is the grim home of the brutal Order of
the Red Shadows of Herpa, a fighting
order dedicated to the god Agrik, the
Emperor of Flame. Under Larga Gydsilen,
their coarse and brutish grandmaster,
the Red Shadows have made Menekai one of
the richest fiefs in the Kingdom of
Rethem by exploiting the region's
The Menekai Castle article describes the
settlement's history, government,
religion, economics, and military
forces. Includes color floor plans of
the castle, along with color GM and
player maps of the settlement.
Salt Route is the main trail
between western and eastern Hârn. The
dangerous route crosses the territories
of four barbarian nations and countless
rivers and streams as it covers the 170
leagues between Coranan and Tashal.
Large caravans carry salt and other
goods from western Hârn to Tashal each
spring, returning in early autumn with
goods from eastern Hârn and Lythia.
The Salt Route article covers the
history and economic importance of the
route, describes a typical caravan's
daily routine and more.
is the site of the annual gathering of
the nomadic Hodiri tribal nation.
Located on the woodland plain of Horadir
close to the Jebru River, Patrel
features the largest natural spring in
the area and provides excellent grazing
for the tribesmen's horses.
The Patrel article describes the
location's history and current
situation. It provides details for the
annual tribal gathering and many notable
features of the site. Includes color GM
and player maps of the settlement.
Note: The Bestiary
were not sent to HârnQuest subscribers.
They are available for mail order now.
Hârn is a rugged, wild, dangerous island where
pockets of civilization are surrounded by large
tracts of wilderness. It is a land of feudal
kingdoms, noble knights, religious turmoil, wild
tribesmen, and savage creatures. There is even a
god who creates hundreds of unique creatures
called the Ivashu.
Bestiaries are a useful source of creatures to
help or hinder player characters. This book
contains a selection of Hârnic creatures, some
mundane, some incredibly dangerous. Each
creature is covered in depth with a multipage
Additional creatures are also available to
expand your bestiary.
Barbarians of Hârn
gets a new cover
The deep forests of Hârn are home to
eighteen tribal nations. Although
civilized folk look down on them as
backward, most tribesmen have more freedom
than manorial peasants. However, the
wilderness is a dangerous place, and
tribesmen spend a lot of time sharpening
spears and fletching arrows.
Barbarians of Hârn contains an overview of
tribal cultures, economics, and religion,
and a guide to generation of tribal
There is a separate article for each of
the eighteen tribal nations. These include
a tribal map, tribal occupations, weapons
and armour, history, culture, and specific
Note: The content
of Hârn Barbarians is unchanged; this
is only a new cover.
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