This is the name of the world. To some barbarians, Hârn is the extent of the known world. Most civilized inhabitants know that Hârn is just an island off of the coast of Lythia.Lythia
Lythia is the main continent of Kethira. On most maps, much of Lythia is marked with the ubiquitous “here be dragons.” To Hârnfolk, most of Lythia is just rumors of fantastically rich kingdoms and bizarre customs. Northeast of Hârn is the island of Ivinia, home to Vikings, pirates and eternal snow.Hârn
Hârn is a rugged, forested island located fifty miles off the northwest coast of Lythia. The island is regarded with disdain by most Lythians. Tales of wild men and fearsome beasts, and rough seas, serve to discourage all but the most adventurous travelers from visiting Hârn.The Calendar
This is the year 720, in the Tuzyn Reckoning, which began with the founding of the Melderyn kingdom. Most civilized people follow this reckoning, and dates are suffixed with either TR (Tuzyn Reckoning) or BT (before Tuzyn). There are twelve lunar months of 30 days, and 360 days in a year. The first of spring is also the first of the year. The 15th of the month (Yaelah) is the full moon, and the 30th of the month (Yaelmor) is the new moon. Both days are holidays in most of Hârn. Both the seven day week, and the tenday are used for reckoning shorter periods of time. Yaelah and Yaelmor fall between weeks. The elves and dwarves keep a different calendar.Climate and Weather
Hârn generally has cool summers and mild winters. Fog, drizzle and overcast skies are the norm. Hârn has been described as having no climate, only weather. What the crops lack in the way of sunlight is balanced by an overabundance of rain. The cool, moist weather promotes extensive deciduous woodland, with evergreen forests and alpine tundras at higher elevations. Moorlands are found along some windward coasts. The seas around Hârn are famous for their rough and unpredictable waters.Cultures of Hârn
There are six to nine civilized nations in Hârn, depending on one’s perspective, and numerous barbarian and primitive tribes. The cultural model for Hârn is 12th Century, Norman England, but many elements of the earlier and later periods are included.
Azadmere, in eastern Hârn, is a Dwarven kingdom. It is outwardly feudal, but set up along clan lines.
Chybisa, in eastern Hârn, is the smallest kingdom. Nestled between Kaldor and Melderyn, few doubt it will remain independent long.
Evael, in southern Hârn, is an Elvish kingdom which keeps to itself. Very little is known about this state by non-elves.
Kaldor, in eastern Hârn, is a major feudal state. It is the eastern terminus of many trade routes. It’s king is old and in ill health, and there is no heir. Kanday, in western Hârn, is the prototypical feudal kingdom. It has been involved in a few recent wars despite its relatively peaceful people.
Melderyn, in eastern Hârn, is known as the “wizard’s isle.” It is the oldest kingdom in Hârn, and has holdings both on the island of Melderyn, and on Hârn proper.
Orbaal, in northern Hârn, is a colony of Ivinia. Several Ivinian kings demand tribute, but none is forthcoming. It is not a kingdom per say, but rather a collection of petty lords. The Ivinians rule over the native Jarin.
Rethem, in western Hârn, has a violent history, and its cities are slums. Most Hârnfolk view Rethem as a bunch of barbarians attempting to act civilized. It is Hârn’s most unstable state.
Tharda, in western Hârn, is recently a republic. Most of its institutions and mores are still feudal, however.
Despite these pockets of civilization, most of Hârn is a wild and barbaric place. Scattered throughout the island are eighteen barbarian nations. Many fell creatures roam the wilderness, notably a nasty and brutish species of orc called Gargun, who have a distressing fondness for human flesh.