100%(4)100% found this document useful (4 votes) 805 views16 pagesCG 9009 - Harnlore 09
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content,
claim it here.
Available Formats
Download as PDF or read online on Scribd
Harnlore
Issue 9, Spring 1990
COLUMBIA
GAMES INC.Harnlore
ISSUE 9
Spring, 1990
3 LETTERDEMAIN
Your letters, our sleight of hand.
6 DICEY BUSINESS
The publisher rambles
Tom Dalgliesh
7 GODSTONES
Playing with Portal Power
N. Robin Crossby & Tom Dalgliesh
11 THE HEART THAT BROODS
Legend of the "Dark Elves".
NN. Robin Crosshy
15 PENNY ARCANE
Acolumn by the Creator.
Subject: Lakise (Script).
N. Robin Crosshy
e
COLUMBIA GAMES INC.
Box 8006 Box 581, 810 W. Broadway.
Blaine, WA 98230 Vancouver, BC V5C 4C9
Editor & Publisher
Tom Dalgliesh
Creative Director
N. Robin Crossby
Art Director
Eric Hotz
© 1990, Columbia Games Inc.
All rights reserved.
Reproduction in any manner,
without permission of the publisher,
is strictly probibited by law.
Harn and Harnlore are trademarks of
Columbia Games Inc.
SUBSCRIPTIONS
Harnlore is a quarterly publication
printed in March, June, September, and
December. Subscriptions (four issues) are
$12.00 (US & Canada) and $16.00 from
anywhere else. Single copies (back-issues)
are $4.00 (US & Canada), and $5.00 (Airmail
Overseas).
SUBSCRIBERS: Be sure to advise us of any
change of address.the date on the cover, with a heroic effort, and a
litle slight of hand, we are now back on schedule,
Feels good.
‘his love bas had owe aclibinha, The ne ater
several months of work, would have contained the
promised article on guild economics. But then we
began to realize that we simply couldn't make it
‘work without dealing with a Housebold budgeting
routine first. So then we switched to an article on
that, but we still haven't got it finished. So in |
Wenyrpet nemehe aseed Foie tis
‘one of several EH articles which have never been
reprinted, This alone would justify its appearance
here. But we have also updated the "Rules for
Godstones" to be compatible with HarnMast
Published in 1987. Hope you like it.
PS. Would you like to see other updates of out of
Print material in Hmlore? Drop us a ine if you
do, or even you dont.
Another Common Knowledge tale, one of an
ongoing series dealing with the legends and folklore
of Harn and Lythia, These are always presented in
‘two parts: a player legend suitable for photocopying,
‘on one page, and GM notes on another page.
This tale deals with a legend surrounding some
‘ot so nice Sindarin. Legends abound suggesting the
existience of "dark elvest, and The Heart That |
Broods would seem fo confirm there is some truth
tosuch tales,
Next Issue (uarntore #10)
PHOUSEHODD: with ick, an
‘econon of running a Household. The thrust is
1 to get players to spend money on the basic I
necessities of life: food, clothing, and shelter. 1
1 Otherwise (chuckle) they suffer.
L----------..
LETTERDEMAIN
Hi again, Well, we're still getting a lot of letters that
we can't handle: too long, too many questions, too
complex. We got one that pointed out that our in-depth
products prompted in-depth questions, and we agree,
but do you really expect us to answer 10-page letters,
each with 20 questions? OF course, we are still able to
read and appreciate everything we get (barely). Last
issue's extract from HarnLine seemed to go over pretty
well, so well be repeating the idea now and then. Our,
first letter, from Hollis Gray Jr, of Mobile, Alabama, has
only seven questions:
1] Can skills be raised past certain set limits on
opening. For example, Unarmed combat bas a
maximum of ML79 without specialized training. (A)
Can it be raised past ML79 upon opening without
specialized training: (B) bow about with spectalized
training; (©) can weapons be opened above ML69 or
‘missile weapons above ML79?
Whether a character can begin play with combat
skills open above the training limits depends on
whether the GM has given him actual combat
‘experience in the pregame. If he fought in several
campaigns in the pregame, the limits may not (at GM
discretion) apply.
Conversely, some GMs take the perfectly
reasonable position that combat in the pregame cannot
increase OML above 69 for a melee skill or 79 for a
missile skill. Except in rare, discretionary cases, such as
to give some help to a “disadvantaged” character, this is
our preference. We are not exactly sure what you mean
by specialized training. Unarmed combat has a
provision for specialized training, but we have left most
of these considerations to the GM.
D2] Are different kinds of training cumulative at
character generation? Eg: a character gains SB3 as an
automatic skill in Stealth, later receives SB4 for the
‘occupation (Hunter), and then chooses 10 allocate 3
option points to Stealth. Does this give bim a total OML
of SB10 (total of all), SB7 (Hunter SB4 plus option
points) or is it only SBA (highest of all three)?
Occupational OMLs supercede the OMLs for
‘Automatic skills, Hence, upon becoming a hunter the
character would simply add SB1 to his automatic SB3.
The ambiguity is our fault, we should have put +1SB
next to Stealth (etc.) on the Occupational Skills Table.
And remember that there is a limit on optional
development. Check Improving Open Skills (Skills
2). Option points can only improve a skill once: Your
hunter could not start Stealth better than SB5: SB3
(auto), +SB1 (hunter), +SB1 (OP).
Harnlore 3LETTERDEMAIN
[3] Do psionics suffer ‘misfire’ as spell casters do
on CFP
Generally yes, but the extent is up to the GM, To
keep things simple, we recommend that Psionic
‘isfires result in an E3 shock roll and *psionic blinding"
for 2d6 hours (see Fatigue on Skills 16), GMs are free
to extend the effects, We are contemplating a rewrite
‘on psionic talents to make them more like spells. What
do you think?
[4] With the Focus spell [Common/Il] must a
Shek-Pvar create the target [elemental object] of the
‘spell or may be purchase it?
AAs written, the focus-object does not have to be
made/grown by the mage. I am, however, rewriting
several of these spells and this may change in our 2nd
edition Sbek Poar rules.
[5] For bumans, the total number of siblings is
16-1 plus sibling rank. What is the formula for non-
bumans?
For most purposes, use 1d3-1 (Sindarin) and 144-1
(Khuzdub, plus Sibling Rank in either case to
determine family size, Non-human Sibling Rank may be
generated by modifying the 14100 roll on the offspring
table: (-30) Sindarin; (-20) Khuzdul.
16] How is a character treated for defence during
combat while groping or rising, or when making a
free move? How about during missile combat?
A character who gropes, such as to pick-up or
draw a new weapon, forfeits his turn whether
‘successful or not. Ifthe grope is unsuccessful, however,
he yields a tactical advantage to an engaged opponent
which is resolved immediately. For this purpose, he can
use any viable defence, but obviously cannot defend
with a weapon he failed to grope.
‘The same principles apply to the two other cases
you mentioned.
17] In a Counterstrike bow are tbe results
applied if they receive a BY as far as sequence is
concerned?
The results are applied simultaneously; which
strike is resolved first really doesn't matter. If only one
character wins a tactical advantage, play that after both
simultaneous strikes have been resolved. If both
characters win a tactical advantage, they cancel out
‘each other, and the turn ends immediately.
Harnlore 4
Dear Harnfolk,
I'm curious about the "First Gods", their names
and worsbppers if any (eg. Manrasusba, primal god of
Fire). Please send me information on where to find
‘said information, thanx.
Erle Proctor Oregon City, Oregon
Dear Eric
Just about everything we've published on the First
Gods is contained in Gods of Harn. We aren't
planning any more in a hurry because religious
information isn't exactly snapped up (despite excellent
reviews for Gods). The First Gods were never
worshipped anyway.
Dear Sirs,
One of our players recently asked if modifiers
could be added to weapon impact due to bigh/low
Strength, the reasoning being that a stronger,
character with an equal chance of striking bis
opponent should do more damage. A suggested bonus
was +1 10 impact for every point of Strengib above 14
and -1 for every point below 6, It sounded reasonable
to me, but I thought I'd check first to see if there was a
specific reason why such modifiers were left out of the
Harnmaster Rules.
Gilbert Pitt, Escondido, CA
Dear Gilbert,
‘This is a far more complex issue than most people
realize. It really doesn't matter how strong you are,
hitting someone with a feather wont change the impact
appreciably. The real advantage of strength is that you
can use a beavier weapon. If you check out Combat 3,
you should notice, under Strength/Weight adjustments,
a table that modifies impact according to strength, but
only when a character is using appropriate weapons.
Hence, a character with 14+ Strength, using a beavy
weapon, adds 25% to its impact. On the other hand
characters with Strength below 8, always inflict 75%
impact. Remember to adjust weapon weights for load
purposes when a character does use heavy or light
weapons. We admit this is crude, but its better than the
+1 for strength option.
Fellows,
100 Busbels of Rye is grand, especially the
development of Loban. Id like to see more. I'm still a
bit baffied by tbe religious climate. How does aLETTERDEMAIN
peasant respond to the multiple holidays? What
rituals/festivals do they observe over a year? What
comprises them? . The bollering contest in 100 Busbels
Jor example, sounded interesting: give us more of that
‘sort of thing.
Also, tregarding health care practices, it seems a
substantial number of people never make it out of
infancy. Please develop the Physicians’ Guild.
Midwives and their magic also fascinate me; let's see
something about that,
Enough of demands; bere's one complaint. I don't
bave the Staff of Fanon, so perbaps I shouldn't be so
poorly disposed; but considering the time and money I
spend getting acquainted with Harn, the thought of
abandoning it to travel on undeveloped wortds... yuk.
Shane Hart, Minneapolis, MN
Dear Shane,
‘The majority of peasants worship Peoni and keep
her holy days. Those who do not, generally observe
their own customs, at least where their religions are
legal. Most religious observences take place "after
work", anyway.
‘The original recovery/healing article was much
longer, but had to be severely trimmed to fit in
Harnmaster, Since then there has been little interest
expressed in development of things medical - too bad.
Perhaps your interest will raise others.
‘As for your abhorance of In Search of Panaga.
Yours is not the only such view we have encountered,
but we ask you to consider this. Kelestia is not just a
single part of a single world. Spending all one’s time on
and around Harn is fine, but does not preclude
venturing into other parts of the Kethrian family of
worlds - there is, after all, nothing to prevent the
adventurers from returning to Ham. Welll let you in on
a little secret. One of the reasons we like the
megagame concept so much is that when people are
using Hirn/Kethira in conjunction with other worlds,
published or original, Harn does very well by
‘comparision, and PCs usually want to spend ever more
time there.
We don't think that developing a part of Yashain is
an abandonment of Ham - itis really development of
Kethira in a slightly different direction, an exploration
of the potential of Kelestian roleplaying, a little salt for
the mixture. Try it - you might like it
Dear Columbia Games
‘My number one choice for a new product would
be Haralife, a guide to everyday life on Harn. I have
never seen it suggested anywbere, but it could be
enormously useful. One of your products’ greatest
strengibs is their great attention to detail and realism.
You bave obviously put a massive amount of work
into Harn, and the results are awesome. However,
maintaining Harn's bigh level of quality requires a
cooperative effort between Columbia Games and the
GMs who use Harn. Unfortunately, most of us GMs
don't bave the fundamental knowledge of medievel
society necessary to keep the game environment
believable. Td like to see a Harn product that would
describe everyday details of farming, bousing,
customs, dress, etc.
One other suggestion ts that you might consider
providing a new weatber system. The current one is
too simplistic and unrealistic. For instance, a given
weather condition rarely lasts as long as one day. In
‘our world, long cold spells, beat waves, and droughts
occur with alarming frequency and devastating
results. Under the present rules, it seems tbat Harn is
spared such drastic climatic effect...
Ralph Reinert, Lindenwold, NJ
Dear Ralph
Your first point: The upcoming Players Guide
should assemble a lot of the data you want, but to
assemble infinite data requires infinite time...
Your second point: Ouch! Simplistic and
‘unrealistic? Actually the weather systems we have given
you are based on real cyclonic weather pattems for
northwestern Europe. As for the changeability... well,
you're not the first to complain about that. A first step,
and one we have now adopted in the new HarnWorld
‘module, changes the old weather changing roll:
Roll 1410 (instead of 146) Increase weather
position by one on a roll of 1; decrease it by 1 on rolls
OF 8 or 9, and by 2 on a roll of 10. Adjust to taste. You
could use 112, or even 1420 to slow down the
changes a bit more.
‘Above all, you have to remember that not all parts
of the world have similar weather changeability. Harn
is loosely based on Britain, where the weather changes
80 often it's often hard to decide whether to go to work
in the morning with your umbrella or your sunglasses.
Many Brits do both! But perhaps we overdid it a bit.
Harnlore 5DICEY BUSINESS (@ By Tom Dalgliesh
os RICH MAN, POOR MAN?
‘Thanks to all who sent their
‘congratulations to me concerning
the new ownership structure. The
support is much appreciated. But
J find the time (and money) to
meet half of your expectations?
Which of the above two realities,
will come true depends on your
point of view. The first, I suspect, can only describe job
satisfaction, and I'm filthy rich there.
HARNLINE UPDATE
Our BBS (Bulletin Board Service) HarnLine has
attracted a good deal of interest and participation from
various computerized Hamfolk. There is a growing list
of unpublished Ham stuff on Harnline, Users should
note that Duffle Board (the home of HarnLine) has
moved. The new phone number is:
(604) 877-7752
(8-N-1) 2400/1200/300 baud
‘The major complaint we get about HarnLine is the
cost of calling Vancouver, Canada from various parts of
North America and Europe. We are studying the
problem to see whether we should: (a) Join a national
service such as CompuServe ot Genie, or (b) Establish,
‘our own HarnNet with node boards in major cities.
Putting it on our tol free line is beyond the resources of
Fort Knox, and wouldn't help overseas users anyway.
‘Some folk seem to spend an hour on the phone the
first time they call and then, after they hear from the
telephone company, do not call again for awhile
(presumably until they can float a new mortgage).
‘Watch out for this; if you are going to download a lot of,
files, call when the rates are cheap, and you might want
to borrow a 2400 baud modem first. Optionally, marry
a banker's daughter.
Again I'd like to thank Rob Duff for the free use of
his BBS facilities. You might be interested in some
‘Statistics on HamLine’s first year (1989) of operation,
Total Active Users.....163 Total Active Calls....1234
Av. Calls per Month...95 AV. Calls per Uset 0.8
Total Messages ........1087 Av. Messages/Monih 34
Av. Messages/User. ‘Total Downloads....2307
‘Av:Downloads/Month.177 Av. Downloads/user ».14
Unsurprisingly, the most frequent callers are
located in the Vancouver area, but for 50% of all
HAmLiners, the call is long-distance.
There are about 50 files currently available on
Harnline, mostly unpublished stuff, or revisions of
Published stuff. Some files have been contributed by
users, which we try to encourage.
Harnlore 6
NEW PRODUCT REPORT
Well, 1989 wasn't a banner year for new products
at Columbia. We only managed to publish Kiraz, the
Tome of Lyabvi, and the Tome of Peleabn. Of course,
we also managed to get out three reprints, Azadmere ,
Chybisa, and Melderyn. Incidentally, some of you may
not realize that Kiraz is also the second installment of
the Panaga trilogy, the first being Staff of Fanon. We
received several comments on our Feedback Contest
asking why the Panaga trilogy did not appear. The final
installment will appear around Xmas.
HarnWorld
Released last month was our second edition of the
original Harn regional module. There isn't much new,
except we trashed Kaldor, moved Lake Benath 200
miles west, and added a new race of Teenage Mutant
Naveh Turtles! The product is a total rewrite of
Himdex and Hamview both of which are now better
organized and profusely illustrated, with 152 pages
instead of the old 96, plus the (unchanged) map of
Han. The cover depicts the planet Kethira from space,
and peeping through the clouds is good old Harn. If
your old Ham is the worse for wear, buy a new copy, if
not two copies. It would make a nice gift for your
favorite buddy...nudge, nudge.
Now in final edit mode, Robin says this regional
‘module will be his best piece of work, ever, so you can,
be assured of its excellence. We were a little unsure
about this one, in that sales of Ivinia were
disappointing, and many of you wrote to say you were
only interested in Harn. But the recent survey placed
‘Shorkymne very high, so it is coming up soon. Price will
be $40.00. Order today.
BattleLust
This long awaited product is stil in playtest mode,
always a time-consuming process around here. When
we do get it finished, BattleLust will include an
excellent set of medieval skirmish rules for
25mm/15mm miniatures, rules for PCs to command
their own mercenary companies, historical data, and as
much military data on Harnic armies, castles, and
fighting orders as we can cram in.
AHARNIC LIMERICK
There was a young squire from Kanday,
A randy young man so they say.
Toa maid in the bay,
He said during play,
‘Nou, this feelty is really OK
Can you do better? We will publish the best
limericks we receive in Harnlore 11, and give the
‘creator of the very best limerick (my choice) a free
copy of Shorkyme. Contest closes May 31/90.VERSION 2
GODSTONES 1
Of all the enigmas in the Kethrian Family of
worlds, none is more puzzling than that of the
Earthmasters who, some 20,000 years ago, appeared
from nowhere then five millennia later disappeared as
suddenly. Their power was godlike and their nature
unknown. All that remains of them is their deserted
sites and a precious few of their amazing artifacts, the
‘greatest of which are the Godstones,
"Godstone" is a misleading term. While most
people respect and fear Godstones, few actually
‘worship them. Their name is rich in the tradition of
times when they were attributed to the gods and,
therefore, deemed proper objects of veneration.
Nowadays, with church doctrine agreed that the
Earthmasters were not divine, Godstones are regarded
more as *natural* wonders, manifestations of great
power perhaps, but not the work of the gods.
‘Contemporary scholars typically refer to them as,
"Esoteric Portals*, *Gates of Transition, "Wells of
Change’, and a thousand other titles varying in
descriptive and poetic value. But among common folk,
*Godstone* remains the most popular name.
Earthmaster Sites
Many scholars define an Earthmaster site as one
possessing a Godstone. Most Earthmaster sites have
been built with a combination of pseudostone and
local materials specifically to house Godstones. In
some cases the structures include what seem to be
transient accommodations for Godstone users.
Ordinary people have an overwhelming tendency
to avoid Godstones and Earthmaster sites. Rarely do
they have direct knowledge of Godstones, even those
close to where they live. Local legends often mention
shadowy gates to dark places, through which evil,
otherworldly monsters sometimes come to carry off
children and terrorize villages.
Physical Appearance
‘The typical Godstone is a ten foot high monolith,
five feet by three at the base and four feet by three at,
the top, projecting from a base, six feet square and
three feet thick. The upper surface of the base is
usually set flush with ground/floor level, leaving only
the monolith itself visible.
Godstones are made of a "grey", featureless,
stonelike material called pseudostone, a material
commonly used in Earthmaster construction.
Pseudostone is impervious to physical harm and seems
to be at body-temperature or to have no temperature at
all. If the Godstone is active (tumed on) its front side
frames an utterly black, eight foot high regular
trapezoid (4' at the base, 3' at the top) which is the
actual portal. The other side retains its pseudo-grey hue
regardless. If the stone is passive, the front is
indistinguishable from the back.
from beneath its base,
a Godstone remains
in place, floating in
‘midair if necessary.
Most Godstones are,
however, set in
pseudostone floors
Close examination reveals a Godstone's "grayness*
to be a pattern of tiny black and white areas the
proportions of which match an active Gate. The black
absorbs light totally; the white diffuses it equally in all
directions. The effect is blurred and disquieting and has
been known to cause eye strain and disorientation and,
in some cases, a mild nausea,
Detecting Godstones
‘A Godstone emits radiant aura, a powerful psionic
"field" which, to the sensitive, make it "stand out like a
beacon". Detection range is 5xAura feet, or
3xSensitivity ML feet. Even those with low Aura are
able to sense powerful forces when they come in
range, although they are less able to identify the source
‘or nature of the phenomenon. The field does not have
the attributes of a living Aura which tends to fluctuate
in size and "hue"; the Aura of a Godstone is static, non-
changing, cold, and impersonal. Many find it
intimidating, The field emitted by a passive Godstone is
only a tenth as powerful.
Function of the Godstones
‘Assuming everything is in working order, a person
‘who steps into the gate of a Godstone vanishes utterly.
His physical body is destroyed and (if he has
reasonable luck) he will appear at another place with a
reconstituted body. It takes no skill or talent to walk
into an active Godstone, just courage.
The physical bodies of living things are
manifestations of their personal auras (or souls).
Godstones act upon the auras of their users; itis the
aura, that is actually teleported to a new location,
Normally, only an item that has an aura of some kind
will appear at the destination with the traveller. All
living things have auras and will make the journey,
although not always in the same form. Metallic objects
can rarely be transported.
Harnlore 7GODSTONES 2
VERSION 2
‘The Elder Peoples
The Sindarin have a dislike of Godstones, despite
the fact that there is one located within their kingdom
at Pesino. Many elves have the innate ability to step
from one world to another and have no use for the
Gates. Furthermore, the Godstones' artificial psionic
field tends to interfere with the particularly sensitive
auras of the Sindarin and cause them discomfort.
‘The Khuzdul are less sensitive to the psionic fields
of the Godstones, but they keep the stone in Azadmere
closed for their own reasons. This may be because the
Khuzdul have weak auras and consequent difficulty in
using Godstones. Those who have "knowledge" of the
‘matter believe that they probably used the Godstones
of Kiraz and Azadmere to immigrate to Harn and do
not wish to see them used again by that which they
were fleeing. Khuzan interest in the Earthmasters seems
to be limited to their building techniques, particularly
the creation of pseudostone. But even these studies
‘were let lapse when they discovered enough of the
secret t0 realize that they could never duplicate Ancient
masonry. The masons of other races have taken similar
interest, but with even less success.
Experimentation with Godstones
No living scholar in the Kethrian family of worlds,
of either arcane or scientific schools, has ever
discovered the underlying principles of the Godstones.
‘Many have concluded, by simple observation, that they
are manifestations of psionic (aural) phenomena. In
other words, they are not physical artifacts at all. But
this has not prevented the odd experiment, some of
‘which have had calamitous results.
One celebrated case is that of Huros the mage,
who sought to disprove the notion that Godstones are
impervious to physical harm. It is said that he built his
home around a Godstone and, after years of trying,
‘managed to damage it. There was an explosion that
destroyed everything for half a league around, and any
‘who ventured near the crater for some years thereafter,
sickened and died, The story is difficult to verify and
may be a rumor fostered by the Sindarin or Melderyni
‘mages to discourage abuse of these powerful artifacts.
People have thrown inanimate objects into a gate
with chains around them. The object and the end of the
chain sit there until they are pulled out. If an animate
entity is thrown in on a chain, the chain can be pulled
‘out but the entity is gone, no matter how well it was
secured to the chain,
‘There is one fanciful tale of a Godstone being used
as a handy place to toss garbage. Some of this refuse
had no aura and, unable to be transported, it was
presumably stored by the Godstone. This situation
continued for some years, but eventually something
must have malfunctioned. What appeared to be all the
‘garbage in the world, or so the story says, suddenly
exploded out of the Godstone making the area
uninhabitable for some time.
Godstone-Like Artifacts
Godstone-like artifacts and effects sometimes take
other forms. Some accomplished mages have
developed spells to duplicate teleportal operations, but,
spells, curses, and divine intervention seem to work on.
different principles. The Earthmasters themselves left a
number of devices that share attributes with the
Godstones. The existence of the Jeriberi has been
rumored but never established. These are said to be
portable Godstones that cast a cone-shaped field which.
acts on any object whatsoever, even if it has no aura.
‘The Jeriberi are claimed to be the size and shape of an
gg, made of pseudostone and operated by telepathy.
Even if such an object were used in public it would be
difficult to distinguish its effect from that of a spell or
miracle.
Harnic Godstones
The Harnic Isles on Ketbira
have one of the largest
concentrations of Godsiones in
the Ketbrian family of worlds.
Eleven Godstones are known to
the mages of Melderyn, and
there are legends of another,
Breater than the rest, the
Twelfth Godstone, the Master
Sone, supposedly located in the
abled city of Labr-Darin, said
10 be a fully functional
Earthmaster city located deep
with some Harnic mountain.
Harnlore &‘VERSION 2
GODSTONES 3
Another artifact that employs the same or similar
principles is the Sli-Hordrb. This crystal tetrahedron is
‘made of translucent, or transparent pseudostone. One
is secretly possessed by Daelda the king of Evael. Sli-
Hordrh (it has never been clear how many of these
there are) are reputed to only act on a part of the aura
of their wielders, allowing their body to remain intact,
(and conscious?) while their point of perception
wanders in a unique kind of ethereal state. These
"devices" also allow a kind of telepathy, although it is
not certain that this function relies on the same
Fundamental "Godstone® principle.
Miginath, the king of Kaldor, is said to number
among his possessions a NGaritb, an exquisite bow!
that looks like pure white jade and grants visions to
those who gaze within. This seems to rely on
"Godstone-principlest, but the N'Garith's other
function, which has to do with mental health, does not.
‘The largest known artifact with Godstone-like
effects is Gazer’s Well located at Elkall-Anuz. This
ordinary looking reflecting pool has water in which
anything that cannot swim or tread water will sink,
even wood. Although there is a tunnel running beneath
it, the well seems bottomless; anything cast in sinks and
vanishes. Lothrim the Foulspawner believed that the
*bottom" of Gazer's Well was somewhere in Yashain.
Lothrim was obsessed with proving his belief and
would often have bystanders seized, weighted, and
thrown into the well. He would then’ stand for hours
staring into the waters for some vision of his "volunteer
ambassador’. In case victims or other users should
appear on the surface, travelling in the other direction,
he had a permanent guard stationed to seize them for
questioning. There are two similar "wells" at Telumar,
but one was damaged and drained by a landslide in
707.
INTERWORLD TRAVEL
Travel between alien worlds is never easy, but
Godstones are by far the easiest route between the
group of worlds known as the Ketbrian Family. The
Earthmasters, wherever they came from, certainly used
them for this purpose. Godstones exist on all worlds of
the Kethrian Family, and possibly on worlds of other
families as well. Anyone with the courage to step
through an active Gate, set to an unknown destination,
‘may easily find himself on another world.
‘The Kethrian Family
‘The world of Kethira, on which Harn is located, is
the nexus of a family of seven worlds. Kethira is a kind
of crossroads. The ease of access between the seven
worlds varies, but travel between Kethira and other
members of the family is generally easiest. Other
families of worlds exist, but these can only be reached
via the respective nexus worlds; such a trip is always
hard, almost impossible.
The Ketbrian Family
— Hoderatic Link
= Intermediate’ Link
so Hard Listke
No one in living memory has fully explored the
whole Kethrian Family, but between them the mages of
‘Melderyn have visited them all at least once. The secret
societies of Melderyn are probably not the only
interworld travellers, but they are the only ones to have
made a map of the family. This map (illustrated above)
is really just a diagram of the routes between the six
other worlds known to the mages. It shows the
interworld accessibility of the Kethrian Family.
The Kethrian Worlds
‘The worlds of the Kethrian Family have different
levels of magic and technology. A brief description of
the worlds other than Kethira is given as an aid to the
GM. Additional information may be found in our
Kelestia article, published in EH 4.
Blessed Realm
‘The realm of the god Siem, this world is thought to
be the ultimate destination of the ever migrating
Sindarin, the elven heaven. It is also known by several
other names including, Aman, Ealdor, and Fairie. The
Sindarin of Ham still occasionally *set sailt from Evael
to the Blessed Realm. Siem controls access to this
world. Few interworlders can reach it without his
permission, and it is extremely rare for non-Sindarin to
bbe admitted.
Losenor
Rumored to be the original home of the
Earthmasters, Losenor is now an uninhabitable fireball
of which very little is known. It is often cited as
evidence that the Earthmasters lost control of their
Harnlore 9GODSTONES 4
technology and laid waste their own world. One
Melderyni mage by the name Elkal managed to make
the joumey and returned with hardly credible tales of
great heat, and crimson, starless skies. Elkal became
inexplicably il after his return and soon died.
‘Midgaad
Also known as Middle Earth, this magic-strong
‘world is where the Sindarin originated, and probably
the Khuzdul as well. To reach the Blesssed Realm, the
Sindarin came by way of Kethira and many chose to
remain there. The Khuzdul, who seem to have fled
Midgaad to escape some terrible curse, have numerous
legends recounting sweeping wars between incredible
forces of good and evil.
Sherem
Little is known of Sherem. In some ways it has
more magic than Kethira, in some ways less. One
Melderyni mage, in a report entitled Journey to
Forgotten Realms, described its physical laws as
chaotic, and declared it unworthy of another visit.
Terra
The only near zero-magic world in the group, the
peoples of Terra have built their societies with science
and technology rather than magic. Numerous
Melderyni have visited Terra, curious to experience life
on a non-magic world. Most describe it as a savage,
plague world, where the mindless pursuit of
technology threatens the survival of all Terran species.
‘Yashain
Often called Kethira's *half-world", Yashain is a
‘world that runs on magic. It is the home of many gods,
including Larani and Agrik. It is also called the realm of
the dead. Most Kethrians believe they go to Yashain
when they die, there to live immortal lives with some
chance of being reborn on Kethira, Physical laws on
Yashain bear litte relation to those of other worlds.
‘Traditional notions of politics, geography, weather, and
climate, even eating and sleeping are invalid. There are
dozens of realms, ruled by gods, with demons and
dead heroes for nobility. Kingdom borders are vague
and shifting, and the realms always seem to be at war,
an infinite struggle of good against evil, chaos against
order. Yashain has been described as "Islands of
Insanity upon a Sea of Chaos".
Interworld Metamorphoses
If a traveller uses a Godstone (or any other
method) to move between worlds with radically
different environments, there is a good chance that his
physical form and/or his personal powers and
attributes will have changed when he reaches his
destination to bring them more into line with the norm
in the destination world. This also applies to inanimate
objects. Mages travelling from a magic-strong to a
‘magic-weak world, for example, have their magical
Harnlore 10
VERSION 2
powers sharply curtailed or eliminated. Conversely, a
traveller able to transport firearms or gunpowder from
a *high-tech* world like Terra to a "low-tech" world like
Kethira finds that his guns will not fire and his black
powder will not ignite. These changes are a feature of
the nature of Kelestia and no one has much hope of,
finding a way around them.
‘A feature that distinguishes Godstones from most
other forms of interworld travel is that they use a kind
of pseudo-intelligence to protect their users. If it is
functioning properly, a Godstone will, if necessary,
‘modify a traveller's physical form so that itis better able
to survive in the destination world. Consequently an
interworld traveller may look like a human in one
world, and become a fish when he arrives on a *water
planet*, Each traveller usually has a particular form for
each world he goes to. But, since the body is a
‘manifestation of its aura, if the traveller's personality
changes markedly between visits, he may look
considerably different on his return. Often, however, if
the required form change is too extreme, the Godstone
will simply "refuse* to make the transfer.
Godstones on Other Worlds
Information on the Godstones of other worlds is
scarce. Those who discover a Godstone tend to keep
its location a secret. Pymel the Meticulous wrote the
following notes in his personal journal information that
‘was released to his fellow arcanists after his death in
(666 TR. OF Terra, he wrote:
in Aegiptus was there one, and Maya, and
also in Lanitus now sunk beneath the gray
waves, and others there were 100...
(Of Midgaad, Pymel wrote:
..aobere divell the white, the gray, and the dark
ones, and too the fiery fiend, there they stand a-
brooding.
‘There have been reports of Godstones that stood
free, that is with no structure to house them. Pymel, a
‘major source for such "common knowledge", writes:
There atop Hardka's Hill, but a few larrow]
Sights from the village square it stood. Dour
‘and forbidding it encompassed the aspects of
the villagers and they walked ever in its shadow
and deemed their lives accursed tbat they
should be born to dwell their lives in such a
damn'd place as that.
Pymel neglects to mention where he encountered
this unhappy village. He goes on to say that the
villagers referred to the Godstone as a, "well of souls
forsaken" and made regular sacrifices to it by casting
people through the gate, a practice not uncommon
‘among primitive peoples dwelling near Godstones.VERSION 2
GODSTONES 5
RULES FOR GODSTONES
Two key HarnMaster attributes (characteristics) are
used in the operation of Godstones, namely Aura
(psychic ability) and Will (mental strength). If your FRP
rules do not include these attributes, they may be
determined by the sum of 3d6 (+2 for females).
Note: the Eartbmasters bad Auras in the 13-28
range, and consequently bad a mucb easier time
using the Godstones.
Attribute Testing
‘Aura and Will are tested according to the
HarnMaster rules (Skills 8). The attribute is multiplied
by 1, 2, 3, 4, 5, 6 oF 7, to produce a Target Level (TL)
which may be modified at GM discretion. Any TL larger
than 95 is treated as 95 and any TL lower than 5 is
treated as 5. A 14100 roll is made. If the roll exceeds
the Target Level the attempt fails; otherwise it succeeds.
Any percentile roll divisible by five (5) is a critical
result: all other rolls indicate marginal results. Hence
there are four possible levels of success: Critical Failure
(CP); Marginal Failure (MF); Marginal Success (MS); oF
Critical Success (CS),
OPERATING GODSTONES
‘Anyone may step through an active Godstone. This
can, of course, be extremely risky. An unknown
destination may be very dangerous to the health of the
user. Even if an active Godstone has been used before,
and that location was safe, the setting may have been
changed in the interval by some other user. To activate
passive Godstones, or to read/change their settings,
characters must first attuune to them.
ATTUNEMENT
Attunement is an empathic relationship between
the Godstone and the character. Before a character can
attempt any other operation on a Godstone, he must
attune to it. This is true whether the Godstone is active
or passive. Any character with an Aura may attune by
entering a light trance while touching the stone. The
time required for the operation is 30-Aura seconds.
Attunement is attempted by testing against SxAura, or
against Sensitivity ML.
CF 446 FP, E4 Shock Roll. No attunement.
MF 246 FP, E2 Shock Roll. No attunement.
MS 146 FP. Character is Aiuned.
8 Characters attuned (no fatigue).
If successful (MS/CS) a character remains attuned
until he breaks the tactile link, steps through the Gate,
or fails at any operation. Once attuned, the following
‘operations may be attempted:
[1] Activate the Godstone
[2] Read the Setting
[3] Change the Setting
[4] Shut Down the Godstone
[1] ACTIVATING GODSTONES
There is a 30% chance that an encountered
Godstone is active. Experienced players will soon note
the difference between an active and passive Godstone
by the presence or absence of the black "gate" on its
front. But even this basic difference may occasionally
be disguised by illusory spells. Roll against 5xWill:
CR 346 FP, 3 Shock Roll. Remains Passive,
MF _ 2d6 FP, E2 Shock Roll, Remains Passive.
MS _ 106 FP. Godstone Activated.
C$ Godstone Activated (no fatigue).
Note: Passive Godsiones remember their previous
setting; when activated, they will be automatically
set fo that location.
[2] READING THE SETTING
‘An attempt to read the current setting of an active
Godstone. This operation is optional (a character may
reset without reading the setting). Roll against 7xAura:
CF 346 FP, £3 Shock Roll. No information.
MF 246 FP, E2 Shock Roll. No information.
Ms _106P, Character reads setting
3 __Character reads setting (no fatigue)
Note: Only the character who reads tbe setting {s given
information (be may wish to mislead otbers). Unless the
character bas been there before, information given
should be a brief visual description of the destination.
RANDOM SETTINGS
GMs do not have to record Godstone settings. It
may be assumed they are changed (randomly) by the
several dozen NPCs who use them. The following
tables can generate the current setting of Godstones.
Destination Type
Most Godstones are set to the location of other
Gates, since this provides a way back. But they may be
set to ordinary places. They can even be set (0 a
specific person, which means the Godstone will seek
‘out that individual's location and teleport a user to him.
14100 Type of Setting
(01-65 Near another Godstone.
6699 Location with no Godstone.
(00 Aperson (GM discretion).
World Setting
‘The following table randomly generates the target
world for any Godstone on any Kethrian world. A "00"
roll indicates a setting outside the Kethrian Family.
Target World
Origin World | tle Ket Los Mid_She Ter
Blessed Realm | 0°39 0-59 G0 0158 97 —_ 98
01-09 10-49 $0 S1-64 65.74 752
1 0249 50-69 70 7185 9
O14 35-44 45 4696 9798
01 0239 40 41 4296 97
01 0278 79 S088 8 9098 9
01 ON 72774 75.78 79
Harnlore 11
BitlEGODSTONES 6
Northwest Lythia Settings
The following table generates Godstone settings in
the Harn thi, Ivinia fi and Shorkyne (s] regions.
14100 DESTINATION 14100 DESTINATION
(01-05. Anisha hit5} 5155. Imeruva[sG8)
06-10 AzadmerehLél $660 Korkorum KS}
TS Bef (hk) 61-65 Maruchom iF]
1625 CherafcthNol 65-70 Pesino 17
2630 Dinibor IFO) 71-75 Ridow {hHO}
31-35 FlkallAnuz{hi6) 76-80 Telumar {ht7l
3640 Ki inFa) 8185. Testen HDT}
4145 Gedan thj2) 8690. Xyryam Uk)
46-50 Hedegu 5001 91-00 Other (GM discretion)
[3] RESETTING GODSTONES
A new destination is set by mentally visualizing it
and exerting Will to change the setting. When given a
‘mental image of a new location, a Godstone conducts a
search for a location that resembles the image. Since
mental images can be vague, the Godstone can get
confused. If the image is poorly constructed, the
Godstone may be forced to reject it.
The Reset Roll
‘The roll is made against a target level (TL) which is
‘a multiple (WM) of Will. Basic WM is 3, adjusted as
noted below. Fractional adjustments to WM (eg: +half
WM) may be assessed at GM discretion.
Destination Type: Resetting a Godstone to the location
‘of another Godstone is easiest (+0), toa location without
a godstone (-D, and toa person (-2).
Familiarity: Good familiarity with the intended
destination is required for accurate visualization of a
location. Adjust WM from -2 (character has never been
there before) to +2 (characteris particularly familiar with
the location (eg: his bedchamber).
Mental Discipline: Those with high mental discipline,
such as shek-pvar, can create more precise mental
images. GM may adjust WM +1 at his discretion.
Memory: A good memory helps provide detail /the
character has actually been there. Increase WM +1 ifthe
character's Intelligence is over 13.
Interworld Linkage: Godstones have a primary affinity
with the worlds in which they stand, and secondary
affinity with other worlds. For a moderate link decrease
‘WM by 1, intermediate link by 2, and hard link by 3.
Roll 14100 against Target Level (WMxWill).
‘Maximum TL is 95; minimum is 5.
CF 546 FP, E4, Godstone shuts down
MF 306 FP, Godstone resets randomly.
MS 246 FP, Resets o intended destination.
CS Godsione resets to intended destination.
Reset accuracy is not automatically apparent. The
character must read the setting to determine success.
[4] SHUTTING DOWN GODSTONES
Godstones may be shut-down (made passive). Use
the same procedure as Activating Godstones [1], except
CF means failure to close, etc.
Harnlore 12
VERSION 2
MALFUNCTIONS
Godstones have been around for a long time and
things break, don’t they. And since there is no one
around with the requisite skill to repair them, Godstone
‘malfunctions tend to be permanent. At GM discretion,
there is a 10% chance that any Godstone is
malfunctioning, Some possible consequences are:
0115 Backsnatching: once the Godstone has a character's
patter, it can “each ou any distance and transfer him
between worlds a random intervals and triggering.
3635 Delays a yearand a day in the life of.
3655 Inter-Correspondence: a stone that confuses
destinations with thee correspondence points.
56-75 Geometric Malfunction: stone forgets that two physical
objects cannot occupy the same space and/or no longer
Performs reliable up/down calculations. This might cause
travelers to appeat several feet above the ground
7695 Duplication: a stone that, once it has the traveller's
patter, duplicates it, possibly with random variations.
‘This might act on the body, the aura, or both, but should
be far less likely to produce duplicate auras,
196.00 Pattern Confusion: improperly stores patterns and
sometimes restores physical forms improperly, and/or
forgets which body goes with which aura
EFFECT ON POSSESSIONS
Since Godstones act on aura, items devoid of aura
may not be transported. All living things have aura, and
most once-living things such as meat, wool, or wood,
usually have enough residual aura to accompany their
‘owners. Some artifacts have artificial aura. Persons of
high aura may be able to "drag" aura-less items within a
few (Aura/2) inches of their skin. For any/each item the
GM may test a multiple of the carrier's Aura.
Recently Dead Animals: 7xAura
Recently Dead Vegetable: GxAura
Yong Dead Animal: SxAura
Long Dead Vegetable: 4xAuna
Untempered Mineral: 3xAura
‘Tempered/Worked Mineral: 2xAura
Items lost in transit are “stored” in the departure
Godstone. If the same traveller returns to that stone
within a reasonable period, some or all of his lost
possessions may be restored to him,
MEGAGAMING
GMs may use the Godstones to link different
worlds under one or several GMs into a megagame
wherein characters travel from one world to another in
the course of their adventures. Each world can operate
under its own natural laws (rules). Powerful characters
from a magic-strong world should find their abilities
reduced when they arrive in a magic-weak
‘environment like Kethira (and vice-versa). Each player
might have several character profiles describing the
same character, reflecting changes in personal powers
as he moves from one world to another. The
‘megagame concept is one of the most interesting in
roleplaying.The Heart That Broods
N. Robin Crossby
Legend of the Dark Elves
I'd tell ye a story "bout when the elder peoples
gave up their rule over this land and Daelda, Sindarin
King of Ham fell mortally wounded ‘neath the weapons
of them cruel invaders. There was them as soon leave
these isles forever, and did; and there was them as went
€ dwell in that Shava Forest, and they did that also; and
there were a few, only a few, who wanted to slink into
the shadows, and did that too.
Now most folk reckon elves a kindly lot, aloof
raps, but not mean nor cruel. There's them as soon
ne'r see the faery folk, nor their doin's, their magic, nor
e’en their strange, pale faces. But there's not many folk
fear the Sindarin as much as their due. For they be a
strange and power‘d folk, and theit moods as like to set
‘em off a-ragin’, as strike a song t' warm the heart.
Stories there be about the Morsindart, dark elves
they say, lurkin’ in the shadows between trees, carryin’
off children who wander too far, creepin' into the
nurseries of mortal folk to take the young uns t' raise as
changelings. Many tales there be o' that ilk, but I
thought ye might like to hear the truth of it.
See, back when the new king Aranath said to
folk, now passes the age of the fair folk and comes the
age of men," there was one among them called
Gwydriel, a powerful sorceress, who spoke out agin
the new king.
‘And Gwydreil said:
“There are those among us with strength enough
10 carry this fight to the barbarians, and drive
them from this land. So, I say, let us drive out all
these mortals, whose evil bas so wounded our
land. A strong beart can carry it forth."
But Aranath said,
"Maybap we could drive out the mortalfolk, but at
what cost? Could thy magic repair our wounds or
restore the lives forsaken. And wbat of our faithful
Sriends, the Jarin, who bave dwelt long bere and
‘served us well? Wouldst thou, in thy heartless rage,
destroy them too? And by what right can we, or
any otbers, claim this land or any otber land>*
‘And Gwydreil answered,
“Aye, give them the choice, leave or die, Give all
‘mortals tbat choice, and make our land pure
again. O king, who but us, one with this fair land
for the span o' two bundrd mortal lives, who but
‘us bas more right to this land.Aye, I say, drive all
‘mortals beyond the seas, or to their graves. I have
the stomach for it."
Long that debate raged afore Aranath carried the
day, and took his folk to Evael, and made a kind of
peace with mortalkind, Gwydriel, he banished, tellin’
her to seek another world where such fights might be
worth the fightin’.
But Gwydriel had resolv'd ne'r to depart this land,
‘And took she her followers, into the far reaches of
Harn, and made she her plans to rid this land o'
‘mortalkind.
Now, Gwydriel knew that so few followers could
ne'r prevail agin all manish folk. So she resolved to evil
sorcery to achieve her wicked ends. She sent her
servants to steal mortal children from their beds at
midnight, and spirit them to her hidden camp. There
the dark elves raised the mortal kind, and taught them
something of the weirding ways, and gave them a
hatred of mankind.
Generation after generation, they stole of
humankind, takin' a boy here, a girl there, choosin’
which boy should get which gid with child, makin’ a
new breed to be her slaves. And some call 'em
‘changelings and some halflings, and some just call em
the little folk. But ever they hid themselves in the
darkest woods, far from the prying eyes of hunting
folk, and from the revenge of tearful fathers.
Sill they be in the shadows of the world, bidin' the
time. And still they sometimes see a babe they like, and
take it for a changeling. And that is why good parents
keep tight bolted doors and windows at night.
So remember childr'n, remember Gwydriel and her
dark elves, remember her changelings. Walk not alone
in ‘em woods, and, keep ye nearby at all times. And if
yer mother should forget, remind her to keep the
‘windows and doors bolted. Aye childrn, ne'r forget ‘em
dark elves.The Heart That Broods
GM Notes
This is one in a series of tales on the
legends and folklore of Harn and Lytbia,
collectively called Common Knowledge.
These tales are presented in two parts: the
legend itself and GM notes, arranged on
separate pages. The GM may give a
photocopy of the legend to bis players.
Location
Elves are a moody lot at the best of times, forever
seeking atunement with the natural world. There has
always been itinerant Sindarin, in strange states of
mind, wandering throughout the forests of
Northwestern Lythia. They are there, but they are not
particularly numerous or noticeable, Their numbers are
probably less than a thousand at any given time.
Usually they do not intrude on the affairs of men and
Cone of the reasons for their reluctance to interact is this
legend.
‘Tales featuring malevolent races of magical beings
are common throughout Ham and Lythia. This one may
have a grain of truth, and it is not difficult to suppose
the story to be true. One can easily imagine Gwydriel
and her degenerate band lurking about on the fringes
Of civilization taking babies from time to time. Clearly,
the dark elves would have to be furtive and nomadic.
‘They might also be somewhat more primitive than their
settled cousins who can draw on the markets of
Elshavel and Ulfshafen, and on trade with mortal folk,
for the fruits of civilization
‘The breeding of the changelings is an interesting
proposition. The GM may decide whether magic was
used in Gwydrie's breeding programme, and to what
extent her *halflings" are altered from the human norm.
They are, by all accounts, smaller and slimmer than
humans, smaller even than the Sindarin, hence the
‘name of halfling. They tend to be dark of complexion
(Gwydriel did not want them confused with the
offspring of real elves), agile, dexterous, and placid by
nature.
Lead In
There are dozens of ways in which player-
characters could find themselves involved with the
dark elves. They are nomadic and could reasonably be
‘encountered in virtually any part of Harn
First, it is unlikely that Gwydriel and her
companions have entirely severed their ties with the
rest of the Sindarin. They may visit Evael covertly, or
interact with the Sindarin through Jarin agents. A party
of adventurers might easily encounter one such group
bound for Evael, or in council with some Jarin.
Secondly, the GM might suppose a connection
between Gwydriel and Bejist. Perhaps she knows that
Harnlore 14
GM Notes
the former Sindarin king, Daelda, is entombed there
alive (kind of) and she might have sought his release
and assistance to bring about her dream. It is easy t0
imagine a scenario wherein the mad female visits that
tragic tower from time to time. This kind of scenario
could really give the players a workout, considering the
presence of equally deranged Navehan priests at that
site, not to mention the odd encounter with
treacherous Pagaelin,
‘The most obvious lead-in, of course, is for the PCs
to happen by chance upon a village where one of the
dark elves has just seized a child or two and, through
‘carelessness, left a clue that can be deciphered and
followed by the group.
‘The players can then begin a long-term quest to
end Gwydriel’s evil, a mission that could engage the
PCs in a harrowing chase through all parts of Harm
trying to match wits and woodcraft with that dangerous
band for several sessions.
Perhaps, like In Search of Panaga, this would be
an intermittent quest, one that circumstances would
force the PCs to pick up and put down as clues and
challenges developed.
Gwydriel likes to keep informed. Her agents and
‘companions wander everywhere on Harn gathering,
information about the doings of men. Her hatred of
humankind may cause her malevolence to extend
‘beyond the kidnapping of children, perhaps to murder
and robbery, assassination and arson. And who knows
what alliances this elven sorceress has made with
mankind's other enemies?
Gwydriel
‘The leader of the dark elves is
an old and bitter female. she is
not particularly attractive (for an
elf) a characteristic which she
shares with many of her
companions. Unlike — most
Sindarin, she is overly concerned
with the affairs of men, and might,
reasonably, have a minor role in
Harnic politics, likely a cunning and malicious one. Her
arcane powers are awesome.
Weight: 115 Ibs
Sunsign: Ulandus
“Weapons: Dagger/80, Sling/90,Heartbow/70.
Spells: 32 Fyvria/100, 18 Odivshe/65, 14 Jmorvi/65,
12 Savorya/40, 6 Peleahn/40, 1 Lyahvi/10,
20 Neutral/55.. (Average MLS)By N. Robin Crossby
Penny Arcane
1 have had
several requests
lately to release
information on
scripts,
especially Lakise,
the most common
of the three. And
why not...
With the illust-
rations here, GMs/players should be
able to accurately "translate" Harnic
names (to produce realistic maps, for
‘example of, if desired, to write English
in the Lakise alphabet. My players and I
sometimes undertake both of these
practises.
Lakise is an alphabetical script with
fourteen vowels and twenty three
consonants. All of the vowels look
similar to each other, but there is
considerable variety among the
consonants. Lakise has no silent letters ~
if i isn't sounded, it isn't printed.
Punctuation is fairly basic:
Stress: one accent is used in Lakise;
it is shown as a “stress" mark and that is
its function, to indicate which syllable of
a word should be stressed in speech. It
can be varied in size to indicate primary
and secondary stress.
Separators: used to break words
and/or sentences (the usage varies) but
‘omitted if there isa *tilement” in use.
Titlements: these surround proper
names (one before and one afte). An
individual's importance can be guaged
by whether he is given a major or minor
titlement, Any gentleperson would have
a minor titlement at least, and a king,
country, etc., would have a major
titlement.
Superemphasis: a special major
titlement, something like an
exclamation mark () in Roman script. It
tends to be overused.
Lakise has no question mark ~ this
function is usually achieved in print by
reversing the normal sentence order of
verb and subject/object, but this varies
with language.
xe
—~ Stress $ Minor Titlement
© Separator $+ Major Entitlement
The Lakise Script
Vowels
Jd fit
7
Diet
i twee
rest Sis Gison Ohtake
ier
ae
Gitex
‘Consonants
Sf Qs pi dl s
Lew Se Le we
Cn Fe
Lu
a
OU sh
ML 2h
ar ch
ae
fp Superemphasis
Harn ity
Melderya BA0GiCppooK te
Kaldor 45 ipods
Misia SeoTi nT er
Harnlore 15Encyclopedia Harnica
‘4001 HarnMaster
Acomplt relaying yen oth dele chara
. sopisticated “Scaled snd rela combat, snd
eliglous and magic rules. This isa coherent and common sense
‘le system that will delight veteran gamers.
4002 Pilots Almanse
cgeving hind emeomment pt sn
‘and markime trade, plus
‘STiperigna, unc, oc loading facies and es
skirmish ues 00-60 side, campaigning,
oor 10460 warns per side, ca a
dau base on Hime canes and Keeps and ules Yor runing urate a3
anion shipbulding,
mercenaries, ec.
4101 Player Character shocts
'C profiles for Hammaser, two color (orange & blac), 25 sheets
er pack.
4102 GM Character Cards
‘Character can fr the organized GM. They are 78", aibutes
land skills on one side, combat sats onthe reverse. The cards are designed
{ofa standard recipe box for fling. 25 cards per pack.
4501 Tome of the Shek Pra
ee opie on here of magic rom Hamer
‘many new common and neutral spells. Separate
publiat setter include spell tomes for the sk convocation,
‘ich containing 24 pels one pel per page
5001 HitenWorld
‘Asecond edtion ofthe Hem regional module, combined with an
‘overview ofthe planet (Kethira) and continent (ytha) on which Harn i
located: Inchides color maps ofthe planet and continent plus additional
‘maps and text on ‘Ocean Curren ade routes, and
{econics. The bulk of the module , however, devoted to Ham, including
‘ur remarkable full olor map of the island of Hm, an extensive
{and overview ofthe history, economics, poles, cultures, and religions of
‘Him, and assonced GM tables, Simply maglicen.
$002 Cikes often
Details and color ea Tat eae
Chena, Coranan, Goltha Shan, Tasha,
5003 Gods of tira
“The ten churches and religions of Hm in great deta, Includes
cduych nto, th temple and rch amination, ging orders,
The dntrven kingdom ad hy, Habe keep anc Ze
Sent re aearen , 0d Zen cal,
plus an article on Khuzan culture. fait
“The elven kingdom in the mysterious Shava Forest, Sindarin
‘cuture, plus mape and das on te Sava Fores, shave, and Ulshafen
‘Stes, dnd eaesive mapn/data on the mysterious Pesino rls
oa infeudation of the feud! kingdom
"A color map and su the of eastern
Hie, also incles mapa and deta On Olokand and Kiba castes, the
{tain post at Trobrige Inn, andthe ruins of Ania ad Eall-Ant. The
brbalan Chel, Kath and Tulwyntbes are also covered.
$007 Chybiea
arcu ab od mefctaton of he ny, egret Kingdon
article on Hamic Law. aed
2 andi ng ee
watt
‘nd deal on Getdchelm apd Leste eases, the rina Gedan and
sebe ge nena
Sean
5009 Tharda
sore feudal kingdom with a violent tradition intrigue and
. witha pola
assasntion, Also tudes mapas on Sonim and Terman ess,
Sethe ruin st Kosan; pls des onthe Lis Kava, and he brbaan
ines bor, Equa nd Ure
5012 Kanday
‘coe map an mieten of he el kno of
southwest Har ‘and information on. pd yn
‘Ges and the un at Tesien plus the Adsenum and Karak
5013 Melderyn
Wrz foal
con Har an uel eats Sd en eats bn
Se Gull of Arcane Lore te imate arbaran
lubes Chymak, Hod and Solo.
5014 Arake Kalai
‘Detaled maps and description ofthe home of lv, father of th
Ivashu, Includes seven suggested scenarios for Harnmastr.
5015 Son of Cities
"An expansion module for Cites of Harm. crammed with details
and interior plans on various sections of Harmic cites. Highlighed are
several uildings, and the wharves
Goleta a
5016 Kira
Cher, pus fll color badges of al Hamic gulls
“Extensive maps and deals onthe abandoned Khuzan chy in
ronhwest Ham, Includes serveral suggested adventure scenarios.
5017 Castes of nara
‘maps and detals on eight Hmic castles never before
shed. These ie Go ‘Gythrun, niko, Loki,
bles. Trseare Gein, Gein, Quali,
5051 100 Bushels of Rye
"A flly detailed adventure module for Harmmastr. The adventure
lesen flo od il involve player in solving a mystery originating in
5061 The Staff of Fanoa
Me Scaled avenue mole or Hmumaster. This the et of
cof adventures that wil involve your players in lntereword travel,
sisi ocean ary he mst anded The
players will come to both love and hate. oe
5101 vin
onbeast of dm, brimming with wang kingdoms,
fonds ant kd mares Regional map an al dexsypions
5102 Menglana
Se corrpt and veer Kingdom of wet Ii Inches maps
and detalle on the ky of Volenheim, the sronghols of
Fijsicim cade npc a yi, bone tbe Ont fas.
ras module covering | | dynamic |
-
cera ah a fg Sd
Faby. Depenorg ck aldo myactous cantar shes =
201
“A regional module covering the turbulent land east of Hen
Includes deals on the Iinizn colony of Harbaal the Teudal kingdom of
Shorkyne, and the Quarph sates.
5301 Telerson,
"A regional module covering the land southeast of Hm, lncludes
dtp on te hag eal ngsom of aon te Kingdom of Plane,
and the enigmatic realm.
‘7001 Lionheart
ler the dramatic world of Richard the Lionheart with this.
historically accurate and detailed role playing aid. St inthe year 1190,
‘Honbeart cludes 2 large and accurate color map of Brain atthe time,
historical, poltical, and cultural notes, and an extensive gazatecr.
9001 Harnlore
‘Our quately zine, with answers to your letters, news of
‘upcoming prot, tle updates for Harnmanier, mini seers, ec: A
‘must buy for Hr fans. Sul ‘receive the Donel of free pose
{and handling on all mal/phone orders.