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The Newest in Hârn

HârnQuest is a collection of Hârn articles released 4 times a year. Each issue is approximately 32 pages and includes articles about Hârnic kingdoms, cities, castles, history, creatures, and more. New Atlas Hârnica maps are also sent to HârnQuest subscribers as they are released.

Subscribing to HârnQuest costs $19.99* per issue (PDFs = no postage).

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Your first issue when you purchase a HârnQuest subscription…(next issue, Spring 2023)

Vulenheim Town, COL #5152, 14 pages
Writers: N. Robin Crossby, Tom Dalgliesh, Mikkel Huber, Jonathan Davidson, Andrew Buyan, Brent Bailey

Vulenheim is the largest settlement in the Kingdom of Menglana and the fifth-largest in all Ivinia. Located near the eastern end of the Leimenfjord, it is a major center for trade and the only walled town in the kingdom. The aging King Hlanakar III rarely visits the town and does everything in his power to hamper Vulenheim’s dominance of commerce. Four of the king’s six sons live in the bustling town, with second son Adric acting as the royal governor. Should one of them succeed to the throne, Vulenheim would surely benefit from the new king’s patronage.

This article describes the settlement’s history, government, religion, economics, and military forces. It includes color floor plans of the marketplace, color GM and player maps of the settlement, and brief descriptions of many local craftsmen and other locations. A detailed description and floor plans are given for the temple to Sarajin run by Clan Orbaansen, the clerical clan that ministers to the lower rungs of Vulenheim society.

Glassworkers, COL #4808, 6 pages
Writer: Jonathan Davidson

Glassworking is a mysterious art to most Hârnians and its practitioners are sometimes presumed to use magic. Glass is most commonly encountered in the form of expensive tableware, mirrors and lanterns, and bottles for luxury perfumes, exotic spices, and imported spirits. Glass jars, flasks, and tubes are in demand from alchemists, apothecaries, and students of arcane lore. A few glassworkers are experimenting with grinding lenses and prisms useful to navigators, cartographers, and scholars.

This article describes the organization and activities of the Glassworkers’ Guild as well the guild’s place in Hârnic society. Details are given for a typical master glassworker’s workshop.

Harpers, COL #4809, 8 pages
Writers: Joe Adams, Brent Bailey

Harpers are professional musicians. Most earn their living as performers although some specialize in the crafting of fine musical instruments such as the harp, flute, drum, horn, and lute. Truly great harpers can make instruments of seemingly awesome enchantment and play them with such skill as to coax any emotions they wish from their listeners. The College of Harpers is a member organization of the Mangai, the association of Lythian guilds. The College has a monopoly on the production and sale of musical instruments but not on singing or making music in general, even when done for profit. Nonetheless, membership has its benefits, as many civic leaders will hire only guilded harpers to entertain at fairs and other events they sponsor.

This article describes the organization and activities of the College of Harpers as well the guild’s place in Hârnic society and a handful of notable personalities. A detailed description and floor plans are given for Aleta Hall, one of the guild’s primary Hârnic centers of learning.

Ratters, COL #4837, 4 pages
Writer: Brent Bailey

Rats are a serious problem throughout Hârn and Lythia and it is the job of the ratter to control these pests. Vermin of many types inhabit buildings in both town and country and can make life uncomfortable or even dangerous unless skilled ratters are called upon to deal with them.

Although pest control is filthy and often dangerous, it is steady work and rat-catching is one of the more lucrative unguilded occupations. Ratters are often from the poorer segments of society. Their unpleasant occupation may make them subject to the contempt of their betters, yet they are nevertheless freemen with a dependable income. A skillful and crafty ratter can earn a considerable sum in ridding a town or manor of its pests and gain a measure of respect from the neighbors.

This article describes the unguilded occupation of ratter and its practitioners’ place in Hârnic society.