100% found this document useful (4 votes)
805 views16 pages

CG 9009 - Harnlore 09

Uploaded by

Jearld Burns
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
100% found this document useful (4 votes)
805 views16 pages

CG 9009 - Harnlore 09

Uploaded by

Jearld Burns
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
You are on page 1/ 16
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 3 LETTERDEMAIN [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 a LETTERDEMAIN 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 5 DICEY 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 7 GODSTONES 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 9 GODSTONES 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 BitlE GODSTONES 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 15 Encyclopedia 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.

You might also like