Any cleverly worded appeal to his vanity is likely to earn a hearing. His foolishness may one day lead him into treason. Sir Wevran is a widower; his wife died in childbirth. He often holds lavish feasts with debauched and gruesome diversions. Sir Romlach Ethasiel, his only son, is one of Kaldor’s most dangerous knights in the tourney lists and something of a bully at other times. A local and deadly Lia-Kavair clan ships Khuzan weapons to Lorkin via the Fur Road and Anoth River. The violent and depraved Taarbri Geldestaar of Lorkin pays for them with amber and rare Anoth Delta herbs that reach wide distribution throughout Kaldor. One of the most tightly controlled settlements in Kaldor, Setrew is home to a demoralized and repressed populace. Justice is arbitrary and harsh. The Sheriff of Meselyne is too occupied with other matters to pursue complaints from the domain of a possible future ally.

Copyright © 2013, Columbia Games, Inc.

FIEF

HUNDRED

HOLDER

AC

LQ

HD

SETREW

Ambarnis

Ethasiel

1940

1.13

104

Ashena Navintas Klondar Drillaton Doone

Bailiff Brikono Aphilla Reeve

1270 1200 1000 500

1.08 1.09 1.09 1.08

23 21 17 10

Chiesa

Ambarnis

Chies

1640

1.12

25

Cleriel

Myaman

Perhenny

1720

1.09

24

Dynes Hyldes

Nelafayn

Hobarny Reeve

1380 490

1.13 1.11

23 11

Eichel Mesyne

Ambarnis

Hargalen Reeve

1530 750

1.10 1.10

23 13

Eldibrin

Nelafayn

Bailiff

1660

1.11

25

Forwelm

Nelafayn

Wincarth

1440

1.10

22

Huxley Nerele

Ambarnis

Synarth Reeve

2280 540

1.06 1.08

32 11

Miradel

Myaman

Bailiff

1320

1.17

21

Myrenath Nelafayn Kaikefrin

Uldarayne Yalgeth

1770 1630

1.06 1.09

25 24

Newsham Ambarnis

Bailiff

1130

1.12

17

Rodinbey Umbatir

Myaman

Daront Bailiff

1970 1450

1.18 1.16

31 21

Rovinath

Myaman

Ostaurney

1450

1.19

23

Scalinade

Myaman

Flargar

1270

1.16

20

Wynbetire Allence Sevindril Yeridaron

Dainmeler Bailiff Bayart

1990 1770 1560

1.08 1.06 1.06

28 25 23

Yandil

Bailiff

1290

1.10

17

Ambarnis

Baron Wevran Ethasiel

HârnWorld®

KALDOR 45

ROYAL DOMAIN

SHEBRA [K5]

1

Miona Hundred, Balimshire, 320 Shebra sits squarely in the middle of the kingdom and has been a center of weaving, dying, and fulling for many generations. The keep was built in 457 by Queen Myselbane. It is surrounded by good land along the Nephen River and much of the area is cultivated and fertile. The shire is relatively safe and prosperous. The sheriff, Sir Eris Karondal, 38, has little trouble keeping the king’s peace and collecting the king’s taxes. Clan Karondal owes its position to Clan Dariune and holds four manors under Kiban. Historically, the sheriff has had to balance the crown’s interests with those of the powerful Earls of Balim. He is fortunate that the interests of the crown and Clan Dariune are so closely aligned and works to prevent any changes to the current situation. Sir Eris maintains a large store of silver to secure his future. Sir Eris, the son of the previous sheriff, was appointed to the office when his father died in 712. He is a dour and stolid man with little imagination but a competent administrator. He is devoted to his wife, Lady Mesela, and their newborn child. Lady Mesela is a talented and excitable mystic, known to wander the woods, “speaking to trees and animals.” Sir Asorn Jaraxer, lord of Gentro Manor, believes she has used her “black arts” to his detriment. He plans on informing Rekela Emerel at Brynd of Mesela’s “witchcraft.” Sir Asorn expects to be rewarded for his vigilance with the sheriff ’s office.

FIEF

HUNDRED

HOLDER

AC

LQ

HD

SHEBRA Anvusen Neselem Cholas Sallybrook Avenel Endhelt Benut Gentro Strad Matass Alyndel Boyne Dunost Etogg Haux Tyan Gayn Bayl Dynain Pareen Halvain Rath Undrand Dendryd Raldel

Miona Anvusen

Sheriff B/H Reeve Rekela (B/H) Guildmaster B/H Sandarty Reeve Jaraxer Reeve Lorzane (B/H) Locandar Kilew Bailiff Nistery Scaundy B/H Stardoth Bailiff Jarque Bailiff Bailiff Reeve B/H Murcasten Gaurocyn

660 1450 510

1.13 1.12 1.12

64 24 13

830 1690 1030 700 1280 520 2560 1750 2320 1740 2000 1880 2270 2190 1440 2450 2210 1610 650 1520 940 1020

1.07 1.15 1.15 1.15 1.15 1.15 1.13 1.13 1.14 1.13 1.16 1.13 1.10 1.11 1.10 1.13 1.12 1.10 1.09 1.08 1.08 1.08

25 44 26 18 32 12 43 30 42 30 33 34 55 38 23 42 41 28 12 37 20 20

Chymea

Miona

Bailiff

1050

1.12

20

Dandtry Epelam Feldhesel Jeptyrel Rydecy

Chyle

Rathval Tanmaler Gaundy Bailiff Vasardun

1960 1040 1380 1170 980

1.09 1.09 1.09 1.09 1.09

34 21 25 23 22

Lestale

Miona

Bailiff

2000

1.13

39

Trezena Ffanton

Anvusen

Zena Reeve

2170 450

1.11 1.11

37 10

Cholas Miona

Marindas

Niremos Cholas Niremos Cholas Niremos

Chyle

See page 56

Sheriff Eris Karondal

Copyright © 2013, Columbia Games, Inc.

HârnWorld®

KALDOR 46 SIRENDEL [K5]

ROYAL DOMAIN 1

Cedmyme Hundred, Thelshire, 310 Sirendel is the seat of the Sheriff of Thel, whose charge is mostly quiet woodland of moderate fertility and sparse population. Spotted patches of cropland are interspersed with grassy hills dotted with sheep and horses. Thelshire holds a major crossroads and the locals are reasonably tolerant of strangers. The keep was built from 355 to 430, with delays due to the unstable political situation of the time. Sheriff Ranal Gybsen, 28, is a headstrong knight. He is presently unmarried and one of the shire’s most eligible bachelors. Several local lords have approached him to arrange a match with one of their daughters. To the great nobles he is regarded as clever but uninspiring. He often travels with the king’s court and is a frequent visitor to Tashal. The Taniran Hills to the south are rich in minerals, including copper, salt, tin, and silver. Control of the silver mine is disputed between sheriffs, as it lies on the border between Thelshire and Oselshire. Surveys of the disputed border always seem to favor the sponsoring sheriff. North of Sirendel lies Parikyg. Legend states this ancient fastness was used to secret the treasures of the Jarin kingdom of Pari. According to the most popular tale, a fell reptilian beast, invulnerable to all of impure heart, defended the treasure. When Pari submitted to Lothrim, the treasure’s location was lost. Treasure hunters have sought the ancient refuge for centuries.

FIEF

HUNDRED

HOLDER

AC

SIRENDEL

Cedmyme

Sheriff

1210

1.09

62

Habimas

Habimas

B/H

1860

1.18

37

590

1.18

10

B/H

2580

1.16

51

Alamont

1500

1.17

32

1800

1.16

32

Reeve

Venabene Rethelsyne

Rethelsyne

Corfield Idorin

Habimas

Bailiff

Tarial

Serolan (B/H)

Valedon

Cedmyme

Morhun (B/H)

1230

1.09

20

Taniran

Bailiff

1350

1.09

24

B/H

1200

1.10

19

510

1.04

17

Phengel Wendern

Guildmaster

Diren

See page 57

Aparis

Cedmyme

Bailiff

1620

1.09

27

Baelin

Taniran

Algena

1270

1.09

23

Estomar

Reeve

600

1.09

13

Kisl

Stunan

1340

1.09

22

Reeve

530

1.09

10

Tuny Bidowel

Cedmyme

Targalen

1600

1.08

27

Chantal

Taniran

Arvoult

1990

1.08

29

Hayare

Bailiff

1250

1.08

18

Nebrim

Malter

810

1.09

15

Chyne

Reeve

590

1.09

10

Bailiff

1220

1.09

20

Bailiff

1100

1.10

20

Larquste

2140

1.09

32

Gorona

Bailiff

1560

1.09

23

Ravelin

Reeve

500

1.10

13

Satel

Bailiff

1110

1.09

16

Holas

Reeve

710

1.09

14

Zarbizan

Reeve

550

1.09

12

Bailiff

1420

1.11

24

Taniran

Cambar

1490

1.09

26

550

1.09

10

Irians

Cedmyme

Drasyme

1150

1.09

19

Jenid

Taniran

Bailiff

1800

1.09

31

Yalin

Cedmyme

Bailiff

1300

1.09

22

Kithel

Cedmyme

Zuronet

1640

1.08

28

Mansard

Taniran

Targvaal

2030

1.10

38

Reeve

800

1.10

11

Taniran

Bailiff

1500

1.10

25

Bailiff

1350

1.09

23

Cilison

Taniran

Arel Eliten

Taniran

Varlin Vonel

Reeve

Pointasn Nebrem Arwyn

Copyright © 2013, Columbia Games, Inc.

HD

Tarial

Hitralin

Sheriff Ranal Gybsen

LQ

Olotin

Taniran

Requant

1120

1.10

19

Ovendel

Taniran

Bailiff

1570

1.09

26

Pepplen

Taniran

Hilmarty

2500

1.09

41

Rivstim

Taniran

Kolarney

2530

1.10

40

Shiron

Cedmyme

Bailiff

1590

1.09

26

Sylan

Taniran

Bailiff

1660

1.09

28

Tekonis

Cedmyme

Polity

1200

1.09

19

Therjin

Taniran

Laxter

1300

1.09

21

Tiryn

Cedmyme

Bailiff

1420

1.09

24

Ulvain

Cedmyme

Mararin

1320

1.08

22

HârnWorld®

KALDOR 47

ROYAL DOMAIN

TASHAL [J5] 4

Endrunel Hundred, Semethshire, 11,400 Tashal is the largest settlement in Kaldor and the second largest city on Hârn. It is not a freetown although an aldermanic council of 12 helps govern. The city boasts a formidable citadel and contains several splendid public buildings and temples, but most folk live and work in three- and four-story tenements. There are plans to extend the city walls to include the villages of Lyryn to the southeast and Artoen to the northeast but work has not been started on this expansion. Beneath the city lies a labyrinth of ancient tunnels, many of which date back to the time of Lothrim when Tashal was known as Kelapyn-Anuz. The tunnels can be accessed via the cellars of establishments controlled by the Lia-Kavair and the Church of Naveh. Few others know of these tunnels; fewer still explore them. Tashal has grown wealthy from its location at the junction of four trade routes. Late every spring, goods arrive from Orbaal down the Fur Road, from Azadmere along the Silver Way, from Thay and the Lythian continent via the Genin Trail, and from western Hârn by the Salt Route. Most caravans stay the summer, camping on a nearby common, and depart in early fall. During the summer, mercantylers from throughout Kaldor trade with locals and with each other at the Great Summer Fair. This event runs for the entire month of

Larane and is second only to the festival celebrating the arrival of the Larun in Cherafir. The king spends every winter in Tashal. He is a competent administrator and enjoys the hours he spends managing his city. Sir Haldare Venera, Constable of Caer Elend, administers the city in the king’s absence. The constable is fanatically loyal to King Miginath and works tirelessly to ensure the city retains its reputation for justice and prosperity. He communicates regularly with the Aldermanic Council, the Mangai, and the temples; his natural charisma ensures undisputed authority. Originally a landless mercenary knight, Sir Haldare won his office by proving his courage and leadership during the Royal Chelebin Tourney in 714, where he was crowned Champion of the Melee. Sir Haldare is a close friend and sparring partner of Marshal Koris Harabor. Some whisper this relationship implies support for the Harabors in any future struggle for the throne. Sir Haldare is ambitious and, like all bachelor knights, listens to any proposals that might include large grants of land. If asked, he states he will support whomever is chosen by Clan Elendsa’s succession council. The only stain on Sir Haldare’s storied past is an ongoing feud with Sir Romlach Ethasiel, the heir to the Baron of Setrew’s estates. The baron’s son is one of the most dangerous knights in the kingdom but Sir Haldare has vowed to see justice done. The city watch is made up of a mercenary company of light foot employed by Sir Haldare and a squadron of knights provided by the Sheriff of Semeth. Two to four companies of the Low Guard at Caer Elend can be called upon in an emergency. The Sheriff of Semeth and the Marshal of the Royal Guard are cousins but do not enjoy a high level of mutual trust.

Constable Haldare Venera Copyright © 2013, Columbia Games, Inc.

HârnWorld®

KALDOR 48 TERNUA [K5]

BARONY OF TERNUA 1

Tuselion Hundred, Semethshire, 395 Ternua Keep guards an old stone bridge that crosses the Nephen River. The keep was built in 165 by King Torbet of Kephria but has undergone several major renovations, the most recent being in 612. The present baron, Sir Tarmas Verdreth, a corpulent man of 44, is notorious for his crude and boorish manners. VE He is a capable noble RDRETH and few in the kingdom regard him as the fool he pretends to be. Clan Verdreth is of old Jarin stock and has long been known for producing respected churchmen and scholars. Sir Tarmas’ sister Derwen is a Pvaric philosopher and Lyahvi Shenava. She is the Royal Master of Esoterica. The baron has a strained relationship with his liege the king. Sir Tarmas longs to restore Clan Verdreth to the more exalted position it enjoyed under the House of Artane. The baron has grown wealthy from his tolls and investments and is quietly hiring mercenaries to supplement his forces. Sir Tarmas is devoted to his mother, a social outcast stricken with leprosy two years ago. She resides at Erone Abbey, which the baron funds generously. Ternua prospers from the fertile soil of the surrounding area and the innkeepers, teamsters, and others who profit from the flow of trade. The town is an important center for weaving and dying, importing most of its wool from the south.

FIEF

HUNDRED

HOLDER

AC

LQ

HD

TERNUA

Tuselion

Verdreth

2270

1.21

79

Abbel

Tuselion

Bailiff

2250

1.21

39

Bendaled

Habimas

Bailiff

1750

1.20

30

Duvonel Nephel

Tuselion

Labiera Bailiff

1980 2080

1.17 1.21

35 34

Galaston

Tuselion

Browetern

1750

1.20

28

Galven Fessio Injal

Bredan

Pulgarty Bailiff Bailiff

2570 1630 1620

1.15 1.18 1.15

44 28 27

Juz Clyne

Cholas

Rytakern Bailiff

2050 1150

1.15 1.14

35 19

Mossen

Habimas

Bailiff

2190

1.21

36

Rudwyn

Rethelsyne Martaryne 1880

1.21

32

Xerl

Rethelsyne Arwat

2250

1.21

38

Yal

Tuselion

2070

1.21

36

2030 1840 610

1.18 1.18 1.18

37 32 11

Bailiff

Yarlan Rethelsyne Darjuin Stome Habimas Bailiff Maracres Reeve

Baron Tarmas Verdreth

Copyright © 2013, Columbia Games, Inc.

HârnWorld®

KALDOR 49

EARLDOM OF BALIM

TONOT [J4]

1

Navintas Hundred, Meselyneshire 315 Tonot is the most northerly keep in Kaldor, a rugged, disorderly settlement at the southern terminus of Noron’s Way. The locals are hardy and self-sufficient folk accustomed to life at the edge of civilization. The keep was built in 200 by King Brant of Nurelia to secure his kingdom’s eastern PIE borders and stem Taelda RSTEL incursions. Sir Kaltric Arno was granted the keep when Kalabin of Kaldor annexed Nurelia. His descendants held Tonot until the Restoration, when they lost their lands for supporting the House of Orgael. King Aidrik III granted the barony to Clan Dariune, which held it for nearly 200 years. Tonot was promised to Clan Pierstel in exchange for their support during the Baronial Revolt of 599. Clan Pierstel has provided a long line of loyal vassals and the young men of Clan Dariune are usually fostered here to acquire the toughness of the northern frontier.

FIEF

HUNDRED

HOLDER

AC

LQ

HD

TONOT

Navintas

Pierstel

410

1.10

63

Emyln

Dobraine

Halgens

2340

1.15

39

Kastrin Dobraine Lethwir Xendume

Bailiff Ealnye Walrin

2080 1410 1670

1.17 1.17 1.17

35 22 26

Lylel

Navintas

Marthan

1490

1.10

26

Nosathel

Dobraine

Powdon

1200

1.14

20

Rylsla

Navintas

Croll

800

1.10

14

Skycryth Imrucos

Revabyne

Bailiff Reeve

1780 570

1.14 1.13

25 10

Whyaryn Aymul Faugath

Tonallan

Pudos Reeve Haback

1350 650 1290

1.13 1.13 1.14

27 12 26

Towson Bailiff Reeve

1740 1360 640

1.09 1.11 1.10

25 23 11

Wybend Revabyne Tuwhen Navintas Twaller

Baron Uthris Pierstel is a renowned warrior who enjoys hunting and fighting. He is an uncouth and obstinate man of little patience, plagued by a sharptongued, resentful wife. The baron’s long absences from his wife and her unwillingness to actively govern have led some to charge that he neglects his estates. The baron’s sister is wed to Sir Troda Dariune, the Earl of Balim. Sir Uthris is not fond of his urbane liege, preferring Earl Dariune’s dynamic son and heir. Sir Uthris foresees a grim life for his nephew if Scina weds Princess Cheselyne the Younger. He never misses an opportunity to warn the young man. The baron maintains a garrison of two companies; one light and one medium foot. Men of the sword find a warm welcome and an active life here. The Reblena of Yaltako, a Lady of Paladins chapter house, is a close friend. See ABRIEL, page 54.

Baron Uthris Pierstel Copyright © 2013, Columbia Games, Inc.

HârnWorld®

KALDOR 50 ULDIEN [K5]

EARLDOM OF BALIM 1

Chyle Hundred, Balimshire 285 Uldien is a quiet, scenic frontier town at the confluence of the Nephen and Selene rivers. It is an important center of fur trading and trappers journey up the Selene and Nephen rivers in search of fox, beaver, mink, ermine, and otter pelts. The present keep is of relatively recent origin, built in 569 atop a Jarin hillfort, which itself UBAEL replaced a Khuzan kyg. Baron Karsin Ubael is married to Lady Serli Firith, niece of the king and sister to the Baron of Kobing. Her twin sister, Lenera, is the Suloran (Mistress of Archives) at Caleme Abbey and her younger brother, Asorn, is the Lord Advocate of Kaldor. Although not one of Kaldor’s wealthiest noble families, the baron’s two surviving children have distant claims to the throne. A devoted family man, Sir Karsin is a model of chivalry and is much loved by the king. Sir Karsin’s father died mysteriously 11 years ago after leaving early one morning with two companions armed for battle; the reason for their journey was not given. They crossed the river in a small boat and disappeared into the fens to the southeast. His body was found a month later stripped of armour and clothing. The companions were never found. Sir Karsin’s younger brother Belsin is a wellknown explorer. He has been to most major ports around the Venarian Sea and to Hepekeria and beyond. Despite a shipwreck that ended his 717 expedition to Arlanto, he is ready to set forth again, this time from Thay to seek the fabled gold mines of Anzeloria.

FIEF

HUNDRED

HOLDER

AC

LQ

HD

ULDIEN

Chyle

Ubael

1270

1.09

57

Deldbar Anvusen Kithald Stentild Quantlen

Yaronne Lartyne Bailiff Bailiff

1020 1140 1170 1490

1.11 1.11 1.11 1.10

18 21 22 25

Hiletas Rildrell

Chyle

Carandaen 1130 Reeve 560

1.08 1.08

21 15

Hyzevel Elmeze Medtald Tasthult

Fethael

Kobarney Dolastar Bailiff Reeve

1710 1890 1630 420

1.12 1.12 1.12 1.11

29 30 21 11

Trellid

Anvusen

Bailiff

1460

1.09

24

Tyve Boultin

Miona

Radavern Bailiff

1330 1280

1.15 1.16

34 34

Baron Karsin Ubael Copyright © 2013, Columbia Games, Inc.

HârnWorld®

KALDOR 51

EARLDOM OF NEPH

YEGED [J4]

1

Revabyne Hundred, Meselyneshire 360 Located on the bank of the Shem River opposite from Gardiren, Yeged is a picturesque settlement with fabulous views of the Sorkin Mountains towering above the brooding conifers of the Yalten Hania Forest. Yeged was first fortified soon after the fall of Lothrim’s empire in 120. For 10 years, the LONDEL warlords of Clan Kwen ruled the surrounding countryside as a petty domain. Wary of the growing power of Gardiren, Ronas Kwen swore fealty to Sanric I of Nurelia. In 140, Sanric II permitted the construction of a stone keep1. Yeged surrendered bloodlessly to King Fierth’s army after the fall of Gardiren. Clan Londel was granted the barony in 674 for its service at the Battle of the Ramala Gap. Baron Churus Londel is widely regarded as a foolish romantic. He welcomes musicians and artists to his court and entertains guests with his own compositions. He is a skilled musician but some regard his lyrics as wanting. He is currently composing a ballad about two young lovers during the Jarin Rebellion of 701 and is seeking cheerful traveling companions to accompany him on a journey north. He also longs to visit Evael. Sir Churus’ wife, Lady Urila, is a cousin of the Baron of Tonot. Her political acumen is remarkable and she has loyally supported Earl Curo for years. They have three young children and she is adamantly opposed to her husband’s “foolish adventure.” Yeged is home to a wealthy Ilviran temple run by the Order of the Yellow Hand. Students come from afar to learn illumination and calligraphy. The clerics also illustrate and copy manuscripts for a fee and have amassed a great library.

1. Yeged keep is sinking. The Jarin motte has been unable to support the increased weight of the stone keep and it has settled badly over the centuries. Several parts of the cellar have collapsed and flooded.

Copyright © 2013, Columbia Games, Inc.

FIEF

HUNDRED

HOLDER

AC

LQ

HD

YEGED

Revabyne

Londel

720

1.12

72

Argelan Tromed

Tonallan

Asdeff Reeve

1580 470

1.15 1.15

32 11

Bilmoren Chym Hiliccil

Tonallan

Kwendern 1980 Reeve 450 Harvith 1590

1.11 1.12 1.11

40 10 32

Cellabe Nylen

Revabyne

Bailiff Reeve

2670 480

1.10 1.09

38 10

Clynd

Revabyne

Bailiff

610

1.13

10

Erathald Ceraste Hitra

Dobraine

Xarton Reeve Reeve

1560 780 540

1.16 1.17 1.15

26 16 11

Jaslyme

Revabyne

Bailiff

2670

1.08

38

Ouzenul

Revabyne

Capel

910

1.12

13

Quela

Tonallan

Marlbyne

1250

1.14

25

Tendgris

Revabyne

Bailiff

1700

1.11

24

Baron Churus Londel

HârnWorld®

KALDOR 52 ZOBEN [K5]

EARLDOM OF VEMION 1

Atressa Hundred, Vemionshire 295 Zoben Keep is held by a constable for Earl Caldeth of Minarsas. The keep was built in 70 by the early Jarin kingdom of Arwn and was extensively repaired in 620. The hills around Zoben are filled with goats and sheep. The rocky, sandy soils favor oats, barley, and flax. Zoben linen is held in high esteem throughout the kingdom. The constable, Sir Coreth Lothlar, is a newly appointed (717) and skillful administrator of common birth and uncommon valor. The son of a yeoman from Minarsas, Sir Coreth served the king in the army of the Chelmarch for some years, where he was seriously injured fighting a valiant rearguard against the Kath. He was later posted to the Oselmarch, then and now considered a more dangerous duty. He was captured by the Pagaelin and suffered terribly before his captors were attacked by a squad of the Order of the Lady of Paladins. The attack went badly until Coreth caused the spread of a fire that enabled the escape of the Laranian knights. Sir Vespar Hadan, commander of the unit and son of the Rekela of Nurez, dragged the crippled Coreth to safety. Sir Vespar’s tale impressed the Earl of Vemion, who promptly knighted Coreth. After several years of loyal service, the earl appointed him Constable of Zoben. Sir Coreth has filled the role admirably. The shade of a murdered Jarin lord walks Zoben’s great hall. The ghost is that of Owain the Martyr, ruler of the petty kingdom of Darlen during the time of Lothrim. Owain was lured to Zoben by the lords of Arwn with the promise of an alliance against Lothrim. Instead, he was betrayed and beheaded, his body buried within the walls of Zoben. Masons discovered a headless skeleton inside a wall in the great hall when the keep was repaired 100 years ago. The remains were given proper burial but the ghost still haunts Zoben.

FIEF

HUNDRED

HOLDER

LQ

HD

ZOBEN

Atressa

Constable 2100

AC

1.02

59

Bevon

Mylelim

Haber

1760

1.03

40

Eltwyn

Tishilan

Tuiquen

1400

1.02

31

Ilym

Mylelim

Bailiff

1860

1.03

42

Iswend

Tishilan

Harand

1500

1.03

33

Kelic

Atressa

Bailiff

1560

1.02

33

Lesyle Melwyn

Tishilan

Bailiff Reeve

1400 510

1.03 1.02

32 11

Rolnes

Tishilan

Rintaran

1580

1.02

35

Rusne

Tishilan

Bailiff

1670

1.02

39

Tancer Syrist Bonist

Atressa Tishilan

Kruanth Bailiff Reeve

1950 740 510

1.02 1.02 1.02

45 17 11

Constable Coreth Lothlar

Copyright © 2013, Columbia Games, Inc.

HârnWorld®

KALDOR 53

CHURCH OF LARANI

CALEME [J5] Endrunel Hundred, Semethshire, 325 Caleme is the seat of the Serekela of Kaldor and is held by the Order of the Spear of Shattered Sorrow from the king. Founded in 240, Caleme houses an impressive temple, the Serekela’s palace, a cloister for resident clergy, an academy for noble children, and a chapter house of the Order of the Lady of Paladins. Serekela Edine Kynn has led the Kaldoric church since the murder of his corrupt predecessor, Kalabin Elendsa in 708. Before that, he had served as Rekela of Nurez since 701. Wealthy, energetic, and heavily involved in affairs of state, Serekela Kynn has risen far above his humble roots as second son of the Bailiff of Trilgen (Fisen). His success has been aided by a close friendship with the Earl of Balim. In addition to his religious duties, Serekela Kynn administers the widespread church estates throughout Kaldor, assisted by four Rekelas at Abriel, Brynd, Cholas, and Ledyne. All are members of the clerical Order of the Spear of Shattered Sorrow. Since taking office, Serekela Kynn has appointed Rekela Dariune, Rekela Bantire, and Rekela Indama. After Indama’s unexpected death in 714, the Serekela replaced him with Rekela Hadan, an academic who has proven far less biddable than expected. He hopes to do better when the aged Rekela of Serelind dies. The Order of the Lady of Paladins holds extensive lands; most are held by a Reblena. The majority of these holdings are devoted to generating revenue to support the five largest chapters. Each large chapter house maintains at least 10 knights and 20 medium foot. The most senior Reblena, Sir Houla Artona, holds nearby Whyce chapter house. He is a competent and effective military commander charged with defending the Fur Road. The Sheriff of Meselyne has made it clear that he requires no assistance from Whyce, which places a distinct chill on their relationship. The Serekela plans to call for a great survey of all church holdings in Kaldor. A complete inventory of the land, livestock, and other assets of every church fief in the kingdom would allow the Serekela to better assess the tithe due from each holding. Additionally, it would allow him to determine what resources the church could muster during a succession crisis. The Rekelas and landowning knights are averse to this audit of their fiefs. The Serekela seeks trusted men to carry out the survey safely and accurately. Copyright © 2013, Columbia Games, Inc.

FIEF

HUNDRED

HOLDER

AC

LQ

HD

CALEME

Endrunel

Serekela

3890

1.23

65

Ascur

Fyaslor

Serolan

3240

1.08

62

Brythe

Tuselion

Bailiff

2830

1.22

50

Estuve

Bredan

Obart

2180

1.19

36

Halaina Elin Gebril Kelen Lyryn

Valdrun Lynnfana

Serolan Reeve Bailiff Reblena Bailiff

2070 730 1990 1940 1050

1.01 1.01 1.01 1.02 1.01

47 17 48 44 22

Lemos

Niremos

Haithwar

2330

1.10

38

Roganter Avocar

Niremos

Forwarty Bailiff

2480 1220

1.10 1.09

53 13

Swune Charyn Chelena Scoa Wendel

Endrunel

Reblena Bailiff [Ruin] Reeve Reblena

1590 1160 • 520 1970

1.25 1.24 • 1.24 1.24

28 17 • 10 33

Varayne

Endrunel

Bailiff

2010

1.21

32

Whyce Hoy

Endrunel

Reblena Reeve

2080 670

1.20 1.19

38 11

Dunam Endrunel

Serekela Edine Kynn

HârnWorld®

KALDOR 54 ABRIEL [J5] Nelafayn Hundred, Meselyneshire, 170 Abriel Abbey dates from 170 when King Sanric II of Nurelia granted the lands to the Church. The Taelda sacked the abbey in 235. When Kalabin took the throne, the Serekela of Nurelia became the Rekela of Nurez. Ilor Hadan has been Rekela since 714. He is a capable and pious man who cares little for temporal affairs. The Rekela spent 10 years serving in the Ethelanca at the pontifical seat in Trierzon and was chosen by the Serekela in the hope his political connections would benefit Kaldor. Instead, Rekela Hadan has become a vocal proponent of the “Reluctant Way.” His theological beliefs manifest themselves in meticulous attention to dogma and ritual; he eschews the martial glory sought by his peers. The Rekela’s obsession with theology has greatly weakened Laranian military strength in Meselyneshire, and his message threatens to polarize the clergy. The suggestion that Laranians should put aside the sword and turn inward to prayer is abhorrent to those who see the Church as the shield of the kingdom and welcomed with glee by those who want to diminish its influence. Nelafayn Hundred is an important part of Meselyneshire and Abriel is the Hundred Moot of Nelafayn Hundred and a commercial center of agriculture. Rekela Hadan ignores commerce and despises his duties as Bailiff of the Hundred, which he leaves to the Serolan, who is better suited to the task. Sir Maldan Harabor, Sheriff of Meselyne, has been a noted supporter of the Rekela since this undermines the political influence of the Serekela. Abriel was once a desirable posting within the Church. This has changed since the arrival of Rekela Hadan and few now desire a posting at Abriel. The Rekela’s message has not found much support within the Order of the Lady of Paladins. In 716, the Rekela dismissed the Abriel Guard. Reblena Golian Bireth of nearby Iversen quietly mustered an additional squadron of Melana (knights) to protect Abriel from the “folly of a good man.” Little has changed at the large chapter house of Yaltako, located far from Abriel. Charged with patrolling Noron’s Way, Reblena Tae Sarela works closely with Baron Pierstel of Tonot and the two are close friends.

Copyright © 2013, Columbia Games, Inc.

CHURCH OF LARANI LQ

HD

ABRIEL Nelafayn Elwen Gedan Henewes Minziles

FIEF

HUNDRED

Rekela (B/H) 2160 Reeve 510 Reeve 600 Reeve 590 Reeve 570

1.19 1.16 1.14 1.16 1.16

34 12 11 11 11

Bahrey Britirth Clodan

Ardazar Reeve Reeve

1230 460 880

1.08 1.11 1.08

18 10 15

Essnah Myaman Colovos Hayeren Modarin

Serolan Reblena Reeve Reeve

1320 1290 420 480

1.18 1.17 1.16 1.19

16 16 10 10

Hivon

Allence

Moldarth

1150

1.11

18

Iversen

Nelafayn

Reblena

1460

1.15

22

Mirrindel Allence Dyeselon Halperin Pendstin

Serolan Reeve Reblena Reeve

2370 700 1230 740

1.12 1.14 1.13 1.11

33 11 19 14

Tefbry Bekel Lidne Vettel Stryllin Yaltako Paudel

Serolan Reeve Bailiff Reeve Debtun Reblena Reeve

2990 630 1340 470 2240 2490 690

1.08 1.08 1.11 1.12 1.09 1.06 1.07

52 11 19 10 32 43 12

Ambarnis

Navintas Revabyne

Navintas

HOLDER

AC

Rekela Ilor Hadan

HârnWorld®

KALDOR 55

CHURCH OF LARANI

BRYND [K5] Chyle Hundred, Balimshire, 245 Brynd is the seat of the Rekela of Serelind and has played a prominent role in the history of Kaldor. After King Fierth died in 385, his son Uthred faced a baronial revolt. Rekela Juren Uberma of Serelind backed Uthred while the Rekela of Pagostra sided with the rebel barons. After the revolt was quashed, Rekela Juren mercilessly purged rebellious priests. The Church convened a council of Rekelas in 389 under the close scrutiny of King Uthred. The council reorganized church lands, transferring Irtivir and Lyntord to the Rekela of Serelind and Halaina to the Serekela. Rekela Verda Emerel is an elderly man in failing health. Sheryd Quathis, Serolan of Brynd, is the effective Rekela and possible successor. Rekela Emerel has been a steadying influence on the church, carefully mediating between the Serekela and the dogmatic Rekela Hadan of Abriel. When Larani calls him to Dolithor, even his rivals will grieve. The Rekela once served the Order of the Lady of Paladins as a chaplain and fought to protect “his” men from the excesses of Serekela Kalabin Elendsa. The order has not forgotten his service and the Brynd Guard contains many old friends. The Rekela once commented that his only regret was not traveling to Tengela and has requested his heart be buried there. There is quiet discussion of which knight will undertake this task. The large chapterhouse at Jenkald is also part of the diocese. Its troops regularly patrol the Silver Way in search of gargun and brigands. In 704, with the help of chapters from Yaltako and Vadan, the order destroyed a large gargun swarm in a glorious battle near the Guthe River. Afterwards, the Earl of Balim made a large donation in support of their efforts to keep the Silver Way open. Reblena Luisan Kelic of Jenkald deplores the Solori Crusade. He openly advocates creating a Kaldoric fighting order, separate from the Melderynbased Order of the Lady of Paladins.

FIEF

HUNDRED

HOLDER

AC

LQ

HD

BRYND

Chyle

Rekela

2170

1.07

49

Astelure Glasen Tesedel

Chyle

Serolan Reblena Reeve

1810 1170 500

1.08 1.06 1.06

32 24 18

Catribe Thex

Anvusen

Flandagar 1810 Reeve 650

1.12 1.13

28 17

Erwurd Aldryn Chalced Tasuo Erkonem Ithnone Tarabor

Kirsta

Kirsta Tonallan

Serolan Reblena Reblena Kisl Reeve Bailiff Bailiff

2250 2860 1370 1380 660 760 900

1.15 1.14 1.13 1.13 1.13 1.14 1.15

45 57 27 28 13 15 18

Irtivir Grimruld Desitha Marnoma Myshtas Nisarm

Serolan Reeve Bailiff Reblena Reeve

1480 530 1310 1100 510

1.04 1.04 1.04 1.04 1.04

33 12 30 25 11

Lethyl Fethael Denwald Jenkald Hakstyn

Serolan Tardally Reblena Reblena

1730 1170 1320 1340

1.12 1.10 1.08 1.09

31 20 22 23

Lyntord Bedrym Dankis

Atressa

Serolan Bailiff Reeve

2360 1530 480

1.02 1.02 1.02

54 36 11

Tassley

Chyle

Ardaleren

1440

1.08

30

Tendber

Chyle

Reblena

1230

1.07

26

Tirsend Anjemas Kibyn Lismor Mornon

Tonallan

Serolan Sebgan Reblena Narbard Freldem

1770 1710 2190 2450 1830

1.11 1.10 1.14 1.12 1.11

35 34 44 49 37

Ureve Fushene Volotas

Dobraine

Serolan Reeve Reeve

2400 520 490

1.15 1.14 1.16

40 12 11

Tonallan

Rekela Verda Emerel Copyright © 2013, Columbia Games, Inc.

HârnWorld®

KALDOR 56 CHOLAS [K5] Cholas Hundred, Balimshire, 310 Cholas is the seat of the Rekela of Kephrus, a diocese that includes the barbarian-infested Chelmarch. The diocese’s abbeys are well established and wealthy. Rekela Dariune is a second cousin of the Earl of Balim and a close confidant and supporter. Rekela Dariune joined the Church at a young age. His clan’s wealth and power and the support of his mentor, Serekela Kynn, ensured his swift promotion. Rekela Dariune was appointed in 709 to replace his corrupt predecessor. He is also the Bailiff of Cholas Hundred. Plaintiffs who tithe generously to the church generally find Bailiff Dariune’s decisions satisfactory. The Serekela is grooming Rekela Dariune as his replacement. This disgusts Rekela Hadan of Abriel, who abhors Rekela Dariune’s lack of interest in theology and taste for political power. Rekela Dariune is polite to Rekela Hadan but privately considers him a liability who should be removed from office. Rekela Dariune is a strong supporter of the Order of the Lady of Paladins. He is a generous patron of Vadan chapter house, commanded by Reblena Mulron Charyn. The Vadan Guard comprises 10 knights and 20 light foot and spends much of the summer at Swune, helping patrol the Salt Route. This has earned the Rekela the appreciation and respect of the Sheriff of Semeth, Sir Conwan Elendsa, and the Deputy Warden of Chelmarch, Sir Korus Ynel. The Rekela makes a circuit of all of his abbeys at least once a year. He is also a frequent guest at the royal court in Tashal, the sheriff ’s court in Querina, and his cousin’s court in Kiban. The Rekela’s political acumen and charm are well known and respected but he has made numerous enemies. He has survived three assassination attempts in the last two years. His personal guard has been doubled but efforts to discover who was behind these attacks have proven fruitless. The Earl of Kiban has offered a bounty of £100 for information leading to an arrest.

Copyright © 2013, Columbia Games, Inc.

CHURCH OF LARANI LQ

HD

CHOLAS Cholas Feth

FIEF

HUNDRED

HOLDER

Rekela (B/H) 2960 Reeve 880

AC

1.13 1.12

47 15

Balin

Niremos

Drascar

1890

1.11

33

Erdace Vadan

Wosendel

Serolan Reblena

2760 2960

1.15 1.13

48 49

Gexel Sagg

Bredan

Krencathy Reeve

3290 890

1.14 1.14

53 17

Landyn Cholas Tyradel Marindas

Bailiff Bailiff

2280 2200

1.12 1.16

39 32

Tannel Marindas Astham

Serolan Bailiff

2690 1390

1.15 1.14

46 21

Thydfel Ustar

Miona

Serolan Reblena

1690 1940

1.14 1.16

42 48

Zuen Ffan Hifa Towey

Marindas Rethelsyne Marindas Rethelsyne

Serolan Reblena Bailiff Reblena

3410 2090 1700 2820

1.16 1.14 1.14 1.16

55 33 29 49

Rekela Tyrnal Dariune

HârnWorld®

KALDOR 57

CHURCH OF LARANI

LEDYNE [K5] Taniran Hundred, Thelshire, 255 Ledyne is the seat of the Rekela of Pagostra. The diocese was founded circa 160 at Lyntord. During the revolt against King Uthred, Pagostra was the center of the rebellion and many local priests backed the rebels. After the revolt was crushed, the Rekela and several priests were executed for treason. The church reorganized its lands in 389, stripping three abbeys from the diocese. Lyntord and Irtivir were given to the Rekela of Serelind, Halaina to the Serekela. The Rekela’s seat was moved to Ledyne, much closer to Caleme. Rekela Cerdan Bantire was appointed last spring and, at 38, is relatively young. He is a renowned scholar and historian and was the Serolan of Caleme before his appointment. The Rekela plans extensive travel throughout southern Kaldor to acquaint himself with Pagostran nobles and their loyalties. A generous donation from the Serekela has been received to improve Ledyne Abbey. Plans to build a new cloister, library, and fortified chapter house have been drafted. The Rekela is concerned about the disappearance of the Earl of Osel, a loyal parishioner. The earl’s wife has requested his assistance in locating her husband. Lady Thilisa’s father, the Earl of Vemion, has also asked the Rekela to inform him immediately if anything is learned about Earl Meleken’s whereabouts. The large chapter house at Nebulan is the center of the Order of the Lady of Paladins operations in Pagostra. Sir Remiu, the Reblena, is skilled and loyal but is also extremely ambitious; he was passed over when Sir Houla Artona was made Senior Reblena. He works closely with the Warden of Oselmarch and supports the baron’s plan to build a keep at Oselbridge. Unknown to the baron, Sir Remiu believes the keep should be held by the order with himself as constable.

Copyright © 2013, Columbia Games, Inc.

FIEF LEDYNE Halda Clima Erderem Dirthilon Sitane Fancet Nebulan Riana Whalen Yonne Firates Kandare Tarial Elsyne Endale Forena Staxer Valyne Hegen Heveral Wahlene Bream Wylain Cussard Drezel Wythia Tebelon Orin Uril Tykan

HUNDRED Taniran

HOLDER Rekela Reeve Taniran Bailiff Cedmyme Serolan Bailiff Reeve Valganara Serolan Reblena Reeve Reeve Reblena Taniran Bailiff Taniran Bailiff Serolan (B/H) Tarial Reeve Reeve Reblena Bailiff Daynora

Habimas Taniran Firithel

Serolan Reeve Reblena Bailiff Reeve Reblena Bailiff Bailiff Serolan Bailiff Reeve Reeve Bailiff

AC 2490 700 1420 2100 2020 520 1990 1310 600 590 1640 1170 2100 1700 530 740 1650 1600 1550 760 1950 1900 600 2790 1740 1170 1780 1190 630 590 1540

LQ 1.14 1.13 1.12 1.08 1.09 1.09 1.04 1.04 1.04 1.04 1.04 1.09 1.10 1.07 1.07 1.07 1.07 1.07 1.07 1.07 1.07 1.08 1.07 1.15 1.14 1.13 1.03 1.03 1.03 1.03 1.02

HD 41 10 20 34 33 11 40 24 15 13 32 20 33 28 10 12 26 27 29 14 41 39 11 52 29 17 36 23 11 11 33

Rekela Cerdan Bantire

HârnWorld®

KALDOR 58

CHURCH OF PEONI BROMELEON [J6] “GRATEFUL PEACE”

CHURCH OF PEONI Peonians have little interest in holding land and are much amused by the territorial habits of their Laranian brothers. Pelnala is the name used in the Peonian church to mean High Priest or Priestess, or in this case Abbot or Abbess. FIEF HUNDRED HOLDER ERONE Tuselion Pelnala BROMELEON Asolade Pelnala Poynter Baliff

AC LQ 2960 1.19 1660 1.10 1320 1.09

HD 79 23 18

ERONE [J5] “TIRRALA’S HOMESPACE” Tuselion Hundred, Semethshire, 395

Erone Abbey, built in 335, is held by the female Order of the Balm of Joy. Velira Siwen, 51, abbess since 715, is a highly spiritual woman who leaves politics to Sulaplyn Brygyne of Kynge in the Tashal temple. Located on the road to Tashal, the abbey has a reputation for excellence in the healing arts. No wounded or sickly folk are turned away. In addition to quarters for the priestesses, acolytes, and lay helpers, Erone includes a large temple, a manor house, and a large, overburdened hospital. The famous Erone hospital is built upon natural mineral springs long considered therapeutic. The hospital produces a variety of oils, unguents, salves, balms, elixirs, and potions extracted and blended from all manner of efficacious herbs and fungi. The clerics gather these themselves or acquire them through trade. Sale of medicines brings much-needed silver to the abbey. The abbey enjoys the patronage of many noble benefactors, including the king, the Baron of Ternua, and Lady Thilisa of Qualdris. Despite this support, Erone is constantly on the verge of financial collapse. It is in debt to the Qualdris usurer Tommas of Cuke for the funds needed to replace the hospital roof, which was damaged in a storm. The Pelnala is considering a personal appeal to the king for assistance.

Asolade Hundred, Oselshire, 115

Saint Bromel had no intention of founding a large community when he built his tiny cell in this place of solitude. Gradually others came and cleared land. The monastery was built by the Irreproachable Order in 420 with a grant from Aidrik III. It is a contemplative community that serves as a retreat for Reslava, ranking clergy, and high-born benefactors. The peaceful clerics have never been attacked by the Pagaelin, who shun the site. The monastery sits atop a gentle hill and is enclosed by a thick, eight-foot high “palisade” of gnarled red rose bushes. A mixed community of celibate clerics and lay families lives at Bromeleon. The clerics live within the monastery and all others live in cruck-framed longhouses scattered around the base of Bromeleon Hill. The stone church has a dirt floor and a steeply pitched roof. The monastery has a magnificent herb and vegetable garden. The clerics alternate long hours of labor in the garden and fields with periods of prayer in the chapel. The lay families have a communal lifestyle and assist the clerics and each other in all tasks. Pelnala Rablar Oppias, 48, is an inspiring spiritual leader. He excels at spiritual and theological training and resolution of disorders of the soul. He enforces the ancient monastic Rule of Saint Eshaela, which prohibits speaking during daylight hours and requires a severe diet lacking in all meat, fish, fungi, and roots. Lay families are not expected to follow the rule. The subordinate manor of Poynter is a hospice for lepers and their families. The abbey has established small holdings for the families to live and work. The isolation on the edge of Oselmarch serves them well. Six priests and 14 acolytes labor to make the manor self-sufficient and care for those too weak to work. There are no guildsmen at Poynter, so the priests take all their work to Bromeleon.

Pelnala Velira Siwen Pelnala Rablar Oppias Copyright © 2013, Columbia Games, Inc.

HârnWorld®

KALDOR 59

SETTLEMENT INDEX

The following is a list of all Kaldoran settlements on Atlas Hârnica maps. To obtain specific political and economic data, find the settlement in the left column, note the name of the corresponding major settlement, and then refer to the subinfeudated list on the page for that major settlement. Note: † indicates land held by the Church of Larani. Abadon ...................ESENOR Abbel ......................TERNUA ABRIEL ..................ABRIEL† Abriel ......................OLOKAND Accomon................NENDA Adanal ....................KOLORN Aeborn ...................OLOKAND Airth........................OLOKAND Aixla .......................ESENOR Alakenos ................OLOKAND Albernet .................OLOKAND Aldoral....................HUTOP Aldryn ....................BRYND† Alenda ....................HUTOP Alesen.....................PENDETH Aleur .......................QUERINA Alistic......................HUTOP Altdel ......................QUALDRIS Alyndel ...................SHEBRA Ameist ....................PENDETH Amewold ................GARDIREN Amkethran .............GARDIREN Anar ........................ESENOR Andbale ..................KIBAN Andrake ..................JEDES Anflax .....................KOLORN Anjemas .................BRYND† Ansteedon..............BASETA Antiven ...................HERU Anvusen .................SHEBRA Aparis .....................SIRENDEL Aquina ....................BASETA Ardel .......................KOBING Ardis .......................BASETA Arel .........................SIRENDEL Argelan ...................YEGED Arrase .....................HUTOP Arwyn .....................SIRENDEL Ascur ......................CALEME† Ashena ...................SETREW Asolade ..................HUTOP Assintina ................BIDOW Astelure ..................BRYND† Astham ...................CHOLAS† Atas.........................NUBETH Ateace ....................KYG ATHELREN ...........ATHELREN Athern ....................QUERINA Athsic .....................KIBAN Athten.....................MINARSAS Avenel.....................SHEBRA Avocar ....................CALEME† Aymul .....................TONOT Azorn ......................MINARSAS Baelin......................SIRENDEL Bahrey ....................ABRIEL† Balin........................CHOLAS† Baray ......................QUERINA Barwal ....................QUERINA BASETA .................BASETA Bayl .........................SHEBRA Bazine .....................OLOKAND Bedrym ..................BRYND† Bekel .......................ABRIEL† Belgie......................JEDES Bendaled ................TERNUA Beneth ....................GARDIREN Benut ......................SHEBRA Bertine ....................QUALDRIS Bethel .....................OLOKAND Bethine ...................KOBING Bevon .....................ZOBEN BIDOW...................BIDOW Bidowel ..................SIRENDEL Biffiz........................KIBAN Bifyrd ......................BASETA Bilmoren ................YEGED Bilo..........................MINARSAS Blethel ....................KYG Blikle .......................OLOKAND Blixth ......................BIDOW Blundale .................ESENOR Bonaven .................BIDOW Bonist .....................ZOBEN Bonvien ...