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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HârnMaster Mercantylism

July 18, 2008

Mercantylism is not just a traveling from place to place buying and selling goods at wholesale or retail. Mercantylism involves not only the large and/or small merchants who buy and sell goods; but also the individuals who assist in the collecting of raw materials, transportation, manufacturing, and a myriad of other activities involved along the way.

HârnMaster Mercantylism has been developed to bring as many of the aspects of activity together as possible. 64pp of useful information that crosses the boundaries between rules, and environmental information, this module also contains floorplans and descriptions of the Tashalan Hall of the and the Hall of Circles in Thay.

The module also includes weights and measures, caravans operations and fees, tolls, negotiable notes, commercial contracts, guild organisations, and much, much more. So much more than just a set of for PCs, and six years in the making, it covers many facets of the society and culture of western Lýthia, including Hârn, making this is one document you will want to download.

by Roy Denton

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Disease & Aging

July 17, 2008

The rules for in Hârnmaster are quite generic and quite lethal—the mildest of diseases is likely to kill 5% of the population. In this article, we attempt to revise the rules for in a manner that is somewhat less lethal. It is hoped that better rules will facilitate the development of better rules concerning aging and child mortality.

Jonathan Nicholas

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Bestiary v3

July 16, 2008

Here it is again, the Beastiary! Yeah I know, another one BUT this one has more corrections, a large ‘Cheat Sheets’ of Creatures (similar to the Beastiary Sheet with HM3) and it is in the final version. Bill Gant gets the credit for suggesting the ‘Cheat Sheets’ so a big thank you to him for his suggestions and input.

Note from Leitchy: I have no idea who sent this to me, so I cannot give proper author attribution (or in this case perhaps “compiler” is more accurate). If you know who sent this to me, let me know so I can update this post.

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Patrick Nilsson’s House Rules Pro

July 4, 2008

Every GM tweaks the base rules to suit his own style, and that of his players. This is acknowledged and encouraged by ever game system in existence. This 16pp PDF is the second version of the extensive used by Patrick Nilsson in his own campaign and includes charts.

by Patrick Nilsson

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