The Alexandrian

HarnWorld (2nd Edition)

A classic fantasy world, Hârn continues to distinguish itself as a setting of unique detail, depth, and excellence.

Review Originally Published October 9th, 2001

Hârn is a fantasy world created by N.R. Crossby and first published in 1983 by Columbia Games. In 1990, a second edition of HârnWorld (which is being reviewed here) was released, including:

HârnWorld: A 64-page booklet – including the articles Hârn, Kethira, and Lythia — serving as a general introduction to the campaign setting.

Harndex: The “Master Index for Hârn”, an 80-page booklet serving as the specific source material for the campaign setting. (Although referred to as an “index”, it is probably easier to describe it as an “abridged” encyclopedia. Entries are arranged alphabetically, with short articles discussing each entry.)

Map: A full-color poster map of the campaign setting.

Since then, Hârn has been supported with a variety of supplements (all of which are kept in print by Columbia) and its own rule system (HarnMaster, also currently in its second edition). In general, however, the source material is kept separate from the rules.

The Hârn product line, as a whole, is organized into a series of modular articles. For example, as mentioned above, the HârnWorld booklet which comes as part of the second addition HârnWorld product is actually comprised of three articles: Hârn (describing the island of Hârn), Kethira (the world on which Hârn is located), and Lythia (the continent which Hârn is part of).

Each of these articles has its pages numbered individually, and are specifically designed so that you can cut the book apart and separate the articles from one another and place them in a binder. As you purchase other Hârn products (which contain their own articles) you can organize the articles in any order you want (or pull specific articles to take with you to a particular game session). The concept/conceit is that each of these articles is part of an ever-expanding Encyclopedia Hârnica, with each GM assembling their own Encyclopedia as they assemble official material and create their own material over time. I don’t know that I’ll ever take advantage of this design myself, but it’s a nice option to have available.

SETTING DETAILS

Hârn approaches fantasy with a light touch. For example: Humans, elves, dwarves, and orcs are the only significant races to be found here. Other intelligent races do exist, including the Ivashu (a sterile race of diverse magical creatures who are perpetually created anew by the god Ilvir from the limited number of souls available to him) and the mere-dragons (a distant cousin of the true dragons) – but their rarity gives them a special significance. Hârn succeeds at making the magical elements of its fantasy effective and special because those elements are rare, not despite it.

Hârn itself is a large island, just northwest of the continent Lythia on the world of Kethira. As the name on the front cover would suggest, Hârn itself is the primary center of focus for HârnWorld — although Lythia also receives enough attention that you can easily use it as part of your campaign without too many problems (although I, for one, would really like to see additional support material released for the non-Hârn areas of the world). The other two continents on Kethira are briefly described in a couple of paragraphs each.

One of the first things I do when looking at a new campaign setting is to look at the map. Not only does a good map give you insight into what type of world you’re looking at, it can also serve as a sort of alternative “Table of Contents” for the setting – providing a structure by which you can understand the campaign material in context. Although this is generally a good piece of advice, I found it to be literally true in the case of HârnWorld — the various maps found in the product, essentially, serve as the Table of Contents for the various indexes via which the bulk of information is conveyed. In other words, you look at a map, see something you want to know more about, and then look it up in the appropriate index and cross-reference from there.

What immediately caught my attention about the poster map of Hârn is that, unlike the usual fantasy campaign map, this one did not feature continuous strings of nations from one end of the map to another. What I discovered was that there were only nine civilized states on the island of Hârn, with vast swaths of territory between them being settled only be eighteen barbarian “nations” (read: largely nomadic, decentralized tribes).

This does two things: First, it helps carry Hârn away from the pseudo-Renaissance period which haunts so many fantasy worlds (historically Hârn is similar to Britain somewhere between the 9th and 14th centuries – although several unique cultures also exist). Secondly, it establishes a large frontier in which adventuring can take place.

In this same vein, Harn’s history is an alternation between sumptuous detail (dating back to roughly the first appearance of humans on the island) and ancient mystery (everything before that). This not only gives you a plethora of solid roots in which to plant your stories; it also gives you a plethora of mysteries with which to spice your campaign. Best of both worlds.

The major highlights:

The Feudal Kingdoms. Most of the human kingdoms on Hârn are feudal in the most classical sense of the term. This includes Kanday and Rethem in the east; as well as Chybisa and Kaldor in the west. As noted above, these kingdoms are strongly reminiscent of 9th- to 14th-century Britain. One of Harn’s primary strengths is the realism with which these feudal societies are imbued – both in terms of their present day composition, and the history which believably leads to their composition. There is a truly organic feeling to the world, insofar as its current state of existence seems to flow naturally and believably from past events. Hârn’s history may not be the most dramatic fantasy history you will ever read; but, in my opinion, it is possessed of incredible power because it rings with such incredible truth.

Azadmere. The last dwarven kingdom. There’s really not much more which can be said here.

Evael. The last remnant of the elven kingdom which once covered all of Hârn. Finally unable to withstand the human migrations from Lythia approximately fourteen centuries ago, the elves renounced claim to Harnic sovereignty and retired to the Shavan Forest – where they have remained ever since. (Both the elves and the dwarves are, essentially, dying cultures. There is definitely a sense of influence from Tolkien’s Lord of the Rings, insofar as both of these races seem poised on the edge of being wiped from the face of history by the growing strength of humanity.)

Orbaal. Orbaal was founded by the Ivinians, more recent human invaders from Lythia. The Ivinians are essentially a Norse culture, and I see strong parallels between Orbaal and the Norse invasion of Britain.

Melderyn. Another human realm, but one with strong mystical overtones. It exists primarily in a smaller island just southeast of Hârn itself – but its influence and domain extends onto the main island as well. It is rumored that Melderyn’s civilization is a descendant of the ancient civilizations which populated the world in long-forgotten days.

STRENGTHS

Hârn’s primary claim to fame it’s meticulous detail – particularly in the area of culture, society, and history. It has a truly medieval feel which is absent from every other fantasy RPG setting I’ve seen on the market.

Indeed, Hârn’s attention to detail is scrupulous enough that HârnWorld actually ends up distinguishing itself as an excellent reference for medieval societies – regardless of whether you use Hârn as your campaign setting or not. If you’re not familiar with true feudalism, Hârn will open your eyes to a wealth of information.

WEAKNESSES

The first thing you’ll notice about Hârn is the bland production values which run through the product line. Essentially, the “look and feel” of HârnWorld and its supplements was set back in 1983 – and nothing has changed much since then. It’s clear that an emphasis is being placed on information over the presentation of that information. (The exception to this is the full-color poster map. That’s gorgeous. Easily one of the most beautiful fantasy maps ever produced.)

Note, however, that “bland production values” does not mean “poor production values”. The paper is stiff and durable. The editing is faultless. The layout is clean and easily comprehensible. This is a product designed to be used.

Another problem I had with HârnWorld was that, despite the generally exemplary organization of information, the wealth of detail combined with the disjointed nature of the articles means that – eventually – some information just plain ends up getting lost. For example, it took me quite a while to figure out where to look for the calendar/timekeeping information.

HârnWorld’s largest pitfall, however, is this: Sometimes the real world parallels become just a little too… parallel. In general, the historical parallels Hârn chooses to draw do exactly what Crossby says they should be doing: Giving the audience a point of reference so that they can draw on historical resources in expanding and detailing the campaign setting.

But occasionally the line gets crossed and Hârn ends up looking like 7th Sea: A pseudo-clone of the real world, lacking both the significance of reality and the joy of creativity. The worst of both worlds.

Fortunately, this problem seems to be contained mostly to the distant lands of Lythia (I noticed it particularly in the Ivinian culture) – while Hârn itself manages to maintain the best of both worlds (offering the familiarity of real-world analogues; while still sustaining a creative freshness).

CONCLUSION

The world of Hârn is a classic campaign setting, which has built its reputation through nearly two decades of consistency and a scrupulous commitment to quality and detail. It succeeds at giving you a depth and reality which is rarely matched.

At the same time, Hârn delivers because it succeeds at offering something different and unique from the rest of the market – while still being almost definitionally “traditional fantasy”. Here you will find your fantasy favorites (dwarven kingdoms, elven forests, ancient ruins, strange magic, kings, princesses, knights, and adventure) – but you’ll find them in a distinctly different flavor of world. Ironically, Hârn finds this “distinctly different flavor of world” by adhering closely to the real world – simply choosing to embrace the medieval roots so many fantasy settings claim (while, in actuality, treading around in a pseudo-Renaissance).

In short: Hârn is excellent.

Style: 3
Substance: 5

Author: N.R. Crossby, Tom Dalgliesh, and Edwin King
Additional Contributions: Brad Carter, Brian Clemens, Rob Duff, Mike Dwyer, John Frazer, Doug Gillanders, John Greer, Stephen Hinchcliffe, David Kowan, Sharon MacLeod, Simon Matthews, Brad Murray, Gene Siegal, and Garry Steinhilber
Publisher: Columbia Games, Inc.
Line: Hârn
Price: $29.98
Product Code: 5001
Pages: 134

ADDITIONAL HARN REVIEWS

HârnWorld: Azadmere
HârnWorld: Kiraz

For an explanation of where these reviews came from and why you can no longer find them at RPGNet, click here.

Circle of the Demon Court

And in the darkness of his prison, the Nameless One spun the first strands of the Web of Demons. And the web was laid between and beside the world, building upon the corruption that he had laid. And so he became the Weaver.

And in the world which he had lost, there were those who felt the touch of his web. And they were like unto gods. And chief among them were the Four Princes of the Demon Court: The Nightwalker, the Blood Goddess, the Scarlet Lord, and the Bane of Fire.

THE ORDERS OF THE DEMON COURT

And in the first rank of the Demon Court there were the Princes of Chaos.

And in the second rank of the Demon Court there were the Dukes of Chaos. And their chief was Shallamoth Kindred. And among them were Bhor Kei and Dhar Rhyth and Jubilex and Kihomenethoth and Ravvan the Beast.

And in the third rank of the Demon Court, there were the servitors of the Dukes – rhodintor and zaug, carach and shaddom, vreeth and the teeming hordes of the Elder Brood.

And in the passing of the Demon Court, there were left the Vested and the Cults – the seeds of chaos.

Back to Chaos Lorebooks

Book of Faceless Hate

No title marks the tattered, dark brown cover of this book. Its contents are written in a nearly illegible scrawl that could only have been born of hopeless madness. The first several pages of the book are covered in repetitions and variations of a single phrase: FACELESS HATE. (They wait in faceless hate. We shall burn in their faceless hate. The faceless hate has consumed me. And so forth…)

CHAOS: True chaos, or “deep chaos”, is a religion based on the fundamental aspects of hate, destruction, death, and dissolution. The philosophy of chaos is one of constant and endless change. It teaches that the current world is a creation of order and structure, but that it was flawed from the dawn of time due to the lack of foresight into what living sentience truly wants and need. The gods of creation – the gods of order – are untouchable and unknowable. They are aloof and uncaring, says the teaching of true chaos.

THE LORDS OF CHAOS: According to the book, the Lords of Chaos – or “Galchutt” – are gods of unimaginable power. But they are “mere servants of the true gods of change, the Demon Princes”. It is written that the Galchutt came to serve the Princes during the “War of Demons”, but while the Princes have “left this world behind”, the Galchutt still “whisper the words of chaos”.

VESTED OF THE GALCHUTT: Although they sleep, the Galchutt can still exert some influence upon the world. This influence can be felt by the faithful through the “touch of chaos” and the “mark of madness”, but it can also be made manifest in one of the “Vested of the Galchutt” – powerful avatars of their dark demi-gods’ strength.

CHAOS CULTS: The book goes on to describe (but only in the vaguest of terms) many historical and/or fanciful “cults of chaos” which have risen up in veneration of either the Galchutt, the Vested of the Galchutt, or both. These cults seem to share nothing in common except, perhaps, the search for the “true path for the awakening of chaos”. The book would leave one with the impression that the history of the world has been spotted with the continual and never-ending presence of these cults – always operating in the shadows, save when bloody massacres and destruction bring them into the open.

Back to Chaos Lorebooks

TM and © 2022 Monte Cook Games, LLC

I’ve been running adventures in Monte Cook’s Ptolus for over twenty years, including my long-running D&D 3E campaign In the Shadow of the Spire.

The Ptolus sourcebook — originally published D&D 3E, but since released in edition for D&D 5E and Cypher — is one of the best RPG setting sourcebooks ever published. It describes a rich and marvelous city perched upon the coast and filled with the wonder: The impossible, terrifying heights of the Spire tower above it; beneath it endless, overlapping warrens, dungeons, and caverns worm their way through the earth. The book itself is nearly 700 pages long, and every single one is packed to the gills with practical, gameable material. And while I typically find such huge tomes to be overwhelming and difficult to use, Ptolus is incredibly well-organized, with bountiful cross-references and a sidebar reference system that makes it easy to navigate the book and find the information you need, whether during prep or at the table.

Over the years I’ve remixed a variety of published Ptolus adventures and created new ones. Some are entirely idiosyncratic to my group. Others I’ve shared below, with plans for more.

REMIXES

Ptolus Remix: Banewarrens
Ptolus Remix: The Mrathrach Agenda
Ptolus Remix: The Quaan
Ptolus Remix: The Vladaam Affair

ADVENTURES

The False Tomb
Complex of Zombies (3E)
Laboratory of the Beast (3E)
Lost Laboratories of the Arn (3E)

CAMPAIGN JOURNAL

In the Shadow of the Spire

RESOURCES

Chaos Lorebooks
Dreaming Arts (3E)
Kaostech (3E)

REVIEWS

Review: Ptolus – City of Adventure

COLLECTED EDITIONS

Patrons of the Alexandrian can download collected PDF editions for most of the material above, and I’ll be adding PDF collections for the older material soon!

Rappan Athuk - R1: The Upper Levels (Necromancer Games)

Rappan Athuk promises “the grand-daddy of all dungeon crawls”! It delivers.

Third Edition Rules, First Edition Feel.

That’s Necromancer Game’s tagline. In their introduction to Rappan Athuk they expand on what this means: “Why is the dungeon there? No one knows. Why do the monsters usually fight rather than talk? We aren’t really sure. Why are there 16 trolls in a cave with a jug of alchemy? No one cares. What do all the monsters eat? We don’t know that either. And we don’t have to know these things. This isn’t an ecology experiment; it’s a dungeon.”

So what’s the point?

To have fun, of course.

To a certain extent, though, I don’t feel that Rappan Athuk quite lives up to this ideal. Sure, they’ve adhered to the classic, first edition format: Here you have your tables of rumors about the dungeon (some true, some false); random encounters; a plethora of monsters, traps, and treasure. But Rappan Athuk isn’t quite as random or meaningless as their introduction would lead us to believe: There is a logic to why things are the way they are.

Does Rappan Athuk strain credulity? Perhaps. Is it really as illogical as TSR’s “classic” modules? I don’t think so. It seems more akin to Ruins of Undermountain than Palace of the Silver Princess.

Not that I’m criticizing this, by any stretch of the imagination. I am, to the contrary, more than happy to see that Rappan Athuk will not be featuring, for example, levels of bloodthirsty Lewis Carroll characters incomprehensibly assaulting adventurers (as Castle Greyhawk did).

In fact, for me, Rappan Athuk is an exciting product – a product that makes me itch to retrieve my game manuals, dice bag, and character sheets and start rolling up stats. The pure, high-octane fun of an epic-level dungeon crawl carried out with style really shouldn’t be underestimated.

Sure, there are folks who consider themselves too “mature” for this sort of thing. Those people are boring. Ignore ‘em and strap yourself in: It’s time for a ride…

CONCEPT

Warning: This review will contain spoilers for Rappan Athuk. Players who may end up playing in this module should stop reading now.

One thing to note right up front is that this particular module is the first in a trilogy of modules, covering only 6 of Rappan Athuk’s 37 levels.

That’s right: Thirty-seven levels!

Damn, that’s cool.

But I digress.

Rappan Athuk, the Dungeon of Graves, was founded by the Temple of Orcus, following their defeat in an ancient conflict between good and evil. The priests of Orcus’ foul temple escaped the final conflict, and fled to a vast complex of underground caverns. Over time, the priests adapted these caverns to their purposes, continuing with their foul rituals, and hidden from the light. Eventually their spreading influence could no longer be concealed, however, and parties of adventurers came to the dungeon seeking to end the evil for ever. They failed.

(One nice touch to the design of Rappan Athuk is that it is a “legendary dungeon” which takes into account the fact that, as a “legendary dungeon”, it will attract adventurers on a fairly regular basis. The upper levels of the dungeon, presented in this module, show the signs of recurrent adventuring parties – who can only delve so deep before retreating or being destroyed.)

Rappan Athuk: The Upper Levels presents Levels 1, 2, 3, 3A, and 4A of the dungeon (as well as Ground Level).

Ground Level: On the surface, Rappan Athuk is primarily accessed from a graveyard. The main order of the day here is traps, which are all designed with the intention of keeping adventurers out of the dungeons and away from the Temple of Orcus hidden deep beneath the earth. A number of access points to the dungeon below exist, including the Rat Tunnels, the Mausoleum… and the Well.

But those who have been to Rappan Athuk in the past have one very important piece of advice: Don’t go down the Well!

Another nice feature of Rappan Athuk is that it is not a linear dungeon: One does not simply go from one level down to the next. Rather, the levels link together in a complex myriad of possible approaches. Entering the dungeon itself can take you to a variety of locations: The rat tunnels can lead to Level 1 or Level 2. The Mausoleum leads to Level 1. The Well leads to Level 3A. From Level 1 one can go to Ground Level, Level 2, or Level 9. Level 2 has exits to Ground Level, Level 1, Level 3, and Level 4. And so forth.

Level 1: Level 1 is a natural cave system, primarily inhabited by wererats. However, the level as a whole is named after the “Dung Monster” – a mutated mimic which disguises itself as a toilet in order to lure in its victims. (Don’t laugh – it works in every single playtest I’ve run.)

Level 2: Level 2 is a finished level, featuring the home of Marthek the Madman and Ambro the Ogre. In a sealed portion of the level which adventurers have never successfully penetrated, one can also find the Tomb of Saracek – an undead, skeletal warrior with a history connected to the dungeon as a whole.

Here, again, you can see the nice contrast between “adventurers have plundered here” and “adventurers have not successfully plundered here” in the dungeon design. You can also begin to see, at this point, the subtle way in which Webb and Peterson have made Rappan Athuk believable, if not necessarily realistic: The wererats have a reason for living where they live. Marthek and Ambro have reasons for living where they live. The presence of the Tomb here makes sense.

Another strength which can be seen here, again, is the dynamic complexity of Rappan Athuk. PCs who come to Level 2 for the first time will most likely not be able to gain access to the Tomb of Saracek until they have delved deeper into the dungeon. Rappan Athuk defies a “loot it room by room” mentality – again helping to subtly reinforce its believability.

Level 3: Level 3 is a return to the natural caves which drew the Temple of Orcus to the location in the first place. This level is inhabited by purple worms, who hunt viciously. The entire level is known as a bane to adventurers – as witnessed by graffiti warnings over the level’s entrance. This level also features an oracle of the Temple, dating back to the earliest days of the Temple’s presence in the caverns – and remaining a sight of unholy pilgrimage for the priests who live below.

Level 3A: Level 3A is primarily accessed via the infamous Well. It is the lair of Zelkor, an extremely powerful, undead wizard. The lair is, essentially, a death-trap for all but the most powerful of adventurers. Cocky adventurers who ignore the plentiful warnings (not to mention the scratch marks of those unsuccessfully attempting to escape the lair via the Well after making the mistake of entry) will learn their lesson the hard way.

One thing I like about Necromancer’s modules is the fact that they refuse to pull their punches. Your players will learn fear in Rappan Athuk, and they will learn to respect the dungeon. This makes for a highly effective game session – and adds to the mystique.

Level 4A: Level 4A is known as the Basilisk Caverns, which should be pretty much self-explanatory. There are also some lost goblins in this level.

The lost goblins point to another nice strength of Rappan Athuk: The goblins journeyed up from Level 12A via Level 7A and became trapped by the basilisks. This is just one example of the foreshadowing of later dungeon levels which occurs throughout The Upper Levels. I have seen some reviewers criticize Rappan Athuk as a series of disconnected dungeon levels – but I simply can’t agree with this assessment (and am unsure how such a conclusion could ever be reached).

WEAK POINTS

Rappan Athuk has a lot going for it. Of course, it’s not without its share of flaws as well. A few things that caught my attention:

1. Several of the monster stats presented in the book are incorrect to one extent or another.

2. Necromancer Games should invest in a copy of a good mapping program. The maps I have seen in their products to date do not impress me. In products whose professional qualities shine throughout, the maps present themselves as oddly amateurish. Unfortunately, since the first place most people look in a dungeon module is the maps, I have the feeling that Necromancer is shooting itself in the foot by making the first impression of its products a potentially negative one.

3. The highly interconnected nature of the Rappan Athuk’s various sections really demands that the entire trilogy be released before you play it. It’s no good, for example, “starting to play now and not reaching the lower levels until they’re released” when, in point of fact, you can take a left turn one Level 1 and end up way down on Level 9. Although notes are included for playing the Upper Levels in isolation, they essentially consist of “the lower levels are completely, absolutely, and utterly inaccessible behind magical doors”. I don’t find this a satisfactory solution.

CONCLUSION

No one in the movie Casablanca says, “Play it again, Sam.” The words “Beam me up, Scotty” never appeared on an episode of the original Star Trek television series.

There are a lot of things in life which are seen in our memory only through rose-colored lenses. They exist in a state of “Platonic perfection”, and when we go back to view them again we realize that they do not – in fact – embody the archetypes which we have crafted for ourselves.

In my opinion, the “classic D&D modules” of the early days of the industry exist in this state: As a collective community, we remember them through rose-colored lenses. Perhaps we simply edit out the bad parts for ourselves. Or perhaps our DMs fixed up those modules before running us through them. Or perhaps we’re guilty of drawing a little bit from The Tomb of Horrors, a touch from Queen of the Demonweb Pits, and a smidgeon from The Keep of the Borderlands and making up a memory which is greater than any of its parts.

Where am I going with all this?

In my opinion, Rappan Athuk succeeds at capturing the spirit of the classic dungeon crawl in a way which the classic dungeon crawl, in point of fact, never captured on its own. Rappan Athuk is the epic dungeon which could only be found in nostalgia before now.

Although I’ll reserve final judgment until the fully trilogy is released, I will say this of The Upper Levels:

Rappan Athuk looks like a classic. Buy it today.

Style: 4
Substance: 4

Author: Bill Webb and Clark Peterson
Publisher: Necromancer Games
Price: $9.99
ISBN: 1-58846-156-4
Product Code: WW8360
Pages: 48

I’ve lost count of how many different editions of Rappan Athuk have been released. In addition to the original trilogy, Rappan Athuk Reloaded was a boxed set that expanded the Dungeon of Graves even further. Frog God Games has produced versions for Pathfinder, 5E, and Swords & Wizardry. I think there was also an abortive attempt to adapt it for Dungeon Crawl Classics?

Rappan Athuk is probably my favorite published megadungeon. I’ve run the first level many times, but — despite a couple of attempts — never managed to run a truly successful campaign of the whole thing. Some of the very earliest material here on the Alexandrian was actually new material that I created for one of these abortive campaigns:

The Lost Goblins

Level 5a: The Caverns of Mist
Level 7B: The Ethereal Palace

Level 6 Mazes: 6-2A, 6-2B, 6-2C, 6-2D
Level 7 Mazes: 7A-A, 7A-B, 7A-C, 7A-D, 7A-E, 7A-F

One of these days I’ll probably revisit those campaign notes and restructure them into an open table. Flipping through them, I see that I also did a massive remix of Level 7, considerably expanding the mind flayers there. I wonder if anyone would be interested in seeing that?

For an explanation of where these reviews came from and why you can no longer find them at RPGNet, click here.

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