Miller’s Guild

July 25, 2008

One of the most important guilds in western Lýthia, the Miller’s has a monopoly on building, owning and operating mills. This 32 page article contains a wealth of information on the , including ideas. The article covers windmills, watermills, fulling and crushing mills, as well as millers and an incredibly important specialist area, millwrights.

by Nick Lowson

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Potter’s Guild

July 25, 2008

From fine tableware to lowly chamber pots, the potter’s wares are found in the homes of kings and peasants alike. This 12-page article takes a closer look at the potter’s craft as well as the structure and organization of the . Included is a two page section for use in creating a typical franchise which GMs can easily adapt to other guilds.

This is a perfect companion piece for Uthr’s Pottery, a franchise that is mapped out and described in the Lerenil settlement module. Illustrated with the fabulous work of two artists: Juha Makonnen and Matthias Fuchs.

by Sophia Tribad

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White Stag Inn

July 24, 2008

This inn could be located just about anywhere at the discretion of the GM. The most logical place would be in a village located on a crossroads (with heavy traffic), in a large town or on the outskirts of a city. The inn could also be located in a wilderness area, half way between two major destinations.

by Kerry Mould

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Travelling in Hârn

July 23, 2008

Not certain of the distance between Coranan and Tashal? How about between Laket and Burzyn? How long does it take to get from Azadmere to the Naniom Bridge by foot? On horseback?

This document contains a set of simple tables designed to show you how long it takes to travel the major caravan routes of Hârn; the Salt Route, the Fur Road, the Silver Way, and Genin’s Trail. Assuming slightly poor weather conditions, the tables list the travel times by foot, horseback, wagon and cart. You can find out how long in days and how far in hexes, and kilometres, as well as average speed.

While they may not be absolutely accurate to the last minute or kilometre, the tables will provide GMs with a consistent set of travel times they can use to inform their player about how long a trip takes.

by Peter Leitch & Anders Bersten

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Family Trees

July 23, 2008

This article allows GMs of any medieval fantasy role-playing game generate family trees in those fictional societies. It is based entirely on available information for terrestrial mortality and fertility, either as measured before modern medicine or extrapolated from modern data. An excellent family tree is also included to serve as an example.

by Jonathan Nicholas

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Sail Ho!

July 22, 2008

This is a short that makes use of the excellent Hârn-Firefly material by the HârnWriter’s , found in FFF6. Also included is a set of combat profiles for the crew of the Lorkin. Enjoy!

by Brian McNeilly

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Getha Keep

July 22, 2008

Getha is the largest village in Fethael Hundred. The seat and ancestral home of the clan, this village also provides goods and services to Silver Way caravans and travelers. This article includes two inns and the Baronial Keep as mapped by George Kelln. The details of the village’s Halean temple are included as a separate file. The temple’s regular religious ceremony, the Shesneala, and the Temple’s Feast of Halane are also described. While the personalities and motivations in this article are specific to the temple in Getha, GMs should be able to “re-locate” the temple to other small towns on Hârn (especially eastern Hârn), without too much work.

Whether you are interested in a setting for a caravan as it travels the Silver Way, role-playing at a small fair, or using Getha as a base for your Kaldoric Succession Crisis, this article will give you the scenario and background information that you need.

by Joe Adams

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Fethael Hundred Gazetteer

July 21, 2008

Fethael is a small hundred in , . Home to the Baron of Getha, this small village is a trading town on the edge of the vast, dark Kirsta Forest. This 16 pp. article contains a description of the history, economics, locations, and major personalities in this rural area. Designed from the top down as the backdrop for Joe Adams’ Knights of campaign, the Hundred presents a GM with a rich inter-connected area as the setting for or even a campaign. Included in this package is a short essay on the clan. A small but possible integral part of a Kaldoran Succession Crisis, this family is well entrenched in the eastern part of the Kingdom.

by Joe Adams

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Eldeskaal

July 20, 2008

is an Ivinian religious kingdom surrounding Lake Temis in . The archive contains a map (in PDF form, meant to be printed on 11″x17″ paper) and a 14pg PDF of the kingdom. This also includes Molima, the largest settlement in and the seat of the government of the kingdom.

by Jonathan Nicholas

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Clothing: An Expansion

July 19, 2008

The clothing article is a minor re-edit of an article available for several years on both HârnMaster.net and Poor Richards Hârn Page (Editor: neither of which appear to now exist). This four page article includes information on common items of clothing, including colours and dyes.

by Neil Thompson

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