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HarnMaster - Tournaments
HarnMaster - Tournaments
Tournaments is a Military article. The tournament is a martial sport that demonstrates the strength and skill of a knight in battle. In its present form, it comprises the Melee, in which groups of mounted knights engage in battle on a field, and the Joust, which is a contest between two mounted knights, armed with lance and shield.   Tournaments have been held for as long as feudalism has existed. Originally, they were simply mock battles between two groups of knights during peacetime. Such battles involved weapons of war and lacked any specific rules of conduct; hence, they were often difficult to distinguish from a real melee. With the growing influence of Laranianism and popularity of the concept of chivalry, tournaments became more refined. Rules were introduced and enforced by Marshals and Judges, and blunted lances and swords replaced weapons of war. Tournaments began to focus more on pageantry and individual skill and the Joust developed to overtake the Melee in popularity.

5,20 €*
HarnMaster - Telen Castle
HarnMaster - Telen Castle
The Telen Castle article describes the settlement's history, government, religion, and economics, and provides details for some of its craftsmen and other locations. Includes GM and player local maps as well as interior plans for the fortified villa of the powerful Nordaka clan, all in full color. This is a Hârn Classics release. Portions of this article were originally published in 1987 as part of the Thardic Republic Module. The article has been upgraded with new color artwork and redrawn maps, as well as expanded descriptions of the town.

8,30 €*
HarnMaster - Silver Way
HarnMaster - Silver Way
The Silver Way sets a new standard for trade route articles. The history and economic importance of the Silver Way are covered with detailed sections about each day's march and nightly campsite. The Silver Way is the only road into the ancient and wealthy Kingdom of Azadmere. It is one of four major trade routes that converge on Tashal, and one of the most important trade routes on Hârn. It is also one of the most dangerous.  Altitude and other mountain perils make the Silver Way uniquely treacherous. Heavy snowfall makes the trail impassable from mid-autumn to late-spring, but the trail is a challenge even in summer. Sudden torrential rains can cause flash flooding. The ancient Khuzan construction is not completely impervious to the ravages of weather and age; every year reconstruction is required for some sections. For most of its length the trail is wide enough for two laden mules to walk side by side, but it is steep and twisting for long stretches, and a slip for one mule can easily cause the loss of two or more.  As if physical dangers were not enough, the route traverses brigand and gargun territory. The lower reaches of the Silver Way are haunted by bands of brigands who prey on small groups before they can join the great caravans that depart from Naniom Bridge. Close to Zerhun, the former Khuzan mines of Fana are now home to an aggressive and dangerous colony of Gargu-Viasal. The Foulspawn attack caravans that appear weak or disorganized. Experienced travellers never travel the Silver Way alone. Includes Ruins of Traketh expansion.  The ruins of Traketh Manor lie in the Thicesund Forest three leagues southwest of the Silver Way's Three Valley Gap campsite. Traketh is just one of many now-forgotten settlements of the Kingdom of Serelind that were lost in the upheavals of the Migration Wars. The manor has been abandoned for around five centuries and the encroaching forest has erased most traces of the settlement. What remains of the manorhouse undercroft is occasionally used as temporary shelter by bandits, hunters, trappers, timberwrights, and runaway serfs. Most who spend the night here find the experience unsettling, some describing a profound sense of unease or even ghostly manifestations.

6,20 €*
HarnMaster - Gardiren Castle
HarnMaster - Gardiren Castle
Gardiren is the principal settlement of Nephshire on the northern frontier of Kaldor. It lies on the eastern bank of the fast-moving River Shem, twenty leagues north of Tashal. Vast forests claimed by the Taelda barbarians extend north and east to the Sorkin Mountains. These rich forests and centuries of trade with Azadmere have been sources of great wealth for Clan Curo, a wealthy and ancient clan led by the proud Earls of Neph. Caer Gardiren's excellent river port and its control of Medrik Bridge, the only crossing of the Shem north of Heru, ensure control of northern traffic using Noron's Way. Gardiren is also the western terminus of the Silver Way, the rugged trail leading to the mysterious and fabulously wealthy Kingdom of Azadmere. Includes The Jug Inn expansion. The Jug Inn sits in a prime location just south of Gardiren's wharf and offers a magnificent view over the Shem River. Trivin of Jasath, the proprietor, caters mainly to wealthy guildsmen and nobles. He discourages riffraff by keeping the room rates high and by serving only fine food and expensive wines and brandies. Trivin is an important man in town and has a very inquisitive nature; he is always seeking to uncover any secrets his guests may have.  The Jug Inn is a location expansion intended for use with the Gardiren Castle article (COL #5623). It describes the establishment, its services, staff, and clientele. Full-color plans of the inn are included, along with several adventure hooks the GM can use to bring the location into play.

20,70 €*
HarnMaster - Real Estate
HarnMaster - Real Estate
Everyone has to live somewhere, and PCs are no exception. Given free rein, characters adopt nomadic lifestyles, staying in inns and carrying their possessions on their backs. This is a rootless, expensive lifestyle that real people would adopt only in dire necessity. If only to give PCs one more headache, GMs should encourage them to establish households, somewhere to hang their sword and helm after a long hard bout of adventuring, a place to call their own. The Real Estate arcticle reminds us that In a feudal society, all land belongs to the monarch. Landholders do not own their land, they hold it. This right of holding can be inherited, delegated, sometimes even bought and sold (usually with restrictions), but the land remains the property of the crown, which retains mineral, taxation, expropriation, and other rights. Despite its relative abundance, land is the ultimate measure of wealth. In the countryside most land is held in fee taile, limited by class to a privileged few. Fee-simple land that can be held by common folk is rare outside of the cities.  Real Estate values for renting and buying are given by square-foot, modified by the quality of the neighborhood. Along with property come taxes and maintenance, both challenges for the PC landlord.

3,10 €*
HarnMaster - Tomes & Scrolls
HarnMaster - Tomes & Scrolls
This article describes influential and interesting books and other written works that may be found in a Hârnic campaign. Different versions of a written work arise when they are translated into a new language/script, or are heavily edited to ensure greater appeal to a specific group. Some versions may omit original material; some add new material. Original and later versions of a book are detailed with the following data. Author Year Medium (Pages/Cover material)Pages (or equivalents).Language/ScriptStreet Value: Reflects perceived value more than its content or scarcity. Copies: The estimated number of copies that exist Location: The location of rare or unique books is sometimes given.

10,30 €*
HarnMaster - Hunting
HarnMaster - Hunting
This article introduces detailed rules for stalking and killing prey and trapping animals for their fur. It also contains simple rules to determine the outcome of other types of hunting, such as hunting for sport. This article expands on hunting articles in HârnLore 4 and HârnMaster Barbarians.

11,40 €*
HarnMaster - Minarsas Castle
HarnMaster - Minarsas Castle
Minarsas is the commercial center of Vemionshire, the easternmost shire of Kaldor. Isolated from the rest of Kaldor by empty hills and trackless fens, and ignored by an ineffective sheriff, the Earl of Vemion rules his vast holdings from Minarsas and nearby Zoben with intelligence and efficiency. He enjoys an autonomy unavailable to the other earls of Kaldor. Minarsas lies at the center of Kaldor's best sheep farming area. Generations of isolation have produced the Vemion Cross sheep, which yield the finest wool in the kingdom. This wool is sold to mercantylers from across the island and overseas.The folk of Minarsas are laconic, clannish, and suspicious of outsiders. They prosper under the stout walls of Caer Minarsas, hereditary seat of Clan Caldeth.

20,70 €*
HârnMaster - Fort Taztos
HârnMaster - Fort Taztos
Fort Taztos is an outpost of the Ramala Legion of the Thardic Republic. It sits on the Salt Route that links the western Hârnic realms with the kingdoms of the east. The fort has a permanent garrison of 100 (75 infantry and 25 cavalry), which is hopelessly inadequate for their appointed task of patrolling the huge Athul wilderness. Taztos may have the most skilled troops in the Thardic army and is regarded as "the hard school," where a man fights well or not at all. The Taztos article describes the fort's history, layout, and garrison. Also described are the nearby barrows, believed by most to be haunted. Additionally, GM and player local maps are included as well as interior plans for the fort itself, all in full-color.This is a Hârn Classics release. Portions of this article were originally published in 1987 as part of the Thardic Republic module. It has new color artwork, significantly expanded plans and text, and an updated layout.

10,40 €*
HarnMaster - Rabbits
HarnMaster - Rabbits

2,10 €*
HarnMaster - Lia-Kavair "Thieves Guild"
HarnMaster - Lia-Kavair "Thieves Guild"
Although better known as the "Thieves' Guild", the Lia-Kavair only superficially resembles the commercial guilds of western Lythia. The confusion arises primarily because the internal slang of the Lia-Kavair uses many terms that are associated with guilds. There is no parallel for the apprentice training system of commercial guilds. Little is known of the Lia-Kavair by outsiders, although there is considerable unfounded speculation. Many folk believe the Lia-Kavair is a unified organization. This is a myth propagated by the "guild". In fact, they tend to operate as independent gangs. Communication between various chapters is often poor, and rivalry is common.  "Guild" history and organization are explained and common slang terms defined include: Diving, Jiggling, Chewing, Cutpursing, Stumping, Slap, Wet work.

2,10 €*
HarnMaster - Rodents
HarnMaster - Rodents

4,20 €*
HarnMaster - Z'hura
HarnMaster - Z'hura

3,10 €*
HarnMaster - Nurisel Castle
HarnMaster - Nurisel Castle
>Nurisel is the second largest settlement on the island of Melderyn and is the principal seat of the Earl of Nurisel. The settlement has a well-deserved reputation as a center of learning. Earl Sunoril Thabel is an insightful, intelligent man with a reputation for coldness and formality. He is an influential advisor to the King of Melderyn.The Nurisel Castle article describes the town's history, government, religion, and economics, and provides details for some of the settlement's craftsmen and other locations. Includes full-color GM and player maps as well as complete floor plans for Caer Nurisel, the earl's castle. Plans and full descriptions are also provided for the Save-K'norian seminary and the town mill, which is the headquarters of the local Lia-Kavair (thieves' guild).This is a Hârn Classics article and was originally published in 1987 as part of the Melderyn Kingdom Module. The article has been upgraded with new color artwork and redrawn maps

10,40 €*
HarnMaster - Lycanthropes
HarnMaster - Lycanthropes

5,20 €*
HarnMaster - Misyn
HarnMaster - Misyn
Misyn is a wooded plain on the northeast shore of Lake Benath in central Hârn. The region has a unique geography that is not found elsewhere on Hârn. The god Ilvir, principal deity of the Jarin people and lord-creator of the strange creatures known as Ivashu, is said to dwell at Araka-Kalai and Misyn is sometimes described as his kingdom. The only permanent settlement in Misyn is Ochrynn, an Ilviran abbey run by the Order of the Ochre Womb, the caretakers of Araka-Kalai.  The Misyn article covers the area's history, geography, and wildlife. Points of interest are described and a number of adventure hooks provided. Additionally, information is given about the Ilviran pilgrims who travel to Araka-Kalai, the various routes they take, and the dangers they face.  A portion of this article was originally published in 1987 as part of the Araka-Kalai module.  

6,20 €*
HarnMaster - Chimerae
HarnMaster - Chimerae

1,10 €*
HarnMaster - Guilds
HarnMaster - Guilds
A guild is a brotherhood of craftsmen who have banded together to control economic activity in specific or related trades. Throughout western Lythia, virtually all significant commercial and professional activities are within the control of powerful international guilds whose monopolistic rights are protected by law.  The article explains the guild system: its rules and ranks and includes a section on each major guild from Apothecary to Weaponcrafter, illustrated with its guild badge.

5,20 €*
HarnMaster - Morvrin
HarnMaster - Morvrin

3,10 €*
HarnMaster - Ithiko Castle
HarnMaster - Ithiko Castle
Ithiko castle in Rethem's Hohnamshire is the seat of Earl Herrin Barzak. The earl is a loyal supporter of the king and a staunch enemy of the Earl of Tormau to his north. Ithiko was originally built as a fortress on the edge of the Corani Empire and is infamous as the birthplace of the Morgathian prophet Balsha and the rallying point of the Balshan Jihad. Ithiko is a pilgrimage destination for Morgathians and the church maintains a shrine to Balsha and a temple in the castle town.  

4,20 €*
HarnMaster - Dogs
Dogs is a Bestiary article. Dogs play an important role among all levels of Lythian society. They are companions, trackers, guards, shepherds, fighters, and friends. There are four broad classes of Lythian dogs. Dogs are selectively bred by dog trainers to preserve and propagate the best traits. Most dogs are of mixed parentage; those specially bred to type are expensive and rare. Attack Dogs: used in combat and hunting.Hounds: used to track and flush prey.Shepherds: herd sheep and cattle.Terriers: dig into lairs of rats and rabbits.

5,20 €*
HarnMaster - Minilaous Keep
HarnMaster - Minilaous Keep
Minilaous is a keep and barony southwest of the Kandian city of Aleath. The keep is nestled atop the high cliffs of Mercia Bay. The region has a rich heritage, arising from a mix of cultures. The area was decimated during the Thecracy of Tekhos but emerged as an independent kingdom before becoming part of the Kindom of Kanday. The barony is held by Baroness Iala Pesirias, the only female tenant-in-chief in the kingdom.  The Minilaous Keep article describes the settlement's history, government, religion, and economics, and provides details for some of its craftsmen and other locations. A full description and color floor plans are given for the keep. Also includes color local maps for GMs and players.

10,40 €*
HarnMaster - Ilme
HarnMaster - Ilme

4,20 €*
HarnMaster - Innkeepers
HarnMaster - Innkeepers
Throughout western Lythia, the Innkeepers' Guild has a monopoly over the operation of inns and taverns. The masters of this guild are mostly well-respected and influential guildsmen, partly because of the high profile of their establishments in a community, and not least because of the covert links between some masters and the Lia Kavair. Inns & TavernsThere are two levels of guild franchise: inns and taverns. The latter should not offer accommodation or serve hot meals, but these distinctions are not always obvious in practice. Anyone can report violations of restrictions to guild authorities. The local guildmaster has wide disciplinary powers. He can summon franchise holders to his court, levy fines, and revoke franchises.

6,20 €*
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