These brilliant short adventure seeds provide any GM with terrific one-off adventures, or the seeds for a full campaign. With just a small amount of tweaking, these 101 plots are perfect for any campaign, not just a Hârn one.
Tahnarism is the ability to manipulate a portion of the Anti-Principle (the "force" present in Bukrai) to accomplish tasks. It is an attempt to introduce necromantic magic into Hârn that does not rely on the Morgathian Church and its pre-occupation with death.
Among the Ivinians and men of the north, among the skalds and wyrdsmen, are those able to divine the future and invoke the powers of the ancient runes. They are known as the Runemasters.