5001-HârnWorld/3rd Edition/1



Hârn is a rough, hazy, forested island about 100 miles off the northwest coast of the continent of Lythia on the edge of the Haonic Ocean. It is a wild, dangerous land, where pockets of civilization are surrounded by large tracts of wilderness. It is a land of feudal kingdoms, religious turmoil, savage monsters, noble knights, beleaguered peasants, industrious craftsmen, barbaric tribesmen, and secretive wizards.

Hârnic Cultures
While Hârn contains unique cultures and creatures, its closest historical equivalent is to. Elements from this entire period may be found and, with the exception of the unique elements described, the GM may use this historical era as a model.

Kingdoms
There are seven civilized human states on Hârn. Five of them are feudal, one is pre-feudal, and the last is a plutocratic republic (Tharda). Two demi-human states exist:, kingdom of the Khuzdul (dwarves), and , kingdom of the Sindarin (elves). Both prefer to maintain their distance from the human nations and each other.

Barbarian Nations
The wilderness of Hârn is home to 18 tribal nations with a total population exceeding 100,000. There is almost constant conflict between tribes and their civilized neighbors but some are more warlike than others.

Gargun Nations
Hârnic orcs, or gargun, are sometimes called Foulspawn. Five species of these creatures live in Hârn’s mountains, either in cave complexes or as wandering nomadic bands. Hârn may have as many as 50,000 gargun.

Unique Cultures
Two unique “cultures” exist on Hârn: the Ivashu of Misyn, a diverse group of creatures spawned by the god Ilvir; and the Ilme of Ilmen Marsh, a race of intelligent mere-dragons.

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