Post by Lux on Nov 13, 2023 19:24:44 GMT
The Misty Isle uses the Hârn setting. Hârn is a fantasy roleplaying setting inspired by Norman Britain. The books detail the various realms that exist on the eponymous isle of Hârn, including their political situations, cultures, and religions, right across all levels of society, as well as detailing numerous towns and villages. Vast wilderness and sparsely populated wilderness exists between these small realms, which can be the site of numerous adventures.
Two companies publish Hârn products, and their websites can be found at columbiagames.com/harnworld/ and www.kelestia.com/harnworld?page=1 - The Misty Isle relies primarily on products from Columbia Games.
A very old but still relevant reference book, which gives a simple overview of many topics, is HârnPlayer, if you are able to find a copy.
The Isle of Hârn
Hârn is a backwater. The isle is off the northwestern coast of a vast continent called Lythia. All that needs to be known about Lythia for the purposes of this game is that it is home to many civilisations and the source of occasional exotic goods that come to Hârn.
A map of Hârn is available at: columbiagames.com/resources/5001/5001A-HarnWorld-Map.pdf
Geographically, Hârn is about the size of the US state of Texas. It is extremely sparsely populated, with fewer than 1 million people living in it. These are divided between a number of tribal nations and nine other realms. These include three in the southwest: the Thardic Republic, which is a plutocracy; the Kingdom of Kanday, a chivalric kingdom; and the Kingdom of Rethem, which is the single mostly unambiguously "evil" kingdom in the setting. In the north is the Kingdom of Orbaal, which is ruled by the Viking-like Ivinians, though also resident to many native Jarin, who are comparable to Celts. In eastern-central Hârn is the Kingdom of Kaldor, simultaneously geographically isolated but also the hub of all the roads that cross Hârn. In a vast forest in the south is the Kingdom of Evael, home of the elves, while in the mountains northeast of Kaldor is the Kingdom of Azadmere, home of the dwarves. Both realms of the Elder Folk are also home to numerous Jarin. In the southeast is the Kingdom of Melderyn, sometimes called the Wizards' Isle, which monopolises trade with Lythia. Lastly, the tiny Kingdom of Chybisa sits on a road between Kaldor and Melderyn, home to just 8,000 people.
The wilderness of Hârn is vast. Even the tribal nations who inhabit that space between the pockets of settled people do not know all of it. It is dotted with ruins and unusual sites, whether from past human realms, dwarves, or even perhaps more ancient beings than that. As well as familiar types of animal from the real world, Hârn is home to a number of fantastical monsters. Many of the mountains of Hârn are infested with orcs which, on Hârn, are also called gargun.
I will provide more detail about specific places if necessary in a given episode. In the beginning, this means that most information will be about Chybisa and its surrounds.
Hârnic Society
In a settled - that is, non-nomadic - society on Hârn, about 80% of people are farmers. Of these, in most kingdoms, the vast majority are so-called unfree. They are serfs, bound to the land. They cannot even depart the village without the permission of the landholder. Much of the remainder are free commoners, whether they are free farmers, servants in a noble's household, those members of various guilds which provide manufactured goods and services, soldiers or mercenaries, or members of the clergy.
People in most Hârnic realms are ruled over by feudal nobility. The obligations of nobility are based primarily on military service, with a monarch granting land to powerful nobles in exchange for guarantees of military service, and some tax, and those powerful nobles subdividing their land between various knights. Landed knights rule over manors, parcels of arable land with a village at their centre, typically inhabited by between 150 and 300 people. Much of the income that nobles derive from their land is poured into the upkeep of their households, including relatives, servants and soldiers, into the hosting of guests, the payment of taxes, tithes to the church, the keeping of their stables, as well as the maintenance of their fiefs.
A note on technology
If something could be found in the late 12th century in Britain, it can probably be found on Hârn. This is not a hard and fast rule, but for anyone curious about the particulars of agricultural advancement, architectural and engineering ability, metallurgy, arms and armour, and so on, that is a reference point. One particular exception made on the game is to clothing. Available clothing types will span a range of periods, because a lot of 12th century clothing is just a bit boring. If it's something that might plausibly be worn by somebody dressed in "historical" clothing at a Renaissance fair, it probably fits on The Misty Isle, too.
Religion
There is a pantheon of deities on Hârn. Not all of these will be relevant to every episode, but I include a list here for the sake of completeness.
Religious customs, including how widespread or tolerated a church is, or how it is structured, can vary from realm to realm and will be detailed separately.
Agrik: The fiery, evil god of war, favored by those who enjoy cruelty and destruction. Agrik is worshipped by dozens of squabbling clerical sects and fighting orders.
Halea: The goddess of wealth and pleasure. She demands unswerving devotion from her adherents. Only women can enter her clergy.
Ilvir: The creator of the Ivashu. His followers are individualistic, creative, and mystical. Dozens of sects worship Ilvir, although his adherents are few and mostly found in Orbaal.
Larani: The Lady of Paladins is the goddess of chivalry and battle, favored by the feudal nobility. Those who follow her are expected to display courage, compassion, and honour.
Morgath: Morgath is the master of chaos, evil, and the undead, who despises all things fair and noble. His church is dour and ruthless, and infamous for its human sacrifice.
Naveh: A god of darkness, best known as the bringer of nightmares, and worshipped by thieves and assassins. His fanatical clerics will commit suicide to prove their faith.
Peoni: The gentle goddess of agriculture and healing, worshipped by most rural folk. Peoni’s clergy are divided into celibate male and female orders; both maintain hospitals. Temples are always near poverty.
Sarajin: The god of battlelust, who demands honour and bravery from his adherents, mostly Ivinians. His sport is war and he sometimes joins human battles. His clergy are all men.
Save-K’nor: The god of knowledge and seeker of enlightenment, the Sage of Heaven. His adherents believe that a stable and ordered society precludes evil behavior.
Siem: The benign god of mystery, magic, and dreams. He is the special deity of elves and dwarves. Siem’s worshippers favor a personal approach to the deity.
Two companies publish Hârn products, and their websites can be found at columbiagames.com/harnworld/ and www.kelestia.com/harnworld?page=1 - The Misty Isle relies primarily on products from Columbia Games.
A very old but still relevant reference book, which gives a simple overview of many topics, is HârnPlayer, if you are able to find a copy.
The Isle of Hârn
Hârn is a backwater. The isle is off the northwestern coast of a vast continent called Lythia. All that needs to be known about Lythia for the purposes of this game is that it is home to many civilisations and the source of occasional exotic goods that come to Hârn.
A map of Hârn is available at: columbiagames.com/resources/5001/5001A-HarnWorld-Map.pdf
Geographically, Hârn is about the size of the US state of Texas. It is extremely sparsely populated, with fewer than 1 million people living in it. These are divided between a number of tribal nations and nine other realms. These include three in the southwest: the Thardic Republic, which is a plutocracy; the Kingdom of Kanday, a chivalric kingdom; and the Kingdom of Rethem, which is the single mostly unambiguously "evil" kingdom in the setting. In the north is the Kingdom of Orbaal, which is ruled by the Viking-like Ivinians, though also resident to many native Jarin, who are comparable to Celts. In eastern-central Hârn is the Kingdom of Kaldor, simultaneously geographically isolated but also the hub of all the roads that cross Hârn. In a vast forest in the south is the Kingdom of Evael, home of the elves, while in the mountains northeast of Kaldor is the Kingdom of Azadmere, home of the dwarves. Both realms of the Elder Folk are also home to numerous Jarin. In the southeast is the Kingdom of Melderyn, sometimes called the Wizards' Isle, which monopolises trade with Lythia. Lastly, the tiny Kingdom of Chybisa sits on a road between Kaldor and Melderyn, home to just 8,000 people.
The wilderness of Hârn is vast. Even the tribal nations who inhabit that space between the pockets of settled people do not know all of it. It is dotted with ruins and unusual sites, whether from past human realms, dwarves, or even perhaps more ancient beings than that. As well as familiar types of animal from the real world, Hârn is home to a number of fantastical monsters. Many of the mountains of Hârn are infested with orcs which, on Hârn, are also called gargun.
I will provide more detail about specific places if necessary in a given episode. In the beginning, this means that most information will be about Chybisa and its surrounds.
Hârnic Society
In a settled - that is, non-nomadic - society on Hârn, about 80% of people are farmers. Of these, in most kingdoms, the vast majority are so-called unfree. They are serfs, bound to the land. They cannot even depart the village without the permission of the landholder. Much of the remainder are free commoners, whether they are free farmers, servants in a noble's household, those members of various guilds which provide manufactured goods and services, soldiers or mercenaries, or members of the clergy.
People in most Hârnic realms are ruled over by feudal nobility. The obligations of nobility are based primarily on military service, with a monarch granting land to powerful nobles in exchange for guarantees of military service, and some tax, and those powerful nobles subdividing their land between various knights. Landed knights rule over manors, parcels of arable land with a village at their centre, typically inhabited by between 150 and 300 people. Much of the income that nobles derive from their land is poured into the upkeep of their households, including relatives, servants and soldiers, into the hosting of guests, the payment of taxes, tithes to the church, the keeping of their stables, as well as the maintenance of their fiefs.
A note on technology
If something could be found in the late 12th century in Britain, it can probably be found on Hârn. This is not a hard and fast rule, but for anyone curious about the particulars of agricultural advancement, architectural and engineering ability, metallurgy, arms and armour, and so on, that is a reference point. One particular exception made on the game is to clothing. Available clothing types will span a range of periods, because a lot of 12th century clothing is just a bit boring. If it's something that might plausibly be worn by somebody dressed in "historical" clothing at a Renaissance fair, it probably fits on The Misty Isle, too.
Religion
There is a pantheon of deities on Hârn. Not all of these will be relevant to every episode, but I include a list here for the sake of completeness.
Religious customs, including how widespread or tolerated a church is, or how it is structured, can vary from realm to realm and will be detailed separately.
Agrik: The fiery, evil god of war, favored by those who enjoy cruelty and destruction. Agrik is worshipped by dozens of squabbling clerical sects and fighting orders.
Halea: The goddess of wealth and pleasure. She demands unswerving devotion from her adherents. Only women can enter her clergy.
Ilvir: The creator of the Ivashu. His followers are individualistic, creative, and mystical. Dozens of sects worship Ilvir, although his adherents are few and mostly found in Orbaal.
Larani: The Lady of Paladins is the goddess of chivalry and battle, favored by the feudal nobility. Those who follow her are expected to display courage, compassion, and honour.
Morgath: Morgath is the master of chaos, evil, and the undead, who despises all things fair and noble. His church is dour and ruthless, and infamous for its human sacrifice.
Naveh: A god of darkness, best known as the bringer of nightmares, and worshipped by thieves and assassins. His fanatical clerics will commit suicide to prove their faith.
Peoni: The gentle goddess of agriculture and healing, worshipped by most rural folk. Peoni’s clergy are divided into celibate male and female orders; both maintain hospitals. Temples are always near poverty.
Sarajin: The god of battlelust, who demands honour and bravery from his adherents, mostly Ivinians. His sport is war and he sometimes joins human battles. His clergy are all men.
Save-K’nor: The god of knowledge and seeker of enlightenment, the Sage of Heaven. His adherents believe that a stable and ordered society precludes evil behavior.
Siem: The benign god of mystery, magic, and dreams. He is the special deity of elves and dwarves. Siem’s worshippers favor a personal approach to the deity.