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Hârn: Isle of Mysts, Magick & Mystery

1st Nuzyael, 720 by Tyzun Reckoning

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Hârn is a wild and dangerous land, where pockets of civilization are surrounded by large tracts of savage wilderness. It is a land of feudal kingdoms, religious strife, horrifying monsters, ancient ruins, noble knights, scheming lords, beleaguered peasants, industrious craftsmen, restless barbarian tribesmen, and secretive wizards.

A land steeped in mysts, magick, and mystery. Hârn is a rough, hazy, forested island about 30 leagues from the northwest coast of the continent of Lythia on the edge of the Haonic Ocean on the planet Kethira. Hârn has generally cool summers and mild winters. Fog, drizzle, and overcast skies are the norm, hence its moniker; 'The Misty Isle'. The local waters around the Hârnic Isles are treacherous, notoriously rough, and difficult to navigate, especially for those unfamiliar with them.

The world of Kethira is a nexus of Kelestia, the all or multi-verse, and Hârn is the place on Kethira where the veil between worlds is weakest. While Hârn is steeped in magick, the connection between Yashain, the source of all magicks, and Hârn is not particularly strong. As a result of this weak connection magick on Hârn is difficult to summon and hard to control. Hârn has a dark reputation and is a place regarded warily by most continental Lythians; for wild tales of savage men, fearsome beasts, odd folk, strange happenings, and terrible secrets men should not know, have been carried to the faraway continent and have served to discourage all but the most intrepid, adventurous, and foolhardy, of travelers.

Report from pworld KTHX1138


The world of Hârn will serve as the backdrop for either a HarnMaster, Genesys, Cthulhu Dark Ages, or D&D5e campaign (dealers choice) full of politics, intrigue, sorcery, murder, war, and more....

Do you dare to visit this strange land and plumb its dark secrets? Seeking socially mature players inside the ATL perimeter. Will use telepresence until the Pandemic has ended.