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Low Fantasy d20 Rules for Harn Setting

If you are interested in buying Harn, I recommend any and all of the following (haven't bought a bad book yet!). Here's the weird thing about Harn... most everybody who's into it are "brainiacs" with medieval history degrees, the same type who write it, LOL. Go to the Harn Forum and ask a simple question, you'll be amazed at the thoughtful and detailed replies you receive. :)

Harn is microscopically detailed and realistic. So much detail is provided you can calculate exactly how many angry peasants a village can raise to chase down hack-happy PCs, or how many pigs there are on a manor farm. Subinfeudation charts are also included, showing who's vassal to whom, and how much land they own, whether the land is good or not, and how many troops they can muster. You may never need this level of detail, but it's nice to know it's there if you need it. :)

HARNWORLD (2 book box set with color map of Harn) $29.95
HARN RELIGION $29.95
HARNMANOR $29.95
HARNMASTER BARBARIANS $29.95
CITIES OF HARN $24.95
CASTLES OF HARN $24.95
CASTLES OF ORBAAL $24.95
TROBRIDGE INN (d20 statted adventure!) $14.95
100 BUSHELS OF RYE (adventure) $14.95
HARNLORE #10 (map of Copper Hook's keep on Kanday border)
DUNIR KEEP ($10.95 pdf download from CGI's site)

Kingdom Expansion Modules:
CHYBISA (includes Harnic Justice & Laws article) $16.95
KALDOR
KANDAY
MELDERYN (includes Guild of Arcane Law and Earthmasters/Godstones article)
ORBAAL
RETHEM (includes Lia-Kavair--Thieves' Guild article)
THARDA (includes Pamesani Games article)

Harn is a rules generic setting. It has its own RPG, HarnMaster, which is non-classed/non-leveled (skills based) and supposedly quite realistic in its simulations. It's currently sold out while they put together a new revised edition. I haven't played it. Harn is quite old, having come out in 1983 and been going ever since.

BTW: Auran's free online 80+ page adventure, Shades of Grey, was originally known as "Harn.de (digitally enhanced): Web of the Widow". Auran stripped out the Harn references for the free version. You can buy the Harn CD-Rom version at CGI's site for $19.95.
 
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I'd really like to play in this one at some point. ;)

The rules look really nice, and I would run a campaign, except that I'm not very good. I'm just better at playing, unfortunately.
 

A UNIQUE DEMON:
From the D&D Third Edition Monster Manual. Spells listed are from Call of Cthulhu d20. This will give you an example of how standard D&D monsters can be made Harnic/Cthulhoid with just a little tweaking. The next time your players meet a Belker, have it be this version, be unique, and see how much more memorable the encounter will be! ;)

This also shows how I intend to treat most monsters in the Harn/Cthulhu hybrid rules.

Belker: Lord of Mist, The Unseen
Hand, The All-Enveloping, The Wisdom
of Smoke and Shadow, That Which
Rises And Consumes, The Strangler
Within, The Fog That Gathers (Monster
Manual)

Belker is an independent lesser
demonic entity that travels the lonely
swamps and coastal regions of Harn. He
can only be invoked in mist, fog banks or
smoking ruins of buildings or bodies.

“Belker, Lord of Mist, I summon
thee! That Which Rises and Consumes, I
summon thee! Strangler Within, I
summon thee! Great Fog That Gathers,
impart to me thyne Wisdom of Smoke
and Shadow. I invoke thyne Unseen
Hand both by word and offering. Belker,
arise from thyne bed of Shadows!
Belker, arise and envelop me now!
Belker, arise, come forth and merge with
me now!”

Belker communicates telepathically
with those who summon him, though
others will hear a strangled hissing sound
emanating from the cloud that hides him.
He will bargain to devour the life
energies of humans in exchange for
imparting spells directly into the caster’s
mind. One sacrifice must be given for
each spell to be imparted. To impart the
knowledge, Belker must “become one”
with his summoner by enveloping him
and filling his lungs with choking vapors
which cause the summoner to asphyxiate
and become unconscious for 2d6 minutes
(4 Con damage and 1d10 Sanity loss for
the experience of merging with the
demon’s gruesome alien mind). When the
summoner awakes, he finds Belker gone
and the knowledge he bargained for in
his mind as promised.

Belker knows the following seven
spells (which he casts at 7th level):
breath of the deep, circle of nausea,
consume likeness, obscuring mist, raise
night fog, steal life, wave of oblivion.

Belker Sanity Loss: 0/1d6.
 

Into the Woods

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