legends of hârn:
The Saga of Gundar Green-Eye
The Saga of Gundar Green-Eye
It is a chilly, early spring morning at Lidargaarda. A sooty black pillar of smoke reaches toward the sky, a billowing monument of the evil deed that took place the previous day. The buildings on the farm are burned to the ground; only blackened charcoal remains. The cold wind coming down from the hills is nipping at the skin of the three survivors standing devastated in the yard: the children of the ill-fated Gundar Green-Eye. Having buried their parents at dawn, they gather what remains of their belongings and sorrowfully begin to contemplate what to do next.
The Saga of Gundar Green-Eye is a fantasy role-playing campaign for the Hârn setting and the HârnMaster RPG in five chapters and 334 pages that will take the characters from the fjords of Menglana to the shores of Hârn and beyond, in search of the culprits who murdered their parents.
Engrossing Story
Quality Cartography
Detailed Locations
Full-Color Heraldry
Raldlund was settled in the early 800:s BT by forbearers of the current Rald clan. Legends tell of ships setting out from mainland Lythia, likely somewhere in current Harbaal, getting lost in fog and storms. The refugees sought shelter on the rocky west coast of Ivae, when a black raven appeared, and supposedly led the lead ship into the mouth of the Oslufjord.
The refugees ventured further into the fjord, and settled on the more arable lands by the Raldinfjord. They would name themselves after the portentious bird (Rald means “raven”) and to this day, the Ralds revere ravens as sacred and savant beings. The Ralds were long standing allies with the Uthers of Trondis until 621, when they were forced to submit to the Stahlers, and the region was incorporated into Menglana. Current events are pushing the clan into a position where its resolve will be tested.
Oslufjord is a 26-page Ivinia setting module for the HârnMaster RPG. It is included in The Saga of Gundar Green-Eye (see above), but can also be downloaded for free as a standalone article.
YH-H-2-2Sea of Ivae is one of the most punishing environments on Kèthîra. The hardy men and women who ply their trade on this vast expanse of ice, frigid waves, and barely liveable chunks of rock, are uniquely resilient people. Yet, this region is alive with activity. Trade routes criss-cross the ocean and connect settlements, kingdoms and people through trade and migration. Cultures thrive and evolve, even under these harsh conditions.
Sea of Ivae is a 24-page Ivinia setting module for the HârnMaster RPG. It is included in The Saga of Gundar Green-Eye (see above), but can also be downloaded for free as a standalone article.
YH-H-2-3Tavu island is the smallest and most remote of all of Ivinia’s King- doms. For that reason alone, it remains unconquered and fiercely independent. It is a lawless enclave of rugged freebooters and unscrupulous merchants, ruled in a very loose sense by the biggest scoundrel of them all, Odrin Aalden – a ruthless and wildly successful pirate captain who has managed to translate his success as a rover into a prosperous career as a merchant and trader. Tavu is an enclave largely outside of Ivinian society. The realm has increasingly begun attracting not just fierce individualists, but those who deliberately choose to stand outside society, and prey on others as a way of life.
Tavu is a 20-page Ivinia setting module for the HârnMaster RPG. It is included in The Saga of Gundar Green-Eye (see above), but can also be downloaded for free as a standalone article.
YH-H-2-4Keron island is a large island off the eastern coast of Hârn which features a good natural harbor – Balhafen – offering safe anchorage and shelter from the ferocious and frequent storms on the Sea of Ivae. The island ́s wide sandy beaches along the northern coast facilitate easy repairs, as sailors can easily pull shallow-draft ships ashore. In preparation for the attack on Thay, Ivinians established a settlement on the island in 704, but it was destroyed under mysterious circumstances by a freak storm in 707. The place has been unoccupied and falling into disrepair ever since. The anchorage is still occasionally used by mariners plying Hârn’s east coast however. It is also sometimes used as a secret base for a band of ruthless pirates who roam the seas from Orbaal in the north, to Melderyn in the south.
Balhafen is a 16-page Hârn setting module for the HârnMaster RPG. It is included in The Saga of Gundar Green-Eye (see above), but can also be downloaded for free as a standalone article.
YH-H-2-5Anrist Point is a unique geothermal hotspot on Hârn’s eastern coast which has given rise to a series of curious natural phe- nomena, along with some notable supernatural ones. It is the home of a mysterious entity known as The Riddlemaster – one of few remaining demigods on Kèthîra, one of a rare breed of beings known as the Pradeyalkri. Many myths and legends surround The Riddlemaster, few of which are accurate. The Riddlemaster has been present at Anrist Point since the days following Sarajin’s conquest of Ivinia, after most likely having been ousted from there. Very few written sources exist that describe The Riddlemaster or chronicle his activities, but Jarin oral traditions dating back many centuries have referenced the healing properties of the springs at Anrist Point..
Anrist Point is a 20-page Hârn setting module for the HârnMaster RPG. It is included in The Saga of Gundar Green-Eye (see above), but can also be downloaded for free as a standalone article.
YH-H-2-6Shese is a small settlement located on the southwestern tip of Shenesel Island in the Anoth Delta. It is ruled by the Haidaar clan, who are the jailers and executioners of the Geldestaars of Lorkin. They guard the largest prison in the region, housed in the Twynieth Tower on a small island just south of Caer Shenesel.
Shese is a 20-page Hârn setting module for the HârnMaster RPG. It is included in The Saga of Gundar Green-Eye (see above), but can also be downloaded for free as a standalone article.
YH-H-2-7Gedil Island is the center of a small archipelago off the northeastern coast of Orbáal. It was the first area to come under Ivinian attack in 646 TR and ultimately succumbed to Ivinian rule after the Ivinian Conquest in 652 TR. The clan politics on the island stem from the dynamics of the crews of the three boats that landed on Gedil in 652, launched an assault against the local Jarin rulers (the Nyraels), and proceeded to take control of the entire island. The descendants of the original crews, who were always suspicious of each other, have cultivated a deep seated animosity towards each other for unknown reasons. This tension has carried on through the decades, creating a thoroughly toxic environment.
Gedil Island is a 20-page Hârn setting module for the HârnMaster RPG. It is included in The Saga of Gundar Green-Eye (see above), but can also be downloaded for free as a standalone article.
YH-H-2-8Quimedaal Valley is the name of the area surrounding Quimen in central Orbáal. It is one of few landlocked settlements in the region which is the main reason for Ivinians not paying much attention to what goes on here. The other reason is political: King Alegar I handed over control of Quimen and the entire surrounding valley to the Order of the Crimson Dancer, in return for the elimination of one of his chief enemies. Agrikans took control of the valley after a swift and brutal military campaign in 701 TR and have not looked back. The Jarin population is feeling the boot of Agrikan oppression virtually everywhere they go, which has led to resentment stewing and building up the steam in the pressure-cooker that is the Quimedaal Valley. The mood in the entire valley is one of abject oppression, as the Agrikans rule with an iron-clad fist.
Quimedaal is a 12-page Hârn setting module for the HârnMaster RPG. It is included in The Saga of Gundar Green-Eye (see above), but can also be downloaded for free as a standalone article.
YH-H-2-9Northern hârn is a rugged, mountainous, inhospitable region. Its coastline is torn by steep, picturesque fjords which is where the majority of the settlements are situated. It is inhabited by some 70,000 people, the majority of whom are of Jarin ancestry. Orbáal is a pre-feudal, fractious kingdom, split into more or less independent, often fiercely anti-authoritarian fiefs whose holders sometimes refer to their own territories as ”kingdoms”, viewing king Alegar II as the pendragon of the realm, according to the common Ivinian societal model. Geldesfjord is the center of commerce in Orbáal and the cradle of the Kingdom of Orbáal, its end point being the location of the royal seat of clan Taareskeld at Geldeheim, which owes its name to the fjord. Nestled in the innermost region of the fjord, in the shadow of nearby Mount Wyrm, the capital of Geldeheim is well protected from the elements. However, nothing can protect the kingdom, or the king himself, from the trouble that is brewing.
Geldesfjord is a 24-page Hârn setting module for the HârnMaster RPG. It is included in The Saga of Gundar Green-Eye (see above), but can also be downloaded for free as a standalone article.
YH-H-2-10Ikom Island is the second largest island in the Kingdom of Melderyn, situated northeast of the kingdom proper and due east of the mainland part of the realm. The island is highly independent and its inhabitants consider themselves as apart from the ”mainlanders”. On the northern coast of Ikom Island lies the village of Yeged, held by clan Heder – a clan who has a long history in the region, dating back to the early days of Jarin settlement. Yeged is haunted by a recent tragedy, caused by a mysterious curse originating from an abandoned chantry north of the village. The chantry holds many ominous secrets for the characters to explore.
Ikom Island is a 24-page Hârn setting module for the HârnMaster RPG. It is included in The Saga of Gundar Green-Eye (see above), but can also be downloaded for free as a standalone article.
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