Successful Call of Cthulhu and Call of Cthulhu-style campaigns (they can be run in any system; Hârnmaster works just fine) are characterized by a group of more-or-less average folk gradually learning of and confronting the terrible truth that the world is a much bigger and nastier place than we learned on our granny's knee. The enjoyment comes in gingerly approaching oblivion, in learning just how bad it can be before going off the deep end or giving up in despair. It isn't about rescuing damsels in distress or standing alone against formidable odds, although these are certainly valid elements of a campaign steeped in Cthulhoid horror. But the overall theme that is enjoyed by players in a Cthulhoid campaign is the gradual piecing together of the clues that eventually reveal the Terrible Truth.
As such, the campaign needs a Terrible Truth. This document provides the Terrible Truth unknown to the great unwashed masses on Hârn.
On Kethira, Ilvir was the Earth-Mother god, and Siem was the Sky-Father god. The Sindar and Khuzan peoples were placed here by them to protect Kethira and all life on it. They also had two devices - the Eye of Ilvir, a brilliant blue orb about the size of a child's head that emanated life-energy, and the Bowl of Siem, a deep blue bowl exactly large enough to fit the Eye of Ilvir. When they were fashioned, the Eye was given to the Khuzdul of Kiraz, where it was watched by the kings of Kiraz for any signs of perturbation to Ilvir or her world, and the Bowl was given to the Elf-King in Evael to watch for signs of evil from beyond the stars. Either part, the Eye or the Bowl, could be used to heal the other if anything happened to it.
Unfortunately, Cthulhu came neither from the stars nor from the earth, but through the dreams of the people. Thus did Cthulhu, master of dreams, bypass the protections of the young world and gain a residence. When he did, it made for some serious trouble.
Cthulhu brought with him powerful creatures of corruption - crystals inhabited by an alien and unknowable life-form called the Shanns. Shanns are beings of energy only, and must live in a crystal matrix. They cannot cross running water. All things infected by a shann's evil energies become corrupted, and eventually no longer resemble their original form.
He also learned his one great skill - to transfer his essence into a new, human body.
After many years, he was what they needed, a human who could cross the sea, who could go to places where they couldn't, who could do things in the world of men beyond the control of the hated Sindar and Khuzdul watchers. Then he began his great plan, to neutralize the watchers and make Kethira a home for him, and for those who gave him power.
He learned that far Dalkesh was the home of a small cult dedicated to Nyarlathotep, known in Dalkeshi as Naveh. Lothrim traveled to Dalkesh, where he used his sorcerous powers and ruthless nature to gain control of the cult of Naveh. Then he used the cult as a base from which he started a guild of assassins dedicated to perfecting their art and their discipline, the weapon he would need for the next of his great plans. As the guild grew and prospered, Lothrim became very wealthy. He took his time there to begin his most audacious project - he wrote the Concordat of the Illimitable Tome.
In Azeryan, the Agrikan temples were spreading without Lothrim's help or interference.
As Merodyne the Pale in Karejia and Trierzon, he nearly simultaneously introduced the new Halean rite, with similar results. In the meantime, Larani had arisen in response to the growing popularity of Agrik, and gentle Peoni was promoted from humble hearth goddess to comforter of the downtrodden.
Eventually, Lothrim went on pilgrimage to Araka-Kalai with the Banestone in its gold coffer. There he baned Ilvir into the corrupted insane mass of protoplasm that now spews out monsters. That's why there haven't been any unicorns or gryphons seen in 600 years (unless they're very, very old).
Once Ilvir was neutralized as a force of powerful magic, Lothrim was able to start conquering Hârn. This was a purely personal thing, to see if he could get the attention of the remaining dwarves. He did, and so he sent one of his lieutenants to Kiraz bearing a bribe for their continued lack of attention to his actions. The bribe: an enormous emerald in a gold box... Naturally the dwarves took the gem with every intention of turning on the foulspawner, but it was too late - the quartz veins of Kiraz were a perfect home for the spawning shanns, and Kiraz was infested.
The khuzdul had no idea what had happened until it was too late. Slowly at first, but soon every morning, dwarves woke up to find their neighbors transformed into troll-like creatures. Finally, they fled, taking only their finest treasures. One of these was the emerald in the box; they still did not know its significance (and it was an awfully big emerald....)
In general, Cultists (Morgathians, Navehans, and fringe sects) worship one of the 1001 aspects of Nyarlathotep according to plans laid down by his agents, especially Lothrim, long ago. They use Call, Contact, and Summon/Bind spells, and the special abilities of the creatures they contact.
Cthulhu worship is centered around the monolithic Melderyni establishment, which exists solely for the purpose of gathering the power needed to release Cthulhu from his watery prison in Ridow and return Kethira to Him and His. Cthulhu cultists use all of the "ordinary" Shek P'Var magic (they developed it).
Halea - a decadent, devolved form of the original "Earth-Mother" Ilvir. Play as written.
Ilvir - discredited, form of the original "Earth-Mother" procreator figure caused by his corruption by Lothrim. Play as written.
Larani - a natural response to Agrikanism. Play as written.
Morgath - an engineered church started in Azeryan by Lothrim in 1000 BT
Naveh - an engineered church started in Azeryan by Lothrim in 2000 BT
Peoni - a weakened form of the original "Earth-Mother" Ilvir, rendered harmless in Melderyn. Play as written.
Sarajin - Ithaqua the Windwalker, as perceived by Ivinians
Save K'nor - a secret society. Play as written, or play it as a Special Forces agency working for the Melderyni Crown, or as an independent society who knows the Awful Truth and is working to bring it down.
Siem - The original "Sky-Father" protector figure.
Fake churches: Agrik, Halea, Naveh, Morgath
Private society church: Save K'nor
Response churches: Peoni, Larani
Serpentmen - Corrupted Sindar
Mi-Go - Extra-Kethiran visitors mining the mountains of Lythia, including Hârn, for their own reasons. Mi-Go may be the adult form of Shanns, or they may be their mortal enemies (and unsavory party allies). Are they the Earthmasters?
Trolls - Proto-Deep Ones, corrupted dwarves who have not yet made it to the sea.
Then decide who is allied with whom, and under what circumstances the alliance might change. For instance, the Miners Guild is dominated by a Jmorvi Veran who is in league with the Mi-Go. They collect a certain bluish metal found naturally in tin deposits, and give it to the Mi-Go. But the Heralds Guild is in the pocket of the Navehan church, and their records are not as sacrosanct as might be thought.
Discuss with your players if they would prefer to mix in the occasional odd cult with their other adventuring, or if they want to commit themselves to Something Big.
If the former is their preference, set up the campaign as you normally would, but add a schedule of clues to be gained which will eventually show them that the evil cults share more than a few similarities, and with the right preparation, they can be defeated.
If they want to commit themselves to Something Big, they can a) piece together the disturbing pattern of events that shows that Melderyn has been working on a Secret Plan, and that on the Winter Solstice of 721, the stars will be right... or b) discover the secret of the Carnage of Kiraz and, using Mi-Go (Earthmaster?) technology, save Ilvir and clear Kiraz.