Hârnview/1st Edition/5
The three elements of fantasy-role-playing are, in order of importance, gamemastering (or refereeing), environment, and rules. Players are necessary, of course, but without a good gamemaster to interpret rules, to provide challenging and interesting scenerios, no FRP session or campaign can be wholly successful. Good rules are desirable, but all gamemasters will be forced to "wing-it" at various times, changing and inventing rules as they go along. A good environment, on the other hand, is a more difficult proposition. The world in which a FRPG operates, must be coherent, believable, and above all, consistent. Preparation of a good environment requires hours of painstaking work and superb record-keeping; there is nothing worse than being cau~ht contradictin~ one's self. As any gamemaster will testify, this is eas1er said than done. While there have been numerous rule-systems published, some good, most bad, very little has been done to aid gamemasters in the critical area of environments • Harn is such an environment.
Ham is not another set of rules to regulate FRPG. It is not an underveloped Macro-world, nor an isolated micro-world. Simply put, Harn is an original, fictional, medieval environment, published in modular form, and is the ultimate environmental play aid. It will provide both gamemasters and players with an opportunity to FRPG in a consistent and coherent world, but unlike adventure scenerio modules, or worlds based on fictional novels, it will not stifle the creativity essential to lasting enjoyment of role playing.
While Harn contains unique cultures and creatures, its closest historical equivalent is 9th-14th century Britain; elements from this entire period may be found on Harn. There are a multitude of differences between medieval Britain and Ham but if one uses this historical period as a model, with the exception of the unique elements we describe, then one will (hopefully) not go too far wrong.
Naturally, once a gamemaster has begun to use Harn, he will develop his own personal version, chopi>ing, adding and changing as he sees fit. This is one of the great joys of gamemastering; the one process that makes all worlds unique and is to be encouraged. Ham is not sacred. Our feelings will not be hurt if someone buys Harn and then uses only 10% of it. However, we do take this opportunity to offer a few words of advice. To get the most out of Harn, and out of FRP in general, be subtle. Harn has been carefully thought out and rewritten at least nine times from beginning to end. We are fairly sure that there are no glaring inconsistencies or blatant silliness. If you want to make changes, good, but we suggest you think carefully about all of the ramifications of each change, preferably before you commit yourself to it. Try not to confuse quantity with quality; Harn is intended to be "magic-weak" and is relatively short of overwhelmingly powerful entities. When a great monster is encountered it should be a rare event; most people grow rapidly blase with non-stop slaying, spell-casting and deadly danger. These things should be high-points that stand out, not daily occurances.
The Island Of Hârn[edit | edit source]
Harn is a rough, hazy, forested isle 140 miles (56 Harnic Leagues) off the northwest coast of the continent of Lythia, on the edge of the Haonic Ocean. Lythia is one of three continents of the planet Kethira. Harn's centre is dominated by Lake Benath, a fresh water lake drained by the Thard River into the western seas. The longest river of Harn is the Kald (375 miles), which drains the eastern interior. Much of Harn is hilly. There are four mountain ranges of note: the Felshas, running north/south in central Ham, boasting the island's highest peak, Mount Wynan at 9766'; the Rayeshas, running east/west along the top of Lake Benath; the Sorkins, running north/south along the east coast; and, the Jahl Mountains, in the extreme north.
Weather & Climate[edit | edit source]
Harn's climate is basically maritime-temperate (cool summers, mild winters, and damp). Some say that Harn has no climate, just weather. The prevailing westerly winds, off the Haonic Ocean, are moist. Fog, drizzle and overcast skies are common. The island receives ample precipitation all year round, falling mostly as rain, although winter snow and sleet occur, especially in the north and at high elevations. The seas around Harn are notoriously rough; calm weather, which is rare, can build swiftly into terrible storms.
Vegetation[edit | edit source]
The moist climate promotes a luxurious vegetation, mostly summergreen decidious forest and woodland. There are some needle leaf forests, alpine tundras, and permanent snowcaps at higher elevations. Heathlands are common along western margins.
Communications[edit | edit source]
A lack of good roads, the barbarism of the inhabitants, and problems associated with the rough terrain and unpredictable weather, combine to make travel difficult, especially in winter. The island is regarded with distain by continental Lythians and is generally avoided by them. Tales, perhaps exaggerated, of wild men and fearsome beasts, have been carried to the continent and these have no doubt served to daunt visitors from abroad. The unpredictable seas and weather and the fact that vessels headed for eastern Harn must pay heavy duties at the port of Cherafir (on Melderyn) combine to reduce the profitability of commerce. A few adventurous seamen do, however, ply their trade between Ham and Lythia. The Harnic guilds, through the good offices of the Pilots' Guild, seem to maintain good communications with their foreign colleagues
ᐊ | ᐃ | ᐅ |