Hârn is a mist-shrouded island lying off the western coast of the continent of Lýthia, and legend has it populated by savage beasts, barbaric tribesmen, and mysterious wizards.
First published in 1983, Hârn is one of the most detailed fantasy worlds ever created and we are proud to be your gateway to its small but thriving worldwide fan community. So come on in and join the fun.
Don't know HârnWorld at all? Click here to download an introduction (PDF). If you want to meet other fans, then visit the HârnForum, the Hârn community meeting hall. And don't forget to check out HârnLink for other Hârn websites on the Internet! But our primary purpose is to freely share fan-written material set in HârnWorld, although much of this material could be adapted for use in any fantasy roleplaying setting. Submissions can be sent to submissions_{AT}_lythia_{DOT}_com.
The HRT Archive is now at home on Lýthia.com. If you haven’t read these pages before, now you can any time you like.
Read about the RSS feeds that Lýthia.com has implemented.
Are you having trouble logging on to the HârnForum? You have to delete any Lýthia.com cookies from your browser, and then restart your browser. After that, everything should work fine. Read further for more details.
Hârn Pottage is a collection of many small articles into one module and suitable for use by any GM. It has earned top marks from an RPGnet reviewer.
The 10 page Nelafayn Quarry article describes a hillside limestone quarry just west of Abriel Abbey in northwest Kaldor near Olokand.
Located in southern Kanday, Avertu stands guard over a small port.
Athelren is the seat of the Sheriff of Vemionshire.
Situated on a remote coast of Melderyn, this Save-K’norran abbey houses an extensive library of rare tomes.
Upper eastside city block in Tashal.
What are the advantages of a port controlled by Kaldor that can take ocean-going vessels? There are lots, not least of which is maintaining Tashal’s pre-eminence as the commercial hub of Hârn, and filling the coffers of the Kingdom of Kaldor in the process. We examine the case for a port, and link to the original Port of Kaldor article.
Tahnarism is the ability to manipulate a portion of the Anti-Principle (the “force” present in Bukrai) to accomplish tasks similar to the ways a Shek-P’var manipulates elementary Principle to accomplish his goals. It is an attempt to introduce necromantic magic into Hârn that does not rely on the Morgathian Church and its pre-occupation with death.