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.