Hârn is a large island similar to the British Isles between the Dark Ages and the early Age of Chivalry. It is magic-rare, not magic-weak, with powerful mages, agents of the gods, and other-world entities influencing events from the background.
Despite large areas of what could loosely be called civilization, Hârn is a wild land filled with strange ruins created by a highly advanced race twenty thousand years ago, savage barbarian tribes, terrifying beasts, evil and honorable knight orders, dark churches preaching destruction, political machinations and small bands of adventurers trying to make their way in the world.
This setting draws on the Hârnworld created by Colombia Games and elements from various Dungeon and Dragons (1E, 2E, 3E, 3.5E, 4E, Pathfinder, 5E, and Pathfinder 2E) campaigns run over 34 years in that world.
The year is 728TR. The bloody civil war in the Kingdom of Rethem has ended, and the Western Kingdoms are again at peace. But with Marshall Kronas's growing power in the decadent Thardic Republic, how long will this last?
In the east, King Conwan Elendsa of the Kingdom of Kaldor attempted to restore his shattered kingdom after a brutal rebellion and invasion from the orcish hordes of the New Empire of Lothrim.
Meanwhile, in the peaceful Kingdom of Kanday, a mad priest seeks to bring an ancient malignant demigod to life.
As this campaign progresses, this world is expected to grow and evolve.
Pathfinder 2e
Pathfinder 2e
A journey to the Viking kingdoms take an surprising turn.
Pathfinder 2e
Orcs are growing in numbers and dark magics from the age of Lothrim the Foulspawner are awakening
Dungeons & Dragons 5e
Will the Republic once again become an Empire, crushing all before it.
Dungeons & Dragons 5e
Ilvir's creations struggle to understand themselves and this strange world.
Dungeons & Dragons 5e
Dealing with the skum of the multiverse.
Dungeons & Dragons 5e
War is the breeder of chaos and opportunity.
Dungeons & Dragons 5e
A cult of Assassins plans to summon a god of Nightmares and destroy a city