1. Locations

Hârn

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Hârn  is a rough, hazy forested island about 100 miles (160 km) off the northwest coast of the continent Lythia on the edge of the Haonic Ocean. It is a wild, dangerous land, where pockets of civilization are surrounded by large tracts of wilderness. It is a land of feudal kingdoms, religious turmoil, savage beasts, noble knights, beleaguered peasants, industrious craftsmen, barbaric tribesmen, and secretive arcane orders. Think of a merge between early medieval (c. 9th century) Anglosaxon and 13-14th century Norman England, but with 10 major gods and faiths, established guilds and low fantasy elements.


Hârn is sometimes also called the Hârnic Isles, a name given to Hârn and its attendant islands. There are some 350 islands in the archipelago, with Hârn being the largest by far. Other islands and groups of note are Isle of Melderyn, Anfla Island, Belna Island, Keboth Island, Yaelin River Isle, the Afarazir Islands, and the Balaka Islands.

Vegetation

The moist climate promotes a luxurious vegetation, mostly summergreen deciduous forest and woodland. Needleleaf forests, alpine tundras, and permanent snowcaps are found at higher elevations. Heathlands are common along western margins.

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Communications

A lack of good roads and rough terrain combine to make travel difficult, especially in winter. The island is regarded with disdain by continental Lythians and is generally avoided. Tales of wild men and fearsome beasts have served to daunt visitors from abroad. Despite the unpredictable seas, a few adventurous seamen ply their trade between Hârn and Lythia. The Hârnic Guilds maintain good contact with their foreign colleagues.