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 posts_{AT}_lythia_{DOT}_com.
Hârnforum email digests are back. Will the good times ever stop?
The Hârnforum now has a news feed.
Keléstia Productions is very pleased to announce the release of the first of our free Player Guides – the Chéler Player Guide.
harnlist.com is no longer resolving, and it will soon come up on the market.
Trierzon political map to match the Trierzon regional module.
A fan-written supplement showing Kandian subinfeudation in the interactive map.
A look at the administrative arrangements of the Hundreds of Kaldor.
Simple floorplans & room descriptions.
A rock structure near Murelno with many caves.
Pvârism is a philosophy and practitioners (shèk-pvâr) are akin to medieval alchemists.
By establishing a port at Tuleme Island, there would be greater river traffic on the Kald and more opportunity for merchants to save money. Thus, the Salt Route might shift, and logic says that shift would be to the nearest major settlement; Jedes.
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.