Within a half league of Burzyn are several notable locations. This 12-page article includes history, manor capsules, location details, and adventure hooks, plus three location expansions within Burzyn.
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.”
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.
At the height of the Codominium, a Khuzan clan adapted part of an existing natural cave system for use as a hunting lodge. Each autumn, the Khuzdul would travel there to spend a month hunting; the rest of the time the site sat empty. It has remained hidden for more than a millennium.