RPG Reference
Home . What's New . Contact
UsWaynesBooks Sales Site: Up-to-date Inventory |
![]() |
![]() |
|
|
Encyclopedia Harnica Series ~ Harnlore ~ Other Columbia Games Products BROWSE MY HARN ITEMS CURRENTLY IN STOCK Harn is a fantasy campaign setting, first & foremost. It is based roughly on medieval Europe, with seven countries: Five feudal, one democracy and one nordic-style. The emphasis is on realism, with magic & fantastic elements muted. Harn is an old setting, dating to the early Eighties. In terms of richness and detail, the setting was way ahead of its time, and still an attractive setting today. ![]() Hârn (Harn)
The original Harn folder contains Harnview (32-pg; overview & GM info); Harndex (64-pg; 1000 entries on history, geography, religions, cultures, politics, and economics of Harn); Regional Map (a beautiful 22"x34" poster map). 1983 ![]() Harnmaster, 1st Edition
"At last — a sophisticated and common-sense set of rules for fantasy role playing. Finally — a rule system as good as the world of Harn. Harnmaster is the result of years of testing, development, and campaigning on the World of Harn. This fantasy world is quite simply the most logical, detaíled, and consistent product of its kind. Harnmaster reflects this quality. Although the rules are designed for Harn, they can be used in most fantasy envíronments. Of course many other systems have made similar claims, so you have every right to be skeptical. We also realize that adopting any new FRP system is a big commitment in your time and money. But if you are seeking rules that make sense, rules that operate on elegant and logical principies, rules that do not insult your intelligence, give Harnmaster a try. You will not be disappointed. The major features of the system are described below. CHARACTER GENERATION FRP characters, like real people, do not spring into the world as adults with a few basic attributes. They mature in particular environments, acquire personal histories, and have distinct personalities. The character generation system pays lavish attention to such details. Thirty two (32) character attributes are covered. SKILLS Harnmaster is a skill based system. More than 120 skills are used. Some skills are universal, some depend on social background, some are common, and some are rare. Skills are derived from character attributes to reflect natural ability. There are no character classes or other arbitrary limits on the skills characters may possess. The system opens up new dimensions in role playing; characters may practice occupations such as Herald, Mercantyler, Pilot, and Weaponcrafter. COMBAT The Harnmaster combat system is dependant on weapon skills and battle experience, and provides players with many tactical options to control their combat destiny, Best of all, after two or three uses, players will find that the system runs quickly and smoothly, without burdensome paperwork. Harnmaster does not use "Hit Points". It generates graphic injuries such as bruises, fractures, and crushes to specific body locations. Injuries are rated to determine their effect on physical activity, and the amount of time they will take to heal. Harnmaster's recovery system is realistic and deals with bloodloss, shock and infection. RELIGION The religious system operates on the Harnic pantheon of ten major deities. Rules for becoming a priest are given, and the system also covers the accumulation of piety for lay adherents and divine miracles. MAGIC The six convocations of the Shek-Pvar are described. The rules explain how a character may apprentice in one of these brotherhoods of the "Guild of Arcane Lore" and, with talent and luck, become a powerful sorcerer. A selection of spells is given, but the system encourages sorcerers to develop their own enchantments. BESTIARY The bestiary deals primarily with creatures that are unique to Harn, such as the Gargun, lime and Ivashu. Statistics for bears, wolves and the like are also given. TREASURE A detailed treasure generation system lists a profusion of enchanted artifacts along with more mundane items such as jewelry, written works, weapons and armour, etc." 1986 ... Columbia Games 4001 ... ISBN 0920711170 ![]() Harnmaster, 2nd Edition
"This edition of HarnMaster has been completely rewritten, with an emphasis on ease of use and fun. The rules are presented in a modular format, with dozens of optional rules that allow you to customize your own level of detail. All pages are printed on cardstock for long-life, with extensive use of color. The pages are looseleaf and can be organized in a 3-ring binder just the way you like it." 1996 ... CG 4001 ... ISBN 0920711472 ![]() Harnmaster, 3rd Edition [BOX SET]
Same product number, same ISBN as 1st Edition. "HarnMaster is a roleplaying game that emphasizes character background and combat realism. Includes Character Generation, Skills, Combat, Psionics, Treasure & Artifacts, Campaigns, Encounters, and a Harnic Bestiary. • The rules are modular and looseleaf, with dozens of options to customize your game. • Full color Gamemaster Screen • Pad of Character Profiles" 2003 ... Columbia Games 4001 ... ISBN 0920711170 ![]() Harnmaster Character Sheets
Pad of character sheets. 1990(?) ... Columbia Games ![]() BattleLust: Mediaeval Battle System
"BattleLust is a gaming system for mediaeval or mediaeval-fantasy miniatures reflecting the pre-gunpowder era of warfare. The game is designed for 25mm miniatures, but is adaptable to 15mm. Each miniature represents one warrior with his own physical attributes, weapons, and combat skills. BattleLust is designed for any number of players. Each player typically commands a company of about twenty warriors, but an experienced player can operate two or more companies. BattleLust is compatible with our role-playing HarnMaster rules. The game can be used as a quick combat system for HarnMaster, or you can use HarnMaster as a source of optional advanced rules for BattleLust. BattleLust includes 100 pre-generated Roster Cards, each detailing an individual warrior. These cards are designed to be inserted into two clear-vinyl Roster Wallets (also included). Roster cards provide a flexible approach to mustering units of men, and serve as a guide for players to design their own warriors." Folder includes: * 64-page rulebook * a large full-color map (30" x 21") of the Island of Harn. * cardsheets 1992 ... CG 8001 ![]() Pilots' Almanac: Maritime & Piloting Rules
"CONTENTS - As with most materials we have published for Harn, this book is organized into articles which are individually numbered. The articles are: Pilot: The Pilots' Guild, information on the Vessel Profile, and navigation and sailing rules. Crew: The Seamans' Guild, maritime ranks and jobs, crewing a vessel, and handling the Crew List. Shipwright: The Shipwrights' Guild, shipyards, details and illustrations of vessels, and rules for shipbuilding. Maritime Trade: Information on filling out a cargo manifest, and rules for handling maritime trade and cargoes. Port Almanac: A data base for about 400 ports, listing shipwright facilities, Pilots' and Seamans' guildhalls, port fees, market size, loading facilities and costs, and tides. CHARTS: This module also contains four charts. These are reductions of four regional maps: Harn, Ivinia, Shorkyne, and Trierzon." 1988 ... ?? pages + maps ... CG 4002 ... ISBN 0920711227 ![]() Harnmaster GM Screen (Harn Fantasy Roleplaying #4151)
2003 ... CG 4151 ![]() HarnPlayer
"INTRODUCTION: HarnPlayer is comprised of three parts. The first part, Harnview, is an overview of the geography, politics, economics, law, religion, and history of Harn. The second part is a Book of Common Knowledge, which covers the Harnic legends and folklore known to most folk. The third part is a players' Harnic Dictionary, a comprehensive alphabetical reference which players can use to look things up on an ongoing basis. The information provided is more than a typical player probably would know, but nothing that one should not know. No matter how much reading is done, players will still be ignorant of much that a medieval person would take for granted. A bit of extra knowledge of the world compensates in a small way and makes the game more interesting." 1994 ... 136 pages ... Colu 4201 ![]() Tome of the Ancient and Esoteric Mysteries of the Phantasms of Lyahvi
"Lyahvi is the magic of the air, of the insubstantial, the invisible, the etheral, and the illusory. Lyahvian mages are manipulators of light: reflection, refraction, and confusion, with effects faster than the eye and difficult to describe..." N. Robin Crossby 1989 ... 28 pages ... Columbia Games 4502 ![]() Harn Regional Module (HarnWorld) [BOX SET]
Set Includes: "REGIONAL MAP: A beautiful color map (22" x 34" ) of Harn, covering an area approximately 600 x 900 miles This is a useful and detailed technical map, with a 1 cm hex grid, and a location grid for easy reference. OVERVIEW: A 12 page booklet describing Harn, and gamemaster information, including: birthing characters, pregame hints, weather generation, encounter tables, and much more. INDEX: A 64 page booklet describing almost 1,000 entries on the geography, religions, cultures, politics, and economics of Harn, including: mountains, rivers, (owns, castles, kingdoms, dwarves, dragons, gods, temples, prices, incomes, etc. The index also contains numerous illustrations all compiled into one alphabetical reference, making information access quick and easy." 1983 ... Columbia Games 5001 ... ISBN 0920711006 ![]() HarnWorld (2nd Edition)
"Harn is a rugged, forested, hazy, island off the northwest coast of Lythia. Harn is regarded with disdain by most Lythians. Tales of wild men, dwarves, elves, and fearsome beasts have been carried to the continent and these have served to discourage all but the most adventurous of travellers. Included is a beautiful full-color map of Harn (20" x 30") and an overview and detailed index of the cultures, economics, geography, history, politics, and religions of the island." 1990 ... N. Robin Crossby ... 2 booklets + fold-out map in folder ... CG 5001 ... ISBN 0920711006 (Shared with the 1st ed. box) ![]()
Cities of Harn
"CONTENTS: All seven articles in Cities of Harn include a colour city map, interior plans of various buildings, including temples, taverns, and arenas, and an extensive key to buildings and special features in each settlement. The Cities of Harn can be used as independent towns that can be dropped into any existing fantasy world. ALEATH: A freetown in Kanday, Aleath is considered one of the most beautiful and peaceful cities on Harn. Although its history has sometimes been marred by bloodshed it has always survived, and is considered one of the safest places on Harn. CHERAFIR: The ancient capital of Melderyn that may trace its origins to the enigmatic Earthmasters. Commonly called the "Mages' City", most outsiders consider it a place of bizarre happenings and weird inhabitants. CORANAN: The largest city on Harn and the capital of the Thardic Republic. Coranan is known for its profusion of palaces and great buildings, relics of the fallen Corani Empire. GOLOTHA: An urban blight, and the primary settlement in Rethem Golotha squats at the mouth of the Thard River. A city of secrets and dark places governed by a malevolent religious council, Golotha has a well deserved reputation for corruption and sudden death. SHIRAN: The second city of the Thardic Republic, Shiran is a mecca for hedonists and is widely known as the "City of Sins". TASHAL: The principal seat of the kings of Kaldor, Tashal is the second largest city on Harn. Founded six hundred years ago on the ruins of an older city, Tashal has a labyrinthine network of underground tunnels beneath its streets. THAY: Founded less than two centuries ago by fugitives from Aleath, Thay is a freetown in Melderyn. In the last fifteen years it has withstood two raids from Ivinian pirates." 1983 ... Coulmbia Games 5002 Black cover: Grey cover: ![]() Gods of Harn
"Gods of Harn, the Libram of the Pantheon, bridges the physical and spiritual world of Harn. Gods of Harn is part of a series of expansion modules for the fantasy world Kethira. It provides detailed and consistent information about the beliefs, religious rituals and internal organizations of the churches of the ten gods. Gods of Harn is compatible with any rule system you may now use. It allows you to use religion and worship as integral parts of a realistic fantasy campaign, rather than mere notions of "good or evil". Gods of Harn is beautifully illustrated and includes color plates of clerical badges, heraldry of the fighting orders, formal clerical robes and a Religious Calendar, showing all the significant religious dates. Gods of Harn is sure to become the standard by which fantasy religious systems will be judged." 1985 ... Columbia Games 5003 ... ISBN 0920711057 ![]() Azadmere: Kingdom of the Dwarves
"CONTENTS: AZADMERE: The mountain kingdom and dtp of the Khuzdul. A colour map of the impressive walled city, plans of the city's tunnel network, and a colour atlas map of the kingdom are included. KHUZDUL: The history, culture, religion, and economics of Harn's dwarves. HABE: The human keep and barony within the Kingdom of Azadmere. This article contains a colour site map and interior plans of the keep, plus interior plans of a ghost haunted inn. ZERHUN: The mighty Khuzan stronghold guarding the southern border of the Kingdom of Azadmere. A colour site map, and plans of the fortress interior, tunnels, and the impressive Zerhum barbican are included. NOTE: All of the above material was formerly published in Encyclopedia Harnica numbers (1) and (16). No new material has been added." 1986 ... CG 5004 ... ISBN 092071109X ![]() Evael: Kingdom of the Elves
"CONTENTS -- SINDARIN: The history, biology, and culture of the immortal elves of Harn. ULFSHAFEN: The trade center and port of the elven kingdom. A colour site map, interior plans of an inn and seamans' hostel, and details on local customs, the small human population, arid economics are included. ELSHAVEL: The hidden capital of Evael. This article contains a colour site map and interior plans of a typical Sindarin clanhouse, plus information on eluen government, religion, etc. PESINO: The ancient Earthmaster site and Sindarin-Khuzdul trading center for several millenia during the Codominium. Includes a colour site map, plus extensive interior plans of three buildings and various legends regarding the site. EVAEL: A full colour map of the kingdom, showing Sindarin clan-houses and other features. Details on the enchanted Shava Forest and the "lost city" of Alarienel." 1986 ... CG 5005 ... ISBN 0920711162 ![]() Kaldor: Kingdom Module
"CONTENTS KALDOR: The Kingdom of Kaldor is on the verge of a succession crisis. The aging king has no legitimate heir, and contenders for the throne are jockeying for position. A large colour map of the kingdom is included, with political, historical, economic, and cultural notes, and a colour plate of the heraldry of the Kaldoric great clans. OLOKAND: A formidable royal castle, Olokand controls the Fur Road to Orbaal. The site of a prestigious Royal Tournament of Chivalry. KIBAN: An emerging walled town and the second largest settlement in Kaldor. Ruled by the powerful Earl of Balim, who may have designs on the throne, it is an important mercantile settlement. Includes a colour map and interior plans. ANISHA: An earthmaster site guarded by the Mendar tribesmen. Numerous legends speak of the enigmatic structures at Anisha and their purported secrets. A map of the site and extensiue inferior plans are included. ELKALL-ANUZ: The ruined capital of Lothrim the Foulspawner's lost empire. For those who can brave the miasma of fear and legend, Elkall-Anuz has many opportunities. TROBRIDGE INN: A waystation on the Salt Route, claimed by both Kaldor and the Thardic Republic and the haunt of cutthroats and brigands. A colour map and interior plans are included. KATH: The wild hillmen of Kathela, pressured by the expansionist Kingdom of Kaldor. CHELNI: The aggressive tribal horsemen of the Chelna Gap. TULWYN: The tough, sometimes brutal, tribesmen of Athul are a major hazard to travel on the Salt Route. NOTE: Most the above material appeared in Encyclopedia Harnica numbers (2), (3), (4), (5), (6), and (8)." 1984, 1986 ... ?? pages + large color fold-out map: Kingdom of Kaldor ... CG 5006 ... ISBN 0920711138 ![]() Chybisa: Kingdom Module
"CHYBISA: A tiny feudal kingdom in eastern Harn, ruled by Verlid VII. Chybisa maintains a fragile independence from Kaldor and Melderyn, both of whose kings have claims on her crown. Included is a full-color Atlas Map, plus details on the history, politics, economy, and clans of this surprisingly wealthy kingdom. BURZYN: The largest town and the royal seat of Chybisa. Burzyn is strategically located on the south bank of the Ulmerien, guarding the only bridge to cross this river. It is a rich trading center, dominated by perhaps the most impressive castle on Harn. HARNIC LAW: A general review of Harnic codes, crimes, and punishments. No civilized society can function without a legal system, and even on Harn, the administration of justice is surprising complex. Included are details on clan and feudal law, royal justice, forest law, trials and enforcement, plus a list of the most common crimes and the typical punishments they bring." 1987 ... CG 5007 ... ISBN 0920711243 Duplicate ISBN, shared with Castles of Harn ![]() Orbaal: Kingdom Module
"CONTENTS: ORBAAL: This fragmented and unruly northern kingdom, was a Jorin realm before being conquered by Ivinlan uikings. Includes notes on the history and culture of Orbaal, genealogical data on the royal clan, and a colour page of heraldry for thirty-eight great clans. GELDEHEIM: The royal castle and major settlement of the Kingdom of Orbaal, a hybrid community of Ivinian masters and Jarin peasantry. Included is a colour site map and interior plans of the castle. JARIN: The history and culture of the Jarin, Harn's first human race. They are now a conquered people, but are hostile to their Ivinian masters, and have recently rebelled against them. LERIEL: The only Jarin castle in southern Orbaal, and home of the Primate of Ilvir, one of Harn's unique religions. Includes a colour site map, and interior plans of the motte and bailey castle and Ilviran Temple. GEDAN: The 'Lodge of a Thousand Souls,' a traditional Jarin burial site and the main base of the Jarin resistance to Ivinian rule. Included is a colour site map and interior plans of the Jarin "underground" and a secret Shiran temple. NORON'S KEEP: The isolated stronghold and settlement of Noron, one of Harn's most enigmatic inhabitants, who guards the trail between Orbaal and Kaldor. Includes a colour site map and interior plans of the keep. ANOA: The primitive Jarin tribesmen of Orbaal, inhabiting the forests of the Anoth valley and delta. TAELDA: The nomadic tribesmen south of Orbaal, hostile to most intruders but friendly with the lord of Noron's Keep. YMODI: The wild hillmen of Himod, a region on the western fringes of Orbaal. YELGRI: Cultural notes and habits of the Harnic harpy, a mysterious winged creature inhabiting the mountains of Horn. NOTE: All of the above material was formerly published in Encyclopedia Harnica numbers (13), (14), and (15). No new material has been added." 1987 ... CG 5008 ... ISBN 0920711103 ![]() Lythia: Continent Module
"CONTENTS - KETHIRA: A full colour map of Kethira, the name given to Harn's planet. This article includes astronomical notes, plus maps of ocean currents, prevailing winds, etc. LYTHIA: The island of Harn lies off the northwest coast of Lythia. This article is an overview of this continent. It contains a large full-colour map of the entire continent showing the major rivers, mountain ranges, cities, regions, kingdoms, trade routes, etc. Also included is an index describing all of the above, plus political, cultural, and economic maps." 1985 ... ?? pages + 2 color centerfold maps (Kethira & Lythian Languages) + color fold-out map of Lythia ... CG 5011 ... ISBN 0920711111 ![]() Kanday: Kingdom Module
"CONTENTS - KANDAY: A feudal kingdom in western Harn with dangerous neighbours to the north. This article includes a detailed full colour atlas map of the entire kingdom with economic and feudal data on almost flue hundred manors. Also included are historical, cultural, and genealogical notes, plus a full colour page on the heraldry of Kandian great clans. MENEKOD: A mighty fortress on the Kanday/Rethem frontier, Menekod is held by the Laranian fighting order of the Checkered Shield. Besides the ongoing border skirmishing with Rethem, there is a haunted wood nearby, and a mysterious grotto beneath the castle, includes a colour site map and interior plans. DYRISA: The principal seat of the King of Kanday and the second largest town in the kingdom. There are dozens of ancient barrow graves in the area, and two famous royal ghosts make their home in the vicinity. A colour site map and interior plans are included. TESIEN: Better known as "Place of Bones", Tesien is an Earthmaster site in Ternu Heath. The headquarters of an efficient gang of brigands, Tesien has several dangers for casual adventurers. Includes a colour site map, several interior plans, and scenario notes. ADAENUM: The tribal nation inhabiting the island of Anfla, and the object of expansionist desires by some Kandian nobles. Their witch hunting cults are something of a menace to visitors. KAMAKI: The peaceful tribesmen of the island of Kamace have a unique racial origin and are the subject of numerous Harnic legends." 1986 ... ?? pages + fold-out map ... CG 5012 ... ISBN 092071112X ![]() Melderyn: Kingdom Module
"CONTENTS -- MELDERYN: The enigmatic "wizards' kingdom" of Harn has always had a pervasive influence over the region's culture: This article includes two detailed full color atlas maps of the kingdom, with economic and political data on over eight hundred manors. Also included are political, historical, cultural and genealogical notes, plus a full color plate of heraldry of the great clans of the kingdom. NURISEL: The seat of the immensely powerful Earl of Nurisel, a dabbler in magic and a member of the Council of Eleven. Included are a color site map of the settlement and detailed interior plans of the castle and other local buildings. HARDEN: The seat of the Earl of Ehrin and the capital of the old kingdom of Elorinar. Harden has been in slow economic decline since the foundation of the nearby city of Thay. Includes a color site map of the settlement and detailed interior plans. GELIMO: A relic of the forgotten Henge Culture that once dominated the island, Gelimo is now home to a community of mages. Includes a color site map and interior plans of the Fyvrian chantry. ARCANE LORE: The Guild of Arcane Lore is a loose association of mages, alchemists and wielders of esoteric power. This article deals with the organization of the Guild, with information on entrance and instruction. Also includes a list of most major chantries in Lythia. EARTHMASTERS: These ancient beings left mysterious and powerful ruins scattered throughout Harn and Lythia. This article deals with some of the most popular hypotheses regarding them and reveals the "truth" about their origin. SOLORI: A beleaguered tribal people, harassed by "crusading" Laranians and the horse clans of the Hodiri. HODIRI: The fiercely independent horsemen of Horadir have defied every attempt to tame them. CHYMAK: The peaceful fishermen of Belna Island are in high demand as sailors on civilized vessels." 1987 ... CG 5013 ... ISBN 0920711189 ![]() Araka-Kalai
"The mysterious "pit of Ilvir" is reputed to be the home of Harn's most bizarre inhabitant, the deity Ilvir. The fetid pool is said to be the breeding ground of the Ivashu, the god's strange creatures, and it is the final destination for many Ilviran pilgrims. This article includes two colour maps, one of the pit itself and the other of a nearby Ilviran temple complex. Interior plans of the temple, and extensive maps of the caverns beneath Araka-Kalai are also included. Details on the geography and history of the area are dealt with, and information on the Ivashu and the enigmatic Dark Order is also given." 1987 ... CG 5014 ... ISBN 0920711200 ![]() Son of Cities: An Expansion Module for Cities of Harn
"This module includes floor plans of various buildings in the seven Harnic cities. While owning Cities of Harn is helpful, the floor plans in this module can be plugged into any fantasy town. ALEATH: Floor plans of the Palace of Aeldele, the town hall and royal mint of Kanday. Also includes the Guild of Arcane Lore, the beleaguered Aleathian Thieves' Guild, and a selection of businesses. CHERAFIR: Plans of the Alienage, Cherafir's "Foreigners' Quarter". Also includes the Enclave of the Golden Orb, the primary Harnic college of Heralds. CORANAN: Plans of the Palace of Pentacles, one of the most powerful chapters of the Mangai on Harn. The plans of the House of Usel, one of Harn's better known gladiatorial schools are also provided. GOLOTHA: Plans of the temple of Morgath, perhaps the most evil place on Harn. Also includes plans of the dangerous "floating town" beneath Northaven Wharf. SHIRAN: Two of the "City of Sins" better known attractions are shown; the primary Harnic temple of Halea, and the Crimson Palace, Harn's most famous house of courtesans. TASHAL: Plans of the temple of Peoni, and a selection of four Tashalan inns. THAY: Plans of the Laranian temple, and seat of the Harnic primate of that church. Also includes plans of the ruined temple of Peoni." 1987 ... CG 5015 ... ISBN 0920711235 ![]() Lost City of Kiraz
"Kiraz, the golden city, birthing bed of the Harnic Khuzdul. For seven thousand years Kiraz was the largest and richest city of Harn. The dwarves made her well, and she endured the coming of men, their haste and pestilence, their greed and wars, yntil, that is, the tyranny of Lothrim, the Foulspawner. Now gloom hangs like a shroud about Kiraz, sealed with enchantment and good stone. Her dark and cavernous, haunted halls, seem yet to ring with the muted sounds of hammers no hand has touched for six centuries. Even the woods echo with the voices of a hundred ghosts. Now and then, an adventurer grown brave from too much ale, and greedy from tales of treasure, conies to Kiraz. If he is not enslaved or slain by the Equani or gargun, he will try the Gate of Hrazadar, seek other entrances, give up in disgust, and return whence he came - if he is lucky, Ushet The hills surrounding Kiraz are home to numerous bands of ores. There is a major gargun colony at Ushet, a rave-complex just four leagues southeast of the Kiraz, Ushet is inhabited by a hybrid culture of Gargu-Khanu, and their Gargu-Arak and Gargu-Hyeka slaves. The Khanu, also known as black ores, are the largest, strongest, and most murderous of the five gargun species. The Horns of Ikarus Kiraz is also the scene of the second quest m the epic search for the mysterious, otherworld, arch-mage, Panaga. In the first quest, The Staff of Fanort, players were introduced to Panaga's misdeeds; in this quest they will come to realize that he is their nemesis. Compatible for all rule systems." 1989 ... Columbia Games 5016 ... ISBN 0920711286 ![]() Castles of Harn
"Castles of Hârn All eight sites in Castles of Hârn include a color local map, interior plans of each castle, and a key to special features in each settlement. GEDA: The seat of Baron Kjal Forsetha in the tiny kingdom of Chybisa. Geda is a thriving small town on the Genin Trail. GESHTEI: Capital of Gerium Province in the republic of Tharda. Geshtei is a center of intrigue between two powerful Thardic families. GYTHRUN: A growing port on Melderyn's mainland coast, and seat of the Earl of Biren. He is a staunch opponent of the bloody Laranian crusade against the Solori. ITHIKO: Birthplace of the Balshan Jihad that changed the character of western Hârn. It is now the seat of the Earl of Ithiko, but the influence of the Morgathian church remains strong. LORKIN: The stronghold of Clan Geldastaar in Orbaal, inhabited by the Spectre of Lorkin. QUALDRIS: The seat of the Earl of Osel in Kaldor, and home of the Bloody Tapestry. QUIMEN: A keep held by the intolerant female Order of the Crimson Dancer. Their savage brutality started the Jarin Rebellion of 701. SARKUM: Seat of the powerful Earl of Sarkum in Kanday, father-in-law of the king." 1988 ... 64 pages ... Columbia 5021 ... ISBN 0920711243 ![]() Castles of Orbaal: Arathel, Marby, Pled, Sherwyn
"CONTENTS ORBAAL MAP A full color map of the Kingdom of Orbaal, showing all major settlements, roads, trails, etc. An index of political, social, and economic data for each settlement, and a revision of the Orbaal kingdom article are included. ARATHEL The seat of Tursi Cyeen, located on a small island off the northwest coast of Orbaal. It is a center of the rich fur trade. MARBY A motte-and-bailey castle in northern Orbaal. Clan Serewyn has maintained a vicious, thirty-six year bloodfeud with the ruling clan of Sherwyn. FLED The seat of Knurri Storzand, a stubborn and brutal lord who controls the mighty Vaagesfjord in northern Orbaal. SHERWYN The impressive island stronghold of Clan Sherwyn, located on the Balakas Islands off the northeast coast of Orbaal. Note: all four castles include a full color local map, detailed interior plans, and a key to special features in each settlement. Four additional Orbaalese castles are detailed in two other publications: Lorkin and Quimen in Castles of Harn; Geldeheim and Leriel in Orbaal." 1992 ... Columbia Games 5022 ... ISBN 0920711367 ![]() Dead of Winter
A Hârnic Murder Mystery A stormy day in early winter. Gusts of wind whip up the powdery snow cloaking Ternu Heath in a mantle of white. A lone group of travelers hurries to a remote Laranian abbey to escape the merciless weather. The powers of fate have chosen them to become involved with a series of violent murders at the abbey. Chendy is an abbey of the Laranian Order of Hyvrik, held from the Bishop of Ternula. Someone is killing clerics of the abbey. But why isn't there a corpse to be found after each murder? Are there in fact really any murders, or is someone playing a devious game? Why are the other noble guests of the abbey so chilly and remote? Has the time of the final battle between Larani, the shining guardian of Dolithor, and Agrik, the Lord of the Four Horsemen finally come, fulfilling an ancient dark prophecy? In an atmosphere of fear, mistrust, political intrigue, and religious hysteria, the characters must discover the answers to these questions if they hope to survive. Dead of Winter contains detailed descriptions of a Laranian abbey and village situated on the southern edge of the Ternu Heath in Kanday. The complicated political situation in Kanday and the kingdom's difficult relations with its neighbors impact the plot. Gamemasters will find this module a valuable aid when designing further adventures in western Hârn. 1998 ... 32 pages ... Columbia 5041 ... ISBN 0920711405 ![]() 100 Bushels of Rye
"100 Bushels of Rye is an adventure module for Hârnmaster, but it is sufficiently generic to be adapted to most other rule systems. The adventure is set in Kaldor, a feudal kingdom in eastern Hârn. It's a gloomy, overcast, autumn day in Olokand. Sir Maldan Harabor, Sheriff of Meselynshire, has been informed by the local chapter of the Miners' Guild that the Amba Mine in the west of his shire has been closed due to a mysterious outbreak of violence. Several murders have occurred, and to make matters worse, unconfirmed rumors indicate the crimes have spread to the nearby village of Loban itself. A written request for information from Sir Kathel Dezaller, lord of Loban manor, has been ignored. Sir Maldan is anxious to see that the mine is re-opened before his own lord, the King of Kaldor, starts asking some embarrassing questions. He is also worried that Loban's annual feudal obligation, namely 100 bushels of rye, has not yet been received. Harvest time has passed, and this debt has always been delivered by this time in past years. He would be a lot more worried if he knew the truth. The players must investigate the violence at Loban manor and Amba mine, and then if possible solve the mystery. The village of Loban has been mapped and described in some detail. The module will give your players a better understanding of rural life on Hârn, in addition to a scare or two." 1988 ... CG 5051 ... ISBN 092071126X ![]() Curse of Hlen
"This module is the third and final part of the Panaga trilogy, the first two being The Staff of Fanon and The Lost City of Kiraz. Although these three adventures are linked to create an epic quest, each tale is a separate and exciting adventure by itself. A summary of the past two adventures is included in this module. The following sites are involved: BORIN: An Ivinian thran and port in northern Harbaal. The settlement lies at the western end of the Bovoni Trail, one of the few passes through the high Harbalese Alps. HLEN: An outpost of the Kingdom of Jarenmark in northern Hurisea, held by clan Pelstrorn. Once a burial ground of Jarin chieftains, an evil curse involving tales of "walking dead" has overtaken this once prosperous Ivinian community. VARAXIS: A tortured maze, created by the Gods as a trial by ordeal to settle disputes of the Concordat of the Illimitable Tome. The location of Varaxis is unknown to any mortal, although most believe it to be somewhere between worlds. CITY OF NASCENT VISIONS: A great city in Yashain, fought over by legions of Larani and Agrik for thirty centuries. The city is currently held by Hrak'arak-Dielvin, an ambitious warlord of unknown origin. And Panaga awaits..." 1993 ... CG 5063 ... ISBN 0920711308 ![]() Nasty, Brutish, and Short: The Orcs of Harn
"The Orcs of Harn... The Gargun (also called orcs and Foulspawn) reside in the high mountainous areas of Harn, where they squabble, mairn, kill, and cannibalize each other, or any other species they encounter. This book provides details on Gargun culture, maps of four orc colonies, and six related adventure scenarios. BWAFT: A natural cave complex situated high in rugged mountains. After centuries of relative peace, the Gargun of Bwaft find themselves involved in a vicious war with the nearby Gargun of Huxuth. "A Walk Among Tombstones" involves the players in this war, while "Dead of Night" provides them the chance to enrich themselves at the expense of Bwaft's inhabitants. EJATUS: A cave complex with an Araki (small orc) population ruled by a Khanu (great orc) elite. These Khanu are highly-organized and dangerous, as anyone involved in the. "Dance at the Slaughterhouse" scenario will soon discover. FANA: A rich silver mine seized by Gargun six centuries ago, and still held by them despite dozens of attempts at recapture by the dwarves of Azadmere. The orcs of Fana traditionally skirmish with nearby orc colonies, and are always a menace to travelers. "The Last Worst Hope" deals with another dwarven attempt to retake Fana. KOREGO: The oldest and largest Gargun colony on Harn. The orcs of Korego have a long history of conflict with both the local human tribesmen and merchant caravans. "We Deal in Steel" is a mystery involving arms-running. "To Live and Die in Korego" gives the players a rescue mission in which some things are not what they appear." 1997 ... CG 5071 ... ISBN 0920711383 ![]() Trobridge Inn: Pepper & Spice
"Trobridge Inn is an exciting adventure module that brings players to a frontier 'outpost and involves them in intrigue and terror. Diplomacy and strength are essential skills for survival. The site is a fortified inn and key layover for caravans on the main trail between eastern and western Harn. The inn lies on the western edge of Chelmarch, a vast territory claimed by the Kingdom of Kaldor, but controlled by the warlike Chelni barbarians, The Thardic Senate also covets Trobridge. Trobridge is controlled by two rival factions. Terlin Wesindan holds the inn and employs mercenaries to oppose Kurson Ondailis, a warlord who exacts tribute from locals and caravans. Into this volatile situation arrive two official embassies, a herald from Kaldor and a seductive priestess from Tharda. They have come to see if Kurson Ondailis is strong enough to control Trobridge. Complicating matters, a mad priest appears with summoned Vlasta, and warring barbarian tribes may destroy Trobridge. Pre-Generated Characters: Trobridge includes fifteen (15) pre-generated characters with HarnMaster and d20 stats." 2000 ... Columbia Games 5072 ... ISBN 0920711596 ![]() Menglana
"CONTENTS: MENGLANA: A once great kingdom now in decline and under pressure from both the rising power of Ibanuaal and the piratical realm of Rogna. The aging king stubbornly clings to power and there is growing civil unrest among the clans. Includes a full color atlas map of the kingdom's heartland, and a color plate of heraldry of the Mengianan great clans. VULENHEIM: The only walled town in Menglana is a major trading center and a power base of warring royal factions. Merchants travel from here to the furthest reaches of western Lythia. Includes a full color map of the settlement and interior plans. PELYN: The royal stronghold of the Stahlers, rulers of Menglana. Pelyn is a dangerous place for lukewarm supporters of the throne. Includes a full color site map and interior plans for the great hall of the king. FROYAHEIM: A heavily garrisoned stronghold near the Ibanvaal border held by the Storzars, arch-rivals of the royal clan. An attack from Ibanvaal is expected in the coming year. Includes a full color map of the settlement and interior plans. LOKIS: A tiny independent kingdom on the west coast of Ivinia. most famous as the home of the Oracle of Lokis. Lokis has great religious significance to pious Sarajinians. KYRIHEIM: A site sacred to the Elkyri, the "wives of Sarajin", and the home of the Oracle of Lokis, Ivinia's most reliable prophet, includes details on the cult of the Elkyri and a color map of the site. ROGNA: Less a kingdom than a murderous band of pirates, the Rognans are planning an invasion of Hutheng. The ruling clan is closely associated with the church of Agrik. YARILI: The first human inhabitants of Ivinia are related to the Jarin of Horn. A nomadic people, they subsist by trapping and trading." 1987 ... CG 5102 ... ISBN 0920711197 ![]() Shorkyne: Regional Expansion Module
"SHORKYNE: A large feudal kingdom in the south of the region. Shorkyne has been a powerful lure to great empires, but has maintained her independence by military excellence. The kingdom always seems to be on the verge of falling apart, for it's a land where scheming, regional lords (several dukes of Shorkyne are far more powerful than Harnic kings) hold sway over a weak throne. But somehow, when the need arises, they have united to defeat invaders. CHELEMBY: A small island kingdom at the gateway to the Gulf of Shorkyne. Founded by Ivinian warlords, Chelemby is now a powerful, trading city-state. HARBAAL: An unruly confederation of twelve petty kingdoms paying tribute to Pendragon Trails Elendy. Harbaal is the most powerful of all Ivinian kingdoms. Many believe her destiny is to rule the entire region. HURISEA: A region of petty fiefdoms, held by independent, ruthless barons. Sitting astride the mighty Tirga river, Hurisea has always been a lure for powerful men. Hurisea has been described as islands of chaos amid a sea of anarchy." 1991 ... Booklet + folder + fold-out map ... CG 5201 ... ISBN 0920711340 ![]() Harnmaster Magic
"THE ANCIENT & ESOTERIC ORDERS of the Shek-Pvar have existed on Melderyn, the Wizard's Isle, and in other locales of Harn for at least two thousand years. The six orders are members of the Guild of Arcane Lore. Their traditional colors and symbols are shown on the Wheel of the Shek-Pvar. HarnMaster Magic is a new edition of our publication Tome of the Shek-Pvar. This edition been completely rewritten with an emphasis on ease of use and player enjoyment, but remains fully compatible with previous editions. • Mage Character Generation: Extensive rules and background for generating and running a Shek-Pvar (mage) character. • Enchantments & Spells:A broad selection of enchantments and spells for each convocation. The new convocation skills and fatigue systems make spellcasting more entertaining and rewarding. • Enriched Magic: Optional advanced spellcasting rules. These include Cants, Gestures, Detection, Spellbinding, Memorization, Astrological Timing, etc. • Quality Production: This publication, like HarnMaster Core, is printed on cardstock with extensive use of color. The pages are loose-leaf and pre-punched for a 3-ring binder." 1997 ... CG 4301 ... ISBN 0920711499 ![]() Harnmaster Religion
"HarnMaster Religion is a second edition of Gods of Harn. This edition has been completely rewritten, and includes our new and expanded Religion Rules. Together, they offer a superb background for your epic RPG campaigns. • Cleric Character Generation: Extensive rules and background for generating and running a cleric character for each of ten different religions. • Ritual Invocations: A broad selection of rituals (miracles) for each religion. There are common rituals known to all churches, and specific rituals for each. • Libram of the Pantheon: Each of the ten major deities is explained, with details on their mythos, churches, temples, rituals, and much more. • Quality Production: This publication, like HarnMaster Core, is printed on cardstock with extensive use of color. The pages are loose-leaf and pre-punched for a 3-ring binder." 1998 ... CG 4401 ... ISBN 0920711510 ![]() Hârnmanor
"MANORS OF HARN... Villages: Rules to generate useful, realistic Hârnic villages, populated with a variety of serfs, freeholders, and craftsmen. Household: Rules to populate the lord's household. For most lords a rich household carries prestige and a penny saved is a penny wasted. Manor Budget: Rules to operate realistic medieval manors. MANORS OF HARN... Four manors that illustrate the diverse politics and economics of rural Hârn are included. Each has a color local map, and data on each villager and retainer of the lord's household: Avonel is a microcosm of the deadly politics of Rethem. The fief is a ward of the Earl of Ithiko and a pawn in his struggle with the Earl of Tormau. The underage Lord of Avonel simmers while a rapacious bailiff steals much of the fief's wealth. Religious strife looms between an Agrikan and Peonian cleric. Clord is a manor on an island near Thay, recently granted to the Church of Peoni as an abbey and hospice. Most patients are lepers. The local serfs who work Clord's fields and otherwise support the church grow ever more afraid and many have fled the island. Roganter is a secular manor in Kaldor, held by a knight from the Archbishop of Larani. The nearby woods and hills echo to the sounds of miners and outlaws. Turenborg is a Jarin village conquered by the Ivinians. It was a hotbed of unrest during the Jarin Rebellion of 701-03 and the wounds of that conflict have yet to heal." 1999 ... CG 4751 ... ISBN 0920711537 ![]() Harnmaster Barbarians
Barbarians of Hârn... The deep forests of Hârn are home to eighteen tribal nations. Although civilized Hârnians look down on them as backward, most tribesmen have more freedom and leisure time than manorial peasants. However, much of that spare time must be spent sharpening spears and fletching arrows because the tribal wilderness is a more dangerous place than the manor. Barbarians: An overview of tribal culture, economics, and religion. A guide to HârnMaster character generation for tribal characters is also included. Tribal Nations: A separate article for each of the eighteen tribal nations. Each article includes a tribal map, occupations, weapons and armour data, history, culture, and specific shaman rituals." 2000 ... CG 4761 ... ISBN 0920711553 ![]() Encyclopedia Harnica Series Encyclopedia Harnica 1
ARTICLES: AZADMERE - The city of the Khuzdul on Harn; ATLAS HARNICA - Lake Arain and the Kingdom of Azadmere; THE KHUZDUL - Their history, culture, religion and economics. 1984 ... CG 6001 ![]() Encyclopedia Harnica 2
ARTICLES: • ANISHA: The Earthmaster ruins in Harn's Felsha Mountains (By: Brian Clemens, N. Robin Crossby) • ATLAS HARNICA: Tashal region in the Kingdom of Kaldor (By: Ron Gibson) • HARNIC LAW: Harnic codes, crimes, and punishments (By: N. Robin Crossby). 1984 ... CG 6002 ![]() Encyclopedia Harnica 3: Olokand
ARTICLES: • OLOKAND: The Royal Castle in Northwest Kaldor (By: N. Robin Crossby Garry Steinhilber)• ATLAS HARNICA: Olokand region in the Kingdom of Kaldor (By: Ron Gibson) • MANOR: Manorial economics and fief management (By: N. Robin Crossby Tom Dalgliesh) 1984 ... CG 6003 ![]() Encyclopedia Harnica 4
Articles: TROBRIDGE INN - The traveller's haven on the Salt Route; ATLAS HARNICA - Hutop region in the Kingdom of Kaldor; KELESTIA - A gamemaster’s guide to the galaxy. 1984 ... Colu 6004 ![]() Encyclopedia Harnica 5
Articles: ELKALL-ANUZ - The ruined city of Lothrim; ATLAS HARNICA - Gardiren region in the Kingdom of Kaldor; PRICES - A comprehensive list of Harnic prices. 1984 ... Columbia Games 6005 ![]() Encyclopedia Harnica 6
Articles: KIBAN - An emerging walled town in Kaldor; ATLAS HARNICA - Kiban region in the Kingdom of Kaldor; GODSTONES - Those enigmatic Earthmaster monoliths 1984 ... Colu 6006 ![]() Encyclopedia Harnica 7
Articles: ASTROLOGY I - A star gazers' guide to the heavens; ATLAS HARNICA - Qualdris region in the Kingdom of Kaldor; HERALDRY - The rules of Lythian Armory 1984 ... Colu 6007 ![]() Encyclopedia Harnica 8
Articles: KALDOR - History, politics and clans; ATLAS HARNICA - Minarsas region in the Kingdom of Kaldor; ASTROLOGY II - Prophesy and destiny in the night sky ![]() Encyclopedia Harnica 9
ARTICLES: BEJIST - Ancient Sindarin fortress and prison; HERBLORE - Plants and potions formulas and uses; THE PAGAELIN - A cruel and utterly unpredictable people. 1984 ... CG 6009 ![]() Encyclopedia Harnica 10
Essays... Burzyn: Chybisa's mighty Royal Castle; Atlas Harnica: The Kingdom of Chybisa; Chybisa: History, politics and clans. 1985 ... 20 pages ... Columbia Games 6010 ![]() Encyclopedia Harnica 11
ARTICLES: TELUMAR - The enigmatic Earthmaster site in Anadel; ILME - The unique Meredragons of limen Marsh; THE BUJOC - A shy and secretive people. 1984 ... CG 6011 ![]() Encyclopedia Harnica 12
ARTICLES: ULFSHAFEN - The elven port on the River Enorien; ELSHAVEL - The hidden heart of the elven kingdom; THE SINDARIN - The immortal elves of the Shava Forest. 1984 ... CG 6012 ![]() Encyclopedia Harnica 13
Articles: ORBAAL - The Turbulent Viking Kingdom of Northern Harn; GELDEHEIM - The Royal Castle of Orbaal; ATLAS HARNICA Geldeheim Region in the Kingdom of Orbaal 1985 ... Columbia Games 6013 ... ISBN 0920711022 ![]() Encyclopedia Harnica 14
ARTICLES: • NORON'S KEEP: The Yarn-Spinner and Demi-God in Exile By: Gene Siegel, Edwin King • GEDAN: The Lodge of a Thousand Souls By: Brian Clemens, Edwin King • THE ANOA: The Nomadic Barbarians of the Anoth Valley By: John Frazer • THE TAELDA: The Forest Dwellers of Nuthela By: John Frazer 1985(?) ... CG 6014 ... ISBN 0920711030 ![]() Encyclopedia Harnica 15
Essays... Leriel: The Jarin Castle in Southwestern Orbaal; The Jarin: The First Humans on Harn, Their Culture and History; The Ymodi: The Wild Hillmen of Himod; The Yelgri: The Harnic Harpy 1985 ... 20 pages ... Columbia Games 6015 ![]() Encyclopedia Harnica 16
Essays: Zerhun - The Khuzdul Castle in the Kingdom of Azadmere; Habe - The Jarin Keep in the Kingdom of Azadmere 1985 ... 20 pages ... Columbia Games 6016 ![]() Harnlore Harnlore, Issue 1
ARTICLES: * RAIN IN RAMALA: Fiction from the Thardic Republic. A holiday outing amid the Tulwyn. * CHARACTER PROFILE: A Thardic mercenary from the pages of fiction. * MELDUN MANOR: A Chybisan frontier manor. * INVARNY: A ruined manor and its bizarre occupant. * AGING: Optional rules for Harnmaster * PENNY ARCANE: A column by the designer of Harn and Harnmaster. Subject: future timelines of Harn. * more. Spring 1987 ... 15 pages ![]() Harnlore, Issue 2
ARTICLES: * REPORTS TO COUNCIL: Letters to the Council of Eleven. Kaldor's route to the sea. * ESCORSEN'S HERMITAGE: The lair of a Morgathian cleric. * CHARACTER SHEET: A cheery soul to complement the plans above. * PENNYARCANE: The designer of Harn and Harnmaster. Subject: Pronunciation guide. * more. Summer 1987 ... 16 pages ![]() Harnlore, Issue 10
ARTICLES: * ODE TO THE GODS: An Epic Limeric * HYEN KEEP: The Rethemi seat of the Order of the Copper Hook. * REAL ESTATE: Home Sweet Home. * BJAKA'S RAID: Legend of a Wind Demon. * CAELYNDD: Legend of a Cursed Warrior. * PENNY ARCANE: Armor Classes. * more. Spring 1992 ... 32 pages ... CG 9010 | 2300 AD | 7th Sea | AD&D | Aftermath! | Albedo | Aliens | Arduin | Alternity | Amazing Engine | Amber Diceless | Ars Magica | Atlantis | Babylon 5 | Battletech | Boardgames / Wargames - Other | Boot Hill | Buck Rogers | Bushido | Call of Cthulhu | Castle Falkenstein | Chivalry & Sorcery | Conan | Cyberpunk | Cyborg Commando | Dark Conspiracy | DC Heroes | Deadlands | Doctor Who | DragonQuest | Dream Park | Dune | Dungeons & Dragons | Earthdawn | Elfquest | Elric / Stormbringer | Everway | The Fantasy Trip | Foreign Language Roleplaying Games | Game of Thrones | Gamma World | GangBusters | Ghostbusters | GURPS | Harn | Indiana Jones | James Bond | Jorune | Judge Dredd | Justifiers | Living Steel | Lords of Creation | Man, Myth & Magic | Marvel Super Heroes | Middle Earth Role Playing | Midkemia | Military Roleplaying Stockpile | Millennium's End | Miscellanea | Morrow Project | Mythus - Dangerous Journeys | Nightlife | Pendragon | Phoenix Command | Powers & Perils | Renegade Legion | Ringworld | Robotech | Rolemaster | Runequest | Shadowrun | Shatterzone | Sovereign Stone | Space 1889 | Space Master | Space Opera - Other Suns | Star Ace | Star Frontiers | Star Trek | Star Wars | Super Hero RPGs | Talislanta | Talisman | Tekumel | Terminator 2 | Thieves' World | Timemaster | Top Secret | Traveller | Tribe 8 | Twilight: 2000 | Villains & Vigilantes | Warhammer | Whispering Vault | Willow | CAMPAIGN BUILDING | RPG MAGAZINES | Avalanche Press | Avalon Hill | Bard | Chaosium | Columbia Games | Fantasy Games Unlimited (FGU) | FASA | Game Designers Workshop (GDW) | Gamelords | Games Workshop | Judges Guild | Leading Edge Games | Mayfair Games | Palladium | SPI | Steve Jackson Games | Tri Tac | TSR | West End Games | White Wolf | Wizards of the Coast | Yaquinto Publications | | Return Home | What's New | Contact WaynesBooks.com | |
||
![]() |
![]() |
