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.
A Harnic god may grant a divine boon to a hero for some reason. These can be used at some later point to slightly improve the hero's chances, to introduce a slight twist to the story, or some other minor effect.
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.
This eight page article expands on the updated release of Zerhun by Columbia Games Inc., adding detail to "one of Hârn’s most impressive engineering achievements.”